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[Refactor] #37353 コメント整理 / Refactor comments.
[hengbandforosx/hengbandosx.git] / src / racial.c
1 /*!
2  * @file racial.c
3  * @brief レイシャルと突然変異の技能処理 / Racial powers (and mutations)
4  * @date 2014/01/08
5  * @author
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
11  */
12
13 #include "angband.h"
14 #include "cmd-magiceat.h"
15 #include "cmd-zapwand.h"
16 #include "cmd-pet.h"
17
18 #include "object-hook.h"
19
20 /*!
21  * @brief レイシャル「弾/矢の製造」処理 / do_cmd_cast calls this function if the player's class is 'archer'.
22  * Hook to determine if an object is contertible in an arrow/bolt
23  * @return 製造を実際に行ったらTRUE、キャンセルしたらFALSEを返す
24  */
25 static bool do_cmd_archer(void)
26 {
27         int ext=0;
28         char ch;
29
30         object_type     forge;
31         object_type     *q_ptr;
32
33         char com[80];
34         char o_name[MAX_NLEN];
35
36         q_ptr = &forge;
37
38         if(p_ptr->lev >= 20)
39                 sprintf(com, _("[S]弾, [A]矢, [B]クロスボウの矢 :", "Create [S]hots, Create [A]rrow or Create [B]olt ?"));
40         else if(p_ptr->lev >= 10)
41                 sprintf(com, _("[S]弾, [A]矢:", "Create [S]hots or Create [A]rrow ?"));
42         else
43                 sprintf(com, _("[S]弾:", "Create [S]hots ?"));
44
45         if (p_ptr->confused)
46         {
47                 msg_print(_("混乱してる!", "You are too confused!"));
48                 return FALSE;
49         }
50
51         if (p_ptr->blind)
52         {
53                 msg_print(_("目が見えない!", "You are blind!"));
54                 return FALSE;
55         }
56
57         while (TRUE)
58         {
59                 if (!get_com(com, &ch, TRUE))
60                 {
61                         return FALSE;
62                 }
63                 if (ch == 'S' || ch == 's')
64                 {
65                         ext = 1;
66                         break;
67                 }
68                 if ((ch == 'A' || ch == 'a')&&(p_ptr->lev >= 10))
69                 {
70                         ext = 2;
71                         break;
72                 }
73                 if ((ch == 'B' || ch == 'b')&&(p_ptr->lev >= 20))
74                 {
75                         ext = 3;
76                         break;
77                 }
78         }
79
80         /**********Create shots*********/
81         if (ext == 1)
82         {
83                 POSITION x, y;
84                 DIRECTION dir;
85                 cave_type *c_ptr;
86
87                 if (!get_rep_dir(&dir, FALSE)) return FALSE;
88                 y = p_ptr->y + ddy[dir];
89                 x = p_ptr->x + ddx[dir];
90                 c_ptr = &cave[y][x];
91
92                 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_CAN_DIG))
93                 {
94                         msg_print(_("そこには岩石がない。", "You need pile of rubble."));
95                         return FALSE;
96                 }
97                 else if (!cave_have_flag_grid(c_ptr, FF_CAN_DIG) || !cave_have_flag_grid(c_ptr, FF_HURT_ROCK))
98                 {
99                         msg_print(_("硬すぎて崩せなかった。", "You failed to make ammo."));
100                 }
101                 else
102                 {
103                         s16b slot;
104                         q_ptr = &forge;
105
106                         /* Hack -- Give the player some small firestones */
107                         object_prep(q_ptr, lookup_kind(TV_SHOT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
108                         q_ptr->number = (byte)rand_range(15,30);
109                         object_aware(q_ptr);
110                         object_known(q_ptr);
111                         apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
112                         q_ptr->discount = 99;
113
114                         slot = inven_carry(q_ptr);
115
116                         object_desc(o_name, q_ptr, 0);
117                         msg_format(_("%sを作った。", "You make some ammo."), o_name);
118
119                         /* Auto-inscription */
120                         if (slot >= 0) autopick_alter_item(slot, FALSE);
121
122                         /* Destroy the wall */
123                         cave_alter_feat(y, x, FF_HURT_ROCK);
124
125                         p_ptr->update |= (PU_FLOW);
126                 }
127         }
128         /**********Create arrows*********/
129         else if (ext == 2)
130         {
131                 OBJECT_IDX item;
132                 cptr q, s;
133                 s16b slot;
134
135                 item_tester_hook = item_tester_hook_convertible;
136
137                 q = _("どのアイテムから作りますか? ", "Convert which item? ");
138                 s = _("材料を持っていない。", "You have no item to convert.");
139                 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
140
141                 /* Get the item (in the pack) */
142                 if (item >= 0)
143                 {
144                         q_ptr = &inventory[item];
145                 }
146
147                 /* Get the item (on the floor) */
148                 else
149                 {
150                         q_ptr = &o_list[0 - item];
151                 }
152                 q_ptr = &forge;
153
154                 /* Hack -- Give the player some small firestones */
155                 object_prep(q_ptr, lookup_kind(TV_ARROW, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+ 1));
156                 q_ptr->number = (byte)rand_range(5, 10);
157                 object_aware(q_ptr);
158                 object_known(q_ptr);
159                 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
160
161                 q_ptr->discount = 99;
162
163                 object_desc(o_name, q_ptr, 0);
164                 msg_format(_("%sを作った。", "You make some ammo."), o_name);
165
166                 if (item >= 0)
167                 {
168                         inven_item_increase(item, -1);
169                         inven_item_describe(item);
170                         inven_item_optimize(item);
171                 }
172                 else
173                 {
174                         floor_item_increase(0 - item, -1);
175                         floor_item_describe(0 - item);
176                         floor_item_optimize(0 - item);
177                 }
178
179                 slot = inven_carry(q_ptr);
180
181                 /* Auto-inscription */
182                 if (slot >= 0) autopick_alter_item(slot, FALSE);
183         }
184         /**********Create bolts*********/
185         else if (ext == 3)
186         {
187                 OBJECT_IDX item;
188                 cptr q, s;
189                 s16b slot;
190
191                 item_tester_hook = item_tester_hook_convertible;
192
193                 q = _("どのアイテムから作りますか? ", "Convert which item? ");
194                 s = _("材料を持っていない。", "You have no item to convert.");
195                 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
196
197                 /* Get the item (in the pack) */
198                 if (item >= 0)
199                 {
200                         q_ptr = &inventory[item];
201                 }
202
203                 /* Get the item (on the floor) */
204                 else
205                 {
206                         q_ptr = &o_list[0 - item];
207                 }
208                 q_ptr = &forge;
209
210                 /* Hack -- Give the player some small firestones */
211                 object_prep(q_ptr, lookup_kind(TV_BOLT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+1));
212                 q_ptr->number = (byte)rand_range(4, 8);
213                 object_aware(q_ptr);
214                 object_known(q_ptr);
215                 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
216
217                 q_ptr->discount = 99;
218
219                 object_desc(o_name, q_ptr, 0);
220                 msg_format(_("%sを作った。", "You make some ammo."), o_name);
221
222                 if (item >= 0)
223                 {
224                         inven_item_increase(item, -1);
225                         inven_item_describe(item);
226                         inven_item_optimize(item);
227                 }
228                 else
229                 {
230                         floor_item_increase(0 - item, -1);
231                         floor_item_describe(0 - item);
232                         floor_item_optimize(0 - item);
233                 }
234
235                 slot = inven_carry(q_ptr);
236
237                 /* Auto-inscription */
238                 if (slot >= 0) autopick_alter_item(slot, FALSE);
239         }
240         return TRUE;
241 }
242
243 /*!
244  * @brief 魔道具術師の魔力取り込み処理
245  * @return 取り込みを実行したらTRUE、キャンセルしたらFALSEを返す
246  */
247 bool gain_magic(void)
248 {
249         OBJECT_IDX item;
250         PARAMETER_VALUE pval;
251         int ext = 0;
252         cptr q, s;
253         object_type *o_ptr;
254         char o_name[MAX_NLEN];
255
256         /* Only accept legal items */
257         item_tester_hook = item_tester_hook_recharge;
258
259         q = _("どのアイテムの魔力を取り込みますか? ", "Gain power of which item? ");
260         s = _("魔力を取り込めるアイテムがない。", "You have nothing to gain power.");
261
262         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
263
264         /* Get the item (in the pack) */
265         if (item >= 0)
266         {
267                 o_ptr = &inventory[item];
268         }
269
270         /* Get the item (on the floor) */
271         else
272         {
273                 o_ptr = &o_list[0 - item];
274         }
275
276         if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
277         {
278                 msg_print(_("この杖には発動の為の能力は何も備わっていないようだ。", "This staff doesn't have any magical ability."));
279                 return FALSE;
280         }
281
282
283         if (!object_is_known(o_ptr))
284         {
285                 msg_print(_("鑑定されていないと取り込めない。", "You need to identify before absorbing."));
286                 return FALSE;
287         }
288
289         if (o_ptr->timeout)
290         {
291                 msg_print(_("充填中のアイテムは取り込めない。", "This item is still charging."));
292                 return FALSE;
293         }
294
295         pval = o_ptr->pval;
296         if (o_ptr->tval == TV_ROD)
297                 ext = 72;
298         else if (o_ptr->tval == TV_WAND)
299                 ext = 36;
300
301         if (o_ptr->tval == TV_ROD)
302         {
303                 p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)o_ptr->number;
304                 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
305         }
306         else
307         {
308                 int num;
309                 for (num = o_ptr->number; num; num--)
310                 {
311                         int gain_num = pval;
312                         if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
313                         if (p_ptr->magic_num2[o_ptr->sval + ext])
314                         {
315                                 gain_num *= 256;
316                                 gain_num = (gain_num/3 + randint0(gain_num/3)) / 256;
317                                 if (gain_num < 1) gain_num = 1;
318                         }
319                         p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)gain_num;
320                         if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
321                         p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
322                         if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
323                         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;
324                         if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
325                 }
326         }
327
328         object_desc(o_name, o_ptr, 0);
329         msg_format(_("%sの魔力を取り込んだ。", "You absorb magic of %s."), o_name);
330
331         /* Eliminate the item (from the pack) */
332         if (item >= 0)
333         {
334                 inven_item_increase(item, -999);
335                 inven_item_describe(item);
336                 inven_item_optimize(item);
337         }
338
339         /* Eliminate the item (from the floor) */
340         else
341         {
342                 floor_item_increase(0 - item, -999);
343                 floor_item_describe(0 - item);
344                 floor_item_optimize(0 - item);
345         }
346         p_ptr->energy_use = 100;
347         return TRUE;
348 }
349
350 /*!
351  * @brief 魔法系コマンドを実行できるかの判定を返す
352  * @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。
353  */
354 static bool can_do_cmd_cast(void)
355 {
356         if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
357         {
358                 msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
359                 msg_print(NULL);
360                 return FALSE;
361         }
362         else if (p_ptr->anti_magic)
363         {
364                 msg_print(_("反魔法バリアが魔法を邪魔した!", "An anti-magic shell disrupts your magic!"));
365                 return FALSE;
366         }
367         else if (p_ptr->shero)
368         {
369                 msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
370                 return FALSE;
371         }
372         else
373                 return TRUE;
374 }
375
376 /*!
