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*********/
86 if (!get_rep_dir(&dir, FALSE)) return FALSE;
87 y = p_ptr->y + ddy[dir];
88 x = p_ptr->x + ddx[dir];
91 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_CAN_DIG))
93 msg_print(_("そこには岩石がない。", "You need pile of rubble."));
96 else if (!cave_have_flag_grid(c_ptr, FF_CAN_DIG) || !cave_have_flag_grid(c_ptr, FF_HURT_ROCK))
98 msg_print(_("硬すぎて崩せなかった。", "You failed to make ammo."));
104 /* Get local object */
107 /* Hack -- Give the player some small firestones */
108 object_prep(q_ptr, lookup_kind(TV_SHOT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
109 q_ptr->number = (byte)rand_range(15,30);
112 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
113 q_ptr->discount = 99;
115 slot = inven_carry(q_ptr);
117 object_desc(o_name, q_ptr, 0);
118 msg_format(_("%sを作った。", "You make some ammo."), o_name);
120 /* Auto-inscription */
121 if (slot >= 0) autopick_alter_item(slot, FALSE);
123 /* Destroy the wall */
124 cave_alter_feat(y, x, FF_HURT_ROCK);
126 p_ptr->update |= (PU_FLOW);
129 /**********Create arrows*********/
136 item_tester_hook = item_tester_hook_convertible;
139 q = _("どのアイテムから作りますか? ", "Convert which item? ");
140 s = _("材料を持っていない。", "You have no item to convert.");
141 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
143 /* Get the item (in the pack) */
146 q_ptr = &inventory[item];
149 /* Get the item (on the floor) */
152 q_ptr = &o_list[0 - item];
155 /* Get local object */
158 /* Hack -- Give the player some small firestones */
159 object_prep(q_ptr, lookup_kind(TV_ARROW, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+ 1));
160 q_ptr->number = (byte)rand_range(5, 10);
163 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
165 q_ptr->discount = 99;
167 object_desc(o_name, q_ptr, 0);
168 msg_format(_("%sを作った。", "You make some ammo."), o_name);
172 inven_item_increase(item, -1);
173 inven_item_describe(item);
174 inven_item_optimize(item);
178 floor_item_increase(0 - item, -1);
179 floor_item_describe(0 - item);
180 floor_item_optimize(0 - item);
183 slot = inven_carry(q_ptr);
185 /* Auto-inscription */
186 if (slot >= 0) autopick_alter_item(slot, FALSE);
188 /**********Create bolts*********/
195 item_tester_hook = item_tester_hook_convertible;
198 q = _("どのアイテムから作りますか? ", "Convert which item? ");
199 s = _("材料を持っていない。", "You have no item to convert.");
200 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
202 /* Get the item (in the pack) */
205 q_ptr = &inventory[item];
208 /* Get the item (on the floor) */
211 q_ptr = &o_list[0 - item];
214 /* Get local object */
217 /* Hack -- Give the player some small firestones */
218 object_prep(q_ptr, lookup_kind(TV_BOLT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+1));
219 q_ptr->number = (byte)rand_range(4, 8);
222 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
224 q_ptr->discount = 99;
226 object_desc(o_name, q_ptr, 0);
227 msg_format(_("%sを作った。", "You make some ammo."), o_name);
231 inven_item_increase(item, -1);
232 inven_item_describe(item);
233 inven_item_optimize(item);
237 floor_item_increase(0 - item, -1);
238 floor_item_describe(0 - item);
239 floor_item_optimize(0 - item);
242 slot = inven_carry(q_ptr);
244 /* Auto-inscription */
245 if (slot >= 0) autopick_alter_item(slot, FALSE);
251 * @brief 魔道具術師の魔力取り込み処理
252 * @return 取り込みを実行したらTRUE、キャンセルしたらFALSEを返す
254 bool gain_magic(void)
257 PARAMETER_VALUE pval;
261 char o_name[MAX_NLEN];
263 /* Only accept legal items */
264 item_tester_hook = item_tester_hook_recharge;
267 q = _("どのアイテムの魔力を取り込みますか? ", "Gain power of which item? ");
268 s = _("魔力を取り込めるアイテムがない。", "You have nothing to gain power.");
270 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
272 /* Get the item (in the pack) */
275 o_ptr = &inventory[item];
278 /* Get the item (on the floor) */
281 o_ptr = &o_list[0 - item];
284 if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
286 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."));
291 if (!object_is_known(o_ptr))
293 msg_print(_("鑑定されていないと取り込めない。", "You need to identify before absorbing."));
299 msg_print(_("充填中のアイテムは取り込めない。", "This item is still charging."));
304 if (o_ptr->tval == TV_ROD)
306 else if (o_ptr->tval == TV_WAND)
309 if (o_ptr->tval == TV_ROD)
311 p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)o_ptr->number;
312 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
317 for (num = o_ptr->number; num; num--)
320 if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
321 if (p_ptr->magic_num2[o_ptr->sval + ext])
324 gain_num = (gain_num/3 + randint0(gain_num/3)) / 256;
325 if (gain_num < 1) gain_num = 1;
327 p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)gain_num;
328 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
329 p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
330 if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
331 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;
332 if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
336 object_desc(o_name, o_ptr, 0);
338 msg_format(_("%sの魔力を取り込んだ。", "You absorb magic of %s."), o_name);
340 /* Eliminate the item (from the pack) */
343 inven_item_increase(item, -999);
344 inven_item_describe(item);
345 inven_item_optimize(item);
348 /* Eliminate the item (from the floor) */
351 floor_item_increase(0 - item, -999);
352 floor_item_describe(0 - item);
353 floor_item_optimize(0 - item);
355 p_ptr->energy_use = 100;
360 * @brief 魔法系コマンドを実行できるかの判定を返す
361 * @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。
363 static bool can_do_cmd_cast(void)
365 if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
367 msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
371 else if (p_ptr->anti_magic)
373 msg_print(_("反魔法バリアが魔法を邪魔した!", "An anti-magic shell disrupts your magic!"));
376 else if (p_ptr->shero)
378 msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
387 * @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。
389 static bool choose_kamae(void)
398 msg_print(_("混乱していて構えられない!", "Too confused."));
404 prt(_(" a) 構えをとく", " a) No form"), 2, 20);
406 for (i = 0; i < MAX_KAMAE; i++)
408 if (p_ptr->lev >= kamae_shurui[i].min_level)
410 sprintf(buf," %c) %-12s %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
416 prt(_(" どの構えをとりますか?", " Choose Form: "), 1, 14);
422 if (choice == ESCAPE)
427 else if ((choice == 'a') || (choice == 'A'))
429 if (p_ptr->action == ACTION_KAMAE)
431 set_action(ACTION_NONE);
434 msg_print(_("もともと構えていない。", "You are not assuming a posture."));
438 else if ((choice == 'b') || (choice == 'B'))
443 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
