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[Refactor] #37353 魔法戦士の変換能力を convert_hp_to_mp()/convert_mp_to_hp() に分離。 / Separate...
[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                                 return comvert_hp_to_mp(p_ptr);
490                         }
491                         else if (command == -4)
492                         {
493                                 return comvert_mp_to_hp(p_ptr);
494                         }
495                         break;
496                 }
497                 case CLASS_CHAOS_WARRIOR:
498                 {
499                         msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
500                         slow_monsters(p_ptr->lev);
501                         stun_monsters(p_ptr->lev * 4);
502                         confuse_monsters(p_ptr->lev * 4);
503                         turn_monsters(p_ptr->lev * 4);
504                         stasis_monsters(p_ptr->lev * 4);
505                         break;
506                 }
507                 case CLASS_MONK:
508                 {
509                         if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
510                         {
511                                 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
512                                 return FALSE;
513                         }
514                         if (p_ptr->riding)
515                         {
516                                 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
517                                 return FALSE;
518                         }
519
520                         if (command == -3)
521                         {
522                                 if (!choose_kamae()) return FALSE;
523                                 p_ptr->update |= (PU_BONUS);
524                         }
525                         else if (command == -4)
526                         {
527                                 return double_attack(p_ptr);
528                         }
529                         break;
530                 }
531                 case CLASS_MINDCRAFTER:
532                 case CLASS_FORCETRAINER:
533                 {
534                         if (total_friends)
535                         {
536                                 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."));
537                                 return FALSE;
538                         }
539                         msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
540
541                         p_ptr->csp += (3 + p_ptr->lev/20);
542                         if (p_ptr->csp >= p_ptr->msp)
543                         {
544                                 p_ptr->csp = p_ptr->msp;
545                                 p_ptr->csp_frac = 0;
546                         }
547                         p_ptr->redraw |= (PR_MANA);
548                         break;
549                 }
550                 case CLASS_TOURIST:
551                 {
552                         if (command == -3)
553                         {
554                                 if (!get_aim_dir(&dir)) return FALSE;
555                                 project_length = 1;
556                                 fire_beam(GF_PHOTO, dir, 1);
557                         }
558                         else if (command == -4)
559                         {
560                                 if (!identify_fully(FALSE)) return FALSE;
561                         }
562                         break;
563                 }
564                 case CLASS_IMITATOR:
565                 {
566                         handle_stuff();
567                         if (!do_cmd_mane(TRUE)) return FALSE;
568                         break;
569                 }
570                 case CLASS_BEASTMASTER:
571                 {
572                         if (command == -3)
573                         {
574                                 if (!get_aim_dir(&dir)) return FALSE;
575                                 (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
576                         }
577                         else if (command == -4)
578                         {
579                                 project_all_los(GF_CHARM_LIVING, p_ptr->lev);
580                         }
581                         break;
582                 }
583                 case CLASS_ARCHER:
584                 {
585                         if (!create_ammo()) return FALSE;
586                         break;
587                 }
588                 case CLASS_MAGIC_EATER:
589                 {
590                         if (command == -3) {
591                                 if (!import_magic_device()) return FALSE;
592                         } else if (command == -4) {
593                                 if (!can_do_cmd_cast()) return FALSE;
594                                 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
595                         }
596                         break;
597                 }
598                 case CLASS_BARD:
599                 {
600                         /* Singing is already stopped */
601                         if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
602
603                         stop_singing();
604                         p_ptr->energy_use = 10;
605                         break;
606                 }
607                 case CLASS_RED_MAGE:
608                 {
609                         if (!can_do_cmd_cast()) return FALSE;
610                         handle_stuff();
611                         do_cmd_cast();
612                         handle_stuff();
613                         if (!p_ptr->paralyzed && can_do_cmd_cast())
614                                 do_cmd_cast();
615                         break;
616                 }
617                 case CLASS_SAMURAI:
618                 {
619                         if (command == -3)
620                         {
621                                 int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
622
623                                 if (total_friends)
624                                 {
625                                         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."));
626                                         return FALSE;
627                                 }
628                                 if (p_ptr->special_defense & KATA_MASK)
629                                 {
630                                         msg_print(_("今は構えに集中している。", "You need concentration on your form."));
631                                         return FALSE;
632                                 }
633                                 msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
634
635                                 p_ptr->csp += p_ptr->msp / 2;
636                                 if (p_ptr->csp >= max_csp)
637                                 {
638                                         p_ptr->csp = max_csp;
639                                         p_ptr->csp_frac = 0;
640                                 }
641                                 p_ptr->redraw |= (PR_MANA);
642                         }
643                         else if (command == -4)
644                         {
645                                 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
646                                 {
647                                         msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
648                                         return FALSE;
649                                 }
650                                 if (!choose_kata()) return FALSE;
651                                 p_ptr->update |= (PU_BONUS);
652                         }
653                         break;
654                 }
655                 case CLASS_BLUE_MAGE:
656                 {
657                         if (p_ptr->action == ACTION_LEARN)
658                         {
659                                 set_action(ACTION_NONE);
660                         }
661                         else
662                         {
663                                 set_action(ACTION_LEARN);
664                         }
665                         p_ptr->energy_use = 0;
666                         break;
667                 }
668                 case CLASS_CAVALRY:
669                 {
670                         GAME_TEXT m_name[MAX_NLEN];
671                         monster_type *m_ptr;
672                         monster_race *r_ptr;
673                         int rlev;
674
675                         if (p_ptr->riding)
676                         {
677                                 msg_print(_("今は乗馬中だ。", "You ARE riding."));
678                                 return FALSE;
679                         }
680                         if (!do_riding(TRUE)) return TRUE;
681                         m_ptr = &m_list[p_ptr->riding];
682                         r_ptr = &r_info[m_ptr->r_idx];
683                         monster_desc(m_name, m_ptr, 0);
684                         msg_format(_("%sに乗った。", "You ride on %s."),m_name);
685                         if (is_pet(m_ptr)) break;
686                         rlev = r_ptr->level;
687                         if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
688                         if (rlev > 60) rlev = 60+(rlev-60)/2;
689                         if ((randint1(p_ptr->skill_exp[GINOU_RIDING] / 120 + p_ptr->lev * 2 / 3) > rlev)
690                             && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle
691                             && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
692                             && (rlev < p_ptr->lev * 3 / 2 + randint0(p_ptr->lev / 5)))
693                         {
694                                 msg_format(_("%sを手なずけた。", "You tame %s."),m_name);
695                                 set_pet(m_ptr);
696                         }
697                         else
698                         {
699                                 msg_format(_("%sに振り落とされた!", "You have thrown off by %s."),m_name);
700                                 rakuba(1,TRUE);
701
702                                 /* Paranoia */
703                                 /* 落馬処理に失敗してもとにかく乗馬解除 */
704                                 p_ptr->riding = 0;
705                         }
706                         break;
707                 }
708                 case CLASS_BERSERKER:
709                 {
710                         if (!recall_player(p_ptr, randint0(21) + 15)) return FALSE;
711                         break;
712                 }
713                 case CLASS_SMITH:
714                 {
715                         if (p_ptr->lev > 29)
716                         {
717                                 if (!identify_fully(TRUE)) return FALSE;
718                         }