377  * @brief 修行僧の構え設定処理
378  * @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。
379  */
380 static bool choose_kamae(void)
381 {
382         char choice;
383         int new_kamae = 0;
384         int i;
385         char buf[80];
386
387         if (p_ptr->confused)
388         {
389                 msg_print(_("混乱していて構えられない!", "Too confused."));
390                 return FALSE;
391         }
392         screen_save();
393         prt(_(" a) 構えをとく", " a) No form"), 2, 20);
394
395         for (i = 0; i < MAX_KAMAE; i++)
396         {
397                 if (p_ptr->lev >= kamae_shurui[i].min_level)
398                 {
399                         sprintf(buf," %c) %-12s  %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
400                         prt(buf, 3+i, 20);
401                 }
402         }
403
404         prt("", 1, 0);
405         prt(_("        どの構えをとりますか?", "        Choose Form: "), 1, 14);
406
407         while(1)
408         {
409                 choice = inkey();
410
411                 if (choice == ESCAPE)
412                 {
413                         screen_load();
414                         return FALSE;
415                 }
416                 else if ((choice == 'a') || (choice == 'A'))
417                 {
418                         if (p_ptr->action == ACTION_KAMAE)
419                         {
420                                 set_action(ACTION_NONE);
421                         }
422                         else
423                                 msg_print(_("もともと構えていない。", "You are not assuming a posture."));
424                         screen_load();
425                         return TRUE;
426                 }
427                 else if ((choice == 'b') || (choice == 'B'))
428                 {
429                         new_kamae = 0;
430                         break;
431                 }
432                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
433                 {
434                         new_kamae = 1;
435                         break;
436                 }
437                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
438                 {
439                         new_kamae = 2;
440                         break;
441                 }
442                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
443                 {
444                         new_kamae = 3;
445                         break;
446                 }
447         }
448         set_action(ACTION_KAMAE);
449
450         if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
451         {
452                 msg_print(_("構え直した。", "You reassume a posture."));
453         }
454         else
455         {
456                 p_ptr->special_defense &= ~(KAMAE_MASK);
457                 p_ptr->update |= (PU_BONUS);
458                 p_ptr->redraw |= (PR_STATE);
459                 msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
460                 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
461         }
462         p_ptr->redraw |= PR_STATE;
463         screen_load();
464         return TRUE;
465 }
466
467 /*!
468  * @brief 剣術家の型設定処理
469  * @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。
470  */
471 static bool choose_kata(void)
472 {
473         char choice;
474         int new_kata = 0;
475         int i;
476         char buf[80];
477
478         if (p_ptr->confused)
479         {
480                 msg_print(_("混乱していて構えられない!", "Too confused."));
481                 return FALSE;
482         }
483
484         if (p_ptr->stun)
485         {
486                 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
487                 return FALSE;
488         }
489
490         if (p_ptr->afraid)
491         {
492                 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
493                 return FALSE;
494         }
495         screen_save();
496         prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
497
498         for (i = 0; i < MAX_KATA; i++)
499         {
500                 if (p_ptr->lev >= kata_shurui[i].min_level)
501                 {
502                         sprintf(buf,_(" %c) %sの型    %s", " %c) Form of %-12s  %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
503                         prt(buf, 3+i, 20);
504                 }
505         }
506
507         prt("", 1, 0);
508         prt(_("        どの型で構えますか?", "        Choose Form: "), 1, 14);
509
510         while(1)
511         {
512                 choice = inkey();
513
514                 if (choice == ESCAPE)
515                 {
516                         screen_load();
517                         return FALSE;
518                 }
519                 else if ((choice == 'a') || (choice == 'A'))
520                 {
521                         if (p_ptr->action == ACTION_KATA)
522                         {
523                                 set_action(ACTION_NONE);
524                         }
525                         else
526                                 msg_print(_("もともと構えていない。", "You are not assuming posture."));
527                         screen_load();
528                         return TRUE;
529                 }
530                 else if ((choice == 'b') || (choice == 'B'))
531                 {
532                         new_kata = 0;
533                         break;
534                 }
535                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
536                 {
537                         new_kata = 1;
538                         break;
539                 }
540                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
541                 {
542                         new_kata = 2;
543                         break;
544                 }
545                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
546                 {
547                         new_kata = 3;
548                         break;
549                 }
550         }
551         set_action(ACTION_KATA);
552
553         if (p_ptr->special_defense & (KATA_IAI << new_kata))
554         {
555                 msg_print(_("構え直した。", "You reassume a posture."));
556         }
557         else
558         {
559                 p_ptr->special_defense &= ~(KATA_MASK);
560                 p_ptr->update |= (PU_BONUS);
561                 p_ptr->update |= (PU_MONSTERS);
562                 msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
563                 p_ptr->special_defense |= (KATA_IAI << new_kata);
564         }
565         p_ptr->redraw |= (PR_STATE);
566         p_ptr->redraw |= (PR_STATUS);
567         screen_load();
568         return TRUE;
569 }
570
571
572 /*!
573  * @brief レイシャル・パワー情報のtypedef
574  */
575 typedef struct power_desc_type power_desc_type;
576
577 /*!
578  * @brief レイシャル・パワー情報の構造体定義
579  */
580 struct power_desc_type
581 {
582         char name[80];      //!<レイシャル名
583         PLAYER_LEVEL level;     //!<体得レベル
584         int cost;
585         int stat;
586         int fail;
587         int number;
588 };
589
590
591 /*!
592  * @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
593  * @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
594  * @return 成功率(%)を返す
595  */
596 static PERCENTAGE racial_chance(power_desc_type *pd_ptr)
597 {
598         PLAYER_LEVEL min_level  = pd_ptr->level;
599         int difficulty = pd_ptr->fail;
600
601         int i;
602         int val;
603         int sum = 0;
604         int stat = p_ptr->stat_cur[pd_ptr->stat];
605
606         /* No chance for success */
607         if ((p_ptr->lev < min_level) || p_ptr->confused)
608         {
609                 return (0);
610         }
611
612         if (difficulty == 0) return 100;
613
614         /* Calculate difficulty */
615         if (p_ptr->stun)
616         {
617                 difficulty += p_ptr->stun;
618         }
619         else if (p_ptr->lev > min_level)
620         {
621                 int lev_adj = ((p_ptr->lev - min_level) / 3);
622                 if (lev_adj > 10) lev_adj = 10;
623                 difficulty -= lev_adj;
624         }
625
626         if (difficulty < 5) difficulty = 5;
627
628         /* We only need halfs of the difficulty */
629         difficulty = difficulty / 2;
630
631         for (i = 1; i <= stat; i++)
632         {
633                 val = i - difficulty;
634                 if (val > 0)
635                         sum += (val <= difficulty) ? val : difficulty;
636         }
637
638         if (difficulty == 0)
639                 return (100);
640         else
641                 return (((sum * 100) / difficulty) / stat);
642 }
643
644
645 static int  racial_cost;
646
647 /*!
648  * @brief レイシャル・パワーの発動の判定処理
649  * @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
650  * @return
651  * 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。
652  * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
653  */
654 static int racial_aux(power_desc_type *pd_ptr)
655 {
656         s16b min_level  = pd_ptr->level;
657         int  use_stat   = pd_ptr->stat;
658         int  difficulty = pd_ptr->fail;
659         int  use_hp = 0;
660
661         racial_cost = pd_ptr->cost;
662
663         /* Not enough mana - use hp */
664         if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
665
666         /* Power is not available yet */
667         if (p_ptr->lev < min_level)
668         {
669                 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。", 
670                                          "You need to attain level %d to use this power."), min_level);
671
672                 p_ptr->energy_use = 0;
673                 return 0;
674         }
675
676         /* Too confused */
677         else if (p_ptr->confused)
678         {
679                 msg_print(_("混乱していてその能力は使えない。", "You are too confused to use this power."));
680                 p_ptr->energy_use = 0;
681                 return 0;
682         }
683
684         /* Risk death? */
685         else if (p_ptr->chp < use_hp)
686         {
687                 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? ")))
688                 {
689                         p_ptr->energy_use = 0;
690                         return 0;
691                 }
692         }
693
694         /* Else attempt to do it! */
695
696         if (difficulty)
697         {
698                 if (p_ptr->stun)
699                 {
700                         difficulty += p_ptr->stun;
701                 }
702                 else if (p_ptr->lev > min_level)
703                 {
704                         int lev_adj = ((p_ptr->lev - min_level) / 3);
705                         if (lev_adj > 10) lev_adj = 10;
706                         difficulty -= lev_adj;
707                 }
708
709                 if (difficulty < 5) difficulty = 5;
710         }
711
712         /* take time and pay the price */
713         p_ptr->energy_use = 100;
714
715         /* Success? */
716         if (randint1(p_ptr->stat_cur[use_stat]) >=
717             ((difficulty / 2) + randint1(difficulty / 2)))
718         {
719                 return 1;
720         }
721
722         if (flush_failure) flush();
723         msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
724
725         return -1;
726 }
727
728
729 /*!
