+++ /dev/null
-/*!
- * @file racial.c
- * @brief レイシャルと突然変異の技能処理 / Racial powers (and mutations)
- * @date 2014/01/08
- * @author
- * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
- * This software may be copied and distributed for educational, research,\n
- * and not for profit purposes provided that this copyright and statement\n
- * are included in all such copies. Other copyrights may also apply.\n
- * 2014 Deskull rearranged comment for Doxygen. \n
- */
-
-#include "angband.h"
-#include "core.h"
-#include "util.h"
-
-#include "cmd-basic.h"
-#include "cmd-magiceat.h"
-#include "cmd-mane.h"
-#include "cmd-zapwand.h"
-#include "cmd-pet.h"
-#include "melee.h"
-#include "object-hook.h"
-#include "realm-song.h"
-
-#include "mutation.h"
-#include "player-race.h"
-#include "player-effects.h"
-#include "player-status.h"
-#include "player-damage.h"
-#include "spells-status.h"
-#include "spells-object.h"
-#include "spells-floor.h"
-#include "spells.h"
-#include "cmd-spell.h"
-#include "realm-hex.h"
-#include "targeting.h"
-#include "view-mainwindow.h"
-#include "player-class.h"
-
-/*!
- * @brief 修行僧の構え設定処理
- * @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。
- */
-static bool choose_kamae(player_type *creature_ptr)
-{
- char choice;
- int new_kamae = 0;
- int i;
- char buf[80];
-
- if (cmd_limit_confused(creature_ptr)) return FALSE;
- screen_save();
- prt(_(" a) 構えをとく", " a) No form"), 2, 20);
-
- for (i = 0; i < MAX_KAMAE; i++)
- {
- if (creature_ptr->lev >= kamae_shurui[i].min_level)
- {
- sprintf(buf," %c) %-12s %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
- prt(buf, 3+i, 20);
- }
- }
-
- prt("", 1, 0);
- prt(_(" どの構えをとりますか?", " Choose Form: "), 1, 14);
-
- while (TRUE)
- {
- choice = inkey();
-
- if (choice == ESCAPE)
- {
- screen_load();
- return FALSE;
- }
- else if ((choice == 'a') || (choice == 'A'))
- {
- if (creature_ptr->action == ACTION_KAMAE)
- {
- set_action(creature_ptr, ACTION_NONE);
- }
- else
- msg_print(_("もともと構えていない。", "You are not assuming a posture."));
- screen_load();
- return TRUE;
- }
- else if ((choice == 'b') || (choice == 'B'))
- {
- new_kamae = 0;
- break;
- }
- else if (((choice == 'c') || (choice == 'C')) && (creature_ptr->lev > 29))
- {
- new_kamae = 1;
- break;
- }
- else if (((choice == 'd') || (choice == 'D')) && (creature_ptr->lev > 34))
- {
- new_kamae = 2;
- break;
- }
- else if (((choice == 'e') || (choice == 'E')) && (creature_ptr->lev > 39))
- {
- new_kamae = 3;
- break;
- }
- }
- set_action(creature_ptr, ACTION_KAMAE);
-
- if (creature_ptr->special_defense & (KAMAE_GENBU << new_kamae))
- {
- msg_print(_("構え直した。", "You reassume a posture."));
- }
- else
- {
- creature_ptr->special_defense &= ~(KAMAE_MASK);
- creature_ptr->update |= (PU_BONUS);
- creature_ptr->redraw |= (PR_STATE);
- msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
- creature_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
- }
- creature_ptr->redraw |= PR_STATE;
- screen_load();
- return TRUE;
-}
-
-/*!
- * @brief 剣術家の型設定処理
- * @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。
- */
-static bool choose_kata(player_type *creature_ptr)
-{
- char choice;
- int new_kata = 0;
- int i;
- char buf[80];
-
- if (cmd_limit_confused(creature_ptr)) return FALSE;
-
- if (creature_ptr->stun)
- {
- msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
- return FALSE;
- }
-
- if (creature_ptr->afraid)
- {
- msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
- return FALSE;
- }
- screen_save();
- prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
-
- for (i = 0; i < MAX_KATA; i++)
- {
- if (creature_ptr->lev >= kata_shurui[i].min_level)
- {
- sprintf(buf,_(" %c) %sの型 %s", " %c) Form of %-12s %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
- prt(buf, 3+i, 20);
- }
- }
-
- prt("", 1, 0);
- prt(_(" どの型で構えますか?", " Choose Form: "), 1, 14);
-
- while (TRUE)
- {
- choice = inkey();
-
- if (choice == ESCAPE)
- {
- screen_load();
- return FALSE;
- }
- else if ((choice == 'a') || (choice == 'A'))
- {
- if (creature_ptr->action == ACTION_KATA)
- {
- set_action(creature_ptr, ACTION_NONE);
- }
- else
- msg_print(_("もともと構えていない。", "You are not assuming posture."));
- screen_load();
- return TRUE;
- }
- else if ((choice == 'b') || (choice == 'B'))
- {
- new_kata = 0;
- break;
- }
- else if (((choice == 'c') || (choice == 'C')) && (creature_ptr->lev > 29))
- {
- new_kata = 1;
- break;
- }
- else if (((choice == 'd') || (choice == 'D')) && (creature_ptr->lev > 34))
- {
- new_kata = 2;
- break;
- }
- else if (((choice == 'e') || (choice == 'E')) && (creature_ptr->lev > 39))
- {
- new_kata = 3;
- break;
- }
- }
- set_action(creature_ptr, ACTION_KATA);
-
- if (creature_ptr->special_defense & (KATA_IAI << new_kata))
- {
- msg_print(_("構え直した。", "You reassume a posture."));
- }
- else
- {
- creature_ptr->special_defense &= ~(KATA_MASK);
- creature_ptr->update |= (PU_BONUS | PU_MONSTERS);
- msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
- creature_ptr->special_defense |= (KATA_IAI << new_kata);
- }
- creature_ptr->redraw |= (PR_STATE | PR_STATUS);
- screen_load();
- return TRUE;
-}
-
-
-/*!
- * @brief レイシャル・パワー情報のtypedef
- */
-typedef struct power_desc_type power_desc_type;
-
-/*!
- * @brief レイシャル・パワー情報の構造体定義
- */
-struct power_desc_type
-{
- GAME_TEXT name[MAX_NLEN]; //!<レイシャル名
- PLAYER_LEVEL level; //!<体得レベル
- int cost;
- int stat;
- PERCENTAGE fail;
- int number;
-};
-
-
-/*!
