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."));
105 /* Get local object */
108 /* Hack -- Give the player some small firestones */
109 object_prep(q_ptr, lookup_kind(TV_SHOT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
110 q_ptr->number = (byte)rand_range(15,30);
113 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
114 q_ptr->discount = 99;
116 slot = inven_carry(q_ptr);
118 object_desc(o_name, q_ptr, 0);
119 msg_format(_("%sを作った。", "You make some ammo."), o_name);
121 /* Auto-inscription */
122 if (slot >= 0) autopick_alter_item(slot, FALSE);
124 /* Destroy the wall */
125 cave_alter_feat(y, x, FF_HURT_ROCK);
127 p_ptr->update |= (PU_FLOW);
130 /**********Create arrows*********/
137 item_tester_hook = item_tester_hook_convertible;
140 q = _("どのアイテムから作りますか? ", "Convert which item? ");
141 s = _("材料を持っていない。", "You have no item to convert.");
142 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
144 /* Get the item (in the pack) */
147 q_ptr = &inventory[item];
150 /* Get the item (on the floor) */
153 q_ptr = &o_list[0 - item];
156 /* Get local object */
159 /* Hack -- Give the player some small firestones */
160 object_prep(q_ptr, lookup_kind(TV_ARROW, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+ 1));
161 q_ptr->number = (byte)rand_range(5, 10);
164 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
166 q_ptr->discount = 99;
168 object_desc(o_name, q_ptr, 0);
169 msg_format(_("%sを作った。", "You make some ammo."), o_name);
173 inven_item_increase(item, -1);
174 inven_item_describe(item);
175 inven_item_optimize(item);
179 floor_item_increase(0 - item, -1);
180 floor_item_describe(0 - item);
181 floor_item_optimize(0 - item);
184 slot = inven_carry(q_ptr);
186 /* Auto-inscription */
187 if (slot >= 0) autopick_alter_item(slot, FALSE);
189 /**********Create bolts*********/
196 item_tester_hook = item_tester_hook_convertible;
199 q = _("どのアイテムから作りますか? ", "Convert which item? ");
200 s = _("材料を持っていない。", "You have no item to convert.");
201 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
203 /* Get the item (in the pack) */
206 q_ptr = &inventory[item];
209 /* Get the item (on the floor) */
212 q_ptr = &o_list[0 - item];
215 /* Get local object */
218 /* Hack -- Give the player some small firestones */
219 object_prep(q_ptr, lookup_kind(TV_BOLT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+1));
220 q_ptr->number = (byte)rand_range(4, 8);
223 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
225 q_ptr->discount = 99;
227 object_desc(o_name, q_ptr, 0);
228 msg_format(_("%sを作った。", "You make some ammo."), o_name);
232 inven_item_increase(item, -1);
233 inven_item_describe(item);
234 inven_item_optimize(item);
238 floor_item_increase(0 - item, -1);
239 floor_item_describe(0 - item);
240 floor_item_optimize(0 - item);
243 slot = inven_carry(q_ptr);
245 /* Auto-inscription */
246 if (slot >= 0) autopick_alter_item(slot, FALSE);
252 * @brief 魔道具術師の魔力取り込み処理
253 * @return 取り込みを実行したらTRUE、キャンセルしたらFALSEを返す
255 bool gain_magic(void)
258 PARAMETER_VALUE pval;
262 char o_name[MAX_NLEN];
264 /* Only accept legal items */
265 item_tester_hook = item_tester_hook_recharge;
268 q = _("どのアイテムの魔力を取り込みますか? ", "Gain power of which item? ");
269 s = _("魔力を取り込めるアイテムがない。", "You have nothing to gain power.");
271 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
273 /* Get the item (in the pack) */
276 o_ptr = &inventory[item];
279 /* Get the item (on the floor) */
282 o_ptr = &o_list[0 - item];
285 if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
287 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."));
292 if (!object_is_known(o_ptr))
294 msg_print(_("鑑定されていないと取り込めない。", "You need to identify before absorbing."));
300 msg_print(_("充填中のアイテムは取り込めない。", "This item is still charging."));
305 if (o_ptr->tval == TV_ROD)
307 else if (o_ptr->tval == TV_WAND)
310 if (o_ptr->tval == TV_ROD)
312 p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)o_ptr->number;
313 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
318 for (num = o_ptr->number; num; num--)
321 if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
322 if (p_ptr->magic_num2[o_ptr->sval + ext])
325 gain_num = (gain_num/3 + randint0(gain_num/3)) / 256;
326 if (gain_num < 1) gain_num = 1;
328 p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)gain_num;
329 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
330 p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
331 if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
332 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;
333 if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
337 object_desc(o_name, o_ptr, 0);
339 msg_format(_("%sの魔力を取り込んだ。", "You absorb magic of %s."), o_name);
341 /* Eliminate the item (from the pack) */
344 inven_item_increase(item, -999);
345 inven_item_describe(item);
346 inven_item_optimize(item);
349 /* Eliminate the item (from the floor) */
352 floor_item_increase(0 - item, -999);
353 floor_item_describe(0 - item);
354 floor_item_optimize(0 - item);
356 p_ptr->energy_use = 100;
361 * @brief 魔法系コマンドを実行できるかの判定を返す
362 * @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。
364 static bool can_do_cmd_cast(void)
366 if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
368 msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
372 else if (p_ptr->anti_magic)
374 msg_print(_("反魔法バリアが魔法を邪魔した!", "An anti-magic shell disrupts your magic!"));
377 else if (p_ptr->shero)
379 msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
388 * @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。
390 static bool choose_kamae(void)
399 msg_print(_("混乱していて構えられない!", "Too confused."));
405 prt(_(" a) 構えをとく", " a) No form"), 2, 20);
407 for (i = 0; i < MAX_KAMAE; i++)
409 if (p_ptr->lev >= kamae_shurui[i].min_level)
411 sprintf(buf," %c) %-12s %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
417 prt(_(" どの構えをとりますか?", " Choose Form: "), 1, 14);
423 if (choice == ESCAPE)
428 else if ((choice == 'a') || (choice == 'A'))
430 if (p_ptr->action == ACTION_KAMAE)
432 set_action(ACTION_NONE);
435 msg_print(_("もともと構えていない。", "You are not assuming a posture."));
439 else if ((choice == 'b') || (choice == 'B'))
444 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
449 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
454 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
460 set_action(ACTION_KAMAE);
462 if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
464 msg_print(_("構え直した。", "You reassume a posture."));
468 p_ptr->special_defense &= ~(KAMAE_MASK);
