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"
23 * @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'.
24 * Hook to determine if an object is contertible in an arrow/bolt
25 * @return 製造を実際に行ったらTRUE、キャンセルしたらFALSEを返す
27 static bool do_cmd_archer(void)
36 GAME_TEXT o_name[MAX_NLEN];
41 sprintf(com, _("[S]弾, [A]矢, [B]クロスボウの矢 :", "Create [S]hots, Create [A]rrow or Create [B]olt ?"));
42 else if(p_ptr->lev >= 10)
43 sprintf(com, _("[S]弾, [A]矢:", "Create [S]hots or Create [A]rrow ?"));
45 sprintf(com, _("[S]弾:", "Create [S]hots ?"));
49 msg_print(_("混乱してる!", "You are too confused!"));
55 msg_print(_("目が見えない!", "You are blind!"));
61 if (!get_com(com, &ch, TRUE))
65 if (ch == 'S' || ch == 's')
70 if ((ch == 'A' || ch == 'a')&&(p_ptr->lev >= 10))
75 if ((ch == 'B' || ch == 'b')&&(p_ptr->lev >= 20))
82 /**********Create shots*********/
89 if (!get_rep_dir(&dir, FALSE)) return FALSE;
90 y = p_ptr->y + ddy[dir];
91 x = p_ptr->x + ddx[dir];
94 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_CAN_DIG))
96 msg_print(_("そこには岩石がない。", "You need pile of rubble."));
99 else if (!cave_have_flag_grid(c_ptr, FF_CAN_DIG) || !cave_have_flag_grid(c_ptr, FF_HURT_ROCK))
101 msg_print(_("硬すぎて崩せなかった。", "You failed to make ammo."));
108 /* Hack -- Give the player some small firestones */
109 object_prep(q_ptr, lookup_kind(TV_SHOT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
110 q_ptr->number = (byte)rand_range(15,30);
113 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
114 q_ptr->discount = 99;
116 slot = inven_carry(q_ptr);
118 object_desc(o_name, q_ptr, 0);
119 msg_format(_("%sを作った。", "You make some ammo."), o_name);
121 /* Auto-inscription */
122 if (slot >= 0) autopick_alter_item(slot, FALSE);
124 /* Destroy the wall */
125 cave_alter_feat(y, x, FF_HURT_ROCK);
127 p_ptr->update |= (PU_FLOW);
130 /**********Create arrows*********/
137 item_tester_hook = item_tester_hook_convertible;
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 q_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
142 if (!q_ptr) return FALSE;
146 /* Hack -- Give the player some small firestones */
147 object_prep(q_ptr, lookup_kind(TV_ARROW, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+ 1));
148 q_ptr->number = (byte)rand_range(5, 10);
151 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
153 q_ptr->discount = 99;
155 object_desc(o_name, q_ptr, 0);
156 msg_format(_("%sを作った。", "You make some ammo."), o_name);
160 inven_item_increase(item, -1);
161 inven_item_describe(item);
162 inven_item_optimize(item);
166 floor_item_increase(0 - item, -1);
167 floor_item_describe(0 - item);
168 floor_item_optimize(0 - item);
171 slot = inven_carry(q_ptr);
173 /* Auto-inscription */
174 if (slot >= 0) autopick_alter_item(slot, FALSE);
176 /**********Create bolts*********/
183 item_tester_hook = item_tester_hook_convertible;
185 q = _("どのアイテムから作りますか? ", "Convert which item? ");
186 s = _("材料を持っていない。", "You have no item to convert.");
188 q_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
189 if (!q_ptr) return FALSE;
193 /* Hack -- Give the player some small firestones */
194 object_prep(q_ptr, lookup_kind(TV_BOLT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+1));
195 q_ptr->number = (byte)rand_range(4, 8);
198 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
200 q_ptr->discount = 99;
202 object_desc(o_name, q_ptr, 0);
203 msg_format(_("%sを作った。", "You make some ammo."), o_name);
207 inven_item_increase(item, -1);
208 inven_item_describe(item);
209 inven_item_optimize(item);
213 floor_item_increase(0 - item, -1);
214 floor_item_describe(0 - item);
215 floor_item_optimize(0 - item);
218 slot = inven_carry(q_ptr);
220 /* Auto-inscription */
221 if (slot >= 0) autopick_alter_item(slot, FALSE);
227 * @brief 魔道具術師の魔力取り込み処理
228 * @return 取り込みを実行したらTRUE、キャンセルしたらFALSEを返す
230 bool gain_magic(void)
233 PARAMETER_VALUE pval;
237 GAME_TEXT o_name[MAX_NLEN];
239 /* Only accept legal items */
240 item_tester_hook = item_tester_hook_recharge;
242 q = _("どのアイテムの魔力を取り込みますか? ", "Gain power of which item? ");
243 s = _("魔力を取り込めるアイテムがない。", "You have nothing to gain power.");
245 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
246 if (!o_ptr) return (FALSE);
248 if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
250 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."));
254 if (!object_is_known(o_ptr))
256 msg_print(_("鑑定されていないと取り込めない。", "You need to identify before absorbing."));
262 msg_print(_("充填中のアイテムは取り込めない。", "This item is still charging."));
267 if (o_ptr->tval == TV_ROD)
269 else if (o_ptr->tval == TV_WAND)
272 if (o_ptr->tval == TV_ROD)
274 p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)o_ptr->number;
275 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
280 for (num = o_ptr->number; num; num--)
283 if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
284 if (p_ptr->magic_num2[o_ptr->sval + ext])
287 gain_num = (gain_num/3 + randint0(gain_num/3)) / 256;
288 if (gain_num < 1) gain_num = 1;
290 p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)gain_num;
291 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
292 p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
293 if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
294 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;
295 if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
299 object_desc(o_name, o_ptr, 0);
300 msg_format(_("%sの魔力を取り込んだ。", "You absorb magic of %s."), o_name);
302 /* Eliminate the item (from the pack) */
305 inven_item_increase(item, -999);
306 inven_item_describe(item);
307 inven_item_optimize(item);
310 /* Eliminate the item (from the floor) */
313 floor_item_increase(0 - item, -999);
314 floor_item_describe(0 - item);
315 floor_item_optimize(0 - item);
317 p_ptr->energy_use = 100;
322 * @brief 魔法系コマンドを実行できるかの判定を返す
323 * @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。
325 static bool can_do_cmd_cast(void)
327 if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
329 msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
333 else if (p_ptr->anti_magic)
335 msg_print(_("反魔法バリアが魔法を邪魔した!", "An anti-magic shell disrupts your magic!"));
338 else if (p_ptr->shero)
340 msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
349 * @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。
351 static bool choose_kamae(void)
360 msg_print(_("混乱していて構えられない!", "Too confused."));
364 prt(_(" a) 構えをとく", " a) No form"), 2, 20);
366 for (i = 0; i < MAX_KAMAE; i++)
368 if (p_ptr->lev >= kamae_shurui[i].min_level)
370 sprintf(buf," %c) %-12s %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