- * @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
- * @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
- * @return 成功率(%)を返す
- */
-static PERCENTAGE racial_chance(player_type *creature_ptr, power_desc_type *pd_ptr)
-{
- PLAYER_LEVEL min_level = pd_ptr->level;
- PERCENTAGE difficulty = pd_ptr->fail;
-
- int i;
- int val;
- int sum = 0;
- BASE_STATUS stat = creature_ptr->stat_cur[pd_ptr->stat];
-
- /* No chance for success */
- if ((creature_ptr->lev < min_level) || creature_ptr->confused)
- {
- return 0;
- }
-
- if (difficulty == 0) return 100;
-
- /* Calculate difficulty */
- if (creature_ptr->stun)
- {
- difficulty += (PERCENTAGE)creature_ptr->stun;
- }
- else if (creature_ptr->lev > min_level)
- {
- PERCENTAGE lev_adj = (PERCENTAGE)((creature_ptr->lev - min_level) / 3);
- if (lev_adj > 10) lev_adj = 10;
- difficulty -= lev_adj;
- }
-
- if (difficulty < 5) difficulty = 5;
-
- /* We only need halfs of the difficulty */
- difficulty = difficulty / 2;
-
- for (i = 1; i <= stat; i++)
- {
- val = i - difficulty;
- if (val > 0)
- sum += (val <= difficulty) ? val : difficulty;
- }
-
- if (difficulty == 0)
- return (100);
- else
- return (((sum * 100) / difficulty) / stat);
-}
-
-
-static int racial_cost;
-
-/*!
- * @brief レイシャル・パワーの発動の判定処理
- * @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
- * @return
- * 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。
- * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
- */
-static int racial_aux(player_type *creature_ptr, power_desc_type *pd_ptr)
-{
- PLAYER_LEVEL min_level = pd_ptr->level;
- int use_stat = pd_ptr->stat;
- int difficulty = pd_ptr->fail;
- int use_hp = 0;
-
- racial_cost = pd_ptr->cost;
-
- /* Not enough mana - use hp */
- if (creature_ptr->csp < racial_cost) use_hp = racial_cost - creature_ptr->csp;
-
- /* Power is not available yet */
- if (creature_ptr->lev < min_level)
- {
- 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。",
- "You need to attain level %d to use this power."), min_level);
-
- free_turn(creature_ptr);
- return FALSE;
- }
-
- if (cmd_limit_confused(creature_ptr))
- {
- free_turn(creature_ptr);
- return FALSE;
- }
-
- /* Risk death? */
- else if (creature_ptr->chp < use_hp)
- {
- 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? ")))
- {
- free_turn(creature_ptr);
- return FALSE;
- }
- }
-
- /* Else attempt to do it! */
-
- if (difficulty)
- {
- if (creature_ptr->stun)
- {
- difficulty += creature_ptr->stun;
- }
- else if (creature_ptr->lev > min_level)
- {
- int lev_adj = ((creature_ptr->lev - min_level) / 3);
- if (lev_adj > 10) lev_adj = 10;
- difficulty -= lev_adj;
- }
-
- if (difficulty < 5) difficulty = 5;
- }
-
- /* take time and pay the price */
- take_turn(creature_ptr, 100);
-
- /* Success? */
- if (randint1(creature_ptr->stat_cur[use_stat]) >= ((difficulty / 2) + randint1(difficulty / 2)))
- {
- return 1;
- }
-
- if (flush_failure) flush();
- msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
-
- return -1;
-}
-
-
-/*!
- * @brief レイシャル・パワー発動処理
- * @param creature_ptr プレーヤーへの参照ポインタ
- * @param command 発動するレイシャルのID
- * @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。
- */
-static bool exe_racial_power(player_type *creature_ptr, s32b command)
-{
- PLAYER_LEVEL plev = creature_ptr->lev;
- DIRECTION dir = 0;
-
- if (command <= -3)
- {
- switch (creature_ptr->pclass)
- {
- case CLASS_WARRIOR:
- {
- return sword_dancing(creature_ptr);
- break;
- }
- case CLASS_HIGH_MAGE:
- if (creature_ptr->realm1 == REALM_HEX)
- {
- bool retval = stop_hex_spell(creature_ptr);
- if (retval) creature_ptr->energy_use = 10;
- return (retval);
- }
- case CLASS_MAGE:
- /* case CLASS_HIGH_MAGE: */
- case CLASS_SORCERER:
- {
- if (!eat_magic(creature_ptr, creature_ptr->lev * 2)) return FALSE;
- break;
- }
- case CLASS_PRIEST:
- {
- if (is_good_realm(creature_ptr->realm1))
- {
- if (!bless_weapon(creature_ptr)) return FALSE;
- }
- else
- {
- (void)dispel_monsters(creature_ptr, plev * 4);
- turn_monsters(creature_ptr, plev * 4);
- banish_monsters(creature_ptr, plev * 4);
- }
- break;
- }
- case CLASS_ROGUE:
- {
- if(!hit_and_away(creature_ptr)) return FALSE;
- break;
- }
- case CLASS_RANGER:
- case CLASS_SNIPER:
- {
- msg_print(_("敵を調査した...", "You examine your foes..."));
- probing(creature_ptr);
- break;
- }
- case CLASS_PALADIN:
- {
- if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
- fire_beam(creature_ptr, is_good_realm(creature_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
- dir, plev * 3);
- break;
- }
- case CLASS_WARRIOR_MAGE:
- {
- if (command == -3)
- {
- return comvert_hp_to_mp(creature_ptr);
- }
- else if (command == -4)
- {
- return comvert_mp_to_hp(creature_ptr);
- }
- break;
- }
- case CLASS_CHAOS_WARRIOR:
- {
- return confusing_light(creature_ptr);
- break;
- }
- case CLASS_MONK:
- {
- if (!(empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM))
- {
- msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
- return FALSE;
- }
- if (creature_ptr->riding)
- {
- msg_print(_("乗馬中はできません。", "You need to get off a pet."));
- return FALSE;
- }
-
- if (command == -3)
- {
- if (!choose_kamae(creature_ptr)) return FALSE;
- creature_ptr->update |= (PU_BONUS);
- }
- else if (command == -4)
- {
- return double_attack(creature_ptr);
- }
- break;
- }
- case CLASS_MINDCRAFTER:
- case CLASS_FORCETRAINER:
- {
- return clear_mind(creature_ptr);
- }
- case CLASS_TOURIST:
- {
- if (command == -3)
- {
- if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
- project_length = 1;
- fire_beam(creature_ptr, GF_PHOTO, dir, 1);
- }
- else if (command == -4)
- {
- if (!identify_fully(creature_ptr, FALSE)) return FALSE;
- }
- break;
- }
- case CLASS_IMITATOR:
- {
- handle_stuff(creature_ptr);
- if (!do_cmd_mane(creature_ptr, TRUE)) return FALSE;
- break;
- }
- case CLASS_BEASTMASTER:
- {
- if (command == -3)
- {
- if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
- (void)fire_ball_hide(creature_ptr, GF_CHARM_LIVING, dir, creature_ptr->lev, 0);
- }
- else if (command == -4)
- {
- project_all_los(creature_ptr, GF_CHARM_LIVING, creature_ptr->lev);
- }
- break;
- }
- case CLASS_ARCHER:
- {
- if (!create_ammo(creature_ptr)) return FALSE;
- break;
- }
- case CLASS_MAGIC_EATER:
- {
- if (command == -3) {
- if (!import_magic_device(creature_ptr)) return FALSE;
- } else if (command == -4) {
- if (cmd_limit_cast(creature_ptr)) return FALSE;
- if (!do_cmd_magic_eater(creature_ptr, FALSE, TRUE)) return FALSE;
- }
- break;
- }
- case CLASS_BARD:
- {
- /* Singing is already stopped */
- if (!SINGING_SONG_EFFECT(creature_ptr) && !INTERUPTING_SONG_EFFECT(creature_ptr)) return FALSE;
-
- stop_singing(creature_ptr);