448 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
453 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
459 set_action(ACTION_KAMAE);
461 if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
463 msg_print(_("構え直した。", "You reassume a posture."));
467 p_ptr->special_defense &= ~(KAMAE_MASK);
468 p_ptr->update |= (PU_BONUS);
469 p_ptr->redraw |= (PR_STATE);
470 msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
471 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
473 p_ptr->redraw |= PR_STATE;
480 * @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。
482 static bool choose_kata(void)
491 msg_print(_("混乱していて構えられない!", "Too confused."));
497 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
503 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
509 prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
511 for (i = 0; i < MAX_KATA; i++)
513 if (p_ptr->lev >= kata_shurui[i].min_level)
515 sprintf(buf,_(" %c) %sの型 %s", " %c) Form of %-12s %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
521 prt(_(" どの型で構えますか?", " Choose Form: "), 1, 14);
527 if (choice == ESCAPE)
532 else if ((choice == 'a') || (choice == 'A'))
534 if (p_ptr->action == ACTION_KATA)
536 set_action(ACTION_NONE);
539 msg_print(_("もともと構えていない。", "You are not assuming posture."));
543 else if ((choice == 'b') || (choice == 'B'))
548 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
553 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
558 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
564 set_action(ACTION_KATA);
566 if (p_ptr->special_defense & (KATA_IAI << new_kata))
568 msg_print(_("構え直した。", "You reassume a posture."));
572 p_ptr->special_defense &= ~(KATA_MASK);
573 p_ptr->update |= (PU_BONUS);
574 p_ptr->update |= (PU_MONSTERS);
575 msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
576 p_ptr->special_defense |= (KATA_IAI << new_kata);
578 p_ptr->redraw |= (PR_STATE);
579 p_ptr->redraw |= (PR_STATUS);
586 * @brief レイシャル・パワー情報のtypedef
588 typedef struct power_desc_type power_desc_type;
591 * @brief レイシャル・パワー情報の構造体定義
593 struct power_desc_type
605 * @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
606 * @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
609 static int racial_chance(power_desc_type *pd_ptr)
611 PLAYER_LEVEL min_level = pd_ptr->level;
612 int difficulty = pd_ptr->fail;
617 int stat = p_ptr->stat_cur[pd_ptr->stat];
619 /* No chance for success */
620 if ((p_ptr->lev < min_level) || p_ptr->confused)
625 if (difficulty == 0) return 100;
627 /* Calculate difficulty */
630 difficulty += p_ptr->stun;
632 else if (p_ptr->lev > min_level)
634 int lev_adj = ((p_ptr->lev - min_level) / 3);
635 if (lev_adj > 10) lev_adj = 10;
636 difficulty -= lev_adj;
639 if (difficulty < 5) difficulty = 5;
641 /* We only need halfs of the difficulty */
642 difficulty = difficulty / 2;
644 for (i = 1; i <= stat; i++)
646 val = i - difficulty;
648 sum += (val <= difficulty) ? val : difficulty;
654 return (((sum * 100) / difficulty) / stat);
658 static int racial_cost;
661 * @brief レイシャル・パワーの発動の判定処理
662 * @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
664 * 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。
665 * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
667 static int racial_aux(power_desc_type *pd_ptr)
669 s16b min_level = pd_ptr->level;
670 int use_stat = pd_ptr->stat;
671 int difficulty = pd_ptr->fail;
674 racial_cost = pd_ptr->cost;
676 /* Not enough mana - use hp */
677 if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
679 /* Power is not available yet */
680 if (p_ptr->lev < min_level)
682 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。",
683 "You need to attain level %d to use this power."), min_level);
685 p_ptr->energy_use = 0;
690 else if (p_ptr->confused)
692 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."));
693 p_ptr->energy_use = 0;
698 else if (p_ptr->chp < use_hp)
700 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? ")))
702 p_ptr->energy_use = 0;
707 /* Else attempt to do it! */
713 difficulty += p_ptr->stun;
715 else if (p_ptr->lev > min_level)
717 int lev_adj = ((p_ptr->lev - min_level) / 3);
718 if (lev_adj > 10) lev_adj = 10;
719 difficulty -= lev_adj;
722 if (difficulty < 5) difficulty = 5;
725 /* take time and pay the price */
726 p_ptr->energy_use = 100;
729 if (randint1(p_ptr->stat_cur[use_stat]) >=
730 ((difficulty / 2) + randint1(difficulty / 2)))
735 if (flush_failure) flush();
736 msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
743 * @brief レイシャル・パワー発動処理
744 * @param command 発動するレイシャルのID
745 * @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。
747 static bool cmd_racial_power_aux(s32b command)
749 s16b plev = p_ptr->lev;
754 switch (p_ptr->pclass)
761 for (i = 0; i < 6; i++)
764 y = p_ptr->y + ddy_ddd[dir];
765 x = p_ptr->x + ddx_ddd[dir];
768 /* Hack -- attack monsters */
773 msg_print(_("攻撃が空をきった。", "You attack the empty air."));
778 case CLASS_HIGH_MAGE:
779 if (p_ptr->realm1 == REALM_HEX)
781 bool retval = stop_hex_spell();
782 if (retval) p_ptr->energy_use = 10;
786 /* case CLASS_HIGH_MAGE: */
789 if (!eat_magic(p_ptr->lev * 2)) return FALSE;
794 if (is_good_realm(p_ptr->realm1))
796 if (!bless_weapon()) return FALSE;
800 (void)dispel_monsters(plev * 4);
801 turn_monsters(plev * 4);
802 banish_monsters(plev * 4);
810 if (!get_rep_dir(&dir, FALSE)) return FALSE;
811 y = p_ptr->y + ddy[dir];
812 x = p_ptr->x + ddx[dir];
813 if (cave[y][x].m_idx)
816 if (randint0(p_ptr->skill_dis) < 7)
817 msg_print(_("うまく逃げられなかった。", "You are failed to run away."));
818 else teleport_player(30, 0L);
822 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"));
830 msg_print(_("敵を調査した...", "You examine your foes..."));
836 if (!get_aim_dir(&dir)) return FALSE;
837 fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
841 case CLASS_WARRIOR_MAGE:
845 int gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev,
846 _("HPからMPへの無謀な変換", "thoughtless convertion from HP to SP"), -1) / 5;
849 p_ptr->csp += gain_sp;
850 if (p_ptr->csp > p_ptr->msp)
852 p_ptr->csp = p_ptr->msp;
858 msg_print(_("変換に失敗した。", "You failed to convert."));
861 else if (command == -4)
863 if (p_ptr->csp >= p_ptr->lev / 5)
865 p_ptr->csp -= p_ptr->lev / 5;
866 hp_player(p_ptr->lev);
870 msg_print(_("変換に失敗した。", "You failed to convert."));
874 /* Redraw mana and hp */
875 p_ptr->redraw |= (PR_HP | PR_MANA);
879 case CLASS_CHAOS_WARRIOR:
881 msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
882 slow_monsters(p_ptr->lev);
883 stun_monsters(p_ptr->lev * 4);
884 confuse_monsters(p_ptr->lev * 4);
885 turn_monsters(p_ptr->lev * 4);
886 stasis_monsters(p_ptr->lev * 4);
