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[Refactor] #37353 マジックナンバー修正(A_MAX) / Fix magic number (A_MAX).
[hengband/hengband.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 /*!
21  * @brief レイシャル「弾/矢の製造」処理 / do_cmd_cast calls this function if the player's class is 'archer'.
22  * Hook to determine if an object is contertible in an arrow/bolt
23  * @return 製造を実際に行ったらTRUE、キャンセルしたらFALSEを返す
24  */
25 static bool do_cmd_archer(void)
26 {
27         int ext=0;
28         char ch;
29
30         object_type     forge;
31         object_type     *q_ptr;
32
33         char com[80];
34         GAME_TEXT o_name[MAX_NLEN];
35
36         q_ptr = &forge;
37
38         if(p_ptr->lev >= 20)
39                 sprintf(com, _("[S]弾, [A]矢, [B]クロスボウの矢 :", "Create [S]hots, Create [A]rrow or Create [B]olt ?"));
40         else if(p_ptr->lev >= 10)
41                 sprintf(com, _("[S]弾, [A]矢:", "Create [S]hots or Create [A]rrow ?"));
42         else
43                 sprintf(com, _("[S]弾:", "Create [S]hots ?"));
44
45         if (p_ptr->confused)
46         {
47                 msg_print(_("混乱してる!", "You are too confused!"));
48                 return FALSE;
49         }
50
51         if (p_ptr->blind)
52         {
53                 msg_print(_("目が見えない!", "You are blind!"));
54                 return FALSE;
55         }
56
57         while (TRUE)
58         {
59                 if (!get_com(com, &ch, TRUE))
60                 {
61                         return FALSE;
62                 }
63                 if (ch == 'S' || ch == 's')
64                 {
65                         ext = 1;
66                         break;
67                 }
68                 if ((ch == 'A' || ch == 'a')&&(p_ptr->lev >= 10))
69                 {
70                         ext = 2;
71                         break;
72                 }
73                 if ((ch == 'B' || ch == 'b')&&(p_ptr->lev >= 20))
74                 {
75                         ext = 3;
76                         break;
77                 }
78         }
79
80         /**********Create shots*********/
81         if (ext == 1)
82         {
83                 POSITION x, y;
84                 DIRECTION dir;
85                 cave_type *c_ptr;
86
87                 if (!get_rep_dir(&dir, FALSE)) return FALSE;
88                 y = p_ptr->y + ddy[dir];
89                 x = p_ptr->x + ddx[dir];
90                 c_ptr = &cave[y][x];
91
92                 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_CAN_DIG))
93                 {
94                         msg_print(_("そこには岩石がない。", "You need pile of rubble."));
95                         return FALSE;
96                 }
97                 else if (!cave_have_flag_grid(c_ptr, FF_CAN_DIG) || !cave_have_flag_grid(c_ptr, FF_HURT_ROCK))
98                 {
99                         msg_print(_("硬すぎて崩せなかった。", "You failed to make ammo."));
100                 }
101                 else
102                 {
103                         s16b slot;
104                         q_ptr = &forge;
105
106                         /* Hack -- Give the player some small firestones */
107                         object_prep(q_ptr, lookup_kind(TV_SHOT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
108                         q_ptr->number = (byte)rand_range(15,30);
109                         object_aware(q_ptr);
110                         object_known(q_ptr);
111                         apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
112                         q_ptr->discount = 99;
113
114                         slot = inven_carry(q_ptr);
115
116                         object_desc(o_name, q_ptr, 0);
117                         msg_format(_("%sを作った。", "You make some ammo."), o_name);
118
119                         /* Auto-inscription */
120                         if (slot >= 0) autopick_alter_item(slot, FALSE);
121
122                         /* Destroy the wall */
123                         cave_alter_feat(y, x, FF_HURT_ROCK);
124
125                         p_ptr->update |= (PU_FLOW);
126                 }
127         }
128         /**********Create arrows*********/
129         else if (ext == 2)
130         {
131                 OBJECT_IDX item;
132                 cptr q, s;
133                 s16b slot;
134
135                 item_tester_hook = item_tester_hook_convertible;
136
137                 q = _("どのアイテムから作りますか? ", "Convert which item? ");
138                 s = _("材料を持っていない。", "You have no item to convert.");
139                 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
140
141                 /* Get the item (in the pack) */
142                 if (item >= 0)
143                 {
144                         q_ptr = &inventory[item];
145                 }
146
147                 /* Get the item (on the floor) */
148                 else
149                 {
150                         q_ptr = &o_list[0 - item];
151                 }
152                 q_ptr = &forge;
153
154                 /* Hack -- Give the player some small firestones */
155                 object_prep(q_ptr, lookup_kind(TV_ARROW, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+ 1));
156                 q_ptr->number = (byte)rand_range(5, 10);
157                 object_aware(q_ptr);
158                 object_known(q_ptr);
159                 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
160
161                 q_ptr->discount = 99;
162
163                 object_desc(o_name, q_ptr, 0);
164                 msg_format(_("%sを作った。", "You make some ammo."), o_name);
165
166                 if (item >= 0)
167                 {
168                         inven_item_increase(item, -1);
169                         inven_item_describe(item);
170                         inven_item_optimize(item);
171                 }
172                 else
173                 {
174                         floor_item_increase(0 - item, -1);
175                         floor_item_describe(0 - item);
176                         floor_item_optimize(0 - item);
177                 }
178
179                 slot = inven_carry(q_ptr);
180
181                 /* Auto-inscription */
182                 if (slot >= 0) autopick_alter_item(slot, FALSE);
183         }
184         /**********Create bolts*********/
185         else if (ext == 3)
186         {
187                 OBJECT_IDX item;
188                 cptr q, s;
189                 s16b slot;
190
191                 item_tester_hook = item_tester_hook_convertible;
192
193                 q = _("どのアイテムから作りますか? ", "Convert which item? ");
194                 s = _("材料を持っていない。", "You have no item to convert.");
195                 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
196
197                 /* Get the item (in the pack) */
198                 if (item >= 0)
199                 {
200                         q_ptr = &inventory[item];
201                 }
202
203                 /* Get the item (on the floor) */
204                 else
205                 {
206                         q_ptr = &o_list[0 - item];
207                 }
208                 q_ptr = &forge;
209
210                 /* Hack -- Give the player some small firestones */
211                 object_prep(q_ptr, lookup_kind(TV_BOLT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+1));
212                 q_ptr->number = (byte)rand_range(4, 8);
213                 object_aware(q_ptr);
214                 object_known(q_ptr);
215                 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
216
217                 q_ptr->discount = 99;
218
219                 object_desc(o_name, q_ptr, 0);
220                 msg_format(_("%sを作った。", "You make some ammo."), o_name);
221
222                 if (item >= 0)
223                 {
224                         inven_item_increase(item, -1);
225                         inven_item_describe(item);
226                         inven_item_optimize(item);
227                 }
228                 else
229                 {
230                         floor_item_increase(0 - item, -1);
231                         floor_item_describe(0 - item);
232                         floor_item_optimize(0 - item);
233                 }
234
235                 slot = inven_carry(q_ptr);
236
237                 /* Auto-inscription */
238                 if (slot >= 0) autopick_alter_item(slot, FALSE);
239         }
240         return TRUE;
241 }
242
243 /*!
244  * @brief 魔道具術師の魔力取り込み処理
245  * @return 取り込みを実行したらTRUE、キャンセルしたらFALSEを返す
246  */
247 bool gain_magic(void)
248 {
249         OBJECT_IDX item;
250         PARAMETER_VALUE pval;
251         int ext = 0;
252         cptr q, s;
253         object_type *o_ptr;
254         GAME_TEXT o_name[MAX_NLEN];
255
256         /* Only accept legal items */
257         item_tester_hook = item_tester_hook_recharge;
258
259         q = _("どのアイテムの魔力を取り込みますか? ", "Gain power of which item? ");
260         s = _("魔力を取り込めるアイテムがない。", "You have nothing to gain power.");
261
262         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
263
264         /* Get the item (in the pack) */
265         if (item >= 0)
266         {
267                 o_ptr = &inventory[item];
268         }
269
270         /* Get the item (on the floor) */
271         else
272         {
273                 o_ptr = &o_list[0 - item];
274         }
275
276         if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
277         {
278                 msg_print(_("この杖には発動の為の能力は何も備わっていないようだ。", "This staff doesn't have any magical ability."));
279                 return FALSE;
280         }
281
282
283         if (!object_is_known(o_ptr))
284         {
285                 msg_print(_("鑑定されていないと取り込めない。", "You need to identify before absorbing."));
286                 return FALSE;
287         }
288
289         if (o_ptr->timeout)
290         {
291                 msg_print(_("充填中のアイテムは取り込めない。", "This item is still charging."));
292                 return FALSE;
293         }
294
295         pval = o_ptr->pval;
296         if (o_ptr->tval == TV_ROD)
297                 ext = 72;
298         else if (o_ptr->tval == TV_WAND)
299                 ext = 36;
300
301         if (o_ptr->tval == TV_ROD)
302         {
303                 p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)o_ptr->number;
304                 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
305         }
306         else
307         {
308                 int num;
309                 for (num = o_ptr->number; num; num--)
310                 {
311                         int gain_num = pval;
312                         if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
313                         if (p_ptr->magic_num2[o_ptr->sval + ext])
314                         {
315                                 gain_num *= 256;
316                                 gain_num = (gain_num/3 + randint0(gain_num/3)) / 256;
317                                 if (gain_num < 1) gain_num = 1;
318                         }
319                         p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)gain_num;
320                         if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
321                         p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
322                         if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
323                         if (p_ptr->magic_num1[o_ptr->sval + ext] > p_ptr->magic_num2[o_ptr->sval + ext] * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = p_ptr->magic_num2[o_ptr->sval + ext] * 0x10000;
324                         if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
325                 }
326         }
327
328         object_desc(o_name, o_ptr, 0);
329         msg_format(_("%sの魔力を取り込んだ。", "You absorb magic of %s."), o_name);
330
331         /* Eliminate the item (from the pack) */
332         if (item >= 0)
333         {
334                 inven_item_increase(item, -999);
335                 inven_item_describe(item);
336                 inven_item_optimize(item);
337         }
338
339         /* Eliminate the item (from the floor) */
340         else
341         {
342                 floor_item_increase(0 - item, -999);
343                 floor_item_describe(0 - item);
344                 floor_item_optimize(0 - item);
345         }
346         p_ptr->energy_use = 100;
347         return TRUE;
348 }
349
350 /*!
351  * @brief 魔法系コマンドを実行できるかの判定を返す
352  * @return 魔法系コマンドを使用可能ならTRUE、不可能ならば理由をメッセージ表示してFALSEを返す。
353  */
354 static bool can_do_cmd_cast(void)
355 {
356         if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
357         {
358                 msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
359                 msg_print(NULL);
360                 return FALSE;
361         }
362         else if (p_ptr->anti_magic)
363         {
364                 msg_print(_("反魔法バリアが魔法を邪魔した!", "An anti-magic shell disrupts your magic!"));
365                 return FALSE;
366         }
367         else if (p_ptr->shero)
368         {
369                 msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
370                 return FALSE;
371         }
372         else
373                 return TRUE;
374 }
375
376 /*!