- creature_ptr->energy_use = 10;
- break;
- }
- case CLASS_RED_MAGE:
- {
- if (cmd_limit_cast(creature_ptr)) return FALSE;
- handle_stuff(creature_ptr);
- do_cmd_cast(creature_ptr);
- handle_stuff(creature_ptr);
- if (!creature_ptr->paralyzed && !cmd_limit_cast(creature_ptr))
- do_cmd_cast(creature_ptr);
- break;
- }
- case CLASS_SAMURAI:
- {
- if (command == -3)
- {
- concentration(creature_ptr);
- }
- else if (command == -4)
- {
- if (!has_melee_weapon(creature_ptr, INVEN_RARM) && !has_melee_weapon(creature_ptr, INVEN_LARM))
- {
- msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
- return FALSE;
- }
- if (!choose_kata(creature_ptr)) return FALSE;
- creature_ptr->update |= (PU_BONUS);
- }
- break;
- }
- case CLASS_BLUE_MAGE:
- {
- if (creature_ptr->action == ACTION_LEARN)
- {
- set_action(creature_ptr, ACTION_NONE);
- }
- else
- {
- set_action(creature_ptr, ACTION_LEARN);
- }
- free_turn(creature_ptr);
- break;
- }
- case CLASS_CAVALRY:
- {
- return rodeo(creature_ptr);
- }
- case CLASS_BERSERKER:
- {
- if (!recall_player(creature_ptr, randint0(21) + 15)) return FALSE;
- break;
- }
- case CLASS_SMITH:
- {
- if (creature_ptr->lev > 29)
- {
- if (!identify_fully(creature_ptr, TRUE)) return FALSE;
- }
- else
- {
- if (!ident_spell(creature_ptr, TRUE)) return FALSE;
- }
- break;
- }
- case CLASS_MIRROR_MASTER:
- {
- if (command == -3)
- {
- /* Explode all mirrors */
- remove_all_mirrors(creature_ptr, TRUE);
- }
- else if (command == -4)
- {
- return mirror_concentration(creature_ptr);
- }
- break;
- }
- case CLASS_NINJA:
- hayagake(creature_ptr);
- break;
- }
- }
- else if (creature_ptr->mimic_form)
- {
- switch (creature_ptr->mimic_form)
- {
- case MIMIC_DEMON:
- case MIMIC_DEMON_LORD:
- {
- return demonic_breath(creature_ptr);
- }
- case MIMIC_VAMPIRE:
- vampirism(creature_ptr);
- break;
- }
- }
-
- else
- {
-
- switch (creature_ptr->prace)
- {
- case RACE_DWARF:
- msg_print(_("周囲を調べた。", "You examine your surroundings."));
- (void)detect_traps(creature_ptr, DETECT_RAD_DEFAULT, TRUE);
- (void)detect_doors(creature_ptr, DETECT_RAD_DEFAULT);
- (void)detect_stairs(creature_ptr, DETECT_RAD_DEFAULT);
- break;
-
- case RACE_HOBBIT:
- return create_ration(creature_ptr);
- break;
-
- case RACE_GNOME:
- msg_print(_("パッ!", "Blink!"));
- teleport_player(creature_ptr, 10, 0L);
- break;
-
- case RACE_HALF_ORC:
- msg_print(_("勇気を出した。", "You play tough."));
- (void)set_afraid(creature_ptr, 0);
- break;
-
- case RACE_HALF_TROLL:
- msg_print(_("うがぁぁ!", "RAAAGH!"));
- (void)berserk(creature_ptr, 10 + randint1(plev));
- break;
-
- case RACE_AMBERITE:
- if (command == -1)
- {
- msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
- reserve_alter_reality(creature_ptr);
- }
- else if (command == -2)
- {
- 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..."));
-
- (void)true_healing(creature_ptr, 0);
- (void)restore_all_status(creature_ptr);
- (void)restore_level(creature_ptr);
- }
- break;
-
- case RACE_BARBARIAN:
- msg_print(_("うぉぉおお!", "Raaagh!"));
- (void)berserk(creature_ptr, 10 + randint1(plev));
- break;
-
- case RACE_HALF_OGRE:
- msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
- explosive_rune(creature_ptr, creature_ptr->y, creature_ptr->x);
- break;
-
- case RACE_HALF_GIANT:
- if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
- (void)wall_to_mud(creature_ptr, dir, 20 + randint1(30));
- break;
-
- case RACE_HALF_TITAN:
- msg_print(_("敵を調査した...", "You examine your foes..."));
- probing(creature_ptr);
- break;
-
- case RACE_CYCLOPS:
- if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
- msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
- fire_bolt(creature_ptr, GF_MISSILE, dir, (3 * plev) / 2);
- break;
-
- case RACE_YEEK:
- if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
- stop_mouth(creature_ptr);
- msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
- (void)fear_monster(creature_ptr, dir, plev);
- break;
-
- case RACE_KLACKON:
- if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
- stop_mouth(creature_ptr);
- msg_print(_("酸を吐いた。", "You spit acid."));
- if (plev < 25) fire_bolt(creature_ptr, GF_ACID, dir, plev);
- else fire_ball(creature_ptr, GF_ACID, dir, plev, 2);
- break;
-
- case RACE_KOBOLD:
- if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
- msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
- fire_bolt(creature_ptr, GF_POIS, dir, plev);
- break;
-
- case RACE_NIBELUNG:
- msg_print(_("周囲を調査した。", "You examine your surroundings."));
- (void)detect_traps(creature_ptr, DETECT_RAD_DEFAULT, TRUE);
- (void)detect_doors(creature_ptr, DETECT_RAD_DEFAULT);
- (void)detect_stairs(creature_ptr, DETECT_RAD_DEFAULT);
- break;
-
- case RACE_DARK_ELF:
- if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
- msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
- fire_bolt_or_beam(creature_ptr, 10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4));
- break;
-
- case RACE_DRACONIAN:
- return draconian_breath(creature_ptr);
- break;
-
- case RACE_MIND_FLAYER:
- if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
- msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
- fire_bolt(creature_ptr, GF_PSI, dir, plev);
- break;
-
- case RACE_IMP:
- if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
- if (plev >= 30)
- {
- msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
- fire_ball(creature_ptr, GF_FIRE, dir, plev, 2);
- }
- else
- {
- msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
- fire_bolt(creature_ptr, GF_FIRE, dir, plev);
- }
- break;
-
- case RACE_GOLEM:
- (void)set_shield(creature_ptr, randint1(20) + 30, FALSE);
- break;
-
- case RACE_SKELETON:
- case RACE_ZOMBIE:
- 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."));
- (void)restore_level(creature_ptr);
- break;
-
- case RACE_VAMPIRE:
- vampirism(creature_ptr);
- break;
-
- case RACE_SPECTRE:
- if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
- stop_mouth(creature_ptr);
- 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!"));
- (void)fear_monster(creature_ptr, dir, plev);
- break;
-
- case RACE_SPRITE:
- msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
- if (plev < 25) sleep_monsters_touch(creature_ptr);
- else (void)sleep_monsters(creature_ptr, plev);
- break;
-
- case RACE_DEMON:
- return demonic_breath(creature_ptr);
- break;
-
- case RACE_KUTAR:
- (void)set_tsubureru(creature_ptr, randint1(20) + 30, FALSE);
- break;
-
- case RACE_ANDROID:
- return android_inside_weapon(creature_ptr);
- break;
-
- default:
- 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."));
- free_turn(creature_ptr);
- }
- }
-
- return TRUE;
-}
-
-
-/*!
