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);
1221 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
1223 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
1228 int y, x, dummy = 0;
1231 /* Only works on adjacent monsters */
1232 if (!get_rep_dir(&dir, FALSE)) return FALSE; /* was get_aim_dir */
1233 y = p_ptr->y + ddy[dir];
1234 x = p_ptr->x + ddx[dir];
1235 c_ptr = &cave[y][x];
1241 msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
1245 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
1246 dummy = plev + randint1(plev) * MAX(1, plev / 10); /* Dmg */
1247 if (hypodynamic_bolt(dir, dummy))
1249 if (p_ptr->food < PY_FOOD_FULL)
1250 /* No heal if we are "full" */
1251 (void)hp_player(dummy);
1253 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
1255 /* Gain nutritional sustenance: 150/hp drained */
1256 /* A Food ration gives 5000 food points (by contrast) */
1257 /* Don't ever get more than "Full" this way */
1258 /* But if we ARE Gorged, it won't cure us */
1259 dummy = p_ptr->food + MIN(5000, 100 * dummy);
1260 if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */
1261 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
1264 msg_print(_("げぇ。ひどい味だ。", "Yechh. That tastes foul."));
1273 switch (p_ptr->prace)
1276 msg_print(_("周囲を調べた。", "You examine your surroundings."));
1277 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1278 (void)detect_doors(DETECT_RAD_DEFAULT);
1279 (void)detect_stairs(DETECT_RAD_DEFAULT);
1287 /* Get local object */
1290 /* Create the food ration */
1291 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
1293 /* Drop the object from heaven */
1294 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
1295 msg_print(_("食事を料理して作った。", "You cook some food."));
1300 msg_print(_("パッ!", "Blink!"));
1301 teleport_player(10, 0L);
1305 msg_print(_("勇気を出した。", "You play tough."));
1306 (void)set_afraid(0);
1309 case RACE_HALF_TROLL:
1310 msg_print(_("うがぁぁ!", "RAAAGH!"));
1311 (void)berserk(10 + randint1(plev));
1317 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
1320 else if (command == -2)
1322 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..."));
1324 (void)true_healing(0);
1325 (void)restore_all_status();
1326 (void)restore_level();
1330 case RACE_BARBARIAN:
1331 msg_print(_("うぉぉおお!", "Raaagh!"));
1332 (void)berserk(10 + randint1(plev));
1335 case RACE_HALF_OGRE:
1336 msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
1340 case RACE_HALF_GIANT:
1341 if (!get_aim_dir(&dir)) return FALSE;
1342 (void)wall_to_mud(dir, 20 + randint1(30));
1345 case RACE_HALF_TITAN:
1346 msg_print(_("敵を調査した...", "You examine your foes..."));
1351 if (!get_aim_dir(&dir)) return FALSE;
1352 msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
1353 fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
1357 if (!get_aim_dir(&dir)) return FALSE;
1359 msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
1360 (void)fear_monster(dir, plev);
1364 if (!get_aim_dir(&dir)) return FALSE;
1366 msg_print(_("酸を吐いた。", "You spit acid."));
1367 if (plev < 25) fire_bolt(GF_ACID, dir, plev);
1368 else fire_ball(GF_ACID, dir, plev, 2);
1372 if (!get_aim_dir(&dir)) return FALSE;
1373 msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
1374 fire_bolt(GF_POIS, dir, plev);
1378 msg_print(_("周囲を調査した。", "You examine your surroundings."));
1379 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1380 (void)detect_doors(DETECT_RAD_DEFAULT);
1381 (void)detect_stairs(DETECT_RAD_DEFAULT);
1385 if (!get_aim_dir(&dir)) return FALSE;
1386 msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
1387 fire_bolt_or_beam(10, GF_MISSILE, dir,
1388 damroll(3 + ((plev - 1) / 5), 4));
1391 case RACE_DRACONIAN:
1393 int Type = (one_in_(3) ? GF_COLD : GF_FIRE);
1395 cptr Type_desc = ((Type == GF_COLD) ? "冷気" : "炎");
1397 cptr Type_desc = ((Type == GF_COLD) ? "cold" : "fire");
1400 if (!get_aim_dir(&dir)) return FALSE;
1402 if (randint1(100) < plev)
1404 switch (p_ptr->pclass)
1407 case CLASS_BERSERKER:
1410 case CLASS_IMITATOR:
1416 Type_desc = _("エレメント", "the elements");
1421 Type_desc = _("破片", "shards");
1425 case CLASS_WARRIOR_MAGE:
1426 case CLASS_HIGH_MAGE:
1427 case CLASS_SORCERER:
1428 case CLASS_MAGIC_EATER:
1429 case CLASS_RED_MAGE:
1430 case CLASS_BLUE_MAGE:
1431 case CLASS_MIRROR_MASTER:
1435 Type_desc = _("魔力", "mana");
1439 Type = GF_DISENCHANT;
1440 Type_desc = _("劣化", "disenchantment");
1443 case CLASS_CHAOS_WARRIOR:
1446 Type = GF_CONFUSION;
1447 Type_desc = _("混乱", "confusion");
1452 Type_desc = _("カオス", "chaos");
1457 case CLASS_FORCETRAINER:
1460 Type = GF_CONFUSION;
1461 Type_desc = _("混乱", "confusion");
