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 GAME_TEXT 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."));
106 /* Hack -- Give the player some small firestones */
107 object_prep(q_ptr, lookup_kind(TV_SHOT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
108 q_ptr->number = (byte)rand_range(15,30);
111 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
112 q_ptr->discount = 99;
114 slot = inven_carry(q_ptr);
116 object_desc(o_name, q_ptr, 0);
117 msg_format(_("%sを作った。", "You make some ammo."), o_name);
119 /* Auto-inscription */
120 if (slot >= 0) autopick_alter_item(slot, FALSE);
122 /* Destroy the wall */
123 cave_alter_feat(y, x, FF_HURT_ROCK);
125 p_ptr->update |= (PU_FLOW);
128 /**********Create arrows*********/
135 item_tester_hook = item_tester_hook_convertible;
137 q = _("どのアイテムから作りますか? ", "Convert which item? ");
138 s = _("材料を持っていない。", "You have no item to convert.");
139 q_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
140 if (!q_ptr) return FALSE;
144 /* Hack -- Give the player some small firestones */
145 object_prep(q_ptr, lookup_kind(TV_ARROW, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+ 1));
146 q_ptr->number = (byte)rand_range(5, 10);
149 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
151 q_ptr->discount = 99;
153 object_desc(o_name, q_ptr, 0);
154 msg_format(_("%sを作った。", "You make some ammo."), o_name);
158 inven_item_increase(item, -1);
159 inven_item_describe(item);
160 inven_item_optimize(item);
164 floor_item_increase(0 - item, -1);
165 floor_item_describe(0 - item);
166 floor_item_optimize(0 - item);
169 slot = inven_carry(q_ptr);
171 /* Auto-inscription */
172 if (slot >= 0) autopick_alter_item(slot, FALSE);
174 /**********Create bolts*********/
181 item_tester_hook = item_tester_hook_convertible;
183 q = _("どのアイテムから作りますか? ", "Convert which item? ");
184 s = _("材料を持っていない。", "You have no item to convert.");
185 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
187 /* Get the item (in the pack) */
190 q_ptr = &inventory[item];
193 /* Get the item (on the floor) */
196 q_ptr = &o_list[0 - item];
200 /* Hack -- Give the player some small firestones */
201 object_prep(q_ptr, lookup_kind(TV_BOLT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+1));
202 q_ptr->number = (byte)rand_range(4, 8);
205 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
207 q_ptr->discount = 99;
209 object_desc(o_name, q_ptr, 0);
210 msg_format(_("%sを作った。", "You make some ammo."), o_name);
214 inven_item_increase(item, -1);
215 inven_item_describe(item);
216 inven_item_optimize(item);
220 floor_item_increase(0 - item, -1);
221 floor_item_describe(0 - item);
222 floor_item_optimize(0 - item);
225 slot = inven_carry(q_ptr);
227 /* Auto-inscription */
228 if (slot >= 0) autopick_alter_item(slot, FALSE);
234 * @brief 魔道具術師の魔力取り込み処理
235 * @return 取り込みを実行したらTRUE、キャンセルしたらFALSEを返す
237 bool gain_magic(void)
240 PARAMETER_VALUE pval;
244 GAME_TEXT o_name[MAX_NLEN];
246 /* Only accept legal items */
247 item_tester_hook = item_tester_hook_recharge;
249 q = _("どのアイテムの魔力を取り込みますか? ", "Gain power of which item? ");
250 s = _("魔力を取り込めるアイテムがない。", "You have nothing to gain power.");
252 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
254 /* Get the item (in the pack) */
257 o_ptr = &inventory[item];
260 /* Get the item (on the floor) */
263 o_ptr = &o_list[0 - item];
266 if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
268 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."));
273 if (!object_is_known(o_ptr))
275 msg_print(_("鑑定されていないと取り込めない。", "You need to identify before absorbing."));
281 msg_print(_("充填中のアイテムは取り込めない。", "This item is still charging."));
286 if (o_ptr->tval == TV_ROD)
288 else if (o_ptr->tval == TV_WAND)
291 if (o_ptr->tval == TV_ROD)
293 p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)o_ptr->number;
294 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
299 for (num = o_ptr->number; num; num--)
302 if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
303 if (p_ptr->magic_num2[o_ptr->sval + ext])
306 gain_num = (gain_num/3 + randint0(gain_num/3)) / 256;
307 if (gain_num < 1) gain_num = 1;
309 p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)gain_num;
310 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
311 p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
312 if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
313 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;
314 if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
318 object_desc(o_name, o_ptr, 0);
319 msg_format(_("%sの魔力を取り込んだ。", "You absorb magic of %s."), o_name);
321 /* Eliminate the item (from the pack) */
324 inven_item_increase(item, -999);
325 inven_item_describe(item);
326 inven_item_optimize(item);
329 /* Eliminate the item (from the floor) */
332 floor_item_increase(0 - item, -999);
333 floor_item_describe(0 - item);
334 floor_item_optimize(0 - item);
336 p_ptr->energy_use = 100;
341 * @brief 魔法系コマンドを実行できるかの判定を返す
342 * @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。
344 static bool can_do_cmd_cast(void)
346 if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
348 msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
352 else if (p_ptr->anti_magic)
354 msg_print(_("反魔法バリアが魔法を邪魔した!", "An anti-magic shell disrupts your magic!"));
357 else if (p_ptr->shero)
359 msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
368 * @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。
370 static bool choose_kamae(void)
379 msg_print(_("混乱していて構えられない!", "Too confused."));
383 prt(_(" a) 構えをとく", " a) No form"), 2, 20);
385 for (i = 0; i < MAX_KAMAE; i++)
387 if (p_ptr->lev >= kamae_shurui[i].min_level)
389 sprintf(buf," %c) %-12s %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
395 prt(_(" どの構えをとりますか?", " Choose Form: "), 1, 14);
401 if (choice == ESCAPE)
406 else if ((choice == 'a') || (choice == 'A'))
408 if (p_ptr->action == ACTION_KAMAE)
410 set_action(ACTION_NONE);
413 msg_print(_("もともと構えていない。", "You are not assuming a posture."));
417 else if ((choice == 'b') || (choice == 'B'))
422 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
427 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
432 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
438 set_action(ACTION_KAMAE);
440 if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
442 msg_print(_("構え直した。", "You reassume a posture."));
446 p_ptr->special_defense &= ~(KAMAE_MASK);
447 p_ptr->update |= (PU_BONUS);
448 p_ptr->redraw |= (PR_STATE);
