3 * @brief レイシャルと突然変異の技能処理 / Racial powers (and mutations)
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
10 * 2014 Deskull rearranged comment for Doxygen. \n
14 #include "cmd-magiceat.h"
15 #include "cmd-zapwand.h"
18 #include "object-hook.h"
21 * @brief レイシャル「弾/矢の製造」処理 / do_cmd_cast calls this function if the player's class is 'archer'.
22 * Hook to determine if an object is contertible in an arrow/bolt
23 * @return 製造を実際に行ったらTRUE、キャンセルしたらFALSEを返す
25 static bool do_cmd_archer(void)
34 char o_name[MAX_NLEN];
39 sprintf(com, _("[S]弾, [A]矢, [B]クロスボウの矢 :", "Create [S]hots, Create [A]rrow or Create [B]olt ?"));
40 else if(p_ptr->lev >= 10)
41 sprintf(com, _("[S]弾, [A]矢:", "Create [S]hots or Create [A]rrow ?"));
43 sprintf(com, _("[S]弾:", "Create [S]hots ?"));
47 msg_print(_("混乱してる!", "You are too confused!"));
53 msg_print(_("目が見えない!", "You are blind!"));
59 if (!get_com(com, &ch, TRUE))
63 if (ch == 'S' || ch == 's')
68 if ((ch == 'A' || ch == 'a')&&(p_ptr->lev >= 10))
73 if ((ch == 'B' || ch == 'b')&&(p_ptr->lev >= 20))
80 /**********Create shots*********/
87 if (!get_rep_dir(&dir, FALSE)) return FALSE;
88 y = p_ptr->y + ddy[dir];
89 x = p_ptr->x + ddx[dir];
92 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_CAN_DIG))
94 msg_print(_("そこには岩石がない。", "You need pile of rubble."));
97 else if (!cave_have_flag_grid(c_ptr, FF_CAN_DIG) || !cave_have_flag_grid(c_ptr, FF_HURT_ROCK))
99 msg_print(_("硬すぎて崩せなかった。", "You failed to make ammo."));
105 /* Get local object */
108 /* Hack -- Give the player some small firestones */
109 object_prep(q_ptr, lookup_kind(TV_SHOT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
110 q_ptr->number = (byte)rand_range(15,30);
113 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
114 q_ptr->discount = 99;
116 slot = inven_carry(q_ptr);
118 object_desc(o_name, q_ptr, 0);
119 msg_format(_("%sを作った。", "You make some ammo."), o_name);
121 /* Auto-inscription */
122 if (slot >= 0) autopick_alter_item(slot, FALSE);
124 /* Destroy the wall */
125 cave_alter_feat(y, x, FF_HURT_ROCK);
127 p_ptr->update |= (PU_FLOW);
130 /**********Create arrows*********/
137 item_tester_hook = item_tester_hook_convertible;
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;
197 q = _("どのアイテムから作りますか? ", "Convert which item? ");
198 s = _("材料を持っていない。", "You have no item to convert.");
199 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
201 /* Get the item (in the pack) */
204 q_ptr = &inventory[item];
207 /* Get the item (on the floor) */
210 q_ptr = &o_list[0 - item];
213 /* Get local object */
216 /* Hack -- Give the player some small firestones */
217 object_prep(q_ptr, lookup_kind(TV_BOLT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+1));
218 q_ptr->number = (byte)rand_range(4, 8);
221 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
223 q_ptr->discount = 99;
225 object_desc(o_name, q_ptr, 0);
226 msg_format(_("%sを作った。", "You make some ammo."), o_name);
230 inven_item_increase(item, -1);
231 inven_item_describe(item);
232 inven_item_optimize(item);
236 floor_item_increase(0 - item, -1);
237 floor_item_describe(0 - item);
238 floor_item_optimize(0 - item);
241 slot = inven_carry(q_ptr);
243 /* Auto-inscription */
244 if (slot >= 0) autopick_alter_item(slot, FALSE);
250 * @brief 魔道具術師の魔力取り込み処理
251 * @return 取り込みを実行したらTRUE、キャンセルしたらFALSEを返す
253 bool gain_magic(void)
256 PARAMETER_VALUE pval;
260 char o_name[MAX_NLEN];
262 /* Only accept legal items */
263 item_tester_hook = item_tester_hook_recharge;
265 q = _("どのアイテムの魔力を取り込みますか? ", "Gain power of which item? ");
266 s = _("魔力を取り込めるアイテムがない。", "You have nothing to gain power.");
268 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
270 /* Get the item (in the pack) */
273 o_ptr = &inventory[item];
276 /* Get the item (on the floor) */
279 o_ptr = &o_list[0 - item];
282 if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
284 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."));
289 if (!object_is_known(o_ptr))
291 msg_print(_("鑑定されていないと取り込めない。", "You need to identify before absorbing."));
297 msg_print(_("充填中のアイテムは取り込めない。", "This item is still charging."));
302 if (o_ptr->tval == TV_ROD)
304 else if (o_ptr->tval == TV_WAND)
307 if (o_ptr->tval == TV_ROD)
309 p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)o_ptr->number;
310 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
315 for (num = o_ptr->number; num; num--)
318 if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
319 if (p_ptr->magic_num2[o_ptr->sval + ext])
322 gain_num = (gain_num/3 + randint0(gain_num/3)) / 256;
323 if (gain_num < 1) gain_num = 1;
325 p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)gain_num;
326 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
327 p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
328 if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
329 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;
330 if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
334 object_desc(o_name, o_ptr, 0);
335 msg_format(_("%sの魔力を取り込んだ。", "You absorb magic of %s."), o_name);
337 /* Eliminate the item (from the pack) */
340 inven_item_increase(item, -999);
341 inven_item_describe(item);
342 inven_item_optimize(item);
345 /* Eliminate the item (from the floor) */
348 floor_item_increase(0 - item, -999);
349 floor_item_describe(0 - item);
350 floor_item_optimize(0 - item);
352 p_ptr->energy_use = 100;
357 * @brief 魔法系コマンドを実行できるかの判定を返す
358 * @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。
360 static bool can_do_cmd_cast(void)
362 if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
364 msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
368 else if (p_ptr->anti_magic)
370 msg_print(_("反魔法バリアが魔法を邪魔した!", "An anti-magic shell disrupts your magic!"));
373 else if (p_ptr->shero)
375 msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
384 * @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。
386 static bool choose_kamae(void)
395 msg_print(_("混乱していて構えられない!", "Too confused."));
401 prt(_(" a) 構えをとく", " a) No form"), 2, 20);
403 for (i = 0; i < MAX_KAMAE; i++)
405 if (p_ptr->lev >= kamae_shurui[i].min_level)
407 sprintf(buf," %c) %-12s %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
413 prt(_(" どの構えをとりますか?", " Choose Form: "), 1, 14);
419 if (choice == ESCAPE)
424 else if ((choice == 'a') || (choice == 'A'))
426 if (p_ptr->action == ACTION_KAMAE)
428 set_action(ACTION_NONE);
431 msg_print(_("もともと構えていない。", "You are not assuming a posture."));
435 else if ((choice == 'b') || (choice == 'B'))
440 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