719                         else
720                         {
721                                 if (!ident_spell(TRUE)) return FALSE;
722                         }
723                         break;
724                 }
725                 case CLASS_MIRROR_MASTER:
726                 {
727                         if (command == -3)
728                         {
729                                 /* Explode all mirrors */
730                                 remove_all_mirrors(TRUE);
731                         }
732                         else if (command == -4)
733                         {
734                                 if (total_friends)
735                                 {
736                                         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."));
737                                         return FALSE;
738                                 }
739                                 if (is_mirror_grid(&cave[p_ptr->y][p_ptr->x]))
740                                 {
741                                         msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
742
743                                         p_ptr->csp += (5 + p_ptr->lev * p_ptr->lev / 100);
744                                         if (p_ptr->csp >= p_ptr->msp)
745                                         {
746                                                 p_ptr->csp = p_ptr->msp;
747                                                 p_ptr->csp_frac = 0;
748                                         }
749                                         p_ptr->redraw |= (PR_MANA);
750                                 }
751                                 else
752                                 {
753                                         msg_print(_("鏡の上でないと集中できない!", "Here are not any mirrors!"));
754                                 }
755                         }
756                         break;
757                 }
758                 case CLASS_NINJA:
759                         hayagake(p_ptr);
760                         break;
761                 }
762         }
763         else if (p_ptr->mimic_form)
764         {
765                 switch (p_ptr->mimic_form)
766                 {
767                 case MIMIC_DEMON:
768                 case MIMIC_DEMON_LORD:
769                 {
770                         int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
771                         if (!get_aim_dir(&dir)) return FALSE;
772                         stop_mouth();
773                         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")));
774                         fire_breath(type, dir, plev * 3, (plev / 15) + 1);
775                         break;
776                 }
777                 case MIMIC_VAMPIRE:
778                         vampirism();
779                         break;
780                 }
781         }
782
783         else 
784         {
785
786         switch (p_ptr->prace)
787         {
788                 case RACE_DWARF:
789                         msg_print(_("周囲を調べた。", "You examine your surroundings."));
790                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
791                         (void)detect_doors(DETECT_RAD_DEFAULT);
792                         (void)detect_stairs(DETECT_RAD_DEFAULT);
793                         break;
794
795                 case RACE_HOBBIT:
796                         return create_ration(p_ptr);
797                         break;
798
799                 case RACE_GNOME:
800                         msg_print(_("パッ!", "Blink!"));
801                         teleport_player(10, 0L);
802                         break;
803
804                 case RACE_HALF_ORC:
805                         msg_print(_("勇気を出した。", "You play tough."));
806                         (void)set_afraid(0);
807                         break;
808
809                 case RACE_HALF_TROLL:
810                         msg_print(_("うがぁぁ!", "RAAAGH!"));
811                         (void)berserk(10 + randint1(plev));
812                         break;
813
814                 case RACE_AMBERITE:
815                         if (command == -1)
816                         {
817                                 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
818                                 alter_reality();
819                         }
820                         else if (command == -2)
821                         {
822                                 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..."));
823
824                                 (void)true_healing(0);
825                                 (void)restore_all_status();
826                                 (void)restore_level();
827                         }
828                         break;
829
830                 case RACE_BARBARIAN:
831                         msg_print(_("うぉぉおお!", "Raaagh!"));
832                         (void)berserk(10 + randint1(plev));
833                         break;
834
835                 case RACE_HALF_OGRE:
836                         msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
837                         explosive_rune();
838                         break;
839
840                 case RACE_HALF_GIANT:
841                         if (!get_aim_dir(&dir)) return FALSE;
842                         (void)wall_to_mud(dir, 20 + randint1(30));
843                         break;
844
845                 case RACE_HALF_TITAN:
846                         msg_print(_("敵を調査した...", "You examine your foes..."));
847                         probing();
848                         break;
849
850                 case RACE_CYCLOPS:
851                         if (!get_aim_dir(&dir)) return FALSE;
852                         msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
853                         fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
854                         break;
855
856                 case RACE_YEEK:
857                         if (!get_aim_dir(&dir)) return FALSE;
858                         stop_mouth();
859                         msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
860                         (void)fear_monster(dir, plev);
861                         break;
862
863                 case RACE_KLACKON:
864                         if (!get_aim_dir(&dir)) return FALSE;
865                         stop_mouth();
866                         msg_print(_("酸を吐いた。", "You spit acid."));
867                         if (plev < 25) fire_bolt(GF_ACID, dir, plev);
868                         else fire_ball(GF_ACID, dir, plev, 2);
869                         break;
870
871                 case RACE_KOBOLD:
872                         if (!get_aim_dir(&dir)) return FALSE;
873                         msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
874                         fire_bolt(GF_POIS, dir, plev);
875                         break;
876
877                 case RACE_NIBELUNG:
878                         msg_print(_("周囲を調査した。", "You examine your surroundings."));
879                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
880                         (void)detect_doors(DETECT_RAD_DEFAULT);
881                         (void)detect_stairs(DETECT_RAD_DEFAULT);
882                         break;
883
884                 case RACE_DARK_ELF:
885                         if (!get_aim_dir(&dir)) return FALSE;
886                         msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
887                         fire_bolt_or_beam(10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4));
888                         break;
889
890                 case RACE_DRACONIAN:
891                         return draconian_breath(p_ptr);
892                         break;
893
894                 case RACE_MIND_FLAYER:
895                         if (!get_aim_dir(&dir)) return FALSE;
896                         msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
897                         fire_bolt(GF_PSI, dir, plev);
898                         break;
899
900                 case RACE_IMP:
901                         if (!get_aim_dir(&dir)) return FALSE;
902                         if (plev >= 30)
903                         {
904                                 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
905                                 fire_ball(GF_FIRE, dir, plev, 2);
906                         }
907                         else
908                         {
909                                 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
910                                 fire_bolt(GF_FIRE, dir, plev);
911                         }
912                         break;
913
914                 case RACE_GOLEM:
915                         (void)set_shield(randint1(20) + 30, FALSE);
916                         break;
917
918                 case RACE_SKELETON:
919                 case RACE_ZOMBIE:
920                         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."));
921                         (void)restore_level();
922                         break;
923
924                 case RACE_VAMPIRE:
925                         vampirism();
926                         break;
927
928                 case RACE_SPECTRE:
929                         if (!get_aim_dir(&dir)) return FALSE;
930                         stop_mouth();
931                         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!"));
932                         (void)fear_monster(dir, plev);
933                         break;
934
935                 case RACE_SPRITE:
936                         msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
937                         if (plev < 25) sleep_monsters_touch();
938                         else (void)sleep_monsters(plev);
939                         break;
940
941                 case RACE_DEMON:
942                         {
943                                 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
944                                 if (!get_aim_dir(&dir)) return FALSE;
945                                 stop_mouth();
946                                 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")));
947                                 fire_breath(type, dir, plev * 3, (plev / 15) + 1);
948                         }
949                         break;
950
951                 case RACE_KUTAR:
952                         (void)set_tsubureru(randint1(20) + 30, FALSE);
953                         break;
954
955                 case RACE_ANDROID:
956                         return android_inside_weapon(p_ptr);
957                         break;
958
959                 default:
960                         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."));
961                         p_ptr->energy_use = 0;
962         }
963         }
964         return TRUE;
965 }
966
967 /*!
