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 * @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'.
22 * Hook to determine if an object is contertible in an arrow/bolt
23 * @return 製造を実際に行ったらTRUE、キャンセルしたらFALSEを返す
25 static bool do_cmd_archer(void)
34 char o_name[MAX_NLEN];
39 sprintf(com, _("[S]弾, [A]矢, [B]クロスボウの矢 :", "Create [S]hots, Create [A]rrow or Create [B]olt ?"));
40 else if(p_ptr->lev >= 10)
41 sprintf(com, _("[S]弾, [A]矢:", "Create [S]hots or Create [A]rrow ?"));
43 sprintf(com, _("[S]弾:", "Create [S]hots ?"));
47 msg_print(_("混乱してる!", "You are too confused!"));
53 msg_print(_("目が見えない!", "You are blind!"));
59 if (!get_com(com, &ch, TRUE))
63 if (ch == 'S' || ch == 's')
68 if ((ch == 'A' || ch == 'a')&&(p_ptr->lev >= 10))
73 if ((ch == 'B' || ch == 'b')&&(p_ptr->lev >= 20))
80 /**********Create shots*********/
87 if (!get_rep_dir(&dir, FALSE)) return FALSE;
88 y = p_ptr->y + ddy[dir];
89 x = p_ptr->x + ddx[dir];
92 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_CAN_DIG))
94 msg_print(_("そこには岩石がない。", "You need pile of rubble."));
97 else if (!cave_have_flag_grid(c_ptr, FF_CAN_DIG) || !cave_have_flag_grid(c_ptr, FF_HURT_ROCK))
99 msg_print(_("硬すぎて崩せなかった。", "You failed to make ammo."));
106 /* Hack -- Give the player some small firestones */
107 object_prep(q_ptr, lookup_kind(TV_SHOT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
108 q_ptr->number = (byte)rand_range(15,30);
111 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
112 q_ptr->discount = 99;
114 slot = inven_carry(q_ptr);
116 object_desc(o_name, q_ptr, 0);
117 msg_format(_("%sを作った。", "You make some ammo."), o_name);
119 /* Auto-inscription */
120 if (slot >= 0) autopick_alter_item(slot, FALSE);
122 /* Destroy the wall */
123 cave_alter_feat(y, x, FF_HURT_ROCK);
125 p_ptr->update |= (PU_FLOW);
128 /**********Create arrows*********/
135 item_tester_hook = item_tester_hook_convertible;
137 q = _("どのアイテムから作りますか? ", "Convert which item? ");
138 s = _("材料を持っていない。", "You have no item to convert.");
139 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
141 /* Get the item (in the pack) */
144 q_ptr = &inventory[item];
147 /* Get the item (on the floor) */
150 q_ptr = &o_list[0 - item];
154 /* Hack -- Give the player some small firestones */
155 object_prep(q_ptr, lookup_kind(TV_ARROW, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+ 1));
156 q_ptr->number = (byte)rand_range(5, 10);
159 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
161 q_ptr->discount = 99;
163 object_desc(o_name, q_ptr, 0);
164 msg_format(_("%sを作った。", "You make some ammo."), o_name);
168 inven_item_increase(item, -1);
169 inven_item_describe(item);
170 inven_item_optimize(item);
174 floor_item_increase(0 - item, -1);
175 floor_item_describe(0 - item);
176 floor_item_optimize(0 - item);
179 slot = inven_carry(q_ptr);
181 /* Auto-inscription */
182 if (slot >= 0) autopick_alter_item(slot, FALSE);
184 /**********Create bolts*********/
191 item_tester_hook = item_tester_hook_convertible;
193 q = _("どのアイテムから作りますか? ", "Convert which item? ");
194 s = _("材料を持っていない。", "You have no item to convert.");
195 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
197 /* Get the item (in the pack) */
200 q_ptr = &inventory[item];
203 /* Get the item (on the floor) */
206 q_ptr = &o_list[0 - item];
210 /* Hack -- Give the player some small firestones */
211 object_prep(q_ptr, lookup_kind(TV_BOLT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+1));
212 q_ptr->number = (byte)rand_range(4, 8);
215 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
217 q_ptr->discount = 99;
219 object_desc(o_name, q_ptr, 0);
220 msg_format(_("%sを作った。", "You make some ammo."), o_name);
224 inven_item_increase(item, -1);
225 inven_item_describe(item);
226 inven_item_optimize(item);
230 floor_item_increase(0 - item, -1);
231 floor_item_describe(0 - item);
232 floor_item_optimize(0 - item);
235 slot = inven_carry(q_ptr);
237 /* Auto-inscription */
238 if (slot >= 0) autopick_alter_item(slot, FALSE);
244 * @brief 魔道具術師の魔力取り込み処理
245 * @return 取り込みを実行したらTRUE、キャンセルしたらFALSEを返す
247 bool gain_magic(void)
250 PARAMETER_VALUE pval;
254 char o_name[MAX_NLEN];
256 /* Only accept legal items */
257 item_tester_hook = item_tester_hook_recharge;
259 q = _("どのアイテムの魔力を取り込みますか? ", "Gain power of which item? ");
260 s = _("魔力を取り込めるアイテムがない。", "You have nothing to gain power.");
262 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
264 /* Get the item (in the pack) */
267 o_ptr = &inventory[item];
270 /* Get the item (on the floor) */
273 o_ptr = &o_list[0 - item];
276 if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
278 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."));
283 if (!object_is_known(o_ptr))
285 msg_print(_("鑑定されていないと取り込めない。", "You need to identify before absorbing."));
291 msg_print(_("充填中のアイテムは取り込めない。", "This item is still charging."));
296 if (o_ptr->tval == TV_ROD)
298 else if (o_ptr->tval == TV_WAND)
301 if (o_ptr->tval == TV_ROD)
303 p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)o_ptr->number;
304 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
309 for (num = o_ptr->number; num; num--)
312 if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
313 if (p_ptr->magic_num2[o_ptr->sval + ext])
316 gain_num = (gain_num/3 + randint0(gain_num/3)) / 256;
317 if (gain_num < 1) gain_num = 1;
319 p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)gain_num;
320 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
321 p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
322 if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
323 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;
324 if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
328 object_desc(o_name, o_ptr, 0);
329 msg_format(_("%sの魔力を取り込んだ。", "You absorb magic of %s."), o_name);
331 /* Eliminate the item (from the pack) */
334 inven_item_increase(item, -999);
335 inven_item_describe(item);
336 inven_item_optimize(item);
339 /* Eliminate the item (from the floor) */
342 floor_item_increase(0 - item, -999);
343 floor_item_describe(0 - item);
344 floor_item_optimize(0 - item);
346 p_ptr->energy_use = 100;
351 * @brief 魔法系コマンドを実行できるかの判定を返す
352 * @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。
354 static bool can_do_cmd_cast(void)
356 if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
358 msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
362 else if (p_ptr->anti_magic)
364 msg_print(_("反魔法バリアが魔法を邪魔した!", "An anti-magic shell disrupts your magic!"));
367 else if (p_ptr->shero)
369 msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
378 * @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。