449 msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
450 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
452 p_ptr->redraw |= PR_STATE;
459 * @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。
461 static bool choose_kata(void)
470 msg_print(_("混乱していて構えられない!", "Too confused."));
476 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
482 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
486 prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
488 for (i = 0; i < MAX_KATA; i++)
490 if (p_ptr->lev >= kata_shurui[i].min_level)
492 sprintf(buf,_(" %c) %sの型 %s", " %c) Form of %-12s %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
498 prt(_(" どの型で構えますか?", " Choose Form: "), 1, 14);
504 if (choice == ESCAPE)
509 else if ((choice == 'a') || (choice == 'A'))
511 if (p_ptr->action == ACTION_KATA)
513 set_action(ACTION_NONE);
516 msg_print(_("もともと構えていない。", "You are not assuming posture."));
520 else if ((choice == 'b') || (choice == 'B'))
525 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
530 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
535 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
541 set_action(ACTION_KATA);
543 if (p_ptr->special_defense & (KATA_IAI << new_kata))
545 msg_print(_("構え直した。", "You reassume a posture."));
549 p_ptr->special_defense &= ~(KATA_MASK);
550 p_ptr->update |= (PU_BONUS);
551 p_ptr->update |= (PU_MONSTERS);
552 msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
553 p_ptr->special_defense |= (KATA_IAI << new_kata);
555 p_ptr->redraw |= (PR_STATE);
556 p_ptr->redraw |= (PR_STATUS);
563 * @brief レイシャル・パワー情報のtypedef
565 typedef struct power_desc_type power_desc_type;
568 * @brief レイシャル・パワー情報の構造体定義
570 struct power_desc_type
572 GAME_TEXT name[MAX_NLEN]; //!<レイシャル名
573 PLAYER_LEVEL level; //!<体得レベル
582 * @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
583 * @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
586 static PERCENTAGE racial_chance(power_desc_type *pd_ptr)
588 PLAYER_LEVEL min_level = pd_ptr->level;
589 int difficulty = pd_ptr->fail;
594 int stat = p_ptr->stat_cur[pd_ptr->stat];
596 /* No chance for success */
597 if ((p_ptr->lev < min_level) || p_ptr->confused)
602 if (difficulty == 0) return 100;
604 /* Calculate difficulty */
607 difficulty += p_ptr->stun;
609 else if (p_ptr->lev > min_level)
611 int lev_adj = ((p_ptr->lev - min_level) / 3);
612 if (lev_adj > 10) lev_adj = 10;
613 difficulty -= lev_adj;
616 if (difficulty < 5) difficulty = 5;
618 /* We only need halfs of the difficulty */
619 difficulty = difficulty / 2;
621 for (i = 1; i <= stat; i++)
623 val = i - difficulty;
625 sum += (val <= difficulty) ? val : difficulty;
631 return (((sum * 100) / difficulty) / stat);
635 static int racial_cost;
638 * @brief レイシャル・パワーの発動の判定処理
639 * @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
641 * 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。
642 * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
644 static int racial_aux(power_desc_type *pd_ptr)
646 PLAYER_LEVEL min_level = pd_ptr->level;
647 int use_stat = pd_ptr->stat;
648 int difficulty = pd_ptr->fail;
651 racial_cost = pd_ptr->cost;
653 /* Not enough mana - use hp */
654 if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
656 /* Power is not available yet */
657 if (p_ptr->lev < min_level)
659 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。",
660 "You need to attain level %d to use this power."), min_level);
662 p_ptr->energy_use = 0;
667 else if (p_ptr->confused)
669 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."));
670 p_ptr->energy_use = 0;
675 else if (p_ptr->chp < use_hp)
677 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? ")))
679 p_ptr->energy_use = 0;
684 /* Else attempt to do it! */
690 difficulty += p_ptr->stun;
692 else if (p_ptr->lev > min_level)
694 int lev_adj = ((p_ptr->lev - min_level) / 3);
695 if (lev_adj > 10) lev_adj = 10;
696 difficulty -= lev_adj;
699 if (difficulty < 5) difficulty = 5;
702 /* take time and pay the price */
703 p_ptr->energy_use = 100;
706 if (randint1(p_ptr->stat_cur[use_stat]) >= ((difficulty / 2) + randint1(difficulty / 2)))
711 if (flush_failure) flush();
712 msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
719 * @brief レイシャル・パワー発動処理
720 * @param command 発動するレイシャルのID
721 * @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。
723 static bool cmd_racial_power_aux(s32b command)
725 PLAYER_LEVEL plev = p_ptr->lev;
730 switch (p_ptr->pclass)
734 POSITION y = 0, x = 0;
738 for (i = 0; i < A_MAX; i++)
741 y = p_ptr->y + ddy_ddd[dir];
742 x = p_ptr->x + ddx_ddd[dir];
745 /* Hack -- attack monsters */
750 msg_print(_("攻撃が空をきった。", "You attack the empty air."));
755 case CLASS_HIGH_MAGE:
756 if (p_ptr->realm1 == REALM_HEX)
758 bool retval = stop_hex_spell();
759 if (retval) p_ptr->energy_use = 10;
763 /* case CLASS_HIGH_MAGE: */
766 if (!eat_magic(p_ptr->lev * 2)) return FALSE;
771 if (is_good_realm(p_ptr->realm1))
773 if (!bless_weapon()) return FALSE;
777 (void)dispel_monsters(plev * 4);
778 turn_monsters(plev * 4);
779 banish_monsters(plev * 4);
785 if(!panic_hit()) return FALSE;
791 msg_print(_("敵を調査した...", "You examine your foes..."));
797 if (!get_aim_dir(&dir)) return FALSE;
798 fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
802 case CLASS_WARRIOR_MAGE:
806 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;
809 p_ptr->csp += gain_sp;
810 if (p_ptr->csp > p_ptr->msp)
812 p_ptr->csp = p_ptr->msp;
818 msg_print(_("変換に失敗した。", "You failed to convert."));
821 else if (command == -4)
823 if (p_ptr->csp >= p_ptr->lev / 5)
825 p_ptr->csp -= p_ptr->lev / 5;
826 hp_player(p_ptr->lev);
830 msg_print(_("変換に失敗した。", "You failed to convert."));
834 /* Redraw mana and hp */
835 p_ptr->redraw |= (PR_HP | PR_MANA);
839 case CLASS_CHAOS_WARRIOR:
841 msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
842 slow_monsters(p_ptr->lev);
843 stun_monsters(p_ptr->lev * 4);
844 confuse_monsters(p_ptr->lev * 4);
845 turn_monsters(p_ptr->lev * 4);
846 stasis_monsters(p_ptr->lev * 4);
851 if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
853 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
858 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
864 if (!choose_kamae()) return FALSE;
865 p_ptr->update |= (PU_BONUS);
867 else if (command == -4)
871 if (!get_rep_dir(&dir, FALSE)) return FALSE;
872 y = p_ptr->y + ddy[dir];
873 x = p_ptr->x + ddx[dir];
874 if (cave[y][x].m_idx)
877 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!!!",