376 prt(_(" どの構えをとりますか?", " Choose Form: "), 1, 14);
382 if (choice == ESCAPE)
387 else if ((choice == 'a') || (choice == 'A'))
389 if (p_ptr->action == ACTION_KAMAE)
391 set_action(ACTION_NONE);
394 msg_print(_("もともと構えていない。", "You are not assuming a posture."));
398 else if ((choice == 'b') || (choice == 'B'))
403 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
408 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
413 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
419 set_action(ACTION_KAMAE);
421 if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
423 msg_print(_("構え直した。", "You reassume a posture."));
427 p_ptr->special_defense &= ~(KAMAE_MASK);
428 p_ptr->update |= (PU_BONUS);
429 p_ptr->redraw |= (PR_STATE);
430 msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
431 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
433 p_ptr->redraw |= PR_STATE;
440 * @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。
442 static bool choose_kata(void)
451 msg_print(_("混乱していて構えられない!", "Too confused."));
457 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
463 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
467 prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
469 for (i = 0; i < MAX_KATA; i++)
471 if (p_ptr->lev >= kata_shurui[i].min_level)
473 sprintf(buf,_(" %c) %sの型 %s", " %c) Form of %-12s %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
479 prt(_(" どの型で構えますか?", " Choose Form: "), 1, 14);
485 if (choice == ESCAPE)
490 else if ((choice == 'a') || (choice == 'A'))
492 if (p_ptr->action == ACTION_KATA)
494 set_action(ACTION_NONE);
497 msg_print(_("もともと構えていない。", "You are not assuming posture."));
501 else if ((choice == 'b') || (choice == 'B'))
506 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
511 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
516 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
522 set_action(ACTION_KATA);
524 if (p_ptr->special_defense & (KATA_IAI << new_kata))
526 msg_print(_("構え直した。", "You reassume a posture."));
530 p_ptr->special_defense &= ~(KATA_MASK);
531 p_ptr->update |= (PU_BONUS);
532 p_ptr->update |= (PU_MONSTERS);
533 msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
534 p_ptr->special_defense |= (KATA_IAI << new_kata);
536 p_ptr->redraw |= (PR_STATE);
537 p_ptr->redraw |= (PR_STATUS);
544 * @brief レイシャル・パワー情報のtypedef
546 typedef struct power_desc_type power_desc_type;
549 * @brief レイシャル・パワー情報の構造体定義
551 struct power_desc_type
553 GAME_TEXT name[MAX_NLEN]; //!<レイシャル名
554 PLAYER_LEVEL level; //!<体得レベル
563 * @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
564 * @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
567 static PERCENTAGE racial_chance(power_desc_type *pd_ptr)
569 PLAYER_LEVEL min_level = pd_ptr->level;
570 int difficulty = pd_ptr->fail;
575 int stat = p_ptr->stat_cur[pd_ptr->stat];
577 /* No chance for success */
578 if ((p_ptr->lev < min_level) || p_ptr->confused)
583 if (difficulty == 0) return 100;
585 /* Calculate difficulty */
588 difficulty += p_ptr->stun;
590 else if (p_ptr->lev > min_level)
592 int lev_adj = ((p_ptr->lev - min_level) / 3);
593 if (lev_adj > 10) lev_adj = 10;
594 difficulty -= lev_adj;
597 if (difficulty < 5) difficulty = 5;
599 /* We only need halfs of the difficulty */
600 difficulty = difficulty / 2;
602 for (i = 1; i <= stat; i++)
604 val = i - difficulty;
606 sum += (val <= difficulty) ? val : difficulty;
612 return (((sum * 100) / difficulty) / stat);
616 static int racial_cost;
619 * @brief レイシャル・パワーの発動の判定処理
620 * @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 * 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。
623 * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
625 static int racial_aux(power_desc_type *pd_ptr)
627 PLAYER_LEVEL min_level = pd_ptr->level;
628 int use_stat = pd_ptr->stat;
629 int difficulty = pd_ptr->fail;
632 racial_cost = pd_ptr->cost;
634 /* Not enough mana - use hp */
635 if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
637 /* Power is not available yet */
638 if (p_ptr->lev < min_level)
640 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。",
641 "You need to attain level %d to use this power."), min_level);
643 p_ptr->energy_use = 0;
648 else if (p_ptr->confused)
650 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."));
651 p_ptr->energy_use = 0;
656 else if (p_ptr->chp < use_hp)
658 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? ")))
660 p_ptr->energy_use = 0;
665 /* Else attempt to do it! */
671 difficulty += p_ptr->stun;
673 else if (p_ptr->lev > min_level)
675 int lev_adj = ((p_ptr->lev - min_level) / 3);
676 if (lev_adj > 10) lev_adj = 10;
677 difficulty -= lev_adj;
680 if (difficulty < 5) difficulty = 5;
683 /* take time and pay the price */
684 p_ptr->energy_use = 100;
687 if (randint1(p_ptr->stat_cur[use_stat]) >= ((difficulty / 2) + randint1(difficulty / 2)))
692 if (flush_failure) flush();
693 msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
700 * @brief レイシャル・パワー発動処理
701 * @param command 発動するレイシャルのID
702 * @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。
704 static bool cmd_racial_power_aux(s32b command)
706 PLAYER_LEVEL plev = p_ptr->lev;
711 switch (p_ptr->pclass)
715 POSITION y = 0, x = 0;
719 for (i = 0; i < A_MAX; i++)
722 y = p_ptr->y + ddy_ddd[dir];
723 x = p_ptr->x + ddx_ddd[dir];
726 /* Hack -- attack monsters */
731 msg_print(_("攻撃が空をきった。", "You attack the empty air."));
736 case CLASS_HIGH_MAGE:
737 if (p_ptr->realm1 == REALM_HEX)
739 bool retval = stop_hex_spell();
740 if (retval) p_ptr->energy_use = 10;
744 /* case CLASS_HIGH_MAGE: */
747 if (!eat_magic(p_ptr->lev * 2)) return FALSE;
752 if (is_good_realm(p_ptr->realm1))
754 if (!bless_weapon()) return FALSE;
758 (void)dispel_monsters(plev * 4);
759 turn_monsters(plev * 4);
760 banish_monsters(plev * 4);
766 if(!panic_hit()) return FALSE;
772 msg_print(_("敵を調査した...", "You examine your foes..."));
778 if (!get_aim_dir(&dir)) return FALSE;
779 fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
783 case CLASS_WARRIOR_MAGE:
787 int gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev, _("HPからMPへの無謀な変換", "thoughtless convertion from HP to SP"), -1) / 5;
790 p_ptr->csp += gain_sp;
791 if (p_ptr->csp > p_ptr->msp)
793 p_ptr->csp = p_ptr->msp;
799 msg_print(_("変換に失敗した。", "You failed to convert."));
802 else if (command == -4)
804 if (p_ptr->csp >= p_ptr->lev / 5)
806 p_ptr->csp -= p_ptr->lev / 5;
807 hp_player(p_ptr->lev);
811 msg_print(_("変換に失敗した。", "You failed to convert."));
815 /* Redraw mana and hp */
816 p_ptr->redraw |= (PR_HP | PR_MANA);
820 case CLASS_CHAOS_WARRIOR:
822 msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