1466 Type_desc = _("轟音", "sound");
1469 case CLASS_MINDCRAFTER:
1472 Type = GF_CONFUSION;
1473 Type_desc = _("混乱", "confusion");
1478 Type_desc = _("精神エネルギー", "mental energy");
1485 Type = GF_HELL_FIRE;
1486 Type_desc = _("地獄の劫火", "hellfire");
1490 Type = GF_HOLY_FIRE;
1491 Type_desc = _("聖なる炎", "holy fire");
1499 Type_desc = _("暗黒", "darkness");
1504 Type_desc = _("毒", "poison");
1511 Type_desc = _("轟音", "sound");
1515 Type = GF_CONFUSION;
1516 Type_desc = _("混乱", "confusion");
1523 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
1525 fire_breath(Type, dir, plev * 2, (plev / 15) + 1);
1529 case RACE_MIND_FLAYER:
1530 if (!get_aim_dir(&dir)) return FALSE;
1531 msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
1532 fire_bolt(GF_PSI, dir, plev);
1536 if (!get_aim_dir(&dir)) return FALSE;
1539 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
1540 fire_ball(GF_FIRE, dir, plev, 2);
1544 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
1545 fire_bolt(GF_FIRE, dir, plev);
1550 (void)set_shield(randint1(20) + 30, FALSE);
1555 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."));
1556 (void)restore_level();
1560 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
1562 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
1567 int y, x, dummy = 0;
1570 /* Only works on adjacent monsters */
1571 if (!get_rep_dir(&dir,FALSE)) return FALSE; /* was get_aim_dir */
1572 y = p_ptr->y + ddy[dir];
1573 x = p_ptr->x + ddx[dir];
1574 c_ptr = &cave[y][x];
1580 msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
1584 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
1585 dummy = plev + randint1(plev) * MAX(1, plev / 10); /* Dmg */
1586 if (hypodynamic_bolt(dir, dummy))
1588 if (p_ptr->food < PY_FOOD_FULL)
1589 /* No heal if we are "full" */
1590 (void)hp_player(dummy);
1592 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
1594 /* Gain nutritional sustenance: 150/hp drained */
1595 /* A Food ration gives 5000 food points (by contrast) */
1596 /* Don't ever get more than "Full" this way */
1597 /* But if we ARE Gorged, it won't cure us */
1598 dummy = p_ptr->food + MIN(5000, 100 * dummy);
1599 if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */
1600 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
1603 msg_print(_("げぇ。ひどい味だ。", "Yechh. That tastes foul."));
1608 if (!get_aim_dir(&dir)) return FALSE;
1610 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!"));
1611 (void)fear_monster(dir, plev);
1615 msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
1616 if (plev < 25) sleep_monsters_touch();
1617 else (void)sleep_monsters(plev);
1622 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1623 if (!get_aim_dir(&dir)) return FALSE;
1626 msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎"));
1628 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1631 fire_breath(type, dir, plev * 3, (plev / 15) + 1);
1636 (void)set_tsubureru(randint1(20) + 30, FALSE);
1640 if (!get_aim_dir(&dir)) return FALSE;
1643 msg_print(_("レイガンを発射した。", "You fire your ray gun."));
1644 fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
1648 msg_print(_("ブラスターを発射した。", "You fire your blaster."));
1649 fire_bolt(GF_MISSILE, dir, plev);
1653 msg_print(_("バズーカを発射した。", "You fire your bazooka."));
1654 fire_ball(GF_MISSILE, dir, plev * 2, 2);
1658 msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon."));
1659 fire_beam(GF_MISSILE, dir, plev * 2);
1663 msg_print(_("ロケットを発射した。", "You fire a rocket."));
1664 fire_rocket(GF_ROCKET, dir, plev * 5, 2);
1669 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."));
1670 p_ptr->energy_use = 0;
1677 * @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
1680 void do_cmd_racial_power(void)
1682 power_desc_type power_desc[36];
1686 PLAYER_LEVEL lvl = p_ptr->lev;
1687 bool flag, redraw, cast = FALSE;
1688 bool warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
1691 int menu_line = (use_menu ? 1 : 0);
1694 for (num = 0; num < 36; num++)
1696 strcpy(power_desc[num].name, "");
1697 power_desc[num].number = 0;
1702 if (p_ptr->confused)
1704 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!"));
1705 p_ptr->energy_use = 0;
1709 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
1711 set_action(ACTION_NONE);
1714 switch (p_ptr->pclass)
1718 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
1719 power_desc[num].level = 40;
1720 power_desc[num].cost = 75;
1721 power_desc[num].stat = A_DEX;
1722 power_desc[num].fail = 35;
1723 power_desc[num++].number = -3;
1726 case CLASS_HIGH_MAGE:
1727 if (p_ptr->realm1 == REALM_HEX)
1729 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
