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"
19 * @brief 対象のアイテムが矢やクロスボウの矢の材料になるかを返す。/
20 * Hook to determine if an object is contertible in an arrow/bolt
21 * @param o_ptr オブジェクトの構造体の参照ポインタ。
22 * @return 材料にできるならTRUEを返す
24 static bool item_tester_hook_convertible(object_type *o_ptr)
26 if((o_ptr->tval==TV_JUNK) || (o_ptr->tval==TV_SKELETON)) return TRUE;
28 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON)) return TRUE;
34 * @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'.
35 * Hook to determine if an object is contertible in an arrow/bolt
36 * @return 製造を実際に行ったらTRUE、キャンセルしたらFALSEを返す
38 static bool do_cmd_archer(void)
47 char o_name[MAX_NLEN];
52 sprintf(com, _("[S]弾, [A]矢, [B]クロスボウの矢 :", "Create [S]hots, Create [A]rrow or Create [B]olt ?"));
53 else if(p_ptr->lev >= 10)
54 sprintf(com, _("[S]弾, [A]矢:", "Create [S]hots or Create [A]rrow ?"));
56 sprintf(com, _("[S]弾:", "Create [S]hots ?"));
60 msg_print(_("混乱してる!", "You are too confused!"));
66 msg_print(_("目が見えない!", "You are blind!"));
72 if (!get_com(com, &ch, TRUE))
76 if (ch == 'S' || ch == 's')
81 if ((ch == 'A' || ch == 'a')&&(p_ptr->lev >= 10))
86 if ((ch == 'B' || ch == 'b')&&(p_ptr->lev >= 20))
93 /**********Create shots*********/
99 if (!get_rep_dir(&dir, FALSE)) return FALSE;
100 y = p_ptr->y + ddy[dir];
101 x = p_ptr->x + ddx[dir];
104 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_CAN_DIG))
106 msg_print(_("そこには岩石がない。", "You need pile of rubble."));
109 else if (!cave_have_flag_grid(c_ptr, FF_CAN_DIG) || !cave_have_flag_grid(c_ptr, FF_HURT_ROCK))
111 msg_print(_("硬すぎて崩せなかった。", "You failed to make ammo."));
117 /* Get local object */
120 /* Hack -- Give the player some small firestones */
121 object_prep(q_ptr, lookup_kind(TV_SHOT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
122 q_ptr->number = (byte)rand_range(15,30);
125 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
126 q_ptr->discount = 99;
128 slot = inven_carry(q_ptr);
130 object_desc(o_name, q_ptr, 0);
131 msg_format(_("%sを作った。", "You make some ammo."), o_name);
133 /* Auto-inscription */
134 if (slot >= 0) autopick_alter_item(slot, FALSE);
136 /* Destroy the wall */
137 cave_alter_feat(y, x, FF_HURT_ROCK);
139 p_ptr->update |= (PU_FLOW);
142 /**********Create arrows*********/
149 item_tester_hook = item_tester_hook_convertible;
152 q = _("どのアイテムから作りますか? ", "Convert which item? ");
153 s = _("材料を持っていない。", "You have no item to convert.");
154 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
156 /* Get the item (in the pack) */
159 q_ptr = &inventory[item];
162 /* Get the item (on the floor) */
165 q_ptr = &o_list[0 - item];
168 /* Get local object */
171 /* Hack -- Give the player some small firestones */
172 object_prep(q_ptr, lookup_kind(TV_ARROW, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+ 1));
173 q_ptr->number = (byte)rand_range(5, 10);
176 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
178 q_ptr->discount = 99;
180 object_desc(o_name, q_ptr, 0);
181 msg_format(_("%sを作った。", "You make some ammo."), o_name);
185 inven_item_increase(item, -1);
186 inven_item_describe(item);
187 inven_item_optimize(item);
191 floor_item_increase(0 - item, -1);
192 floor_item_describe(0 - item);
193 floor_item_optimize(0 - item);
196 slot = inven_carry(q_ptr);
198 /* Auto-inscription */
199 if (slot >= 0) autopick_alter_item(slot, FALSE);
201 /**********Create bolts*********/
208 item_tester_hook = item_tester_hook_convertible;
211 q = _("どのアイテムから作りますか? ", "Convert which item? ");
212 s = _("材料を持っていない。", "You have no item to convert.");
213 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
215 /* Get the item (in the pack) */
218 q_ptr = &inventory[item];
221 /* Get the item (on the floor) */
224 q_ptr = &o_list[0 - item];
227 /* Get local object */
230 /* Hack -- Give the player some small firestones */
231 object_prep(q_ptr, lookup_kind(TV_BOLT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+1));
232 q_ptr->number = (byte)rand_range(4, 8);
235 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
237 q_ptr->discount = 99;
239 object_desc(o_name, q_ptr, 0);
240 msg_format(_("%sを作った。", "You make some ammo."), o_name);
244 inven_item_increase(item, -1);
245 inven_item_describe(item);
246 inven_item_optimize(item);
250 floor_item_increase(0 - item, -1);
251 floor_item_describe(0 - item);
252 floor_item_optimize(0 - item);
255 slot = inven_carry(q_ptr);
257 /* Auto-inscription */
258 if (slot >= 0) autopick_alter_item(slot, FALSE);
264 * @brief 魔道具術師の魔力取り込み処理
265 * @return 取り込みを実行したらTRUE、キャンセルしたらFALSEを返す
267 bool gain_magic(void)
270 PARAMETER_VALUE pval;
274 char o_name[MAX_NLEN];
276 /* Only accept legal items */
277 item_tester_hook = item_tester_hook_recharge;
280 q = _("どのアイテムの魔力を取り込みますか? ", "Gain power of which item? ");
281 s = _("魔力を取り込めるアイテムがない。", "You have nothing to gain power.");
283 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
285 /* Get the item (in the pack) */
288 o_ptr = &inventory[item];
291 /* Get the item (on the floor) */
294 o_ptr = &o_list[0 - item];
297 if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
299 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."));
304 if (!object_is_known(o_ptr))
306 msg_print(_("鑑定されていないと取り込めない。", "You need to identify before absorbing."));
312 msg_print(_("充填中のアイテムは取り込めない。", "This item is still charging."));
317 if (o_ptr->tval == TV_ROD)
319 else if (o_ptr->tval == TV_WAND)
322 if (o_ptr->tval == TV_ROD)
324 p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)o_ptr->number;
325 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
330 for (num = o_ptr->number; num; num--)
333 if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
334 if (p_ptr->magic_num2[o_ptr->sval + ext])
337 gain_num = (gain_num/3 + randint0(gain_num/3)) / 256;
338 if (gain_num < 1) gain_num = 1;
340 p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)gain_num;
341 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
342 p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
343 if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
344 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;
345 if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
349 object_desc(o_name, o_ptr, 0);
351 msg_format(_("%sの魔力を取り込んだ。", "You absorb magic of %s."), o_name);
353 /* Eliminate the item (from the pack) */
356 inven_item_increase(item, -999);
357 inven_item_describe(item);
358 inven_item_optimize(item);
361 /* Eliminate the item (from the floor) */
364 floor_item_increase(0 - item, -999);
365 floor_item_describe(0 - item);
366 floor_item_optimize(0 - item);
368 p_ptr->energy_use = 100;
373 * @brief 魔法系コマンドを実行できるかの判定を返す
374 * @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。
376 static bool can_do_cmd_cast(void)
378 if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
380 msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
384 else if (p_ptr->anti_magic)
386 msg_print(_("反魔法バリアが魔法を邪魔した!", "An anti-magic shell disrupts your magic!"));
389 else if (p_ptr->shero)
391 msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
400 * @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。
402 static bool choose_kamae(void)
