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