968  * @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
969  * @return なし
970  */
971 void do_cmd_racial_power(void)
972 {
973         power_desc_type power_desc[36];
974         int num;
975         COMMAND_CODE i = 0;
976         int ask = TRUE;
977         PLAYER_LEVEL lvl = p_ptr->lev;
978         bool            flag, redraw, cast = FALSE;
979         bool            warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
980         char            choice;
981         char            out_val[160];
982         int menu_line = (use_menu ? 1 : 0);
983
984         if (p_ptr->wild_mode) return;
985
986         for (num = 0; num < 36; num++)
987         {
988                 strcpy(power_desc[num].name, "");
989                 power_desc[num].number = 0;
990         }
991
992         num = 0;
993
994         if (p_ptr->confused)
995         {
996                 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!"));
997                 p_ptr->energy_use = 0;
998                 return;
999         }
1000
1001         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
1002         {
1003                 set_action(ACTION_NONE);
1004         }
1005
1006         switch (p_ptr->pclass)
1007         {
1008         case CLASS_WARRIOR:
1009         {
1010                 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
1011                 power_desc[num].level = 40;
1012                 power_desc[num].cost = 75;
1013                 power_desc[num].stat = A_DEX;
1014                 power_desc[num].fail = 35;
1015                 power_desc[num++].number = -3;
1016                 break;
1017         }
1018         case CLASS_HIGH_MAGE:
1019         if (p_ptr->realm1 == REALM_HEX)
1020         {
1021                 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
1022                 power_desc[num].level = 1;
1023                 power_desc[num].cost = 0;
1024                 power_desc[num].stat = A_INT;
1025                 power_desc[num].fail = 0;
1026                 power_desc[num++].number = -3;
1027                 break;
1028         }
1029         case CLASS_MAGE:
1030         /* case CLASS_HIGH_MAGE: */
1031         case CLASS_SORCERER:
1032         {
1033                 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1034                 power_desc[num].level = 25;
1035                 power_desc[num].cost = 1;
1036                 power_desc[num].stat = A_INT;
1037                 power_desc[num].fail = 25;
1038                 power_desc[num++].number = -3;
1039                 break;
1040         }
1041         case CLASS_PRIEST:
1042         {
1043                 if (is_good_realm(p_ptr->realm1))
1044                 {
1045                         strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
1046                         power_desc[num].level = 35;
1047                         power_desc[num].cost = 70;
1048                         power_desc[num].stat = A_WIS;
1049                         power_desc[num].fail = 50;
1050                         power_desc[num++].number = -3;
1051                 }
1052                 else
1053                 {
1054                         strcpy(power_desc[num].name, _("召魂", "Evocation"));
1055                         power_desc[num].level = 42;
1056                         power_desc[num].cost = 40;
1057                         power_desc[num].stat = A_WIS;
1058                         power_desc[num].fail = 35;
1059                         power_desc[num++].number = -3;
1060                 }
1061                 break;
1062         }
1063         case CLASS_ROGUE:
1064         {
1065                 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
1066                 power_desc[num].level = 8;
1067                 power_desc[num].cost = 12;
1068                 power_desc[num].stat = A_DEX;
1069                 power_desc[num].fail = 14;
1070                 power_desc[num++].number = -3;
1071                 break;
1072         }
1073         case CLASS_RANGER:
1074         case CLASS_SNIPER:
1075         {
1076                 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
1077                 power_desc[num].level = 15;
1078                 power_desc[num].cost = 20;
1079                 power_desc[num].stat = A_INT;
1080                 power_desc[num].fail = 12;
1081                 power_desc[num++].number = -3;
1082                 break;
1083         }
1084         case CLASS_PALADIN:
1085         {
1086                 if (is_good_realm(p_ptr->realm1))
1087                 {
1088                         strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
1089                         power_desc[num].level = 30;
1090                         power_desc[num].cost = 30;
1091                         power_desc[num].stat = A_WIS;
1092                         power_desc[num].fail = 30;
1093                         power_desc[num++].number = -3;
1094                 }
1095                 else
1096                 {
1097                         strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
1098                         power_desc[num].level = 30;
1099                         power_desc[num].cost = 30;
1100                         power_desc[num].stat = A_WIS;
1101                         power_desc[num].fail = 30;
1102                         power_desc[num++].number = -3;
1103                 }
1104                 break;
1105         }
1106         case CLASS_WARRIOR_MAGE:
1107         {
1108                 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
1109                 power_desc[num].level = 25;
1110                 power_desc[num].cost = 0;
1111                 power_desc[num].stat = A_INT;
1112                 power_desc[num].fail = 10;
1113                 power_desc[num++].number = -3;
1114                         
1115                 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
1116                 power_desc[num].level = 25;
1117                 power_desc[num].cost = 0;
1118                 power_desc[num].stat = A_INT;
1119                 power_desc[num].fail = 10;
1120                 power_desc[num++].number = -4;
1121                 break;
1122         }
1123         case CLASS_CHAOS_WARRIOR:
1124         {
1125                 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
1126                 power_desc[num].level = 40;
1127                 power_desc[num].cost = 50;
1128                 power_desc[num].stat = A_INT;
1129                 power_desc[num].fail = 25;
1130                 power_desc[num++].number = -3;
1131                 break;
1132         }
1133         case CLASS_MONK:
1134         {
1135                 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
1136                 power_desc[num].level = 25;
1137                 power_desc[num].cost = 0;
1138                 power_desc[num].stat = A_DEX;
1139                 power_desc[num].fail = 0;
1140                 power_desc[num++].number = -3;
1141                         
1142                 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
1143                 power_desc[num].level = 30;
1144                 power_desc[num].cost = 30;
1145                 power_desc[num].stat = A_STR;
1146                 power_desc[num].fail = 20;
1147                 power_desc[num++].number = -4;
1148                 break;
1149         }
1150         case CLASS_MINDCRAFTER:
1151         case CLASS_FORCETRAINER:
1152         {
1153                 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1154                 power_desc[num].level = 15;
1155                 power_desc[num].cost = 0;
1156                 power_desc[num].stat = A_WIS;
1157                 power_desc[num].fail = 10;
1158                 power_desc[num++].number = -3;
1159                 break;
1160         }
1161         case CLASS_TOURIST:
1162         {
1163                 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1164                 power_desc[num].level = 1;
1165                 power_desc[num].cost = 0;
1166                 power_desc[num].stat = A_DEX;
1167                 power_desc[num].fail = 0;
1168                 power_desc[num++].number = -3;
1169                 
1170                 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1171                 power_desc[num].level = 25;
1172                 power_desc[num].cost = 20;
1173                 power_desc[num].stat = A_INT;
1174                 power_desc[num].fail = 20;
1175                 power_desc[num++].number = -4;
1176                 break;
1177         }
1178         case CLASS_IMITATOR:
1179         {
1180                 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1181                 power_desc[num].level = 30;
1182                 power_desc[num].cost = 100;
1183                 power_desc[num].stat = A_DEX;
1184                 power_desc[num].fail = 30;
1185                 power_desc[num++].number = -3;
1186                 break;
1187         }
1188         case CLASS_BEASTMASTER:
1189         {
1190                 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1191                 power_desc[num].level = 1;
1192                 power_desc[num].cost = (p_ptr->lev+3)/4;
1193                 power_desc[num].stat = A_CHR;
1194                 power_desc[num].fail = 10;
1195                 power_desc[num++].number = -3;
1196                 
1197                 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1198                 power_desc[num].level = 30;
