3 * @brief レイシャルと突然変異の技能処理 / Racial powers (and mutations)
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
10 * 2014 Deskull rearranged comment for Doxygen. \n
14 #include "cmd-magiceat.h"
15 #include "cmd-zapwand.h"
18 #include "object-hook.h"
21 #include "player-status.h"
22 #include "spells-status.h"
25 * @brief レイシャル「弾/矢の製造」処理 / do_cmd_cast calls this function if the player's class is 'archer'.
26 * Hook to determine if an object is contertible in an arrow/bolt
27 * @return 製造を実際に行ったらTRUE、キャンセルしたらFALSEを返す
29 static bool do_cmd_archer(void)
38 GAME_TEXT o_name[MAX_NLEN];
43 sprintf(com, _("[S]弾, [A]矢, [B]クロスボウの矢 :", "Create [S]hots, Create [A]rrow or Create [B]olt ?"));
44 else if(p_ptr->lev >= 10)
45 sprintf(com, _("[S]弾, [A]矢:", "Create [S]hots or Create [A]rrow ?"));
47 sprintf(com, _("[S]弾:", "Create [S]hots ?"));
51 msg_print(_("混乱してる!", "You are too confused!"));
57 msg_print(_("目が見えない!", "You are blind!"));
63 if (!get_com(com, &ch, TRUE))
67 if (ch == 'S' || ch == 's')
72 if ((ch == 'A' || ch == 'a')&&(p_ptr->lev >= 10))
77 if ((ch == 'B' || ch == 'b')&&(p_ptr->lev >= 20))
84 /**********Create shots*********/
91 if (!get_rep_dir(&dir, FALSE)) return FALSE;
92 y = p_ptr->y + ddy[dir];
93 x = p_ptr->x + ddx[dir];
96 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_CAN_DIG))
98 msg_print(_("そこには岩石がない。", "You need pile of rubble."));
101 else if (!cave_have_flag_grid(c_ptr, FF_CAN_DIG) || !cave_have_flag_grid(c_ptr, FF_HURT_ROCK))
103 msg_print(_("硬すぎて崩せなかった。", "You failed to make ammo."));
110 /* Hack -- Give the player some small firestones */
111 object_prep(q_ptr, lookup_kind(TV_SHOT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
112 q_ptr->number = (byte)rand_range(15,30);
115 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
116 q_ptr->discount = 99;
118 slot = inven_carry(q_ptr);
120 object_desc(o_name, q_ptr, 0);
121 msg_format(_("%sを作った。", "You make some ammo."), o_name);
123 /* Auto-inscription */
124 if (slot >= 0) autopick_alter_item(slot, FALSE);
126 /* Destroy the wall */
127 cave_alter_feat(y, x, FF_HURT_ROCK);
129 p_ptr->update |= (PU_FLOW);
132 /**********Create arrows*********/
139 item_tester_hook = item_tester_hook_convertible;
141 q = _("どのアイテムから作りますか? ", "Convert which item? ");
142 s = _("材料を持っていない。", "You have no item to convert.");
143 q_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
144 if (!q_ptr) return FALSE;
148 /* Hack -- Give the player some small firestones */
149 object_prep(q_ptr, lookup_kind(TV_ARROW, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+ 1));
150 q_ptr->number = (byte)rand_range(5, 10);
153 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
155 q_ptr->discount = 99;
157 object_desc(o_name, q_ptr, 0);
158 msg_format(_("%sを作った。", "You make some ammo."), o_name);
162 inven_item_increase(item, -1);
163 inven_item_describe(item);
164 inven_item_optimize(item);
168 floor_item_increase(0 - item, -1);
169 floor_item_describe(0 - item);
170 floor_item_optimize(0 - item);
173 slot = inven_carry(q_ptr);
175 /* Auto-inscription */
176 if (slot >= 0) autopick_alter_item(slot, FALSE);
178 /**********Create bolts*********/
185 item_tester_hook = item_tester_hook_convertible;
187 q = _("どのアイテムから作りますか? ", "Convert which item? ");
188 s = _("材料を持っていない。", "You have no item to convert.");
190 q_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
191 if (!q_ptr) return FALSE;
195 /* Hack -- Give the player some small firestones */
196 object_prep(q_ptr, lookup_kind(TV_BOLT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+1));
197 q_ptr->number = (byte)rand_range(4, 8);
200 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
202 q_ptr->discount = 99;
204 object_desc(o_name, q_ptr, 0);
205 msg_format(_("%sを作った。", "You make some ammo."), o_name);
209 inven_item_increase(item, -1);
210 inven_item_describe(item);
211 inven_item_optimize(item);
215 floor_item_increase(0 - item, -1);
216 floor_item_describe(0 - item);
217 floor_item_optimize(0 - item);
220 slot = inven_carry(q_ptr);
222 /* Auto-inscription */
223 if (slot >= 0) autopick_alter_item(slot, FALSE);
229 * @brief 魔道具術師の魔力取り込み処理
230 * @return 取り込みを実行したらTRUE、キャンセルしたらFALSEを返す
232 bool gain_magic(void)
235 PARAMETER_VALUE pval;
239 GAME_TEXT o_name[MAX_NLEN];
241 /* Only accept legal items */
242 item_tester_hook = item_tester_hook_recharge;
244 q = _("どのアイテムの魔力を取り込みますか? ", "Gain power of which item? ");
245 s = _("魔力を取り込めるアイテムがない。", "You have nothing to gain power.");
247 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
248 if (!o_ptr) return (FALSE);
250 if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
252 msg_print(_("この杖には発動の為の能力は何も備わっていないようだ。", "This staff doesn't have any magical ability."));
256 if (!object_is_known(o_ptr))
258 msg_print(_("鑑定されていないと取り込めない。", "You need to identify before absorbing."));
264 msg_print(_("充填中のアイテムは取り込めない。", "This item is still charging."));
269 if (o_ptr->tval == TV_ROD)
271 else if (o_ptr->tval == TV_WAND)
274 if (o_ptr->tval == TV_ROD)
276 p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)o_ptr->number;
277 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
282 for (num = o_ptr->number; num; num--)
285 if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
286 if (p_ptr->magic_num2[o_ptr->sval + ext])
289 gain_num = (gain_num/3 + randint0(gain_num/3)) / 256;
290 if (gain_num < 1) gain_num = 1;
292 p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)gain_num;
293 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
294 p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
295 if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
296 if (p_ptr->magic_num1[o_ptr->sval + ext] > p_ptr->magic_num2[o_ptr->sval + ext] * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = p_ptr->magic_num2[o_ptr->sval + ext] * 0x10000;
297 if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
301 object_desc(o_name, o_ptr, 0);
302 msg_format(_("%sの魔力を取り込んだ。", "You absorb magic of %s."), o_name);
304 /* Eliminate the item (from the pack) */
307 inven_item_increase(item, -999);
308 inven_item_describe(item);
309 inven_item_optimize(item);
312 /* Eliminate the item (from the floor) */
315 floor_item_increase(0 - item, -999);
316 floor_item_describe(0 - item);
317 floor_item_optimize(0 - item);
319 p_ptr->energy_use = 100;
324 * @brief 魔法系コマンドを実行できるかの判定を返す
325 * @return 魔法系コマンドを使用可能ならTRUE、不可能ならば理由をメッセージ表示してFALSEを返す。
327 static bool can_do_cmd_cast(void)
329 if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
331 msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
335 else if (p_ptr->anti_magic)
337 msg_print(_("反魔法バリアが魔法を邪魔した!", "An anti-magic shell disrupts your magic!"));
340 else if (p_ptr->shero)
342 msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
