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[Refactor] #37287 #37353 型の置換。 / Type replacement.
[hengband/hengband.git] / src / racial.c
1 /*!
2  * @file racial.c
3  * @brief レイシャルと突然変異の技能処理 / Racial powers (and mutations)
4  * @date 2014/01/08
5  * @author
6  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7  * This software may be copied and distributed for educational, research,\n
8  * and not for profit purposes provided that this copyright and statement\n
9  * are included in all such copies.  Other copyrights may also apply.\n
10  * 2014 Deskull rearranged comment for Doxygen. \n
11  */
12
13 #include "angband.h"
14 #include "cmd-magiceat.h"
15 #include "cmd-zapwand.h"
16 #include "cmd-pet.h"
17
18 #include "object-hook.h"
19
20 /*!
21  * @brief レイシャル「弾/矢の製造」処理 / do_cmd_cast calls this function if the player's class is 'archer'.
22  * Hook to determine if an object is contertible in an arrow/bolt
23  * @return 製造を実際に行ったらTRUE、キャンセルしたらFALSEを返す
24  */
25 static bool do_cmd_archer(void)
26 {
27         int ext=0;
28         char ch;
29
30         object_type     forge;
31         object_type     *q_ptr;
32
33         char com[80];
34         char o_name[MAX_NLEN];
35
36         q_ptr = &forge;
37
38         if(p_ptr->lev >= 20)
39                 sprintf(com, _("[S]弾, [A]矢, [B]クロスボウの矢 :", "Create [S]hots, Create [A]rrow or Create [B]olt ?"));
40         else if(p_ptr->lev >= 10)
41                 sprintf(com, _("[S]弾, [A]矢:", "Create [S]hots or Create [A]rrow ?"));
42         else
43                 sprintf(com, _("[S]弾:", "Create [S]hots ?"));
44
45         if (p_ptr->confused)
46         {
47                 msg_print(_("混乱してる!", "You are too confused!"));
48                 return FALSE;
49         }
50
51         if (p_ptr->blind)
52         {
53                 msg_print(_("目が見えない!", "You are blind!"));
54                 return FALSE;
55         }
56
57         while (TRUE)
58         {
59                 if (!get_com(com, &ch, TRUE))
60                 {
61                         return FALSE;
62                 }
63                 if (ch == 'S' || ch == 's')
64                 {
65                         ext = 1;
66                         break;
67                 }
68                 if ((ch == 'A' || ch == 'a')&&(p_ptr->lev >= 10))
69                 {
70                         ext = 2;
71                         break;
72                 }
73                 if ((ch == 'B' || ch == 'b')&&(p_ptr->lev >= 20))
74                 {
75                         ext = 3;
76                         break;
77                 }
78         }
79
80         /**********Create shots*********/
81         if (ext == 1)
82         {
83                 POSITION x, y;
84                 DIRECTION dir;
85                 cave_type *c_ptr;
86
87                 if (!get_rep_dir(&dir, FALSE)) return FALSE;
88                 y = p_ptr->y + ddy[dir];
89                 x = p_ptr->x + ddx[dir];
90                 c_ptr = &cave[y][x];
91
92                 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_CAN_DIG))
93                 {
94                         msg_print(_("そこには岩石がない。", "You need pile of rubble."));
95                         return FALSE;
96                 }
97                 else if (!cave_have_flag_grid(c_ptr, FF_CAN_DIG) || !cave_have_flag_grid(c_ptr, FF_HURT_ROCK))
98                 {
99                         msg_print(_("硬すぎて崩せなかった。", "You failed to make ammo."));
100                 }
101                 else
102                 {
103                         s16b slot;
104
105                         /* Get local object */
106                         q_ptr = &forge;
107
108                         /* Hack -- Give the player some small firestones */
109                         object_prep(q_ptr, lookup_kind(TV_SHOT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
110                         q_ptr->number = (byte)rand_range(15,30);
111                         object_aware(q_ptr);
112                         object_known(q_ptr);
113                         apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
114                         q_ptr->discount = 99;
115
116                         slot = inven_carry(q_ptr);
117
118                         object_desc(o_name, q_ptr, 0);
119                         msg_format(_("%sを作った。", "You make some ammo."), o_name);
120
121                         /* Auto-inscription */
122                         if (slot >= 0) autopick_alter_item(slot, FALSE);
123
124                         /* Destroy the wall */
125                         cave_alter_feat(y, x, FF_HURT_ROCK);
126
127                         p_ptr->update |= (PU_FLOW);
128                 }
129         }
130         /**********Create arrows*********/
131         else if (ext == 2)
132         {
133                 OBJECT_IDX item;
134                 cptr q, s;
135                 s16b slot;
136
137                 item_tester_hook = item_tester_hook_convertible;
138
139                 /* Get an item */
140                 q = _("どのアイテムから作りますか? ", "Convert which item? ");
141                 s = _("材料を持っていない。", "You have no item to convert.");
142                 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
143
144                 /* Get the item (in the pack) */
145                 if (item >= 0)
146                 {
147                         q_ptr = &inventory[item];
148                 }
149
150                 /* Get the item (on the floor) */
151                 else
152                 {
153                         q_ptr = &o_list[0 - item];
154                 }
155
156                 /* Get local object */
157                 q_ptr = &forge;
158
159                 /* Hack -- Give the player some small firestones */
160                 object_prep(q_ptr, lookup_kind(TV_ARROW, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+ 1));
161                 q_ptr->number = (byte)rand_range(5, 10);
162                 object_aware(q_ptr);
163                 object_known(q_ptr);
164                 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
165
166                 q_ptr->discount = 99;
167
168                 object_desc(o_name, q_ptr, 0);
169                 msg_format(_("%sを作った。", "You make some ammo."), o_name);
170
171                 if (item >= 0)
172                 {
173                         inven_item_increase(item, -1);
174                         inven_item_describe(item);
175                         inven_item_optimize(item);
176                 }
177                 else
178                 {
179                         floor_item_increase(0 - item, -1);
180                         floor_item_describe(0 - item);
181                         floor_item_optimize(0 - item);
182                 }
183
184                 slot = inven_carry(q_ptr);
185
186                 /* Auto-inscription */
187                 if (slot >= 0) autopick_alter_item(slot, FALSE);
188         }
189         /**********Create bolts*********/
190         else if (ext == 3)
191         {
192                 OBJECT_IDX item;
193                 cptr q, s;
194                 s16b slot;
195
196                 item_tester_hook = item_tester_hook_convertible;
197
198                 /* Get an item */
199                 q = _("どのアイテムから作りますか? ", "Convert which item? ");
200                 s = _("材料を持っていない。", "You have no item to convert.");
201                 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
202
203                 /* Get the item (in the pack) */
204                 if (item >= 0)
205                 {
206                         q_ptr = &inventory[item];
207                 }
208
209                 /* Get the item (on the floor) */
210                 else
211                 {
212                         q_ptr = &o_list[0 - item];
213                 }
214
215                 /* Get local object */
216                 q_ptr = &forge;
217
218                 /* Hack -- Give the player some small firestones */
219                 object_prep(q_ptr, lookup_kind(TV_BOLT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+1));
220                 q_ptr->number = (byte)rand_range(4, 8);
221                 object_aware(q_ptr);
222                 object_known(q_ptr);
223                 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
224
225                 q_ptr->discount = 99;
226
227                 object_desc(o_name, q_ptr, 0);
228                 msg_format(_("%sを作った。", "You make some ammo."), o_name);
229
230                 if (item >= 0)
231                 {
232                         inven_item_increase(item, -1);
233                         inven_item_describe(item);
234                         inven_item_optimize(item);
235                 }
236                 else
237                 {
238                         floor_item_increase(0 - item, -1);
239                         floor_item_describe(0 - item);
240                         floor_item_optimize(0 - item);
241                 }
242
243                 slot = inven_carry(q_ptr);
244
245                 /* Auto-inscription */
246                 if (slot >= 0) autopick_alter_item(slot, FALSE);
247         }
248         return TRUE;
249 }
250
251 /*!
252  * @brief 魔道具術師の魔力取り込み処理
253  * @return 取り込みを実行したらTRUE、キャンセルしたらFALSEを返す
254  */
255 bool gain_magic(void)
256 {
257         OBJECT_IDX item;
258         PARAMETER_VALUE pval;
259         int ext = 0;
260         cptr q, s;
261         object_type *o_ptr;
262         char o_name[MAX_NLEN];
263
264         /* Only accept legal items */
265         item_tester_hook = item_tester_hook_recharge;
266
267         /* Get an item */
268         q = _("どのアイテムの魔力を取り込みますか? ", "Gain power of which item? ");
269         s = _("魔力を取り込めるアイテムがない。", "You have nothing to gain power.");
270
271         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
272
273         /* Get the item (in the pack) */
274         if (item >= 0)
275         {
276                 o_ptr = &inventory[item];
277         }
278
279         /* Get the item (on the floor) */
280         else
281         {
282                 o_ptr = &o_list[0 - item];
283         }
284
285         if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
286         {
287                 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."));
288                 return FALSE;
289         }
290
291
292         if (!object_is_known(o_ptr))
293         {
294                 msg_print(_("鑑定されていないと取り込めない。", "You need to identify before absorbing."));
295                 return FALSE;
296         }
297
298         if (o_ptr->timeout)
299         {
300                 msg_print(_("充填中のアイテムは取り込めない。", "This item is still charging."));
301                 return FALSE;
302         }
303
304         pval = o_ptr->pval;
305         if (o_ptr->tval == TV_ROD)
306                 ext = 72;
307         else if (o_ptr->tval == TV_WAND)
308                 ext = 36;
309
310         if (o_ptr->tval == TV_ROD)
311         {
312                 p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)o_ptr->number;
313                 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
314         }
315         else
316         {
317                 int num;
318                 for (num = o_ptr->number; num; num--)
319                 {
320                         int gain_num = pval;
321                         if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
322                         if (p_ptr->magic_num2[o_ptr->sval + ext])
323                         {
324                                 gain_num *= 256;
325                                 gain_num = (gain_num/3 + randint0(gain_num/3)) / 256;
326                                 if (gain_num < 1) gain_num = 1;
327                         }
328                         p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)gain_num;
329                         if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
330                         p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
331                         if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
332                         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;
333                         if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
334                 }
335         }
336
337         object_desc(o_name, o_ptr, 0);
338         /* Message */
339         msg_format(_("%sの魔力を取り込んだ。", "You absorb magic of %s."), o_name);
340
341         /* Eliminate the item (from the pack) */
342         if (item >= 0)
343         {
344                 inven_item_increase(item, -999);
345                 inven_item_describe(item);
346                 inven_item_optimize(item);
347         }
348
349         /* Eliminate the item (from the floor) */
350         else
351         {
352                 floor_item_increase(0 - item, -999);
353                 floor_item_describe(0 - item);
354                 floor_item_optimize(0 - item);
355         }
356         p_ptr->energy_use = 100;
357         return TRUE;
358 }
359
360 /*!
