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
16 * @brief 対象のアイテムが矢やクロスボウの矢の材料になるかを返す。/
17 * Hook to determine if an object is contertible in an arrow/bolt
18 * @param o_ptr オブジェクトの構造体の参照ポインタ。
19 * @return 材料にできるならTRUEを返す
21 static bool item_tester_hook_convertible(object_type *o_ptr)
23 if((o_ptr->tval==TV_JUNK) || (o_ptr->tval==TV_SKELETON)) return TRUE;
25 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON)) return TRUE;
31 * @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'.
32 * Hook to determine if an object is contertible in an arrow/bolt
33 * @return 製造を実際に行ったらTRUE、キャンセルしたらFALSEを返す
35 static bool do_cmd_archer(void)
44 char o_name[MAX_NLEN];
50 sprintf(com, "[S]弾, [A]矢, [B]クロスボウの矢 :");
52 sprintf(com, "Create [S]hots, Create [A]rrow or Create [B]olt ?");
54 else if(p_ptr->lev >= 10)
56 sprintf(com, "[S]弾, [A]矢:");
58 sprintf(com, "Create [S]hots or Create [A]rrow ?");
62 sprintf(com, "[S]弾:");
64 sprintf(com, "Create [S]hots ?");
72 msg_print("You are too confused!");
82 msg_print("You are blind!");
89 if (!get_com(com, &ch, TRUE))
93 if (ch == 'S' || ch == 's')
98 if ((ch == 'A' || ch == 'a')&&(p_ptr->lev >= 10))
103 if ((ch == 'B' || ch == 'b')&&(p_ptr->lev >= 20))
110 /**********Create shots*********/
116 if (!get_rep_dir(&dir, FALSE)) return FALSE;
121 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_CAN_DIG))
124 msg_print("そこには岩石がない。");
126 msg_print("You need pile of rubble.");
130 else if (!cave_have_flag_grid(c_ptr, FF_CAN_DIG) || !cave_have_flag_grid(c_ptr, FF_HURT_ROCK))
133 msg_print("硬すぎて崩せなかった。");
135 msg_print("You failed to make ammo.");
142 /* Get local object */
145 /* Hack -- Give the player some small firestones */
146 object_prep(q_ptr, lookup_kind(TV_SHOT, m_bonus(1, p_ptr->lev) + 1));
147 q_ptr->number = (byte)rand_range(15,30);
150 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
151 q_ptr->discount = 99;
153 slot = inven_carry(q_ptr);
155 object_desc(o_name, q_ptr, 0);
157 msg_format("%sを作った。", o_name);
159 msg_print("You make some ammo.");
162 /* Auto-inscription */
163 if (slot >= 0) autopick_alter_item(slot, FALSE);
165 /* Destroy the wall */
166 cave_alter_feat(y, x, FF_HURT_ROCK);
168 p_ptr->update |= (PU_FLOW);
171 /**********Create arrows*********/
178 item_tester_hook = item_tester_hook_convertible;
182 q = "どのアイテムから作りますか? ";
185 q = "Convert which item? ";
186 s = "You have no item to convert.";
188 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
190 /* Get the item (in the pack) */
193 q_ptr = &inventory[item];
196 /* Get the item (on the floor) */
199 q_ptr = &o_list[0 - item];
202 /* Get local object */
205 /* Hack -- Give the player some small firestones */
206 object_prep(q_ptr, lookup_kind(TV_ARROW, m_bonus(1, p_ptr->lev)+ 1));
207 q_ptr->number = (byte)rand_range(5, 10);
210 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
212 q_ptr->discount = 99;
214 object_desc(o_name, q_ptr, 0);
216 msg_format("%sを作った。", o_name);
218 msg_print("You make some ammo.");
223 inven_item_increase(item, -1);
224 inven_item_describe(item);
225 inven_item_optimize(item);
229 floor_item_increase(0 - item, -1);
230 floor_item_describe(0 - item);
231 floor_item_optimize(0 - item);
234 slot = inven_carry(q_ptr);
236 /* Auto-inscription */
237 if (slot >= 0) autopick_alter_item(slot, FALSE);
239 /**********Create bolts*********/
246 item_tester_hook = item_tester_hook_convertible;
250 q = "どのアイテムから作りますか? ";
253 q = "Convert which item? ";
254 s = "You have no item to convert.";
256 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
258 /* Get the item (in the pack) */
261 q_ptr = &inventory[item];
264 /* Get the item (on the floor) */
267 q_ptr = &o_list[0 - item];
270 /* Get local object */
273 /* Hack -- Give the player some small firestones */
274 object_prep(q_ptr, lookup_kind(TV_BOLT, m_bonus(1, p_ptr->lev)+1));
275 q_ptr->number = (byte)rand_range(4, 8);
278 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
280 q_ptr->discount = 99;
282 object_desc(o_name, q_ptr, 0);
284 msg_format("%sを作った。", o_name);
286 msg_print("You make some ammo.");
291 inven_item_increase(item, -1);
292 inven_item_describe(item);
293 inven_item_optimize(item);
297 floor_item_increase(0 - item, -1);
298 floor_item_describe(0 - item);
299 floor_item_optimize(0 - item);
302 slot = inven_carry(q_ptr);
304 /* Auto-inscription */
305 if (slot >= 0) autopick_alter_item(slot, FALSE);
311 * @brief 魔道具術師の魔力取り込み処理
312 * @return 取り込みを実行したらTRUE、キャンセルしたらFALSEを返す
314 bool gain_magic(void)
321 char o_name[MAX_NLEN];
323 /* Only accept legal items */
324 item_tester_hook = item_tester_hook_recharge;
328 q = "どのアイテムの魔力を取り込みますか? ";
329 s = "魔力を取り込めるアイテムがない。";
331 q = "Gain power of which item? ";
332 s = "You have nothing to gain power.";
335 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
337 /* Get the item (in the pack) */
340 o_ptr = &inventory[item];
343 /* Get the item (on the floor) */
346 o_ptr = &o_list[0 - item];
349 if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
352 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。");
354 msg_print("This staff doesn't have any magical ability.");
360 if (!object_is_known(o_ptr))
363 msg_print("鑑定されていないと取り込めない。");
365 msg_print("You need to identify before absorbing.");
373 msg_print("充填中のアイテムは取り込めない。");
375 msg_print("This item is still charging.");
381 if (o_ptr->tval == TV_ROD)
383 else if (o_ptr->tval == TV_WAND)
386 if (o_ptr->tval == TV_ROD)
388 p_ptr->magic_num2[o_ptr->sval + ext] += o_ptr->number;
389 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
394 for (num = o_ptr->number; num; num--)
397 if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
398 if (p_ptr->magic_num2[o_ptr->sval + ext])
401 gain_num = (gain_num/3 + randint0(gain_num/3)) / 256;
402 if (gain_num < 1) gain_num = 1;
404 p_ptr->magic_num2[o_ptr->sval + ext] += gain_num;
405 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
406 p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
407 if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
408 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;
409 if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
413 object_desc(o_name, o_ptr, 0);
416 msg_format("%sの魔力を取り込んだ。", o_name);
418 msg_format("You absorb magic of %s.", o_name);
421 /* Eliminate the item (from the pack) */
424 inven_item_increase(item, -999);
425 inven_item_describe(item);
426 inven_item_optimize(item);
429 /* Eliminate the item (from the floor) */
432 floor_item_increase(0 - item, -999);
433 floor_item_describe(0 - item);
434 floor_item_optimize(0 - item);
441 * @brief 魔法系コマンドを実行できるかの判定を返す
442 * @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。
444 static bool can_do_cmd_cast(void)
446 if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
449 msg_print("ダンジョンが魔法を吸収した!");
451 msg_print("The dungeon absorbs all attempted magic!");
456 else if (p_ptr->anti_magic)
459 msg_print("反魔法バリアが魔法を邪魔した!");
461 msg_print("An anti-magic shell disrupts your magic!");
465 else if (p_ptr->shero)
468 msg_format("狂戦士化していて頭が回らない!");
470 msg_format("You cannot think directly!");
480 * @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。
482 static bool choose_kamae(void)
492 msg_print("混乱していて構えられない!");
494 msg_print("Too confused.");
503 prt(" a) 構えをとく", 2, 20);
505 prt(" a) No form", 2, 20);
508 for (i = 0; i < MAX_KAMAE; i++)
510 if (p_ptr->lev >= kamae_shurui[i].min_level)
512 sprintf(buf," %c) %-12s %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
519 prt(" どの構えをとりますか?", 1, 14);
521 prt(" Choose Form: ", 1, 14);
528 if (choice == ESCAPE)
533 else if ((choice == 'a') || (choice == 'A'))
535 if (p_ptr->action == ACTION_KAMAE)
537 set_action(ACTION_NONE);
541 msg_print("もともと構えていない。");
543 msg_print("You are not assuming a posture.");
548 else if ((choice == 'b') || (choice == 'B'))
553 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