380 static bool choose_kamae(void)
389 msg_print(_("混乱していて構えられない!", "Too confused."));
393 prt(_(" a) 構えをとく", " a) No form"), 2, 20);
395 for (i = 0; i < MAX_KAMAE; i++)
397 if (p_ptr->lev >= kamae_shurui[i].min_level)
399 sprintf(buf," %c) %-12s %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
405 prt(_(" どの構えをとりますか?", " Choose Form: "), 1, 14);
411 if (choice == ESCAPE)
416 else if ((choice == 'a') || (choice == 'A'))
418 if (p_ptr->action == ACTION_KAMAE)
420 set_action(ACTION_NONE);
423 msg_print(_("もともと構えていない。", "You are not assuming a posture."));
427 else if ((choice == 'b') || (choice == 'B'))
432 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
437 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
442 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
448 set_action(ACTION_KAMAE);
450 if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
452 msg_print(_("構え直した。", "You reassume a posture."));
456 p_ptr->special_defense &= ~(KAMAE_MASK);
457 p_ptr->update |= (PU_BONUS);
458 p_ptr->redraw |= (PR_STATE);
459 msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
460 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
462 p_ptr->redraw |= PR_STATE;
469 * @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。
471 static bool choose_kata(void)
480 msg_print(_("混乱していて構えられない!", "Too confused."));
486 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
492 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
496 prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
498 for (i = 0; i < MAX_KATA; i++)
500 if (p_ptr->lev >= kata_shurui[i].min_level)
502 sprintf(buf,_(" %c) %sの型 %s", " %c) Form of %-12s %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
508 prt(_(" どの型で構えますか?", " Choose Form: "), 1, 14);
514 if (choice == ESCAPE)
519 else if ((choice == 'a') || (choice == 'A'))
521 if (p_ptr->action == ACTION_KATA)
523 set_action(ACTION_NONE);
526 msg_print(_("もともと構えていない。", "You are not assuming posture."));
530 else if ((choice == 'b') || (choice == 'B'))
535 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
540 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
545 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
551 set_action(ACTION_KATA);
553 if (p_ptr->special_defense & (KATA_IAI << new_kata))
555 msg_print(_("構え直した。", "You reassume a posture."));
559 p_ptr->special_defense &= ~(KATA_MASK);
560 p_ptr->update |= (PU_BONUS);
561 p_ptr->update |= (PU_MONSTERS);
562 msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
563 p_ptr->special_defense |= (KATA_IAI << new_kata);
565 p_ptr->redraw |= (PR_STATE);
566 p_ptr->redraw |= (PR_STATUS);
573 * @brief レイシャル・パワー情報のtypedef
575 typedef struct power_desc_type power_desc_type;
578 * @brief レイシャル・パワー情報の構造体定義
580 struct power_desc_type
582 char name[80]; //!<レイシャル名
583 PLAYER_LEVEL level; //!<体得レベル
592 * @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
593 * @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
596 static PERCENTAGE racial_chance(power_desc_type *pd_ptr)
598 PLAYER_LEVEL min_level = pd_ptr->level;
599 int difficulty = pd_ptr->fail;
604 int stat = p_ptr->stat_cur[pd_ptr->stat];
606 /* No chance for success */
607 if ((p_ptr->lev < min_level) || p_ptr->confused)
612 if (difficulty == 0) return 100;
614 /* Calculate difficulty */
617 difficulty += p_ptr->stun;
619 else if (p_ptr->lev > min_level)
621 int lev_adj = ((p_ptr->lev - min_level) / 3);
622 if (lev_adj > 10) lev_adj = 10;
623 difficulty -= lev_adj;
626 if (difficulty < 5) difficulty = 5;
628 /* We only need halfs of the difficulty */
629 difficulty = difficulty / 2;
631 for (i = 1; i <= stat; i++)
633 val = i - difficulty;
635 sum += (val <= difficulty) ? val : difficulty;
641 return (((sum * 100) / difficulty) / stat);
645 static int racial_cost;
648 * @brief レイシャル・パワーの発動の判定処理
649 * @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
651 * 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。
652 * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
654 static int racial_aux(power_desc_type *pd_ptr)
656 s16b min_level = pd_ptr->level;
657 int use_stat = pd_ptr->stat;
658 int difficulty = pd_ptr->fail;
661 racial_cost = pd_ptr->cost;
663 /* Not enough mana - use hp */
664 if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
666 /* Power is not available yet */
667 if (p_ptr->lev < min_level)
669 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。",
670 "You need to attain level %d to use this power."), min_level);
672 p_ptr->energy_use = 0;
677 else if (p_ptr->confused)
679 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."));
680 p_ptr->energy_use = 0;
685 else if (p_ptr->chp < use_hp)
687 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? ")))
689 p_ptr->energy_use = 0;
694 /* Else attempt to do it! */
700 difficulty += p_ptr->stun;
702 else if (p_ptr->lev > min_level)
704 int lev_adj = ((p_ptr->lev - min_level) / 3);
705 if (lev_adj > 10) lev_adj = 10;
706 difficulty -= lev_adj;
709 if (difficulty < 5) difficulty = 5;
712 /* take time and pay the price */
713 p_ptr->energy_use = 100;
716 if (randint1(p_ptr->stat_cur[use_stat]) >=
717 ((difficulty / 2) + randint1(difficulty / 2)))
722 if (flush_failure) flush();
723 msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
730 * @brief レイシャル・パワー発動処理
731 * @param command 発動するレイシャルのID
732 * @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。
734 static bool cmd_racial_power_aux(s32b command)
736 PLAYER_LEVEL plev = p_ptr->lev;
741 switch (p_ptr->pclass)
748 for (i = 0; i < 6; i++)
751 y = p_ptr->y + ddy_ddd[dir];
752 x = p_ptr->x + ddx_ddd[dir];
755 /* Hack -- attack monsters */
760 msg_print(_("攻撃が空をきった。", "You attack the empty air."));
765 case CLASS_HIGH_MAGE:
766 if (p_ptr->realm1 == REALM_HEX)
768 bool retval = stop_hex_spell();
769 if (retval) p_ptr->energy_use = 10;
773 /* case CLASS_HIGH_MAGE: */
776 if (!eat_magic(p_ptr->lev * 2)) return FALSE;
781 if (is_good_realm(p_ptr->realm1))
783 if (!bless_weapon()) return FALSE;
787 (void)dispel_monsters(plev * 4);
788 turn_monsters(plev * 4);
789 banish_monsters(plev * 4);
795 if(!panic_hit()) return FALSE;
801 msg_print(_("敵を調査した...", "You examine your foes..."));
807 if (!get_aim_dir(&dir)) return FALSE;
808 fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
812 case CLASS_WARRIOR_MAGE:
816 int gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev,
817 _("HPからMPへの無謀な変換", "thoughtless convertion from HP to SP"), -1) / 5;
820 p_ptr->csp += gain_sp;
821 if (p_ptr->csp > p_ptr->msp)
823 p_ptr->csp = p_ptr->msp;
829 msg_print(_("変換に失敗した。", "You failed to convert."));
832 else if (command == -4)
834 if (p_ptr->csp >= p_ptr->lev / 5)
836 p_ptr->csp -= p_ptr->lev / 5;
837 hp_player(p_ptr->lev);