377  * @brief 修行僧の構え設定処理
378  * @return 構えを変化させたらTRUE、構え不能かキャンセルしたらFALSEを返す。
379  */
380 static bool choose_kamae(void)
381 {
382         char choice;
383         int new_kamae = 0;
384         int i;
385         char buf[80];
386
387         if (p_ptr->confused)
388         {
389                 msg_print(_("混乱していて構えられない!", "Too confused."));
390                 return FALSE;
391         }
392         screen_save();
393         prt(_(" a) 構えをとく", " a) No form"), 2, 20);
394
395         for (i = 0; i < MAX_KAMAE; i++)
396         {
397                 if (p_ptr->lev >= kamae_shurui[i].min_level)
398                 {
399                         sprintf(buf," %c) %-12s  %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
400                         prt(buf, 3+i, 20);
401                 }
402         }
403
404         prt("", 1, 0);
405         prt(_("        どの構えをとりますか?", "        Choose Form: "), 1, 14);
406
407         while(1)
408         {
409                 choice = inkey();
410
411                 if (choice == ESCAPE)
412                 {
413                         screen_load();
414                         return FALSE;
415                 }
416                 else if ((choice == 'a') || (choice == 'A'))
417                 {
418                         if (p_ptr->action == ACTION_KAMAE)
419                         {
420                                 set_action(ACTION_NONE);
421                         }
422                         else
423                                 msg_print(_("もともと構えていない。", "You are not assuming a posture."));
424                         screen_load();
425                         return TRUE;
426                 }
427                 else if ((choice == 'b') || (choice == 'B'))
428                 {
429                         new_kamae = 0;
430                         break;
431                 }
432                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
433                 {
434                         new_kamae = 1;
435                         break;
436                 }
437                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
438                 {
439                         new_kamae = 2;
440                         break;
441                 }
442                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
443                 {
444                         new_kamae = 3;
445                         break;
446                 }
447         }
448         set_action(ACTION_KAMAE);
449
450         if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
451         {
452                 msg_print(_("構え直した。", "You reassume a posture."));
453         }
454         else
455         {
456                 p_ptr->special_defense &= ~(KAMAE_MASK);
457                 p_ptr->update |= (PU_BONUS);
458                 p_ptr->redraw |= (PR_STATE);
459                 msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
460                 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
461         }
462         p_ptr->redraw |= PR_STATE;
463         screen_load();
464         return TRUE;
465 }
466
467 /*!
468  * @brief 剣術家の型設定処理
469  * @return 型を変化させたらTRUE、型の構え不能かキャンセルしたらFALSEを返す。
470  */
471 static bool choose_kata(void)
472 {
473         char choice;
474         int new_kata = 0;
475         int i;
476         char buf[80];
477
478         if (p_ptr->confused)
479         {
480                 msg_print(_("混乱していて構えられない!", "Too confused."));
481                 return FALSE;
482         }
483
484         if (p_ptr->stun)
485         {
486                 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
487                 return FALSE;
488         }
489
490         if (p_ptr->afraid)
491         {
492                 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
493                 return FALSE;
494         }
495         screen_save();
496         prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
497
498         for (i = 0; i < MAX_KATA; i++)
499         {
500                 if (p_ptr->lev >= kata_shurui[i].min_level)
501                 {
502                         sprintf(buf,_(" %c) %sの型    %s", " %c) Form of %-12s  %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
503                         prt(buf, 3+i, 20);
504                 }
505         }
506
507         prt("", 1, 0);
508         prt(_("        どの型で構えますか?", "        Choose Form: "), 1, 14);
509
510         while(1)
511         {
512                 choice = inkey();
513
514                 if (choice == ESCAPE)
515                 {
516                         screen_load();
517                         return FALSE;
518                 }
519                 else if ((choice == 'a') || (choice == 'A'))
520                 {
521                         if (p_ptr->action == ACTION_KATA)
522                         {
523                                 set_action(ACTION_NONE);
524                         }
525                         else
526                                 msg_print(_("もともと構えていない。", "You are not assuming posture."));
527                         screen_load();
528                         return TRUE;
529                 }
530                 else if ((choice == 'b') || (choice == 'B'))
531                 {
532                         new_kata = 0;
533                         break;
534                 }
535                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
536                 {
537                         new_kata = 1;
538                         break;
539                 }
540                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
541                 {
542                         new_kata = 2;
543                         break;
544                 }
545                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
546                 {
547                         new_kata = 3;
548                         break;
549                 }
550         }
551         set_action(ACTION_KATA);
552
553         if (p_ptr->special_defense & (KATA_IAI << new_kata))
554         {
555                 msg_print(_("構え直した。", "You reassume a posture."));
556         }
557         else
558         {
559                 p_ptr->special_defense &= ~(KATA_MASK);
560                 p_ptr->update |= (PU_BONUS);
561                 p_ptr->update |= (PU_MONSTERS);
562                 msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
563                 p_ptr->special_defense |= (KATA_IAI << new_kata);
564         }
565         p_ptr->redraw |= (PR_STATE);
566         p_ptr->redraw |= (PR_STATUS);
567         screen_load();
568         return TRUE;
569 }
570
571
572 /*!
573  * @brief レイシャル・パワー情報のtypedef
574  */
575 typedef struct power_desc_type power_desc_type;
576
577 /*!
578  * @brief レイシャル・パワー情報の構造体定義
579  */
580 struct power_desc_type
581 {
582         GAME_TEXT name[MAX_NLEN];      //!<レイシャル名
583         PLAYER_LEVEL level;     //!<体得レベル
584         int cost;
585         int stat;
586         int fail;
587         int number;
588 };
589
590
591 /*!
592  * @brief レイシャル・パワーの発動成功率を計算する / Returns the chance to activate a racial power/mutation
593  * @param pd_ptr 発動したいレイシャル・パワー情報の構造体参照ポインタ
594  * @return 成功率(%)を返す
595  */
596 static PERCENTAGE racial_chance(power_desc_type *pd_ptr)
597 {
598         PLAYER_LEVEL min_level  = pd_ptr->level;
599         int difficulty = pd_ptr->fail;
600
601         int i;
602         int val;
603         int sum = 0;
604         int stat = p_ptr->stat_cur[pd_ptr->stat];
605
606         /* No chance for success */
607         if ((p_ptr->lev < min_level) || p_ptr->confused)
608         {
609                 return (0);
610         }
611
612         if (difficulty == 0) return 100;
613
614         /* Calculate difficulty */
615         if (p_ptr->stun)
616         {
617                 difficulty += p_ptr->stun;
618         }
619         else if (p_ptr->lev > min_level)
620         {
621                 int lev_adj = ((p_ptr->lev - min_level) / 3);
622                 if (lev_adj > 10) lev_adj = 10;
623                 difficulty -= lev_adj;
624         }
625
626         if (difficulty < 5) difficulty = 5;
627
628         /* We only need halfs of the difficulty */
629         difficulty = difficulty / 2;
630
631         for (i = 1; i <= stat; i++)
632         {
633                 val = i - difficulty;
634                 if (val > 0)
635                         sum += (val <= difficulty) ? val : difficulty;
636         }
637
638         if (difficulty == 0)
639                 return (100);
640         else
641                 return (((sum * 100) / difficulty) / stat);
642 }
643
644
645 static int  racial_cost;
646
647 /*!
648  * @brief レイシャル・パワーの発動の判定処理
649  * @param pd_ptr 発動したいレイシャル・パワー情報の構造体参照ポインタ
650  * @return
651  * 発動成功ならば1、発動失敗ならば-1、キャンセルならば0を返す。
652  * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
653  */
654 static int racial_aux(power_desc_type *pd_ptr)
655 {
656         PLAYER_LEVEL min_level  = pd_ptr->level;
657         int  use_stat   = pd_ptr->stat;
658         int  difficulty = pd_ptr->fail;
659         int  use_hp = 0;
660
661         racial_cost = pd_ptr->cost;
662
663         /* Not enough mana - use hp */
664         if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
665
666         /* Power is not available yet */
667         if (p_ptr->lev < min_level)
668         {
669                 msg_format(_("この能力を使用するにはレベル %d に達していなければなりません。", 
670                                          "You need to attain level %d to use this power."), min_level);
671
672                 p_ptr->energy_use = 0;
673                 return 0;
674         }
675
676         /* Too confused */
677         else if (p_ptr->confused)
678         {
679                 msg_print(_("混乱していてその能力は使えない。", "You are too confused to use this power."));
680                 p_ptr->energy_use = 0;
681                 return 0;
682         }
683
684         /* Risk death? */
685         else if (p_ptr->chp < use_hp)
686         {
687                 if (!get_check(_("本当に今の衰弱した状態でこの能力を使いますか?", "Really use the power in your weakened state? ")))
688                 {
689                         p_ptr->energy_use = 0;
690                         return 0;
691                 }
692         }
693
694         /* Else attempt to do it! */
695
696         if (difficulty)
697         {
698                 if (p_ptr->stun)
699                 {
700                         difficulty += p_ptr->stun;
701                 }
702                 else if (p_ptr->lev > min_level)
703                 {
704                         int lev_adj = ((p_ptr->lev - min_level) / 3);
705                         if (lev_adj > 10) lev_adj = 10;
706                         difficulty -= lev_adj;
707                 }
708
709                 if (difficulty < 5) difficulty = 5;
710         }
711
712         /* take time and pay the price */
713         p_ptr->energy_use = 100;
714
715         /* Success? */
716         if (randint1(p_ptr->stat_cur[use_stat]) >= ((difficulty / 2) + randint1(difficulty / 2)))
717         {
718                 return 1;
719         }
720
721         if (flush_failure) flush();
722         msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
723
724         return -1;
725 }
726
727
728 /*!