469 p_ptr->update |= (PU_BONUS);
470 p_ptr->redraw |= (PR_STATE);
471 msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
472 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
474 p_ptr->redraw |= PR_STATE;
481 * @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。
483 static bool choose_kata(void)
492 msg_print(_("混乱していて構えられない!", "Too confused."));
498 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
504 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
510 prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
512 for (i = 0; i < MAX_KATA; i++)
514 if (p_ptr->lev >= kata_shurui[i].min_level)
516 sprintf(buf,_(" %c) %sの型 %s", " %c) Form of %-12s %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
522 prt(_(" どの型で構えますか?", " Choose Form: "), 1, 14);
528 if (choice == ESCAPE)
533 else if ((choice == 'a') || (choice == 'A'))
535 if (p_ptr->action == ACTION_KATA)
537 set_action(ACTION_NONE);
540 msg_print(_("もともと構えていない。", "You are not assuming posture."));
544 else if ((choice == 'b') || (choice == 'B'))
549 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
554 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
559 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
565 set_action(ACTION_KATA);
567 if (p_ptr->special_defense & (KATA_IAI << new_kata))
569 msg_print(_("構え直した。", "You reassume a posture."));
573 p_ptr->special_defense &= ~(KATA_MASK);
574 p_ptr->update |= (PU_BONUS);
575 p_ptr->update |= (PU_MONSTERS);
576 msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
577 p_ptr->special_defense |= (KATA_IAI << new_kata);
579 p_ptr->redraw |= (PR_STATE);
580 p_ptr->redraw |= (PR_STATUS);
587 * @brief レイシャル・パワー情報のtypedef
589 typedef struct power_desc_type power_desc_type;
592 * @brief レイシャル・パワー情報の構造体定義
594 struct power_desc_type
606 * @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
607 * @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
610 static int racial_chance(power_desc_type *pd_ptr)
612 PLAYER_LEVEL min_level = pd_ptr->level;
613 int difficulty = pd_ptr->fail;
618 int stat = p_ptr->stat_cur[pd_ptr->stat];
620 /* No chance for success */
621 if ((p_ptr->lev < min_level) || p_ptr->confused)
626 if (difficulty == 0) return 100;
628 /* Calculate difficulty */
631 difficulty += p_ptr->stun;
633 else if (p_ptr->lev > min_level)
635 int lev_adj = ((p_ptr->lev - min_level) / 3);
636 if (lev_adj > 10) lev_adj = 10;
637 difficulty -= lev_adj;
640 if (difficulty < 5) difficulty = 5;
642 /* We only need halfs of the difficulty */
643 difficulty = difficulty / 2;
645 for (i = 1; i <= stat; i++)
647 val = i - difficulty;
649 sum += (val <= difficulty) ? val : difficulty;
655 return (((sum * 100) / difficulty) / stat);
659 static int racial_cost;
662 * @brief レイシャル・パワーの発動の判定処理
663 * @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
665 * 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。
666 * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
668 static int racial_aux(power_desc_type *pd_ptr)
670 s16b min_level = pd_ptr->level;
671 int use_stat = pd_ptr->stat;
672 int difficulty = pd_ptr->fail;
675 racial_cost = pd_ptr->cost;
677 /* Not enough mana - use hp */
678 if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
680 /* Power is not available yet */
681 if (p_ptr->lev < min_level)
683 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。",
684 "You need to attain level %d to use this power."), min_level);
686 p_ptr->energy_use = 0;
691 else if (p_ptr->confused)
693 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."));
694 p_ptr->energy_use = 0;
699 else if (p_ptr->chp < use_hp)
701 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? ")))
703 p_ptr->energy_use = 0;
708 /* Else attempt to do it! */
714 difficulty += p_ptr->stun;
716 else if (p_ptr->lev > min_level)
718 int lev_adj = ((p_ptr->lev - min_level) / 3);
719 if (lev_adj > 10) lev_adj = 10;
720 difficulty -= lev_adj;
723 if (difficulty < 5) difficulty = 5;
726 /* take time and pay the price */
727 p_ptr->energy_use = 100;
730 if (randint1(p_ptr->stat_cur[use_stat]) >=
731 ((difficulty / 2) + randint1(difficulty / 2)))
736 if (flush_failure) flush();
737 msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
744 * @brief レイシャル・パワー発動処理
745 * @param command 発動するレイシャルのID
746 * @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。
748 static bool cmd_racial_power_aux(s32b command)
750 s16b plev = p_ptr->lev;
755 switch (p_ptr->pclass)
762 for (i = 0; i < 6; i++)
765 y = p_ptr->y + ddy_ddd[dir];
766 x = p_ptr->x + ddx_ddd[dir];
769 /* Hack -- attack monsters */
774 msg_print(_("攻撃が空をきった。", "You attack the empty air."));
779 case CLASS_HIGH_MAGE:
780 if (p_ptr->realm1 == REALM_HEX)
782 bool retval = stop_hex_spell();
783 if (retval) p_ptr->energy_use = 10;
787 /* case CLASS_HIGH_MAGE: */
790 if (!eat_magic(p_ptr->lev * 2)) return FALSE;
795 if (is_good_realm(p_ptr->realm1))
797 if (!bless_weapon()) return FALSE;
801 (void)dispel_monsters(plev * 4);
802 turn_monsters(plev * 4);
803 banish_monsters(plev * 4);
809 if(!panic_hit()) return FALSE;
815 msg_print(_("敵を調査した...", "You examine your foes..."));
821 if (!get_aim_dir(&dir)) return FALSE;
822 fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
826 case CLASS_WARRIOR_MAGE:
830 int gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev,
831 _("HPからMPへの無謀な変換", "thoughtless convertion from HP to SP"), -1) / 5;
834 p_ptr->csp += gain_sp;
835 if (p_ptr->csp > p_ptr->msp)
837 p_ptr->csp = p_ptr->msp;
843 msg_print(_("変換に失敗した。", "You failed to convert."));
846 else if (command == -4)
848 if (p_ptr->csp >= p_ptr->lev / 5)
850 p_ptr->csp -= p_ptr->lev / 5;
851 hp_player(p_ptr->lev);
855 msg_print(_("変換に失敗した。", "You failed to convert."));
859 /* Redraw mana and hp */
860 p_ptr->redraw |= (PR_HP | PR_MANA);
864 case CLASS_CHAOS_WARRIOR:
866 msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
867 slow_monsters(p_ptr->lev);
868 stun_monsters(p_ptr->lev * 4);
869 confuse_monsters(p_ptr->lev * 4);
870 turn_monsters(p_ptr->lev * 4);
871 stasis_monsters(p_ptr->lev * 4);
876 if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
878 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
883 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
889 if (!choose_kamae()) return FALSE;
890 p_ptr->update |= (PU_BONUS);
892 else if (command == -4)
896 if (!get_rep_dir(&dir, FALSE)) return FALSE;
897 y = p_ptr->y + ddy[dir];
898 x = p_ptr->x + ddx[dir];
899 if (cave[y][x].m_idx)
902 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!!!",
903 "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