361  * @brief 魔法系コマンドを実行できるかの判定を返す
362  * @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。
363  */
364 static bool can_do_cmd_cast(void)
365 {
366         if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
367         {
368                 msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
369                 msg_print(NULL);
370                 return FALSE;
371         }
372         else if (p_ptr->anti_magic)
373         {
374                 msg_print(_("反魔法バリアが魔法を邪魔した!", "An anti-magic shell disrupts your magic!"));
375                 return FALSE;
376         }
377         else if (p_ptr->shero)
378         {
379                 msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
380                 return FALSE;
381         }
382         else
383                 return TRUE;
384 }
385
386 /*!
387  * @brief 修行僧の構え設定処理
388  * @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。
389  */
390 static bool choose_kamae(void)
391 {
392         char choice;
393         int new_kamae = 0;
394         int i;
395         char buf[80];
396
397         if (p_ptr->confused)
398         {
399                 msg_print(_("混乱していて構えられない!", "Too confused."));
400                 return FALSE;
401         }
402
403         /* Save screen */
404         screen_save();
405         prt(_(" a) 構えをとく", " a) No form"), 2, 20);
406
407         for (i = 0; i < MAX_KAMAE; i++)
408         {
409                 if (p_ptr->lev >= kamae_shurui[i].min_level)
410                 {
411                         sprintf(buf," %c) %-12s  %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
412                         prt(buf, 3+i, 20);
413                 }
414         }
415
416         prt("", 1, 0);
417         prt(_("        どの構えをとりますか?", "        Choose Form: "), 1, 14);
418
419         while(1)
420         {
421                 choice = inkey();
422
423                 if (choice == ESCAPE)
424                 {
425                         screen_load();
426                         return FALSE;
427                 }
428                 else if ((choice == 'a') || (choice == 'A'))
429                 {
430                         if (p_ptr->action == ACTION_KAMAE)
431                         {
432                                 set_action(ACTION_NONE);
433                         }
434                         else
435                                 msg_print(_("もともと構えていない。", "You are not assuming a posture."));
436                         screen_load();
437                         return TRUE;
438                 }
439                 else if ((choice == 'b') || (choice == 'B'))
440                 {
441                         new_kamae = 0;
442                         break;
443                 }
444                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
445                 {
446                         new_kamae = 1;
447                         break;
448                 }
449                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
450                 {
451                         new_kamae = 2;
452                         break;
453                 }
454                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
455                 {
456                         new_kamae = 3;
457                         break;
458                 }
459         }
460         set_action(ACTION_KAMAE);
461
462         if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
463         {
464                 msg_print(_("構え直した。", "You reassume a posture."));
465         }
466         else
467         {
468                 p_ptr->special_defense &= ~(KAMAE_MASK);
469                 p_ptr->update |= (PU_BONUS);
470                 p_ptr->redraw |= (PR_STATE);
471                 msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
472                 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
473         }
474         p_ptr->redraw |= PR_STATE;
475         screen_load();
476         return TRUE;
477 }
478
479 /*!
480  * @brief 剣術家の型設定処理
481  * @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。
482  */
483 static bool choose_kata(void)
484 {
485         char choice;
486         int new_kata = 0;
487         int i;
488         char buf[80];
489
490         if (p_ptr->confused)
491         {
492                 msg_print(_("混乱していて構えられない!", "Too confused."));
493                 return FALSE;
494         }
495
496         if (p_ptr->stun)
497         {
498                 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
499                 return FALSE;
500         }
501
502         if (p_ptr->afraid)
503         {
504                 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
505                 return FALSE;
506         }
507
508         /* Save screen */
509         screen_save();
510         prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
511
512         for (i = 0; i < MAX_KATA; i++)
513         {
514                 if (p_ptr->lev >= kata_shurui[i].min_level)
515                 {
516                         sprintf(buf,_(" %c) %sの型    %s", " %c) Form of %-12s  %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
517                         prt(buf, 3+i, 20);
518                 }
519         }
520
521         prt("", 1, 0);
522         prt(_("        どの型で構えますか?", "        Choose Form: "), 1, 14);
523
524         while(1)
525         {
526                 choice = inkey();
527
528                 if (choice == ESCAPE)
529                 {
530                         screen_load();
531                         return FALSE;
532                 }
533                 else if ((choice == 'a') || (choice == 'A'))
534                 {
535                         if (p_ptr->action == ACTION_KATA)
536                         {
537                                 set_action(ACTION_NONE);
538                         }
539                         else
540                                 msg_print(_("もともと構えていない。", "You are not assuming posture."));
541                         screen_load();
542                         return TRUE;
543                 }
544                 else if ((choice == 'b') || (choice == 'B'))
545                 {
546                         new_kata = 0;
547                         break;
548                 }
549                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
550                 {
551                         new_kata = 1;
552                         break;
553                 }
554                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
555                 {
556                         new_kata = 2;
557                         break;
558                 }
559                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
560                 {
561                         new_kata = 3;
562                         break;
563                 }
564         }
565         set_action(ACTION_KATA);
566
567         if (p_ptr->special_defense & (KATA_IAI << new_kata))
568         {
569                 msg_print(_("構え直した。", "You reassume a posture."));
570         }
571         else
572         {
573                 p_ptr->special_defense &= ~(KATA_MASK);
574                 p_ptr->update |= (PU_BONUS);
575                 p_ptr->update |= (PU_MONSTERS);
576                 msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
577                 p_ptr->special_defense |= (KATA_IAI << new_kata);
578         }
579         p_ptr->redraw |= (PR_STATE);
580         p_ptr->redraw |= (PR_STATUS);
581         screen_load();
582         return TRUE;
583 }
584
585
586 /*!
587  * @brief レイシャル・パワー情報のtypedef
588  */
589 typedef struct power_desc_type power_desc_type;
590
591 /*!
592  * @brief レイシャル・パワー情報の構造体定義
593  */
594 struct power_desc_type
595 {
596         char name[80];
597         PLAYER_LEVEL level;
598         int cost;
599         int stat;
600         int fail;
601         int number;
602 };
603
604
605 /*!
606  * @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
607  * @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
608  * @return 成功率(%)を返す
609  */
610 static int racial_chance(power_desc_type *pd_ptr)
611 {
612         PLAYER_LEVEL min_level  = pd_ptr->level;
613         int  difficulty = pd_ptr->fail;
614
615         int i;
616         int val;
617         int sum = 0;
618         int stat = p_ptr->stat_cur[pd_ptr->stat];
619
620         /* No chance for success */
621         if ((p_ptr->lev < min_level) || p_ptr->confused)
622         {
623                 return (0);
624         }
625
626         if (difficulty == 0) return 100;
627
628         /* Calculate difficulty */
629         if (p_ptr->stun)
630         {
631                 difficulty += p_ptr->stun;
632         }
633         else if (p_ptr->lev > min_level)
634         {
635                 int lev_adj = ((p_ptr->lev - min_level) / 3);
636                 if (lev_adj > 10) lev_adj = 10;
637                 difficulty -= lev_adj;
638         }
639
640         if (difficulty < 5) difficulty = 5;
641
642         /* We only need halfs of the difficulty */
643         difficulty = difficulty / 2;
644
645         for (i = 1; i <= stat; i++)
646         {
647                 val = i - difficulty;
648                 if (val > 0)
649                         sum += (val <= difficulty) ? val : difficulty;
650         }
651
652         if (difficulty == 0)
653                 return (100);
654         else
655                 return (((sum * 100) / difficulty) / stat);
656 }
657
658
659 static int  racial_cost;
660
661 /*!