730  * @brief レイシャル・パワー発動処理
731  * @param command 発動するレイシャルのID
732  * @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。
733  */
734 static bool cmd_racial_power_aux(s32b command)
735 {
736         PLAYER_LEVEL plev = p_ptr->lev;
737         DIRECTION dir = 0;
738
739         if (command <= -3)
740         {
741                 switch (p_ptr->pclass)
742                 {
743                 case CLASS_WARRIOR:
744                 {
745                         int y = 0, x = 0, i;
746                         cave_type       *c_ptr;
747
748                         for (i = 0; i < 6; i++)
749                         {
750                                 dir = randint0(8);
751                                 y = p_ptr->y + ddy_ddd[dir];
752                                 x = p_ptr->x + ddx_ddd[dir];
753                                 c_ptr = &cave[y][x];
754
755                                 /* Hack -- attack monsters */
756                                 if (c_ptr->m_idx)
757                                         py_attack(y, x, 0);
758                                 else
759                                 {
760                                         msg_print(_("攻撃が空をきった。", "You attack the empty air."));
761                                 }
762                         }
763                         break;
764                 }
765                 case CLASS_HIGH_MAGE:
766                 if (p_ptr->realm1 == REALM_HEX)
767                 {
768                         bool retval = stop_hex_spell();
769                         if (retval) p_ptr->energy_use = 10;
770                         return (retval);
771                 }
772                 case CLASS_MAGE:
773                 /* case CLASS_HIGH_MAGE: */
774                 case CLASS_SORCERER:
775                 {
776                         if (!eat_magic(p_ptr->lev * 2)) return FALSE;
777                         break;
778                 }
779                 case CLASS_PRIEST:
780                 {
781                         if (is_good_realm(p_ptr->realm1))
782                         {
783                                 if (!bless_weapon()) return FALSE;
784                         }
785                         else
786                         {
787                                 (void)dispel_monsters(plev * 4);
788                                 turn_monsters(plev * 4);
789                                 banish_monsters(plev * 4);
790                         }
791                         break;
792                 }
793                 case CLASS_ROGUE:
794                 {
795                         if(!panic_hit()) return FALSE;
796                         break;
797                 }
798                 case CLASS_RANGER:
799                 case CLASS_SNIPER:
800                 {
801                         msg_print(_("敵を調査した...", "You examine your foes..."));
802                         probing();
803                         break;
804                 }
805                 case CLASS_PALADIN:
806                 {
807                         if (!get_aim_dir(&dir)) return FALSE;
808                         fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
809                                   dir, plev * 3);
810                         break;
811                 }
812                 case CLASS_WARRIOR_MAGE:
813                 {
814                         if (command == -3)
815                         {
816                                 int gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev, 
817                                                                 _("HPからMPへの無謀な変換", "thoughtless convertion from HP to SP"), -1) / 5;
818                                 if (gain_sp)
819                                 {
820                                         p_ptr->csp += gain_sp;
821                                         if (p_ptr->csp > p_ptr->msp)
822                                         {
823                                                 p_ptr->csp = p_ptr->msp;
824                                                 p_ptr->csp_frac = 0;
825                                         }
826                                 }
827                                 else
828                                 {
829                                         msg_print(_("変換に失敗した。", "You failed to convert."));
830                                 }
831                         }
832                         else if (command == -4)
833                         {
834                                 if (p_ptr->csp >= p_ptr->lev / 5)
835                                 {
836                                         p_ptr->csp -= p_ptr->lev / 5;
837                                         hp_player(p_ptr->lev);
838                                 }
839                                 else
840                                 {
841                                         msg_print(_("変換に失敗した。", "You failed to convert."));
842                                 }
843                         }
844
845                         /* Redraw mana and hp */
846                         p_ptr->redraw |= (PR_HP | PR_MANA);
847
848                         break;
849                 }
850                 case CLASS_CHAOS_WARRIOR:
851                 {
852                         msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
853                         slow_monsters(p_ptr->lev);
854                         stun_monsters(p_ptr->lev * 4);
855                         confuse_monsters(p_ptr->lev * 4);
856                         turn_monsters(p_ptr->lev * 4);
857                         stasis_monsters(p_ptr->lev * 4);
858                         break;
859                 }
860                 case CLASS_MONK:
861                 {
862                         if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
863                         {
864                                 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
865                                 return FALSE;
866                         }
867                         if (p_ptr->riding)
868                         {
869                                 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
870                                 return FALSE;
871                         }
872
873                         if (command == -3)
874                         {
875                                 if (!choose_kamae()) return FALSE;
876                                 p_ptr->update |= (PU_BONUS);
877                         }
878                         else if (command == -4)
879                         {
880                                 POSITION x, y;
881
882                                 if (!get_rep_dir(&dir, FALSE)) return FALSE;
883                                 y = p_ptr->y + ddy[dir];
884                                 x = p_ptr->x + ddx[dir];
885                                 if (cave[y][x].m_idx)
886                                 {
887                                         if (one_in_(2)) 
888                                                 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!!!", 
889                                                                         "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
890                                         else
891                                                 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!!!",
892                                                                         "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
893
894                                         py_attack(y, x, 0);
895                                         if (cave[y][x].m_idx)
896                                         {
897                                                 handle_stuff();
898                                                 py_attack(y, x, 0);
899                                         }
900                                         p_ptr->energy_need += ENERGY_NEED();
901                                 }
902                                 else
903                                 {
904                                         msg_print(_("その方向にはモンスターはいません。", "You don't see any monster in this direction"));
905                                         msg_print(NULL);
906                                 }
907                         }
908                         break;
909                 }
910                 case CLASS_MINDCRAFTER:
911                 case CLASS_FORCETRAINER:
912                 {
913                         if (total_friends)
914                         {
915                                 msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
916                                 return FALSE;
917                         }
918                         msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
919
920                         p_ptr->csp += (3 + p_ptr->lev/20);
921                         if (p_ptr->csp >= p_ptr->msp)
922                         {
923                                 p_ptr->csp = p_ptr->msp;
924                                 p_ptr->csp_frac = 0;
925                         }
926
927                         /* Redraw mana */
928                         p_ptr->redraw |= (PR_MANA);
929                         break;
930                 }
931                 case CLASS_TOURIST:
932                 {
933                         if (command == -3)
934                         {
935                                 if (!get_aim_dir(&dir)) return FALSE;
936                                 project_length = 1;
937                                 fire_beam(GF_PHOTO, dir, 1);
938                         }
939                         else if (command == -4)
940                         {
941                                 if (!identify_fully(FALSE)) return FALSE;
942                         }
943                         break;
944                 }
945                 case CLASS_IMITATOR:
946                 {
947                         handle_stuff();
948                         if (!do_cmd_mane(TRUE)) return FALSE;
949                         break;
950                 }
951                 case CLASS_BEASTMASTER:
952                 {
953                         if (command == -3)
954                         {
955                                 if (!get_aim_dir(&dir)) return FALSE;
956                                 (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
957                         }
958                         else if (command == -4)
959                         {
960                                 project_hack(GF_CHARM_LIVING, p_ptr->lev);
961                         }
962                         break;
963                 }
964                 case CLASS_ARCHER:
965                 {
966                         if (!do_cmd_archer()) return FALSE;
967                         break;
968                 }
969                 case CLASS_MAGIC_EATER:
970                 {
971                         if (command == -3) {
972                                 if (!gain_magic()) return FALSE;
973                         } else if (command == -4) {
974                                 if (!can_do_cmd_cast()) return FALSE;
975                                 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
976                         }
977                         break;
978                 }
979                 case CLASS_BARD:
980                 {
981                         /* Singing is already stopped */
982                         if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
983
984                         stop_singing();
985                         p_ptr->energy_use = 10;
986                         break;
987                 }
988                 case CLASS_RED_MAGE:
989                 {
990                         if (!can_do_cmd_cast()) return FALSE;
991                         handle_stuff();
992                         do_cmd_cast();
993                         handle_stuff();
994                         if (!p_ptr->paralyzed && can_do_cmd_cast())
995                                 do_cmd_cast();
996                         break;
997                 }
998                 case CLASS_SAMURAI:
999                 {
1000                         if (command == -3)
1001                         {
1002                                 int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
1003
1004                                 if (total_friends)
1005                                 {
1006                                         msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
1007                                         return FALSE;
1008                                 }
1009                                 if (p_ptr->special_defense & KATA_MASK)
1010                                 {
1011                                         msg_print(_("今は構えに集中している。", "You need concentration on your form."));
1012                                         return FALSE;
1013                                 }
1014                                 msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
1015
1016                                 p_ptr->csp += p_ptr->msp / 2;
1017                                 if (p_ptr->csp >= max_csp)
1018                                 {
1019                                         p_ptr->csp = max_csp;
1020                                         p_ptr->csp_frac = 0;
1021                                 }
1022
1023                                 /* Redraw mana */
1024                                 p_ptr->redraw |= (PR_MANA);
1025                         }
1026                         else if (command == -4)
1027                         {
1028                                 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
1029                                 {
1030                                         msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
1031                                         return FALSE;
1032                                 }
1033                                 if (!choose_kata()) return FALSE;
1034                                 p_ptr->update |= (PU_BONUS);
1035                         }
1036                         break;
1037                 }
1038                 case CLASS_BLUE_MAGE:
1039                 {
1040                         if (p_ptr->action == ACTION_LEARN)
1041                         {
1042                                 set_action(ACTION_NONE);
1043                         }
1044                         else
1045                         {
1046                                 set_action(ACTION_LEARN);
1047                         }
1048                         p_ptr->energy_use = 0;
1049                         break;
1050                 }
1051                 case CLASS_CAVALRY:
1052                 {
1053                         char m_name[80];
1054                         monster_type *m_ptr;
1055                         monster_race *r_ptr;
1056                         int rlev;
1057
1058                         if (p_ptr->riding)
1059                         {
1060                                 msg_print(_("今は乗馬中だ。", "You ARE riding."));
1061                                 return FALSE;
1062                         }
1063                         if (!do_riding(TRUE)) return TRUE;
1064                         m_ptr = &m_list[p_ptr->riding];
1065                         r_ptr = &r_info[m_ptr->r_idx];
1066                         monster_desc(m_name, m_ptr, 0);
1067                         msg_format(_("%sに乗った。", "You ride on %s."),m_name);
1068                         if (is_pet(m_ptr)) break;
1069                         rlev = r_ptr->level;
1070                         if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
1071                         if (rlev > 60) rlev = 60+(rlev-60)/2;
1072                         if ((randint1(p_ptr->skill_exp[GINOU_RIDING] / 120 + p_ptr->lev * 2 / 3) > rlev)
1073                             && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle
1074                             && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
1075                             && (rlev < p_ptr->lev * 3 / 2 + randint0(p_ptr->lev / 5)))
1076                         {
1077                                 msg_format(_("%sを手なずけた。", "You tame %s."),m_name);
1078                                 set_pet(m_ptr);
1079                         }
1080                         else
1081                         {
1082                                 msg_format(_("%sに振り落とされた!", "You have thrown off by %s."),m_name);
1083                                 rakuba(1,TRUE);
1084
1085                                 /* Paranoia */
1086                                 /* 落馬処理に失敗してもとにかく乗馬解除 */
1087                                 p_ptr->riding = 0;
1088                         }
1089                         break;
1090                 }
1091                 case CLASS_BERSERKER:
1092                 {
1093                         if (!word_of_recall()) return FALSE;
1094                         break;
1095                 }
1096                 case CLASS_SMITH:
1097                 {
1098                         if (p_ptr->lev > 29)
1099                         {
1100                                 if (!identify_fully(TRUE)) return FALSE;
1101                         }
1102                         else
1103                         {
1104                                 if (!ident_spell(TRUE)) return FALSE;
1105                         }
1106                         break;
1107                 }
1108                 case CLASS_MIRROR_MASTER:
1109                 {
1110                         if (command == -3)
1111                         {
1112                                 /* Explode all mirrors */
1113                                 remove_all_mirrors(TRUE);
1114                         }
1115                         else if (command == -4)
1116                         {
1117                                 if (total_friends)
1118                                 {
1119                                         msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
1120                                         return FALSE;
1121                                 }
1122                                 if (is_mirror_grid(&cave[p_ptr->y][p_ptr->x]))
1123                                 {
1124                                         msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
1125
1126                                         p_ptr->csp += (5 + p_ptr->lev * p_ptr->lev / 100);
1127                                         if (p_ptr->csp >= p_ptr->msp)
1128                                         {
1129                                                 p_ptr->csp = p_ptr->msp;
1130                                                 p_ptr->csp_frac = 0;
1131                                         }
1132
1133                                         /* Redraw mana */
1134                                         p_ptr->redraw |= (PR_MANA);
1135                                 }
1136                                 else
1137                                 {
1138                                         msg_print(_("鏡の上でないと集中できない!", "Here are not any mirrors!"));
1139                                 }
1140                         }
1141                         break;
1142                 }
1143                 case CLASS_NINJA:
1144                 {
1145                         if (p_ptr->action == ACTION_HAYAGAKE)
1146                         {
1147                                 set_action(ACTION_NONE);
1148                         }
1149                         else
1150                         {
1151                                 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
1152                                 feature_type *f_ptr = &f_info[c_ptr->feat];
1153
1154                                 if (!have_flag(f_ptr->flags, FF_PROJECT) ||
1155                                     (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
1156                                 {
1157                                         msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
1158                                 }
1159                                 else
1160                                 {
1161                                         set_action(ACTION_HAYAGAKE);
1162                                 }
1163                         }
1164
1165
1166                         p_ptr->energy_use = 0;
1167                         break;
1168                 }
1169
1170                 }
1171         }
1172         else if (p_ptr->mimic_form)