- * @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
- * @return なし
- */
-void do_cmd_racial_power(player_type *creature_ptr)
-{
- power_desc_type power_desc[36];
- int num;
- COMMAND_CODE i = 0;
- int ask = TRUE;
- PLAYER_LEVEL lvl = creature_ptr->lev;
- bool flag, redraw, cast = FALSE;
- bool warrior = ((creature_ptr->pclass == CLASS_WARRIOR || creature_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
- char choice;
- char out_val[160];
- int menu_line = (use_menu ? 1 : 0);
-
- if (creature_ptr->wild_mode) return;
-
- for (num = 0; num < 36; num++)
- {
- strcpy(power_desc[num].name, "");
- power_desc[num].number = 0;
- }
-
- num = 0;
-
- if (cmd_limit_confused(creature_ptr))
- {
- free_turn(creature_ptr);
- return;
- }
-
- if (creature_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
- {
- set_action(creature_ptr, ACTION_NONE);
- }
-
- switch (creature_ptr->pclass)
- {
- case CLASS_WARRIOR:
- {
- strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
- power_desc[num].level = 40;
- power_desc[num].cost = 75;
- power_desc[num].stat = A_DEX;
- power_desc[num].fail = 35;
- power_desc[num++].number = -3;
- break;
- }
- case CLASS_HIGH_MAGE:
- if (creature_ptr->realm1 == REALM_HEX)
- {
- strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
- power_desc[num].level = 1;
- power_desc[num].cost = 0;
- power_desc[num].stat = A_INT;
- power_desc[num].fail = 0;
- power_desc[num++].number = -3;
- break;
- }
- case CLASS_MAGE:
- /* case CLASS_HIGH_MAGE: */
- case CLASS_SORCERER:
- {
- strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
- power_desc[num].level = 25;
- power_desc[num].cost = 1;
- power_desc[num].stat = A_INT;
- power_desc[num].fail = 25;
- power_desc[num++].number = -3;
- break;
- }
- case CLASS_PRIEST:
- {
- if (is_good_realm(creature_ptr->realm1))
- {
- strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
- power_desc[num].level = 35;
- power_desc[num].cost = 70;
- power_desc[num].stat = A_WIS;
- power_desc[num].fail = 50;
- power_desc[num++].number = -3;
- }
- else
- {
- strcpy(power_desc[num].name, _("召魂", "Evocation"));
- power_desc[num].level = 42;
- power_desc[num].cost = 40;
- power_desc[num].stat = A_WIS;
- power_desc[num].fail = 35;
- power_desc[num++].number = -3;
- }
- break;
- }
- case CLASS_ROGUE:
- {
- strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
- power_desc[num].level = 8;
- power_desc[num].cost = 12;
- power_desc[num].stat = A_DEX;
- power_desc[num].fail = 14;
- power_desc[num++].number = -3;
- break;
- }
- case CLASS_RANGER:
- case CLASS_SNIPER:
- {
- strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
- power_desc[num].level = 15;
- power_desc[num].cost = 20;
- power_desc[num].stat = A_INT;
- power_desc[num].fail = 12;
- power_desc[num++].number = -3;
- break;
- }
- case CLASS_PALADIN:
- {
- if (is_good_realm(creature_ptr->realm1))
- {
- strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
- power_desc[num].level = 30;
- power_desc[num].cost = 30;
- power_desc[num].stat = A_WIS;
- power_desc[num].fail = 30;
- power_desc[num++].number = -3;
- }
- else
- {
- strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
- power_desc[num].level = 30;
- power_desc[num].cost = 30;
- power_desc[num].stat = A_WIS;
- power_desc[num].fail = 30;
- power_desc[num++].number = -3;
- }
- break;
- }
- case CLASS_WARRIOR_MAGE:
- {
- strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
- power_desc[num].level = 25;
- power_desc[num].cost = 0;
- power_desc[num].stat = A_INT;
- power_desc[num].fail = 10;
- power_desc[num++].number = -3;
-
- strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
- power_desc[num].level = 25;
- power_desc[num].cost = 0;
- power_desc[num].stat = A_INT;
- power_desc[num].fail = 10;
- power_desc[num++].number = -4;
- break;
- }
- case CLASS_CHAOS_WARRIOR:
- {
- strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
- power_desc[num].level = 40;
- power_desc[num].cost = 50;
- power_desc[num].stat = A_INT;
- power_desc[num].fail = 25;
- power_desc[num++].number = -3;
- break;
- }
- case CLASS_MONK:
- {
- strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
- power_desc[num].level = 25;
- power_desc[num].cost = 0;
- power_desc[num].stat = A_DEX;
- power_desc[num].fail = 0;
- power_desc[num++].number = -3;
-
- strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
- power_desc[num].level = 30;
- power_desc[num].cost = 30;
- power_desc[num].stat = A_STR;
- power_desc[num].fail = 20;
- power_desc[num++].number = -4;
- break;
- }
- case CLASS_MINDCRAFTER:
- case CLASS_FORCETRAINER:
- {
- strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
- power_desc[num].level = 15;
- power_desc[num].cost = 0;
- power_desc[num].stat = A_WIS;
- power_desc[num].fail = 10;
- power_desc[num++].number = -3;
- break;
- }
- case CLASS_TOURIST:
- {
- strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
- power_desc[num].level = 1;
- power_desc[num].cost = 0;
- power_desc[num].stat = A_DEX;
- power_desc[num].fail = 0;
- power_desc[num++].number = -3;
-
- strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
- power_desc[num].level = 25;
- power_desc[num].cost = 20;
- power_desc[num].stat = A_INT;
- power_desc[num].fail = 20;
- power_desc[num++].number = -4;
- break;
- }
- case CLASS_IMITATOR:
- {
- strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
- power_desc[num].level = 30;
- power_desc[num].cost = 100;
- power_desc[num].stat = A_DEX;
- power_desc[num].fail = 30;
- power_desc[num++].number = -3;
- break;
- }
- case CLASS_BEASTMASTER:
- {
- strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
- power_desc[num].level = 1;
- power_desc[num].cost = (creature_ptr->lev + 3) / 4;
- power_desc[num].stat = A_CHR;
- power_desc[num].fail = 10;
- power_desc[num++].number = -3;
-
- strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
- power_desc[num].level = 30;
- power_desc[num].cost = (creature_ptr->lev + 20) / 2;
- power_desc[num].stat = A_CHR;
- power_desc[num].fail = 10;
- power_desc[num++].number = -4;
- break;
- }
- case CLASS_ARCHER:
- {
- strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
- power_desc[num].level = 1;
