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