891 if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
893 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
898 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
904 if (!choose_kamae()) return FALSE;
905 p_ptr->update |= (PU_BONUS);
907 else if (command == -4)
911 if (!get_rep_dir(&dir, FALSE)) return FALSE;
912 y = p_ptr->y + ddy[dir];
913 x = p_ptr->x + ddx[dir];
914 if (cave[y][x].m_idx)
917 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!!!",
918 "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
920 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!!!",
921 "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
924 if (cave[y][x].m_idx)
929 p_ptr->energy_need += ENERGY_NEED();
933 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"));
939 case CLASS_MINDCRAFTER:
940 case CLASS_FORCETRAINER:
944 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."));
947 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
949 p_ptr->csp += (3 + p_ptr->lev/20);
950 if (p_ptr->csp >= p_ptr->msp)
952 p_ptr->csp = p_ptr->msp;
957 p_ptr->redraw |= (PR_MANA);
964 if (!get_aim_dir(&dir)) return FALSE;
966 fire_beam(GF_PHOTO, dir, 1);
968 else if (command == -4)
970 if (!identify_fully(FALSE)) return FALSE;
977 if (!do_cmd_mane(TRUE)) return FALSE;
980 case CLASS_BEASTMASTER:
984 if (!get_aim_dir(&dir)) return FALSE;
985 (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
987 else if (command == -4)
989 project_hack(GF_CHARM_LIVING, p_ptr->lev);
995 if (!do_cmd_archer()) return FALSE;
998 case CLASS_MAGIC_EATER:
1000 if (command == -3) {
1001 if (!gain_magic()) return FALSE;
1002 } else if (command == -4) {
1003 if (!can_do_cmd_cast()) return FALSE;
1004 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
1010 /* Singing is already stopped */
1011 if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
1014 p_ptr->energy_use = 10;
1017 case CLASS_RED_MAGE:
1019 if (!can_do_cmd_cast()) return FALSE;
1023 if (!p_ptr->paralyzed && can_do_cmd_cast())
1031 int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
1035 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."));
1038 if (p_ptr->special_defense & KATA_MASK)
1040 msg_print(_("今は構えに集中している。", "You need concentration on your form."));
1043 msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
1045 p_ptr->csp += p_ptr->msp / 2;
1046 if (p_ptr->csp >= max_csp)
1048 p_ptr->csp = max_csp;
1049 p_ptr->csp_frac = 0;
1053 p_ptr->redraw |= (PR_MANA);
1055 else if (command == -4)
1057 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
1059 msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
1062 if (!choose_kata()) return FALSE;
1063 p_ptr->update |= (PU_BONUS);
1067 case CLASS_BLUE_MAGE:
1069 if (p_ptr->action == ACTION_LEARN)
1071 set_action(ACTION_NONE);
1075 set_action(ACTION_LEARN);
1077 p_ptr->energy_use = 0;
1083 monster_type *m_ptr;
1084 monster_race *r_ptr;
1089 msg_print(_("今は乗馬中だ。", "You ARE riding."));
1092 if (!do_riding(TRUE)) return TRUE;
1093 m_ptr = &m_list[p_ptr->riding];
1094 r_ptr = &r_info[m_ptr->r_idx];
1095 monster_desc(m_name, m_ptr, 0);
1096 msg_format(_("%sに乗った。", "You ride on %s."),m_name);
1097 if (is_pet(m_ptr)) break;
1098 rlev = r_ptr->level;
1099 if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
1100 if (rlev > 60) rlev = 60+(rlev-60)/2;
1101 if ((randint1(p_ptr->skill_exp[GINOU_RIDING] / 120 + p_ptr->lev * 2 / 3) > rlev)
1102 && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle
1103 && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
1104 && (rlev < p_ptr->lev * 3 / 2 + randint0(p_ptr->lev / 5)))
1106 msg_format(_("%sを手なずけた。", "You tame %s."),m_name);
1111 msg_format(_("%sに振り落とされた!", "You have thrown off by %s."),m_name);
1115 /* 落馬処理に失敗してもとにかく乗馬解除 */
1120 case CLASS_BERSERKER:
1122 if (!word_of_recall()) return FALSE;
1127 if (p_ptr->lev > 29)
1129 if (!identify_fully(TRUE)) return FALSE;
1133 if (!ident_spell(TRUE)) return FALSE;
1137 case CLASS_MIRROR_MASTER:
1141 /* Explode all mirrors */
1142 remove_all_mirrors(TRUE);
1144 else if (command == -4)
1148 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."));
1151 if (is_mirror_grid(&cave[p_ptr->y][p_ptr->x]))
1153 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
1155 p_ptr->csp += (5 + p_ptr->lev * p_ptr->lev / 100);
1156 if (p_ptr->csp >= p_ptr->msp)
1158 p_ptr->csp = p_ptr->msp;
1159 p_ptr->csp_frac = 0;
1163 p_ptr->redraw |= (PR_MANA);
1167 msg_print(_("鏡の上でないと集中できない!", "Here are not any mirrors!"));
1174 if (p_ptr->action == ACTION_HAYAGAKE)
1176 set_action(ACTION_NONE);
1180 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
1181 feature_type *f_ptr = &f_info[c_ptr->feat];
1183 if (!have_flag(f_ptr->flags, FF_PROJECT) ||
1184 (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
1186 msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
1190 set_action(ACTION_HAYAGAKE);
1195 p_ptr->energy_use = 0;
1201 else if (p_ptr->mimic_form)
1203 switch (p_ptr->mimic_form)
1206 case MIMIC_DEMON_LORD:
1208 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1209 if (!get_aim_dir(&dir)) return FALSE;
1212 msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎"));
1214 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1217 fire_breath(type, dir, plev * 3, (plev / 15) + 1);
1229 switch (p_ptr->prace)
1232 msg_print(_("周囲を調べた。", "You examine your surroundings."));
1233 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1234 (void)detect_doors(DETECT_RAD_DEFAULT);
1235 (void)detect_stairs(DETECT_RAD_DEFAULT);
1243 /* Get local object */
1246 /* Create the food ration */
1247 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
1249 /* Drop the object from heaven */
1250 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
1251 msg_print(_("食事を料理して作った。", "You cook some food."));
1256 msg_print(_("パッ!", "Blink!"));
1257 teleport_player(10, 0L);
1261 msg_print(_("勇気を出した。", "You play tough."));
1262 (void)set_afraid(0);
1265 case RACE_HALF_TROLL:
1266 msg_print(_("うがぁぁ!", "RAAAGH!"));
1267 (void)berserk(10 + randint1(plev));
1273 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
1276 else if (command == -2)
1278 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..."));
1280 (void)true_healing(0);
1281 (void)restore_all_status();
1282 (void)restore_level();
1286 case RACE_BARBARIAN:
1287 msg_print(_("うぉぉおお!", "Raaagh!"));
1288 (void)berserk(10 + randint1(plev));
1291 case RACE_HALF_OGRE:
1292 msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
1296 case RACE_HALF_GIANT:
1297 if (!get_aim_dir(&dir)) return FALSE;
1298 (void)wall_to_mud(dir, 20 + randint1(30));
1301 case RACE_HALF_TITAN:
1302 msg_print(_("敵を調査した...", "You examine your foes..."));