411 msg_print(_("混乱していて構えられない!", "Too confused."));
417 prt(_(" a) 構えをとく", " a) No form"), 2, 20);
419 for (i = 0; i < MAX_KAMAE; i++)
421 if (p_ptr->lev >= kamae_shurui[i].min_level)
423 sprintf(buf," %c) %-12s %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
429 prt(_(" どの構えをとりますか?", " Choose Form: "), 1, 14);
435 if (choice == ESCAPE)
440 else if ((choice == 'a') || (choice == 'A'))
442 if (p_ptr->action == ACTION_KAMAE)
444 set_action(ACTION_NONE);
447 msg_print(_("もともと構えていない。", "You are not assuming a posture."));
451 else if ((choice == 'b') || (choice == 'B'))
456 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
461 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
466 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
472 set_action(ACTION_KAMAE);
474 if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
476 msg_print(_("構え直した。", "You reassume a posture."));
480 p_ptr->special_defense &= ~(KAMAE_MASK);
481 p_ptr->update |= (PU_BONUS);
482 p_ptr->redraw |= (PR_STATE);
483 msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
484 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
486 p_ptr->redraw |= PR_STATE;
493 * @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。
495 static bool choose_kata(void)
504 msg_print(_("混乱していて構えられない!", "Too confused."));
510 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
516 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
522 prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
524 for (i = 0; i < MAX_KATA; i++)
526 if (p_ptr->lev >= kata_shurui[i].min_level)
528 sprintf(buf,_(" %c) %sの型 %s", " %c) Form of %-12s %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
534 prt(_(" どの型で構えますか?", " Choose Form: "), 1, 14);
540 if (choice == ESCAPE)
545 else if ((choice == 'a') || (choice == 'A'))
547 if (p_ptr->action == ACTION_KATA)
549 set_action(ACTION_NONE);
552 msg_print(_("もともと構えていない。", "You are not assuming posture."));
556 else if ((choice == 'b') || (choice == 'B'))
561 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
566 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
571 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
577 set_action(ACTION_KATA);
579 if (p_ptr->special_defense & (KATA_IAI << new_kata))
581 msg_print(_("構え直した。", "You reassume a posture."));
585 p_ptr->special_defense &= ~(KATA_MASK);
586 p_ptr->update |= (PU_BONUS);
587 p_ptr->update |= (PU_MONSTERS);
588 msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
589 p_ptr->special_defense |= (KATA_IAI << new_kata);
591 p_ptr->redraw |= (PR_STATE);
592 p_ptr->redraw |= (PR_STATUS);
599 * @brief レイシャル・パワー情報のtypedef
601 typedef struct power_desc_type power_desc_type;
604 * @brief レイシャル・パワー情報の構造体定義
606 struct power_desc_type
618 * @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
619 * @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
622 static int racial_chance(power_desc_type *pd_ptr)
624 PLAYER_LEVEL min_level = pd_ptr->level;
625 int difficulty = pd_ptr->fail;
630 int stat = p_ptr->stat_cur[pd_ptr->stat];
632 /* No chance for success */
633 if ((p_ptr->lev < min_level) || p_ptr->confused)
638 if (difficulty == 0) return 100;
640 /* Calculate difficulty */
643 difficulty += p_ptr->stun;
645 else if (p_ptr->lev > min_level)
647 int lev_adj = ((p_ptr->lev - min_level) / 3);
648 if (lev_adj > 10) lev_adj = 10;
649 difficulty -= lev_adj;
652 if (difficulty < 5) difficulty = 5;
654 /* We only need halfs of the difficulty */
655 difficulty = difficulty / 2;
657 for (i = 1; i <= stat; i++)
659 val = i - difficulty;
661 sum += (val <= difficulty) ? val : difficulty;
667 return (((sum * 100) / difficulty) / stat);
671 static int racial_cost;
674 * @brief レイシャル・パワーの発動の判定処理
675 * @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
677 * 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。
678 * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
680 static int racial_aux(power_desc_type *pd_ptr)
682 s16b min_level = pd_ptr->level;
683 int use_stat = pd_ptr->stat;
684 int difficulty = pd_ptr->fail;
687 racial_cost = pd_ptr->cost;
689 /* Not enough mana - use hp */
690 if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
692 /* Power is not available yet */
693 if (p_ptr->lev < min_level)
695 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。",
696 "You need to attain level %d to use this power."), min_level);
698 p_ptr->energy_use = 0;
703 else if (p_ptr->confused)
705 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."));
706 p_ptr->energy_use = 0;
711 else if (p_ptr->chp < use_hp)
713 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? ")))
715 p_ptr->energy_use = 0;
720 /* Else attempt to do it! */
726 difficulty += p_ptr->stun;
728 else if (p_ptr->lev > min_level)
730 int lev_adj = ((p_ptr->lev - min_level) / 3);
731 if (lev_adj > 10) lev_adj = 10;
732 difficulty -= lev_adj;
735 if (difficulty < 5) difficulty = 5;
738 /* take time and pay the price */
739 p_ptr->energy_use = 100;
742 if (randint1(p_ptr->stat_cur[use_stat]) >=
743 ((difficulty / 2) + randint1(difficulty / 2)))
748 if (flush_failure) flush();
749 msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
755 * @brief レイシャル・パワー発動時に口を使う継続的な詠唱処理を中断する
758 void ratial_stop_mouth(void)
760 if (music_singing_any()) stop_singing();
761 if (hex_spelling_any()) stop_hex_spell_all();
765 * @brief レイシャル・パワー発動処理
766 * @param command 発動するレイシャルのID
767 * @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。
769 static bool cmd_racial_power_aux(s32b command)
771 s16b plev = p_ptr->lev;
776 switch (p_ptr->pclass)
783 for (i = 0; i < 6; i++)
786 y = p_ptr->y + ddy_ddd[dir];
787 x = p_ptr->x + ddx_ddd[dir];
790 /* Hack -- attack monsters */
795 msg_print(_("攻撃が空をきった。", "You attack the empty air."));
800 case CLASS_HIGH_MAGE:
801 if (p_ptr->realm1 == REALM_HEX)
803 bool retval = stop_hex_spell();
804 if (retval) p_ptr->energy_use = 10;
808 /* case CLASS_HIGH_MAGE: */
811 if (!eat_magic(p_ptr->lev * 2)) return FALSE;
816 if (is_good_realm(p_ptr->realm1))
818 if (!bless_weapon()) return FALSE;
822 (void)dispel_monsters(plev * 4);
823 turn_monsters(plev * 4);
824 banish_monsters(plev * 4);
832 if (!get_rep_dir(&dir, FALSE)) return FALSE;
833 y = p_ptr->y + ddy[dir];
834 x = p_ptr->x + ddx[dir];
835 if (cave[y][x].m_idx)
838 if (randint0(p_ptr->skill_dis) < 7)
839 msg_print(_("うまく逃げられなかった。", "You are failed to run away."));
840 else teleport_player(30, 0L);
844 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"));
852 msg_print(_("敵を調査した...", "You examine your foes..."));
858 if (!get_aim_dir(&dir)) return FALSE;
859 fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
863 case CLASS_WARRIOR_MAGE:
867 int gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev,
868 _("HPからMPへの無謀な変換", "thoughtless convertion from HP to SP"), -1) / 5;
871 p_ptr->csp += gain_sp;
872 if (p_ptr->csp > p_ptr->msp)
874 p_ptr->csp = p_ptr->msp;
880 msg_print(_("変換に失敗した。", "You failed to convert."));
883 else if (command == -4)
885 if (p_ptr->csp >= p_ptr->lev / 5)
887 p_ptr->csp -= p_ptr->lev / 5;
888 hp_player(p_ptr->lev);
892 msg_print(_("変換に失敗した。", "You failed to convert."));
896 /* Redraw mana and hp */