841 msg_print(_("変換に失敗した。", "You failed to convert."));
845 /* Redraw mana and hp */
846 p_ptr->redraw |= (PR_HP | PR_MANA);
850 case CLASS_CHAOS_WARRIOR:
852 msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
853 slow_monsters(p_ptr->lev);
854 stun_monsters(p_ptr->lev * 4);
855 confuse_monsters(p_ptr->lev * 4);
856 turn_monsters(p_ptr->lev * 4);
857 stasis_monsters(p_ptr->lev * 4);
862 if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
864 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
869 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
875 if (!choose_kamae()) return FALSE;
876 p_ptr->update |= (PU_BONUS);
878 else if (command == -4)
882 if (!get_rep_dir(&dir, FALSE)) return FALSE;
883 y = p_ptr->y + ddy[dir];
884 x = p_ptr->x + ddx[dir];
885 if (cave[y][x].m_idx)
888 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!!!",
889 "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
891 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!!!",
892 "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
895 if (cave[y][x].m_idx)
900 p_ptr->energy_need += ENERGY_NEED();
904 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"));
910 case CLASS_MINDCRAFTER:
911 case CLASS_FORCETRAINER:
915 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."));
918 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
920 p_ptr->csp += (3 + p_ptr->lev/20);
921 if (p_ptr->csp >= p_ptr->msp)
923 p_ptr->csp = p_ptr->msp;
926 p_ptr->redraw |= (PR_MANA);
933 if (!get_aim_dir(&dir)) return FALSE;
935 fire_beam(GF_PHOTO, dir, 1);
937 else if (command == -4)
939 if (!identify_fully(FALSE)) return FALSE;
946 if (!do_cmd_mane(TRUE)) return FALSE;
949 case CLASS_BEASTMASTER:
953 if (!get_aim_dir(&dir)) return FALSE;
954 (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
956 else if (command == -4)
958 project_hack(GF_CHARM_LIVING, p_ptr->lev);
964 if (!do_cmd_archer()) return FALSE;
967 case CLASS_MAGIC_EATER:
970 if (!gain_magic()) return FALSE;
971 } else if (command == -4) {
972 if (!can_do_cmd_cast()) return FALSE;
973 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
979 /* Singing is already stopped */
980 if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
983 p_ptr->energy_use = 10;
988 if (!can_do_cmd_cast()) return FALSE;
992 if (!p_ptr->paralyzed && can_do_cmd_cast())
1000 int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
1004 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."));
1007 if (p_ptr->special_defense & KATA_MASK)
1009 msg_print(_("今は構えに集中している。", "You need concentration on your form."));
1012 msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
1014 p_ptr->csp += p_ptr->msp / 2;
1015 if (p_ptr->csp >= max_csp)
1017 p_ptr->csp = max_csp;
1018 p_ptr->csp_frac = 0;
1020 p_ptr->redraw |= (PR_MANA);
1022 else if (command == -4)
1024 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
1026 msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
1029 if (!choose_kata()) return FALSE;
1030 p_ptr->update |= (PU_BONUS);
1034 case CLASS_BLUE_MAGE:
1036 if (p_ptr->action == ACTION_LEARN)
1038 set_action(ACTION_NONE);
1042 set_action(ACTION_LEARN);
1044 p_ptr->energy_use = 0;
1050 monster_type *m_ptr;
1051 monster_race *r_ptr;
1056 msg_print(_("今は乗馬中だ。", "You ARE riding."));
1059 if (!do_riding(TRUE)) return TRUE;
1060 m_ptr = &m_list[p_ptr->riding];
1061 r_ptr = &r_info[m_ptr->r_idx];
1062 monster_desc(m_name, m_ptr, 0);
1063 msg_format(_("%sに乗った。", "You ride on %s."),m_name);
1064 if (is_pet(m_ptr)) break;
1065 rlev = r_ptr->level;
1066 if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
1067 if (rlev > 60) rlev = 60+(rlev-60)/2;
1068 if ((randint1(p_ptr->skill_exp[GINOU_RIDING] / 120 + p_ptr->lev * 2 / 3) > rlev)
1069 && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle
1070 && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
1071 && (rlev < p_ptr->lev * 3 / 2 + randint0(p_ptr->lev / 5)))
1073 msg_format(_("%sを手なずけた。", "You tame %s."),m_name);
1078 msg_format(_("%sに振り落とされた!", "You have thrown off by %s."),m_name);
1082 /* 落馬処理に失敗してもとにかく乗馬解除 */
1087 case CLASS_BERSERKER:
1089 if (!word_of_recall()) return FALSE;
1094 if (p_ptr->lev > 29)
1096 if (!identify_fully(TRUE)) return FALSE;
1100 if (!ident_spell(TRUE)) return FALSE;
1104 case CLASS_MIRROR_MASTER:
1108 /* Explode all mirrors */
1109 remove_all_mirrors(TRUE);
1111 else if (command == -4)
1115 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."));
1118 if (is_mirror_grid(&cave[p_ptr->y][p_ptr->x]))
1120 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
1122 p_ptr->csp += (5 + p_ptr->lev * p_ptr->lev / 100);
1123 if (p_ptr->csp >= p_ptr->msp)
1125 p_ptr->csp = p_ptr->msp;
1126 p_ptr->csp_frac = 0;
1128 p_ptr->redraw |= (PR_MANA);
1132 msg_print(_("鏡の上でないと集中できない!", "Here are not any mirrors!"));
1139 if (p_ptr->action == ACTION_HAYAGAKE)
1141 set_action(ACTION_NONE);
1145 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
1146 feature_type *f_ptr = &f_info[c_ptr->feat];
1148 if (!have_flag(f_ptr->flags, FF_PROJECT) ||
1149 (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
1151 msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
1155 set_action(ACTION_HAYAGAKE);
1160 p_ptr->energy_use = 0;
1166 else if (p_ptr->mimic_form)
1168 switch (p_ptr->mimic_form)
1171 case MIMIC_DEMON_LORD:
1173 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1174 if (!get_aim_dir(&dir)) return FALSE;
1177 msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎"));
1179 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1182 fire_breath(type, dir, plev * 3, (plev / 15) + 1);
1194 switch (p_ptr->prace)
1197 msg_print(_("周囲を調べた。", "You examine your surroundings."));
1198 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1199 (void)detect_doors(DETECT_RAD_DEFAULT);
1200 (void)detect_stairs(DETECT_RAD_DEFAULT);
1209 /* Create the food ration */
1210 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
1212 /* Drop the object from heaven */
1213 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
1214 msg_print(_("食事を料理して作った。", "You cook some food."));
1219 msg_print(_("パッ!", "Blink!"));
1220 teleport_player(10, 0L);
1224 msg_print(_("勇気を出した。", "You play tough."));
1225 (void)set_afraid(0);
1228 case RACE_HALF_TROLL:
1229 msg_print(_("うがぁぁ!", "RAAAGH!"));
1230 (void)berserk(10 + randint1(plev));
1236 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
1239 else if (command == -2)
1241 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..."));
1243 (void)true_healing(0);
1244 (void)restore_all_status();
1245 (void)restore_level();
1249 case RACE_BARBARIAN:
1250 msg_print(_("うぉぉおお!", "Raaagh!"));
1251 (void)berserk(10 + randint1(plev));
