OSDN Git Service

[Refactor] #37353 修行僧の百裂拳を double_attack() に分離。 / Separate a Monk's racial skill...
[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 #include "spells-object.h"
24
25 /*!
26  * @brief 魔法系コマンドを実行できるかの判定を返す
27  * @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。
28  */
29 static bool can_do_cmd_cast(void)
30 {
31         if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
32         {
33                 msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
34                 msg_print(NULL);
35                 return FALSE;
36         }
37         else if (p_ptr->anti_magic)
38         {
39                 msg_print(_("反魔法バリアが魔法を邪魔した!", "An anti-magic shell disrupts your magic!"));
40                 return FALSE;
41         }
42         else if (p_ptr->shero)
43         {
44                 msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
45                 return FALSE;
46         }
47         else
48                 return TRUE;
49 }
50
51 /*!
52  * @brief 修行僧の構え設定処理
53  * @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。
54  */
55 static bool choose_kamae(void)
56 {
57         char choice;
58         int new_kamae = 0;
59         int i;
60         char buf[80];
61
62         if (p_ptr->confused)
63         {
64                 msg_print(_("混乱していて構えられない!", "Too confused."));
65                 return FALSE;
66         }
67         screen_save();
68         prt(_(" a) 構えをとく", " a) No form"), 2, 20);
69
70         for (i = 0; i < MAX_KAMAE; i++)
71         {
72                 if (p_ptr->lev >= kamae_shurui[i].min_level)
73                 {
74                         sprintf(buf," %c) %-12s  %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
75                         prt(buf, 3+i, 20);
76                 }
77         }
78
79         prt("", 1, 0);
80         prt(_("        どの構えをとりますか?", "        Choose Form: "), 1, 14);
81
82         while(1)
83         {
84                 choice = inkey();
85
86                 if (choice == ESCAPE)
87                 {
88                         screen_load();
89                         return FALSE;
90                 }
91                 else if ((choice == 'a') || (choice == 'A'))
92                 {
93                         if (p_ptr->action == ACTION_KAMAE)
94                         {
95                                 set_action(ACTION_NONE);
96                         }
97                         else
98                                 msg_print(_("もともと構えていない。", "You are not assuming a posture."));
99                         screen_load();
100                         return TRUE;
101                 }
102                 else if ((choice == 'b') || (choice == 'B'))
103                 {
104                         new_kamae = 0;
105                         break;
106                 }
107                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
108                 {
109                         new_kamae = 1;
110                         break;
111                 }
112                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
113                 {
114                         new_kamae = 2;
115                         break;
116                 }
117                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
118                 {
119                         new_kamae = 3;
120                         break;
121                 }
122         }
123         set_action(ACTION_KAMAE);
124
125         if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
126         {
127                 msg_print(_("構え直した。", "You reassume a posture."));
128         }
129         else
130         {
131                 p_ptr->special_defense &= ~(KAMAE_MASK);
132                 p_ptr->update |= (PU_BONUS);
133                 p_ptr->redraw |= (PR_STATE);
134                 msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
135                 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
136         }
137         p_ptr->redraw |= PR_STATE;
138         screen_load();
139         return TRUE;
140 }
141
142 /*!
143  * @brief 剣術家の型設定処理
144  * @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。
145  */
146 static bool choose_kata(void)
147 {
148         char choice;
149         int new_kata = 0;
150         int i;
151         char buf[80];
152
153         if (p_ptr->confused)
154         {
155                 msg_print(_("混乱していて構えられない!", "Too confused."));
156                 return FALSE;
157         }
158
159         if (p_ptr->stun)
160         {
161                 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
162                 return FALSE;
163         }
164
165         if (p_ptr->afraid)
166         {
167                 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
168                 return FALSE;
169         }
170         screen_save();
171         prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
172
173         for (i = 0; i < MAX_KATA; i++)
174         {
175                 if (p_ptr->lev >= kata_shurui[i].min_level)
176                 {
177                         sprintf(buf,_(" %c) %sの型    %s", " %c) Form of %-12s  %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
178                         prt(buf, 3+i, 20);
179                 }
180         }
181
182         prt("", 1, 0);
183         prt(_("        どの型で構えますか?", "        Choose Form: "), 1, 14);
184
185         while(1)
186         {
187                 choice = inkey();
188
189                 if (choice == ESCAPE)
190                 {
191                         screen_load();
192                         return FALSE;
193                 }
194                 else if ((choice == 'a') || (choice == 'A'))
195                 {
196                         if (p_ptr->action == ACTION_KATA)
197                         {
198                                 set_action(ACTION_NONE);
199                         }
200                         else
201                                 msg_print(_("もともと構えていない。", "You are not assuming posture."));
202                         screen_load();
203                         return TRUE;
204                 }
205                 else if ((choice == 'b') || (choice == 'B'))
206                 {
207                         new_kata = 0;
208                         break;
209                 }
210                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
211                 {
212                         new_kata = 1;
213                         break;
214                 }
215                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
216                 {
217                         new_kata = 2;
218                         break;
219                 }
220                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
221                 {
222                         new_kata = 3;
223                         break;
224                 }
225         }
226         set_action(ACTION_KATA);
227
228         if (p_ptr->special_defense & (KATA_IAI << new_kata))
229         {
230                 msg_print(_("構え直した。", "You reassume a posture."));
231         }
232         else
233         {
234                 p_ptr->special_defense &= ~(KATA_MASK);
235                 p_ptr->update |= (PU_BONUS | PU_MONSTERS);
236                 msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
237                 p_ptr->special_defense |= (KATA_IAI << new_kata);
238         }
239         p_ptr->redraw |= (PR_STATE | PR_STATUS);
240         screen_load();
241         return TRUE;
242 }
243
244
245 /*!
246  * @brief レイシャル・パワー情報のtypedef
247  */
248 typedef struct power_desc_type power_desc_type;
249
250 /*!
251  * @brief レイシャル・パワー情報の構造体定義
252  */
253 struct power_desc_type
254 {
255         GAME_TEXT name[MAX_NLEN];      //!<レイシャル名
256         PLAYER_LEVEL level;     //!<体得レベル
257         int cost;
258         int stat;
259         int fail;
260         int number;
261 };
262
263
264 /*!
265  * @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
266  * @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
267  * @return 成功率(%)を返す
268  */
269 static PERCENTAGE racial_chance(power_desc_type *pd_ptr)
270 {
271         PLAYER_LEVEL min_level  = pd_ptr->level;
272         int difficulty = pd_ptr->fail;
273
274         int i;
275         int val;
276         int sum = 0;
277         int stat = p_ptr->stat_cur[pd_ptr->stat];
278
279         /* No chance for success */
280         if ((p_ptr->lev < min_level) || p_ptr->confused)
281         {
282                 return (0);
283         }
284
285         if (difficulty == 0) return 100;
286
287         /* Calculate difficulty */
288         if (p_ptr->stun)
289         {
290                 difficulty += p_ptr->stun;
291         }
292         else if (p_ptr->lev > min_level)
293         {
294                 int lev_adj = ((p_ptr->lev - min_level) / 3);
295                 if (lev_adj > 10) lev_adj = 10;
296                 difficulty -= lev_adj;
297         }
298
299         if (difficulty < 5) difficulty = 5;
300
301         /* We only need halfs of the difficulty */
302         difficulty = difficulty / 2;
303
304         for (i = 1; i <= stat; i++)
305         {
306                 val = i - difficulty;
307                 if (val > 0)
308                         sum += (val <= difficulty) ? val : difficulty;
309         }
310
311         if (difficulty == 0)
312                 return (100);
313         else
314                 return (((sum * 100) / difficulty) / stat);
315 }
316
317
318 static int  racial_cost;
319
320 /*!