905 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!!!",
906 "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
909 if (cave[y][x].m_idx)
914 p_ptr->energy_need += ENERGY_NEED();
918 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"));
924 case CLASS_MINDCRAFTER:
925 case CLASS_FORCETRAINER:
929 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."));
932 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
934 p_ptr->csp += (3 + p_ptr->lev/20);
935 if (p_ptr->csp >= p_ptr->msp)
937 p_ptr->csp = p_ptr->msp;
942 p_ptr->redraw |= (PR_MANA);
949 if (!get_aim_dir(&dir)) return FALSE;
951 fire_beam(GF_PHOTO, dir, 1);
953 else if (command == -4)
955 if (!identify_fully(FALSE)) return FALSE;
962 if (!do_cmd_mane(TRUE)) return FALSE;
965 case CLASS_BEASTMASTER:
969 if (!get_aim_dir(&dir)) return FALSE;
970 (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
972 else if (command == -4)
974 project_hack(GF_CHARM_LIVING, p_ptr->lev);
980 if (!do_cmd_archer()) return FALSE;
983 case CLASS_MAGIC_EATER:
986 if (!gain_magic()) return FALSE;
987 } else if (command == -4) {
988 if (!can_do_cmd_cast()) return FALSE;
989 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
995 /* Singing is already stopped */
996 if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
999 p_ptr->energy_use = 10;
1002 case CLASS_RED_MAGE:
1004 if (!can_do_cmd_cast()) return FALSE;
1008 if (!p_ptr->paralyzed && can_do_cmd_cast())
1016 int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
1020 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."));
1023 if (p_ptr->special_defense & KATA_MASK)
1025 msg_print(_("今は構えに集中している。", "You need concentration on your form."));
1028 msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
1030 p_ptr->csp += p_ptr->msp / 2;
1031 if (p_ptr->csp >= max_csp)
1033 p_ptr->csp = max_csp;
1034 p_ptr->csp_frac = 0;
1038 p_ptr->redraw |= (PR_MANA);
1040 else if (command == -4)
1042 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
1044 msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
1047 if (!choose_kata()) return FALSE;
1048 p_ptr->update |= (PU_BONUS);
1052 case CLASS_BLUE_MAGE:
1054 if (p_ptr->action == ACTION_LEARN)
1056 set_action(ACTION_NONE);
1060 set_action(ACTION_LEARN);
1062 p_ptr->energy_use = 0;
1068 monster_type *m_ptr;
1069 monster_race *r_ptr;
1074 msg_print(_("今は乗馬中だ。", "You ARE riding."));
1077 if (!do_riding(TRUE)) return TRUE;
1078 m_ptr = &m_list[p_ptr->riding];
1079 r_ptr = &r_info[m_ptr->r_idx];
1080 monster_desc(m_name, m_ptr, 0);
1081 msg_format(_("%sに乗った。", "You ride on %s."),m_name);
1082 if (is_pet(m_ptr)) break;
1083 rlev = r_ptr->level;
1084 if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
1085 if (rlev > 60) rlev = 60+(rlev-60)/2;
1086 if ((randint1(p_ptr->skill_exp[GINOU_RIDING] / 120 + p_ptr->lev * 2 / 3) > rlev)
1087 && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle
1088 && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
1089 && (rlev < p_ptr->lev * 3 / 2 + randint0(p_ptr->lev / 5)))
1091 msg_format(_("%sを手なずけた。", "You tame %s."),m_name);
1096 msg_format(_("%sに振り落とされた!", "You have thrown off by %s."),m_name);
1100 /* 落馬処理に失敗してもとにかく乗馬解除 */
1105 case CLASS_BERSERKER:
1107 if (!word_of_recall()) return FALSE;
1112 if (p_ptr->lev > 29)
1114 if (!identify_fully(TRUE)) return FALSE;
1118 if (!ident_spell(TRUE)) return FALSE;
1122 case CLASS_MIRROR_MASTER:
1126 /* Explode all mirrors */
1127 remove_all_mirrors(TRUE);
1129 else if (command == -4)
1133 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."));
1136 if (is_mirror_grid(&cave[p_ptr->y][p_ptr->x]))
1138 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
1140 p_ptr->csp += (5 + p_ptr->lev * p_ptr->lev / 100);
1141 if (p_ptr->csp >= p_ptr->msp)
1143 p_ptr->csp = p_ptr->msp;
1144 p_ptr->csp_frac = 0;
1148 p_ptr->redraw |= (PR_MANA);
1152 msg_print(_("鏡の上でないと集中できない!", "Here are not any mirrors!"));
1159 if (p_ptr->action == ACTION_HAYAGAKE)
1161 set_action(ACTION_NONE);
1165 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
1166 feature_type *f_ptr = &f_info[c_ptr->feat];
1168 if (!have_flag(f_ptr->flags, FF_PROJECT) ||
1169 (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
1171 msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
1175 set_action(ACTION_HAYAGAKE);
1180 p_ptr->energy_use = 0;
1186 else if (p_ptr->mimic_form)
1188 switch (p_ptr->mimic_form)
1191 case MIMIC_DEMON_LORD:
1193 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1194 if (!get_aim_dir(&dir)) return FALSE;
1197 msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎"));
1199 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1202 fire_breath(type, dir, plev * 3, (plev / 15) + 1);
1214 switch (p_ptr->prace)
1217 msg_print(_("周囲を調べた。", "You examine your surroundings."));
1218 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1219 (void)detect_doors(DETECT_RAD_DEFAULT);
1220 (void)detect_stairs(DETECT_RAD_DEFAULT);
1228 /* Get local object */
1231 /* Create the food ration */
1232 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
1234 /* Drop the object from heaven */
1235 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
1236 msg_print(_("食事を料理して作った。", "You cook some food."));
1241 msg_print(_("パッ!", "Blink!"));
1242 teleport_player(10, 0L);
1246 msg_print(_("勇気を出した。", "You play tough."));
1247 (void)set_afraid(0);
1250 case RACE_HALF_TROLL:
1251 msg_print(_("うがぁぁ!", "RAAAGH!"));
1252 (void)berserk(10 + randint1(plev));
1258 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
1261 else if (command == -2)
1263 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..."));
1265 (void)true_healing(0);
1266 (void)restore_all_status();
1267 (void)restore_level();
1271 case RACE_BARBARIAN:
1272 msg_print(_("うぉぉおお!", "Raaagh!"));
1273 (void)berserk(10 + randint1(plev));
1276 case RACE_HALF_OGRE:
1277 msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
1281 case RACE_HALF_GIANT:
1282 if (!get_aim_dir(&dir)) return FALSE;
1283 (void)wall_to_mud(dir, 20 + randint1(30));
1286 case RACE_HALF_TITAN:
1287 msg_print(_("敵を調査した...", "You examine your foes..."));
1292 if (!get_aim_dir(&dir)) return FALSE;
1293 msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
1294 fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
1298 if (!get_aim_dir(&dir)) return FALSE;
1300 msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
1301 (void)fear_monster(dir, plev);
1305 if (!get_aim_dir(&dir)) return FALSE;
1307 msg_print(_("酸を吐いた。", "You spit acid."));
1308 if (plev < 25) fire_bolt(GF_ACID, dir, plev);
