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79b311e7072ae326055bc226af4f6f4df8784013
[hengband/hengband.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                 int x,y, dir;
84                 cave_type *c_ptr;
85
86                 if (!get_rep_dir(&dir, FALSE)) return FALSE;
87                 y = p_ptr->y + ddy[dir];
88                 x = p_ptr->x + ddx[dir];
89                 c_ptr = &cave[y][x];
90
91                 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_CAN_DIG))
92                 {
93                         msg_print(_("そこには岩石がない。", "You need pile of rubble."));
94                         return FALSE;
95                 }
96                 else if (!cave_have_flag_grid(c_ptr, FF_CAN_DIG) || !cave_have_flag_grid(c_ptr, FF_HURT_ROCK))
97                 {
98                         msg_print(_("硬すぎて崩せなかった。", "You failed to make ammo."));
99                 }
100                 else
101                 {
102                         s16b slot;
103
104                         /* Get local object */
105                         q_ptr = &forge;
106
107                         /* Hack -- Give the player some small firestones */
108                         object_prep(q_ptr, lookup_kind(TV_SHOT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
109                         q_ptr->number = (byte)rand_range(15,30);
110                         object_aware(q_ptr);
111                         object_known(q_ptr);
112                         apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
113                         q_ptr->discount = 99;
114
115                         slot = inven_carry(q_ptr);
116
117                         object_desc(o_name, q_ptr, 0);
118                         msg_format(_("%sを作った。", "You make some ammo."), o_name);
119
120                         /* Auto-inscription */
121                         if (slot >= 0) autopick_alter_item(slot, FALSE);
122
123                         /* Destroy the wall */
124                         cave_alter_feat(y, x, FF_HURT_ROCK);
125
126                         p_ptr->update |= (PU_FLOW);
127                 }
128         }
129         /**********Create arrows*********/
130         else if (ext == 2)
131         {
132                 OBJECT_IDX item;
133                 cptr q, s;
134                 s16b slot;
135
136                 item_tester_hook = item_tester_hook_convertible;
137
138                 /* Get an item */
139                 q = _("どのアイテムから作りますか? ", "Convert which item? ");
140                 s = _("材料を持っていない。", "You have no item to convert.");
141                 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
142
143                 /* Get the item (in the pack) */
144                 if (item >= 0)
145                 {
146                         q_ptr = &inventory[item];
147                 }
148
149                 /* Get the item (on the floor) */
150                 else
151                 {
152                         q_ptr = &o_list[0 - item];
153                 }
154
155                 /* Get local object */
156                 q_ptr = &forge;
157
158                 /* Hack -- Give the player some small firestones */
159                 object_prep(q_ptr, lookup_kind(TV_ARROW, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+ 1));
160                 q_ptr->number = (byte)rand_range(5, 10);
161                 object_aware(q_ptr);
162                 object_known(q_ptr);
163                 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
164
165                 q_ptr->discount = 99;
166
167                 object_desc(o_name, q_ptr, 0);
168                 msg_format(_("%sを作った。", "You make some ammo."), o_name);
169
170                 if (item >= 0)
171                 {
172                         inven_item_increase(item, -1);
173                         inven_item_describe(item);
174                         inven_item_optimize(item);
175                 }
176                 else
177                 {
178                         floor_item_increase(0 - item, -1);
179                         floor_item_describe(0 - item);
180                         floor_item_optimize(0 - item);
181                 }
182
183                 slot = inven_carry(q_ptr);
184
185                 /* Auto-inscription */
186                 if (slot >= 0) autopick_alter_item(slot, FALSE);
187         }
188         /**********Create bolts*********/
189         else if (ext == 3)
190         {
191                 OBJECT_IDX item;
192                 cptr q, s;
193                 s16b slot;
194
195                 item_tester_hook = item_tester_hook_convertible;
196
197                 /* Get an item */
198                 q = _("どのアイテムから作りますか? ", "Convert which item? ");
199                 s = _("材料を持っていない。", "You have no item to convert.");
200                 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
201
202                 /* Get the item (in the pack) */
203                 if (item >= 0)
204                 {
205                         q_ptr = &inventory[item];
206                 }
207
208                 /* Get the item (on the floor) */
209                 else
210                 {
211                         q_ptr = &o_list[0 - item];
212                 }
213
214                 /* Get local object */
215                 q_ptr = &forge;
216
217                 /* Hack -- Give the player some small firestones */
218                 object_prep(q_ptr, lookup_kind(TV_BOLT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+1));
219                 q_ptr->number = (byte)rand_range(4, 8);
220                 object_aware(q_ptr);
221                 object_known(q_ptr);
222                 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
223
224                 q_ptr->discount = 99;
225
226                 object_desc(o_name, q_ptr, 0);
227                 msg_format(_("%sを作った。", "You make some ammo."), o_name);
228
229                 if (item >= 0)
230                 {
231                         inven_item_increase(item, -1);
232                         inven_item_describe(item);
233                         inven_item_optimize(item);
234                 }
235                 else
236                 {
237                         floor_item_increase(0 - item, -1);
238                         floor_item_describe(0 - item);
239                         floor_item_optimize(0 - item);
240                 }
241
242                 slot = inven_carry(q_ptr);
243
244                 /* Auto-inscription */
245                 if (slot >= 0) autopick_alter_item(slot, FALSE);
246         }
247         return TRUE;
248 }
249
250 /*!
251  * @brief 魔道具術師の魔力取り込み処理
252  * @return 取り込みを実行したらTRUE、キャンセルしたらFALSEを返す
253  */
254 bool gain_magic(void)
255 {
256         OBJECT_IDX item;
257         PARAMETER_VALUE pval;
258         int ext = 0;
259         cptr q, s;
260         object_type *o_ptr;
261         char o_name[MAX_NLEN];
262
263         /* Only accept legal items */
264         item_tester_hook = item_tester_hook_recharge;
265
266         /* Get an item */
267         q = _("どのアイテムの魔力を取り込みますか? ", "Gain power of which item? ");
268         s = _("魔力を取り込めるアイテムがない。", "You have nothing to gain power.");
269
270         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
271
272         /* Get the item (in the pack) */
273         if (item >= 0)
274         {
275                 o_ptr = &inventory[item];
276         }
277
278         /* Get the item (on the floor) */
279         else
280         {
281                 o_ptr = &o_list[0 - item];
282         }
283
284         if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
285         {
286                 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."));
287                 return FALSE;
288         }
289
290
291         if (!object_is_known(o_ptr))
292         {
293                 msg_print(_("鑑定されていないと取り込めない。", "You need to identify before absorbing."));
294                 return FALSE;
295         }
296
297         if (o_ptr->timeout)
298         {
299                 msg_print(_("充填中のアイテムは取り込めない。", "This item is still charging."));
300                 return FALSE;
301         }
302
303         pval = o_ptr->pval;
304         if (o_ptr->tval == TV_ROD)
305                 ext = 72;
306         else if (o_ptr->tval == TV_WAND)
307                 ext = 36;
308
309         if (o_ptr->tval == TV_ROD)
310         {
311                 p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)o_ptr->number;
312                 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
313         }
314         else
315         {
316                 int num;
317                 for (num = o_ptr->number; num; num--)
318                 {
319                         int gain_num = pval;
320                         if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
321                         if (p_ptr->magic_num2[o_ptr->sval + ext])
322                         {
323                                 gain_num *= 256;
324                                 gain_num = (gain_num/3 + randint0(gain_num/3)) / 256;
325                                 if (gain_num < 1) gain_num = 1;
326                         }
327                         p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)gain_num;
328                         if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
329                         p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
330                         if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
331                         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;
332                         if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
333                 }
334         }
335
336         object_desc(o_name, o_ptr, 0);
337         /* Message */
338         msg_format(_("%sの魔力を取り込んだ。", "You absorb magic of %s."), o_name);
339
340         /* Eliminate the item (from the pack) */
341         if (item >= 0)
342         {
343                 inven_item_increase(item, -999);
344                 inven_item_describe(item);
345                 inven_item_optimize(item);
346         }
347
348         /* Eliminate the item (from the floor) */
349         else
350         {
351                 floor_item_increase(0 - item, -999);
352                 floor_item_describe(0 - item);
353                 floor_item_optimize(0 - item);
354         }
355         p_ptr->energy_use = 100;
356         return TRUE;
357 }
358
359 /*!
360  * @brief 魔法系コマンドを実行できるかの判定を返す
361  * @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。
362  */
363 static bool can_do_cmd_cast(void)
364 {
365         if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
366         {
367                 msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
368                 msg_print(NULL);
369                 return FALSE;
370         }
371         else if (p_ptr->anti_magic)
372         {
373                 msg_print(_("反魔法バリアが魔法を邪魔した!", "An anti-magic shell disrupts your magic!"));
374                 return FALSE;
375         }
376         else if (p_ptr->shero)
377         {
378                 msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
379                 return FALSE;
380         }
381         else
382                 return TRUE;
383 }
384
385 /*!
386  * @brief 修行僧の構え設定処理
387  * @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。
388  */
389 static bool choose_kamae(void)
390 {
391         char choice;
392         int new_kamae = 0;
393         int i;
394         char buf[80];
395
396         if (p_ptr->confused)
397         {
398                 msg_print(_("混乱していて構えられない!", "Too confused."));
399                 return FALSE;
400         }
401
402         /* Save screen */
403         screen_save();
404         prt(_(" a) 構えをとく", " a) No form"), 2, 20);
405
406         for (i = 0; i < MAX_KAMAE; i++)
407         {
408                 if (p_ptr->lev >= kamae_shurui[i].min_level)
409                 {
410                         sprintf(buf," %c) %-12s  %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
411                         prt(buf, 3+i, 20);
412                 }
413         }
414
415         prt("", 1, 0);
416         prt(_("        どの構えをとりますか?", "        Choose Form: "), 1, 14);
417
418         while(1)
419         {
420                 choice = inkey();
421
422                 if (choice == ESCAPE)
423                 {
424                         screen_load();
425                         return FALSE;
426                 }
427                 else if ((choice == 'a') || (choice == 'A'))
428                 {
429                         if (p_ptr->action == ACTION_KAMAE)
430                         {
431                                 set_action(ACTION_NONE);
432                         }
433                         else
434                                 msg_print(_("もともと構えていない。", "You are not assuming a posture."));
435                         screen_load();
436                         return TRUE;
437                 }
438                 else if ((choice == 'b') || (choice == 'B'))
439                 {
440                         new_kamae = 0;
441                         break;
442                 }
443                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
444                 {
445                         new_kamae = 1;
446                         break;
447                 }
448                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
449                 {
450                         new_kamae = 2;
451                         break;
452                 }
453                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
454                 {
455                         new_kamae = 3;
456                         break;
457                 }
458         }
459         set_action(ACTION_KAMAE);
460
461         if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
462         {
463                 msg_print(_("構え直した。", "You reassume a posture."));
464         }
465         else
466         {
467                 p_ptr->special_defense &= ~(KAMAE_MASK);
468                 p_ptr->update |= (PU_BONUS);
469                 p_ptr->redraw |= (PR_STATE);
470                 msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
471                 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
472         }
473         p_ptr->redraw |= PR_STATE;
474         screen_load();
475         return TRUE;
476 }
477
478 /*!
