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 #include "player-status.h"
22 #include "spells-status.h"
23 #include "spells-object.h"
26 * @brief 魔法系コマンドを実行できるかの判定を返す
27 * @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。
29 static bool can_do_cmd_cast(void)
31 if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
33 msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
37 else if (p_ptr->anti_magic)
39 msg_print(_("反魔法バリアが魔法を邪魔した!", "An anti-magic shell disrupts your magic!"));
42 else if (p_ptr->shero)
44 msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
53 * @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。
55 static bool choose_kamae(void)
64 msg_print(_("混乱していて構えられない!", "Too confused."));
68 prt(_(" a) 構えをとく", " a) No form"), 2, 20);
70 for (i = 0; i < MAX_KAMAE; i++)
72 if (p_ptr->lev >= kamae_shurui[i].min_level)
74 sprintf(buf," %c) %-12s %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
80 prt(_(" どの構えをとりますか?", " Choose Form: "), 1, 14);
91 else if ((choice == 'a') || (choice == 'A'))
93 if (p_ptr->action == ACTION_KAMAE)
95 set_action(ACTION_NONE);
98 msg_print(_("もともと構えていない。", "You are not assuming a posture."));
102 else if ((choice == 'b') || (choice == 'B'))
107 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
112 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
117 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
123 set_action(ACTION_KAMAE);
125 if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
127 msg_print(_("構え直した。", "You reassume a posture."));
131 p_ptr->special_defense &= ~(KAMAE_MASK);
132 p_ptr->update |= (PU_BONUS);
133 p_ptr->redraw |= (PR_STATE);
134 msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
135 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
137 p_ptr->redraw |= PR_STATE;
144 * @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。
146 static bool choose_kata(void)
155 msg_print(_("混乱していて構えられない!", "Too confused."));
161 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
167 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
171 prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
173 for (i = 0; i < MAX_KATA; i++)
175 if (p_ptr->lev >= kata_shurui[i].min_level)
177 sprintf(buf,_(" %c) %sの型 %s", " %c) Form of %-12s %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
183 prt(_(" どの型で構えますか?", " Choose Form: "), 1, 14);
189 if (choice == ESCAPE)
194 else if ((choice == 'a') || (choice == 'A'))
196 if (p_ptr->action == ACTION_KATA)
198 set_action(ACTION_NONE);
201 msg_print(_("もともと構えていない。", "You are not assuming posture."));
205 else if ((choice == 'b') || (choice == 'B'))
210 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
215 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
220 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
226 set_action(ACTION_KATA);
228 if (p_ptr->special_defense & (KATA_IAI << new_kata))
230 msg_print(_("構え直した。", "You reassume a posture."));
234 p_ptr->special_defense &= ~(KATA_MASK);
235 p_ptr->update |= (PU_BONUS | PU_MONSTERS);
236 msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
237 p_ptr->special_defense |= (KATA_IAI << new_kata);
239 p_ptr->redraw |= (PR_STATE | PR_STATUS);
246 * @brief レイシャル・パワー情報のtypedef
248 typedef struct power_desc_type power_desc_type;
251 * @brief レイシャル・パワー情報の構造体定義
253 struct power_desc_type
255 GAME_TEXT name[MAX_NLEN]; //!<レイシャル名
256 PLAYER_LEVEL level; //!<体得レベル
265 * @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
266 * @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
269 static PERCENTAGE racial_chance(power_desc_type *pd_ptr)
271 PLAYER_LEVEL min_level = pd_ptr->level;
272 int difficulty = pd_ptr->fail;
277 int stat = p_ptr->stat_cur[pd_ptr->stat];
279 /* No chance for success */
280 if ((p_ptr->lev < min_level) || p_ptr->confused)
285 if (difficulty == 0) return 100;
287 /* Calculate difficulty */
290 difficulty += p_ptr->stun;
292 else if (p_ptr->lev > min_level)
294 int lev_adj = ((p_ptr->lev - min_level) / 3);
295 if (lev_adj > 10) lev_adj = 10;
296 difficulty -= lev_adj;
299 if (difficulty < 5) difficulty = 5;
301 /* We only need halfs of the difficulty */
302 difficulty = difficulty / 2;
304 for (i = 1; i <= stat; i++)
306 val = i - difficulty;
308 sum += (val <= difficulty) ? val : difficulty;
314 return (((sum * 100) / difficulty) / stat);
318 static int racial_cost;
321 * @brief レイシャル・パワーの発動の判定処理
322 * @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
324 * 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。
325 * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
327 static int racial_aux(power_desc_type *pd_ptr)
329 PLAYER_LEVEL min_level = pd_ptr->level;
330 int use_stat = pd_ptr->stat;
331 int difficulty = pd_ptr->fail;
334 racial_cost = pd_ptr->cost;
336 /* Not enough mana - use hp */
337 if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
339 /* Power is not available yet */
340 if (p_ptr->lev < min_level)
342 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。",
343 "You need to attain level %d to use this power."), min_level);
345 p_ptr->energy_use = 0;
350 else if (p_ptr->confused)
352 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."));
353 p_ptr->energy_use = 0;
358 else if (p_ptr->chp < use_hp)
360 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? ")))
362 p_ptr->energy_use = 0;
367 /* Else attempt to do it! */
373 difficulty += p_ptr->stun;
375 else if (p_ptr->lev > min_level)
377 int lev_adj = ((p_ptr->lev - min_level) / 3);
378 if (lev_adj > 10) lev_adj = 10;
379 difficulty -= lev_adj;
382 if (difficulty < 5) difficulty = 5;
385 /* take time and pay the price */