1309 else fire_ball(GF_ACID, dir, plev, 2);
1313 if (!get_aim_dir(&dir)) return FALSE;
1314 msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
1315 fire_bolt(GF_POIS, dir, plev);
1319 msg_print(_("周囲を調査した。", "You examine your surroundings."));
1320 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1321 (void)detect_doors(DETECT_RAD_DEFAULT);
1322 (void)detect_stairs(DETECT_RAD_DEFAULT);
1326 if (!get_aim_dir(&dir)) return FALSE;
1327 msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
1328 fire_bolt_or_beam(10, GF_MISSILE, dir,
1329 damroll(3 + ((plev - 1) / 5), 4));
1332 case RACE_DRACONIAN:
1334 int Type = (one_in_(3) ? GF_COLD : GF_FIRE);
1336 cptr Type_desc = ((Type == GF_COLD) ? "冷気" : "炎");
1338 cptr Type_desc = ((Type == GF_COLD) ? "cold" : "fire");
1341 if (!get_aim_dir(&dir)) return FALSE;
1343 if (randint1(100) < plev)
1345 switch (p_ptr->pclass)
1348 case CLASS_BERSERKER:
1351 case CLASS_IMITATOR:
1357 Type_desc = _("エレメント", "the elements");
1362 Type_desc = _("破片", "shards");
1366 case CLASS_WARRIOR_MAGE:
1367 case CLASS_HIGH_MAGE:
1368 case CLASS_SORCERER:
1369 case CLASS_MAGIC_EATER:
1370 case CLASS_RED_MAGE:
1371 case CLASS_BLUE_MAGE:
1372 case CLASS_MIRROR_MASTER:
1376 Type_desc = _("魔力", "mana");
1380 Type = GF_DISENCHANT;
1381 Type_desc = _("劣化", "disenchantment");
1384 case CLASS_CHAOS_WARRIOR:
1387 Type = GF_CONFUSION;
1388 Type_desc = _("混乱", "confusion");
1393 Type_desc = _("カオス", "chaos");
1398 case CLASS_FORCETRAINER:
1401 Type = GF_CONFUSION;
1402 Type_desc = _("混乱", "confusion");
1407 Type_desc = _("轟音", "sound");
1410 case CLASS_MINDCRAFTER:
1413 Type = GF_CONFUSION;
1414 Type_desc = _("混乱", "confusion");
1419 Type_desc = _("精神エネルギー", "mental energy");
1426 Type = GF_HELL_FIRE;
1427 Type_desc = _("地獄の劫火", "hellfire");
1431 Type = GF_HOLY_FIRE;
1432 Type_desc = _("聖なる炎", "holy fire");
1440 Type_desc = _("暗黒", "darkness");
1445 Type_desc = _("毒", "poison");
1452 Type_desc = _("轟音", "sound");
1456 Type = GF_CONFUSION;
1457 Type_desc = _("混乱", "confusion");
1464 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
1466 fire_breath(Type, dir, plev * 2, (plev / 15) + 1);
1470 case RACE_MIND_FLAYER:
1471 if (!get_aim_dir(&dir)) return FALSE;
1472 msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
1473 fire_bolt(GF_PSI, dir, plev);
1477 if (!get_aim_dir(&dir)) return FALSE;
1480 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
1481 fire_ball(GF_FIRE, dir, plev, 2);
1485 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
1486 fire_bolt(GF_FIRE, dir, plev);
1491 (void)set_shield(randint1(20) + 30, FALSE);
1496 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."));
1497 (void)restore_level();
1505 if (!get_aim_dir(&dir)) return FALSE;
1507 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!"));
1508 (void)fear_monster(dir, plev);
1512 msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
1513 if (plev < 25) sleep_monsters_touch();
1514 else (void)sleep_monsters(plev);
1519 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1520 if (!get_aim_dir(&dir)) return FALSE;
1523 msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎"));
1525 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1528 fire_breath(type, dir, plev * 3, (plev / 15) + 1);
1533 (void)set_tsubureru(randint1(20) + 30, FALSE);
1537 if (!get_aim_dir(&dir)) return FALSE;
1540 msg_print(_("レイガンを発射した。", "You fire your ray gun."));
1541 fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
1545 msg_print(_("ブラスターを発射した。", "You fire your blaster."));
1546 fire_bolt(GF_MISSILE, dir, plev);
1550 msg_print(_("バズーカを発射した。", "You fire your bazooka."));
1551 fire_ball(GF_MISSILE, dir, plev * 2, 2);
1555 msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon."));
1556 fire_beam(GF_MISSILE, dir, plev * 2);
1560 msg_print(_("ロケットを発射した。", "You fire a rocket."));
1561 fire_rocket(GF_ROCKET, dir, plev * 5, 2);
1566 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."));
1567 p_ptr->energy_use = 0;
1574 * @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
1577 void do_cmd_racial_power(void)
1579 power_desc_type power_desc[36];
1583 PLAYER_LEVEL lvl = p_ptr->lev;
1584 bool flag, redraw, cast = FALSE;
1585 bool warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
1588 int menu_line = (use_menu ? 1 : 0);
1591 for (num = 0; num < 36; num++)
1593 strcpy(power_desc[num].name, "");
1594 power_desc[num].number = 0;
1599 if (p_ptr->confused)
1601 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!"));
1602 p_ptr->energy_use = 0;
1606 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
1608 set_action(ACTION_NONE);
1611 switch (p_ptr->pclass)
1615 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
1616 power_desc[num].level = 40;
1617 power_desc[num].cost = 75;
1618 power_desc[num].stat = A_DEX;
1619 power_desc[num].fail = 35;
1620 power_desc[num++].number = -3;
1623 case CLASS_HIGH_MAGE:
1624 if (p_ptr->realm1 == REALM_HEX)
1626 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
1627 power_desc[num].level = 1;
1628 power_desc[num].cost = 0;
1629 power_desc[num].stat = A_INT;
1630 power_desc[num].fail = 0;
1631 power_desc[num++].number = -3;
1635 /* case CLASS_HIGH_MAGE: */
1636 case CLASS_SORCERER:
1638 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1639 power_desc[num].level = 25;
1640 power_desc[num].cost = 1;
1641 power_desc[num].stat = A_INT;
1642 power_desc[num].fail = 25;
1643 power_desc[num++].number = -3;
1648 if (is_good_realm(p_ptr->realm1))
1650 strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
1651 power_desc[num].level = 35;
1652 power_desc[num].cost = 70;
1653 power_desc[num].stat = A_WIS;
1654 power_desc[num].fail = 50;
1655 power_desc[num++].number = -3;
1659 strcpy(power_desc[num].name, _("召魂", "Evocation"));
1660 power_desc[num].level = 42;
1661 power_desc[num].cost = 40;
1662 power_desc[num].stat = A_WIS;
1663 power_desc[num].fail = 35;
1664 power_desc[num++].number = -3;
1670 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
1671 power_desc[num].level = 8;
1672 power_desc[num].cost = 12;
1673 power_desc[num].stat = A_DEX;
1674 power_desc[num].fail = 14;
1675 power_desc[num++].number = -3;
1681 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
1682 power_desc[num].level = 15;
1683 power_desc[num].cost = 20;
1684 power_desc[num].stat = A_INT;
1685 power_desc[num].fail = 12;
1686 power_desc[num++].number = -3;
1691 if (is_good_realm(p_ptr->realm1))
1693 strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
1694 power_desc[num].level = 30;
1695 power_desc[num].cost = 30;