445 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
450 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
456 set_action(ACTION_KAMAE);
458 if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
460 msg_print(_("構え直した。", "You reassume a posture."));
464 p_ptr->special_defense &= ~(KAMAE_MASK);
465 p_ptr->update |= (PU_BONUS);
466 p_ptr->redraw |= (PR_STATE);
467 msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
468 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
470 p_ptr->redraw |= PR_STATE;
477 * @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。
479 static bool choose_kata(void)
488 msg_print(_("混乱していて構えられない!", "Too confused."));
494 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
500 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
506 prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
508 for (i = 0; i < MAX_KATA; i++)
510 if (p_ptr->lev >= kata_shurui[i].min_level)
512 sprintf(buf,_(" %c) %sの型 %s", " %c) Form of %-12s %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
518 prt(_(" どの型で構えますか?", " Choose Form: "), 1, 14);
524 if (choice == ESCAPE)
529 else if ((choice == 'a') || (choice == 'A'))
531 if (p_ptr->action == ACTION_KATA)
533 set_action(ACTION_NONE);
536 msg_print(_("もともと構えていない。", "You are not assuming posture."));
540 else if ((choice == 'b') || (choice == 'B'))
545 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
550 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
555 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
561 set_action(ACTION_KATA);
563 if (p_ptr->special_defense & (KATA_IAI << new_kata))
565 msg_print(_("構え直した。", "You reassume a posture."));
569 p_ptr->special_defense &= ~(KATA_MASK);
570 p_ptr->update |= (PU_BONUS);
571 p_ptr->update |= (PU_MONSTERS);
572 msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
573 p_ptr->special_defense |= (KATA_IAI << new_kata);
575 p_ptr->redraw |= (PR_STATE);
576 p_ptr->redraw |= (PR_STATUS);
583 * @brief レイシャル・パワー情報のtypedef
585 typedef struct power_desc_type power_desc_type;
588 * @brief レイシャル・パワー情報の構造体定義
590 struct power_desc_type
592 char name[80]; //!<レイシャル名
593 PLAYER_LEVEL level; //!<体得レベル
602 * @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
603 * @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
606 static PERCENTAGE racial_chance(power_desc_type *pd_ptr)
608 PLAYER_LEVEL min_level = pd_ptr->level;
609 int difficulty = pd_ptr->fail;
614 int stat = p_ptr->stat_cur[pd_ptr->stat];
616 /* No chance for success */
617 if ((p_ptr->lev < min_level) || p_ptr->confused)
622 if (difficulty == 0) return 100;
624 /* Calculate difficulty */
627 difficulty += p_ptr->stun;
629 else if (p_ptr->lev > min_level)
631 int lev_adj = ((p_ptr->lev - min_level) / 3);
632 if (lev_adj > 10) lev_adj = 10;
633 difficulty -= lev_adj;
636 if (difficulty < 5) difficulty = 5;
638 /* We only need halfs of the difficulty */
639 difficulty = difficulty / 2;
641 for (i = 1; i <= stat; i++)
643 val = i - difficulty;
645 sum += (val <= difficulty) ? val : difficulty;
651 return (((sum * 100) / difficulty) / stat);
655 static int racial_cost;
658 * @brief レイシャル・パワーの発動の判定処理
659 * @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
661 * 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。
662 * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
664 static int racial_aux(power_desc_type *pd_ptr)
666 s16b min_level = pd_ptr->level;
667 int use_stat = pd_ptr->stat;
668 int difficulty = pd_ptr->fail;
671 racial_cost = pd_ptr->cost;
673 /* Not enough mana - use hp */
674 if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
676 /* Power is not available yet */
677 if (p_ptr->lev < min_level)
679 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。",
680 "You need to attain level %d to use this power."), min_level);
682 p_ptr->energy_use = 0;
687 else if (p_ptr->confused)
689 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."));
690 p_ptr->energy_use = 0;
695 else if (p_ptr->chp < use_hp)
697 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? ")))
699 p_ptr->energy_use = 0;
704 /* Else attempt to do it! */
710 difficulty += p_ptr->stun;
712 else if (p_ptr->lev > min_level)
714 int lev_adj = ((p_ptr->lev - min_level) / 3);
715 if (lev_adj > 10) lev_adj = 10;
716 difficulty -= lev_adj;
719 if (difficulty < 5) difficulty = 5;
722 /* take time and pay the price */
723 p_ptr->energy_use = 100;
726 if (randint1(p_ptr->stat_cur[use_stat]) >=
727 ((difficulty / 2) + randint1(difficulty / 2)))
732 if (flush_failure) flush();
733 msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
740 * @brief レイシャル・パワー発動処理
741 * @param command 発動するレイシャルのID
742 * @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。
744 static bool cmd_racial_power_aux(s32b command)
746 PLAYER_LEVEL plev = p_ptr->lev;
751 switch (p_ptr->pclass)
758 for (i = 0; i < 6; i++)
761 y = p_ptr->y + ddy_ddd[dir];
762 x = p_ptr->x + ddx_ddd[dir];
765 /* Hack -- attack monsters */
770 msg_print(_("攻撃が空をきった。", "You attack the empty air."));
775 case CLASS_HIGH_MAGE:
776 if (p_ptr->realm1 == REALM_HEX)
778 bool retval = stop_hex_spell();
779 if (retval) p_ptr->energy_use = 10;
783 /* case CLASS_HIGH_MAGE: */
786 if (!eat_magic(p_ptr->lev * 2)) return FALSE;
791 if (is_good_realm(p_ptr->realm1))
793 if (!bless_weapon()) return FALSE;
797 (void)dispel_monsters(plev * 4);
798 turn_monsters(plev * 4);
799 banish_monsters(plev * 4);
805 if(!panic_hit()) return FALSE;
811 msg_print(_("敵を調査した...", "You examine your foes..."));
817 if (!get_aim_dir(&dir)) return FALSE;
818 fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
822 case CLASS_WARRIOR_MAGE:
826 int gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev,
827 _("HPからMPへの無謀な変換", "thoughtless convertion from HP to SP"), -1) / 5;
830 p_ptr->csp += gain_sp;
831 if (p_ptr->csp > p_ptr->msp)
833 p_ptr->csp = p_ptr->msp;
839 msg_print(_("変換に失敗した。", "You failed to convert."));
842 else if (command == -4)
844 if (p_ptr->csp >= p_ptr->lev / 5)
846 p_ptr->csp -= p_ptr->lev / 5;
847 hp_player(p_ptr->lev);
851 msg_print(_("変換に失敗した。", "You failed to convert."));
855 /* Redraw mana and hp */
856 p_ptr->redraw |= (PR_HP | PR_MANA);
860 case CLASS_CHAOS_WARRIOR:
862 msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
863 slow_monsters(p_ptr->lev);
864 stun_monsters(p_ptr->lev * 4);
865 confuse_monsters(p_ptr->lev * 4);
866 turn_monsters(p_ptr->lev * 4);
867 stasis_monsters(p_ptr->lev * 4);
872 if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
874 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
879 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