729  * @brief レイシャル・パワー発動処理
730  * @param command 発動するレイシャルのID
731  * @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。
732  */
733 static bool cmd_racial_power_aux(s32b command)
734 {
735         PLAYER_LEVEL plev = p_ptr->lev;
736         DIRECTION dir = 0;
737
738         if (command <= -3)
739         {
740                 switch (p_ptr->pclass)
741                 {
742                 case CLASS_WARRIOR:
743                 {
744                         POSITION y = 0, x = 0;
745                         int i;
746                         cave_type *c_ptr;
747
748                         for (i = 0; i < A_MAX; i++)
749                         {
750                                 dir = randint0(8);
751                                 y = p_ptr->y + ddy_ddd[dir];
752                                 x = p_ptr->x + ddx_ddd[dir];
753                                 c_ptr = &cave[y][x];
754
755                                 /* Hack -- attack monsters */
756                                 if (c_ptr->m_idx)
757                                         py_attack(y, x, 0);
758                                 else
759                                 {
760                                         msg_print(_("攻撃が空をきった。", "You attack the empty air."));
761                                 }
762                         }
763                         break;
764                 }
765                 case CLASS_HIGH_MAGE:
766                 if (p_ptr->realm1 == REALM_HEX)
767                 {
768                         bool retval = stop_hex_spell();
769                         if (retval) p_ptr->energy_use = 10;
770                         return (retval);
771                 }
772                 case CLASS_MAGE:
773                 /* case CLASS_HIGH_MAGE: */
774                 case CLASS_SORCERER:
775                 {
776                         if (!eat_magic(p_ptr->lev * 2)) return FALSE;
777                         break;
778                 }
779                 case CLASS_PRIEST:
780                 {
781                         if (is_good_realm(p_ptr->realm1))
782                         {
783                                 if (!bless_weapon()) return FALSE;
784                         }
785                         else
786                         {
787                                 (void)dispel_monsters(plev * 4);
788                                 turn_monsters(plev * 4);
789                                 banish_monsters(plev * 4);
790                         }
791                         break;
792                 }
793                 case CLASS_ROGUE:
794                 {
795                         if(!panic_hit()) return FALSE;
796                         break;
797                 }
798                 case CLASS_RANGER:
799                 case CLASS_SNIPER:
800                 {
801                         msg_print(_("敵を調査した...", "You examine your foes..."));
802                         probing();
803                         break;
804                 }
805                 case CLASS_PALADIN:
806                 {
807                         if (!get_aim_dir(&dir)) return FALSE;
808                         fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
809                                   dir, plev * 3);
810                         break;
811                 }
812                 case CLASS_WARRIOR_MAGE:
813                 {
814                         if (command == -3)
815                         {
816                                 int gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev, _("HPからMPへの無謀な変換", "thoughtless convertion from HP to SP"), -1) / 5;
817                                 if (gain_sp)
818                                 {
819                                         p_ptr->csp += gain_sp;
820                                         if (p_ptr->csp > p_ptr->msp)
821                                         {
822                                                 p_ptr->csp = p_ptr->msp;
823                                                 p_ptr->csp_frac = 0;
824                                         }
825                                 }
826                                 else
827                                 {
828                                         msg_print(_("変換に失敗した。", "You failed to convert."));
829                                 }
830                         }
831                         else if (command == -4)
832                         {
833                                 if (p_ptr->csp >= p_ptr->lev / 5)
834                                 {
835                                         p_ptr->csp -= p_ptr->lev / 5;
836                                         hp_player(p_ptr->lev);
837                                 }
838                                 else
839                                 {
840                                         msg_print(_("変換に失敗した。", "You failed to convert."));
841                                 }
842                         }
843
844                         /* Redraw mana and hp */
845                         p_ptr->redraw |= (PR_HP | PR_MANA);
846
847                         break;
848                 }
849                 case CLASS_CHAOS_WARRIOR:
850                 {
851                         msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
852                         slow_monsters(p_ptr->lev);
853                         stun_monsters(p_ptr->lev * 4);
854                         confuse_monsters(p_ptr->lev * 4);
855                         turn_monsters(p_ptr->lev * 4);
856                         stasis_monsters(p_ptr->lev * 4);
857                         break;
858                 }
859                 case CLASS_MONK:
860                 {
861                         if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
862                         {
863                                 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
864                                 return FALSE;
865                         }
866                         if (p_ptr->riding)
867                         {
868                                 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
869                                 return FALSE;
870                         }
871
872                         if (command == -3)
873                         {
874                                 if (!choose_kamae()) return FALSE;
875                                 p_ptr->update |= (PU_BONUS);
876                         }
877                         else if (command == -4)
878                         {
879                                 POSITION x, y;
880
881                                 if (!get_rep_dir(&dir, FALSE)) return FALSE;
882                                 y = p_ptr->y + ddy[dir];
883                                 x = p_ptr->x + ddx[dir];
884                                 if (cave[y][x].m_idx)
885                                 {
886                                         if (one_in_(2)) 
887                                                 msg_print(_("あーたたたたたたたたたたたたたたたたたたたたたた!!!", 
888                                                                         "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
889                                         else
890                                                 msg_print(_("オラオラオラオラオラオラオラオラオラオラオラオラ!!!",
891                                                                         "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
892
893                                         py_attack(y, x, 0);
894                                         if (cave[y][x].m_idx)
895                                         {
896                                                 handle_stuff();
897                                                 py_attack(y, x, 0);
898                                         }
899                                         p_ptr->energy_need += ENERGY_NEED();
900                                 }
901                                 else
902                                 {
903                                         msg_print(_("その方向にはモンスターはいません。", "You don't see any monster in this direction"));
904                                         msg_print(NULL);
905                                 }
906                         }
907                         break;
908                 }
909                 case CLASS_MINDCRAFTER:
910                 case CLASS_FORCETRAINER:
911                 {
912                         if (total_friends)
913                         {
914                                 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."));
915                                 return FALSE;
916                         }
917                         msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
918
919                         p_ptr->csp += (3 + p_ptr->lev/20);
920                         if (p_ptr->csp >= p_ptr->msp)
921                         {
922                                 p_ptr->csp = p_ptr->msp;
923                                 p_ptr->csp_frac = 0;
924                         }
925                         p_ptr->redraw |= (PR_MANA);
926                         break;
927                 }
928                 case CLASS_TOURIST:
929                 {
930                         if (command == -3)
931                         {
932                                 if (!get_aim_dir(&dir)) return FALSE;
933                                 project_length = 1;
934                                 fire_beam(GF_PHOTO, dir, 1);
935                         }
936                         else if (command == -4)
937                         {
938                                 if (!identify_fully(FALSE)) return FALSE;
939                         }
940                         break;
941                 }
942                 case CLASS_IMITATOR:
943                 {
944                         handle_stuff();
945                         if (!do_cmd_mane(TRUE)) return FALSE;
946                         break;
947                 }
948                 case CLASS_BEASTMASTER:
949                 {
950                         if (command == -3)
951                         {
952                                 if (!get_aim_dir(&dir)) return FALSE;
953                                 (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
954                         }
955                         else if (command == -4)
956                         {
957                                 project_all_los(GF_CHARM_LIVING, p_ptr->lev);
958                         }
959                         break;
960                 }
961                 case CLASS_ARCHER:
962                 {
963                         if (!do_cmd_archer()) return FALSE;
964                         break;
965                 }
966                 case CLASS_MAGIC_EATER:
967                 {
968                         if (command == -3) {
969                                 if (!gain_magic()) return FALSE;
970                         } else if (command == -4) {
971                                 if (!can_do_cmd_cast()) return FALSE;
972                                 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
973                         }
974                         break;
975                 }
976                 case CLASS_BARD:
977                 {
978                         /* Singing is already stopped */
979                         if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
980
981                         stop_singing();
982                         p_ptr->energy_use = 10;
983                         break;
984                 }
985                 case CLASS_RED_MAGE:
986                 {
987                         if (!can_do_cmd_cast()) return FALSE;
988                         handle_stuff();
989                         do_cmd_cast();
990                         handle_stuff();
991                         if (!p_ptr->paralyzed && can_do_cmd_cast())
992                                 do_cmd_cast();
993                         break;
994                 }
995                 case CLASS_SAMURAI:
996                 {
997                         if (command == -3)
998                         {
999                                 int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
1000
1001                                 if (total_friends)
1002                                 {
1003                                         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."));
1004                                         return FALSE;
1005                                 }
1006                                 if (p_ptr->special_defense & KATA_MASK)
1007                                 {
1008                                         msg_print(_("今は構えに集中している。", "You need concentration on your form."));
1009                                         return FALSE;
1010                                 }
1011                                 msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
1012
1013                                 p_ptr->csp += p_ptr->msp / 2;
1014                                 if (p_ptr->csp >= max_csp)
1015                                 {
1016                                         p_ptr->csp = max_csp;
1017                                         p_ptr->csp_frac = 0;
1018                                 }
1019                                 p_ptr->redraw |= (PR_MANA);
1020                         }
1021                         else if (command == -4)
1022                         {
1023                                 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
1024                                 {
1025                                         msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
1026                                         return FALSE;
1027                                 }
1028                                 if (!choose_kata()) return FALSE;
1029                                 p_ptr->update |= (PU_BONUS);
1030                         }
1031                         break;
1032                 }
1033                 case CLASS_BLUE_MAGE:
1034                 {
1035                         if (p_ptr->action == ACTION_LEARN)
1036                         {
1037                                 set_action(ACTION_NONE);
1038                         }
1039                         else
1040                         {
1041                                 set_action(ACTION_LEARN);
1042                         }
1043                         p_ptr->energy_use = 0;
1044                         break;
1045                 }
1046                 case CLASS_CAVALRY:
1047                 {
1048                         GAME_TEXT m_name[MAX_NLEN];
1049                         monster_type *m_ptr;
1050                         monster_race *r_ptr;
1051                         int rlev;
1052
1053                         if (p_ptr->riding)
1054                         {
1055                                 msg_print(_("今は乗馬中だ。", "You ARE riding."));
1056                                 return FALSE;
1057                         }
1058                         if (!do_riding(TRUE)) return TRUE;
1059                         m_ptr = &m_list[p_ptr->riding];
1060                         r_ptr = &r_info[m_ptr->r_idx];
1061                         monster_desc(m_name, m_ptr, 0);
1062                         msg_format(_("%sに乗った。", "You ride on %s."),m_name);
1063                         if (is_pet(m_ptr)) break;
1064                         rlev = r_ptr->level;
1065                         if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
1066                         if (rlev > 60) rlev = 60+(rlev-60)/2;
1067                         if ((randint1(p_ptr->skill_exp[GINOU_RIDING] / 120 + p_ptr->lev * 2 / 3) > rlev)
1068                             && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle
1069                             && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
1070                             && (rlev < p_ptr->lev * 3 / 2 + randint0(p_ptr->lev / 5)))
1071                         {
1072                                 msg_format(_("%sを手なずけた。", "You tame %s."),m_name);
1073                                 set_pet(m_ptr);
1074                         }
1075                         else
1076                         {
1077                                 msg_format(_("%sに振り落とされた!", "You have thrown off by %s."),m_name);
1078                                 rakuba(1,TRUE);
1079
1080                                 /* Paranoia */
1081                                 /* 落馬処理に失敗してもとにかく乗馬解除 */
1082                                 p_ptr->riding = 0;
1083                         }
1084                         break;
1085                 }
1086                 case CLASS_BERSERKER:
1087                 {
1088                         if (!word_of_recall()) return FALSE;
1089                         break;
1090                 }
1091                 case CLASS_SMITH:
1092                 {
1093                         if (p_ptr->lev > 29)
1094                         {
1095                                 if (!identify_fully(TRUE)) return FALSE;
1096                         }
1097                         else
1098                         {
1099                                 if (!ident_spell(TRUE)) return FALSE;
1100                         }
1101                         break;
1102                 }
1103                 case CLASS_MIRROR_MASTER:
1104                 {
1105                         if (command == -3)
1106                         {
1107                                 /* Explode all mirrors */
1108                                 remove_all_mirrors(TRUE);
1109                         }
1110                         else if (command == -4)
1111                         {
1112                                 if (total_friends)
1113                                 {
1114                                         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."));
1115                                         return FALSE;
1116                                 }
1117                                 if (is_mirror_grid(&cave[p_ptr->y][p_ptr->x]))
1118                                 {
1119                                         msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
1120
1121                                         p_ptr->csp += (5 + p_ptr->lev * p_ptr->lev / 100);
1122                                         if (p_ptr->csp >= p_ptr->msp)
1123                                         {
1124                                                 p_ptr->csp = p_ptr->msp;
1125                                                 p_ptr->csp_frac = 0;
1126                                         }
1127                                         p_ptr->redraw |= (PR_MANA);
1128                                 }
1129                                 else
1130                                 {
1131                                         msg_print(_("鏡の上でないと集中できない!", "Here are not any mirrors!"));
1132                                 }
1133                         }
1134                         break;
1135                 }
1136                 case CLASS_NINJA:
1137                 {
1138                         if (p_ptr->action == ACTION_HAYAGAKE)
1139                         {
1140                                 set_action(ACTION_NONE);
1141                         }
1142                         else
1143                         {
1144                                 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
1145                                 feature_type *f_ptr = &f_info[c_ptr->feat];
1146
1147                                 if (!have_flag(f_ptr->flags, FF_PROJECT) ||
1148                                     (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
1149                                 {
1150                                         msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
1151                                 }
1152                                 else
1153                                 {
1154                                         set_action(ACTION_HAYAGAKE);
1155                                 }
1156                         }
1157
1158
1159                         p_ptr->energy_use = 0;
1160                         break;
1161                 }