1173         {
1174                 switch (p_ptr->mimic_form)
1175                 {
1176                 case MIMIC_DEMON:
1177                 case MIMIC_DEMON_LORD:
1178                 {
1179                         int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1180                         if (!get_aim_dir(&dir)) return FALSE;
1181                         stop_mouth();
1182 #ifdef JP
1183                         msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎"));
1184 #else
1185                         msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1186 #endif
1187
1188                         fire_breath(type, dir, plev * 3, (plev / 15) + 1);
1189                         break;
1190                 }
1191                 case MIMIC_VAMPIRE:
1192                         vampirism();
1193                         break;
1194                 }
1195         }
1196
1197         else 
1198         {
1199
1200         switch (p_ptr->prace)
1201         {
1202                 case RACE_DWARF:
1203                         msg_print(_("周囲を調べた。", "You examine your surroundings."));
1204                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1205                         (void)detect_doors(DETECT_RAD_DEFAULT);
1206                         (void)detect_stairs(DETECT_RAD_DEFAULT);
1207                         break;
1208
1209                 case RACE_HOBBIT:
1210                         {
1211                                 object_type *q_ptr;
1212                                 object_type forge;
1213                                 q_ptr = &forge;
1214
1215                                 /* Create the food ration */
1216                                 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
1217
1218                                 /* Drop the object from heaven */
1219                                 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
1220                                 msg_print(_("食事を料理して作った。", "You cook some food."));
1221                         }
1222                         break;
1223
1224                 case RACE_GNOME:
1225                         msg_print(_("パッ!", "Blink!"));
1226                         teleport_player(10, 0L);
1227                         break;
1228
1229                 case RACE_HALF_ORC:
1230                         msg_print(_("勇気を出した。", "You play tough."));
1231                         (void)set_afraid(0);
1232                         break;
1233
1234                 case RACE_HALF_TROLL:
1235                         msg_print(_("うがぁぁ!", "RAAAGH!"));
1236                         (void)berserk(10 + randint1(plev));
1237                         break;
1238
1239                 case RACE_AMBERITE:
1240                         if (command == -1)
1241                         {
1242                                 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
1243                                 alter_reality();
1244                         }
1245                         else if (command == -2)
1246                         {
1247                                 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..."));
1248
1249                                 (void)true_healing(0);
1250                                 (void)restore_all_status();
1251                                 (void)restore_level();
1252                         }
1253                         break;
1254
1255                 case RACE_BARBARIAN:
1256                         msg_print(_("うぉぉおお!", "Raaagh!"));
1257                         (void)berserk(10 + randint1(plev));
1258                         break;
1259
1260                 case RACE_HALF_OGRE:
1261                         msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
1262                         explosive_rune();
1263                         break;
1264
1265                 case RACE_HALF_GIANT:
1266                         if (!get_aim_dir(&dir)) return FALSE;
1267                         (void)wall_to_mud(dir, 20 + randint1(30));
1268                         break;
1269
1270                 case RACE_HALF_TITAN:
1271                         msg_print(_("敵を調査した...", "You examine your foes..."));
1272                         probing();
1273                         break;
1274
1275                 case RACE_CYCLOPS:
1276                         if (!get_aim_dir(&dir)) return FALSE;
1277                         msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
1278                         fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
1279                         break;
1280
1281                 case RACE_YEEK:
1282                         if (!get_aim_dir(&dir)) return FALSE;
1283                         stop_mouth();
1284                         msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
1285                         (void)fear_monster(dir, plev);
1286                         break;
1287
1288                 case RACE_KLACKON:
1289                         if (!get_aim_dir(&dir)) return FALSE;
1290                         stop_mouth();
1291                         msg_print(_("酸を吐いた。", "You spit acid."));
1292                         if (plev < 25) fire_bolt(GF_ACID, dir, plev);
1293                         else fire_ball(GF_ACID, dir, plev, 2);
1294                         break;
1295
1296                 case RACE_KOBOLD:
1297                         if (!get_aim_dir(&dir)) return FALSE;
1298                         msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
1299                         fire_bolt(GF_POIS, dir, plev);
1300                         break;
1301
1302                 case RACE_NIBELUNG:
1303                         msg_print(_("周囲を調査した。", "You examine your surroundings."));
1304                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1305                         (void)detect_doors(DETECT_RAD_DEFAULT);
1306                         (void)detect_stairs(DETECT_RAD_DEFAULT);
1307                         break;
1308
1309                 case RACE_DARK_ELF:
1310                         if (!get_aim_dir(&dir)) return FALSE;
1311                         msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
1312                         fire_bolt_or_beam(10, GF_MISSILE, dir,
1313                             damroll(3 + ((plev - 1) / 5), 4));
1314                         break;
1315
1316                 case RACE_DRACONIAN:
1317                         {
1318                                 int  Type = (one_in_(3) ? GF_COLD : GF_FIRE);
1319 #ifdef JP
1320                                 cptr Type_desc = ((Type == GF_COLD) ? "冷気" : "炎");
1321 #else
1322                                 cptr Type_desc = ((Type == GF_COLD) ? "cold" : "fire");
1323 #endif
1324
1325                                 if (!get_aim_dir(&dir)) return FALSE;
1326
1327                                 if (randint1(100) < plev)
1328                                 {
1329                                         switch (p_ptr->pclass)
1330                                         {
1331                                                 case CLASS_WARRIOR:
1332                                                 case CLASS_BERSERKER:
1333                                                 case CLASS_RANGER:
1334                                                 case CLASS_TOURIST:
1335                                                 case CLASS_IMITATOR:
1336                                                 case CLASS_ARCHER:
1337                                                 case CLASS_SMITH:
1338                                                         if (one_in_(3))
1339                                                         {
1340                                                                 Type = GF_MISSILE;
1341                                                                 Type_desc = _("エレメント", "the elements");
1342                                                         }
1343                                                         else
1344                                                         {
1345                                                                 Type = GF_SHARDS;
1346                                                                 Type_desc = _("破片", "shards");
1347                                                         }
1348                                                         break;
1349                                                 case CLASS_MAGE:
1350                                                 case CLASS_WARRIOR_MAGE:
1351                                                 case CLASS_HIGH_MAGE:
1352                                                 case CLASS_SORCERER:
1353                                                 case CLASS_MAGIC_EATER:
1354                                                 case CLASS_RED_MAGE:
1355                                                 case CLASS_BLUE_MAGE:
1356                                                 case CLASS_MIRROR_MASTER:
1357                                                         if (one_in_(3))
1358                                                         {
1359                                                                 Type = GF_MANA;
1360                                                                 Type_desc = _("魔力", "mana");
1361                                                         }
1362                                                         else
1363                                                         {
1364                                                                 Type = GF_DISENCHANT;
1365                                                                 Type_desc = _("劣化", "disenchantment");
1366                                                         }
1367                                                         break;
1368                                                 case CLASS_CHAOS_WARRIOR:
1369                                                         if (!one_in_(3))
1370                                                         {
1371                                                                 Type = GF_CONFUSION;
1372                                                                 Type_desc = _("混乱", "confusion");
1373                                                         }
1374                                                         else
1375                                                         {
1376                                                                 Type = GF_CHAOS;
1377                                                                 Type_desc = _("カオス", "chaos");
1378                                                         }
1379                                                         break;
1380                                                 case CLASS_MONK:
1381                                                 case CLASS_SAMURAI:
1382                                                 case CLASS_FORCETRAINER:
1383                                                         if (!one_in_(3))
1384                                                         {
1385                                                                 Type = GF_CONFUSION;
1386                                                                 Type_desc = _("混乱", "confusion");
1387                                                         }
1388                                                         else
1389                                                         {
1390                                                                 Type = GF_SOUND;
1391                                                                 Type_desc = _("轟音", "sound");
1392                                                         }
1393                                                         break;
1394                                                 case CLASS_MINDCRAFTER:
1395                                                         if (!one_in_(3))
1396                                                         {
1397                                                                 Type = GF_CONFUSION;
1398                                                                 Type_desc = _("混乱", "confusion");
1399                                                         }
1400                                                         else
1401                                                         {
1402                                                                 Type = GF_PSI;
1403                                                                 Type_desc = _("精神エネルギー", "mental energy");
1404                                                         }
1405                                                         break;
1406                                                 case CLASS_PRIEST:
1407                                                 case CLASS_PALADIN:
1408                                                         if (one_in_(3))
1409                                                         {
1410                                                                 Type = GF_HELL_FIRE;
1411                                                                 Type_desc = _("地獄の劫火", "hellfire");
1412                                                         }
1413                                                         else
1414                                                         {
1415                                                                 Type = GF_HOLY_FIRE;
1416                                                                 Type_desc = _("聖なる炎", "holy fire");
1417                                                         }
1418                                                         break;
1419                                                 case CLASS_ROGUE:
1420                                                 case CLASS_NINJA:
1421                                                         if (one_in_(3))
1422                                                         {
1423                                                                 Type = GF_DARK;
1424                                                                 Type_desc = _("暗黒", "darkness");
1425                                                         }
1426                                                         else
1427                                                         {
1428                                                                 Type = GF_POIS;
1429                                                                 Type_desc = _("毒", "poison");
1430                                                         }
1431                                                         break;
1432                                                 case CLASS_BARD:
1433                                                         if (!one_in_(3))
1434                                                         {
1435                                                                 Type = GF_SOUND;
1436                                                                 Type_desc = _("轟音", "sound");
1437                                                         }
1438                                                         else
1439                                                         {
1440                                                                 Type = GF_CONFUSION;
1441                                                                 Type_desc = _("混乱", "confusion");
1442                                                         }
1443                                                         break;
1444                                         }
1445                                 }
1446
1447                                 stop_mouth();
1448                                 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
1449
1450                                 fire_breath(Type, dir, plev * 2, (plev / 15) + 1);
1451                         }
1452                         break;
1453
1454                 case RACE_MIND_FLAYER:
1455                         if (!get_aim_dir(&dir)) return FALSE;
1456                         msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
1457                         fire_bolt(GF_PSI, dir, plev);
1458                         break;
1459
1460                 case RACE_IMP:
1461                         if (!get_aim_dir(&dir)) return FALSE;
1462                         if (plev >= 30)
1463                         {
1464                                 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
1465                                 fire_ball(GF_FIRE, dir, plev, 2);
1466                         }
1467                         else
1468                         {
1469                                 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
1470                                 fire_bolt(GF_FIRE, dir, plev);
1471                         }
1472                         break;
1473
1474                 case RACE_GOLEM:
1475                         (void)set_shield(randint1(20) + 30, FALSE);
1476                         break;
1477
1478                 case RACE_SKELETON:
1479                 case RACE_ZOMBIE:
1480                         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."));
1481                         (void)restore_level();
1482                         break;
1483
1484                 case RACE_VAMPIRE:
1485                         vampirism();
1486                         break;
1487
1488                 case RACE_SPECTRE:
1489                         if (!get_aim_dir(&dir)) return FALSE;
1490                         stop_mouth();
1491                         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!"));
1492                         (void)fear_monster(dir, plev);
1493                         break;
1494
1495                 case RACE_SPRITE:
1496                         msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
1497                         if (plev < 25) sleep_monsters_touch();
1498                         else (void)sleep_monsters(plev);
1499                         break;
1500
1501                 case RACE_DEMON:
1502                         {
1503                                 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1504                                 if (!get_aim_dir(&dir)) return FALSE;
1505                                 stop_mouth();
1506 #ifdef JP
1507                                 msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎"));
1508 #else
1509                                 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1510 #endif
1511
1512                                 fire_breath(type, dir, plev * 3, (plev / 15) + 1);
1513                         }
1514                         break;
1515
1516                 case RACE_KUTAR:
1517                         (void)set_tsubureru(randint1(20) + 30, FALSE);
1518                         break;
1519
1520                 case RACE_ANDROID:
1521                         if (!get_aim_dir(&dir)) return FALSE;
1522                         if (plev < 10)
1523                         {
1524                                 msg_print(_("レイガンを発射した。", "You fire your ray gun."));
1525                                 fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
1526                         }
1527                         else if (plev < 25)
1528                         {
1529                                 msg_print(_("ブラスターを発射した。", "You fire your blaster."));
1530                                 fire_bolt(GF_MISSILE, dir, plev);
1531                         }
1532                         else if (plev < 35)
1533                         {
1534                                 msg_print(_("バズーカを発射した。", "You fire your bazooka."));
1535                                 fire_ball(GF_MISSILE, dir, plev * 2, 2);
1536                         }
1537                         else if (plev < 45)
1538                         {
1539                                 msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon."));
1540                                 fire_beam(GF_MISSILE, dir, plev * 2);
1541                         }
1542                         else
1543                         {
1544                                 msg_print(_("ロケットを発射した。", "You fire a rocket."));
1545                                 fire_rocket(GF_ROCKET, dir, plev * 5, 2);
1546                         }
1547                         break;
1548
1549                 default:
1550                         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."));
1551                         p_ptr->energy_use = 0;
1552         }
1553         }
1554         return TRUE;
1555 }
1556
1557 /*!