878 "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
880 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!!!",
881 "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
884 if (cave[y][x].m_idx)
889 p_ptr->energy_need += ENERGY_NEED();
893 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"));
899 case CLASS_MINDCRAFTER:
900 case CLASS_FORCETRAINER:
904 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."));
907 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
909 p_ptr->csp += (3 + p_ptr->lev/20);
910 if (p_ptr->csp >= p_ptr->msp)
912 p_ptr->csp = p_ptr->msp;
915 p_ptr->redraw |= (PR_MANA);
922 if (!get_aim_dir(&dir)) return FALSE;
924 fire_beam(GF_PHOTO, dir, 1);
926 else if (command == -4)
928 if (!identify_fully(FALSE)) return FALSE;
935 if (!do_cmd_mane(TRUE)) return FALSE;
938 case CLASS_BEASTMASTER:
942 if (!get_aim_dir(&dir)) return FALSE;
943 (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
945 else if (command == -4)
947 project_all_los(GF_CHARM_LIVING, p_ptr->lev);
953 if (!do_cmd_archer()) return FALSE;
956 case CLASS_MAGIC_EATER:
959 if (!gain_magic()) return FALSE;
960 } else if (command == -4) {
961 if (!can_do_cmd_cast()) return FALSE;
962 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
968 /* Singing is already stopped */
969 if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
972 p_ptr->energy_use = 10;
977 if (!can_do_cmd_cast()) return FALSE;
981 if (!p_ptr->paralyzed && can_do_cmd_cast())
989 int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
993 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."));
996 if (p_ptr->special_defense & KATA_MASK)
998 msg_print(_("今は構えに集中している。", "You need concentration on your form."));
1001 msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
1003 p_ptr->csp += p_ptr->msp / 2;
1004 if (p_ptr->csp >= max_csp)
1006 p_ptr->csp = max_csp;
1007 p_ptr->csp_frac = 0;
1009 p_ptr->redraw |= (PR_MANA);
1011 else if (command == -4)
1013 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
1015 msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
1018 if (!choose_kata()) return FALSE;
1019 p_ptr->update |= (PU_BONUS);
1023 case CLASS_BLUE_MAGE:
1025 if (p_ptr->action == ACTION_LEARN)
1027 set_action(ACTION_NONE);
1031 set_action(ACTION_LEARN);
1033 p_ptr->energy_use = 0;
1038 GAME_TEXT m_name[MAX_NLEN];
1039 monster_type *m_ptr;
1040 monster_race *r_ptr;
1045 msg_print(_("今は乗馬中だ。", "You ARE riding."));
1048 if (!do_riding(TRUE)) return TRUE;
1049 m_ptr = &m_list[p_ptr->riding];
1050 r_ptr = &r_info[m_ptr->r_idx];
1051 monster_desc(m_name, m_ptr, 0);
1052 msg_format(_("%sに乗った。", "You ride on %s."),m_name);
1053 if (is_pet(m_ptr)) break;
1054 rlev = r_ptr->level;
1055 if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
1056 if (rlev > 60) rlev = 60+(rlev-60)/2;
1057 if ((randint1(p_ptr->skill_exp[GINOU_RIDING] / 120 + p_ptr->lev * 2 / 3) > rlev)
1058 && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle
1059 && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
1060 && (rlev < p_ptr->lev * 3 / 2 + randint0(p_ptr->lev / 5)))
1062 msg_format(_("%sを手なずけた。", "You tame %s."),m_name);
1067 msg_format(_("%sに振り落とされた!", "You have thrown off by %s."),m_name);
1071 /* 落馬処理に失敗してもとにかく乗馬解除 */
1076 case CLASS_BERSERKER:
1078 if (!word_of_recall()) return FALSE;
1083 if (p_ptr->lev > 29)
1085 if (!identify_fully(TRUE)) return FALSE;
1089 if (!ident_spell(TRUE)) return FALSE;
1093 case CLASS_MIRROR_MASTER:
1097 /* Explode all mirrors */
1098 remove_all_mirrors(TRUE);
1100 else if (command == -4)
1104 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."));
1107 if (is_mirror_grid(&cave[p_ptr->y][p_ptr->x]))
1109 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
1111 p_ptr->csp += (5 + p_ptr->lev * p_ptr->lev / 100);
1112 if (p_ptr->csp >= p_ptr->msp)
1114 p_ptr->csp = p_ptr->msp;
1115 p_ptr->csp_frac = 0;
1117 p_ptr->redraw |= (PR_MANA);
1121 msg_print(_("鏡の上でないと集中できない!", "Here are not any mirrors!"));
1128 if (p_ptr->action == ACTION_HAYAGAKE)
1130 set_action(ACTION_NONE);
1134 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
1135 feature_type *f_ptr = &f_info[c_ptr->feat];
1137 if (!have_flag(f_ptr->flags, FF_PROJECT) ||
1138 (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
1140 msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
1144 set_action(ACTION_HAYAGAKE);
1149 p_ptr->energy_use = 0;
1155 else if (p_ptr->mimic_form)
1157 switch (p_ptr->mimic_form)
1160 case MIMIC_DEMON_LORD:
1162 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1163 if (!get_aim_dir(&dir)) return FALSE;
1165 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")));
1166 fire_breath(type, dir, plev * 3, (plev / 15) + 1);
1178 switch (p_ptr->prace)
1181 msg_print(_("周囲を調べた。", "You examine your surroundings."));
1182 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1183 (void)detect_doors(DETECT_RAD_DEFAULT);
1184 (void)detect_stairs(DETECT_RAD_DEFAULT);
1193 /* Create the food ration */
1194 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
1196 /* Drop the object from heaven */
1197 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
1198 msg_print(_("食事を料理して作った。", "You cook some food."));
1203 msg_print(_("パッ!", "Blink!"));
1204 teleport_player(10, 0L);
1208 msg_print(_("勇気を出した。", "You play tough."));
1209 (void)set_afraid(0);
1212 case RACE_HALF_TROLL:
1213 msg_print(_("うがぁぁ!", "RAAAGH!"));
1214 (void)berserk(10 + randint1(plev));
1220 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
1223 else if (command == -2)
1225 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..."));
1227 (void)true_healing(0);
1228 (void)restore_all_status();
1229 (void)restore_level();
1233 case RACE_BARBARIAN:
1234 msg_print(_("うぉぉおお!", "Raaagh!"));
1235 (void)berserk(10 + randint1(plev));
1238 case RACE_HALF_OGRE:
1239 msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
1243 case RACE_HALF_GIANT:
1244 if (!get_aim_dir(&dir)) return FALSE;
1245 (void)wall_to_mud(dir, 20 + randint1(30));
1248 case RACE_HALF_TITAN:
1249 msg_print(_("敵を調査した...", "You examine your foes..."));
1254 if (!get_aim_dir(&dir)) return FALSE;
1255 msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
1256 fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
1260 if (!get_aim_dir(&dir)) return FALSE;
1262 msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
1263 (void)fear_monster(dir, plev);
1267 if (!get_aim_dir(&dir)) return FALSE;
1269 msg_print(_("酸を吐いた。", "You spit acid."));
1270 if (plev < 25) fire_bolt(GF_ACID, dir, plev);