386 p_ptr->energy_use = 100;
389 if (randint1(p_ptr->stat_cur[use_stat]) >= ((difficulty / 2) + randint1(difficulty / 2)))
394 if (flush_failure) flush();
395 msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
402 * @brief レイシャル・パワー発動処理
403 * @param command 発動するレイシャルのID
404 * @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。
406 static bool cmd_racial_power_aux(s32b command)
408 PLAYER_LEVEL plev = p_ptr->lev;
413 switch (p_ptr->pclass)
417 POSITION y = 0, x = 0;
421 for (i = 0; i < A_MAX; i++)
424 y = p_ptr->y + ddy_ddd[dir];
425 x = p_ptr->x + ddx_ddd[dir];
428 /* Hack -- attack monsters */
433 msg_print(_("攻撃が空をきった。", "You attack the empty air."));
438 case CLASS_HIGH_MAGE:
439 if (p_ptr->realm1 == REALM_HEX)
441 bool retval = stop_hex_spell();
442 if (retval) p_ptr->energy_use = 10;
446 /* case CLASS_HIGH_MAGE: */
449 if (!eat_magic(p_ptr->lev * 2)) return FALSE;
454 if (is_good_realm(p_ptr->realm1))
456 if (!bless_weapon()) return FALSE;
460 (void)dispel_monsters(plev * 4);
461 turn_monsters(plev * 4);
462 banish_monsters(plev * 4);
468 if(!panic_hit()) return FALSE;
474 msg_print(_("敵を調査した...", "You examine your foes..."));
480 if (!get_aim_dir(&dir)) return FALSE;
481 fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
485 case CLASS_WARRIOR_MAGE:
489 int gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev, _("HPからMPへの無謀な変換", "thoughtless convertion from HP to SP"), -1) / 5;
492 p_ptr->csp += gain_sp;
493 if (p_ptr->csp > p_ptr->msp)
495 p_ptr->csp = p_ptr->msp;
501 msg_print(_("変換に失敗した。", "You failed to convert."));
504 else if (command == -4)
506 if (p_ptr->csp >= p_ptr->lev / 5)
508 p_ptr->csp -= p_ptr->lev / 5;
509 hp_player(p_ptr->lev);
513 msg_print(_("変換に失敗した。", "You failed to convert."));
517 /* Redraw mana and hp */
518 p_ptr->redraw |= (PR_HP | PR_MANA);
522 case CLASS_CHAOS_WARRIOR:
524 msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
525 slow_monsters(p_ptr->lev);
526 stun_monsters(p_ptr->lev * 4);
527 confuse_monsters(p_ptr->lev * 4);
528 turn_monsters(p_ptr->lev * 4);
529 stasis_monsters(p_ptr->lev * 4);
534 if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
536 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
541 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
547 if (!choose_kamae()) return FALSE;
548 p_ptr->update |= (PU_BONUS);
550 else if (command == -4)
554 if (!get_rep_dir(&dir, FALSE)) return FALSE;
555 y = p_ptr->y + ddy[dir];
556 x = p_ptr->x + ddx[dir];
557 if (cave[y][x].m_idx)
560 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!!!",
561 "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
563 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!!!",
564 "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
567 if (cave[y][x].m_idx)
572 p_ptr->energy_need += ENERGY_NEED();
576 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"));
582 case CLASS_MINDCRAFTER:
583 case CLASS_FORCETRAINER:
587 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."));
590 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
592 p_ptr->csp += (3 + p_ptr->lev/20);
593 if (p_ptr->csp >= p_ptr->msp)
595 p_ptr->csp = p_ptr->msp;
598 p_ptr->redraw |= (PR_MANA);
605 if (!get_aim_dir(&dir)) return FALSE;
607 fire_beam(GF_PHOTO, dir, 1);
609 else if (command == -4)
611 if (!identify_fully(FALSE)) return FALSE;
618 if (!do_cmd_mane(TRUE)) return FALSE;
621 case CLASS_BEASTMASTER:
625 if (!get_aim_dir(&dir)) return FALSE;
626 (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
628 else if (command == -4)
630 project_all_los(GF_CHARM_LIVING, p_ptr->lev);
636 if (!create_ammo()) return FALSE;
639 case CLASS_MAGIC_EATER:
642 if (!import_magic_device()) return FALSE;
643 } else if (command == -4) {
644 if (!can_do_cmd_cast()) return FALSE;
645 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
651 /* Singing is already stopped */
652 if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
655 p_ptr->energy_use = 10;
660 if (!can_do_cmd_cast()) return FALSE;
664 if (!p_ptr->paralyzed && can_do_cmd_cast())
672 int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
676 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."));
679 if (p_ptr->special_defense & KATA_MASK)
681 msg_print(_("今は構えに集中している。", "You need concentration on your form."));
684 msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
686 p_ptr->csp += p_ptr->msp / 2;
687 if (p_ptr->csp >= max_csp)
689 p_ptr->csp = max_csp;
692 p_ptr->redraw |= (PR_MANA);
694 else if (command == -4)
696 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
698 msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
701 if (!choose_kata()) return FALSE;
702 p_ptr->update |= (PU_BONUS);
706 case CLASS_BLUE_MAGE:
708 if (p_ptr->action == ACTION_LEARN)
710 set_action(ACTION_NONE);
714 set_action(ACTION_LEARN);
716 p_ptr->energy_use = 0;
721 GAME_TEXT m_name[MAX_NLEN];
728 msg_print(_("今は乗馬中だ。", "You ARE riding."));
731 if (!do_riding(TRUE)) return TRUE;
732 m_ptr = &m_list[p_ptr->riding];
733 r_ptr = &r_info[m_ptr->r_idx];
734 monster_desc(m_name, m_ptr, 0);
735 msg_format(_("%sに乗った。", "You ride on %s."),m_name);
736 if (is_pet(m_ptr)) break;
738 if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
739 if (rlev > 60) rlev = 60+(rlev-60)/2;
740 if ((randint1(p_ptr->skill_exp[GINOU_RIDING] / 120 + p_ptr->lev * 2 / 3) > rlev)
741 && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle
742 && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
743 && (rlev < p_ptr->lev * 3 / 2 + randint0(p_ptr->lev / 5)))
745 msg_format(_("%sを手なずけた。", "You tame %s."),m_name);
750 msg_format(_("%sに振り落とされた!", "You have thrown off by %s."),m_name);