897 p_ptr->redraw |= (PR_HP | PR_MANA);
901 case CLASS_CHAOS_WARRIOR:
903 msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
904 slow_monsters(p_ptr->lev);
905 stun_monsters(p_ptr->lev * 4);
906 confuse_monsters(p_ptr->lev * 4);
907 turn_monsters(p_ptr->lev * 4);
908 stasis_monsters(p_ptr->lev * 4);
913 if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
915 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
920 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
926 if (!choose_kamae()) return FALSE;
927 p_ptr->update |= (PU_BONUS);
929 else if (command == -4)
933 if (!get_rep_dir(&dir, FALSE)) return FALSE;
934 y = p_ptr->y + ddy[dir];
935 x = p_ptr->x + ddx[dir];
936 if (cave[y][x].m_idx)
939 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!!!",
940 "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
942 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!!!",
943 "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
946 if (cave[y][x].m_idx)
951 p_ptr->energy_need += ENERGY_NEED();
955 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"));
961 case CLASS_MINDCRAFTER:
962 case CLASS_FORCETRAINER:
966 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."));
969 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
971 p_ptr->csp += (3 + p_ptr->lev/20);
972 if (p_ptr->csp >= p_ptr->msp)
974 p_ptr->csp = p_ptr->msp;
979 p_ptr->redraw |= (PR_MANA);
986 if (!get_aim_dir(&dir)) return FALSE;
988 fire_beam(GF_PHOTO, dir, 1);
990 else if (command == -4)
992 if (!identify_fully(FALSE)) return FALSE;
999 if (!do_cmd_mane(TRUE)) return FALSE;
1002 case CLASS_BEASTMASTER:
1006 if (!get_aim_dir(&dir)) return FALSE;
1007 (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
1009 else if (command == -4)
1011 project_hack(GF_CHARM_LIVING, p_ptr->lev);
1017 if (!do_cmd_archer()) return FALSE;
1020 case CLASS_MAGIC_EATER:
1022 if (command == -3) {
1023 if (!gain_magic()) return FALSE;
1024 } else if (command == -4) {
1025 if (!can_do_cmd_cast()) return FALSE;
1026 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
1032 /* Singing is already stopped */
1033 if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
1036 p_ptr->energy_use = 10;
1039 case CLASS_RED_MAGE:
1041 if (!can_do_cmd_cast()) return FALSE;
1045 if (!p_ptr->paralyzed && can_do_cmd_cast())
1053 int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
1057 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."));
1060 if (p_ptr->special_defense & KATA_MASK)
1062 msg_print(_("今は構えに集中している。", "You need concentration on your form."));
1065 msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
1067 p_ptr->csp += p_ptr->msp / 2;
1068 if (p_ptr->csp >= max_csp)
1070 p_ptr->csp = max_csp;
1071 p_ptr->csp_frac = 0;
1075 p_ptr->redraw |= (PR_MANA);
1077 else if (command == -4)
1079 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
1081 msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
1084 if (!choose_kata()) return FALSE;
1085 p_ptr->update |= (PU_BONUS);
1089 case CLASS_BLUE_MAGE:
1091 if (p_ptr->action == ACTION_LEARN)
1093 set_action(ACTION_NONE);
1097 set_action(ACTION_LEARN);
1099 p_ptr->energy_use = 0;
1105 monster_type *m_ptr;
1106 monster_race *r_ptr;
1111 msg_print(_("今は乗馬中だ。", "You ARE riding."));
1114 if (!do_riding(TRUE)) return TRUE;
1115 m_ptr = &m_list[p_ptr->riding];
1116 r_ptr = &r_info[m_ptr->r_idx];
1117 monster_desc(m_name, m_ptr, 0);
1118 msg_format(_("%sに乗った。", "You ride on %s."),m_name);
1119 if (is_pet(m_ptr)) break;
1120 rlev = r_ptr->level;
1121 if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
1122 if (rlev > 60) rlev = 60+(rlev-60)/2;
1123 if ((randint1(p_ptr->skill_exp[GINOU_RIDING] / 120 + p_ptr->lev * 2 / 3) > rlev)
1124 && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle
1125 && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
1126 && (rlev < p_ptr->lev * 3 / 2 + randint0(p_ptr->lev / 5)))
1128 msg_format(_("%sを手なずけた。", "You tame %s."),m_name);
1133 msg_format(_("%sに振り落とされた!", "You have thrown off by %s."),m_name);
1137 /* 落馬処理に失敗してもとにかく乗馬解除 */
1142 case CLASS_BERSERKER:
1144 if (!word_of_recall()) return FALSE;
1149 if (p_ptr->lev > 29)
1151 if (!identify_fully(TRUE)) return FALSE;
1155 if (!ident_spell(TRUE)) return FALSE;
1159 case CLASS_MIRROR_MASTER:
1163 /* Explode all mirrors */
1164 remove_all_mirrors(TRUE);
1166 else if (command == -4)
1170 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."));
1173 if (is_mirror_grid(&cave[p_ptr->y][p_ptr->x]))
1175 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
1177 p_ptr->csp += (5 + p_ptr->lev * p_ptr->lev / 100);
1178 if (p_ptr->csp >= p_ptr->msp)
1180 p_ptr->csp = p_ptr->msp;
1181 p_ptr->csp_frac = 0;
1185 p_ptr->redraw |= (PR_MANA);
1189 msg_print(_("鏡の上でないと集中できない!", "Here are not any mirrors!"));
1196 if (p_ptr->action == ACTION_HAYAGAKE)
1198 set_action(ACTION_NONE);
1202 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
1203 feature_type *f_ptr = &f_info[c_ptr->feat];
1205 if (!have_flag(f_ptr->flags, FF_PROJECT) ||
1206 (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
1208 msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
1212 set_action(ACTION_HAYAGAKE);
1217 p_ptr->energy_use = 0;
1223 else if (p_ptr->mimic_form)
1225 switch (p_ptr->mimic_form)
1228 case MIMIC_DEMON_LORD:
1230 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1231 if (!get_aim_dir(&dir)) return FALSE;
1232 ratial_stop_mouth();
1234 msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎"));
1236 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1239 fire_breath(type, dir, plev * 3, (plev / 15) + 1);
1243 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
1245 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
1250 int y, x, dummy = 0;
1253 /* Only works on adjacent monsters */
1254 if (!get_rep_dir(&dir, FALSE)) return FALSE; /* was get_aim_dir */
1255 y = p_ptr->y + ddy[dir];
1256 x = p_ptr->x + ddx[dir];
1257 c_ptr = &cave[y][x];
1259 ratial_stop_mouth();
1263 msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
1267 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
1268 dummy = plev + randint1(plev) * MAX(1, plev / 10); /* Dmg */
1269 if (hypodynamic_bolt(dir, dummy))
1271 if (p_ptr->food < PY_FOOD_FULL)
1272 /* No heal if we are "full" */
1273 (void)hp_player(dummy);
1275 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
1277 /* Gain nutritional sustenance: 150/hp drained */
1278 /* A Food ration gives 5000 food points (by contrast) */
1279 /* Don't ever get more than "Full" this way */
1280 /* But if we ARE Gorged, it won't cure us */
1281 dummy = p_ptr->food + MIN(5000, 100 * dummy);
1282 if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */
1283 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
1286 msg_print(_("げぇ。ひどい味だ。", "Yechh. That tastes foul."));
1295 switch (p_ptr->prace)
1298 msg_print(_("周囲を調べた。", "You examine your surroundings."));
1299 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1300 (void)detect_doors(DETECT_RAD_DEFAULT);
1301 (void)detect_stairs(DETECT_RAD_DEFAULT);
1309 /* Get local object */
1312 /* Create the food ration */
1313 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