- power_desc[num].cost = 0;
- power_desc[num].stat = A_DEX;
- power_desc[num].fail = 0;
- power_desc[num++].number = -3;
- break;
- }
- case CLASS_MAGIC_EATER:
- {
- strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
- power_desc[num].level = 1;
- power_desc[num].cost = 0;
- power_desc[num].stat = A_INT;
- power_desc[num].fail = 0;
- power_desc[num++].number = -3;
-
- strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
- power_desc[num].level = 10;
- power_desc[num].cost = 10 + (lvl - 10) / 2;
- power_desc[num].stat = A_INT;
- power_desc[num].fail = 0;
- power_desc[num++].number = -4;
- break;
- }
- case CLASS_BARD:
- {
- strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
- power_desc[num].level = 1;
- power_desc[num].cost = 0;
- power_desc[num].stat = A_CHR;
- power_desc[num].fail = 0;
- power_desc[num++].number = -3;
- break;
- }
- case CLASS_RED_MAGE:
- {
- strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
- power_desc[num].level = 48;
- power_desc[num].cost = 20;
- power_desc[num].stat = A_INT;
- power_desc[num].fail = 0;
- power_desc[num++].number = -3;
- break;
- }
- case CLASS_SAMURAI:
- {
- strcpy(power_desc[num].name, _("気合いため", "Concentration"));
- power_desc[num].level = 1;
- power_desc[num].cost = 0;
- power_desc[num].stat = A_WIS;
- power_desc[num].fail = 0;
- power_desc[num++].number = -3;
-
- strcpy(power_desc[num].name, _("型", "Assume a Posture"));
- power_desc[num].level = 25;
- power_desc[num].cost = 0;
- power_desc[num].stat = A_DEX;
- power_desc[num].fail = 0;
- power_desc[num++].number = -4;
- break;
- }
- case CLASS_BLUE_MAGE:
- {
- strcpy(power_desc[num].name, _("ラーニング", "Learning"));
- power_desc[num].level = 1;
- power_desc[num].cost = 0;
- power_desc[num].stat = A_INT;
- power_desc[num].fail = 0;
- power_desc[num++].number = -3;
- break;
- }
- case CLASS_CAVALRY:
- {
- strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
- power_desc[num].level = 10;
- power_desc[num].cost = 0;
- power_desc[num].stat = A_STR;
- power_desc[num].fail = 10;
- power_desc[num++].number = -3;
- break;
- }
- case CLASS_BERSERKER:
- {
- strcpy(power_desc[num].name, _("帰還", "Recall"));
- power_desc[num].level = 10;
- power_desc[num].cost = 10;
- power_desc[num].stat = A_DEX;
- power_desc[num].fail = 20;
- power_desc[num++].number = -3;
- break;
- }
- case CLASS_MIRROR_MASTER:
- {
- strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
- power_desc[num].level = 1;
- power_desc[num].cost = 0;
- power_desc[num].stat = A_INT;
- power_desc[num].fail = 0;
- power_desc[num++].number = -3;
-
- strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
- power_desc[num].level = 30;
- power_desc[num].cost = 0;
- power_desc[num].stat = A_INT;
- power_desc[num].fail = 20;
- power_desc[num++].number = -4;
- break;
- }
- case CLASS_SMITH:
- {
- strcpy(power_desc[num].name, _("目利き", "Judgment"));
- power_desc[num].level = 5;
- power_desc[num].cost = 15;
- power_desc[num].stat = A_INT;
- power_desc[num].fail = 20;
- power_desc[num++].number = -3;
- break;
- }
- case CLASS_NINJA:
- {
- strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
- power_desc[num].level = 20;
- power_desc[num].cost = 0;
- power_desc[num].stat = A_DEX;
- power_desc[num].fail = 0;
- power_desc[num++].number = -3;
- break;
- }
- default:
- strcpy(power_desc[0].name, _("(なし)", "(none)"));
- }
-
- if (creature_ptr->mimic_form)
- {
- switch (creature_ptr->mimic_form)
- {
- case MIMIC_DEMON:
- case MIMIC_DEMON_LORD:
- 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);
- power_desc[num].level = 15;
- power_desc[num].cost = 10 + lvl / 3;
- power_desc[num].stat = A_CON;
- power_desc[num].fail = 20;
- power_desc[num++].number = -1;
- break;
- case MIMIC_VAMPIRE:
- strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
- power_desc[num].level = 2;
- power_desc[num].cost = 1 + (lvl / 3);
- power_desc[num].stat = A_CON;
- power_desc[num].fail = 9;
- power_desc[num++].number = -1;
- break;
- }
- }
- else
- {
- switch (creature_ptr->prace)
- {
- case RACE_DWARF:
- strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
- power_desc[num].level = 5;
- power_desc[num].cost = 5;
- power_desc[num].stat = A_WIS;
- power_desc[num].fail = 12;
- power_desc[num++].number = -1;
- break;
- case RACE_NIBELUNG:
- strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
- power_desc[num].level = 10;
- power_desc[num].cost = 5;
- power_desc[num].stat = A_WIS;
- power_desc[num].fail = 10;
- power_desc[num++].number = -1;
- break;
- case RACE_HOBBIT:
- strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
- power_desc[num].level = 15;
- power_desc[num].cost = 10;
- power_desc[num].stat = A_INT;
- power_desc[num].fail = 10;
- power_desc[num++].number = -1;
- break;
- case RACE_GNOME:
- sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
- power_desc[num].level = 5;
- power_desc[num].cost = 5;
- power_desc[num].stat = A_INT;
- power_desc[num].fail = 12;
- power_desc[num++].number = -1;
- break;
- case RACE_HALF_ORC:
- strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
- power_desc[num].level = 3;
- power_desc[num].cost = 5;
- power_desc[num].stat = A_WIS;
- power_desc[num].fail = warrior ? 5 : 10;
- power_desc[num++].number = -1;
- break;
- case RACE_HALF_TROLL:
- strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
- power_desc[num].level = 10;
- power_desc[num].cost = 12;
- power_desc[num].stat = A_STR;
- power_desc[num].fail = warrior ? 6 : 12;
- power_desc[num++].number = -1;
- break;
- case RACE_BARBARIAN:
- strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
- power_desc[num].level = 8;
- power_desc[num].cost = 10;
- power_desc[num].stat = A_STR;
- power_desc[num].fail = warrior ? 6 : 12;
- power_desc[num++].number = -1;
- break;
- case RACE_AMBERITE:
- strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
- power_desc[num].level = 30;
- power_desc[num].cost = 50;
- power_desc[num].stat = A_INT;
- power_desc[num].fail = 50;
- power_desc[num++].number = -1;
-
- strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
- power_desc[num].level = 40;
- power_desc[num].cost = 75;
- power_desc[num].stat = A_WIS;
- power_desc[num].fail = 50;