558 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
563 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
569 set_action(ACTION_KAMAE);
571 if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
576 msg_print("You reassume a posture.");
581 p_ptr->special_defense &= ~(KAMAE_MASK);
582 p_ptr->update |= (PU_BONUS);
583 p_ptr->redraw |= (PR_STATE);
585 msg_format("%sの構えをとった。",kamae_shurui[new_kamae].desc);
587 msg_format("You assume a posture of %s form.",kamae_shurui[new_kamae].desc);
589 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
591 p_ptr->redraw |= PR_STATE;
598 * @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。
600 static bool choose_kata(void)
610 msg_print("混乱していて構えられない!");
612 msg_print("Too confused.");
620 msg_print("意識がはっきりとしない。");
622 msg_print("You are not clear headed");
630 msg_print("体が震えて構えられない!");
632 msg_print("You are trembling with fear!");
641 prt(" a) 型を崩す", 2, 20);
643 prt(" a) No Form", 2, 20);
646 for (i = 0; i < MAX_KATA; i++)
648 if (p_ptr->lev >= kata_shurui[i].min_level)
651 sprintf(buf," %c) %sの型 %s",I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
653 sprintf(buf," %c) Form of %-12s %s",I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
661 prt(" どの型で構えますか?", 1, 14);
663 prt(" Choose Form: ", 1, 14);
670 if (choice == ESCAPE)
675 else if ((choice == 'a') || (choice == 'A'))
677 if (p_ptr->action == ACTION_KATA)
679 set_action(ACTION_NONE);
683 msg_print("もともと構えていない。");
685 msg_print("You are not assuming posture.");
690 else if ((choice == 'b') || (choice == 'B'))
695 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
700 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
705 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
711 set_action(ACTION_KATA);
713 if (p_ptr->special_defense & (KATA_IAI << new_kata))
718 msg_print("You reassume a posture.");
723 p_ptr->special_defense &= ~(KATA_MASK);
724 p_ptr->update |= (PU_BONUS);
725 p_ptr->update |= (PU_MONSTERS);
727 msg_format("%sの型で構えた。",kata_shurui[new_kata].desc);
729 msg_format("You assume a posture of %s form.",kata_shurui[new_kata].desc);
731 p_ptr->special_defense |= (KATA_IAI << new_kata);
733 p_ptr->redraw |= (PR_STATE);
734 p_ptr->redraw |= (PR_STATUS);
741 * @brief レイシャル・パワー情報のtypedef
743 typedef struct power_desc_type power_desc_type;
746 * @brief レイシャル・パワー情報の構造体定義
748 struct power_desc_type
760 * @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
761 * @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
764 static int racial_chance(power_desc_type *pd_ptr)
766 s16b min_level = pd_ptr->level;
767 int difficulty = pd_ptr->fail;
772 int stat = p_ptr->stat_cur[pd_ptr->stat];
774 /* No chance for success */
775 if ((p_ptr->lev < min_level) || p_ptr->confused)
780 if (difficulty == 0) return 100;
782 /* Calculate difficulty */
785 difficulty += p_ptr->stun;
787 else if (p_ptr->lev > min_level)
789 int lev_adj = ((p_ptr->lev - min_level) / 3);
790 if (lev_adj > 10) lev_adj = 10;
791 difficulty -= lev_adj;
794 if (difficulty < 5) difficulty = 5;
796 /* We only need halfs of the difficulty */
797 difficulty = difficulty / 2;
799 for (i = 1; i <= stat; i++)
801 val = i - difficulty;
803 sum += (val <= difficulty) ? val : difficulty;
809 return (((sum * 100) / difficulty) / stat);
813 static int racial_cost;
816 * @brief レイシャル・パワーの発動の判定処理
817 * @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
819 * 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。
820 * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
822 static int racial_aux(power_desc_type *pd_ptr)
824 s16b min_level = pd_ptr->level;
825 int use_stat = pd_ptr->stat;
826 int difficulty = pd_ptr->fail;
829 racial_cost = pd_ptr->cost;
831 /* Not enough mana - use hp */
832 if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
834 /* Power is not available yet */
835 if (p_ptr->lev < min_level)
838 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。", min_level);
840 msg_format("You need to attain level %d to use this power.", min_level);
848 else if (p_ptr->confused)
851 msg_print("混乱していてその能力は使えない。");
853 msg_print("You are too confused to use this power.");
861 else if (p_ptr->chp < use_hp)
864 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?"))
866 if (!get_check("Really use the power in your weakened state? "))
874 /* Else attempt to do it! */
880 difficulty += p_ptr->stun;
882 else if (p_ptr->lev > min_level)
884 int lev_adj = ((p_ptr->lev - min_level) / 3);
885 if (lev_adj > 10) lev_adj = 10;
886 difficulty -= lev_adj;
889 if (difficulty < 5) difficulty = 5;
892 /* take time and pay the price */
896 if (randint1(p_ptr->stat_cur[use_stat]) >=
897 ((difficulty / 2) + randint1(difficulty / 2)))
902 if (flush_failure) flush();
904 msg_print("充分に集中できなかった。");
906 msg_print("You've failed to concentrate hard enough.");
913 * @brief レイシャル・パワー発動時に口を使う継続的な詠唱処理を中断する
916 void ratial_stop_mouth()
918 if (music_singing_any()) stop_singing();
919 if (hex_spelling_any()) stop_hex_spell_all();
923 * @brief レイシャル・パワー発動処理
924 * @param command 発動するレイシャルのID
925 * @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。
927 static bool cmd_racial_power_aux(s32b command)
929 s16b plev = p_ptr->lev;
934 switch (p_ptr->pclass)
941 for (i = 0; i < 6; i++)
944 y = py + ddy_ddd[dir];
945 x = px + ddx_ddd[dir];
948 /* Hack -- attack monsters */
954 msg_print("攻撃が空をきった。");
956 msg_print("You attack the empty air.");
962 case CLASS_HIGH_MAGE:
963 if (p_ptr->realm1 == REALM_HEX)
965 bool retval = stop_hex_spell();
966 if (retval) energy_use = 10;
970 /* case CLASS_HIGH_MAGE: */
973 if (!eat_magic(p_ptr->lev * 2)) return FALSE;
978 if (is_good_realm(p_ptr->realm1))
980 if (!bless_weapon()) return FALSE;
984 (void)dispel_monsters(plev * 4);
985 turn_monsters(plev * 4);
986 banish_monsters(plev * 4);
994 if (!get_rep_dir(&dir, FALSE)) return FALSE;
997 if (cave[y][x].m_idx)
1000 if (randint0(p_ptr->skill_dis) < 7)
1002 msg_print("うまく逃げられなかった。");
1004 msg_print("You are failed to run away.");
1006 else teleport_player(30, 0L);
1011 msg_print("その方向にはモンスターはいません。");
1013 msg_print("You don't see any monster in this direction");
1024 msg_print("敵を調査した...");
1026 msg_print("You examine your foes...");
1034 if (!get_aim_dir(&dir)) return FALSE;
1035 fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
1039 case CLASS_WARRIOR_MAGE:
1044 int gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev, "HPからMPへの無謀な変換", -1) / 5;
1046 int gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev, "thoughtless convertion from HP to SP", -1) / 5;
1050 p_ptr->csp += gain_sp;
1051 if (p_ptr->csp > p_ptr->msp)
1053 p_ptr->csp = p_ptr->msp;
1054 p_ptr->csp_frac = 0;
1059 msg_print("変換に失敗した。");
1061 msg_print("You failed to convert.");
1064 else if (command == -4)
1066 if (p_ptr->csp >= p_ptr->lev / 5)
1068 p_ptr->csp -= p_ptr->lev / 5;
1069 hp_player(p_ptr->lev);
1073 msg_print("変換に失敗した。");
1075 msg_print("You failed to convert.");
1079 /* Redraw mana and hp */
1080 p_ptr->redraw |= (PR_HP | PR_MANA);
1084 case CLASS_CHAOS_WARRIOR:
1087 msg_print("辺りを睨んだ...");
1089 msg_print("You glare nearby monsters...");
1091 slow_monsters(p_ptr->lev);
1092 stun_monsters(p_ptr->lev * 4);
1093 confuse_monsters(p_ptr->lev * 4);
1094 turn_monsters(p_ptr->lev * 4);
1095 stasis_monsters(p_ptr->lev * 4);
1100 if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
1103 msg_print("素手じゃないとできません。");
1105 msg_print("You need to be bare hand.");
1112 msg_print("乗馬中はできません。");
1114 msg_print("You need to get off a pet.");
1121 if (!choose_kamae()) return FALSE;
1122 p_ptr->update |= (PU_BONUS);
1124 else if (command == -4)
1128 if (!get_rep_dir(&dir, FALSE)) return FALSE;
1131 if (cave[y][x].m_idx)
1134 if (one_in_(2)) 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!!!");
1135 else 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!!!");