1254 case RACE_HALF_OGRE:
1255 msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
1259 case RACE_HALF_GIANT:
1260 if (!get_aim_dir(&dir)) return FALSE;
1261 (void)wall_to_mud(dir, 20 + randint1(30));
1264 case RACE_HALF_TITAN:
1265 msg_print(_("敵を調査した...", "You examine your foes..."));
1270 if (!get_aim_dir(&dir)) return FALSE;
1271 msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
1272 fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
1276 if (!get_aim_dir(&dir)) return FALSE;
1278 msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
1279 (void)fear_monster(dir, plev);
1283 if (!get_aim_dir(&dir)) return FALSE;
1285 msg_print(_("酸を吐いた。", "You spit acid."));
1286 if (plev < 25) fire_bolt(GF_ACID, dir, plev);
1287 else fire_ball(GF_ACID, dir, plev, 2);
1291 if (!get_aim_dir(&dir)) return FALSE;
1292 msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
1293 fire_bolt(GF_POIS, dir, plev);
1297 msg_print(_("周囲を調査した。", "You examine your surroundings."));
1298 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1299 (void)detect_doors(DETECT_RAD_DEFAULT);
1300 (void)detect_stairs(DETECT_RAD_DEFAULT);
1304 if (!get_aim_dir(&dir)) return FALSE;
1305 msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
1306 fire_bolt_or_beam(10, GF_MISSILE, dir,
1307 damroll(3 + ((plev - 1) / 5), 4));
1310 case RACE_DRACONIAN:
1312 int Type = (one_in_(3) ? GF_COLD : GF_FIRE);
1314 cptr Type_desc = ((Type == GF_COLD) ? "冷気" : "炎");
1316 cptr Type_desc = ((Type == GF_COLD) ? "cold" : "fire");
1319 if (!get_aim_dir(&dir)) return FALSE;
1321 if (randint1(100) < plev)
1323 switch (p_ptr->pclass)
1326 case CLASS_BERSERKER:
1329 case CLASS_IMITATOR:
1335 Type_desc = _("エレメント", "the elements");
1340 Type_desc = _("破片", "shards");
1344 case CLASS_WARRIOR_MAGE:
1345 case CLASS_HIGH_MAGE:
1346 case CLASS_SORCERER:
1347 case CLASS_MAGIC_EATER:
1348 case CLASS_RED_MAGE:
1349 case CLASS_BLUE_MAGE:
1350 case CLASS_MIRROR_MASTER:
1354 Type_desc = _("魔力", "mana");
1358 Type = GF_DISENCHANT;
1359 Type_desc = _("劣化", "disenchantment");
1362 case CLASS_CHAOS_WARRIOR:
1365 Type = GF_CONFUSION;
1366 Type_desc = _("混乱", "confusion");
1371 Type_desc = _("カオス", "chaos");
1376 case CLASS_FORCETRAINER:
1379 Type = GF_CONFUSION;
1380 Type_desc = _("混乱", "confusion");
1385 Type_desc = _("轟音", "sound");
1388 case CLASS_MINDCRAFTER:
1391 Type = GF_CONFUSION;
1392 Type_desc = _("混乱", "confusion");
1397 Type_desc = _("精神エネルギー", "mental energy");
1404 Type = GF_HELL_FIRE;
1405 Type_desc = _("地獄の劫火", "hellfire");
1409 Type = GF_HOLY_FIRE;
1410 Type_desc = _("聖なる炎", "holy fire");
1418 Type_desc = _("暗黒", "darkness");
1423 Type_desc = _("毒", "poison");
1430 Type_desc = _("轟音", "sound");
1434 Type = GF_CONFUSION;
1435 Type_desc = _("混乱", "confusion");
1442 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
1444 fire_breath(Type, dir, plev * 2, (plev / 15) + 1);
1448 case RACE_MIND_FLAYER:
1449 if (!get_aim_dir(&dir)) return FALSE;
1450 msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
1451 fire_bolt(GF_PSI, dir, plev);
1455 if (!get_aim_dir(&dir)) return FALSE;
1458 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
1459 fire_ball(GF_FIRE, dir, plev, 2);
1463 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
1464 fire_bolt(GF_FIRE, dir, plev);
1469 (void)set_shield(randint1(20) + 30, FALSE);
1474 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."));
1475 (void)restore_level();
1483 if (!get_aim_dir(&dir)) return FALSE;
1485 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!"));
1486 (void)fear_monster(dir, plev);
1490 msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
1491 if (plev < 25) sleep_monsters_touch();
1492 else (void)sleep_monsters(plev);
1497 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1498 if (!get_aim_dir(&dir)) return FALSE;
1501 msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎"));
1503 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1506 fire_breath(type, dir, plev * 3, (plev / 15) + 1);
1511 (void)set_tsubureru(randint1(20) + 30, FALSE);
1515 if (!get_aim_dir(&dir)) return FALSE;
1518 msg_print(_("レイガンを発射した。", "You fire your ray gun."));
1519 fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
1523 msg_print(_("ブラスターを発射した。", "You fire your blaster."));
1524 fire_bolt(GF_MISSILE, dir, plev);
1528 msg_print(_("バズーカを発射した。", "You fire your bazooka."));
1529 fire_ball(GF_MISSILE, dir, plev * 2, 2);
1533 msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon."));
1534 fire_beam(GF_MISSILE, dir, plev * 2);
1538 msg_print(_("ロケットを発射した。", "You fire a rocket."));
1539 fire_rocket(GF_ROCKET, dir, plev * 5, 2);
1544 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."));
1545 p_ptr->energy_use = 0;
1552 * @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
1555 void do_cmd_racial_power(void)
1557 power_desc_type power_desc[36];
1561 PLAYER_LEVEL lvl = p_ptr->lev;
1562 bool flag, redraw, cast = FALSE;
1563 bool warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
1566 int menu_line = (use_menu ? 1 : 0);
1569 for (num = 0; num < 36; num++)
1571 strcpy(power_desc[num].name, "");
1572 power_desc[num].number = 0;
1577 if (p_ptr->confused)
1579 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!"));
1580 p_ptr->energy_use = 0;
1584 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
1586 set_action(ACTION_NONE);
1589 switch (p_ptr->pclass)
1593 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
1594 power_desc[num].level = 40;
1595 power_desc[num].cost = 75;
1596 power_desc[num].stat = A_DEX;
1597 power_desc[num].fail = 35;
1598 power_desc[num++].number = -3;
1601 case CLASS_HIGH_MAGE:
1602 if (p_ptr->realm1 == REALM_HEX)
1604 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
1605 power_desc[num].level = 1;
1606 power_desc[num].cost = 0;
1607 power_desc[num].stat = A_INT;
1608 power_desc[num].fail = 0;
1609 power_desc[num++].number = -3;
1613 /* case CLASS_HIGH_MAGE: */
1614 case CLASS_SORCERER:
1616 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1617 power_desc[num].level = 25;
1618 power_desc[num].cost = 1;
1619 power_desc[num].stat = A_INT;
1620 power_desc[num].fail = 25;
1621 power_desc[num++].number = -3;
1626 if (is_good_realm(p_ptr->realm1))
1628 strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
1629 power_desc[num].level = 35;
1630 power_desc[num].cost = 70;
1631 power_desc[num].stat = A_WIS;
1632 power_desc[num].fail = 50;
1633 power_desc[num++].number = -3;
1637 strcpy(power_desc[num].name, _("召魂", "Evocation"));
1638 power_desc[num].level = 42;
1639 power_desc[num].cost = 40;
1640 power_desc[num].stat = A_WIS;
1641 power_desc[num].fail = 35;
1642 power_desc[num++].number = -3;