351 * @return 構えを変化させたらTRUE、構え不能かキャンセルしたらFALSEを返す。
353 static bool choose_kamae(void)
362 msg_print(_("混乱していて構えられない!", "Too confused."));
366 prt(_(" a) 構えをとく", " a) No form"), 2, 20);
368 for (i = 0; i < MAX_KAMAE; i++)
370 if (p_ptr->lev >= kamae_shurui[i].min_level)
372 sprintf(buf," %c) %-12s %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
378 prt(_(" どの構えをとりますか?", " Choose Form: "), 1, 14);
384 if (choice == ESCAPE)
389 else if ((choice == 'a') || (choice == 'A'))
391 if (p_ptr->action == ACTION_KAMAE)
393 set_action(ACTION_NONE);
396 msg_print(_("もともと構えていない。", "You are not assuming a posture."));
400 else if ((choice == 'b') || (choice == 'B'))
405 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
410 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
415 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
421 set_action(ACTION_KAMAE);
423 if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
425 msg_print(_("構え直した。", "You reassume a posture."));
429 p_ptr->special_defense &= ~(KAMAE_MASK);
430 p_ptr->update |= (PU_BONUS);
431 p_ptr->redraw |= (PR_STATE);
432 msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
433 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
435 p_ptr->redraw |= PR_STATE;
442 * @return 型を変化させたらTRUE、型の構え不能かキャンセルしたらFALSEを返す。
444 static bool choose_kata(void)
453 msg_print(_("混乱していて構えられない!", "Too confused."));
459 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
465 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
469 prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
471 for (i = 0; i < MAX_KATA; i++)
473 if (p_ptr->lev >= kata_shurui[i].min_level)
475 sprintf(buf,_(" %c) %sの型 %s", " %c) Form of %-12s %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
481 prt(_(" どの型で構えますか?", " Choose Form: "), 1, 14);
487 if (choice == ESCAPE)
492 else if ((choice == 'a') || (choice == 'A'))
494 if (p_ptr->action == ACTION_KATA)
496 set_action(ACTION_NONE);
499 msg_print(_("もともと構えていない。", "You are not assuming posture."));
503 else if ((choice == 'b') || (choice == 'B'))
508 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
513 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
518 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
524 set_action(ACTION_KATA);
526 if (p_ptr->special_defense & (KATA_IAI << new_kata))
528 msg_print(_("構え直した。", "You reassume a posture."));
532 p_ptr->special_defense &= ~(KATA_MASK);
533 p_ptr->update |= (PU_BONUS);
534 p_ptr->update |= (PU_MONSTERS);
535 msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
536 p_ptr->special_defense |= (KATA_IAI << new_kata);
538 p_ptr->redraw |= (PR_STATE);
539 p_ptr->redraw |= (PR_STATUS);
546 * @brief レイシャル・パワー情報のtypedef
548 typedef struct power_desc_type power_desc_type;
551 * @brief レイシャル・パワー情報の構造体定義
553 struct power_desc_type
555 GAME_TEXT name[MAX_NLEN]; //!<レイシャル名
556 PLAYER_LEVEL level; //!<体得レベル
565 * @brief レイシャル・パワーの発動成功率を計算する / Returns the chance to activate a racial power/mutation
566 * @param pd_ptr 発動したいレイシャル・パワー情報の構造体参照ポインタ
569 static PERCENTAGE racial_chance(power_desc_type *pd_ptr)
571 PLAYER_LEVEL min_level = pd_ptr->level;
572 int difficulty = pd_ptr->fail;
577 int stat = p_ptr->stat_cur[pd_ptr->stat];
579 /* No chance for success */
580 if ((p_ptr->lev < min_level) || p_ptr->confused)
585 if (difficulty == 0) return 100;
587 /* Calculate difficulty */
590 difficulty += p_ptr->stun;
592 else if (p_ptr->lev > min_level)
594 int lev_adj = ((p_ptr->lev - min_level) / 3);
595 if (lev_adj > 10) lev_adj = 10;
596 difficulty -= lev_adj;
599 if (difficulty < 5) difficulty = 5;
601 /* We only need halfs of the difficulty */
602 difficulty = difficulty / 2;
604 for (i = 1; i <= stat; i++)
606 val = i - difficulty;
608 sum += (val <= difficulty) ? val : difficulty;
614 return (((sum * 100) / difficulty) / stat);
618 static int racial_cost;
621 * @brief レイシャル・パワーの発動の判定処理
622 * @param pd_ptr 発動したいレイシャル・パワー情報の構造体参照ポインタ
624 * 発動成功ならば1、発動失敗ならば-1、キャンセルならば0を返す。
625 * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
627 static int racial_aux(power_desc_type *pd_ptr)
629 PLAYER_LEVEL min_level = pd_ptr->level;
630 int use_stat = pd_ptr->stat;
631 int difficulty = pd_ptr->fail;
634 racial_cost = pd_ptr->cost;
636 /* Not enough mana - use hp */
637 if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
639 /* Power is not available yet */
640 if (p_ptr->lev < min_level)
642 msg_format(_("この能力を使用するにはレベル %d に達していなければなりません。",
643 "You need to attain level %d to use this power."), min_level);
645 p_ptr->energy_use = 0;
650 else if (p_ptr->confused)
652 msg_print(_("混乱していてその能力は使えない。", "You are too confused to use this power."));
653 p_ptr->energy_use = 0;
658 else if (p_ptr->chp < use_hp)
660 if (!get_check(_("本当に今の衰弱した状態でこの能力を使いますか?", "Really use the power in your weakened state? ")))
662 p_ptr->energy_use = 0;
667 /* Else attempt to do it! */
673 difficulty += p_ptr->stun;
675 else if (p_ptr->lev > min_level)
677 int lev_adj = ((p_ptr->lev - min_level) / 3);
678 if (lev_adj > 10) lev_adj = 10;
679 difficulty -= lev_adj;
682 if (difficulty < 5) difficulty = 5;
685 /* take time and pay the price */
686 p_ptr->energy_use = 100;
689 if (randint1(p_ptr->stat_cur[use_stat]) >= ((difficulty / 2) + randint1(difficulty / 2)))
694 if (flush_failure) flush();
695 msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
702 * @brief レイシャル・パワー発動処理
703 * @param command 発動するレイシャルのID
704 * @return 処理を実際に実行した場合はTRUE、キャンセルした場合FALSEを返す。
706 static bool cmd_racial_power_aux(s32b command)
708 PLAYER_LEVEL plev = p_ptr->lev;
713 switch (p_ptr->pclass)
717 POSITION y = 0, x = 0;
721 for (i = 0; i < A_MAX; i++)
724 y = p_ptr->y + ddy_ddd[dir];
725 x = p_ptr->x + ddx_ddd[dir];
728 /* Hack -- attack monsters */
733 msg_print(_("攻撃が空をきった。", "You attack the empty air."));
738 case CLASS_HIGH_MAGE:
739 if (p_ptr->realm1 == REALM_HEX)
741 bool retval = stop_hex_spell();
742 if (retval) p_ptr->energy_use = 10;
746 /* case CLASS_HIGH_MAGE: */
749 if (!eat_magic(p_ptr->lev * 2)) return FALSE;
754 if (is_good_realm(p_ptr->realm1))
756 if (!bless_weapon()) return FALSE;
760 (void)dispel_monsters(plev * 4);
761 turn_monsters(plev * 4);
762 banish_monsters(plev * 4);
768 if(!panic_hit()) return FALSE;
774 msg_print(_("敵を調査した...", "You examine your foes..."));
780 if (!get_aim_dir(&dir)) return FALSE;
781 fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
785 case CLASS_WARRIOR_MAGE:
789 int gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev, _("HPからMPへの無謀な変換", "thoughtless convertion from HP to SP"), -1) / 5;
792 p_ptr->csp += gain_sp;
793 if (p_ptr->csp > p_ptr->msp)
795 p_ptr->csp = p_ptr->msp;
801 msg_print(_("変換に失敗した。", "You failed to convert."));
804 else if (command == -4)