1137 if (one_in_(2)) msg_print("Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!");
1138 else msg_print("Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!");
1142 if (cave[y][x].m_idx)
1147 p_ptr->energy_need += ENERGY_NEED();
1152 msg_print("その方向にはモンスターはいません。");
1154 msg_print("You don't see any monster in this direction");
1162 case CLASS_MINDCRAFTER:
1163 case CLASS_FORCETRAINER:
1168 msg_print("今はペットを操ることに集中していないと。");
1170 msg_print("You need concentration on the pets now.");
1175 msg_print("少し頭がハッキリした。");
1177 msg_print("You feel your head clear a little.");
1180 p_ptr->csp += (3 + p_ptr->lev/20);
1181 if (p_ptr->csp >= p_ptr->msp)
1183 p_ptr->csp = p_ptr->msp;
1184 p_ptr->csp_frac = 0;
1188 p_ptr->redraw |= (PR_MANA);
1195 if (!get_aim_dir(&dir)) return FALSE;
1197 fire_beam(GF_PHOTO, dir, 1);
1199 else if (command == -4)
1201 if (!identify_fully(FALSE)) return FALSE;
1205 case CLASS_IMITATOR:
1208 if (!do_cmd_mane(TRUE)) return FALSE;
1211 case CLASS_BEASTMASTER:
1215 if (!get_aim_dir(&dir)) return FALSE;
1216 (void)fire_ball_hide(GF_CONTROL_LIVING, dir, p_ptr->lev, 0);
1218 else if (command == -4)
1220 project_hack(GF_CONTROL_LIVING, p_ptr->lev);
1226 if (!do_cmd_archer()) return FALSE;
1229 case CLASS_MAGIC_EATER:
1231 if (command == -3) {
1232 if (!gain_magic()) return FALSE;
1233 } else if (command == -4) {
1234 if (!can_do_cmd_cast()) return FALSE;
1235 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
1241 /* Singing is already stopped */
1242 if (!p_ptr->magic_num1[0] && !p_ptr->magic_num1[1]) return FALSE;
1248 case CLASS_RED_MAGE:
1250 if (!can_do_cmd_cast()) return FALSE;
1254 if (!p_ptr->paralyzed && can_do_cmd_cast())
1262 int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
1267 msg_print("今はペットを操ることに集中していないと。");
1269 msg_print("You need concentration on the pets now.");
1273 if (p_ptr->special_defense & KATA_MASK)
1276 msg_print("今は構えに集中している。");
1278 msg_print("You need concentration on your form.");
1283 msg_print("精神を集中して気合いを溜めた。");
1285 msg_print("You concentrate to charge your power.");
1288 p_ptr->csp += p_ptr->msp / 2;
1289 if (p_ptr->csp >= max_csp)
1291 p_ptr->csp = max_csp;
1292 p_ptr->csp_frac = 0;
1296 p_ptr->redraw |= (PR_MANA);
1298 else if (command == -4)
1300 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
1303 msg_print("武器を持たないといけません。");
1305 msg_print("You need to wield a weapon.");
1309 if (!choose_kata()) return FALSE;
1310 p_ptr->update |= (PU_BONUS);
1314 case CLASS_BLUE_MAGE:
1316 if (p_ptr->action == ACTION_LEARN)
1318 set_action(ACTION_NONE);
1322 set_action(ACTION_LEARN);
1330 monster_type *m_ptr;
1331 monster_race *r_ptr;
1337 msg_print("今は乗馬中だ。");
1339 msg_print("You ARE riding.");
1343 if (!do_riding(TRUE)) return TRUE;
1344 m_ptr = &m_list[p_ptr->riding];
1345 r_ptr = &r_info[m_ptr->r_idx];
1346 monster_desc(m_name, m_ptr, 0);
1348 msg_format("%sに乗った。",m_name);
1350 msg_format("You ride on %s.",m_name);
1352 if (is_pet(m_ptr)) break;
1353 rlev = r_ptr->level;
1354 if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
1355 if (rlev > 60) rlev = 60+(rlev-60)/2;
1356 if ((randint1(p_ptr->skill_exp[GINOU_RIDING] / 120 + p_ptr->lev * 2 / 3) > rlev)
1357 && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle
1358 && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
1359 && (rlev < p_ptr->lev * 3 / 2 + randint0(p_ptr->lev / 5)))
1362 msg_format("%sを手なずけた。",m_name);
1364 msg_format("You tame %s.",m_name);
1371 msg_format("%sに振り落とされた!",m_name);
1373 msg_format("You have thrown off by %s.",m_name);
1378 /* 落馬処理に失敗してもとにかく乗馬解除 */
1383 case CLASS_BERSERKER:
1385 if (!word_of_recall()) return FALSE;
1390 if (p_ptr->lev > 29)
1392 if (!identify_fully(TRUE)) return FALSE;
1396 if (!ident_spell(TRUE)) return FALSE;
1400 case CLASS_MIRROR_MASTER:
1404 /* Explode all mirrors */
1405 remove_all_mirrors(TRUE);
1407 else if (command == -4)
1412 msg_print("今はペットを操ることに集中していないと。");
1414 msg_print("You need concentration on the pets now.");
1418 if (is_mirror_grid(&cave[py][px]))
1421 msg_print("少し頭がハッキリした。");
1423 msg_print("You feel your head clear a little.");
1426 p_ptr->csp += (5 + p_ptr->lev * p_ptr->lev / 100);
1427 if (p_ptr->csp >= p_ptr->msp)
1429 p_ptr->csp = p_ptr->msp;
1430 p_ptr->csp_frac = 0;
1434 p_ptr->redraw |= (PR_MANA);
1439 msg_print("鏡の上でないと集中できない!");
1441 msg_print("Here are not any mirrors!");
1449 if (p_ptr->action == ACTION_HAYAGAKE)
1451 set_action(ACTION_NONE);
1455 cave_type *c_ptr = &cave[py][px];
1456 feature_type *f_ptr = &f_info[c_ptr->feat];
1458 if (!have_flag(f_ptr->flags, FF_PROJECT) ||
1459 (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
1462 msg_print("ここでは素早く動けない。");
1464 msg_print("You cannot run in here.");
1469 set_action(ACTION_HAYAGAKE);
1480 else if (p_ptr->mimic_form)
1482 switch (p_ptr->mimic_form)
1485 case MIMIC_DEMON_LORD:
1487 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1488 if (!get_aim_dir(&dir)) return FALSE;
1489 ratial_stop_mouth();
1491 msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎"));
1493 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1496 fire_ball(type, dir, plev * 3, -(plev / 15) - 1);
1500 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
1503 msg_print("なぜか攻撃することができない。");
1505 msg_print("Something prevent you from attacking.");
1511 int y, x, dummy = 0;
1514 /* Only works on adjacent monsters */
1515 if (!get_rep_dir(&dir, FALSE)) return FALSE; /* was get_aim_dir */
1518 c_ptr = &cave[y][x];
1520 ratial_stop_mouth();
1525 msg_print("何もない場所に噛みついた!");
1527 msg_print("You bite into thin air!");
1534 msg_print("あなたはニヤリとして牙をむいた...");
1536 msg_print("You grin and bare your fangs...");
1539 dummy = plev + randint1(plev) * MAX(1, plev / 10); /* Dmg */
1540 if (drain_life(dir, dummy))
1542 if (p_ptr->food < PY_FOOD_FULL)
1543 /* No heal if we are "full" */
1544 (void)hp_player(dummy);
1547 msg_print("あなたは空腹ではありません。");
1549 msg_print("You were not hungry.");
1552 /* Gain nutritional sustenance: 150/hp drained */
1553 /* A Food ration gives 5000 food points (by contrast) */
1554 /* Don't ever get more than "Full" this way */
1555 /* But if we ARE Gorged, it won't cure us */
1556 dummy = p_ptr->food + MIN(5000, 100 * dummy);
1557 if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */
1558 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
1562 msg_print("げぇ。ひどい味だ。");
1564 msg_print("Yechh. That tastes foul.");
1575 switch (p_ptr->prace)
1579 msg_print("周囲を調べた。");
1581 msg_print("You examine your surroundings.");
1584 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1585 (void)detect_doors(DETECT_RAD_DEFAULT);
1586 (void)detect_stairs(DETECT_RAD_DEFAULT);
1594 /* Get local object */
1597 /* Create the food ration */
1598 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
1600 /* Drop the object from heaven */
1601 (void)drop_near(q_ptr, -1, py, px);
1603 msg_print("食事を料理して作った。");
1605 msg_print("You cook some food.");
1615 msg_print("Blink!");
1618 teleport_player(10, 0L);
1623 msg_print("勇気を出した。");
1625 msg_print("You play tough.");
1628 (void)set_afraid(0);
1631 case RACE_HALF_TROLL:
1635 msg_print("RAAAGH!");
1638 (void)set_afraid(0);
1639 (void)set_shero(10 + randint1(plev), FALSE);
1640 (void)hp_player(30);
1647 msg_print("あなたは歩き周り始めた。");
1649 msg_print("You start walking around. ");
1653 else if (command == -2)
1656 msg_print("あなたは「パターン」を心に描いてその上を歩いた...");
1658 msg_print("You picture the Pattern in your mind and walk it...");
1661 (void)set_poisoned(0);
1666 (void)set_afraid(0);
1667 (void)do_res_stat(A_STR);
1668 (void)do_res_stat(A_INT);
1669 (void)do_res_stat(A_WIS);
1670 (void)do_res_stat(A_DEX);
1671 (void)do_res_stat(A_CON);
1672 (void)do_res_stat(A_CHR);
1673 (void)restore_level();
1677 case RACE_BARBARIAN:
1679 msg_print("うぉぉおお!");
1681 msg_print("Raaagh!");
1684 (void)set_afraid(0);
1685 (void)set_shero(10 + randint1(plev), FALSE);
