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[Refactor] #37353 箱の開閉とトラップ処理を chest.c/h に分離。 / Separate processes of chest's open...
[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
17 /*!
18  * @brief 対象のアイテムが矢やクロスボウの矢の材料になるかを返す。/
19  * Hook to determine if an object is contertible in an arrow/bolt
20  * @param o_ptr オブジェクトの構造体の参照ポインタ。
21  * @return 材料にできるならTRUEを返す
22  */
23 static bool item_tester_hook_convertible(object_type *o_ptr)
24 {
25         if((o_ptr->tval==TV_JUNK) || (o_ptr->tval==TV_SKELETON)) return TRUE;
26
27         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON)) return TRUE;
28         /* Assume not */
29         return (FALSE);
30 }
31
32 /*!
33  * @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'.
34  * Hook to determine if an object is contertible in an arrow/bolt
35  * @return 製造を実際に行ったらTRUE、キャンセルしたらFALSEを返す
36  */
37 static bool do_cmd_archer(void)
38 {
39         int ext=0;
40         char ch;
41
42         object_type     forge;
43         object_type     *q_ptr;
44
45         char com[80];
46         char o_name[MAX_NLEN];
47
48         q_ptr = &forge;
49
50         if(p_ptr->lev >= 20)
51                 sprintf(com, _("[S]弾, [A]矢, [B]クロスボウの矢 :", "Create [S]hots, Create [A]rrow or Create [B]olt ?"));
52         else if(p_ptr->lev >= 10)
53                 sprintf(com, _("[S]弾, [A]矢:", "Create [S]hots or Create [A]rrow ?"));
54         else
55                 sprintf(com, _("[S]弾:", "Create [S]hots ?"));
56
57         if (p_ptr->confused)
58         {
59                 msg_print(_("混乱してる!", "You are too confused!"));
60                 return FALSE;
61         }
62
63         if (p_ptr->blind)
64         {
65                 msg_print(_("目が見えない!", "You are blind!"));
66                 return FALSE;
67         }
68
69         while (TRUE)
70         {
71                 if (!get_com(com, &ch, TRUE))
72                 {
73                         return FALSE;
74                 }
75                 if (ch == 'S' || ch == 's')
76                 {
77                         ext = 1;
78                         break;
79                 }
80                 if ((ch == 'A' || ch == 'a')&&(p_ptr->lev >= 10))
81                 {
82                         ext = 2;
83                         break;
84                 }
85                 if ((ch == 'B' || ch == 'b')&&(p_ptr->lev >= 20))
86                 {
87                         ext = 3;
88                         break;
89                 }
90         }
91
92         /**********Create shots*********/
93         if (ext == 1)
94         {
95                 int x,y, dir;
96                 cave_type *c_ptr;
97
98                 if (!get_rep_dir(&dir, FALSE)) return FALSE;
99                 y = p_ptr->y + ddy[dir];
100                 x = p_ptr->x + ddx[dir];
101                 c_ptr = &cave[y][x];
102
103                 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_CAN_DIG))
104                 {
105                         msg_print(_("そこには岩石がない。", "You need pile of rubble."));
106                         return FALSE;
107                 }
108                 else if (!cave_have_flag_grid(c_ptr, FF_CAN_DIG) || !cave_have_flag_grid(c_ptr, FF_HURT_ROCK))
109                 {
110                         msg_print(_("硬すぎて崩せなかった。", "You failed to make ammo."));
111                 }
112                 else
113                 {
114                         s16b slot;
115
116                         /* Get local object */
117                         q_ptr = &forge;
118
119                         /* Hack -- Give the player some small firestones */
120                         object_prep(q_ptr, lookup_kind(TV_SHOT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
121                         q_ptr->number = (byte)rand_range(15,30);
122                         object_aware(q_ptr);
123                         object_known(q_ptr);
124                         apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
125                         q_ptr->discount = 99;
126
127                         slot = inven_carry(q_ptr);
128
129                         object_desc(o_name, q_ptr, 0);
130                         msg_format(_("%sを作った。", "You make some ammo."), o_name);
131
132                         /* Auto-inscription */
133                         if (slot >= 0) autopick_alter_item(slot, FALSE);
134
135                         /* Destroy the wall */
136                         cave_alter_feat(y, x, FF_HURT_ROCK);
137
138                         p_ptr->update |= (PU_FLOW);
139                 }
140         }
141         /**********Create arrows*********/
142         else if (ext == 2)
143         {
144                 OBJECT_IDX item;
145                 cptr q, s;
146                 s16b slot;
147
148                 item_tester_hook = item_tester_hook_convertible;
149
150                 /* Get an item */
151                 q = _("どのアイテムから作りますか? ", "Convert which item? ");
152                 s = _("材料を持っていない。", "You have no item to convert.");
153                 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
154
155                 /* Get the item (in the pack) */
156                 if (item >= 0)
157                 {
158                         q_ptr = &inventory[item];
159                 }
160
161                 /* Get the item (on the floor) */
162                 else
163                 {
164                         q_ptr = &o_list[0 - item];
165                 }
166
167                 /* Get local object */
168                 q_ptr = &forge;
169
170                 /* Hack -- Give the player some small firestones */
171                 object_prep(q_ptr, lookup_kind(TV_ARROW, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+ 1));
172                 q_ptr->number = (byte)rand_range(5, 10);
173                 object_aware(q_ptr);
174                 object_known(q_ptr);
175                 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
176
177                 q_ptr->discount = 99;
178
179                 object_desc(o_name, q_ptr, 0);
180                 msg_format(_("%sを作った。", "You make some ammo."), o_name);
181
182                 if (item >= 0)
183                 {
184                         inven_item_increase(item, -1);
185                         inven_item_describe(item);
186                         inven_item_optimize(item);
187                 }
188                 else
189                 {
190                         floor_item_increase(0 - item, -1);
191                         floor_item_describe(0 - item);
192                         floor_item_optimize(0 - item);
193                 }
194
195                 slot = inven_carry(q_ptr);
196
197                 /* Auto-inscription */
198                 if (slot >= 0) autopick_alter_item(slot, FALSE);
199         }
200         /**********Create bolts*********/
201         else if (ext == 3)
202         {
203                 OBJECT_IDX item;
204                 cptr q, s;
205                 s16b slot;
206
207                 item_tester_hook = item_tester_hook_convertible;
208
209                 /* Get an item */
210                 q = _("どのアイテムから作りますか? ", "Convert which item? ");
211                 s = _("材料を持っていない。", "You have no item to convert.");
212                 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
213
214                 /* Get the item (in the pack) */
215                 if (item >= 0)
216                 {
217                         q_ptr = &inventory[item];
218                 }
219
220                 /* Get the item (on the floor) */
221                 else
222                 {
223                         q_ptr = &o_list[0 - item];
224                 }
225
226                 /* Get local object */
227                 q_ptr = &forge;
228
229                 /* Hack -- Give the player some small firestones */
230                 object_prep(q_ptr, lookup_kind(TV_BOLT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+1));
231                 q_ptr->number = (byte)rand_range(4, 8);
232                 object_aware(q_ptr);
233                 object_known(q_ptr);
234                 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
235
236                 q_ptr->discount = 99;
237
238                 object_desc(o_name, q_ptr, 0);
239                 msg_format(_("%sを作った。", "You make some ammo."), o_name);
240
241                 if (item >= 0)
242                 {
243                         inven_item_increase(item, -1);
244                         inven_item_describe(item);
245                         inven_item_optimize(item);
246                 }
247                 else
248                 {
249                         floor_item_increase(0 - item, -1);
250                         floor_item_describe(0 - item);
251                         floor_item_optimize(0 - item);
252                 }
253
254                 slot = inven_carry(q_ptr);
255
256                 /* Auto-inscription */
257                 if (slot >= 0) autopick_alter_item(slot, FALSE);
258         }
259         return TRUE;
260 }
261
262 /*!
263  * @brief 魔道具術師の魔力取り込み処理
264  * @return 取り込みを実行したらTRUE、キャンセルしたらFALSEを返す
265  */
266 bool gain_magic(void)
267 {
268         OBJECT_IDX item;
269         PARAMETER_VALUE pval;
270         int ext = 0;
271         cptr q, s;
272         object_type *o_ptr;
273         char o_name[MAX_NLEN];
274
275         /* Only accept legal items */
276         item_tester_hook = item_tester_hook_recharge;
277
278         /* Get an item */
279         q = _("どのアイテムの魔力を取り込みますか? ", "Gain power of which item? ");
280         s = _("魔力を取り込めるアイテムがない。", "You have nothing to gain power.");
281
282         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
283
284         /* Get the item (in the pack) */
285         if (item >= 0)
286         {
287                 o_ptr = &inventory[item];
288         }
289
290         /* Get the item (on the floor) */
291         else
292         {
293                 o_ptr = &o_list[0 - item];
294         }
295
296         if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
297         {
298                 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."));
299                 return FALSE;
300         }
301
302
303         if (!object_is_known(o_ptr))
304         {
305                 msg_print(_("鑑定されていないと取り込めない。", "You need to identify before absorbing."));
306                 return FALSE;
307         }
308
309         if (o_ptr->timeout)
310         {
311                 msg_print(_("充填中のアイテムは取り込めない。", "This item is still charging."));
312                 return FALSE;
313         }
314
315         pval = o_ptr->pval;
316         if (o_ptr->tval == TV_ROD)
317                 ext = 72;
318         else if (o_ptr->tval == TV_WAND)
319                 ext = 36;
320
321         if (o_ptr->tval == TV_ROD)
322         {
323                 p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)o_ptr->number;
324                 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
325         }
326         else
327         {
328                 int num;
329                 for (num = o_ptr->number; num; num--)
330                 {
331                         int gain_num = pval;
332                         if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
333                         if (p_ptr->magic_num2[o_ptr->sval + ext])
334                         {
335                                 gain_num *= 256;
336                                 gain_num = (gain_num/3 + randint0(gain_num/3)) / 256;
337                                 if (gain_num < 1) gain_num = 1;
338                         }
339                         p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)gain_num;
340                         if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
341                         p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
342                         if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
343                         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;
344                         if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
345                 }
346         }
347
348         object_desc(o_name, o_ptr, 0);
349         /* Message */
350         msg_format(_("%sの魔力を取り込んだ。", "You absorb magic of %s."), o_name);
351
352         /* Eliminate the item (from the pack) */
353         if (item >= 0)
354         {
355                 inven_item_increase(item, -999);
356                 inven_item_describe(item);
357                 inven_item_optimize(item);
358         }
359
360         /* Eliminate the item (from the floor) */
361         else
362         {
363                 floor_item_increase(0 - item, -999);
364                 floor_item_describe(0 - item);
365                 floor_item_optimize(0 - item);
366         }
367         p_ptr->energy_use = 100;
368         return TRUE;
369 }
370
371 /*!
372  * @brief 魔法系コマンドを実行できるかの判定を返す
373  * @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。
374  */
375 static bool can_do_cmd_cast(void)
376 {
377         if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
378         {
379                 msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
380                 msg_print(NULL);
381                 return FALSE;
382         }
383         else if (p_ptr->anti_magic)
384         {
385                 msg_print(_("反魔法バリアが魔法を邪魔した!", "An anti-magic shell disrupts your magic!"));
386                 return FALSE;
387         }
388         else if (p_ptr->shero)
389         {
390                 msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
391                 return FALSE;
392         }
393         else
394                 return TRUE;
395 }
396
397 /*!
