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 GAME_TEXT 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 GAME_TEXT 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 GAME_TEXT name[MAX_NLEN]; //!<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 PLAYER_LEVEL 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]) >= ((difficulty / 2) + randint1(difficulty / 2)))
721 if (flush_failure) flush();
722 msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
729 * @brief レイシャル・パワー発動処理
730 * @param command 発動するレイシャルのID
731 * @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。
733 static bool cmd_racial_power_aux(s32b command)
735 PLAYER_LEVEL plev = p_ptr->lev;
740 switch (p_ptr->pclass)
744 POSITION y = 0, x = 0;
748 for (i = 0; i < A_MAX; 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, _("HPからMPへの無謀な変換", "thoughtless convertion from HP to SP"), -1) / 5;
819 p_ptr->csp += gain_sp;
820 if (p_ptr->csp > p_ptr->msp)
822 p_ptr->csp = p_ptr->msp;
828 msg_print(_("変換に失敗した。", "You failed to convert."));
831 else if (command == -4)
833 if (p_ptr->csp >= p_ptr->lev / 5)
835 p_ptr->csp -= p_ptr->lev / 5;
836 hp_player(p_ptr->lev);
840 msg_print(_("変換に失敗した。", "You failed to convert."));
844 /* Redraw mana and hp */
845 p_ptr->redraw |= (PR_HP | PR_MANA);
849 case CLASS_CHAOS_WARRIOR:
851 msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
852 slow_monsters(p_ptr->lev);
853 stun_monsters(p_ptr->lev * 4);
854 confuse_monsters(p_ptr->lev * 4);
855 turn_monsters(p_ptr->lev * 4);
856 stasis_monsters(p_ptr->lev * 4);
861 if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
863 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
868 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
874 if (!choose_kamae()) return FALSE;
875 p_ptr->update |= (PU_BONUS);
877 else if (command == -4)
881 if (!get_rep_dir(&dir, FALSE)) return FALSE;
882 y = p_ptr->y + ddy[dir];
883 x = p_ptr->x + ddx[dir];
884 if (cave[y][x].m_idx)
887 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!!!",
888 "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
890 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!!!",
891 "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
894 if (cave[y][x].m_idx)
899 p_ptr->energy_need += ENERGY_NEED();
903 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"));
909 case CLASS_MINDCRAFTER:
910 case CLASS_FORCETRAINER:
914 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."));
917 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
919 p_ptr->csp += (3 + p_ptr->lev/20);
920 if (p_ptr->csp >= p_ptr->msp)
922 p_ptr->csp = p_ptr->msp;
925 p_ptr->redraw |= (PR_MANA);
932 if (!get_aim_dir(&dir)) return FALSE;
934 fire_beam(GF_PHOTO, dir, 1);
936 else if (command == -4)
938 if (!identify_fully(FALSE)) return FALSE;
945 if (!do_cmd_mane(TRUE)) return FALSE;
948 case CLASS_BEASTMASTER:
952 if (!get_aim_dir(&dir)) return FALSE;
953 (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
955 else if (command == -4)
957 project_all_los(GF_CHARM_LIVING, p_ptr->lev);
963 if (!do_cmd_archer()) return FALSE;
966 case CLASS_MAGIC_EATER:
969 if (!gain_magic()) return FALSE;
970 } else if (command == -4) {
971 if (!can_do_cmd_cast()) return FALSE;
972 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
978 /* Singing is already stopped */
979 if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
982 p_ptr->energy_use = 10;
987 if (!can_do_cmd_cast()) return FALSE;
991 if (!p_ptr->paralyzed && can_do_cmd_cast())
999 int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
1003 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."));
1006 if (p_ptr->special_defense & KATA_MASK)
1008 msg_print(_("今は構えに集中している。", "You need concentration on your form."));
1011 msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
1013 p_ptr->csp += p_ptr->msp / 2;
1014 if (p_ptr->csp >= max_csp)
1016 p_ptr->csp = max_csp;
1017 p_ptr->csp_frac = 0;
1019 p_ptr->redraw |= (PR_MANA);
1021 else if (command == -4)
1023 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
1025 msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
1028 if (!choose_kata()) return FALSE;
1029 p_ptr->update |= (PU_BONUS);
1033 case CLASS_BLUE_MAGE:
1035 if (p_ptr->action == ACTION_LEARN)
1037 set_action(ACTION_NONE);
1041 set_action(ACTION_LEARN);
1043 p_ptr->energy_use = 0;
1048 GAME_TEXT m_name[MAX_NLEN];
1049 monster_type *m_ptr;
1050 monster_race *r_ptr;
1055 msg_print(_("今は乗馬中だ。", "You ARE riding."));
1058 if (!do_riding(TRUE)) return TRUE;
1059 m_ptr = &m_list[p_ptr->riding];
1060 r_ptr = &r_info[m_ptr->r_idx];
1061 monster_desc(m_name, m_ptr, 0);
1062 msg_format(_("%sに乗った。", "You ride on %s."),m_name);
1063 if (is_pet(m_ptr)) break;
1064 rlev = r_ptr->level;
1065 if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
1066 if (rlev > 60) rlev = 60+(rlev-60)/2;
1067 if ((randint1(p_ptr->skill_exp[GINOU_RIDING] / 120 + p_ptr->lev * 2 / 3) > rlev)
1068 && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle
1069 && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
1070 && (rlev < p_ptr->lev * 3 / 2 + randint0(p_ptr->lev / 5)))