1271 else fire_ball(GF_ACID, dir, plev, 2);
1275 if (!get_aim_dir(&dir)) return FALSE;
1276 msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
1277 fire_bolt(GF_POIS, dir, plev);
1281 msg_print(_("周囲を調査した。", "You examine your surroundings."));
1282 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1283 (void)detect_doors(DETECT_RAD_DEFAULT);
1284 (void)detect_stairs(DETECT_RAD_DEFAULT);
1288 if (!get_aim_dir(&dir)) return FALSE;
1289 msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
1290 fire_bolt_or_beam(10, GF_MISSILE, dir,
1291 damroll(3 + ((plev - 1) / 5), 4));
1294 case RACE_DRACONIAN:
1296 int Type = (one_in_(3) ? GF_COLD : GF_FIRE);
1297 cptr Type_desc = ((Type == GF_COLD) ? _("冷気", "cold") : _("炎", "fire"));
1299 if (!get_aim_dir(&dir)) return FALSE;
1301 if (randint1(100) < plev)
1303 switch (p_ptr->pclass)
1306 case CLASS_BERSERKER:
1309 case CLASS_IMITATOR:
1315 Type_desc = _("エレメント", "the elements");
1320 Type_desc = _("破片", "shards");
1324 case CLASS_WARRIOR_MAGE:
1325 case CLASS_HIGH_MAGE:
1326 case CLASS_SORCERER:
1327 case CLASS_MAGIC_EATER:
1328 case CLASS_RED_MAGE:
1329 case CLASS_BLUE_MAGE:
1330 case CLASS_MIRROR_MASTER:
1334 Type_desc = _("魔力", "mana");
1338 Type = GF_DISENCHANT;
1339 Type_desc = _("劣化", "disenchantment");
1342 case CLASS_CHAOS_WARRIOR:
1345 Type = GF_CONFUSION;
1346 Type_desc = _("混乱", "confusion");
1351 Type_desc = _("カオス", "chaos");
1356 case CLASS_FORCETRAINER:
1359 Type = GF_CONFUSION;
1360 Type_desc = _("混乱", "confusion");
1365 Type_desc = _("轟音", "sound");
1368 case CLASS_MINDCRAFTER:
1371 Type = GF_CONFUSION;
1372 Type_desc = _("混乱", "confusion");
1377 Type_desc = _("精神エネルギー", "mental energy");
1384 Type = GF_HELL_FIRE;
1385 Type_desc = _("地獄の劫火", "hellfire");
1389 Type = GF_HOLY_FIRE;
1390 Type_desc = _("聖なる炎", "holy fire");
1398 Type_desc = _("暗黒", "darkness");
1403 Type_desc = _("毒", "poison");
1410 Type_desc = _("轟音", "sound");
1414 Type = GF_CONFUSION;
1415 Type_desc = _("混乱", "confusion");
1422 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
1424 fire_breath(Type, dir, plev * 2, (plev / 15) + 1);
1428 case RACE_MIND_FLAYER:
1429 if (!get_aim_dir(&dir)) return FALSE;
1430 msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
1431 fire_bolt(GF_PSI, dir, plev);
1435 if (!get_aim_dir(&dir)) return FALSE;
1438 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
1439 fire_ball(GF_FIRE, dir, plev, 2);
1443 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
1444 fire_bolt(GF_FIRE, dir, plev);
1449 (void)set_shield(randint1(20) + 30, FALSE);
1454 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."));
1455 (void)restore_level();
1463 if (!get_aim_dir(&dir)) return FALSE;
1465 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!"));
1466 (void)fear_monster(dir, plev);
1470 msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
1471 if (plev < 25) sleep_monsters_touch();
1472 else (void)sleep_monsters(plev);
1477 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1478 if (!get_aim_dir(&dir)) return FALSE;
1480 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")));
1481 fire_breath(type, dir, plev * 3, (plev / 15) + 1);
1486 (void)set_tsubureru(randint1(20) + 30, FALSE);
1490 if (!get_aim_dir(&dir)) return FALSE;
1493 msg_print(_("レイガンを発射した。", "You fire your ray gun."));
1494 fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
1498 msg_print(_("ブラスターを発射した。", "You fire your blaster."));
1499 fire_bolt(GF_MISSILE, dir, plev);
1503 msg_print(_("バズーカを発射した。", "You fire your bazooka."));
1504 fire_ball(GF_MISSILE, dir, plev * 2, 2);
1508 msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon."));
1509 fire_beam(GF_MISSILE, dir, plev * 2);
1513 msg_print(_("ロケットを発射した。", "You fire a rocket."));
1514 fire_rocket(GF_ROCKET, dir, plev * 5, 2);
1519 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."));
1520 p_ptr->energy_use = 0;
1527 * @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
1530 void do_cmd_racial_power(void)
1532 power_desc_type power_desc[36];
1536 PLAYER_LEVEL lvl = p_ptr->lev;
1537 bool flag, redraw, cast = FALSE;
1538 bool warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
1541 int menu_line = (use_menu ? 1 : 0);
1543 if (p_ptr->wild_mode) return;
1545 for (num = 0; num < 36; num++)
1547 strcpy(power_desc[num].name, "");
1548 power_desc[num].number = 0;
1553 if (p_ptr->confused)
1555 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!"));
1556 p_ptr->energy_use = 0;
1560 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
1562 set_action(ACTION_NONE);
1565 switch (p_ptr->pclass)
1569 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
1570 power_desc[num].level = 40;
1571 power_desc[num].cost = 75;
1572 power_desc[num].stat = A_DEX;
1573 power_desc[num].fail = 35;
1574 power_desc[num++].number = -3;
1577 case CLASS_HIGH_MAGE:
1578 if (p_ptr->realm1 == REALM_HEX)
1580 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
1581 power_desc[num].level = 1;
1582 power_desc[num].cost = 0;
1583 power_desc[num].stat = A_INT;
1584 power_desc[num].fail = 0;
1585 power_desc[num++].number = -3;
1589 /* case CLASS_HIGH_MAGE: */
1590 case CLASS_SORCERER:
1592 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1593 power_desc[num].level = 25;
1594 power_desc[num].cost = 1;
1595 power_desc[num].stat = A_INT;
1596 power_desc[num].fail = 25;
1597 power_desc[num++].number = -3;
1602 if (is_good_realm(p_ptr->realm1))
1604 strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
1605 power_desc[num].level = 35;
1606 power_desc[num].cost = 70;
1607 power_desc[num].stat = A_WIS;
1608 power_desc[num].fail = 50;
1609 power_desc[num++].number = -3;
1613 strcpy(power_desc[num].name, _("召魂", "Evocation"));
1614 power_desc[num].level = 42;
1615 power_desc[num].cost = 40;
1616 power_desc[num].stat = A_WIS;
1617 power_desc[num].fail = 35;
1618 power_desc[num++].number = -3;
1624 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
1625 power_desc[num].level = 8;
1626 power_desc[num].cost = 12;
1627 power_desc[num].stat = A_DEX;
1628 power_desc[num].fail = 14;
1629 power_desc[num++].number = -3;
1635 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
1636 power_desc[num].level = 15;
1637 power_desc[num].cost = 20;
1638 power_desc[num].stat = A_INT;
1639 power_desc[num].fail = 12;
1640 power_desc[num++].number = -3;
1645 if (is_good_realm(p_ptr->realm1))
1647 strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
1648 power_desc[num].level = 30;
1649 power_desc[num].cost = 30;
1650 power_desc[num].stat = A_WIS;