1307 if (!get_aim_dir(&dir)) return FALSE;
1308 msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
1309 fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
1313 if (!get_aim_dir(&dir)) return FALSE;
1315 msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
1316 (void)fear_monster(dir, plev);
1320 if (!get_aim_dir(&dir)) return FALSE;
1322 msg_print(_("酸を吐いた。", "You spit acid."));
1323 if (plev < 25) fire_bolt(GF_ACID, dir, plev);
1324 else fire_ball(GF_ACID, dir, plev, 2);
1328 if (!get_aim_dir(&dir)) return FALSE;
1329 msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
1330 fire_bolt(GF_POIS, dir, plev);
1334 msg_print(_("周囲を調査した。", "You examine your surroundings."));
1335 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1336 (void)detect_doors(DETECT_RAD_DEFAULT);
1337 (void)detect_stairs(DETECT_RAD_DEFAULT);
1341 if (!get_aim_dir(&dir)) return FALSE;
1342 msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
1343 fire_bolt_or_beam(10, GF_MISSILE, dir,
1344 damroll(3 + ((plev - 1) / 5), 4));
1347 case RACE_DRACONIAN:
1349 int Type = (one_in_(3) ? GF_COLD : GF_FIRE);
1351 cptr Type_desc = ((Type == GF_COLD) ? "冷気" : "炎");
1353 cptr Type_desc = ((Type == GF_COLD) ? "cold" : "fire");
1356 if (!get_aim_dir(&dir)) return FALSE;
1358 if (randint1(100) < plev)
1360 switch (p_ptr->pclass)
1363 case CLASS_BERSERKER:
1366 case CLASS_IMITATOR:
1372 Type_desc = _("エレメント", "the elements");
1377 Type_desc = _("破片", "shards");
1381 case CLASS_WARRIOR_MAGE:
1382 case CLASS_HIGH_MAGE:
1383 case CLASS_SORCERER:
1384 case CLASS_MAGIC_EATER:
1385 case CLASS_RED_MAGE:
1386 case CLASS_BLUE_MAGE:
1387 case CLASS_MIRROR_MASTER:
1391 Type_desc = _("魔力", "mana");
1395 Type = GF_DISENCHANT;
1396 Type_desc = _("劣化", "disenchantment");
1399 case CLASS_CHAOS_WARRIOR:
1402 Type = GF_CONFUSION;
1403 Type_desc = _("混乱", "confusion");
1408 Type_desc = _("カオス", "chaos");
1413 case CLASS_FORCETRAINER:
1416 Type = GF_CONFUSION;
1417 Type_desc = _("混乱", "confusion");
1422 Type_desc = _("轟音", "sound");
1425 case CLASS_MINDCRAFTER:
1428 Type = GF_CONFUSION;
1429 Type_desc = _("混乱", "confusion");
1434 Type_desc = _("精神エネルギー", "mental energy");
1441 Type = GF_HELL_FIRE;
1442 Type_desc = _("地獄の劫火", "hellfire");
1446 Type = GF_HOLY_FIRE;
1447 Type_desc = _("聖なる炎", "holy fire");
1455 Type_desc = _("暗黒", "darkness");
1460 Type_desc = _("毒", "poison");
1467 Type_desc = _("轟音", "sound");
1471 Type = GF_CONFUSION;
1472 Type_desc = _("混乱", "confusion");
1479 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
1481 fire_breath(Type, dir, plev * 2, (plev / 15) + 1);
1485 case RACE_MIND_FLAYER:
1486 if (!get_aim_dir(&dir)) return FALSE;
1487 msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
1488 fire_bolt(GF_PSI, dir, plev);
1492 if (!get_aim_dir(&dir)) return FALSE;
1495 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
1496 fire_ball(GF_FIRE, dir, plev, 2);
1500 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
1501 fire_bolt(GF_FIRE, dir, plev);
1506 (void)set_shield(randint1(20) + 30, FALSE);
1511 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."));
1512 (void)restore_level();
1520 if (!get_aim_dir(&dir)) return FALSE;
1522 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!"));
1523 (void)fear_monster(dir, plev);
1527 msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
1528 if (plev < 25) sleep_monsters_touch();
1529 else (void)sleep_monsters(plev);
1534 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1535 if (!get_aim_dir(&dir)) return FALSE;
1538 msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎"));
1540 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1543 fire_breath(type, dir, plev * 3, (plev / 15) + 1);
1548 (void)set_tsubureru(randint1(20) + 30, FALSE);
1552 if (!get_aim_dir(&dir)) return FALSE;
1555 msg_print(_("レイガンを発射した。", "You fire your ray gun."));
1556 fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
1560 msg_print(_("ブラスターを発射した。", "You fire your blaster."));
1561 fire_bolt(GF_MISSILE, dir, plev);
1565 msg_print(_("バズーカを発射した。", "You fire your bazooka."));
1566 fire_ball(GF_MISSILE, dir, plev * 2, 2);
1570 msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon."));
1571 fire_beam(GF_MISSILE, dir, plev * 2);
1575 msg_print(_("ロケットを発射した。", "You fire a rocket."));
1576 fire_rocket(GF_ROCKET, dir, plev * 5, 2);
1581 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."));
1582 p_ptr->energy_use = 0;
1589 * @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
1592 void do_cmd_racial_power(void)
1594 power_desc_type power_desc[36];
1598 PLAYER_LEVEL lvl = p_ptr->lev;
1599 bool flag, redraw, cast = FALSE;
1600 bool warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
1603 int menu_line = (use_menu ? 1 : 0);
1606 for (num = 0; num < 36; num++)
1608 strcpy(power_desc[num].name, "");
1609 power_desc[num].number = 0;
1614 if (p_ptr->confused)
1616 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!"));
1617 p_ptr->energy_use = 0;
1621 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
1623 set_action(ACTION_NONE);
1626 switch (p_ptr->pclass)
1630 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
1631 power_desc[num].level = 40;
1632 power_desc[num].cost = 75;
1633 power_desc[num].stat = A_DEX;
1634 power_desc[num].fail = 35;
1635 power_desc[num++].number = -3;
1638 case CLASS_HIGH_MAGE:
1639 if (p_ptr->realm1 == REALM_HEX)
1641 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
1642 power_desc[num].level = 1;
1643 power_desc[num].cost = 0;
1644 power_desc[num].stat = A_INT;
1645 power_desc[num].fail = 0;
1646 power_desc[num++].number = -3;
1650 /* case CLASS_HIGH_MAGE: */
1651 case CLASS_SORCERER:
1653 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1654 power_desc[num].level = 25;
1655 power_desc[num].cost = 1;
1656 power_desc[num].stat = A_INT;
1657 power_desc[num].fail = 25;
1658 power_desc[num++].number = -3;
1663 if (is_good_realm(p_ptr->realm1))
1665 strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
1666 power_desc[num].level = 35;
1667 power_desc[num].cost = 70;
1668 power_desc[num].stat = A_WIS;
1669 power_desc[num].fail = 50;
1670 power_desc[num++].number = -3;
1674 strcpy(power_desc[num].name, _("召魂", "Evocation"));
1675 power_desc[num].level = 42;
1676 power_desc[num].cost = 40;
1677 power_desc[num].stat = A_WIS;
1678 power_desc[num].fail = 35;
1679 power_desc[num++].number = -3;
1685 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
1686 power_desc[num].level = 8;
1687 power_desc[num].cost = 12;
1688 power_desc[num].stat = A_DEX;
1689 power_desc[num].fail = 14;
1690 power_desc[num++].number = -3;