1648 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
1649 power_desc[num].level = 8;
1650 power_desc[num].cost = 12;
1651 power_desc[num].stat = A_DEX;
1652 power_desc[num].fail = 14;
1653 power_desc[num++].number = -3;
1659 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
1660 power_desc[num].level = 15;
1661 power_desc[num].cost = 20;
1662 power_desc[num].stat = A_INT;
1663 power_desc[num].fail = 12;
1664 power_desc[num++].number = -3;
1669 if (is_good_realm(p_ptr->realm1))
1671 strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
1672 power_desc[num].level = 30;
1673 power_desc[num].cost = 30;
1674 power_desc[num].stat = A_WIS;
1675 power_desc[num].fail = 30;
1676 power_desc[num++].number = -3;
1680 strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
1681 power_desc[num].level = 30;
1682 power_desc[num].cost = 30;
1683 power_desc[num].stat = A_WIS;
1684 power_desc[num].fail = 30;
1685 power_desc[num++].number = -3;
1689 case CLASS_WARRIOR_MAGE:
1691 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
1692 power_desc[num].level = 25;
1693 power_desc[num].cost = 0;
1694 power_desc[num].stat = A_INT;
1695 power_desc[num].fail = 10;
1696 power_desc[num++].number = -3;
1698 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
1699 power_desc[num].level = 25;
1700 power_desc[num].cost = 0;
1701 power_desc[num].stat = A_INT;
1702 power_desc[num].fail = 10;
1703 power_desc[num++].number = -4;
1706 case CLASS_CHAOS_WARRIOR:
1708 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
1709 power_desc[num].level = 40;
1710 power_desc[num].cost = 50;
1711 power_desc[num].stat = A_INT;
1712 power_desc[num].fail = 25;
1713 power_desc[num++].number = -3;
1718 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
1719 power_desc[num].level = 25;
1720 power_desc[num].cost = 0;
1721 power_desc[num].stat = A_DEX;
1722 power_desc[num].fail = 0;
1723 power_desc[num++].number = -3;
1725 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
1726 power_desc[num].level = 30;
1727 power_desc[num].cost = 30;
1728 power_desc[num].stat = A_STR;
1729 power_desc[num].fail = 20;
1730 power_desc[num++].number = -4;
1733 case CLASS_MINDCRAFTER:
1734 case CLASS_FORCETRAINER:
1736 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1737 power_desc[num].level = 15;
1738 power_desc[num].cost = 0;
1739 power_desc[num].stat = A_WIS;
1740 power_desc[num].fail = 10;
1741 power_desc[num++].number = -3;
1746 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1747 power_desc[num].level = 1;
1748 power_desc[num].cost = 0;
1749 power_desc[num].stat = A_DEX;
1750 power_desc[num].fail = 0;
1751 power_desc[num++].number = -3;
1753 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1754 power_desc[num].level = 25;
1755 power_desc[num].cost = 20;
1756 power_desc[num].stat = A_INT;
1757 power_desc[num].fail = 20;
1758 power_desc[num++].number = -4;
1761 case CLASS_IMITATOR:
1763 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1764 power_desc[num].level = 30;
1765 power_desc[num].cost = 100;
1766 power_desc[num].stat = A_DEX;
1767 power_desc[num].fail = 30;
1768 power_desc[num++].number = -3;
1771 case CLASS_BEASTMASTER:
1773 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1774 power_desc[num].level = 1;
1775 power_desc[num].cost = (p_ptr->lev+3)/4;
1776 power_desc[num].stat = A_CHR;
1777 power_desc[num].fail = 10;
1778 power_desc[num++].number = -3;
1780 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1781 power_desc[num].level = 30;
1782 power_desc[num].cost = (p_ptr->lev+20)/2;
1783 power_desc[num].stat = A_CHR;
1784 power_desc[num].fail = 10;
1785 power_desc[num++].number = -4;
1790 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1791 power_desc[num].level = 1;
1792 power_desc[num].cost = 0;
1793 power_desc[num].stat = A_DEX;
1794 power_desc[num].fail = 0;
1795 power_desc[num++].number = -3;
1798 case CLASS_MAGIC_EATER:
1800 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1801 power_desc[num].level = 1;
1802 power_desc[num].cost = 0;
1803 power_desc[num].stat = A_INT;
1804 power_desc[num].fail = 0;
1805 power_desc[num++].number = -3;
1807 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1808 power_desc[num].level = 10;
1809 power_desc[num].cost = 10 + (lvl - 10) / 2;
1810 power_desc[num].stat = A_INT;
1811 power_desc[num].fail = 0;
1812 power_desc[num++].number = -4;
1817 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1818 power_desc[num].level = 1;
1819 power_desc[num].cost = 0;
1820 power_desc[num].stat = A_CHR;
1821 power_desc[num].fail = 0;
1822 power_desc[num++].number = -3;
1825 case CLASS_RED_MAGE:
1827 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1828 power_desc[num].level = 48;
1829 power_desc[num].cost = 20;
1830 power_desc[num].stat = A_INT;
1831 power_desc[num].fail = 0;
1832 power_desc[num++].number = -3;
1837 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1838 power_desc[num].level = 1;
1839 power_desc[num].cost = 0;
1840 power_desc[num].stat = A_WIS;
1841 power_desc[num].fail = 0;
1842 power_desc[num++].number = -3;
1844 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
1845 power_desc[num].level = 25;
1846 power_desc[num].cost = 0;
1847 power_desc[num].stat = A_DEX;
1848 power_desc[num].fail = 0;
1849 power_desc[num++].number = -4;
1852 case CLASS_BLUE_MAGE:
1854 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1855 power_desc[num].level = 1;
1856 power_desc[num].cost = 0;
1857 power_desc[num].stat = A_INT;
1858 power_desc[num].fail = 0;
1859 power_desc[num++].number = -3;
1864 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1865 power_desc[num].level = 10;
1866 power_desc[num].cost = 0;
1867 power_desc[num].stat = A_STR;
1868 power_desc[num].fail = 10;
1869 power_desc[num++].number = -3;
1872 case CLASS_BERSERKER:
1874 strcpy(power_desc[num].name, _("帰還", "Recall"));
1875 power_desc[num].level = 10;
1876 power_desc[num].cost = 10;
1877 power_desc[num].stat = A_DEX;
1878 power_desc[num].fail = 20;
1879 power_desc[num++].number = -3;
1882 case CLASS_MIRROR_MASTER:
1884 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
1885 power_desc[num].level = 1;
1886 power_desc[num].cost = 0;
1887 power_desc[num].stat = A_INT;
1888 power_desc[num].fail = 0;
1889 power_desc[num++].number = -3;
1891 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
1892 power_desc[num].level = 30;
1893 power_desc[num].cost = 0;
1894 power_desc[num].stat = A_INT;
1895 power_desc[num].fail = 20;
1896 power_desc[num++].number = -4;
1901 strcpy(power_desc[num].name, _("目利き", "Judgment"));
1902 power_desc[num].level = 5;
1903 power_desc[num].cost = 15;
1904 power_desc[num].stat = A_INT;
1905 power_desc[num].fail = 20;
1906 power_desc[num++].number = -3;