806 if (p_ptr->csp >= p_ptr->lev / 5)
808 p_ptr->csp -= p_ptr->lev / 5;
809 hp_player(p_ptr->lev);
813 msg_print(_("変換に失敗した。", "You failed to convert."));
817 /* Redraw mana and hp */
818 p_ptr->redraw |= (PR_HP | PR_MANA);
822 case CLASS_CHAOS_WARRIOR:
824 msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
825 slow_monsters(p_ptr->lev);
826 stun_monsters(p_ptr->lev * 4);
827 confuse_monsters(p_ptr->lev * 4);
828 turn_monsters(p_ptr->lev * 4);
829 stasis_monsters(p_ptr->lev * 4);
834 if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
836 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
841 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
847 if (!choose_kamae()) return FALSE;
848 p_ptr->update |= (PU_BONUS);
850 else if (command == -4)
854 if (!get_rep_dir(&dir, FALSE)) return FALSE;
855 y = p_ptr->y + ddy[dir];
856 x = p_ptr->x + ddx[dir];
857 if (cave[y][x].m_idx)
860 msg_print(_("あーたたたたたたたたたたたたたたたたたたたたたた!!!",
861 "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
863 msg_print(_("オラオラオラオラオラオラオラオラオラオラオラオラ!!!",
864 "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
867 if (cave[y][x].m_idx)
872 p_ptr->energy_need += ENERGY_NEED();
876 msg_print(_("その方向にはモンスターはいません。", "You don't see any monster in this direction"));
882 case CLASS_MINDCRAFTER:
883 case CLASS_FORCETRAINER:
887 msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
890 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
892 p_ptr->csp += (3 + p_ptr->lev/20);
893 if (p_ptr->csp >= p_ptr->msp)
895 p_ptr->csp = p_ptr->msp;
898 p_ptr->redraw |= (PR_MANA);
905 if (!get_aim_dir(&dir)) return FALSE;
907 fire_beam(GF_PHOTO, dir, 1);
909 else if (command == -4)
911 if (!identify_fully(FALSE)) return FALSE;
918 if (!do_cmd_mane(TRUE)) return FALSE;
921 case CLASS_BEASTMASTER:
925 if (!get_aim_dir(&dir)) return FALSE;
926 (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
928 else if (command == -4)
930 project_all_los(GF_CHARM_LIVING, p_ptr->lev);
936 if (!do_cmd_archer()) return FALSE;
939 case CLASS_MAGIC_EATER:
942 if (!gain_magic()) return FALSE;
943 } else if (command == -4) {
944 if (!can_do_cmd_cast()) return FALSE;
945 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
951 /* Singing is already stopped */
952 if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
955 p_ptr->energy_use = 10;
960 if (!can_do_cmd_cast()) return FALSE;
964 if (!p_ptr->paralyzed && can_do_cmd_cast())
972 int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
976 msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
979 if (p_ptr->special_defense & KATA_MASK)
981 msg_print(_("今は構えに集中している。", "You need concentration on your form."));
984 msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
986 p_ptr->csp += p_ptr->msp / 2;
987 if (p_ptr->csp >= max_csp)
989 p_ptr->csp = max_csp;
992 p_ptr->redraw |= (PR_MANA);
994 else if (command == -4)
996 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
998 msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
1001 if (!choose_kata()) return FALSE;
1002 p_ptr->update |= (PU_BONUS);
1006 case CLASS_BLUE_MAGE:
1008 if (p_ptr->action == ACTION_LEARN)
1010 set_action(ACTION_NONE);
1014 set_action(ACTION_LEARN);
1016 p_ptr->energy_use = 0;
1021 GAME_TEXT m_name[MAX_NLEN];
1022 monster_type *m_ptr;
1023 monster_race *r_ptr;
1028 msg_print(_("今は乗馬中だ。", "You ARE riding."));
1031 if (!do_riding(TRUE)) return TRUE;
1032 m_ptr = &m_list[p_ptr->riding];
1033 r_ptr = &r_info[m_ptr->r_idx];
1034 monster_desc(m_name, m_ptr, 0);
1035 msg_format(_("%sに乗った。", "You ride on %s."),m_name);
1036 if (is_pet(m_ptr)) break;
1037 rlev = r_ptr->level;
1038 if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
1039 if (rlev > 60) rlev = 60+(rlev-60)/2;
1040 if ((randint1(p_ptr->skill_exp[GINOU_RIDING] / 120 + p_ptr->lev * 2 / 3) > rlev)
1041 && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle
1042 && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
1043 && (rlev < p_ptr->lev * 3 / 2 + randint0(p_ptr->lev / 5)))
1045 msg_format(_("%sを手なずけた。", "You tame %s."),m_name);
1050 msg_format(_("%sに振り落とされた!", "You have thrown off by %s."),m_name);
1054 /* 落馬処理に失敗してもとにかく乗馬解除 */
1059 case CLASS_BERSERKER:
1061 if (!recall_player(p_ptr, randint0(21) + 15)) return FALSE;
1066 if (p_ptr->lev > 29)
1068 if (!identify_fully(TRUE)) return FALSE;
1072 if (!ident_spell(TRUE)) return FALSE;
1076 case CLASS_MIRROR_MASTER:
1080 /* Explode all mirrors */
1081 remove_all_mirrors(TRUE);
1083 else if (command == -4)
1087 msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
1090 if (is_mirror_grid(&cave[p_ptr->y][p_ptr->x]))
1092 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
1094 p_ptr->csp += (5 + p_ptr->lev * p_ptr->lev / 100);
1095 if (p_ptr->csp >= p_ptr->msp)
1097 p_ptr->csp = p_ptr->msp;
1098 p_ptr->csp_frac = 0;
1100 p_ptr->redraw |= (PR_MANA);
1104 msg_print(_("鏡の上でないと集中できない!", "Here are not any mirrors!"));
1111 if (p_ptr->action == ACTION_HAYAGAKE)
1113 set_action(ACTION_NONE);
1117 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
1118 feature_type *f_ptr = &f_info[c_ptr->feat];
1120 if (!have_flag(f_ptr->flags, FF_PROJECT) ||
1121 (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
1123 msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
1127 set_action(ACTION_HAYAGAKE);
1132 p_ptr->energy_use = 0;
1138 else if (p_ptr->mimic_form)
1140 switch (p_ptr->mimic_form)
1143 case MIMIC_DEMON_LORD:
1145 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1146 if (!get_aim_dir(&dir)) return FALSE;
1148 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."),((type == GF_NETHER) ? _("地獄", "nether") : _("火炎", "fire")));
1149 fire_breath(type, dir, plev * 3, (plev / 15) + 1);
1161 switch (p_ptr->prace)
1164 msg_print(_("周囲を調べた。", "You examine your surroundings."));
1165 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1166 (void)detect_doors(DETECT_RAD_DEFAULT);
1167 (void)detect_stairs(DETECT_RAD_DEFAULT);
1176 /* Create the food ration */
1177 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
1179 /* Drop the object from heaven */
1180 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
1181 msg_print(_("食事を料理して作った。", "You cook some food."));
1186 msg_print(_("パッ!", "Blink!"));
1187 teleport_player(10, 0L);
1191 msg_print(_("勇気を出した。", "You play tough."));
1192 (void)set_afraid(0);
1195 case RACE_HALF_TROLL:
1196 msg_print(_("うがぁぁ!", "RAAAGH!"));
1197 (void)berserk(10 + randint1(plev));
1203 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
1206 else if (command == -2)
1208 msg_print(_("あなたは「パターン」を心に描いてその上を歩いた...", "You picture the Pattern in your mind and walk it..."));
1210 (void)true_healing(0);
1211 (void)restore_all_status();
1212 (void)restore_level();
1216 case RACE_BARBARIAN:
1217 msg_print(_("うぉぉおお!", "Raaagh!"));