1315 /* Drop the object from heaven */
1316 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
1317 msg_print(_("食事を料理して作った。", "You cook some food."));
1322 msg_print(_("パッ!", "Blink!"));
1323 teleport_player(10, 0L);
1327 msg_print(_("勇気を出した。", "You play tough."));
1328 (void)set_afraid(0);
1331 case RACE_HALF_TROLL:
1332 msg_print(_("うがぁぁ!", "RAAAGH!"));
1333 (void)set_afraid(0);
1334 (void)set_shero(10 + randint1(plev), FALSE);
1335 (void)hp_player(30);
1341 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
1344 else if (command == -2)
1346 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..."));
1348 (void)set_poisoned(0);
1353 (void)set_afraid(0);
1354 (void)do_res_stat(A_STR);
1355 (void)do_res_stat(A_INT);
1356 (void)do_res_stat(A_WIS);
1357 (void)do_res_stat(A_DEX);
1358 (void)do_res_stat(A_CON);
1359 (void)do_res_stat(A_CHR);
1360 (void)restore_level();
1364 case RACE_BARBARIAN:
1365 msg_print(_("うぉぉおお!", "Raaagh!"));
1366 (void)set_afraid(0);
1367 (void)set_shero(10 + randint1(plev), FALSE);
1368 (void)hp_player(30);
1371 case RACE_HALF_OGRE:
1372 msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
1376 case RACE_HALF_GIANT:
1377 if (!get_aim_dir(&dir)) return FALSE;
1378 (void)wall_to_mud(dir, 20 + randint1(30));
1381 case RACE_HALF_TITAN:
1382 msg_print(_("敵を調査した...", "You examine your foes..."));
1387 if (!get_aim_dir(&dir)) return FALSE;
1388 msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
1389 fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
1393 if (!get_aim_dir(&dir)) return FALSE;
1394 ratial_stop_mouth();
1395 msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
1396 (void)fear_monster(dir, plev);
1400 if (!get_aim_dir(&dir)) return FALSE;
1401 ratial_stop_mouth();
1402 msg_print(_("酸を吐いた。", "You spit acid."));
1403 if (plev < 25) fire_bolt(GF_ACID, dir, plev);
1404 else fire_ball(GF_ACID, dir, plev, 2);
1408 if (!get_aim_dir(&dir)) return FALSE;
1409 msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
1410 fire_bolt(GF_POIS, dir, plev);
1414 msg_print(_("周囲を調査した。", "You examine your surroundings."));
1415 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1416 (void)detect_doors(DETECT_RAD_DEFAULT);
1417 (void)detect_stairs(DETECT_RAD_DEFAULT);
1421 if (!get_aim_dir(&dir)) return FALSE;
1422 msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
1423 fire_bolt_or_beam(10, GF_MISSILE, dir,
1424 damroll(3 + ((plev - 1) / 5), 4));
1427 case RACE_DRACONIAN:
1429 int Type = (one_in_(3) ? GF_COLD : GF_FIRE);
1431 cptr Type_desc = ((Type == GF_COLD) ? "冷気" : "炎");
1433 cptr Type_desc = ((Type == GF_COLD) ? "cold" : "fire");
1436 if (!get_aim_dir(&dir)) return FALSE;
1438 if (randint1(100) < plev)
1440 switch (p_ptr->pclass)
1443 case CLASS_BERSERKER:
1446 case CLASS_IMITATOR:
1452 Type_desc = _("エレメント", "the elements");
1457 Type_desc = _("破片", "shards");
1461 case CLASS_WARRIOR_MAGE:
1462 case CLASS_HIGH_MAGE:
1463 case CLASS_SORCERER:
1464 case CLASS_MAGIC_EATER:
1465 case CLASS_RED_MAGE:
1466 case CLASS_BLUE_MAGE:
1467 case CLASS_MIRROR_MASTER:
1471 Type_desc = _("魔力", "mana");
1475 Type = GF_DISENCHANT;
1476 Type_desc = _("劣化", "disenchantment");
1479 case CLASS_CHAOS_WARRIOR:
1482 Type = GF_CONFUSION;
1483 Type_desc = _("混乱", "confusion");
1488 Type_desc = _("カオス", "chaos");
1493 case CLASS_FORCETRAINER:
1496 Type = GF_CONFUSION;
1497 Type_desc = _("混乱", "confusion");
1502 Type_desc = _("轟音", "sound");
1505 case CLASS_MINDCRAFTER:
1508 Type = GF_CONFUSION;
1509 Type_desc = _("混乱", "confusion");
1514 Type_desc = _("精神エネルギー", "mental energy");
1521 Type = GF_HELL_FIRE;
1522 Type_desc = _("地獄の劫火", "hellfire");
1526 Type = GF_HOLY_FIRE;
1527 Type_desc = _("聖なる炎", "holy fire");
1535 Type_desc = _("暗黒", "darkness");
1540 Type_desc = _("毒", "poison");
1547 Type_desc = _("轟音", "sound");
1551 Type = GF_CONFUSION;
1552 Type_desc = _("混乱", "confusion");
1558 ratial_stop_mouth();
1559 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
1561 fire_breath(Type, dir, plev * 2, (plev / 15) + 1);
1565 case RACE_MIND_FLAYER:
1566 if (!get_aim_dir(&dir)) return FALSE;
1567 msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
1568 fire_bolt(GF_PSI, dir, plev);
1572 if (!get_aim_dir(&dir)) return FALSE;
1575 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
1576 fire_ball(GF_FIRE, dir, plev, 2);
1580 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
1581 fire_bolt(GF_FIRE, dir, plev);
1586 (void)set_shield(randint1(20) + 30, FALSE);
1591 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."));
1592 (void)restore_level();
1596 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
1598 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
1603 int y, x, dummy = 0;
1606 /* Only works on adjacent monsters */
1607 if (!get_rep_dir(&dir,FALSE)) return FALSE; /* was get_aim_dir */
1608 y = p_ptr->y + ddy[dir];
1609 x = p_ptr->x + ddx[dir];
1610 c_ptr = &cave[y][x];
1612 ratial_stop_mouth();
1616 msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
1620 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
1621 dummy = plev + randint1(plev) * MAX(1, plev / 10); /* Dmg */
1622 if (hypodynamic_bolt(dir, dummy))
1624 if (p_ptr->food < PY_FOOD_FULL)
1625 /* No heal if we are "full" */
1626 (void)hp_player(dummy);
1628 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
1630 /* Gain nutritional sustenance: 150/hp drained */
1631 /* A Food ration gives 5000 food points (by contrast) */
1632 /* Don't ever get more than "Full" this way */
1633 /* But if we ARE Gorged, it won't cure us */
1634 dummy = p_ptr->food + MIN(5000, 100 * dummy);
1635 if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */
1636 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
1639 msg_print(_("げぇ。ひどい味だ。", "Yechh. That tastes foul."));
1644 if (!get_aim_dir(&dir)) return FALSE;
1645 ratial_stop_mouth();
1646 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!"));
1647 (void)fear_monster(dir, plev);
1651 msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
1652 if (plev < 25) sleep_monsters_touch();
1653 else (void)sleep_monsters(plev);
1658 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1659 if (!get_aim_dir(&dir)) return FALSE;
1660 ratial_stop_mouth();
1662 msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎"));
1664 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1667 fire_breath(type, dir, plev * 3, (plev / 15) + 1);
1672 (void)set_tsubureru(randint1(20) + 30, FALSE);
1676 if (!get_aim_dir(&dir)) return FALSE;
1679 msg_print(_("レイガンを発射した。", "You fire your ray gun."));
1680 fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
1684 msg_print(_("ブラスターを発射した。", "You fire your blaster."));
1685 fire_bolt(GF_MISSILE, dir, plev);
1689 msg_print(_("バズーカを発射した。", "You fire your bazooka."));
1690 fire_ball(GF_MISSILE, dir, plev * 2, 2);
1694 msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon."));
1695 fire_beam(GF_MISSILE, dir, plev * 2);
1699 msg_print(_("ロケットを発射した。", "You fire a rocket."));
1700 fire_rocket(GF_ROCKET, dir, plev * 5, 2);
1705 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."));
1706 p_ptr->energy_use = 0;
1713 * @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
1716 void do_cmd_racial_power(void)