1199                 power_desc[num].cost = (p_ptr->lev+20)/2;
1200                 power_desc[num].stat = A_CHR;
1201                 power_desc[num].fail = 10;
1202                 power_desc[num++].number = -4;
1203                 break;
1204         }
1205         case CLASS_ARCHER:
1206         {
1207                 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1208                 power_desc[num].level = 1;
1209                 power_desc[num].cost = 0;
1210                 power_desc[num].stat = A_DEX;
1211                 power_desc[num].fail = 0;
1212                 power_desc[num++].number = -3;
1213                 break;
1214         }
1215         case CLASS_MAGIC_EATER:
1216         {
1217                 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1218                 power_desc[num].level = 1;
1219                 power_desc[num].cost = 0;
1220                 power_desc[num].stat = A_INT;
1221                 power_desc[num].fail = 0;
1222                 power_desc[num++].number = -3;
1223
1224                 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1225                 power_desc[num].level = 10;
1226                 power_desc[num].cost = 10 + (lvl - 10) / 2;
1227                 power_desc[num].stat = A_INT;
1228                 power_desc[num].fail = 0;
1229                 power_desc[num++].number = -4;
1230                 break;
1231         }
1232         case CLASS_BARD:
1233         {
1234                 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1235                 power_desc[num].level = 1;
1236                 power_desc[num].cost = 0;
1237                 power_desc[num].stat = A_CHR;
1238                 power_desc[num].fail = 0;
1239                 power_desc[num++].number = -3;
1240                 break;
1241         }
1242         case CLASS_RED_MAGE:
1243         {
1244                 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1245                 power_desc[num].level = 48;
1246                 power_desc[num].cost = 20;
1247                 power_desc[num].stat = A_INT;
1248                 power_desc[num].fail = 0;
1249                 power_desc[num++].number = -3;
1250                 break;
1251         }
1252         case CLASS_SAMURAI:
1253         {
1254                 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1255                 power_desc[num].level = 1;
1256                 power_desc[num].cost = 0;
1257                 power_desc[num].stat = A_WIS;
1258                 power_desc[num].fail = 0;
1259                 power_desc[num++].number = -3;
1260                 
1261                 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
1262                 power_desc[num].level = 25;
1263                 power_desc[num].cost = 0;
1264                 power_desc[num].stat = A_DEX;
1265                 power_desc[num].fail = 0;
1266                 power_desc[num++].number = -4;
1267                 break;
1268         }
1269         case CLASS_BLUE_MAGE:
1270         {
1271                 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1272                 power_desc[num].level = 1;
1273                 power_desc[num].cost = 0;
1274                 power_desc[num].stat = A_INT;
1275                 power_desc[num].fail = 0;
1276                 power_desc[num++].number = -3;
1277                 break;
1278         }
1279         case CLASS_CAVALRY:
1280         {
1281                 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1282                 power_desc[num].level = 10;
1283                 power_desc[num].cost = 0;
1284                 power_desc[num].stat = A_STR;
1285                 power_desc[num].fail = 10;
1286                 power_desc[num++].number = -3;
1287                 break;
1288         }
1289         case CLASS_BERSERKER:
1290         {
1291                 strcpy(power_desc[num].name, _("帰還", "Recall"));
1292                 power_desc[num].level = 10;
1293                 power_desc[num].cost = 10;
1294                 power_desc[num].stat = A_DEX;
1295                 power_desc[num].fail = 20;
1296                 power_desc[num++].number = -3;
1297                 break;
1298         }
1299         case CLASS_MIRROR_MASTER:
1300         {
1301                 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
1302                 power_desc[num].level = 1;
1303                 power_desc[num].cost = 0;
1304                 power_desc[num].stat = A_INT;
1305                 power_desc[num].fail = 0;
1306                 power_desc[num++].number = -3;
1307                 
1308                 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
1309                 power_desc[num].level = 30;
1310                 power_desc[num].cost = 0;
1311                 power_desc[num].stat = A_INT;
1312                 power_desc[num].fail = 20;
1313                 power_desc[num++].number = -4;
1314                 break;
1315         }
1316         case CLASS_SMITH:
1317         {
1318                 strcpy(power_desc[num].name, _("目利き", "Judgment"));
1319                 power_desc[num].level = 5;
1320                 power_desc[num].cost = 15;
1321                 power_desc[num].stat = A_INT;
1322                 power_desc[num].fail = 20;
1323                 power_desc[num++].number = -3;
1324                 break;
1325         }
1326         case CLASS_NINJA:
1327         {
1328                 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
1329                 power_desc[num].level = 20;
1330                 power_desc[num].cost = 0;
1331                 power_desc[num].stat = A_DEX;
1332                 power_desc[num].fail = 0;
1333                 power_desc[num++].number = -3;
1334                 break;
1335         }
1336         default:
1337                 strcpy(power_desc[0].name, _("(なし)", "(none)"));
1338         }
1339
1340         if (p_ptr->mimic_form)
1341         {
1342                 switch (p_ptr->mimic_form)
1343                 {
1344                 case MIMIC_DEMON:
1345                 case MIMIC_DEMON_LORD:
1346                         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);
1347                         power_desc[num].level = 15;
1348                         power_desc[num].cost = 10+lvl/3;
1349                         power_desc[num].stat = A_CON;
1350                         power_desc[num].fail = 20;
1351                         power_desc[num++].number = -1;
1352                         break;
1353                 case MIMIC_VAMPIRE:
1354                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1355                         power_desc[num].level = 2;
1356                         power_desc[num].cost = 1 + (lvl / 3);
1357                         power_desc[num].stat = A_CON;
1358                         power_desc[num].fail = 9;
1359                         power_desc[num++].number = -1;
1360                         break;
1361                 }
1362         }
1363         else
1364         {
1365         switch (p_ptr->prace)
1366         {
1367                 case RACE_DWARF:
1368                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1369                         power_desc[num].level = 5;
1370                         power_desc[num].cost = 5;
1371                         power_desc[num].stat = A_WIS;
1372                         power_desc[num].fail = 12;
1373                         power_desc[num++].number = -1;
1374                         break;
1375                 case RACE_NIBELUNG:
1376                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1377                         power_desc[num].level = 10;
1378                         power_desc[num].cost = 5;
1379                         power_desc[num].stat = A_WIS;
1380                         power_desc[num].fail = 10;
1381                         power_desc[num++].number = -1;
1382                         break;
1383                 case RACE_HOBBIT:
1384                         strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
1385                         power_desc[num].level = 15;
1386                         power_desc[num].cost = 10;
1387                         power_desc[num].stat = A_INT;
1388                         power_desc[num].fail = 10;
1389                         power_desc[num++].number = -1;
1390                         break;
1391                 case RACE_GNOME:
1392                         sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
1393                         power_desc[num].level = 5;
1394                         power_desc[num].cost = 5;
1395                         power_desc[num].stat = A_INT;
1396                         power_desc[num].fail = 12;
1397                         power_desc[num++].number = -1;
1398                         break;
1399                 case RACE_HALF_ORC:
1400                         strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
1401                         power_desc[num].level = 3;
1402                         power_desc[num].cost = 5;
1403                         power_desc[num].stat = A_WIS;
1404                         power_desc[num].fail = warrior ? 5 : 10;
1405                         power_desc[num++].number = -1;
1406                         break;
1407                 case RACE_HALF_TROLL:
1408                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1409                         power_desc[num].level = 10;