885 if (!choose_kamae()) return FALSE;
886 p_ptr->update |= (PU_BONUS);
888 else if (command == -4)
892 if (!get_rep_dir(&dir, FALSE)) return FALSE;
893 y = p_ptr->y + ddy[dir];
894 x = p_ptr->x + ddx[dir];
895 if (cave[y][x].m_idx)
898 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!!!",
899 "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
901 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!!!",
902 "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
905 if (cave[y][x].m_idx)
910 p_ptr->energy_need += ENERGY_NEED();
914 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"));
920 case CLASS_MINDCRAFTER:
921 case CLASS_FORCETRAINER:
925 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."));
928 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
930 p_ptr->csp += (3 + p_ptr->lev/20);
931 if (p_ptr->csp >= p_ptr->msp)
933 p_ptr->csp = p_ptr->msp;
938 p_ptr->redraw |= (PR_MANA);
945 if (!get_aim_dir(&dir)) return FALSE;
947 fire_beam(GF_PHOTO, dir, 1);
949 else if (command == -4)
951 if (!identify_fully(FALSE)) return FALSE;
958 if (!do_cmd_mane(TRUE)) return FALSE;
961 case CLASS_BEASTMASTER:
965 if (!get_aim_dir(&dir)) return FALSE;
966 (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
968 else if (command == -4)
970 project_hack(GF_CHARM_LIVING, p_ptr->lev);
976 if (!do_cmd_archer()) return FALSE;
979 case CLASS_MAGIC_EATER:
982 if (!gain_magic()) return FALSE;
983 } else if (command == -4) {
984 if (!can_do_cmd_cast()) return FALSE;
985 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
991 /* Singing is already stopped */
992 if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
995 p_ptr->energy_use = 10;
1000 if (!can_do_cmd_cast()) return FALSE;
1004 if (!p_ptr->paralyzed && can_do_cmd_cast())
1012 int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
1016 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."));
1019 if (p_ptr->special_defense & KATA_MASK)
1021 msg_print(_("今は構えに集中している。", "You need concentration on your form."));
1024 msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
1026 p_ptr->csp += p_ptr->msp / 2;
1027 if (p_ptr->csp >= max_csp)
1029 p_ptr->csp = max_csp;
1030 p_ptr->csp_frac = 0;
1034 p_ptr->redraw |= (PR_MANA);
1036 else if (command == -4)
1038 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
1040 msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
1043 if (!choose_kata()) return FALSE;
1044 p_ptr->update |= (PU_BONUS);
1048 case CLASS_BLUE_MAGE:
1050 if (p_ptr->action == ACTION_LEARN)
1052 set_action(ACTION_NONE);
1056 set_action(ACTION_LEARN);
1058 p_ptr->energy_use = 0;
1064 monster_type *m_ptr;
1065 monster_race *r_ptr;
1070 msg_print(_("今は乗馬中だ。", "You ARE riding."));
1073 if (!do_riding(TRUE)) return TRUE;
1074 m_ptr = &m_list[p_ptr->riding];
1075 r_ptr = &r_info[m_ptr->r_idx];
1076 monster_desc(m_name, m_ptr, 0);
1077 msg_format(_("%sに乗った。", "You ride on %s."),m_name);
1078 if (is_pet(m_ptr)) break;
1079 rlev = r_ptr->level;
1080 if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
1081 if (rlev > 60) rlev = 60+(rlev-60)/2;
1082 if ((randint1(p_ptr->skill_exp[GINOU_RIDING] / 120 + p_ptr->lev * 2 / 3) > rlev)
1083 && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle
1084 && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
1085 && (rlev < p_ptr->lev * 3 / 2 + randint0(p_ptr->lev / 5)))
1087 msg_format(_("%sを手なずけた。", "You tame %s."),m_name);
1092 msg_format(_("%sに振り落とされた!", "You have thrown off by %s."),m_name);
1096 /* 落馬処理に失敗してもとにかく乗馬解除 */
1101 case CLASS_BERSERKER:
1103 if (!word_of_recall()) return FALSE;
1108 if (p_ptr->lev > 29)
1110 if (!identify_fully(TRUE)) return FALSE;
1114 if (!ident_spell(TRUE)) return FALSE;
1118 case CLASS_MIRROR_MASTER:
1122 /* Explode all mirrors */
1123 remove_all_mirrors(TRUE);
1125 else if (command == -4)
1129 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."));
1132 if (is_mirror_grid(&cave[p_ptr->y][p_ptr->x]))
1134 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
1136 p_ptr->csp += (5 + p_ptr->lev * p_ptr->lev / 100);
1137 if (p_ptr->csp >= p_ptr->msp)
1139 p_ptr->csp = p_ptr->msp;
1140 p_ptr->csp_frac = 0;
1144 p_ptr->redraw |= (PR_MANA);
1148 msg_print(_("鏡の上でないと集中できない!", "Here are not any mirrors!"));
1155 if (p_ptr->action == ACTION_HAYAGAKE)
1157 set_action(ACTION_NONE);
1161 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
1162 feature_type *f_ptr = &f_info[c_ptr->feat];
1164 if (!have_flag(f_ptr->flags, FF_PROJECT) ||
1165 (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
1167 msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
1171 set_action(ACTION_HAYAGAKE);
1176 p_ptr->energy_use = 0;
1182 else if (p_ptr->mimic_form)
1184 switch (p_ptr->mimic_form)
1187 case MIMIC_DEMON_LORD:
1189 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1190 if (!get_aim_dir(&dir)) return FALSE;
1193 msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎"));
1195 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1198 fire_breath(type, dir, plev * 3, (plev / 15) + 1);
1210 switch (p_ptr->prace)
1213 msg_print(_("周囲を調べた。", "You examine your surroundings."));
1214 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1215 (void)detect_doors(DETECT_RAD_DEFAULT);
1216 (void)detect_stairs(DETECT_RAD_DEFAULT);
1224 /* Get local object */
1227 /* Create the food ration */
1228 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
1230 /* Drop the object from heaven */
1231 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
1232 msg_print(_("食事を料理して作った。", "You cook some food."));
1237 msg_print(_("パッ!", "Blink!"));
1238 teleport_player(10, 0L);
1242 msg_print(_("勇気を出した。", "You play tough."));
1243 (void)set_afraid(0);
1246 case RACE_HALF_TROLL:
1247 msg_print(_("うがぁぁ!", "RAAAGH!"));
1248 (void)berserk(10 + randint1(plev));
1254 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
1257 else if (command == -2)
1259 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..."));
1261 (void)true_healing(0);
1262 (void)restore_all_status();
1263 (void)restore_level();
1267 case RACE_BARBARIAN:
1268 msg_print(_("うぉぉおお!", "Raaagh!"));
1269 (void)berserk(10 + randint1(plev));
1272 case RACE_HALF_OGRE:
1273 msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
1277 case RACE_HALF_GIANT:
1278 if (!get_aim_dir(&dir)) return FALSE;
1279 (void)wall_to_mud(dir, 20 + randint1(30));
1282 case RACE_HALF_TITAN:
1283 msg_print(_("敵を調査した...", "You examine your foes..."));
1288 if (!get_aim_dir(&dir)) return FALSE;
1289 msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
1290 fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