479  * @brief 剣術家の型設定処理
480  * @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。
481  */
482 static bool choose_kata(void)
483 {
484         char choice;
485         int new_kata = 0;
486         int i;
487         char buf[80];
488
489         if (p_ptr->confused)
490         {
491                 msg_print(_("混乱していて構えられない!", "Too confused."));
492                 return FALSE;
493         }
494
495         if (p_ptr->stun)
496         {
497                 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
498                 return FALSE;
499         }
500
501         if (p_ptr->afraid)
502         {
503                 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
504                 return FALSE;
505         }
506
507         /* Save screen */
508         screen_save();
509         prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
510
511         for (i = 0; i < MAX_KATA; i++)
512         {
513                 if (p_ptr->lev >= kata_shurui[i].min_level)
514                 {
515                         sprintf(buf,_(" %c) %sの型    %s", " %c) Form of %-12s  %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
516                         prt(buf, 3+i, 20);
517                 }
518         }
519
520         prt("", 1, 0);
521         prt(_("        どの型で構えますか?", "        Choose Form: "), 1, 14);
522
523         while(1)
524         {
525                 choice = inkey();
526
527                 if (choice == ESCAPE)
528                 {
529                         screen_load();
530                         return FALSE;
531                 }
532                 else if ((choice == 'a') || (choice == 'A'))
533                 {
534                         if (p_ptr->action == ACTION_KATA)
535                         {
536                                 set_action(ACTION_NONE);
537                         }
538                         else
539                                 msg_print(_("もともと構えていない。", "You are not assuming posture."));
540                         screen_load();
541                         return TRUE;
542                 }
543                 else if ((choice == 'b') || (choice == 'B'))
544                 {
545                         new_kata = 0;
546                         break;
547                 }
548                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
549                 {
550                         new_kata = 1;
551                         break;
552                 }
553                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
554                 {
555                         new_kata = 2;
556                         break;
557                 }
558                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
559                 {
560                         new_kata = 3;
561                         break;
562                 }
563         }
564         set_action(ACTION_KATA);
565
566         if (p_ptr->special_defense & (KATA_IAI << new_kata))
567         {
568                 msg_print(_("構え直した。", "You reassume a posture."));
569         }
570         else
571         {
572                 p_ptr->special_defense &= ~(KATA_MASK);
573                 p_ptr->update |= (PU_BONUS);
574                 p_ptr->update |= (PU_MONSTERS);
575                 msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
576                 p_ptr->special_defense |= (KATA_IAI << new_kata);
577         }
578         p_ptr->redraw |= (PR_STATE);
579         p_ptr->redraw |= (PR_STATUS);
580         screen_load();
581         return TRUE;
582 }
583
584
585 /*!
586  * @brief レイシャル・パワー情報のtypedef
587  */
588 typedef struct power_desc_type power_desc_type;
589
590 /*!
591  * @brief レイシャル・パワー情報の構造体定義
592  */
593 struct power_desc_type
594 {
595         char name[80];
596         PLAYER_LEVEL level;
597         int  cost;
598         int  stat;
599         int  fail;
600         int  number;
601 };
602
603
604 /*!
605  * @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
606  * @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
607  * @return 成功率(%)を返す
608  */
609 static int racial_chance(power_desc_type *pd_ptr)
610 {
611         PLAYER_LEVEL min_level  = pd_ptr->level;
612         int  difficulty = pd_ptr->fail;
613
614         int i;
615         int val;
616         int sum = 0;
617         int stat = p_ptr->stat_cur[pd_ptr->stat];
618
619         /* No chance for success */
620         if ((p_ptr->lev < min_level) || p_ptr->confused)
621         {
622                 return (0);
623         }
624
625         if (difficulty == 0) return 100;
626
627         /* Calculate difficulty */
628         if (p_ptr->stun)
629         {
630                 difficulty += p_ptr->stun;
631         }
632         else if (p_ptr->lev > min_level)
633         {
634                 int lev_adj = ((p_ptr->lev - min_level) / 3);
635                 if (lev_adj > 10) lev_adj = 10;
636                 difficulty -= lev_adj;
637         }
638
639         if (difficulty < 5) difficulty = 5;
640
641         /* We only need halfs of the difficulty */
642         difficulty = difficulty / 2;
643
644         for (i = 1; i <= stat; i++)
645         {
646                 val = i - difficulty;
647                 if (val > 0)
648                         sum += (val <= difficulty) ? val : difficulty;
649         }
650
651         if (difficulty == 0)
652                 return (100);
653         else
654                 return (((sum * 100) / difficulty) / stat);
655 }
656
657
658 static int  racial_cost;
659
660 /*!
661  * @brief レイシャル・パワーの発動の判定処理
662  * @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
663  * @return
664  * 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。
665  * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
666  */
667 static int racial_aux(power_desc_type *pd_ptr)
668 {
669         s16b min_level  = pd_ptr->level;
670         int  use_stat   = pd_ptr->stat;
671         int  difficulty = pd_ptr->fail;
672         int  use_hp = 0;
673
674         racial_cost = pd_ptr->cost;
675
676         /* Not enough mana - use hp */
677         if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
678
679         /* Power is not available yet */
680         if (p_ptr->lev < min_level)
681         {
682                 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。", 
683                                          "You need to attain level %d to use this power."), min_level);
684
685                 p_ptr->energy_use = 0;
686                 return 0;
687         }
688
689         /* Too confused */
690         else if (p_ptr->confused)
691         {
692                 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."));
693                 p_ptr->energy_use = 0;
694                 return 0;
695         }
696
697         /* Risk death? */
698         else if (p_ptr->chp < use_hp)
699         {
700                 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? ")))
701                 {
702                         p_ptr->energy_use = 0;
703                         return 0;
704                 }
705         }
706
707         /* Else attempt to do it! */
708
709         if (difficulty)
710         {
711                 if (p_ptr->stun)
712                 {
713                         difficulty += p_ptr->stun;
714                 }
715                 else if (p_ptr->lev > min_level)
716                 {
717                         int lev_adj = ((p_ptr->lev - min_level) / 3);
718                         if (lev_adj > 10) lev_adj = 10;
719                         difficulty -= lev_adj;
720                 }
721
722                 if (difficulty < 5) difficulty = 5;
723         }
724
725         /* take time and pay the price */
726         p_ptr->energy_use = 100;
727
728         /* Success? */
729         if (randint1(p_ptr->stat_cur[use_stat]) >=
730             ((difficulty / 2) + randint1(difficulty / 2)))
731         {
732                 return 1;
733         }
734
735         if (flush_failure) flush();
736         msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
737
738         return -1;
739 }
740
741 /*!
742  * @brief レイシャル・パワー発動時に口を使う継続的な詠唱処理を中断する
743  * @return なし
744  */
745 void ratial_stop_mouth(void)
746 {
747         if (music_singing_any()) stop_singing();
748         if (hex_spelling_any()) stop_hex_spell_all();
749 }
750
751 /*!
752  * @brief レイシャル・パワー発動処理
753  * @param command 発動するレイシャルのID
754  * @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。
755  */
756 static bool cmd_racial_power_aux(s32b command)
757 {
758         s16b        plev = p_ptr->lev;
759         int         dir = 0;
760
761         if (command <= -3)
762         {
763                 switch (p_ptr->pclass)
764                 {
765                 case CLASS_WARRIOR:
766                 {
767                         int y = 0, x = 0, i;
768                         cave_type       *c_ptr;
769
770                         for (i = 0; i < 6; i++)
771                         {
772                                 dir = randint0(8);
773                                 y = p_ptr->y + ddy_ddd[dir];
774                                 x = p_ptr->x + ddx_ddd[dir];
775                                 c_ptr = &cave[y][x];
776
777                                 /* Hack -- attack monsters */
778                                 if (c_ptr->m_idx)
779                                         py_attack(y, x, 0);
780                                 else
781                                 {
782                                         msg_print(_("攻撃が空をきった。", "You attack the empty air."));
783                                 }
784                         }
785                         break;
786                 }
787                 case CLASS_HIGH_MAGE:
788                 if (p_ptr->realm1 == REALM_HEX)
789                 {
790                         bool retval = stop_hex_spell();
791                         if (retval) p_ptr->energy_use = 10;
792                         return (retval);
793                 }
794                 case CLASS_MAGE:
795                 /* case CLASS_HIGH_MAGE: */
796                 case CLASS_SORCERER:
797                 {
798                         if (!eat_magic(p_ptr->lev * 2)) return FALSE;
799                         break;
800                 }
801                 case CLASS_PRIEST:
802                 {
803                         if (is_good_realm(p_ptr->realm1))
804                         {
805                                 if (!bless_weapon()) return FALSE;
806                         }
807                         else
808                         {
809                                 (void)dispel_monsters(plev * 4);
810                                 turn_monsters(plev * 4);
811                                 banish_monsters(plev * 4);
812                         }
813                         break;
814                 }
815                 case CLASS_ROGUE:
816                 {
817                         int x, y;
818
819                         if (!get_rep_dir(&dir, FALSE)) return FALSE;
820                         y = p_ptr->y + ddy[dir];
821                         x = p_ptr->x + ddx[dir];
822                         if (cave[y][x].m_idx)
823                         {
824                                 py_attack(y, x, 0);
825                                 if (randint0(p_ptr->skill_dis) < 7)
826                                         msg_print(_("うまく逃げられなかった。", "You are failed to run away."));
827                                 else teleport_player(30, 0L);
828                         }
829                         else
830                         {
831                                 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"));
832                                 msg_print(NULL);
833                         }
834                         break;
835                 }
836                 case CLASS_RANGER:
837                 case CLASS_SNIPER:
838                 {
839                         msg_print(_("敵を調査した...", "You examine your foes..."));
840                         probing();
841                         break;
842                 }
843                 case CLASS_PALADIN:
844                 {
845                         if (!get_aim_dir(&dir)) return FALSE;
846                         fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
847                                   dir, plev * 3);
848                         break;
849                 }
850                 case CLASS_WARRIOR_MAGE:
851                 {
852                         if (command == -3)
853                         {
854                                 int gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev, 
855                                                                 _("HPからMPへの無謀な変換", "thoughtless convertion from HP to SP"), -1) / 5;
856                                 if (gain_sp)
857                                 {
858                                         p_ptr->csp += gain_sp;
859                                         if (p_ptr->csp > p_ptr->msp)
860                                         {
861                                                 p_ptr->csp = p_ptr->msp;
862                                                 p_ptr->csp_frac = 0;
863                                         }
864                                 }
865                                 else
866                                 {
867                                         msg_print(_("変換に失敗した。", "You failed to convert."));
868                                 }
869                         }
870                         else if (command == -4)
871                         {
872                                 if (p_ptr->csp >= p_ptr->lev / 5)
873                                 {
874                                         p_ptr->csp -= p_ptr->lev / 5;
875                                         hp_player(p_ptr->lev);
876                                 }
877                                 else
878                                 {
879                                         msg_print(_("変換に失敗した。", "You failed to convert."));
880                                 }
881                         }
882
883                         /* Redraw mana and hp */
884                         p_ptr->redraw |= (PR_HP | PR_MANA);
885
886                         break;
887                 }
888                 case CLASS_CHAOS_WARRIOR:
889                 {
890                         msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
891                         slow_monsters(p_ptr->lev);
892                         stun_monsters(p_ptr->lev * 4);
893                         confuse_monsters(p_ptr->lev * 4);
894                         turn_monsters(p_ptr->lev * 4);
895                         stasis_monsters(p_ptr->lev * 4);
896                         break;
897                 }
898                 case CLASS_MONK:
899                 {
900                         if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
901                         {
902                                 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
903                                 return FALSE;
904                         }
905                         if (p_ptr->riding)
906                         {
907                                 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
908                                 return FALSE;
909                         }
910
911                         if (command == -3)
912                         {
913                                 if (!choose_kamae()) return FALSE;
914                                 p_ptr->update |= (PU_BONUS);
915                         }
916                         else if (command == -4)
917                         {
918                                 int x, y;
919
920                                 if (!get_rep_dir(&dir, FALSE)) return FALSE;
921                                 y = p_ptr->y + ddy[dir];
922                                 x = p_ptr->x + ddx[dir];
923                                 if (cave[y][x].m_idx)
924                                 {
925                                         if (one_in_(2)) 
926                                                 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!!!", 