1686 (void)hp_player(30);
1689 case RACE_HALF_OGRE:
1691 msg_print("爆発のルーンを慎重に仕掛けた...");
1693 msg_print("You carefully set an explosive rune...");
1699 case RACE_HALF_GIANT:
1700 if (!get_aim_dir(&dir)) return FALSE;
1701 (void)wall_to_mud(dir, 20 + randint1(30));
1704 case RACE_HALF_TITAN:
1706 msg_print("敵を調査した...");
1708 msg_print("You examine your foes...");
1715 if (!get_aim_dir(&dir)) return FALSE;
1717 msg_print("巨大な岩を投げた。");
1719 msg_print("You throw a huge boulder.");
1722 fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
1726 if (!get_aim_dir(&dir)) return FALSE;
1727 ratial_stop_mouth();
1729 msg_print("身の毛もよだつ叫び声を上げた!");
1731 msg_print("You make a horrible scream!");
1734 (void)fear_monster(dir, plev);
1738 if (!get_aim_dir(&dir)) return FALSE;
1739 ratial_stop_mouth();
1741 msg_print("酸を吐いた。");
1743 msg_print("You spit acid.");
1746 if (plev < 25) fire_bolt(GF_ACID, dir, plev);
1747 else fire_ball(GF_ACID, dir, plev, 2);
1751 if (!get_aim_dir(&dir)) return FALSE;
1753 msg_print("毒のダーツを投げた。");
1755 msg_print("You throw a dart of poison.");
1758 fire_bolt(GF_POIS, dir, plev);
1763 msg_print("周囲を調査した。");
1765 msg_print("You examine your surroundings.");
1768 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1769 (void)detect_doors(DETECT_RAD_DEFAULT);
1770 (void)detect_stairs(DETECT_RAD_DEFAULT);
1774 if (!get_aim_dir(&dir)) return FALSE;
1776 msg_print("マジック・ミサイルを放った。");
1778 msg_print("You cast a magic missile.");
1781 fire_bolt_or_beam(10, GF_MISSILE, dir,
1782 damroll(3 + ((plev - 1) / 5), 4));
1785 case RACE_DRACONIAN:
1787 int Type = (one_in_(3) ? GF_COLD : GF_FIRE);
1789 cptr Type_desc = ((Type == GF_COLD) ? "冷気" : "炎");
1791 cptr Type_desc = ((Type == GF_COLD) ? "cold" : "fire");
1794 if (!get_aim_dir(&dir)) return FALSE;
1796 if (randint1(100) < plev)
1798 switch (p_ptr->pclass)
1801 case CLASS_BERSERKER:
1804 case CLASS_IMITATOR:
1811 Type_desc = "エレメント";
1813 Type_desc = "the elements";
1822 Type_desc = "shards";
1827 case CLASS_WARRIOR_MAGE:
1828 case CLASS_HIGH_MAGE:
1829 case CLASS_SORCERER:
1830 case CLASS_MAGIC_EATER:
1831 case CLASS_RED_MAGE:
1832 case CLASS_BLUE_MAGE:
1833 case CLASS_MIRROR_MASTER:
1845 Type = GF_DISENCHANT;
1849 Type_desc = "disenchantment";
1853 case CLASS_CHAOS_WARRIOR:
1856 Type = GF_CONFUSION;
1860 Type_desc = "confusion";
1869 Type_desc = "chaos";
1875 case CLASS_FORCETRAINER:
1878 Type = GF_CONFUSION;
1882 Type_desc = "confusion";
1891 Type_desc = "sound";
1895 case CLASS_MINDCRAFTER:
1898 Type = GF_CONFUSION;
1902 Type_desc = "confusion";
1909 Type_desc = "精神エネルギー";
1911 Type_desc = "mental energy";
1919 Type = GF_HELL_FIRE;
1921 Type_desc = "地獄の劫火";
1923 Type_desc = "hellfire";
1928 Type = GF_HOLY_FIRE;
1932 Type_desc = "holy fire";
1944 Type_desc = "darkness";
1953 Type_desc = "poison";
1964 Type_desc = "sound";
1969 Type = GF_CONFUSION;
1973 Type_desc = "confusion";
1980 ratial_stop_mouth();
1983 msg_format("あなたは%sのブレスを吐いた。", Type_desc);
1985 msg_format("You breathe %s.", Type_desc);
1988 fire_ball(Type, dir, plev * 2,
1993 case RACE_MIND_FLAYER:
1994 if (!get_aim_dir(&dir)) return FALSE;
1996 msg_print("あなたは集中し、目が赤く輝いた...");
1998 msg_print("You concentrate and your eyes glow red...");
2001 fire_bolt(GF_PSI, dir, plev);
2005 if (!get_aim_dir(&dir)) return FALSE;
2009 msg_print("ファイア・ボールを放った。");
2011 msg_print("You cast a ball of fire.");
2014 fire_ball(GF_FIRE, dir, plev, 2);
2019 msg_print("ファイア・ボルトを放った。");
2021 msg_print("You cast a bolt of fire.");
2024 fire_bolt(GF_FIRE, dir, plev);
2029 (void)set_shield(randint1(20) + 30, FALSE);
2035 msg_print("あなたは失ったエネルギーを取り戻そうと試みた。");
2037 msg_print("You attempt to restore your lost energies.");
2040 (void)restore_level();
2044 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
2047 msg_print("なぜか攻撃することができない。");
2049 msg_print("Something prevent you from attacking.");
2055 int y, x, dummy = 0;
2058 /* Only works on adjacent monsters */
2059 if (!get_rep_dir(&dir,FALSE)) return FALSE; /* was get_aim_dir */
2062 c_ptr = &cave[y][x];
2064 ratial_stop_mouth();
2069 msg_print("何もない場所に噛みついた!");
2071 msg_print("You bite into thin air!");
2078 msg_print("あなたはニヤリとして牙をむいた...");
2080 msg_print("You grin and bare your fangs...");
2083 dummy = plev + randint1(plev) * MAX(1, plev / 10); /* Dmg */
2084 if (drain_life(dir, dummy))
2086 if (p_ptr->food < PY_FOOD_FULL)
2087 /* No heal if we are "full" */
2088 (void)hp_player(dummy);
2091 msg_print("あなたは空腹ではありません。");
2093 msg_print("You were not hungry.");
2096 /* Gain nutritional sustenance: 150/hp drained */
2097 /* A Food ration gives 5000 food points (by contrast) */
2098 /* Don't ever get more than "Full" this way */
2099 /* But if we ARE Gorged, it won't cure us */
2100 dummy = p_ptr->food + MIN(5000, 100 * dummy);
2101 if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */
2102 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
2106 msg_print("げぇ。ひどい味だ。");
2108 msg_print("Yechh. That tastes foul.");
2115 if (!get_aim_dir(&dir)) return FALSE;
2116 ratial_stop_mouth();
2118 msg_print("あなたはおどろおどろしい叫び声をあげた!");
2120 msg_print("You emit an eldritch howl!");
2123 (void)fear_monster(dir, plev);
2128 msg_print("あなたは魔法の粉を投げつけた...");
2130 msg_print("You throw some magic dust...");
2133 if (plev < 25) sleep_monsters_touch();
2134 else (void)sleep_monsters(plev);
2139 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
2140 if (!get_aim_dir(&dir)) return FALSE;
2141 ratial_stop_mouth();
2143 msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎"));
2145 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
2148 fire_ball(type, dir, plev * 3, -(plev / 15) - 1);
2153 (void)set_tsubureru(randint1(20) + 30, FALSE);
2157 if (!get_aim_dir(&dir)) return FALSE;
2161 msg_print("レイガンを発射した。");
2163 msg_print("You fire your ray gun.");
2165 fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
2170 msg_print("ブラスターを発射した。");
2172 msg_print("You fire your blaster.");
2174 fire_bolt(GF_MISSILE, dir, plev);
2179 msg_print("バズーカを発射した。");
2181 msg_print("You fire your bazooka.");
2183 fire_ball(GF_MISSILE, dir, plev * 2, 2);
2188 msg_print("ビームキャノンを発射した。");
2190 msg_print("You fire a beam cannon.");
2192 fire_beam(GF_MISSILE, dir, plev * 2);
2197 msg_print("ロケットを発射した。");
2199 msg_print("You fire a rocket.");
2201 fire_rocket(GF_ROCKET, dir, plev * 5, 2);
2207 msg_print("この種族は特殊な能力を持っていません。");
2209 msg_print("This race has no bonus power.");
2219 * @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
2222 void do_cmd_racial_power(void)
2224 power_desc_type power_desc[36];
2227 int lvl = p_ptr->lev;
2228 bool flag, redraw, cast = FALSE;
2229 bool warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
2232 int menu_line = (use_menu ? 1 : 0);
2235 for (num = 0; num < 36; num++)
2237 strcpy(power_desc[num].name, "");
2238 power_desc[num].number = 0;
2243 if (p_ptr->confused)
2246 msg_print("混乱していて特殊能力を使えません!");
2248 msg_print("You are too confused to use any powers!");
2255 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
2257 set_action(ACTION_NONE);
2260 switch (p_ptr->pclass)
2265 strcpy(power_desc[num].name, "剣の舞い");
2267 strcpy(power_desc[num].name, "Sword Dancing");
2270 power_desc[num].level = 40;
2271 power_desc[num].cost = 75;
2272 power_desc[num].stat = A_DEX;
2273 power_desc[num].fail = 35;
2274 power_desc[num++].number = -3;
2277 case CLASS_HIGH_MAGE:
2278 if (p_ptr->realm1 == REALM_HEX)
2281 strcpy(power_desc[num].name, "詠唱をやめる");
2283 strcpy(power_desc[num].name, "Stop spelling");
2285 power_desc[num].level = 1;
2286 power_desc[num].cost = 0;
2287 power_desc[num].stat = A_INT;
2288 power_desc[num].fail = 0;
2289 power_desc[num++].number = -3;
2293 /* case CLASS_HIGH_MAGE: */
2294 case CLASS_SORCERER:
2297 strcpy(power_desc[num].name, "魔力食い");
2299 strcpy(power_desc[num].name, "Eat Magic");
2302 power_desc[num].level = 25;
2303 power_desc[num].cost = 1;