1730 power_desc[num].level = 1;
1731 power_desc[num].cost = 0;
1732 power_desc[num].stat = A_INT;
1733 power_desc[num].fail = 0;
1734 power_desc[num++].number = -3;
1738 /* case CLASS_HIGH_MAGE: */
1739 case CLASS_SORCERER:
1741 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1742 power_desc[num].level = 25;
1743 power_desc[num].cost = 1;
1744 power_desc[num].stat = A_INT;
1745 power_desc[num].fail = 25;
1746 power_desc[num++].number = -3;
1751 if (is_good_realm(p_ptr->realm1))
1753 strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
1754 power_desc[num].level = 35;
1755 power_desc[num].cost = 70;
1756 power_desc[num].stat = A_WIS;
1757 power_desc[num].fail = 50;
1758 power_desc[num++].number = -3;
1762 strcpy(power_desc[num].name, _("召魂", "Evocation"));
1763 power_desc[num].level = 42;
1764 power_desc[num].cost = 40;
1765 power_desc[num].stat = A_WIS;
1766 power_desc[num].fail = 35;
1767 power_desc[num++].number = -3;
1773 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
1774 power_desc[num].level = 8;
1775 power_desc[num].cost = 12;
1776 power_desc[num].stat = A_DEX;
1777 power_desc[num].fail = 14;
1778 power_desc[num++].number = -3;
1784 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
1785 power_desc[num].level = 15;
1786 power_desc[num].cost = 20;
1787 power_desc[num].stat = A_INT;
1788 power_desc[num].fail = 12;
1789 power_desc[num++].number = -3;
1794 if (is_good_realm(p_ptr->realm1))
1796 strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
1797 power_desc[num].level = 30;
1798 power_desc[num].cost = 30;
1799 power_desc[num].stat = A_WIS;
1800 power_desc[num].fail = 30;
1801 power_desc[num++].number = -3;
1805 strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
1806 power_desc[num].level = 30;
1807 power_desc[num].cost = 30;
1808 power_desc[num].stat = A_WIS;
1809 power_desc[num].fail = 30;
1810 power_desc[num++].number = -3;
1814 case CLASS_WARRIOR_MAGE:
1816 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
1817 power_desc[num].level = 25;
1818 power_desc[num].cost = 0;
1819 power_desc[num].stat = A_INT;
1820 power_desc[num].fail = 10;
1821 power_desc[num++].number = -3;
1823 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
1824 power_desc[num].level = 25;
1825 power_desc[num].cost = 0;
1826 power_desc[num].stat = A_INT;
1827 power_desc[num].fail = 10;
1828 power_desc[num++].number = -4;
1831 case CLASS_CHAOS_WARRIOR:
1833 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
1834 power_desc[num].level = 40;
1835 power_desc[num].cost = 50;
1836 power_desc[num].stat = A_INT;
1837 power_desc[num].fail = 25;
1838 power_desc[num++].number = -3;
1843 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
1844 power_desc[num].level = 25;
1845 power_desc[num].cost = 0;
1846 power_desc[num].stat = A_DEX;
1847 power_desc[num].fail = 0;
1848 power_desc[num++].number = -3;
1850 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
1851 power_desc[num].level = 30;
1852 power_desc[num].cost = 30;
1853 power_desc[num].stat = A_STR;
1854 power_desc[num].fail = 20;
1855 power_desc[num++].number = -4;
1858 case CLASS_MINDCRAFTER:
1859 case CLASS_FORCETRAINER:
1861 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1862 power_desc[num].level = 15;
1863 power_desc[num].cost = 0;
1864 power_desc[num].stat = A_WIS;
1865 power_desc[num].fail = 10;
1866 power_desc[num++].number = -3;
1871 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1872 power_desc[num].level = 1;
1873 power_desc[num].cost = 0;
1874 power_desc[num].stat = A_DEX;
1875 power_desc[num].fail = 0;
1876 power_desc[num++].number = -3;
1878 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1879 power_desc[num].level = 25;
1880 power_desc[num].cost = 20;
1881 power_desc[num].stat = A_INT;
1882 power_desc[num].fail = 20;
1883 power_desc[num++].number = -4;
1886 case CLASS_IMITATOR:
1888 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1889 power_desc[num].level = 30;
1890 power_desc[num].cost = 100;
1891 power_desc[num].stat = A_DEX;
1892 power_desc[num].fail = 30;
1893 power_desc[num++].number = -3;
1896 case CLASS_BEASTMASTER:
1898 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1899 power_desc[num].level = 1;
1900 power_desc[num].cost = (p_ptr->lev+3)/4;
1901 power_desc[num].stat = A_CHR;
1902 power_desc[num].fail = 10;
1903 power_desc[num++].number = -3;
1905 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1906 power_desc[num].level = 30;
1907 power_desc[num].cost = (p_ptr->lev+20)/2;
1908 power_desc[num].stat = A_CHR;
1909 power_desc[num].fail = 10;
1910 power_desc[num++].number = -4;