662  * @brief レイシャル・パワーの発動の判定処理
663  * @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
664  * @return
665  * 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。
666  * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
667  */
668 static int racial_aux(power_desc_type *pd_ptr)
669 {
670         s16b min_level  = pd_ptr->level;
671         int  use_stat   = pd_ptr->stat;
672         int  difficulty = pd_ptr->fail;
673         int  use_hp = 0;
674
675         racial_cost = pd_ptr->cost;
676
677         /* Not enough mana - use hp */
678         if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
679
680         /* Power is not available yet */
681         if (p_ptr->lev < min_level)
682         {
683                 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。", 
684                                          "You need to attain level %d to use this power."), min_level);
685
686                 p_ptr->energy_use = 0;
687                 return 0;
688         }
689
690         /* Too confused */
691         else if (p_ptr->confused)
692         {
693                 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."));
694                 p_ptr->energy_use = 0;
695                 return 0;
696         }
697
698         /* Risk death? */
699         else if (p_ptr->chp < use_hp)
700         {
701                 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? ")))
702                 {
703                         p_ptr->energy_use = 0;
704                         return 0;
705                 }
706         }
707
708         /* Else attempt to do it! */
709
710         if (difficulty)
711         {
712                 if (p_ptr->stun)
713                 {
714                         difficulty += p_ptr->stun;
715                 }
716                 else if (p_ptr->lev > min_level)
717                 {
718                         int lev_adj = ((p_ptr->lev - min_level) / 3);
719                         if (lev_adj > 10) lev_adj = 10;
720                         difficulty -= lev_adj;
721                 }
722
723                 if (difficulty < 5) difficulty = 5;
724         }
725
726         /* take time and pay the price */
727         p_ptr->energy_use = 100;
728
729         /* Success? */
730         if (randint1(p_ptr->stat_cur[use_stat]) >=
731             ((difficulty / 2) + randint1(difficulty / 2)))
732         {
733                 return 1;
734         }
735
736         if (flush_failure) flush();
737         msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
738
739         return -1;
740 }
741
742
743 /*!
744  * @brief レイシャル・パワー発動処理
745  * @param command 発動するレイシャルのID
746  * @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。
747  */
748 static bool cmd_racial_power_aux(s32b command)
749 {
750         s16b        plev = p_ptr->lev;
751         int         dir = 0;
752
753         if (command <= -3)
754         {
755                 switch (p_ptr->pclass)
756                 {
757                 case CLASS_WARRIOR:
758                 {
759                         int y = 0, x = 0, i;
760                         cave_type       *c_ptr;
761
762                         for (i = 0; i < 6; i++)
763                         {
764                                 dir = randint0(8);
765                                 y = p_ptr->y + ddy_ddd[dir];
766                                 x = p_ptr->x + ddx_ddd[dir];
767                                 c_ptr = &cave[y][x];
768
769                                 /* Hack -- attack monsters */
770                                 if (c_ptr->m_idx)
771                                         py_attack(y, x, 0);
772                                 else
773                                 {
774                                         msg_print(_("攻撃が空をきった。", "You attack the empty air."));
775                                 }
776                         }
777                         break;
778                 }
779                 case CLASS_HIGH_MAGE:
780                 if (p_ptr->realm1 == REALM_HEX)
781                 {
782                         bool retval = stop_hex_spell();
783                         if (retval) p_ptr->energy_use = 10;
784                         return (retval);
785                 }
786                 case CLASS_MAGE:
787                 /* case CLASS_HIGH_MAGE: */
788                 case CLASS_SORCERER:
789                 {
790                         if (!eat_magic(p_ptr->lev * 2)) return FALSE;
791                         break;
792                 }
793                 case CLASS_PRIEST:
794                 {
795                         if (is_good_realm(p_ptr->realm1))
796                         {
797                                 if (!bless_weapon()) return FALSE;
798                         }
799                         else
800                         {
801                                 (void)dispel_monsters(plev * 4);
802                                 turn_monsters(plev * 4);
803                                 banish_monsters(plev * 4);
804                         }
805                         break;
806                 }
807                 case CLASS_ROGUE:
808                 {
809                         if(!panic_hit()) return FALSE;
810                         break;
811                 }
812                 case CLASS_RANGER:
813                 case CLASS_SNIPER:
814                 {
815                         msg_print(_("敵を調査した...", "You examine your foes..."));
816                         probing();
817                         break;
818                 }
819                 case CLASS_PALADIN:
820                 {
821                         if (!get_aim_dir(&dir)) return FALSE;
822                         fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
823                                   dir, plev * 3);
824                         break;
825                 }
826                 case CLASS_WARRIOR_MAGE:
827                 {
828                         if (command == -3)
829                         {
830                                 int gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev, 
831                                                                 _("HPからMPへの無謀な変換", "thoughtless convertion from HP to SP"), -1) / 5;
832                                 if (gain_sp)
833                                 {
834                                         p_ptr->csp += gain_sp;
835                                         if (p_ptr->csp > p_ptr->msp)
836                                         {
837                                                 p_ptr->csp = p_ptr->msp;
838                                                 p_ptr->csp_frac = 0;
839                                         }
840                                 }
841                                 else
842                                 {
843                                         msg_print(_("変換に失敗した。", "You failed to convert."));
844                                 }
845                         }
846                         else if (command == -4)
847                         {
848                                 if (p_ptr->csp >= p_ptr->lev / 5)
849                                 {
850                                         p_ptr->csp -= p_ptr->lev / 5;
851                                         hp_player(p_ptr->lev);
852                                 }
853                                 else
854                                 {
855                                         msg_print(_("変換に失敗した。", "You failed to convert."));
856                                 }
857                         }
858
859                         /* Redraw mana and hp */
860                         p_ptr->redraw |= (PR_HP | PR_MANA);
861
862                         break;
863                 }
864                 case CLASS_CHAOS_WARRIOR:
865                 {
866                         msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
867                         slow_monsters(p_ptr->lev);
868                         stun_monsters(p_ptr->lev * 4);
869                         confuse_monsters(p_ptr->lev * 4);
870                         turn_monsters(p_ptr->lev * 4);
871                         stasis_monsters(p_ptr->lev * 4);
872                         break;
873                 }
874                 case CLASS_MONK:
875                 {
876                         if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
877                         {
878                                 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
879                                 return FALSE;
880                         }
881                         if (p_ptr->riding)
882                         {
883                                 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
884                                 return FALSE;
885                         }
886
887                         if (command == -3)
888                         {
889                                 if (!choose_kamae()) return FALSE;
890                                 p_ptr->update |= (PU_BONUS);
891                         }
892                         else if (command == -4)
893                         {
894                                 POSITION x, y;
895
896                                 if (!get_rep_dir(&dir, FALSE)) return FALSE;
897                                 y = p_ptr->y + ddy[dir];
898                                 x = p_ptr->x + ddx[dir];
899                                 if (cave[y][x].m_idx)
900                                 {
901                                         if (one_in_(2)) 
902                                                 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!!!", 
903                                                                         "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
904                                         else
905                                                 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!!!",
906                                                                         "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
907
908                                         py_attack(y, x, 0);
909                                         if (cave[y][x].m_idx)
910                                         {
911                                                 handle_stuff();
912                                                 py_attack(y, x, 0);
913                                         }
914                                         p_ptr->energy_need += ENERGY_NEED();
915                                 }
916                                 else
917                                 {
918                                         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"));
919                                         msg_print(NULL);
920                                 }
921                         }
922                         break;
923                 }
924                 case CLASS_MINDCRAFTER:
925                 case CLASS_FORCETRAINER:
926                 {
927                         if (total_friends)
928                         {
929                                 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."));
930                                 return FALSE;
931                         }
932                         msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
933
934                         p_ptr->csp += (3 + p_ptr->lev/20);
935                         if (p_ptr->csp >= p_ptr->msp)
936                         {
937                                 p_ptr->csp = p_ptr->msp;
938                                 p_ptr->csp_frac = 0;
939                         }
940
941                         /* Redraw mana */
942                         p_ptr->redraw |= (PR_MANA);
943                         break;
944                 }
945                 case CLASS_TOURIST:
946                 {
947                         if (command == -3)
948                         {
949                                 if (!get_aim_dir(&dir)) return FALSE;
950                                 project_length = 1;
951                                 fire_beam(GF_PHOTO, dir, 1);
952                         }
953                         else if (command == -4)
954                         {
955                                 if (!identify_fully(FALSE)) return FALSE;
956                         }
957                         break;
958                 }
959                 case CLASS_IMITATOR:
960                 {
961                         handle_stuff();
962                         if (!do_cmd_mane(TRUE)) return FALSE;
963                         break;
964                 }
965                 case CLASS_BEASTMASTER:
966                 {
967                         if (command == -3)
968                         {
969                                 if (!get_aim_dir(&dir)) return FALSE;
970                                 (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
971                         }
972                         else if (command == -4)
973                         {
974                                 project_hack(GF_CHARM_LIVING, p_ptr->lev);
975                         }
976                         break;
977                 }
978                 case CLASS_ARCHER:
979                 {
980                         if (!do_cmd_archer()) return FALSE;
981                         break;
982                 }
983                 case CLASS_MAGIC_EATER:
984                 {
985                         if (command == -3) {
986                                 if (!gain_magic()) return FALSE;
987                         } else if (command == -4) {
988                                 if (!can_do_cmd_cast()) return FALSE;
989                                 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
990                         }
991                         break;
992                 }
993                 case CLASS_BARD:
994                 {
995                         /* Singing is already stopped */
996                         if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
997
998                         stop_singing();
999                         p_ptr->energy_use = 10;
1000                         break;
1001                 }
1002                 case CLASS_RED_MAGE:
1003                 {
1004                         if (!can_do_cmd_cast()) return FALSE;
1005                         handle_stuff();
1006                         do_cmd_cast();
1007                         handle_stuff();
1008                         if (!p_ptr->paralyzed && can_do_cmd_cast())