823 slow_monsters(p_ptr->lev);
824 stun_monsters(p_ptr->lev * 4);
825 confuse_monsters(p_ptr->lev * 4);
826 turn_monsters(p_ptr->lev * 4);
827 stasis_monsters(p_ptr->lev * 4);
832 if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
834 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
839 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
845 if (!choose_kamae()) return FALSE;
846 p_ptr->update |= (PU_BONUS);
848 else if (command == -4)
852 if (!get_rep_dir(&dir, FALSE)) return FALSE;
853 y = p_ptr->y + ddy[dir];
854 x = p_ptr->x + ddx[dir];
855 if (cave[y][x].m_idx)
858 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!!!",
859 "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
861 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!!!",
862 "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
865 if (cave[y][x].m_idx)
870 p_ptr->energy_need += ENERGY_NEED();
874 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"));
880 case CLASS_MINDCRAFTER:
881 case CLASS_FORCETRAINER:
885 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."));
888 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
890 p_ptr->csp += (3 + p_ptr->lev/20);
891 if (p_ptr->csp >= p_ptr->msp)
893 p_ptr->csp = p_ptr->msp;
896 p_ptr->redraw |= (PR_MANA);
903 if (!get_aim_dir(&dir)) return FALSE;
905 fire_beam(GF_PHOTO, dir, 1);
907 else if (command == -4)
909 if (!identify_fully(FALSE)) return FALSE;
916 if (!do_cmd_mane(TRUE)) return FALSE;
919 case CLASS_BEASTMASTER:
923 if (!get_aim_dir(&dir)) return FALSE;
924 (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
926 else if (command == -4)
928 project_all_los(GF_CHARM_LIVING, p_ptr->lev);
934 if (!do_cmd_archer()) return FALSE;
937 case CLASS_MAGIC_EATER:
940 if (!gain_magic()) return FALSE;
941 } else if (command == -4) {
942 if (!can_do_cmd_cast()) return FALSE;
943 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
949 /* Singing is already stopped */
950 if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
953 p_ptr->energy_use = 10;
958 if (!can_do_cmd_cast()) return FALSE;
962 if (!p_ptr->paralyzed && can_do_cmd_cast())
970 int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
974 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."));
977 if (p_ptr->special_defense & KATA_MASK)
979 msg_print(_("今は構えに集中している。", "You need concentration on your form."));
982 msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
984 p_ptr->csp += p_ptr->msp / 2;
985 if (p_ptr->csp >= max_csp)
987 p_ptr->csp = max_csp;
990 p_ptr->redraw |= (PR_MANA);
992 else if (command == -4)
994 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
996 msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
999 if (!choose_kata()) return FALSE;
1000 p_ptr->update |= (PU_BONUS);
1004 case CLASS_BLUE_MAGE:
1006 if (p_ptr->action == ACTION_LEARN)
1008 set_action(ACTION_NONE);
1012 set_action(ACTION_LEARN);
1014 p_ptr->energy_use = 0;
1019 GAME_TEXT m_name[MAX_NLEN];
1020 monster_type *m_ptr;
1021 monster_race *r_ptr;
1026 msg_print(_("今は乗馬中だ。", "You ARE riding."));
1029 if (!do_riding(TRUE)) return TRUE;
1030 m_ptr = &m_list[p_ptr->riding];
1031 r_ptr = &r_info[m_ptr->r_idx];
1032 monster_desc(m_name, m_ptr, 0);
1033 msg_format(_("%sに乗った。", "You ride on %s."),m_name);
1034 if (is_pet(m_ptr)) break;
1035 rlev = r_ptr->level;
1036 if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
1037 if (rlev > 60) rlev = 60+(rlev-60)/2;
1038 if ((randint1(p_ptr->skill_exp[GINOU_RIDING] / 120 + p_ptr->lev * 2 / 3) > rlev)
1039 && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle
1040 && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
1041 && (rlev < p_ptr->lev * 3 / 2 + randint0(p_ptr->lev / 5)))
1043 msg_format(_("%sを手なずけた。", "You tame %s."),m_name);
1048 msg_format(_("%sに振り落とされた!", "You have thrown off by %s."),m_name);
1052 /* 落馬処理に失敗してもとにかく乗馬解除 */
1057 case CLASS_BERSERKER:
1059 if (!recall_player(p_ptr, randint0(21) + 15)) return FALSE;
1064 if (p_ptr->lev > 29)
1066 if (!identify_fully(TRUE)) return FALSE;
1070 if (!ident_spell(TRUE)) return FALSE;
1074 case CLASS_MIRROR_MASTER:
1078 /* Explode all mirrors */
1079 remove_all_mirrors(TRUE);
1081 else if (command == -4)
1085 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."));
1088 if (is_mirror_grid(&cave[p_ptr->y][p_ptr->x]))
1090 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
1092 p_ptr->csp += (5 + p_ptr->lev * p_ptr->lev / 100);
1093 if (p_ptr->csp >= p_ptr->msp)
1095 p_ptr->csp = p_ptr->msp;
1096 p_ptr->csp_frac = 0;
1098 p_ptr->redraw |= (PR_MANA);
1102 msg_print(_("鏡の上でないと集中できない!", "Here are not any mirrors!"));
1109 if (p_ptr->action == ACTION_HAYAGAKE)
1111 set_action(ACTION_NONE);
1115 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
1116 feature_type *f_ptr = &f_info[c_ptr->feat];
1118 if (!have_flag(f_ptr->flags, FF_PROJECT) ||
1119 (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
1121 msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
1125 set_action(ACTION_HAYAGAKE);
1130 p_ptr->energy_use = 0;
1136 else if (p_ptr->mimic_form)
1138 switch (p_ptr->mimic_form)
1141 case MIMIC_DEMON_LORD:
1143 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1144 if (!get_aim_dir(&dir)) return FALSE;
1146 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."),((type == GF_NETHER) ? _("地獄", "nether") : _("火炎", "fire")));
1147 fire_breath(type, dir, plev * 3, (plev / 15) + 1);
1159 switch (p_ptr->prace)
1162 msg_print(_("周囲を調べた。", "You examine your surroundings."));
1163 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1164 (void)detect_doors(DETECT_RAD_DEFAULT);
1165 (void)detect_stairs(DETECT_RAD_DEFAULT);
1174 /* Create the food ration */
1175 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
1177 /* Drop the object from heaven */
1178 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
1179 msg_print(_("食事を料理して作った。", "You cook some food."));
1184 msg_print(_("パッ!", "Blink!"));
1185 teleport_player(10, 0L);
1189 msg_print(_("勇気を出した。", "You play tough."));
1190 (void)set_afraid(0);
1193 case RACE_HALF_TROLL:
1194 msg_print(_("うがぁぁ!", "RAAAGH!"));
1195 (void)berserk(10 + randint1(plev));
1201 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
1204 else if (command == -2)
1206 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..."));
1208 (void)true_healing(0);
1209 (void)restore_all_status();
1210 (void)restore_level();
1214 case RACE_BARBARIAN:
1215 msg_print(_("うぉぉおお!", "Raaagh!"));
1216 (void)berserk(10 + randint1(plev));
1219 case RACE_HALF_OGRE:
1220 msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
1224 case RACE_HALF_GIANT:
1225 if (!get_aim_dir(&dir)) return FALSE;