398  * @brief 修行僧の構え設定処理
399  * @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。
400  */
401 static bool choose_kamae(void)
402 {
403         char choice;
404         int new_kamae = 0;
405         int i;
406         char buf[80];
407
408         if (p_ptr->confused)
409         {
410                 msg_print(_("混乱していて構えられない!", "Too confused."));
411                 return FALSE;
412         }
413
414         /* Save screen */
415         screen_save();
416         prt(_(" a) 構えをとく", " a) No form"), 2, 20);
417
418         for (i = 0; i < MAX_KAMAE; i++)
419         {
420                 if (p_ptr->lev >= kamae_shurui[i].min_level)
421                 {
422                         sprintf(buf," %c) %-12s  %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
423                         prt(buf, 3+i, 20);
424                 }
425         }
426
427         prt("", 1, 0);
428         prt(_("        どの構えをとりますか?", "        Choose Form: "), 1, 14);
429
430         while(1)
431         {
432                 choice = inkey();
433
434                 if (choice == ESCAPE)
435                 {
436                         screen_load();
437                         return FALSE;
438                 }
439                 else if ((choice == 'a') || (choice == 'A'))
440                 {
441                         if (p_ptr->action == ACTION_KAMAE)
442                         {
443                                 set_action(ACTION_NONE);
444                         }
445                         else
446                                 msg_print(_("もともと構えていない。", "You are not assuming a posture."));
447                         screen_load();
448                         return TRUE;
449                 }
450                 else if ((choice == 'b') || (choice == 'B'))
451                 {
452                         new_kamae = 0;
453                         break;
454                 }
455                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
456                 {
457                         new_kamae = 1;
458                         break;
459                 }
460                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
461                 {
462                         new_kamae = 2;
463                         break;
464                 }
465                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
466                 {
467                         new_kamae = 3;
468                         break;
469                 }
470         }
471         set_action(ACTION_KAMAE);
472
473         if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
474         {
475                 msg_print(_("構え直した。", "You reassume a posture."));
476         }
477         else
478         {
479                 p_ptr->special_defense &= ~(KAMAE_MASK);
480                 p_ptr->update |= (PU_BONUS);
481                 p_ptr->redraw |= (PR_STATE);
482                 msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
483                 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
484         }
485         p_ptr->redraw |= PR_STATE;
486         screen_load();
487         return TRUE;
488 }
489
490 /*!
491  * @brief 剣術家の型設定処理
492  * @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。
493  */
494 static bool choose_kata(void)
495 {
496         char choice;
497         int new_kata = 0;
498         int i;
499         char buf[80];
500
501         if (p_ptr->confused)
502         {
503                 msg_print(_("混乱していて構えられない!", "Too confused."));
504                 return FALSE;
505         }
506
507         if (p_ptr->stun)
508         {
509                 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
510                 return FALSE;
511         }
512
513         if (p_ptr->afraid)
514         {
515                 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
516                 return FALSE;
517         }
518
519         /* Save screen */
520         screen_save();
521         prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
522
523         for (i = 0; i < MAX_KATA; i++)
524         {
525                 if (p_ptr->lev >= kata_shurui[i].min_level)
526                 {
527                         sprintf(buf,_(" %c) %sの型    %s", " %c) Form of %-12s  %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
528                         prt(buf, 3+i, 20);
529                 }
530         }
531
532         prt("", 1, 0);
533         prt(_("        どの型で構えますか?", "        Choose Form: "), 1, 14);
534
535         while(1)
536         {
537                 choice = inkey();
538
539                 if (choice == ESCAPE)
540                 {
541                         screen_load();
542                         return FALSE;
543                 }
544                 else if ((choice == 'a') || (choice == 'A'))
545                 {
546                         if (p_ptr->action == ACTION_KATA)
547                         {
548                                 set_action(ACTION_NONE);
549                         }
550                         else
551                                 msg_print(_("もともと構えていない。", "You are not assuming posture."));
552                         screen_load();
553                         return TRUE;
554                 }
555                 else if ((choice == 'b') || (choice == 'B'))
556                 {
557                         new_kata = 0;
558                         break;
559                 }
560                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
561                 {
562                         new_kata = 1;
563                         break;
564                 }
565                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
566                 {
567                         new_kata = 2;
568                         break;
569                 }
570                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
571                 {
572                         new_kata = 3;
573                         break;
574                 }
575         }
576         set_action(ACTION_KATA);
577
578         if (p_ptr->special_defense & (KATA_IAI << new_kata))
579         {
580                 msg_print(_("構え直した。", "You reassume a posture."));
581         }
582         else
583         {
584                 p_ptr->special_defense &= ~(KATA_MASK);
585                 p_ptr->update |= (PU_BONUS);
586                 p_ptr->update |= (PU_MONSTERS);
587                 msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
588                 p_ptr->special_defense |= (KATA_IAI << new_kata);
589         }
590         p_ptr->redraw |= (PR_STATE);
591         p_ptr->redraw |= (PR_STATUS);
592         screen_load();
593         return TRUE;
594 }
595
596
597 /*!
598  * @brief レイシャル・パワー情報のtypedef
599  */
600 typedef struct power_desc_type power_desc_type;
601
602 /*!
603  * @brief レイシャル・パワー情報の構造体定義
604  */
605 struct power_desc_type
606 {
607         char name[80];
608         PLAYER_LEVEL level;
609         int  cost;
610         int  stat;
611         int  fail;
612         int  number;
613 };
614
615
616 /*!
617  * @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
618  * @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
619  * @return 成功率(%)を返す
620  */
621 static int racial_chance(power_desc_type *pd_ptr)
622 {
623         PLAYER_LEVEL min_level  = pd_ptr->level;
624         int  difficulty = pd_ptr->fail;
625
626         int i;
627         int val;
628         int sum = 0;
629         int stat = p_ptr->stat_cur[pd_ptr->stat];
630
631         /* No chance for success */
632         if ((p_ptr->lev < min_level) || p_ptr->confused)
633         {
634                 return (0);
635         }
636
637         if (difficulty == 0) return 100;
638
639         /* Calculate difficulty */
640         if (p_ptr->stun)
641         {
642                 difficulty += p_ptr->stun;
643         }
644         else if (p_ptr->lev > min_level)
645         {
646                 int lev_adj = ((p_ptr->lev - min_level) / 3);
647                 if (lev_adj > 10) lev_adj = 10;
648                 difficulty -= lev_adj;
649         }
650
651         if (difficulty < 5) difficulty = 5;
652
653         /* We only need halfs of the difficulty */
654         difficulty = difficulty / 2;
655
656         for (i = 1; i <= stat; i++)
657         {
658                 val = i - difficulty;
659                 if (val > 0)
660                         sum += (val <= difficulty) ? val : difficulty;
661         }
662
663         if (difficulty == 0)
664                 return (100);
665         else
666                 return (((sum * 100) / difficulty) / stat);
667 }
668
669
670 static int  racial_cost;
671
672 /*!
673  * @brief レイシャル・パワーの発動の判定処理
674  * @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
675  * @return
676  * 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。
677  * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
678  */
679 static int racial_aux(power_desc_type *pd_ptr)
680 {
681         s16b min_level  = pd_ptr->level;
682         int  use_stat   = pd_ptr->stat;
683         int  difficulty = pd_ptr->fail;
684         int  use_hp = 0;
685
686         racial_cost = pd_ptr->cost;
687
688         /* Not enough mana - use hp */
689         if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
690
691         /* Power is not available yet */
692         if (p_ptr->lev < min_level)
693         {
694                 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。", 
695                                          "You need to attain level %d to use this power."), min_level);
696
697                 p_ptr->energy_use = 0;
698                 return 0;
699         }
700
701         /* Too confused */
702         else if (p_ptr->confused)
703         {
704                 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."));
705                 p_ptr->energy_use = 0;
706                 return 0;
707         }
708
709         /* Risk death? */
710         else if (p_ptr->chp < use_hp)
711         {
712                 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? ")))
713                 {
714                         p_ptr->energy_use = 0;
715                         return 0;
716                 }
717         }
718
719         /* Else attempt to do it! */
720
721         if (difficulty)
722         {
723                 if (p_ptr->stun)
724                 {
725                         difficulty += p_ptr->stun;
726                 }
727                 else if (p_ptr->lev > min_level)
728                 {
729                         int lev_adj = ((p_ptr->lev - min_level) / 3);
730                         if (lev_adj > 10) lev_adj = 10;
731                         difficulty -= lev_adj;
732                 }
733
734                 if (difficulty < 5) difficulty = 5;
735         }
736
737         /* take time and pay the price */
738         p_ptr->energy_use = 100;
739
740         /* Success? */
741         if (randint1(p_ptr->stat_cur[use_stat]) >=
742             ((difficulty / 2) + randint1(difficulty / 2)))
743         {
744                 return 1;
745         }
746
747         if (flush_failure) flush();
748         msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
749
750         return -1;
751 }
752
753 /*!
754  * @brief レイシャル・パワー発動時に口を使う継続的な詠唱処理を中断する
755  * @return なし
756  */
757 void ratial_stop_mouth(void)
758 {
759         if (music_singing_any()) stop_singing();
760         if (hex_spelling_any()) stop_hex_spell_all();
761 }
762
763 /*!