1410                         power_desc[num].cost = 12;
1411                         power_desc[num].stat = A_STR;
1412                         power_desc[num].fail = warrior ? 6 : 12;
1413                         power_desc[num++].number = -1;
1414                         break;
1415                 case RACE_BARBARIAN:
1416                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1417                         power_desc[num].level = 8;
1418                         power_desc[num].cost = 10;
1419                         power_desc[num].stat = A_STR;
1420                         power_desc[num].fail = warrior ? 6 : 12;
1421                         power_desc[num++].number = -1;
1422                         break;
1423                 case RACE_AMBERITE:
1424                         strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
1425                         power_desc[num].level = 30;
1426                         power_desc[num].cost = 50;
1427                         power_desc[num].stat = A_INT;
1428                         power_desc[num].fail = 50;
1429                         power_desc[num++].number = -1;
1430                         
1431                         strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
1432                         power_desc[num].level = 40;
1433                         power_desc[num].cost = 75;
1434                         power_desc[num].stat = A_WIS;
1435                         power_desc[num].fail = 50;
1436                         power_desc[num++].number = -2;
1437                         break;
1438                 case RACE_HALF_OGRE:
1439                         strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
1440                         power_desc[num].level = 25;
1441                         power_desc[num].cost = 35;
1442                         power_desc[num].stat = A_INT;
1443                         power_desc[num].fail = 15;
1444                         power_desc[num++].number = -1;
1445                         break;
1446                 case RACE_HALF_GIANT:
1447                         strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
1448                         power_desc[num].level = 20;
1449                         power_desc[num].cost = 10;
1450                         power_desc[num].stat = A_STR;
1451                         power_desc[num].fail = 12;
1452                         power_desc[num++].number = -1;
1453                         break;
1454                 case RACE_HALF_TITAN:
1455                         strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
1456                         power_desc[num].level = 15;
1457                         power_desc[num].cost = 10;
1458                         power_desc[num].stat = A_INT;
1459                         power_desc[num].fail = 12;
1460                         power_desc[num++].number = -1;
1461                         break;
1462                 case RACE_CYCLOPS:
1463                         sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
1464                         power_desc[num].level = 20;
1465                         power_desc[num].cost = 15;
1466                         power_desc[num].stat = A_STR;
1467                         power_desc[num].fail = 12;
1468                         power_desc[num++].number = -1;
1469                         break;
1470                 case RACE_YEEK:
1471                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1472                         power_desc[num].level = 15;
1473                         power_desc[num].cost = 15;
1474                         power_desc[num].stat = A_WIS;
1475                         power_desc[num].fail = 10;
1476                         power_desc[num++].number = -1;
1477                         break;
1478                 case RACE_SPECTRE:
1479                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1480                         power_desc[num].level = 4;
1481                         power_desc[num].cost = 6;
1482                         power_desc[num].stat = A_INT;
1483                         power_desc[num].fail = 3;
1484                         power_desc[num++].number = -1;
1485                         break;
1486                 case RACE_KLACKON:
1487                         sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
1488                         power_desc[num].level = 9;
1489                         power_desc[num].cost = 9;
1490                         power_desc[num].stat = A_DEX;
1491                         power_desc[num].fail = 14;
1492                         power_desc[num++].number = -1;
1493                         break;
1494                 case RACE_KOBOLD:
1495                         sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
1496                         power_desc[num].level = 12;
1497                         power_desc[num].cost = 8;
1498                         power_desc[num].stat = A_DEX;
1499                         power_desc[num].fail = 14;
1500                         power_desc[num++].number = -1;
1501                         break;
1502                 case RACE_DARK_ELF:
1503                         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);
1504                         power_desc[num].level = 2;
1505                         power_desc[num].cost = 2;
1506                         power_desc[num].stat = A_INT;
1507                         power_desc[num].fail = 9;
1508                         power_desc[num++].number = -1;
1509                         break;
1510                 case RACE_DRACONIAN:
1511                         sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
1512                         power_desc[num].level = 1;
1513                         power_desc[num].cost = lvl;
1514                         power_desc[num].stat = A_CON;
1515                         power_desc[num].fail = 12;
1516                         power_desc[num++].number = -1;
1517                         break;
1518                 case RACE_MIND_FLAYER:
1519                         sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
1520                         power_desc[num].level = 15;
1521                         power_desc[num].cost = 12;
1522                         power_desc[num].stat = A_INT;
1523                         power_desc[num].fail = 14;
1524                         power_desc[num++].number = -1;
1525                         break;
1526                 case RACE_IMP:
1527                         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);
1528                         power_desc[num].level = 9;
1529                         power_desc[num].cost = 15;
1530                         power_desc[num].stat = A_WIS;
1531                         power_desc[num].fail = 15;
1532                         power_desc[num++].number = -1;
1533                         break;
1534                 case RACE_GOLEM:
1535                         strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
1536                         power_desc[num].level = 20;
1537                         power_desc[num].cost = 15;
1538                         power_desc[num].stat = A_CON;
1539                         power_desc[num].fail = 8;
1540                         power_desc[num++].number = -1;
1541                         break;
1542                 case RACE_SKELETON:
1543                 case RACE_ZOMBIE:
1544                         strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
1545                         power_desc[num].level = 30;
1546                         power_desc[num].cost = 30;
1547                         power_desc[num].stat = A_WIS;
1548                         power_desc[num].fail = 18;
1549                         power_desc[num++].number = -1;
1550                         break;
1551                 case RACE_VAMPIRE:
1552                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1553                         power_desc[num].level = 2;
1554                         power_desc[num].cost = 1 + (lvl / 3);
1555                         power_desc[num].stat = A_CON;
1556                         power_desc[num].fail = 9;
1557                         power_desc[num++].number = -1;
1558                         break;
1559                 case RACE_SPRITE:
1560                         strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
1561                         power_desc[num].level = 12;
1562                         power_desc[num].cost = 12;
1563                         power_desc[num].stat = A_INT;
1564                         power_desc[num].fail = 15;
1565                         power_desc[num++].number = -1;
1566                         break;
1567                 case RACE_DEMON:
1568                         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);
1569                         power_desc[num].level = 15;
1570                         power_desc[num].cost = 10+lvl/3;
1571                         power_desc[num].stat = A_CON;
1572                         power_desc[num].fail = 20;
1573                         power_desc[num++].number = -1;
1574                         break;
1575                 case RACE_KUTAR:
1576                         strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
1577                         power_desc[num].level = 20;
1578                         power_desc[num].cost = 15;
1579                         power_desc[num].stat = A_CHR;