1009                                 do_cmd_cast();
1010                         break;
1011                 }
1012                 case CLASS_SAMURAI:
1013                 {
1014                         if (command == -3)
1015                         {
1016                                 int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
1017
1018                                 if (total_friends)
1019                                 {
1020                                         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."));
1021                                         return FALSE;
1022                                 }
1023                                 if (p_ptr->special_defense & KATA_MASK)
1024                                 {
1025                                         msg_print(_("今は構えに集中している。", "You need concentration on your form."));
1026                                         return FALSE;
1027                                 }
1028                                 msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
1029
1030                                 p_ptr->csp += p_ptr->msp / 2;
1031                                 if (p_ptr->csp >= max_csp)
1032                                 {
1033                                         p_ptr->csp = max_csp;
1034                                         p_ptr->csp_frac = 0;
1035                                 }
1036
1037                                 /* Redraw mana */
1038                                 p_ptr->redraw |= (PR_MANA);
1039                         }
1040                         else if (command == -4)
1041                         {
1042                                 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
1043                                 {
1044                                         msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
1045                                         return FALSE;
1046                                 }
1047                                 if (!choose_kata()) return FALSE;
1048                                 p_ptr->update |= (PU_BONUS);
1049                         }
1050                         break;
1051                 }
1052                 case CLASS_BLUE_MAGE:
1053                 {
1054                         if (p_ptr->action == ACTION_LEARN)
1055                         {
1056                                 set_action(ACTION_NONE);
1057                         }
1058                         else
1059                         {
1060                                 set_action(ACTION_LEARN);
1061                         }
1062                         p_ptr->energy_use = 0;
1063                         break;
1064                 }
1065                 case CLASS_CAVALRY:
1066                 {
1067                         char m_name[80];
1068                         monster_type *m_ptr;
1069                         monster_race *r_ptr;
1070                         int rlev;
1071
1072                         if (p_ptr->riding)
1073                         {
1074                                 msg_print(_("今は乗馬中だ。", "You ARE riding."));
1075                                 return FALSE;
1076                         }
1077                         if (!do_riding(TRUE)) return TRUE;
1078                         m_ptr = &m_list[p_ptr->riding];
1079                         r_ptr = &r_info[m_ptr->r_idx];
1080                         monster_desc(m_name, m_ptr, 0);
1081                         msg_format(_("%sに乗った。", "You ride on %s."),m_name);
1082                         if (is_pet(m_ptr)) break;
1083                         rlev = r_ptr->level;
1084                         if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
1085                         if (rlev > 60) rlev = 60+(rlev-60)/2;
1086                         if ((randint1(p_ptr->skill_exp[GINOU_RIDING] / 120 + p_ptr->lev * 2 / 3) > rlev)
1087                             && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle
1088                             && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
1089                             && (rlev < p_ptr->lev * 3 / 2 + randint0(p_ptr->lev / 5)))
1090                         {
1091                                 msg_format(_("%sを手なずけた。", "You tame %s."),m_name);
1092                                 set_pet(m_ptr);
1093                         }
1094                         else
1095                         {
1096                                 msg_format(_("%sに振り落とされた!", "You have thrown off by %s."),m_name);
1097                                 rakuba(1,TRUE);
1098
1099                                 /* Paranoia */
1100                                 /* 落馬処理に失敗してもとにかく乗馬解除 */
1101                                 p_ptr->riding = 0;
1102                         }
1103                         break;
1104                 }
1105                 case CLASS_BERSERKER:
1106                 {
1107                         if (!word_of_recall()) return FALSE;
1108                         break;
1109                 }
1110                 case CLASS_SMITH:
1111                 {
1112                         if (p_ptr->lev > 29)
1113                         {
1114                                 if (!identify_fully(TRUE)) return FALSE;
1115                         }
1116                         else
1117                         {
1118                                 if (!ident_spell(TRUE)) return FALSE;
1119                         }
1120                         break;
1121                 }
1122                 case CLASS_MIRROR_MASTER:
1123                 {
1124                         if (command == -3)
1125                         {
1126                                 /* Explode all mirrors */
1127                                 remove_all_mirrors(TRUE);
1128                         }
1129                         else if (command == -4)
1130                         {
1131                                 if (total_friends)
1132                                 {
1133                                         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."));
1134                                         return FALSE;
1135                                 }
1136                                 if (is_mirror_grid(&cave[p_ptr->y][p_ptr->x]))
1137                                 {
1138                                         msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
1139
1140                                         p_ptr->csp += (5 + p_ptr->lev * p_ptr->lev / 100);
1141                                         if (p_ptr->csp >= p_ptr->msp)
1142                                         {
1143                                                 p_ptr->csp = p_ptr->msp;
1144                                                 p_ptr->csp_frac = 0;
1145                                         }
1146
1147                                         /* Redraw mana */
1148                                         p_ptr->redraw |= (PR_MANA);
1149                                 }
1150                                 else
1151                                 {
1152                                         msg_print(_("鏡の上でないと集中できない!", "Here are not any mirrors!"));
1153                                 }
1154                         }
1155                         break;
1156                 }
1157                 case CLASS_NINJA:
1158                 {
1159                         if (p_ptr->action == ACTION_HAYAGAKE)
1160                         {
1161                                 set_action(ACTION_NONE);
1162                         }
1163                         else
1164                         {
1165                                 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
1166                                 feature_type *f_ptr = &f_info[c_ptr->feat];
1167
1168                                 if (!have_flag(f_ptr->flags, FF_PROJECT) ||
1169                                     (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
1170                                 {
1171                                         msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
1172                                 }
1173                                 else
1174                                 {
1175                                         set_action(ACTION_HAYAGAKE);
1176                                 }
1177                         }
1178
1179
1180                         p_ptr->energy_use = 0;
1181                         break;
1182                 }
1183
1184                 }
1185         }
1186         else if (p_ptr->mimic_form)
1187         {
1188                 switch (p_ptr->mimic_form)
1189                 {
1190                 case MIMIC_DEMON:
1191                 case MIMIC_DEMON_LORD:
1192                 {
1193                         int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1194                         if (!get_aim_dir(&dir)) return FALSE;
1195                         stop_mouth();
1196 #ifdef JP
1197                         msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎"));
1198 #else
1199                         msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1200 #endif
1201
1202                         fire_breath(type, dir, plev * 3, (plev / 15) + 1);
1203                         break;
1204                 }
1205                 case MIMIC_VAMPIRE:
1206                         vampirism();
1207                         break;
1208                 }
1209         }
1210
1211         else 
1212         {
1213
1214         switch (p_ptr->prace)
1215         {
1216                 case RACE_DWARF:
1217                         msg_print(_("周囲を調べた。", "You examine your surroundings."));
1218                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1219                         (void)detect_doors(DETECT_RAD_DEFAULT);
1220                         (void)detect_stairs(DETECT_RAD_DEFAULT);
1221                         break;
1222
1223                 case RACE_HOBBIT:
1224                         {
1225                                 object_type *q_ptr;
1226                                 object_type forge;
1227
1228                                 /* Get local object */
1229                                 q_ptr = &forge;
1230
1231                                 /* Create the food ration */
1232                                 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
1233
1234                                 /* Drop the object from heaven */
1235                                 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
1236                                 msg_print(_("食事を料理して作った。", "You cook some food."));
1237                         }
1238                         break;
1239
1240                 case RACE_GNOME:
1241                         msg_print(_("パッ!", "Blink!"));
1242                         teleport_player(10, 0L);
1243                         break;
1244
1245                 case RACE_HALF_ORC:
1246                         msg_print(_("勇気を出した。", "You play tough."));
1247                         (void)set_afraid(0);
1248                         break;
1249
1250                 case RACE_HALF_TROLL:
1251                         msg_print(_("うがぁぁ!", "RAAAGH!"));
1252                         (void)berserk(10 + randint1(plev));
1253                         break;
1254
1255                 case RACE_AMBERITE:
1256                         if (command == -1)
1257                         {
1258                                 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
1259                                 alter_reality();
1260                         }
1261                         else if (command == -2)
1262                         {
1263                                 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..."));
1264
1265                                 (void)true_healing(0);
1266                                 (void)restore_all_status();
1267                                 (void)restore_level();
1268                         }
1269                         break;
1270
1271                 case RACE_BARBARIAN:
1272                         msg_print(_("うぉぉおお!", "Raaagh!"));
1273                         (void)berserk(10 + randint1(plev));
1274                         break;
1275
1276                 case RACE_HALF_OGRE:
1277                         msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
1278                         explosive_rune();
1279                         break;
1280
1281                 case RACE_HALF_GIANT:
1282                         if (!get_aim_dir(&dir)) return FALSE;
1283                         (void)wall_to_mud(dir, 20 + randint1(30));
1284                         break;
1285
1286                 case RACE_HALF_TITAN:
1287                         msg_print(_("敵を調査した...", "You examine your foes..."));
1288                         probing();
1289                         break;
1290
1291                 case RACE_CYCLOPS:
1292                         if (!get_aim_dir(&dir)) return FALSE;
1293                         msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
1294                         fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
1295                         break;
1296
1297                 case RACE_YEEK:
1298                         if (!get_aim_dir(&dir)) return FALSE;
1299                         stop_mouth();
1300                         msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
1301                         (void)fear_monster(dir, plev);
1302                         break;
1303
1304                 case RACE_KLACKON:
1305                         if (!get_aim_dir(&dir)) return FALSE;
1306                         stop_mouth();
1307                         msg_print(_("酸を吐いた。", "You spit acid."));
1308                         if (plev < 25) fire_bolt(GF_ACID, dir, plev);
1309                         else fire_ball(GF_ACID, dir, plev, 2);
1310                         break;
1311
1312                 case RACE_KOBOLD:
1313                         if (!get_aim_dir(&dir)) return FALSE;
1314                         msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
1315                         fire_bolt(GF_POIS, dir, plev);
1316                         break;
1317
1318                 case RACE_NIBELUNG:
1319                         msg_print(_("周囲を調査した。", "You examine your surroundings."));
1320                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1321                         (void)detect_doors(DETECT_RAD_DEFAULT);
1322                         (void)detect_stairs(DETECT_RAD_DEFAULT);
1323                         break;
1324