764  * @brief レイシャル・パワー発動処理
765  * @param command 発動するレイシャルのID
766  * @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。
767  */
768 static bool cmd_racial_power_aux(s32b command)
769 {
770         s16b        plev = p_ptr->lev;
771         int         dir = 0;
772
773         if (command <= -3)
774         {
775                 switch (p_ptr->pclass)
776                 {
777                 case CLASS_WARRIOR:
778                 {
779                         int y = 0, x = 0, i;
780                         cave_type       *c_ptr;
781
782                         for (i = 0; i < 6; i++)
783                         {
784                                 dir = randint0(8);
785                                 y = p_ptr->y + ddy_ddd[dir];
786                                 x = p_ptr->x + ddx_ddd[dir];
787                                 c_ptr = &cave[y][x];
788
789                                 /* Hack -- attack monsters */
790                                 if (c_ptr->m_idx)
791                                         py_attack(y, x, 0);
792                                 else
793                                 {
794                                         msg_print(_("攻撃が空をきった。", "You attack the empty air."));
795                                 }
796                         }
797                         break;
798                 }
799                 case CLASS_HIGH_MAGE:
800                 if (p_ptr->realm1 == REALM_HEX)
801                 {
802                         bool retval = stop_hex_spell();
803                         if (retval) p_ptr->energy_use = 10;
804                         return (retval);
805                 }
806                 case CLASS_MAGE:
807                 /* case CLASS_HIGH_MAGE: */
808                 case CLASS_SORCERER:
809                 {
810                         if (!eat_magic(p_ptr->lev * 2)) return FALSE;
811                         break;
812                 }
813                 case CLASS_PRIEST:
814                 {
815                         if (is_good_realm(p_ptr->realm1))
816                         {
817                                 if (!bless_weapon()) return FALSE;
818                         }
819                         else
820                         {
821                                 (void)dispel_monsters(plev * 4);
822                                 turn_monsters(plev * 4);
823                                 banish_monsters(plev * 4);
824                         }
825                         break;
826                 }
827                 case CLASS_ROGUE:
828                 {
829                         int x, y;
830
831                         if (!get_rep_dir(&dir, FALSE)) return FALSE;
832                         y = p_ptr->y + ddy[dir];
833                         x = p_ptr->x + ddx[dir];
834                         if (cave[y][x].m_idx)
835                         {
836                                 py_attack(y, x, 0);
837                                 if (randint0(p_ptr->skill_dis) < 7)
838                                         msg_print(_("うまく逃げられなかった。", "You are failed to run away."));
839                                 else teleport_player(30, 0L);
840                         }
841                         else
842                         {
843                                 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"));
844                                 msg_print(NULL);
845                         }
846                         break;
847                 }
848                 case CLASS_RANGER:
849                 case CLASS_SNIPER:
850                 {
851                         msg_print(_("敵を調査した...", "You examine your foes..."));
852                         probing();
853                         break;
854                 }
855                 case CLASS_PALADIN:
856                 {
857                         if (!get_aim_dir(&dir)) return FALSE;
858                         fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
859                                   dir, plev * 3);
860                         break;
861                 }
862                 case CLASS_WARRIOR_MAGE:
863                 {
864                         if (command == -3)
865                         {
866                                 int gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev, 
867                                                                 _("HPからMPへの無謀な変換", "thoughtless convertion from HP to SP"), -1) / 5;
868                                 if (gain_sp)
869                                 {
870                                         p_ptr->csp += gain_sp;
871                                         if (p_ptr->csp > p_ptr->msp)
872                                         {
873                                                 p_ptr->csp = p_ptr->msp;
874                                                 p_ptr->csp_frac = 0;
875                                         }
876                                 }
877                                 else
878                                 {
879                                         msg_print(_("変換に失敗した。", "You failed to convert."));
880                                 }
881                         }
882                         else if (command == -4)
883                         {
884                                 if (p_ptr->csp >= p_ptr->lev / 5)
885                                 {
886                                         p_ptr->csp -= p_ptr->lev / 5;
887                                         hp_player(p_ptr->lev);
888                                 }
889                                 else
890                                 {
891                                         msg_print(_("変換に失敗した。", "You failed to convert."));
892                                 }
893                         }
894
895                         /* Redraw mana and hp */
896                         p_ptr->redraw |= (PR_HP | PR_MANA);
897
898                         break;
899                 }
900                 case CLASS_CHAOS_WARRIOR:
901                 {
902                         msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
903                         slow_monsters(p_ptr->lev);
904                         stun_monsters(p_ptr->lev * 4);
905                         confuse_monsters(p_ptr->lev * 4);
906                         turn_monsters(p_ptr->lev * 4);
907                         stasis_monsters(p_ptr->lev * 4);
908                         break;
909                 }
910                 case CLASS_MONK:
911                 {
912                         if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
913                         {
914                                 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
915                                 return FALSE;
916                         }
917                         if (p_ptr->riding)
918                         {
919                                 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
920                                 return FALSE;
921                         }
922
923                         if (command == -3)
924                         {
925                                 if (!choose_kamae()) return FALSE;
926                                 p_ptr->update |= (PU_BONUS);
927                         }
928                         else if (command == -4)
929                         {
930                                 int x, y;
931
932                                 if (!get_rep_dir(&dir, FALSE)) return FALSE;
933                                 y = p_ptr->y + ddy[dir];
934                                 x = p_ptr->x + ddx[dir];
935                                 if (cave[y][x].m_idx)
936                                 {
937                                         if (one_in_(2)) 
938                                                 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!!!", 
939                                                                         "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
940                                         else
941                                                 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!!!",
942                                                                         "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
943
944                                         py_attack(y, x, 0);
945                                         if (cave[y][x].m_idx)
946                                         {
947                                                 handle_stuff();
948                                                 py_attack(y, x, 0);
949                                         }
950                                         p_ptr->energy_need += ENERGY_NEED();
951                                 }
952                                 else
953                                 {
954                                         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"));
955                                         msg_print(NULL);
956                                 }
957                         }
958                         break;
959                 }
960                 case CLASS_MINDCRAFTER:
961                 case CLASS_FORCETRAINER:
962                 {
963                         if (total_friends)
964                         {
965                                 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."));
966                                 return FALSE;
967                         }
968                         msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
969
970                         p_ptr->csp += (3 + p_ptr->lev/20);
971                         if (p_ptr->csp >= p_ptr->msp)
972                         {
973                                 p_ptr->csp = p_ptr->msp;
974                                 p_ptr->csp_frac = 0;
975                         }
976
977                         /* Redraw mana */
978                         p_ptr->redraw |= (PR_MANA);
979                         break;
980                 }
981                 case CLASS_TOURIST:
982                 {
983                         if (command == -3)
984                         {
985                                 if (!get_aim_dir(&dir)) return FALSE;
986                                 project_length = 1;
987                                 fire_beam(GF_PHOTO, dir, 1);
988                         }
989                         else if (command == -4)
990                         {
991                                 if (!identify_fully(FALSE)) return FALSE;
992                         }
993                         break;
994                 }
995                 case CLASS_IMITATOR:
996                 {
997                         handle_stuff();
998                         if (!do_cmd_mane(TRUE)) return FALSE;
999                         break;
1000                 }
1001                 case CLASS_BEASTMASTER:
1002                 {
1003                         if (command == -3)
1004                         {
1005                                 if (!get_aim_dir(&dir)) return FALSE;
1006                                 (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
1007                         }
1008                         else if (command == -4)
1009                         {
1010                                 project_hack(GF_CHARM_LIVING, p_ptr->lev);
1011                         }
1012                         break;
1013                 }
1014                 case CLASS_ARCHER:
1015                 {
1016                         if (!do_cmd_archer()) return FALSE;
1017                         break;
1018                 }
1019                 case CLASS_MAGIC_EATER:
1020                 {
1021                         if (command == -3) {
1022                                 if (!gain_magic()) return FALSE;
1023                         } else if (command == -4) {
1024                                 if (!can_do_cmd_cast()) return FALSE;
1025                                 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
1026                         }
1027                         break;
1028                 }
1029                 case CLASS_BARD:
1030                 {
1031                         /* Singing is already stopped */
1032                         if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
1033
1034                         stop_singing();
1035                         p_ptr->energy_use = 10;
1036                         break;
1037                 }
1038                 case CLASS_RED_MAGE:
1039                 {
1040                         if (!can_do_cmd_cast()) return FALSE;
1041                         handle_stuff();
1042                         do_cmd_cast();
1043                         handle_stuff();
1044                         if (!p_ptr->paralyzed && can_do_cmd_cast())
1045                                 do_cmd_cast();
1046                         break;
1047                 }
1048                 case CLASS_SAMURAI:
1049                 {
1050                         if (command == -3)
1051                         {
1052                                 int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
1053
1054                                 if (total_friends)
1055                                 {
1056                                         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."));
1057                                         return FALSE;
1058                                 }
1059                                 if (p_ptr->special_defense & KATA_MASK)
1060                                 {
1061                                         msg_print(_("今は構えに集中している。", "You need concentration on your form."));
1062                                         return FALSE;
1063                                 }
1064                                 msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
1065
1066                                 p_ptr->csp += p_ptr->msp / 2;
1067                                 if (p_ptr->csp >= max_csp)
1068                                 {
1069                                         p_ptr->csp = max_csp;
1070                                         p_ptr->csp_frac = 0;
1071                                 }
1072
1073                                 /* Redraw mana */
1074                                 p_ptr->redraw |= (PR_MANA);
1075                         }
1076                         else if (command == -4)
1077                         {
1078                                 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
1079                                 {
1080                                         msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
1081                                         return FALSE;
1082                                 }
1083                                 if (!choose_kata()) return FALSE;
1084                                 p_ptr->update |= (PU_BONUS);
1085                         }
1086                         break;
1087                 }
1088                 case CLASS_BLUE_MAGE:
1089                 {
1090                         if (p_ptr->action == ACTION_LEARN)
1091                         {
1092                                 set_action(ACTION_NONE);
1093                         }
1094                         else
1095                         {
1096                                 set_action(ACTION_LEARN);
1097                         }
1098                         p_ptr->energy_use = 0;
1099                         break;
1100                 }
1101                 case CLASS_CAVALRY:
1102                 {
1103                         char m_name[80];
1104                         monster_type *m_ptr;
1105                         monster_race *r_ptr;
1106                         int rlev;
1107
1108                         if (p_ptr->riding)
1109                         {
1110                                 msg_print(_("今は乗馬中だ。", "You ARE riding."));
1111                                 return FALSE;
1112                         }
1113                         if (!do_riding(TRUE)) return TRUE;
1114                         m_ptr = &m_list[p_ptr->riding];
1115                         r_ptr = &r_info[m_ptr->r_idx];
1116                         monster_desc(m_name, m_ptr, 0);
1117                         msg_format(_("%sに乗った。", "You ride on %s."),m_name);
1118                         if (is_pet(m_ptr)) break;
1119                         rlev = r_ptr->level;
1120                         if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
1121                         if (rlev > 60) rlev = 60+(rlev-60)/2;
1122                         if ((randint1(p_ptr->skill_exp[GINOU_RIDING] / 120 + p_ptr->lev * 2 / 3) > rlev)
1123                             && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle
1124                             && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
1125                             && (rlev < p_ptr->lev * 3 / 2 + randint0(p_ptr->lev / 5)))
1126                         {
1127                                 msg_format(_("%sを手なずけた。", "You tame %s."),m_name);
1128                                 set_pet(m_ptr);
1129                         }
1130                         else
1131                         {
1132                                 msg_format(_("%sに振り落とされた!", "You have thrown off by %s."),m_name);
1133                                 rakuba(1,TRUE);
1134
1135                                 /* Paranoia */
1136                                 /* 落馬処理に失敗してもとにかく乗馬解除 */