1294 if (!get_aim_dir(&dir)) return FALSE;
1296 msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
1297 (void)fear_monster(dir, plev);
1301 if (!get_aim_dir(&dir)) return FALSE;
1303 msg_print(_("酸を吐いた。", "You spit acid."));
1304 if (plev < 25) fire_bolt(GF_ACID, dir, plev);
1305 else fire_ball(GF_ACID, dir, plev, 2);
1309 if (!get_aim_dir(&dir)) return FALSE;
1310 msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
1311 fire_bolt(GF_POIS, dir, plev);
1315 msg_print(_("周囲を調査した。", "You examine your surroundings."));
1316 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1317 (void)detect_doors(DETECT_RAD_DEFAULT);
1318 (void)detect_stairs(DETECT_RAD_DEFAULT);
1322 if (!get_aim_dir(&dir)) return FALSE;
1323 msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
1324 fire_bolt_or_beam(10, GF_MISSILE, dir,
1325 damroll(3 + ((plev - 1) / 5), 4));
1328 case RACE_DRACONIAN:
1330 int Type = (one_in_(3) ? GF_COLD : GF_FIRE);
1332 cptr Type_desc = ((Type == GF_COLD) ? "冷気" : "炎");
1334 cptr Type_desc = ((Type == GF_COLD) ? "cold" : "fire");
1337 if (!get_aim_dir(&dir)) return FALSE;
1339 if (randint1(100) < plev)
1341 switch (p_ptr->pclass)
1344 case CLASS_BERSERKER:
1347 case CLASS_IMITATOR:
1353 Type_desc = _("エレメント", "the elements");
1358 Type_desc = _("破片", "shards");
1362 case CLASS_WARRIOR_MAGE:
1363 case CLASS_HIGH_MAGE:
1364 case CLASS_SORCERER:
1365 case CLASS_MAGIC_EATER:
1366 case CLASS_RED_MAGE:
1367 case CLASS_BLUE_MAGE:
1368 case CLASS_MIRROR_MASTER:
1372 Type_desc = _("魔力", "mana");
1376 Type = GF_DISENCHANT;
1377 Type_desc = _("劣化", "disenchantment");
1380 case CLASS_CHAOS_WARRIOR:
1383 Type = GF_CONFUSION;
1384 Type_desc = _("混乱", "confusion");
1389 Type_desc = _("カオス", "chaos");
1394 case CLASS_FORCETRAINER:
1397 Type = GF_CONFUSION;
1398 Type_desc = _("混乱", "confusion");
1403 Type_desc = _("轟音", "sound");
1406 case CLASS_MINDCRAFTER:
1409 Type = GF_CONFUSION;
1410 Type_desc = _("混乱", "confusion");
1415 Type_desc = _("精神エネルギー", "mental energy");
1422 Type = GF_HELL_FIRE;
1423 Type_desc = _("地獄の劫火", "hellfire");
1427 Type = GF_HOLY_FIRE;
1428 Type_desc = _("聖なる炎", "holy fire");
1436 Type_desc = _("暗黒", "darkness");
1441 Type_desc = _("毒", "poison");
1448 Type_desc = _("轟音", "sound");
1452 Type = GF_CONFUSION;
1453 Type_desc = _("混乱", "confusion");
1460 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
1462 fire_breath(Type, dir, plev * 2, (plev / 15) + 1);
1466 case RACE_MIND_FLAYER:
1467 if (!get_aim_dir(&dir)) return FALSE;
1468 msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
1469 fire_bolt(GF_PSI, dir, plev);
1473 if (!get_aim_dir(&dir)) return FALSE;
1476 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
1477 fire_ball(GF_FIRE, dir, plev, 2);
1481 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
1482 fire_bolt(GF_FIRE, dir, plev);
1487 (void)set_shield(randint1(20) + 30, FALSE);
1492 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."));
1493 (void)restore_level();
1501 if (!get_aim_dir(&dir)) return FALSE;
1503 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!"));
1504 (void)fear_monster(dir, plev);
1508 msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
1509 if (plev < 25) sleep_monsters_touch();
1510 else (void)sleep_monsters(plev);
1515 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1516 if (!get_aim_dir(&dir)) return FALSE;
1519 msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎"));
1521 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1524 fire_breath(type, dir, plev * 3, (plev / 15) + 1);
1529 (void)set_tsubureru(randint1(20) + 30, FALSE);
1533 if (!get_aim_dir(&dir)) return FALSE;
1536 msg_print(_("レイガンを発射した。", "You fire your ray gun."));
1537 fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
1541 msg_print(_("ブラスターを発射した。", "You fire your blaster."));
1542 fire_bolt(GF_MISSILE, dir, plev);
1546 msg_print(_("バズーカを発射した。", "You fire your bazooka."));
1547 fire_ball(GF_MISSILE, dir, plev * 2, 2);
1551 msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon."));
1552 fire_beam(GF_MISSILE, dir, plev * 2);
1556 msg_print(_("ロケットを発射した。", "You fire a rocket."));
1557 fire_rocket(GF_ROCKET, dir, plev * 5, 2);
1562 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."));
1563 p_ptr->energy_use = 0;
1570 * @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
1573 void do_cmd_racial_power(void)
1575 power_desc_type power_desc[36];
1579 PLAYER_LEVEL lvl = p_ptr->lev;
1580 bool flag, redraw, cast = FALSE;
1581 bool warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
1584 int menu_line = (use_menu ? 1 : 0);
1587 for (num = 0; num < 36; num++)
1589 strcpy(power_desc[num].name, "");
1590 power_desc[num].number = 0;
1595 if (p_ptr->confused)
1597 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!"));
1598 p_ptr->energy_use = 0;
1602 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
1604 set_action(ACTION_NONE);
1607 switch (p_ptr->pclass)
1611 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
1612 power_desc[num].level = 40;
1613 power_desc[num].cost = 75;
1614 power_desc[num].stat = A_DEX;
1615 power_desc[num].fail = 35;
1616 power_desc[num++].number = -3;
1619 case CLASS_HIGH_MAGE:
1620 if (p_ptr->realm1 == REALM_HEX)
1622 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
1623 power_desc[num].level = 1;
1624 power_desc[num].cost = 0;
1625 power_desc[num].stat = A_INT;
1626 power_desc[num].fail = 0;
1627 power_desc[num++].number = -3;
1631 /* case CLASS_HIGH_MAGE: */
1632 case CLASS_SORCERER:
1634 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1635 power_desc[num].level = 25;
1636 power_desc[num].cost = 1;
1637 power_desc[num].stat = A_INT;
1638 power_desc[num].fail = 25;
1639 power_desc[num++].number = -3;
1644 if (is_good_realm(p_ptr->realm1))
1646 strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
1647 power_desc[num].level = 35;
1648 power_desc[num].cost = 70;
1649 power_desc[num].stat = A_WIS;
1650 power_desc[num].fail = 50;
1651 power_desc[num++].number = -3;
1655 strcpy(power_desc[num].name, _("召魂", "Evocation"));
1656 power_desc[num].level = 42;
1657 power_desc[num].cost = 40;
1658 power_desc[num].stat = A_WIS;
1659 power_desc[num].fail = 35;
1660 power_desc[num++].number = -3;
1666 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
1667 power_desc[num].level = 8;
1668 power_desc[num].cost = 12;
1669 power_desc[num].stat = A_DEX;
1670 power_desc[num].fail = 14;
1671 power_desc[num++].number = -3;
1677 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
1678 power_desc[num].level = 15;
1679 power_desc[num].cost = 20;
1680 power_desc[num].stat = A_INT;