1162
1163                 }
1164         }
1165         else if (p_ptr->mimic_form)
1166         {
1167                 switch (p_ptr->mimic_form)
1168                 {
1169                 case MIMIC_DEMON:
1170                 case MIMIC_DEMON_LORD:
1171                 {
1172                         int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1173                         if (!get_aim_dir(&dir)) return FALSE;
1174                         stop_mouth();
1175                         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")));
1176                         fire_breath(type, dir, plev * 3, (plev / 15) + 1);
1177                         break;
1178                 }
1179                 case MIMIC_VAMPIRE:
1180                         vampirism();
1181                         break;
1182                 }
1183         }
1184
1185         else 
1186         {
1187
1188         switch (p_ptr->prace)
1189         {
1190                 case RACE_DWARF:
1191                         msg_print(_("周囲を調べた。", "You examine your surroundings."));
1192                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1193                         (void)detect_doors(DETECT_RAD_DEFAULT);
1194                         (void)detect_stairs(DETECT_RAD_DEFAULT);
1195                         break;
1196
1197                 case RACE_HOBBIT:
1198                         {
1199                                 object_type *q_ptr;
1200                                 object_type forge;
1201                                 q_ptr = &forge;
1202
1203                                 /* Create the food ration */
1204                                 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
1205
1206                                 /* Drop the object from heaven */
1207                                 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
1208                                 msg_print(_("食事を料理して作った。", "You cook some food."));
1209                         }
1210                         break;
1211
1212                 case RACE_GNOME:
1213                         msg_print(_("パッ!", "Blink!"));
1214                         teleport_player(10, 0L);
1215                         break;
1216
1217                 case RACE_HALF_ORC:
1218                         msg_print(_("勇気を出した。", "You play tough."));
1219                         (void)set_afraid(0);
1220                         break;
1221
1222                 case RACE_HALF_TROLL:
1223                         msg_print(_("うがぁぁ!", "RAAAGH!"));
1224                         (void)berserk(10 + randint1(plev));
1225                         break;
1226
1227                 case RACE_AMBERITE:
1228                         if (command == -1)
1229                         {
1230                                 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
1231                                 alter_reality();
1232                         }
1233                         else if (command == -2)
1234                         {
1235                                 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..."));
1236
1237                                 (void)true_healing(0);
1238                                 (void)restore_all_status();
1239                                 (void)restore_level();
1240                         }
1241                         break;
1242
1243                 case RACE_BARBARIAN:
1244                         msg_print(_("うぉぉおお!", "Raaagh!"));
1245                         (void)berserk(10 + randint1(plev));
1246                         break;
1247
1248                 case RACE_HALF_OGRE:
1249                         msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
1250                         explosive_rune();
1251                         break;
1252
1253                 case RACE_HALF_GIANT:
1254                         if (!get_aim_dir(&dir)) return FALSE;
1255                         (void)wall_to_mud(dir, 20 + randint1(30));
1256                         break;
1257
1258                 case RACE_HALF_TITAN:
1259                         msg_print(_("敵を調査した...", "You examine your foes..."));
1260                         probing();
1261                         break;
1262
1263                 case RACE_CYCLOPS:
1264                         if (!get_aim_dir(&dir)) return FALSE;
1265                         msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
1266                         fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
1267                         break;
1268
1269                 case RACE_YEEK:
1270                         if (!get_aim_dir(&dir)) return FALSE;
1271                         stop_mouth();
1272                         msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
1273                         (void)fear_monster(dir, plev);
1274                         break;
1275
1276                 case RACE_KLACKON:
1277                         if (!get_aim_dir(&dir)) return FALSE;
1278                         stop_mouth();
1279                         msg_print(_("酸を吐いた。", "You spit acid."));
1280                         if (plev < 25) fire_bolt(GF_ACID, dir, plev);
1281                         else fire_ball(GF_ACID, dir, plev, 2);
1282                         break;
1283
1284                 case RACE_KOBOLD:
1285                         if (!get_aim_dir(&dir)) return FALSE;
1286                         msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
1287                         fire_bolt(GF_POIS, dir, plev);
1288                         break;
1289
1290                 case RACE_NIBELUNG:
1291                         msg_print(_("周囲を調査した。", "You examine your surroundings."));
1292                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1293                         (void)detect_doors(DETECT_RAD_DEFAULT);
1294                         (void)detect_stairs(DETECT_RAD_DEFAULT);
1295                         break;
1296
1297                 case RACE_DARK_ELF:
1298                         if (!get_aim_dir(&dir)) return FALSE;
1299                         msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
1300                         fire_bolt_or_beam(10, GF_MISSILE, dir,
1301                             damroll(3 + ((plev - 1) / 5), 4));
1302                         break;
1303
1304                 case RACE_DRACONIAN:
1305                         {
1306                                 int Type = (one_in_(3) ? GF_COLD : GF_FIRE);
1307                                 cptr Type_desc = ((Type == GF_COLD) ? _("冷気", "cold") : _("炎", "fire"));
1308
1309                                 if (!get_aim_dir(&dir)) return FALSE;
1310
1311                                 if (randint1(100) < plev)
1312                                 {
1313                                         switch (p_ptr->pclass)
1314                                         {
1315                                                 case CLASS_WARRIOR:
1316                                                 case CLASS_BERSERKER:
1317                                                 case CLASS_RANGER:
1318                                                 case CLASS_TOURIST:
1319                                                 case CLASS_IMITATOR:
1320                                                 case CLASS_ARCHER:
1321                                                 case CLASS_SMITH:
1322                                                         if (one_in_(3))
1323                                                         {
1324                                                                 Type = GF_MISSILE;
1325                                                                 Type_desc = _("エレメント", "the elements");
1326                                                         }
1327                                                         else
1328                                                         {
1329                                                                 Type = GF_SHARDS;
1330                                                                 Type_desc = _("破片", "shards");
1331                                                         }
1332                                                         break;
1333                                                 case CLASS_MAGE:
1334                                                 case CLASS_WARRIOR_MAGE:
1335                                                 case CLASS_HIGH_MAGE:
1336                                                 case CLASS_SORCERER:
1337                                                 case CLASS_MAGIC_EATER:
1338                                                 case CLASS_RED_MAGE:
1339                                                 case CLASS_BLUE_MAGE:
1340                                                 case CLASS_MIRROR_MASTER:
1341                                                         if (one_in_(3))
1342                                                         {
1343                                                                 Type = GF_MANA;
1344                                                                 Type_desc = _("魔力", "mana");
1345                                                         }
1346                                                         else
1347                                                         {
1348                                                                 Type = GF_DISENCHANT;
1349                                                                 Type_desc = _("劣化", "disenchantment");
1350                                                         }
1351                                                         break;
1352                                                 case CLASS_CHAOS_WARRIOR:
1353                                                         if (!one_in_(3))
1354                                                         {
1355                                                                 Type = GF_CONFUSION;
1356                                                                 Type_desc = _("混乱", "confusion");
1357                                                         }
1358                                                         else
1359                                                         {
1360                                                                 Type = GF_CHAOS;
1361                                                                 Type_desc = _("カオス", "chaos");
1362                                                         }
1363                                                         break;
1364                                                 case CLASS_MONK:
1365                                                 case CLASS_SAMURAI:
1366                                                 case CLASS_FORCETRAINER:
1367                                                         if (!one_in_(3))
1368                                                         {
1369                                                                 Type = GF_CONFUSION;
1370                                                                 Type_desc = _("混乱", "confusion");
1371                                                         }
1372                                                         else
1373                                                         {
1374                                                                 Type = GF_SOUND;
1375                                                                 Type_desc = _("轟音", "sound");
1376                                                         }
1377                                                         break;
1378                                                 case CLASS_MINDCRAFTER:
1379                                                         if (!one_in_(3))
1380                                                         {
1381                                                                 Type = GF_CONFUSION;
1382                                                                 Type_desc = _("混乱", "confusion");
1383                                                         }
1384                                                         else
1385                                                         {
1386                                                                 Type = GF_PSI;
1387                                                                 Type_desc = _("精神エネルギー", "mental energy");
1388                                                         }
1389                                                         break;
1390                                                 case CLASS_PRIEST:
1391                                                 case CLASS_PALADIN:
1392                                                         if (one_in_(3))
1393                                                         {
1394                                                                 Type = GF_HELL_FIRE;
1395                                                                 Type_desc = _("地獄の劫火", "hellfire");
1396                                                         }
1397                                                         else
1398                                                         {
1399                                                                 Type = GF_HOLY_FIRE;
1400                                                                 Type_desc = _("聖なる炎", "holy fire");
1401                                                         }
1402                                                         break;
1403                                                 case CLASS_ROGUE:
1404                                                 case CLASS_NINJA:
1405                                                         if (one_in_(3))
1406                                                         {
1407                                                                 Type = GF_DARK;
1408                                                                 Type_desc = _("暗黒", "darkness");
1409                                                         }
1410                                                         else
1411                                                         {
1412                                                                 Type = GF_POIS;
1413                                                                 Type_desc = _("毒", "poison");
1414                                                         }
1415                                                         break;
1416                                                 case CLASS_BARD:
1417                                                         if (!one_in_(3))
1418                                                         {
1419                                                                 Type = GF_SOUND;
1420                                                                 Type_desc = _("轟音", "sound");
1421                                                         }
1422                                                         else
1423                                                         {
1424                                                                 Type = GF_CONFUSION;
1425                                                                 Type_desc = _("混乱", "confusion");
1426                                                         }
1427                                                         break;
1428                                         }
1429                                 }
1430
1431                                 stop_mouth();
1432                                 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
1433
1434                                 fire_breath(Type, dir, plev * 2, (plev / 15) + 1);
1435                         }
1436                         break;
1437
1438                 case RACE_MIND_FLAYER:
1439                         if (!get_aim_dir(&dir)) return FALSE;
1440                         msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
1441                         fire_bolt(GF_PSI, dir, plev);
1442                         break;
1443
1444                 case RACE_IMP:
1445                         if (!get_aim_dir(&dir)) return FALSE;
1446                         if (plev >= 30)
1447                         {
1448                                 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
1449                                 fire_ball(GF_FIRE, dir, plev, 2);
1450                         }
1451                         else
1452                         {
1453                                 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
1454                                 fire_bolt(GF_FIRE, dir, plev);
1455                         }
1456                         break;
1457
1458                 case RACE_GOLEM:
1459                         (void)set_shield(randint1(20) + 30, FALSE);
1460                         break;
1461
1462                 case RACE_SKELETON:
1463                 case RACE_ZOMBIE:
1464                         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."));
1465                         (void)restore_level();
1466                         break;
1467
1468                 case RACE_VAMPIRE:
1469                         vampirism();
1470                         break;
1471
1472                 case RACE_SPECTRE:
1473                         if (!get_aim_dir(&dir)) return FALSE;
1474                         stop_mouth();
1475                         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!"));
1476                         (void)fear_monster(dir, plev);
1477                         break;
1478
1479                 case RACE_SPRITE:
1480                         msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
1481                         if (plev < 25) sleep_monsters_touch();
1482                         else (void)sleep_monsters(plev);
1483                         break;
1484
1485                 case RACE_DEMON:
1486                         {
1487                                 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1488                                 if (!get_aim_dir(&dir)) return FALSE;
1489                                 stop_mouth();
1490                                 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")));
1491                                 fire_breath(type, dir, plev * 3, (plev / 15) + 1);
1492                         }
1493                         break;
1494
1495                 case RACE_KUTAR:
1496                         (void)set_tsubureru(randint1(20) + 30, FALSE);
1497                         break;
1498
1499                 case RACE_ANDROID:
1500                         if (!get_aim_dir(&dir)) return FALSE;
1501                         if (plev < 10)
1502                         {
1503                                 msg_print(_("レイガンを発射した。", "You fire your ray gun."));
1504                                 fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
1505                         }
1506                         else if (plev < 25)
1507                         {
1508                                 msg_print(_("ブラスターを発射した。", "You fire your blaster."));
1509                                 fire_bolt(GF_MISSILE, dir, plev);
1510                         }
1511                         else if (plev < 35)
1512                         {
1513                                 msg_print(_("バズーカを発射した。", "You fire your bazooka."));
1514                                 fire_ball(GF_MISSILE, dir, plev * 2, 2);
1515                         }
1516                         else if (plev < 45)
1517                         {
1518                                 msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon."));
1519                                 fire_beam(GF_MISSILE, dir, plev * 2);
1520                         }
1521                         else
1522                         {
1523                                 msg_print(_("ロケットを発射した。", "You fire a rocket."));
1524                                 fire_rocket(GF_ROCKET, dir, plev * 5, 2);
1525                         }
1526                         break;
1527
1528                 default:
1529                         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."));
1530                         p_ptr->energy_use = 0;
1531         }
1532         }
1533         return TRUE;
1534 }
1535
1536 /*!