927                                                                         "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
928                                         else
929                                                 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!!!",
930                                                                         "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
931
932                                         py_attack(y, x, 0);
933                                         if (cave[y][x].m_idx)
934                                         {
935                                                 handle_stuff();
936                                                 py_attack(y, x, 0);
937                                         }
938                                         p_ptr->energy_need += ENERGY_NEED();
939                                 }
940                                 else
941                                 {
942                                         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"));
943                                         msg_print(NULL);
944                                 }
945                         }
946                         break;
947                 }
948                 case CLASS_MINDCRAFTER:
949                 case CLASS_FORCETRAINER:
950                 {
951                         if (total_friends)
952                         {
953                                 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."));
954                                 return FALSE;
955                         }
956                         msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
957
958                         p_ptr->csp += (3 + p_ptr->lev/20);
959                         if (p_ptr->csp >= p_ptr->msp)
960                         {
961                                 p_ptr->csp = p_ptr->msp;
962                                 p_ptr->csp_frac = 0;
963                         }
964
965                         /* Redraw mana */
966                         p_ptr->redraw |= (PR_MANA);
967                         break;
968                 }
969                 case CLASS_TOURIST:
970                 {
971                         if (command == -3)
972                         {
973                                 if (!get_aim_dir(&dir)) return FALSE;
974                                 project_length = 1;
975                                 fire_beam(GF_PHOTO, dir, 1);
976                         }
977                         else if (command == -4)
978                         {
979                                 if (!identify_fully(FALSE)) return FALSE;
980                         }
981                         break;
982                 }
983                 case CLASS_IMITATOR:
984                 {
985                         handle_stuff();
986                         if (!do_cmd_mane(TRUE)) return FALSE;
987                         break;
988                 }
989                 case CLASS_BEASTMASTER:
990                 {
991                         if (command == -3)
992                         {
993                                 if (!get_aim_dir(&dir)) return FALSE;
994                                 (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
995                         }
996                         else if (command == -4)
997                         {
998                                 project_hack(GF_CHARM_LIVING, p_ptr->lev);
999                         }
1000                         break;
1001                 }
1002                 case CLASS_ARCHER:
1003                 {
1004                         if (!do_cmd_archer()) return FALSE;
1005                         break;
1006                 }
1007                 case CLASS_MAGIC_EATER:
1008                 {
1009                         if (command == -3) {
1010                                 if (!gain_magic()) return FALSE;
1011                         } else if (command == -4) {
1012                                 if (!can_do_cmd_cast()) return FALSE;
1013                                 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
1014                         }
1015                         break;
1016                 }
1017                 case CLASS_BARD:
1018                 {
1019                         /* Singing is already stopped */
1020                         if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
1021
1022                         stop_singing();
1023                         p_ptr->energy_use = 10;
1024                         break;
1025                 }
1026                 case CLASS_RED_MAGE:
1027                 {
1028                         if (!can_do_cmd_cast()) return FALSE;
1029                         handle_stuff();
1030                         do_cmd_cast();
1031                         handle_stuff();
1032                         if (!p_ptr->paralyzed && can_do_cmd_cast())
1033                                 do_cmd_cast();
1034                         break;
1035                 }
1036                 case CLASS_SAMURAI:
1037                 {
1038                         if (command == -3)
1039                         {
1040                                 int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
1041
1042                                 if (total_friends)
1043                                 {
1044                                         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."));
1045                                         return FALSE;
1046                                 }
1047                                 if (p_ptr->special_defense & KATA_MASK)
1048                                 {
1049                                         msg_print(_("今は構えに集中している。", "You need concentration on your form."));
1050                                         return FALSE;
1051                                 }
1052                                 msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
1053
1054                                 p_ptr->csp += p_ptr->msp / 2;
1055                                 if (p_ptr->csp >= max_csp)
1056                                 {
1057                                         p_ptr->csp = max_csp;
1058                                         p_ptr->csp_frac = 0;
1059                                 }
1060
1061                                 /* Redraw mana */
1062                                 p_ptr->redraw |= (PR_MANA);
1063                         }
1064                         else if (command == -4)
1065                         {
1066                                 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
1067                                 {
1068                                         msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
1069                                         return FALSE;
1070                                 }
1071                                 if (!choose_kata()) return FALSE;
1072                                 p_ptr->update |= (PU_BONUS);
1073                         }
1074                         break;
1075                 }
1076                 case CLASS_BLUE_MAGE:
1077                 {
1078                         if (p_ptr->action == ACTION_LEARN)
1079                         {
1080                                 set_action(ACTION_NONE);
1081                         }
1082                         else
1083                         {
1084                                 set_action(ACTION_LEARN);
1085                         }
1086                         p_ptr->energy_use = 0;
1087                         break;
1088                 }
1089                 case CLASS_CAVALRY:
1090                 {
1091                         char m_name[80];
1092                         monster_type *m_ptr;
1093                         monster_race *r_ptr;
1094                         int rlev;
1095
1096                         if (p_ptr->riding)
1097                         {
1098                                 msg_print(_("今は乗馬中だ。", "You ARE riding."));
1099                                 return FALSE;
1100                         }
1101                         if (!do_riding(TRUE)) return TRUE;
1102                         m_ptr = &m_list[p_ptr->riding];
1103                         r_ptr = &r_info[m_ptr->r_idx];
1104                         monster_desc(m_name, m_ptr, 0);
1105                         msg_format(_("%sに乗った。", "You ride on %s."),m_name);
1106                         if (is_pet(m_ptr)) break;
1107                         rlev = r_ptr->level;
1108                         if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
1109                         if (rlev > 60) rlev = 60+(rlev-60)/2;
1110                         if ((randint1(p_ptr->skill_exp[GINOU_RIDING] / 120 + p_ptr->lev * 2 / 3) > rlev)
1111                             && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle
1112                             && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
1113                             && (rlev < p_ptr->lev * 3 / 2 + randint0(p_ptr->lev / 5)))
1114                         {
1115                                 msg_format(_("%sを手なずけた。", "You tame %s."),m_name);
1116                                 set_pet(m_ptr);
1117                         }
1118                         else
1119                         {
1120                                 msg_format(_("%sに振り落とされた!", "You have thrown off by %s."),m_name);
1121                                 rakuba(1,TRUE);
1122
1123                                 /* Paranoia */
1124                                 /* 落馬処理に失敗してもとにかく乗馬解除 */
1125                                 p_ptr->riding = 0;
1126                         }
1127                         break;
1128                 }
1129                 case CLASS_BERSERKER:
1130                 {
1131                         if (!word_of_recall()) return FALSE;
1132                         break;
1133                 }
1134                 case CLASS_SMITH:
1135                 {
1136                         if (p_ptr->lev > 29)
1137                         {
1138                                 if (!identify_fully(TRUE)) return FALSE;
1139                         }
1140                         else
1141                         {
1142                                 if (!ident_spell(TRUE)) return FALSE;
1143                         }
1144                         break;
1145                 }
1146                 case CLASS_MIRROR_MASTER:
1147                 {
1148                         if (command == -3)
1149                         {
1150                                 /* Explode all mirrors */
1151                                 remove_all_mirrors(TRUE);
1152                         }
1153                         else if (command == -4)
1154                         {
1155                                 if (total_friends)
1156                                 {
1157                                         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."));
1158                                         return FALSE;
1159                                 }
1160                                 if (is_mirror_grid(&cave[p_ptr->y][p_ptr->x]))
1161                                 {
1162                                         msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
1163
1164                                         p_ptr->csp += (5 + p_ptr->lev * p_ptr->lev / 100);
1165                                         if (p_ptr->csp >= p_ptr->msp)
1166                                         {
1167                                                 p_ptr->csp = p_ptr->msp;
1168                                                 p_ptr->csp_frac = 0;
1169                                         }
1170
1171                                         /* Redraw mana */
1172                                         p_ptr->redraw |= (PR_MANA);
1173                                 }
1174                                 else
1175                                 {
1176                                         msg_print(_("鏡の上でないと集中できない!", "Here are not any mirrors!"));
1177                                 }
1178                         }
1179                         break;
1180                 }
1181                 case CLASS_NINJA:
1182                 {
1183                         if (p_ptr->action == ACTION_HAYAGAKE)
1184                         {
1185                                 set_action(ACTION_NONE);
1186                         }
1187                         else
1188                         {
1189                                 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
1190                                 feature_type *f_ptr = &f_info[c_ptr->feat];
1191
1192                                 if (!have_flag(f_ptr->flags, FF_PROJECT) ||
1193                                     (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
1194                                 {
1195                                         msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
1196                                 }
1197                                 else
1198                                 {
1199                                         set_action(ACTION_HAYAGAKE);
1200                                 }
1201                         }
1202
1203
1204                         p_ptr->energy_use = 0;
1205                         break;
1206                 }
1207
1208                 }
1209         }
1210         else if (p_ptr->mimic_form)
1211         {
1212                 switch (p_ptr->mimic_form)
1213                 {
1214                 case MIMIC_DEMON:
1215                 case MIMIC_DEMON_LORD:
1216                 {
1217                         int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1218                         if (!get_aim_dir(&dir)) return FALSE;
1219                         ratial_stop_mouth();
1220 #ifdef JP
1221                         msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎"));
1222 #else
1223                         msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1224 #endif
1225
1226                         fire_breath(type, dir, plev * 3, (plev / 15) + 1);
1227                         break;
1228                 }
1229                 case MIMIC_VAMPIRE:
1230                         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
1231                         {
1232                                 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
1233                                 return FALSE;
1234                         }
1235                         else
1236                         {
1237                                 int y, x, dummy = 0;
1238                                 cave_type *c_ptr;
1239
1240                                 /* Only works on adjacent monsters */
1241                                 if (!get_rep_dir(&dir, FALSE)) return FALSE;   /* was get_aim_dir */
1242                                 y = p_ptr->y + ddy[dir];
1243                                 x = p_ptr->x + ddx[dir];
1244                                 c_ptr = &cave[y][x];
1245
1246                                 ratial_stop_mouth();
1247
1248                                 if (!c_ptr->m_idx)
1249                                 {
1250                                         msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
1251                                         break;
1252                                 }
1253
1254                                 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
1255                                 dummy = plev + randint1(plev) * MAX(1, plev / 10);   /* Dmg */
1256                                 if (hypodynamic_bolt(dir, dummy))
1257                                 {
1258                                         if (p_ptr->food < PY_FOOD_FULL)
1259                                                 /* No heal if we are "full" */
1260                                                 (void)hp_player(dummy);
1261                                         else
1262                                                 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
1263
1264                                         /* Gain nutritional sustenance: 150/hp drained */