1218 (void)berserk(10 + randint1(plev));
1221 case RACE_HALF_OGRE:
1222 msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
1226 case RACE_HALF_GIANT:
1227 if (!get_aim_dir(&dir)) return FALSE;
1228 (void)wall_to_mud(dir, 20 + randint1(30));
1231 case RACE_HALF_TITAN:
1232 msg_print(_("敵を調査した...", "You examine your foes..."));
1237 if (!get_aim_dir(&dir)) return FALSE;
1238 msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
1239 fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
1243 if (!get_aim_dir(&dir)) return FALSE;
1245 msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
1246 (void)fear_monster(dir, plev);
1250 if (!get_aim_dir(&dir)) return FALSE;
1252 msg_print(_("酸を吐いた。", "You spit acid."));
1253 if (plev < 25) fire_bolt(GF_ACID, dir, plev);
1254 else fire_ball(GF_ACID, dir, plev, 2);
1258 if (!get_aim_dir(&dir)) return FALSE;
1259 msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
1260 fire_bolt(GF_POIS, dir, plev);
1264 msg_print(_("周囲を調査した。", "You examine your surroundings."));
1265 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1266 (void)detect_doors(DETECT_RAD_DEFAULT);
1267 (void)detect_stairs(DETECT_RAD_DEFAULT);
1271 if (!get_aim_dir(&dir)) return FALSE;
1272 msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
1273 fire_bolt_or_beam(10, GF_MISSILE, dir,
1274 damroll(3 + ((plev - 1) / 5), 4));
1277 case RACE_DRACONIAN:
1279 int Type = (one_in_(3) ? GF_COLD : GF_FIRE);
1280 concptr Type_desc = ((Type == GF_COLD) ? _("冷気", "cold") : _("炎", "fire"));
1282 if (!get_aim_dir(&dir)) return FALSE;
1284 if (randint1(100) < plev)
1286 switch (p_ptr->pclass)
1289 case CLASS_BERSERKER:
1292 case CLASS_IMITATOR:
1298 Type_desc = _("エレメント", "the elements");
1303 Type_desc = _("破片", "shards");
1307 case CLASS_WARRIOR_MAGE:
1308 case CLASS_HIGH_MAGE:
1309 case CLASS_SORCERER:
1310 case CLASS_MAGIC_EATER:
1311 case CLASS_RED_MAGE:
1312 case CLASS_BLUE_MAGE:
1313 case CLASS_MIRROR_MASTER:
1317 Type_desc = _("魔力", "mana");
1321 Type = GF_DISENCHANT;
1322 Type_desc = _("劣化", "disenchantment");
1325 case CLASS_CHAOS_WARRIOR:
1328 Type = GF_CONFUSION;
1329 Type_desc = _("混乱", "confusion");
1334 Type_desc = _("カオス", "chaos");
1339 case CLASS_FORCETRAINER:
1342 Type = GF_CONFUSION;
1343 Type_desc = _("混乱", "confusion");
1348 Type_desc = _("轟音", "sound");
1351 case CLASS_MINDCRAFTER:
1354 Type = GF_CONFUSION;
1355 Type_desc = _("混乱", "confusion");
1360 Type_desc = _("精神エネルギー", "mental energy");
1367 Type = GF_HELL_FIRE;
1368 Type_desc = _("地獄の劫火", "hellfire");
1372 Type = GF_HOLY_FIRE;
1373 Type_desc = _("聖なる炎", "holy fire");
1381 Type_desc = _("暗黒", "darkness");
1386 Type_desc = _("毒", "poison");
1393 Type_desc = _("轟音", "sound");
1397 Type = GF_CONFUSION;
1398 Type_desc = _("混乱", "confusion");
1405 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
1407 fire_breath(Type, dir, plev * 2, (plev / 15) + 1);
1411 case RACE_MIND_FLAYER:
1412 if (!get_aim_dir(&dir)) return FALSE;
1413 msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
1414 fire_bolt(GF_PSI, dir, plev);
1418 if (!get_aim_dir(&dir)) return FALSE;
1421 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
1422 fire_ball(GF_FIRE, dir, plev, 2);
1426 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
1427 fire_bolt(GF_FIRE, dir, plev);
1432 (void)set_shield(randint1(20) + 30, FALSE);
1437 msg_print(_("あなたは失ったエネルギーを取り戻そうと試みた。", "You attempt to restore your lost energies."));
1438 (void)restore_level();
1446 if (!get_aim_dir(&dir)) return FALSE;
1448 msg_print(_("あなたはおどろおどろしい叫び声をあげた!", "You emit an eldritch howl!"));
1449 (void)fear_monster(dir, plev);
1453 msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
1454 if (plev < 25) sleep_monsters_touch();
1455 else (void)sleep_monsters(plev);
1460 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1461 if (!get_aim_dir(&dir)) return FALSE;
1463 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."),((type == GF_NETHER) ? _("地獄", "nether") : _("火炎", "fire")));
1464 fire_breath(type, dir, plev * 3, (plev / 15) + 1);
1469 (void)set_tsubureru(randint1(20) + 30, FALSE);
1473 if (!get_aim_dir(&dir)) return FALSE;
1476 msg_print(_("レイガンを発射した。", "You fire your ray gun."));
1477 fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
1481 msg_print(_("ブラスターを発射した。", "You fire your blaster."));
1482 fire_bolt(GF_MISSILE, dir, plev);
1486 msg_print(_("バズーカを発射した。", "You fire your bazooka."));
1487 fire_ball(GF_MISSILE, dir, plev * 2, 2);
1491 msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon."));
1492 fire_beam(GF_MISSILE, dir, plev * 2);
1496 msg_print(_("ロケットを発射した。", "You fire a rocket."));
1497 fire_rocket(GF_ROCKET, dir, plev * 5, 2);
1502 msg_print(_("この種族は特殊な能力を持っていません。", "This race has no bonus power."));
1503 p_ptr->energy_use = 0;
1510 * @brief レイシャル・パワーコマンドのメインルーチン / Allow user to choose a power (racial / mutation) to activate
1513 void do_cmd_racial_power(void)
1515 power_desc_type power_desc[36];
1519 PLAYER_LEVEL lvl = p_ptr->lev;
1520 bool flag, redraw, cast = FALSE;
1521 bool warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
1524 int menu_line = (use_menu ? 1 : 0);
1526 if (p_ptr->wild_mode) return;
1528 for (num = 0; num < 36; num++)
1530 strcpy(power_desc[num].name, "");
1531 power_desc[num].number = 0;
1536 if (p_ptr->confused)
1538 msg_print(_("混乱していて特殊能力を使えません!", "You are too confused to use any powers!"));
1539 p_ptr->energy_use = 0;
1543 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
1545 set_action(ACTION_NONE);
1548 switch (p_ptr->pclass)
1552 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
1553 power_desc[num].level = 40;
1554 power_desc[num].cost = 75;
1555 power_desc[num].stat = A_DEX;
1556 power_desc[num].fail = 35;
1557 power_desc[num++].number = -3;
1560 case CLASS_HIGH_MAGE:
1561 if (p_ptr->realm1 == REALM_HEX)
1563 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
1564 power_desc[num].level = 1;
1565 power_desc[num].cost = 0;
1566 power_desc[num].stat = A_INT;
1567 power_desc[num].fail = 0;
1568 power_desc[num++].number = -3;
1572 /* case CLASS_HIGH_MAGE: */
1573 case CLASS_SORCERER:
1575 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1576 power_desc[num].level = 25;
1577 power_desc[num].cost = 1;
1578 power_desc[num].stat = A_INT;
1579 power_desc[num].fail = 25;
1580 power_desc[num++].number = -3;
1585 if (is_good_realm(p_ptr->realm1))
1587 strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
1588 power_desc[num].level = 35;
1589 power_desc[num].cost = 70;
1590 power_desc[num].stat = A_WIS;
1591 power_desc[num].fail = 50;
1592 power_desc[num++].number = -3;
1596 strcpy(power_desc[num].name, _("召魂", "Evocation"));
1597 power_desc[num].level = 42;
1598 power_desc[num].cost = 40;
1599 power_desc[num].stat = A_WIS;