1226 (void)wall_to_mud(dir, 20 + randint1(30));
1229 case RACE_HALF_TITAN:
1230 msg_print(_("敵を調査した...", "You examine your foes..."));
1235 if (!get_aim_dir(&dir)) return FALSE;
1236 msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
1237 fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
1241 if (!get_aim_dir(&dir)) return FALSE;
1243 msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
1244 (void)fear_monster(dir, plev);
1248 if (!get_aim_dir(&dir)) return FALSE;
1250 msg_print(_("酸を吐いた。", "You spit acid."));
1251 if (plev < 25) fire_bolt(GF_ACID, dir, plev);
1252 else fire_ball(GF_ACID, dir, plev, 2);
1256 if (!get_aim_dir(&dir)) return FALSE;
1257 msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
1258 fire_bolt(GF_POIS, dir, plev);
1262 msg_print(_("周囲を調査した。", "You examine your surroundings."));
1263 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1264 (void)detect_doors(DETECT_RAD_DEFAULT);
1265 (void)detect_stairs(DETECT_RAD_DEFAULT);
1269 if (!get_aim_dir(&dir)) return FALSE;
1270 msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
1271 fire_bolt_or_beam(10, GF_MISSILE, dir,
1272 damroll(3 + ((plev - 1) / 5), 4));
1275 case RACE_DRACONIAN:
1277 int Type = (one_in_(3) ? GF_COLD : GF_FIRE);
1278 concptr Type_desc = ((Type == GF_COLD) ? _("冷気", "cold") : _("炎", "fire"));
1280 if (!get_aim_dir(&dir)) return FALSE;
1282 if (randint1(100) < plev)
1284 switch (p_ptr->pclass)
1287 case CLASS_BERSERKER:
1290 case CLASS_IMITATOR:
1296 Type_desc = _("エレメント", "the elements");
1301 Type_desc = _("破片", "shards");
1305 case CLASS_WARRIOR_MAGE:
1306 case CLASS_HIGH_MAGE:
1307 case CLASS_SORCERER:
1308 case CLASS_MAGIC_EATER:
1309 case CLASS_RED_MAGE:
1310 case CLASS_BLUE_MAGE:
1311 case CLASS_MIRROR_MASTER:
1315 Type_desc = _("魔力", "mana");
1319 Type = GF_DISENCHANT;
1320 Type_desc = _("劣化", "disenchantment");
1323 case CLASS_CHAOS_WARRIOR:
1326 Type = GF_CONFUSION;
1327 Type_desc = _("混乱", "confusion");
1332 Type_desc = _("カオス", "chaos");
1337 case CLASS_FORCETRAINER:
1340 Type = GF_CONFUSION;
1341 Type_desc = _("混乱", "confusion");
1346 Type_desc = _("轟音", "sound");
1349 case CLASS_MINDCRAFTER:
1352 Type = GF_CONFUSION;
1353 Type_desc = _("混乱", "confusion");
1358 Type_desc = _("精神エネルギー", "mental energy");
1365 Type = GF_HELL_FIRE;
1366 Type_desc = _("地獄の劫火", "hellfire");
1370 Type = GF_HOLY_FIRE;
1371 Type_desc = _("聖なる炎", "holy fire");
1379 Type_desc = _("暗黒", "darkness");
1384 Type_desc = _("毒", "poison");
1391 Type_desc = _("轟音", "sound");
1395 Type = GF_CONFUSION;
1396 Type_desc = _("混乱", "confusion");
1403 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
1405 fire_breath(Type, dir, plev * 2, (plev / 15) + 1);
1409 case RACE_MIND_FLAYER:
1410 if (!get_aim_dir(&dir)) return FALSE;
1411 msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
1412 fire_bolt(GF_PSI, dir, plev);
1416 if (!get_aim_dir(&dir)) return FALSE;
1419 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
1420 fire_ball(GF_FIRE, dir, plev, 2);
1424 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
1425 fire_bolt(GF_FIRE, dir, plev);
1430 (void)set_shield(randint1(20) + 30, FALSE);
1435 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."));
1436 (void)restore_level();
1444 if (!get_aim_dir(&dir)) return FALSE;
1446 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!"));
1447 (void)fear_monster(dir, plev);
1451 msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
1452 if (plev < 25) sleep_monsters_touch();
1453 else (void)sleep_monsters(plev);
1458 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1459 if (!get_aim_dir(&dir)) return FALSE;
1461 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."),((type == GF_NETHER) ? _("地獄", "nether") : _("火炎", "fire")));
1462 fire_breath(type, dir, plev * 3, (plev / 15) + 1);
1467 (void)set_tsubureru(randint1(20) + 30, FALSE);
1471 if (!get_aim_dir(&dir)) return FALSE;
1474 msg_print(_("レイガンを発射した。", "You fire your ray gun."));
1475 fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
1479 msg_print(_("ブラスターを発射した。", "You fire your blaster."));
1480 fire_bolt(GF_MISSILE, dir, plev);
1484 msg_print(_("バズーカを発射した。", "You fire your bazooka."));
1485 fire_ball(GF_MISSILE, dir, plev * 2, 2);
1489 msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon."));
1490 fire_beam(GF_MISSILE, dir, plev * 2);
1494 msg_print(_("ロケットを発射した。", "You fire a rocket."));
1495 fire_rocket(GF_ROCKET, dir, plev * 5, 2);
1500 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."));
1501 p_ptr->energy_use = 0;
1508 * @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
1511 void do_cmd_racial_power(void)
1513 power_desc_type power_desc[36];
1517 PLAYER_LEVEL lvl = p_ptr->lev;
1518 bool flag, redraw, cast = FALSE;
1519 bool warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
1522 int menu_line = (use_menu ? 1 : 0);
1524 if (p_ptr->wild_mode) return;
1526 for (num = 0; num < 36; num++)
1528 strcpy(power_desc[num].name, "");
1529 power_desc[num].number = 0;
1534 if (p_ptr->confused)
1536 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!"));
1537 p_ptr->energy_use = 0;
1541 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
1543 set_action(ACTION_NONE);
1546 switch (p_ptr->pclass)
1550 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
1551 power_desc[num].level = 40;
1552 power_desc[num].cost = 75;
1553 power_desc[num].stat = A_DEX;
1554 power_desc[num].fail = 35;
1555 power_desc[num++].number = -3;
1558 case CLASS_HIGH_MAGE:
1559 if (p_ptr->realm1 == REALM_HEX)
1561 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
1562 power_desc[num].level = 1;
1563 power_desc[num].cost = 0;
1564 power_desc[num].stat = A_INT;
1565 power_desc[num].fail = 0;
1566 power_desc[num++].number = -3;
1570 /* case CLASS_HIGH_MAGE: */
1571 case CLASS_SORCERER:
1573 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1574 power_desc[num].level = 25;
1575 power_desc[num].cost = 1;
1576 power_desc[num].stat = A_INT;
1577 power_desc[num].fail = 25;
1578 power_desc[num++].number = -3;
1583 if (is_good_realm(p_ptr->realm1))
1585 strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
1586 power_desc[num].level = 35;
1587 power_desc[num].cost = 70;
1588 power_desc[num].stat = A_WIS;
1589 power_desc[num].fail = 50;
1590 power_desc[num++].number = -3;
1594 strcpy(power_desc[num].name, _("召魂", "Evocation"));
1595 power_desc[num].level = 42;
1596 power_desc[num].cost = 40;
1597 power_desc[num].stat = A_WIS;
1598 power_desc[num].fail = 35;
1599 power_desc[num++].number = -3;
1605 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
1606 power_desc[num].level = 8;
1607 power_desc[num].cost = 12;