1651 power_desc[num].fail = 30;
1652 power_desc[num++].number = -3;
1656 strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
1657 power_desc[num].level = 30;
1658 power_desc[num].cost = 30;
1659 power_desc[num].stat = A_WIS;
1660 power_desc[num].fail = 30;
1661 power_desc[num++].number = -3;
1665 case CLASS_WARRIOR_MAGE:
1667 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
1668 power_desc[num].level = 25;
1669 power_desc[num].cost = 0;
1670 power_desc[num].stat = A_INT;
1671 power_desc[num].fail = 10;
1672 power_desc[num++].number = -3;
1674 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
1675 power_desc[num].level = 25;
1676 power_desc[num].cost = 0;
1677 power_desc[num].stat = A_INT;
1678 power_desc[num].fail = 10;
1679 power_desc[num++].number = -4;
1682 case CLASS_CHAOS_WARRIOR:
1684 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
1685 power_desc[num].level = 40;
1686 power_desc[num].cost = 50;
1687 power_desc[num].stat = A_INT;
1688 power_desc[num].fail = 25;
1689 power_desc[num++].number = -3;
1694 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
1695 power_desc[num].level = 25;
1696 power_desc[num].cost = 0;
1697 power_desc[num].stat = A_DEX;
1698 power_desc[num].fail = 0;
1699 power_desc[num++].number = -3;
1701 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
1702 power_desc[num].level = 30;
1703 power_desc[num].cost = 30;
1704 power_desc[num].stat = A_STR;
1705 power_desc[num].fail = 20;
1706 power_desc[num++].number = -4;
1709 case CLASS_MINDCRAFTER:
1710 case CLASS_FORCETRAINER:
1712 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1713 power_desc[num].level = 15;
1714 power_desc[num].cost = 0;
1715 power_desc[num].stat = A_WIS;
1716 power_desc[num].fail = 10;
1717 power_desc[num++].number = -3;
1722 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1723 power_desc[num].level = 1;
1724 power_desc[num].cost = 0;
1725 power_desc[num].stat = A_DEX;
1726 power_desc[num].fail = 0;
1727 power_desc[num++].number = -3;
1729 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1730 power_desc[num].level = 25;
1731 power_desc[num].cost = 20;
1732 power_desc[num].stat = A_INT;
1733 power_desc[num].fail = 20;
1734 power_desc[num++].number = -4;
1737 case CLASS_IMITATOR:
1739 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1740 power_desc[num].level = 30;
1741 power_desc[num].cost = 100;
1742 power_desc[num].stat = A_DEX;
1743 power_desc[num].fail = 30;
1744 power_desc[num++].number = -3;
1747 case CLASS_BEASTMASTER:
1749 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1750 power_desc[num].level = 1;
1751 power_desc[num].cost = (p_ptr->lev+3)/4;
1752 power_desc[num].stat = A_CHR;
1753 power_desc[num].fail = 10;
1754 power_desc[num++].number = -3;
1756 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1757 power_desc[num].level = 30;
1758 power_desc[num].cost = (p_ptr->lev+20)/2;
1759 power_desc[num].stat = A_CHR;
1760 power_desc[num].fail = 10;
1761 power_desc[num++].number = -4;
1766 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1767 power_desc[num].level = 1;
1768 power_desc[num].cost = 0;
1769 power_desc[num].stat = A_DEX;
1770 power_desc[num].fail = 0;
1771 power_desc[num++].number = -3;
1774 case CLASS_MAGIC_EATER:
1776 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1777 power_desc[num].level = 1;
1778 power_desc[num].cost = 0;
1779 power_desc[num].stat = A_INT;
1780 power_desc[num].fail = 0;
1781 power_desc[num++].number = -3;
1783 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1784 power_desc[num].level = 10;
1785 power_desc[num].cost = 10 + (lvl - 10) / 2;
1786 power_desc[num].stat = A_INT;
1787 power_desc[num].fail = 0;
1788 power_desc[num++].number = -4;
1793 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1794 power_desc[num].level = 1;
1795 power_desc[num].cost = 0;
1796 power_desc[num].stat = A_CHR;
1797 power_desc[num].fail = 0;
1798 power_desc[num++].number = -3;
1801 case CLASS_RED_MAGE:
1803 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1804 power_desc[num].level = 48;
1805 power_desc[num].cost = 20;
1806 power_desc[num].stat = A_INT;
1807 power_desc[num].fail = 0;
1808 power_desc[num++].number = -3;
1813 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1814 power_desc[num].level = 1;
1815 power_desc[num].cost = 0;
1816 power_desc[num].stat = A_WIS;
1817 power_desc[num].fail = 0;
1818 power_desc[num++].number = -3;
1820 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
1821 power_desc[num].level = 25;
1822 power_desc[num].cost = 0;
1823 power_desc[num].stat = A_DEX;
1824 power_desc[num].fail = 0;
1825 power_desc[num++].number = -4;
1828 case CLASS_BLUE_MAGE:
1830 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1831 power_desc[num].level = 1;
1832 power_desc[num].cost = 0;
1833 power_desc[num].stat = A_INT;
1834 power_desc[num].fail = 0;
1835 power_desc[num++].number = -3;
1840 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1841 power_desc[num].level = 10;
1842 power_desc[num].cost = 0;
1843 power_desc[num].stat = A_STR;
1844 power_desc[num].fail = 10;
1845 power_desc[num++].number = -3;
1848 case CLASS_BERSERKER:
1850 strcpy(power_desc[num].name, _("帰還", "Recall"));
1851 power_desc[num].level = 10;
1852 power_desc[num].cost = 10;
1853 power_desc[num].stat = A_DEX;
1854 power_desc[num].fail = 20;
1855 power_desc[num++].number = -3;
1858 case CLASS_MIRROR_MASTER:
1860 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
1861 power_desc[num].level = 1;
1862 power_desc[num].cost = 0;
1863 power_desc[num].stat = A_INT;
1864 power_desc[num].fail = 0;
1865 power_desc[num++].number = -3;
1867 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
1868 power_desc[num].level = 30;
1869 power_desc[num].cost = 0;
1870 power_desc[num].stat = A_INT;
1871 power_desc[num].fail = 20;
1872 power_desc[num++].number = -4;
1877 strcpy(power_desc[num].name, _("目利き", "Judgment"));
1878 power_desc[num].level = 5;
1879 power_desc[num].cost = 15;
1880 power_desc[num].stat = A_INT;
1881 power_desc[num].fail = 20;
1882 power_desc[num++].number = -3;
1887 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
1888 power_desc[num].level = 20;
1889 power_desc[num].cost = 0;
1890 power_desc[num].stat = A_DEX;
1891 power_desc[num].fail = 0;
1892 power_desc[num++].number = -3;
1896 strcpy(power_desc[0].name, _("(なし)", "(none)"));
1899 if (p_ptr->mimic_form)
1901 switch (p_ptr->mimic_form)
1904 case MIMIC_DEMON_LORD:
1905 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);