754 /* 落馬処理に失敗してもとにかく乗馬解除 */
759 case CLASS_BERSERKER:
761 if (!recall_player(p_ptr, randint0(21) + 15)) return FALSE;
768 if (!identify_fully(TRUE)) return FALSE;
772 if (!ident_spell(TRUE)) return FALSE;
776 case CLASS_MIRROR_MASTER:
780 /* Explode all mirrors */
781 remove_all_mirrors(TRUE);
783 else if (command == -4)
787 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."));
790 if (is_mirror_grid(&cave[p_ptr->y][p_ptr->x]))
792 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
794 p_ptr->csp += (5 + p_ptr->lev * p_ptr->lev / 100);
795 if (p_ptr->csp >= p_ptr->msp)
797 p_ptr->csp = p_ptr->msp;
800 p_ptr->redraw |= (PR_MANA);
804 msg_print(_("鏡の上でないと集中できない!", "Here are not any mirrors!"));
811 if (p_ptr->action == ACTION_HAYAGAKE)
813 set_action(ACTION_NONE);
817 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
818 feature_type *f_ptr = &f_info[c_ptr->feat];
820 if (!have_flag(f_ptr->flags, FF_PROJECT) ||
821 (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
823 msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
827 set_action(ACTION_HAYAGAKE);
832 p_ptr->energy_use = 0;
838 else if (p_ptr->mimic_form)
840 switch (p_ptr->mimic_form)
843 case MIMIC_DEMON_LORD:
845 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
846 if (!get_aim_dir(&dir)) return FALSE;
848 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."),((type == GF_NETHER) ? _("地獄", "nether") : _("火炎", "fire")));
849 fire_breath(type, dir, plev * 3, (plev / 15) + 1);
861 switch (p_ptr->prace)
864 msg_print(_("周囲を調べた。", "You examine your surroundings."));
865 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
866 (void)detect_doors(DETECT_RAD_DEFAULT);
867 (void)detect_stairs(DETECT_RAD_DEFAULT);
876 /* Create the food ration */
877 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
879 /* Drop the object from heaven */
880 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
881 msg_print(_("食事を料理して作った。", "You cook some food."));
886 msg_print(_("パッ!", "Blink!"));
887 teleport_player(10, 0L);
891 msg_print(_("勇気を出した。", "You play tough."));
895 case RACE_HALF_TROLL:
896 msg_print(_("うがぁぁ!", "RAAAGH!"));
897 (void)berserk(10 + randint1(plev));
903 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
906 else if (command == -2)
908 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..."));
910 (void)true_healing(0);
911 (void)restore_all_status();
912 (void)restore_level();
917 msg_print(_("うぉぉおお!", "Raaagh!"));
918 (void)berserk(10 + randint1(plev));
922 msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
926 case RACE_HALF_GIANT:
927 if (!get_aim_dir(&dir)) return FALSE;
928 (void)wall_to_mud(dir, 20 + randint1(30));
931 case RACE_HALF_TITAN:
932 msg_print(_("敵を調査した...", "You examine your foes..."));
937 if (!get_aim_dir(&dir)) return FALSE;
938 msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
939 fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
943 if (!get_aim_dir(&dir)) return FALSE;
945 msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
946 (void)fear_monster(dir, plev);
950 if (!get_aim_dir(&dir)) return FALSE;
952 msg_print(_("酸を吐いた。", "You spit acid."));
953 if (plev < 25) fire_bolt(GF_ACID, dir, plev);
954 else fire_ball(GF_ACID, dir, plev, 2);
958 if (!get_aim_dir(&dir)) return FALSE;
959 msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
960 fire_bolt(GF_POIS, dir, plev);
964 msg_print(_("周囲を調査した。", "You examine your surroundings."));
965 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
966 (void)detect_doors(DETECT_RAD_DEFAULT);
967 (void)detect_stairs(DETECT_RAD_DEFAULT);
971 if (!get_aim_dir(&dir)) return FALSE;
972 msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
973 fire_bolt_or_beam(10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4));
977 return draconian_breath(p_ptr);
980 case RACE_MIND_FLAYER:
981 if (!get_aim_dir(&dir)) return FALSE;
982 msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
983 fire_bolt(GF_PSI, dir, plev);
987 if (!get_aim_dir(&dir)) return FALSE;
990 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
991 fire_ball(GF_FIRE, dir, plev, 2);
995 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
996 fire_bolt(GF_FIRE, dir, plev);
1001 (void)set_shield(randint1(20) + 30, FALSE);
1006 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."));
1007 (void)restore_level();
1015 if (!get_aim_dir(&dir)) return FALSE;
1017 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!"));
1018 (void)fear_monster(dir, plev);
1022 msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
1023 if (plev < 25) sleep_monsters_touch();
1024 else (void)sleep_monsters(plev);
1029 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1030 if (!get_aim_dir(&dir)) return FALSE;
1032 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."),((type == GF_NETHER) ? _("地獄", "nether") : _("火炎", "fire")));
1033 fire_breath(type, dir, plev * 3, (plev / 15) + 1);
1038 (void)set_tsubureru(randint1(20) + 30, FALSE);
1042 return android_inside_weapon(p_ptr);
1046 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."));
1047 p_ptr->energy_use = 0;
1054 * @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
1057 void do_cmd_racial_power(void)
1059 power_desc_type power_desc[36];
1063 PLAYER_LEVEL lvl = p_ptr->lev;
1064 bool flag, redraw, cast = FALSE;
1065 bool warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
1068 int menu_line = (use_menu ? 1 : 0);
1070 if (p_ptr->wild_mode) return;
1072 for (num = 0; num < 36; num++)
1074 strcpy(power_desc[num].name, "");
1075 power_desc[num].number = 0;
1080 if (p_ptr->confused)
1082 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!"));