1696 power_desc[num].stat = A_WIS;
1697 power_desc[num].fail = 30;
1698 power_desc[num++].number = -3;
1702 strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
1703 power_desc[num].level = 30;
1704 power_desc[num].cost = 30;
1705 power_desc[num].stat = A_WIS;
1706 power_desc[num].fail = 30;
1707 power_desc[num++].number = -3;
1711 case CLASS_WARRIOR_MAGE:
1713 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
1714 power_desc[num].level = 25;
1715 power_desc[num].cost = 0;
1716 power_desc[num].stat = A_INT;
1717 power_desc[num].fail = 10;
1718 power_desc[num++].number = -3;
1720 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
1721 power_desc[num].level = 25;
1722 power_desc[num].cost = 0;
1723 power_desc[num].stat = A_INT;
1724 power_desc[num].fail = 10;
1725 power_desc[num++].number = -4;
1728 case CLASS_CHAOS_WARRIOR:
1730 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
1731 power_desc[num].level = 40;
1732 power_desc[num].cost = 50;
1733 power_desc[num].stat = A_INT;
1734 power_desc[num].fail = 25;
1735 power_desc[num++].number = -3;
1740 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
1741 power_desc[num].level = 25;
1742 power_desc[num].cost = 0;
1743 power_desc[num].stat = A_DEX;
1744 power_desc[num].fail = 0;
1745 power_desc[num++].number = -3;
1747 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
1748 power_desc[num].level = 30;
1749 power_desc[num].cost = 30;
1750 power_desc[num].stat = A_STR;
1751 power_desc[num].fail = 20;
1752 power_desc[num++].number = -4;
1755 case CLASS_MINDCRAFTER:
1756 case CLASS_FORCETRAINER:
1758 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1759 power_desc[num].level = 15;
1760 power_desc[num].cost = 0;
1761 power_desc[num].stat = A_WIS;
1762 power_desc[num].fail = 10;
1763 power_desc[num++].number = -3;
1768 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1769 power_desc[num].level = 1;
1770 power_desc[num].cost = 0;
1771 power_desc[num].stat = A_DEX;
1772 power_desc[num].fail = 0;
1773 power_desc[num++].number = -3;
1775 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1776 power_desc[num].level = 25;
1777 power_desc[num].cost = 20;
1778 power_desc[num].stat = A_INT;
1779 power_desc[num].fail = 20;
1780 power_desc[num++].number = -4;
1783 case CLASS_IMITATOR:
1785 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1786 power_desc[num].level = 30;
1787 power_desc[num].cost = 100;
1788 power_desc[num].stat = A_DEX;
1789 power_desc[num].fail = 30;
1790 power_desc[num++].number = -3;
1793 case CLASS_BEASTMASTER:
1795 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1796 power_desc[num].level = 1;
1797 power_desc[num].cost = (p_ptr->lev+3)/4;
1798 power_desc[num].stat = A_CHR;
1799 power_desc[num].fail = 10;
1800 power_desc[num++].number = -3;
1802 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1803 power_desc[num].level = 30;
1804 power_desc[num].cost = (p_ptr->lev+20)/2;
1805 power_desc[num].stat = A_CHR;
1806 power_desc[num].fail = 10;
1807 power_desc[num++].number = -4;
1812 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1813 power_desc[num].level = 1;
1814 power_desc[num].cost = 0;
1815 power_desc[num].stat = A_DEX;
1816 power_desc[num].fail = 0;
1817 power_desc[num++].number = -3;
1820 case CLASS_MAGIC_EATER:
1822 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1823 power_desc[num].level = 1;
1824 power_desc[num].cost = 0;
1825 power_desc[num].stat = A_INT;
1826 power_desc[num].fail = 0;
1827 power_desc[num++].number = -3;
1829 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1830 power_desc[num].level = 10;
1831 power_desc[num].cost = 10 + (lvl - 10) / 2;
1832 power_desc[num].stat = A_INT;
1833 power_desc[num].fail = 0;
1834 power_desc[num++].number = -4;
1839 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1840 power_desc[num].level = 1;
1841 power_desc[num].cost = 0;
1842 power_desc[num].stat = A_CHR;
1843 power_desc[num].fail = 0;
1844 power_desc[num++].number = -3;
1847 case CLASS_RED_MAGE:
1849 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1850 power_desc[num].level = 48;
1851 power_desc[num].cost = 20;
1852 power_desc[num].stat = A_INT;
1853 power_desc[num].fail = 0;
1854 power_desc[num++].number = -3;
1859 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1860 power_desc[num].level = 1;
1861 power_desc[num].cost = 0;
1862 power_desc[num].stat = A_WIS;
1863 power_desc[num].fail = 0;
1864 power_desc[num++].number = -3;
1866 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
1867 power_desc[num].level = 25;
1868 power_desc[num].cost = 0;
1869 power_desc[num].stat = A_DEX;
1870 power_desc[num].fail = 0;
1871 power_desc[num++].number = -4;
1874 case CLASS_BLUE_MAGE:
1876 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1877 power_desc[num].level = 1;
1878 power_desc[num].cost = 0;
1879 power_desc[num].stat = A_INT;
1880 power_desc[num].fail = 0;
1881 power_desc[num++].number = -3;
1886 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1887 power_desc[num].level = 10;
1888 power_desc[num].cost = 0;
1889 power_desc[num].stat = A_STR;
1890 power_desc[num].fail = 10;
1891 power_desc[num++].number = -3;
1894 case CLASS_BERSERKER:
1896 strcpy(power_desc[num].name, _("帰還", "Recall"));
1897 power_desc[num].level = 10;
1898 power_desc[num].cost = 10;
1899 power_desc[num].stat = A_DEX;
1900 power_desc[num].fail = 20;
1901 power_desc[num++].number = -3;
1904 case CLASS_MIRROR_MASTER:
1906 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
1907 power_desc[num].level = 1;
1908 power_desc[num].cost = 0;
1909 power_desc[num].stat = A_INT;
1910 power_desc[num].fail = 0;
1911 power_desc[num++].number = -3;
1913 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
1914 power_desc[num].level = 30;
1915 power_desc[num].cost = 0;
1916 power_desc[num].stat = A_INT;
1917 power_desc[num].fail = 20;
1918 power_desc[num++].number = -4;
1923 strcpy(power_desc[num].name, _("目利き", "Judgment"));
1924 power_desc[num].level = 5;
1925 power_desc[num].cost = 15;
1926 power_desc[num].stat = A_INT;
1927 power_desc[num].fail = 20;
1928 power_desc[num++].number = -3;
1933 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
1934 power_desc[num].level = 20;
1935 power_desc[num].cost = 0;
1936 power_desc[num].stat = A_DEX;
1937 power_desc[num].fail = 0;
1938 power_desc[num++].number = -3;
1942 strcpy(power_desc[0].name, _("(なし)", "(none)"));
1945 if (p_ptr->mimic_form)
1947 switch (p_ptr->mimic_form)
1950 case MIMIC_DEMON_LORD:
1951 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);
1952 power_desc[num].level = 15;