1696 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
1697 power_desc[num].level = 15;
1698 power_desc[num].cost = 20;
1699 power_desc[num].stat = A_INT;
1700 power_desc[num].fail = 12;
1701 power_desc[num++].number = -3;
1706 if (is_good_realm(p_ptr->realm1))
1708 strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
1709 power_desc[num].level = 30;
1710 power_desc[num].cost = 30;
1711 power_desc[num].stat = A_WIS;
1712 power_desc[num].fail = 30;
1713 power_desc[num++].number = -3;
1717 strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
1718 power_desc[num].level = 30;
1719 power_desc[num].cost = 30;
1720 power_desc[num].stat = A_WIS;
1721 power_desc[num].fail = 30;
1722 power_desc[num++].number = -3;
1726 case CLASS_WARRIOR_MAGE:
1728 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
1729 power_desc[num].level = 25;
1730 power_desc[num].cost = 0;
1731 power_desc[num].stat = A_INT;
1732 power_desc[num].fail = 10;
1733 power_desc[num++].number = -3;
1735 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
1736 power_desc[num].level = 25;
1737 power_desc[num].cost = 0;
1738 power_desc[num].stat = A_INT;
1739 power_desc[num].fail = 10;
1740 power_desc[num++].number = -4;
1743 case CLASS_CHAOS_WARRIOR:
1745 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
1746 power_desc[num].level = 40;
1747 power_desc[num].cost = 50;
1748 power_desc[num].stat = A_INT;
1749 power_desc[num].fail = 25;
1750 power_desc[num++].number = -3;
1755 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
1756 power_desc[num].level = 25;
1757 power_desc[num].cost = 0;
1758 power_desc[num].stat = A_DEX;
1759 power_desc[num].fail = 0;
1760 power_desc[num++].number = -3;
1762 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
1763 power_desc[num].level = 30;
1764 power_desc[num].cost = 30;
1765 power_desc[num].stat = A_STR;
1766 power_desc[num].fail = 20;
1767 power_desc[num++].number = -4;
1770 case CLASS_MINDCRAFTER:
1771 case CLASS_FORCETRAINER:
1773 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1774 power_desc[num].level = 15;
1775 power_desc[num].cost = 0;
1776 power_desc[num].stat = A_WIS;
1777 power_desc[num].fail = 10;
1778 power_desc[num++].number = -3;
1783 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1784 power_desc[num].level = 1;
1785 power_desc[num].cost = 0;
1786 power_desc[num].stat = A_DEX;
1787 power_desc[num].fail = 0;
1788 power_desc[num++].number = -3;
1790 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1791 power_desc[num].level = 25;
1792 power_desc[num].cost = 20;
1793 power_desc[num].stat = A_INT;
1794 power_desc[num].fail = 20;
1795 power_desc[num++].number = -4;
1798 case CLASS_IMITATOR:
1800 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1801 power_desc[num].level = 30;
1802 power_desc[num].cost = 100;
1803 power_desc[num].stat = A_DEX;
1804 power_desc[num].fail = 30;
1805 power_desc[num++].number = -3;
1808 case CLASS_BEASTMASTER:
1810 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1811 power_desc[num].level = 1;
1812 power_desc[num].cost = (p_ptr->lev+3)/4;
1813 power_desc[num].stat = A_CHR;
1814 power_desc[num].fail = 10;
1815 power_desc[num++].number = -3;
1817 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1818 power_desc[num].level = 30;
1819 power_desc[num].cost = (p_ptr->lev+20)/2;
1820 power_desc[num].stat = A_CHR;
1821 power_desc[num].fail = 10;
1822 power_desc[num++].number = -4;
1827 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1828 power_desc[num].level = 1;
1829 power_desc[num].cost = 0;
1830 power_desc[num].stat = A_DEX;
1831 power_desc[num].fail = 0;
1832 power_desc[num++].number = -3;
1835 case CLASS_MAGIC_EATER:
1837 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1838 power_desc[num].level = 1;
1839 power_desc[num].cost = 0;
1840 power_desc[num].stat = A_INT;
1841 power_desc[num].fail = 0;
1842 power_desc[num++].number = -3;
1844 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1845 power_desc[num].level = 10;
1846 power_desc[num].cost = 10 + (lvl - 10) / 2;
1847 power_desc[num].stat = A_INT;
1848 power_desc[num].fail = 0;
1849 power_desc[num++].number = -4;
1854 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1855 power_desc[num].level = 1;
1856 power_desc[num].cost = 0;
1857 power_desc[num].stat = A_CHR;
1858 power_desc[num].fail = 0;
1859 power_desc[num++].number = -3;
1862 case CLASS_RED_MAGE:
1864 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1865 power_desc[num].level = 48;
1866 power_desc[num].cost = 20;
1867 power_desc[num].stat = A_INT;
1868 power_desc[num].fail = 0;
1869 power_desc[num++].number = -3;
1874 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1875 power_desc[num].level = 1;
1876 power_desc[num].cost = 0;
1877 power_desc[num].stat = A_WIS;
1878 power_desc[num].fail = 0;
1879 power_desc[num++].number = -3;
1881 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
1882 power_desc[num].level = 25;
1883 power_desc[num].cost = 0;
1884 power_desc[num].stat = A_DEX;
1885 power_desc[num].fail = 0;
1886 power_desc[num++].number = -4;
1889 case CLASS_BLUE_MAGE:
1891 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1892 power_desc[num].level = 1;
1893 power_desc[num].cost = 0;
1894 power_desc[num].stat = A_INT;
1895 power_desc[num].fail = 0;
1896 power_desc[num++].number = -3;
1901 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1902 power_desc[num].level = 10;
1903 power_desc[num].cost = 0;
1904 power_desc[num].stat = A_STR;
1905 power_desc[num].fail = 10;
1906 power_desc[num++].number = -3;
1909 case CLASS_BERSERKER:
1911 strcpy(power_desc[num].name, _("帰還", "Recall"));
1912 power_desc[num].level = 10;
1913 power_desc[num].cost = 10;
1914 power_desc[num].stat = A_DEX;
1915 power_desc[num].fail = 20;
1916 power_desc[num++].number = -3;
1919 case CLASS_MIRROR_MASTER:
1921 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
1922 power_desc[num].level = 1;
1923 power_desc[num].cost = 0;
1924 power_desc[num].stat = A_INT;
1925 power_desc[num].fail = 0;
1926 power_desc[num++].number = -3;
1928 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
1929 power_desc[num].level = 30;
1930 power_desc[num].cost = 0;
1931 power_desc[num].stat = A_INT;
1932 power_desc[num].fail = 20;
1933 power_desc[num++].number = -4;
1938 strcpy(power_desc[num].name, _("目利き", "Judgment"));
1939 power_desc[num].level = 5;
1940 power_desc[num].cost = 15;
1941 power_desc[num].stat = A_INT;
1942 power_desc[num].fail = 20;
1943 power_desc[num++].number = -3;
1948 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
1949 power_desc[num].level = 20;
1950 power_desc[num].cost = 0;
1951 power_desc[num].stat = A_DEX;
1952 power_desc[num].fail = 0;