1558  * @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
1559  * @return なし
1560  */
1561 void do_cmd_racial_power(void)
1562 {
1563         power_desc_type power_desc[36];
1564         int num;
1565         COMMAND_CODE i = 0;
1566         int ask = TRUE;
1567         PLAYER_LEVEL lvl = p_ptr->lev;
1568         bool            flag, redraw, cast = FALSE;
1569         bool            warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
1570         char            choice;
1571         char            out_val[160];
1572         int menu_line = (use_menu ? 1 : 0);
1573
1574
1575         for (num = 0; num < 36; num++)
1576         {
1577                 strcpy(power_desc[num].name, "");
1578                 power_desc[num].number = 0;
1579         }
1580
1581         num = 0;
1582
1583         if (p_ptr->confused)
1584         {
1585                 msg_print(_("混乱していて特殊能力を使えません!", "You are too confused to use any powers!"));
1586                 p_ptr->energy_use = 0;
1587                 return;
1588         }
1589
1590         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
1591         {
1592                 set_action(ACTION_NONE);
1593         }
1594
1595         switch (p_ptr->pclass)
1596         {
1597         case CLASS_WARRIOR:
1598         {
1599                 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
1600                 power_desc[num].level = 40;
1601                 power_desc[num].cost = 75;
1602                 power_desc[num].stat = A_DEX;
1603                 power_desc[num].fail = 35;
1604                 power_desc[num++].number = -3;
1605                 break;
1606         }
1607         case CLASS_HIGH_MAGE:
1608         if (p_ptr->realm1 == REALM_HEX)
1609         {
1610                 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
1611                 power_desc[num].level = 1;
1612                 power_desc[num].cost = 0;
1613                 power_desc[num].stat = A_INT;
1614                 power_desc[num].fail = 0;
1615                 power_desc[num++].number = -3;
1616                 break;
1617         }
1618         case CLASS_MAGE:
1619         /* case CLASS_HIGH_MAGE: */
1620         case CLASS_SORCERER:
1621         {
1622                 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1623                 power_desc[num].level = 25;
1624                 power_desc[num].cost = 1;
1625                 power_desc[num].stat = A_INT;
1626                 power_desc[num].fail = 25;
1627                 power_desc[num++].number = -3;
1628                 break;
1629         }
1630         case CLASS_PRIEST:
1631         {
1632                 if (is_good_realm(p_ptr->realm1))
1633                 {
1634                         strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
1635                         power_desc[num].level = 35;
1636                         power_desc[num].cost = 70;
1637                         power_desc[num].stat = A_WIS;
1638                         power_desc[num].fail = 50;
1639                         power_desc[num++].number = -3;
1640                 }
1641                 else
1642                 {
1643                         strcpy(power_desc[num].name, _("召魂", "Evocation"));
1644                         power_desc[num].level = 42;
1645                         power_desc[num].cost = 40;
1646                         power_desc[num].stat = A_WIS;
1647                         power_desc[num].fail = 35;
1648                         power_desc[num++].number = -3;
1649                 }
1650                 break;
1651         }
1652         case CLASS_ROGUE:
1653         {
1654                 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
1655                 power_desc[num].level = 8;
1656                 power_desc[num].cost = 12;
1657                 power_desc[num].stat = A_DEX;
1658                 power_desc[num].fail = 14;
1659                 power_desc[num++].number = -3;
1660                 break;
1661         }
1662         case CLASS_RANGER:
1663         case CLASS_SNIPER:
1664         {
1665                 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
1666                 power_desc[num].level = 15;
1667                 power_desc[num].cost = 20;
1668                 power_desc[num].stat = A_INT;
1669                 power_desc[num].fail = 12;
1670                 power_desc[num++].number = -3;
1671                 break;
1672         }
1673         case CLASS_PALADIN:
1674         {
1675                 if (is_good_realm(p_ptr->realm1))
1676                 {
1677                         strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
1678                         power_desc[num].level = 30;
1679                         power_desc[num].cost = 30;
1680                         power_desc[num].stat = A_WIS;
1681                         power_desc[num].fail = 30;
1682                         power_desc[num++].number = -3;
1683                 }
1684                 else
1685                 {
1686                         strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
1687                         power_desc[num].level = 30;
1688                         power_desc[num].cost = 30;
1689                         power_desc[num].stat = A_WIS;
1690                         power_desc[num].fail = 30;
1691                         power_desc[num++].number = -3;
1692                 }
1693                 break;
1694         }
1695         case CLASS_WARRIOR_MAGE:
1696         {
1697                 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
1698                 power_desc[num].level = 25;
1699                 power_desc[num].cost = 0;
1700                 power_desc[num].stat = A_INT;
1701                 power_desc[num].fail = 10;
1702                 power_desc[num++].number = -3;
1703                         
1704                 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
1705                 power_desc[num].level = 25;
1706                 power_desc[num].cost = 0;
1707                 power_desc[num].stat = A_INT;
1708                 power_desc[num].fail = 10;
1709                 power_desc[num++].number = -4;
1710                 break;
1711         }
1712         case CLASS_CHAOS_WARRIOR:
1713         {
1714                 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
1715                 power_desc[num].level = 40;
1716                 power_desc[num].cost = 50;
1717                 power_desc[num].stat = A_INT;
1718                 power_desc[num].fail = 25;
1719                 power_desc[num++].number = -3;
1720                 break;
1721         }
1722         case CLASS_MONK:
1723         {
1724                 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
1725                 power_desc[num].level = 25;
1726                 power_desc[num].cost = 0;
1727                 power_desc[num].stat = A_DEX;
1728                 power_desc[num].fail = 0;
1729                 power_desc[num++].number = -3;
1730                         
1731                 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
1732                 power_desc[num].level = 30;
1733                 power_desc[num].cost = 30;
1734                 power_desc[num].stat = A_STR;
1735                 power_desc[num].fail = 20;
1736                 power_desc[num++].number = -4;
1737                 break;
1738         }
1739         case CLASS_MINDCRAFTER:
1740         case CLASS_FORCETRAINER:
1741         {
1742                 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1743                 power_desc[num].level = 15;
1744                 power_desc[num].cost = 0;
1745                 power_desc[num].stat = A_WIS;
1746                 power_desc[num].fail = 10;
1747                 power_desc[num++].number = -3;
1748                 break;
1749         }
1750         case CLASS_TOURIST:
1751         {
1752                 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1753                 power_desc[num].level = 1;
1754                 power_desc[num].cost = 0;
1755                 power_desc[num].stat = A_DEX;
1756                 power_desc[num].fail = 0;
1757                 power_desc[num++].number = -3;
1758                 
1759                 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1760                 power_desc[num].level = 25;
1761                 power_desc[num].cost = 20;
1762                 power_desc[num].stat = A_INT;
1763                 power_desc[num].fail = 20;
1764                 power_desc[num++].number = -4;
1765                 break;
1766         }
1767         case CLASS_IMITATOR:
1768         {
1769                 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1770                 power_desc[num].level = 30;
1771                 power_desc[num].cost = 100;
1772                 power_desc[num].stat = A_DEX;
1773                 power_desc[num].fail = 30;
1774                 power_desc[num++].number = -3;
1775                 break;
1776         }
1777         case CLASS_BEASTMASTER:
1778         {
1779                 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1780                 power_desc[num].level = 1;
1781                 power_desc[num].cost = (p_ptr->lev+3)/4;
1782                 power_desc[num].stat = A_CHR;
1783                 power_desc[num].fail = 10;
1784                 power_desc[num++].number = -3;
1785                 
1786                 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1787                 power_desc[num].level = 30;
1788                 power_desc[num].cost = (p_ptr->lev+20)/2;
1789                 power_desc[num].stat = A_CHR;
1790                 power_desc[num].fail = 10;
1791                 power_desc[num++].number = -4;
1792                 break;
1793         }
1794         case CLASS_ARCHER:
1795         {
1796                 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1797                 power_desc[num].level = 1;
1798                 power_desc[num].cost = 0;
1799                 power_desc[num].stat = A_DEX;
1800                 power_desc[num].fail = 0;
1801                 power_desc[num++].number = -3;
1802                 break;
1803         }
1804         case CLASS_MAGIC_EATER:
1805         {
1806                 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1807                 power_desc[num].level = 1;
1808                 power_desc[num].cost = 0;
1809                 power_desc[num].stat = A_INT;
1810                 power_desc[num].fail = 0;
1811                 power_desc[num++].number = -3;
1812
1813                 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1814                 power_desc[num].level = 10;
1815                 power_desc[num].cost = 10 + (lvl - 10) / 2;
1816                 power_desc[num].stat = A_INT;
1817                 power_desc[num].fail = 0;
1818                 power_desc[num++].number = -4;
1819                 break;
1820         }
1821         case CLASS_BARD:
1822         {
1823                 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1824                 power_desc[num].level = 1;
1825                 power_desc[num].cost = 0;
1826                 power_desc[num].stat = A_CHR;
1827                 power_desc[num].fail = 0;
1828                 power_desc[num++].number = -3;
1829                 break;
1830         }
1831         case CLASS_RED_MAGE:
1832         {
1833                 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1834                 power_desc[num].level = 48;
1835                 power_desc[num].cost = 20;
1836                 power_desc[num].stat = A_INT;
1837                 power_desc[num].fail = 0;
1838                 power_desc[num++].number = -3;
1839                 break;
1840         }
1841         case CLASS_SAMURAI:
1842         {
1843                 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1844                 power_desc[num].level = 1;
1845                 power_desc[num].cost = 0;
1846                 power_desc[num].stat = A_WIS;
1847                 power_desc[num].fail = 0;
1848                 power_desc[num++].number = -3;
1849                 
1850                 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
1851                 power_desc[num].level = 25;
1852                 power_desc[num].cost = 0;
1853                 power_desc[num].stat = A_DEX;
1854                 power_desc[num].fail = 0;
1855                 power_desc[num++].number = -4;
1856                 break;
1857         }
1858         case CLASS_BLUE_MAGE:
1859         {
1860                 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1861                 power_desc[num].level = 1;
1862                 power_desc[num].cost = 0;
1863                 power_desc[num].stat = A_INT;
1864                 power_desc[num].fail = 0;
1865                 power_desc[num++].number = -3;
1866                 break;
1867         }
1868         case CLASS_CAVALRY:
1869         {
1870                 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1871                 power_desc[num].level = 10;
1872                 power_desc[num].cost = 0;
1873                 power_desc[num].stat = A_STR;
1874                 power_desc[num].fail = 10;
1875                 power_desc[num++].number = -3;
1876                 break;
1877         }
1878         case CLASS_BERSERKER:
1879         {
1880                 strcpy(power_desc[num].name, _("帰還", "Recall"));
1881                 power_desc[num].level = 10;
1882                 power_desc[num].cost = 10;
1883                 power_desc[num].stat = A_DEX;
1884                 power_desc[num].fail = 20;
1885                 power_desc[num++].number = -3;
1886                 break;
1887         }
1888         case CLASS_MIRROR_MASTER:
1889         {
1890                 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
1891                 power_desc[num].level = 1;
1892                 power_desc[num].cost = 0;
1893                 power_desc[num].stat = A_INT;
1894                 power_desc[num].fail = 0;
1895                 power_desc[num++].number = -3;
1896                 
1897                 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
1898                 power_desc[num].level = 30;
1899                 power_desc[num].cost = 0;