1083 p_ptr->energy_use = 0;
1087 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
1089 set_action(ACTION_NONE);
1092 switch (p_ptr->pclass)
1096 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
1097 power_desc[num].level = 40;
1098 power_desc[num].cost = 75;
1099 power_desc[num].stat = A_DEX;
1100 power_desc[num].fail = 35;
1101 power_desc[num++].number = -3;
1104 case CLASS_HIGH_MAGE:
1105 if (p_ptr->realm1 == REALM_HEX)
1107 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
1108 power_desc[num].level = 1;
1109 power_desc[num].cost = 0;
1110 power_desc[num].stat = A_INT;
1111 power_desc[num].fail = 0;
1112 power_desc[num++].number = -3;
1116 /* case CLASS_HIGH_MAGE: */
1117 case CLASS_SORCERER:
1119 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1120 power_desc[num].level = 25;
1121 power_desc[num].cost = 1;
1122 power_desc[num].stat = A_INT;
1123 power_desc[num].fail = 25;
1124 power_desc[num++].number = -3;
1129 if (is_good_realm(p_ptr->realm1))
1131 strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
1132 power_desc[num].level = 35;
1133 power_desc[num].cost = 70;
1134 power_desc[num].stat = A_WIS;
1135 power_desc[num].fail = 50;
1136 power_desc[num++].number = -3;
1140 strcpy(power_desc[num].name, _("召魂", "Evocation"));
1141 power_desc[num].level = 42;
1142 power_desc[num].cost = 40;
1143 power_desc[num].stat = A_WIS;
1144 power_desc[num].fail = 35;
1145 power_desc[num++].number = -3;
1151 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
1152 power_desc[num].level = 8;
1153 power_desc[num].cost = 12;
1154 power_desc[num].stat = A_DEX;
1155 power_desc[num].fail = 14;
1156 power_desc[num++].number = -3;
1162 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
1163 power_desc[num].level = 15;
1164 power_desc[num].cost = 20;
1165 power_desc[num].stat = A_INT;
1166 power_desc[num].fail = 12;
1167 power_desc[num++].number = -3;
1172 if (is_good_realm(p_ptr->realm1))
1174 strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
1175 power_desc[num].level = 30;
1176 power_desc[num].cost = 30;
1177 power_desc[num].stat = A_WIS;
1178 power_desc[num].fail = 30;
1179 power_desc[num++].number = -3;
1183 strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
1184 power_desc[num].level = 30;
1185 power_desc[num].cost = 30;
1186 power_desc[num].stat = A_WIS;
1187 power_desc[num].fail = 30;
1188 power_desc[num++].number = -3;
1192 case CLASS_WARRIOR_MAGE:
1194 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
1195 power_desc[num].level = 25;
1196 power_desc[num].cost = 0;
1197 power_desc[num].stat = A_INT;
1198 power_desc[num].fail = 10;
1199 power_desc[num++].number = -3;
1201 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
1202 power_desc[num].level = 25;
1203 power_desc[num].cost = 0;
1204 power_desc[num].stat = A_INT;
1205 power_desc[num].fail = 10;
1206 power_desc[num++].number = -4;
1209 case CLASS_CHAOS_WARRIOR:
1211 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
1212 power_desc[num].level = 40;
1213 power_desc[num].cost = 50;
1214 power_desc[num].stat = A_INT;
1215 power_desc[num].fail = 25;
1216 power_desc[num++].number = -3;
1221 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
1222 power_desc[num].level = 25;
1223 power_desc[num].cost = 0;
1224 power_desc[num].stat = A_DEX;
1225 power_desc[num].fail = 0;
1226 power_desc[num++].number = -3;
1228 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
1229 power_desc[num].level = 30;
1230 power_desc[num].cost = 30;
1231 power_desc[num].stat = A_STR;
1232 power_desc[num].fail = 20;
1233 power_desc[num++].number = -4;
1236 case CLASS_MINDCRAFTER:
1237 case CLASS_FORCETRAINER:
1239 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1240 power_desc[num].level = 15;
1241 power_desc[num].cost = 0;
1242 power_desc[num].stat = A_WIS;
1243 power_desc[num].fail = 10;
1244 power_desc[num++].number = -3;
1249 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1250 power_desc[num].level = 1;
1251 power_desc[num].cost = 0;
1252 power_desc[num].stat = A_DEX;
1253 power_desc[num].fail = 0;
1254 power_desc[num++].number = -3;
1256 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1257 power_desc[num].level = 25;
1258 power_desc[num].cost = 20;
1259 power_desc[num].stat = A_INT;
1260 power_desc[num].fail = 20;
1261 power_desc[num++].number = -4;
1264 case CLASS_IMITATOR:
1266 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1267 power_desc[num].level = 30;
1268 power_desc[num].cost = 100;
1269 power_desc[num].stat = A_DEX;
1270 power_desc[num].fail = 30;
1271 power_desc[num++].number = -3;
1274 case CLASS_BEASTMASTER:
1276 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1277 power_desc[num].level = 1;
1278 power_desc[num].cost = (p_ptr->lev+3)/4;
1279 power_desc[num].stat = A_CHR;
1280 power_desc[num].fail = 10;
1281 power_desc[num++].number = -3;
1283 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1284 power_desc[num].level = 30;
1285 power_desc[num].cost = (p_ptr->lev+20)/2;
1286 power_desc[num].stat = A_CHR;
1287 power_desc[num].fail = 10;
1288 power_desc[num++].number = -4;
1293 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1294 power_desc[num].level = 1;
1295 power_desc[num].cost = 0;
1296 power_desc[num].stat = A_DEX;
1297 power_desc[num].fail = 0;
1298 power_desc[num++].number = -3;
1301 case CLASS_MAGIC_EATER:
1303 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1304 power_desc[num].level = 1;
1305 power_desc[num].cost = 0;
1306 power_desc[num].stat = A_INT;
1307 power_desc[num].fail = 0;
1308 power_desc[num++].number = -3;
1310 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1311 power_desc[num].level = 10;