321  * @brief レイシャル・パワーの発動の判定処理
322  * @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
323  * @return
324  * 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。
325  * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
326  */
327 static int racial_aux(power_desc_type *pd_ptr)
328 {
329         PLAYER_LEVEL min_level  = pd_ptr->level;
330         int use_stat   = pd_ptr->stat;
331         int difficulty = pd_ptr->fail;
332         int use_hp = 0;
333
334         racial_cost = pd_ptr->cost;
335
336         /* Not enough mana - use hp */
337         if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
338
339         /* Power is not available yet */
340         if (p_ptr->lev < min_level)
341         {
342                 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。", 
343                                          "You need to attain level %d to use this power."), min_level);
344
345                 p_ptr->energy_use = 0;
346                 return 0;
347         }
348
349         /* Too confused */
350         else if (p_ptr->confused)
351         {
352                 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."));
353                 p_ptr->energy_use = 0;
354                 return 0;
355         }
356
357         /* Risk death? */
358         else if (p_ptr->chp < use_hp)
359         {
360                 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? ")))
361                 {
362                         p_ptr->energy_use = 0;
363                         return 0;
364                 }
365         }
366
367         /* Else attempt to do it! */
368
369         if (difficulty)
370         {
371                 if (p_ptr->stun)
372                 {
373                         difficulty += p_ptr->stun;
374                 }
375                 else if (p_ptr->lev > min_level)
376                 {
377                         int lev_adj = ((p_ptr->lev - min_level) / 3);
378                         if (lev_adj > 10) lev_adj = 10;
379                         difficulty -= lev_adj;
380                 }
381
382                 if (difficulty < 5) difficulty = 5;
383         }
384
385         /* take time and pay the price */
386         p_ptr->energy_use = 100;
387
388         /* Success? */
389         if (randint1(p_ptr->stat_cur[use_stat]) >= ((difficulty / 2) + randint1(difficulty / 2)))
390         {
391                 return 1;
392         }
393
394         if (flush_failure) flush();
395         msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
396
397         return -1;
398 }
399
400
401 /*!
402  * @brief レイシャル・パワー発動処理
403  * @param command 発動するレイシャルのID
404  * @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。
405  */
406 static bool cmd_racial_power_aux(s32b command)
407 {
408         PLAYER_LEVEL plev = p_ptr->lev;
409         DIRECTION dir = 0;
410
411         if (command <= -3)
412         {
413                 switch (p_ptr->pclass)
414                 {
415                 case CLASS_WARRIOR:
416                 {
417                         POSITION y = 0, x = 0;
418                         int i;
419                         cave_type *c_ptr;
420
421                         for (i = 0; i < A_MAX; i++)
422                         {
423                                 dir = randint0(8);
424                                 y = p_ptr->y + ddy_ddd[dir];
425                                 x = p_ptr->x + ddx_ddd[dir];
426                                 c_ptr = &cave[y][x];
427
428                                 /* Hack -- attack monsters */
429                                 if (c_ptr->m_idx)
430                                         py_attack(y, x, 0);
431                                 else
432                                 {
433                                         msg_print(_("攻撃が空をきった。", "You attack the empty air."));
434                                 }
435                         }
436                         break;
437                 }
438                 case CLASS_HIGH_MAGE:
439                 if (p_ptr->realm1 == REALM_HEX)
440                 {
441                         bool retval = stop_hex_spell();
442                         if (retval) p_ptr->energy_use = 10;
443                         return (retval);
444                 }
445                 case CLASS_MAGE:
446                 /* case CLASS_HIGH_MAGE: */
447                 case CLASS_SORCERER:
448                 {
449                         if (!eat_magic(p_ptr->lev * 2)) return FALSE;
450                         break;
451                 }
452                 case CLASS_PRIEST:
453                 {
454                         if (is_good_realm(p_ptr->realm1))
455                         {
456                                 if (!bless_weapon()) return FALSE;
457                         }
458                         else
459                         {
460                                 (void)dispel_monsters(plev * 4);
461                                 turn_monsters(plev * 4);
462                                 banish_monsters(plev * 4);
463                         }
464                         break;
465                 }
466                 case CLASS_ROGUE:
467                 {
468                         if(!panic_hit()) return FALSE;
469                         break;
470                 }
471                 case CLASS_RANGER:
472                 case CLASS_SNIPER:
473                 {
474                         msg_print(_("敵を調査した...", "You examine your foes..."));
475                         probing();
476                         break;
477                 }
478                 case CLASS_PALADIN:
479                 {
480                         if (!get_aim_dir(&dir)) return FALSE;
481                         fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
482                                   dir, plev * 3);
483                         break;
484                 }
485                 case CLASS_WARRIOR_MAGE:
486                 {
487                         if (command == -3)
488                         {
489                                 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;
490                                 if (gain_sp)
491                                 {
492                                         p_ptr->csp += gain_sp;
493                                         if (p_ptr->csp > p_ptr->msp)
494                                         {
495                                                 p_ptr->csp = p_ptr->msp;
496                                                 p_ptr->csp_frac = 0;
497                                         }
498                                 }
499                                 else
500                                 {
501                                         msg_print(_("変換に失敗した。", "You failed to convert."));
502                                 }
503                         }
504                         else if (command == -4)
505                         {
506                                 if (p_ptr->csp >= p_ptr->lev / 5)
507                                 {
508                                         p_ptr->csp -= p_ptr->lev / 5;
509                                         hp_player(p_ptr->lev);
510                                 }
511                                 else
512                                 {
513                                         msg_print(_("変換に失敗した。", "You failed to convert."));
514                                 }
515                         }
516
517                         /* Redraw mana and hp */
518                         p_ptr->redraw |= (PR_HP | PR_MANA);
519
520                         break;
521                 }
522                 case CLASS_CHAOS_WARRIOR:
523                 {
524                         msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
525                         slow_monsters(p_ptr->lev);
526                         stun_monsters(p_ptr->lev * 4);
527                         confuse_monsters(p_ptr->lev * 4);
528                         turn_monsters(p_ptr->lev * 4);
529                         stasis_monsters(p_ptr->lev * 4);
530                         break;
531                 }
532                 case CLASS_MONK:
533                 {
534                         if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
535                         {
536                                 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
537                                 return FALSE;
538                         }
539                         if (p_ptr->riding)
540                         {
541                                 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
542                                 return FALSE;
543                         }
544
545                         if (command == -3)
546                         {
547                                 if (!choose_kamae()) return FALSE;
548                                 p_ptr->update |= (PU_BONUS);
549                         }
550                         else if (command == -4)
551                         {
552                                 return double_attack(p_ptr);
553                         }
554                         break;
555                 }
556                 case CLASS_MINDCRAFTER:
557                 case CLASS_FORCETRAINER:
558                 {
559                         if (total_friends)
560                         {
561                                 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."));
562                                 return FALSE;
563                         }
564                         msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
565
566                         p_ptr->csp += (3 + p_ptr->lev/20);
567                         if (p_ptr->csp >= p_ptr->msp)
568                         {
569                                 p_ptr->csp = p_ptr->msp;
570                                 p_ptr->csp_frac = 0;
571                         }
572                         p_ptr->redraw |= (PR_MANA);
573                         break;
574                 }
575                 case CLASS_TOURIST:
576                 {
577                         if (command == -3)
578                         {
579                                 if (!get_aim_dir(&dir)) return FALSE;
580                                 project_length = 1;
581                                 fire_beam(GF_PHOTO, dir, 1);
582                         }
583                         else if (command == -4)
584                         {
585                                 if (!identify_fully(FALSE)) return FALSE;
586                         }
587                         break;
588                 }
589                 case CLASS_IMITATOR:
590                 {
591                         handle_stuff();
592                         if (!do_cmd_mane(TRUE)) return FALSE;
593                         break;
594                 }
595                 case CLASS_BEASTMASTER:
596                 {
597                         if (command == -3)
598                         {
599                                 if (!get_aim_dir(&dir)) return FALSE;
600                                 (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
601                         }
602                         else if (command == -4)
603                         {
604                                 project_all_los(GF_CHARM_LIVING, p_ptr->lev);
605                         }
606                         break;
607                 }
608                 case CLASS_ARCHER:
609                 {
610                         if (!create_ammo()) return FALSE;
611                         break;
612                 }
613                 case CLASS_MAGIC_EATER:
614                 {
615                         if (command == -3) {
616                                 if (!import_magic_device()) return FALSE;
617                         } else if (command == -4) {
618                                 if (!can_do_cmd_cast()) return FALSE;
619                                 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
620                         }
621                         break;
622                 }
623                 case CLASS_BARD:
624                 {
625                         /* Singing is already stopped */
626                         if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
627
628                         stop_singing();
629                         p_ptr->energy_use = 10;
630                         break;
631                 }
632                 case CLASS_RED_MAGE:
633                 {
634                         if (!can_do_cmd_cast()) return FALSE;
635                         handle_stuff();
636                         do_cmd_cast();
637                         handle_stuff();
638                         if (!p_ptr->paralyzed && can_do_cmd_cast())
639                                 do_cmd_cast();
640                         break;
641                 }
642                 case CLASS_SAMURAI:
643                 {
644                         if (command == -3)
645                         {
646                                 int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
647
648                                 if (total_friends)
649                                 {
650                                         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."));
651                                         return FALSE;
652                                 }
653                                 if (p_ptr->special_defense & KATA_MASK)
654                                 {
655                                         msg_print(_("今は構えに集中している。", "You need concentration on your form."));
656                                         return FALSE;
657                                 }
658                                 msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
659
660                                 p_ptr->csp += p_ptr->msp / 2;
661                                 if (p_ptr->csp >= max_csp)
662                                 {
663                                         p_ptr->csp = max_csp;
664                                         p_ptr->csp_frac = 0;
665                                 }
666                                 p_ptr->redraw |= (PR_MANA);
667                         }
668                         else if (command == -4)
669                         {