1137                                 p_ptr->riding = 0;
1138                         }
1139                         break;
1140                 }
1141                 case CLASS_BERSERKER:
1142                 {
1143                         if (!word_of_recall()) return FALSE;
1144                         break;
1145                 }
1146                 case CLASS_SMITH:
1147                 {
1148                         if (p_ptr->lev > 29)
1149                         {
1150                                 if (!identify_fully(TRUE)) return FALSE;
1151                         }
1152                         else
1153                         {
1154                                 if (!ident_spell(TRUE)) return FALSE;
1155                         }
1156                         break;
1157                 }
1158                 case CLASS_MIRROR_MASTER:
1159                 {
1160                         if (command == -3)
1161                         {
1162                                 /* Explode all mirrors */
1163                                 remove_all_mirrors(TRUE);
1164                         }
1165                         else if (command == -4)
1166                         {
1167                                 if (total_friends)
1168                                 {
1169                                         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."));
1170                                         return FALSE;
1171                                 }
1172                                 if (is_mirror_grid(&cave[p_ptr->y][p_ptr->x]))
1173                                 {
1174                                         msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
1175
1176                                         p_ptr->csp += (5 + p_ptr->lev * p_ptr->lev / 100);
1177                                         if (p_ptr->csp >= p_ptr->msp)
1178                                         {
1179                                                 p_ptr->csp = p_ptr->msp;
1180                                                 p_ptr->csp_frac = 0;
1181                                         }
1182
1183                                         /* Redraw mana */
1184                                         p_ptr->redraw |= (PR_MANA);
1185                                 }
1186                                 else
1187                                 {
1188                                         msg_print(_("鏡の上でないと集中できない!", "Here are not any mirrors!"));
1189                                 }
1190                         }
1191                         break;
1192                 }
1193                 case CLASS_NINJA:
1194                 {
1195                         if (p_ptr->action == ACTION_HAYAGAKE)
1196                         {
1197                                 set_action(ACTION_NONE);
1198                         }
1199                         else
1200                         {
1201                                 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
1202                                 feature_type *f_ptr = &f_info[c_ptr->feat];
1203
1204                                 if (!have_flag(f_ptr->flags, FF_PROJECT) ||
1205                                     (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
1206                                 {
1207                                         msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
1208                                 }
1209                                 else
1210                                 {
1211                                         set_action(ACTION_HAYAGAKE);
1212                                 }
1213                         }
1214
1215
1216                         p_ptr->energy_use = 0;
1217                         break;
1218                 }
1219
1220                 }
1221         }
1222         else if (p_ptr->mimic_form)
1223         {
1224                 switch (p_ptr->mimic_form)
1225                 {
1226                 case MIMIC_DEMON:
1227                 case MIMIC_DEMON_LORD:
1228                 {
1229                         int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1230                         if (!get_aim_dir(&dir)) return FALSE;
1231                         ratial_stop_mouth();
1232 #ifdef JP
1233                         msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎"));
1234 #else
1235                         msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1236 #endif
1237
1238                         fire_breath(type, dir, plev * 3, (plev / 15) + 1);
1239                         break;
1240                 }
1241                 case MIMIC_VAMPIRE:
1242                         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
1243                         {
1244                                 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
1245                                 return FALSE;
1246                         }
1247                         else
1248                         {
1249                                 int y, x, dummy = 0;
1250                                 cave_type *c_ptr;
1251
1252                                 /* Only works on adjacent monsters */
1253                                 if (!get_rep_dir(&dir, FALSE)) return FALSE;   /* was get_aim_dir */
1254                                 y = p_ptr->y + ddy[dir];
1255                                 x = p_ptr->x + ddx[dir];
1256                                 c_ptr = &cave[y][x];
1257
1258                                 ratial_stop_mouth();
1259
1260                                 if (!c_ptr->m_idx)
1261                                 {
1262                                         msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
1263                                         break;
1264                                 }
1265
1266                                 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
1267                                 dummy = plev + randint1(plev) * MAX(1, plev / 10);   /* Dmg */
1268                                 if (hypodynamic_bolt(dir, dummy))
1269                                 {
1270                                         if (p_ptr->food < PY_FOOD_FULL)
1271                                                 /* No heal if we are "full" */
1272                                                 (void)hp_player(dummy);
1273                                         else
1274                                                 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
1275
1276                                         /* Gain nutritional sustenance: 150/hp drained */
1277                                         /* A Food ration gives 5000 food points (by contrast) */
1278                                         /* Don't ever get more than "Full" this way */
1279                                         /* But if we ARE Gorged,  it won't cure us */
1280                                         dummy = p_ptr->food + MIN(5000, 100 * dummy);
1281                                         if (p_ptr->food < PY_FOOD_MAX)   /* Not gorged already */
1282                                                 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
1283                                 }
1284                                 else
1285                                         msg_print(_("げぇ。ひどい味だ。", "Yechh. That tastes foul."));
1286                         }
1287                         break;
1288                 }
1289         }
1290
1291         else 
1292         {
1293
1294         switch (p_ptr->prace)
1295         {
1296                 case RACE_DWARF:
1297                         msg_print(_("周囲を調べた。", "You examine your surroundings."));
1298                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1299                         (void)detect_doors(DETECT_RAD_DEFAULT);
1300                         (void)detect_stairs(DETECT_RAD_DEFAULT);
1301                         break;
1302
1303                 case RACE_HOBBIT:
1304                         {
1305                                 object_type *q_ptr;
1306                                 object_type forge;
1307
1308                                 /* Get local object */
1309                                 q_ptr = &forge;
1310
1311                                 /* Create the food ration */
1312                                 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
1313
1314                                 /* Drop the object from heaven */
1315                                 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
1316                                 msg_print(_("食事を料理して作った。", "You cook some food."));
1317                         }
1318                         break;
1319
1320                 case RACE_GNOME:
1321                         msg_print(_("パッ!", "Blink!"));
1322                         teleport_player(10, 0L);
1323                         break;
1324
1325                 case RACE_HALF_ORC:
1326                         msg_print(_("勇気を出した。", "You play tough."));
1327                         (void)set_afraid(0);
1328                         break;
1329
1330                 case RACE_HALF_TROLL:
1331                         msg_print(_("うがぁぁ!", "RAAAGH!"));
1332                         (void)set_afraid(0);
1333                         (void)set_shero(10 + randint1(plev), FALSE);
1334                         (void)hp_player(30);
1335                         break;
1336
1337                 case RACE_AMBERITE:
1338                         if (command == -1)
1339                         {
1340                                 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
1341                                 alter_reality();
1342                         }
1343                         else if (command == -2)
1344                         {
1345                                 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..."));
1346
1347                                 (void)set_poisoned(0);
1348                                 (void)set_image(0);
1349                                 (void)set_stun(0);
1350                                 (void)set_cut(0);
1351                                 (void)set_blind(0);
1352                                 (void)set_afraid(0);
1353                                 (void)do_res_stat(A_STR);
1354                                 (void)do_res_stat(A_INT);
1355                                 (void)do_res_stat(A_WIS);
1356                                 (void)do_res_stat(A_DEX);
1357                                 (void)do_res_stat(A_CON);
1358                                 (void)do_res_stat(A_CHR);
1359                                 (void)restore_level();
1360                         }
1361                         break;
1362
1363                 case RACE_BARBARIAN:
1364                         msg_print(_("うぉぉおお!", "Raaagh!"));
1365                         (void)set_afraid(0);
1366                         (void)set_shero(10 + randint1(plev), FALSE);
1367                         (void)hp_player(30);
1368                         break;
1369
1370                 case RACE_HALF_OGRE:
1371                         msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
1372                         explosive_rune();
1373                         break;
1374
1375                 case RACE_HALF_GIANT:
1376                         if (!get_aim_dir(&dir)) return FALSE;
1377                         (void)wall_to_mud(dir, 20 + randint1(30));
1378                         break;
1379
1380                 case RACE_HALF_TITAN:
1381                         msg_print(_("敵を調査した...", "You examine your foes..."));
1382                         probing();
1383                         break;
1384
1385                 case RACE_CYCLOPS:
1386                         if (!get_aim_dir(&dir)) return FALSE;
1387                         msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
1388                         fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
1389                         break;
1390
1391                 case RACE_YEEK:
1392                         if (!get_aim_dir(&dir)) return FALSE;
1393                         ratial_stop_mouth();
1394                         msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
1395                         (void)fear_monster(dir, plev);
1396                         break;
1397
1398                 case RACE_KLACKON:
1399                         if (!get_aim_dir(&dir)) return FALSE;
1400                         ratial_stop_mouth();
1401                         msg_print(_("酸を吐いた。", "You spit acid."));
1402                         if (plev < 25) fire_bolt(GF_ACID, dir, plev);
1403                         else fire_ball(GF_ACID, dir, plev, 2);
1404                         break;
1405
1406                 case RACE_KOBOLD:
1407                         if (!get_aim_dir(&dir)) return FALSE;
1408                         msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
1409                         fire_bolt(GF_POIS, dir, plev);
1410                         break;
1411
1412                 case RACE_NIBELUNG:
1413                         msg_print(_("周囲を調査した。", "You examine your surroundings."));
1414                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1415                         (void)detect_doors(DETECT_RAD_DEFAULT);
1416                         (void)detect_stairs(DETECT_RAD_DEFAULT);
1417                         break;
1418
1419                 case RACE_DARK_ELF:
1420                         if (!get_aim_dir(&dir)) return FALSE;
1421                         msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
1422                         fire_bolt_or_beam(10, GF_MISSILE, dir,
1423                             damroll(3 + ((plev - 1) / 5), 4));
1424                         break;
1425
1426                 case RACE_DRACONIAN:
1427                         {
1428                                 int  Type = (one_in_(3) ? GF_COLD : GF_FIRE);
1429 #ifdef JP
1430                                 cptr Type_desc = ((Type == GF_COLD) ? "冷気" : "炎");
1431 #else
1432                                 cptr Type_desc = ((Type == GF_COLD) ? "cold" : "fire");
1433 #endif
1434
1435                                 if (!get_aim_dir(&dir)) return FALSE;
1436
1437                                 if (randint1(100) < plev)
1438                                 {
1439                                         switch (p_ptr->pclass)
1440                                         {
1441                                                 case CLASS_WARRIOR:
1442                                                 case CLASS_BERSERKER:
1443                                                 case CLASS_RANGER:
1444                                                 case CLASS_TOURIST:
1445                                                 case CLASS_IMITATOR:
1446                                                 case CLASS_ARCHER:
1447                                                 case CLASS_SMITH:
1448                                                         if (one_in_(3))
1449                                                         {
1450                                                                 Type = GF_MISSILE;
1451                                                                 Type_desc = _("エレメント", "the elements");
1452                                                         }
1453                                                         else
1454                                                         {
1455                                                                 Type = GF_SHARDS;
1456                                                                 Type_desc = _("破片", "shards");
1457                                                         }
1458                                                         break;
1459                                                 case CLASS_MAGE:
1460                                                 case CLASS_WARRIOR_MAGE:
1461                                                 case CLASS_HIGH_MAGE:
1462                                                 case CLASS_SORCERER:
1463                                                 case CLASS_MAGIC_EATER:
1464                                                 case CLASS_RED_MAGE:
1465                                                 case CLASS_BLUE_MAGE:
1466                                                 case CLASS_MIRROR_MASTER:
1467                                                         if (one_in_(3))
1468                                                         {
1469                                                                 Type = GF_MANA;
1470                                                                 Type_desc = _("魔力", "mana");
1471                                                         }
1472                                                         else
1473                                                         {
1474                                                                 Type = GF_DISENCHANT;
1475                                                                 Type_desc = _("劣化", "disenchantment");
1476                                                         }
1477                                                         break;
1478                                                 case CLASS_CHAOS_WARRIOR:
1479                                                         if (!one_in_(3))
1480                                                         {
1481                                                                 Type = GF_CONFUSION;