1681 power_desc[num].fail = 12;
1682 power_desc[num++].number = -3;
1687 if (is_good_realm(p_ptr->realm1))
1689 strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
1690 power_desc[num].level = 30;
1691 power_desc[num].cost = 30;
1692 power_desc[num].stat = A_WIS;
1693 power_desc[num].fail = 30;
1694 power_desc[num++].number = -3;
1698 strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
1699 power_desc[num].level = 30;
1700 power_desc[num].cost = 30;
1701 power_desc[num].stat = A_WIS;
1702 power_desc[num].fail = 30;
1703 power_desc[num++].number = -3;
1707 case CLASS_WARRIOR_MAGE:
1709 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
1710 power_desc[num].level = 25;
1711 power_desc[num].cost = 0;
1712 power_desc[num].stat = A_INT;
1713 power_desc[num].fail = 10;
1714 power_desc[num++].number = -3;
1716 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
1717 power_desc[num].level = 25;
1718 power_desc[num].cost = 0;
1719 power_desc[num].stat = A_INT;
1720 power_desc[num].fail = 10;
1721 power_desc[num++].number = -4;
1724 case CLASS_CHAOS_WARRIOR:
1726 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
1727 power_desc[num].level = 40;
1728 power_desc[num].cost = 50;
1729 power_desc[num].stat = A_INT;
1730 power_desc[num].fail = 25;
1731 power_desc[num++].number = -3;
1736 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
1737 power_desc[num].level = 25;
1738 power_desc[num].cost = 0;
1739 power_desc[num].stat = A_DEX;
1740 power_desc[num].fail = 0;
1741 power_desc[num++].number = -3;
1743 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
1744 power_desc[num].level = 30;
1745 power_desc[num].cost = 30;
1746 power_desc[num].stat = A_STR;
1747 power_desc[num].fail = 20;
1748 power_desc[num++].number = -4;
1751 case CLASS_MINDCRAFTER:
1752 case CLASS_FORCETRAINER:
1754 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1755 power_desc[num].level = 15;
1756 power_desc[num].cost = 0;
1757 power_desc[num].stat = A_WIS;
1758 power_desc[num].fail = 10;
1759 power_desc[num++].number = -3;
1764 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1765 power_desc[num].level = 1;
1766 power_desc[num].cost = 0;
1767 power_desc[num].stat = A_DEX;
1768 power_desc[num].fail = 0;
1769 power_desc[num++].number = -3;
1771 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1772 power_desc[num].level = 25;
1773 power_desc[num].cost = 20;
1774 power_desc[num].stat = A_INT;
1775 power_desc[num].fail = 20;
1776 power_desc[num++].number = -4;
1779 case CLASS_IMITATOR:
1781 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1782 power_desc[num].level = 30;
1783 power_desc[num].cost = 100;
1784 power_desc[num].stat = A_DEX;
1785 power_desc[num].fail = 30;
1786 power_desc[num++].number = -3;
1789 case CLASS_BEASTMASTER:
1791 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1792 power_desc[num].level = 1;
1793 power_desc[num].cost = (p_ptr->lev+3)/4;
1794 power_desc[num].stat = A_CHR;
1795 power_desc[num].fail = 10;
1796 power_desc[num++].number = -3;
1798 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1799 power_desc[num].level = 30;
1800 power_desc[num].cost = (p_ptr->lev+20)/2;
1801 power_desc[num].stat = A_CHR;
1802 power_desc[num].fail = 10;
1803 power_desc[num++].number = -4;
1808 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1809 power_desc[num].level = 1;
1810 power_desc[num].cost = 0;
1811 power_desc[num].stat = A_DEX;
1812 power_desc[num].fail = 0;
1813 power_desc[num++].number = -3;
1816 case CLASS_MAGIC_EATER:
1818 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1819 power_desc[num].level = 1;
1820 power_desc[num].cost = 0;
1821 power_desc[num].stat = A_INT;
1822 power_desc[num].fail = 0;
1823 power_desc[num++].number = -3;
1825 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1826 power_desc[num].level = 10;
1827 power_desc[num].cost = 10 + (lvl - 10) / 2;
1828 power_desc[num].stat = A_INT;
1829 power_desc[num].fail = 0;
1830 power_desc[num++].number = -4;
1835 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1836 power_desc[num].level = 1;
1837 power_desc[num].cost = 0;
1838 power_desc[num].stat = A_CHR;
1839 power_desc[num].fail = 0;
1840 power_desc[num++].number = -3;
1843 case CLASS_RED_MAGE:
1845 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1846 power_desc[num].level = 48;
1847 power_desc[num].cost = 20;
1848 power_desc[num].stat = A_INT;
1849 power_desc[num].fail = 0;
1850 power_desc[num++].number = -3;
1855 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1856 power_desc[num].level = 1;
1857 power_desc[num].cost = 0;
1858 power_desc[num].stat = A_WIS;
1859 power_desc[num].fail = 0;
1860 power_desc[num++].number = -3;
1862 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
1863 power_desc[num].level = 25;
1864 power_desc[num].cost = 0;
1865 power_desc[num].stat = A_DEX;
1866 power_desc[num].fail = 0;
1867 power_desc[num++].number = -4;
1870 case CLASS_BLUE_MAGE:
1872 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1873 power_desc[num].level = 1;
1874 power_desc[num].cost = 0;
1875 power_desc[num].stat = A_INT;
1876 power_desc[num].fail = 0;
1877 power_desc[num++].number = -3;
1882 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1883 power_desc[num].level = 10;
1884 power_desc[num].cost = 0;
1885 power_desc[num].stat = A_STR;
1886 power_desc[num].fail = 10;
1887 power_desc[num++].number = -3;
1890 case CLASS_BERSERKER:
1892 strcpy(power_desc[num].name, _("帰還", "Recall"));
1893 power_desc[num].level = 10;
1894 power_desc[num].cost = 10;
1895 power_desc[num].stat = A_DEX;
1896 power_desc[num].fail = 20;
1897 power_desc[num++].number = -3;
1900 case CLASS_MIRROR_MASTER:
1902 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
1903 power_desc[num].level = 1;
1904 power_desc[num].cost = 0;
1905 power_desc[num].stat = A_INT;
1906 power_desc[num].fail = 0;
1907 power_desc[num++].number = -3;
1909 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
1910 power_desc[num].level = 30;
1911 power_desc[num].cost = 0;
1912 power_desc[num].stat = A_INT;
1913 power_desc[num].fail = 20;
1914 power_desc[num++].number = -4;
1919 strcpy(power_desc[num].name, _("目利き", "Judgment"));
1920 power_desc[num].level = 5;
1921 power_desc[num].cost = 15;
1922 power_desc[num].stat = A_INT;
1923 power_desc[num].fail = 20;
1924 power_desc[num++].number = -3;
1929 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
1930 power_desc[num].level = 20;
1931 power_desc[num].cost = 0;
1932 power_desc[num].stat = A_DEX;
1933 power_desc[num].fail = 0;
1934 power_desc[num++].number = -3;
1938 strcpy(power_desc[0].name, _("(なし)", "(none)"));