1900                 power_desc[num].stat = A_INT;
1901                 power_desc[num].fail = 20;
1902                 power_desc[num++].number = -4;
1903                 break;
1904         }
1905         case CLASS_SMITH:
1906         {
1907                 strcpy(power_desc[num].name, _("目利き", "Judgment"));
1908                 power_desc[num].level = 5;
1909                 power_desc[num].cost = 15;
1910                 power_desc[num].stat = A_INT;
1911                 power_desc[num].fail = 20;
1912                 power_desc[num++].number = -3;
1913                 break;
1914         }
1915         case CLASS_NINJA:
1916         {
1917                 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
1918                 power_desc[num].level = 20;
1919                 power_desc[num].cost = 0;
1920                 power_desc[num].stat = A_DEX;
1921                 power_desc[num].fail = 0;
1922                 power_desc[num++].number = -3;
1923                 break;
1924         }
1925         default:
1926                 strcpy(power_desc[0].name, _("(なし)", "(none)"));
1927         }
1928
1929         if (p_ptr->mimic_form)
1930         {
1931                 switch (p_ptr->mimic_form)
1932                 {
1933                 case MIMIC_DEMON:
1934                 case MIMIC_DEMON_LORD:
1935                         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);
1936                         power_desc[num].level = 15;
1937                         power_desc[num].cost = 10+lvl/3;
1938                         power_desc[num].stat = A_CON;
1939                         power_desc[num].fail = 20;
1940                         power_desc[num++].number = -1;
1941                         break;
1942                 case MIMIC_VAMPIRE:
1943                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1944                         power_desc[num].level = 2;
1945                         power_desc[num].cost = 1 + (lvl / 3);
1946                         power_desc[num].stat = A_CON;
1947                         power_desc[num].fail = 9;
1948                         power_desc[num++].number = -1;
1949                         break;
1950                 }
1951         }
1952         else
1953         {
1954         switch (p_ptr->prace)
1955         {
1956                 case RACE_DWARF:
1957                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1958                         power_desc[num].level = 5;
1959                         power_desc[num].cost = 5;
1960                         power_desc[num].stat = A_WIS;
1961                         power_desc[num].fail = 12;
1962                         power_desc[num++].number = -1;
1963                         break;
1964                 case RACE_NIBELUNG:
1965                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1966                         power_desc[num].level = 10;
1967                         power_desc[num].cost = 5;
1968                         power_desc[num].stat = A_WIS;
1969                         power_desc[num].fail = 10;
1970                         power_desc[num++].number = -1;
1971                         break;
1972                 case RACE_HOBBIT:
1973                         strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
1974                         power_desc[num].level = 15;
1975                         power_desc[num].cost = 10;
1976                         power_desc[num].stat = A_INT;
1977                         power_desc[num].fail = 10;
1978                         power_desc[num++].number = -1;
1979                         break;
1980                 case RACE_GNOME:
1981                         sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
1982                         power_desc[num].level = 5;
1983                         power_desc[num].cost = 5;
1984                         power_desc[num].stat = A_INT;
1985                         power_desc[num].fail = 12;
1986                         power_desc[num++].number = -1;
1987                         break;
1988                 case RACE_HALF_ORC:
1989                         strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
1990                         power_desc[num].level = 3;
1991                         power_desc[num].cost = 5;
1992                         power_desc[num].stat = A_WIS;
1993                         power_desc[num].fail = warrior ? 5 : 10;
1994                         power_desc[num++].number = -1;
1995                         break;
1996                 case RACE_HALF_TROLL:
1997                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1998                         power_desc[num].level = 10;
1999                         power_desc[num].cost = 12;
2000                         power_desc[num].stat = A_STR;
2001                         power_desc[num].fail = warrior ? 6 : 12;
2002                         power_desc[num++].number = -1;
2003                         break;
2004                 case RACE_BARBARIAN:
2005                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2006                         power_desc[num].level = 8;
2007                         power_desc[num].cost = 10;
2008                         power_desc[num].stat = A_STR;
2009                         power_desc[num].fail = warrior ? 6 : 12;
2010                         power_desc[num++].number = -1;
2011                         break;
2012                 case RACE_AMBERITE:
2013                         strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
2014                         power_desc[num].level = 30;
2015                         power_desc[num].cost = 50;
2016                         power_desc[num].stat = A_INT;
2017                         power_desc[num].fail = 50;
2018                         power_desc[num++].number = -1;
2019                         
2020                         strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
2021                         power_desc[num].level = 40;
2022                         power_desc[num].cost = 75;
2023                         power_desc[num].stat = A_WIS;
2024                         power_desc[num].fail = 50;
2025                         power_desc[num++].number = -2;
2026                         break;
2027                 case RACE_HALF_OGRE:
2028                         strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
2029                         power_desc[num].level = 25;
2030                         power_desc[num].cost = 35;
2031                         power_desc[num].stat = A_INT;
2032                         power_desc[num].fail = 15;
2033                         power_desc[num++].number = -1;
2034                         break;
2035                 case RACE_HALF_GIANT:
2036                         strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
2037                         power_desc[num].level = 20;
2038                         power_desc[num].cost = 10;
2039                         power_desc[num].stat = A_STR;
2040                         power_desc[num].fail = 12;
2041                         power_desc[num++].number = -1;
2042                         break;
2043                 case RACE_HALF_TITAN:
2044                         strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
2045                         power_desc[num].level = 15;
2046                         power_desc[num].cost = 10;
2047                         power_desc[num].stat = A_INT;
2048                         power_desc[num].fail = 12;
2049                         power_desc[num++].number = -1;
2050                         break;
2051                 case RACE_CYCLOPS:
2052                         sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
2053                         power_desc[num].level = 20;
2054                         power_desc[num].cost = 15;
2055                         power_desc[num].stat = A_STR;
2056                         power_desc[num].fail = 12;
2057                         power_desc[num++].number = -1;
2058                         break;
2059                 case RACE_YEEK:
2060                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2061                         power_desc[num].level = 15;
2062                         power_desc[num].cost = 15;
2063                         power_desc[num].stat = A_WIS;
2064                         power_desc[num].fail = 10;
2065                         power_desc[num++].number = -1;
2066                         break;
2067                 case RACE_SPECTRE:
2068                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2069                         power_desc[num].level = 4;
2070                         power_desc[num].cost = 6;
2071                         power_desc[num].stat = A_INT;
2072                         power_desc[num].fail = 3;
2073                         power_desc[num++].number = -1;
2074                         break;
2075                 case RACE_KLACKON:
2076                         sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
2077                         power_desc[num].level = 9;
2078                         power_desc[num].cost = 9;
2079                         power_desc[num].stat = A_DEX;
2080                         power_desc[num].fail = 14;
2081                         power_desc[num++].number = -1;
2082                         break;
2083                 case RACE_KOBOLD:
2084                         sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
2085                         power_desc[num].level = 12;
2086                         power_desc[num].cost = 8;
2087                         power_desc[num].stat = A_DEX;
2088                         power_desc[num].fail = 14;
2089                         power_desc[num++].number = -1;
2090                         break;
2091                 case RACE_DARK_ELF:
2092                         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);
2093                         power_desc[num].level = 2;
2094                         power_desc[num].cost = 2;
2095                         power_desc[num].stat = A_INT;
2096                         power_desc[num].fail = 9;
2097                         power_desc[num++].number = -1;
2098                         break;
2099                 case RACE_DRACONIAN:
2100                         sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
2101                         power_desc[num].level = 1;
2102                         power_desc[num].cost = lvl;
2103                         power_desc[num].stat = A_CON;
2104                         power_desc[num].fail = 12;
2105                         power_desc[num++].number = -1;
2106                         break;
2107                 case RACE_MIND_FLAYER:
2108                         sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
2109                         power_desc[num].level = 15;
2110                         power_desc[num].cost = 12;
2111                         power_desc[num].stat = A_INT;
2112                         power_desc[num].fail = 14;
2113                         power_desc[num++].number = -1;
2114                         break;
2115                 case RACE_IMP:
2116                         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);
2117                         power_desc[num].level = 9;
2118                         power_desc[num].cost = 15;
2119                         power_desc[num].stat = A_WIS;
2120                         power_desc[num].fail = 15;
2121                         power_desc[num++].number = -1;
2122                         break;
2123                 case RACE_GOLEM:
2124                         strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
2125                         power_desc[num].level = 20;
2126                         power_desc[num].cost = 15;
2127                         power_desc[num].stat = A_CON;
2128                         power_desc[num].fail = 8;
2129                         power_desc[num++].number = -1;
2130                         break;
2131                 case RACE_SKELETON:
2132                 case RACE_ZOMBIE:
2133                         strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
2134                         power_desc[num].level = 30;
2135                         power_desc[num].cost = 30;
2136                         power_desc[num].stat = A_WIS;
2137                         power_desc[num].fail = 18;
2138                         power_desc[num++].number = -1;
2139                         break;
2140                 case RACE_VAMPIRE:
2141                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2142                         power_desc[num].level = 2;
2143                         power_desc[num].cost = 1 + (lvl / 3);
2144                         power_desc[num].stat = A_CON;
2145                         power_desc[num].fail = 9;
2146                         power_desc[num++].number = -1;
2147                         break;
2148                 case RACE_SPRITE:
2149                         strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
2150                         power_desc[num].level = 12;
2151                         power_desc[num].cost = 12;
2152                         power_desc[num].stat = A_INT;
2153                         power_desc[num].fail = 15;
2154                         power_desc[num++].number = -1;
2155                         break;
2156                 case RACE_DEMON:
2157                         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);
2158                         power_desc[num].level = 15;
2159                         power_desc[num].cost = 10+lvl/3;
2160                         power_desc[num].stat = A_CON;
2161                         power_desc[num].fail = 20;
2162                         power_desc[num++].number = -1;
2163                         break;
2164                 case RACE_KUTAR:
2165                         strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
2166                         power_desc[num].level = 20;
2167                         power_desc[num].cost = 15;
2168                         power_desc[num].stat = A_CHR;
2169                         power_desc[num].fail = 8;
2170                         power_desc[num++].number = -1;