1718 power_desc_type power_desc[36];
1722 PLAYER_LEVEL lvl = p_ptr->lev;
1723 bool flag, redraw, cast = FALSE;
1724 bool warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
1727 int menu_line = (use_menu ? 1 : 0);
1730 for (num = 0; num < 36; num++)
1732 strcpy(power_desc[num].name, "");
1733 power_desc[num].number = 0;
1738 if (p_ptr->confused)
1740 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!"));
1741 p_ptr->energy_use = 0;
1745 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
1747 set_action(ACTION_NONE);
1750 switch (p_ptr->pclass)
1754 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
1755 power_desc[num].level = 40;
1756 power_desc[num].cost = 75;
1757 power_desc[num].stat = A_DEX;
1758 power_desc[num].fail = 35;
1759 power_desc[num++].number = -3;
1762 case CLASS_HIGH_MAGE:
1763 if (p_ptr->realm1 == REALM_HEX)
1765 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
1766 power_desc[num].level = 1;
1767 power_desc[num].cost = 0;
1768 power_desc[num].stat = A_INT;
1769 power_desc[num].fail = 0;
1770 power_desc[num++].number = -3;
1774 /* case CLASS_HIGH_MAGE: */
1775 case CLASS_SORCERER:
1777 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1778 power_desc[num].level = 25;
1779 power_desc[num].cost = 1;
1780 power_desc[num].stat = A_INT;
1781 power_desc[num].fail = 25;
1782 power_desc[num++].number = -3;
1787 if (is_good_realm(p_ptr->realm1))
1789 strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
1790 power_desc[num].level = 35;
1791 power_desc[num].cost = 70;
1792 power_desc[num].stat = A_WIS;
1793 power_desc[num].fail = 50;
1794 power_desc[num++].number = -3;
1798 strcpy(power_desc[num].name, _("召魂", "Evocation"));
1799 power_desc[num].level = 42;
1800 power_desc[num].cost = 40;
1801 power_desc[num].stat = A_WIS;
1802 power_desc[num].fail = 35;
1803 power_desc[num++].number = -3;
1809 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
1810 power_desc[num].level = 8;
1811 power_desc[num].cost = 12;
1812 power_desc[num].stat = A_DEX;
1813 power_desc[num].fail = 14;
1814 power_desc[num++].number = -3;
1820 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
1821 power_desc[num].level = 15;
1822 power_desc[num].cost = 20;
1823 power_desc[num].stat = A_INT;
1824 power_desc[num].fail = 12;
1825 power_desc[num++].number = -3;
1830 if (is_good_realm(p_ptr->realm1))
1832 strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
1833 power_desc[num].level = 30;
1834 power_desc[num].cost = 30;
1835 power_desc[num].stat = A_WIS;
1836 power_desc[num].fail = 30;
1837 power_desc[num++].number = -3;
1841 strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
1842 power_desc[num].level = 30;
1843 power_desc[num].cost = 30;
1844 power_desc[num].stat = A_WIS;
1845 power_desc[num].fail = 30;
1846 power_desc[num++].number = -3;
1850 case CLASS_WARRIOR_MAGE:
1852 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
1853 power_desc[num].level = 25;
1854 power_desc[num].cost = 0;
1855 power_desc[num].stat = A_INT;
1856 power_desc[num].fail = 10;
1857 power_desc[num++].number = -3;
1859 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
1860 power_desc[num].level = 25;
1861 power_desc[num].cost = 0;
1862 power_desc[num].stat = A_INT;
1863 power_desc[num].fail = 10;
1864 power_desc[num++].number = -4;
1867 case CLASS_CHAOS_WARRIOR:
1869 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
1870 power_desc[num].level = 40;
1871 power_desc[num].cost = 50;
1872 power_desc[num].stat = A_INT;
1873 power_desc[num].fail = 25;
1874 power_desc[num++].number = -3;
1879 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
1880 power_desc[num].level = 25;
1881 power_desc[num].cost = 0;
1882 power_desc[num].stat = A_DEX;
1883 power_desc[num].fail = 0;
1884 power_desc[num++].number = -3;
1886 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
1887 power_desc[num].level = 30;
1888 power_desc[num].cost = 30;
1889 power_desc[num].stat = A_STR;
1890 power_desc[num].fail = 20;
1891 power_desc[num++].number = -4;
1894 case CLASS_MINDCRAFTER:
1895 case CLASS_FORCETRAINER:
1897 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1898 power_desc[num].level = 15;
1899 power_desc[num].cost = 0;
1900 power_desc[num].stat = A_WIS;
1901 power_desc[num].fail = 10;
1902 power_desc[num++].number = -3;
1907 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1908 power_desc[num].level = 1;
1909 power_desc[num].cost = 0;
1910 power_desc[num].stat = A_DEX;
1911 power_desc[num].fail = 0;
1912 power_desc[num++].number = -3;
1914 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1915 power_desc[num].level = 25;
1916 power_desc[num].cost = 20;
1917 power_desc[num].stat = A_INT;
1918 power_desc[num].fail = 20;
1919 power_desc[num++].number = -4;
1922 case CLASS_IMITATOR:
1924 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1925 power_desc[num].level = 30;
1926 power_desc[num].cost = 100;
1927 power_desc[num].stat = A_DEX;
1928 power_desc[num].fail = 30;
1929 power_desc[num++].number = -3;
1932 case CLASS_BEASTMASTER:
1934 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1935 power_desc[num].level = 1;
1936 power_desc[num].cost = (p_ptr->lev+3)/4;
1937 power_desc[num].stat = A_CHR;
1938 power_desc[num].fail = 10;
1939 power_desc[num++].number = -3;
1941 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1942 power_desc[num].level = 30;
1943 power_desc[num].cost = (p_ptr->lev+20)/2;
1944 power_desc[num].stat = A_CHR;
1945 power_desc[num].fail = 10;
1946 power_desc[num++].number = -4;
1951 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1952 power_desc[num].level = 1;
1953 power_desc[num].cost = 0;
1954 power_desc[num].stat = A_DEX;
1955 power_desc[num].fail = 0;
1956 power_desc[num++].number = -3;
1959 case CLASS_MAGIC_EATER:
1961 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1962 power_desc[num].level = 1;
1963 power_desc[num].cost = 0;
1964 power_desc[num].stat = A_INT;
1965 power_desc[num].fail = 0;
1966 power_desc[num++].number = -3;
1968 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1969 power_desc[num].level = 10;
1970 power_desc[num].cost = 10 + (lvl - 10) / 2;
1971 power_desc[num].stat = A_INT;
1972 power_desc[num].fail = 0;
1973 power_desc[num++].number = -4;
1978 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1979 power_desc[num].level = 1;
1980 power_desc[num].cost = 0;
1981 power_desc[num].stat = A_CHR;
1982 power_desc[num].fail = 0;
1983 power_desc[num++].number = -3;
1986 case CLASS_RED_MAGE:
1988 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1989 power_desc[num].level = 48;
1990 power_desc[num].cost = 20;
1991 power_desc[num].stat = A_INT;
1992 power_desc[num].fail = 0;
1993 power_desc[num++].number = -3;
1998 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1999 power_desc[num].level = 1;
2000 power_desc[num].cost = 0;
2001 power_desc[num].stat = A_WIS;
2002 power_desc[num].fail = 0;
2003 power_desc[num++].number = -3;
2005 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
2006 power_desc[num].level = 25;
2007 power_desc[num].cost = 0;
2008 power_desc[num].stat = A_DEX;
2009 power_desc[num].fail = 0;
2010 power_desc[num++].number = -4;
2013 case CLASS_BLUE_MAGE:
2015 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
2016 power_desc[num].level = 1;
2017 power_desc[num].cost = 0;
2018 power_desc[num].stat = A_INT;
2019 power_desc[num].fail = 0;
2020 power_desc[num++].number = -3;
2025 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
2026 power_desc[num].level = 10;
2027 power_desc[num].cost = 0;
2028 power_desc[num].stat = A_STR;
2029 power_desc[num].fail = 10;
2030 power_desc[num++].number = -3;
2033 case CLASS_BERSERKER:
2035 strcpy(power_desc[num].name, _("帰還", "Recall"));
2036 power_desc[num].level = 10;
2037 power_desc[num].cost = 10;
2038 power_desc[num].stat = A_DEX;
2039 power_desc[num].fail = 20;
2040 power_desc[num++].number = -3;
2043 case CLASS_MIRROR_MASTER:
2045 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
2046 power_desc[num].level = 1;
2047 power_desc[num].cost = 0;
2048 power_desc[num].stat = A_INT;
2049 power_desc[num].fail = 0;
2050 power_desc[num++].number = -3;
2052 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
2053 power_desc[num].level = 30;
2054 power_desc[num].cost = 0;
2055 power_desc[num].stat = A_INT;
2056 power_desc[num].fail = 20;
2057 power_desc[num++].number = -4;
2062 strcpy(power_desc[num].name, _("目利き", "Judgment"));
2063 power_desc[num].level = 5;
2064 power_desc[num].cost = 15;
2065 power_desc[num].stat = A_INT;
2066 power_desc[num].fail = 20;
2067 power_desc[num++].number = -3;
2072 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
2073 power_desc[num].level = 20;
2074 power_desc[num].cost = 0;
2075 power_desc[num].stat = A_DEX;
2076 power_desc[num].fail = 0;
2077 power_desc[num++].number = -3;
2081 strcpy(power_desc[0].name, _("(なし)", "(none)"));
2084 if (p_ptr->mimic_form)
2086 switch (p_ptr->mimic_form)
2089 case MIMIC_DEMON_LORD:
2090 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);
2091 power_desc[num].level = 15;
2092 power_desc[num].cost = 10+lvl/3;
2093 power_desc[num].stat = A_CON;
2094 power_desc[num].fail = 20;
2095 power_desc[num++].number = -1;
2098 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2099 power_desc[num].level = 2;
2100 power_desc[num].cost = 1 + (lvl / 3);
2101 power_desc[num].stat = A_CON;
2102 power_desc[num].fail = 9;
2103 power_desc[num++].number = -1;
2109 switch (p_ptr->prace)
2112 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
2113 power_desc[num].level = 5;
2114 power_desc[num].cost = 5;
2115 power_desc[num].stat = A_WIS;
2116 power_desc[num].fail = 12;
2117 power_desc[num++].number = -1;
2120 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
2121 power_desc[num].level = 10;
2122 power_desc[num].cost = 5;
2123 power_desc[num].stat = A_WIS;
2124 power_desc[num].fail = 10;
2125 power_desc[num++].number = -1;
2128 strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
2129 power_desc[num].level = 15;
2130 power_desc[num].cost = 10;
2131 power_desc[num].stat = A_INT;
2132 power_desc[num].fail = 10;
2133 power_desc[num++].number = -1;
2136 sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
2137 power_desc[num].level = 5;
2138 power_desc[num].cost = 5;
2139 power_desc[num].stat = A_INT;
2140 power_desc[num].fail = 12;
2141 power_desc[num++].number = -1;
2144 strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
2145 power_desc[num].level = 3;
2146 power_desc[num].cost = 5;
2147 power_desc[num].stat = A_WIS;
2148 power_desc[num].fail = warrior ? 5 : 10;
2149 power_desc[num++].number = -1;
2151 case RACE_HALF_TROLL:
2152 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2153 power_desc[num].level = 10;
2154 power_desc[num].cost = 12;
2155 power_desc[num].stat = A_STR;
2156 power_desc[num].fail = warrior ? 6 : 12;
2157 power_desc[num++].number = -1;
2159 case RACE_BARBARIAN:
2160 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2161 power_desc[num].level = 8;
2162 power_desc[num].cost = 10;
2163 power_desc[num].stat = A_STR;
2164 power_desc[num].fail = warrior ? 6 : 12;
2165 power_desc[num++].number = -1;
2168 strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
2169 power_desc[num].level = 30;
2170 power_desc[num].cost = 50;
2171 power_desc[num].stat = A_INT;
2172 power_desc[num].fail = 50;
2173 power_desc[num++].number = -1;
2175 strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
2176 power_desc[num].level = 40;
2177 power_desc[num].cost = 75;
2178 power_desc[num].stat = A_WIS;
2179 power_desc[num].fail = 50;
2180 power_desc[num++].number = -2;
2182 case RACE_HALF_OGRE:
2183 strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
2184 power_desc[num].level = 25;
2185 power_desc[num].cost = 35;
2186 power_desc[num].stat = A_INT;
2187 power_desc[num].fail = 15;
2188 power_desc[num++].number = -1;
2190 case RACE_HALF_GIANT:
2191 strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
2192 power_desc[num].level = 20;
2193 power_desc[num].cost = 10;
2194 power_desc[num].stat = A_STR;
2195 power_desc[num].fail = 12;
2196 power_desc[num++].number = -1;
2198 case RACE_HALF_TITAN:
2199 strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
2200 power_desc[num].level = 15;
2201 power_desc[num].cost = 10;
2202 power_desc[num].stat = A_INT;
2203 power_desc[num].fail = 12;
2204 power_desc[num++].number = -1;
2207 sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
2208 power_desc[num].level = 20;
2209 power_desc[num].cost = 15;
2210 power_desc[num].stat = A_STR;
2211 power_desc[num].fail = 12;
2212 power_desc[num++].number = -1;
2215 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2216 power_desc[num].level = 15;
2217 power_desc[num].cost = 15;
2218 power_desc[num].stat = A_WIS;
2219 power_desc[num].fail = 10;
2220 power_desc[num++].number = -1;
2223 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2224 power_desc[num].level = 4;
2225 power_desc[num].cost = 6;
2226 power_desc[num].stat = A_INT;
2227 power_desc[num].fail = 3;
2228 power_desc[num++].number = -1;
2231 sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
2232 power_desc[num].level = 9;
2233 power_desc[num].cost = 9;
2234 power_desc[num].stat = A_DEX;
2235 power_desc[num].fail = 14;
2236 power_desc[num++].number = -1;
2239 sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
2240 power_desc[num].level = 12;
2241 power_desc[num].cost = 8;
2242 power_desc[num].stat = A_DEX;
2243 power_desc[num].fail = 14;
2244 power_desc[num++].number = -1;
2247 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);
2248 power_desc[num].level = 2;
2249 power_desc[num].cost = 2;
2250 power_desc[num].stat = A_INT;
2251 power_desc[num].fail = 9;
2252 power_desc[num++].number = -1;
2254 case RACE_DRACONIAN:
2255 sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
2256 power_desc[num].level = 1;
2257 power_desc[num].cost = lvl;
2258 power_desc[num].stat = A_CON;
2259 power_desc[num].fail = 12;
2260 power_desc[num++].number = -1;
2262 case RACE_MIND_FLAYER:
2263 sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
2264 power_desc[num].level = 15;
2265 power_desc[num].cost = 12;
2266 power_desc[num].stat = A_INT;
2267 power_desc[num].fail = 14;
2268 power_desc[num++].number = -1;
2271 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);
2272 power_desc[num].level = 9;
2273 power_desc[num].cost = 15;