670                                 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
671                                 {
672                                         msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
673                                         return FALSE;
674                                 }
675                                 if (!choose_kata()) return FALSE;
676                                 p_ptr->update |= (PU_BONUS);
677                         }
678                         break;
679                 }
680                 case CLASS_BLUE_MAGE:
681                 {
682                         if (p_ptr->action == ACTION_LEARN)
683                         {
684                                 set_action(ACTION_NONE);
685                         }
686                         else
687                         {
688                                 set_action(ACTION_LEARN);
689                         }
690                         p_ptr->energy_use = 0;
691                         break;
692                 }
693                 case CLASS_CAVALRY:
694                 {
695                         GAME_TEXT m_name[MAX_NLEN];
696                         monster_type *m_ptr;
697                         monster_race *r_ptr;
698                         int rlev;
699
700                         if (p_ptr->riding)
701                         {
702                                 msg_print(_("今は乗馬中だ。", "You ARE riding."));
703                                 return FALSE;
704                         }
705                         if (!do_riding(TRUE)) return TRUE;
706                         m_ptr = &m_list[p_ptr->riding];
707                         r_ptr = &r_info[m_ptr->r_idx];
708                         monster_desc(m_name, m_ptr, 0);
709                         msg_format(_("%sに乗った。", "You ride on %s."),m_name);
710                         if (is_pet(m_ptr)) break;
711                         rlev = r_ptr->level;
712                         if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
713                         if (rlev > 60) rlev = 60+(rlev-60)/2;
714                         if ((randint1(p_ptr->skill_exp[GINOU_RIDING] / 120 + p_ptr->lev * 2 / 3) > rlev)
715                             && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle
716                             && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
717                             && (rlev < p_ptr->lev * 3 / 2 + randint0(p_ptr->lev / 5)))
718                         {
719                                 msg_format(_("%sを手なずけた。", "You tame %s."),m_name);
720                                 set_pet(m_ptr);
721                         }
722                         else
723                         {
724                                 msg_format(_("%sに振り落とされた!", "You have thrown off by %s."),m_name);
725                                 rakuba(1,TRUE);
726
727                                 /* Paranoia */
728                                 /* 落馬処理に失敗してもとにかく乗馬解除 */
729                                 p_ptr->riding = 0;
730                         }
731                         break;
732                 }
733                 case CLASS_BERSERKER:
734                 {
735                         if (!recall_player(p_ptr, randint0(21) + 15)) return FALSE;
736                         break;
737                 }
738                 case CLASS_SMITH:
739                 {
740                         if (p_ptr->lev > 29)
741                         {
742                                 if (!identify_fully(TRUE)) return FALSE;
743                         }
744                         else
745                         {
746                                 if (!ident_spell(TRUE)) return FALSE;
747                         }
748                         break;
749                 }
750                 case CLASS_MIRROR_MASTER:
751                 {
752                         if (command == -3)
753                         {
754                                 /* Explode all mirrors */
755                                 remove_all_mirrors(TRUE);
756                         }
757                         else if (command == -4)
758                         {
759                                 if (total_friends)
760                                 {
761                                         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."));
762                                         return FALSE;
763                                 }
764                                 if (is_mirror_grid(&cave[p_ptr->y][p_ptr->x]))
765                                 {
766                                         msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
767
768                                         p_ptr->csp += (5 + p_ptr->lev * p_ptr->lev / 100);
769                                         if (p_ptr->csp >= p_ptr->msp)
770                                         {
771                                                 p_ptr->csp = p_ptr->msp;
772                                                 p_ptr->csp_frac = 0;
773                                         }
774                                         p_ptr->redraw |= (PR_MANA);
775                                 }
776                                 else
777                                 {
778                                         msg_print(_("鏡の上でないと集中できない!", "Here are not any mirrors!"));
779                                 }
780                         }
781                         break;
782                 }
783                 case CLASS_NINJA:
784                         hayagake(p_ptr);
785                         break;
786                 }
787         }
788         else if (p_ptr->mimic_form)
789         {
790                 switch (p_ptr->mimic_form)
791                 {
792                 case MIMIC_DEMON:
793                 case MIMIC_DEMON_LORD:
794                 {
795                         int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
796                         if (!get_aim_dir(&dir)) return FALSE;
797                         stop_mouth();
798                         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")));
799                         fire_breath(type, dir, plev * 3, (plev / 15) + 1);
800                         break;
801                 }
802                 case MIMIC_VAMPIRE:
803                         vampirism();
804                         break;
805                 }
806         }
807
808         else 
809         {
810
811         switch (p_ptr->prace)
812         {
813                 case RACE_DWARF:
814                         msg_print(_("周囲を調べた。", "You examine your surroundings."));
815                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
816                         (void)detect_doors(DETECT_RAD_DEFAULT);
817                         (void)detect_stairs(DETECT_RAD_DEFAULT);
818                         break;
819
820                 case RACE_HOBBIT:
821                         return create_ration(p_ptr);
822                         break;
823
824                 case RACE_GNOME:
825                         msg_print(_("パッ!", "Blink!"));
826                         teleport_player(10, 0L);
827                         break;
828
829                 case RACE_HALF_ORC:
830                         msg_print(_("勇気を出した。", "You play tough."));
831                         (void)set_afraid(0);
832                         break;
833
834                 case RACE_HALF_TROLL:
835                         msg_print(_("うがぁぁ!", "RAAAGH!"));
836                         (void)berserk(10 + randint1(plev));
837                         break;
838
839                 case RACE_AMBERITE:
840                         if (command == -1)
841                         {
842                                 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
843                                 alter_reality();
844                         }
845                         else if (command == -2)
846                         {
847                                 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..."));
848
849                                 (void)true_healing(0);
850                                 (void)restore_all_status();
851                                 (void)restore_level();
852                         }
853                         break;
854
855                 case RACE_BARBARIAN:
856                         msg_print(_("うぉぉおお!", "Raaagh!"));
857                         (void)berserk(10 + randint1(plev));
858                         break;
859
860                 case RACE_HALF_OGRE:
861                         msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
862                         explosive_rune();
863                         break;
864
865                 case RACE_HALF_GIANT:
866                         if (!get_aim_dir(&dir)) return FALSE;
867                         (void)wall_to_mud(dir, 20 + randint1(30));
868                         break;
869
870                 case RACE_HALF_TITAN:
871                         msg_print(_("敵を調査した...", "You examine your foes..."));
872                         probing();
873                         break;
874
875                 case RACE_CYCLOPS:
876                         if (!get_aim_dir(&dir)) return FALSE;
877                         msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
878                         fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
879                         break;
880
881                 case RACE_YEEK:
882                         if (!get_aim_dir(&dir)) return FALSE;
883                         stop_mouth();
884                         msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
885                         (void)fear_monster(dir, plev);
886                         break;
887
888                 case RACE_KLACKON:
889                         if (!get_aim_dir(&dir)) return FALSE;
890                         stop_mouth();
891                         msg_print(_("酸を吐いた。", "You spit acid."));
892                         if (plev < 25) fire_bolt(GF_ACID, dir, plev);
893                         else fire_ball(GF_ACID, dir, plev, 2);
894                         break;
895
896                 case RACE_KOBOLD:
897                         if (!get_aim_dir(&dir)) return FALSE;
898                         msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
899                         fire_bolt(GF_POIS, dir, plev);
900                         break;
901
902                 case RACE_NIBELUNG:
903                         msg_print(_("周囲を調査した。", "You examine your surroundings."));
904                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
905                         (void)detect_doors(DETECT_RAD_DEFAULT);
906                         (void)detect_stairs(DETECT_RAD_DEFAULT);
907                         break;
908
909                 case RACE_DARK_ELF:
910                         if (!get_aim_dir(&dir)) return FALSE;
911                         msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
912                         fire_bolt_or_beam(10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4));
913                         break;
914
915                 case RACE_DRACONIAN:
916                         return draconian_breath(p_ptr);
917                         break;
918
919                 case RACE_MIND_FLAYER:
920                         if (!get_aim_dir(&dir)) return FALSE;
921                         msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
922                         fire_bolt(GF_PSI, dir, plev);
923                         break;
924
925                 case RACE_IMP:
926                         if (!get_aim_dir(&dir)) return FALSE;
927                         if (plev >= 30)
928                         {
929                                 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
930                                 fire_ball(GF_FIRE, dir, plev, 2);
931                         }
932                         else
933                         {
934                                 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
935                                 fire_bolt(GF_FIRE, dir, plev);
936                         }
937                         break;
938
939                 case RACE_GOLEM:
940                         (void)set_shield(randint1(20) + 30, FALSE);
941                         break;
942
943                 case RACE_SKELETON:
944                 case RACE_ZOMBIE:
945                         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."));
946                         (void)restore_level();
947                         break;
948
949                 case RACE_VAMPIRE:
950                         vampirism();
951                         break;
952
953                 case RACE_SPECTRE:
954                         if (!get_aim_dir(&dir)) return FALSE;
955                         stop_mouth();
956                         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!"));
957                         (void)fear_monster(dir, plev);
958                         break;
959
960                 case RACE_SPRITE:
961                         msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
962                         if (plev < 25) sleep_monsters_touch();
963                         else (void)sleep_monsters(plev);
964                         break;
965
966                 case RACE_DEMON:
967                         {
968                                 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
969                                 if (!get_aim_dir(&dir)) return FALSE;
970                                 stop_mouth();
971                                 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")));
972                                 fire_breath(type, dir, plev * 3, (plev / 15) + 1);
973                         }
974                         break;
975
976                 case RACE_KUTAR:
977                         (void)set_tsubureru(randint1(20) + 30, FALSE);
978                         break;
979
980                 case RACE_ANDROID:
981                         return android_inside_weapon(p_ptr);
982                         break;
983
984                 default:
985                         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."));
986                         p_ptr->energy_use = 0;
987         }
988         }
989         return TRUE;
990 }
991
992 /*!