1265                                         /* A Food ration gives 5000 food points (by contrast) */
1266                                         /* Don't ever get more than "Full" this way */
1267                                         /* But if we ARE Gorged,  it won't cure us */
1268                                         dummy = p_ptr->food + MIN(5000, 100 * dummy);
1269                                         if (p_ptr->food < PY_FOOD_MAX)   /* Not gorged already */
1270                                                 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
1271                                 }
1272                                 else
1273                                         msg_print(_("げぇ。ひどい味だ。", "Yechh. That tastes foul."));
1274                         }
1275                         break;
1276                 }
1277         }
1278
1279         else 
1280         {
1281
1282         switch (p_ptr->prace)
1283         {
1284                 case RACE_DWARF:
1285                         msg_print(_("周囲を調べた。", "You examine your surroundings."));
1286                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1287                         (void)detect_doors(DETECT_RAD_DEFAULT);
1288                         (void)detect_stairs(DETECT_RAD_DEFAULT);
1289                         break;
1290
1291                 case RACE_HOBBIT:
1292                         {
1293                                 object_type *q_ptr;
1294                                 object_type forge;
1295
1296                                 /* Get local object */
1297                                 q_ptr = &forge;
1298
1299                                 /* Create the food ration */
1300                                 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
1301
1302                                 /* Drop the object from heaven */
1303                                 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
1304                                 msg_print(_("食事を料理して作った。", "You cook some food."));
1305                         }
1306                         break;
1307
1308                 case RACE_GNOME:
1309                         msg_print(_("パッ!", "Blink!"));
1310                         teleport_player(10, 0L);
1311                         break;
1312
1313                 case RACE_HALF_ORC:
1314                         msg_print(_("勇気を出した。", "You play tough."));
1315                         (void)set_afraid(0);
1316                         break;
1317
1318                 case RACE_HALF_TROLL:
1319                         msg_print(_("うがぁぁ!", "RAAAGH!"));
1320                         (void)set_afraid(0);
1321                         (void)set_shero(10 + randint1(plev), FALSE);
1322                         (void)hp_player(30);
1323                         break;
1324
1325                 case RACE_AMBERITE:
1326                         if (command == -1)
1327                         {
1328                                 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
1329                                 alter_reality();
1330                         }
1331                         else if (command == -2)
1332                         {
1333                                 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..."));
1334
1335                                 (void)set_poisoned(0);
1336                                 (void)set_image(0);
1337                                 (void)set_stun(0);
1338                                 (void)set_cut(0);
1339                                 (void)set_blind(0);
1340                                 (void)set_afraid(0);
1341                                 (void)do_res_stat(A_STR);
1342                                 (void)do_res_stat(A_INT);
1343                                 (void)do_res_stat(A_WIS);
1344                                 (void)do_res_stat(A_DEX);
1345                                 (void)do_res_stat(A_CON);
1346                                 (void)do_res_stat(A_CHR);
1347                                 (void)restore_level();
1348                         }
1349                         break;
1350
1351                 case RACE_BARBARIAN:
1352                         msg_print(_("うぉぉおお!", "Raaagh!"));
1353                         (void)set_afraid(0);
1354                         (void)set_shero(10 + randint1(plev), FALSE);
1355                         (void)hp_player(30);
1356                         break;
1357
1358                 case RACE_HALF_OGRE:
1359                         msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
1360                         explosive_rune();
1361                         break;
1362
1363                 case RACE_HALF_GIANT:
1364                         if (!get_aim_dir(&dir)) return FALSE;
1365                         (void)wall_to_mud(dir, 20 + randint1(30));
1366                         break;
1367
1368                 case RACE_HALF_TITAN:
1369                         msg_print(_("敵を調査した...", "You examine your foes..."));
1370                         probing();
1371                         break;
1372
1373                 case RACE_CYCLOPS:
1374                         if (!get_aim_dir(&dir)) return FALSE;
1375                         msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
1376                         fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
1377                         break;
1378
1379                 case RACE_YEEK:
1380                         if (!get_aim_dir(&dir)) return FALSE;
1381                         ratial_stop_mouth();
1382                         msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
1383                         (void)fear_monster(dir, plev);
1384                         break;
1385
1386                 case RACE_KLACKON:
1387                         if (!get_aim_dir(&dir)) return FALSE;
1388                         ratial_stop_mouth();
1389                         msg_print(_("酸を吐いた。", "You spit acid."));
1390                         if (plev < 25) fire_bolt(GF_ACID, dir, plev);
1391                         else fire_ball(GF_ACID, dir, plev, 2);
1392                         break;
1393
1394                 case RACE_KOBOLD:
1395                         if (!get_aim_dir(&dir)) return FALSE;
1396                         msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
1397                         fire_bolt(GF_POIS, dir, plev);
1398                         break;
1399
1400                 case RACE_NIBELUNG:
1401                         msg_print(_("周囲を調査した。", "You examine your surroundings."));
1402                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1403                         (void)detect_doors(DETECT_RAD_DEFAULT);
1404                         (void)detect_stairs(DETECT_RAD_DEFAULT);
1405                         break;
1406
1407                 case RACE_DARK_ELF:
1408                         if (!get_aim_dir(&dir)) return FALSE;
1409                         msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
1410                         fire_bolt_or_beam(10, GF_MISSILE, dir,
1411                             damroll(3 + ((plev - 1) / 5), 4));
1412                         break;
1413
1414                 case RACE_DRACONIAN:
1415                         {
1416                                 int  Type = (one_in_(3) ? GF_COLD : GF_FIRE);
1417 #ifdef JP
1418                                 cptr Type_desc = ((Type == GF_COLD) ? "冷気" : "炎");
1419 #else
1420                                 cptr Type_desc = ((Type == GF_COLD) ? "cold" : "fire");
1421 #endif
1422
1423                                 if (!get_aim_dir(&dir)) return FALSE;
1424
1425                                 if (randint1(100) < plev)
1426                                 {
1427                                         switch (p_ptr->pclass)
1428                                         {
1429                                                 case CLASS_WARRIOR:
1430                                                 case CLASS_BERSERKER:
1431                                                 case CLASS_RANGER:
1432                                                 case CLASS_TOURIST:
1433                                                 case CLASS_IMITATOR:
1434                                                 case CLASS_ARCHER:
1435                                                 case CLASS_SMITH:
1436                                                         if (one_in_(3))
1437                                                         {
1438                                                                 Type = GF_MISSILE;
1439                                                                 Type_desc = _("エレメント", "the elements");
1440                                                         }
1441                                                         else
1442                                                         {
1443                                                                 Type = GF_SHARDS;
1444                                                                 Type_desc = _("破片", "shards");
1445                                                         }
1446                                                         break;
1447                                                 case CLASS_MAGE:
1448                                                 case CLASS_WARRIOR_MAGE:
1449                                                 case CLASS_HIGH_MAGE:
1450                                                 case CLASS_SORCERER:
1451                                                 case CLASS_MAGIC_EATER:
1452                                                 case CLASS_RED_MAGE:
1453                                                 case CLASS_BLUE_MAGE:
1454                                                 case CLASS_MIRROR_MASTER:
1455                                                         if (one_in_(3))
1456                                                         {
1457                                                                 Type = GF_MANA;
1458                                                                 Type_desc = _("魔力", "mana");
1459                                                         }
1460                                                         else
1461                                                         {
1462                                                                 Type = GF_DISENCHANT;
1463                                                                 Type_desc = _("劣化", "disenchantment");
1464                                                         }
1465                                                         break;
1466                                                 case CLASS_CHAOS_WARRIOR:
1467                                                         if (!one_in_(3))
1468                                                         {
1469                                                                 Type = GF_CONFUSION;
1470                                                                 Type_desc = _("混乱", "confusion");
1471                                                         }
1472                                                         else
1473                                                         {
1474                                                                 Type = GF_CHAOS;
1475                                                                 Type_desc = _("カオス", "chaos");
1476                                                         }
1477                                                         break;
1478                                                 case CLASS_MONK:
1479                                                 case CLASS_SAMURAI:
1480                                                 case CLASS_FORCETRAINER:
1481                                                         if (!one_in_(3))
1482                                                         {
1483                                                                 Type = GF_CONFUSION;
1484                                                                 Type_desc = _("混乱", "confusion");
1485                                                         }
1486                                                         else
1487                                                         {
1488                                                                 Type = GF_SOUND;
1489                                                                 Type_desc = _("轟音", "sound");
1490                                                         }
1491                                                         break;
1492                                                 case CLASS_MINDCRAFTER:
1493                                                         if (!one_in_(3))
1494                                                         {
1495                                                                 Type = GF_CONFUSION;
1496                                                                 Type_desc = _("混乱", "confusion");
1497                                                         }
1498                                                         else
1499                                                         {
1500                                                                 Type = GF_PSI;
1501                                                                 Type_desc = _("精神エネルギー", "mental energy");
1502                                                         }
1503                                                         break;
1504                                                 case CLASS_PRIEST:
1505                                                 case CLASS_PALADIN:
1506                                                         if (one_in_(3))
1507                                                         {
1508                                                                 Type = GF_HELL_FIRE;
1509                                                                 Type_desc = _("地獄の劫火", "hellfire");
1510                                                         }
1511                                                         else
1512                                                         {
1513                                                                 Type = GF_HOLY_FIRE;
1514                                                                 Type_desc = _("聖なる炎", "holy fire");
1515                                                         }
1516                                                         break;
1517                                                 case CLASS_ROGUE:
1518                                                 case CLASS_NINJA:
1519                                                         if (one_in_(3))
1520                                                         {
1521                                                                 Type = GF_DARK;
1522                                                                 Type_desc = _("暗黒", "darkness");
1523                                                         }
1524                                                         else
1525                                                         {
1526                                                                 Type = GF_POIS;
1527                                                                 Type_desc = _("毒", "poison");
1528                                                         }
1529                                                         break;
1530                                                 case CLASS_BARD:
1531                                                         if (!one_in_(3))
1532                                                         {
1533                                                                 Type = GF_SOUND;
1534                                                                 Type_desc = _("轟音", "sound");
1535                                                         }
1536                                                         else
1537                                                         {
1538                                                                 Type = GF_CONFUSION;