1537  * @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
1538  * @return なし
1539  */
1540 void do_cmd_racial_power(void)
1541 {
1542         power_desc_type power_desc[36];
1543         int num;
1544         COMMAND_CODE i = 0;
1545         int ask = TRUE;
1546         PLAYER_LEVEL lvl = p_ptr->lev;
1547         bool            flag, redraw, cast = FALSE;
1548         bool            warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
1549         char            choice;
1550         char            out_val[160];
1551         int menu_line = (use_menu ? 1 : 0);
1552
1553         if (p_ptr->wild_mode) return;
1554
1555         for (num = 0; num < 36; num++)
1556         {
1557                 strcpy(power_desc[num].name, "");
1558                 power_desc[num].number = 0;
1559         }
1560
1561         num = 0;
1562
1563         if (p_ptr->confused)
1564         {
1565                 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!"));
1566                 p_ptr->energy_use = 0;
1567                 return;
1568         }
1569
1570         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
1571         {
1572                 set_action(ACTION_NONE);
1573         }
1574
1575         switch (p_ptr->pclass)
1576         {
1577         case CLASS_WARRIOR:
1578         {
1579                 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
1580                 power_desc[num].level = 40;
1581                 power_desc[num].cost = 75;
1582                 power_desc[num].stat = A_DEX;
1583                 power_desc[num].fail = 35;
1584                 power_desc[num++].number = -3;
1585                 break;
1586         }
1587         case CLASS_HIGH_MAGE:
1588         if (p_ptr->realm1 == REALM_HEX)
1589         {
1590                 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
1591                 power_desc[num].level = 1;
1592                 power_desc[num].cost = 0;
1593                 power_desc[num].stat = A_INT;
1594                 power_desc[num].fail = 0;
1595                 power_desc[num++].number = -3;
1596                 break;
1597         }
1598         case CLASS_MAGE:
1599         /* case CLASS_HIGH_MAGE: */
1600         case CLASS_SORCERER:
1601         {
1602                 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1603                 power_desc[num].level = 25;
1604                 power_desc[num].cost = 1;
1605                 power_desc[num].stat = A_INT;
1606                 power_desc[num].fail = 25;
1607                 power_desc[num++].number = -3;
1608                 break;
1609         }
1610         case CLASS_PRIEST:
1611         {
1612                 if (is_good_realm(p_ptr->realm1))
1613                 {
1614                         strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
1615                         power_desc[num].level = 35;
1616                         power_desc[num].cost = 70;
1617                         power_desc[num].stat = A_WIS;
1618                         power_desc[num].fail = 50;
1619                         power_desc[num++].number = -3;
1620                 }
1621                 else
1622                 {
1623                         strcpy(power_desc[num].name, _("召魂", "Evocation"));
1624                         power_desc[num].level = 42;
1625                         power_desc[num].cost = 40;
1626                         power_desc[num].stat = A_WIS;
1627                         power_desc[num].fail = 35;
1628                         power_desc[num++].number = -3;
1629                 }
1630                 break;
1631         }
1632         case CLASS_ROGUE:
1633         {
1634                 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
1635                 power_desc[num].level = 8;
1636                 power_desc[num].cost = 12;
1637                 power_desc[num].stat = A_DEX;
1638                 power_desc[num].fail = 14;
1639                 power_desc[num++].number = -3;
1640                 break;
1641         }
1642         case CLASS_RANGER:
1643         case CLASS_SNIPER:
1644         {
1645                 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
1646                 power_desc[num].level = 15;
1647                 power_desc[num].cost = 20;
1648                 power_desc[num].stat = A_INT;
1649                 power_desc[num].fail = 12;
1650                 power_desc[num++].number = -3;
1651                 break;
1652         }
1653         case CLASS_PALADIN:
1654         {
1655                 if (is_good_realm(p_ptr->realm1))
1656                 {
1657                         strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
1658                         power_desc[num].level = 30;
1659                         power_desc[num].cost = 30;
1660                         power_desc[num].stat = A_WIS;
1661                         power_desc[num].fail = 30;
1662                         power_desc[num++].number = -3;
1663                 }
1664                 else
1665                 {
1666                         strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
1667                         power_desc[num].level = 30;
1668                         power_desc[num].cost = 30;
1669                         power_desc[num].stat = A_WIS;
1670                         power_desc[num].fail = 30;
1671                         power_desc[num++].number = -3;
1672                 }
1673                 break;
1674         }
1675         case CLASS_WARRIOR_MAGE:
1676         {
1677                 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
1678                 power_desc[num].level = 25;
1679                 power_desc[num].cost = 0;
1680                 power_desc[num].stat = A_INT;
1681                 power_desc[num].fail = 10;
1682                 power_desc[num++].number = -3;
1683                         
1684                 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
1685                 power_desc[num].level = 25;
1686                 power_desc[num].cost = 0;
1687                 power_desc[num].stat = A_INT;
1688                 power_desc[num].fail = 10;
1689                 power_desc[num++].number = -4;
1690                 break;
1691         }
1692         case CLASS_CHAOS_WARRIOR:
1693         {
1694                 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
1695                 power_desc[num].level = 40;
1696                 power_desc[num].cost = 50;
1697                 power_desc[num].stat = A_INT;
1698                 power_desc[num].fail = 25;
1699                 power_desc[num++].number = -3;
1700                 break;
1701         }
1702         case CLASS_MONK:
1703         {
1704                 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
1705                 power_desc[num].level = 25;
1706                 power_desc[num].cost = 0;
1707                 power_desc[num].stat = A_DEX;
1708                 power_desc[num].fail = 0;
1709                 power_desc[num++].number = -3;
1710                         
1711                 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
1712                 power_desc[num].level = 30;
1713                 power_desc[num].cost = 30;
1714                 power_desc[num].stat = A_STR;
1715                 power_desc[num].fail = 20;
1716                 power_desc[num++].number = -4;
1717                 break;
1718         }
1719         case CLASS_MINDCRAFTER:
1720         case CLASS_FORCETRAINER:
1721         {
1722                 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1723                 power_desc[num].level = 15;
1724                 power_desc[num].cost = 0;
1725                 power_desc[num].stat = A_WIS;
1726                 power_desc[num].fail = 10;
1727                 power_desc[num++].number = -3;
1728                 break;
1729         }
1730         case CLASS_TOURIST:
1731         {
1732                 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1733                 power_desc[num].level = 1;
1734                 power_desc[num].cost = 0;
1735                 power_desc[num].stat = A_DEX;
1736                 power_desc[num].fail = 0;
1737                 power_desc[num++].number = -3;
1738                 
1739                 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1740                 power_desc[num].level = 25;
1741                 power_desc[num].cost = 20;
1742                 power_desc[num].stat = A_INT;
1743                 power_desc[num].fail = 20;
1744                 power_desc[num++].number = -4;
1745                 break;
1746         }
1747         case CLASS_IMITATOR:
1748         {
1749                 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1750                 power_desc[num].level = 30;
1751                 power_desc[num].cost = 100;
1752                 power_desc[num].stat = A_DEX;
1753                 power_desc[num].fail = 30;
1754                 power_desc[num++].number = -3;
1755                 break;
1756         }
1757         case CLASS_BEASTMASTER:
1758         {
1759                 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1760                 power_desc[num].level = 1;
1761                 power_desc[num].cost = (p_ptr->lev+3)/4;
1762                 power_desc[num].stat = A_CHR;
1763                 power_desc[num].fail = 10;
1764                 power_desc[num++].number = -3;
1765                 
1766                 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1767                 power_desc[num].level = 30;
1768                 power_desc[num].cost = (p_ptr->lev+20)/2;
1769                 power_desc[num].stat = A_CHR;
1770                 power_desc[num].fail = 10;
1771                 power_desc[num++].number = -4;
1772                 break;
1773         }
1774         case CLASS_ARCHER:
1775         {
1776                 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1777                 power_desc[num].level = 1;
1778                 power_desc[num].cost = 0;
1779                 power_desc[num].stat = A_DEX;
1780                 power_desc[num].fail = 0;
1781                 power_desc[num++].number = -3;
1782                 break;
1783         }
1784         case CLASS_MAGIC_EATER:
1785         {
1786                 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1787                 power_desc[num].level = 1;
1788                 power_desc[num].cost = 0;
1789                 power_desc[num].stat = A_INT;
1790                 power_desc[num].fail = 0;
1791                 power_desc[num++].number = -3;
1792
1793                 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1794                 power_desc[num].level = 10;
1795                 power_desc[num].cost = 10 + (lvl - 10) / 2;
1796                 power_desc[num].stat = A_INT;
1797                 power_desc[num].fail = 0;
1798                 power_desc[num++].number = -4;
1799                 break;
1800         }
1801         case CLASS_BARD:
1802         {
1803                 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1804                 power_desc[num].level = 1;
1805                 power_desc[num].cost = 0;
1806                 power_desc[num].stat = A_CHR;
1807                 power_desc[num].fail = 0;
1808                 power_desc[num++].number = -3;
1809                 break;
1810         }
1811         case CLASS_RED_MAGE:
1812         {
1813                 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1814                 power_desc[num].level = 48;
1815                 power_desc[num].cost = 20;
1816                 power_desc[num].stat = A_INT;
1817                 power_desc[num].fail = 0;
1818                 power_desc[num++].number = -3;
1819                 break;
1820         }
1821         case CLASS_SAMURAI:
1822         {
1823                 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1824                 power_desc[num].level = 1;
1825                 power_desc[num].cost = 0;
1826                 power_desc[num].stat = A_WIS;
1827                 power_desc[num].fail = 0;
1828                 power_desc[num++].number = -3;
1829                 
1830                 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
1831                 power_desc[num].level = 25;
1832                 power_desc[num].cost = 0;
1833                 power_desc[num].stat = A_DEX;
1834                 power_desc[num].fail = 0;
1835                 power_desc[num++].number = -4;
1836                 break;
1837         }
1838         case CLASS_BLUE_MAGE:
1839         {
1840                 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1841                 power_desc[num].level = 1;
1842                 power_desc[num].cost = 0;
1843                 power_desc[num].stat = A_INT;
1844                 power_desc[num].fail = 0;
1845                 power_desc[num++].number = -3;
1846                 break;
1847         }
1848         case CLASS_CAVALRY:
1849         {
1850                 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1851                 power_desc[num].level = 10;
1852                 power_desc[num].cost = 0;
1853                 power_desc[num].stat = A_STR;
1854                 power_desc[num].fail = 10;
1855                 power_desc[num++].number = -3;
1856                 break;
1857         }
1858         case CLASS_BERSERKER:
1859         {
1860                 strcpy(power_desc[num].name, _("帰還", "Recall"));
1861                 power_desc[num].level = 10;
1862                 power_desc[num].cost = 10;
1863                 power_desc[num].stat = A_DEX;
1864                 power_desc[num].fail = 20;
1865                 power_desc[num++].number = -3;
1866                 break;
1867         }
1868         case CLASS_MIRROR_MASTER:
1869         {
1870                 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
1871                 power_desc[num].level = 1;
1872                 power_desc[num].cost = 0;
1873                 power_desc[num].stat = A_INT;
1874                 power_desc[num].fail = 0;
1875                 power_desc[num++].number = -3;
1876                 
1877                 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