1482                                                                 Type_desc = _("混乱", "confusion");
1483                                                         }
1484                                                         else
1485                                                         {
1486                                                                 Type = GF_CHAOS;
1487                                                                 Type_desc = _("カオス", "chaos");
1488                                                         }
1489                                                         break;
1490                                                 case CLASS_MONK:
1491                                                 case CLASS_SAMURAI:
1492                                                 case CLASS_FORCETRAINER:
1493                                                         if (!one_in_(3))
1494                                                         {
1495                                                                 Type = GF_CONFUSION;
1496                                                                 Type_desc = _("混乱", "confusion");
1497                                                         }
1498                                                         else
1499                                                         {
1500                                                                 Type = GF_SOUND;
1501                                                                 Type_desc = _("轟音", "sound");
1502                                                         }
1503                                                         break;
1504                                                 case CLASS_MINDCRAFTER:
1505                                                         if (!one_in_(3))
1506                                                         {
1507                                                                 Type = GF_CONFUSION;
1508                                                                 Type_desc = _("混乱", "confusion");
1509                                                         }
1510                                                         else
1511                                                         {
1512                                                                 Type = GF_PSI;
1513                                                                 Type_desc = _("精神エネルギー", "mental energy");
1514                                                         }
1515                                                         break;
1516                                                 case CLASS_PRIEST:
1517                                                 case CLASS_PALADIN:
1518                                                         if (one_in_(3))
1519                                                         {
1520                                                                 Type = GF_HELL_FIRE;
1521                                                                 Type_desc = _("地獄の劫火", "hellfire");
1522                                                         }
1523                                                         else
1524                                                         {
1525                                                                 Type = GF_HOLY_FIRE;
1526                                                                 Type_desc = _("聖なる炎", "holy fire");
1527                                                         }
1528                                                         break;
1529                                                 case CLASS_ROGUE:
1530                                                 case CLASS_NINJA:
1531                                                         if (one_in_(3))
1532                                                         {
1533                                                                 Type = GF_DARK;
1534                                                                 Type_desc = _("暗黒", "darkness");
1535                                                         }
1536                                                         else
1537                                                         {
1538                                                                 Type = GF_POIS;
1539                                                                 Type_desc = _("毒", "poison");
1540                                                         }
1541                                                         break;
1542                                                 case CLASS_BARD:
1543                                                         if (!one_in_(3))
1544                                                         {
1545                                                                 Type = GF_SOUND;
1546                                                                 Type_desc = _("轟音", "sound");
1547                                                         }
1548                                                         else
1549                                                         {
1550                                                                 Type = GF_CONFUSION;
1551                                                                 Type_desc = _("混乱", "confusion");
1552                                                         }
1553                                                         break;
1554                                         }
1555                                 }
1556
1557                                 ratial_stop_mouth();
1558                                 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
1559
1560                                 fire_ball(Type, dir, plev * 2,
1561                                     -(plev / 15) - 1);
1562                         }
1563                         break;
1564
1565                 case RACE_MIND_FLAYER:
1566                         if (!get_aim_dir(&dir)) return FALSE;
1567                         msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
1568                         fire_bolt(GF_PSI, dir, plev);
1569                         break;
1570
1571                 case RACE_IMP:
1572                         if (!get_aim_dir(&dir)) return FALSE;
1573                         if (plev >= 30)
1574                         {
1575                                 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
1576                                 fire_ball(GF_FIRE, dir, plev, 2);
1577                         }
1578                         else
1579                         {
1580                                 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
1581                                 fire_bolt(GF_FIRE, dir, plev);
1582                         }
1583                         break;
1584
1585                 case RACE_GOLEM:
1586                         (void)set_shield(randint1(20) + 30, FALSE);
1587                         break;
1588
1589                 case RACE_SKELETON:
1590                 case RACE_ZOMBIE:
1591                         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."));
1592                         (void)restore_level();
1593                         break;
1594
1595                 case RACE_VAMPIRE:
1596                         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
1597                         {
1598                                 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
1599                                 return FALSE;
1600                         }
1601                         else
1602                         {
1603                                 int y, x, dummy = 0;
1604                                 cave_type *c_ptr;
1605
1606                                 /* Only works on adjacent monsters */
1607                                 if (!get_rep_dir(&dir,FALSE)) return FALSE;   /* was get_aim_dir */
1608                                 y = p_ptr->y + ddy[dir];
1609                                 x = p_ptr->x + ddx[dir];
1610                                 c_ptr = &cave[y][x];
1611
1612                                 ratial_stop_mouth();
1613
1614                                 if (!c_ptr->m_idx)
1615                                 {
1616                                         msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
1617                                         break;
1618                                 }
1619
1620                                 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
1621                                 dummy = plev + randint1(plev) * MAX(1, plev / 10);   /* Dmg */
1622                                 if (hypodynamic_bolt(dir, dummy))
1623                                 {
1624                                         if (p_ptr->food < PY_FOOD_FULL)
1625                                                 /* No heal if we are "full" */
1626                                                 (void)hp_player(dummy);
1627                                         else
1628                                                 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
1629
1630                                         /* Gain nutritional sustenance: 150/hp drained */
1631                                         /* A Food ration gives 5000 food points (by contrast) */
1632                                         /* Don't ever get more than "Full" this way */
1633                                         /* But if we ARE Gorged,  it won't cure us */
1634                                         dummy = p_ptr->food + MIN(5000, 100 * dummy);
1635                                         if (p_ptr->food < PY_FOOD_MAX)   /* Not gorged already */
1636                                                 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
1637                                 }
1638                                 else
1639                                         msg_print(_("げぇ。ひどい味だ。", "Yechh. That tastes foul."));
1640                         }
1641                         break;
1642
1643                 case RACE_SPECTRE:
1644                         if (!get_aim_dir(&dir)) return FALSE;
1645                         ratial_stop_mouth();
1646                         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!"));
1647                         (void)fear_monster(dir, plev);
1648                         break;
1649
1650                 case RACE_SPRITE:
1651                         msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
1652                         if (plev < 25) sleep_monsters_touch();
1653                         else (void)sleep_monsters(plev);
1654                         break;
1655
1656                 case RACE_DEMON:
1657                         {
1658                                 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1659                                 if (!get_aim_dir(&dir)) return FALSE;
1660                                 ratial_stop_mouth();
1661 #ifdef JP
1662                                 msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎"));
1663 #else
1664                                 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1665 #endif
1666
1667                                 fire_breath(type, dir, plev * 3, (plev / 15) + 1);
1668                         }
1669                         break;
1670
1671                 case RACE_KUTAR:
1672                         (void)set_tsubureru(randint1(20) + 30, FALSE);
1673                         break;
1674
1675                 case RACE_ANDROID:
1676                         if (!get_aim_dir(&dir)) return FALSE;
1677                         if (plev < 10)
1678                         {
1679                                 msg_print(_("レイガンを発射した。", "You fire your ray gun."));
1680                                 fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
1681                         }
1682                         else if (plev < 25)
1683                         {
1684                                 msg_print(_("ブラスターを発射した。", "You fire your blaster."));
1685                                 fire_bolt(GF_MISSILE, dir, plev);
1686                         }
1687                         else if (plev < 35)
1688                         {
1689                                 msg_print(_("バズーカを発射した。", "You fire your bazooka."));
1690                                 fire_ball(GF_MISSILE, dir, plev * 2, 2);
1691                         }
1692                         else if (plev < 45)
1693                         {
1694                                 msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon."));
1695                                 fire_beam(GF_MISSILE, dir, plev * 2);
1696                         }
1697                         else
1698                         {
1699                                 msg_print(_("ロケットを発射した。", "You fire a rocket."));
1700                                 fire_rocket(GF_ROCKET, dir, plev * 5, 2);
1701                         }
1702                         break;
1703
1704                 default:
1705                         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."));
1706                         p_ptr->energy_use = 0;
1707         }
1708         }
1709         return TRUE;
1710 }
1711
1712 /*!
1713  * @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
1714  * @return なし
1715  */
1716 void do_cmd_racial_power(void)
1717 {
1718         power_desc_type power_desc[36];
1719         int num;
1720         COMMAND_CODE i = 0;
1721         int ask = TRUE;
1722         PLAYER_LEVEL lvl = p_ptr->lev;
1723         bool            flag, redraw, cast = FALSE;
1724         bool            warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
1725         char            choice;
1726         char            out_val[160];
1727         int menu_line = (use_menu ? 1 : 0);
1728
1729
1730         for (num = 0; num < 36; num++)
1731         {
1732                 strcpy(power_desc[num].name, "");
1733                 power_desc[num].number = 0;
1734         }
1735
1736         num = 0;
1737
1738         if (p_ptr->confused)
1739         {
1740                 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!"));
1741                 p_ptr->energy_use = 0;
1742                 return;
1743         }
1744
1745         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
1746         {
1747                 set_action(ACTION_NONE);
1748         }
1749
1750         switch (p_ptr->pclass)
1751         {
1752         case CLASS_WARRIOR:
1753         {
1754                 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
1755                 power_desc[num].level = 40;
1756                 power_desc[num].cost = 75;
1757                 power_desc[num].stat = A_DEX;
1758                 power_desc[num].fail = 35;
1759                 power_desc[num++].number = -3;
1760                 break;
1761         }
1762         case CLASS_HIGH_MAGE:
1763         if (p_ptr->realm1 == REALM_HEX)
1764         {
1765                 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
1766                 power_desc[num].level = 1;
1767                 power_desc[num].cost = 0;
1768                 power_desc[num].stat = A_INT;
1769                 power_desc[num].fail = 0;
1770                 power_desc[num++].number = -3;
1771                 break;
1772         }
1773         case CLASS_MAGE:
1774         /* case CLASS_HIGH_MAGE: */
1775         case CLASS_SORCERER:
1776         {
1777                 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1778                 power_desc[num].level = 25;
1779                 power_desc[num].cost = 1;
1780                 power_desc[num].stat = A_INT;
1781                 power_desc[num].fail = 25;
1782                 power_desc[num++].number = -3;
1783                 break;
1784         }
1785         case CLASS_PRIEST:
1786         {
1787                 if (is_good_realm(p_ptr->realm1))
1788                 {
1789                         strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
1790                         power_desc[num].level = 35;
1791                         power_desc[num].cost = 70;
1792                         power_desc[num].stat = A_WIS;
1793                         power_desc[num].fail = 50;
1794                         power_desc[num++].number = -3;
1795                 }
1796                 else
1797                 {
1798                         strcpy(power_desc[num].name, _("召魂", "Evocation"));
1799                         power_desc[num].level = 42;
1800                         power_desc[num].cost = 40;
1801                         power_desc[num].stat = A_WIS;
1802                         power_desc[num].fail = 35;
1803                         power_desc[num++].number = -3;
1804                 }
1805                 break;
1806         }
1807         case CLASS_ROGUE:
1808         {
1809                 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
1810                 power_desc[num].level = 8;
1811                 power_desc[num].cost = 12;
1812                 power_desc[num].stat = A_DEX;
1813                 power_desc[num].fail = 14;
1814                 power_desc[num++].number = -3;
1815                 break;
1816         }
1817         case CLASS_RANGER:
1818         case CLASS_SNIPER:
1819         {
1820                 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
1821                 power_desc[num].level = 15;
1822                 power_desc[num].cost = 20;
1823                 power_desc[num].stat = A_INT;