2304 power_desc[num].stat = A_INT;
2305 power_desc[num].fail = 25;
2306 power_desc[num++].number = -3;
2311 if (is_good_realm(p_ptr->realm1))
2314 strcpy(power_desc[num].name, "武器祝福");
2316 strcpy(power_desc[num].name, "Bless Weapon");
2319 power_desc[num].level = 35;
2320 power_desc[num].cost = 70;
2321 power_desc[num].stat = A_WIS;
2322 power_desc[num].fail = 50;
2323 power_desc[num++].number = -3;
2328 strcpy(power_desc[num].name, "召魂");
2330 strcpy(power_desc[num].name, "Evocation");
2333 power_desc[num].level = 42;
2334 power_desc[num].cost = 40;
2335 power_desc[num].stat = A_WIS;
2336 power_desc[num].fail = 35;
2337 power_desc[num++].number = -3;
2344 strcpy(power_desc[num].name, "ヒット&アウェイ");
2346 strcpy(power_desc[num].name, "Hit and Away");
2349 power_desc[num].level = 8;
2350 power_desc[num].cost = 12;
2351 power_desc[num].stat = A_DEX;
2352 power_desc[num].fail = 14;
2353 power_desc[num++].number = -3;
2360 strcpy(power_desc[num].name, "モンスター調査");
2362 strcpy(power_desc[num].name, "Probe Monster");
2365 power_desc[num].level = 15;
2366 power_desc[num].cost = 20;
2367 power_desc[num].stat = A_INT;
2368 power_desc[num].fail = 12;
2369 power_desc[num++].number = -3;
2374 if (is_good_realm(p_ptr->realm1))
2377 strcpy(power_desc[num].name, "ホーリー・ランス");
2379 strcpy(power_desc[num].name, "Holy Lance");
2382 power_desc[num].level = 30;
2383 power_desc[num].cost = 30;
2384 power_desc[num].stat = A_WIS;
2385 power_desc[num].fail = 30;
2386 power_desc[num++].number = -3;
2391 strcpy(power_desc[num].name, "ヘル・ランス");
2393 strcpy(power_desc[num].name, "Hell Lance");
2396 power_desc[num].level = 30;
2397 power_desc[num].cost = 30;
2398 power_desc[num].stat = A_WIS;
2399 power_desc[num].fail = 30;
2400 power_desc[num++].number = -3;
2404 case CLASS_WARRIOR_MAGE:
2407 strcpy(power_desc[num].name, "変換: HP→MP");
2409 strcpy(power_desc[num].name, "Convert HP to SP");
2412 power_desc[num].level = 25;
2413 power_desc[num].cost = 0;
2414 power_desc[num].stat = A_INT;
2415 power_desc[num].fail = 10;
2416 power_desc[num++].number = -3;
2418 strcpy(power_desc[num].name, "変換: MP→HP");
2420 strcpy(power_desc[num].name, "Convert SP to HP");
2423 power_desc[num].level = 25;
2424 power_desc[num].cost = 0;
2425 power_desc[num].stat = A_INT;
2426 power_desc[num].fail = 10;
2427 power_desc[num++].number = -4;
2430 case CLASS_CHAOS_WARRIOR:
2433 strcpy(power_desc[num].name, "幻惑の光");
2435 strcpy(power_desc[num].name, "Confusing Light");
2438 power_desc[num].level = 40;
2439 power_desc[num].cost = 50;
2440 power_desc[num].stat = A_INT;
2441 power_desc[num].fail = 25;
2442 power_desc[num++].number = -3;
2448 strcpy(power_desc[num].name, "構える");
2450 strcpy(power_desc[num].name, "Assume a Posture");
2453 power_desc[num].level = 25;
2454 power_desc[num].cost = 0;
2455 power_desc[num].stat = A_DEX;
2456 power_desc[num].fail = 0;
2457 power_desc[num++].number = -3;
2459 strcpy(power_desc[num].name, "百裂拳");
2461 strcpy(power_desc[num].name, "Double Attack");
2464 power_desc[num].level = 30;
2465 power_desc[num].cost = 30;
2466 power_desc[num].stat = A_STR;
2467 power_desc[num].fail = 20;
2468 power_desc[num++].number = -4;
2471 case CLASS_MINDCRAFTER:
2472 case CLASS_FORCETRAINER:
2475 strcpy(power_desc[num].name, "明鏡止水");
2477 strcpy(power_desc[num].name, "Clear Mind");
2480 power_desc[num].level = 15;
2481 power_desc[num].cost = 0;
2482 power_desc[num].stat = A_WIS;
2483 power_desc[num].fail = 10;
2484 power_desc[num++].number = -3;
2490 strcpy(power_desc[num].name, "写真撮影");
2492 strcpy(power_desc[num].name, "Take a Photograph");
2495 power_desc[num].level = 1;
2496 power_desc[num].cost = 0;
2497 power_desc[num].stat = A_DEX;
2498 power_desc[num].fail = 0;
2499 power_desc[num++].number = -3;
2501 strcpy(power_desc[num].name, "真・鑑定");
2503 strcpy(power_desc[num].name, "Identify True");
2506 power_desc[num].level = 25;
2507 power_desc[num].cost = 20;
2508 power_desc[num].stat = A_INT;
2509 power_desc[num].fail = 20;
2510 power_desc[num++].number = -4;
2513 case CLASS_IMITATOR:
2516 strcpy(power_desc[num].name, "倍返し");
2518 strcpy(power_desc[num].name, "Double Revenge");
2521 power_desc[num].level = 30;
2522 power_desc[num].cost = 100;
2523 power_desc[num].stat = A_DEX;
2524 power_desc[num].fail = 30;
2525 power_desc[num++].number = -3;
2528 case CLASS_BEASTMASTER:
2531 strcpy(power_desc[num].name, "生物支配");
2533 strcpy(power_desc[num].name, "Dominate a Living Thing");
2536 power_desc[num].level = 1;
2537 power_desc[num].cost = (p_ptr->lev+3)/4;
2538 power_desc[num].stat = A_CHR;
2539 power_desc[num].fail = 10;
2540 power_desc[num++].number = -3;
2542 strcpy(power_desc[num].name, "真・生物支配");
2544 strcpy(power_desc[num].name, "Dominate Living Things");
2547 power_desc[num].level = 30;
2548 power_desc[num].cost = (p_ptr->lev+20)/2;
2549 power_desc[num].stat = A_CHR;
2550 power_desc[num].fail = 10;
2551 power_desc[num++].number = -4;
2557 strcpy(power_desc[num].name, "弾/矢の製造");
2559 strcpy(power_desc[num].name, "Create Ammo");
2562 power_desc[num].level = 1;
2563 power_desc[num].cost = 0;
2564 power_desc[num].stat = A_DEX;
2565 power_desc[num].fail = 0;
2566 power_desc[num++].number = -3;
2569 case CLASS_MAGIC_EATER:
2572 strcpy(power_desc[num].name, "魔力の取り込み");
2574 strcpy(power_desc[num].name, "Absorb Magic");
2577 power_desc[num].level = 1;
2578 power_desc[num].cost = 0;
2579 power_desc[num].stat = A_INT;
2580 power_desc[num].fail = 0;
2581 power_desc[num++].number = -3;
2583 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
2584 power_desc[num].level = 10;
2585 power_desc[num].cost = 10 + (lvl - 10) / 2;
2586 power_desc[num].stat = A_INT;
2587 power_desc[num].fail = 0;
2588 power_desc[num++].number = -4;
2594 strcpy(power_desc[num].name, "歌を止める");
2596 strcpy(power_desc[num].name, "Stop Singing");
2599 power_desc[num].level = 1;
2600 power_desc[num].cost = 0;
2601 power_desc[num].stat = A_CHR;
2602 power_desc[num].fail = 0;
2603 power_desc[num++].number = -3;
2606 case CLASS_RED_MAGE:
2609 strcpy(power_desc[num].name, "連続魔");
2611 strcpy(power_desc[num].name, "Double Magic");
2614 power_desc[num].level = 48;
2615 power_desc[num].cost = 20;
2616 power_desc[num].stat = A_INT;
2617 power_desc[num].fail = 0;
2618 power_desc[num++].number = -3;
2624 strcpy(power_desc[num].name, "気合いため");
2626 strcpy(power_desc[num].name, "Concentration");
2629 power_desc[num].level = 1;
2630 power_desc[num].cost = 0;
2631 power_desc[num].stat = A_WIS;
2632 power_desc[num].fail = 0;
2633 power_desc[num++].number = -3;
2635 strcpy(power_desc[num].name, "型");
2637 strcpy(power_desc[num].name, "Assume a Posture");
2640 power_desc[num].level = 25;
2641 power_desc[num].cost = 0;
2642 power_desc[num].stat = A_DEX;
2643 power_desc[num].fail = 0;
2644 power_desc[num++].number = -4;
2647 case CLASS_BLUE_MAGE:
2650 strcpy(power_desc[num].name, "ラーニング");
2652 strcpy(power_desc[num].name, "Learning");
2655 power_desc[num].level = 1;
2656 power_desc[num].cost = 0;
2657 power_desc[num].stat = A_INT;
2658 power_desc[num].fail = 0;
2659 power_desc[num++].number = -3;
2665 strcpy(power_desc[num].name, "荒馬ならし");
2667 strcpy(power_desc[num].name, "Rodeo");
2670 power_desc[num].level = 10;
2671 power_desc[num].cost = 0;
2672 power_desc[num].stat = A_STR;
2673 power_desc[num].fail = 10;
2674 power_desc[num++].number = -3;
2677 case CLASS_BERSERKER:
2680 strcpy(power_desc[num].name, "帰還");
2682 strcpy(power_desc[num].name, "Recall");
2685 power_desc[num].level = 10;
2686 power_desc[num].cost = 10;
2687 power_desc[num].stat = A_DEX;
2688 power_desc[num].fail = 20;
2689 power_desc[num++].number = -3;
2692 case CLASS_MIRROR_MASTER:
2695 strcpy(power_desc[num].name, "鏡割り");
2697 strcpy(power_desc[num].name, "Break Mirrors");
2700 power_desc[num].level = 1;
2701 power_desc[num].cost = 0;
2702 power_desc[num].stat = A_INT;
2703 power_desc[num].fail = 0;
2704 power_desc[num++].number = -3;