1325                 case RACE_DARK_ELF:
1326                         if (!get_aim_dir(&dir)) return FALSE;
1327                         msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
1328                         fire_bolt_or_beam(10, GF_MISSILE, dir,
1329                             damroll(3 + ((plev - 1) / 5), 4));
1330                         break;
1331
1332                 case RACE_DRACONIAN:
1333                         {
1334                                 int  Type = (one_in_(3) ? GF_COLD : GF_FIRE);
1335 #ifdef JP
1336                                 cptr Type_desc = ((Type == GF_COLD) ? "冷気" : "炎");
1337 #else
1338                                 cptr Type_desc = ((Type == GF_COLD) ? "cold" : "fire");
1339 #endif
1340
1341                                 if (!get_aim_dir(&dir)) return FALSE;
1342
1343                                 if (randint1(100) < plev)
1344                                 {
1345                                         switch (p_ptr->pclass)
1346                                         {
1347                                                 case CLASS_WARRIOR:
1348                                                 case CLASS_BERSERKER:
1349                                                 case CLASS_RANGER:
1350                                                 case CLASS_TOURIST:
1351                                                 case CLASS_IMITATOR:
1352                                                 case CLASS_ARCHER:
1353                                                 case CLASS_SMITH:
1354                                                         if (one_in_(3))
1355                                                         {
1356                                                                 Type = GF_MISSILE;
1357                                                                 Type_desc = _("エレメント", "the elements");
1358                                                         }
1359                                                         else
1360                                                         {
1361                                                                 Type = GF_SHARDS;
1362                                                                 Type_desc = _("破片", "shards");
1363                                                         }
1364                                                         break;
1365                                                 case CLASS_MAGE:
1366                                                 case CLASS_WARRIOR_MAGE:
1367                                                 case CLASS_HIGH_MAGE:
1368                                                 case CLASS_SORCERER:
1369                                                 case CLASS_MAGIC_EATER:
1370                                                 case CLASS_RED_MAGE:
1371                                                 case CLASS_BLUE_MAGE:
1372                                                 case CLASS_MIRROR_MASTER:
1373                                                         if (one_in_(3))
1374                                                         {
1375                                                                 Type = GF_MANA;
1376                                                                 Type_desc = _("魔力", "mana");
1377                                                         }
1378                                                         else
1379                                                         {
1380                                                                 Type = GF_DISENCHANT;
1381                                                                 Type_desc = _("劣化", "disenchantment");
1382                                                         }
1383                                                         break;
1384                                                 case CLASS_CHAOS_WARRIOR:
1385                                                         if (!one_in_(3))
1386                                                         {
1387                                                                 Type = GF_CONFUSION;
1388                                                                 Type_desc = _("混乱", "confusion");
1389                                                         }
1390                                                         else
1391                                                         {
1392                                                                 Type = GF_CHAOS;
1393                                                                 Type_desc = _("カオス", "chaos");
1394                                                         }
1395                                                         break;
1396                                                 case CLASS_MONK:
1397                                                 case CLASS_SAMURAI:
1398                                                 case CLASS_FORCETRAINER:
1399                                                         if (!one_in_(3))
1400                                                         {
1401                                                                 Type = GF_CONFUSION;
1402                                                                 Type_desc = _("混乱", "confusion");
1403                                                         }
1404                                                         else
1405                                                         {
1406                                                                 Type = GF_SOUND;
1407                                                                 Type_desc = _("轟音", "sound");
1408                                                         }
1409                                                         break;
1410                                                 case CLASS_MINDCRAFTER:
1411                                                         if (!one_in_(3))
1412                                                         {
1413                                                                 Type = GF_CONFUSION;
1414                                                                 Type_desc = _("混乱", "confusion");
1415                                                         }
1416                                                         else
1417                                                         {
1418                                                                 Type = GF_PSI;
1419                                                                 Type_desc = _("精神エネルギー", "mental energy");
1420                                                         }
1421                                                         break;
1422                                                 case CLASS_PRIEST:
1423                                                 case CLASS_PALADIN:
1424                                                         if (one_in_(3))
1425                                                         {
1426                                                                 Type = GF_HELL_FIRE;
1427                                                                 Type_desc = _("地獄の劫火", "hellfire");
1428                                                         }
1429                                                         else
1430                                                         {
1431                                                                 Type = GF_HOLY_FIRE;
1432                                                                 Type_desc = _("聖なる炎", "holy fire");
1433                                                         }
1434                                                         break;
1435                                                 case CLASS_ROGUE:
1436                                                 case CLASS_NINJA:
1437                                                         if (one_in_(3))
1438                                                         {
1439                                                                 Type = GF_DARK;
1440                                                                 Type_desc = _("暗黒", "darkness");
1441                                                         }
1442                                                         else
1443                                                         {
1444                                                                 Type = GF_POIS;
1445                                                                 Type_desc = _("毒", "poison");
1446                                                         }
1447                                                         break;
1448                                                 case CLASS_BARD:
1449                                                         if (!one_in_(3))
1450                                                         {
1451                                                                 Type = GF_SOUND;
1452                                                                 Type_desc = _("轟音", "sound");
1453                                                         }
1454                                                         else
1455                                                         {
1456                                                                 Type = GF_CONFUSION;
1457                                                                 Type_desc = _("混乱", "confusion");
1458                                                         }
1459                                                         break;
1460                                         }
1461                                 }
1462
1463                                 stop_mouth();
1464                                 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
1465
1466                                 fire_breath(Type, dir, plev * 2, (plev / 15) + 1);
1467                         }
1468                         break;
1469
1470                 case RACE_MIND_FLAYER:
1471                         if (!get_aim_dir(&dir)) return FALSE;
1472                         msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
1473                         fire_bolt(GF_PSI, dir, plev);
1474                         break;
1475
1476                 case RACE_IMP:
1477                         if (!get_aim_dir(&dir)) return FALSE;
1478                         if (plev >= 30)
1479                         {
1480                                 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
1481                                 fire_ball(GF_FIRE, dir, plev, 2);
1482                         }
1483                         else
1484                         {
1485                                 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
1486                                 fire_bolt(GF_FIRE, dir, plev);
1487                         }
1488                         break;
1489
1490                 case RACE_GOLEM:
1491                         (void)set_shield(randint1(20) + 30, FALSE);
1492                         break;
1493
1494                 case RACE_SKELETON:
1495                 case RACE_ZOMBIE:
1496                         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."));
1497                         (void)restore_level();
1498                         break;
1499
1500                 case RACE_VAMPIRE:
1501                         vampirism();
1502                         break;
1503
1504                 case RACE_SPECTRE:
1505                         if (!get_aim_dir(&dir)) return FALSE;
1506                         stop_mouth();
1507                         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!"));
1508                         (void)fear_monster(dir, plev);
1509                         break;
1510
1511                 case RACE_SPRITE:
1512                         msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
1513                         if (plev < 25) sleep_monsters_touch();
1514                         else (void)sleep_monsters(plev);
1515                         break;
1516
1517                 case RACE_DEMON:
1518                         {
1519                                 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1520                                 if (!get_aim_dir(&dir)) return FALSE;
1521                                 stop_mouth();
1522 #ifdef JP
1523                                 msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎"));
1524 #else
1525                                 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1526 #endif
1527
1528                                 fire_breath(type, dir, plev * 3, (plev / 15) + 1);
1529                         }
1530                         break;
1531
1532                 case RACE_KUTAR:
1533                         (void)set_tsubureru(randint1(20) + 30, FALSE);
1534                         break;
1535
1536                 case RACE_ANDROID:
1537                         if (!get_aim_dir(&dir)) return FALSE;
1538                         if (plev < 10)
1539                         {
1540                                 msg_print(_("レイガンを発射した。", "You fire your ray gun."));
1541                                 fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
1542                         }
1543                         else if (plev < 25)
1544                         {
1545                                 msg_print(_("ブラスターを発射した。", "You fire your blaster."));
1546                                 fire_bolt(GF_MISSILE, dir, plev);
1547                         }
1548                         else if (plev < 35)
1549                         {
1550                                 msg_print(_("バズーカを発射した。", "You fire your bazooka."));
1551                                 fire_ball(GF_MISSILE, dir, plev * 2, 2);
1552                         }
1553                         else if (plev < 45)
1554                         {
1555                                 msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon."));
1556                                 fire_beam(GF_MISSILE, dir, plev * 2);
1557                         }
1558                         else
1559                         {
1560                                 msg_print(_("ロケットを発射した。", "You fire a rocket."));
1561                                 fire_rocket(GF_ROCKET, dir, plev * 5, 2);
1562                         }
1563                         break;
1564
1565                 default:
1566                         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."));
1567                         p_ptr->energy_use = 0;
1568         }
1569         }
1570         return TRUE;
1571 }
1572
1573 /*!