1915 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1916 power_desc[num].level = 1;
1917 power_desc[num].cost = 0;
1918 power_desc[num].stat = A_DEX;
1919 power_desc[num].fail = 0;
1920 power_desc[num++].number = -3;
1923 case CLASS_MAGIC_EATER:
1925 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1926 power_desc[num].level = 1;
1927 power_desc[num].cost = 0;
1928 power_desc[num].stat = A_INT;
1929 power_desc[num].fail = 0;
1930 power_desc[num++].number = -3;
1932 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1933 power_desc[num].level = 10;
1934 power_desc[num].cost = 10 + (lvl - 10) / 2;
1935 power_desc[num].stat = A_INT;
1936 power_desc[num].fail = 0;
1937 power_desc[num++].number = -4;
1942 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1943 power_desc[num].level = 1;
1944 power_desc[num].cost = 0;
1945 power_desc[num].stat = A_CHR;
1946 power_desc[num].fail = 0;
1947 power_desc[num++].number = -3;
1950 case CLASS_RED_MAGE:
1952 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1953 power_desc[num].level = 48;
1954 power_desc[num].cost = 20;
1955 power_desc[num].stat = A_INT;
1956 power_desc[num].fail = 0;
1957 power_desc[num++].number = -3;
1962 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1963 power_desc[num].level = 1;
1964 power_desc[num].cost = 0;
1965 power_desc[num].stat = A_WIS;
1966 power_desc[num].fail = 0;
1967 power_desc[num++].number = -3;
1969 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
1970 power_desc[num].level = 25;
1971 power_desc[num].cost = 0;
1972 power_desc[num].stat = A_DEX;
1973 power_desc[num].fail = 0;
1974 power_desc[num++].number = -4;
1977 case CLASS_BLUE_MAGE:
1979 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1980 power_desc[num].level = 1;
1981 power_desc[num].cost = 0;
1982 power_desc[num].stat = A_INT;
1983 power_desc[num].fail = 0;
1984 power_desc[num++].number = -3;
1989 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1990 power_desc[num].level = 10;
1991 power_desc[num].cost = 0;
1992 power_desc[num].stat = A_STR;
1993 power_desc[num].fail = 10;
1994 power_desc[num++].number = -3;
1997 case CLASS_BERSERKER:
1999 strcpy(power_desc[num].name, _("帰還", "Recall"));
2000 power_desc[num].level = 10;
2001 power_desc[num].cost = 10;
2002 power_desc[num].stat = A_DEX;
2003 power_desc[num].fail = 20;
2004 power_desc[num++].number = -3;
2007 case CLASS_MIRROR_MASTER:
2009 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
2010 power_desc[num].level = 1;
2011 power_desc[num].cost = 0;
2012 power_desc[num].stat = A_INT;
2013 power_desc[num].fail = 0;
2014 power_desc[num++].number = -3;
2016 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
2017 power_desc[num].level = 30;
2018 power_desc[num].cost = 0;
2019 power_desc[num].stat = A_INT;
2020 power_desc[num].fail = 20;
2021 power_desc[num++].number = -4;
2026 strcpy(power_desc[num].name, _("目利き", "Judgment"));
2027 power_desc[num].level = 5;
2028 power_desc[num].cost = 15;
2029 power_desc[num].stat = A_INT;
2030 power_desc[num].fail = 20;
2031 power_desc[num++].number = -3;
2036 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
2037 power_desc[num].level = 20;
2038 power_desc[num].cost = 0;
2039 power_desc[num].stat = A_DEX;
2040 power_desc[num].fail = 0;
2041 power_desc[num++].number = -3;
2045 strcpy(power_desc[0].name, _("(なし)", "(none)"));
2048 if (p_ptr->mimic_form)
2050 switch (p_ptr->mimic_form)
2053 case MIMIC_DEMON_LORD:
2054 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);
2055 power_desc[num].level = 15;
2056 power_desc[num].cost = 10+lvl/3;
2057 power_desc[num].stat = A_CON;
2058 power_desc[num].fail = 20;
2059 power_desc[num++].number = -1;
2062 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2063 power_desc[num].level = 2;
2064 power_desc[num].cost = 1 + (lvl / 3);
2065 power_desc[num].stat = A_CON;
2066 power_desc[num].fail = 9;
2067 power_desc[num++].number = -1;
2073 switch (p_ptr->prace)
2076 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
2077 power_desc[num].level = 5;
2078 power_desc[num].cost = 5;
2079 power_desc[num].stat = A_WIS;
2080 power_desc[num].fail = 12;
2081 power_desc[num++].number = -1;
2084 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
2085 power_desc[num].level = 10;
2086 power_desc[num].cost = 5;
2087 power_desc[num].stat = A_WIS;
2088 power_desc[num].fail = 10;
2089 power_desc[num++].number = -1;
2092 strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
2093 power_desc[num].level = 15;
2094 power_desc[num].cost = 10;
2095 power_desc[num].stat = A_INT;
2096 power_desc[num].fail = 10;
2097 power_desc[num++].number = -1;
2100 sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