1906 power_desc[num].level = 15;
1907 power_desc[num].cost = 10+lvl/3;
1908 power_desc[num].stat = A_CON;
1909 power_desc[num].fail = 20;
1910 power_desc[num++].number = -1;
1913 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1914 power_desc[num].level = 2;
1915 power_desc[num].cost = 1 + (lvl / 3);
1916 power_desc[num].stat = A_CON;
1917 power_desc[num].fail = 9;
1918 power_desc[num++].number = -1;
1924 switch (p_ptr->prace)
1927 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1928 power_desc[num].level = 5;
1929 power_desc[num].cost = 5;
1930 power_desc[num].stat = A_WIS;
1931 power_desc[num].fail = 12;
1932 power_desc[num++].number = -1;
1935 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1936 power_desc[num].level = 10;
1937 power_desc[num].cost = 5;
1938 power_desc[num].stat = A_WIS;
1939 power_desc[num].fail = 10;
1940 power_desc[num++].number = -1;
1943 strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
1944 power_desc[num].level = 15;
1945 power_desc[num].cost = 10;
1946 power_desc[num].stat = A_INT;
1947 power_desc[num].fail = 10;
1948 power_desc[num++].number = -1;
1951 sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
1952 power_desc[num].level = 5;
1953 power_desc[num].cost = 5;
1954 power_desc[num].stat = A_INT;
1955 power_desc[num].fail = 12;
1956 power_desc[num++].number = -1;
1959 strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
1960 power_desc[num].level = 3;
1961 power_desc[num].cost = 5;
1962 power_desc[num].stat = A_WIS;
1963 power_desc[num].fail = warrior ? 5 : 10;
1964 power_desc[num++].number = -1;
1966 case RACE_HALF_TROLL:
1967 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1968 power_desc[num].level = 10;
1969 power_desc[num].cost = 12;
1970 power_desc[num].stat = A_STR;
1971 power_desc[num].fail = warrior ? 6 : 12;
1972 power_desc[num++].number = -1;
1974 case RACE_BARBARIAN:
1975 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1976 power_desc[num].level = 8;
1977 power_desc[num].cost = 10;
1978 power_desc[num].stat = A_STR;
1979 power_desc[num].fail = warrior ? 6 : 12;
1980 power_desc[num++].number = -1;
1983 strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
1984 power_desc[num].level = 30;
1985 power_desc[num].cost = 50;
1986 power_desc[num].stat = A_INT;
1987 power_desc[num].fail = 50;
1988 power_desc[num++].number = -1;
1990 strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
1991 power_desc[num].level = 40;
1992 power_desc[num].cost = 75;
1993 power_desc[num].stat = A_WIS;
1994 power_desc[num].fail = 50;
1995 power_desc[num++].number = -2;
1997 case RACE_HALF_OGRE:
1998 strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
1999 power_desc[num].level = 25;
2000 power_desc[num].cost = 35;
2001 power_desc[num].stat = A_INT;
2002 power_desc[num].fail = 15;
2003 power_desc[num++].number = -1;
2005 case RACE_HALF_GIANT:
2006 strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
2007 power_desc[num].level = 20;
2008 power_desc[num].cost = 10;
2009 power_desc[num].stat = A_STR;
2010 power_desc[num].fail = 12;
2011 power_desc[num++].number = -1;
2013 case RACE_HALF_TITAN:
2014 strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
2015 power_desc[num].level = 15;
2016 power_desc[num].cost = 10;
2017 power_desc[num].stat = A_INT;
2018 power_desc[num].fail = 12;
2019 power_desc[num++].number = -1;
2022 sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
2023 power_desc[num].level = 20;
2024 power_desc[num].cost = 15;
2025 power_desc[num].stat = A_STR;
2026 power_desc[num].fail = 12;
2027 power_desc[num++].number = -1;
2030 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2031 power_desc[num].level = 15;
2032 power_desc[num].cost = 15;
2033 power_desc[num].stat = A_WIS;
2034 power_desc[num].fail = 10;
2035 power_desc[num++].number = -1;
2038 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2039 power_desc[num].level = 4;
2040 power_desc[num].cost = 6;
2041 power_desc[num].stat = A_INT;
2042 power_desc[num].fail = 3;
2043 power_desc[num++].number = -1;
2046 sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
2047 power_desc[num].level = 9;
2048 power_desc[num].cost = 9;
2049 power_desc[num].stat = A_DEX;
2050 power_desc[num].fail = 14;
2051 power_desc[num++].number = -1;
2054 sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
2055 power_desc[num].level = 12;
2056 power_desc[num].cost = 8;
2057 power_desc[num].stat = A_DEX;
2058 power_desc[num].fail = 14;
2059 power_desc[num++].number = -1;
2062 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);
2063 power_desc[num].level = 2;
2064 power_desc[num].cost = 2;
2065 power_desc[num].stat = A_INT;
2066 power_desc[num].fail = 9;
2067 power_desc[num++].number = -1;
2069 case RACE_DRACONIAN:
2070 sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
2071 power_desc[num].level = 1;
2072 power_desc[num].cost = lvl;
2073 power_desc[num].stat = A_CON;
2074 power_desc[num].fail = 12;
2075 power_desc[num++].number = -1;
2077 case RACE_MIND_FLAYER:
2078 sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
2079 power_desc[num].level = 15;
2080 power_desc[num].cost = 12;
2081 power_desc[num].stat = A_INT;
2082 power_desc[num].fail = 14;
2083 power_desc[num++].number = -1;
2086 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);
2087 power_desc[num].level = 9;
2088 power_desc[num].cost = 15;
2089 power_desc[num].stat = A_WIS;
2090 power_desc[num].fail = 15;
2091 power_desc[num++].number = -1;
2094 strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
2095 power_desc[num].level = 20;
2096 power_desc[num].cost = 15;
2097 power_desc[num].stat = A_CON;
2098 power_desc[num].fail = 8;
2099 power_desc[num++].number = -1;
2103 strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
2104 power_desc[num].level = 30;
2105 power_desc[num].cost = 30;
2106 power_desc[num].stat = A_WIS;
2107 power_desc[num].fail = 18;
2108 power_desc[num++].number = -1;
2111 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2112 power_desc[num].level = 2;
2113 power_desc[num].cost = 1 + (lvl / 3);
2114 power_desc[num].stat = A_CON;
2115 power_desc[num].fail = 9;
2116 power_desc[num++].number = -1;
2119 strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
2120 power_desc[num].level = 12;
2121 power_desc[num].cost = 12;
2122 power_desc[num].stat = A_INT;
2123 power_desc[num].fail = 15;
2124 power_desc[num++].number = -1;
2127 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);
2128 power_desc[num].level = 15;
2129 power_desc[num].cost = 10+lvl/3;
2130 power_desc[num].stat = A_CON;