1574  * @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
1575  * @return なし
1576  */
1577 void do_cmd_racial_power(void)
1578 {
1579         power_desc_type power_desc[36];
1580         int num;
1581         COMMAND_CODE i = 0;
1582         int ask = TRUE;
1583         PLAYER_LEVEL lvl = p_ptr->lev;
1584         bool            flag, redraw, cast = FALSE;
1585         bool            warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
1586         char            choice;
1587         char            out_val[160];
1588         int menu_line = (use_menu ? 1 : 0);
1589
1590
1591         for (num = 0; num < 36; num++)
1592         {
1593                 strcpy(power_desc[num].name, "");
1594                 power_desc[num].number = 0;
1595         }
1596
1597         num = 0;
1598
1599         if (p_ptr->confused)
1600         {
1601                 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!"));
1602                 p_ptr->energy_use = 0;
1603                 return;
1604         }
1605
1606         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
1607         {
1608                 set_action(ACTION_NONE);
1609         }
1610
1611         switch (p_ptr->pclass)
1612         {
1613         case CLASS_WARRIOR:
1614         {
1615                 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
1616                 power_desc[num].level = 40;
1617                 power_desc[num].cost = 75;
1618                 power_desc[num].stat = A_DEX;
1619                 power_desc[num].fail = 35;
1620                 power_desc[num++].number = -3;
1621                 break;
1622         }
1623         case CLASS_HIGH_MAGE:
1624         if (p_ptr->realm1 == REALM_HEX)
1625         {
1626                 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
1627                 power_desc[num].level = 1;
1628                 power_desc[num].cost = 0;
1629                 power_desc[num].stat = A_INT;
1630                 power_desc[num].fail = 0;
1631                 power_desc[num++].number = -3;
1632                 break;
1633         }
1634         case CLASS_MAGE:
1635         /* case CLASS_HIGH_MAGE: */
1636         case CLASS_SORCERER:
1637         {
1638                 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1639                 power_desc[num].level = 25;
1640                 power_desc[num].cost = 1;
1641                 power_desc[num].stat = A_INT;
1642                 power_desc[num].fail = 25;
1643                 power_desc[num++].number = -3;
1644                 break;
1645         }
1646         case CLASS_PRIEST:
1647         {
1648                 if (is_good_realm(p_ptr->realm1))
1649                 {
1650                         strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
1651                         power_desc[num].level = 35;
1652                         power_desc[num].cost = 70;
1653                         power_desc[num].stat = A_WIS;
1654                         power_desc[num].fail = 50;
1655                         power_desc[num++].number = -3;
1656                 }
1657                 else
1658                 {
1659                         strcpy(power_desc[num].name, _("召魂", "Evocation"));
1660                         power_desc[num].level = 42;
1661                         power_desc[num].cost = 40;
1662                         power_desc[num].stat = A_WIS;
1663                         power_desc[num].fail = 35;
1664                         power_desc[num++].number = -3;
1665                 }
1666                 break;
1667         }
1668         case CLASS_ROGUE:
1669         {
1670                 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
1671                 power_desc[num].level = 8;
1672                 power_desc[num].cost = 12;
1673                 power_desc[num].stat = A_DEX;
1674                 power_desc[num].fail = 14;
1675                 power_desc[num++].number = -3;
1676                 break;
1677         }
1678         case CLASS_RANGER:
1679         case CLASS_SNIPER:
1680         {
1681                 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
1682                 power_desc[num].level = 15;
1683                 power_desc[num].cost = 20;
1684                 power_desc[num].stat = A_INT;
1685                 power_desc[num].fail = 12;
1686                 power_desc[num++].number = -3;
1687                 break;
1688         }
1689         case CLASS_PALADIN:
1690         {
1691                 if (is_good_realm(p_ptr->realm1))
1692                 {
1693                         strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
1694                         power_desc[num].level = 30;
1695                         power_desc[num].cost = 30;
1696                         power_desc[num].stat = A_WIS;
1697                         power_desc[num].fail = 30;
1698                         power_desc[num++].number = -3;
1699                 }
1700                 else
1701                 {
1702                         strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
1703                         power_desc[num].level = 30;
1704                         power_desc[num].cost = 30;
1705                         power_desc[num].stat = A_WIS;
1706                         power_desc[num].fail = 30;
1707                         power_desc[num++].number = -3;
1708                 }
1709                 break;
1710         }
1711         case CLASS_WARRIOR_MAGE:
1712         {
1713                 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
1714                 power_desc[num].level = 25;
1715                 power_desc[num].cost = 0;
1716                 power_desc[num].stat = A_INT;
1717                 power_desc[num].fail = 10;
1718                 power_desc[num++].number = -3;
1719                         
1720                 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
1721                 power_desc[num].level = 25;
1722                 power_desc[num].cost = 0;
1723                 power_desc[num].stat = A_INT;
1724                 power_desc[num].fail = 10;
1725                 power_desc[num++].number = -4;
1726                 break;
1727         }
1728         case CLASS_CHAOS_WARRIOR:
1729         {
1730                 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
1731                 power_desc[num].level = 40;
1732                 power_desc[num].cost = 50;
1733                 power_desc[num].stat = A_INT;
1734                 power_desc[num].fail = 25;
1735                 power_desc[num++].number = -3;
1736                 break;
1737         }
1738         case CLASS_MONK:
1739         {
1740                 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
1741                 power_desc[num].level = 25;
1742                 power_desc[num].cost = 0;
1743                 power_desc[num].stat = A_DEX;
1744                 power_desc[num].fail = 0;
1745                 power_desc[num++].number = -3;
1746                         
1747                 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
1748                 power_desc[num].level = 30;
1749                 power_desc[num].cost = 30;
1750                 power_desc[num].stat = A_STR;
1751                 power_desc[num].fail = 20;
1752                 power_desc[num++].number = -4;
1753                 break;
1754         }
1755         case CLASS_MINDCRAFTER:
1756         case CLASS_FORCETRAINER:
1757         {
1758                 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1759                 power_desc[num].level = 15;
1760                 power_desc[num].cost = 0;
1761                 power_desc[num].stat = A_WIS;
1762                 power_desc[num].fail = 10;
1763                 power_desc[num++].number = -3;
1764                 break;
1765         }
1766         case CLASS_TOURIST:
1767         {
1768                 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1769                 power_desc[num].level = 1;
1770                 power_desc[num].cost = 0;
1771                 power_desc[num].stat = A_DEX;
1772                 power_desc[num].fail = 0;
1773                 power_desc[num++].number = -3;
1774                 
1775                 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1776                 power_desc[num].level = 25;
1777                 power_desc[num].cost = 20;
1778                 power_desc[num].stat = A_INT;
1779                 power_desc[num].fail = 20;
1780                 power_desc[num++].number = -4;
1781                 break;
1782         }
1783         case CLASS_IMITATOR:
1784         {
1785                 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1786                 power_desc[num].level = 30;
1787                 power_desc[num].cost = 100;
1788                 power_desc[num].stat = A_DEX;
1789                 power_desc[num].fail = 30;
1790                 power_desc[num++].number = -3;
1791                 break;
1792         }
1793         case CLASS_BEASTMASTER:
1794         {
1795                 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1796                 power_desc[num].level = 1;
1797                 power_desc[num].cost = (p_ptr->lev+3)/4;
1798                 power_desc[num].stat = A_CHR;
1799                 power_desc[num].fail = 10;
1800                 power_desc[num++].number = -3;
1801                 
1802                 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1803                 power_desc[num].level = 30;
1804                 power_desc[num].cost = (p_ptr->lev+20)/2;
1805                 power_desc[num].stat = A_CHR;
1806                 power_desc[num].fail = 10;
1807                 power_desc[num++].number = -4;
1808                 break;
1809         }
1810         case CLASS_ARCHER:
1811         {
1812                 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1813                 power_desc[num].level = 1;
1814                 power_desc[num].cost = 0;
1815                 power_desc[num].stat = A_DEX;
1816                 power_desc[num].fail = 0;
1817                 power_desc[num++].number = -3;
1818                 break;
1819         }
1820         case CLASS_MAGIC_EATER:
1821         {
1822                 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1823                 power_desc[num].level = 1;
1824                 power_desc[num].cost = 0;
1825                 power_desc[num].stat = A_INT;
1826                 power_desc[num].fail = 0;
1827                 power_desc[num++].number = -3;
1828
1829                 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1830                 power_desc[num].level = 10;
1831                 power_desc[num].cost = 10 + (lvl - 10) / 2;
1832                 power_desc[num].stat = A_INT;
1833                 power_desc[num].fail = 0;
1834                 power_desc[num++].number = -4;
1835                 break;
1836         }
1837         case CLASS_BARD:
1838         {
1839                 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1840                 power_desc[num].level = 1;
1841                 power_desc[num].cost = 0;
1842                 power_desc[num].stat = A_CHR;
1843                 power_desc[num].fail = 0;
1844                 power_desc[num++].number = -3;
1845                 break;
1846         }
1847         case CLASS_RED_MAGE:
1848         {
1849                 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1850                 power_desc[num].level = 48;
1851                 power_desc[num].cost = 20;
1852                 power_desc[num].stat = A_INT;
1853                 power_desc[num].fail = 0;
1854                 power_desc[num++].number = -3;
1855                 break;
1856         }
1857         case CLASS_SAMURAI:
1858         {
1859                 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1860                 power_desc[num].level = 1;
1861                 power_desc[num].cost = 0;
1862                 power_desc[num].stat = A_WIS;
1863                 power_desc[num].fail = 0;
1864                 power_desc[num++].number = -3;
1865                 
1866                 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
1867                 power_desc[num].level = 25;
1868                 power_desc[num].cost = 0;
1869                 power_desc[num].stat = A_DEX;
1870                 power_desc[num].fail = 0;
1871                 power_desc[num++].number = -4;
1872                 break;
1873         }
1874         case CLASS_BLUE_MAGE:
1875         {
1876                 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1877                 power_desc[num].level = 1;
1878                 power_desc[num].cost = 0;
1879                 power_desc[num].stat = A_INT;
1880                 power_desc[num].fail = 0;