1911 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
1912 power_desc[num].level = 20;
1913 power_desc[num].cost = 0;
1914 power_desc[num].stat = A_DEX;
1915 power_desc[num].fail = 0;
1916 power_desc[num++].number = -3;
1920 strcpy(power_desc[0].name, _("(なし)", "(none)"));
1923 if (p_ptr->mimic_form)
1925 switch (p_ptr->mimic_form)
1928 case MIMIC_DEMON_LORD:
1929 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);
1930 power_desc[num].level = 15;
1931 power_desc[num].cost = 10+lvl/3;
1932 power_desc[num].stat = A_CON;
1933 power_desc[num].fail = 20;
1934 power_desc[num++].number = -1;
1937 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1938 power_desc[num].level = 2;
1939 power_desc[num].cost = 1 + (lvl / 3);
1940 power_desc[num].stat = A_CON;
1941 power_desc[num].fail = 9;
1942 power_desc[num++].number = -1;
1948 switch (p_ptr->prace)
1951 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1952 power_desc[num].level = 5;
1953 power_desc[num].cost = 5;
1954 power_desc[num].stat = A_WIS;
1955 power_desc[num].fail = 12;
1956 power_desc[num++].number = -1;
1959 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1960 power_desc[num].level = 10;
1961 power_desc[num].cost = 5;
1962 power_desc[num].stat = A_WIS;
1963 power_desc[num].fail = 10;
1964 power_desc[num++].number = -1;
1967 strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
1968 power_desc[num].level = 15;
1969 power_desc[num].cost = 10;
1970 power_desc[num].stat = A_INT;
1971 power_desc[num].fail = 10;
1972 power_desc[num++].number = -1;
1975 sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
1976 power_desc[num].level = 5;
1977 power_desc[num].cost = 5;
1978 power_desc[num].stat = A_INT;
1979 power_desc[num].fail = 12;
1980 power_desc[num++].number = -1;
1983 strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
1984 power_desc[num].level = 3;
1985 power_desc[num].cost = 5;
1986 power_desc[num].stat = A_WIS;
1987 power_desc[num].fail = warrior ? 5 : 10;
1988 power_desc[num++].number = -1;
1990 case RACE_HALF_TROLL:
1991 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1992 power_desc[num].level = 10;
1993 power_desc[num].cost = 12;
1994 power_desc[num].stat = A_STR;
1995 power_desc[num].fail = warrior ? 6 : 12;
1996 power_desc[num++].number = -1;
1998 case RACE_BARBARIAN:
1999 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2000 power_desc[num].level = 8;
2001 power_desc[num].cost = 10;
2002 power_desc[num].stat = A_STR;
2003 power_desc[num].fail = warrior ? 6 : 12;
2004 power_desc[num++].number = -1;
2007 strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
2008 power_desc[num].level = 30;
2009 power_desc[num].cost = 50;
2010 power_desc[num].stat = A_INT;
2011 power_desc[num].fail = 50;
2012 power_desc[num++].number = -1;
2014 strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
2015 power_desc[num].level = 40;
2016 power_desc[num].cost = 75;
2017 power_desc[num].stat = A_WIS;
2018 power_desc[num].fail = 50;
2019 power_desc[num++].number = -2;
2021 case RACE_HALF_OGRE:
2022 strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
2023 power_desc[num].level = 25;
2024 power_desc[num].cost = 35;
2025 power_desc[num].stat = A_INT;
2026 power_desc[num].fail = 15;
2027 power_desc[num++].number = -1;
2029 case RACE_HALF_GIANT:
2030 strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
2031 power_desc[num].level = 20;
2032 power_desc[num].cost = 10;
2033 power_desc[num].stat = A_STR;
2034 power_desc[num].fail = 12;
2035 power_desc[num++].number = -1;
2037 case RACE_HALF_TITAN:
2038 strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
2039 power_desc[num].level = 15;
2040 power_desc[num].cost = 10;
2041 power_desc[num].stat = A_INT;
2042 power_desc[num].fail = 12;
2043 power_desc[num++].number = -1;
2046 sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
2047 power_desc[num].level = 20;
2048 power_desc[num].cost = 15;
2049 power_desc[num].stat = A_STR;
2050 power_desc[num].fail = 12;
2051 power_desc[num++].number = -1;
2054 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2055 power_desc[num].level = 15;
2056 power_desc[num].cost = 15;
2057 power_desc[num].stat = A_WIS;
2058 power_desc[num].fail = 10;
2059 power_desc[num++].number = -1;
2062 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2063 power_desc[num].level = 4;
2064 power_desc[num].cost = 6;
2065 power_desc[num].stat = A_INT;
2066 power_desc[num].fail = 3;
2067 power_desc[num++].number = -1;
2070 sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
2071 power_desc[num].level = 9;
2072 power_desc[num].cost = 9;
2073 power_desc[num].stat = A_DEX;
2074 power_desc[num].fail = 14;
2075 power_desc[num++].number = -1;
2078 sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
2079 power_desc[num].level = 12;
2080 power_desc[num].cost = 8;
2081 power_desc[num].stat = A_DEX;
2082 power_desc[num].fail = 14;
2083 power_desc[num++].number = -1;
2086 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);
2087 power_desc[num].level = 2;
2088 power_desc[num].cost = 2;
2089 power_desc[num].stat = A_INT;
2090 power_desc[num].fail = 9;
2091 power_desc[num++].number = -1;
2093 case RACE_DRACONIAN:
2094 sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
2095 power_desc[num].level = 1;
2096 power_desc[num].cost = lvl;
2097 power_desc[num].stat = A_CON;
2098 power_desc[num].fail = 12;
2099 power_desc[num++].number = -1;
2101 case RACE_MIND_FLAYER:
2102 sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
2103 power_desc[num].level = 15;
2104 power_desc[num].cost = 12;
2105 power_desc[num].stat = A_INT;
2106 power_desc[num].fail = 14;
2107 power_desc[num++].number = -1;
2110 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);
2111 power_desc[num].level = 9;
2112 power_desc[num].cost = 15;
2113 power_desc[num].stat = A_WIS;
2114 power_desc[num].fail = 15;
2115 power_desc[num++].number = -1;
2118 strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
2119 power_desc[num].level = 20;
2120 power_desc[num].cost = 15;
2121 power_desc[num].stat = A_CON;
2122 power_desc[num].fail = 8;
2123 power_desc[num++].number = -1;
2127 strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
2128 power_desc[num].level = 30;
2129 power_desc[num].cost = 30;
2130 power_desc[num].stat = A_WIS;
2131 power_desc[num].fail = 18;
2132 power_desc[num++].number = -1;
2135 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2136 power_desc[num].level = 2;
2137 power_desc[num].cost = 1 + (lvl / 3);
2138 power_desc[num].stat = A_CON;
2139 power_desc[num].fail = 9;
2140 power_desc[num++].number = -1;
2143 strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
2144 power_desc[num].level = 12;
2145 power_desc[num].cost = 12;