1539                                                                 Type_desc = _("混乱", "confusion");
1540                                                         }
1541                                                         break;
1542                                         }
1543                                 }
1544
1545                                 ratial_stop_mouth();
1546                                 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
1547
1548                                 fire_breath(Type, dir, plev * 2, (plev / 15) + 1);
1549                         }
1550                         break;
1551
1552                 case RACE_MIND_FLAYER:
1553                         if (!get_aim_dir(&dir)) return FALSE;
1554                         msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
1555                         fire_bolt(GF_PSI, dir, plev);
1556                         break;
1557
1558                 case RACE_IMP:
1559                         if (!get_aim_dir(&dir)) return FALSE;
1560                         if (plev >= 30)
1561                         {
1562                                 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
1563                                 fire_ball(GF_FIRE, dir, plev, 2);
1564                         }
1565                         else
1566                         {
1567                                 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
1568                                 fire_bolt(GF_FIRE, dir, plev);
1569                         }
1570                         break;
1571
1572                 case RACE_GOLEM:
1573                         (void)set_shield(randint1(20) + 30, FALSE);
1574                         break;
1575
1576                 case RACE_SKELETON:
1577                 case RACE_ZOMBIE:
1578                         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."));
1579                         (void)restore_level();
1580                         break;
1581
1582                 case RACE_VAMPIRE:
1583                         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
1584                         {
1585                                 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
1586                                 return FALSE;
1587                         }
1588                         else
1589                         {
1590                                 int y, x, dummy = 0;
1591                                 cave_type *c_ptr;
1592
1593                                 /* Only works on adjacent monsters */
1594                                 if (!get_rep_dir(&dir,FALSE)) return FALSE;   /* was get_aim_dir */
1595                                 y = p_ptr->y + ddy[dir];
1596                                 x = p_ptr->x + ddx[dir];
1597                                 c_ptr = &cave[y][x];
1598
1599                                 ratial_stop_mouth();
1600
1601                                 if (!c_ptr->m_idx)
1602                                 {
1603                                         msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
1604                                         break;
1605                                 }
1606
1607                                 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
1608                                 dummy = plev + randint1(plev) * MAX(1, plev / 10);   /* Dmg */
1609                                 if (hypodynamic_bolt(dir, dummy))
1610                                 {
1611                                         if (p_ptr->food < PY_FOOD_FULL)
1612                                                 /* No heal if we are "full" */
1613                                                 (void)hp_player(dummy);
1614                                         else
1615                                                 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
1616
1617                                         /* Gain nutritional sustenance: 150/hp drained */
1618                                         /* A Food ration gives 5000 food points (by contrast) */
1619                                         /* Don't ever get more than "Full" this way */
1620                                         /* But if we ARE Gorged,  it won't cure us */
1621                                         dummy = p_ptr->food + MIN(5000, 100 * dummy);
1622                                         if (p_ptr->food < PY_FOOD_MAX)   /* Not gorged already */
1623                                                 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
1624                                 }
1625                                 else
1626                                         msg_print(_("げぇ。ひどい味だ。", "Yechh. That tastes foul."));
1627                         }
1628                         break;
1629
1630                 case RACE_SPECTRE:
1631                         if (!get_aim_dir(&dir)) return FALSE;
1632                         ratial_stop_mouth();
1633                         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!"));
1634                         (void)fear_monster(dir, plev);
1635                         break;
1636
1637                 case RACE_SPRITE:
1638                         msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
1639                         if (plev < 25) sleep_monsters_touch();
1640                         else (void)sleep_monsters(plev);
1641                         break;
1642
1643                 case RACE_DEMON:
1644                         {
1645                                 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1646                                 if (!get_aim_dir(&dir)) return FALSE;
1647                                 ratial_stop_mouth();
1648 #ifdef JP
1649                                 msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎"));
1650 #else
1651                                 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1652 #endif
1653
1654                                 fire_breath(type, dir, plev * 3, (plev / 15) + 1);
1655                         }
1656                         break;
1657
1658                 case RACE_KUTAR:
1659                         (void)set_tsubureru(randint1(20) + 30, FALSE);
1660                         break;
1661
1662                 case RACE_ANDROID:
1663                         if (!get_aim_dir(&dir)) return FALSE;
1664                         if (plev < 10)
1665                         {
1666                                 msg_print(_("レイガンを発射した。", "You fire your ray gun."));
1667                                 fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
1668                         }
1669                         else if (plev < 25)
1670                         {
1671                                 msg_print(_("ブラスターを発射した。", "You fire your blaster."));
1672                                 fire_bolt(GF_MISSILE, dir, plev);
1673                         }
1674                         else if (plev < 35)
1675                         {
1676                                 msg_print(_("バズーカを発射した。", "You fire your bazooka."));
1677                                 fire_ball(GF_MISSILE, dir, plev * 2, 2);
1678                         }
1679                         else if (plev < 45)
1680                         {
1681                                 msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon."));
1682                                 fire_beam(GF_MISSILE, dir, plev * 2);
1683                         }
1684                         else
1685                         {
1686                                 msg_print(_("ロケットを発射した。", "You fire a rocket."));
1687                                 fire_rocket(GF_ROCKET, dir, plev * 5, 2);
1688                         }
1689                         break;
1690
1691                 default:
1692                         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."));
1693                         p_ptr->energy_use = 0;
1694         }
1695         }
1696         return TRUE;
1697 }
1698
1699 /*!
1700  * @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
1701  * @return なし
1702  */
1703 void do_cmd_racial_power(void)
1704 {
1705         power_desc_type power_desc[36];
1706         int num;
1707         COMMAND_CODE i = 0;
1708         int ask = TRUE;
1709         PLAYER_LEVEL lvl = p_ptr->lev;
1710         bool            flag, redraw, cast = FALSE;
1711         bool            warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
1712         char            choice;
1713         char            out_val[160];
1714         int menu_line = (use_menu ? 1 : 0);
1715
1716
1717         for (num = 0; num < 36; num++)
1718         {
1719                 strcpy(power_desc[num].name, "");
1720                 power_desc[num].number = 0;
1721         }
1722
1723         num = 0;
1724
1725         if (p_ptr->confused)
1726         {
1727                 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!"));
1728                 p_ptr->energy_use = 0;
1729                 return;
1730         }
1731
1732         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
1733         {
1734                 set_action(ACTION_NONE);
1735         }
1736
1737         switch (p_ptr->pclass)
1738         {
1739         case CLASS_WARRIOR:
1740         {
1741                 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
1742                 power_desc[num].level = 40;
1743                 power_desc[num].cost = 75;
1744                 power_desc[num].stat = A_DEX;
1745                 power_desc[num].fail = 35;
1746                 power_desc[num++].number = -3;
1747                 break;
1748         }
1749         case CLASS_HIGH_MAGE:
1750         if (p_ptr->realm1 == REALM_HEX)
1751         {
1752                 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
1753                 power_desc[num].level = 1;
1754                 power_desc[num].cost = 0;
1755                 power_desc[num].stat = A_INT;
1756                 power_desc[num].fail = 0;
1757                 power_desc[num++].number = -3;
1758                 break;
1759         }
1760         case CLASS_MAGE:
1761         /* case CLASS_HIGH_MAGE: */
1762         case CLASS_SORCERER:
1763         {
1764                 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1765                 power_desc[num].level = 25;
1766                 power_desc[num].cost = 1;
1767                 power_desc[num].stat = A_INT;
1768                 power_desc[num].fail = 25;
1769                 power_desc[num++].number = -3;
1770                 break;
1771         }
1772         case CLASS_PRIEST:
1773         {
1774                 if (is_good_realm(p_ptr->realm1))
1775                 {
1776                         strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
1777                         power_desc[num].level = 35;
1778                         power_desc[num].cost = 70;
1779                         power_desc[num].stat = A_WIS;
1780                         power_desc[num].fail = 50;
1781                         power_desc[num++].number = -3;
1782                 }
1783                 else
1784                 {
1785                         strcpy(power_desc[num].name, _("召魂", "Evocation"));
1786                         power_desc[num].level = 42;
1787                         power_desc[num].cost = 40;
1788                         power_desc[num].stat = A_WIS;
1789                         power_desc[num].fail = 35;
1790                         power_desc[num++].number = -3;
1791                 }
1792                 break;
1793         }
1794         case CLASS_ROGUE:
1795         {
1796                 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
1797                 power_desc[num].level = 8;
1798                 power_desc[num].cost = 12;
1799                 power_desc[num].stat = A_DEX;
1800                 power_desc[num].fail = 14;
1801                 power_desc[num++].number = -3;
1802                 break;
1803         }
1804         case CLASS_RANGER:
1805         case CLASS_SNIPER:
1806         {
1807                 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
1808                 power_desc[num].level = 15;
1809                 power_desc[num].cost = 20;
1810                 power_desc[num].stat = A_INT;
1811                 power_desc[num].fail = 12;
1812                 power_desc[num++].number = -3;
1813                 break;
1814         }
1815         case CLASS_PALADIN:
1816         {
1817                 if (is_good_realm(p_ptr->realm1))
1818                 {
1819                         strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
1820                         power_desc[num].level = 30;
1821                         power_desc[num].cost = 30;
1822                         power_desc[num].stat = A_WIS;
1823                         power_desc[num].fail = 30;
1824                         power_desc[num++].number = -3;
1825                 }
1826                 else
1827                 {
1828                         strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
1829                         power_desc[num].level = 30;
1830                         power_desc[num].cost = 30;
1831                         power_desc[num].stat = A_WIS;
1832                         power_desc[num].fail = 30;
1833                         power_desc[num++].number = -3;
1834                 }
1835                 break;
1836         }
1837         case CLASS_WARRIOR_MAGE:
1838         {
1839                 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
1840                 power_desc[num].level = 25;
1841                 power_desc[num].cost = 0;
1842                 power_desc[num].stat = A_INT;
1843                 power_desc[num].fail = 10;
1844                 power_desc[num++].number = -3;
1845                         
1846                 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
1847                 power_desc[num].level = 25;
1848                 power_desc[num].cost = 0;
1849                 power_desc[num].stat = A_INT;
1850                 power_desc[num].fail = 10;
1851                 power_desc[num++].number = -4;
1852                 break;
1853         }
1854         case CLASS_CHAOS_WARRIOR:
1855         {
1856                 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
1857                 power_desc[num].level = 40;
1858                 power_desc[num].cost = 50;
1859                 power_desc[num].stat = A_INT;
1860                 power_desc[num].fail = 25;
1861                 power_desc[num++].number = -3;
1862                 break;
1863         }
1864         case CLASS_MONK:
1865         {
1866                 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
1867                 power_desc[num].level = 25;
1868                 power_desc[num].cost = 0;
1869                 power_desc[num].stat = A_DEX;
1870                 power_desc[num].fail = 0;
1871                 power_desc[num++].number = -3;
1872                         
1873                 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
1874                 power_desc[num].level = 30;
1875                 power_desc[num].cost = 30;
1876                 power_desc[num].stat = A_STR;
1877                 power_desc[num].fail = 20;
1878                 power_desc[num++].number = -4;
1879                 break;
1880         }
1881         case CLASS_MINDCRAFTER:
1882         case CLASS_FORCETRAINER:
1883         {
1884                 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1885                 power_desc[num].level = 15;
1886                 power_desc[num].cost = 0;
1887                 power_desc[num].stat = A_WIS;
1888                 power_desc[num].fail = 10;
1889                 power_desc[num++].number = -3;
1890                 break;
1891         }
1892         case CLASS_TOURIST:
1893         {
1894                 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1895                 power_desc[num].level = 1;
1896                 power_desc[num].cost = 0;
1897                 power_desc[num].stat = A_DEX;
1898                 power_desc[num].fail = 0;
1899                 power_desc[num++].number = -3;
1900                 
1901                 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1902                 power_desc[num].level = 25;