2706 strcpy(power_desc[num].name, "静水");
2708 strcpy(power_desc[num].name, "Mirror Concentration");
2711 power_desc[num].level = 30;
2712 power_desc[num].cost = 0;
2713 power_desc[num].stat = A_INT;
2714 power_desc[num].fail = 20;
2715 power_desc[num++].number = -4;
2721 strcpy(power_desc[num].name, "目利き");
2723 strcpy(power_desc[num].name, "Judgment");
2726 power_desc[num].level = 5;
2727 power_desc[num].cost = 15;
2728 power_desc[num].stat = A_INT;
2729 power_desc[num].fail = 20;
2730 power_desc[num++].number = -3;
2736 strcpy(power_desc[num].name, "速駆け");
2738 strcpy(power_desc[num].name, "Quick Walk");
2741 power_desc[num].level = 20;
2742 power_desc[num].cost = 0;
2743 power_desc[num].stat = A_DEX;
2744 power_desc[num].fail = 0;
2745 power_desc[num++].number = -3;
2750 strcpy(power_desc[0].name, "(なし)");
2752 strcpy(power_desc[0].name, "(none)");
2757 if (p_ptr->mimic_form)
2759 switch (p_ptr->mimic_form)
2762 case MIMIC_DEMON_LORD:
2764 sprintf(power_desc[num].name, "地獄/火炎のブレス (ダメージ %d)", lvl * 3);
2766 sprintf(power_desc[num].name, "Nether or Fire Breath (dam %d)", lvl * 3);
2769 power_desc[num].level = 15;
2770 power_desc[num].cost = 10+lvl/3;
2771 power_desc[num].stat = A_CON;
2772 power_desc[num].fail = 20;
2773 power_desc[num++].number = -1;
2777 strcpy(power_desc[num].name, "生命力吸収");
2779 strcpy(power_desc[num].name, "Drain Life");
2782 power_desc[num].level = 2;
2783 power_desc[num].cost = 1 + (lvl / 3);
2784 power_desc[num].stat = A_CON;
2785 power_desc[num].fail = 9;
2786 power_desc[num++].number = -1;
2792 switch (p_ptr->prace)
2796 strcpy(power_desc[num].name, "ドアと罠 感知");
2798 strcpy(power_desc[num].name, "Detect Doors+Traps");
2801 power_desc[num].level = 5;
2802 power_desc[num].cost = 5;
2803 power_desc[num].stat = A_WIS;
2804 power_desc[num].fail = 12;
2805 power_desc[num++].number = -1;
2809 strcpy(power_desc[num].name, "ドアと罠 感知");
2811 strcpy(power_desc[num].name, "Detect Doors+Traps");
2814 power_desc[num].level = 10;
2815 power_desc[num].cost = 5;
2816 power_desc[num].stat = A_WIS;
2817 power_desc[num].fail = 10;
2818 power_desc[num++].number = -1;
2822 strcpy(power_desc[num].name, "食糧生成");
2824 strcpy(power_desc[num].name, "Create Food");
2827 power_desc[num].level = 15;
2828 power_desc[num].cost = 10;
2829 power_desc[num].stat = A_INT;
2830 power_desc[num].fail = 10;
2831 power_desc[num++].number = -1;
2835 sprintf(power_desc[num].name, "ショート・テレポート");
2837 sprintf(power_desc[num].name, "Blink");
2840 power_desc[num].level = 5;
2841 power_desc[num].cost = 5;
2842 power_desc[num].stat = A_INT;
2843 power_desc[num].fail = 12;
2844 power_desc[num++].number = -1;
2848 strcpy(power_desc[num].name, "恐怖除去");
2850 strcpy(power_desc[num].name, "Remove Fear");
2853 power_desc[num].level = 3;
2854 power_desc[num].cost = 5;
2855 power_desc[num].stat = A_WIS;
2856 power_desc[num].fail = warrior ? 5 : 10;
2857 power_desc[num++].number = -1;
2859 case RACE_HALF_TROLL:
2861 strcpy(power_desc[num].name, "狂戦士化");
2863 strcpy(power_desc[num].name, "Berserk");
2866 power_desc[num].level = 10;
2867 power_desc[num].cost = 12;
2868 power_desc[num].stat = A_STR;
2869 power_desc[num].fail = warrior ? 6 : 12;
2870 power_desc[num++].number = -1;
2872 case RACE_BARBARIAN:
2874 strcpy(power_desc[num].name, "狂戦士化");
2876 strcpy(power_desc[num].name, "Berserk");
2879 power_desc[num].level = 8;
2880 power_desc[num].cost = 10;
2881 power_desc[num].stat = A_STR;
2882 power_desc[num].fail = warrior ? 6 : 12;
2883 power_desc[num++].number = -1;
2887 strcpy(power_desc[num].name, "シャドウ・シフト");
2889 strcpy(power_desc[num].name, "Shadow Shifting");
2892 power_desc[num].level = 30;
2893 power_desc[num].cost = 50;
2894 power_desc[num].stat = A_INT;
2895 power_desc[num].fail = 50;
2896 power_desc[num++].number = -1;
2898 strcpy(power_desc[num].name, "パターン・ウォーク");
2900 strcpy(power_desc[num].name, "Pattern Mindwalking");
2903 power_desc[num].level = 40;
2904 power_desc[num].cost = 75;
2905 power_desc[num].stat = A_WIS;
2906 power_desc[num].fail = 50;
2907 power_desc[num++].number = -2;
2909 case RACE_HALF_OGRE:
2911 strcpy(power_desc[num].name, "爆発のルーン");
2913 strcpy(power_desc[num].name, "Explosive Rune");
2916 power_desc[num].level = 25;
2917 power_desc[num].cost = 35;
2918 power_desc[num].stat = A_INT;
2919 power_desc[num].fail = 15;
2920 power_desc[num++].number = -1;
2922 case RACE_HALF_GIANT:
2924 strcpy(power_desc[num].name, "岩石溶解");
2926 strcpy(power_desc[num].name, "Stone to Mud");
2929 power_desc[num].level = 20;
2930 power_desc[num].cost = 10;
2931 power_desc[num].stat = A_STR;
2932 power_desc[num].fail = 12;
2933 power_desc[num++].number = -1;
2935 case RACE_HALF_TITAN:
2937 strcpy(power_desc[num].name, "スキャン・モンスター");
2939 strcpy(power_desc[num].name, "Probing");
2942 power_desc[num].level = 15;
2943 power_desc[num].cost = 10;
2944 power_desc[num].stat = A_INT;
2945 power_desc[num].fail = 12;
2946 power_desc[num++].number = -1;
2950 sprintf(power_desc[num].name, "岩石投げ(ダメージ %d)", (3 * lvl) / 2);
2952 sprintf(power_desc[num].name, "Throw Boulder (dam %d)", (3 * lvl) / 2);
2955 power_desc[num].level = 20;
2956 power_desc[num].cost = 15;
2957 power_desc[num].stat = A_STR;
2958 power_desc[num].fail = 12;
2959 power_desc[num++].number = -1;
2963 strcpy(power_desc[num].name, "モンスター恐慌");
2965 strcpy(power_desc[num].name, "Scare Monster");
2968 power_desc[num].level = 15;
2969 power_desc[num].cost = 15;
2970 power_desc[num].stat = A_WIS;
2971 power_desc[num].fail = 10;
2972 power_desc[num++].number = -1;
2976 strcpy(power_desc[num].name, "モンスター恐慌");
2978 strcpy(power_desc[num].name, "Scare Monster");
2981 power_desc[num].level = 4;
2982 power_desc[num].cost = 6;
2983 power_desc[num].stat = A_INT;
2984 power_desc[num].fail = 3;
2985 power_desc[num++].number = -1;
2989 sprintf(power_desc[num].name, "酸の唾 (ダメージ %d)", lvl);
2991 sprintf(power_desc[num].name, "Spit Acid (dam %d)", lvl);
2994 power_desc[num].level = 9;
2995 power_desc[num].cost = 9;
2996 power_desc[num].stat = A_DEX;
2997 power_desc[num].fail = 14;
2998 power_desc[num++].number = -1;
3002 sprintf(power_desc[num].name, "毒のダーツ (ダメージ %d)", lvl);
3004 sprintf(power_desc[num].name, "Poison Dart (dam %d)", lvl);
3007 power_desc[num].level = 12;
3008 power_desc[num].cost = 8;
3009 power_desc[num].stat = A_DEX;
3010 power_desc[num].fail = 14;
3011 power_desc[num++].number = -1;
3015 sprintf(power_desc[num].name, "マジック・ミサイル (ダメージ %dd%d)", 3 + ((lvl - 1) / 5), 4);
3017 sprintf(power_desc[num].name, "Magic Missile (dm %dd%d)", 3 + ((lvl - 1) / 5), 4);
3020 power_desc[num].level = 2;
3021 power_desc[num].cost = 2;
3022 power_desc[num].stat = A_INT;
3023 power_desc[num].fail = 9;
3024 power_desc[num++].number = -1;
3026 case RACE_DRACONIAN:
3028 sprintf(power_desc[num].name, "ブレス (ダメージ %d)", lvl * 2);
3030 sprintf(power_desc[num].name, "Breath Weapon (dam %d)", lvl * 2);
3033 power_desc[num].level = 1;
3034 power_desc[num].cost = lvl;
3035 power_desc[num].stat = A_CON;
3036 power_desc[num].fail = 12;
3037 power_desc[num++].number = -1;
3039 case RACE_MIND_FLAYER:
3041 sprintf(power_desc[num].name, "精神攻撃 (ダメージ %d)", lvl);
3043 sprintf(power_desc[num].name, "Mind Blast (dam %d)", lvl);
3046 power_desc[num].level = 15;
3047 power_desc[num].cost = 12;
3048 power_desc[num].stat = A_INT;
3049 power_desc[num].fail = 14;
3050 power_desc[num++].number = -1;
3054 sprintf(power_desc[num].name, "ファイア・ボルト/ボール (ダメージ %d)", lvl);
3056 sprintf(power_desc[num].name, "Fire Bolt/Ball (dam %d)", lvl);
3059 power_desc[num].level = 9;
3060 power_desc[num].cost = 15;
3061 power_desc[num].stat = A_WIS;
3062 power_desc[num].fail = 15;
3063 power_desc[num++].number = -1;
3067 strcpy(power_desc[num].name, "肌石化 (期間 1d20+30)");
3069 strcpy(power_desc[num].name, "Stone Skin (dur 1d20+30)");
3072 power_desc[num].level = 20;
3073 power_desc[num].cost = 15;
3074 power_desc[num].stat = A_CON;
3075 power_desc[num].fail = 8;