1580                         power_desc[num].fail = 8;
1581                         power_desc[num++].number = -1;
1582                         break;
1583                 case RACE_ANDROID:
1584                         if (p_ptr->lev < 10)
1585                         {
1586                                 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
1587                                 power_desc[num].level = 1;
1588                                 power_desc[num].cost = 7;
1589                                 power_desc[num].fail = 8;
1590                         }
1591                         else if (p_ptr->lev < 25)
1592                         {
1593                                 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
1594                                 power_desc[num].level = 10;
1595                                 power_desc[num].cost = 13;
1596                                 power_desc[num].fail = 10;
1597                         }
1598                         else if (p_ptr->lev < 35)
1599                         {
1600                                 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
1601                                 power_desc[num].level = 25;
1602                                 power_desc[num].cost = 26;
1603                                 power_desc[num].fail = 12;
1604                         }
1605                         else if (p_ptr->lev < 45)
1606                         {
1607                                 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
1608                                 power_desc[num].level = 35;
1609                                 power_desc[num].cost = 40;
1610                                 power_desc[num].fail = 15;
1611                         }
1612                         else
1613                         {
1614                                 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
1615                                 power_desc[num].level = 45;
1616                                 power_desc[num].cost = 60;
1617                                 power_desc[num].fail = 18;
1618                         }
1619                         power_desc[num].stat = A_STR;
1620                         power_desc[num++].number = -1;
1621                         break;
1622                 default:
1623                 {
1624                         break;
1625                 }
1626         }
1627         }
1628
1629         if (p_ptr->muta1)
1630         {
1631                 if (p_ptr->muta1 & MUT1_SPIT_ACID)
1632                 {
1633                         strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
1634                         power_desc[num].level = 9;
1635                         power_desc[num].cost = 9;
1636                         power_desc[num].stat = A_DEX;
1637                         power_desc[num].fail = 15;
1638                         power_desc[num++].number = MUT1_SPIT_ACID;
1639                 }
1640
1641                 if (p_ptr->muta1 & MUT1_BR_FIRE)
1642                 {
1643                         strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
1644                         power_desc[num].level = 20;
1645                         power_desc[num].cost = lvl;
1646                         power_desc[num].stat = A_CON;
1647                         power_desc[num].fail = 18;
1648                         power_desc[num++].number = MUT1_BR_FIRE;
1649                 }
1650
1651                 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
1652                 {
1653                         strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
1654                         power_desc[num].level = 12;
1655                         power_desc[num].cost = 12;
1656                         power_desc[num].stat = A_CHR;
1657                         power_desc[num].fail = 18;
1658                         power_desc[num++].number = MUT1_HYPN_GAZE;
1659                 }
1660
1661                 if (p_ptr->muta1 & MUT1_TELEKINES)
1662                 {
1663                         strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
1664                         power_desc[num].level = 9;
1665                         power_desc[num].cost = 9;
1666                         power_desc[num].stat = A_WIS;
1667                         power_desc[num].fail = 14;
1668                         power_desc[num++].number = MUT1_TELEKINES;
1669                 }
1670
1671                 if (p_ptr->muta1 & MUT1_VTELEPORT)
1672                 {
1673                         strcpy(power_desc[num].name, _("テレポート", "Teleport"));
1674                         power_desc[num].level = 7;
1675                         power_desc[num].cost = 7;
1676                         power_desc[num].stat = A_WIS;
1677                         power_desc[num].fail = 15;
1678                         power_desc[num++].number = MUT1_VTELEPORT;
1679                 }
1680
1681                 if (p_ptr->muta1 & MUT1_MIND_BLST)
1682                 {
1683                         strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
1684                         power_desc[num].level = 5;
1685                         power_desc[num].cost = 3;
1686                         power_desc[num].stat = A_WIS;
1687                         power_desc[num].fail = 15;
1688                         power_desc[num++].number = MUT1_MIND_BLST;
1689                 }
1690
1691                 if (p_ptr->muta1 & MUT1_RADIATION)
1692                 {
1693                         strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
1694                         power_desc[num].level = 15;
1695                         power_desc[num].cost = 15;
1696                         power_desc[num].stat = A_CON;
1697                         power_desc[num].fail = 14;
1698                         power_desc[num++].number = MUT1_RADIATION;
1699                 }
1700
1701                 if (p_ptr->muta1 & MUT1_VAMPIRISM)
1702                 {
1703                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1704                         power_desc[num].level = 2;
1705                         power_desc[num].cost = (1 + (lvl / 3));
1706                         power_desc[num].stat = A_CON;
1707                         power_desc[num].fail = 9;
1708                         power_desc[num++].number = MUT1_VAMPIRISM;
1709                 }
1710
1711                 if (p_ptr->muta1 & MUT1_SMELL_MET)
1712                 {
1713                         strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
1714                         power_desc[num].level = 3;
1715                         power_desc[num].cost = 2;
1716                         power_desc[num].stat = A_INT;
1717                         power_desc[num].fail = 12;
1718                         power_desc[num++].number = MUT1_SMELL_MET;
1719                 }
1720
1721                 if (p_ptr->muta1 & MUT1_SMELL_MON)
1722                 {
1723                         strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
1724                         power_desc[num].level = 5;
1725                         power_desc[num].cost = 4;
1726                         power_desc[num].stat = A_INT;
1727                         power_desc[num].fail = 15;
1728                         power_desc[num++].number = MUT1_SMELL_MON;
1729                 }
1730
1731                 if (p_ptr->muta1 & MUT1_BLINK)
1732                 {
1733                         strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
1734                         power_desc[num].level = 3;
1735                         power_desc[num].cost = 3;
1736                         power_desc[num].stat = A_WIS;
1737                         power_desc[num].fail = 12;
1738                         power_desc[num++].number = MUT1_BLINK;
1739                 }
1740
1741                 if (p_ptr->muta1 & MUT1_EAT_ROCK)
1742                 {
1743                         strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
1744                         power_desc[num].level = 8;
1745                         power_desc[num].cost = 12;
1746                         power_desc[num].stat = A_CON;
1747                         power_desc[num].fail = 18;
1748                         power_desc[num++].number = MUT1_EAT_ROCK;
1749                 }
1750
1751                 if (p_ptr->muta1 & MUT1_SWAP_POS)
1752                 {
1753                         strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
1754                         power_desc[num].level = 15;
1755                         power_desc[num].cost = 12;
1756                         power_desc[num].stat = A_DEX;
1757                         power_desc[num].fail = 16;
1758                         power_desc[num++].number = MUT1_SWAP_POS;
1759                 }
1760
1761                 if (p_ptr->muta1 & MUT1_SHRIEK)
1762                 {
1763                         strcpy(power_desc[num].name, _("叫び", "Shriek"));
1764                         power_desc[num].level = 20;
1765                         power_desc[num].cost = 14;
1766                         power_desc[num].stat = A_CON;
1767                         power_desc[num].fail = 16;
1768                         power_desc[num++].number = MUT1_SHRIEK;
1769                 }
1770
1771                 if (p_ptr->muta1 & MUT1_ILLUMINE)
1772                 {
1773                         strcpy(power_desc[num].name, _("照明", "Illuminate"));