2101 power_desc[num].level = 5;
2102 power_desc[num].cost = 5;
2103 power_desc[num].stat = A_INT;
2104 power_desc[num].fail = 12;
2105 power_desc[num++].number = -1;
2108 strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
2109 power_desc[num].level = 3;
2110 power_desc[num].cost = 5;
2111 power_desc[num].stat = A_WIS;
2112 power_desc[num].fail = warrior ? 5 : 10;
2113 power_desc[num++].number = -1;
2115 case RACE_HALF_TROLL:
2116 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2117 power_desc[num].level = 10;
2118 power_desc[num].cost = 12;
2119 power_desc[num].stat = A_STR;
2120 power_desc[num].fail = warrior ? 6 : 12;
2121 power_desc[num++].number = -1;
2123 case RACE_BARBARIAN:
2124 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2125 power_desc[num].level = 8;
2126 power_desc[num].cost = 10;
2127 power_desc[num].stat = A_STR;
2128 power_desc[num].fail = warrior ? 6 : 12;
2129 power_desc[num++].number = -1;
2132 strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
2133 power_desc[num].level = 30;
2134 power_desc[num].cost = 50;
2135 power_desc[num].stat = A_INT;
2136 power_desc[num].fail = 50;
2137 power_desc[num++].number = -1;
2139 strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
2140 power_desc[num].level = 40;
2141 power_desc[num].cost = 75;
2142 power_desc[num].stat = A_WIS;
2143 power_desc[num].fail = 50;
2144 power_desc[num++].number = -2;
2146 case RACE_HALF_OGRE:
2147 strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
2148 power_desc[num].level = 25;
2149 power_desc[num].cost = 35;
2150 power_desc[num].stat = A_INT;
2151 power_desc[num].fail = 15;
2152 power_desc[num++].number = -1;
2154 case RACE_HALF_GIANT:
2155 strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
2156 power_desc[num].level = 20;
2157 power_desc[num].cost = 10;
2158 power_desc[num].stat = A_STR;
2159 power_desc[num].fail = 12;
2160 power_desc[num++].number = -1;
2162 case RACE_HALF_TITAN:
2163 strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
2164 power_desc[num].level = 15;
2165 power_desc[num].cost = 10;
2166 power_desc[num].stat = A_INT;
2167 power_desc[num].fail = 12;
2168 power_desc[num++].number = -1;
2171 sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
2172 power_desc[num].level = 20;
2173 power_desc[num].cost = 15;
2174 power_desc[num].stat = A_STR;
2175 power_desc[num].fail = 12;
2176 power_desc[num++].number = -1;
2179 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2180 power_desc[num].level = 15;
2181 power_desc[num].cost = 15;
2182 power_desc[num].stat = A_WIS;
2183 power_desc[num].fail = 10;
2184 power_desc[num++].number = -1;
2187 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2188 power_desc[num].level = 4;
2189 power_desc[num].cost = 6;
2190 power_desc[num].stat = A_INT;
2191 power_desc[num].fail = 3;
2192 power_desc[num++].number = -1;
2195 sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
2196 power_desc[num].level = 9;
2197 power_desc[num].cost = 9;
2198 power_desc[num].stat = A_DEX;
2199 power_desc[num].fail = 14;
2200 power_desc[num++].number = -1;
2203 sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
2204 power_desc[num].level = 12;
2205 power_desc[num].cost = 8;
2206 power_desc[num].stat = A_DEX;
2207 power_desc[num].fail = 14;
2208 power_desc[num++].number = -1;
2211 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);
2212 power_desc[num].level = 2;
2213 power_desc[num].cost = 2;
2214 power_desc[num].stat = A_INT;
2215 power_desc[num].fail = 9;
2216 power_desc[num++].number = -1;
2218 case RACE_DRACONIAN:
2219 sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
2220 power_desc[num].level = 1;
2221 power_desc[num].cost = lvl;
2222 power_desc[num].stat = A_CON;
2223 power_desc[num].fail = 12;
2224 power_desc[num++].number = -1;
2226 case RACE_MIND_FLAYER:
2227 sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
2228 power_desc[num].level = 15;
2229 power_desc[num].cost = 12;
2230 power_desc[num].stat = A_INT;
2231 power_desc[num].fail = 14;
2232 power_desc[num++].number = -1;
2235 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);
2236 power_desc[num].level = 9;
2237 power_desc[num].cost = 15;
2238 power_desc[num].stat = A_WIS;
2239 power_desc[num].fail = 15;
2240 power_desc[num++].number = -1;
2243 strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
2244 power_desc[num].level = 20;
2245 power_desc[num].cost = 15;
2246 power_desc[num].stat = A_CON;
2247 power_desc[num].fail = 8;
2248 power_desc[num++].number = -1;
2252 strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
2253 power_desc[num].level = 30;
2254 power_desc[num].cost = 30;