1953 power_desc[num++].number = -3;
1957 strcpy(power_desc[0].name, _("(なし)", "(none)"));
1960 if (p_ptr->mimic_form)
1962 switch (p_ptr->mimic_form)
1965 case MIMIC_DEMON_LORD:
1966 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);
1967 power_desc[num].level = 15;
1968 power_desc[num].cost = 10+lvl/3;
1969 power_desc[num].stat = A_CON;
1970 power_desc[num].fail = 20;
1971 power_desc[num++].number = -1;
1974 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1975 power_desc[num].level = 2;
1976 power_desc[num].cost = 1 + (lvl / 3);
1977 power_desc[num].stat = A_CON;
1978 power_desc[num].fail = 9;
1979 power_desc[num++].number = -1;
1985 switch (p_ptr->prace)
1988 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1989 power_desc[num].level = 5;
1990 power_desc[num].cost = 5;
1991 power_desc[num].stat = A_WIS;
1992 power_desc[num].fail = 12;
1993 power_desc[num++].number = -1;
1996 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1997 power_desc[num].level = 10;
1998 power_desc[num].cost = 5;
1999 power_desc[num].stat = A_WIS;
2000 power_desc[num].fail = 10;
2001 power_desc[num++].number = -1;
2004 strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
2005 power_desc[num].level = 15;
2006 power_desc[num].cost = 10;
2007 power_desc[num].stat = A_INT;
2008 power_desc[num].fail = 10;
2009 power_desc[num++].number = -1;
2012 sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
2013 power_desc[num].level = 5;
2014 power_desc[num].cost = 5;
2015 power_desc[num].stat = A_INT;
2016 power_desc[num].fail = 12;
2017 power_desc[num++].number = -1;
2020 strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
2021 power_desc[num].level = 3;
2022 power_desc[num].cost = 5;
2023 power_desc[num].stat = A_WIS;
2024 power_desc[num].fail = warrior ? 5 : 10;
2025 power_desc[num++].number = -1;
2027 case RACE_HALF_TROLL:
2028 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2029 power_desc[num].level = 10;
2030 power_desc[num].cost = 12;
2031 power_desc[num].stat = A_STR;
2032 power_desc[num].fail = warrior ? 6 : 12;
2033 power_desc[num++].number = -1;
2035 case RACE_BARBARIAN:
2036 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2037 power_desc[num].level = 8;
2038 power_desc[num].cost = 10;
2039 power_desc[num].stat = A_STR;
2040 power_desc[num].fail = warrior ? 6 : 12;
2041 power_desc[num++].number = -1;
2044 strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
2045 power_desc[num].level = 30;
2046 power_desc[num].cost = 50;
2047 power_desc[num].stat = A_INT;
2048 power_desc[num].fail = 50;
2049 power_desc[num++].number = -1;
2051 strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
2052 power_desc[num].level = 40;
2053 power_desc[num].cost = 75;
2054 power_desc[num].stat = A_WIS;
2055 power_desc[num].fail = 50;
2056 power_desc[num++].number = -2;
2058 case RACE_HALF_OGRE:
2059 strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
2060 power_desc[num].level = 25;
2061 power_desc[num].cost = 35;
2062 power_desc[num].stat = A_INT;
2063 power_desc[num].fail = 15;
2064 power_desc[num++].number = -1;
2066 case RACE_HALF_GIANT:
2067 strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
2068 power_desc[num].level = 20;
2069 power_desc[num].cost = 10;
2070 power_desc[num].stat = A_STR;
2071 power_desc[num].fail = 12;
2072 power_desc[num++].number = -1;
2074 case RACE_HALF_TITAN:
2075 strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
2076 power_desc[num].level = 15;
2077 power_desc[num].cost = 10;
2078 power_desc[num].stat = A_INT;
2079 power_desc[num].fail = 12;
2080 power_desc[num++].number = -1;
2083 sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
2084 power_desc[num].level = 20;
2085 power_desc[num].cost = 15;
2086 power_desc[num].stat = A_STR;
2087 power_desc[num].fail = 12;
2088 power_desc[num++].number = -1;
2091 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2092 power_desc[num].level = 15;
2093 power_desc[num].cost = 15;
2094 power_desc[num].stat = A_WIS;
2095 power_desc[num].fail = 10;
2096 power_desc[num++].number = -1;
2099 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2100 power_desc[num].level = 4;
2101 power_desc[num].cost = 6;
2102 power_desc[num].stat = A_INT;
2103 power_desc[num].fail = 3;
2104 power_desc[num++].number = -1;
2107 sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
2108 power_desc[num].level = 9;
2109 power_desc[num].cost = 9;
2110 power_desc[num].stat = A_DEX;
2111 power_desc[num].fail = 14;
2112 power_desc[num++].number = -1;
2115 sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
2116 power_desc[num].level = 12;
2117 power_desc[num].cost = 8;
2118 power_desc[num].stat = A_DEX;
2119 power_desc[num].fail = 14;
2120 power_desc[num++].number = -1;
2123 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);
2124 power_desc[num].level = 2;
2125 power_desc[num].cost = 2;
2126 power_desc[num].stat = A_INT;
2127 power_desc[num].fail = 9;
2128 power_desc[num++].number = -1;
2130 case RACE_DRACONIAN:
2131 sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
2132 power_desc[num].level = 1;
2133 power_desc[num].cost = lvl;
2134 power_desc[num].stat = A_CON;
2135 power_desc[num].fail = 12;
2136 power_desc[num++].number = -1;
2138 case RACE_MIND_FLAYER:
2139 sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
2140 power_desc[num].level = 15;
2141 power_desc[num].cost = 12;
2142 power_desc[num].stat = A_INT;
2143 power_desc[num].fail = 14;
2144 power_desc[num++].number = -1;
2147 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);
2148 power_desc[num].level = 9;
2149 power_desc[num].cost = 15;
2150 power_desc[num].stat = A_WIS;
2151 power_desc[num].fail = 15;
2152 power_desc[num++].number = -1;
2155 strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
2156 power_desc[num].level = 20;
2157 power_desc[num].cost = 15;
2158 power_desc[num].stat = A_CON;
2159 power_desc[num].fail = 8;
2160 power_desc[num++].number = -1;
2164 strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
2165 power_desc[num].level = 30;
2166 power_desc[num].cost = 30;
2167 power_desc[num].stat = A_WIS;
2168 power_desc[num].fail = 18;
2169 power_desc[num++].number = -1;
2172 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2173 power_desc[num].level = 2;
2174 power_desc[num].cost = 1 + (lvl / 3);
2175 power_desc[num].stat = A_CON;
2176 power_desc[num].fail = 9;
2177 power_desc[num++].number = -1;
2180 strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
2181 power_desc[num].level = 12;
2182 power_desc[num].cost = 12;
2183 power_desc[num].stat = A_INT;
2184 power_desc[num].fail = 15;
2185 power_desc[num++].number = -1;
2188 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);