1774                         power_desc[num].level = 3;
1775                         power_desc[num].cost = 2;
1776                         power_desc[num].stat = A_INT;
1777                         power_desc[num].fail = 10;
1778                         power_desc[num++].number = MUT1_ILLUMINE;
1779                 }
1780
1781                 if (p_ptr->muta1 & MUT1_DET_CURSE)
1782                 {
1783                         strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
1784                         power_desc[num].level = 7;
1785                         power_desc[num].cost = 14;
1786                         power_desc[num].stat = A_WIS;
1787                         power_desc[num].fail = 14;
1788                         power_desc[num++].number = MUT1_DET_CURSE;
1789                 }
1790
1791                 if (p_ptr->muta1 & MUT1_BERSERK)
1792                 {
1793                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1794                         power_desc[num].level = 8;
1795                         power_desc[num].cost = 8;
1796                         power_desc[num].stat = A_STR;
1797                         power_desc[num].fail = 14;
1798                         power_desc[num++].number = MUT1_BERSERK;
1799                 }
1800
1801                 if (p_ptr->muta1 & MUT1_POLYMORPH)
1802                 {
1803                         strcpy(power_desc[num].name, _("変身", "Polymorph"));
1804                         power_desc[num].level = 18;
1805                         power_desc[num].cost = 20;
1806                         power_desc[num].stat = A_CON;
1807                         power_desc[num].fail = 18;
1808                         power_desc[num++].number = MUT1_POLYMORPH;
1809                 }
1810
1811                 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
1812                 {
1813                         strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
1814                         power_desc[num].level = 10;
1815                         power_desc[num].cost = 5;
1816                         power_desc[num].stat = A_INT;
1817                         power_desc[num].fail = 12;
1818                         power_desc[num++].number = MUT1_MIDAS_TCH;
1819                 }
1820
1821                 if (p_ptr->muta1 & MUT1_GROW_MOLD)
1822                 {
1823                         strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
1824                         power_desc[num].level = 1;
1825                         power_desc[num].cost = 6;
1826                         power_desc[num].stat = A_CON;
1827                         power_desc[num].fail = 14;
1828                         power_desc[num++].number = MUT1_GROW_MOLD;
1829                 }
1830
1831                 if (p_ptr->muta1 & MUT1_RESIST)
1832                 {
1833                         strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
1834                         power_desc[num].level = 10;
1835                         power_desc[num].cost = 12;
1836                         power_desc[num].stat = A_CON;
1837                         power_desc[num].fail = 12;
1838                         power_desc[num++].number = MUT1_RESIST;
1839                 }
1840
1841                 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
1842                 {
1843                         strcpy(power_desc[num].name, _("地震", "Earthquake"));
1844                         power_desc[num].level = 12;
1845                         power_desc[num].cost = 12;
1846                         power_desc[num].stat = A_STR;
1847                         power_desc[num].fail = 16;
1848                         power_desc[num++].number = MUT1_EARTHQUAKE;
1849                 }
1850
1851                 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
1852                 {
1853                         strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1854                         power_desc[num].level = 17;
1855                         power_desc[num].cost = 1;
1856                         power_desc[num].stat = A_WIS;
1857                         power_desc[num].fail = 15;
1858                         power_desc[num++].number = MUT1_EAT_MAGIC;
1859                 }
1860
1861                 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
1862                 {
1863                         strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
1864                         power_desc[num].level = 6;
1865                         power_desc[num].cost = 6;
1866                         power_desc[num].stat = A_INT;
1867                         power_desc[num].fail = 10;
1868                         power_desc[num++].number = MUT1_WEIGH_MAG;
1869                 }
1870
1871                 if (p_ptr->muta1 & MUT1_STERILITY)
1872                 {
1873                         strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
1874                         power_desc[num].level = 12;
1875                         power_desc[num].cost = 23;
1876                         power_desc[num].stat = A_CHR;
1877                         power_desc[num].fail = 15;
1878                         power_desc[num++].number = MUT1_STERILITY;
1879                 }
1880
1881                 if (p_ptr->muta1 & MUT1_PANIC_HIT)
1882                 {
1883                         strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
1884                         power_desc[num].level = 10;
1885                         power_desc[num].cost = 12;
1886                         power_desc[num].stat = A_DEX;
1887                         power_desc[num].fail = 14;
1888                         power_desc[num++].number = MUT1_PANIC_HIT;
1889                 }
1890
1891                 if (p_ptr->muta1 & MUT1_DAZZLE)
1892                 {
1893                         strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
1894                         power_desc[num].level = 7;
1895                         power_desc[num].cost = 15;
1896                         power_desc[num].stat = A_CHR;
1897                         power_desc[num].fail = 8;
1898                         power_desc[num++].number = MUT1_DAZZLE;
1899                 }
1900
1901                 if (p_ptr->muta1 & MUT1_LASER_EYE)
1902                 {
1903                         strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
1904                         power_desc[num].level = 7;
1905                         power_desc[num].cost = 10;
1906                         power_desc[num].stat = A_WIS;
1907                         power_desc[num].fail = 9;
1908                         power_desc[num++].number = MUT1_LASER_EYE;
1909                 }
1910
1911                 if (p_ptr->muta1 & MUT1_RECALL)
1912                 {
1913                         strcpy(power_desc[num].name, _("帰還", "Recall"));
1914                         power_desc[num].level = 17;
1915                         power_desc[num].cost = 50;
1916                         power_desc[num].stat = A_INT;
1917                         power_desc[num].fail = 16;
1918                         power_desc[num++].number = MUT1_RECALL;
1919                 }
1920
1921                 if (p_ptr->muta1 & MUT1_BANISH)
1922                 {
1923                         strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
1924                         power_desc[num].level = 25;
1925                         power_desc[num].cost = 25;
1926                         power_desc[num].stat = A_WIS;
1927                         power_desc[num].fail = 18;
1928                         power_desc[num++].number = MUT1_BANISH;
1929                 }
1930
1931                 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
1932                 {
1933                         strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
1934                         power_desc[num].level = 2;
1935                         power_desc[num].cost = 2;
1936                         power_desc[num].stat = A_CON;
1937                         power_desc[num].fail = 11;
1938                         power_desc[num++].number = MUT1_COLD_TOUCH;
1939                 }
1940
1941                 if (p_ptr->muta1 & MUT1_LAUNCHER)
1942                 {
1943                         strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
1944                         power_desc[num].level = 1;
1945                         power_desc[num].cost = lvl;
1946                         power_desc[num].stat = A_STR;
1947                         power_desc[num].fail = 6;
1948                         /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
1949                         power_desc[num++].number = 3;
1950                 }
1951         }
1952
1953         /* Nothing chosen yet */
1954         flag = FALSE;
1955
1956         /* No redraw yet */
1957         redraw = FALSE;
1958
1959         /* Build a prompt */
1960         (void) strnfmt(out_val, 78, 
1961                                 _("(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? "),
1962                                 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
1963
1964 if (!repeat_pull(&i) || i<0 || i>=num) {
1965         if (use_menu) screen_save();
1966          /* Get a spell from the user */
1967
1968         choice = (always_show_list || use_menu) ? ESCAPE:1;
1969         while (!flag)
1970         {
1971                 if( choice==ESCAPE ) choice = ' '; 