1600 power_desc[num].fail = 35;
1601 power_desc[num++].number = -3;
1607 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
1608 power_desc[num].level = 8;
1609 power_desc[num].cost = 12;
1610 power_desc[num].stat = A_DEX;
1611 power_desc[num].fail = 14;
1612 power_desc[num++].number = -3;
1618 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
1619 power_desc[num].level = 15;
1620 power_desc[num].cost = 20;
1621 power_desc[num].stat = A_INT;
1622 power_desc[num].fail = 12;
1623 power_desc[num++].number = -3;
1628 if (is_good_realm(p_ptr->realm1))
1630 strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
1631 power_desc[num].level = 30;
1632 power_desc[num].cost = 30;
1633 power_desc[num].stat = A_WIS;
1634 power_desc[num].fail = 30;
1635 power_desc[num++].number = -3;
1639 strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
1640 power_desc[num].level = 30;
1641 power_desc[num].cost = 30;
1642 power_desc[num].stat = A_WIS;
1643 power_desc[num].fail = 30;
1644 power_desc[num++].number = -3;
1648 case CLASS_WARRIOR_MAGE:
1650 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
1651 power_desc[num].level = 25;
1652 power_desc[num].cost = 0;
1653 power_desc[num].stat = A_INT;
1654 power_desc[num].fail = 10;
1655 power_desc[num++].number = -3;
1657 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
1658 power_desc[num].level = 25;
1659 power_desc[num].cost = 0;
1660 power_desc[num].stat = A_INT;
1661 power_desc[num].fail = 10;
1662 power_desc[num++].number = -4;
1665 case CLASS_CHAOS_WARRIOR:
1667 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
1668 power_desc[num].level = 40;
1669 power_desc[num].cost = 50;
1670 power_desc[num].stat = A_INT;
1671 power_desc[num].fail = 25;
1672 power_desc[num++].number = -3;
1677 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
1678 power_desc[num].level = 25;
1679 power_desc[num].cost = 0;
1680 power_desc[num].stat = A_DEX;
1681 power_desc[num].fail = 0;
1682 power_desc[num++].number = -3;
1684 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
1685 power_desc[num].level = 30;
1686 power_desc[num].cost = 30;
1687 power_desc[num].stat = A_STR;
1688 power_desc[num].fail = 20;
1689 power_desc[num++].number = -4;
1692 case CLASS_MINDCRAFTER:
1693 case CLASS_FORCETRAINER:
1695 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1696 power_desc[num].level = 15;
1697 power_desc[num].cost = 0;
1698 power_desc[num].stat = A_WIS;
1699 power_desc[num].fail = 10;
1700 power_desc[num++].number = -3;
1705 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1706 power_desc[num].level = 1;
1707 power_desc[num].cost = 0;
1708 power_desc[num].stat = A_DEX;
1709 power_desc[num].fail = 0;
1710 power_desc[num++].number = -3;
1712 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1713 power_desc[num].level = 25;
1714 power_desc[num].cost = 20;
1715 power_desc[num].stat = A_INT;
1716 power_desc[num].fail = 20;
1717 power_desc[num++].number = -4;
1720 case CLASS_IMITATOR:
1722 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1723 power_desc[num].level = 30;
1724 power_desc[num].cost = 100;
1725 power_desc[num].stat = A_DEX;
1726 power_desc[num].fail = 30;
1727 power_desc[num++].number = -3;
1730 case CLASS_BEASTMASTER:
1732 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1733 power_desc[num].level = 1;
1734 power_desc[num].cost = (p_ptr->lev+3)/4;
1735 power_desc[num].stat = A_CHR;
1736 power_desc[num].fail = 10;
1737 power_desc[num++].number = -3;
1739 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1740 power_desc[num].level = 30;
1741 power_desc[num].cost = (p_ptr->lev+20)/2;
1742 power_desc[num].stat = A_CHR;
1743 power_desc[num].fail = 10;
1744 power_desc[num++].number = -4;
1749 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1750 power_desc[num].level = 1;
1751 power_desc[num].cost = 0;
1752 power_desc[num].stat = A_DEX;
1753 power_desc[num].fail = 0;
1754 power_desc[num++].number = -3;
1757 case CLASS_MAGIC_EATER:
1759 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1760 power_desc[num].level = 1;
1761 power_desc[num].cost = 0;
1762 power_desc[num].stat = A_INT;
1763 power_desc[num].fail = 0;
1764 power_desc[num++].number = -3;
1766 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1767 power_desc[num].level = 10;
1768 power_desc[num].cost = 10 + (lvl - 10) / 2;
1769 power_desc[num].stat = A_INT;
1770 power_desc[num].fail = 0;
1771 power_desc[num++].number = -4;
1776 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1777 power_desc[num].level = 1;
1778 power_desc[num].cost = 0;
1779 power_desc[num].stat = A_CHR;
1780 power_desc[num].fail = 0;
1781 power_desc[num++].number = -3;
1784 case CLASS_RED_MAGE:
1786 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1787 power_desc[num].level = 48;
1788 power_desc[num].cost = 20;
1789 power_desc[num].stat = A_INT;
1790 power_desc[num].fail = 0;
1791 power_desc[num++].number = -3;
1796 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1797 power_desc[num].level = 1;
1798 power_desc[num].cost = 0;
1799 power_desc[num].stat = A_WIS;
1800 power_desc[num].fail = 0;
1801 power_desc[num++].number = -3;
1803 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
1804 power_desc[num].level = 25;
1805 power_desc[num].cost = 0;
1806 power_desc[num].stat = A_DEX;
1807 power_desc[num].fail = 0;
1808 power_desc[num++].number = -4;
1811 case CLASS_BLUE_MAGE:
1813 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1814 power_desc[num].level = 1;
1815 power_desc[num].cost = 0;
1816 power_desc[num].stat = A_INT;
1817 power_desc[num].fail = 0;
1818 power_desc[num++].number = -3;
1823 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1824 power_desc[num].level = 10;
1825 power_desc[num].cost = 0;
1826 power_desc[num].stat = A_STR;
1827 power_desc[num].fail = 10;
1828 power_desc[num++].number = -3;
1831 case CLASS_BERSERKER:
1833 strcpy(power_desc[num].name, _("帰還", "Recall"));
1834 power_desc[num].level = 10;
1835 power_desc[num].cost = 10;
1836 power_desc[num].stat = A_DEX;
1837 power_desc[num].fail = 20;
1838 power_desc[num++].number = -3;
1841 case CLASS_MIRROR_MASTER:
1843 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
1844 power_desc[num].level = 1;
1845 power_desc[num].cost = 0;
1846 power_desc[num].stat = A_INT;
1847 power_desc[num].fail = 0;
1848 power_desc[num++].number = -3;
1850 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
1851 power_desc[num].level = 30;
1852 power_desc[num].cost = 0;
1853 power_desc[num].stat = A_INT;
1854 power_desc[num].fail = 20;
1855 power_desc[num++].number = -4;
1860 strcpy(power_desc[num].name, _("目利き", "Judgment"));
1861 power_desc[num].level = 5;
1862 power_desc[num].cost = 15;
1863 power_desc[num].stat = A_INT;
1864 power_desc[num].fail = 20;