1072 msg_format(_("%sを手なずけた。", "You tame %s."),m_name);
1077 msg_format(_("%sに振り落とされた!", "You have thrown off by %s."),m_name);
1081 /* 落馬処理に失敗してもとにかく乗馬解除 */
1086 case CLASS_BERSERKER:
1088 if (!word_of_recall()) return FALSE;
1093 if (p_ptr->lev > 29)
1095 if (!identify_fully(TRUE)) return FALSE;
1099 if (!ident_spell(TRUE)) return FALSE;
1103 case CLASS_MIRROR_MASTER:
1107 /* Explode all mirrors */
1108 remove_all_mirrors(TRUE);
1110 else if (command == -4)
1114 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."));
1117 if (is_mirror_grid(&cave[p_ptr->y][p_ptr->x]))
1119 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
1121 p_ptr->csp += (5 + p_ptr->lev * p_ptr->lev / 100);
1122 if (p_ptr->csp >= p_ptr->msp)
1124 p_ptr->csp = p_ptr->msp;
1125 p_ptr->csp_frac = 0;
1127 p_ptr->redraw |= (PR_MANA);
1131 msg_print(_("鏡の上でないと集中できない!", "Here are not any mirrors!"));
1138 if (p_ptr->action == ACTION_HAYAGAKE)
1140 set_action(ACTION_NONE);
1144 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
1145 feature_type *f_ptr = &f_info[c_ptr->feat];
1147 if (!have_flag(f_ptr->flags, FF_PROJECT) ||
1148 (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
1150 msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
1154 set_action(ACTION_HAYAGAKE);
1159 p_ptr->energy_use = 0;
1165 else if (p_ptr->mimic_form)
1167 switch (p_ptr->mimic_form)
1170 case MIMIC_DEMON_LORD:
1172 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1173 if (!get_aim_dir(&dir)) return FALSE;
1175 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")));
1176 fire_breath(type, dir, plev * 3, (plev / 15) + 1);
1188 switch (p_ptr->prace)
1191 msg_print(_("周囲を調べた。", "You examine your surroundings."));
1192 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1193 (void)detect_doors(DETECT_RAD_DEFAULT);
1194 (void)detect_stairs(DETECT_RAD_DEFAULT);
1203 /* Create the food ration */
1204 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
1206 /* Drop the object from heaven */
1207 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
1208 msg_print(_("食事を料理して作った。", "You cook some food."));
1213 msg_print(_("パッ!", "Blink!"));
1214 teleport_player(10, 0L);
1218 msg_print(_("勇気を出した。", "You play tough."));
1219 (void)set_afraid(0);
1222 case RACE_HALF_TROLL:
1223 msg_print(_("うがぁぁ!", "RAAAGH!"));
1224 (void)berserk(10 + randint1(plev));
1230 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
1233 else if (command == -2)
1235 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..."));
1237 (void)true_healing(0);
1238 (void)restore_all_status();
1239 (void)restore_level();
1243 case RACE_BARBARIAN:
1244 msg_print(_("うぉぉおお!", "Raaagh!"));
1245 (void)berserk(10 + randint1(plev));
1248 case RACE_HALF_OGRE:
1249 msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
1253 case RACE_HALF_GIANT:
1254 if (!get_aim_dir(&dir)) return FALSE;
1255 (void)wall_to_mud(dir, 20 + randint1(30));
1258 case RACE_HALF_TITAN:
1259 msg_print(_("敵を調査した...", "You examine your foes..."));
1264 if (!get_aim_dir(&dir)) return FALSE;
1265 msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
1266 fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
1270 if (!get_aim_dir(&dir)) return FALSE;
1272 msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
1273 (void)fear_monster(dir, plev);
1277 if (!get_aim_dir(&dir)) return FALSE;
1279 msg_print(_("酸を吐いた。", "You spit acid."));
1280 if (plev < 25) fire_bolt(GF_ACID, dir, plev);
1281 else fire_ball(GF_ACID, dir, plev, 2);
1285 if (!get_aim_dir(&dir)) return FALSE;
1286 msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
1287 fire_bolt(GF_POIS, dir, plev);
1291 msg_print(_("周囲を調査した。", "You examine your surroundings."));
1292 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1293 (void)detect_doors(DETECT_RAD_DEFAULT);
1294 (void)detect_stairs(DETECT_RAD_DEFAULT);
1298 if (!get_aim_dir(&dir)) return FALSE;
1299 msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
1300 fire_bolt_or_beam(10, GF_MISSILE, dir,
1301 damroll(3 + ((plev - 1) / 5), 4));
1304 case RACE_DRACONIAN:
1306 int Type = (one_in_(3) ? GF_COLD : GF_FIRE);
1307 cptr Type_desc = ((Type == GF_COLD) ? _("冷気", "cold") : _("炎", "fire"));
1309 if (!get_aim_dir(&dir)) return FALSE;
1311 if (randint1(100) < plev)
1313 switch (p_ptr->pclass)
1316 case CLASS_BERSERKER:
1319 case CLASS_IMITATOR:
1325 Type_desc = _("エレメント", "the elements");
1330 Type_desc = _("破片", "shards");
1334 case CLASS_WARRIOR_MAGE:
1335 case CLASS_HIGH_MAGE:
1336 case CLASS_SORCERER:
1337 case CLASS_MAGIC_EATER:
1338 case CLASS_RED_MAGE:
1339 case CLASS_BLUE_MAGE:
1340 case CLASS_MIRROR_MASTER:
1344 Type_desc = _("魔力", "mana");
1348 Type = GF_DISENCHANT;
1349 Type_desc = _("劣化", "disenchantment");
1352 case CLASS_CHAOS_WARRIOR:
1355 Type = GF_CONFUSION;
1356 Type_desc = _("混乱", "confusion");
1361 Type_desc = _("カオス", "chaos");
1366 case CLASS_FORCETRAINER:
1369 Type = GF_CONFUSION;
1370 Type_desc = _("混乱", "confusion");
1375 Type_desc = _("轟音", "sound");
1378 case CLASS_MINDCRAFTER:
1381 Type = GF_CONFUSION;
1382 Type_desc = _("混乱", "confusion");
1387 Type_desc = _("精神エネルギー", "mental energy");
1394 Type = GF_HELL_FIRE;