1312 power_desc[num].cost = 10 + (lvl - 10) / 2;
1313 power_desc[num].stat = A_INT;
1314 power_desc[num].fail = 0;
1315 power_desc[num++].number = -4;
1320 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1321 power_desc[num].level = 1;
1322 power_desc[num].cost = 0;
1323 power_desc[num].stat = A_CHR;
1324 power_desc[num].fail = 0;
1325 power_desc[num++].number = -3;
1328 case CLASS_RED_MAGE:
1330 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1331 power_desc[num].level = 48;
1332 power_desc[num].cost = 20;
1333 power_desc[num].stat = A_INT;
1334 power_desc[num].fail = 0;
1335 power_desc[num++].number = -3;
1340 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1341 power_desc[num].level = 1;
1342 power_desc[num].cost = 0;
1343 power_desc[num].stat = A_WIS;
1344 power_desc[num].fail = 0;
1345 power_desc[num++].number = -3;
1347 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
1348 power_desc[num].level = 25;
1349 power_desc[num].cost = 0;
1350 power_desc[num].stat = A_DEX;
1351 power_desc[num].fail = 0;
1352 power_desc[num++].number = -4;
1355 case CLASS_BLUE_MAGE:
1357 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1358 power_desc[num].level = 1;
1359 power_desc[num].cost = 0;
1360 power_desc[num].stat = A_INT;
1361 power_desc[num].fail = 0;
1362 power_desc[num++].number = -3;
1367 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1368 power_desc[num].level = 10;
1369 power_desc[num].cost = 0;
1370 power_desc[num].stat = A_STR;
1371 power_desc[num].fail = 10;
1372 power_desc[num++].number = -3;
1375 case CLASS_BERSERKER:
1377 strcpy(power_desc[num].name, _("帰還", "Recall"));
1378 power_desc[num].level = 10;
1379 power_desc[num].cost = 10;
1380 power_desc[num].stat = A_DEX;
1381 power_desc[num].fail = 20;
1382 power_desc[num++].number = -3;
1385 case CLASS_MIRROR_MASTER:
1387 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
1388 power_desc[num].level = 1;
1389 power_desc[num].cost = 0;
1390 power_desc[num].stat = A_INT;
1391 power_desc[num].fail = 0;
1392 power_desc[num++].number = -3;
1394 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
1395 power_desc[num].level = 30;
1396 power_desc[num].cost = 0;
1397 power_desc[num].stat = A_INT;
1398 power_desc[num].fail = 20;
1399 power_desc[num++].number = -4;
1404 strcpy(power_desc[num].name, _("目利き", "Judgment"));
1405 power_desc[num].level = 5;
1406 power_desc[num].cost = 15;
1407 power_desc[num].stat = A_INT;
1408 power_desc[num].fail = 20;
1409 power_desc[num++].number = -3;
1414 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
1415 power_desc[num].level = 20;
1416 power_desc[num].cost = 0;
1417 power_desc[num].stat = A_DEX;
1418 power_desc[num].fail = 0;
1419 power_desc[num++].number = -3;
1423 strcpy(power_desc[0].name, _("(なし)", "(none)"));
1426 if (p_ptr->mimic_form)
1428 switch (p_ptr->mimic_form)
1431 case MIMIC_DEMON_LORD:
1432 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);
1433 power_desc[num].level = 15;
1434 power_desc[num].cost = 10+lvl/3;
1435 power_desc[num].stat = A_CON;
1436 power_desc[num].fail = 20;
1437 power_desc[num++].number = -1;
1440 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1441 power_desc[num].level = 2;
1442 power_desc[num].cost = 1 + (lvl / 3);
1443 power_desc[num].stat = A_CON;
1444 power_desc[num].fail = 9;
1445 power_desc[num++].number = -1;
1451 switch (p_ptr->prace)
1454 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1455 power_desc[num].level = 5;
1456 power_desc[num].cost = 5;
1457 power_desc[num].stat = A_WIS;
1458 power_desc[num].fail = 12;
1459 power_desc[num++].number = -1;
1462 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1463 power_desc[num].level = 10;
1464 power_desc[num].cost = 5;
1465 power_desc[num].stat = A_WIS;
1466 power_desc[num].fail = 10;
1467 power_desc[num++].number = -1;
1470 strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
1471 power_desc[num].level = 15;
1472 power_desc[num].cost = 10;
1473 power_desc[num].stat = A_INT;
1474 power_desc[num].fail = 10;
1475 power_desc[num++].number = -1;
1478 sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
1479 power_desc[num].level = 5;
1480 power_desc[num].cost = 5;
1481 power_desc[num].stat = A_INT;
1482 power_desc[num].fail = 12;
1483 power_desc[num++].number = -1;
1486 strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
1487 power_desc[num].level = 3;
1488 power_desc[num].cost = 5;
1489 power_desc[num].stat = A_WIS;
1490 power_desc[num].fail = warrior ? 5 : 10;
1491 power_desc[num++].number = -1;
1493 case RACE_HALF_TROLL:
1494 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1495 power_desc[num].level = 10;
1496 power_desc[num].cost = 12;
1497 power_desc[num].stat = A_STR;
1498 power_desc[num].fail = warrior ? 6 : 12;
1499 power_desc[num++].number = -1;
1501 case RACE_BARBARIAN:
1502 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1503 power_desc[num].level = 8;
1504 power_desc[num].cost = 10;
1505 power_desc[num].stat = A_STR;
1506 power_desc[num].fail = warrior ? 6 : 12;
1507 power_desc[num++].number = -1;
1510 strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
1511 power_desc[num].level = 30;
1512 power_desc[num].cost = 50;
1513 power_desc[num].stat = A_INT;
1514 power_desc[num].fail = 50;
1515 power_desc[num++].number = -1;
1517 strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
1518 power_desc[num].level = 40;
1519 power_desc[num].cost = 75;
1520 power_desc[num].stat = A_WIS;
1521 power_desc[num].fail = 50;
1522 power_desc[num++].number = -2;
1524 case RACE_HALF_OGRE:
1525 strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