2189 power_desc[num].level = 15;
2190 power_desc[num].cost = 10+lvl/3;
2191 power_desc[num].stat = A_CON;
2192 power_desc[num].fail = 20;
2193 power_desc[num++].number = -1;
2196 strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
2197 power_desc[num].level = 20;
2198 power_desc[num].cost = 15;
2199 power_desc[num].stat = A_CHR;
2200 power_desc[num].fail = 8;
2201 power_desc[num++].number = -1;
2204 if (p_ptr->lev < 10)
2206 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
2207 power_desc[num].level = 1;
2208 power_desc[num].cost = 7;
2209 power_desc[num].fail = 8;
2211 else if (p_ptr->lev < 25)
2213 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
2214 power_desc[num].level = 10;
2215 power_desc[num].cost = 13;
2216 power_desc[num].fail = 10;
2218 else if (p_ptr->lev < 35)
2220 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
2221 power_desc[num].level = 25;
2222 power_desc[num].cost = 26;
2223 power_desc[num].fail = 12;
2225 else if (p_ptr->lev < 45)
2227 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
2228 power_desc[num].level = 35;
2229 power_desc[num].cost = 40;
2230 power_desc[num].fail = 15;
2234 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
2235 power_desc[num].level = 45;
2236 power_desc[num].cost = 60;
2237 power_desc[num].fail = 18;
2239 power_desc[num].stat = A_STR;
2240 power_desc[num++].number = -1;
2251 if (p_ptr->muta1 & MUT1_SPIT_ACID)
2253 strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
2254 power_desc[num].level = 9;
2255 power_desc[num].cost = 9;
2256 power_desc[num].stat = A_DEX;
2257 power_desc[num].fail = 15;
2258 power_desc[num++].number = MUT1_SPIT_ACID;
2261 if (p_ptr->muta1 & MUT1_BR_FIRE)
2263 strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
2264 power_desc[num].level = 20;
2265 power_desc[num].cost = lvl;
2266 power_desc[num].stat = A_CON;
2267 power_desc[num].fail = 18;
2268 power_desc[num++].number = MUT1_BR_FIRE;
2271 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
2273 strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
2274 power_desc[num].level = 12;
2275 power_desc[num].cost = 12;
2276 power_desc[num].stat = A_CHR;
2277 power_desc[num].fail = 18;
2278 power_desc[num++].number = MUT1_HYPN_GAZE;
2281 if (p_ptr->muta1 & MUT1_TELEKINES)
2283 strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
2284 power_desc[num].level = 9;
2285 power_desc[num].cost = 9;
2286 power_desc[num].stat = A_WIS;
2287 power_desc[num].fail = 14;
2288 power_desc[num++].number = MUT1_TELEKINES;
2291 if (p_ptr->muta1 & MUT1_VTELEPORT)
2293 strcpy(power_desc[num].name, _("テレポート", "Teleport"));
2294 power_desc[num].level = 7;
2295 power_desc[num].cost = 7;
2296 power_desc[num].stat = A_WIS;
2297 power_desc[num].fail = 15;
2298 power_desc[num++].number = MUT1_VTELEPORT;
2301 if (p_ptr->muta1 & MUT1_MIND_BLST)
2303 strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
2304 power_desc[num].level = 5;
2305 power_desc[num].cost = 3;
2306 power_desc[num].stat = A_WIS;
2307 power_desc[num].fail = 15;
2308 power_desc[num++].number = MUT1_MIND_BLST;
2311 if (p_ptr->muta1 & MUT1_RADIATION)
2313 strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
2314 power_desc[num].level = 15;
2315 power_desc[num].cost = 15;
2316 power_desc[num].stat = A_CON;
2317 power_desc[num].fail = 14;
2318 power_desc[num++].number = MUT1_RADIATION;
2321 if (p_ptr->muta1 & MUT1_VAMPIRISM)
2323 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2324 power_desc[num].level = 2;
2325 power_desc[num].cost = (1 + (lvl / 3));
2326 power_desc[num].stat = A_CON;
2327 power_desc[num].fail = 9;
2328 power_desc[num++].number = MUT1_VAMPIRISM;
2331 if (p_ptr->muta1 & MUT1_SMELL_MET)
2333 strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
2334 power_desc[num].level = 3;
2335 power_desc[num].cost = 2;
2336 power_desc[num].stat = A_INT;
2337 power_desc[num].fail = 12;
2338 power_desc[num++].number = MUT1_SMELL_MET;
2341 if (p_ptr->muta1 & MUT1_SMELL_MON)
2343 strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
2344 power_desc[num].level = 5;
2345 power_desc[num].cost = 4;
2346 power_desc[num].stat = A_INT;
2347 power_desc[num].fail = 15;
2348 power_desc[num++].number = MUT1_SMELL_MON;
2351 if (p_ptr->muta1 & MUT1_BLINK)
2353 strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
2354 power_desc[num].level = 3;
2355 power_desc[num].cost = 3;
2356 power_desc[num].stat = A_WIS;
2357 power_desc[num].fail = 12;
2358 power_desc[num++].number = MUT1_BLINK;
2361 if (p_ptr->muta1 & MUT1_EAT_ROCK)
2363 strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
2364 power_desc[num].level = 8;
2365 power_desc[num].cost = 12;
2366 power_desc[num].stat = A_CON;
2367 power_desc[num].fail = 18;
2368 power_desc[num++].number = MUT1_EAT_ROCK;
2371 if (p_ptr->muta1 & MUT1_SWAP_POS)
2373 strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
2374 power_desc[num].level = 15;
2375 power_desc[num].cost = 12;
2376 power_desc[num].stat = A_DEX;
2377 power_desc[num].fail = 16;
2378 power_desc[num++].number = MUT1_SWAP_POS;
2381 if (p_ptr->muta1 & MUT1_SHRIEK)
2383 strcpy(power_desc[num].name, _("叫び", "Shriek"));
2384 power_desc[num].level = 20;
2385 power_desc[num].cost = 14;
2386 power_desc[num].stat = A_CON;
2387 power_desc[num].fail = 16;
2388 power_desc[num++].number = MUT1_SHRIEK;
2391 if (p_ptr->muta1 & MUT1_ILLUMINE)
2393 strcpy(power_desc[num].name, _("照明", "Illuminate"));
2394 power_desc[num].level = 3;
2395 power_desc[num].cost = 2;
2396 power_desc[num].stat = A_INT;
2397 power_desc[num].fail = 10;
2398 power_desc[num++].number = MUT1_ILLUMINE;
2401 if (p_ptr->muta1 & MUT1_DET_CURSE)
2403 strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
2404 power_desc[num].level = 7;
2405 power_desc[num].cost = 14;
2406 power_desc[num].stat = A_WIS;
2407 power_desc[num].fail = 14;
2408 power_desc[num++].number = MUT1_DET_CURSE;
2411 if (p_ptr->muta1 & MUT1_BERSERK)
2413 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2414 power_desc[num].level = 8;
2415 power_desc[num].cost = 8;
2416 power_desc[num].stat = A_STR;
2417 power_desc[num].fail = 14;
2418 power_desc[num++].number = MUT1_BERSERK;
2421 if (p_ptr->muta1 & MUT1_POLYMORPH)
2423 strcpy(power_desc[num].name, _("変身", "Polymorph"));
2424 power_desc[num].level = 18;
2425 power_desc[num].cost = 20;
2426 power_desc[num].stat = A_CON;
2427 power_desc[num].fail = 18;
2428 power_desc[num++].number = MUT1_POLYMORPH;
2431 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
2433 strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
2434 power_desc[num].level = 10;
2435 power_desc[num].cost = 5;
2436 power_desc[num].stat = A_INT;