- power_desc[num++].number = -2;
- break;
- case RACE_HALF_OGRE:
- strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
- power_desc[num].level = 25;
- power_desc[num].cost = 35;
- power_desc[num].stat = A_INT;
- power_desc[num].fail = 15;
- power_desc[num++].number = -1;
- break;
- case RACE_HALF_GIANT:
- strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
- power_desc[num].level = 20;
- power_desc[num].cost = 10;
- power_desc[num].stat = A_STR;
- power_desc[num].fail = 12;
- power_desc[num++].number = -1;
- break;
- case RACE_HALF_TITAN:
- strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
- power_desc[num].level = 15;
- power_desc[num].cost = 10;
- power_desc[num].stat = A_INT;
- power_desc[num].fail = 12;
- power_desc[num++].number = -1;
- break;
- case RACE_CYCLOPS:
- sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
- power_desc[num].level = 20;
- power_desc[num].cost = 15;
- power_desc[num].stat = A_STR;
- power_desc[num].fail = 12;
- power_desc[num++].number = -1;
- break;
- case RACE_YEEK:
- strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
- power_desc[num].level = 15;
- power_desc[num].cost = 15;
- power_desc[num].stat = A_WIS;
- power_desc[num].fail = 10;
- power_desc[num++].number = -1;
- break;
- case RACE_SPECTRE:
- strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
- power_desc[num].level = 4;
- power_desc[num].cost = 6;
- power_desc[num].stat = A_INT;
- power_desc[num].fail = 3;
- power_desc[num++].number = -1;
- break;
- case RACE_KLACKON:
- sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
- power_desc[num].level = 9;
- power_desc[num].cost = 9;
- power_desc[num].stat = A_DEX;
- power_desc[num].fail = 14;
- power_desc[num++].number = -1;
- break;
- case RACE_KOBOLD:
- sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
- power_desc[num].level = 12;
- power_desc[num].cost = 8;
- power_desc[num].stat = A_DEX;
- power_desc[num].fail = 14;
- power_desc[num++].number = -1;
- break;
- case RACE_DARK_ELF:
- 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);
- power_desc[num].level = 2;
- power_desc[num].cost = 2;
- power_desc[num].stat = A_INT;
- power_desc[num].fail = 9;
- power_desc[num++].number = -1;
- break;
- case RACE_DRACONIAN:
- sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
- power_desc[num].level = 1;
- power_desc[num].cost = lvl;
- power_desc[num].stat = A_CON;
- power_desc[num].fail = 12;
- power_desc[num++].number = -1;
- break;
- case RACE_MIND_FLAYER:
- sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
- power_desc[num].level = 15;
- power_desc[num].cost = 12;
- power_desc[num].stat = A_INT;
- power_desc[num].fail = 14;
- power_desc[num++].number = -1;
- break;
- case RACE_IMP:
- 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);
- power_desc[num].level = 9;
- power_desc[num].cost = 15;
- power_desc[num].stat = A_WIS;
- power_desc[num].fail = 15;
- power_desc[num++].number = -1;
- break;
- case RACE_GOLEM:
- strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
- power_desc[num].level = 20;
- power_desc[num].cost = 15;
- power_desc[num].stat = A_CON;
- power_desc[num].fail = 8;
- power_desc[num++].number = -1;
- break;
- case RACE_SKELETON:
- case RACE_ZOMBIE:
- strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
- power_desc[num].level = 30;
- power_desc[num].cost = 30;
- power_desc[num].stat = A_WIS;
- power_desc[num].fail = 18;
- power_desc[num++].number = -1;
- break;
- case RACE_VAMPIRE:
- strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
- power_desc[num].level = 2;
- power_desc[num].cost = 1 + (lvl / 3);
- power_desc[num].stat = A_CON;
- power_desc[num].fail = 9;
- power_desc[num++].number = -1;
- break;
- case RACE_SPRITE:
- strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
- power_desc[num].level = 12;
- power_desc[num].cost = 12;
- power_desc[num].stat = A_INT;
- power_desc[num].fail = 15;
- power_desc[num++].number = -1;
- break;
- case RACE_DEMON:
- 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);
- power_desc[num].level = 15;
- power_desc[num].cost = 10 + lvl / 3;
- power_desc[num].stat = A_CON;
- power_desc[num].fail = 20;
- power_desc[num++].number = -1;
- break;
- case RACE_KUTAR:
- strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
- power_desc[num].level = 20;
- power_desc[num].cost = 15;
- power_desc[num].stat = A_CHR;
- power_desc[num].fail = 8;
- power_desc[num++].number = -1;
- break;
- case RACE_ANDROID:
- if (creature_ptr->lev < 10)
- {
- strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
- power_desc[num].level = 1;
- power_desc[num].cost = 7;
- power_desc[num].fail = 8;
- }
- else if (creature_ptr->lev < 25)
- {
- strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
- power_desc[num].level = 10;
- power_desc[num].cost = 13;
- power_desc[num].fail = 10;
- }
- else if (creature_ptr->lev < 35)
- {
- strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
- power_desc[num].level = 25;
- power_desc[num].cost = 26;
- power_desc[num].fail = 12;
- }
- else if (creature_ptr->lev < 45)
- {
- strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
- power_desc[num].level = 35;
- power_desc[num].cost = 40;
- power_desc[num].fail = 15;
- }
- else
- {
- strcpy(power_desc[num].name, _("ロケット", "Rocket"));
- power_desc[num].level = 45;
- power_desc[num].cost = 60;
- power_desc[num].fail = 18;
- }
- power_desc[num].stat = A_STR;
- power_desc[num++].number = -1;
- break;
- default:
- {
- break;
- }
- }
- }
-
- if (creature_ptr->muta1)
- {
- if (creature_ptr->muta1 & MUT1_SPIT_ACID)
- {
- strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
- power_desc[num].level = 9;
- power_desc[num].cost = 9;
- power_desc[num].stat = A_DEX;
- power_desc[num].fail = 15;
- power_desc[num++].number = MUT1_SPIT_ACID;
- }
-
- if (creature_ptr->muta1 & MUT1_BR_FIRE)
- {
- strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
- power_desc[num].level = 20;
- power_desc[num].cost = lvl;
- power_desc[num].stat = A_CON;
- power_desc[num].fail = 18;
- power_desc[num++].number = MUT1_BR_FIRE;
- }
-
- if (creature_ptr->muta1 & MUT1_HYPN_GAZE)
- {
- strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