1865 power_desc[num++].number = -3;
1870 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
1871 power_desc[num].level = 20;
1872 power_desc[num].cost = 0;
1873 power_desc[num].stat = A_DEX;
1874 power_desc[num].fail = 0;
1875 power_desc[num++].number = -3;
1879 strcpy(power_desc[0].name, _("(なし)", "(none)"));
1882 if (p_ptr->mimic_form)
1884 switch (p_ptr->mimic_form)
1887 case MIMIC_DEMON_LORD:
1888 sprintf(power_desc[num].name, _("地獄/火炎のブレス (ダメージ %d)", "Nether or Fire Breath (dam %d)"), lvl * 3);
1889 power_desc[num].level = 15;
1890 power_desc[num].cost = 10+lvl/3;
1891 power_desc[num].stat = A_CON;
1892 power_desc[num].fail = 20;
1893 power_desc[num++].number = -1;
1896 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1897 power_desc[num].level = 2;
1898 power_desc[num].cost = 1 + (lvl / 3);
1899 power_desc[num].stat = A_CON;
1900 power_desc[num].fail = 9;
1901 power_desc[num++].number = -1;
1907 switch (p_ptr->prace)
1910 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1911 power_desc[num].level = 5;
1912 power_desc[num].cost = 5;
1913 power_desc[num].stat = A_WIS;
1914 power_desc[num].fail = 12;
1915 power_desc[num++].number = -1;
1918 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1919 power_desc[num].level = 10;
1920 power_desc[num].cost = 5;
1921 power_desc[num].stat = A_WIS;
1922 power_desc[num].fail = 10;
1923 power_desc[num++].number = -1;
1926 strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
1927 power_desc[num].level = 15;
1928 power_desc[num].cost = 10;
1929 power_desc[num].stat = A_INT;
1930 power_desc[num].fail = 10;
1931 power_desc[num++].number = -1;
1934 sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
1935 power_desc[num].level = 5;
1936 power_desc[num].cost = 5;
1937 power_desc[num].stat = A_INT;
1938 power_desc[num].fail = 12;
1939 power_desc[num++].number = -1;
1942 strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
1943 power_desc[num].level = 3;
1944 power_desc[num].cost = 5;
1945 power_desc[num].stat = A_WIS;
1946 power_desc[num].fail = warrior ? 5 : 10;
1947 power_desc[num++].number = -1;
1949 case RACE_HALF_TROLL:
1950 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1951 power_desc[num].level = 10;
1952 power_desc[num].cost = 12;
1953 power_desc[num].stat = A_STR;
1954 power_desc[num].fail = warrior ? 6 : 12;
1955 power_desc[num++].number = -1;
1957 case RACE_BARBARIAN:
1958 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1959 power_desc[num].level = 8;
1960 power_desc[num].cost = 10;
1961 power_desc[num].stat = A_STR;
1962 power_desc[num].fail = warrior ? 6 : 12;
1963 power_desc[num++].number = -1;
1966 strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
1967 power_desc[num].level = 30;
1968 power_desc[num].cost = 50;
1969 power_desc[num].stat = A_INT;
1970 power_desc[num].fail = 50;
1971 power_desc[num++].number = -1;
1973 strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
1974 power_desc[num].level = 40;
1975 power_desc[num].cost = 75;
1976 power_desc[num].stat = A_WIS;
1977 power_desc[num].fail = 50;
1978 power_desc[num++].number = -2;
1980 case RACE_HALF_OGRE:
1981 strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
1982 power_desc[num].level = 25;
1983 power_desc[num].cost = 35;
1984 power_desc[num].stat = A_INT;
1985 power_desc[num].fail = 15;
1986 power_desc[num++].number = -1;
1988 case RACE_HALF_GIANT:
1989 strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
1990 power_desc[num].level = 20;
1991 power_desc[num].cost = 10;
1992 power_desc[num].stat = A_STR;
1993 power_desc[num].fail = 12;
1994 power_desc[num++].number = -1;
1996 case RACE_HALF_TITAN:
1997 strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
1998 power_desc[num].level = 15;
1999 power_desc[num].cost = 10;
2000 power_desc[num].stat = A_INT;
2001 power_desc[num].fail = 12;
2002 power_desc[num++].number = -1;
2005 sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
2006 power_desc[num].level = 20;
2007 power_desc[num].cost = 15;
2008 power_desc[num].stat = A_STR;
2009 power_desc[num].fail = 12;
2010 power_desc[num++].number = -1;
2013 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2014 power_desc[num].level = 15;
2015 power_desc[num].cost = 15;
2016 power_desc[num].stat = A_WIS;
2017 power_desc[num].fail = 10;
2018 power_desc[num++].number = -1;
2021 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2022 power_desc[num].level = 4;
2023 power_desc[num].cost = 6;
2024 power_desc[num].stat = A_INT;
2025 power_desc[num].fail = 3;
2026 power_desc[num++].number = -1;
2029 sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
2030 power_desc[num].level = 9;
2031 power_desc[num].cost = 9;
2032 power_desc[num].stat = A_DEX;
2033 power_desc[num].fail = 14;
2034 power_desc[num++].number = -1;
2037 sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
2038 power_desc[num].level = 12;
2039 power_desc[num].cost = 8;
2040 power_desc[num].stat = A_DEX;
2041 power_desc[num].fail = 14;
2042 power_desc[num++].number = -1;
2045 sprintf(power_desc[num].name, _("マジック・ミサイル (ダメージ %dd%d)", "Magic Missile (dm %dd%d)"), 3 + ((lvl - 1) / 5), 4);
2046 power_desc[num].level = 2;
2047 power_desc[num].cost = 2;
2048 power_desc[num].stat = A_INT;
2049 power_desc[num].fail = 9;
2050 power_desc[num++].number = -1;
2052 case RACE_DRACONIAN:
2053 sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
2054 power_desc[num].level = 1;
2055 power_desc[num].cost = lvl;
2056 power_desc[num].stat = A_CON;
2057 power_desc[num].fail = 12;
2058 power_desc[num++].number = -1;
2060 case RACE_MIND_FLAYER:
2061 sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
2062 power_desc[num].level = 15;
2063 power_desc[num].cost = 12;
2064 power_desc[num].stat = A_INT;
2065 power_desc[num].fail = 14;
2066 power_desc[num++].number = -1;
2069 sprintf(power_desc[num].name, _("ファイア・ボルト/ボール (ダメージ %d)", "Fire Bolt/Ball (dam %d)"), lvl);
2070 power_desc[num].level = 9;
2071 power_desc[num].cost = 15;
2072 power_desc[num].stat = A_WIS;
2073 power_desc[num].fail = 15;
2074 power_desc[num++].number = -1;
2077 strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
2078 power_desc[num].level = 20;
2079 power_desc[num].cost = 15;
2080 power_desc[num].stat = A_CON;
2081 power_desc[num].fail = 8;
2082 power_desc[num++].number = -1;
2086 strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
2087 power_desc[num].level = 30;
2088 power_desc[num].cost = 30;
2089 power_desc[num].stat = A_WIS;
2090 power_desc[num].fail = 18;
2091 power_desc[num++].number = -1;
2094 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2095 power_desc[num].level = 2;
2096 power_desc[num].cost = 1 + (lvl / 3);
2097 power_desc[num].stat = A_CON;
2098 power_desc[num].fail = 9;
2099 power_desc[num++].number = -1;