1395 Type_desc = _("地獄の劫火", "hellfire");
1399 Type = GF_HOLY_FIRE;
1400 Type_desc = _("聖なる炎", "holy fire");
1408 Type_desc = _("暗黒", "darkness");
1413 Type_desc = _("毒", "poison");
1420 Type_desc = _("轟音", "sound");
1424 Type = GF_CONFUSION;
1425 Type_desc = _("混乱", "confusion");
1432 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
1434 fire_breath(Type, dir, plev * 2, (plev / 15) + 1);
1438 case RACE_MIND_FLAYER:
1439 if (!get_aim_dir(&dir)) return FALSE;
1440 msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
1441 fire_bolt(GF_PSI, dir, plev);
1445 if (!get_aim_dir(&dir)) return FALSE;
1448 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
1449 fire_ball(GF_FIRE, dir, plev, 2);
1453 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
1454 fire_bolt(GF_FIRE, dir, plev);
1459 (void)set_shield(randint1(20) + 30, FALSE);
1464 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."));
1465 (void)restore_level();
1473 if (!get_aim_dir(&dir)) return FALSE;
1475 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!"));
1476 (void)fear_monster(dir, plev);
1480 msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
1481 if (plev < 25) sleep_monsters_touch();
1482 else (void)sleep_monsters(plev);
1487 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1488 if (!get_aim_dir(&dir)) return FALSE;
1490 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")));
1491 fire_breath(type, dir, plev * 3, (plev / 15) + 1);
1496 (void)set_tsubureru(randint1(20) + 30, FALSE);
1500 if (!get_aim_dir(&dir)) return FALSE;
1503 msg_print(_("レイガンを発射した。", "You fire your ray gun."));
1504 fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
1508 msg_print(_("ブラスターを発射した。", "You fire your blaster."));
1509 fire_bolt(GF_MISSILE, dir, plev);
1513 msg_print(_("バズーカを発射した。", "You fire your bazooka."));
1514 fire_ball(GF_MISSILE, dir, plev * 2, 2);
1518 msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon."));
1519 fire_beam(GF_MISSILE, dir, plev * 2);
1523 msg_print(_("ロケットを発射した。", "You fire a rocket."));
1524 fire_rocket(GF_ROCKET, dir, plev * 5, 2);
1529 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."));
1530 p_ptr->energy_use = 0;
1537 * @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
1540 void do_cmd_racial_power(void)
1542 power_desc_type power_desc[36];
1546 PLAYER_LEVEL lvl = p_ptr->lev;
1547 bool flag, redraw, cast = FALSE;
1548 bool warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
1551 int menu_line = (use_menu ? 1 : 0);
1553 if (p_ptr->wild_mode) return;
1555 for (num = 0; num < 36; num++)
1557 strcpy(power_desc[num].name, "");
1558 power_desc[num].number = 0;
1563 if (p_ptr->confused)
1565 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!"));
1566 p_ptr->energy_use = 0;
1570 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
1572 set_action(ACTION_NONE);
1575 switch (p_ptr->pclass)
1579 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
1580 power_desc[num].level = 40;
1581 power_desc[num].cost = 75;
1582 power_desc[num].stat = A_DEX;
1583 power_desc[num].fail = 35;
1584 power_desc[num++].number = -3;
1587 case CLASS_HIGH_MAGE:
1588 if (p_ptr->realm1 == REALM_HEX)
1590 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
1591 power_desc[num].level = 1;
1592 power_desc[num].cost = 0;
1593 power_desc[num].stat = A_INT;
1594 power_desc[num].fail = 0;
1595 power_desc[num++].number = -3;
1599 /* case CLASS_HIGH_MAGE: */
1600 case CLASS_SORCERER:
1602 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1603 power_desc[num].level = 25;
1604 power_desc[num].cost = 1;
1605 power_desc[num].stat = A_INT;
1606 power_desc[num].fail = 25;
1607 power_desc[num++].number = -3;
1612 if (is_good_realm(p_ptr->realm1))
1614 strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
1615 power_desc[num].level = 35;
1616 power_desc[num].cost = 70;
1617 power_desc[num].stat = A_WIS;
1618 power_desc[num].fail = 50;
1619 power_desc[num++].number = -3;
1623 strcpy(power_desc[num].name, _("召魂", "Evocation"));
1624 power_desc[num].level = 42;
1625 power_desc[num].cost = 40;
1626 power_desc[num].stat = A_WIS;
1627 power_desc[num].fail = 35;
1628 power_desc[num++].number = -3;
1634 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
1635 power_desc[num].level = 8;
1636 power_desc[num].cost = 12;
1637 power_desc[num].stat = A_DEX;
1638 power_desc[num].fail = 14;
1639 power_desc[num++].number = -3;
1645 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
1646 power_desc[num].level = 15;
1647 power_desc[num].cost = 20;
1648 power_desc[num].stat = A_INT;
1649 power_desc[num].fail = 12;
1650 power_desc[num++].number = -3;
1655 if (is_good_realm(p_ptr->realm1))
1657 strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
1658 power_desc[num].level = 30;
1659 power_desc[num].cost = 30;
1660 power_desc[num].stat = A_WIS;
1661 power_desc[num].fail = 30;
1662 power_desc[num++].number = -3;
1666 strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
1667 power_desc[num].level = 30;
1668 power_desc[num].cost = 30;
1669 power_desc[num].stat = A_WIS;
1670 power_desc[num].fail = 30;
1671 power_desc[num++].number = -3;