1526 power_desc[num].level = 25;
1527 power_desc[num].cost = 35;
1528 power_desc[num].stat = A_INT;
1529 power_desc[num].fail = 15;
1530 power_desc[num++].number = -1;
1532 case RACE_HALF_GIANT:
1533 strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
1534 power_desc[num].level = 20;
1535 power_desc[num].cost = 10;
1536 power_desc[num].stat = A_STR;
1537 power_desc[num].fail = 12;
1538 power_desc[num++].number = -1;
1540 case RACE_HALF_TITAN:
1541 strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
1542 power_desc[num].level = 15;
1543 power_desc[num].cost = 10;
1544 power_desc[num].stat = A_INT;
1545 power_desc[num].fail = 12;
1546 power_desc[num++].number = -1;
1549 sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
1550 power_desc[num].level = 20;
1551 power_desc[num].cost = 15;
1552 power_desc[num].stat = A_STR;
1553 power_desc[num].fail = 12;
1554 power_desc[num++].number = -1;
1557 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1558 power_desc[num].level = 15;
1559 power_desc[num].cost = 15;
1560 power_desc[num].stat = A_WIS;
1561 power_desc[num].fail = 10;
1562 power_desc[num++].number = -1;
1565 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1566 power_desc[num].level = 4;
1567 power_desc[num].cost = 6;
1568 power_desc[num].stat = A_INT;
1569 power_desc[num].fail = 3;
1570 power_desc[num++].number = -1;
1573 sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
1574 power_desc[num].level = 9;
1575 power_desc[num].cost = 9;
1576 power_desc[num].stat = A_DEX;
1577 power_desc[num].fail = 14;
1578 power_desc[num++].number = -1;
1581 sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
1582 power_desc[num].level = 12;
1583 power_desc[num].cost = 8;
1584 power_desc[num].stat = A_DEX;
1585 power_desc[num].fail = 14;
1586 power_desc[num++].number = -1;
1589 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);
1590 power_desc[num].level = 2;
1591 power_desc[num].cost = 2;
1592 power_desc[num].stat = A_INT;
1593 power_desc[num].fail = 9;
1594 power_desc[num++].number = -1;
1596 case RACE_DRACONIAN:
1597 sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
1598 power_desc[num].level = 1;
1599 power_desc[num].cost = lvl;
1600 power_desc[num].stat = A_CON;
1601 power_desc[num].fail = 12;
1602 power_desc[num++].number = -1;
1604 case RACE_MIND_FLAYER:
1605 sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
1606 power_desc[num].level = 15;
1607 power_desc[num].cost = 12;
1608 power_desc[num].stat = A_INT;
1609 power_desc[num].fail = 14;
1610 power_desc[num++].number = -1;
1613 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);
1614 power_desc[num].level = 9;
1615 power_desc[num].cost = 15;
1616 power_desc[num].stat = A_WIS;
1617 power_desc[num].fail = 15;
1618 power_desc[num++].number = -1;
1621 strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
1622 power_desc[num].level = 20;
1623 power_desc[num].cost = 15;
1624 power_desc[num].stat = A_CON;
1625 power_desc[num].fail = 8;
1626 power_desc[num++].number = -1;
1630 strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
1631 power_desc[num].level = 30;
1632 power_desc[num].cost = 30;
1633 power_desc[num].stat = A_WIS;
1634 power_desc[num].fail = 18;
1635 power_desc[num++].number = -1;
1638 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1639 power_desc[num].level = 2;
1640 power_desc[num].cost = 1 + (lvl / 3);
1641 power_desc[num].stat = A_CON;
1642 power_desc[num].fail = 9;
1643 power_desc[num++].number = -1;
1646 strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
1647 power_desc[num].level = 12;
1648 power_desc[num].cost = 12;
1649 power_desc[num].stat = A_INT;
1650 power_desc[num].fail = 15;
1651 power_desc[num++].number = -1;
1654 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);
1655 power_desc[num].level = 15;
1656 power_desc[num].cost = 10+lvl/3;
1657 power_desc[num].stat = A_CON;
1658 power_desc[num].fail = 20;
1659 power_desc[num++].number = -1;
1662 strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
1663 power_desc[num].level = 20;
1664 power_desc[num].cost = 15;
1665 power_desc[num].stat = A_CHR;
1666 power_desc[num].fail = 8;
1667 power_desc[num++].number = -1;
1670 if (p_ptr->lev < 10)
1672 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
1673 power_desc[num].level = 1;
1674 power_desc[num].cost = 7;
1675 power_desc[num].fail = 8;
1677 else if (p_ptr->lev < 25)
1679 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
1680 power_desc[num].level = 10;
1681 power_desc[num].cost = 13;
1682 power_desc[num].fail = 10;
1684 else if (p_ptr->lev < 35)
1686 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
1687 power_desc[num].level = 25;
1688 power_desc[num].cost = 26;
1689 power_desc[num].fail = 12;
1691 else if (p_ptr->lev < 45)
1693 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
1694 power_desc[num].level = 35;
1695 power_desc[num].cost = 40;
1696 power_desc[num].fail = 15;
1700 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
1701 power_desc[num].level = 45;
1702 power_desc[num].cost = 60;
1703 power_desc[num].fail = 18;
1705 power_desc[num].stat = A_STR;
1706 power_desc[num++].number = -1;
1717 if (p_ptr->muta1 & MUT1_SPIT_ACID)
1719 strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
1720 power_desc[num].level = 9;
1721 power_desc[num].cost = 9;
1722 power_desc[num].stat = A_DEX;
1723 power_desc[num].fail = 15;
1724 power_desc[num++].number = MUT1_SPIT_ACID;
1727 if (p_ptr->muta1 & MUT1_BR_FIRE)
1729 strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
1730 power_desc[num].level = 20;
1731 power_desc[num].cost = lvl;
1732 power_desc[num].stat = A_CON;