2274 power_desc[num].stat = A_WIS;
2275 power_desc[num].fail = 15;
2276 power_desc[num++].number = -1;
2279 strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
2280 power_desc[num].level = 20;
2281 power_desc[num].cost = 15;
2282 power_desc[num].stat = A_CON;
2283 power_desc[num].fail = 8;
2284 power_desc[num++].number = -1;
2288 strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
2289 power_desc[num].level = 30;
2290 power_desc[num].cost = 30;
2291 power_desc[num].stat = A_WIS;
2292 power_desc[num].fail = 18;
2293 power_desc[num++].number = -1;
2296 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2297 power_desc[num].level = 2;
2298 power_desc[num].cost = 1 + (lvl / 3);
2299 power_desc[num].stat = A_CON;
2300 power_desc[num].fail = 9;
2301 power_desc[num++].number = -1;
2304 strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
2305 power_desc[num].level = 12;
2306 power_desc[num].cost = 12;
2307 power_desc[num].stat = A_INT;
2308 power_desc[num].fail = 15;
2309 power_desc[num++].number = -1;
2312 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);
2313 power_desc[num].level = 15;
2314 power_desc[num].cost = 10+lvl/3;
2315 power_desc[num].stat = A_CON;
2316 power_desc[num].fail = 20;
2317 power_desc[num++].number = -1;
2320 strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
2321 power_desc[num].level = 20;
2322 power_desc[num].cost = 15;
2323 power_desc[num].stat = A_CHR;
2324 power_desc[num].fail = 8;
2325 power_desc[num++].number = -1;
2328 if (p_ptr->lev < 10)
2330 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
2331 power_desc[num].level = 1;
2332 power_desc[num].cost = 7;
2333 power_desc[num].fail = 8;
2335 else if (p_ptr->lev < 25)
2337 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
2338 power_desc[num].level = 10;
2339 power_desc[num].cost = 13;
2340 power_desc[num].fail = 10;
2342 else if (p_ptr->lev < 35)
2344 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
2345 power_desc[num].level = 25;
2346 power_desc[num].cost = 26;
2347 power_desc[num].fail = 12;
2349 else if (p_ptr->lev < 45)
2351 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
2352 power_desc[num].level = 35;
2353 power_desc[num].cost = 40;
2354 power_desc[num].fail = 15;
2358 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
2359 power_desc[num].level = 45;
2360 power_desc[num].cost = 60;
2361 power_desc[num].fail = 18;
2363 power_desc[num].stat = A_STR;
2364 power_desc[num++].number = -1;
2375 if (p_ptr->muta1 & MUT1_SPIT_ACID)
2377 strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
2378 power_desc[num].level = 9;
2379 power_desc[num].cost = 9;
2380 power_desc[num].stat = A_DEX;
2381 power_desc[num].fail = 15;
2382 power_desc[num++].number = MUT1_SPIT_ACID;
2385 if (p_ptr->muta1 & MUT1_BR_FIRE)
2387 strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
2388 power_desc[num].level = 20;
2389 power_desc[num].cost = lvl;
2390 power_desc[num].stat = A_CON;
2391 power_desc[num].fail = 18;
2392 power_desc[num++].number = MUT1_BR_FIRE;
2395 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
2397 strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
2398 power_desc[num].level = 12;
2399 power_desc[num].cost = 12;
2400 power_desc[num].stat = A_CHR;
2401 power_desc[num].fail = 18;
2402 power_desc[num++].number = MUT1_HYPN_GAZE;
2405 if (p_ptr->muta1 & MUT1_TELEKINES)
2407 strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
2408 power_desc[num].level = 9;
2409 power_desc[num].cost = 9;
2410 power_desc[num].stat = A_WIS;
2411 power_desc[num].fail = 14;
2412 power_desc[num++].number = MUT1_TELEKINES;
2415 if (p_ptr->muta1 & MUT1_VTELEPORT)
2417 strcpy(power_desc[num].name, _("テレポート", "Teleport"));
2418 power_desc[num].level = 7;
2419 power_desc[num].cost = 7;
2420 power_desc[num].stat = A_WIS;
2421 power_desc[num].fail = 15;
2422 power_desc[num++].number = MUT1_VTELEPORT;
2425 if (p_ptr->muta1 & MUT1_MIND_BLST)
2427 strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
2428 power_desc[num].level = 5;
2429 power_desc[num].cost = 3;
2430 power_desc[num].stat = A_WIS;
2431 power_desc[num].fail = 15;
2432 power_desc[num++].number = MUT1_MIND_BLST;
2435 if (p_ptr->muta1 & MUT1_RADIATION)
2437 strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
2438 power_desc[num].level = 15;
2439 power_desc[num].cost = 15;
2440 power_desc[num].stat = A_CON;
2441 power_desc[num].fail = 14;
2442 power_desc[num++].number = MUT1_RADIATION;
2445 if (p_ptr->muta1 & MUT1_VAMPIRISM)
2447 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2448 power_desc[num].level = 2;
2449 power_desc[num].cost = (1 + (lvl / 3));
2450 power_desc[num].stat = A_CON;
2451 power_desc[num].fail = 9;
2452 power_desc[num++].number = MUT1_VAMPIRISM;
2455 if (p_ptr->muta1 & MUT1_SMELL_MET)
2457 strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
2458 power_desc[num].level = 3;
2459 power_desc[num].cost = 2;
2460 power_desc[num].stat = A_INT;
2461 power_desc[num].fail = 12;
2462 power_desc[num++].number = MUT1_SMELL_MET;
2465 if (p_ptr->muta1 & MUT1_SMELL_MON)
2467 strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
2468 power_desc[num].level = 5;
2469 power_desc[num].cost = 4;
2470 power_desc[num].stat = A_INT;
2471 power_desc[num].fail = 15;
2472 power_desc[num++].number = MUT1_SMELL_MON;
2475 if (p_ptr->muta1 & MUT1_BLINK)
2477 strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
2478 power_desc[num].level = 3;
2479 power_desc[num].cost = 3;
2480 power_desc[num].stat = A_WIS;
2481 power_desc[num].fail = 12;
2482 power_desc[num++].number = MUT1_BLINK;
2485 if (p_ptr->muta1 & MUT1_EAT_ROCK)
2487 strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
2488 power_desc[num].level = 8;
2489 power_desc[num].cost = 12;
2490 power_desc[num].stat = A_CON;
2491 power_desc[num].fail = 18;
2492 power_desc[num++].number = MUT1_EAT_ROCK;
2495 if (p_ptr->muta1 & MUT1_SWAP_POS)
2497 strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
2498 power_desc[num].level = 15;
2499 power_desc[num].cost = 12;
2500 power_desc[num].stat = A_DEX;
2501 power_desc[num].fail = 16;
2502 power_desc[num++].number = MUT1_SWAP_POS;
2505 if (p_ptr->muta1 & MUT1_SHRIEK)
2507 strcpy(power_desc[num].name, _("叫び", "Shriek"));
2508 power_desc[num].level = 20;
2509 power_desc[num].cost = 14;
2510 power_desc[num].stat = A_CON;
2511 power_desc[num].fail = 16;
2512 power_desc[num++].number = MUT1_SHRIEK;
2515 if (p_ptr->muta1 & MUT1_ILLUMINE)
2517 strcpy(power_desc[num].name, _("照明", "Illuminate"));
2518 power_desc[num].level = 3;
2519 power_desc[num].cost = 2;
2520 power_desc[num].stat = A_INT;
2521 power_desc[num].fail = 10;
2522 power_desc[num++].number = MUT1_ILLUMINE;
2525 if (p_ptr->muta1 & MUT1_DET_CURSE)
2527 strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
2528 power_desc[num].level = 7;
2529 power_desc[num].cost = 14;
2530 power_desc[num].stat = A_WIS;
2531 power_desc[num].fail = 14;
2532 power_desc[num++].number = MUT1_DET_CURSE;
2535 if (p_ptr->muta1 & MUT1_BERSERK)
2537 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2538 power_desc[num].level = 8;
2539 power_desc[num].cost = 8;
2540 power_desc[num].stat = A_STR;
2541 power_desc[num].fail = 14;