1675 case CLASS_WARRIOR_MAGE:
1677 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
1678 power_desc[num].level = 25;
1679 power_desc[num].cost = 0;
1680 power_desc[num].stat = A_INT;
1681 power_desc[num].fail = 10;
1682 power_desc[num++].number = -3;
1684 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
1685 power_desc[num].level = 25;
1686 power_desc[num].cost = 0;
1687 power_desc[num].stat = A_INT;
1688 power_desc[num].fail = 10;
1689 power_desc[num++].number = -4;
1692 case CLASS_CHAOS_WARRIOR:
1694 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
1695 power_desc[num].level = 40;
1696 power_desc[num].cost = 50;
1697 power_desc[num].stat = A_INT;
1698 power_desc[num].fail = 25;
1699 power_desc[num++].number = -3;
1704 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
1705 power_desc[num].level = 25;
1706 power_desc[num].cost = 0;
1707 power_desc[num].stat = A_DEX;
1708 power_desc[num].fail = 0;
1709 power_desc[num++].number = -3;
1711 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
1712 power_desc[num].level = 30;
1713 power_desc[num].cost = 30;
1714 power_desc[num].stat = A_STR;
1715 power_desc[num].fail = 20;
1716 power_desc[num++].number = -4;
1719 case CLASS_MINDCRAFTER:
1720 case CLASS_FORCETRAINER:
1722 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1723 power_desc[num].level = 15;
1724 power_desc[num].cost = 0;
1725 power_desc[num].stat = A_WIS;
1726 power_desc[num].fail = 10;
1727 power_desc[num++].number = -3;
1732 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1733 power_desc[num].level = 1;
1734 power_desc[num].cost = 0;
1735 power_desc[num].stat = A_DEX;
1736 power_desc[num].fail = 0;
1737 power_desc[num++].number = -3;
1739 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1740 power_desc[num].level = 25;
1741 power_desc[num].cost = 20;
1742 power_desc[num].stat = A_INT;
1743 power_desc[num].fail = 20;
1744 power_desc[num++].number = -4;
1747 case CLASS_IMITATOR:
1749 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1750 power_desc[num].level = 30;
1751 power_desc[num].cost = 100;
1752 power_desc[num].stat = A_DEX;
1753 power_desc[num].fail = 30;
1754 power_desc[num++].number = -3;
1757 case CLASS_BEASTMASTER:
1759 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1760 power_desc[num].level = 1;
1761 power_desc[num].cost = (p_ptr->lev+3)/4;
1762 power_desc[num].stat = A_CHR;
1763 power_desc[num].fail = 10;
1764 power_desc[num++].number = -3;
1766 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1767 power_desc[num].level = 30;
1768 power_desc[num].cost = (p_ptr->lev+20)/2;
1769 power_desc[num].stat = A_CHR;
1770 power_desc[num].fail = 10;
1771 power_desc[num++].number = -4;
1776 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1777 power_desc[num].level = 1;
1778 power_desc[num].cost = 0;
1779 power_desc[num].stat = A_DEX;
1780 power_desc[num].fail = 0;
1781 power_desc[num++].number = -3;
1784 case CLASS_MAGIC_EATER:
1786 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1787 power_desc[num].level = 1;
1788 power_desc[num].cost = 0;
1789 power_desc[num].stat = A_INT;
1790 power_desc[num].fail = 0;
1791 power_desc[num++].number = -3;
1793 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1794 power_desc[num].level = 10;
1795 power_desc[num].cost = 10 + (lvl - 10) / 2;
1796 power_desc[num].stat = A_INT;
1797 power_desc[num].fail = 0;
1798 power_desc[num++].number = -4;
1803 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1804 power_desc[num].level = 1;
1805 power_desc[num].cost = 0;
1806 power_desc[num].stat = A_CHR;
1807 power_desc[num].fail = 0;
1808 power_desc[num++].number = -3;
1811 case CLASS_RED_MAGE:
1813 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1814 power_desc[num].level = 48;
1815 power_desc[num].cost = 20;
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, _("気合いため", "Concentration"));
1824 power_desc[num].level = 1;
1825 power_desc[num].cost = 0;
1826 power_desc[num].stat = A_WIS;
1827 power_desc[num].fail = 0;
1828 power_desc[num++].number = -3;
1830 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
1831 power_desc[num].level = 25;
1832 power_desc[num].cost = 0;
1833 power_desc[num].stat = A_DEX;
1834 power_desc[num].fail = 0;
1835 power_desc[num++].number = -4;
1838 case CLASS_BLUE_MAGE:
1840 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1841 power_desc[num].level = 1;
1842 power_desc[num].cost = 0;
1843 power_desc[num].stat = A_INT;
1844 power_desc[num].fail = 0;
1845 power_desc[num++].number = -3;
1850 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1851 power_desc[num].level = 10;
1852 power_desc[num].cost = 0;
1853 power_desc[num].stat = A_STR;
1854 power_desc[num].fail = 10;
1855 power_desc[num++].number = -3;
1858 case CLASS_BERSERKER:
1860 strcpy(power_desc[num].name, _("帰還", "Recall"));
1861 power_desc[num].level = 10;
1862 power_desc[num].cost = 10;
1863 power_desc[num].stat = A_DEX;
1864 power_desc[num].fail = 20;
1865 power_desc[num++].number = -3;
1868 case CLASS_MIRROR_MASTER:
1870 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
1871 power_desc[num].level = 1;
1872 power_desc[num].cost = 0;