2146 power_desc[num].stat = A_INT;
2147 power_desc[num].fail = 15;
2148 power_desc[num++].number = -1;
2151 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);
2152 power_desc[num].level = 15;
2153 power_desc[num].cost = 10+lvl/3;
2154 power_desc[num].stat = A_CON;
2155 power_desc[num].fail = 20;
2156 power_desc[num++].number = -1;
2159 strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
2160 power_desc[num].level = 20;
2161 power_desc[num].cost = 15;
2162 power_desc[num].stat = A_CHR;
2163 power_desc[num].fail = 8;
2164 power_desc[num++].number = -1;
2167 if (p_ptr->lev < 10)
2169 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
2170 power_desc[num].level = 1;
2171 power_desc[num].cost = 7;
2172 power_desc[num].fail = 8;
2174 else if (p_ptr->lev < 25)
2176 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
2177 power_desc[num].level = 10;
2178 power_desc[num].cost = 13;
2179 power_desc[num].fail = 10;
2181 else if (p_ptr->lev < 35)
2183 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
2184 power_desc[num].level = 25;
2185 power_desc[num].cost = 26;
2186 power_desc[num].fail = 12;
2188 else if (p_ptr->lev < 45)
2190 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
2191 power_desc[num].level = 35;
2192 power_desc[num].cost = 40;
2193 power_desc[num].fail = 15;
2197 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
2198 power_desc[num].level = 45;
2199 power_desc[num].cost = 60;
2200 power_desc[num].fail = 18;
2202 power_desc[num].stat = A_STR;
2203 power_desc[num++].number = -1;
2214 if (p_ptr->muta1 & MUT1_SPIT_ACID)
2216 strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
2217 power_desc[num].level = 9;
2218 power_desc[num].cost = 9;
2219 power_desc[num].stat = A_DEX;
2220 power_desc[num].fail = 15;
2221 power_desc[num++].number = MUT1_SPIT_ACID;
2224 if (p_ptr->muta1 & MUT1_BR_FIRE)
2226 strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
2227 power_desc[num].level = 20;
2228 power_desc[num].cost = lvl;
2229 power_desc[num].stat = A_CON;
2230 power_desc[num].fail = 18;
2231 power_desc[num++].number = MUT1_BR_FIRE;
2234 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
2236 strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
2237 power_desc[num].level = 12;
2238 power_desc[num].cost = 12;
2239 power_desc[num].stat = A_CHR;
2240 power_desc[num].fail = 18;
2241 power_desc[num++].number = MUT1_HYPN_GAZE;
2244 if (p_ptr->muta1 & MUT1_TELEKINES)
2246 strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
2247 power_desc[num].level = 9;
2248 power_desc[num].cost = 9;
2249 power_desc[num].stat = A_WIS;
2250 power_desc[num].fail = 14;
2251 power_desc[num++].number = MUT1_TELEKINES;
2254 if (p_ptr->muta1 & MUT1_VTELEPORT)
2256 strcpy(power_desc[num].name, _("テレポート", "Teleport"));
2257 power_desc[num].level = 7;
2258 power_desc[num].cost = 7;
2259 power_desc[num].stat = A_WIS;
2260 power_desc[num].fail = 15;
2261 power_desc[num++].number = MUT1_VTELEPORT;
2264 if (p_ptr->muta1 & MUT1_MIND_BLST)
2266 strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
2267 power_desc[num].level = 5;
2268 power_desc[num].cost = 3;
2269 power_desc[num].stat = A_WIS;
2270 power_desc[num].fail = 15;
2271 power_desc[num++].number = MUT1_MIND_BLST;
2274 if (p_ptr->muta1 & MUT1_RADIATION)
2276 strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
2277 power_desc[num].level = 15;
2278 power_desc[num].cost = 15;
2279 power_desc[num].stat = A_CON;
2280 power_desc[num].fail = 14;
2281 power_desc[num++].number = MUT1_RADIATION;
2284 if (p_ptr->muta1 & MUT1_VAMPIRISM)
2286 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2287 power_desc[num].level = 2;
2288 power_desc[num].cost = (1 + (lvl / 3));
2289 power_desc[num].stat = A_CON;
2290 power_desc[num].fail = 9;
2291 power_desc[num++].number = MUT1_VAMPIRISM;
2294 if (p_ptr->muta1 & MUT1_SMELL_MET)
2296 strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
2297 power_desc[num].level = 3;
2298 power_desc[num].cost = 2;
2299 power_desc[num].stat = A_INT;
2300 power_desc[num].fail = 12;
2301 power_desc[num++].number = MUT1_SMELL_MET;
2304 if (p_ptr->muta1 & MUT1_SMELL_MON)
2306 strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
2307 power_desc[num].level = 5;
2308 power_desc[num].cost = 4;
2309 power_desc[num].stat = A_INT;
2310 power_desc[num].fail = 15;
2311 power_desc[num++].number = MUT1_SMELL_MON;
2314 if (p_ptr->muta1 & MUT1_BLINK)
2316 strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
2317 power_desc[num].level = 3;
2318 power_desc[num].cost = 3;
2319 power_desc[num].stat = A_WIS;
2320 power_desc[num].fail = 12;
2321 power_desc[num++].number = MUT1_BLINK;
2324 if (p_ptr->muta1 & MUT1_EAT_ROCK)
2326 strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
2327 power_desc[num].level = 8;
2328 power_desc[num].cost = 12;
2329 power_desc[num].stat = A_CON;
2330 power_desc[num].fail = 18;
2331 power_desc[num++].number = MUT1_EAT_ROCK;
2334 if (p_ptr->muta1 & MUT1_SWAP_POS)
2336 strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
2337 power_desc[num].level = 15;
2338 power_desc[num].cost = 12;
2339 power_desc[num].stat = A_DEX;
2340 power_desc[num].fail = 16;
2341 power_desc[num++].number = MUT1_SWAP_POS;
2344 if (p_ptr->muta1 & MUT1_SHRIEK)
2346 strcpy(power_desc[num].name, _("叫び", "Shriek"));
2347 power_desc[num].level = 20;
2348 power_desc[num].cost = 14;
2349 power_desc[num].stat = A_CON;
2350 power_desc[num].fail = 16;
2351 power_desc[num++].number = MUT1_SHRIEK;
2354 if (p_ptr->muta1 & MUT1_ILLUMINE)
2356 strcpy(power_desc[num].name, _("照明", "Illuminate"));
2357 power_desc[num].level = 3;
2358 power_desc[num].cost = 2;
2359 power_desc[num].stat = A_INT;
2360 power_desc[num].fail = 10;
2361 power_desc[num++].number = MUT1_ILLUMINE;
2364 if (p_ptr->muta1 & MUT1_DET_CURSE)
2366 strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
2367 power_desc[num].level = 7;
2368 power_desc[num].cost = 14;
2369 power_desc[num].stat = A_WIS;
2370 power_desc[num].fail = 14;
2371 power_desc[num++].number = MUT1_DET_CURSE;
2374 if (p_ptr->muta1 & MUT1_BERSERK)
2376 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2377 power_desc[num].level = 8;
2378 power_desc[num].cost = 8;
2379 power_desc[num].stat = A_STR;
2380 power_desc[num].fail = 14;
2381 power_desc[num++].number = MUT1_BERSERK;
2384 if (p_ptr->muta1 & MUT1_POLYMORPH)
2386 strcpy(power_desc[num].name, _("変身", "Polymorph"));
2387 power_desc[num].level = 18;
2388 power_desc[num].cost = 20;
2389 power_desc[num].stat = A_CON;
2390 power_desc[num].fail = 18;
2391 power_desc[num++].number = MUT1_POLYMORPH;
2394 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
2396 strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