2542 power_desc[num++].number = MUT1_BERSERK;
2545 if (p_ptr->muta1 & MUT1_POLYMORPH)
2547 strcpy(power_desc[num].name, _("変身", "Polymorph"));
2548 power_desc[num].level = 18;
2549 power_desc[num].cost = 20;
2550 power_desc[num].stat = A_CON;
2551 power_desc[num].fail = 18;
2552 power_desc[num++].number = MUT1_POLYMORPH;
2555 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
2557 strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
2558 power_desc[num].level = 10;
2559 power_desc[num].cost = 5;
2560 power_desc[num].stat = A_INT;
2561 power_desc[num].fail = 12;
2562 power_desc[num++].number = MUT1_MIDAS_TCH;
2565 if (p_ptr->muta1 & MUT1_GROW_MOLD)
2567 strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
2568 power_desc[num].level = 1;
2569 power_desc[num].cost = 6;
2570 power_desc[num].stat = A_CON;
2571 power_desc[num].fail = 14;
2572 power_desc[num++].number = MUT1_GROW_MOLD;
2575 if (p_ptr->muta1 & MUT1_RESIST)
2577 strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
2578 power_desc[num].level = 10;
2579 power_desc[num].cost = 12;
2580 power_desc[num].stat = A_CON;
2581 power_desc[num].fail = 12;
2582 power_desc[num++].number = MUT1_RESIST;
2585 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
2587 strcpy(power_desc[num].name, _("地震", "Earthquake"));
2588 power_desc[num].level = 12;
2589 power_desc[num].cost = 12;
2590 power_desc[num].stat = A_STR;
2591 power_desc[num].fail = 16;
2592 power_desc[num++].number = MUT1_EARTHQUAKE;
2595 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
2597 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
2598 power_desc[num].level = 17;
2599 power_desc[num].cost = 1;
2600 power_desc[num].stat = A_WIS;
2601 power_desc[num].fail = 15;
2602 power_desc[num++].number = MUT1_EAT_MAGIC;
2605 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
2607 strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
2608 power_desc[num].level = 6;
2609 power_desc[num].cost = 6;
2610 power_desc[num].stat = A_INT;
2611 power_desc[num].fail = 10;
2612 power_desc[num++].number = MUT1_WEIGH_MAG;
2615 if (p_ptr->muta1 & MUT1_STERILITY)
2617 strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
2618 power_desc[num].level = 12;
2619 power_desc[num].cost = 23;
2620 power_desc[num].stat = A_CHR;
2621 power_desc[num].fail = 15;
2622 power_desc[num++].number = MUT1_STERILITY;
2625 if (p_ptr->muta1 & MUT1_PANIC_HIT)
2627 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
2628 power_desc[num].level = 10;
2629 power_desc[num].cost = 12;
2630 power_desc[num].stat = A_DEX;
2631 power_desc[num].fail = 14;
2632 power_desc[num++].number = MUT1_PANIC_HIT;
2635 if (p_ptr->muta1 & MUT1_DAZZLE)
2637 strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
2638 power_desc[num].level = 7;
2639 power_desc[num].cost = 15;
2640 power_desc[num].stat = A_CHR;
2641 power_desc[num].fail = 8;
2642 power_desc[num++].number = MUT1_DAZZLE;
2645 if (p_ptr->muta1 & MUT1_LASER_EYE)
2647 strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
2648 power_desc[num].level = 7;
2649 power_desc[num].cost = 10;
2650 power_desc[num].stat = A_WIS;
2651 power_desc[num].fail = 9;
2652 power_desc[num++].number = MUT1_LASER_EYE;
2655 if (p_ptr->muta1 & MUT1_RECALL)
2657 strcpy(power_desc[num].name, _("帰還", "Recall"));
2658 power_desc[num].level = 17;
2659 power_desc[num].cost = 50;
2660 power_desc[num].stat = A_INT;
2661 power_desc[num].fail = 16;
2662 power_desc[num++].number = MUT1_RECALL;
2665 if (p_ptr->muta1 & MUT1_BANISH)
2667 strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
2668 power_desc[num].level = 25;
2669 power_desc[num].cost = 25;
2670 power_desc[num].stat = A_WIS;
2671 power_desc[num].fail = 18;
2672 power_desc[num++].number = MUT1_BANISH;
2675 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
2677 strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
2678 power_desc[num].level = 2;
2679 power_desc[num].cost = 2;
2680 power_desc[num].stat = A_CON;
2681 power_desc[num].fail = 11;
2682 power_desc[num++].number = MUT1_COLD_TOUCH;
2685 if (p_ptr->muta1 & MUT1_LAUNCHER)
2687 strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
2688 power_desc[num].level = 1;
2689 power_desc[num].cost = lvl;
2690 power_desc[num].stat = A_STR;
2691 power_desc[num].fail = 6;
2692 /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
2693 power_desc[num++].number = 3;
2697 /* Nothing chosen yet */
2703 /* Build a prompt */
2704 (void) strnfmt(out_val, 78,
2705 _("(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? "),
2706 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
2709 if (!repeat_pull(&i) || i<0 || i>=num) {
2710 #endif /* ALLOW_REPEAT */
2711 if (use_menu) screen_save();
2712 /* Get a spell from the user */
2714 choice = (always_show_list || use_menu) ? ESCAPE:1;
2717 if( choice==ESCAPE ) choice = ' ';
2718 else if( !get_com(out_val, &choice, FALSE) )break;
2720 if (use_menu && choice != ' ')
2727 p_ptr->energy_use = 0;
2735 menu_line += (num - 1);
2756 else if (menu_line+18 <= num)
2770 if (menu_line > num) menu_line -= num;
2772 /* Request redraw */
2773 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
2776 if (!redraw || use_menu)
2789 /* Save the screen */
2790 if (!use_menu) screen_save();
2792 /* Print header(s) */
2794 prt(_(" Lv MP 失率", " Lv Cost Fail"), y++, x);
2796 prt(_(" Lv MP 失率 Lv MP 失率",
2797 " Lv Cost Fail Lv Cost Fail"), y++, x);
2803 x1 = ((ctr < 18) ? x : x + 40);
2804 y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
2808 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " > "));
2809 else strcpy(dummy, " ");
2813 /* letter/number for power selection */
2817 letter = '0' + ctr - 26;
2818 sprintf(dummy, " %c) ",letter);
2820 strcat(dummy, format("%-23.23s %2d %4d %3d%%",
2821 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
2822 100 - racial_chance(&power_desc[ctr])));
2834 /* Restore the screen */
2844 if (choice == '\r' && num == 1)
2849 if (isalpha(choice))
2852 ask = (isupper(choice));
2855 if (ask) choice = (char)tolower(choice);
2857 /* Extract request */
2858 i = (islower(choice) ? A2I(choice) : -1);
2862 ask = FALSE; /* Can't uppercase digits */
2864 i = choice - '0' + 26;
2868 /* Totally Illegal */
2869 if ((i < 0) || (i >= num))
2881 (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
2883 /* Belay that order */
2884 if (!get_check(tmp_val)) continue;
2891 /* Restore the screen */
2892 if (redraw) screen_load();
2894 /* Abort if needed */
2897 p_ptr->energy_use = 0;
2902 } /*if (!repeat_pull(&i) || ...)*/
2903 #endif /* ALLOW_REPEAT */
2904 switch (racial_aux(&power_desc[i]))
2907 if (power_desc[i].number < 0)
2908 cast = cmd_racial_power_aux(power_desc[i].number);
2910 cast = mutation_power_aux(power_desc[i].number);
2924 int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2926 /* If mana is not enough, player consumes hit point! */
2927 if (p_ptr->csp < actual_racial_cost)
2929 actual_racial_cost -= p_ptr->csp;
2931 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2933 else p_ptr->csp -= actual_racial_cost;
2935 /* Redraw mana and hp */
2936 p_ptr->redraw |= (PR_HP | PR_MANA);
2939 p_ptr->window |= (PW_PLAYER | PW_SPELL);
2942 else p_ptr->energy_use = 0;