1873 power_desc[num].stat = A_INT;
1874 power_desc[num].fail = 0;
1875 power_desc[num++].number = -3;
1877 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
1878 power_desc[num].level = 30;
1879 power_desc[num].cost = 0;
1880 power_desc[num].stat = A_INT;
1881 power_desc[num].fail = 20;
1882 power_desc[num++].number = -4;
1887 strcpy(power_desc[num].name, _("目利き", "Judgment"));
1888 power_desc[num].level = 5;
1889 power_desc[num].cost = 15;
1890 power_desc[num].stat = A_INT;
1891 power_desc[num].fail = 20;
1892 power_desc[num++].number = -3;
1897 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
1898 power_desc[num].level = 20;
1899 power_desc[num].cost = 0;
1900 power_desc[num].stat = A_DEX;
1901 power_desc[num].fail = 0;
1902 power_desc[num++].number = -3;
1906 strcpy(power_desc[0].name, _("(なし)", "(none)"));
1909 if (p_ptr->mimic_form)
1911 switch (p_ptr->mimic_form)
1914 case MIMIC_DEMON_LORD:
1915 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);
1916 power_desc[num].level = 15;
1917 power_desc[num].cost = 10+lvl/3;
1918 power_desc[num].stat = A_CON;
1919 power_desc[num].fail = 20;
1920 power_desc[num++].number = -1;
1923 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1924 power_desc[num].level = 2;
1925 power_desc[num].cost = 1 + (lvl / 3);
1926 power_desc[num].stat = A_CON;
1927 power_desc[num].fail = 9;
1928 power_desc[num++].number = -1;
1934 switch (p_ptr->prace)
1937 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1938 power_desc[num].level = 5;
1939 power_desc[num].cost = 5;
1940 power_desc[num].stat = A_WIS;
1941 power_desc[num].fail = 12;
1942 power_desc[num++].number = -1;
1945 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1946 power_desc[num].level = 10;
1947 power_desc[num].cost = 5;
1948 power_desc[num].stat = A_WIS;
1949 power_desc[num].fail = 10;
1950 power_desc[num++].number = -1;
1953 strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
1954 power_desc[num].level = 15;
1955 power_desc[num].cost = 10;
1956 power_desc[num].stat = A_INT;
1957 power_desc[num].fail = 10;
1958 power_desc[num++].number = -1;
1961 sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
1962 power_desc[num].level = 5;
1963 power_desc[num].cost = 5;
1964 power_desc[num].stat = A_INT;
1965 power_desc[num].fail = 12;
1966 power_desc[num++].number = -1;
1969 strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
1970 power_desc[num].level = 3;
1971 power_desc[num].cost = 5;
1972 power_desc[num].stat = A_WIS;
1973 power_desc[num].fail = warrior ? 5 : 10;
1974 power_desc[num++].number = -1;
1976 case RACE_HALF_TROLL:
1977 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1978 power_desc[num].level = 10;
1979 power_desc[num].cost = 12;
1980 power_desc[num].stat = A_STR;
1981 power_desc[num].fail = warrior ? 6 : 12;
1982 power_desc[num++].number = -1;
1984 case RACE_BARBARIAN:
1985 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1986 power_desc[num].level = 8;
1987 power_desc[num].cost = 10;
1988 power_desc[num].stat = A_STR;
1989 power_desc[num].fail = warrior ? 6 : 12;
1990 power_desc[num++].number = -1;
1993 strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
1994 power_desc[num].level = 30;
1995 power_desc[num].cost = 50;
1996 power_desc[num].stat = A_INT;
1997 power_desc[num].fail = 50;
1998 power_desc[num++].number = -1;
2000 strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
2001 power_desc[num].level = 40;
2002 power_desc[num].cost = 75;
2003 power_desc[num].stat = A_WIS;
2004 power_desc[num].fail = 50;
2005 power_desc[num++].number = -2;
2007 case RACE_HALF_OGRE:
2008 strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
2009 power_desc[num].level = 25;
2010 power_desc[num].cost = 35;
2011 power_desc[num].stat = A_INT;
2012 power_desc[num].fail = 15;
2013 power_desc[num++].number = -1;
2015 case RACE_HALF_GIANT:
2016 strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
2017 power_desc[num].level = 20;
2018 power_desc[num].cost = 10;
2019 power_desc[num].stat = A_STR;
2020 power_desc[num].fail = 12;
2021 power_desc[num++].number = -1;
2023 case RACE_HALF_TITAN:
2024 strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
2025 power_desc[num].level = 15;
2026 power_desc[num].cost = 10;
2027 power_desc[num].stat = A_INT;
2028 power_desc[num].fail = 12;
2029 power_desc[num++].number = -1;
2032 sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
2033 power_desc[num].level = 20;
2034 power_desc[num].cost = 15;
2035 power_desc[num].stat = A_STR;
2036 power_desc[num].fail = 12;
2037 power_desc[num++].number = -1;
2040 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2041 power_desc[num].level = 15;
2042 power_desc[num].cost = 15;
2043 power_desc[num].stat = A_WIS;
2044 power_desc[num].fail = 10;
2045 power_desc[num++].number = -1;
2048 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2049 power_desc[num].level = 4;
2050 power_desc[num].cost = 6;
2051 power_desc[num].stat = A_INT;
2052 power_desc[num].fail = 3;
2053 power_desc[num++].number = -1;
2056 sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
2057 power_desc[num].level = 9;
2058 power_desc[num].cost = 9;