1881                 power_desc[num++].number = -3;
1882                 break;
1883         }
1884         case CLASS_CAVALRY:
1885         {
1886                 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1887                 power_desc[num].level = 10;
1888                 power_desc[num].cost = 0;
1889                 power_desc[num].stat = A_STR;
1890                 power_desc[num].fail = 10;
1891                 power_desc[num++].number = -3;
1892                 break;
1893         }
1894         case CLASS_BERSERKER:
1895         {
1896                 strcpy(power_desc[num].name, _("帰還", "Recall"));
1897                 power_desc[num].level = 10;
1898                 power_desc[num].cost = 10;
1899                 power_desc[num].stat = A_DEX;
1900                 power_desc[num].fail = 20;
1901                 power_desc[num++].number = -3;
1902                 break;
1903         }
1904         case CLASS_MIRROR_MASTER:
1905         {
1906                 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
1907                 power_desc[num].level = 1;
1908                 power_desc[num].cost = 0;
1909                 power_desc[num].stat = A_INT;
1910                 power_desc[num].fail = 0;
1911                 power_desc[num++].number = -3;
1912                 
1913                 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
1914                 power_desc[num].level = 30;
1915                 power_desc[num].cost = 0;
1916                 power_desc[num].stat = A_INT;
1917                 power_desc[num].fail = 20;
1918                 power_desc[num++].number = -4;
1919                 break;
1920         }
1921         case CLASS_SMITH:
1922         {
1923                 strcpy(power_desc[num].name, _("目利き", "Judgment"));
1924                 power_desc[num].level = 5;
1925                 power_desc[num].cost = 15;
1926                 power_desc[num].stat = A_INT;
1927                 power_desc[num].fail = 20;
1928                 power_desc[num++].number = -3;
1929                 break;
1930         }
1931         case CLASS_NINJA:
1932         {
1933                 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
1934                 power_desc[num].level = 20;
1935                 power_desc[num].cost = 0;
1936                 power_desc[num].stat = A_DEX;
1937                 power_desc[num].fail = 0;
1938                 power_desc[num++].number = -3;
1939                 break;
1940         }
1941         default:
1942                 strcpy(power_desc[0].name, _("(なし)", "(none)"));
1943         }
1944
1945         if (p_ptr->mimic_form)
1946         {
1947                 switch (p_ptr->mimic_form)
1948                 {
1949                 case MIMIC_DEMON:
1950                 case MIMIC_DEMON_LORD:
1951                         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);
1952                         power_desc[num].level = 15;
1953                         power_desc[num].cost = 10+lvl/3;
1954                         power_desc[num].stat = A_CON;
1955                         power_desc[num].fail = 20;
1956                         power_desc[num++].number = -1;
1957                         break;
1958                 case MIMIC_VAMPIRE:
1959                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1960                         power_desc[num].level = 2;
1961                         power_desc[num].cost = 1 + (lvl / 3);
1962                         power_desc[num].stat = A_CON;
1963                         power_desc[num].fail = 9;
1964                         power_desc[num++].number = -1;
1965                         break;
1966                 }
1967         }
1968         else
1969         {
1970         switch (p_ptr->prace)
1971         {
1972                 case RACE_DWARF:
1973                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1974                         power_desc[num].level = 5;
1975                         power_desc[num].cost = 5;
1976                         power_desc[num].stat = A_WIS;
1977                         power_desc[num].fail = 12;
1978                         power_desc[num++].number = -1;
1979                         break;
1980                 case RACE_NIBELUNG:
1981                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1982                         power_desc[num].level = 10;
1983                         power_desc[num].cost = 5;
1984                         power_desc[num].stat = A_WIS;
1985                         power_desc[num].fail = 10;
1986                         power_desc[num++].number = -1;
1987                         break;
1988                 case RACE_HOBBIT:
1989                         strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
1990                         power_desc[num].level = 15;
1991                         power_desc[num].cost = 10;
1992                         power_desc[num].stat = A_INT;
1993                         power_desc[num].fail = 10;
1994                         power_desc[num++].number = -1;
1995                         break;
1996                 case RACE_GNOME:
1997                         sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
1998                         power_desc[num].level = 5;
1999                         power_desc[num].cost = 5;
2000                         power_desc[num].stat = A_INT;
2001                         power_desc[num].fail = 12;
2002                         power_desc[num++].number = -1;
2003                         break;
2004                 case RACE_HALF_ORC:
2005                         strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
2006                         power_desc[num].level = 3;
2007                         power_desc[num].cost = 5;
2008                         power_desc[num].stat = A_WIS;
2009                         power_desc[num].fail = warrior ? 5 : 10;
2010                         power_desc[num++].number = -1;
2011                         break;
2012                 case RACE_HALF_TROLL:
2013                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2014                         power_desc[num].level = 10;
2015                         power_desc[num].cost = 12;
2016                         power_desc[num].stat = A_STR;
2017                         power_desc[num].fail = warrior ? 6 : 12;
2018                         power_desc[num++].number = -1;
2019                         break;
2020                 case RACE_BARBARIAN:
2021                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2022                         power_desc[num].level = 8;
2023                         power_desc[num].cost = 10;
2024                         power_desc[num].stat = A_STR;
2025                         power_desc[num].fail = warrior ? 6 : 12;
2026                         power_desc[num++].number = -1;
2027                         break;
2028                 case RACE_AMBERITE:
2029                         strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
2030                         power_desc[num].level = 30;
2031                         power_desc[num].cost = 50;
2032                         power_desc[num].stat = A_INT;
2033                         power_desc[num].fail = 50;
2034                         power_desc[num++].number = -1;
2035                         
2036                         strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
2037                         power_desc[num].level = 40;
2038                         power_desc[num].cost = 75;
2039                         power_desc[num].stat = A_WIS;
2040                         power_desc[num].fail = 50;
2041                         power_desc[num++].number = -2;
2042                         break;
2043                 case RACE_HALF_OGRE:
2044                         strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
2045                         power_desc[num].level = 25;
2046                         power_desc[num].cost = 35;
2047                         power_desc[num].stat = A_INT;
2048                         power_desc[num].fail = 15;
2049                         power_desc[num++].number = -1;
2050                         break;
2051                 case RACE_HALF_GIANT:
2052                         strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
2053                         power_desc[num].level = 20;
2054                         power_desc[num].cost = 10;
2055                         power_desc[num].stat = A_STR;
2056                         power_desc[num].fail = 12;
2057                         power_desc[num++].number = -1;
2058                         break;
2059                 case RACE_HALF_TITAN:
2060                         strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
2061                         power_desc[num].level = 15;
2062                         power_desc[num].cost = 10;
2063                         power_desc[num].stat = A_INT;
2064                         power_desc[num].fail = 12;
2065                         power_desc[num++].number = -1;
2066                         break;
2067                 case RACE_CYCLOPS:
2068                         sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
2069                         power_desc[num].level = 20;
2070                         power_desc[num].cost = 15;
2071                         power_desc[num].stat = A_STR;
2072                         power_desc[num].fail = 12;
2073                         power_desc[num++].number = -1;
2074                         break;
2075                 case RACE_YEEK:
2076                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2077                         power_desc[num].level = 15;
2078                         power_desc[num].cost = 15;
2079                         power_desc[num].stat = A_WIS;
2080                         power_desc[num].fail = 10;
2081                         power_desc[num++].number = -1;
2082                         break;
2083                 case RACE_SPECTRE:
2084                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2085                         power_desc[num].level = 4;
2086                         power_desc[num].cost = 6;
2087                         power_desc[num].stat = A_INT;
2088                         power_desc[num].fail = 3;
2089                         power_desc[num++].number = -1;
2090                         break;
2091                 case RACE_KLACKON:
2092                         sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
2093                         power_desc[num].level = 9;
2094                         power_desc[num].cost = 9;
2095                         power_desc[num].stat = A_DEX;
2096                         power_desc[num].fail = 14;
2097                         power_desc[num++].number = -1;
2098                         break;
2099                 case RACE_KOBOLD:
2100                         sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
2101                         power_desc[num].level = 12;
2102                         power_desc[num].cost = 8;
2103                         power_desc[num].stat = A_DEX;
2104                         power_desc[num].fail = 14;
2105                         power_desc[num++].number = -1;
2106                         break;
2107                 case RACE_DARK_ELF:
2108                         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);
2109                         power_desc[num].level = 2;
2110                         power_desc[num].cost = 2;
2111                         power_desc[num].stat = A_INT;
2112                         power_desc[num].fail = 9;
2113                         power_desc[num++].number = -1;
2114                         break;
2115                 case RACE_DRACONIAN:
2116                         sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
2117                         power_desc[num].level = 1;
2118                         power_desc[num].cost = lvl;
2119                         power_desc[num].stat = A_CON;
2120                         power_desc[num].fail = 12;
2121                         power_desc[num++].number = -1;
2122                         break;
2123                 case RACE_MIND_FLAYER:
2124                         sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
2125                         power_desc[num].level = 15;
2126                         power_desc[num].cost = 12;
2127                         power_desc[num].stat = A_INT;
2128                         power_desc[num].fail = 14;
2129                         power_desc[num++].number = -1;
2130                         break;
2131                 case RACE_IMP:
2132                         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);