2131 power_desc[num].fail = 20;
2132 power_desc[num++].number = -1;
2135 strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
2136 power_desc[num].level = 20;
2137 power_desc[num].cost = 15;
2138 power_desc[num].stat = A_CHR;
2139 power_desc[num].fail = 8;
2140 power_desc[num++].number = -1;
2143 if (p_ptr->lev < 10)
2145 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
2146 power_desc[num].level = 1;
2147 power_desc[num].cost = 7;
2148 power_desc[num].fail = 8;
2150 else if (p_ptr->lev < 25)
2152 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
2153 power_desc[num].level = 10;
2154 power_desc[num].cost = 13;
2155 power_desc[num].fail = 10;
2157 else if (p_ptr->lev < 35)
2159 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
2160 power_desc[num].level = 25;
2161 power_desc[num].cost = 26;
2162 power_desc[num].fail = 12;
2164 else if (p_ptr->lev < 45)
2166 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
2167 power_desc[num].level = 35;
2168 power_desc[num].cost = 40;
2169 power_desc[num].fail = 15;
2173 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
2174 power_desc[num].level = 45;
2175 power_desc[num].cost = 60;
2176 power_desc[num].fail = 18;
2178 power_desc[num].stat = A_STR;
2179 power_desc[num++].number = -1;
2190 if (p_ptr->muta1 & MUT1_SPIT_ACID)
2192 strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
2193 power_desc[num].level = 9;
2194 power_desc[num].cost = 9;
2195 power_desc[num].stat = A_DEX;
2196 power_desc[num].fail = 15;
2197 power_desc[num++].number = MUT1_SPIT_ACID;
2200 if (p_ptr->muta1 & MUT1_BR_FIRE)
2202 strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
2203 power_desc[num].level = 20;
2204 power_desc[num].cost = lvl;
2205 power_desc[num].stat = A_CON;
2206 power_desc[num].fail = 18;
2207 power_desc[num++].number = MUT1_BR_FIRE;
2210 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
2212 strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
2213 power_desc[num].level = 12;
2214 power_desc[num].cost = 12;
2215 power_desc[num].stat = A_CHR;
2216 power_desc[num].fail = 18;
2217 power_desc[num++].number = MUT1_HYPN_GAZE;
2220 if (p_ptr->muta1 & MUT1_TELEKINES)
2222 strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
2223 power_desc[num].level = 9;
2224 power_desc[num].cost = 9;
2225 power_desc[num].stat = A_WIS;
2226 power_desc[num].fail = 14;
2227 power_desc[num++].number = MUT1_TELEKINES;
2230 if (p_ptr->muta1 & MUT1_VTELEPORT)
2232 strcpy(power_desc[num].name, _("テレポート", "Teleport"));
2233 power_desc[num].level = 7;
2234 power_desc[num].cost = 7;
2235 power_desc[num].stat = A_WIS;
2236 power_desc[num].fail = 15;
2237 power_desc[num++].number = MUT1_VTELEPORT;
2240 if (p_ptr->muta1 & MUT1_MIND_BLST)
2242 strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
2243 power_desc[num].level = 5;
2244 power_desc[num].cost = 3;
2245 power_desc[num].stat = A_WIS;
2246 power_desc[num].fail = 15;
2247 power_desc[num++].number = MUT1_MIND_BLST;
2250 if (p_ptr->muta1 & MUT1_RADIATION)
2252 strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
2253 power_desc[num].level = 15;
2254 power_desc[num].cost = 15;
2255 power_desc[num].stat = A_CON;
2256 power_desc[num].fail = 14;
2257 power_desc[num++].number = MUT1_RADIATION;
2260 if (p_ptr->muta1 & MUT1_VAMPIRISM)
2262 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2263 power_desc[num].level = 2;
2264 power_desc[num].cost = (1 + (lvl / 3));
2265 power_desc[num].stat = A_CON;
2266 power_desc[num].fail = 9;
2267 power_desc[num++].number = MUT1_VAMPIRISM;
2270 if (p_ptr->muta1 & MUT1_SMELL_MET)
2272 strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
2273 power_desc[num].level = 3;
2274 power_desc[num].cost = 2;
2275 power_desc[num].stat = A_INT;
2276 power_desc[num].fail = 12;
2277 power_desc[num++].number = MUT1_SMELL_MET;
2280 if (p_ptr->muta1 & MUT1_SMELL_MON)
2282 strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
2283 power_desc[num].level = 5;
2284 power_desc[num].cost = 4;
2285 power_desc[num].stat = A_INT;
2286 power_desc[num].fail = 15;
2287 power_desc[num++].number = MUT1_SMELL_MON;
2290 if (p_ptr->muta1 & MUT1_BLINK)
2292 strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
2293 power_desc[num].level = 3;
2294 power_desc[num].cost = 3;
2295 power_desc[num].stat = A_WIS;
2296 power_desc[num].fail = 12;
2297 power_desc[num++].number = MUT1_BLINK;
2300 if (p_ptr->muta1 & MUT1_EAT_ROCK)
2302 strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
2303 power_desc[num].level = 8;
2304 power_desc[num].cost = 12;
2305 power_desc[num].stat = A_CON;
2306 power_desc[num].fail = 18;
2307 power_desc[num++].number = MUT1_EAT_ROCK;
2310 if (p_ptr->muta1 & MUT1_SWAP_POS)
2312 strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
2313 power_desc[num].level = 15;
2314 power_desc[num].cost = 12;
2315 power_desc[num].stat = A_DEX;
2316 power_desc[num].fail = 16;
2317 power_desc[num++].number = MUT1_SWAP_POS;
2320 if (p_ptr->muta1 & MUT1_SHRIEK)
2322 strcpy(power_desc[num].name, _("叫び", "Shriek"));
2323 power_desc[num].level = 20;
2324 power_desc[num].cost = 14;
2325 power_desc[num].stat = A_CON;
2326 power_desc[num].fail = 16;
2327 power_desc[num++].number = MUT1_SHRIEK;
2330 if (p_ptr->muta1 & MUT1_ILLUMINE)
2332 strcpy(power_desc[num].name, _("照明", "Illuminate"));
2333 power_desc[num].level = 3;
2334 power_desc[num].cost = 2;
2335 power_desc[num].stat = A_INT;
2336 power_desc[num].fail = 10;
2337 power_desc[num++].number = MUT1_ILLUMINE;
2340 if (p_ptr->muta1 & MUT1_DET_CURSE)
2342 strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
2343 power_desc[num].level = 7;
2344 power_desc[num].cost = 14;
2345 power_desc[num].stat = A_WIS;
2346 power_desc[num].fail = 14;
2347 power_desc[num++].number = MUT1_DET_CURSE;
2350 if (p_ptr->muta1 & MUT1_BERSERK)
2352 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2353 power_desc[num].level = 8;
2354 power_desc[num].cost = 8;
2355 power_desc[num].stat = A_STR;
2356 power_desc[num].fail = 14;
2357 power_desc[num++].number = MUT1_BERSERK;
2360 if (p_ptr->muta1 & MUT1_POLYMORPH)
2362 strcpy(power_desc[num].name, _("変身", "Polymorph"));
2363 power_desc[num].level = 18;
2364 power_desc[num].cost = 20;
2365 power_desc[num].stat = A_CON;
2366 power_desc[num].fail = 18;
2367 power_desc[num++].number = MUT1_POLYMORPH;
2370 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
2372 strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
2373 power_desc[num].level = 10;
2374 power_desc[num].cost = 5;