1953 power_desc[num].cost = 10+lvl/3;
1954 power_desc[num].stat = A_CON;
1955 power_desc[num].fail = 20;
1956 power_desc[num++].number = -1;
1959 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1960 power_desc[num].level = 2;
1961 power_desc[num].cost = 1 + (lvl / 3);
1962 power_desc[num].stat = A_CON;
1963 power_desc[num].fail = 9;
1964 power_desc[num++].number = -1;
1970 switch (p_ptr->prace)
1973 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1974 power_desc[num].level = 5;
1975 power_desc[num].cost = 5;
1976 power_desc[num].stat = A_WIS;
1977 power_desc[num].fail = 12;
1978 power_desc[num++].number = -1;
1981 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1982 power_desc[num].level = 10;
1983 power_desc[num].cost = 5;
1984 power_desc[num].stat = A_WIS;
1985 power_desc[num].fail = 10;
1986 power_desc[num++].number = -1;
1989 strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
1990 power_desc[num].level = 15;
1991 power_desc[num].cost = 10;
1992 power_desc[num].stat = A_INT;
1993 power_desc[num].fail = 10;
1994 power_desc[num++].number = -1;
1997 sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
1998 power_desc[num].level = 5;
1999 power_desc[num].cost = 5;
2000 power_desc[num].stat = A_INT;
2001 power_desc[num].fail = 12;
2002 power_desc[num++].number = -1;
2005 strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
2006 power_desc[num].level = 3;
2007 power_desc[num].cost = 5;
2008 power_desc[num].stat = A_WIS;
2009 power_desc[num].fail = warrior ? 5 : 10;
2010 power_desc[num++].number = -1;
2012 case RACE_HALF_TROLL:
2013 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2014 power_desc[num].level = 10;
2015 power_desc[num].cost = 12;
2016 power_desc[num].stat = A_STR;
2017 power_desc[num].fail = warrior ? 6 : 12;
2018 power_desc[num++].number = -1;
2020 case RACE_BARBARIAN:
2021 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2022 power_desc[num].level = 8;
2023 power_desc[num].cost = 10;
2024 power_desc[num].stat = A_STR;
2025 power_desc[num].fail = warrior ? 6 : 12;
2026 power_desc[num++].number = -1;
2029 strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
2030 power_desc[num].level = 30;
2031 power_desc[num].cost = 50;
2032 power_desc[num].stat = A_INT;
2033 power_desc[num].fail = 50;
2034 power_desc[num++].number = -1;
2036 strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
2037 power_desc[num].level = 40;
2038 power_desc[num].cost = 75;
2039 power_desc[num].stat = A_WIS;
2040 power_desc[num].fail = 50;
2041 power_desc[num++].number = -2;
2043 case RACE_HALF_OGRE:
2044 strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
2045 power_desc[num].level = 25;
2046 power_desc[num].cost = 35;
2047 power_desc[num].stat = A_INT;
2048 power_desc[num].fail = 15;
2049 power_desc[num++].number = -1;
2051 case RACE_HALF_GIANT:
2052 strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
2053 power_desc[num].level = 20;
2054 power_desc[num].cost = 10;
2055 power_desc[num].stat = A_STR;
2056 power_desc[num].fail = 12;
2057 power_desc[num++].number = -1;
2059 case RACE_HALF_TITAN:
2060 strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
2061 power_desc[num].level = 15;
2062 power_desc[num].cost = 10;
2063 power_desc[num].stat = A_INT;
2064 power_desc[num].fail = 12;
2065 power_desc[num++].number = -1;
2068 sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
2069 power_desc[num].level = 20;
2070 power_desc[num].cost = 15;
2071 power_desc[num].stat = A_STR;
2072 power_desc[num].fail = 12;
2073 power_desc[num++].number = -1;
2076 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2077 power_desc[num].level = 15;
2078 power_desc[num].cost = 15;
2079 power_desc[num].stat = A_WIS;
2080 power_desc[num].fail = 10;
2081 power_desc[num++].number = -1;
2084 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2085 power_desc[num].level = 4;
2086 power_desc[num].cost = 6;
2087 power_desc[num].stat = A_INT;
2088 power_desc[num].fail = 3;
2089 power_desc[num++].number = -1;
2092 sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
2093 power_desc[num].level = 9;
2094 power_desc[num].cost = 9;
2095 power_desc[num].stat = A_DEX;
2096 power_desc[num].fail = 14;
2097 power_desc[num++].number = -1;
2100 sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
2101 power_desc[num].level = 12;
2102 power_desc[num].cost = 8;
2103 power_desc[num].stat = A_DEX;
2104 power_desc[num].fail = 14;
2105 power_desc[num++].number = -1;
2108 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);
2109 power_desc[num].level = 2;
2110 power_desc[num].cost = 2;
2111 power_desc[num].stat = A_INT;
2112 power_desc[num].fail = 9;
2113 power_desc[num++].number = -1;
2115 case RACE_DRACONIAN:
2116 sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
2117 power_desc[num].level = 1;
2118 power_desc[num].cost = lvl;
2119 power_desc[num].stat = A_CON;
2120 power_desc[num].fail = 12;
2121 power_desc[num++].number = -1;
2123 case RACE_MIND_FLAYER:
2124 sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
2125 power_desc[num].level = 15;
2126 power_desc[num].cost = 12;
2127 power_desc[num].stat = A_INT;
2128 power_desc[num].fail = 14;
2129 power_desc[num++].number = -1;
2132 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);
2133 power_desc[num].level = 9;
2134 power_desc[num].cost = 15;
2135 power_desc[num].stat = A_WIS;
2136 power_desc[num].fail = 15;
2137 power_desc[num++].number = -1;
2140 strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
2141 power_desc[num].level = 20;
2142 power_desc[num].cost = 15;
2143 power_desc[num].stat = A_CON;
2144 power_desc[num].fail = 8;
2145 power_desc[num++].number = -1;
2149 strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
2150 power_desc[num].level = 30;
2151 power_desc[num].cost = 30;
2152 power_desc[num].stat = A_WIS;
2153 power_desc[num].fail = 18;
2154 power_desc[num++].number = -1;
2157 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2158 power_desc[num].level = 2;
2159 power_desc[num].cost = 1 + (lvl / 3);
2160 power_desc[num].stat = A_CON;
2161 power_desc[num].fail = 9;
2162 power_desc[num++].number = -1;
2165 strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
2166 power_desc[num].level = 12;
2167 power_desc[num].cost = 12;
2168 power_desc[num].stat = A_INT;
2169 power_desc[num].fail = 15;
2170 power_desc[num++].number = -1;
2173 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);
2174 power_desc[num].level = 15;
2175 power_desc[num].cost = 10+lvl/3;
2176 power_desc[num].stat = A_CON;
2177 power_desc[num].fail = 20;