2059 power_desc[num].stat = A_DEX;
2060 power_desc[num].fail = 14;
2061 power_desc[num++].number = -1;
2064 sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
2065 power_desc[num].level = 12;
2066 power_desc[num].cost = 8;
2067 power_desc[num].stat = A_DEX;
2068 power_desc[num].fail = 14;
2069 power_desc[num++].number = -1;
2072 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);
2073 power_desc[num].level = 2;
2074 power_desc[num].cost = 2;
2075 power_desc[num].stat = A_INT;
2076 power_desc[num].fail = 9;
2077 power_desc[num++].number = -1;
2079 case RACE_DRACONIAN:
2080 sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
2081 power_desc[num].level = 1;
2082 power_desc[num].cost = lvl;
2083 power_desc[num].stat = A_CON;
2084 power_desc[num].fail = 12;
2085 power_desc[num++].number = -1;
2087 case RACE_MIND_FLAYER:
2088 sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
2089 power_desc[num].level = 15;
2090 power_desc[num].cost = 12;
2091 power_desc[num].stat = A_INT;
2092 power_desc[num].fail = 14;
2093 power_desc[num++].number = -1;
2096 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);
2097 power_desc[num].level = 9;
2098 power_desc[num].cost = 15;
2099 power_desc[num].stat = A_WIS;
2100 power_desc[num].fail = 15;
2101 power_desc[num++].number = -1;
2104 strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
2105 power_desc[num].level = 20;
2106 power_desc[num].cost = 15;
2107 power_desc[num].stat = A_CON;
2108 power_desc[num].fail = 8;
2109 power_desc[num++].number = -1;
2113 strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
2114 power_desc[num].level = 30;
2115 power_desc[num].cost = 30;
2116 power_desc[num].stat = A_WIS;
2117 power_desc[num].fail = 18;
2118 power_desc[num++].number = -1;
2121 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2122 power_desc[num].level = 2;
2123 power_desc[num].cost = 1 + (lvl / 3);
2124 power_desc[num].stat = A_CON;
2125 power_desc[num].fail = 9;
2126 power_desc[num++].number = -1;
2129 strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
2130 power_desc[num].level = 12;
2131 power_desc[num].cost = 12;
2132 power_desc[num].stat = A_INT;
2133 power_desc[num].fail = 15;
2134 power_desc[num++].number = -1;
2137 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);
2138 power_desc[num].level = 15;
2139 power_desc[num].cost = 10+lvl/3;
2140 power_desc[num].stat = A_CON;
2141 power_desc[num].fail = 20;
2142 power_desc[num++].number = -1;
2145 strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
2146 power_desc[num].level = 20;
2147 power_desc[num].cost = 15;
2148 power_desc[num].stat = A_CHR;
2149 power_desc[num].fail = 8;
2150 power_desc[num++].number = -1;
2153 if (p_ptr->lev < 10)
2155 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
2156 power_desc[num].level = 1;
2157 power_desc[num].cost = 7;
2158 power_desc[num].fail = 8;
2160 else if (p_ptr->lev < 25)
2162 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
2163 power_desc[num].level = 10;
2164 power_desc[num].cost = 13;
2165 power_desc[num].fail = 10;
2167 else if (p_ptr->lev < 35)
2169 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
2170 power_desc[num].level = 25;
2171 power_desc[num].cost = 26;
2172 power_desc[num].fail = 12;
2174 else if (p_ptr->lev < 45)
2176 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
2177 power_desc[num].level = 35;
2178 power_desc[num].cost = 40;
2179 power_desc[num].fail = 15;
2183 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
2184 power_desc[num].level = 45;
2185 power_desc[num].cost = 60;
2186 power_desc[num].fail = 18;
2188 power_desc[num].stat = A_STR;
2189 power_desc[num++].number = -1;
2200 if (p_ptr->muta1 & MUT1_SPIT_ACID)
2202 strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
2203 power_desc[num].level = 9;
2204 power_desc[num].cost = 9;
2205 power_desc[num].stat = A_DEX;
2206 power_desc[num].fail = 15;
2207 power_desc[num++].number = MUT1_SPIT_ACID;
2210 if (p_ptr->muta1 & MUT1_BR_FIRE)
2212 strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
2213 power_desc[num].level = 20;
2214 power_desc[num].cost = lvl;
2215 power_desc[num].stat = A_CON;
2216 power_desc[num].fail = 18;
2217 power_desc[num++].number = MUT1_BR_FIRE;
2220 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
2222 strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
2223 power_desc[num].level = 12;
2224 power_desc[num].cost = 12;
2225 power_desc[num].stat = A_CHR;
2226 power_desc[num].fail = 18;
2227 power_desc[num++].number = MUT1_HYPN_GAZE;
2230 if (p_ptr->muta1 & MUT1_TELEKINES)
2232 strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
2233 power_desc[num].level = 9;
2234 power_desc[num].cost = 9;
2235 power_desc[num].stat = A_WIS;
2236 power_desc[num].fail = 14;
2237 power_desc[num++].number = MUT1_TELEKINES;
2240 if (p_ptr->muta1 & MUT1_VTELEPORT)
2242 strcpy(power_desc[num].name, _("テレポート", "Teleport"));
2243 power_desc[num].level = 7;
2244 power_desc[num].cost = 7;
2245 power_desc[num].stat = A_WIS;
2246 power_desc[num].fail = 15;
2247 power_desc[num++].number = MUT1_VTELEPORT;
2250 if (p_ptr->muta1 & MUT1_MIND_BLST)