3076 power_desc[num++].number = -1;
3081 strcpy(power_desc[num].name, "経験値復活");
3083 strcpy(power_desc[num].name, "Restore Experience");
3086 power_desc[num].level = 30;
3087 power_desc[num].cost = 30;
3088 power_desc[num].stat = A_WIS;
3089 power_desc[num].fail = 18;
3090 power_desc[num++].number = -1;
3094 strcpy(power_desc[num].name, "生命力吸収");
3096 strcpy(power_desc[num].name, "Drain Life");
3099 power_desc[num].level = 2;
3100 power_desc[num].cost = 1 + (lvl / 3);
3101 power_desc[num].stat = A_CON;
3102 power_desc[num].fail = 9;
3103 power_desc[num++].number = -1;
3107 strcpy(power_desc[num].name, "眠り粉");
3109 strcpy(power_desc[num].name, "Sleeping Dust");
3112 power_desc[num].level = 12;
3113 power_desc[num].cost = 12;
3114 power_desc[num].stat = A_INT;
3115 power_desc[num].fail = 15;
3116 power_desc[num++].number = -1;
3120 sprintf(power_desc[num].name, "地獄/火炎のブレス (ダメージ %d)", lvl * 3);
3122 sprintf(power_desc[num].name, "Nether or Fire Breath (dam %d)", lvl * 3);
3125 power_desc[num].level = 15;
3126 power_desc[num].cost = 10+lvl/3;
3127 power_desc[num].stat = A_CON;
3128 power_desc[num].fail = 20;
3129 power_desc[num++].number = -1;
3133 strcpy(power_desc[num].name, "横に伸びる");
3135 strcpy(power_desc[num].name, "Expand Horizontally (dur 30+1d20)");
3138 power_desc[num].level = 20;
3139 power_desc[num].cost = 15;
3140 power_desc[num].stat = A_CHR;
3141 power_desc[num].fail = 8;
3142 power_desc[num++].number = -1;
3145 if (p_ptr->lev < 10)
3148 strcpy(power_desc[num].name, "レイガン");
3150 strcpy(power_desc[num].name, "Ray Gun");
3153 power_desc[num].level = 1;
3154 power_desc[num].cost = 7;
3155 power_desc[num].fail = 8;
3157 else if (p_ptr->lev < 25)
3160 strcpy(power_desc[num].name, "ブラスター");
3162 strcpy(power_desc[num].name, "Blaster");
3165 power_desc[num].level = 10;
3166 power_desc[num].cost = 13;
3167 power_desc[num].fail = 10;
3169 else if (p_ptr->lev < 35)
3172 strcpy(power_desc[num].name, "バズーカ");
3174 strcpy(power_desc[num].name, "Bazooka");
3177 power_desc[num].level = 25;
3178 power_desc[num].cost = 26;
3179 power_desc[num].fail = 12;
3181 else if (p_ptr->lev < 45)
3184 strcpy(power_desc[num].name, "ビームキャノン");
3186 strcpy(power_desc[num].name, "Beam Cannon");
3189 power_desc[num].level = 35;
3190 power_desc[num].cost = 40;
3191 power_desc[num].fail = 15;
3196 strcpy(power_desc[num].name, "ロケット");
3198 strcpy(power_desc[num].name, "Rocket");
3201 power_desc[num].level = 45;
3202 power_desc[num].cost = 60;
3203 power_desc[num].fail = 18;
3205 power_desc[num].stat = A_STR;
3206 power_desc[num++].number = -1;
3217 if (p_ptr->muta1 & MUT1_SPIT_ACID)
3220 strcpy(power_desc[num].name, "酸の唾");
3222 strcpy(power_desc[num].name, "Spit Acid");
3225 power_desc[num].level = 9;
3226 power_desc[num].cost = 9;
3227 power_desc[num].stat = A_DEX;
3228 power_desc[num].fail = 15;
3229 power_desc[num++].number = MUT1_SPIT_ACID;
3232 if (p_ptr->muta1 & MUT1_BR_FIRE)
3235 strcpy(power_desc[num].name, "炎のブレス");
3237 strcpy(power_desc[num].name, "Fire Breath");
3240 power_desc[num].level = 20;
3241 power_desc[num].cost = lvl;
3242 power_desc[num].stat = A_CON;
3243 power_desc[num].fail = 18;
3244 power_desc[num++].number = MUT1_BR_FIRE;
3247 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
3250 strcpy(power_desc[num].name, "催眠睨み");
3252 strcpy(power_desc[num].name, "Hypnotic Gaze");
3255 power_desc[num].level = 12;
3256 power_desc[num].cost = 12;
3257 power_desc[num].stat = A_CHR;
3258 power_desc[num].fail = 18;
3259 power_desc[num++].number = MUT1_HYPN_GAZE;
3262 if (p_ptr->muta1 & MUT1_TELEKINES)
3265 strcpy(power_desc[num].name, "念動力");
3267 strcpy(power_desc[num].name, "Telekinesis");
3270 power_desc[num].level = 9;
3271 power_desc[num].cost = 9;
3272 power_desc[num].stat = A_WIS;
3273 power_desc[num].fail = 14;
3274 power_desc[num++].number = MUT1_TELEKINES;
3277 if (p_ptr->muta1 & MUT1_VTELEPORT)
3280 strcpy(power_desc[num].name, "テレポート");
3282 strcpy(power_desc[num].name, "Teleport");
3285 power_desc[num].level = 7;
3286 power_desc[num].cost = 7;
3287 power_desc[num].stat = A_WIS;
3288 power_desc[num].fail = 15;
3289 power_desc[num++].number = MUT1_VTELEPORT;
3292 if (p_ptr->muta1 & MUT1_MIND_BLST)
3295 strcpy(power_desc[num].name, "精神攻撃");
3297 strcpy(power_desc[num].name, "Mind Blast");
3300 power_desc[num].level = 5;
3301 power_desc[num].cost = 3;
3302 power_desc[num].stat = A_WIS;
3303 power_desc[num].fail = 15;
3304 power_desc[num++].number = MUT1_MIND_BLST;
3307 if (p_ptr->muta1 & MUT1_RADIATION)
3310 strcpy(power_desc[num].name, "放射能");
3312 strcpy(power_desc[num].name, "Emit Radiation");
3315 power_desc[num].level = 15;
3316 power_desc[num].cost = 15;
3317 power_desc[num].stat = A_CON;
3318 power_desc[num].fail = 14;
3319 power_desc[num++].number = MUT1_RADIATION;
3322 if (p_ptr->muta1 & MUT1_VAMPIRISM)
3325 strcpy(power_desc[num].name, "吸血ドレイン");
3327 strcpy(power_desc[num].name, "Vampiric Drain");
3330 power_desc[num].level = 2;
3331 power_desc[num].cost = (1 + (lvl / 3));
3332 power_desc[num].stat = A_CON;
3333 power_desc[num].fail = 9;
3334 power_desc[num++].number = MUT1_VAMPIRISM;
3337 if (p_ptr->muta1 & MUT1_SMELL_MET)
3340 strcpy(power_desc[num].name, "金属嗅覚");
3342 strcpy(power_desc[num].name, "Smell Metal");
3345 power_desc[num].level = 3;
3346 power_desc[num].cost = 2;
3347 power_desc[num].stat = A_INT;
3348 power_desc[num].fail = 12;
3349 power_desc[num++].number = MUT1_SMELL_MET;
3352 if (p_ptr->muta1 & MUT1_SMELL_MON)
3355 strcpy(power_desc[num].name, "敵臭嗅覚");
3357 strcpy(power_desc[num].name, "Smell Monsters");
3360 power_desc[num].level = 5;
3361 power_desc[num].cost = 4;
3362 power_desc[num].stat = A_INT;
3363 power_desc[num].fail = 15;
3364 power_desc[num++].number = MUT1_SMELL_MON;
3367 if (p_ptr->muta1 & MUT1_BLINK)
3370 strcpy(power_desc[num].name, "ショート・テレポート");
3372 strcpy(power_desc[num].name, "Blink");
3375 power_desc[num].level = 3;
3376 power_desc[num].cost = 3;
3377 power_desc[num].stat = A_WIS;
3378 power_desc[num].fail = 12;
3379 power_desc[num++].number = MUT1_BLINK;
3382 if (p_ptr->muta1 & MUT1_EAT_ROCK)
3385 strcpy(power_desc[num].name, "岩食い");
3387 strcpy(power_desc[num].name, "Eat Rock");
3390 power_desc[num].level = 8;
3391 power_desc[num].cost = 12;
3392 power_desc[num].stat = A_CON;
3393 power_desc[num].fail = 18;
3394 power_desc[num++].number = MUT1_EAT_ROCK;
3397 if (p_ptr->muta1 & MUT1_SWAP_POS)
3400 strcpy(power_desc[num].name, "位置交換");
3402 strcpy(power_desc[num].name, "Swap Position");
3405 power_desc[num].level = 15;
3406 power_desc[num].cost = 12;
3407 power_desc[num].stat = A_DEX;
3408 power_desc[num].fail = 16;
3409 power_desc[num++].number = MUT1_SWAP_POS;
3412 if (p_ptr->muta1 & MUT1_SHRIEK)
3415 strcpy(power_desc[num].name, "叫び");
3417 strcpy(power_desc[num].name, "Shriek");
3420 power_desc[num].level = 20;
3421 power_desc[num].cost = 14;
3422 power_desc[num].stat = A_CON;
3423 power_desc[num].fail = 16;
3424 power_desc[num++].number = MUT1_SHRIEK;
3427 if (p_ptr->muta1 & MUT1_ILLUMINE)
3430 strcpy(power_desc[num].name, "照明");
3432 strcpy(power_desc[num].name, "Illuminate");
3435 power_desc[num].level = 3;
3436 power_desc[num].cost = 2;
3437 power_desc[num].stat = A_INT;
3438 power_desc[num].fail = 10;
3439 power_desc[num++].number = MUT1_ILLUMINE;
3442 if (p_ptr->muta1 & MUT1_DET_CURSE)
3445 strcpy(power_desc[num].name, "呪い感知");
3447 strcpy(power_desc[num].name, "Detect Curses");
3450 power_desc[num].level = 7;
3451 power_desc[num].cost = 14;
3452 power_desc[num].stat = A_WIS;
3453 power_desc[num].fail = 14;
3454 power_desc[num++].number = MUT1_DET_CURSE;
3457 if (p_ptr->muta1 & MUT1_BERSERK)
3460 strcpy(power_desc[num].name, "狂戦士化");
3462 strcpy(power_desc[num].name, "Berserk");
3465 power_desc[num].level = 8;
3466 power_desc[num].cost = 8;
3467 power_desc[num].stat = A_STR;
3468 power_desc[num].fail = 14;
3469 power_desc[num++].number = MUT1_BERSERK;