1824                 power_desc[num].fail = 12;
1825                 power_desc[num++].number = -3;
1826                 break;
1827         }
1828         case CLASS_PALADIN:
1829         {
1830                 if (is_good_realm(p_ptr->realm1))
1831                 {
1832                         strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
1833                         power_desc[num].level = 30;
1834                         power_desc[num].cost = 30;
1835                         power_desc[num].stat = A_WIS;
1836                         power_desc[num].fail = 30;
1837                         power_desc[num++].number = -3;
1838                 }
1839                 else
1840                 {
1841                         strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
1842                         power_desc[num].level = 30;
1843                         power_desc[num].cost = 30;
1844                         power_desc[num].stat = A_WIS;
1845                         power_desc[num].fail = 30;
1846                         power_desc[num++].number = -3;
1847                 }
1848                 break;
1849         }
1850         case CLASS_WARRIOR_MAGE:
1851         {
1852                 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
1853                 power_desc[num].level = 25;
1854                 power_desc[num].cost = 0;
1855                 power_desc[num].stat = A_INT;
1856                 power_desc[num].fail = 10;
1857                 power_desc[num++].number = -3;
1858                         
1859                 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
1860                 power_desc[num].level = 25;
1861                 power_desc[num].cost = 0;
1862                 power_desc[num].stat = A_INT;
1863                 power_desc[num].fail = 10;
1864                 power_desc[num++].number = -4;
1865                 break;
1866         }
1867         case CLASS_CHAOS_WARRIOR:
1868         {
1869                 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
1870                 power_desc[num].level = 40;
1871                 power_desc[num].cost = 50;
1872                 power_desc[num].stat = A_INT;
1873                 power_desc[num].fail = 25;
1874                 power_desc[num++].number = -3;
1875                 break;
1876         }
1877         case CLASS_MONK:
1878         {
1879                 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
1880                 power_desc[num].level = 25;
1881                 power_desc[num].cost = 0;
1882                 power_desc[num].stat = A_DEX;
1883                 power_desc[num].fail = 0;
1884                 power_desc[num++].number = -3;
1885                         
1886                 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
1887                 power_desc[num].level = 30;
1888                 power_desc[num].cost = 30;
1889                 power_desc[num].stat = A_STR;
1890                 power_desc[num].fail = 20;
1891                 power_desc[num++].number = -4;
1892                 break;
1893         }
1894         case CLASS_MINDCRAFTER:
1895         case CLASS_FORCETRAINER:
1896         {
1897                 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1898                 power_desc[num].level = 15;
1899                 power_desc[num].cost = 0;
1900                 power_desc[num].stat = A_WIS;
1901                 power_desc[num].fail = 10;
1902                 power_desc[num++].number = -3;
1903                 break;
1904         }
1905         case CLASS_TOURIST:
1906         {
1907                 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1908                 power_desc[num].level = 1;
1909                 power_desc[num].cost = 0;
1910                 power_desc[num].stat = A_DEX;
1911                 power_desc[num].fail = 0;
1912                 power_desc[num++].number = -3;
1913                 
1914                 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1915                 power_desc[num].level = 25;
1916                 power_desc[num].cost = 20;
1917                 power_desc[num].stat = A_INT;
1918                 power_desc[num].fail = 20;
1919                 power_desc[num++].number = -4;
1920                 break;
1921         }
1922         case CLASS_IMITATOR:
1923         {
1924                 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1925                 power_desc[num].level = 30;
1926                 power_desc[num].cost = 100;
1927                 power_desc[num].stat = A_DEX;
1928                 power_desc[num].fail = 30;
1929                 power_desc[num++].number = -3;
1930                 break;
1931         }
1932         case CLASS_BEASTMASTER:
1933         {
1934                 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1935                 power_desc[num].level = 1;
1936                 power_desc[num].cost = (p_ptr->lev+3)/4;
1937                 power_desc[num].stat = A_CHR;
1938                 power_desc[num].fail = 10;
1939                 power_desc[num++].number = -3;
1940                 
1941                 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1942                 power_desc[num].level = 30;
1943                 power_desc[num].cost = (p_ptr->lev+20)/2;
1944                 power_desc[num].stat = A_CHR;
1945                 power_desc[num].fail = 10;
1946                 power_desc[num++].number = -4;
1947                 break;
1948         }
1949         case CLASS_ARCHER:
1950         {
1951                 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1952                 power_desc[num].level = 1;
1953                 power_desc[num].cost = 0;
1954                 power_desc[num].stat = A_DEX;
1955                 power_desc[num].fail = 0;
1956                 power_desc[num++].number = -3;
1957                 break;
1958         }
1959         case CLASS_MAGIC_EATER:
1960         {
1961                 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1962                 power_desc[num].level = 1;
1963                 power_desc[num].cost = 0;
1964                 power_desc[num].stat = A_INT;
1965                 power_desc[num].fail = 0;
1966                 power_desc[num++].number = -3;
1967
1968                 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1969                 power_desc[num].level = 10;
1970                 power_desc[num].cost = 10 + (lvl - 10) / 2;
1971                 power_desc[num].stat = A_INT;
1972                 power_desc[num].fail = 0;
1973                 power_desc[num++].number = -4;
1974                 break;
1975         }
1976         case CLASS_BARD:
1977         {
1978                 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1979                 power_desc[num].level = 1;
1980                 power_desc[num].cost = 0;
1981                 power_desc[num].stat = A_CHR;
1982                 power_desc[num].fail = 0;
1983                 power_desc[num++].number = -3;
1984                 break;
1985         }
1986         case CLASS_RED_MAGE:
1987         {
1988                 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1989                 power_desc[num].level = 48;
1990                 power_desc[num].cost = 20;
1991                 power_desc[num].stat = A_INT;
1992                 power_desc[num].fail = 0;
1993                 power_desc[num++].number = -3;
1994                 break;
1995         }
1996         case CLASS_SAMURAI:
1997         {
1998                 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1999                 power_desc[num].level = 1;
2000                 power_desc[num].cost = 0;
2001                 power_desc[num].stat = A_WIS;
2002                 power_desc[num].fail = 0;
2003                 power_desc[num++].number = -3;
2004                 
2005                 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
2006                 power_desc[num].level = 25;
2007                 power_desc[num].cost = 0;
2008                 power_desc[num].stat = A_DEX;
2009                 power_desc[num].fail = 0;
2010                 power_desc[num++].number = -4;
2011                 break;
2012         }
2013         case CLASS_BLUE_MAGE:
2014         {
2015                 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
2016                 power_desc[num].level = 1;
2017                 power_desc[num].cost = 0;
2018                 power_desc[num].stat = A_INT;
2019                 power_desc[num].fail = 0;
2020                 power_desc[num++].number = -3;
2021                 break;
2022         }
2023         case CLASS_CAVALRY:
2024         {
2025                 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
2026                 power_desc[num].level = 10;
2027                 power_desc[num].cost = 0;
2028                 power_desc[num].stat = A_STR;
2029                 power_desc[num].fail = 10;
2030                 power_desc[num++].number = -3;
2031                 break;
2032         }
2033         case CLASS_BERSERKER:
2034         {
2035                 strcpy(power_desc[num].name, _("帰還", "Recall"));
2036                 power_desc[num].level = 10;
2037                 power_desc[num].cost = 10;
2038                 power_desc[num].stat = A_DEX;
2039                 power_desc[num].fail = 20;
2040                 power_desc[num++].number = -3;
2041                 break;
2042         }
2043         case CLASS_MIRROR_MASTER:
2044         {
2045                 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
2046                 power_desc[num].level = 1;
2047                 power_desc[num].cost = 0;
2048                 power_desc[num].stat = A_INT;
2049                 power_desc[num].fail = 0;
2050                 power_desc[num++].number = -3;
2051                 
2052                 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
2053                 power_desc[num].level = 30;
2054                 power_desc[num].cost = 0;
2055                 power_desc[num].stat = A_INT;
2056                 power_desc[num].fail = 20;
2057                 power_desc[num++].number = -4;
2058                 break;
2059         }
2060         case CLASS_SMITH:
2061         {
2062                 strcpy(power_desc[num].name, _("目利き", "Judgment"));
2063                 power_desc[num].level = 5;
2064                 power_desc[num].cost = 15;
2065                 power_desc[num].stat = A_INT;
2066                 power_desc[num].fail = 20;
2067                 power_desc[num++].number = -3;
2068                 break;
2069         }
2070         case CLASS_NINJA:
2071         {
2072                 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
2073                 power_desc[num].level = 20;
2074                 power_desc[num].cost = 0;
2075                 power_desc[num].stat = A_DEX;
2076                 power_desc[num].fail = 0;
2077                 power_desc[num++].number = -3;
2078                 break;
2079         }
2080         default:
2081                 strcpy(power_desc[0].name, _("(なし)", "(none)"));
2082         }
2083
2084         if (p_ptr->mimic_form)
2085         {
2086                 switch (p_ptr->mimic_form)
2087                 {
2088                 case MIMIC_DEMON:
2089                 case MIMIC_DEMON_LORD:
2090                         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);
2091                         power_desc[num].level = 15;
2092                         power_desc[num].cost = 10+lvl/3;
2093                         power_desc[num].stat = A_CON;
2094                         power_desc[num].fail = 20;
2095                         power_desc[num++].number = -1;
2096                         break;
2097                 case MIMIC_VAMPIRE:
2098                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2099                         power_desc[num].level = 2;
2100                         power_desc[num].cost = 1 + (lvl / 3);
2101                         power_desc[num].stat = A_CON;
2102                         power_desc[num].fail = 9;
2103                         power_desc[num++].number = -1;
2104                         break;
2105                 }
2106         }
2107         else
2108         {
2109         switch (p_ptr->prace)
2110         {
2111                 case RACE_DWARF:
2112                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
2113                         power_desc[num].level = 5;
2114                         power_desc[num].cost = 5;
2115                         power_desc[num].stat = A_WIS;
2116                         power_desc[num].fail = 12;
2117                         power_desc[num++].number = -1;
2118                         break;
2119                 case RACE_NIBELUNG:
2120                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
2121                         power_desc[num].level = 10;
2122                         power_desc[num].cost = 5;
2123                         power_desc[num].stat = A_WIS;
2124                         power_desc[num].fail = 10;
2125                         power_desc[num++].number = -1;
2126                         break;
2127                 case RACE_HOBBIT:
2128                         strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
2129                         power_desc[num].level = 15;
2130                         power_desc[num].cost = 10;
2131                         power_desc[num].stat = A_INT;
2132                         power_desc[num].fail = 10;
2133                         power_desc[num++].number = -1;
2134                         break;
2135                 case RACE_GNOME:
2136                         sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
2137                         power_desc[num].level = 5;
2138                         power_desc[num].cost = 5;
2139                         power_desc[num].stat = A_INT;
2140                         power_desc[num].fail = 12;
2141                         power_desc[num++].number = -1;
2142                         break;
2143                 case RACE_HALF_ORC:
2144                         strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
2145                         power_desc[num].level = 3;
2146                         power_desc[num].cost = 5;
2147                         power_desc[num].stat = A_WIS;
2148                         power_desc[num].fail = warrior ? 5 : 10;
2149                         power_desc[num++].number = -1;
2150                         break;
2151                 case RACE_HALF_TROLL:
2152                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2153                         power_desc[num].level = 10;
2154                         power_desc[num].cost = 12;
2155                         power_desc[num].stat = A_STR;
2156                         power_desc[num].fail = warrior ? 6 : 12;
2157                         power_desc[num++].number = -1;
2158                         break;
2159                 case RACE_BARBARIAN:
2160                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2161                         power_desc[num].level = 8;
2162                         power_desc[num].cost = 10;
2163                         power_desc[num].stat = A_STR;
2164                         power_desc[num].fail = warrior ? 6 : 12;
2165                         power_desc[num++].number = -1;
2166                         break;
2167                 case RACE_AMBERITE:
2168                         strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
2169                         power_desc[num].level = 30;
2170                         power_desc[num].cost = 50;
2171                         power_desc[num].stat = A_INT;
2172                         power_desc[num].fail = 50;
2173                         power_desc[num++].number = -1;
2174                         
2175                         strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
2176                         power_desc[num].level = 40;
2177                         power_desc[num].cost = 75;
2178                         power_desc[num].stat = A_WIS;
2179                         power_desc[num].fail = 50;
2180                         power_desc[num++].number = -2;
2181                         break;
2182                 case RACE_HALF_OGRE:
2183                         strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
2184                         power_desc[num].level = 25;
2185                         power_desc[num].cost = 35;
2186                         power_desc[num].stat = A_INT;
2187                         power_desc[num].fail = 15;
2188                         power_desc[num++].number = -1;
2189                         break;
2190                 case RACE_HALF_GIANT:
2191                         strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
2192                         power_desc[num].level = 20;
2193                         power_desc[num].cost = 10;
2194                         power_desc[num].stat = A_STR;
2195                         power_desc[num].fail = 12;
2196                         power_desc[num++].number = -1;
2197                         break;
2198                 case RACE_HALF_TITAN:
2199                         strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
2200                         power_desc[num].level = 15;
2201                         power_desc[num].cost = 10;
2202                         power_desc[num].stat = A_INT;
2203                         power_desc[num].fail = 12;
2204                         power_desc[num++].number = -1;
2205                         break;
2206                 case RACE_CYCLOPS:
2207                         sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
2208                         power_desc[num].level = 20;
2209                         power_desc[num].cost = 15;
2210                         power_desc[num].stat = A_STR;
2211                         power_desc[num].fail = 12;
2212                         power_desc[num++].number = -1;
2213                         break;
2214                 case RACE_YEEK:
2215                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2216                         power_desc[num].level = 15;
2217                         power_desc[num].cost = 15;
2218                         power_desc[num].stat = A_WIS;
2219                         power_desc[num].fail = 10;
2220                         power_desc[num++].number = -1;
2221                         break;
2222                 case RACE_SPECTRE:
2223                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2224                         power_desc[num].level = 4;
2225                         power_desc[num].cost = 6;
2226                         power_desc[num].stat = A_INT;
2227                         power_desc[num].fail = 3;
2228                         power_desc[num++].number = -1;
2229                         break;
2230                 case RACE_KLACKON:
2231                         sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
2232                         power_desc[num].level = 9;
2233                         power_desc[num].cost = 9;
2234                         power_desc[num].stat = A_DEX;
2235                         power_desc[num].fail = 14;
2236                         power_desc[num++].number = -1;
2237                         break;
2238                 case RACE_KOBOLD:
2239                         sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
2240                         power_desc[num].level = 12;
2241                         power_desc[num].cost = 8;
2242                         power_desc[num].stat = A_DEX;
2243                         power_desc[num].fail = 14;
2244                         power_desc[num++].number = -1;
2245                         break;
2246                 case RACE_DARK_ELF:
2247                         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);
2248                         power_desc[num].level = 2;
2249                         power_desc[num].cost = 2;
2250                         power_desc[num].stat = A_INT;
2251                         power_desc[num].fail = 9;
2252                         power_desc[num++].number = -1;
2253                         break;
2254                 case RACE_DRACONIAN:
2255                         sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
2256                         power_desc[num].level = 1;
2257                         power_desc[num].cost = lvl;
2258                         power_desc[num].stat = A_CON;
2259                         power_desc[num].fail = 12;
2260                         power_desc[num++].number = -1;
2261                         break;
2262                 case RACE_MIND_FLAYER:
2263                         sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
2264                         power_desc[num].level = 15;
2265                         power_desc[num].cost = 12;
2266                         power_desc[num].stat = A_INT;
2267                         power_desc[num].fail = 14;
2268                         power_desc[num++].number = -1;
2269                         break;
2270                 case RACE_IMP:
2271                         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);
2272                         power_desc[num].level = 9;
2273                         power_desc[num].cost = 15;
2274                         power_desc[num].stat = A_WIS;
2275                         power_desc[num].fail = 15;
2276                         power_desc[num++].number = -1;
2277                         break;
2278                 case RACE_GOLEM:
2279                         strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
2280                         power_desc[num].level = 20;
2281                         power_desc[num].cost = 15;
2282                         power_desc[num].stat = A_CON;
2283                         power_desc[num].fail = 8;
2284                         power_desc[num++].number = -1;
2285                         break;
2286                 case RACE_SKELETON:
2287                 case RACE_ZOMBIE:
2288                         strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
2289                         power_desc[num].level = 30;
2290                         power_desc[num].cost = 30;
2291                         power_desc[num].stat = A_WIS;
2292                         power_desc[num].fail = 18;
2293                         power_desc[num++].number = -1;
2294                         break;
2295                 case RACE_VAMPIRE:
2296                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2297                         power_desc[num].level = 2;
2298                         power_desc[num].cost = 1 + (lvl / 3);
2299                         power_desc[num].stat = A_CON;
2300                         power_desc[num].fail = 9;
2301                         power_desc[num++].number = -1;
2302                         break;
2303                 case RACE_SPRITE:
2304                         strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
2305                         power_desc[num].level = 12;
2306                         power_desc[num].cost = 12;
2307                         power_desc[num].stat = A_INT;
2308                         power_desc[num].fail = 15;
2309                         power_desc[num++].number = -1;
2310                         break;
2311                 case RACE_DEMON:
2312                         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);
2313                         power_desc[num].level = 15;
2314                         power_desc[num].cost = 10+lvl/3;
2315                         power_desc[num].stat = A_CON;
2316                         power_desc[num].fail = 20;
2317                         power_desc[num++].number = -1;
2318                         break;
2319                 case RACE_KUTAR:
2320                         strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
2321                         power_desc[num].level = 20;
2322                         power_desc[num].cost = 15;
2323                         power_desc[num].stat = A_CHR;
2324                         power_desc[num].fail = 8;
2325                         power_desc[num++].number = -1;
2326                         break;
2327                 case RACE_ANDROID:
2328                         if (p_ptr->lev < 10)
2329                         {
2330                                 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
2331                                 power_desc[num].level = 1;
2332                                 power_desc[num].cost = 7;
2333                                 power_desc[num].fail = 8;
2334                         }
2335                         else if (p_ptr->lev < 25)
2336                         {
2337                                 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
2338                                 power_desc[num].level = 10;
2339                                 power_desc[num].cost = 13;
2340                                 power_desc[num].fail = 10;
2341                         }
2342                         else if (p_ptr->lev < 35)
2343                         {
2344                                 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
2345                                 power_desc[num].level = 25;
2346                                 power_desc[num].cost = 26;
2347                                 power_desc[num].fail = 12;
2348                         }
2349                         else if (p_ptr->lev < 45)
2350                         {
2351                                 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
2352                                 power_desc[num].level = 35;
2353                                 power_desc[num].cost = 40;
2354                                 power_desc[num].fail = 15;
2355                         }
2356                         else
2357                         {
2358                                 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
2359                                 power_desc[num].level = 45;
2360                                 power_desc[num].cost = 60;
2361                                 power_desc[num].fail = 18;
2362                         }
2363                         power_desc[num].stat = A_STR;
2364                         power_desc[num++].number = -1;
2365                         break;
2366                 default:
2367                 {
2368                         break;
2369                 }
2370         }
2371         }
2372
2373         if (p_ptr->muta1)
2374         {
2375                 if (p_ptr->muta1 & MUT1_SPIT_ACID)
2376                 {
2377                         strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
2378                         power_desc[num].level = 9;
2379                         power_desc[num].cost = 9;
2380                         power_desc[num].stat = A_DEX;
2381                         power_desc[num].fail = 15;
2382                         power_desc[num++].number = MUT1_SPIT_ACID;
2383                 }
2384
2385                 if (p_ptr->muta1 & MUT1_BR_FIRE)
2386                 {
2387                         strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
2388                         power_desc[num].level = 20;
2389                         power_desc[num].cost = lvl;
2390                         power_desc[num].stat = A_CON;
2391                         power_desc[num].fail = 18;
2392                         power_desc[num++].number = MUT1_BR_FIRE;
2393                 }
2394
2395                 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
2396                 {
2397                         strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
2398                         power_desc[num].level = 12;
2399                         power_desc[num].cost = 12;
2400                         power_desc[num].stat = A_CHR;
2401                         power_desc[num].fail = 18;
2402                         power_desc[num++].number = MUT1_HYPN_GAZE;
2403                 }
2404
2405                 if (p_ptr->muta1 & MUT1_TELEKINES)
2406                 {
2407                         strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
2408                         power_desc[num].level = 9;
2409                         power_desc[num].cost = 9;
2410                         power_desc[num].stat = A_WIS;
2411                         power_desc[num].fail = 14;
2412                         power_desc[num++].number = MUT1_TELEKINES;
2413                 }
2414
2415                 if (p_ptr->muta1 & MUT1_VTELEPORT)
2416                 {
2417                         strcpy(power_desc[num].name, _("テレポート", "Teleport"));
2418                         power_desc[num].level = 7;
2419                         power_desc[num].cost = 7;
2420                         power_desc[num].stat = A_WIS;
2421                         power_desc[num].fail = 15;
2422                         power_desc[num++].number = MUT1_VTELEPORT;
2423                 }
2424
2425                 if (p_ptr->muta1 & MUT1_MIND_BLST)
2426                 {
2427                         strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
2428                         power_desc[num].level = 5;
2429                         power_desc[num].cost = 3;
2430                         power_desc[num].stat = A_WIS;
2431                         power_desc[num].fail = 15;
2432                         power_desc[num++].number = MUT1_MIND_BLST;
2433                 }
2434
2435                 if (p_ptr->muta1 & MUT1_RADIATION)
2436                 {
2437                         strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
2438                         power_desc[num].level = 15;
2439                         power_desc[num].cost = 15;
2440                         power_desc[num].stat = A_CON;
2441                         power_desc[num].fail = 14;
2442                         power_desc[num++].number = MUT1_RADIATION;
2443                 }
2444
2445                 if (p_ptr->muta1 & MUT1_VAMPIRISM)
2446                 {
2447                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2448                         power_desc[num].level = 2;
2449                         power_desc[num].cost = (1 + (lvl / 3));
2450                         power_desc[num].stat = A_CON;
2451                         power_desc[num].fail = 9;
2452                         power_desc[num++].number = MUT1_VAMPIRISM;
2453                 }
2454
2455                 if (p_ptr->muta1 & MUT1_SMELL_MET)
2456                 {
2457                         strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
2458                         power_desc[num].level = 3;
2459                         power_desc[num].cost = 2;
2460                         power_desc[num].stat = A_INT;
2461                         power_desc[num].fail = 12;
2462                         power_desc[num++].number = MUT1_SMELL_MET;
2463                 }
2464
2465                 if (p_ptr->muta1 & MUT1_SMELL_MON)
2466                 {
2467                         strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
2468                         power_desc[num].level = 5;
2469                         power_desc[num].cost = 4;
2470                         power_desc[num].stat = A_INT;
2471                         power_desc[num].fail = 15;
2472                         power_desc[num++].number = MUT1_SMELL_MON;
2473                 }
2474
2475                 if (p_ptr->muta1 & MUT1_BLINK)
2476                 {
2477                         strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
2478                         power_desc[num].level = 3;
2479                         power_desc[num].cost = 3;
2480                         power_desc[num].stat = A_WIS;
2481                         power_desc[num].fail = 12;
2482                         power_desc[num++].number = MUT1_BLINK;
2483                 }
2484
2485                 if (p_ptr->muta1 & MUT1_EAT_ROCK)
2486                 {
2487                         strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
2488                         power_desc[num].level = 8;
2489                         power_desc[num].cost = 12;
2490                         power_desc[num].stat = A_CON;
2491                         power_desc[num].fail = 18;
2492                         power_desc[num++].number = MUT1_EAT_ROCK;
2493                 }
2494
2495                 if (p_ptr->muta1 & MUT1_SWAP_POS)
2496                 {
2497                         strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
2498                         power_desc[num].level = 15;
2499                         power_desc[num].cost = 12;
2500                         power_desc[num].stat = A_DEX;
2501                         power_desc[num].fail = 16;
2502                         power_desc[num++].number = MUT1_SWAP_POS;
2503                 }
2504
2505                 if (p_ptr->muta1 & MUT1_SHRIEK)
2506                 {
2507                         strcpy(power_desc[num].name, _("叫び", "Shriek"));
2508                         power_desc[num].level = 20;
2509                         power_desc[num].cost = 14;
2510                         power_desc[num].stat = A_CON;
2511                         power_desc[num].fail = 16;
2512                         power_desc[num++].number = MUT1_SHRIEK;
2513                 }
2514
2515                 if (p_ptr->muta1 & MUT1_ILLUMINE)
2516                 {
2517                         strcpy(power_desc[num].name, _("照明", "Illuminate"));
2518                         power_desc[num].level = 3;
2519                         power_desc[num].cost = 2;
2520                         power_desc[num].stat = A_INT;
2521                         power_desc[num].fail = 10;
2522                         power_desc[num++].number = MUT1_ILLUMINE;
2523                 }
2524
2525                 if (p_ptr->muta1 & MUT1_DET_CURSE)
2526                 {
2527                         strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
2528                         power_desc[num].level = 7;
2529                         power_desc[num].cost = 14;
2530                         power_desc[num].stat = A_WIS;
2531                         power_desc[num].fail = 14;
2532                         power_desc[num++].number = MUT1_DET_CURSE;
2533                 }
2534
2535                 if (p_ptr->muta1 & MUT1_BERSERK)
2536                 {
2537                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2538                         power_desc[num].level = 8;
2539                         power_desc[num].cost = 8;
2540                         power_desc[num].stat = A_STR;
2541                         power_desc[num].fail = 14;
2542                         power_desc[num++].number = MUT1_BERSERK;
2543                 }
2544
2545                 if (p_ptr->muta1 & MUT1_POLYMORPH)
2546                 {
2547                         strcpy(power_desc[num].name, _("変身", "Polymorph"));
2548                         power_desc[num].level = 18;
2549                         power_desc[num].cost = 20;
2550                         power_desc[num].stat = A_CON;
2551                         power_desc[num].fail = 18;