1608 power_desc[num].stat = A_DEX;
1609 power_desc[num].fail = 14;
1610 power_desc[num++].number = -3;
1616 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
1617 power_desc[num].level = 15;
1618 power_desc[num].cost = 20;
1619 power_desc[num].stat = A_INT;
1620 power_desc[num].fail = 12;
1621 power_desc[num++].number = -3;
1626 if (is_good_realm(p_ptr->realm1))
1628 strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
1629 power_desc[num].level = 30;
1630 power_desc[num].cost = 30;
1631 power_desc[num].stat = A_WIS;
1632 power_desc[num].fail = 30;
1633 power_desc[num++].number = -3;
1637 strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
1638 power_desc[num].level = 30;
1639 power_desc[num].cost = 30;
1640 power_desc[num].stat = A_WIS;
1641 power_desc[num].fail = 30;
1642 power_desc[num++].number = -3;
1646 case CLASS_WARRIOR_MAGE:
1648 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
1649 power_desc[num].level = 25;
1650 power_desc[num].cost = 0;
1651 power_desc[num].stat = A_INT;
1652 power_desc[num].fail = 10;
1653 power_desc[num++].number = -3;
1655 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
1656 power_desc[num].level = 25;
1657 power_desc[num].cost = 0;
1658 power_desc[num].stat = A_INT;
1659 power_desc[num].fail = 10;
1660 power_desc[num++].number = -4;
1663 case CLASS_CHAOS_WARRIOR:
1665 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
1666 power_desc[num].level = 40;
1667 power_desc[num].cost = 50;
1668 power_desc[num].stat = A_INT;
1669 power_desc[num].fail = 25;
1670 power_desc[num++].number = -3;
1675 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
1676 power_desc[num].level = 25;
1677 power_desc[num].cost = 0;
1678 power_desc[num].stat = A_DEX;
1679 power_desc[num].fail = 0;
1680 power_desc[num++].number = -3;
1682 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
1683 power_desc[num].level = 30;
1684 power_desc[num].cost = 30;
1685 power_desc[num].stat = A_STR;
1686 power_desc[num].fail = 20;
1687 power_desc[num++].number = -4;
1690 case CLASS_MINDCRAFTER:
1691 case CLASS_FORCETRAINER:
1693 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1694 power_desc[num].level = 15;
1695 power_desc[num].cost = 0;
1696 power_desc[num].stat = A_WIS;
1697 power_desc[num].fail = 10;
1698 power_desc[num++].number = -3;
1703 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1704 power_desc[num].level = 1;
1705 power_desc[num].cost = 0;
1706 power_desc[num].stat = A_DEX;
1707 power_desc[num].fail = 0;
1708 power_desc[num++].number = -3;
1710 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1711 power_desc[num].level = 25;
1712 power_desc[num].cost = 20;
1713 power_desc[num].stat = A_INT;
1714 power_desc[num].fail = 20;
1715 power_desc[num++].number = -4;
1718 case CLASS_IMITATOR:
1720 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1721 power_desc[num].level = 30;
1722 power_desc[num].cost = 100;
1723 power_desc[num].stat = A_DEX;
1724 power_desc[num].fail = 30;
1725 power_desc[num++].number = -3;
1728 case CLASS_BEASTMASTER:
1730 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1731 power_desc[num].level = 1;
1732 power_desc[num].cost = (p_ptr->lev+3)/4;
1733 power_desc[num].stat = A_CHR;
1734 power_desc[num].fail = 10;
1735 power_desc[num++].number = -3;
1737 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1738 power_desc[num].level = 30;
1739 power_desc[num].cost = (p_ptr->lev+20)/2;
1740 power_desc[num].stat = A_CHR;
1741 power_desc[num].fail = 10;
1742 power_desc[num++].number = -4;
1747 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1748 power_desc[num].level = 1;
1749 power_desc[num].cost = 0;
1750 power_desc[num].stat = A_DEX;
1751 power_desc[num].fail = 0;
1752 power_desc[num++].number = -3;
1755 case CLASS_MAGIC_EATER:
1757 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1758 power_desc[num].level = 1;
1759 power_desc[num].cost = 0;
1760 power_desc[num].stat = A_INT;
1761 power_desc[num].fail = 0;
1762 power_desc[num++].number = -3;
1764 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1765 power_desc[num].level = 10;
1766 power_desc[num].cost = 10 + (lvl - 10) / 2;
1767 power_desc[num].stat = A_INT;
1768 power_desc[num].fail = 0;
1769 power_desc[num++].number = -4;
1774 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1775 power_desc[num].level = 1;
1776 power_desc[num].cost = 0;
1777 power_desc[num].stat = A_CHR;
1778 power_desc[num].fail = 0;
1779 power_desc[num++].number = -3;
1782 case CLASS_RED_MAGE:
1784 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1785 power_desc[num].level = 48;
1786 power_desc[num].cost = 20;
1787 power_desc[num].stat = A_INT;
1788 power_desc[num].fail = 0;
1789 power_desc[num++].number = -3;
1794 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1795 power_desc[num].level = 1;
1796 power_desc[num].cost = 0;
1797 power_desc[num].stat = A_WIS;
1798 power_desc[num].fail = 0;
1799 power_desc[num++].number = -3;
1801 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
1802 power_desc[num].level = 25;
1803 power_desc[num].cost = 0;
1804 power_desc[num].stat = A_DEX;
1805 power_desc[num].fail = 0;
1806 power_desc[num++].number = -4;
1809 case CLASS_BLUE_MAGE:
1811 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1812 power_desc[num].level = 1;
1813 power_desc[num].cost = 0;
1814 power_desc[num].stat = A_INT;
1815 power_desc[num].fail = 0;
1816 power_desc[num++].number = -3;
1821 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1822 power_desc[num].level = 10;
1823 power_desc[num].cost = 0;
1824 power_desc[num].stat = A_STR;
1825 power_desc[num].fail = 10;
1826 power_desc[num++].number = -3;
1829 case CLASS_BERSERKER:
1831 strcpy(power_desc[num].name, _("帰還", "Recall"));
1832 power_desc[num].level = 10;
1833 power_desc[num].cost = 10;
1834 power_desc[num].stat = A_DEX;
1835 power_desc[num].fail = 20;
1836 power_desc[num++].number = -3;
1839 case CLASS_MIRROR_MASTER:
1841 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
1842 power_desc[num].level = 1;
1843 power_desc[num].cost = 0;
1844 power_desc[num].stat = A_INT;
1845 power_desc[num].fail = 0;
1846 power_desc[num++].number = -3;
1848 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
1849 power_desc[num].level = 30;
1850 power_desc[num].cost = 0;
1851 power_desc[num].stat = A_INT;
1852 power_desc[num].fail = 20;
1853 power_desc[num++].number = -4;
1858 strcpy(power_desc[num].name, _("目利き", "Judgment"));
1859 power_desc[num].level = 5;
1860 power_desc[num].cost = 15;
1861 power_desc[num].stat = A_INT;
1862 power_desc[num].fail = 20;
1863 power_desc[num++].number = -3;
1868 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