2255 power_desc[num].stat = A_WIS;
2256 power_desc[num].fail = 18;
2257 power_desc[num++].number = -1;
2260 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2261 power_desc[num].level = 2;
2262 power_desc[num].cost = 1 + (lvl / 3);
2263 power_desc[num].stat = A_CON;
2264 power_desc[num].fail = 9;
2265 power_desc[num++].number = -1;
2268 strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
2269 power_desc[num].level = 12;
2270 power_desc[num].cost = 12;
2271 power_desc[num].stat = A_INT;
2272 power_desc[num].fail = 15;
2273 power_desc[num++].number = -1;
2276 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);
2277 power_desc[num].level = 15;
2278 power_desc[num].cost = 10+lvl/3;
2279 power_desc[num].stat = A_CON;
2280 power_desc[num].fail = 20;
2281 power_desc[num++].number = -1;
2284 strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
2285 power_desc[num].level = 20;
2286 power_desc[num].cost = 15;
2287 power_desc[num].stat = A_CHR;
2288 power_desc[num].fail = 8;
2289 power_desc[num++].number = -1;
2292 if (p_ptr->lev < 10)
2294 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
2295 power_desc[num].level = 1;
2296 power_desc[num].cost = 7;
2297 power_desc[num].fail = 8;
2299 else if (p_ptr->lev < 25)
2301 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
2302 power_desc[num].level = 10;
2303 power_desc[num].cost = 13;
2304 power_desc[num].fail = 10;
2306 else if (p_ptr->lev < 35)
2308 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
2309 power_desc[num].level = 25;
2310 power_desc[num].cost = 26;
2311 power_desc[num].fail = 12;
2313 else if (p_ptr->lev < 45)
2315 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
2316 power_desc[num].level = 35;
2317 power_desc[num].cost = 40;
2318 power_desc[num].fail = 15;
2322 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
2323 power_desc[num].level = 45;
2324 power_desc[num].cost = 60;
2325 power_desc[num].fail = 18;
2327 power_desc[num].stat = A_STR;
2328 power_desc[num++].number = -1;
2339 if (p_ptr->muta1 & MUT1_SPIT_ACID)
2341 strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
2342 power_desc[num].level = 9;
2343 power_desc[num].cost = 9;
2344 power_desc[num].stat = A_DEX;
2345 power_desc[num].fail = 15;
2346 power_desc[num++].number = MUT1_SPIT_ACID;
2349 if (p_ptr->muta1 & MUT1_BR_FIRE)
2351 strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
2352 power_desc[num].level = 20;
2353 power_desc[num].cost = lvl;
2354 power_desc[num].stat = A_CON;
2355 power_desc[num].fail = 18;
2356 power_desc[num++].number = MUT1_BR_FIRE;
2359 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
2361 strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
2362 power_desc[num].level = 12;
2363 power_desc[num].cost = 12;
2364 power_desc[num].stat = A_CHR;
2365 power_desc[num].fail = 18;
2366 power_desc[num++].number = MUT1_HYPN_GAZE;
2369 if (p_ptr->muta1 & MUT1_TELEKINES)
2371 strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
2372 power_desc[num].level = 9;
2373 power_desc[num].cost = 9;
2374 power_desc[num].stat = A_WIS;
2375 power_desc[num].fail = 14;
2376 power_desc[num++].number = MUT1_TELEKINES;
2379 if (p_ptr->muta1 & MUT1_VTELEPORT)
2381 strcpy(power_desc[num].name, _("テレポート", "Teleport"));
2382 power_desc[num].level = 7;
2383 power_desc[num].cost = 7;
2384 power_desc[num].stat = A_WIS;
2385 power_desc[num].fail = 15;
2386 power_desc[num++].number = MUT1_VTELEPORT;
2389 if (p_ptr->muta1 & MUT1_MIND_BLST)
2391 strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
2392 power_desc[num].level = 5;
2393 power_desc[num].cost = 3;
2394 power_desc[num].stat = A_WIS;
2395 power_desc[num].fail = 15;
2396 power_desc[num++].number = MUT1_MIND_BLST;
2399 if (p_ptr->muta1 & MUT1_RADIATION)
2401 strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
2402 power_desc[num].level = 15;
2403 power_desc[num].cost = 15;
2404 power_desc[num].stat = A_CON;
2405 power_desc[num].fail = 14;
2406 power_desc[num++].number = MUT1_RADIATION;
2409 if (p_ptr->muta1 & MUT1_VAMPIRISM)
2411 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2412 power_desc[num].level = 2;
2413 power_desc[num].cost = (1 + (lvl / 3));
2414 power_desc[num].stat = A_CON;
2415 power_desc[num].fail = 9;
2416 power_desc[num++].number = MUT1_VAMPIRISM;
2419 if (p_ptr->muta1 & MUT1_SMELL_MET)
2421 strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
2422 power_desc[num].level = 3;
2423 power_desc[num].cost = 2;
2424 power_desc[num].stat = A_INT;
2425 power_desc[num].fail = 12;
2426 power_desc[num++].number = MUT1_SMELL_MET;
2429 if (p_ptr->muta1 & MUT1_SMELL_MON)
2431 strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