1903                 power_desc[num].cost = 20;
1904                 power_desc[num].stat = A_INT;
1905                 power_desc[num].fail = 20;
1906                 power_desc[num++].number = -4;
1907                 break;
1908         }
1909         case CLASS_IMITATOR:
1910         {
1911                 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1912                 power_desc[num].level = 30;
1913                 power_desc[num].cost = 100;
1914                 power_desc[num].stat = A_DEX;
1915                 power_desc[num].fail = 30;
1916                 power_desc[num++].number = -3;
1917                 break;
1918         }
1919         case CLASS_BEASTMASTER:
1920         {
1921                 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1922                 power_desc[num].level = 1;
1923                 power_desc[num].cost = (p_ptr->lev+3)/4;
1924                 power_desc[num].stat = A_CHR;
1925                 power_desc[num].fail = 10;
1926                 power_desc[num++].number = -3;
1927                 
1928                 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1929                 power_desc[num].level = 30;
1930                 power_desc[num].cost = (p_ptr->lev+20)/2;
1931                 power_desc[num].stat = A_CHR;
1932                 power_desc[num].fail = 10;
1933                 power_desc[num++].number = -4;
1934                 break;
1935         }
1936         case CLASS_ARCHER:
1937         {
1938                 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1939                 power_desc[num].level = 1;
1940                 power_desc[num].cost = 0;
1941                 power_desc[num].stat = A_DEX;
1942                 power_desc[num].fail = 0;
1943                 power_desc[num++].number = -3;
1944                 break;
1945         }
1946         case CLASS_MAGIC_EATER:
1947         {
1948                 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1949                 power_desc[num].level = 1;
1950                 power_desc[num].cost = 0;
1951                 power_desc[num].stat = A_INT;
1952                 power_desc[num].fail = 0;
1953                 power_desc[num++].number = -3;
1954
1955                 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1956                 power_desc[num].level = 10;
1957                 power_desc[num].cost = 10 + (lvl - 10) / 2;
1958                 power_desc[num].stat = A_INT;
1959                 power_desc[num].fail = 0;
1960                 power_desc[num++].number = -4;
1961                 break;
1962         }
1963         case CLASS_BARD:
1964         {
1965                 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1966                 power_desc[num].level = 1;
1967                 power_desc[num].cost = 0;
1968                 power_desc[num].stat = A_CHR;
1969                 power_desc[num].fail = 0;
1970                 power_desc[num++].number = -3;
1971                 break;
1972         }
1973         case CLASS_RED_MAGE:
1974         {
1975                 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1976                 power_desc[num].level = 48;
1977                 power_desc[num].cost = 20;
1978                 power_desc[num].stat = A_INT;
1979                 power_desc[num].fail = 0;
1980                 power_desc[num++].number = -3;
1981                 break;
1982         }
1983         case CLASS_SAMURAI:
1984         {
1985                 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1986                 power_desc[num].level = 1;
1987                 power_desc[num].cost = 0;
1988                 power_desc[num].stat = A_WIS;
1989                 power_desc[num].fail = 0;
1990                 power_desc[num++].number = -3;
1991                 
1992                 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
1993                 power_desc[num].level = 25;
1994                 power_desc[num].cost = 0;
1995                 power_desc[num].stat = A_DEX;
1996                 power_desc[num].fail = 0;
1997                 power_desc[num++].number = -4;
1998                 break;
1999         }
2000         case CLASS_BLUE_MAGE:
2001         {
2002                 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
2003                 power_desc[num].level = 1;
2004                 power_desc[num].cost = 0;
2005                 power_desc[num].stat = A_INT;
2006                 power_desc[num].fail = 0;
2007                 power_desc[num++].number = -3;
2008                 break;
2009         }
2010         case CLASS_CAVALRY:
2011         {
2012                 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
2013                 power_desc[num].level = 10;
2014                 power_desc[num].cost = 0;
2015                 power_desc[num].stat = A_STR;
2016                 power_desc[num].fail = 10;
2017                 power_desc[num++].number = -3;
2018                 break;
2019         }
2020         case CLASS_BERSERKER:
2021         {
2022                 strcpy(power_desc[num].name, _("帰還", "Recall"));
2023                 power_desc[num].level = 10;
2024                 power_desc[num].cost = 10;
2025                 power_desc[num].stat = A_DEX;
2026                 power_desc[num].fail = 20;
2027                 power_desc[num++].number = -3;
2028                 break;
2029         }
2030         case CLASS_MIRROR_MASTER:
2031         {
2032                 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
2033                 power_desc[num].level = 1;
2034                 power_desc[num].cost = 0;
2035                 power_desc[num].stat = A_INT;
2036                 power_desc[num].fail = 0;
2037                 power_desc[num++].number = -3;
2038                 
2039                 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
2040                 power_desc[num].level = 30;
2041                 power_desc[num].cost = 0;
2042                 power_desc[num].stat = A_INT;
2043                 power_desc[num].fail = 20;
2044                 power_desc[num++].number = -4;
2045                 break;
2046         }
2047         case CLASS_SMITH:
2048         {
2049                 strcpy(power_desc[num].name, _("目利き", "Judgment"));
2050                 power_desc[num].level = 5;
2051                 power_desc[num].cost = 15;
2052                 power_desc[num].stat = A_INT;
2053                 power_desc[num].fail = 20;
2054                 power_desc[num++].number = -3;
2055                 break;
2056         }
2057         case CLASS_NINJA:
2058         {
2059                 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
2060                 power_desc[num].level = 20;
2061                 power_desc[num].cost = 0;
2062                 power_desc[num].stat = A_DEX;
2063                 power_desc[num].fail = 0;
2064                 power_desc[num++].number = -3;
2065                 break;
2066         }
2067         default:
2068                 strcpy(power_desc[0].name, _("(なし)", "(none)"));
2069         }
2070
2071         if (p_ptr->mimic_form)
2072         {
2073                 switch (p_ptr->mimic_form)
2074                 {
2075                 case MIMIC_DEMON:
2076                 case MIMIC_DEMON_LORD:
2077                         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);
2078                         power_desc[num].level = 15;
2079                         power_desc[num].cost = 10+lvl/3;
2080                         power_desc[num].stat = A_CON;
2081                         power_desc[num].fail = 20;
2082                         power_desc[num++].number = -1;
2083                         break;
2084                 case MIMIC_VAMPIRE:
2085                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2086                         power_desc[num].level = 2;
2087                         power_desc[num].cost = 1 + (lvl / 3);
2088                         power_desc[num].stat = A_CON;
2089                         power_desc[num].fail = 9;
2090                         power_desc[num++].number = -1;
2091                         break;
2092                 }
2093         }
2094         else
2095         {
2096         switch (p_ptr->prace)
2097         {
2098                 case RACE_DWARF:
2099                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
2100                         power_desc[num].level = 5;
2101                         power_desc[num].cost = 5;
2102                         power_desc[num].stat = A_WIS;
2103                         power_desc[num].fail = 12;
2104                         power_desc[num++].number = -1;
2105                         break;
2106                 case RACE_NIBELUNG:
2107                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
2108                         power_desc[num].level = 10;
2109                         power_desc[num].cost = 5;
2110                         power_desc[num].stat = A_WIS;
2111                         power_desc[num].fail = 10;
2112                         power_desc[num++].number = -1;
2113                         break;
2114                 case RACE_HOBBIT:
2115                         strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
2116                         power_desc[num].level = 15;
2117                         power_desc[num].cost = 10;
2118                         power_desc[num].stat = A_INT;
2119                         power_desc[num].fail = 10;
2120                         power_desc[num++].number = -1;
2121                         break;
2122                 case RACE_GNOME:
2123                         sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
2124                         power_desc[num].level = 5;
2125                         power_desc[num].cost = 5;
2126                         power_desc[num].stat = A_INT;
2127                         power_desc[num].fail = 12;
2128                         power_desc[num++].number = -1;
2129                         break;
2130                 case RACE_HALF_ORC:
2131                         strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
2132                         power_desc[num].level = 3;
2133                         power_desc[num].cost = 5;
2134                         power_desc[num].stat = A_WIS;
2135                         power_desc[num].fail = warrior ? 5 : 10;
2136                         power_desc[num++].number = -1;
2137                         break;
2138                 case RACE_HALF_TROLL:
2139                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2140                         power_desc[num].level = 10;
2141                         power_desc[num].cost = 12;
2142                         power_desc[num].stat = A_STR;
2143                         power_desc[num].fail = warrior ? 6 : 12;
2144                         power_desc[num++].number = -1;
2145                         break;
2146                 case RACE_BARBARIAN:
2147                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2148                         power_desc[num].level = 8;
2149                         power_desc[num].cost = 10;
2150                         power_desc[num].stat = A_STR;
2151                         power_desc[num].fail = warrior ? 6 : 12;
2152                         power_desc[num++].number = -1;
2153                         break;
2154                 case RACE_AMBERITE:
2155                         strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
2156                         power_desc[num].level = 30;
2157                         power_desc[num].cost = 50;
2158                         power_desc[num].stat = A_INT;
2159                         power_desc[num].fail = 50;
2160                         power_desc[num++].number = -1;
2161                         
2162                         strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
2163                         power_desc[num].level = 40;
2164                         power_desc[num].cost = 75;
2165                         power_desc[num].stat = A_WIS;
2166                         power_desc[num].fail = 50;
2167                         power_desc[num++].number = -2;
2168                         break;
2169                 case RACE_HALF_OGRE:
2170                         strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
2171                         power_desc[num].level = 25;
2172                         power_desc[num].cost = 35;
2173                         power_desc[num].stat = A_INT;
2174                         power_desc[num].fail = 15;
2175                         power_desc[num++].number = -1;
2176                         break;
2177                 case RACE_HALF_GIANT:
2178                         strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
2179                         power_desc[num].level = 20;
2180                         power_desc[num].cost = 10;
2181                         power_desc[num].stat = A_STR;
2182                         power_desc[num].fail = 12;
2183                         power_desc[num++].number = -1;
2184                         break;
2185                 case RACE_HALF_TITAN:
2186                         strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
2187                         power_desc[num].level = 15;
2188                         power_desc[num].cost = 10;
2189                         power_desc[num].stat = A_INT;
2190                         power_desc[num].fail = 12;
2191                         power_desc[num++].number = -1;
2192                         break;
2193                 case RACE_CYCLOPS:
2194                         sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
2195                         power_desc[num].level = 20;
2196                         power_desc[num].cost = 15;
2197                         power_desc[num].stat = A_STR;
2198                         power_desc[num].fail = 12;
2199                         power_desc[num++].number = -1;
2200                         break;
2201                 case RACE_YEEK:
2202                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2203                         power_desc[num].level = 15;
2204                         power_desc[num].cost = 15;
2205                         power_desc[num].stat = A_WIS;
2206                         power_desc[num].fail = 10;
2207                         power_desc[num++].number = -1;
2208                         break;
2209                 case RACE_SPECTRE:
2210                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2211                         power_desc[num].level = 4;
2212                         power_desc[num].cost = 6;
2213                         power_desc[num].stat = A_INT;
2214                         power_desc[num].fail = 3;
2215                         power_desc[num++].number = -1;
2216                         break;
2217                 case RACE_KLACKON:
2218                         sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
2219                         power_desc[num].level = 9;
2220                         power_desc[num].cost = 9;
2221                         power_desc[num].stat = A_DEX;
2222                         power_desc[num].fail = 14;
2223                         power_desc[num++].number = -1;
2224                         break;
2225                 case RACE_KOBOLD:
2226                         sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
2227                         power_desc[num].level = 12;
2228                         power_desc[num].cost = 8;
2229                         power_desc[num].stat = A_DEX;
2230                         power_desc[num].fail = 14;
2231                         power_desc[num++].number = -1;
2232                         break;
2233                 case RACE_DARK_ELF:
2234                         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);
2235                         power_desc[num].level = 2;
2236                         power_desc[num].cost = 2;
2237                         power_desc[num].stat = A_INT;
2238                         power_desc[num].fail = 9;
2239                         power_desc[num++].number = -1;
2240                         break;
2241                 case RACE_DRACONIAN:
2242                         sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
2243                         power_desc[num].level = 1;
2244                         power_desc[num].cost = lvl;
2245                         power_desc[num].stat = A_CON;
2246                         power_desc[num].fail = 12;
2247                         power_desc[num++].number = -1;
2248                         break;
2249                 case RACE_MIND_FLAYER:
2250                         sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
2251                         power_desc[num].level = 15;
2252                         power_desc[num].cost = 12;
2253                         power_desc[num].stat = A_INT;
2254                         power_desc[num].fail = 14;
2255                         power_desc[num++].number = -1;
2256                         break;
2257                 case RACE_IMP:
2258                         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);
2259                         power_desc[num].level = 9;
2260                         power_desc[num].cost = 15;
2261                         power_desc[num].stat = A_WIS;
2262                         power_desc[num].fail = 15;
2263                         power_desc[num++].number = -1;
2264                         break;
2265                 case RACE_GOLEM:
2266                         strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
2267                         power_desc[num].level = 20;
2268                         power_desc[num].cost = 15;
2269                         power_desc[num].stat = A_CON;
2270                         power_desc[num].fail = 8;
2271                         power_desc[num++].number = -1;
2272                         break;
2273                 case RACE_SKELETON:
2274                 case RACE_ZOMBIE:
2275                         strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
2276                         power_desc[num].level = 30;
2277                         power_desc[num].cost = 30;
2278                         power_desc[num].stat = A_WIS;
2279                         power_desc[num].fail = 18;
2280                         power_desc[num++].number = -1;
2281                         break;
2282                 case RACE_VAMPIRE:
2283                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2284                         power_desc[num].level = 2;
2285                         power_desc[num].cost = 1 + (lvl / 3);
2286                         power_desc[num].stat = A_CON;
2287                         power_desc[num].fail = 9;
2288                         power_desc[num++].number = -1;
2289                         break;
2290                 case RACE_SPRITE:
2291                         strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
2292                         power_desc[num].level = 12;
2293                         power_desc[num].cost = 12;
2294                         power_desc[num].stat = A_INT;
2295                         power_desc[num].fail = 15;
2296                         power_desc[num++].number = -1;
2297                         break;
2298                 case RACE_DEMON:
2299                         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);
2300                         power_desc[num].level = 15;
2301                         power_desc[num].cost = 10+lvl/3;
2302                         power_desc[num].stat = A_CON;
2303                         power_desc[num].fail = 20;
2304                         power_desc[num++].number = -1;
2305                         break;
2306                 case RACE_KUTAR:
2307                         strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
2308                         power_desc[num].level = 20;
2309                         power_desc[num].cost = 15;
2310                         power_desc[num].stat = A_CHR;
2311                         power_desc[num].fail = 8;
2312                         power_desc[num++].number = -1;
2313                         break;
2314                 case RACE_ANDROID:
2315                         if (p_ptr->lev < 10)
2316                         {
2317                                 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
2318                                 power_desc[num].level = 1;
2319                                 power_desc[num].cost = 7;
2320                                 power_desc[num].fail = 8;
2321                         }
2322                         else if (p_ptr->lev < 25)
2323                         {
2324                                 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
2325                                 power_desc[num].level = 10;
2326                                 power_desc[num].cost = 13;
2327                                 power_desc[num].fail = 10;
2328                         }
2329                         else if (p_ptr->lev < 35)
2330                         {
2331                                 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
2332                                 power_desc[num].level = 25;
2333                                 power_desc[num].cost = 26;
2334                                 power_desc[num].fail = 12;
2335                         }
2336                         else if (p_ptr->lev < 45)
2337                         {
2338                                 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
2339                                 power_desc[num].level = 35;
2340                                 power_desc[num].cost = 40;
2341                                 power_desc[num].fail = 15;
2342                         }
2343                         else
2344                         {
2345                                 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
2346                                 power_desc[num].level = 45;
2347                                 power_desc[num].cost = 60;
2348                                 power_desc[num].fail = 18;
2349                         }
2350                         power_desc[num].stat = A_STR;
2351                         power_desc[num++].number = -1;
2352                         break;
2353                 default:
2354                 {
2355                         break;
2356                 }
2357         }
2358         }
2359
2360         if (p_ptr->muta1)
2361         {
2362                 if (p_ptr->muta1 & MUT1_SPIT_ACID)
2363                 {
2364                         strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
2365                         power_desc[num].level = 9;
2366                         power_desc[num].cost = 9;
2367                         power_desc[num].stat = A_DEX;
2368                         power_desc[num].fail = 15;
2369                         power_desc[num++].number = MUT1_SPIT_ACID;
2370                 }
2371
2372                 if (p_ptr->muta1 & MUT1_BR_FIRE)
2373                 {
2374                         strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
2375                         power_desc[num].level = 20;
2376                         power_desc[num].cost = lvl;
2377                         power_desc[num].stat = A_CON;
2378                         power_desc[num].fail = 18;
2379                         power_desc[num++].number = MUT1_BR_FIRE;
2380                 }
2381
2382                 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
2383                 {
2384                         strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
2385                         power_desc[num].level = 12;
2386                         power_desc[num].cost = 12;
2387                         power_desc[num].stat = A_CHR;
2388                         power_desc[num].fail = 18;
2389                         power_desc[num++].number = MUT1_HYPN_GAZE;
2390                 }
2391
2392                 if (p_ptr->muta1 & MUT1_TELEKINES)
2393                 {
2394                         strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
2395                         power_desc[num].level = 9;
2396                         power_desc[num].cost = 9;
2397                         power_desc[num].stat = A_WIS;
2398                         power_desc[num].fail = 14;
2399                         power_desc[num++].number = MUT1_TELEKINES;
2400                 }
2401
2402                 if (p_ptr->muta1 & MUT1_VTELEPORT)
2403                 {
2404                         strcpy(power_desc[num].name, _("テレポート", "Teleport"));
2405                         power_desc[num].level = 7;
2406                         power_desc[num].cost = 7;
2407                         power_desc[num].stat = A_WIS;
2408                         power_desc[num].fail = 15;
2409                         power_desc[num++].number = MUT1_VTELEPORT;
2410                 }
2411
2412                 if (p_ptr->muta1 & MUT1_MIND_BLST)
2413                 {
2414                         strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
2415                         power_desc[num].level = 5;
2416                         power_desc[num].cost = 3;
2417                         power_desc[num].stat = A_WIS;
2418                         power_desc[num].fail = 15;
2419                         power_desc[num++].number = MUT1_MIND_BLST;
2420                 }
2421
2422                 if (p_ptr->muta1 & MUT1_RADIATION)
2423                 {
2424                         strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
2425                         power_desc[num].level = 15;
2426                         power_desc[num].cost = 15;
2427                         power_desc[num].stat = A_CON;
2428                         power_desc[num].fail = 14;
2429                         power_desc[num++].number = MUT1_RADIATION;
2430                 }
2431
2432                 if (p_ptr->muta1 & MUT1_VAMPIRISM)
2433                 {
2434                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2435                         power_desc[num].level = 2;
2436                         power_desc[num].cost = (1 + (lvl / 3));
2437                         power_desc[num].stat = A_CON;
2438                         power_desc[num].fail = 9;
2439                         power_desc[num++].number = MUT1_VAMPIRISM;
2440                 }
2441
2442                 if (p_ptr->muta1 & MUT1_SMELL_MET)
2443                 {
2444                         strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
2445                         power_desc[num].level = 3;
2446                         power_desc[num].cost = 2;
2447                         power_desc[num].stat = A_INT;
2448                         power_desc[num].fail = 12;
2449                         power_desc[num++].number = MUT1_SMELL_MET;
2450                 }
2451
2452                 if (p_ptr->muta1 & MUT1_SMELL_MON)
2453                 {
2454                         strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
2455                         power_desc[num].level = 5;
2456                         power_desc[num].cost = 4;
2457                         power_desc[num].stat = A_INT;
2458                         power_desc[num].fail = 15;
2459                         power_desc[num++].number = MUT1_SMELL_MON;
2460                 }
2461
2462                 if (p_ptr->muta1 & MUT1_BLINK)
2463                 {
2464                         strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
2465                         power_desc[num].level = 3;
2466                         power_desc[num].cost = 3;
2467                         power_desc[num].stat = A_WIS;
2468                         power_desc[num].fail = 12;
2469                         power_desc[num++].number = MUT1_BLINK;
2470                 }
2471
2472                 if (p_ptr->muta1 & MUT1_EAT_ROCK)
2473                 {
2474                         strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
2475                         power_desc[num].level = 8;
2476                         power_desc[num].cost = 12;
2477                         power_desc[num].stat = A_CON;
2478                         power_desc[num].fail = 18;
2479                         power_desc[num++].number = MUT1_EAT_ROCK;
2480                 }
2481
2482                 if (p_ptr->muta1 & MUT1_SWAP_POS)
2483                 {
2484                         strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
2485                         power_desc[num].level = 15;
2486                         power_desc[num].cost = 12;
2487                         power_desc[num].stat = A_DEX;
2488                         power_desc[num].fail = 16;
2489                         power_desc[num++].number = MUT1_SWAP_POS;
2490                 }
2491
2492                 if (p_ptr->muta1 & MUT1_SHRIEK)
2493                 {
2494                         strcpy(power_desc[num].name, _("叫び", "Shriek"));
2495                         power_desc[num].level = 20;
2496                         power_desc[num].cost = 14;
2497                         power_desc[num].stat = A_CON;
2498                         power_desc[num].fail = 16;
2499                         power_desc[num++].number = MUT1_SHRIEK;
2500                 }
2501
2502                 if (p_ptr->muta1 & MUT1_ILLUMINE)
2503                 {
2504                         strcpy(power_desc[num].name, _("照明", "Illuminate"));
2505                         power_desc[num].level = 3;
2506                         power_desc[num].cost = 2;
2507                         power_desc[num].stat = A_INT;
2508                         power_desc[num].fail = 10;
2509                         power_desc[num++].number = MUT1_ILLUMINE;
2510                 }
2511
2512                 if (p_ptr->muta1 & MUT1_DET_CURSE)
2513                 {
2514                         strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
2515                         power_desc[num].level = 7;
2516                         power_desc[num].cost = 14;
2517                         power_desc[num].stat = A_WIS;
2518                         power_desc[num].fail = 14;
2519                         power_desc[num++].number = MUT1_DET_CURSE;
2520                 }
2521
2522                 if (p_ptr->muta1 & MUT1_BERSERK)
2523                 {
2524                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2525                         power_desc[num].level = 8;
2526                         power_desc[num].cost = 8;
2527                         power_desc[num].stat = A_STR;
2528                         power_desc[num].fail = 14;
2529                         power_desc[num++].number = MUT1_BERSERK;
2530                 }
2531
2532                 if (p_ptr->muta1 & MUT1_POLYMORPH)
2533                 {
2534                         strcpy(power_desc[num].name, _("変身", "Polymorph"));
2535                         power_desc[num].level = 18;
2536                         power_desc[num].cost = 20;
2537                         power_desc[num].stat = A_CON;
2538                         power_desc[num].fail = 18;
2539                         power_desc[num++].number = MUT1_POLYMORPH;
2540                 }
2541
2542                 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
2543                 {
2544                         strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
2545                         power_desc[num].level = 10;
2546                         power_desc[num].cost = 5;
2547                         power_desc[num].stat = A_INT;
2548                         power_desc[num].fail = 12;
2549                         power_desc[num++].number = MUT1_MIDAS_TCH;
2550                 }
2551
2552                 if (p_ptr->muta1 & MUT1_GROW_MOLD)
2553                 {
2554                         strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
2555                         power_desc[num].level = 1;
2556                         power_desc[num].cost = 6;
2557                         power_desc[num].stat = A_CON;
2558                         power_desc[num].fail = 14;
2559                         power_desc[num++].number = MUT1_GROW_MOLD;
2560                 }
2561
2562                 if (p_ptr->muta1 & MUT1_RESIST)
2563                 {
2564                         strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
2565                         power_desc[num].level = 10;