1869 power_desc[num].level = 20;
1870 power_desc[num].cost = 0;
1871 power_desc[num].stat = A_DEX;
1872 power_desc[num].fail = 0;
1873 power_desc[num++].number = -3;
1877 strcpy(power_desc[0].name, _("(なし)", "(none)"));
1880 if (p_ptr->mimic_form)
1882 switch (p_ptr->mimic_form)
1885 case MIMIC_DEMON_LORD:
1886 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);
1887 power_desc[num].level = 15;
1888 power_desc[num].cost = 10+lvl/3;
1889 power_desc[num].stat = A_CON;
1890 power_desc[num].fail = 20;
1891 power_desc[num++].number = -1;
1894 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1895 power_desc[num].level = 2;
1896 power_desc[num].cost = 1 + (lvl / 3);
1897 power_desc[num].stat = A_CON;
1898 power_desc[num].fail = 9;
1899 power_desc[num++].number = -1;
1905 switch (p_ptr->prace)
1908 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1909 power_desc[num].level = 5;
1910 power_desc[num].cost = 5;
1911 power_desc[num].stat = A_WIS;
1912 power_desc[num].fail = 12;
1913 power_desc[num++].number = -1;
1916 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1917 power_desc[num].level = 10;
1918 power_desc[num].cost = 5;
1919 power_desc[num].stat = A_WIS;
1920 power_desc[num].fail = 10;
1921 power_desc[num++].number = -1;
1924 strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
1925 power_desc[num].level = 15;
1926 power_desc[num].cost = 10;
1927 power_desc[num].stat = A_INT;
1928 power_desc[num].fail = 10;
1929 power_desc[num++].number = -1;
1932 sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
1933 power_desc[num].level = 5;
1934 power_desc[num].cost = 5;
1935 power_desc[num].stat = A_INT;
1936 power_desc[num].fail = 12;
1937 power_desc[num++].number = -1;
1940 strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
1941 power_desc[num].level = 3;
1942 power_desc[num].cost = 5;
1943 power_desc[num].stat = A_WIS;
1944 power_desc[num].fail = warrior ? 5 : 10;
1945 power_desc[num++].number = -1;
1947 case RACE_HALF_TROLL:
1948 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1949 power_desc[num].level = 10;
1950 power_desc[num].cost = 12;
1951 power_desc[num].stat = A_STR;
1952 power_desc[num].fail = warrior ? 6 : 12;
1953 power_desc[num++].number = -1;
1955 case RACE_BARBARIAN:
1956 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1957 power_desc[num].level = 8;
1958 power_desc[num].cost = 10;
1959 power_desc[num].stat = A_STR;
1960 power_desc[num].fail = warrior ? 6 : 12;
1961 power_desc[num++].number = -1;
1964 strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
1965 power_desc[num].level = 30;
1966 power_desc[num].cost = 50;
1967 power_desc[num].stat = A_INT;
1968 power_desc[num].fail = 50;
1969 power_desc[num++].number = -1;
1971 strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
1972 power_desc[num].level = 40;
1973 power_desc[num].cost = 75;
1974 power_desc[num].stat = A_WIS;
1975 power_desc[num].fail = 50;
1976 power_desc[num++].number = -2;
1978 case RACE_HALF_OGRE:
1979 strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
1980 power_desc[num].level = 25;
1981 power_desc[num].cost = 35;
1982 power_desc[num].stat = A_INT;
1983 power_desc[num].fail = 15;
1984 power_desc[num++].number = -1;
1986 case RACE_HALF_GIANT:
1987 strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
1988 power_desc[num].level = 20;
1989 power_desc[num].cost = 10;
1990 power_desc[num].stat = A_STR;
1991 power_desc[num].fail = 12;
1992 power_desc[num++].number = -1;
1994 case RACE_HALF_TITAN:
1995 strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
1996 power_desc[num].level = 15;
1997 power_desc[num].cost = 10;
1998 power_desc[num].stat = A_INT;
1999 power_desc[num].fail = 12;
2000 power_desc[num++].number = -1;
2003 sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
2004 power_desc[num].level = 20;
2005 power_desc[num].cost = 15;
2006 power_desc[num].stat = A_STR;
2007 power_desc[num].fail = 12;
2008 power_desc[num++].number = -1;
2011 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2012 power_desc[num].level = 15;
2013 power_desc[num].cost = 15;
2014 power_desc[num].stat = A_WIS;
2015 power_desc[num].fail = 10;
2016 power_desc[num++].number = -1;
2019 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2020 power_desc[num].level = 4;
2021 power_desc[num].cost = 6;
2022 power_desc[num].stat = A_INT;
2023 power_desc[num].fail = 3;
2024 power_desc[num++].number = -1;
2027 sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
2028 power_desc[num].level = 9;
2029 power_desc[num].cost = 9;
2030 power_desc[num].stat = A_DEX;
2031 power_desc[num].fail = 14;
2032 power_desc[num++].number = -1;
2035 sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
2036 power_desc[num].level = 12;
2037 power_desc[num].cost = 8;
2038 power_desc[num].stat = A_DEX;
2039 power_desc[num].fail = 14;
2040 power_desc[num++].number = -1;
2043 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);
2044 power_desc[num].level = 2;
2045 power_desc[num].cost = 2;
2046 power_desc[num].stat = A_INT;
2047 power_desc[num].fail = 9;
2048 power_desc[num++].number = -1;
2050 case RACE_DRACONIAN:
2051 sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
2052 power_desc[num].level = 1;
2053 power_desc[num].cost = lvl;
2054 power_desc[num].stat = A_CON;
2055 power_desc[num].fail = 12;
2056 power_desc[num++].number = -1;
2058 case RACE_MIND_FLAYER:
2059 sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
2060 power_desc[num].level = 15;
2061 power_desc[num].cost = 12;
2062 power_desc[num].stat = A_INT;
2063 power_desc[num].fail = 14;
2064 power_desc[num++].number = -1;
2067 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);
2068 power_desc[num].level = 9;
2069 power_desc[num].cost = 15;
2070 power_desc[num].stat = A_WIS;
2071 power_desc[num].fail = 15;
2072 power_desc[num++].number = -1;
2075 strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
2076 power_desc[num].level = 20;
2077 power_desc[num].cost = 15;
2078 power_desc[num].stat = A_CON;
2079 power_desc[num].fail = 8;
2080 power_desc[num++].number = -1;
2084 strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
2085 power_desc[num].level = 30;
2086 power_desc[num].cost = 30;
2087 power_desc[num].stat = A_WIS;
2088 power_desc[num].fail = 18;
2089 power_desc[num++].number = -1;
2092 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2093 power_desc[num].level = 2;
2094 power_desc[num].cost = 1 + (lvl / 3);
2095 power_desc[num].stat = A_CON;
2096 power_desc[num].fail = 9;
2097 power_desc[num++].number = -1;
2100 strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
2101 power_desc[num].level = 12;
2102 power_desc[num].cost = 12;