1878                 power_desc[num].level = 30;
1879                 power_desc[num].cost = 0;
1880                 power_desc[num].stat = A_INT;
1881                 power_desc[num].fail = 20;
1882                 power_desc[num++].number = -4;
1883                 break;
1884         }
1885         case CLASS_SMITH:
1886         {
1887                 strcpy(power_desc[num].name, _("目利き", "Judgment"));
1888                 power_desc[num].level = 5;
1889                 power_desc[num].cost = 15;
1890                 power_desc[num].stat = A_INT;
1891                 power_desc[num].fail = 20;
1892                 power_desc[num++].number = -3;
1893                 break;
1894         }
1895         case CLASS_NINJA:
1896         {
1897                 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
1898                 power_desc[num].level = 20;
1899                 power_desc[num].cost = 0;
1900                 power_desc[num].stat = A_DEX;
1901                 power_desc[num].fail = 0;
1902                 power_desc[num++].number = -3;
1903                 break;
1904         }
1905         default:
1906                 strcpy(power_desc[0].name, _("(なし)", "(none)"));
1907         }
1908
1909         if (p_ptr->mimic_form)
1910         {
1911                 switch (p_ptr->mimic_form)
1912                 {
1913                 case MIMIC_DEMON:
1914                 case MIMIC_DEMON_LORD:
1915                         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);
1916                         power_desc[num].level = 15;
1917                         power_desc[num].cost = 10+lvl/3;
1918                         power_desc[num].stat = A_CON;
1919                         power_desc[num].fail = 20;
1920                         power_desc[num++].number = -1;
1921                         break;
1922                 case MIMIC_VAMPIRE:
1923                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1924                         power_desc[num].level = 2;
1925                         power_desc[num].cost = 1 + (lvl / 3);
1926                         power_desc[num].stat = A_CON;
1927                         power_desc[num].fail = 9;
1928                         power_desc[num++].number = -1;
1929                         break;
1930                 }
1931         }
1932         else
1933         {
1934         switch (p_ptr->prace)
1935         {
1936                 case RACE_DWARF:
1937                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1938                         power_desc[num].level = 5;
1939                         power_desc[num].cost = 5;
1940                         power_desc[num].stat = A_WIS;
1941                         power_desc[num].fail = 12;
1942                         power_desc[num++].number = -1;
1943                         break;
1944                 case RACE_NIBELUNG:
1945                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1946                         power_desc[num].level = 10;
1947                         power_desc[num].cost = 5;
1948                         power_desc[num].stat = A_WIS;
1949                         power_desc[num].fail = 10;
1950                         power_desc[num++].number = -1;
1951                         break;
1952                 case RACE_HOBBIT:
1953                         strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
1954                         power_desc[num].level = 15;
1955                         power_desc[num].cost = 10;
1956                         power_desc[num].stat = A_INT;
1957                         power_desc[num].fail = 10;
1958                         power_desc[num++].number = -1;
1959                         break;
1960                 case RACE_GNOME:
1961                         sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
1962                         power_desc[num].level = 5;
1963                         power_desc[num].cost = 5;
1964                         power_desc[num].stat = A_INT;
1965                         power_desc[num].fail = 12;
1966                         power_desc[num++].number = -1;
1967                         break;
1968                 case RACE_HALF_ORC:
1969                         strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
1970                         power_desc[num].level = 3;
1971                         power_desc[num].cost = 5;
1972                         power_desc[num].stat = A_WIS;
1973                         power_desc[num].fail = warrior ? 5 : 10;
1974                         power_desc[num++].number = -1;
1975                         break;
1976                 case RACE_HALF_TROLL:
1977                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1978                         power_desc[num].level = 10;
1979                         power_desc[num].cost = 12;
1980                         power_desc[num].stat = A_STR;
1981                         power_desc[num].fail = warrior ? 6 : 12;
1982                         power_desc[num++].number = -1;
1983                         break;
1984                 case RACE_BARBARIAN:
1985                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1986                         power_desc[num].level = 8;
1987                         power_desc[num].cost = 10;
1988                         power_desc[num].stat = A_STR;
1989                         power_desc[num].fail = warrior ? 6 : 12;
1990                         power_desc[num++].number = -1;
1991                         break;
1992                 case RACE_AMBERITE:
1993                         strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
1994                         power_desc[num].level = 30;
1995                         power_desc[num].cost = 50;
1996                         power_desc[num].stat = A_INT;
1997                         power_desc[num].fail = 50;
1998                         power_desc[num++].number = -1;
1999                         
2000                         strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
2001                         power_desc[num].level = 40;
2002                         power_desc[num].cost = 75;
2003                         power_desc[num].stat = A_WIS;
2004                         power_desc[num].fail = 50;
2005                         power_desc[num++].number = -2;
2006                         break;
2007                 case RACE_HALF_OGRE:
2008                         strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
2009                         power_desc[num].level = 25;
2010                         power_desc[num].cost = 35;
2011                         power_desc[num].stat = A_INT;
2012                         power_desc[num].fail = 15;
2013                         power_desc[num++].number = -1;
2014                         break;
2015                 case RACE_HALF_GIANT:
2016                         strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
2017                         power_desc[num].level = 20;
2018                         power_desc[num].cost = 10;
2019                         power_desc[num].stat = A_STR;
2020                         power_desc[num].fail = 12;
2021                         power_desc[num++].number = -1;
2022                         break;
2023                 case RACE_HALF_TITAN:
2024                         strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
2025                         power_desc[num].level = 15;
2026                         power_desc[num].cost = 10;
2027                         power_desc[num].stat = A_INT;
2028                         power_desc[num].fail = 12;
2029                         power_desc[num++].number = -1;
2030                         break;
2031                 case RACE_CYCLOPS:
2032                         sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
2033                         power_desc[num].level = 20;
2034                         power_desc[num].cost = 15;
2035                         power_desc[num].stat = A_STR;
2036                         power_desc[num].fail = 12;
2037                         power_desc[num++].number = -1;
2038                         break;
2039                 case RACE_YEEK:
2040                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2041                         power_desc[num].level = 15;
2042                         power_desc[num].cost = 15;
2043                         power_desc[num].stat = A_WIS;
2044                         power_desc[num].fail = 10;
2045                         power_desc[num++].number = -1;
2046                         break;
2047                 case RACE_SPECTRE:
2048                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2049                         power_desc[num].level = 4;
2050                         power_desc[num].cost = 6;
2051                         power_desc[num].stat = A_INT;
2052                         power_desc[num].fail = 3;
2053                         power_desc[num++].number = -1;
2054                         break;
2055                 case RACE_KLACKON:
2056                         sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
2057                         power_desc[num].level = 9;
2058                         power_desc[num].cost = 9;
2059                         power_desc[num].stat = A_DEX;
2060                         power_desc[num].fail = 14;
2061                         power_desc[num++].number = -1;
2062                         break;
2063                 case RACE_KOBOLD:
2064                         sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
2065                         power_desc[num].level = 12;
2066                         power_desc[num].cost = 8;
2067                         power_desc[num].stat = A_DEX;
2068                         power_desc[num].fail = 14;
2069                         power_desc[num++].number = -1;
2070                         break;
2071                 case RACE_DARK_ELF:
2072                         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);
2073                         power_desc[num].level = 2;
2074                         power_desc[num].cost = 2;
2075                         power_desc[num].stat = A_INT;
2076                         power_desc[num].fail = 9;
2077                         power_desc[num++].number = -1;
2078                         break;
2079                 case RACE_DRACONIAN:
2080                         sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
2081                         power_desc[num].level = 1;
2082                         power_desc[num].cost = lvl;
2083                         power_desc[num].stat = A_CON;
2084                         power_desc[num].fail = 12;
2085                         power_desc[num++].number = -1;
2086                         break;
2087                 case RACE_MIND_FLAYER:
2088                         sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
2089                         power_desc[num].level = 15;
2090                         power_desc[num].cost = 12;
2091                         power_desc[num].stat = A_INT;
2092                         power_desc[num].fail = 14;
2093                         power_desc[num++].number = -1;
2094                         break;
2095                 case RACE_IMP:
2096                         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);
2097                         power_desc[num].level = 9;
2098                         power_desc[num].cost = 15;
2099                         power_desc[num].stat = A_WIS;
2100                         power_desc[num].fail = 15;
2101                         power_desc[num++].number = -1;
2102                         break;
2103                 case RACE_GOLEM:
2104                         strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
2105                         power_desc[num].level = 20;
2106                         power_desc[num].cost = 15;
2107                         power_desc[num].stat = A_CON;
2108                         power_desc[num].fail = 8;
2109                         power_desc[num++].number = -1;
2110                         break;
2111                 case RACE_SKELETON:
2112                 case RACE_ZOMBIE:
2113                         strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
2114                         power_desc[num].level = 30;
2115                         power_desc[num].cost = 30;
2116                         power_desc[num].stat = A_WIS;
2117                         power_desc[num].fail = 18;
2118                         power_desc[num++].number = -1;
2119                         break;
2120                 case RACE_VAMPIRE:
2121                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2122                         power_desc[num].level = 2;
2123                         power_desc[num].cost = 1 + (lvl / 3);
2124                         power_desc[num].stat = A_CON;
2125                         power_desc[num].fail = 9;
2126                         power_desc[num++].number = -1;
2127                         break;
2128                 case RACE_SPRITE:
2129                         strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
2130                         power_desc[num].level = 12;
2131                         power_desc[num].cost = 12;
2132                         power_desc[num].stat = A_INT;
2133                         power_desc[num].fail = 15;
2134                         power_desc[num++].number = -1;
2135                         break;
2136                 case RACE_DEMON:
2137                         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);
2138                         power_desc[num].level = 15;
2139                         power_desc[num].cost = 10+lvl/3;
2140                         power_desc[num].stat = A_CON;
2141                         power_desc[num].fail = 20;
2142                         power_desc[num++].number = -1;
2143                         break;
2144                 case RACE_KUTAR:
2145                         strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
2146                         power_desc[num].level = 20;
2147                         power_desc[num].cost = 15;
2148                         power_desc[num].stat = A_CHR;