2178 power_desc[num++].number = -1;
2181 strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
2182 power_desc[num].level = 20;
2183 power_desc[num].cost = 15;
2184 power_desc[num].stat = A_CHR;
2185 power_desc[num].fail = 8;
2186 power_desc[num++].number = -1;
2189 if (p_ptr->lev < 10)
2191 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
2192 power_desc[num].level = 1;
2193 power_desc[num].cost = 7;
2194 power_desc[num].fail = 8;
2196 else if (p_ptr->lev < 25)
2198 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
2199 power_desc[num].level = 10;
2200 power_desc[num].cost = 13;
2201 power_desc[num].fail = 10;
2203 else if (p_ptr->lev < 35)
2205 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
2206 power_desc[num].level = 25;
2207 power_desc[num].cost = 26;
2208 power_desc[num].fail = 12;
2210 else if (p_ptr->lev < 45)
2212 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
2213 power_desc[num].level = 35;
2214 power_desc[num].cost = 40;
2215 power_desc[num].fail = 15;
2219 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
2220 power_desc[num].level = 45;
2221 power_desc[num].cost = 60;
2222 power_desc[num].fail = 18;
2224 power_desc[num].stat = A_STR;
2225 power_desc[num++].number = -1;
2236 if (p_ptr->muta1 & MUT1_SPIT_ACID)
2238 strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
2239 power_desc[num].level = 9;
2240 power_desc[num].cost = 9;
2241 power_desc[num].stat = A_DEX;
2242 power_desc[num].fail = 15;
2243 power_desc[num++].number = MUT1_SPIT_ACID;
2246 if (p_ptr->muta1 & MUT1_BR_FIRE)
2248 strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
2249 power_desc[num].level = 20;
2250 power_desc[num].cost = lvl;
2251 power_desc[num].stat = A_CON;
2252 power_desc[num].fail = 18;
2253 power_desc[num++].number = MUT1_BR_FIRE;
2256 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
2258 strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
2259 power_desc[num].level = 12;
2260 power_desc[num].cost = 12;
2261 power_desc[num].stat = A_CHR;
2262 power_desc[num].fail = 18;
2263 power_desc[num++].number = MUT1_HYPN_GAZE;
2266 if (p_ptr->muta1 & MUT1_TELEKINES)
2268 strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
2269 power_desc[num].level = 9;
2270 power_desc[num].cost = 9;
2271 power_desc[num].stat = A_WIS;
2272 power_desc[num].fail = 14;
2273 power_desc[num++].number = MUT1_TELEKINES;
2276 if (p_ptr->muta1 & MUT1_VTELEPORT)
2278 strcpy(power_desc[num].name, _("テレポート", "Teleport"));
2279 power_desc[num].level = 7;
2280 power_desc[num].cost = 7;
2281 power_desc[num].stat = A_WIS;
2282 power_desc[num].fail = 15;
2283 power_desc[num++].number = MUT1_VTELEPORT;
2286 if (p_ptr->muta1 & MUT1_MIND_BLST)
2288 strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
2289 power_desc[num].level = 5;
2290 power_desc[num].cost = 3;
2291 power_desc[num].stat = A_WIS;
2292 power_desc[num].fail = 15;
2293 power_desc[num++].number = MUT1_MIND_BLST;
2296 if (p_ptr->muta1 & MUT1_RADIATION)
2298 strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
2299 power_desc[num].level = 15;
2300 power_desc[num].cost = 15;
2301 power_desc[num].stat = A_CON;
2302 power_desc[num].fail = 14;
2303 power_desc[num++].number = MUT1_RADIATION;
2306 if (p_ptr->muta1 & MUT1_VAMPIRISM)
2308 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2309 power_desc[num].level = 2;
2310 power_desc[num].cost = (1 + (lvl / 3));
2311 power_desc[num].stat = A_CON;
2312 power_desc[num].fail = 9;
2313 power_desc[num++].number = MUT1_VAMPIRISM;
2316 if (p_ptr->muta1 & MUT1_SMELL_MET)
2318 strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
2319 power_desc[num].level = 3;
2320 power_desc[num].cost = 2;
2321 power_desc[num].stat = A_INT;
2322 power_desc[num].fail = 12;
2323 power_desc[num++].number = MUT1_SMELL_MET;
2326 if (p_ptr->muta1 & MUT1_SMELL_MON)
2328 strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
2329 power_desc[num].level = 5;
2330 power_desc[num].cost = 4;
2331 power_desc[num].stat = A_INT;
2332 power_desc[num].fail = 15;
2333 power_desc[num++].number = MUT1_SMELL_MON;
2336 if (p_ptr->muta1 & MUT1_BLINK)
2338 strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
2339 power_desc[num].level = 3;
2340 power_desc[num].cost = 3;
2341 power_desc[num].stat = A_WIS;
2342 power_desc[num].fail = 12;
2343 power_desc[num++].number = MUT1_BLINK;
2346 if (p_ptr->muta1 & MUT1_EAT_ROCK)
2348 strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
2349 power_desc[num].level = 8;
2350 power_desc[num].cost = 12;
2351 power_desc[num].stat = A_CON;
2352 power_desc[num].fail = 18;
2353 power_desc[num++].number = MUT1_EAT_ROCK;
2356 if (p_ptr->muta1 & MUT1_SWAP_POS)
2358 strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
2359 power_desc[num].level = 15;
2360 power_desc[num].cost = 12;
2361 power_desc[num].stat = A_DEX;
2362 power_desc[num].fail = 16;
2363 power_desc[num++].number = MUT1_SWAP_POS;
2366 if (p_ptr->muta1 & MUT1_SHRIEK)
2368 strcpy(power_desc[num].name, _("叫び", "Shriek"));
2369 power_desc[num].level = 20;
2370 power_desc[num].cost = 14;
2371 power_desc[num].stat = A_CON;
2372 power_desc[num].fail = 16;
2373 power_desc[num++].number = MUT1_SHRIEK;
2376 if (p_ptr->muta1 & MUT1_ILLUMINE)
2378 strcpy(power_desc[num].name, _("照明", "Illuminate"));
2379 power_desc[num].level = 3;
2380 power_desc[num].cost = 2;
2381 power_desc[num].stat = A_INT;
2382 power_desc[num].fail = 10;
2383 power_desc[num++].number = MUT1_ILLUMINE;
2386 if (p_ptr->muta1 & MUT1_DET_CURSE)
2388 strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
2389 power_desc[num].level = 7;
2390 power_desc[num].cost = 14;
2391 power_desc[num].stat = A_WIS;
2392 power_desc[num].fail = 14;
2393 power_desc[num++].number = MUT1_DET_CURSE;
2396 if (p_ptr->muta1 & MUT1_BERSERK)
2398 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2399 power_desc[num].level = 8;
2400 power_desc[num].cost = 8;
2401 power_desc[num].stat = A_STR;
2402 power_desc[num].fail = 14;
2403 power_desc[num++].number = MUT1_BERSERK;
2406 if (p_ptr->muta1 & MUT1_POLYMORPH)
2408 strcpy(power_desc[num].name, _("変身", "Polymorph"));
2409 power_desc[num].level = 18;
2410 power_desc[num].cost = 20;
2411 power_desc[num].stat = A_CON;
2412 power_desc[num].fail = 18;
2413 power_desc[num++].number = MUT1_POLYMORPH;
2416 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
2418 strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
2419 power_desc[num].level = 10;
2420 power_desc[num].cost = 5;
2421 power_desc[num].stat = A_INT;
2422 power_desc[num].fail = 12;
2423 power_desc[num++].number = MUT1_MIDAS_TCH;