2252 strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
2253 power_desc[num].level = 5;
2254 power_desc[num].cost = 3;
2255 power_desc[num].stat = A_WIS;
2256 power_desc[num].fail = 15;
2257 power_desc[num++].number = MUT1_MIND_BLST;
2260 if (p_ptr->muta1 & MUT1_RADIATION)
2262 strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
2263 power_desc[num].level = 15;
2264 power_desc[num].cost = 15;
2265 power_desc[num].stat = A_CON;
2266 power_desc[num].fail = 14;
2267 power_desc[num++].number = MUT1_RADIATION;
2270 if (p_ptr->muta1 & MUT1_VAMPIRISM)
2272 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2273 power_desc[num].level = 2;
2274 power_desc[num].cost = (1 + (lvl / 3));
2275 power_desc[num].stat = A_CON;
2276 power_desc[num].fail = 9;
2277 power_desc[num++].number = MUT1_VAMPIRISM;
2280 if (p_ptr->muta1 & MUT1_SMELL_MET)
2282 strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
2283 power_desc[num].level = 3;
2284 power_desc[num].cost = 2;
2285 power_desc[num].stat = A_INT;
2286 power_desc[num].fail = 12;
2287 power_desc[num++].number = MUT1_SMELL_MET;
2290 if (p_ptr->muta1 & MUT1_SMELL_MON)
2292 strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
2293 power_desc[num].level = 5;
2294 power_desc[num].cost = 4;
2295 power_desc[num].stat = A_INT;
2296 power_desc[num].fail = 15;
2297 power_desc[num++].number = MUT1_SMELL_MON;
2300 if (p_ptr->muta1 & MUT1_BLINK)
2302 strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
2303 power_desc[num].level = 3;
2304 power_desc[num].cost = 3;
2305 power_desc[num].stat = A_WIS;
2306 power_desc[num].fail = 12;
2307 power_desc[num++].number = MUT1_BLINK;
2310 if (p_ptr->muta1 & MUT1_EAT_ROCK)
2312 strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
2313 power_desc[num].level = 8;
2314 power_desc[num].cost = 12;
2315 power_desc[num].stat = A_CON;
2316 power_desc[num].fail = 18;
2317 power_desc[num++].number = MUT1_EAT_ROCK;
2320 if (p_ptr->muta1 & MUT1_SWAP_POS)
2322 strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
2323 power_desc[num].level = 15;
2324 power_desc[num].cost = 12;
2325 power_desc[num].stat = A_DEX;
2326 power_desc[num].fail = 16;
2327 power_desc[num++].number = MUT1_SWAP_POS;
2330 if (p_ptr->muta1 & MUT1_SHRIEK)
2332 strcpy(power_desc[num].name, _("叫び", "Shriek"));
2333 power_desc[num].level = 20;
2334 power_desc[num].cost = 14;
2335 power_desc[num].stat = A_CON;
2336 power_desc[num].fail = 16;
2337 power_desc[num++].number = MUT1_SHRIEK;
2340 if (p_ptr->muta1 & MUT1_ILLUMINE)
2342 strcpy(power_desc[num].name, _("照明", "Illuminate"));
2343 power_desc[num].level = 3;
2344 power_desc[num].cost = 2;
2345 power_desc[num].stat = A_INT;
2346 power_desc[num].fail = 10;
2347 power_desc[num++].number = MUT1_ILLUMINE;
2350 if (p_ptr->muta1 & MUT1_DET_CURSE)
2352 strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
2353 power_desc[num].level = 7;
2354 power_desc[num].cost = 14;
2355 power_desc[num].stat = A_WIS;
2356 power_desc[num].fail = 14;
2357 power_desc[num++].number = MUT1_DET_CURSE;
2360 if (p_ptr->muta1 & MUT1_BERSERK)
2362 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2363 power_desc[num].level = 8;
2364 power_desc[num].cost = 8;
2365 power_desc[num].stat = A_STR;
2366 power_desc[num].fail = 14;
2367 power_desc[num++].number = MUT1_BERSERK;
2370 if (p_ptr->muta1 & MUT1_POLYMORPH)
2372 strcpy(power_desc[num].name, _("変身", "Polymorph"));
2373 power_desc[num].level = 18;
2374 power_desc[num].cost = 20;
2375 power_desc[num].stat = A_CON;
2376 power_desc[num].fail = 18;
2377 power_desc[num++].number = MUT1_POLYMORPH;
2380 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
2382 strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
2383 power_desc[num].level = 10;
2384 power_desc[num].cost = 5;
2385 power_desc[num].stat = A_INT;
2386 power_desc[num].fail = 12;
2387 power_desc[num++].number = MUT1_MIDAS_TCH;
2390 if (p_ptr->muta1 & MUT1_GROW_MOLD)
2392 strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
2393 power_desc[num].level = 1;
2394 power_desc[num].cost = 6;
2395 power_desc[num].stat = A_CON;
2396 power_desc[num].fail = 14;
2397 power_desc[num++].number = MUT1_GROW_MOLD;
2400 if (p_ptr->muta1 & MUT1_RESIST)
2402 strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
2403 power_desc[num].level = 10;
2404 power_desc[num].cost = 12;
2405 power_desc[num].stat = A_CON;
2406 power_desc[num].fail = 12;
2407 power_desc[num++].number = MUT1_RESIST;
2410 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
2412 strcpy(power_desc[num].name, _("地震", "Earthquake"));
2413 power_desc[num].level = 12;
2414 power_desc[num].cost = 12;
2415 power_desc[num].stat = A_STR;
2416 power_desc[num].fail = 16;
2417 power_desc[num++].number = MUT1_EARTHQUAKE;
2420 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
2422 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
2423 power_desc[num].level = 17;
2424 power_desc[num].cost = 1;
2425 power_desc[num].stat = A_WIS;
2426 power_desc[num].fail = 15;
2427 power_desc[num++].number = MUT1_EAT_MAGIC;
2430 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
2432 strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