2437 power_desc[num].fail = 12;
2438 power_desc[num++].number = MUT1_MIDAS_TCH;
2441 if (p_ptr->muta1 & MUT1_GROW_MOLD)
2443 strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
2444 power_desc[num].level = 1;
2445 power_desc[num].cost = 6;
2446 power_desc[num].stat = A_CON;
2447 power_desc[num].fail = 14;
2448 power_desc[num++].number = MUT1_GROW_MOLD;
2451 if (p_ptr->muta1 & MUT1_RESIST)
2453 strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
2454 power_desc[num].level = 10;
2455 power_desc[num].cost = 12;
2456 power_desc[num].stat = A_CON;
2457 power_desc[num].fail = 12;
2458 power_desc[num++].number = MUT1_RESIST;
2461 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
2463 strcpy(power_desc[num].name, _("地震", "Earthquake"));
2464 power_desc[num].level = 12;
2465 power_desc[num].cost = 12;
2466 power_desc[num].stat = A_STR;
2467 power_desc[num].fail = 16;
2468 power_desc[num++].number = MUT1_EARTHQUAKE;
2471 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
2473 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
2474 power_desc[num].level = 17;
2475 power_desc[num].cost = 1;
2476 power_desc[num].stat = A_WIS;
2477 power_desc[num].fail = 15;
2478 power_desc[num++].number = MUT1_EAT_MAGIC;
2481 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
2483 strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
2484 power_desc[num].level = 6;
2485 power_desc[num].cost = 6;
2486 power_desc[num].stat = A_INT;
2487 power_desc[num].fail = 10;
2488 power_desc[num++].number = MUT1_WEIGH_MAG;
2491 if (p_ptr->muta1 & MUT1_STERILITY)
2493 strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
2494 power_desc[num].level = 12;
2495 power_desc[num].cost = 23;
2496 power_desc[num].stat = A_CHR;
2497 power_desc[num].fail = 15;
2498 power_desc[num++].number = MUT1_STERILITY;
2501 if (p_ptr->muta1 & MUT1_PANIC_HIT)
2503 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
2504 power_desc[num].level = 10;
2505 power_desc[num].cost = 12;
2506 power_desc[num].stat = A_DEX;
2507 power_desc[num].fail = 14;
2508 power_desc[num++].number = MUT1_PANIC_HIT;
2511 if (p_ptr->muta1 & MUT1_DAZZLE)
2513 strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
2514 power_desc[num].level = 7;
2515 power_desc[num].cost = 15;
2516 power_desc[num].stat = A_CHR;
2517 power_desc[num].fail = 8;
2518 power_desc[num++].number = MUT1_DAZZLE;
2521 if (p_ptr->muta1 & MUT1_LASER_EYE)
2523 strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
2524 power_desc[num].level = 7;
2525 power_desc[num].cost = 10;
2526 power_desc[num].stat = A_WIS;
2527 power_desc[num].fail = 9;
2528 power_desc[num++].number = MUT1_LASER_EYE;
2531 if (p_ptr->muta1 & MUT1_RECALL)
2533 strcpy(power_desc[num].name, _("帰還", "Recall"));
2534 power_desc[num].level = 17;
2535 power_desc[num].cost = 50;
2536 power_desc[num].stat = A_INT;
2537 power_desc[num].fail = 16;
2538 power_desc[num++].number = MUT1_RECALL;
2541 if (p_ptr->muta1 & MUT1_BANISH)
2543 strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
2544 power_desc[num].level = 25;
2545 power_desc[num].cost = 25;
2546 power_desc[num].stat = A_WIS;
2547 power_desc[num].fail = 18;
2548 power_desc[num++].number = MUT1_BANISH;
2551 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
2553 strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
2554 power_desc[num].level = 2;
2555 power_desc[num].cost = 2;
2556 power_desc[num].stat = A_CON;
2557 power_desc[num].fail = 11;
2558 power_desc[num++].number = MUT1_COLD_TOUCH;
2561 if (p_ptr->muta1 & MUT1_LAUNCHER)
2563 strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
2564 power_desc[num].level = 1;
2565 power_desc[num].cost = lvl;
2566 power_desc[num].stat = A_STR;
2567 power_desc[num].fail = 6;
2568 /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
2569 power_desc[num++].number = 3;
2573 /* Nothing chosen yet */
2579 /* Build a prompt */
2580 (void) strnfmt(out_val, 78,
2581 _("(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? "),
2582 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
2585 if (!repeat_pull(&i) || i<0 || i>=num) {
2586 #endif /* ALLOW_REPEAT */
2587 if (use_menu) screen_save();
2588 /* Get a spell from the user */
2590 choice = (always_show_list || use_menu) ? ESCAPE:1;
2593 if( choice==ESCAPE ) choice = ' ';
2594 else if( !get_com(out_val, &choice, FALSE) )break;
2596 if (use_menu && choice != ' ')
2603 p_ptr->energy_use = 0;
2611 menu_line += (num - 1);
2632 else if (menu_line+18 <= num)
2646 if (menu_line > num) menu_line -= num;
2648 /* Request redraw */
2649 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
2652 if (!redraw || use_menu)
2665 /* Save the screen */
2666 if (!use_menu) screen_save();
2668 /* Print header(s) */
2670 prt(_(" Lv MP 失率", " Lv Cost Fail"), y++, x);
2672 prt(_(" Lv MP 失率 Lv MP 失率",
2673 " Lv Cost Fail Lv Cost Fail"), y++, x);
2679 x1 = ((ctr < 18) ? x : x + 40);
2680 y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
2684 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " > "));
2685 else strcpy(dummy, " ");
2689 /* letter/number for power selection */
2693 letter = '0' + ctr - 26;
2694 sprintf(dummy, " %c) ",letter);
2696 strcat(dummy, format("%-23.23s %2d %4d %3d%%",
2697 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
2698 100 - racial_chance(&power_desc[ctr])));
2710 /* Restore the screen */
2720 if (choice == '\r' && num == 1)
2725 if (isalpha(choice))
2728 ask = (isupper(choice));
2731 if (ask) choice = (char)tolower(choice);
2733 /* Extract request */
2734 i = (islower(choice) ? A2I(choice) : -1);
2738 ask = FALSE; /* Can't uppercase digits */
2740 i = choice - '0' + 26;
2744 /* Totally Illegal */
2745 if ((i < 0) || (i >= num))
2757 (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
2759 /* Belay that order */
2760 if (!get_check(tmp_val)) continue;
2767 /* Restore the screen */
2768 if (redraw) screen_load();
2770 /* Abort if needed */
2773 p_ptr->energy_use = 0;
2778 } /*if (!repeat_pull(&i) || ...)*/
2779 #endif /* ALLOW_REPEAT */
2780 switch (racial_aux(&power_desc[i]))
2783 if (power_desc[i].number < 0)
2784 cast = cmd_racial_power_aux(power_desc[i].number);
2786 cast = mutation_power_aux(power_desc[i].number);
2800 int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2802 /* If mana is not enough, player consumes hit point! */
2803 if (p_ptr->csp < actual_racial_cost)
2805 actual_racial_cost -= p_ptr->csp;
2807 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2809 else p_ptr->csp -= actual_racial_cost;
2811 /* Redraw mana and hp */
2812 p_ptr->redraw |= (PR_HP | PR_MANA);
2815 p_ptr->window |= (PW_PLAYER | PW_SPELL);
2818 else p_ptr->energy_use = 0;