1733 power_desc[num].fail = 18;
1734 power_desc[num++].number = MUT1_BR_FIRE;
1737 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
1739 strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
1740 power_desc[num].level = 12;
1741 power_desc[num].cost = 12;
1742 power_desc[num].stat = A_CHR;
1743 power_desc[num].fail = 18;
1744 power_desc[num++].number = MUT1_HYPN_GAZE;
1747 if (p_ptr->muta1 & MUT1_TELEKINES)
1749 strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
1750 power_desc[num].level = 9;
1751 power_desc[num].cost = 9;
1752 power_desc[num].stat = A_WIS;
1753 power_desc[num].fail = 14;
1754 power_desc[num++].number = MUT1_TELEKINES;
1757 if (p_ptr->muta1 & MUT1_VTELEPORT)
1759 strcpy(power_desc[num].name, _("テレポート", "Teleport"));
1760 power_desc[num].level = 7;
1761 power_desc[num].cost = 7;
1762 power_desc[num].stat = A_WIS;
1763 power_desc[num].fail = 15;
1764 power_desc[num++].number = MUT1_VTELEPORT;
1767 if (p_ptr->muta1 & MUT1_MIND_BLST)
1769 strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
1770 power_desc[num].level = 5;
1771 power_desc[num].cost = 3;
1772 power_desc[num].stat = A_WIS;
1773 power_desc[num].fail = 15;
1774 power_desc[num++].number = MUT1_MIND_BLST;
1777 if (p_ptr->muta1 & MUT1_RADIATION)
1779 strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
1780 power_desc[num].level = 15;
1781 power_desc[num].cost = 15;
1782 power_desc[num].stat = A_CON;
1783 power_desc[num].fail = 14;
1784 power_desc[num++].number = MUT1_RADIATION;
1787 if (p_ptr->muta1 & MUT1_VAMPIRISM)
1789 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1790 power_desc[num].level = 2;
1791 power_desc[num].cost = (1 + (lvl / 3));
1792 power_desc[num].stat = A_CON;
1793 power_desc[num].fail = 9;
1794 power_desc[num++].number = MUT1_VAMPIRISM;
1797 if (p_ptr->muta1 & MUT1_SMELL_MET)
1799 strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
1800 power_desc[num].level = 3;
1801 power_desc[num].cost = 2;
1802 power_desc[num].stat = A_INT;
1803 power_desc[num].fail = 12;
1804 power_desc[num++].number = MUT1_SMELL_MET;
1807 if (p_ptr->muta1 & MUT1_SMELL_MON)
1809 strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
1810 power_desc[num].level = 5;
1811 power_desc[num].cost = 4;
1812 power_desc[num].stat = A_INT;
1813 power_desc[num].fail = 15;
1814 power_desc[num++].number = MUT1_SMELL_MON;
1817 if (p_ptr->muta1 & MUT1_BLINK)
1819 strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
1820 power_desc[num].level = 3;
1821 power_desc[num].cost = 3;
1822 power_desc[num].stat = A_WIS;
1823 power_desc[num].fail = 12;
1824 power_desc[num++].number = MUT1_BLINK;
1827 if (p_ptr->muta1 & MUT1_EAT_ROCK)
1829 strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
1830 power_desc[num].level = 8;
1831 power_desc[num].cost = 12;
1832 power_desc[num].stat = A_CON;
1833 power_desc[num].fail = 18;
1834 power_desc[num++].number = MUT1_EAT_ROCK;
1837 if (p_ptr->muta1 & MUT1_SWAP_POS)
1839 strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
1840 power_desc[num].level = 15;
1841 power_desc[num].cost = 12;
1842 power_desc[num].stat = A_DEX;
1843 power_desc[num].fail = 16;
1844 power_desc[num++].number = MUT1_SWAP_POS;
1847 if (p_ptr->muta1 & MUT1_SHRIEK)
1849 strcpy(power_desc[num].name, _("叫び", "Shriek"));
1850 power_desc[num].level = 20;
1851 power_desc[num].cost = 14;
1852 power_desc[num].stat = A_CON;
1853 power_desc[num].fail = 16;
1854 power_desc[num++].number = MUT1_SHRIEK;
1857 if (p_ptr->muta1 & MUT1_ILLUMINE)
1859 strcpy(power_desc[num].name, _("照明", "Illuminate"));
1860 power_desc[num].level = 3;
1861 power_desc[num].cost = 2;
1862 power_desc[num].stat = A_INT;
1863 power_desc[num].fail = 10;
1864 power_desc[num++].number = MUT1_ILLUMINE;
1867 if (p_ptr->muta1 & MUT1_DET_CURSE)
1869 strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
1870 power_desc[num].level = 7;
1871 power_desc[num].cost = 14;
1872 power_desc[num].stat = A_WIS;
1873 power_desc[num].fail = 14;
1874 power_desc[num++].number = MUT1_DET_CURSE;
1877 if (p_ptr->muta1 & MUT1_BERSERK)
1879 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1880 power_desc[num].level = 8;
1881 power_desc[num].cost = 8;
1882 power_desc[num].stat = A_STR;
1883 power_desc[num].fail = 14;
1884 power_desc[num++].number = MUT1_BERSERK;
1887 if (p_ptr->muta1 & MUT1_POLYMORPH)
1889 strcpy(power_desc[num].name, _("変身", "Polymorph"));
1890 power_desc[num].level = 18;
1891 power_desc[num].cost = 20;
1892 power_desc[num].stat = A_CON;
1893 power_desc[num].fail = 18;
1894 power_desc[num++].number = MUT1_POLYMORPH;
1897 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
1899 strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
1900 power_desc[num].level = 10;
1901 power_desc[num].cost = 5;
1902 power_desc[num].stat = A_INT;
1903 power_desc[num].fail = 12;
1904 power_desc[num++].number = MUT1_MIDAS_TCH;
1907 if (p_ptr->muta1 & MUT1_GROW_MOLD)
1909 strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
1910 power_desc[num].level = 1;
1911 power_desc[num].cost = 6;
1912 power_desc[num].stat = A_CON;
1913 power_desc[num].fail = 14;
1914 power_desc[num++].number = MUT1_GROW_MOLD;
1917 if (p_ptr->muta1 & MUT1_RESIST)
1919 strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
1920 power_desc[num].level = 10;
1921 power_desc[num].cost = 12;
1922 power_desc[num].stat = A_CON;
1923 power_desc[num].fail = 12;
1924 power_desc[num++].number = MUT1_RESIST;
1927 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
1929 strcpy(power_desc[num].name, _("地震", "Earthquake"));
1930 power_desc[num].level = 12;
1931 power_desc[num].cost = 12;
1932 power_desc[num].stat = A_STR;