2103 power_desc[num].stat = A_INT;
2104 power_desc[num].fail = 15;
2105 power_desc[num++].number = -1;
2108 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);
2109 power_desc[num].level = 15;
2110 power_desc[num].cost = 10+lvl/3;
2111 power_desc[num].stat = A_CON;
2112 power_desc[num].fail = 20;
2113 power_desc[num++].number = -1;
2116 strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
2117 power_desc[num].level = 20;
2118 power_desc[num].cost = 15;
2119 power_desc[num].stat = A_CHR;
2120 power_desc[num].fail = 8;
2121 power_desc[num++].number = -1;
2124 if (p_ptr->lev < 10)
2126 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
2127 power_desc[num].level = 1;
2128 power_desc[num].cost = 7;
2129 power_desc[num].fail = 8;
2131 else if (p_ptr->lev < 25)
2133 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
2134 power_desc[num].level = 10;
2135 power_desc[num].cost = 13;
2136 power_desc[num].fail = 10;
2138 else if (p_ptr->lev < 35)
2140 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
2141 power_desc[num].level = 25;
2142 power_desc[num].cost = 26;
2143 power_desc[num].fail = 12;
2145 else if (p_ptr->lev < 45)
2147 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
2148 power_desc[num].level = 35;
2149 power_desc[num].cost = 40;
2150 power_desc[num].fail = 15;
2154 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
2155 power_desc[num].level = 45;
2156 power_desc[num].cost = 60;
2157 power_desc[num].fail = 18;
2159 power_desc[num].stat = A_STR;
2160 power_desc[num++].number = -1;
2171 if (p_ptr->muta1 & MUT1_SPIT_ACID)
2173 strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
2174 power_desc[num].level = 9;
2175 power_desc[num].cost = 9;
2176 power_desc[num].stat = A_DEX;
2177 power_desc[num].fail = 15;
2178 power_desc[num++].number = MUT1_SPIT_ACID;
2181 if (p_ptr->muta1 & MUT1_BR_FIRE)
2183 strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
2184 power_desc[num].level = 20;
2185 power_desc[num].cost = lvl;
2186 power_desc[num].stat = A_CON;
2187 power_desc[num].fail = 18;
2188 power_desc[num++].number = MUT1_BR_FIRE;
2191 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
2193 strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
2194 power_desc[num].level = 12;
2195 power_desc[num].cost = 12;
2196 power_desc[num].stat = A_CHR;
2197 power_desc[num].fail = 18;
2198 power_desc[num++].number = MUT1_HYPN_GAZE;
2201 if (p_ptr->muta1 & MUT1_TELEKINES)
2203 strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
2204 power_desc[num].level = 9;
2205 power_desc[num].cost = 9;
2206 power_desc[num].stat = A_WIS;
2207 power_desc[num].fail = 14;
2208 power_desc[num++].number = MUT1_TELEKINES;
2211 if (p_ptr->muta1 & MUT1_VTELEPORT)
2213 strcpy(power_desc[num].name, _("テレポート", "Teleport"));
2214 power_desc[num].level = 7;
2215 power_desc[num].cost = 7;
2216 power_desc[num].stat = A_WIS;
2217 power_desc[num].fail = 15;
2218 power_desc[num++].number = MUT1_VTELEPORT;
2221 if (p_ptr->muta1 & MUT1_MIND_BLST)
2223 strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
2224 power_desc[num].level = 5;
2225 power_desc[num].cost = 3;
2226 power_desc[num].stat = A_WIS;
2227 power_desc[num].fail = 15;
2228 power_desc[num++].number = MUT1_MIND_BLST;
2231 if (p_ptr->muta1 & MUT1_RADIATION)
2233 strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
2234 power_desc[num].level = 15;
2235 power_desc[num].cost = 15;
2236 power_desc[num].stat = A_CON;
2237 power_desc[num].fail = 14;
2238 power_desc[num++].number = MUT1_RADIATION;
2241 if (p_ptr->muta1 & MUT1_VAMPIRISM)
2243 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2244 power_desc[num].level = 2;
2245 power_desc[num].cost = (1 + (lvl / 3));
2246 power_desc[num].stat = A_CON;
2247 power_desc[num].fail = 9;
2248 power_desc[num++].number = MUT1_VAMPIRISM;
2251 if (p_ptr->muta1 & MUT1_SMELL_MET)
2253 strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
2254 power_desc[num].level = 3;
2255 power_desc[num].cost = 2;
2256 power_desc[num].stat = A_INT;
2257 power_desc[num].fail = 12;
2258 power_desc[num++].number = MUT1_SMELL_MET;
2261 if (p_ptr->muta1 & MUT1_SMELL_MON)
2263 strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
2264 power_desc[num].level = 5;
2265 power_desc[num].cost = 4;
2266 power_desc[num].stat = A_INT;
2267 power_desc[num].fail = 15;
2268 power_desc[num++].number = MUT1_SMELL_MON;
2271 if (p_ptr->muta1 & MUT1_BLINK)
2273 strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
2274 power_desc[num].level = 3;
2275 power_desc[num].cost = 3;
2276 power_desc[num].stat = A_WIS;
2277 power_desc[num].fail = 12;
2278 power_desc[num++].number = MUT1_BLINK;
2281 if (p_ptr->muta1 & MUT1_EAT_ROCK)
2283 strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
2284 power_desc[num].level = 8;
2285 power_desc[num].cost = 12;
2286 power_desc[num].stat = A_CON;
2287 power_desc[num].fail = 18;
2288 power_desc[num++].number = MUT1_EAT_ROCK;
2291 if (p_ptr->muta1 & MUT1_SWAP_POS)
2293 strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
2294 power_desc[num].level = 15;
2295 power_desc[num].cost = 12;
2296 power_desc[num].stat = A_DEX;
2297 power_desc[num].fail = 16;
2298 power_desc[num++].number = MUT1_SWAP_POS;
2301 if (p_ptr->muta1 & MUT1_SHRIEK)
2303 strcpy(power_desc[num].name, _("叫び", "Shriek"));
2304 power_desc[num].level = 20;
2305 power_desc[num].cost = 14;
2306 power_desc[num].stat = A_CON;
2307 power_desc[num].fail = 16;
2308 power_desc[num++].number = MUT1_SHRIEK;
2311 if (p_ptr->muta1 & MUT1_ILLUMINE)
2313 strcpy(power_desc[num].name, _("照明", "Illuminate"));
2314 power_desc[num].level = 3;
2315 power_desc[num].cost = 2;
2316 power_desc[num].stat = A_INT;
2317 power_desc[num].fail = 10;
2318 power_desc[num++].number = MUT1_ILLUMINE;
2321 if (p_ptr->muta1 & MUT1_DET_CURSE)
2323 strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
2324 power_desc[num].level = 7;
2325 power_desc[num].cost = 14;
2326 power_desc[num].stat = A_WIS;
2327 power_desc[num].fail = 14;
2328 power_desc[num++].number = MUT1_DET_CURSE;
2331 if (p_ptr->muta1 & MUT1_BERSERK)
2333 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2334 power_desc[num].level = 8;
2335 power_desc[num].cost = 8;
2336 power_desc[num].stat = A_STR;
2337 power_desc[num].fail = 14;
2338 power_desc[num++].number = MUT1_BERSERK;
2341 if (p_ptr->muta1 & MUT1_POLYMORPH)
2343 strcpy(power_desc[num].name, _("変身", "Polymorph"));
2344 power_desc[num].level = 18;
2345 power_desc[num].cost = 20;
2346 power_desc[num].stat = A_CON;
2347 power_desc[num].fail = 18;
2348 power_desc[num++].number = MUT1_POLYMORPH;
2351 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