993  * @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
994  * @return なし
995  */
996 void do_cmd_racial_power(void)
997 {
998         power_desc_type power_desc[36];
999         int num;
1000         COMMAND_CODE i = 0;
1001         int ask = TRUE;
1002         PLAYER_LEVEL lvl = p_ptr->lev;
1003         bool            flag, redraw, cast = FALSE;
1004         bool            warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
1005         char            choice;
1006         char            out_val[160];
1007         int menu_line = (use_menu ? 1 : 0);
1008
1009         if (p_ptr->wild_mode) return;
1010
1011         for (num = 0; num < 36; num++)
1012         {
1013                 strcpy(power_desc[num].name, "");
1014                 power_desc[num].number = 0;
1015         }
1016
1017         num = 0;
1018
1019         if (p_ptr->confused)
1020         {
1021                 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!"));
1022                 p_ptr->energy_use = 0;
1023                 return;
1024         }
1025
1026         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
1027         {
1028                 set_action(ACTION_NONE);
1029         }
1030
1031         switch (p_ptr->pclass)
1032         {
1033         case CLASS_WARRIOR:
1034         {
1035                 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
1036                 power_desc[num].level = 40;
1037                 power_desc[num].cost = 75;
1038                 power_desc[num].stat = A_DEX;
1039                 power_desc[num].fail = 35;
1040                 power_desc[num++].number = -3;
1041                 break;
1042         }
1043         case CLASS_HIGH_MAGE:
1044         if (p_ptr->realm1 == REALM_HEX)
1045         {
1046                 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
1047                 power_desc[num].level = 1;
1048                 power_desc[num].cost = 0;
1049                 power_desc[num].stat = A_INT;
1050                 power_desc[num].fail = 0;
1051                 power_desc[num++].number = -3;
1052                 break;
1053         }
1054         case CLASS_MAGE:
1055         /* case CLASS_HIGH_MAGE: */
1056         case CLASS_SORCERER:
1057         {
1058                 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1059                 power_desc[num].level = 25;
1060                 power_desc[num].cost = 1;
1061                 power_desc[num].stat = A_INT;
1062                 power_desc[num].fail = 25;
1063                 power_desc[num++].number = -3;
1064                 break;
1065         }
1066         case CLASS_PRIEST:
1067         {
1068                 if (is_good_realm(p_ptr->realm1))
1069                 {
1070                         strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
1071                         power_desc[num].level = 35;
1072                         power_desc[num].cost = 70;
1073                         power_desc[num].stat = A_WIS;
1074                         power_desc[num].fail = 50;
1075                         power_desc[num++].number = -3;
1076                 }
1077                 else
1078                 {
1079                         strcpy(power_desc[num].name, _("召魂", "Evocation"));
1080                         power_desc[num].level = 42;
1081                         power_desc[num].cost = 40;
1082                         power_desc[num].stat = A_WIS;
1083                         power_desc[num].fail = 35;
1084                         power_desc[num++].number = -3;
1085                 }
1086                 break;
1087         }
1088         case CLASS_ROGUE:
1089         {
1090                 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
1091                 power_desc[num].level = 8;
1092                 power_desc[num].cost = 12;
1093                 power_desc[num].stat = A_DEX;
1094                 power_desc[num].fail = 14;
1095                 power_desc[num++].number = -3;
1096                 break;
1097         }
1098         case CLASS_RANGER:
1099         case CLASS_SNIPER:
1100         {
1101                 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
1102                 power_desc[num].level = 15;
1103                 power_desc[num].cost = 20;
1104                 power_desc[num].stat = A_INT;
1105                 power_desc[num].fail = 12;
1106                 power_desc[num++].number = -3;
1107                 break;
1108         }
1109         case CLASS_PALADIN:
1110         {
1111                 if (is_good_realm(p_ptr->realm1))
1112                 {
1113                         strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
1114                         power_desc[num].level = 30;
1115                         power_desc[num].cost = 30;
1116                         power_desc[num].stat = A_WIS;
1117                         power_desc[num].fail = 30;
1118                         power_desc[num++].number = -3;
1119                 }
1120                 else
1121                 {
1122                         strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
1123                         power_desc[num].level = 30;
1124                         power_desc[num].cost = 30;
1125                         power_desc[num].stat = A_WIS;
1126                         power_desc[num].fail = 30;
1127                         power_desc[num++].number = -3;
1128                 }
1129                 break;
1130         }
1131         case CLASS_WARRIOR_MAGE:
1132         {
1133                 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
1134                 power_desc[num].level = 25;
1135                 power_desc[num].cost = 0;
1136                 power_desc[num].stat = A_INT;
1137                 power_desc[num].fail = 10;
1138                 power_desc[num++].number = -3;
1139                         
1140                 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
1141                 power_desc[num].level = 25;
1142                 power_desc[num].cost = 0;
1143                 power_desc[num].stat = A_INT;
1144                 power_desc[num].fail = 10;
1145                 power_desc[num++].number = -4;
1146                 break;
1147         }
1148         case CLASS_CHAOS_WARRIOR:
1149         {
1150                 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
1151                 power_desc[num].level = 40;
1152                 power_desc[num].cost = 50;
1153                 power_desc[num].stat = A_INT;
1154                 power_desc[num].fail = 25;
1155                 power_desc[num++].number = -3;
1156                 break;
1157         }
1158         case CLASS_MONK:
1159         {
1160                 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
1161                 power_desc[num].level = 25;
1162                 power_desc[num].cost = 0;
1163                 power_desc[num].stat = A_DEX;
1164                 power_desc[num].fail = 0;
1165                 power_desc[num++].number = -3;
1166                         
1167                 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
1168                 power_desc[num].level = 30;
1169                 power_desc[num].cost = 30;
1170                 power_desc[num].stat = A_STR;
1171                 power_desc[num].fail = 20;
1172                 power_desc[num++].number = -4;
1173                 break;
1174         }
1175         case CLASS_MINDCRAFTER:
1176         case CLASS_FORCETRAINER:
1177         {
1178                 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1179                 power_desc[num].level = 15;
1180                 power_desc[num].cost = 0;
1181                 power_desc[num].stat = A_WIS;
1182                 power_desc[num].fail = 10;
1183                 power_desc[num++].number = -3;
1184                 break;
1185         }
1186         case CLASS_TOURIST:
1187         {
1188                 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1189                 power_desc[num].level = 1;
1190                 power_desc[num].cost = 0;
1191                 power_desc[num].stat = A_DEX;
1192                 power_desc[num].fail = 0;
1193                 power_desc[num++].number = -3;
1194                 
1195                 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1196                 power_desc[num].level = 25;
1197                 power_desc[num].cost = 20;
1198                 power_desc[num].stat = A_INT;
1199                 power_desc[num].fail = 20;
1200                 power_desc[num++].number = -4;
1201                 break;
1202         }
1203         case CLASS_IMITATOR:
1204         {
1205                 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1206                 power_desc[num].level = 30;
1207                 power_desc[num].cost = 100;
1208                 power_desc[num].stat = A_DEX;
1209                 power_desc[num].fail = 30;
1210                 power_desc[num++].number = -3;
1211                 break;
1212         }
1213         case CLASS_BEASTMASTER:
1214         {
1215                 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1216                 power_desc[num].level = 1;
1217                 power_desc[num].cost = (p_ptr->lev+3)/4;
1218                 power_desc[num].stat = A_CHR;
1219                 power_desc[num].fail = 10;
1220                 power_desc[num++].number = -3;
1221                 
1222                 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1223                 power_desc[num].level = 30;
1224                 power_desc[num].cost = (p_ptr->lev+20)/2;
1225                 power_desc[num].stat = A_CHR;
1226                 power_desc[num].fail = 10;
1227                 power_desc[num++].number = -4;
1228                 break;
1229         }
1230         case CLASS_ARCHER:
1231         {
1232                 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1233                 power_desc[num].level = 1;
1234                 power_desc[num].cost = 0;
1235                 power_desc[num].stat = A_DEX;
1236                 power_desc[num].fail = 0;
1237                 power_desc[num++].number = -3;
1238                 break;
1239         }
1240         case CLASS_MAGIC_EATER:
1241         {
1242                 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1243                 power_desc[num].level = 1;
1244                 power_desc[num].cost = 0;
1245                 power_desc[num].stat = A_INT;
1246                 power_desc[num].fail = 0;
1247                 power_desc[num++].number = -3;
1248
1249                 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1250                 power_desc[num].level = 10;
1251                 power_desc[num].cost = 10 + (lvl - 10) / 2;
1252                 power_desc[num].stat = A_INT;
1253                 power_desc[num].fail = 0;
1254                 power_desc[num++].number = -4;
1255                 break;
1256         }
1257         case CLASS_BARD:
1258         {
1259                 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1260                 power_desc[num].level = 1;
1261                 power_desc[num].cost = 0;
1262                 power_desc[num].stat = A_CHR;
1263                 power_desc[num].fail = 0;
1264                 power_desc[num++].number = -3;
1265                 break;
1266         }
1267         case CLASS_RED_MAGE:
1268         {
1269                 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1270                 power_desc[num].level = 48;
1271                 power_desc[num].cost = 20;
1272                 power_desc[num].stat = A_INT;
1273                 power_desc[num].fail = 0;
1274                 power_desc[num++].number = -3;
1275                 break;
1276         }
1277         case CLASS_SAMURAI:
1278         {
1279                 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1280                 power_desc[num].level = 1;
1281                 power_desc[num].cost = 0;
1282                 power_desc[num].stat = A_WIS;
1283                 power_desc[num].fail = 0;
1284                 power_desc[num++].number = -3;
1285                 
1286                 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
1287                 power_desc[num].level = 25;
1288                 power_desc[num].cost = 0;
1289                 power_desc[num].stat = A_DEX;
1290                 power_desc[num].fail = 0;
1291                 power_desc[num++].number = -4;
1292                 break;
1293         }
1294         case CLASS_BLUE_MAGE:
1295         {
1296                 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1297                 power_desc[num].level = 1;
1298                 power_desc[num].cost = 0;
1299                 power_desc[num].stat = A_INT;
1300                 power_desc[num].fail = 0;
1301                 power_desc[num++].number = -3;
1302                 break;
1303         }
1304         case CLASS_CAVALRY:
1305         {
1306                 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1307                 power_desc[num].level = 10;
1308                 power_desc[num].cost = 0;
1309                 power_desc[num].stat = A_STR;
1310                 power_desc[num].fail = 10;
1311                 power_desc[num++].number = -3;
1312                 break;
1313         }
1314         case CLASS_BERSERKER:
1315         {
1316                 strcpy(power_desc[num].name, _("帰還", "Recall"));
1317                 power_desc[num].level = 10;
1318                 power_desc[num].cost = 10;
1319                 power_desc[num].stat = A_DEX;
1320                 power_desc[num].fail = 20;
1321                 power_desc[num++].number = -3;
1322                 break;
1323         }
1324         case CLASS_MIRROR_MASTER:
1325         {
1326                 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
1327                 power_desc[num].level = 1;
1328                 power_desc[num].cost = 0;
1329                 power_desc[num].stat = A_INT;
1330                 power_desc[num].fail = 0;
1331                 power_desc[num++].number = -3;
1332                 
1333                 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
1334                 power_desc[num].level = 30;
1335                 power_desc[num].cost = 0;
1336                 power_desc[num].stat = A_INT;
1337                 power_desc[num].fail = 20;
1338                 power_desc[num++].number = -4;
1339                 break;
1340         }
1341         case CLASS_SMITH:
1342         {
1343                 strcpy(power_desc[num].name, _("目利き", "Judgment"));
1344                 power_desc[num].level = 5;
1345                 power_desc[num].cost = 15;
1346                 power_desc[num].stat = A_INT;
1347                 power_desc[num].fail = 20;
1348                 power_desc[num++].number = -3;
1349                 break;
1350         }
1351         case CLASS_NINJA:
1352         {
1353                 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
1354                 power_desc[num].level = 20;
1355                 power_desc[num].cost = 0;
1356                 power_desc[num].stat = A_DEX;
1357                 power_desc[num].fail = 0;
1358                 power_desc[num++].number = -3;
1359                 break;
1360         }
1361         default:
1362                 strcpy(power_desc[0].name, _("(なし)", "(none)"));
1363         }
1364
1365         if (p_ptr->mimic_form)
1366         {
1367                 switch (p_ptr->mimic_form)
1368                 {
1369                 case MIMIC_DEMON:
1370                 case MIMIC_DEMON_LORD:
1371                         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);
1372                         power_desc[num].level = 15;
1373                         power_desc[num].cost = 10+lvl/3;
1374                         power_desc[num].stat = A_CON;
1375                         power_desc[num].fail = 20;
1376                         power_desc[num++].number = -1;
1377                         break;
1378                 case MIMIC_VAMPIRE:
1379                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1380                         power_desc[num].level = 2;
1381                         power_desc[num].cost = 1 + (lvl / 3);
1382                         power_desc[num].stat = A_CON;
1383                         power_desc[num].fail = 9;
1384                         power_desc[num++].number = -1;
1385                         break;
1386                 }
1387         }
1388         else
1389         {
1390         switch (p_ptr->prace)
1391         {
1392                 case RACE_DWARF:
1393                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1394                         power_desc[num].level = 5;
1395                         power_desc[num].cost = 5;
1396                         power_desc[num].stat = A_WIS;
1397                         power_desc[num].fail = 12;
1398                         power_desc[num++].number = -1;
1399                         break;
1400                 case RACE_NIBELUNG:
1401                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1402                         power_desc[num].level = 10;
1403                         power_desc[num].cost = 5;
1404                         power_desc[num].stat = A_WIS;
1405                         power_desc[num].fail = 10;
1406                         power_desc[num++].number = -1;
1407                         break;
1408                 case RACE_HOBBIT:
1409                         strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
1410                         power_desc[num].level = 15;
1411                         power_desc[num].cost = 10;
1412                         power_desc[num].stat = A_INT;
1413                         power_desc[num].fail = 10;
1414                         power_desc[num++].number = -1;
1415                         break;
1416                 case RACE_GNOME:
1417                         sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
1418                         power_desc[num].level = 5;
1419                         power_desc[num].cost = 5;
1420                         power_desc[num].stat = A_INT;
1421                         power_desc[num].fail = 12;
1422                         power_desc[num++].number = -1;
1423                         break;
1424                 case RACE_HALF_ORC:
1425                         strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
1426                         power_desc[num].level = 3;
1427                         power_desc[num].cost = 5;
1428                         power_desc[num].stat = A_WIS;
1429                         power_desc[num].fail = warrior ? 5 : 10;
1430                         power_desc[num++].number = -1;
1431                         break;
1432                 case RACE_HALF_TROLL:
1433                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1434                         power_desc[num].level = 10;
1435                         power_desc[num].cost = 12;
1436                         power_desc[num].stat = A_STR;
1437                         power_desc[num].fail = warrior ? 6 : 12;
1438                         power_desc[num++].number = -1;
1439                         break;
1440                 case RACE_BARBARIAN:
1441                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1442                         power_desc[num].level = 8;
1443                         power_desc[num].cost = 10;
1444                         power_desc[num].stat = A_STR;
1445                         power_desc[num].fail = warrior ? 6 : 12;
1446                         power_desc[num++].number = -1;
1447                         break;
1448                 case RACE_AMBERITE:
1449                         strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
1450                         power_desc[num].level = 30;
1451                         power_desc[num].cost = 50;
1452                         power_desc[num].stat = A_INT;
1453                         power_desc[num].fail = 50;
1454                         power_desc[num++].number = -1;
1455                         
1456                         strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
1457                         power_desc[num].level = 40;
1458                         power_desc[num].cost = 75;
1459                         power_desc[num].stat = A_WIS;
1460                         power_desc[num].fail = 50;
1461                         power_desc[num++].number = -2;
1462                         break;
1463                 case RACE_HALF_OGRE:
1464                         strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
1465                         power_desc[num].level = 25;
1466                         power_desc[num].cost = 35;
1467                         power_desc[num].stat = A_INT;
1468                         power_desc[num].fail = 15;
1469                         power_desc[num++].number = -1;
1470                         break;
1471                 case RACE_HALF_GIANT:
1472                         strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
1473                         power_desc[num].level = 20;
1474                         power_desc[num].cost = 10;
1475                         power_desc[num].stat = A_STR;
1476                         power_desc[num].fail = 12;
1477                         power_desc[num++].number = -1;
1478                         break;
1479                 case RACE_HALF_TITAN:
1480                         strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
1481                         power_desc[num].level = 15;
1482                         power_desc[num].cost = 10;
1483                         power_desc[num].stat = A_INT;
1484                         power_desc[num].fail = 12;
1485                         power_desc[num++].number = -1;
1486                         break;
1487                 case RACE_CYCLOPS:
1488                         sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
1489                         power_desc[num].level = 20;
1490                         power_desc[num].cost = 15;
1491                         power_desc[num].stat = A_STR;
1492                         power_desc[num].fail = 12;
1493                         power_desc[num++].number = -1;
1494                         break;
1495                 case RACE_YEEK:
1496                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1497                         power_desc[num].level = 15;
1498                         power_desc[num].cost = 15;
1499                         power_desc[num].stat = A_WIS;
1500                         power_desc[num].fail = 10;
1501                         power_desc[num++].number = -1;