3472 if (p_ptr->muta1 & MUT1_POLYMORPH)
3475 strcpy(power_desc[num].name, "変身");
3477 strcpy(power_desc[num].name, "Polymorph");
3480 power_desc[num].level = 18;
3481 power_desc[num].cost = 20;
3482 power_desc[num].stat = A_CON;
3483 power_desc[num].fail = 18;
3484 power_desc[num++].number = MUT1_POLYMORPH;
3487 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
3490 strcpy(power_desc[num].name, "ミダスの手");
3492 strcpy(power_desc[num].name, "Midas Touch");
3495 power_desc[num].level = 10;
3496 power_desc[num].cost = 5;
3497 power_desc[num].stat = A_INT;
3498 power_desc[num].fail = 12;
3499 power_desc[num++].number = MUT1_MIDAS_TCH;
3502 if (p_ptr->muta1 & MUT1_GROW_MOLD)
3505 strcpy(power_desc[num].name, "カビ発生");
3507 strcpy(power_desc[num].name, "Grow Mold");
3510 power_desc[num].level = 1;
3511 power_desc[num].cost = 6;
3512 power_desc[num].stat = A_CON;
3513 power_desc[num].fail = 14;
3514 power_desc[num++].number = MUT1_GROW_MOLD;
3517 if (p_ptr->muta1 & MUT1_RESIST)
3520 strcpy(power_desc[num].name, "エレメント耐性");
3522 strcpy(power_desc[num].name, "Resist Elements");
3525 power_desc[num].level = 10;
3526 power_desc[num].cost = 12;
3527 power_desc[num].stat = A_CON;
3528 power_desc[num].fail = 12;
3529 power_desc[num++].number = MUT1_RESIST;
3532 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
3535 strcpy(power_desc[num].name, "地震");
3537 strcpy(power_desc[num].name, "Earthquake");
3540 power_desc[num].level = 12;
3541 power_desc[num].cost = 12;
3542 power_desc[num].stat = A_STR;
3543 power_desc[num].fail = 16;
3544 power_desc[num++].number = MUT1_EARTHQUAKE;
3547 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
3550 strcpy(power_desc[num].name, "魔力食い");
3552 strcpy(power_desc[num].name, "Eat Magic");
3555 power_desc[num].level = 17;
3556 power_desc[num].cost = 1;
3557 power_desc[num].stat = A_WIS;
3558 power_desc[num].fail = 15;
3559 power_desc[num++].number = MUT1_EAT_MAGIC;
3562 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
3565 strcpy(power_desc[num].name, "魔力感知");
3567 strcpy(power_desc[num].name, "Weigh Magic");
3570 power_desc[num].level = 6;
3571 power_desc[num].cost = 6;
3572 power_desc[num].stat = A_INT;
3573 power_desc[num].fail = 10;
3574 power_desc[num++].number = MUT1_WEIGH_MAG;
3577 if (p_ptr->muta1 & MUT1_STERILITY)
3580 strcpy(power_desc[num].name, "増殖阻止");
3582 strcpy(power_desc[num].name, "Sterilize");
3585 power_desc[num].level = 12;
3586 power_desc[num].cost = 23;
3587 power_desc[num].stat = A_CHR;
3588 power_desc[num].fail = 15;
3589 power_desc[num++].number = MUT1_STERILITY;
3592 if (p_ptr->muta1 & MUT1_PANIC_HIT)
3595 strcpy(power_desc[num].name, "ヒット&アウェイ");
3597 strcpy(power_desc[num].name, "Panic Hit");
3600 power_desc[num].level = 10;
3601 power_desc[num].cost = 12;
3602 power_desc[num].stat = A_DEX;
3603 power_desc[num].fail = 14;
3604 power_desc[num++].number = MUT1_PANIC_HIT;
3607 if (p_ptr->muta1 & MUT1_DAZZLE)
3610 strcpy(power_desc[num].name, "眩惑");
3612 strcpy(power_desc[num].name, "Dazzle");
3615 power_desc[num].level = 7;
3616 power_desc[num].cost = 15;
3617 power_desc[num].stat = A_CHR;
3618 power_desc[num].fail = 8;
3619 power_desc[num++].number = MUT1_DAZZLE;
3622 if (p_ptr->muta1 & MUT1_LASER_EYE)
3625 strcpy(power_desc[num].name, "レーザー・アイ");
3627 strcpy(power_desc[num].name, "Laser Eye");
3630 power_desc[num].level = 7;
3631 power_desc[num].cost = 10;
3632 power_desc[num].stat = A_WIS;
3633 power_desc[num].fail = 9;
3634 power_desc[num++].number = MUT1_LASER_EYE;
3637 if (p_ptr->muta1 & MUT1_RECALL)
3640 strcpy(power_desc[num].name, "帰還");
3642 strcpy(power_desc[num].name, "Recall");
3645 power_desc[num].level = 17;
3646 power_desc[num].cost = 50;
3647 power_desc[num].stat = A_INT;
3648 power_desc[num].fail = 16;
3649 power_desc[num++].number = MUT1_RECALL;
3652 if (p_ptr->muta1 & MUT1_BANISH)
3655 strcpy(power_desc[num].name, "邪悪消滅");
3657 strcpy(power_desc[num].name, "Banish Evil");
3660 power_desc[num].level = 25;
3661 power_desc[num].cost = 25;
3662 power_desc[num].stat = A_WIS;
3663 power_desc[num].fail = 18;
3664 power_desc[num++].number = MUT1_BANISH;
3667 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
3670 strcpy(power_desc[num].name, "凍結の手");
3672 strcpy(power_desc[num].name, "Cold Touch");
3675 power_desc[num].level = 2;
3676 power_desc[num].cost = 2;
3677 power_desc[num].stat = A_CON;
3678 power_desc[num].fail = 11;
3679 power_desc[num++].number = MUT1_COLD_TOUCH;
3682 if (p_ptr->muta1 & MUT1_LAUNCHER)
3685 strcpy(power_desc[num].name, "アイテム投げ");
3687 strcpy(power_desc[num].name, "Throw Object");
3690 power_desc[num].level = 1;
3691 power_desc[num].cost = lvl;
3692 power_desc[num].stat = A_STR;
3693 power_desc[num].fail = 6;
3694 /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
3695 power_desc[num++].number = 3;
3699 /* Nothing chosen yet */
3705 /* Build a prompt */
3707 (void) strnfmt(out_val, 78, "(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?",
3709 (void)strnfmt(out_val, 78, "(Powers %c-%c, *=List, ESC=exit) Use which power? ",
3712 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
3715 if (!repeat_pull(&i) || i<0 || i>=num) {
3716 #endif /* ALLOW_REPEAT */
3717 if (use_menu) screen_save();
3718 /* Get a spell from the user */
3720 choice = (always_show_list || use_menu) ? ESCAPE:1;
3723 if( choice==ESCAPE ) choice = ' ';
3724 else if( !get_com(out_val, &choice, FALSE) )break;
3726 if (use_menu && choice != ' ')
3741 menu_line += (num - 1);
3762 else if (menu_line+18 <= num)
3776 if (menu_line > num) menu_line -= num;
3778 /* Request redraw */
3779 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
3782 if (!redraw || use_menu)
3795 /* Save the screen */
3796 if (!use_menu) screen_save();
3798 /* Print header(s) */
3801 prt(" Lv MP 失率", y++, x);
3803 prt(" Lv Cost Fail", y++, x);
3808 prt(" Lv MP 失率 Lv MP 失率", y++, x);
3810 prt(" Lv Cost Fail Lv Cost Fail", y++, x);
3817 x1 = ((ctr < 18) ? x : x + 40);
3818 y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
3823 if (ctr == (menu_line-1)) strcpy(dummy, " 》 ");
3825 if (ctr == (menu_line-1)) strcpy(dummy, " > ");
3827 else strcpy(dummy, " ");
3831 /* letter/number for power selection */
3835 letter = '0' + ctr - 26;
3836 sprintf(dummy, " %c) ",letter);
3838 strcat(dummy, format("%-23.23s %2d %4d %3d%%",
3839 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
3840 100 - racial_chance(&power_desc[ctr])));
3852 /* Restore the screen */
3862 if (choice == '\r' && num == 1)
3867 if (isalpha(choice))
3870 ask = (isupper(choice));
3873 if (ask) choice = tolower(choice);
3875 /* Extract request */
3876 i = (islower(choice) ? A2I(choice) : -1);
3880 ask = FALSE; /* Can't uppercase digits */
3882 i = choice - '0' + 26;
3886 /* Totally Illegal */
3887 if ((i < 0) || (i >= num))
3900 (void) strnfmt(tmp_val, 78, "%sを使いますか? ", power_desc[i].name);
3902 (void)strnfmt(tmp_val, 78, "Use %s? ", power_desc[i].name);
3906 /* Belay that order */
3907 if (!get_check(tmp_val)) continue;
3914 /* Restore the screen */
3915 if (redraw) screen_load();
3917 /* Abort if needed */
3925 } /*if (!repeat_pull(&i) || ...)*/
3926 #endif /* ALLOW_REPEAT */
3927 switch (racial_aux(&power_desc[i]))
3930 if (power_desc[i].number < 0)
3931 cast = cmd_racial_power_aux(power_desc[i].number);
3933 cast = mutation_power_aux(power_desc[i].number);
3947 int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
3949 /* If mana is not enough, player consumes hit point! */
3950 if (p_ptr->csp < actual_racial_cost)
3952 actual_racial_cost -= p_ptr->csp;
3955 take_hit(DAMAGE_USELIFE, actual_racial_cost, "過度の集中", -1);
3957 take_hit(DAMAGE_USELIFE, actual_racial_cost, "concentrating too hard", -1);
3960 else p_ptr->csp -= actual_racial_cost;
3962 /* Redraw mana and hp */
3963 p_ptr->redraw |= (PR_HP | PR_MANA);
3966 p_ptr->window |= (PW_PLAYER | PW_SPELL);
3969 else energy_use = 0;