- power_desc[num].level = 12;
- power_desc[num].cost = 12;
- power_desc[num].stat = A_CHR;
- power_desc[num].fail = 18;
- power_desc[num++].number = MUT1_HYPN_GAZE;
- }
-
- if (creature_ptr->muta1 & MUT1_TELEKINES)
- {
- strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
- power_desc[num].level = 9;
- power_desc[num].cost = 9;
- power_desc[num].stat = A_WIS;
- power_desc[num].fail = 14;
- power_desc[num++].number = MUT1_TELEKINES;
- }
-
- if (creature_ptr->muta1 & MUT1_VTELEPORT)
- {
- strcpy(power_desc[num].name, _("テレポート", "Teleport"));
- power_desc[num].level = 7;
- power_desc[num].cost = 7;
- power_desc[num].stat = A_WIS;
- power_desc[num].fail = 15;
- power_desc[num++].number = MUT1_VTELEPORT;
- }
-
- if (creature_ptr->muta1 & MUT1_MIND_BLST)
- {
- strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
- power_desc[num].level = 5;
- power_desc[num].cost = 3;
- power_desc[num].stat = A_WIS;
- power_desc[num].fail = 15;
- power_desc[num++].number = MUT1_MIND_BLST;
- }
-
- if (creature_ptr->muta1 & MUT1_RADIATION)
- {
- strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
- power_desc[num].level = 15;
- power_desc[num].cost = 15;
- power_desc[num].stat = A_CON;
- power_desc[num].fail = 14;
- power_desc[num++].number = MUT1_RADIATION;
- }
-
- if (creature_ptr->muta1 & MUT1_VAMPIRISM)
- {
- strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
- power_desc[num].level = 2;
- power_desc[num].cost = (1 + (lvl / 3));
- power_desc[num].stat = A_CON;
- power_desc[num].fail = 9;
- power_desc[num++].number = MUT1_VAMPIRISM;
- }
-
- if (creature_ptr->muta1 & MUT1_SMELL_MET)
- {
- strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
- power_desc[num].level = 3;
- power_desc[num].cost = 2;
- power_desc[num].stat = A_INT;
- power_desc[num].fail = 12;
- power_desc[num++].number = MUT1_SMELL_MET;
- }
-
- if (creature_ptr->muta1 & MUT1_SMELL_MON)
- {
- strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
- power_desc[num].level = 5;
- power_desc[num].cost = 4;
- power_desc[num].stat = A_INT;
- power_desc[num].fail = 15;
- power_desc[num++].number = MUT1_SMELL_MON;
- }
-
- if (creature_ptr->muta1 & MUT1_BLINK)
- {
- strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
- power_desc[num].level = 3;
- power_desc[num].cost = 3;
- power_desc[num].stat = A_WIS;
- power_desc[num].fail = 12;
- power_desc[num++].number = MUT1_BLINK;
- }
-
- if (creature_ptr->muta1 & MUT1_EAT_ROCK)
- {
- strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
- power_desc[num].level = 8;
- power_desc[num].cost = 12;
- power_desc[num].stat = A_CON;
- power_desc[num].fail = 18;
- power_desc[num++].number = MUT1_EAT_ROCK;
- }
-
- if (creature_ptr->muta1 & MUT1_SWAP_POS)
- {
- strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
- power_desc[num].level = 15;
- power_desc[num].cost = 12;
- power_desc[num].stat = A_DEX;
- power_desc[num].fail = 16;
- power_desc[num++].number = MUT1_SWAP_POS;
- }
-
- if (creature_ptr->muta1 & MUT1_SHRIEK)
- {
- strcpy(power_desc[num].name, _("叫び", "Shriek"));
- power_desc[num].level = 20;
- power_desc[num].cost = 14;
- power_desc[num].stat = A_CON;
- power_desc[num].fail = 16;
- power_desc[num++].number = MUT1_SHRIEK;
- }
-
- if (creature_ptr->muta1 & MUT1_ILLUMINE)
- {
- strcpy(power_desc[num].name, _("照明", "Illuminate"));
- power_desc[num].level = 3;
- power_desc[num].cost = 2;
- power_desc[num].stat = A_INT;
- power_desc[num].fail = 10;
- power_desc[num++].number = MUT1_ILLUMINE;
- }
-
- if (creature_ptr->muta1 & MUT1_DET_CURSE)
- {
- strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
- power_desc[num].level = 7;
- power_desc[num].cost = 14;
- power_desc[num].stat = A_WIS;
- power_desc[num].fail = 14;
- power_desc[num++].number = MUT1_DET_CURSE;
- }
-
- if (creature_ptr->muta1 & MUT1_BERSERK)
- {
- strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
- power_desc[num].level = 8;
- power_desc[num].cost = 8;
- power_desc[num].stat = A_STR;
- power_desc[num].fail = 14;
- power_desc[num++].number = MUT1_BERSERK;
- }
-
- if (creature_ptr->muta1 & MUT1_POLYMORPH)
- {
- strcpy(power_desc[num].name, _("変身", "Polymorph"));
- power_desc[num].level = 18;
- power_desc[num].cost = 20;
- power_desc[num].stat = A_CON;
- power_desc[num].fail = 18;
- power_desc[num++].number = MUT1_POLYMORPH;
- }
-
- if (creature_ptr->muta1 & MUT1_MIDAS_TCH)
- {
- strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
- power_desc[num].level = 10;
- power_desc[num].cost = 5;
- power_desc[num].stat = A_INT;
- power_desc[num].fail = 12;
- power_desc[num++].number = MUT1_MIDAS_TCH;
- }
-
- if (creature_ptr->muta1 & MUT1_GROW_MOLD)
- {
- strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
- power_desc[num].level = 1;
- power_desc[num].cost = 6;
- power_desc[num].stat = A_CON;
- power_desc[num].fail = 14;
- power_desc[num++].number = MUT1_GROW_MOLD;
- }
-
- if (creature_ptr->muta1 & MUT1_RESIST)
- {
- strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
- power_desc[num].level = 10;
- power_desc[num].cost = 12;
- power_desc[num].stat = A_CON;
- power_desc[num].fail = 12;
- power_desc[num++].number = MUT1_RESIST;
- }
-
- if (creature_ptr->muta1 & MUT1_EARTHQUAKE)
- {
- strcpy(power_desc[num].name, _("地震", "Earthquake"));
- power_desc[num].level = 12;
- power_desc[num].cost = 12;
- power_desc[num].stat = A_STR;
- power_desc[num].fail = 16;
- power_desc[num++].number = MUT1_EARTHQUAKE;
- }
-
- if (creature_ptr->muta1 & MUT1_EAT_MAGIC)
- {
- strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
- power_desc[num].level = 17;
- power_desc[num].cost = 1;
- power_desc[num].stat = A_WIS;
- power_desc[num].fail = 15;
- power_desc[num++].number = MUT1_EAT_MAGIC;
- }
-
- if (creature_ptr->muta1 & MUT1_WEIGH_MAG)
- {
- strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
- power_desc[num].level = 6;
- power_desc[num].cost = 6;
- power_desc[num].stat = A_INT;
- power_desc[num].fail = 10;
- power_desc[num++].number = MUT1_WEIGH_MAG;
- }
-
- if (creature_ptr->muta1 & MUT1_STERILITY)
- {
- strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
- power_desc[num].level = 12;
- power_desc[num].cost = 23;