2432 power_desc[num].level = 5;
2433 power_desc[num].cost = 4;
2434 power_desc[num].stat = A_INT;
2435 power_desc[num].fail = 15;
2436 power_desc[num++].number = MUT1_SMELL_MON;
2439 if (p_ptr->muta1 & MUT1_BLINK)
2441 strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
2442 power_desc[num].level = 3;
2443 power_desc[num].cost = 3;
2444 power_desc[num].stat = A_WIS;
2445 power_desc[num].fail = 12;
2446 power_desc[num++].number = MUT1_BLINK;
2449 if (p_ptr->muta1 & MUT1_EAT_ROCK)
2451 strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
2452 power_desc[num].level = 8;
2453 power_desc[num].cost = 12;
2454 power_desc[num].stat = A_CON;
2455 power_desc[num].fail = 18;
2456 power_desc[num++].number = MUT1_EAT_ROCK;
2459 if (p_ptr->muta1 & MUT1_SWAP_POS)
2461 strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
2462 power_desc[num].level = 15;
2463 power_desc[num].cost = 12;
2464 power_desc[num].stat = A_DEX;
2465 power_desc[num].fail = 16;
2466 power_desc[num++].number = MUT1_SWAP_POS;
2469 if (p_ptr->muta1 & MUT1_SHRIEK)
2471 strcpy(power_desc[num].name, _("叫び", "Shriek"));
2472 power_desc[num].level = 20;
2473 power_desc[num].cost = 14;
2474 power_desc[num].stat = A_CON;
2475 power_desc[num].fail = 16;
2476 power_desc[num++].number = MUT1_SHRIEK;
2479 if (p_ptr->muta1 & MUT1_ILLUMINE)
2481 strcpy(power_desc[num].name, _("照明", "Illuminate"));
2482 power_desc[num].level = 3;
2483 power_desc[num].cost = 2;
2484 power_desc[num].stat = A_INT;
2485 power_desc[num].fail = 10;
2486 power_desc[num++].number = MUT1_ILLUMINE;
2489 if (p_ptr->muta1 & MUT1_DET_CURSE)
2491 strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
2492 power_desc[num].level = 7;
2493 power_desc[num].cost = 14;
2494 power_desc[num].stat = A_WIS;
2495 power_desc[num].fail = 14;
2496 power_desc[num++].number = MUT1_DET_CURSE;
2499 if (p_ptr->muta1 & MUT1_BERSERK)
2501 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2502 power_desc[num].level = 8;
2503 power_desc[num].cost = 8;
2504 power_desc[num].stat = A_STR;
2505 power_desc[num].fail = 14;
2506 power_desc[num++].number = MUT1_BERSERK;
2509 if (p_ptr->muta1 & MUT1_POLYMORPH)
2511 strcpy(power_desc[num].name, _("変身", "Polymorph"));
2512 power_desc[num].level = 18;
2513 power_desc[num].cost = 20;
2514 power_desc[num].stat = A_CON;
2515 power_desc[num].fail = 18;
2516 power_desc[num++].number = MUT1_POLYMORPH;
2519 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
2521 strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
2522 power_desc[num].level = 10;
2523 power_desc[num].cost = 5;
2524 power_desc[num].stat = A_INT;
2525 power_desc[num].fail = 12;
2526 power_desc[num++].number = MUT1_MIDAS_TCH;
2529 if (p_ptr->muta1 & MUT1_GROW_MOLD)
2531 strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
2532 power_desc[num].level = 1;
2533 power_desc[num].cost = 6;
2534 power_desc[num].stat = A_CON;
2535 power_desc[num].fail = 14;
2536 power_desc[num++].number = MUT1_GROW_MOLD;
2539 if (p_ptr->muta1 & MUT1_RESIST)
2541 strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
2542 power_desc[num].level = 10;
2543 power_desc[num].cost = 12;
2544 power_desc[num].stat = A_CON;
2545 power_desc[num].fail = 12;
2546 power_desc[num++].number = MUT1_RESIST;
2549 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
2551 strcpy(power_desc[num].name, _("地震", "Earthquake"));
2552 power_desc[num].level = 12;
2553 power_desc[num].cost = 12;
2554 power_desc[num].stat = A_STR;
2555 power_desc[num].fail = 16;
2556 power_desc[num++].number = MUT1_EARTHQUAKE;
2559 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
2561 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
2562 power_desc[num].level = 17;
2563 power_desc[num].cost = 1;
2564 power_desc[num].stat = A_WIS;
2565 power_desc[num].fail = 15;
2566 power_desc[num++].number = MUT1_EAT_MAGIC;
2569 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
2571 strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
2572 power_desc[num].level = 6;
2573 power_desc[num].cost = 6;
2574 power_desc[num].stat = A_INT;
2575 power_desc[num].fail = 10;
2576 power_desc[num++].number = MUT1_WEIGH_MAG;
2579 if (p_ptr->muta1 & MUT1_STERILITY)
2581 strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
2582 power_desc[num].level = 12;
2583 power_desc[num].cost = 23;
2584 power_desc[num].stat = A_CHR;
2585 power_desc[num].fail = 15;
2586 power_desc[num++].number = MUT1_STERILITY;
2589 if (p_ptr->muta1 & MUT1_PANIC_HIT)
2591 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
2592 power_desc[num].level = 10;
2593 power_desc[num].cost = 12;
2594 power_desc[num].stat = A_DEX;