2566                         power_desc[num].cost = 12;
2567                         power_desc[num].stat = A_CON;
2568                         power_desc[num].fail = 12;
2569                         power_desc[num++].number = MUT1_RESIST;
2570                 }
2571
2572                 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
2573                 {
2574                         strcpy(power_desc[num].name, _("地震", "Earthquake"));
2575                         power_desc[num].level = 12;
2576                         power_desc[num].cost = 12;
2577                         power_desc[num].stat = A_STR;
2578                         power_desc[num].fail = 16;
2579                         power_desc[num++].number = MUT1_EARTHQUAKE;
2580                 }
2581
2582                 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
2583                 {
2584                         strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
2585                         power_desc[num].level = 17;
2586                         power_desc[num].cost = 1;
2587                         power_desc[num].stat = A_WIS;
2588                         power_desc[num].fail = 15;
2589                         power_desc[num++].number = MUT1_EAT_MAGIC;
2590                 }
2591
2592                 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
2593                 {
2594                         strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
2595                         power_desc[num].level = 6;
2596                         power_desc[num].cost = 6;
2597                         power_desc[num].stat = A_INT;
2598                         power_desc[num].fail = 10;
2599                         power_desc[num++].number = MUT1_WEIGH_MAG;
2600                 }
2601
2602                 if (p_ptr->muta1 & MUT1_STERILITY)
2603                 {
2604                         strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
2605                         power_desc[num].level = 12;
2606                         power_desc[num].cost = 23;
2607                         power_desc[num].stat = A_CHR;
2608                         power_desc[num].fail = 15;
2609                         power_desc[num++].number = MUT1_STERILITY;
2610                 }
2611
2612                 if (p_ptr->muta1 & MUT1_PANIC_HIT)
2613                 {
2614                         strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
2615                         power_desc[num].level = 10;
2616                         power_desc[num].cost = 12;
2617                         power_desc[num].stat = A_DEX;
2618                         power_desc[num].fail = 14;
2619                         power_desc[num++].number = MUT1_PANIC_HIT;
2620                 }
2621
2622                 if (p_ptr->muta1 & MUT1_DAZZLE)
2623                 {
2624                         strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
2625                         power_desc[num].level = 7;
2626                         power_desc[num].cost = 15;
2627                         power_desc[num].stat = A_CHR;
2628                         power_desc[num].fail = 8;
2629                         power_desc[num++].number = MUT1_DAZZLE;
2630                 }
2631
2632                 if (p_ptr->muta1 & MUT1_LASER_EYE)
2633                 {
2634                         strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
2635                         power_desc[num].level = 7;
2636                         power_desc[num].cost = 10;
2637                         power_desc[num].stat = A_WIS;
2638                         power_desc[num].fail = 9;
2639                         power_desc[num++].number = MUT1_LASER_EYE;
2640                 }
2641
2642                 if (p_ptr->muta1 & MUT1_RECALL)
2643                 {
2644                         strcpy(power_desc[num].name, _("帰還", "Recall"));
2645                         power_desc[num].level = 17;
2646                         power_desc[num].cost = 50;
2647                         power_desc[num].stat = A_INT;
2648                         power_desc[num].fail = 16;
2649                         power_desc[num++].number = MUT1_RECALL;
2650                 }
2651
2652                 if (p_ptr->muta1 & MUT1_BANISH)
2653                 {
2654                         strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
2655                         power_desc[num].level = 25;
2656                         power_desc[num].cost = 25;
2657                         power_desc[num].stat = A_WIS;
2658                         power_desc[num].fail = 18;
2659                         power_desc[num++].number = MUT1_BANISH;
2660                 }
2661
2662                 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
2663                 {
2664                         strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
2665                         power_desc[num].level = 2;
2666                         power_desc[num].cost = 2;
2667                         power_desc[num].stat = A_CON;
2668                         power_desc[num].fail = 11;
2669                         power_desc[num++].number = MUT1_COLD_TOUCH;
2670                 }
2671
2672                 if (p_ptr->muta1 & MUT1_LAUNCHER)
2673                 {
2674                         strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
2675                         power_desc[num].level = 1;
2676                         power_desc[num].cost = lvl;
2677                         power_desc[num].stat = A_STR;
2678                         power_desc[num].fail = 6;
2679                         /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
2680                         power_desc[num++].number = 3;
2681                 }
2682         }
2683
2684         /* Nothing chosen yet */
2685         flag = FALSE;
2686
2687         /* No redraw yet */
2688         redraw = FALSE;
2689
2690         /* Build a prompt */
2691         (void) strnfmt(out_val, 78, 
2692                                 _("(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? "),
2693                                 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
2694
2695 #ifdef ALLOW_REPEAT
2696 if (!repeat_pull(&i) || i<0 || i>=num) {
2697 #endif /* ALLOW_REPEAT */
2698         if (use_menu) screen_save();
2699          /* Get a spell from the user */
2700
2701         choice = (always_show_list || use_menu) ? ESCAPE:1;
2702         while (!flag)
2703         {
2704                 if( choice==ESCAPE ) choice = ' '; 
2705                 else if( !get_com(out_val, &choice, FALSE) )break; 
2706
2707                 if (use_menu && choice != ' ')
2708                 {
2709                         switch(choice)
2710                         {
2711                                 case '0':
2712                                 {
2713                                         screen_load();
2714                                         p_ptr->energy_use = 0;
2715                                         return;
2716                                 }
2717
2718                                 case '8':
2719                                 case 'k':
2720                                 case 'K':
2721                                 {
2722                                         menu_line += (num - 1);
2723                                         break;
2724                                 }
2725
2726                                 case '2':
2727                                 case 'j':
2728                                 case 'J':
2729                                 {
2730                                         menu_line++;
2731                                         break;
2732                                 }
2733
2734                                 case '6':
2735                                 case 'l':
2736                                 case 'L':
2737                                 case '4':
2738                                 case 'h':
2739                                 case 'H':
2740                                 {
2741                                         if (menu_line > 18)
2742                                                 menu_line -= 18;
2743                                         else if (menu_line+18 <= num)
2744                                                 menu_line += 18;
2745                                         break;
2746                                 }
2747
2748                                 case 'x':
2749                                 case 'X':
2750                                 case '\r':
2751                                 {
2752                                         i = menu_line - 1;
2753                                         ask = FALSE;
2754                                         break;
2755                                 }
2756                         }
2757                         if (menu_line > num) menu_line -= num;
2758                 }
2759                 /* Request redraw */
2760                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
2761                 {
2762                         /* Show the list */
2763                         if (!redraw || use_menu)
2764                         {
2765                                 byte y = 1, x = 0;
2766                                 int ctr = 0;
2767                                 char dummy[80];
2768                                 char letter;
2769                                 int x1, y1;
2770
2771                                 strcpy(dummy, "");
2772
2773                                 /* Show list */
2774                                 redraw = TRUE;
2775
2776                                 /* Save the screen */
2777                                 if (!use_menu) screen_save();
2778
2779                                 /* Print header(s) */
2780                                 if (num < 18)
2781                                         prt(_("                            Lv   MP 失率", "                            Lv Cost Fail"), y++, x);
2782                                 else
2783                                 prt(_("                            Lv   MP 失率                            Lv   MP 失率", 
2784                                           "                            Lv Cost Fail                            Lv Cost Fail"), y++, x);
2785
2786
2787                                 /* Print list */
2788                                 while (ctr < num)
2789                                 {
2790                                         x1 = ((ctr < 18) ? x : x + 40);
2791                                         y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
2792
2793                                         if (use_menu)
2794                                         {
2795                                                 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " >  "));
2796                                                 else strcpy(dummy, "    ");
2797                                         }
2798                                         else
2799                                         {
2800                                                 /* letter/number for power selection */
2801                                                 if (ctr < 26)
2802                                                         letter = I2A(ctr);
2803                                                 else
2804                                                         letter = '0' + ctr - 26;
2805                                                 sprintf(dummy, " %c) ",letter);
2806                                         }
2807                                         strcat(dummy, format("%-23.23s %2d %4d %3d%%",
2808                                                 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
2809                                                 100 - racial_chance(&power_desc[ctr])));
2810                                         prt(dummy, y1, x1);
2811                                         ctr++;
2812                                 }
2813                         }
2814
2815                         /* Hide the list */
2816                         else
2817                         {
2818                                 /* Hide list */
2819                                 redraw = FALSE;
2820
2821                                 /* Restore the screen */
2822                                 screen_load();
2823                         }
2824
2825                         /* Redo asking */
2826                         continue;
2827                 }
2828
2829                 if (!use_menu)
2830                 {
2831                         if (choice == '\r' && num == 1)
2832                         {
2833                                 choice = 'a';
2834                         }
2835
2836                         if (isalpha(choice))
2837                         {
2838                                 /* Note verify */
2839                                 ask = (isupper(choice));
2840
2841                                 /* Lowercase */
2842                                 if (ask) choice = (char)tolower(choice);
2843
2844                                 /* Extract request */
2845                                 i = (islower(choice) ? A2I(choice) : -1);
2846                         }
2847                         else
2848                         {
2849                                 ask = FALSE; /* Can't uppercase digits */
2850
2851                                 i = choice - '0' + 26;
2852                         }
2853                 }
2854
2855                 /* Totally Illegal */
2856                 if ((i < 0) || (i >= num))
2857                 {
2858                         bell();
2859                         continue;
2860                 }
2861
2862                 /* Verify it */
2863                 if (ask)
2864                 {
2865                         char tmp_val[160];
2866
2867                         /* Prompt */
2868                         (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
2869
2870                         /* Belay that order */
2871                         if (!get_check(tmp_val)) continue;
2872                 }
2873
2874                 /* Stop the loop */
2875                 flag = TRUE;
2876         }
2877
2878         /* Restore the screen */
2879         if (redraw) screen_load();
2880
2881         /* Abort if needed */
2882         if (!flag)
2883         {
2884                 p_ptr->energy_use = 0;
2885                 return;
2886         }
2887 #ifdef ALLOW_REPEAT
2888         repeat_push(i);
2889         } /*if (!repeat_pull(&i) || ...)*/
2890 #endif /* ALLOW_REPEAT */
2891         switch (racial_aux(&power_desc[i]))
2892         {
2893         case 1:
2894                 if (power_desc[i].number < 0)
2895                         cast = cmd_racial_power_aux(power_desc[i].number);
2896                 else
2897                         cast = mutation_power_aux(power_desc[i].number);
2898                 break;
2899         case 0:
2900                 cast = FALSE;
2901                 break;
2902         case -1:
2903                 cast = TRUE;
2904                 break;
2905         }
2906
2907         if (cast)
2908         {
2909                 if (racial_cost)
2910                 {
2911                         int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2912
2913                         /* If mana is not enough, player consumes hit point! */
2914                         if (p_ptr->csp < actual_racial_cost)
2915                         {
2916                                 actual_racial_cost -= p_ptr->csp;
2917                                 p_ptr->csp = 0;
2918                                 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2919                         }
2920                         else p_ptr->csp -= actual_racial_cost;
2921
2922                         /* Redraw mana and hp */
2923                         p_ptr->redraw |= (PR_HP | PR_MANA);
2924
2925                         /* Window stuff */
2926                         p_ptr->window |= (PW_PLAYER | PW_SPELL);
2927                 }
2928         }
2929         else p_ptr->energy_use = 0;
2930
2931         /* Success */
2932         return;
2933 }