2375 power_desc[num].stat = A_INT;
2376 power_desc[num].fail = 12;
2377 power_desc[num++].number = MUT1_MIDAS_TCH;
2380 if (p_ptr->muta1 & MUT1_GROW_MOLD)
2382 strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
2383 power_desc[num].level = 1;
2384 power_desc[num].cost = 6;
2385 power_desc[num].stat = A_CON;
2386 power_desc[num].fail = 14;
2387 power_desc[num++].number = MUT1_GROW_MOLD;
2390 if (p_ptr->muta1 & MUT1_RESIST)
2392 strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
2393 power_desc[num].level = 10;
2394 power_desc[num].cost = 12;
2395 power_desc[num].stat = A_CON;
2396 power_desc[num].fail = 12;
2397 power_desc[num++].number = MUT1_RESIST;
2400 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
2402 strcpy(power_desc[num].name, _("地震", "Earthquake"));
2403 power_desc[num].level = 12;
2404 power_desc[num].cost = 12;
2405 power_desc[num].stat = A_STR;
2406 power_desc[num].fail = 16;
2407 power_desc[num++].number = MUT1_EARTHQUAKE;
2410 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
2412 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
2413 power_desc[num].level = 17;
2414 power_desc[num].cost = 1;
2415 power_desc[num].stat = A_WIS;
2416 power_desc[num].fail = 15;
2417 power_desc[num++].number = MUT1_EAT_MAGIC;
2420 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
2422 strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
2423 power_desc[num].level = 6;
2424 power_desc[num].cost = 6;
2425 power_desc[num].stat = A_INT;
2426 power_desc[num].fail = 10;
2427 power_desc[num++].number = MUT1_WEIGH_MAG;
2430 if (p_ptr->muta1 & MUT1_STERILITY)
2432 strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
2433 power_desc[num].level = 12;
2434 power_desc[num].cost = 23;
2435 power_desc[num].stat = A_CHR;
2436 power_desc[num].fail = 15;
2437 power_desc[num++].number = MUT1_STERILITY;
2440 if (p_ptr->muta1 & MUT1_PANIC_HIT)
2442 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
2443 power_desc[num].level = 10;
2444 power_desc[num].cost = 12;
2445 power_desc[num].stat = A_DEX;
2446 power_desc[num].fail = 14;
2447 power_desc[num++].number = MUT1_PANIC_HIT;
2450 if (p_ptr->muta1 & MUT1_DAZZLE)
2452 strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
2453 power_desc[num].level = 7;
2454 power_desc[num].cost = 15;
2455 power_desc[num].stat = A_CHR;
2456 power_desc[num].fail = 8;
2457 power_desc[num++].number = MUT1_DAZZLE;
2460 if (p_ptr->muta1 & MUT1_LASER_EYE)
2462 strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
2463 power_desc[num].level = 7;
2464 power_desc[num].cost = 10;
2465 power_desc[num].stat = A_WIS;
2466 power_desc[num].fail = 9;
2467 power_desc[num++].number = MUT1_LASER_EYE;
2470 if (p_ptr->muta1 & MUT1_RECALL)
2472 strcpy(power_desc[num].name, _("帰還", "Recall"));
2473 power_desc[num].level = 17;
2474 power_desc[num].cost = 50;
2475 power_desc[num].stat = A_INT;
2476 power_desc[num].fail = 16;
2477 power_desc[num++].number = MUT1_RECALL;
2480 if (p_ptr->muta1 & MUT1_BANISH)
2482 strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
2483 power_desc[num].level = 25;
2484 power_desc[num].cost = 25;
2485 power_desc[num].stat = A_WIS;
2486 power_desc[num].fail = 18;
2487 power_desc[num++].number = MUT1_BANISH;
2490 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
2492 strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
2493 power_desc[num].level = 2;
2494 power_desc[num].cost = 2;
2495 power_desc[num].stat = A_CON;
2496 power_desc[num].fail = 11;
2497 power_desc[num++].number = MUT1_COLD_TOUCH;
2500 if (p_ptr->muta1 & MUT1_LAUNCHER)
2502 strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
2503 power_desc[num].level = 1;
2504 power_desc[num].cost = lvl;
2505 power_desc[num].stat = A_STR;
2506 power_desc[num].fail = 6;
2507 /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
2508 power_desc[num++].number = 3;
2512 /* Nothing chosen yet */
2518 /* Build a prompt */
2519 (void) strnfmt(out_val, 78,
2520 _("(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? "),
2521 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
2523 if (!repeat_pull(&i) || i<0 || i>=num) {
2524 if (use_menu) screen_save();
2525 /* Get a spell from the user */
2527 choice = (always_show_list || use_menu) ? ESCAPE:1;
2530 if( choice==ESCAPE ) choice = ' ';
2531 else if( !get_com(out_val, &choice, FALSE) )break;
2533 if (use_menu && choice != ' ')
2540 p_ptr->energy_use = 0;
2548 menu_line += (num - 1);
2569 else if (menu_line+18 <= num)
2583 if (menu_line > num) menu_line -= num;
2585 /* Request redraw */
2586 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
2589 if (!redraw || use_menu)
2601 if (!use_menu) screen_save();
2603 /* Print header(s) */
2605 prt(_(" Lv MP 失率", " Lv Cost Fail"), y++, x);
2607 prt(_(" Lv MP 失率 Lv MP 失率",
2608 " Lv Cost Fail Lv Cost Fail"), y++, x);
2614 x1 = ((ctr < 18) ? x : x + 40);
2615 y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
2619 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " > "));
2620 else strcpy(dummy, " ");
2624 /* letter/number for power selection */
2628 letter = '0' + ctr - 26;
2629 sprintf(dummy, " %c) ",letter);
2631 strcat(dummy, format("%-23.23s %2d %4d %3d%%",
2632 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
2633 100 - racial_chance(&power_desc[ctr])));
2653 if (choice == '\r' && num == 1)
2658 if (isalpha(choice))
2661 ask = (isupper(choice));
2664 if (ask) choice = (char)tolower(choice);
2666 /* Extract request */
2667 i = (islower(choice) ? A2I(choice) : -1);
2671 ask = FALSE; /* Can't uppercase digits */
2673 i = choice - '0' + 26;
2677 /* Totally Illegal */
2678 if ((i < 0) || (i >= num))
2690 (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
2692 /* Belay that order */
2693 if (!get_check(tmp_val)) continue;
2699 if (redraw) screen_load();
2701 /* Abort if needed */
2704 p_ptr->energy_use = 0;
2708 } /*if (!repeat_pull(&i) || ...)*/
2709 switch (racial_aux(&power_desc[i]))
2712 if (power_desc[i].number < 0)
2713 cast = cmd_racial_power_aux(power_desc[i].number);
2715 cast = mutation_power_aux(power_desc[i].number);
2729 int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2731 /* If mana is not enough, player consumes hit point! */
2732 if (p_ptr->csp < actual_racial_cost)
2734 actual_racial_cost -= p_ptr->csp;
2736 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2738 else p_ptr->csp -= actual_racial_cost;
2740 /* Redraw mana and hp */
2741 p_ptr->redraw |= (PR_HP | PR_MANA);
2743 p_ptr->window |= (PW_PLAYER | PW_SPELL);
2746 else p_ptr->energy_use = 0;