2149                         power_desc[num].fail = 8;
2150                         power_desc[num++].number = -1;
2151                         break;
2152                 case RACE_ANDROID:
2153                         if (p_ptr->lev < 10)
2154                         {
2155                                 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
2156                                 power_desc[num].level = 1;
2157                                 power_desc[num].cost = 7;
2158                                 power_desc[num].fail = 8;
2159                         }
2160                         else if (p_ptr->lev < 25)
2161                         {
2162                                 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
2163                                 power_desc[num].level = 10;
2164                                 power_desc[num].cost = 13;
2165                                 power_desc[num].fail = 10;
2166                         }
2167                         else if (p_ptr->lev < 35)
2168                         {
2169                                 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
2170                                 power_desc[num].level = 25;
2171                                 power_desc[num].cost = 26;
2172                                 power_desc[num].fail = 12;
2173                         }
2174                         else if (p_ptr->lev < 45)
2175                         {
2176                                 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
2177                                 power_desc[num].level = 35;
2178                                 power_desc[num].cost = 40;
2179                                 power_desc[num].fail = 15;
2180                         }
2181                         else
2182                         {
2183                                 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
2184                                 power_desc[num].level = 45;
2185                                 power_desc[num].cost = 60;
2186                                 power_desc[num].fail = 18;
2187                         }
2188                         power_desc[num].stat = A_STR;
2189                         power_desc[num++].number = -1;
2190                         break;
2191                 default:
2192                 {
2193                         break;
2194                 }
2195         }
2196         }
2197
2198         if (p_ptr->muta1)
2199         {
2200                 if (p_ptr->muta1 & MUT1_SPIT_ACID)
2201                 {
2202                         strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
2203                         power_desc[num].level = 9;
2204                         power_desc[num].cost = 9;
2205                         power_desc[num].stat = A_DEX;
2206                         power_desc[num].fail = 15;
2207                         power_desc[num++].number = MUT1_SPIT_ACID;
2208                 }
2209
2210                 if (p_ptr->muta1 & MUT1_BR_FIRE)
2211                 {
2212                         strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
2213                         power_desc[num].level = 20;
2214                         power_desc[num].cost = lvl;
2215                         power_desc[num].stat = A_CON;
2216                         power_desc[num].fail = 18;
2217                         power_desc[num++].number = MUT1_BR_FIRE;
2218                 }
2219
2220                 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
2221                 {
2222                         strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
2223                         power_desc[num].level = 12;
2224                         power_desc[num].cost = 12;
2225                         power_desc[num].stat = A_CHR;
2226                         power_desc[num].fail = 18;
2227                         power_desc[num++].number = MUT1_HYPN_GAZE;
2228                 }
2229
2230                 if (p_ptr->muta1 & MUT1_TELEKINES)
2231                 {
2232                         strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
2233                         power_desc[num].level = 9;
2234                         power_desc[num].cost = 9;
2235                         power_desc[num].stat = A_WIS;
2236                         power_desc[num].fail = 14;
2237                         power_desc[num++].number = MUT1_TELEKINES;
2238                 }
2239
2240                 if (p_ptr->muta1 & MUT1_VTELEPORT)
2241                 {
2242                         strcpy(power_desc[num].name, _("テレポート", "Teleport"));
2243                         power_desc[num].level = 7;
2244                         power_desc[num].cost = 7;
2245                         power_desc[num].stat = A_WIS;
2246                         power_desc[num].fail = 15;
2247                         power_desc[num++].number = MUT1_VTELEPORT;
2248                 }
2249
2250                 if (p_ptr->muta1 & MUT1_MIND_BLST)
2251                 {
2252                         strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
2253                         power_desc[num].level = 5;
2254                         power_desc[num].cost = 3;
2255                         power_desc[num].stat = A_WIS;
2256                         power_desc[num].fail = 15;
2257                         power_desc[num++].number = MUT1_MIND_BLST;
2258                 }
2259
2260                 if (p_ptr->muta1 & MUT1_RADIATION)
2261                 {
2262                         strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
2263                         power_desc[num].level = 15;
2264                         power_desc[num].cost = 15;
2265                         power_desc[num].stat = A_CON;
2266                         power_desc[num].fail = 14;
2267                         power_desc[num++].number = MUT1_RADIATION;
2268                 }
2269
2270                 if (p_ptr->muta1 & MUT1_VAMPIRISM)
2271                 {
2272                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2273                         power_desc[num].level = 2;
2274                         power_desc[num].cost = (1 + (lvl / 3));
2275                         power_desc[num].stat = A_CON;
2276                         power_desc[num].fail = 9;
2277                         power_desc[num++].number = MUT1_VAMPIRISM;
2278                 }
2279
2280                 if (p_ptr->muta1 & MUT1_SMELL_MET)
2281                 {
2282                         strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
2283                         power_desc[num].level = 3;
2284                         power_desc[num].cost = 2;
2285                         power_desc[num].stat = A_INT;
2286                         power_desc[num].fail = 12;
2287                         power_desc[num++].number = MUT1_SMELL_MET;
2288                 }
2289
2290                 if (p_ptr->muta1 & MUT1_SMELL_MON)
2291                 {
2292                         strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
2293                         power_desc[num].level = 5;
2294                         power_desc[num].cost = 4;
2295                         power_desc[num].stat = A_INT;
2296                         power_desc[num].fail = 15;
2297                         power_desc[num++].number = MUT1_SMELL_MON;
2298                 }
2299
2300                 if (p_ptr->muta1 & MUT1_BLINK)
2301                 {
2302                         strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
2303                         power_desc[num].level = 3;
2304                         power_desc[num].cost = 3;
2305                         power_desc[num].stat = A_WIS;
2306                         power_desc[num].fail = 12;
2307                         power_desc[num++].number = MUT1_BLINK;
2308                 }
2309
2310                 if (p_ptr->muta1 & MUT1_EAT_ROCK)
2311                 {
2312                         strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
2313                         power_desc[num].level = 8;
2314                         power_desc[num].cost = 12;
2315                         power_desc[num].stat = A_CON;
2316                         power_desc[num].fail = 18;
2317                         power_desc[num++].number = MUT1_EAT_ROCK;
2318                 }
2319
2320                 if (p_ptr->muta1 & MUT1_SWAP_POS)
2321                 {
2322                         strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
2323                         power_desc[num].level = 15;
2324                         power_desc[num].cost = 12;
2325                         power_desc[num].stat = A_DEX;
2326                         power_desc[num].fail = 16;
2327                         power_desc[num++].number = MUT1_SWAP_POS;
2328                 }
2329
2330                 if (p_ptr->muta1 & MUT1_SHRIEK)
2331                 {
2332                         strcpy(power_desc[num].name, _("叫び", "Shriek"));
2333                         power_desc[num].level = 20;
2334                         power_desc[num].cost = 14;
2335                         power_desc[num].stat = A_CON;
2336                         power_desc[num].fail = 16;
2337                         power_desc[num++].number = MUT1_SHRIEK;
2338                 }
2339
2340                 if (p_ptr->muta1 & MUT1_ILLUMINE)
2341                 {
2342                         strcpy(power_desc[num].name, _("照明", "Illuminate"));
2343                         power_desc[num].level = 3;
2344                         power_desc[num].cost = 2;
2345                         power_desc[num].stat = A_INT;
2346                         power_desc[num].fail = 10;
2347                         power_desc[num++].number = MUT1_ILLUMINE;
2348                 }
2349
2350                 if (p_ptr->muta1 & MUT1_DET_CURSE)
2351                 {
2352                         strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
2353                         power_desc[num].level = 7;
2354                         power_desc[num].cost = 14;
2355                         power_desc[num].stat = A_WIS;
2356                         power_desc[num].fail = 14;
2357                         power_desc[num++].number = MUT1_DET_CURSE;
2358                 }
2359
2360                 if (p_ptr->muta1 & MUT1_BERSERK)
2361                 {
2362                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2363                         power_desc[num].level = 8;
2364                         power_desc[num].cost = 8;
2365                         power_desc[num].stat = A_STR;
2366                         power_desc[num].fail = 14;
2367                         power_desc[num++].number = MUT1_BERSERK;
2368                 }
2369
2370                 if (p_ptr->muta1 & MUT1_POLYMORPH)
2371                 {
2372                         strcpy(power_desc[num].name, _("変身", "Polymorph"));
2373                         power_desc[num].level = 18;
2374                         power_desc[num].cost = 20;
2375                         power_desc[num].stat = A_CON;
2376                         power_desc[num].fail = 18;
2377                         power_desc[num++].number = MUT1_POLYMORPH;
2378                 }
2379
2380                 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
2381                 {
2382                         strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
2383                         power_desc[num].level = 10;
2384                         power_desc[num].cost = 5;
2385                         power_desc[num].stat = A_INT;
2386                         power_desc[num].fail = 12;
2387                         power_desc[num++].number = MUT1_MIDAS_TCH;
2388                 }
2389
2390                 if (p_ptr->muta1 & MUT1_GROW_MOLD)
2391                 {
2392                         strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
2393                         power_desc[num].level = 1;
2394                         power_desc[num].cost = 6;
2395                         power_desc[num].stat = A_CON;
2396                         power_desc[num].fail = 14;
2397                         power_desc[num++].number = MUT1_GROW_MOLD;
2398                 }
2399
2400                 if (p_ptr->muta1 & MUT1_RESIST)
2401                 {
2402                         strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
2403                         power_desc[num].level = 10;
2404                         power_desc[num].cost = 12;
2405                         power_desc[num].stat = A_CON;
2406                         power_desc[num].fail = 12;
2407                         power_desc[num++].number = MUT1_RESIST;
2408                 }
2409
2410                 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
2411                 {
2412                         strcpy(power_desc[num].name, _("地震", "Earthquake"));
2413                         power_desc[num].level = 12;
2414                         power_desc[num].cost = 12;
2415                         power_desc[num].stat = A_STR;
2416                         power_desc[num].fail = 16;
2417                         power_desc[num++].number = MUT1_EARTHQUAKE;
2418                 }
2419
2420                 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
2421                 {
2422                         strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
2423                         power_desc[num].level = 17;
2424                         power_desc[num].cost = 1;
2425                         power_desc[num].stat = A_WIS;
2426                         power_desc[num].fail = 15;
2427                         power_desc[num++].number = MUT1_EAT_MAGIC;
2428                 }
2429
2430                 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
2431                 {
2432                         strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
2433                         power_desc[num].level = 6;
2434                         power_desc[num].cost = 6;
2435                         power_desc[num].stat = A_INT;
2436                         power_desc[num].fail = 10;
2437                         power_desc[num++].number = MUT1_WEIGH_MAG;