2102 strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
2103 power_desc[num].level = 12;
2104 power_desc[num].cost = 12;
2105 power_desc[num].stat = A_INT;
2106 power_desc[num].fail = 15;
2107 power_desc[num++].number = -1;
2110 sprintf(power_desc[num].name, _("地獄/火炎のブレス (ダメージ %d)", "Nether or Fire Breath (dam %d)"), lvl * 3);
2111 power_desc[num].level = 15;
2112 power_desc[num].cost = 10+lvl/3;
2113 power_desc[num].stat = A_CON;
2114 power_desc[num].fail = 20;
2115 power_desc[num++].number = -1;
2118 strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
2119 power_desc[num].level = 20;
2120 power_desc[num].cost = 15;
2121 power_desc[num].stat = A_CHR;
2122 power_desc[num].fail = 8;
2123 power_desc[num++].number = -1;
2126 if (p_ptr->lev < 10)
2128 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
2129 power_desc[num].level = 1;
2130 power_desc[num].cost = 7;
2131 power_desc[num].fail = 8;
2133 else if (p_ptr->lev < 25)
2135 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
2136 power_desc[num].level = 10;
2137 power_desc[num].cost = 13;
2138 power_desc[num].fail = 10;
2140 else if (p_ptr->lev < 35)
2142 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
2143 power_desc[num].level = 25;
2144 power_desc[num].cost = 26;
2145 power_desc[num].fail = 12;
2147 else if (p_ptr->lev < 45)
2149 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
2150 power_desc[num].level = 35;
2151 power_desc[num].cost = 40;
2152 power_desc[num].fail = 15;
2156 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
2157 power_desc[num].level = 45;
2158 power_desc[num].cost = 60;
2159 power_desc[num].fail = 18;
2161 power_desc[num].stat = A_STR;
2162 power_desc[num++].number = -1;
2173 if (p_ptr->muta1 & MUT1_SPIT_ACID)
2175 strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
2176 power_desc[num].level = 9;
2177 power_desc[num].cost = 9;
2178 power_desc[num].stat = A_DEX;
2179 power_desc[num].fail = 15;
2180 power_desc[num++].number = MUT1_SPIT_ACID;
2183 if (p_ptr->muta1 & MUT1_BR_FIRE)
2185 strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
2186 power_desc[num].level = 20;
2187 power_desc[num].cost = lvl;
2188 power_desc[num].stat = A_CON;
2189 power_desc[num].fail = 18;
2190 power_desc[num++].number = MUT1_BR_FIRE;
2193 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
2195 strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
2196 power_desc[num].level = 12;
2197 power_desc[num].cost = 12;
2198 power_desc[num].stat = A_CHR;
2199 power_desc[num].fail = 18;
2200 power_desc[num++].number = MUT1_HYPN_GAZE;
2203 if (p_ptr->muta1 & MUT1_TELEKINES)
2205 strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
2206 power_desc[num].level = 9;
2207 power_desc[num].cost = 9;
2208 power_desc[num].stat = A_WIS;
2209 power_desc[num].fail = 14;
2210 power_desc[num++].number = MUT1_TELEKINES;
2213 if (p_ptr->muta1 & MUT1_VTELEPORT)
2215 strcpy(power_desc[num].name, _("テレポート", "Teleport"));
2216 power_desc[num].level = 7;
2217 power_desc[num].cost = 7;
2218 power_desc[num].stat = A_WIS;
2219 power_desc[num].fail = 15;
2220 power_desc[num++].number = MUT1_VTELEPORT;
2223 if (p_ptr->muta1 & MUT1_MIND_BLST)
2225 strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
2226 power_desc[num].level = 5;
2227 power_desc[num].cost = 3;
2228 power_desc[num].stat = A_WIS;
2229 power_desc[num].fail = 15;
2230 power_desc[num++].number = MUT1_MIND_BLST;
2233 if (p_ptr->muta1 & MUT1_RADIATION)
2235 strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
2236 power_desc[num].level = 15;
2237 power_desc[num].cost = 15;
2238 power_desc[num].stat = A_CON;
2239 power_desc[num].fail = 14;
2240 power_desc[num++].number = MUT1_RADIATION;
2243 if (p_ptr->muta1 & MUT1_VAMPIRISM)
2245 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2246 power_desc[num].level = 2;
2247 power_desc[num].cost = (1 + (lvl / 3));
2248 power_desc[num].stat = A_CON;
2249 power_desc[num].fail = 9;
2250 power_desc[num++].number = MUT1_VAMPIRISM;
2253 if (p_ptr->muta1 & MUT1_SMELL_MET)
2255 strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
2256 power_desc[num].level = 3;
2257 power_desc[num].cost = 2;
2258 power_desc[num].stat = A_INT;
2259 power_desc[num].fail = 12;
2260 power_desc[num++].number = MUT1_SMELL_MET;
2263 if (p_ptr->muta1 & MUT1_SMELL_MON)
2265 strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
2266 power_desc[num].level = 5;
2267 power_desc[num].cost = 4;
2268 power_desc[num].stat = A_INT;
2269 power_desc[num].fail = 15;
2270 power_desc[num++].number = MUT1_SMELL_MON;
2273 if (p_ptr->muta1 & MUT1_BLINK)
2275 strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
2276 power_desc[num].level = 3;
2277 power_desc[num].cost = 3;
2278 power_desc[num].stat = A_WIS;
2279 power_desc[num].fail = 12;
2280 power_desc[num++].number = MUT1_BLINK;
2283 if (p_ptr->muta1 & MUT1_EAT_ROCK)
2285 strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
2286 power_desc[num].level = 8;
2287 power_desc[num].cost = 12;
2288 power_desc[num].stat = A_CON;
2289 power_desc[num].fail = 18;
2290 power_desc[num++].number = MUT1_EAT_ROCK;
2293 if (p_ptr->muta1 & MUT1_SWAP_POS)
2295 strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
2296 power_desc[num].level = 15;
2297 power_desc[num].cost = 12;
2298 power_desc[num].stat = A_DEX;
2299 power_desc[num].fail = 16;
2300 power_desc[num++].number = MUT1_SWAP_POS;
2303 if (p_ptr->muta1 & MUT1_SHRIEK)
2305 strcpy(power_desc[num].name, _("叫び", "Shriek"));
2306 power_desc[num].level = 20;
2307 power_desc[num].cost = 14;
2308 power_desc[num].stat = A_CON;
2309 power_desc[num].fail = 16;
2310 power_desc[num++].number = MUT1_SHRIEK;
2313 if (p_ptr->muta1 & MUT1_ILLUMINE)
2315 strcpy(power_desc[num].name, _("照明", "Illuminate"));
2316 power_desc[num].level = 3;
2317 power_desc[num].cost = 2;
2318 power_desc[num].stat = A_INT;
2319 power_desc[num].fail = 10;
2320 power_desc[num++].number = MUT1_ILLUMINE;
2323 if (p_ptr->muta1 & MUT1_DET_CURSE)
2325 strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
2326 power_desc[num].level = 7;
2327 power_desc[num].cost = 14;
2328 power_desc[num].stat = A_WIS;
2329 power_desc[num].fail = 14;
2330 power_desc[num++].number = MUT1_DET_CURSE;
2333 if (p_ptr->muta1 & MUT1_BERSERK)
2335 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2336 power_desc[num].level = 8;
2337 power_desc[num].cost = 8;
2338 power_desc[num].stat = A_STR;
2339 power_desc[num].fail = 14;
2340 power_desc[num++].number = MUT1_BERSERK;
2343 if (p_ptr->muta1 & MUT1_POLYMORPH)
2345 strcpy(power_desc[num].name, _("変身", "Polymorph"));
2346 power_desc[num].level = 18;
2347 power_desc[num].cost = 20;
2348 power_desc[num].stat = A_CON;
2349 power_desc[num].fail = 18;
2350 power_desc[num++].number = MUT1_POLYMORPH;
