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