2438                 }
2439
2440                 if (p_ptr->muta1 & MUT1_STERILITY)
2441                 {
2442                         strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
2443                         power_desc[num].level = 12;
2444                         power_desc[num].cost = 23;
2445                         power_desc[num].stat = A_CHR;
2446                         power_desc[num].fail = 15;
2447                         power_desc[num++].number = MUT1_STERILITY;
2448                 }
2449
2450                 if (p_ptr->muta1 & MUT1_PANIC_HIT)
2451                 {
2452                         strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
2453                         power_desc[num].level = 10;
2454                         power_desc[num].cost = 12;
2455                         power_desc[num].stat = A_DEX;
2456                         power_desc[num].fail = 14;
2457                         power_desc[num++].number = MUT1_PANIC_HIT;
2458                 }
2459
2460                 if (p_ptr->muta1 & MUT1_DAZZLE)
2461                 {
2462                         strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
2463                         power_desc[num].level = 7;
2464                         power_desc[num].cost = 15;
2465                         power_desc[num].stat = A_CHR;
2466                         power_desc[num].fail = 8;
2467                         power_desc[num++].number = MUT1_DAZZLE;
2468                 }
2469
2470                 if (p_ptr->muta1 & MUT1_LASER_EYE)
2471                 {
2472                         strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
2473                         power_desc[num].level = 7;
2474                         power_desc[num].cost = 10;
2475                         power_desc[num].stat = A_WIS;
2476                         power_desc[num].fail = 9;
2477                         power_desc[num++].number = MUT1_LASER_EYE;
2478                 }
2479
2480                 if (p_ptr->muta1 & MUT1_RECALL)
2481                 {
2482                         strcpy(power_desc[num].name, _("帰還", "Recall"));
2483                         power_desc[num].level = 17;
2484                         power_desc[num].cost = 50;
2485                         power_desc[num].stat = A_INT;
2486                         power_desc[num].fail = 16;
2487                         power_desc[num++].number = MUT1_RECALL;
2488                 }
2489
2490                 if (p_ptr->muta1 & MUT1_BANISH)
2491                 {
2492                         strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
2493                         power_desc[num].level = 25;
2494                         power_desc[num].cost = 25;
2495                         power_desc[num].stat = A_WIS;
2496                         power_desc[num].fail = 18;
2497                         power_desc[num++].number = MUT1_BANISH;
2498                 }
2499
2500                 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
2501                 {
2502                         strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
2503                         power_desc[num].level = 2;
2504                         power_desc[num].cost = 2;
2505                         power_desc[num].stat = A_CON;
2506                         power_desc[num].fail = 11;
2507                         power_desc[num++].number = MUT1_COLD_TOUCH;
2508                 }
2509
2510                 if (p_ptr->muta1 & MUT1_LAUNCHER)
2511                 {
2512                         strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
2513                         power_desc[num].level = 1;
2514                         power_desc[num].cost = lvl;
2515                         power_desc[num].stat = A_STR;
2516                         power_desc[num].fail = 6;
2517                         /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
2518                         power_desc[num++].number = 3;
2519                 }
2520         }
2521
2522         /* Nothing chosen yet */
2523         flag = FALSE;
2524
2525         /* No redraw yet */
2526         redraw = FALSE;
2527
2528         /* Build a prompt */
2529         (void) strnfmt(out_val, 78, 
2530                                 _("(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? "),
2531                                 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
2532
2533 if (!repeat_pull(&i) || i<0 || i>=num) {
2534         if (use_menu) screen_save();
2535          /* Get a spell from the user */
2536
2537         choice = (always_show_list || use_menu) ? ESCAPE:1;
2538         while (!flag)
2539         {
2540                 if( choice==ESCAPE ) choice = ' '; 
2541                 else if( !get_com(out_val, &choice, FALSE) )break; 
2542
2543                 if (use_menu && choice != ' ')
2544                 {
2545                         switch(choice)
2546                         {
2547                                 case '0':
2548                                 {
2549                                         screen_load();
2550                                         p_ptr->energy_use = 0;
2551                                         return;
2552                                 }
2553
2554                                 case '8':
2555                                 case 'k':
2556                                 case 'K':
2557                                 {
2558                                         menu_line += (num - 1);
2559                                         break;
2560                                 }
2561
2562                                 case '2':
2563                                 case 'j':
2564                                 case 'J':
2565                                 {
2566                                         menu_line++;
2567                                         break;
2568                                 }
2569
2570                                 case '6':
2571                                 case 'l':
2572                                 case 'L':
2573                                 case '4':
2574                                 case 'h':
2575                                 case 'H':
2576                                 {
2577                                         if (menu_line > 18)
2578                                                 menu_line -= 18;
2579                                         else if (menu_line+18 <= num)
2580                                                 menu_line += 18;
2581                                         break;
2582                                 }
2583
2584                                 case 'x':
2585                                 case 'X':
2586                                 case '\r':
2587                                 {
2588                                         i = menu_line - 1;
2589                                         ask = FALSE;
2590                                         break;
2591                                 }
2592                         }
2593                         if (menu_line > num) menu_line -= num;
2594                 }
2595                 /* Request redraw */
2596                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
2597                 {
2598                         /* Show the list */
2599                         if (!redraw || use_menu)
2600                         {
2601                                 byte y = 1, x = 0;
2602                                 int ctr = 0;
2603                                 char dummy[80];
2604                                 char letter;
2605                                 TERM_LEN x1, y1;
2606
2607                                 strcpy(dummy, "");
2608
2609                                 /* Show list */
2610                                 redraw = TRUE;
2611                                 if (!use_menu) screen_save();
2612
2613                                 /* Print header(s) */
2614                                 if (num < 18)
2615                                         prt(_("                            Lv   MP 失率", "                            Lv Cost Fail"), y++, x);
2616                                 else
2617                                 prt(_("                            Lv   MP 失率                            Lv   MP 失率", 
2618                                           "                            Lv Cost Fail                            Lv Cost Fail"), y++, x);
2619
2620
2621                                 /* Print list */
2622                                 while (ctr < num)
2623                                 {
2624                                         x1 = ((ctr < 18) ? x : x + 40);
2625                                         y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
2626
2627                                         if (use_menu)
2628                                         {
2629                                                 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " >  "));
2630                                                 else strcpy(dummy, "    ");
2631                                         }
2632                                         else
2633                                         {
2634                                                 /* letter/number for power selection */
2635                                                 if (ctr < 26)
2636                                                         letter = I2A(ctr);
2637                                                 else
2638                                                         letter = '0' + ctr - 26;
2639                                                 sprintf(dummy, " %c) ",letter);
2640                                         }
2641                                         strcat(dummy, format("%-23.23s %2d %4d %3d%%",
2642                                                 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
2643                                                 100 - racial_chance(&power_desc[ctr])));
2644                                         prt(dummy, y1, x1);
2645                                         ctr++;
2646                                 }
2647                         }
2648
2649                         /* Hide the list */
2650                         else
2651                         {
2652                                 /* Hide list */
2653                                 redraw = FALSE;
2654                                 screen_load();
2655                         }
2656
2657                         /* Redo asking */
2658                         continue;
2659                 }
2660
2661                 if (!use_menu)
2662                 {
2663                         if (choice == '\r' && num == 1)
2664                         {
2665                                 choice = 'a';
2666                         }
2667
2668                         if (isalpha(choice))
2669                         {
2670                                 /* Note verify */
2671                                 ask = (isupper(choice));
2672
2673                                 /* Lowercase */
2674                                 if (ask) choice = (char)tolower(choice);
2675
2676                                 /* Extract request */
2677                                 i = (islower(choice) ? A2I(choice) : -1);
2678                         }
2679                         else
2680                         {
2681                                 ask = FALSE; /* Can't uppercase digits */
2682
2683                                 i = choice - '0' + 26;
2684                         }
2685                 }
2686
2687                 /* Totally Illegal */
2688                 if ((i < 0) || (i >= num))
2689                 {
2690                         bell();
2691                         continue;
2692                 }
2693
2694                 /* Verify it */
2695                 if (ask)
2696                 {
2697                         char tmp_val[160];
2698
2699                         /* Prompt */
2700                         (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
2701
2702                         /* Belay that order */
2703                         if (!get_check(tmp_val)) continue;
2704                 }
2705
2706                 /* Stop the loop */
2707                 flag = TRUE;
2708         }
2709         if (redraw) screen_load();
2710
2711         /* Abort if needed */
2712         if (!flag)
2713         {
2714                 p_ptr->energy_use = 0;
2715                 return;
2716         }
2717         repeat_push(i);
2718         } /*if (!repeat_pull(&i) || ...)*/
2719         switch (racial_aux(&power_desc[i]))
2720         {
2721         case 1:
2722                 if (power_desc[i].number < 0)
2723                         cast = cmd_racial_power_aux(power_desc[i].number);
2724                 else
2725                         cast = mutation_power_aux(power_desc[i].number);
2726                 break;
2727         case 0:
2728                 cast = FALSE;
2729                 break;
2730         case -1:
2731                 cast = TRUE;
2732                 break;
2733         }
2734
2735         if (cast)
2736         {
2737                 if (racial_cost)
2738                 {
2739                         int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2740
2741                         /* If mana is not enough, player consumes hit point! */
2742                         if (p_ptr->csp < actual_racial_cost)
2743                         {
2744                                 actual_racial_cost -= p_ptr->csp;
2745                                 p_ptr->csp = 0;
2746                                 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2747                         }
2748                         else p_ptr->csp -= actual_racial_cost;
2749
2750                         /* Redraw mana and hp */
2751                         p_ptr->redraw |= (PR_HP | PR_MANA);
2752
2753                         p_ptr->window |= (PW_PLAYER | PW_SPELL);
2754                 }
2755         }
2756         else p_ptr->energy_use = 0;
2757
2758         /* Success */
2759         return;
2760 }