1502                         break;
1503                 case RACE_SPECTRE:
1504                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1505                         power_desc[num].level = 4;
1506                         power_desc[num].cost = 6;
1507                         power_desc[num].stat = A_INT;
1508                         power_desc[num].fail = 3;
1509                         power_desc[num++].number = -1;
1510                         break;
1511                 case RACE_KLACKON:
1512                         sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
1513                         power_desc[num].level = 9;
1514                         power_desc[num].cost = 9;
1515                         power_desc[num].stat = A_DEX;
1516                         power_desc[num].fail = 14;
1517                         power_desc[num++].number = -1;
1518                         break;
1519                 case RACE_KOBOLD:
1520                         sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
1521                         power_desc[num].level = 12;
1522                         power_desc[num].cost = 8;
1523                         power_desc[num].stat = A_DEX;
1524                         power_desc[num].fail = 14;
1525                         power_desc[num++].number = -1;
1526                         break;
1527                 case RACE_DARK_ELF:
1528                         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);
1529                         power_desc[num].level = 2;
1530                         power_desc[num].cost = 2;
1531                         power_desc[num].stat = A_INT;
1532                         power_desc[num].fail = 9;
1533                         power_desc[num++].number = -1;
1534                         break;
1535                 case RACE_DRACONIAN:
1536                         sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
1537                         power_desc[num].level = 1;
1538                         power_desc[num].cost = lvl;
1539                         power_desc[num].stat = A_CON;
1540                         power_desc[num].fail = 12;
1541                         power_desc[num++].number = -1;
1542                         break;
1543                 case RACE_MIND_FLAYER:
1544                         sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
1545                         power_desc[num].level = 15;
1546                         power_desc[num].cost = 12;
1547                         power_desc[num].stat = A_INT;
1548                         power_desc[num].fail = 14;
1549                         power_desc[num++].number = -1;
1550                         break;
1551                 case RACE_IMP:
1552                         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);
1553                         power_desc[num].level = 9;
1554                         power_desc[num].cost = 15;
1555                         power_desc[num].stat = A_WIS;
1556                         power_desc[num].fail = 15;
1557                         power_desc[num++].number = -1;
1558                         break;
1559                 case RACE_GOLEM:
1560                         strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
1561                         power_desc[num].level = 20;
1562                         power_desc[num].cost = 15;
1563                         power_desc[num].stat = A_CON;
1564                         power_desc[num].fail = 8;
1565                         power_desc[num++].number = -1;
1566                         break;
1567                 case RACE_SKELETON:
1568                 case RACE_ZOMBIE:
1569                         strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
1570                         power_desc[num].level = 30;
1571                         power_desc[num].cost = 30;
1572                         power_desc[num].stat = A_WIS;
1573                         power_desc[num].fail = 18;
1574                         power_desc[num++].number = -1;
1575                         break;
1576                 case RACE_VAMPIRE:
1577                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1578                         power_desc[num].level = 2;
1579                         power_desc[num].cost = 1 + (lvl / 3);
1580                         power_desc[num].stat = A_CON;
1581                         power_desc[num].fail = 9;
1582                         power_desc[num++].number = -1;
1583                         break;
1584                 case RACE_SPRITE:
1585                         strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
1586                         power_desc[num].level = 12;
1587                         power_desc[num].cost = 12;
1588                         power_desc[num].stat = A_INT;
1589                         power_desc[num].fail = 15;
1590                         power_desc[num++].number = -1;
1591                         break;
1592                 case RACE_DEMON:
1593                         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);
1594                         power_desc[num].level = 15;
1595                         power_desc[num].cost = 10+lvl/3;
1596                         power_desc[num].stat = A_CON;
1597                         power_desc[num].fail = 20;
1598                         power_desc[num++].number = -1;
1599                         break;
1600                 case RACE_KUTAR:
1601                         strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
1602                         power_desc[num].level = 20;
1603                         power_desc[num].cost = 15;
1604                         power_desc[num].stat = A_CHR;
1605                         power_desc[num].fail = 8;
1606                         power_desc[num++].number = -1;
1607                         break;
1608                 case RACE_ANDROID:
1609                         if (p_ptr->lev < 10)
1610                         {
1611                                 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
1612                                 power_desc[num].level = 1;
1613                                 power_desc[num].cost = 7;
1614                                 power_desc[num].fail = 8;
1615                         }
1616                         else if (p_ptr->lev < 25)
1617                         {
1618                                 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
1619                                 power_desc[num].level = 10;
1620                                 power_desc[num].cost = 13;
1621                                 power_desc[num].fail = 10;
1622                         }
1623                         else if (p_ptr->lev < 35)
1624                         {
1625                                 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
1626                                 power_desc[num].level = 25;
1627                                 power_desc[num].cost = 26;
1628                                 power_desc[num].fail = 12;
1629                         }
1630                         else if (p_ptr->lev < 45)
1631                         {
1632                                 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
1633                                 power_desc[num].level = 35;
1634                                 power_desc[num].cost = 40;
1635                                 power_desc[num].fail = 15;
1636                         }
1637                         else
1638                         {
1639                                 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
1640                                 power_desc[num].level = 45;
1641                                 power_desc[num].cost = 60;
1642                                 power_desc[num].fail = 18;
1643                         }
1644                         power_desc[num].stat = A_STR;
1645                         power_desc[num++].number = -1;
1646                         break;
1647                 default:
1648                 {
1649                         break;
1650                 }
1651         }
1652         }
1653
1654         if (p_ptr->muta1)
1655         {
1656                 if (p_ptr->muta1 & MUT1_SPIT_ACID)
1657                 {
1658                         strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
1659                         power_desc[num].level = 9;
1660                         power_desc[num].cost = 9;
1661                         power_desc[num].stat = A_DEX;
1662                         power_desc[num].fail = 15;
1663                         power_desc[num++].number = MUT1_SPIT_ACID;
1664                 }
1665
1666                 if (p_ptr->muta1 & MUT1_BR_FIRE)
1667                 {
1668                         strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
1669                         power_desc[num].level = 20;
1670                         power_desc[num].cost = lvl;
1671                         power_desc[num].stat = A_CON;
1672                         power_desc[num].fail = 18;
1673                         power_desc[num++].number = MUT1_BR_FIRE;
1674                 }
1675
1676                 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
1677                 {
1678                         strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
1679                         power_desc[num].level = 12;
1680                         power_desc[num].cost = 12;
1681                         power_desc[num].stat = A_CHR;
1682                         power_desc[num].fail = 18;
1683                         power_desc[num++].number = MUT1_HYPN_GAZE;
1684                 }
1685
1686                 if (p_ptr->muta1 & MUT1_TELEKINES)
1687                 {
1688                         strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
1689                         power_desc[num].level = 9;
1690                         power_desc[num].cost = 9;
1691                         power_desc[num].stat = A_WIS;
1692                         power_desc[num].fail = 14;
1693                         power_desc[num++].number = MUT1_TELEKINES;
1694                 }
1695
1696                 if (p_ptr->muta1 & MUT1_VTELEPORT)
1697                 {
1698                         strcpy(power_desc[num].name, _("テレポート", "Teleport"));
1699                         power_desc[num].level = 7;
1700                         power_desc[num].cost = 7;
1701                         power_desc[num].stat = A_WIS;
1702                         power_desc[num].fail = 15;
1703                         power_desc[num++].number = MUT1_VTELEPORT;
1704                 }
1705
1706                 if (p_ptr->muta1 & MUT1_MIND_BLST)
1707                 {
1708                         strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
1709                         power_desc[num].level = 5;
1710                         power_desc[num].cost = 3;
1711                         power_desc[num].stat = A_WIS;
1712                         power_desc[num].fail = 15;
1713                         power_desc[num++].number = MUT1_MIND_BLST;
1714                 }
1715
1716                 if (p_ptr->muta1 & MUT1_RADIATION)
1717                 {
1718                         strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
1719                         power_desc[num].level = 15;
1720                         power_desc[num].cost = 15;