1941 if (p_ptr->mimic_form)
1943 switch (p_ptr->mimic_form)
1946 case MIMIC_DEMON_LORD:
1947 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);
1948 power_desc[num].level = 15;
1949 power_desc[num].cost = 10+lvl/3;
1950 power_desc[num].stat = A_CON;
1951 power_desc[num].fail = 20;
1952 power_desc[num++].number = -1;
1955 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1956 power_desc[num].level = 2;
1957 power_desc[num].cost = 1 + (lvl / 3);
1958 power_desc[num].stat = A_CON;
1959 power_desc[num].fail = 9;
1960 power_desc[num++].number = -1;
1966 switch (p_ptr->prace)
1969 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1970 power_desc[num].level = 5;
1971 power_desc[num].cost = 5;
1972 power_desc[num].stat = A_WIS;
1973 power_desc[num].fail = 12;
1974 power_desc[num++].number = -1;
1977 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1978 power_desc[num].level = 10;
1979 power_desc[num].cost = 5;
1980 power_desc[num].stat = A_WIS;
1981 power_desc[num].fail = 10;
1982 power_desc[num++].number = -1;
1985 strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
1986 power_desc[num].level = 15;
1987 power_desc[num].cost = 10;
1988 power_desc[num].stat = A_INT;
1989 power_desc[num].fail = 10;
1990 power_desc[num++].number = -1;
1993 sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
1994 power_desc[num].level = 5;
1995 power_desc[num].cost = 5;
1996 power_desc[num].stat = A_INT;
1997 power_desc[num].fail = 12;
1998 power_desc[num++].number = -1;
2001 strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
2002 power_desc[num].level = 3;
2003 power_desc[num].cost = 5;
2004 power_desc[num].stat = A_WIS;
2005 power_desc[num].fail = warrior ? 5 : 10;
2006 power_desc[num++].number = -1;
2008 case RACE_HALF_TROLL:
2009 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2010 power_desc[num].level = 10;
2011 power_desc[num].cost = 12;
2012 power_desc[num].stat = A_STR;
2013 power_desc[num].fail = warrior ? 6 : 12;
2014 power_desc[num++].number = -1;
2016 case RACE_BARBARIAN:
2017 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2018 power_desc[num].level = 8;
2019 power_desc[num].cost = 10;
2020 power_desc[num].stat = A_STR;
2021 power_desc[num].fail = warrior ? 6 : 12;
2022 power_desc[num++].number = -1;
2025 strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
2026 power_desc[num].level = 30;
2027 power_desc[num].cost = 50;
2028 power_desc[num].stat = A_INT;
2029 power_desc[num].fail = 50;
2030 power_desc[num++].number = -1;
2032 strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
2033 power_desc[num].level = 40;
2034 power_desc[num].cost = 75;
2035 power_desc[num].stat = A_WIS;
2036 power_desc[num].fail = 50;
2037 power_desc[num++].number = -2;
2039 case RACE_HALF_OGRE:
2040 strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
2041 power_desc[num].level = 25;
2042 power_desc[num].cost = 35;
2043 power_desc[num].stat = A_INT;
2044 power_desc[num].fail = 15;
2045 power_desc[num++].number = -1;
2047 case RACE_HALF_GIANT:
2048 strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
2049 power_desc[num].level = 20;
2050 power_desc[num].cost = 10;
2051 power_desc[num].stat = A_STR;
2052 power_desc[num].fail = 12;
2053 power_desc[num++].number = -1;
2055 case RACE_HALF_TITAN:
2056 strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
2057 power_desc[num].level = 15;
2058 power_desc[num].cost = 10;
2059 power_desc[num].stat = A_INT;
2060 power_desc[num].fail = 12;
2061 power_desc[num++].number = -1;
2064 sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
2065 power_desc[num].level = 20;
2066 power_desc[num].cost = 15;
2067 power_desc[num].stat = A_STR;
2068 power_desc[num].fail = 12;
2069 power_desc[num++].number = -1;
2072 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2073 power_desc[num].level = 15;
2074 power_desc[num].cost = 15;
2075 power_desc[num].stat = A_WIS;
2076 power_desc[num].fail = 10;
2077 power_desc[num++].number = -1;
2080 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2081 power_desc[num].level = 4;
2082 power_desc[num].cost = 6;
2083 power_desc[num].stat = A_INT;
2084 power_desc[num].fail = 3;
2085 power_desc[num++].number = -1;
2088 sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
2089 power_desc[num].level = 9;
2090 power_desc[num].cost = 9;
2091 power_desc[num].stat = A_DEX;
2092 power_desc[num].fail = 14;
2093 power_desc[num++].number = -1;
2096 sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
2097 power_desc[num].level = 12;
2098 power_desc[num].cost = 8;
2099 power_desc[num].stat = A_DEX;
2100 power_desc[num].fail = 14;
2101 power_desc[num++].number = -1;
2104 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);
2105 power_desc[num].level = 2;
2106 power_desc[num].cost = 2;
2107 power_desc[num].stat = A_INT;
2108 power_desc[num].fail = 9;
2109 power_desc[num++].number = -1;
2111 case RACE_DRACONIAN:
2112 sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
2113 power_desc[num].level = 1;
2114 power_desc[num].cost = lvl;
2115 power_desc[num].stat = A_CON;
2116 power_desc[num].fail = 12;
2117 power_desc[num++].number = -1;
2119 case RACE_MIND_FLAYER:
2120 sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
2121 power_desc[num].level = 15;
2122 power_desc[num].cost = 12;
2123 power_desc[num].stat = A_INT;
2124 power_desc[num].fail = 14;
2125 power_desc[num++].number = -1;
2128 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);
2129 power_desc[num].level = 9;
2130 power_desc[num].cost = 15;
2131 power_desc[num].stat = A_WIS;
2132 power_desc[num].fail = 15;
2133 power_desc[num++].number = -1;
2136 strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
2137 power_desc[num].level = 20;
2138 power_desc[num].cost = 15;
2139 power_desc[num].stat = A_CON;
2140 power_desc[num].fail = 8;
2141 power_desc[num++].number = -1;
2145 strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
2146 power_desc[num].level = 30;
2147 power_desc[num].cost = 30;
2148 power_desc[num].stat = A_WIS;
2149 power_desc[num].fail = 18;
2150 power_desc[num++].number = -1;
2153 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2154 power_desc[num].level = 2;
2155 power_desc[num].cost = 1 + (lvl / 3);
2156 power_desc[num].stat = A_CON;
2157 power_desc[num].fail = 9;
2158 power_desc[num++].number = -1;
2161 strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
2162 power_desc[num].level = 12;
2163 power_desc[num].cost = 12;
2164 power_desc[num].stat = A_INT;
2165 power_desc[num].fail = 15;
2166 power_desc[num++].number = -1;
2169 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);