2397 power_desc[num].level = 10;
2398 power_desc[num].cost = 5;
2399 power_desc[num].stat = A_INT;
2400 power_desc[num].fail = 12;
2401 power_desc[num++].number = MUT1_MIDAS_TCH;
2404 if (p_ptr->muta1 & MUT1_GROW_MOLD)
2406 strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
2407 power_desc[num].level = 1;
2408 power_desc[num].cost = 6;
2409 power_desc[num].stat = A_CON;
2410 power_desc[num].fail = 14;
2411 power_desc[num++].number = MUT1_GROW_MOLD;
2414 if (p_ptr->muta1 & MUT1_RESIST)
2416 strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
2417 power_desc[num].level = 10;
2418 power_desc[num].cost = 12;
2419 power_desc[num].stat = A_CON;
2420 power_desc[num].fail = 12;
2421 power_desc[num++].number = MUT1_RESIST;
2424 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
2426 strcpy(power_desc[num].name, _("地震", "Earthquake"));
2427 power_desc[num].level = 12;
2428 power_desc[num].cost = 12;
2429 power_desc[num].stat = A_STR;
2430 power_desc[num].fail = 16;
2431 power_desc[num++].number = MUT1_EARTHQUAKE;
2434 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
2436 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
2437 power_desc[num].level = 17;
2438 power_desc[num].cost = 1;
2439 power_desc[num].stat = A_WIS;
2440 power_desc[num].fail = 15;
2441 power_desc[num++].number = MUT1_EAT_MAGIC;
2444 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
2446 strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
2447 power_desc[num].level = 6;
2448 power_desc[num].cost = 6;
2449 power_desc[num].stat = A_INT;
2450 power_desc[num].fail = 10;
2451 power_desc[num++].number = MUT1_WEIGH_MAG;
2454 if (p_ptr->muta1 & MUT1_STERILITY)
2456 strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
2457 power_desc[num].level = 12;
2458 power_desc[num].cost = 23;
2459 power_desc[num].stat = A_CHR;
2460 power_desc[num].fail = 15;
2461 power_desc[num++].number = MUT1_STERILITY;
2464 if (p_ptr->muta1 & MUT1_PANIC_HIT)
2466 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
2467 power_desc[num].level = 10;
2468 power_desc[num].cost = 12;
2469 power_desc[num].stat = A_DEX;
2470 power_desc[num].fail = 14;
2471 power_desc[num++].number = MUT1_PANIC_HIT;
2474 if (p_ptr->muta1 & MUT1_DAZZLE)
2476 strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
2477 power_desc[num].level = 7;
2478 power_desc[num].cost = 15;
2479 power_desc[num].stat = A_CHR;
2480 power_desc[num].fail = 8;
2481 power_desc[num++].number = MUT1_DAZZLE;
2484 if (p_ptr->muta1 & MUT1_LASER_EYE)
2486 strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
2487 power_desc[num].level = 7;
2488 power_desc[num].cost = 10;
2489 power_desc[num].stat = A_WIS;
2490 power_desc[num].fail = 9;
2491 power_desc[num++].number = MUT1_LASER_EYE;
2494 if (p_ptr->muta1 & MUT1_RECALL)
2496 strcpy(power_desc[num].name, _("帰還", "Recall"));
2497 power_desc[num].level = 17;
2498 power_desc[num].cost = 50;
2499 power_desc[num].stat = A_INT;
2500 power_desc[num].fail = 16;
2501 power_desc[num++].number = MUT1_RECALL;
2504 if (p_ptr->muta1 & MUT1_BANISH)
2506 strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
2507 power_desc[num].level = 25;
2508 power_desc[num].cost = 25;
2509 power_desc[num].stat = A_WIS;
2510 power_desc[num].fail = 18;
2511 power_desc[num++].number = MUT1_BANISH;
2514 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
2516 strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
2517 power_desc[num].level = 2;
2518 power_desc[num].cost = 2;
2519 power_desc[num].stat = A_CON;
2520 power_desc[num].fail = 11;
2521 power_desc[num++].number = MUT1_COLD_TOUCH;
2524 if (p_ptr->muta1 & MUT1_LAUNCHER)
2526 strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
2527 power_desc[num].level = 1;
2528 power_desc[num].cost = lvl;
2529 power_desc[num].stat = A_STR;
2530 power_desc[num].fail = 6;
2531 /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
2532 power_desc[num++].number = 3;
2536 /* Nothing chosen yet */
2542 /* Build a prompt */
2543 (void) strnfmt(out_val, 78,
2544 _("(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? "),
2545 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
2547 if (!repeat_pull(&i) || i<0 || i>=num) {
2548 if (use_menu) screen_save();
2549 /* Get a spell from the user */
2551 choice = (always_show_list || use_menu) ? ESCAPE:1;
2554 if( choice==ESCAPE ) choice = ' ';
2555 else if( !get_com(out_val, &choice, FALSE) )break;
2557 if (use_menu && choice != ' ')
2564 p_ptr->energy_use = 0;
2572 menu_line += (num - 1);
2593 else if (menu_line+18 <= num)
2607 if (menu_line > num) menu_line -= num;
2609 /* Request redraw */
2610 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
2613 if (!redraw || use_menu)
2626 /* Save the screen */
2627 if (!use_menu) screen_save();
2629 /* Print header(s) */
2631 prt(_(" Lv MP 失率", " Lv Cost Fail"), y++, x);
2633 prt(_(" Lv MP 失率 Lv MP 失率",
2634 " Lv Cost Fail Lv Cost Fail"), y++, x);
2640 x1 = ((ctr < 18) ? x : x + 40);
2641 y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
2645 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " > "));
2646 else strcpy(dummy, " ");
2650 /* letter/number for power selection */
2654 letter = '0' + ctr - 26;
2655 sprintf(dummy, " %c) ",letter);
2657 strcat(dummy, format("%-23.23s %2d %4d %3d%%",
2658 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
2659 100 - racial_chance(&power_desc[ctr])));
2671 /* Restore the screen */
2681 if (choice == '\r' && num == 1)
2686 if (isalpha(choice))
2689 ask = (isupper(choice));
2692 if (ask) choice = (char)tolower(choice);
2694 /* Extract request */
2695 i = (islower(choice) ? A2I(choice) : -1);
2699 ask = FALSE; /* Can't uppercase digits */
2701 i = choice - '0' + 26;
2705 /* Totally Illegal */
2706 if ((i < 0) || (i >= num))
2718 (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
2720 /* Belay that order */
2721 if (!get_check(tmp_val)) continue;
2728 /* Restore the screen */
2729 if (redraw) screen_load();
2731 /* Abort if needed */
2734 p_ptr->energy_use = 0;
2738 } /*if (!repeat_pull(&i) || ...)*/
2739 switch (racial_aux(&power_desc[i]))
2742 if (power_desc[i].number < 0)
2743 cast = cmd_racial_power_aux(power_desc[i].number);
2745 cast = mutation_power_aux(power_desc[i].number);
2759 int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2761 /* If mana is not enough, player consumes hit point! */
2762 if (p_ptr->csp < actual_racial_cost)
2764 actual_racial_cost -= p_ptr->csp;
2766 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2768 else p_ptr->csp -= actual_racial_cost;
2770 /* Redraw mana and hp */
2771 p_ptr->redraw |= (PR_HP | PR_MANA);
2773 p_ptr->window |= (PW_PLAYER | PW_SPELL);
2776 else p_ptr->energy_use = 0;