1933 power_desc[num].fail = 16;
1934 power_desc[num++].number = MUT1_EARTHQUAKE;
1937 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
1939 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1940 power_desc[num].level = 17;
1941 power_desc[num].cost = 1;
1942 power_desc[num].stat = A_WIS;
1943 power_desc[num].fail = 15;
1944 power_desc[num++].number = MUT1_EAT_MAGIC;
1947 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
1949 strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
1950 power_desc[num].level = 6;
1951 power_desc[num].cost = 6;
1952 power_desc[num].stat = A_INT;
1953 power_desc[num].fail = 10;
1954 power_desc[num++].number = MUT1_WEIGH_MAG;
1957 if (p_ptr->muta1 & MUT1_STERILITY)
1959 strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
1960 power_desc[num].level = 12;
1961 power_desc[num].cost = 23;
1962 power_desc[num].stat = A_CHR;
1963 power_desc[num].fail = 15;
1964 power_desc[num++].number = MUT1_STERILITY;
1967 if (p_ptr->muta1 & MUT1_PANIC_HIT)
1969 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
1970 power_desc[num].level = 10;
1971 power_desc[num].cost = 12;
1972 power_desc[num].stat = A_DEX;
1973 power_desc[num].fail = 14;
1974 power_desc[num++].number = MUT1_PANIC_HIT;
1977 if (p_ptr->muta1 & MUT1_DAZZLE)
1979 strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
1980 power_desc[num].level = 7;
1981 power_desc[num].cost = 15;
1982 power_desc[num].stat = A_CHR;
1983 power_desc[num].fail = 8;
1984 power_desc[num++].number = MUT1_DAZZLE;
1987 if (p_ptr->muta1 & MUT1_LASER_EYE)
1989 strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
1990 power_desc[num].level = 7;
1991 power_desc[num].cost = 10;
1992 power_desc[num].stat = A_WIS;
1993 power_desc[num].fail = 9;
1994 power_desc[num++].number = MUT1_LASER_EYE;
1997 if (p_ptr->muta1 & MUT1_RECALL)
1999 strcpy(power_desc[num].name, _("帰還", "Recall"));
2000 power_desc[num].level = 17;
2001 power_desc[num].cost = 50;
2002 power_desc[num].stat = A_INT;
2003 power_desc[num].fail = 16;
2004 power_desc[num++].number = MUT1_RECALL;
2007 if (p_ptr->muta1 & MUT1_BANISH)
2009 strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
2010 power_desc[num].level = 25;
2011 power_desc[num].cost = 25;
2012 power_desc[num].stat = A_WIS;
2013 power_desc[num].fail = 18;
2014 power_desc[num++].number = MUT1_BANISH;
2017 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
2019 strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
2020 power_desc[num].level = 2;
2021 power_desc[num].cost = 2;
2022 power_desc[num].stat = A_CON;
2023 power_desc[num].fail = 11;
2024 power_desc[num++].number = MUT1_COLD_TOUCH;
2027 if (p_ptr->muta1 & MUT1_LAUNCHER)
2029 strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
2030 power_desc[num].level = 1;
2031 power_desc[num].cost = lvl;
2032 power_desc[num].stat = A_STR;
2033 power_desc[num].fail = 6;
2034 /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
2035 power_desc[num++].number = 3;
2039 /* Nothing chosen yet */
2045 /* Build a prompt */
2046 (void) strnfmt(out_val, 78,
2047 _("(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? "),
2048 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
2050 if (!repeat_pull(&i) || i<0 || i>=num) {
2051 if (use_menu) screen_save();
2052 /* Get a spell from the user */
2054 choice = (always_show_list || use_menu) ? ESCAPE:1;
2057 if( choice==ESCAPE ) choice = ' ';
2058 else if( !get_com(out_val, &choice, FALSE) )break;
2060 if (use_menu && choice != ' ')
2067 p_ptr->energy_use = 0;
2075 menu_line += (num - 1);
2096 else if (menu_line+18 <= num)
2110 if (menu_line > num) menu_line -= num;
2112 /* Request redraw */
2113 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
2116 if (!redraw || use_menu)
2128 if (!use_menu) screen_save();
2130 /* Print header(s) */
2132 prt(_(" Lv MP 失率", " Lv Cost Fail"), y++, x);
2134 prt(_(" Lv MP 失率 Lv MP 失率",
2135 " Lv Cost Fail Lv Cost Fail"), y++, x);
2141 x1 = ((ctr < 18) ? x : x + 40);
2142 y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
2146 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " > "));
2147 else strcpy(dummy, " ");
2151 /* letter/number for power selection */
2155 letter = '0' + ctr - 26;
2156 sprintf(dummy, " %c) ",letter);
2158 strcat(dummy, format("%-23.23s %2d %4d %3d%%",
2159 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
2160 100 - racial_chance(&power_desc[ctr])));
2180 if (choice == '\r' && num == 1)
2185 if (isalpha(choice))
2188 ask = (isupper(choice));
2191 if (ask) choice = (char)tolower(choice);
2193 /* Extract request */
2194 i = (islower(choice) ? A2I(choice) : -1);
2198 ask = FALSE; /* Can't uppercase digits */
2200 i = choice - '0' + 26;
2204 /* Totally Illegal */
2205 if ((i < 0) || (i >= num))
2217 (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
2219 /* Belay that order */
2220 if (!get_check(tmp_val)) continue;
2226 if (redraw) screen_load();
2228 /* Abort if needed */
2231 p_ptr->energy_use = 0;
2235 } /*if (!repeat_pull(&i) || ...)*/
2236 switch (racial_aux(&power_desc[i]))
2239 if (power_desc[i].number < 0)
2240 cast = cmd_racial_power_aux(power_desc[i].number);
2242 cast = mutation_power_aux(power_desc[i].number);
2256 int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2258 /* If mana is not enough, player consumes hit point! */
2259 if (p_ptr->csp < actual_racial_cost)
2261 actual_racial_cost -= p_ptr->csp;
2263 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2265 else p_ptr->csp -= actual_racial_cost;
2267 /* Redraw mana and hp */
2268 p_ptr->redraw |= (PR_HP | PR_MANA);
2270 p_ptr->window |= (PW_PLAYER | PW_SPELL);
2273 else p_ptr->energy_use = 0;