- power_desc[num].stat = A_CHR;
- power_desc[num].fail = 15;
- power_desc[num++].number = MUT1_STERILITY;
- }
-
- if (creature_ptr->muta1 & MUT1_HIT_AND_AWAY)
- {
- strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
- power_desc[num].level = 10;
- power_desc[num].cost = 12;
- power_desc[num].stat = A_DEX;
- power_desc[num].fail = 14;
- power_desc[num++].number = MUT1_HIT_AND_AWAY;
- }
-
- if (creature_ptr->muta1 & MUT1_DAZZLE)
- {
- strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
- power_desc[num].level = 7;
- power_desc[num].cost = 15;
- power_desc[num].stat = A_CHR;
- power_desc[num].fail = 8;
- power_desc[num++].number = MUT1_DAZZLE;
- }
-
- if (creature_ptr->muta1 & MUT1_LASER_EYE)
- {
- strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
- power_desc[num].level = 7;
- power_desc[num].cost = 10;
- power_desc[num].stat = A_WIS;
- power_desc[num].fail = 9;
- power_desc[num++].number = MUT1_LASER_EYE;
- }
-
- if (creature_ptr->muta1 & MUT1_RECALL)
- {
- strcpy(power_desc[num].name, _("帰還", "Recall"));
- power_desc[num].level = 17;
- power_desc[num].cost = 50;
- power_desc[num].stat = A_INT;
- power_desc[num].fail = 16;
- power_desc[num++].number = MUT1_RECALL;
- }
-
- if (creature_ptr->muta1 & MUT1_BANISH)
- {
- strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
- power_desc[num].level = 25;
- power_desc[num].cost = 25;
- power_desc[num].stat = A_WIS;
- power_desc[num].fail = 18;
- power_desc[num++].number = MUT1_BANISH;
- }
-
- if (creature_ptr->muta1 & MUT1_COLD_TOUCH)
- {
- strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
- power_desc[num].level = 2;
- power_desc[num].cost = 2;
- power_desc[num].stat = A_CON;
- power_desc[num].fail = 11;
- power_desc[num++].number = MUT1_COLD_TOUCH;
- }
-
- if (creature_ptr->muta1 & MUT1_LAUNCHER)
- {
- strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
- power_desc[num].level = 1;
- power_desc[num].cost = lvl;
- power_desc[num].stat = A_STR;
- power_desc[num].fail = 6;
- /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
- power_desc[num++].number = 3;
- }
- }
-
- flag = FALSE;
- redraw = FALSE;
-
- (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?", "(Powers %c-%c, *=List, ESC=exit) Use which power? "),
- I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
-
- if (!repeat_pull(&i) || i < 0 || i >= num) {
- if (use_menu) screen_save();
-
- choice = (always_show_list || use_menu) ? ESCAPE : 1;
- while (!flag)
- {
- if (choice == ESCAPE) choice = ' ';
- else if (!get_com(out_val, &choice, FALSE))break;
-
- if (use_menu && choice != ' ')
- {
- switch (choice)
- {
- case '0':
- {
- screen_load();
- free_turn(creature_ptr);
- return;
- }
-
- case '8':
- case 'k':
- case 'K':
- {
- menu_line += (num - 1);
- break;
- }
-
- case '2':
- case 'j':
- case 'J':
- {
- menu_line++;
- break;
- }
-
- case '6':
- case 'l':
- case 'L':
- case '4':
- case 'h':
- case 'H':
- {
- if (menu_line > 18)
- menu_line -= 18;
- else if (menu_line + 18 <= num)
- menu_line += 18;
- break;
- }
-
- case 'x':
- case 'X':
- case '\r':
- {
- i = menu_line - 1;
- ask = FALSE;
- break;
- }
- }
- if (menu_line > num) menu_line -= num;
- }
- /* Request redraw */
- if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
- {
- /* Show the list */
- if (!redraw || use_menu)
- {
- byte y = 1, x = 0;
- int ctr = 0;
- char dummy[80];
- char letter;
- TERM_LEN x1, y1;
-
- strcpy(dummy, "");
- redraw = TRUE;
- if (!use_menu) screen_save();
-
- /* Print header(s) */
- if (num < 18)
- prt(_(" Lv MP 失率", " Lv Cost Fail"), y++, x);
- else
- prt(_(" Lv MP 失率 Lv MP 失率",
- " Lv Cost Fail Lv Cost Fail"), y++, x);
-
-
- /* Print list */
- while (ctr < num)
- {
- x1 = ((ctr < 18) ? x : x + 40);
- y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
-
- if (use_menu)
- {
- if (ctr == (menu_line - 1)) strcpy(dummy, _(" 》 ", " > "));
- else strcpy(dummy, " ");
- }
- else
- {
- /* letter/number for power selection */
- if (ctr < 26)
- letter = I2A(ctr);
- else
- letter = '0' + ctr - 26;
- sprintf(dummy, " %c) ", letter);
- }
- strcat(dummy, format("%-23.23s %2d %4d %3d%%",
- power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
- 100 - racial_chance(creature_ptr, &power_desc[ctr])));
- prt(dummy, y1, x1);
- ctr++;
- }
- }
-
- /* Hide the list */
- else
- {
- /* Hide list */
- redraw = FALSE;
- screen_load();
- }
-
- /* Redo asking */
- continue;
- }
-
- if (!use_menu)
- {
- if (choice == '\r' && num == 1)
- {
- choice = 'a';
- }
-
- if (isalpha(choice))
- {
- /* Note verify */
- ask = (isupper(choice));
-
- /* Lowercase */
- if (ask) choice = (char)tolower(choice);
-
- /* Extract request */
- i = (islower(choice) ? A2I(choice) : -1);
- }
- else
- {
- ask = FALSE; /* Can't uppercase digits */
-
- i = choice - '0' + 26;
- }
- }
-
- /* Totally Illegal */
- if ((i < 0) || (i >= num))
- {
- bell();
- continue;
- }
-
- /* Verify it */
- if (ask)
- {
- char tmp_val[160];
-
- /* Prompt */
- (void)strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
-
- /* Belay that order */
- if (!get_check(tmp_val)) continue;
- }
-
- /* Stop the loop */
- flag = TRUE;
- }
- if (redraw) screen_load();
-
- /* Abort if needed */
- if (!flag)
- {
- free_turn(creature_ptr);
- return;
- }
- repeat_push(i);
- } /*if (!repeat_pull(&i) || ...)*/
- switch (racial_aux(creature_ptr, &power_desc[i]))
- {
- case 1:
- if (power_desc[i].number < 0)
- cast = exe_racial_power(creature_ptr, power_desc[i].number);
- else
- cast = exe_mutation_power(creature_ptr, power_desc[i].number);
- break;
- case 0:
- cast = FALSE;
- break;
- case -1:
- cast = TRUE;
- break;
- }
-
- if (cast)
- {
- if (racial_cost)
- {
- int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
-
- /* If mana is not enough, player consumes hit point! */
- if (creature_ptr->csp < actual_racial_cost)
- {
- actual_racial_cost -= creature_ptr->csp;
- creature_ptr->csp = 0;
- take_hit(creature_ptr, DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
- }
- else creature_ptr->csp -= actual_racial_cost;
-
- creature_ptr->redraw |= (PR_HP | PR_MANA);
- creature_ptr->window |= (PW_PLAYER | PW_SPELL);
- }
- }
- else free_turn(creature_ptr);
-
- /* Success */
- return;
-}