2170 power_desc[num].level = 15;
2171 power_desc[num].cost = 10+lvl/3;
2172 power_desc[num].stat = A_CON;
2173 power_desc[num].fail = 20;
2174 power_desc[num++].number = -1;
2177 strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
2178 power_desc[num].level = 20;
2179 power_desc[num].cost = 15;
2180 power_desc[num].stat = A_CHR;
2181 power_desc[num].fail = 8;
2182 power_desc[num++].number = -1;
2185 if (p_ptr->lev < 10)
2187 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
2188 power_desc[num].level = 1;
2189 power_desc[num].cost = 7;
2190 power_desc[num].fail = 8;
2192 else if (p_ptr->lev < 25)
2194 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
2195 power_desc[num].level = 10;
2196 power_desc[num].cost = 13;
2197 power_desc[num].fail = 10;
2199 else if (p_ptr->lev < 35)
2201 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
2202 power_desc[num].level = 25;
2203 power_desc[num].cost = 26;
2204 power_desc[num].fail = 12;
2206 else if (p_ptr->lev < 45)
2208 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
2209 power_desc[num].level = 35;
2210 power_desc[num].cost = 40;
2211 power_desc[num].fail = 15;
2215 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
2216 power_desc[num].level = 45;
2217 power_desc[num].cost = 60;
2218 power_desc[num].fail = 18;
2220 power_desc[num].stat = A_STR;
2221 power_desc[num++].number = -1;
2232 if (p_ptr->muta1 & MUT1_SPIT_ACID)
2234 strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
2235 power_desc[num].level = 9;
2236 power_desc[num].cost = 9;
2237 power_desc[num].stat = A_DEX;
2238 power_desc[num].fail = 15;
2239 power_desc[num++].number = MUT1_SPIT_ACID;
2242 if (p_ptr->muta1 & MUT1_BR_FIRE)
2244 strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
2245 power_desc[num].level = 20;
2246 power_desc[num].cost = lvl;
2247 power_desc[num].stat = A_CON;
2248 power_desc[num].fail = 18;
2249 power_desc[num++].number = MUT1_BR_FIRE;
2252 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
2254 strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
2255 power_desc[num].level = 12;
2256 power_desc[num].cost = 12;
2257 power_desc[num].stat = A_CHR;
2258 power_desc[num].fail = 18;
2259 power_desc[num++].number = MUT1_HYPN_GAZE;
2262 if (p_ptr->muta1 & MUT1_TELEKINES)
2264 strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
2265 power_desc[num].level = 9;
2266 power_desc[num].cost = 9;
2267 power_desc[num].stat = A_WIS;
2268 power_desc[num].fail = 14;
2269 power_desc[num++].number = MUT1_TELEKINES;
2272 if (p_ptr->muta1 & MUT1_VTELEPORT)
2274 strcpy(power_desc[num].name, _("テレポート", "Teleport"));
2275 power_desc[num].level = 7;
2276 power_desc[num].cost = 7;
2277 power_desc[num].stat = A_WIS;
2278 power_desc[num].fail = 15;
2279 power_desc[num++].number = MUT1_VTELEPORT;
2282 if (p_ptr->muta1 & MUT1_MIND_BLST)
2284 strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
2285 power_desc[num].level = 5;
2286 power_desc[num].cost = 3;
2287 power_desc[num].stat = A_WIS;
2288 power_desc[num].fail = 15;
2289 power_desc[num++].number = MUT1_MIND_BLST;
2292 if (p_ptr->muta1 & MUT1_RADIATION)
2294 strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
2295 power_desc[num].level = 15;
2296 power_desc[num].cost = 15;
2297 power_desc[num].stat = A_CON;
2298 power_desc[num].fail = 14;
2299 power_desc[num++].number = MUT1_RADIATION;
2302 if (p_ptr->muta1 & MUT1_VAMPIRISM)
2304 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2305 power_desc[num].level = 2;
2306 power_desc[num].cost = (1 + (lvl / 3));
2307 power_desc[num].stat = A_CON;
2308 power_desc[num].fail = 9;
2309 power_desc[num++].number = MUT1_VAMPIRISM;
2312 if (p_ptr->muta1 & MUT1_SMELL_MET)
2314 strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
2315 power_desc[num].level = 3;
2316 power_desc[num].cost = 2;
2317 power_desc[num].stat = A_INT;
2318 power_desc[num].fail = 12;
2319 power_desc[num++].number = MUT1_SMELL_MET;
2322 if (p_ptr->muta1 & MUT1_SMELL_MON)
2324 strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
2325 power_desc[num].level = 5;
2326 power_desc[num].cost = 4;
2327 power_desc[num].stat = A_INT;
2328 power_desc[num].fail = 15;
2329 power_desc[num++].number = MUT1_SMELL_MON;
2332 if (p_ptr->muta1 & MUT1_BLINK)
2334 strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
2335 power_desc[num].level = 3;
2336 power_desc[num].cost = 3;
2337 power_desc[num].stat = A_WIS;
2338 power_desc[num].fail = 12;
2339 power_desc[num++].number = MUT1_BLINK;
2342 if (p_ptr->muta1 & MUT1_EAT_ROCK)
2344 strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
2345 power_desc[num].level = 8;
2346 power_desc[num].cost = 12;
2347 power_desc[num].stat = A_CON;
2348 power_desc[num].fail = 18;
2349 power_desc[num++].number = MUT1_EAT_ROCK;
2352 if (p_ptr->muta1 & MUT1_SWAP_POS)
2354 strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
2355 power_desc[num].level = 15;
2356 power_desc[num].cost = 12;
2357 power_desc[num].stat = A_DEX;
2358 power_desc[num].fail = 16;
2359 power_desc[num++].number = MUT1_SWAP_POS;
2362 if (p_ptr->muta1 & MUT1_SHRIEK)
2364 strcpy(power_desc[num].name, _("叫び", "Shriek"));
2365 power_desc[num].level = 20;
2366 power_desc[num].cost = 14;
2367 power_desc[num].stat = A_CON;
2368 power_desc[num].fail = 16;
2369 power_desc[num++].number = MUT1_SHRIEK;
2372 if (p_ptr->muta1 & MUT1_ILLUMINE)
2374 strcpy(power_desc[num].name, _("照明", "Illuminate"));
2375 power_desc[num].level = 3;
2376 power_desc[num].cost = 2;
2377 power_desc[num].stat = A_INT;
2378 power_desc[num].fail = 10;
2379 power_desc[num++].number = MUT1_ILLUMINE;
2382 if (p_ptr->muta1 & MUT1_DET_CURSE)
2384 strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
2385 power_desc[num].level = 7;
2386 power_desc[num].cost = 14;
2387 power_desc[num].stat = A_WIS;
2388 power_desc[num].fail = 14;
2389 power_desc[num++].number = MUT1_DET_CURSE;
2392 if (p_ptr->muta1 & MUT1_BERSERK)
2394 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2395 power_desc[num].level = 8;
2396 power_desc[num].cost = 8;
2397 power_desc[num].stat = A_STR;
2398 power_desc[num].fail = 14;
2399 power_desc[num++].number = MUT1_BERSERK;
2402 if (p_ptr->muta1 & MUT1_POLYMORPH)
2404 strcpy(power_desc[num].name, _("変身", "Polymorph"));
2405 power_desc[num].level = 18;
2406 power_desc[num].cost = 20;
2407 power_desc[num].stat = A_CON;
2408 power_desc[num].fail = 18;
2409 power_desc[num++].number = MUT1_POLYMORPH;
2412 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
2414 strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
2415 power_desc[num].level = 10;
2416 power_desc[num].cost = 5;