2353 strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
2354 power_desc[num].level = 10;
2355 power_desc[num].cost = 5;
2356 power_desc[num].stat = A_INT;
2357 power_desc[num].fail = 12;
2358 power_desc[num++].number = MUT1_MIDAS_TCH;
2361 if (p_ptr->muta1 & MUT1_GROW_MOLD)
2363 strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
2364 power_desc[num].level = 1;
2365 power_desc[num].cost = 6;
2366 power_desc[num].stat = A_CON;
2367 power_desc[num].fail = 14;
2368 power_desc[num++].number = MUT1_GROW_MOLD;
2371 if (p_ptr->muta1 & MUT1_RESIST)
2373 strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
2374 power_desc[num].level = 10;
2375 power_desc[num].cost = 12;
2376 power_desc[num].stat = A_CON;
2377 power_desc[num].fail = 12;
2378 power_desc[num++].number = MUT1_RESIST;
2381 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
2383 strcpy(power_desc[num].name, _("地震", "Earthquake"));
2384 power_desc[num].level = 12;
2385 power_desc[num].cost = 12;
2386 power_desc[num].stat = A_STR;
2387 power_desc[num].fail = 16;
2388 power_desc[num++].number = MUT1_EARTHQUAKE;
2391 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
2393 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
2394 power_desc[num].level = 17;
2395 power_desc[num].cost = 1;
2396 power_desc[num].stat = A_WIS;
2397 power_desc[num].fail = 15;
2398 power_desc[num++].number = MUT1_EAT_MAGIC;
2401 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
2403 strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
2404 power_desc[num].level = 6;
2405 power_desc[num].cost = 6;
2406 power_desc[num].stat = A_INT;
2407 power_desc[num].fail = 10;
2408 power_desc[num++].number = MUT1_WEIGH_MAG;
2411 if (p_ptr->muta1 & MUT1_STERILITY)
2413 strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
2414 power_desc[num].level = 12;
2415 power_desc[num].cost = 23;
2416 power_desc[num].stat = A_CHR;
2417 power_desc[num].fail = 15;
2418 power_desc[num++].number = MUT1_STERILITY;
2421 if (p_ptr->muta1 & MUT1_PANIC_HIT)
2423 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
2424 power_desc[num].level = 10;
2425 power_desc[num].cost = 12;
2426 power_desc[num].stat = A_DEX;
2427 power_desc[num].fail = 14;
2428 power_desc[num++].number = MUT1_PANIC_HIT;
2431 if (p_ptr->muta1 & MUT1_DAZZLE)
2433 strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
2434 power_desc[num].level = 7;
2435 power_desc[num].cost = 15;
2436 power_desc[num].stat = A_CHR;
2437 power_desc[num].fail = 8;
2438 power_desc[num++].number = MUT1_DAZZLE;
2441 if (p_ptr->muta1 & MUT1_LASER_EYE)
2443 strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
2444 power_desc[num].level = 7;
2445 power_desc[num].cost = 10;
2446 power_desc[num].stat = A_WIS;
2447 power_desc[num].fail = 9;
2448 power_desc[num++].number = MUT1_LASER_EYE;
2451 if (p_ptr->muta1 & MUT1_RECALL)
2453 strcpy(power_desc[num].name, _("帰還", "Recall"));
2454 power_desc[num].level = 17;
2455 power_desc[num].cost = 50;
2456 power_desc[num].stat = A_INT;
2457 power_desc[num].fail = 16;
2458 power_desc[num++].number = MUT1_RECALL;
2461 if (p_ptr->muta1 & MUT1_BANISH)
2463 strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
2464 power_desc[num].level = 25;
2465 power_desc[num].cost = 25;
2466 power_desc[num].stat = A_WIS;
2467 power_desc[num].fail = 18;
2468 power_desc[num++].number = MUT1_BANISH;
2471 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
2473 strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
2474 power_desc[num].level = 2;
2475 power_desc[num].cost = 2;
2476 power_desc[num].stat = A_CON;
2477 power_desc[num].fail = 11;
2478 power_desc[num++].number = MUT1_COLD_TOUCH;
2481 if (p_ptr->muta1 & MUT1_LAUNCHER)
2483 strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
2484 power_desc[num].level = 1;
2485 power_desc[num].cost = lvl;
2486 power_desc[num].stat = A_STR;
2487 power_desc[num].fail = 6;
2488 /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
2489 power_desc[num++].number = 3;
2493 /* Nothing chosen yet */
2499 /* Build a prompt */
2500 (void) strnfmt(out_val, 78,
2501 _("(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? "),
2502 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
2504 if (!repeat_pull(&i) || i<0 || i>=num) {
2505 if (use_menu) screen_save();
2506 /* Get a spell from the user */
2508 choice = (always_show_list || use_menu) ? ESCAPE:1;
2511 if( choice==ESCAPE ) choice = ' ';
2512 else if( !get_com(out_val, &choice, FALSE) )break;
2514 if (use_menu && choice != ' ')
2521 p_ptr->energy_use = 0;
2529 menu_line += (num - 1);
2550 else if (menu_line+18 <= num)
2564 if (menu_line > num) menu_line -= num;
2566 /* Request redraw */
2567 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
2570 if (!redraw || use_menu)
2582 if (!use_menu) screen_save();
2584 /* Print header(s) */
2586 prt(_(" Lv MP 失率", " Lv Cost Fail"), y++, x);
2588 prt(_(" Lv MP 失率 Lv MP 失率",
2589 " Lv Cost Fail Lv Cost Fail"), y++, x);
2595 x1 = ((ctr < 18) ? x : x + 40);
2596 y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
2600 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " > "));
2601 else strcpy(dummy, " ");
2605 /* letter/number for power selection */
2609 letter = '0' + ctr - 26;
2610 sprintf(dummy, " %c) ",letter);
2612 strcat(dummy, format("%-23.23s %2d %4d %3d%%",
2613 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
2614 100 - racial_chance(&power_desc[ctr])));
2634 if (choice == '\r' && num == 1)
2639 if (isalpha(choice))
2642 ask = (isupper(choice));
2645 if (ask) choice = (char)tolower(choice);
2647 /* Extract request */
2648 i = (islower(choice) ? A2I(choice) : -1);
2652 ask = FALSE; /* Can't uppercase digits */
2654 i = choice - '0' + 26;
2658 /* Totally Illegal */
2659 if ((i < 0) || (i >= num))
2671 (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
2673 /* Belay that order */
2674 if (!get_check(tmp_val)) continue;
2680 if (redraw) screen_load();
2682 /* Abort if needed */
2685 p_ptr->energy_use = 0;
2689 } /*if (!repeat_pull(&i) || ...)*/
2690 switch (racial_aux(&power_desc[i]))
2693 if (power_desc[i].number < 0)
2694 cast = cmd_racial_power_aux(power_desc[i].number);
2696 cast = mutation_power_aux(power_desc[i].number);
2710 int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2712 /* If mana is not enough, player consumes hit point! */
2713 if (p_ptr->csp < actual_racial_cost)
2715 actual_racial_cost -= p_ptr->csp;
2717 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2719 else p_ptr->csp -= actual_racial_cost;
2721 /* Redraw mana and hp */
2722 p_ptr->redraw |= (PR_HP | PR_MANA);
2724 p_ptr->window |= (PW_PLAYER | PW_SPELL);
2727 else p_ptr->energy_use = 0;