2595 power_desc[num].fail = 14;
2596 power_desc[num++].number = MUT1_PANIC_HIT;
2599 if (p_ptr->muta1 & MUT1_DAZZLE)
2601 strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
2602 power_desc[num].level = 7;
2603 power_desc[num].cost = 15;
2604 power_desc[num].stat = A_CHR;
2605 power_desc[num].fail = 8;
2606 power_desc[num++].number = MUT1_DAZZLE;
2609 if (p_ptr->muta1 & MUT1_LASER_EYE)
2611 strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
2612 power_desc[num].level = 7;
2613 power_desc[num].cost = 10;
2614 power_desc[num].stat = A_WIS;
2615 power_desc[num].fail = 9;
2616 power_desc[num++].number = MUT1_LASER_EYE;
2619 if (p_ptr->muta1 & MUT1_RECALL)
2621 strcpy(power_desc[num].name, _("帰還", "Recall"));
2622 power_desc[num].level = 17;
2623 power_desc[num].cost = 50;
2624 power_desc[num].stat = A_INT;
2625 power_desc[num].fail = 16;
2626 power_desc[num++].number = MUT1_RECALL;
2629 if (p_ptr->muta1 & MUT1_BANISH)
2631 strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
2632 power_desc[num].level = 25;
2633 power_desc[num].cost = 25;
2634 power_desc[num].stat = A_WIS;
2635 power_desc[num].fail = 18;
2636 power_desc[num++].number = MUT1_BANISH;
2639 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
2641 strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
2642 power_desc[num].level = 2;
2643 power_desc[num].cost = 2;
2644 power_desc[num].stat = A_CON;
2645 power_desc[num].fail = 11;
2646 power_desc[num++].number = MUT1_COLD_TOUCH;
2649 if (p_ptr->muta1 & MUT1_LAUNCHER)
2651 strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
2652 power_desc[num].level = 1;
2653 power_desc[num].cost = lvl;
2654 power_desc[num].stat = A_STR;
2655 power_desc[num].fail = 6;
2656 /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
2657 power_desc[num++].number = 3;
2661 /* Nothing chosen yet */
2667 /* Build a prompt */
2668 (void) strnfmt(out_val, 78,
2669 _("(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? "),
2670 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
2673 if (!repeat_pull(&i) || i<0 || i>=num) {
2674 #endif /* ALLOW_REPEAT */
2675 if (use_menu) screen_save();
2676 /* Get a spell from the user */
2678 choice = (always_show_list || use_menu) ? ESCAPE:1;
2681 if( choice==ESCAPE ) choice = ' ';
2682 else if( !get_com(out_val, &choice, FALSE) )break;
2684 if (use_menu && choice != ' ')
2691 p_ptr->energy_use = 0;
2699 menu_line += (num - 1);
2720 else if (menu_line+18 <= num)
2734 if (menu_line > num) menu_line -= num;
2736 /* Request redraw */
2737 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
2740 if (!redraw || use_menu)
2753 /* Save the screen */
2754 if (!use_menu) screen_save();
2756 /* Print header(s) */
2758 prt(_(" Lv MP 失率", " Lv Cost Fail"), y++, x);
2760 prt(_(" Lv MP 失率 Lv MP 失率",
2761 " Lv Cost Fail Lv Cost Fail"), y++, x);
2767 x1 = ((ctr < 18) ? x : x + 40);
2768 y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
2772 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " > "));
2773 else strcpy(dummy, " ");
2777 /* letter/number for power selection */
2781 letter = '0' + ctr - 26;
2782 sprintf(dummy, " %c) ",letter);
2784 strcat(dummy, format("%-23.23s %2d %4d %3d%%",
2785 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
2786 100 - racial_chance(&power_desc[ctr])));
2798 /* Restore the screen */
2808 if (choice == '\r' && num == 1)
2813 if (isalpha(choice))
2816 ask = (isupper(choice));
2819 if (ask) choice = (char)tolower(choice);
2821 /* Extract request */
2822 i = (islower(choice) ? A2I(choice) : -1);
2826 ask = FALSE; /* Can't uppercase digits */
2828 i = choice - '0' + 26;
2832 /* Totally Illegal */
2833 if ((i < 0) || (i >= num))
2845 (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
2847 /* Belay that order */
2848 if (!get_check(tmp_val)) continue;
2855 /* Restore the screen */
2856 if (redraw) screen_load();
2858 /* Abort if needed */
2861 p_ptr->energy_use = 0;
2866 } /*if (!repeat_pull(&i) || ...)*/
2867 #endif /* ALLOW_REPEAT */
2868 switch (racial_aux(&power_desc[i]))
2871 if (power_desc[i].number < 0)
2872 cast = cmd_racial_power_aux(power_desc[i].number);
2874 cast = mutation_power_aux(power_desc[i].number);
2888 int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2890 /* If mana is not enough, player consumes hit point! */
2891 if (p_ptr->csp < actual_racial_cost)
2893 actual_racial_cost -= p_ptr->csp;
2895 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2897 else p_ptr->csp -= actual_racial_cost;
2899 /* Redraw mana and hp */
2900 p_ptr->redraw |= (PR_HP | PR_MANA);
2903 p_ptr->window |= (PW_PLAYER | PW_SPELL);
2906 else p_ptr->energy_use = 0;