1721                         power_desc[num].stat = A_CON;
1722                         power_desc[num].fail = 14;
1723                         power_desc[num++].number = MUT1_RADIATION;
1724                 }
1725
1726                 if (p_ptr->muta1 & MUT1_VAMPIRISM)
1727                 {
1728                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1729                         power_desc[num].level = 2;
1730                         power_desc[num].cost = (1 + (lvl / 3));
1731                         power_desc[num].stat = A_CON;
1732                         power_desc[num].fail = 9;
1733                         power_desc[num++].number = MUT1_VAMPIRISM;
1734                 }
1735
1736                 if (p_ptr->muta1 & MUT1_SMELL_MET)
1737                 {
1738                         strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
1739                         power_desc[num].level = 3;
1740                         power_desc[num].cost = 2;
1741                         power_desc[num].stat = A_INT;
1742                         power_desc[num].fail = 12;
1743                         power_desc[num++].number = MUT1_SMELL_MET;
1744                 }
1745
1746                 if (p_ptr->muta1 & MUT1_SMELL_MON)
1747                 {
1748                         strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
1749                         power_desc[num].level = 5;
1750                         power_desc[num].cost = 4;
1751                         power_desc[num].stat = A_INT;
1752                         power_desc[num].fail = 15;
1753                         power_desc[num++].number = MUT1_SMELL_MON;
1754                 }
1755
1756                 if (p_ptr->muta1 & MUT1_BLINK)
1757                 {
1758                         strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
1759                         power_desc[num].level = 3;
1760                         power_desc[num].cost = 3;
1761                         power_desc[num].stat = A_WIS;
1762                         power_desc[num].fail = 12;
1763                         power_desc[num++].number = MUT1_BLINK;
1764                 }
1765
1766                 if (p_ptr->muta1 & MUT1_EAT_ROCK)
1767                 {
1768                         strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
1769                         power_desc[num].level = 8;
1770                         power_desc[num].cost = 12;
1771                         power_desc[num].stat = A_CON;
1772                         power_desc[num].fail = 18;
1773                         power_desc[num++].number = MUT1_EAT_ROCK;
1774                 }
1775
1776                 if (p_ptr->muta1 & MUT1_SWAP_POS)
1777                 {
1778                         strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
1779                         power_desc[num].level = 15;
1780                         power_desc[num].cost = 12;
1781                         power_desc[num].stat = A_DEX;
1782                         power_desc[num].fail = 16;
1783                         power_desc[num++].number = MUT1_SWAP_POS;
1784                 }
1785
1786                 if (p_ptr->muta1 & MUT1_SHRIEK)
1787                 {
1788                         strcpy(power_desc[num].name, _("叫び", "Shriek"));
1789                         power_desc[num].level = 20;
1790                         power_desc[num].cost = 14;
1791                         power_desc[num].stat = A_CON;
1792                         power_desc[num].fail = 16;
1793                         power_desc[num++].number = MUT1_SHRIEK;
1794                 }
1795
1796                 if (p_ptr->muta1 & MUT1_ILLUMINE)
1797                 {
1798                         strcpy(power_desc[num].name, _("照明", "Illuminate"));
1799                         power_desc[num].level = 3;
1800                         power_desc[num].cost = 2;
1801                         power_desc[num].stat = A_INT;
1802                         power_desc[num].fail = 10;
1803                         power_desc[num++].number = MUT1_ILLUMINE;
1804                 }
1805
1806                 if (p_ptr->muta1 & MUT1_DET_CURSE)
1807                 {
1808                         strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
1809                         power_desc[num].level = 7;
1810                         power_desc[num].cost = 14;
1811                         power_desc[num].stat = A_WIS;
1812                         power_desc[num].fail = 14;
1813                         power_desc[num++].number = MUT1_DET_CURSE;
1814                 }
1815
1816                 if (p_ptr->muta1 & MUT1_BERSERK)
1817                 {
1818                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1819                         power_desc[num].level = 8;
1820                         power_desc[num].cost = 8;
1821                         power_desc[num].stat = A_STR;
1822                         power_desc[num].fail = 14;
1823                         power_desc[num++].number = MUT1_BERSERK;
1824                 }
1825
1826                 if (p_ptr->muta1 & MUT1_POLYMORPH)
1827                 {
1828                         strcpy(power_desc[num].name, _("変身", "Polymorph"));
1829                         power_desc[num].level = 18;
1830                         power_desc[num].cost = 20;
1831                         power_desc[num].stat = A_CON;
1832                         power_desc[num].fail = 18;
1833                         power_desc[num++].number = MUT1_POLYMORPH;
1834                 }
1835
1836                 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
1837                 {
1838                         strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
1839                         power_desc[num].level = 10;
1840                         power_desc[num].cost = 5;
1841                         power_desc[num].stat = A_INT;
1842                         power_desc[num].fail = 12;
1843                         power_desc[num++].number = MUT1_MIDAS_TCH;
1844                 }
1845
1846                 if (p_ptr->muta1 & MUT1_GROW_MOLD)
1847                 {
1848                         strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
1849                         power_desc[num].level = 1;
1850                         power_desc[num].cost = 6;
1851                         power_desc[num].stat = A_CON;
1852                         power_desc[num].fail = 14;
1853                         power_desc[num++].number = MUT1_GROW_MOLD;
1854                 }
1855
1856                 if (p_ptr->muta1 & MUT1_RESIST)
1857                 {
1858                         strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
1859                         power_desc[num].level = 10;
1860                         power_desc[num].cost = 12;
1861                         power_desc[num].stat = A_CON;
1862                         power_desc[num].fail = 12;
1863                         power_desc[num++].number = MUT1_RESIST;
1864                 }
1865
1866                 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
1867                 {
1868                         strcpy(power_desc[num].name, _("地震", "Earthquake"));
1869                         power_desc[num].level = 12;
1870                         power_desc[num].cost = 12;
1871                         power_desc[num].stat = A_STR;
1872                         power_desc[num].fail = 16;
1873                         power_desc[num++].number = MUT1_EARTHQUAKE;
1874                 }
1875
1876                 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
1877                 {
1878                         strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1879                         power_desc[num].level = 17;
1880                         power_desc[num].cost = 1;
1881                         power_desc[num].stat = A_WIS;
1882                         power_desc[num].fail = 15;
1883                         power_desc[num++].number = MUT1_EAT_MAGIC;
1884                 }
1885
1886                 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
1887                 {
1888                         strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
1889                         power_desc[num].level = 6;
1890                         power_desc[num].cost = 6;
1891                         power_desc[num].stat = A_INT;
1892                         power_desc[num].fail = 10;
1893                         power_desc[num++].number = MUT1_WEIGH_MAG;
1894                 }
1895
1896                 if (p_ptr->muta1 & MUT1_STERILITY)
1897                 {
1898                         strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
1899                         power_desc[num].level = 12;
1900                         power_desc[num].cost = 23;
1901                         power_desc[num].stat = A_CHR;
1902                         power_desc[num].fail = 15;
1903                         power_desc[num++].number = MUT1_STERILITY;
1904                 }
1905
1906                 if (p_ptr->muta1 & MUT1_PANIC_HIT)
1907                 {
1908                         strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
1909                         power_desc[num].level = 10;
1910                         power_desc[num].cost = 12;
1911                         power_desc[num].stat = A_DEX;
1912                         power_desc[num].fail = 14;
1913                         power_desc[num++].number = MUT1_PANIC_HIT;
1914                 }
1915
1916                 if (p_ptr->muta1 & MUT1_DAZZLE)
1917                 {
1918                         strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
1919                         power_desc[num].level = 7;
1920                         power_desc[num].cost = 15;
1921                         power_desc[num].stat = A_CHR;
1922                         power_desc[num].fail = 8;
1923                         power_desc[num++].number = MUT1_DAZZLE;
1924                 }
1925
1926                 if (p_ptr->muta1 & MUT1_LASER_EYE)
1927                 {
1928                         strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
1929                         power_desc[num].level = 7;
1930                         power_desc[num].cost = 10;
1931                         power_desc[num].stat = A_WIS;
1932                         power_desc[num].fail = 9;
1933                         power_desc[num++].number = MUT1_LASER_EYE;
1934                 }
1935
1936                 if (p_ptr->muta1 & MUT1_RECALL)
1937                 {
1938                         strcpy(power_desc[num].name, _("帰還", "Recall"));
1939                         power_desc[num].level = 17;
1940                         power_desc[num].cost = 50;
1941                         power_desc[num].stat = A_INT;
1942                         power_desc[num].fail = 16;
1943                         power_desc[num++].number = MUT1_RECALL;
1944                 }
1945
1946                 if (p_ptr->muta1 & MUT1_BANISH)
1947                 {
1948                         strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
1949                         power_desc[num].level = 25;
1950                         power_desc[num].cost = 25;
1951                         power_desc[num].stat = A_WIS;
1952                         power_desc[num].fail = 18;