2353 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
2355 strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
2356 power_desc[num].level = 10;
2357 power_desc[num].cost = 5;
2358 power_desc[num].stat = A_INT;
2359 power_desc[num].fail = 12;
2360 power_desc[num++].number = MUT1_MIDAS_TCH;
2363 if (p_ptr->muta1 & MUT1_GROW_MOLD)
2365 strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
2366 power_desc[num].level = 1;
2367 power_desc[num].cost = 6;
2368 power_desc[num].stat = A_CON;
2369 power_desc[num].fail = 14;
2370 power_desc[num++].number = MUT1_GROW_MOLD;
2373 if (p_ptr->muta1 & MUT1_RESIST)
2375 strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
2376 power_desc[num].level = 10;
2377 power_desc[num].cost = 12;
2378 power_desc[num].stat = A_CON;
2379 power_desc[num].fail = 12;
2380 power_desc[num++].number = MUT1_RESIST;
2383 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
2385 strcpy(power_desc[num].name, _("地震", "Earthquake"));
2386 power_desc[num].level = 12;
2387 power_desc[num].cost = 12;
2388 power_desc[num].stat = A_STR;
2389 power_desc[num].fail = 16;
2390 power_desc[num++].number = MUT1_EARTHQUAKE;
2393 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
2395 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
2396 power_desc[num].level = 17;
2397 power_desc[num].cost = 1;
2398 power_desc[num].stat = A_WIS;
2399 power_desc[num].fail = 15;
2400 power_desc[num++].number = MUT1_EAT_MAGIC;
2403 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
2405 strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
2406 power_desc[num].level = 6;
2407 power_desc[num].cost = 6;
2408 power_desc[num].stat = A_INT;
2409 power_desc[num].fail = 10;
2410 power_desc[num++].number = MUT1_WEIGH_MAG;
2413 if (p_ptr->muta1 & MUT1_STERILITY)
2415 strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
2416 power_desc[num].level = 12;
2417 power_desc[num].cost = 23;
2418 power_desc[num].stat = A_CHR;
2419 power_desc[num].fail = 15;
2420 power_desc[num++].number = MUT1_STERILITY;
2423 if (p_ptr->muta1 & MUT1_PANIC_HIT)
2425 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
2426 power_desc[num].level = 10;
2427 power_desc[num].cost = 12;
2428 power_desc[num].stat = A_DEX;
2429 power_desc[num].fail = 14;
2430 power_desc[num++].number = MUT1_PANIC_HIT;
2433 if (p_ptr->muta1 & MUT1_DAZZLE)
2435 strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
2436 power_desc[num].level = 7;
2437 power_desc[num].cost = 15;
2438 power_desc[num].stat = A_CHR;
2439 power_desc[num].fail = 8;
2440 power_desc[num++].number = MUT1_DAZZLE;
2443 if (p_ptr->muta1 & MUT1_LASER_EYE)
2445 strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
2446 power_desc[num].level = 7;
2447 power_desc[num].cost = 10;
2448 power_desc[num].stat = A_WIS;
2449 power_desc[num].fail = 9;
2450 power_desc[num++].number = MUT1_LASER_EYE;
2453 if (p_ptr->muta1 & MUT1_RECALL)
2455 strcpy(power_desc[num].name, _("帰還", "Recall"));
2456 power_desc[num].level = 17;
2457 power_desc[num].cost = 50;
2458 power_desc[num].stat = A_INT;
2459 power_desc[num].fail = 16;
2460 power_desc[num++].number = MUT1_RECALL;
2463 if (p_ptr->muta1 & MUT1_BANISH)
2465 strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
2466 power_desc[num].level = 25;
2467 power_desc[num].cost = 25;
2468 power_desc[num].stat = A_WIS;
2469 power_desc[num].fail = 18;
2470 power_desc[num++].number = MUT1_BANISH;
2473 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
2475 strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
2476 power_desc[num].level = 2;
2477 power_desc[num].cost = 2;
2478 power_desc[num].stat = A_CON;
2479 power_desc[num].fail = 11;
2480 power_desc[num++].number = MUT1_COLD_TOUCH;
2483 if (p_ptr->muta1 & MUT1_LAUNCHER)
2485 strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
2486 power_desc[num].level = 1;
2487 power_desc[num].cost = lvl;
2488 power_desc[num].stat = A_STR;
2489 power_desc[num].fail = 6;
2490 /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
2491 power_desc[num++].number = 3;
2495 /* Nothing chosen yet */
2501 /* Build a prompt */
2502 (void) strnfmt(out_val, 78,
2503 _("(特殊能力 %c-%c, *'で一覧, ESCで中断) どの特殊能力を使いますか?", "(Powers %c-%c, *=List, ESC=exit) Use which power? "),
2504 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
2506 if (!repeat_pull(&i) || i<0 || i>=num) {
2507 if (use_menu) screen_save();
2508 /* Get a spell from the user */
2510 choice = (always_show_list || use_menu) ? ESCAPE:1;
2513 if( choice==ESCAPE ) choice = ' ';
2514 else if( !get_com(out_val, &choice, FALSE) )break;
2516 if (use_menu && choice != ' ')
2523 p_ptr->energy_use = 0;
2531 menu_line += (num - 1);
2552 else if (menu_line+18 <= num)
2566 if (menu_line > num) menu_line -= num;
2568 /* Request redraw */
2569 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
2572 if (!redraw || use_menu)
2584 if (!use_menu) screen_save();
2586 /* Print header(s) */
2588 prt(_(" Lv MP 失率", " Lv Cost Fail"), y++, x);
2590 prt(_(" Lv MP 失率 Lv MP 失率",
2591 " Lv Cost Fail Lv Cost Fail"), y++, x);
2597 x1 = ((ctr < 18) ? x : x + 40);
2598 y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
2602 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " > "));
2603 else strcpy(dummy, " ");
2607 /* letter/number for power selection */
2611 letter = '0' + ctr - 26;
2612 sprintf(dummy, " %c) ",letter);
2614 strcat(dummy, format("%-23.23s %2d %4d %3d%%",
2615 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
2616 100 - racial_chance(&power_desc[ctr])));
2636 if (choice == '\r' && num == 1)
2641 if (isalpha(choice))
2644 ask = (isupper(choice));
2647 if (ask) choice = (char)tolower(choice);
2649 /* Extract request */
2650 i = (islower(choice) ? A2I(choice) : -1);
2654 ask = FALSE; /* Can't uppercase digits */
2656 i = choice - '0' + 26;
2660 /* Totally Illegal */
2661 if ((i < 0) || (i >= num))
2673 (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
2675 /* Belay that order */
2676 if (!get_check(tmp_val)) continue;
2682 if (redraw) screen_load();
2684 /* Abort if needed */
2687 p_ptr->energy_use = 0;
2691 } /*if (!repeat_pull(&i) || ...)*/
2692 switch (racial_aux(&power_desc[i]))
2695 if (power_desc[i].number < 0)
2696 cast = cmd_racial_power_aux(power_desc[i].number);
2698 cast = mutation_power_aux(power_desc[i].number);
2712 int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2714 /* If mana is not enough, player consumes hit point! */
2715 if (p_ptr->csp < actual_racial_cost)
2717 actual_racial_cost -= p_ptr->csp;
2719 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2721 else p_ptr->csp -= actual_racial_cost;
2723 /* Redraw mana and hp */
2724 p_ptr->redraw |= (PR_HP | PR_MANA);
2726 p_ptr->window |= (PW_PLAYER | PW_SPELL);
2729 else p_ptr->energy_use = 0;