2171                         break;
2172                 case RACE_ANDROID:
2173                         if (p_ptr->lev < 10)
2174                         {
2175                                 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
2176                                 power_desc[num].level = 1;
2177                                 power_desc[num].cost = 7;
2178                                 power_desc[num].fail = 8;
2179                         }
2180                         else if (p_ptr->lev < 25)
2181                         {
2182                                 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
2183                                 power_desc[num].level = 10;
2184                                 power_desc[num].cost = 13;
2185                                 power_desc[num].fail = 10;
2186                         }
2187                         else if (p_ptr->lev < 35)
2188                         {
2189                                 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
2190                                 power_desc[num].level = 25;
2191                                 power_desc[num].cost = 26;
2192                                 power_desc[num].fail = 12;
2193                         }
2194                         else if (p_ptr->lev < 45)
2195                         {
2196                                 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
2197                                 power_desc[num].level = 35;
2198                                 power_desc[num].cost = 40;
2199                                 power_desc[num].fail = 15;
2200                         }
2201                         else
2202                         {
2203                                 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
2204                                 power_desc[num].level = 45;
2205                                 power_desc[num].cost = 60;
2206                                 power_desc[num].fail = 18;
2207                         }
2208                         power_desc[num].stat = A_STR;
2209                         power_desc[num++].number = -1;
2210                         break;
2211                 default:
2212                 {
2213                         break;
2214                 }
2215         }
2216         }
2217
2218         if (p_ptr->muta1)
2219         {
2220                 if (p_ptr->muta1 & MUT1_SPIT_ACID)
2221                 {
2222                         strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
2223                         power_desc[num].level = 9;
2224                         power_desc[num].cost = 9;
2225                         power_desc[num].stat = A_DEX;
2226                         power_desc[num].fail = 15;
2227                         power_desc[num++].number = MUT1_SPIT_ACID;
2228                 }
2229
2230                 if (p_ptr->muta1 & MUT1_BR_FIRE)
2231                 {
2232                         strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
2233                         power_desc[num].level = 20;
2234                         power_desc[num].cost = lvl;
2235                         power_desc[num].stat = A_CON;
2236                         power_desc[num].fail = 18;
2237                         power_desc[num++].number = MUT1_BR_FIRE;
2238                 }
2239
2240                 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
2241                 {
2242                         strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
2243                         power_desc[num].level = 12;
2244                         power_desc[num].cost = 12;
2245                         power_desc[num].stat = A_CHR;
2246                         power_desc[num].fail = 18;
2247                         power_desc[num++].number = MUT1_HYPN_GAZE;
2248                 }
2249
2250                 if (p_ptr->muta1 & MUT1_TELEKINES)
2251                 {
2252                         strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
2253                         power_desc[num].level = 9;
2254                         power_desc[num].cost = 9;
2255                         power_desc[num].stat = A_WIS;
2256                         power_desc[num].fail = 14;
2257                         power_desc[num++].number = MUT1_TELEKINES;
2258                 }
2259
2260                 if (p_ptr->muta1 & MUT1_VTELEPORT)
2261                 {
2262                         strcpy(power_desc[num].name, _("テレポート", "Teleport"));
2263                         power_desc[num].level = 7;
2264                         power_desc[num].cost = 7;
2265                         power_desc[num].stat = A_WIS;
2266                         power_desc[num].fail = 15;
2267                         power_desc[num++].number = MUT1_VTELEPORT;
2268                 }
2269
2270                 if (p_ptr->muta1 & MUT1_MIND_BLST)
2271                 {
2272                         strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
2273                         power_desc[num].level = 5;
2274                         power_desc[num].cost = 3;
2275                         power_desc[num].stat = A_WIS;
2276                         power_desc[num].fail = 15;
2277                         power_desc[num++].number = MUT1_MIND_BLST;
2278                 }
2279
2280                 if (p_ptr->muta1 & MUT1_RADIATION)
2281                 {
2282                         strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
2283                         power_desc[num].level = 15;
2284                         power_desc[num].cost = 15;
2285                         power_desc[num].stat = A_CON;
2286                         power_desc[num].fail = 14;
2287                         power_desc[num++].number = MUT1_RADIATION;
2288                 }
2289
2290                 if (p_ptr->muta1 & MUT1_VAMPIRISM)
2291                 {
2292                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2293                         power_desc[num].level = 2;
2294                         power_desc[num].cost = (1 + (lvl / 3));
2295                         power_desc[num].stat = A_CON;
2296                         power_desc[num].fail = 9;
2297                         power_desc[num++].number = MUT1_VAMPIRISM;
2298                 }
2299
2300                 if (p_ptr->muta1 & MUT1_SMELL_MET)
2301                 {
2302                         strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
2303                         power_desc[num].level = 3;
2304                         power_desc[num].cost = 2;
2305                         power_desc[num].stat = A_INT;
2306                         power_desc[num].fail = 12;
2307                         power_desc[num++].number = MUT1_SMELL_MET;
2308                 }
2309
2310                 if (p_ptr->muta1 & MUT1_SMELL_MON)
2311                 {
2312                         strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
2313                         power_desc[num].level = 5;
2314                         power_desc[num].cost = 4;
2315                         power_desc[num].stat = A_INT;
2316                         power_desc[num].fail = 15;
2317                         power_desc[num++].number = MUT1_SMELL_MON;
2318                 }
2319
2320                 if (p_ptr->muta1 & MUT1_BLINK)
2321                 {
2322                         strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
2323                         power_desc[num].level = 3;
2324                         power_desc[num].cost = 3;
2325                         power_desc[num].stat = A_WIS;
2326                         power_desc[num].fail = 12;
2327                         power_desc[num++].number = MUT1_BLINK;
2328                 }
2329
2330                 if (p_ptr->muta1 & MUT1_EAT_ROCK)
2331                 {
2332                         strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
2333                         power_desc[num].level = 8;
2334                         power_desc[num].cost = 12;
2335                         power_desc[num].stat = A_CON;
2336                         power_desc[num].fail = 18;
2337                         power_desc[num++].number = MUT1_EAT_ROCK;
2338                 }
2339
2340                 if (p_ptr->muta1 & MUT1_SWAP_POS)
2341                 {
2342                         strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
2343                         power_desc[num].level = 15;
2344                         power_desc[num].cost = 12;
2345                         power_desc[num].stat = A_DEX;
2346                         power_desc[num].fail = 16;
2347                         power_desc[num++].number = MUT1_SWAP_POS;
2348                 }
2349
2350                 if (p_ptr->muta1 & MUT1_SHRIEK)
2351                 {
2352                         strcpy(power_desc[num].name, _("叫び", "Shriek"));
2353                         power_desc[num].level = 20;
2354                         power_desc[num].cost = 14;
2355                         power_desc[num].stat = A_CON;
2356                         power_desc[num].fail = 16;
2357                         power_desc[num++].number = MUT1_SHRIEK;
2358                 }
2359
2360                 if (p_ptr->muta1 & MUT1_ILLUMINE)
2361                 {
2362                         strcpy(power_desc[num].name, _("照明", "Illuminate"));
2363                         power_desc[num].level = 3;
2364                         power_desc[num].cost = 2;
2365                         power_desc[num].stat = A_INT;
2366                         power_desc[num].fail = 10;
2367                         power_desc[num++].number = MUT1_ILLUMINE;
2368                 }
2369
2370                 if (p_ptr->muta1 & MUT1_DET_CURSE)
2371                 {
2372                         strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
2373                         power_desc[num].level = 7;
2374                         power_desc[num].cost = 14;
2375                         power_desc[num].stat = A_WIS;
2376                         power_desc[num].fail = 14;
2377                         power_desc[num++].number = MUT1_DET_CURSE;
2378                 }
2379
2380                 if (p_ptr->muta1 & MUT1_BERSERK)
2381                 {
2382                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2383                         power_desc[num].level = 8;
2384                         power_desc[num].cost = 8;
2385                         power_desc[num].stat = A_STR;
2386                         power_desc[num].fail = 14;
2387                         power_desc[num++].number = MUT1_BERSERK;
2388                 }
2389
2390                 if (p_ptr->muta1 & MUT1_POLYMORPH)
2391                 {
2392                         strcpy(power_desc[num].name, _("変身", "Polymorph"));
2393                         power_desc[num].level = 18;
2394                         power_desc[num].cost = 20;
2395                         power_desc[num].stat = A_CON;
2396                         power_desc[num].fail = 18;
2397                         power_desc[num++].number = MUT1_POLYMORPH;
2398                 }
2399
2400                 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
2401                 {
2402                         strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
2403                         power_desc[num].level = 10;
2404                         power_desc[num].cost = 5;
2405                         power_desc[num].stat = A_INT;
2406                         power_desc[num].fail = 12;
2407                         power_desc[num++].number = MUT1_MIDAS_TCH;
2408                 }
2409
2410                 if (p_ptr->muta1 & MUT1_GROW_MOLD)
2411                 {
2412                         strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
2413                         power_desc[num].level = 1;
2414                         power_desc[num].cost = 6;
2415                         power_desc[num].stat = A_CON;
2416                         power_desc[num].fail = 14;
2417                         power_desc[num++].number = MUT1_GROW_MOLD;
2418                 }
2419
2420                 if (p_ptr->muta1 & MUT1_RESIST)
2421                 {
2422                         strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
2423                         power_desc[num].level = 10;
2424                         power_desc[num].cost = 12;
2425                         power_desc[num].stat = A_CON;
2426                         power_desc[num].fail = 12;
2427                         power_desc[num++].number = MUT1_RESIST;
2428                 }
2429
2430                 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
2431                 {
2432                         strcpy(power_desc[num].name, _("地震", "Earthquake"));
2433                         power_desc[num].level = 12;
2434                         power_desc[num].cost = 12;
2435                         power_desc[num].stat = A_STR;
2436                         power_desc[num].fail = 16;
2437                         power_desc[num++].number = MUT1_EARTHQUAKE;
2438                 }
2439
2440                 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
2441                 {
2442                         strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
2443                         power_desc[num].level = 17;
2444                         power_desc[num].cost = 1;
2445                         power_desc[num].stat = A_WIS;
2446                         power_desc[num].fail = 15;
2447                         power_desc[num++].number = MUT1_EAT_MAGIC;
2448                 }
2449
2450                 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
2451                 {
2452                         strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
2453                         power_desc[num].level = 6;
2454                         power_desc[num].cost = 6;
2455                         power_desc[num].stat = A_INT;
2456                         power_desc[num].fail = 10;
2457                         power_desc[num++].number = MUT1_WEIGH_MAG;
2458                 }
2459
2460                 if (p_ptr->muta1 & MUT1_STERILITY)
2461                 {