1972                 else if( !get_com(out_val, &choice, FALSE) )break; 
1973
1974                 if (use_menu && choice != ' ')
1975                 {
1976                         switch(choice)
1977                         {
1978                                 case '0':
1979                                 {
1980                                         screen_load();
1981                                         p_ptr->energy_use = 0;
1982                                         return;
1983                                 }
1984
1985                                 case '8':
1986                                 case 'k':
1987                                 case 'K':
1988                                 {
1989                                         menu_line += (num - 1);
1990                                         break;
1991                                 }
1992
1993                                 case '2':
1994                                 case 'j':
1995                                 case 'J':
1996                                 {
1997                                         menu_line++;
1998                                         break;
1999                                 }
2000
2001                                 case '6':
2002                                 case 'l':
2003                                 case 'L':
2004                                 case '4':
2005                                 case 'h':
2006                                 case 'H':
2007                                 {
2008                                         if (menu_line > 18)
2009                                                 menu_line -= 18;
2010                                         else if (menu_line+18 <= num)
2011                                                 menu_line += 18;
2012                                         break;
2013                                 }
2014
2015                                 case 'x':
2016                                 case 'X':
2017                                 case '\r':
2018                                 {
2019                                         i = menu_line - 1;
2020                                         ask = FALSE;
2021                                         break;
2022                                 }
2023                         }
2024                         if (menu_line > num) menu_line -= num;
2025                 }
2026                 /* Request redraw */
2027                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
2028                 {
2029                         /* Show the list */
2030                         if (!redraw || use_menu)
2031                         {
2032                                 byte y = 1, x = 0;
2033                                 int ctr = 0;
2034                                 char dummy[80];
2035                                 char letter;
2036                                 TERM_LEN x1, y1;
2037
2038                                 strcpy(dummy, "");
2039
2040                                 /* Show list */
2041                                 redraw = TRUE;
2042                                 if (!use_menu) screen_save();
2043
2044                                 /* Print header(s) */
2045                                 if (num < 18)
2046                                         prt(_("                            Lv   MP 失率", "                            Lv Cost Fail"), y++, x);
2047                                 else
2048                                 prt(_("                            Lv   MP 失率                            Lv   MP 失率", 
2049                                           "                            Lv Cost Fail                            Lv Cost Fail"), y++, x);
2050
2051
2052                                 /* Print list */
2053                                 while (ctr < num)
2054                                 {
2055                                         x1 = ((ctr < 18) ? x : x + 40);
2056                                         y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
2057
2058                                         if (use_menu)
2059                                         {
2060                                                 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " >  "));
2061                                                 else strcpy(dummy, "    ");
2062                                         }
2063                                         else
2064                                         {
2065                                                 /* letter/number for power selection */
2066                                                 if (ctr < 26)
2067                                                         letter = I2A(ctr);
2068                                                 else
2069                                                         letter = '0' + ctr - 26;
2070                                                 sprintf(dummy, " %c) ",letter);
2071                                         }
2072                                         strcat(dummy, format("%-23.23s %2d %4d %3d%%",
2073                                                 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
2074                                                 100 - racial_chance(&power_desc[ctr])));
2075                                         prt(dummy, y1, x1);
2076                                         ctr++;
2077                                 }
2078                         }
2079
2080                         /* Hide the list */
2081                         else
2082                         {
2083                                 /* Hide list */
2084                                 redraw = FALSE;
2085                                 screen_load();
2086                         }
2087
2088                         /* Redo asking */
2089                         continue;
2090                 }
2091
2092                 if (!use_menu)
2093                 {
2094                         if (choice == '\r' && num == 1)
2095                         {
2096                                 choice = 'a';
2097                         }
2098
2099                         if (isalpha(choice))
2100                         {
2101                                 /* Note verify */
2102                                 ask = (isupper(choice));
2103
2104                                 /* Lowercase */
2105                                 if (ask) choice = (char)tolower(choice);
2106
2107                                 /* Extract request */
2108                                 i = (islower(choice) ? A2I(choice) : -1);
2109                         }
2110                         else
2111                         {
2112                                 ask = FALSE; /* Can't uppercase digits */
2113
2114                                 i = choice - '0' + 26;
2115                         }
2116                 }
2117
2118                 /* Totally Illegal */
2119                 if ((i < 0) || (i >= num))
2120                 {
2121                         bell();
2122                         continue;
2123                 }
2124
2125                 /* Verify it */
2126                 if (ask)
2127                 {
2128                         char tmp_val[160];
2129
2130                         /* Prompt */
2131                         (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
2132
2133                         /* Belay that order */
2134                         if (!get_check(tmp_val)) continue;
2135                 }
2136
2137                 /* Stop the loop */
2138                 flag = TRUE;
2139         }
2140         if (redraw) screen_load();
2141
2142         /* Abort if needed */
2143         if (!flag)
2144         {
2145                 p_ptr->energy_use = 0;
2146                 return;
2147         }
2148         repeat_push(i);
2149         } /*if (!repeat_pull(&i) || ...)*/
2150         switch (racial_aux(&power_desc[i]))
2151         {
2152         case 1:
2153                 if (power_desc[i].number < 0)
2154                         cast = cmd_racial_power_aux(power_desc[i].number);
2155                 else
2156                         cast = mutation_power_aux(power_desc[i].number);
2157                 break;
2158         case 0:
2159                 cast = FALSE;
2160                 break;
2161         case -1:
2162                 cast = TRUE;
2163                 break;
2164         }
2165
2166         if (cast)
2167         {
2168                 if (racial_cost)
2169                 {
2170                         int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2171
2172                         /* If mana is not enough, player consumes hit point! */
2173                         if (p_ptr->csp < actual_racial_cost)
2174                         {
2175                                 actual_racial_cost -= p_ptr->csp;
2176                                 p_ptr->csp = 0;
2177                                 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2178                         }
2179                         else p_ptr->csp -= actual_racial_cost;
2180
2181                         /* Redraw mana and hp */
2182                         p_ptr->redraw |= (PR_HP | PR_MANA);
2183
2184                         p_ptr->window |= (PW_PLAYER | PW_SPELL);
2185                 }
2186         }
2187         else p_ptr->energy_use = 0;
2188
2189         /* Success */
2190         return;
2191 }