2433 power_desc[num].level = 6;
2434 power_desc[num].cost = 6;
2435 power_desc[num].stat = A_INT;
2436 power_desc[num].fail = 10;
2437 power_desc[num++].number = MUT1_WEIGH_MAG;
2440 if (p_ptr->muta1 & MUT1_STERILITY)
2442 strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
2443 power_desc[num].level = 12;
2444 power_desc[num].cost = 23;
2445 power_desc[num].stat = A_CHR;
2446 power_desc[num].fail = 15;
2447 power_desc[num++].number = MUT1_STERILITY;
2450 if (p_ptr->muta1 & MUT1_PANIC_HIT)
2452 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
2453 power_desc[num].level = 10;
2454 power_desc[num].cost = 12;
2455 power_desc[num].stat = A_DEX;
2456 power_desc[num].fail = 14;
2457 power_desc[num++].number = MUT1_PANIC_HIT;
2460 if (p_ptr->muta1 & MUT1_DAZZLE)
2462 strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
2463 power_desc[num].level = 7;
2464 power_desc[num].cost = 15;
2465 power_desc[num].stat = A_CHR;
2466 power_desc[num].fail = 8;
2467 power_desc[num++].number = MUT1_DAZZLE;
2470 if (p_ptr->muta1 & MUT1_LASER_EYE)
2472 strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
2473 power_desc[num].level = 7;
2474 power_desc[num].cost = 10;
2475 power_desc[num].stat = A_WIS;
2476 power_desc[num].fail = 9;
2477 power_desc[num++].number = MUT1_LASER_EYE;
2480 if (p_ptr->muta1 & MUT1_RECALL)
2482 strcpy(power_desc[num].name, _("帰還", "Recall"));
2483 power_desc[num].level = 17;
2484 power_desc[num].cost = 50;
2485 power_desc[num].stat = A_INT;
2486 power_desc[num].fail = 16;
2487 power_desc[num++].number = MUT1_RECALL;
2490 if (p_ptr->muta1 & MUT1_BANISH)
2492 strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
2493 power_desc[num].level = 25;
2494 power_desc[num].cost = 25;
2495 power_desc[num].stat = A_WIS;
2496 power_desc[num].fail = 18;
2497 power_desc[num++].number = MUT1_BANISH;
2500 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
2502 strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
2503 power_desc[num].level = 2;
2504 power_desc[num].cost = 2;
2505 power_desc[num].stat = A_CON;
2506 power_desc[num].fail = 11;
2507 power_desc[num++].number = MUT1_COLD_TOUCH;
2510 if (p_ptr->muta1 & MUT1_LAUNCHER)
2512 strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
2513 power_desc[num].level = 1;
2514 power_desc[num].cost = lvl;
2515 power_desc[num].stat = A_STR;
2516 power_desc[num].fail = 6;
2517 /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
2518 power_desc[num++].number = 3;
2522 /* Nothing chosen yet */
2528 /* Build a prompt */
2529 (void) strnfmt(out_val, 78,
2530 _("(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? "),
2531 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
2533 if (!repeat_pull(&i) || i<0 || i>=num) {
2534 if (use_menu) screen_save();
2535 /* Get a spell from the user */
2537 choice = (always_show_list || use_menu) ? ESCAPE:1;
2540 if( choice==ESCAPE ) choice = ' ';
2541 else if( !get_com(out_val, &choice, FALSE) )break;
2543 if (use_menu && choice != ' ')
2550 p_ptr->energy_use = 0;
2558 menu_line += (num - 1);
2579 else if (menu_line+18 <= num)
2593 if (menu_line > num) menu_line -= num;
2595 /* Request redraw */
2596 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
2599 if (!redraw || use_menu)
2611 if (!use_menu) screen_save();
2613 /* Print header(s) */
2615 prt(_(" Lv MP 失率", " Lv Cost Fail"), y++, x);
2617 prt(_(" Lv MP 失率 Lv MP 失率",
2618 " Lv Cost Fail Lv Cost Fail"), y++, x);
2624 x1 = ((ctr < 18) ? x : x + 40);
2625 y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
2629 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " > "));
2630 else strcpy(dummy, " ");
2634 /* letter/number for power selection */
2638 letter = '0' + ctr - 26;
2639 sprintf(dummy, " %c) ",letter);
2641 strcat(dummy, format("%-23.23s %2d %4d %3d%%",
2642 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
2643 100 - racial_chance(&power_desc[ctr])));
2663 if (choice == '\r' && num == 1)
2668 if (isalpha(choice))
2671 ask = (isupper(choice));
2674 if (ask) choice = (char)tolower(choice);
2676 /* Extract request */
2677 i = (islower(choice) ? A2I(choice) : -1);
2681 ask = FALSE; /* Can't uppercase digits */
2683 i = choice - '0' + 26;
2687 /* Totally Illegal */
2688 if ((i < 0) || (i >= num))
2700 (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
2702 /* Belay that order */
2703 if (!get_check(tmp_val)) continue;
2709 if (redraw) screen_load();
2711 /* Abort if needed */
2714 p_ptr->energy_use = 0;
2718 } /*if (!repeat_pull(&i) || ...)*/
2719 switch (racial_aux(&power_desc[i]))
2722 if (power_desc[i].number < 0)
2723 cast = cmd_racial_power_aux(power_desc[i].number);
2725 cast = mutation_power_aux(power_desc[i].number);
2739 int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2741 /* If mana is not enough, player consumes hit point! */
2742 if (p_ptr->csp < actual_racial_cost)
2744 actual_racial_cost -= p_ptr->csp;
2746 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2748 else p_ptr->csp -= actual_racial_cost;
2750 /* Redraw mana and hp */
2751 p_ptr->redraw |= (PR_HP | PR_MANA);
2753 p_ptr->window |= (PW_PLAYER | PW_SPELL);
2756 else p_ptr->energy_use = 0;