2462                         strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
2463                         power_desc[num].level = 12;
2464                         power_desc[num].cost = 23;
2465                         power_desc[num].stat = A_CHR;
2466                         power_desc[num].fail = 15;
2467                         power_desc[num++].number = MUT1_STERILITY;
2468                 }
2469
2470                 if (p_ptr->muta1 & MUT1_PANIC_HIT)
2471                 {
2472                         strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
2473                         power_desc[num].level = 10;
2474                         power_desc[num].cost = 12;
2475                         power_desc[num].stat = A_DEX;
2476                         power_desc[num].fail = 14;
2477                         power_desc[num++].number = MUT1_PANIC_HIT;
2478                 }
2479
2480                 if (p_ptr->muta1 & MUT1_DAZZLE)
2481                 {
2482                         strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
2483                         power_desc[num].level = 7;
2484                         power_desc[num].cost = 15;
2485                         power_desc[num].stat = A_CHR;
2486                         power_desc[num].fail = 8;
2487                         power_desc[num++].number = MUT1_DAZZLE;
2488                 }
2489
2490                 if (p_ptr->muta1 & MUT1_LASER_EYE)
2491                 {
2492                         strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
2493                         power_desc[num].level = 7;
2494                         power_desc[num].cost = 10;
2495                         power_desc[num].stat = A_WIS;
2496                         power_desc[num].fail = 9;
2497                         power_desc[num++].number = MUT1_LASER_EYE;
2498                 }
2499
2500                 if (p_ptr->muta1 & MUT1_RECALL)
2501                 {
2502                         strcpy(power_desc[num].name, _("帰還", "Recall"));
2503                         power_desc[num].level = 17;
2504                         power_desc[num].cost = 50;
2505                         power_desc[num].stat = A_INT;
2506                         power_desc[num].fail = 16;
2507                         power_desc[num++].number = MUT1_RECALL;
2508                 }
2509
2510                 if (p_ptr->muta1 & MUT1_BANISH)
2511                 {
2512                         strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
2513                         power_desc[num].level = 25;
2514                         power_desc[num].cost = 25;
2515                         power_desc[num].stat = A_WIS;
2516                         power_desc[num].fail = 18;
2517                         power_desc[num++].number = MUT1_BANISH;
2518                 }
2519
2520                 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
2521                 {
2522                         strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
2523                         power_desc[num].level = 2;
2524                         power_desc[num].cost = 2;
2525                         power_desc[num].stat = A_CON;
2526                         power_desc[num].fail = 11;
2527                         power_desc[num++].number = MUT1_COLD_TOUCH;
2528                 }
2529
2530                 if (p_ptr->muta1 & MUT1_LAUNCHER)
2531                 {
2532                         strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
2533                         power_desc[num].level = 1;
2534                         power_desc[num].cost = lvl;
2535                         power_desc[num].stat = A_STR;
2536                         power_desc[num].fail = 6;
2537                         /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
2538                         power_desc[num++].number = 3;
2539                 }
2540         }
2541
2542         /* Nothing chosen yet */
2543         flag = FALSE;
2544
2545         /* No redraw yet */
2546         redraw = FALSE;
2547
2548         /* Build a prompt */
2549         (void) strnfmt(out_val, 78, 
2550                                 _("(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? "),
2551                                 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
2552
2553 if (!repeat_pull(&i) || i<0 || i>=num) {
2554         if (use_menu) screen_save();
2555          /* Get a spell from the user */
2556
2557         choice = (always_show_list || use_menu) ? ESCAPE:1;
2558         while (!flag)
2559         {
2560                 if( choice==ESCAPE ) choice = ' '; 
2561                 else if( !get_com(out_val, &choice, FALSE) )break; 
2562
2563                 if (use_menu && choice != ' ')
2564                 {
2565                         switch(choice)
2566                         {
2567                                 case '0':
2568                                 {
2569                                         screen_load();
2570                                         p_ptr->energy_use = 0;
2571                                         return;
2572                                 }
2573
2574                                 case '8':
2575                                 case 'k':
2576                                 case 'K':
2577                                 {
2578                                         menu_line += (num - 1);
2579                                         break;
2580                                 }
2581
2582                                 case '2':
2583                                 case 'j':
2584                                 case 'J':
2585                                 {
2586                                         menu_line++;
2587                                         break;
2588                                 }
2589
2590                                 case '6':
2591                                 case 'l':
2592                                 case 'L':
2593                                 case '4':
2594                                 case 'h':
2595                                 case 'H':
2596                                 {
2597                                         if (menu_line > 18)
2598                                                 menu_line -= 18;
2599                                         else if (menu_line+18 <= num)
2600                                                 menu_line += 18;
2601                                         break;
2602                                 }
2603
2604                                 case 'x':
2605                                 case 'X':
2606                                 case '\r':
2607                                 {
2608                                         i = menu_line - 1;
2609                                         ask = FALSE;
2610                                         break;
2611                                 }
2612                         }
2613                         if (menu_line > num) menu_line -= num;
2614                 }
2615                 /* Request redraw */
2616                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
2617                 {
2618                         /* Show the list */
2619                         if (!redraw || use_menu)
2620                         {
2621                                 byte y = 1, x = 0;
2622                                 int ctr = 0;
2623                                 char dummy[80];
2624                                 char letter;
2625                                 TERM_LEN x1, y1;
2626
2627                                 strcpy(dummy, "");
2628
2629                                 /* Show list */
2630                                 redraw = TRUE;
2631
2632                                 /* Save the screen */
2633                                 if (!use_menu) screen_save();
2634
2635                                 /* Print header(s) */
2636                                 if (num < 18)
2637                                         prt(_("                            Lv   MP 失率", "                            Lv Cost Fail"), y++, x);
2638                                 else
2639                                 prt(_("                            Lv   MP 失率                            Lv   MP 失率", 
2640                                           "                            Lv Cost Fail                            Lv Cost Fail"), y++, x);
2641
2642
2643                                 /* Print list */
2644                                 while (ctr < num)
2645                                 {
2646                                         x1 = ((ctr < 18) ? x : x + 40);
2647                                         y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
2648
2649                                         if (use_menu)
2650                                         {
2651                                                 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " >  "));
2652                                                 else strcpy(dummy, "    ");
2653                                         }
2654                                         else
2655                                         {
2656                                                 /* letter/number for power selection */
2657                                                 if (ctr < 26)
2658                                                         letter = I2A(ctr);
2659                                                 else
2660                                                         letter = '0' + ctr - 26;
2661                                                 sprintf(dummy, " %c) ",letter);
2662                                         }
2663                                         strcat(dummy, format("%-23.23s %2d %4d %3d%%",
2664                                                 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
2665                                                 100 - racial_chance(&power_desc[ctr])));
2666                                         prt(dummy, y1, x1);
2667                                         ctr++;
2668                                 }
2669                         }
2670
2671                         /* Hide the list */
2672                         else
2673                         {
2674                                 /* Hide list */
2675                                 redraw = FALSE;
2676
2677                                 /* Restore the screen */
2678                                 screen_load();
2679                         }
2680
2681                         /* Redo asking */
2682                         continue;
2683                 }
2684
2685                 if (!use_menu)
2686                 {
2687                         if (choice == '\r' && num == 1)
2688                         {
2689                                 choice = 'a';
2690                         }
2691
2692                         if (isalpha(choice))
2693                         {
2694                                 /* Note verify */
2695                                 ask = (isupper(choice));
2696
2697                                 /* Lowercase */
2698                                 if (ask) choice = (char)tolower(choice);
2699
2700                                 /* Extract request */
2701                                 i = (islower(choice) ? A2I(choice) : -1);
2702                         }
2703                         else
2704                         {
2705                                 ask = FALSE; /* Can't uppercase digits */
2706
2707                                 i = choice - '0' + 26;
2708                         }
2709                 }
2710
2711                 /* Totally Illegal */
2712                 if ((i < 0) || (i >= num))
2713                 {
2714                         bell();
2715                         continue;
2716                 }
2717
2718                 /* Verify it */
2719                 if (ask)
2720                 {
2721                         char tmp_val[160];
2722
2723                         /* Prompt */
2724                         (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
2725
2726                         /* Belay that order */
2727                         if (!get_check(tmp_val)) continue;
2728                 }
2729
2730                 /* Stop the loop */
2731                 flag = TRUE;
2732         }
2733
2734         /* Restore the screen */
2735         if (redraw) screen_load();
2736
2737         /* Abort if needed */
2738         if (!flag)
2739         {
2740                 p_ptr->energy_use = 0;
2741                 return;
2742         }
2743         repeat_push(i);
2744         } /*if (!repeat_pull(&i) || ...)*/
2745         switch (racial_aux(&power_desc[i]))
2746         {
2747         case 1:
2748                 if (power_desc[i].number < 0)
2749                         cast = cmd_racial_power_aux(power_desc[i].number);
2750                 else
2751                         cast = mutation_power_aux(power_desc[i].number);
2752                 break;
2753         case 0:
2754                 cast = FALSE;
2755                 break;
2756         case -1:
2757                 cast = TRUE;
2758                 break;
2759         }
2760
2761         if (cast)
2762         {
2763                 if (racial_cost)
2764                 {
2765                         int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2766
2767                         /* If mana is not enough, player consumes hit point! */
2768                         if (p_ptr->csp < actual_racial_cost)
2769                         {
2770                                 actual_racial_cost -= p_ptr->csp;
2771                                 p_ptr->csp = 0;
2772                                 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2773                         }
2774                         else p_ptr->csp -= actual_racial_cost;
2775
2776                         /* Redraw mana and hp */
2777                         p_ptr->redraw |= (PR_HP | PR_MANA);
2778
2779                         p_ptr->window |= (PW_PLAYER | PW_SPELL);
2780                 }
2781         }
2782         else p_ptr->energy_use = 0;
2783
2784         /* Success */
2785         return;
2786 }