2417 power_desc[num].stat = A_INT;
2418 power_desc[num].fail = 12;
2419 power_desc[num++].number = MUT1_MIDAS_TCH;
2422 if (p_ptr->muta1 & MUT1_GROW_MOLD)
2424 strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
2425 power_desc[num].level = 1;
2426 power_desc[num].cost = 6;
2427 power_desc[num].stat = A_CON;
2428 power_desc[num].fail = 14;
2429 power_desc[num++].number = MUT1_GROW_MOLD;
2432 if (p_ptr->muta1 & MUT1_RESIST)
2434 strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
2435 power_desc[num].level = 10;
2436 power_desc[num].cost = 12;
2437 power_desc[num].stat = A_CON;
2438 power_desc[num].fail = 12;
2439 power_desc[num++].number = MUT1_RESIST;
2442 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
2444 strcpy(power_desc[num].name, _("地震", "Earthquake"));
2445 power_desc[num].level = 12;
2446 power_desc[num].cost = 12;
2447 power_desc[num].stat = A_STR;
2448 power_desc[num].fail = 16;
2449 power_desc[num++].number = MUT1_EARTHQUAKE;
2452 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
2454 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
2455 power_desc[num].level = 17;
2456 power_desc[num].cost = 1;
2457 power_desc[num].stat = A_WIS;
2458 power_desc[num].fail = 15;
2459 power_desc[num++].number = MUT1_EAT_MAGIC;
2462 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
2464 strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
2465 power_desc[num].level = 6;
2466 power_desc[num].cost = 6;
2467 power_desc[num].stat = A_INT;
2468 power_desc[num].fail = 10;
2469 power_desc[num++].number = MUT1_WEIGH_MAG;
2472 if (p_ptr->muta1 & MUT1_STERILITY)
2474 strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
2475 power_desc[num].level = 12;
2476 power_desc[num].cost = 23;
2477 power_desc[num].stat = A_CHR;
2478 power_desc[num].fail = 15;
2479 power_desc[num++].number = MUT1_STERILITY;
2482 if (p_ptr->muta1 & MUT1_PANIC_HIT)
2484 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
2485 power_desc[num].level = 10;
2486 power_desc[num].cost = 12;
2487 power_desc[num].stat = A_DEX;
2488 power_desc[num].fail = 14;
2489 power_desc[num++].number = MUT1_PANIC_HIT;
2492 if (p_ptr->muta1 & MUT1_DAZZLE)
2494 strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
2495 power_desc[num].level = 7;
2496 power_desc[num].cost = 15;
2497 power_desc[num].stat = A_CHR;
2498 power_desc[num].fail = 8;
2499 power_desc[num++].number = MUT1_DAZZLE;
2502 if (p_ptr->muta1 & MUT1_LASER_EYE)
2504 strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
2505 power_desc[num].level = 7;
2506 power_desc[num].cost = 10;
2507 power_desc[num].stat = A_WIS;
2508 power_desc[num].fail = 9;
2509 power_desc[num++].number = MUT1_LASER_EYE;
2512 if (p_ptr->muta1 & MUT1_RECALL)
2514 strcpy(power_desc[num].name, _("帰還", "Recall"));
2515 power_desc[num].level = 17;
2516 power_desc[num].cost = 50;
2517 power_desc[num].stat = A_INT;
2518 power_desc[num].fail = 16;
2519 power_desc[num++].number = MUT1_RECALL;
2522 if (p_ptr->muta1 & MUT1_BANISH)
2524 strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
2525 power_desc[num].level = 25;
2526 power_desc[num].cost = 25;
2527 power_desc[num].stat = A_WIS;
2528 power_desc[num].fail = 18;
2529 power_desc[num++].number = MUT1_BANISH;
2532 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
2534 strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
2535 power_desc[num].level = 2;
2536 power_desc[num].cost = 2;
2537 power_desc[num].stat = A_CON;
2538 power_desc[num].fail = 11;
2539 power_desc[num++].number = MUT1_COLD_TOUCH;
2542 if (p_ptr->muta1 & MUT1_LAUNCHER)
2544 strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
2545 power_desc[num].level = 1;
2546 power_desc[num].cost = lvl;
2547 power_desc[num].stat = A_STR;
2548 power_desc[num].fail = 6;
2549 /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
2550 power_desc[num++].number = 3;
2554 /* Nothing chosen yet */
2560 /* Build a prompt */
2561 (void) strnfmt(out_val, 78,
2562 _("(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? "),
2563 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
2565 if (!repeat_pull(&i) || i<0 || i>=num) {
2566 if (use_menu) screen_save();
2567 /* Get a spell from the user */
2569 choice = (always_show_list || use_menu) ? ESCAPE:1;
2572 if( choice==ESCAPE ) choice = ' ';
2573 else if( !get_com(out_val, &choice, FALSE) )break;
2575 if (use_menu && choice != ' ')
2582 p_ptr->energy_use = 0;
2590 menu_line += (num - 1);
2611 else if (menu_line+18 <= num)
2625 if (menu_line > num) menu_line -= num;
2627 /* Request redraw */
2628 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
2631 if (!redraw || use_menu)
2644 /* Save the screen */
2645 if (!use_menu) screen_save();
2647 /* Print header(s) */
2649 prt(_(" Lv MP 失率", " Lv Cost Fail"), y++, x);
2651 prt(_(" Lv MP 失率 Lv MP 失率",
2652 " Lv Cost Fail Lv Cost Fail"), y++, x);
2658 x1 = ((ctr < 18) ? x : x + 40);
2659 y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
2663 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " > "));
2664 else strcpy(dummy, " ");
2668 /* letter/number for power selection */
2672 letter = '0' + ctr - 26;
2673 sprintf(dummy, " %c) ",letter);
2675 strcat(dummy, format("%-23.23s %2d %4d %3d%%",
2676 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
2677 100 - racial_chance(&power_desc[ctr])));
2689 /* Restore the screen */
2699 if (choice == '\r' && num == 1)
2704 if (isalpha(choice))
2707 ask = (isupper(choice));
2710 if (ask) choice = (char)tolower(choice);
2712 /* Extract request */
2713 i = (islower(choice) ? A2I(choice) : -1);
2717 ask = FALSE; /* Can't uppercase digits */
2719 i = choice - '0' + 26;
2723 /* Totally Illegal */
2724 if ((i < 0) || (i >= num))
2736 (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
2738 /* Belay that order */
2739 if (!get_check(tmp_val)) continue;
2746 /* Restore the screen */
2747 if (redraw) screen_load();
2749 /* Abort if needed */
2752 p_ptr->energy_use = 0;
2756 } /*if (!repeat_pull(&i) || ...)*/
2757 switch (racial_aux(&power_desc[i]))
2760 if (power_desc[i].number < 0)
2761 cast = cmd_racial_power_aux(power_desc[i].number);
2763 cast = mutation_power_aux(power_desc[i].number);
2777 int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2779 /* If mana is not enough, player consumes hit point! */
2780 if (p_ptr->csp < actual_racial_cost)
2782 actual_racial_cost -= p_ptr->csp;
2784 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2786 else p_ptr->csp -= actual_racial_cost;
2788 /* Redraw mana and hp */
2789 p_ptr->redraw |= (PR_HP | PR_MANA);
2791 p_ptr->window |= (PW_PLAYER | PW_SPELL);
2794 else p_ptr->energy_use = 0;