1953                         power_desc[num++].number = MUT1_BANISH;
1954                 }
1955
1956                 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
1957                 {
1958                         strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
1959                         power_desc[num].level = 2;
1960                         power_desc[num].cost = 2;
1961                         power_desc[num].stat = A_CON;
1962                         power_desc[num].fail = 11;
1963                         power_desc[num++].number = MUT1_COLD_TOUCH;
1964                 }
1965
1966                 if (p_ptr->muta1 & MUT1_LAUNCHER)
1967                 {
1968                         strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
1969                         power_desc[num].level = 1;
1970                         power_desc[num].cost = lvl;
1971                         power_desc[num].stat = A_STR;
1972                         power_desc[num].fail = 6;
1973                         /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
1974                         power_desc[num++].number = 3;
1975                 }
1976         }
1977
1978         /* Nothing chosen yet */
1979         flag = FALSE;
1980
1981         /* No redraw yet */
1982         redraw = FALSE;
1983
1984         /* Build a prompt */
1985         (void) strnfmt(out_val, 78, 
1986                                 _("(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? "),
1987                                 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
1988
1989 if (!repeat_pull(&i) || i<0 || i>=num) {
1990         if (use_menu) screen_save();
1991          /* Get a spell from the user */
1992
1993         choice = (always_show_list || use_menu) ? ESCAPE:1;
1994         while (!flag)
1995         {
1996                 if( choice==ESCAPE ) choice = ' '; 
1997                 else if( !get_com(out_val, &choice, FALSE) )break; 
1998
1999                 if (use_menu && choice != ' ')
2000                 {
2001                         switch(choice)
2002                         {
2003                                 case '0':
2004                                 {
2005                                         screen_load();
2006                                         p_ptr->energy_use = 0;
2007                                         return;
2008                                 }
2009
2010                                 case '8':
2011                                 case 'k':
2012                                 case 'K':
2013                                 {
2014                                         menu_line += (num - 1);
2015                                         break;
2016                                 }
2017
2018                                 case '2':
2019                                 case 'j':
2020                                 case 'J':
2021                                 {
2022                                         menu_line++;
2023                                         break;
2024                                 }
2025
2026                                 case '6':
2027                                 case 'l':
2028                                 case 'L':
2029                                 case '4':
2030                                 case 'h':
2031                                 case 'H':
2032                                 {
2033                                         if (menu_line > 18)
2034                                                 menu_line -= 18;
2035                                         else if (menu_line+18 <= num)
2036                                                 menu_line += 18;
2037                                         break;
2038                                 }
2039
2040                                 case 'x':
2041                                 case 'X':
2042                                 case '\r':
2043                                 {
2044                                         i = menu_line - 1;
2045                                         ask = FALSE;
2046                                         break;
2047                                 }
2048                         }
2049                         if (menu_line > num) menu_line -= num;
2050                 }
2051                 /* Request redraw */
2052                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
2053                 {
2054                         /* Show the list */
2055                         if (!redraw || use_menu)
2056                         {
2057                                 byte y = 1, x = 0;
2058                                 int ctr = 0;
2059                                 char dummy[80];
2060                                 char letter;
2061                                 TERM_LEN x1, y1;
2062
2063                                 strcpy(dummy, "");
2064
2065                                 /* Show list */
2066                                 redraw = TRUE;
2067                                 if (!use_menu) screen_save();
2068
2069                                 /* Print header(s) */
2070                                 if (num < 18)
2071                                         prt(_("                            Lv   MP 失率", "                            Lv Cost Fail"), y++, x);
2072                                 else
2073                                 prt(_("                            Lv   MP 失率                            Lv   MP 失率", 
2074                                           "                            Lv Cost Fail                            Lv Cost Fail"), y++, x);
2075
2076
2077                                 /* Print list */
2078                                 while (ctr < num)
2079                                 {
2080                                         x1 = ((ctr < 18) ? x : x + 40);
2081                                         y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
2082
2083                                         if (use_menu)
2084                                         {
2085                                                 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " >  "));
2086                                                 else strcpy(dummy, "    ");
2087                                         }
2088                                         else
2089                                         {
2090                                                 /* letter/number for power selection */
2091                                                 if (ctr < 26)
2092                                                         letter = I2A(ctr);
2093                                                 else
2094                                                         letter = '0' + ctr - 26;
2095                                                 sprintf(dummy, " %c) ",letter);
2096                                         }
2097                                         strcat(dummy, format("%-23.23s %2d %4d %3d%%",
2098                                                 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
2099                                                 100 - racial_chance(&power_desc[ctr])));
2100                                         prt(dummy, y1, x1);
2101                                         ctr++;
2102                                 }
2103                         }
2104
2105                         /* Hide the list */
2106                         else
2107                         {
2108                                 /* Hide list */
2109                                 redraw = FALSE;
2110                                 screen_load();
2111                         }
2112
2113                         /* Redo asking */
2114                         continue;
2115                 }
2116
2117                 if (!use_menu)
2118                 {
2119                         if (choice == '\r' && num == 1)
2120                         {
2121                                 choice = 'a';
2122                         }
2123
2124                         if (isalpha(choice))
2125                         {
2126                                 /* Note verify */
2127                                 ask = (isupper(choice));
2128
2129                                 /* Lowercase */
2130                                 if (ask) choice = (char)tolower(choice);
2131
2132                                 /* Extract request */
2133                                 i = (islower(choice) ? A2I(choice) : -1);
2134                         }
2135                         else
2136                         {
2137                                 ask = FALSE; /* Can't uppercase digits */
2138
2139                                 i = choice - '0' + 26;
2140                         }
2141                 }
2142
2143                 /* Totally Illegal */
2144                 if ((i < 0) || (i >= num))
2145                 {
2146                         bell();
2147                         continue;
2148                 }
2149
2150                 /* Verify it */
2151                 if (ask)
2152                 {
2153                         char tmp_val[160];
2154
2155                         /* Prompt */
2156                         (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
2157
2158                         /* Belay that order */
2159                         if (!get_check(tmp_val)) continue;
2160                 }
2161
2162                 /* Stop the loop */
2163                 flag = TRUE;
2164         }
2165         if (redraw) screen_load();
2166
2167         /* Abort if needed */
2168         if (!flag)
2169         {
2170                 p_ptr->energy_use = 0;
2171                 return;
2172         }
2173         repeat_push(i);
2174         } /*if (!repeat_pull(&i) || ...)*/
2175         switch (racial_aux(&power_desc[i]))
2176         {
2177         case 1:
2178                 if (power_desc[i].number < 0)
2179                         cast = cmd_racial_power_aux(power_desc[i].number);
2180                 else
2181                         cast = mutation_power_aux(power_desc[i].number);
2182                 break;
2183         case 0:
2184                 cast = FALSE;
2185                 break;
2186         case -1:
2187                 cast = TRUE;
2188                 break;
2189         }
2190
2191         if (cast)
2192         {
2193                 if (racial_cost)
2194                 {
2195                         int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2196
2197                         /* If mana is not enough, player consumes hit point! */
2198                         if (p_ptr->csp < actual_racial_cost)
2199                         {
2200                                 actual_racial_cost -= p_ptr->csp;
2201                                 p_ptr->csp = 0;
2202                                 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2203                         }
2204                         else p_ptr->csp -= actual_racial_cost;
2205
2206                         /* Redraw mana and hp */
2207                         p_ptr->redraw |= (PR_HP | PR_MANA);
2208
2209                         p_ptr->window |= (PW_PLAYER | PW_SPELL);
2210                 }
2211         }
2212         else p_ptr->energy_use = 0;
2213
2214         /* Success */
2215         return;
2216 }