2426 if (p_ptr->muta1 & MUT1_GROW_MOLD)
2428 strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
2429 power_desc[num].level = 1;
2430 power_desc[num].cost = 6;
2431 power_desc[num].stat = A_CON;
2432 power_desc[num].fail = 14;
2433 power_desc[num++].number = MUT1_GROW_MOLD;
2436 if (p_ptr->muta1 & MUT1_RESIST)
2438 strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
2439 power_desc[num].level = 10;
2440 power_desc[num].cost = 12;
2441 power_desc[num].stat = A_CON;
2442 power_desc[num].fail = 12;
2443 power_desc[num++].number = MUT1_RESIST;
2446 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
2448 strcpy(power_desc[num].name, _("地震", "Earthquake"));
2449 power_desc[num].level = 12;
2450 power_desc[num].cost = 12;
2451 power_desc[num].stat = A_STR;
2452 power_desc[num].fail = 16;
2453 power_desc[num++].number = MUT1_EARTHQUAKE;
2456 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
2458 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
2459 power_desc[num].level = 17;
2460 power_desc[num].cost = 1;
2461 power_desc[num].stat = A_WIS;
2462 power_desc[num].fail = 15;
2463 power_desc[num++].number = MUT1_EAT_MAGIC;
2466 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
2468 strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
2469 power_desc[num].level = 6;
2470 power_desc[num].cost = 6;
2471 power_desc[num].stat = A_INT;
2472 power_desc[num].fail = 10;
2473 power_desc[num++].number = MUT1_WEIGH_MAG;
2476 if (p_ptr->muta1 & MUT1_STERILITY)
2478 strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
2479 power_desc[num].level = 12;
2480 power_desc[num].cost = 23;
2481 power_desc[num].stat = A_CHR;
2482 power_desc[num].fail = 15;
2483 power_desc[num++].number = MUT1_STERILITY;
2486 if (p_ptr->muta1 & MUT1_PANIC_HIT)
2488 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
2489 power_desc[num].level = 10;
2490 power_desc[num].cost = 12;
2491 power_desc[num].stat = A_DEX;
2492 power_desc[num].fail = 14;
2493 power_desc[num++].number = MUT1_PANIC_HIT;
2496 if (p_ptr->muta1 & MUT1_DAZZLE)
2498 strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
2499 power_desc[num].level = 7;
2500 power_desc[num].cost = 15;
2501 power_desc[num].stat = A_CHR;
2502 power_desc[num].fail = 8;
2503 power_desc[num++].number = MUT1_DAZZLE;
2506 if (p_ptr->muta1 & MUT1_LASER_EYE)
2508 strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
2509 power_desc[num].level = 7;
2510 power_desc[num].cost = 10;
2511 power_desc[num].stat = A_WIS;
2512 power_desc[num].fail = 9;
2513 power_desc[num++].number = MUT1_LASER_EYE;
2516 if (p_ptr->muta1 & MUT1_RECALL)
2518 strcpy(power_desc[num].name, _("帰還", "Recall"));
2519 power_desc[num].level = 17;
2520 power_desc[num].cost = 50;
2521 power_desc[num].stat = A_INT;
2522 power_desc[num].fail = 16;
2523 power_desc[num++].number = MUT1_RECALL;
2526 if (p_ptr->muta1 & MUT1_BANISH)
2528 strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
2529 power_desc[num].level = 25;
2530 power_desc[num].cost = 25;
2531 power_desc[num].stat = A_WIS;
2532 power_desc[num].fail = 18;
2533 power_desc[num++].number = MUT1_BANISH;
2536 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
2538 strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
2539 power_desc[num].level = 2;
2540 power_desc[num].cost = 2;
2541 power_desc[num].stat = A_CON;
2542 power_desc[num].fail = 11;
2543 power_desc[num++].number = MUT1_COLD_TOUCH;
2546 if (p_ptr->muta1 & MUT1_LAUNCHER)
2548 strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
2549 power_desc[num].level = 1;
2550 power_desc[num].cost = lvl;
2551 power_desc[num].stat = A_STR;
2552 power_desc[num].fail = 6;
2553 /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
2554 power_desc[num++].number = 3;
2558 /* Nothing chosen yet */
2564 /* Build a prompt */
2565 (void) strnfmt(out_val, 78,
2566 _("(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? "),
2567 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
2570 if (!repeat_pull(&i) || i<0 || i>=num) {
2571 #endif /* ALLOW_REPEAT */
2572 if (use_menu) screen_save();
2573 /* Get a spell from the user */
2575 choice = (always_show_list || use_menu) ? ESCAPE:1;
2578 if( choice==ESCAPE ) choice = ' ';
2579 else if( !get_com(out_val, &choice, FALSE) )break;
2581 if (use_menu && choice != ' ')
2588 p_ptr->energy_use = 0;
2596 menu_line += (num - 1);
2617 else if (menu_line+18 <= num)
2631 if (menu_line > num) menu_line -= num;
2633 /* Request redraw */
2634 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
2637 if (!redraw || use_menu)
2650 /* Save the screen */
2651 if (!use_menu) screen_save();
2653 /* Print header(s) */
2655 prt(_(" Lv MP 失率", " Lv Cost Fail"), y++, x);
2657 prt(_(" Lv MP 失率 Lv MP 失率",
2658 " Lv Cost Fail Lv Cost Fail"), y++, x);
2664 x1 = ((ctr < 18) ? x : x + 40);
2665 y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
2669 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " > "));
2670 else strcpy(dummy, " ");
2674 /* letter/number for power selection */
2678 letter = '0' + ctr - 26;
2679 sprintf(dummy, " %c) ",letter);
2681 strcat(dummy, format("%-23.23s %2d %4d %3d%%",
2682 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
2683 100 - racial_chance(&power_desc[ctr])));
2695 /* Restore the screen */
2705 if (choice == '\r' && num == 1)
2710 if (isalpha(choice))
2713 ask = (isupper(choice));
2716 if (ask) choice = (char)tolower(choice);
2718 /* Extract request */
2719 i = (islower(choice) ? A2I(choice) : -1);
2723 ask = FALSE; /* Can't uppercase digits */
2725 i = choice - '0' + 26;
2729 /* Totally Illegal */
2730 if ((i < 0) || (i >= num))
2742 (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
2744 /* Belay that order */
2745 if (!get_check(tmp_val)) continue;
2752 /* Restore the screen */
2753 if (redraw) screen_load();
2755 /* Abort if needed */
2758 p_ptr->energy_use = 0;
2763 } /*if (!repeat_pull(&i) || ...)*/
2764 #endif /* ALLOW_REPEAT */
2765 switch (racial_aux(&power_desc[i]))
2768 if (power_desc[i].number < 0)
2769 cast = cmd_racial_power_aux(power_desc[i].number);
2771 cast = mutation_power_aux(power_desc[i].number);
2785 int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2787 /* If mana is not enough, player consumes hit point! */
2788 if (p_ptr->csp < actual_racial_cost)
2790 actual_racial_cost -= p_ptr->csp;
2792 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2794 else p_ptr->csp -= actual_racial_cost;
2796 /* Redraw mana and hp */
2797 p_ptr->redraw |= (PR_HP | PR_MANA);
2800 p_ptr->window |= (PW_PLAYER | PW_SPELL);
2803 else p_ptr->energy_use = 0;