2552                         power_desc[num++].number = MUT1_POLYMORPH;
2553                 }
2554
2555                 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
2556                 {
2557                         strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
2558                         power_desc[num].level = 10;
2559                         power_desc[num].cost = 5;
2560                         power_desc[num].stat = A_INT;
2561                         power_desc[num].fail = 12;
2562                         power_desc[num++].number = MUT1_MIDAS_TCH;
2563                 }
2564
2565                 if (p_ptr->muta1 & MUT1_GROW_MOLD)
2566                 {
2567                         strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
2568                         power_desc[num].level = 1;
2569                         power_desc[num].cost = 6;
2570                         power_desc[num].stat = A_CON;
2571                         power_desc[num].fail = 14;
2572                         power_desc[num++].number = MUT1_GROW_MOLD;
2573                 }
2574
2575                 if (p_ptr->muta1 & MUT1_RESIST)
2576                 {
2577                         strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
2578                         power_desc[num].level = 10;
2579                         power_desc[num].cost = 12;
2580                         power_desc[num].stat = A_CON;
2581                         power_desc[num].fail = 12;
2582                         power_desc[num++].number = MUT1_RESIST;
2583                 }
2584
2585                 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
2586                 {
2587                         strcpy(power_desc[num].name, _("地震", "Earthquake"));
2588                         power_desc[num].level = 12;
2589                         power_desc[num].cost = 12;
2590                         power_desc[num].stat = A_STR;
2591                         power_desc[num].fail = 16;
2592                         power_desc[num++].number = MUT1_EARTHQUAKE;
2593                 }
2594
2595                 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
2596                 {
2597                         strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
2598                         power_desc[num].level = 17;
2599                         power_desc[num].cost = 1;
2600                         power_desc[num].stat = A_WIS;
2601                         power_desc[num].fail = 15;
2602                         power_desc[num++].number = MUT1_EAT_MAGIC;
2603                 }
2604
2605                 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
2606                 {
2607                         strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
2608                         power_desc[num].level = 6;
2609                         power_desc[num].cost = 6;
2610                         power_desc[num].stat = A_INT;
2611                         power_desc[num].fail = 10;
2612                         power_desc[num++].number = MUT1_WEIGH_MAG;
2613                 }
2614
2615                 if (p_ptr->muta1 & MUT1_STERILITY)
2616                 {
2617                         strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
2618                         power_desc[num].level = 12;
2619                         power_desc[num].cost = 23;
2620                         power_desc[num].stat = A_CHR;
2621                         power_desc[num].fail = 15;
2622                         power_desc[num++].number = MUT1_STERILITY;
2623                 }
2624
2625                 if (p_ptr->muta1 & MUT1_PANIC_HIT)
2626                 {
2627                         strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
2628                         power_desc[num].level = 10;
2629                         power_desc[num].cost = 12;
2630                         power_desc[num].stat = A_DEX;
2631                         power_desc[num].fail = 14;
2632                         power_desc[num++].number = MUT1_PANIC_HIT;
2633                 }
2634
2635                 if (p_ptr->muta1 & MUT1_DAZZLE)
2636                 {
2637                         strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
2638                         power_desc[num].level = 7;
2639                         power_desc[num].cost = 15;
2640                         power_desc[num].stat = A_CHR;
2641                         power_desc[num].fail = 8;
2642                         power_desc[num++].number = MUT1_DAZZLE;
2643                 }
2644
2645                 if (p_ptr->muta1 & MUT1_LASER_EYE)
2646                 {
2647                         strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
2648                         power_desc[num].level = 7;
2649                         power_desc[num].cost = 10;
2650                         power_desc[num].stat = A_WIS;
2651                         power_desc[num].fail = 9;
2652                         power_desc[num++].number = MUT1_LASER_EYE;
2653                 }
2654
2655                 if (p_ptr->muta1 & MUT1_RECALL)
2656                 {
2657                         strcpy(power_desc[num].name, _("帰還", "Recall"));
2658                         power_desc[num].level = 17;
2659                         power_desc[num].cost = 50;
2660                         power_desc[num].stat = A_INT;
2661                         power_desc[num].fail = 16;
2662                         power_desc[num++].number = MUT1_RECALL;
2663                 }
2664
2665                 if (p_ptr->muta1 & MUT1_BANISH)
2666                 {
2667                         strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
2668                         power_desc[num].level = 25;
2669                         power_desc[num].cost = 25;
2670                         power_desc[num].stat = A_WIS;
2671                         power_desc[num].fail = 18;
2672                         power_desc[num++].number = MUT1_BANISH;
2673                 }
2674
2675                 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
2676                 {
2677                         strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
2678                         power_desc[num].level = 2;
2679                         power_desc[num].cost = 2;
2680                         power_desc[num].stat = A_CON;
2681                         power_desc[num].fail = 11;
2682                         power_desc[num++].number = MUT1_COLD_TOUCH;
2683                 }
2684
2685                 if (p_ptr->muta1 & MUT1_LAUNCHER)
2686                 {
2687                         strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
2688                         power_desc[num].level = 1;
2689                         power_desc[num].cost = lvl;
2690                         power_desc[num].stat = A_STR;
2691                         power_desc[num].fail = 6;
2692                         /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
2693                         power_desc[num++].number = 3;
2694                 }
2695         }
2696
2697         /* Nothing chosen yet */
2698         flag = FALSE;
2699
2700         /* No redraw yet */
2701         redraw = FALSE;
2702
2703         /* Build a prompt */
2704         (void) strnfmt(out_val, 78, 
2705                                 _("(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? "),
2706                                 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
2707
2708 #ifdef ALLOW_REPEAT
2709 if (!repeat_pull(&i) || i<0 || i>=num) {
2710 #endif /* ALLOW_REPEAT */
2711         if (use_menu) screen_save();
2712          /* Get a spell from the user */
2713
2714         choice = (always_show_list || use_menu) ? ESCAPE:1;
2715         while (!flag)
2716         {
2717                 if( choice==ESCAPE ) choice = ' '; 
2718                 else if( !get_com(out_val, &choice, FALSE) )break; 
2719
2720                 if (use_menu && choice != ' ')
2721                 {
2722                         switch(choice)
2723                         {
2724                                 case '0':
2725                                 {
2726                                         screen_load();
2727                                         p_ptr->energy_use = 0;
2728                                         return;
2729                                 }
2730
2731                                 case '8':
2732                                 case 'k':
2733                                 case 'K':
2734                                 {
2735                                         menu_line += (num - 1);
2736                                         break;
2737                                 }
2738
2739                                 case '2':
2740                                 case 'j':
2741                                 case 'J':
2742                                 {
2743                                         menu_line++;
2744                                         break;
2745                                 }
2746
2747                                 case '6':
2748                                 case 'l':
2749                                 case 'L':
2750                                 case '4':
2751                                 case 'h':
2752                                 case 'H':
2753                                 {
2754                                         if (menu_line > 18)
2755                                                 menu_line -= 18;
2756                                         else if (menu_line+18 <= num)
2757                                                 menu_line += 18;
2758                                         break;
2759                                 }
2760
2761                                 case 'x':
2762                                 case 'X':
2763                                 case '\r':
2764                                 {
2765                                         i = menu_line - 1;
2766                                         ask = FALSE;
2767                                         break;
2768                                 }
2769                         }
2770                         if (menu_line > num) menu_line -= num;
2771                 }
2772                 /* Request redraw */
2773                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
2774                 {
2775                         /* Show the list */
2776                         if (!redraw || use_menu)
2777                         {
2778                                 byte y = 1, x = 0;
2779                                 int ctr = 0;
2780                                 char dummy[80];
2781                                 char letter;
2782                                 int x1, y1;
2783
2784                                 strcpy(dummy, "");
2785
2786                                 /* Show list */
2787                                 redraw = TRUE;
2788
2789                                 /* Save the screen */
2790                                 if (!use_menu) screen_save();
2791
2792                                 /* Print header(s) */
2793                                 if (num < 18)
2794                                         prt(_("                            Lv   MP 失率", "                            Lv Cost Fail"), y++, x);
2795                                 else
2796                                 prt(_("                            Lv   MP 失率                            Lv   MP 失率", 
2797                                           "                            Lv Cost Fail                            Lv Cost Fail"), y++, x);
2798
2799
2800                                 /* Print list */
2801                                 while (ctr < num)
2802                                 {
2803                                         x1 = ((ctr < 18) ? x : x + 40);
2804                                         y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
2805
2806                                         if (use_menu)
2807                                         {
2808                                                 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " >  "));
2809                                                 else strcpy(dummy, "    ");
2810                                         }
2811                                         else
2812                                         {
2813                                                 /* letter/number for power selection */
2814                                                 if (ctr < 26)
2815                                                         letter = I2A(ctr);
2816                                                 else
2817                                                         letter = '0' + ctr - 26;
2818                                                 sprintf(dummy, " %c) ",letter);
2819                                         }
2820                                         strcat(dummy, format("%-23.23s %2d %4d %3d%%",
2821                                                 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
2822                                                 100 - racial_chance(&power_desc[ctr])));
2823                                         prt(dummy, y1, x1);
2824                                         ctr++;
2825                                 }
2826                         }
2827
2828                         /* Hide the list */
2829                         else
2830                         {
2831                                 /* Hide list */
2832                                 redraw = FALSE;
2833
2834                                 /* Restore the screen */
2835                                 screen_load();
2836                         }
2837
2838                         /* Redo asking */
2839                         continue;
2840                 }
2841
2842                 if (!use_menu)
2843                 {
2844                         if (choice == '\r' && num == 1)
2845                         {
2846                                 choice = 'a';
2847                         }
2848
2849                         if (isalpha(choice))
2850                         {
2851                                 /* Note verify */
2852                                 ask = (isupper(choice));
2853
2854                                 /* Lowercase */
2855                                 if (ask) choice = (char)tolower(choice);
2856
2857                                 /* Extract request */
2858                                 i = (islower(choice) ? A2I(choice) : -1);
2859                         }
2860                         else
2861                         {
2862                                 ask = FALSE; /* Can't uppercase digits */
2863
2864                                 i = choice - '0' + 26;
2865                         }
2866                 }
2867
2868                 /* Totally Illegal */
2869                 if ((i < 0) || (i >= num))
2870                 {
2871                         bell();
2872                         continue;
2873                 }
2874
2875                 /* Verify it */
2876                 if (ask)
2877                 {
2878                         char tmp_val[160];
2879
2880                         /* Prompt */
2881                         (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
2882
2883                         /* Belay that order */
2884                         if (!get_check(tmp_val)) continue;
2885                 }
2886
2887                 /* Stop the loop */
2888                 flag = TRUE;
2889         }
2890
2891         /* Restore the screen */
2892         if (redraw) screen_load();
2893
2894         /* Abort if needed */
2895         if (!flag)
2896         {
2897                 p_ptr->energy_use = 0;
2898                 return;
2899         }
2900 #ifdef ALLOW_REPEAT
2901         repeat_push(i);
2902         } /*if (!repeat_pull(&i) || ...)*/
2903 #endif /* ALLOW_REPEAT */
2904         switch (racial_aux(&power_desc[i]))
2905         {
2906         case 1:
2907                 if (power_desc[i].number < 0)
2908                         cast = cmd_racial_power_aux(power_desc[i].number);
2909                 else
2910                         cast = mutation_power_aux(power_desc[i].number);
2911                 break;
2912         case 0:
2913                 cast = FALSE;
2914                 break;
2915         case -1:
2916                 cast = TRUE;
2917                 break;
2918         }
2919
2920         if (cast)
2921         {
2922                 if (racial_cost)
2923                 {
2924                         int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2925
2926                         /* If mana is not enough, player consumes hit point! */
2927                         if (p_ptr->csp < actual_racial_cost)
2928                         {
2929                                 actual_racial_cost -= p_ptr->csp;
2930                                 p_ptr->csp = 0;
2931                                 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2932                         }
2933                         else p_ptr->csp -= actual_racial_cost;
2934
2935                         /* Redraw mana and hp */
2936                         p_ptr->redraw |= (PR_HP | PR_MANA);
2937
2938                         /* Window stuff */
2939                         p_ptr->window |= (PW_PLAYER | PW_SPELL);
2940                 }
2941         }
2942         else p_ptr->energy_use = 0;
2943
2944         /* Success */
2945         return;
2946 }