2133                         power_desc[num].level = 9;
2134                         power_desc[num].cost = 15;
2135                         power_desc[num].stat = A_WIS;
2136                         power_desc[num].fail = 15;
2137                         power_desc[num++].number = -1;
2138                         break;
2139                 case RACE_GOLEM:
2140                         strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
2141                         power_desc[num].level = 20;
2142                         power_desc[num].cost = 15;
2143                         power_desc[num].stat = A_CON;
2144                         power_desc[num].fail = 8;
2145                         power_desc[num++].number = -1;
2146                         break;
2147                 case RACE_SKELETON:
2148                 case RACE_ZOMBIE:
2149                         strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
2150                         power_desc[num].level = 30;
2151                         power_desc[num].cost = 30;
2152                         power_desc[num].stat = A_WIS;
2153                         power_desc[num].fail = 18;
2154                         power_desc[num++].number = -1;
2155                         break;
2156                 case RACE_VAMPIRE:
2157                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2158                         power_desc[num].level = 2;
2159                         power_desc[num].cost = 1 + (lvl / 3);
2160                         power_desc[num].stat = A_CON;
2161                         power_desc[num].fail = 9;
2162                         power_desc[num++].number = -1;
2163                         break;
2164                 case RACE_SPRITE:
2165                         strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
2166                         power_desc[num].level = 12;
2167                         power_desc[num].cost = 12;
2168                         power_desc[num].stat = A_INT;
2169                         power_desc[num].fail = 15;
2170                         power_desc[num++].number = -1;
2171                         break;
2172                 case RACE_DEMON:
2173                         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);
2174                         power_desc[num].level = 15;
2175                         power_desc[num].cost = 10+lvl/3;
2176                         power_desc[num].stat = A_CON;
2177                         power_desc[num].fail = 20;
2178                         power_desc[num++].number = -1;
2179                         break;
2180                 case RACE_KUTAR:
2181                         strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
2182                         power_desc[num].level = 20;
2183                         power_desc[num].cost = 15;
2184                         power_desc[num].stat = A_CHR;
2185                         power_desc[num].fail = 8;
2186                         power_desc[num++].number = -1;
2187                         break;
2188                 case RACE_ANDROID:
2189                         if (p_ptr->lev < 10)
2190                         {
2191                                 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
2192                                 power_desc[num].level = 1;
2193                                 power_desc[num].cost = 7;
2194                                 power_desc[num].fail = 8;
2195                         }
2196                         else if (p_ptr->lev < 25)
2197                         {
2198                                 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
2199                                 power_desc[num].level = 10;
2200                                 power_desc[num].cost = 13;
2201                                 power_desc[num].fail = 10;
2202                         }
2203                         else if (p_ptr->lev < 35)
2204                         {
2205                                 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
2206                                 power_desc[num].level = 25;
2207                                 power_desc[num].cost = 26;
2208                                 power_desc[num].fail = 12;
2209                         }
2210                         else if (p_ptr->lev < 45)
2211                         {
2212                                 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
2213                                 power_desc[num].level = 35;
2214                                 power_desc[num].cost = 40;
2215                                 power_desc[num].fail = 15;
2216                         }
2217                         else
2218                         {
2219                                 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
2220                                 power_desc[num].level = 45;
2221                                 power_desc[num].cost = 60;
2222                                 power_desc[num].fail = 18;
2223                         }
2224                         power_desc[num].stat = A_STR;
2225                         power_desc[num++].number = -1;
2226                         break;
2227                 default:
2228                 {
2229                         break;
2230                 }
2231         }
2232         }
2233
2234         if (p_ptr->muta1)
2235         {
2236                 if (p_ptr->muta1 & MUT1_SPIT_ACID)
2237                 {
2238                         strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
2239                         power_desc[num].level = 9;
2240                         power_desc[num].cost = 9;
2241                         power_desc[num].stat = A_DEX;
2242                         power_desc[num].fail = 15;
2243                         power_desc[num++].number = MUT1_SPIT_ACID;
2244                 }
2245
2246                 if (p_ptr->muta1 & MUT1_BR_FIRE)
2247                 {
2248                         strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
2249                         power_desc[num].level = 20;
2250                         power_desc[num].cost = lvl;
2251                         power_desc[num].stat = A_CON;
2252                         power_desc[num].fail = 18;
2253                         power_desc[num++].number = MUT1_BR_FIRE;
2254                 }
2255
2256                 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
2257                 {
2258                         strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
2259                         power_desc[num].level = 12;
2260                         power_desc[num].cost = 12;
2261                         power_desc[num].stat = A_CHR;
2262                         power_desc[num].fail = 18;
2263                         power_desc[num++].number = MUT1_HYPN_GAZE;
2264                 }
2265
2266                 if (p_ptr->muta1 & MUT1_TELEKINES)
2267                 {
2268                         strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
2269                         power_desc[num].level = 9;
2270                         power_desc[num].cost = 9;
2271                         power_desc[num].stat = A_WIS;
2272                         power_desc[num].fail = 14;
2273                         power_desc[num++].number = MUT1_TELEKINES;
2274                 }
2275
2276                 if (p_ptr->muta1 & MUT1_VTELEPORT)
2277                 {
2278                         strcpy(power_desc[num].name, _("テレポート", "Teleport"));
2279                         power_desc[num].level = 7;
2280                         power_desc[num].cost = 7;
2281                         power_desc[num].stat = A_WIS;
2282                         power_desc[num].fail = 15;
2283                         power_desc[num++].number = MUT1_VTELEPORT;
2284                 }
2285
2286                 if (p_ptr->muta1 & MUT1_MIND_BLST)
2287                 {
2288                         strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
2289                         power_desc[num].level = 5;
2290                         power_desc[num].cost = 3;
2291                         power_desc[num].stat = A_WIS;
2292                         power_desc[num].fail = 15;
2293                         power_desc[num++].number = MUT1_MIND_BLST;
2294                 }
2295
2296                 if (p_ptr->muta1 & MUT1_RADIATION)
2297                 {
2298                         strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
2299                         power_desc[num].level = 15;
2300                         power_desc[num].cost = 15;
2301                         power_desc[num].stat = A_CON;
2302                         power_desc[num].fail = 14;
2303                         power_desc[num++].number = MUT1_RADIATION;
2304                 }
2305
2306                 if (p_ptr->muta1 & MUT1_VAMPIRISM)
2307                 {
2308                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2309                         power_desc[num].level = 2;
2310                         power_desc[num].cost = (1 + (lvl / 3));
2311                         power_desc[num].stat = A_CON;
2312                         power_desc[num].fail = 9;
2313                         power_desc[num++].number = MUT1_VAMPIRISM;
2314                 }
2315
2316                 if (p_ptr->muta1 & MUT1_SMELL_MET)
2317                 {
2318                         strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
2319                         power_desc[num].level = 3;
2320                         power_desc[num].cost = 2;
2321                         power_desc[num].stat = A_INT;
2322                         power_desc[num].fail = 12;
2323                         power_desc[num++].number = MUT1_SMELL_MET;
2324                 }
2325
2326                 if (p_ptr->muta1 & MUT1_SMELL_MON)
2327                 {
2328                         strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
2329                         power_desc[num].level = 5;
2330                         power_desc[num].cost = 4;
2331                         power_desc[num].stat = A_INT;
2332                         power_desc[num].fail = 15;
2333                         power_desc[num++].number = MUT1_SMELL_MON;
2334                 }
2335
2336                 if (p_ptr->muta1 & MUT1_BLINK)
2337                 {
2338                         strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
2339                         power_desc[num].level = 3;
2340                         power_desc[num].cost = 3;
2341                         power_desc[num].stat = A_WIS;
2342                         power_desc[num].fail = 12;
2343                         power_desc[num++].number = MUT1_BLINK;
2344                 }
2345
2346                 if (p_ptr->muta1 & MUT1_EAT_ROCK)
2347                 {
2348                         strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
2349                         power_desc[num].level = 8;
2350                         power_desc[num].cost = 12;
2351                         power_desc[num].stat = A_CON;
2352                         power_desc[num].fail = 18;
2353                         power_desc[num++].number = MUT1_EAT_ROCK;
2354                 }
2355
2356                 if (p_ptr->muta1 & MUT1_SWAP_POS)
2357                 {
2358                         strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
2359                         power_desc[num].level = 15;
2360                         power_desc[num].cost = 12;
2361                         power_desc[num].stat = A_DEX;
2362                         power_desc[num].fail = 16;
2363                         power_desc[num++].number = MUT1_SWAP_POS;
2364                 }
2365
2366                 if (p_ptr->muta1 & MUT1_SHRIEK)
2367                 {
2368                         strcpy(power_desc[num].name, _("叫び", "Shriek"));
2369                         power_desc[num].level = 20;
2370                         power_desc[num].cost = 14;
2371                         power_desc[num].stat = A_CON;
2372                         power_desc[num].fail = 16;
2373                         power_desc[num++].number = MUT1_SHRIEK;
2374                 }
2375
2376                 if (p_ptr->muta1 & MUT1_ILLUMINE)
2377                 {
2378                         strcpy(power_desc[num].name, _("照明", "Illuminate"));
2379                         power_desc[num].level = 3;
2380                         power_desc[num].cost = 2;
2381                         power_desc[num].stat = A_INT;
2382                         power_desc[num].fail = 10;
2383                         power_desc[num++].number = MUT1_ILLUMINE;
2384                 }
2385
2386                 if (p_ptr->muta1 & MUT1_DET_CURSE)
2387                 {
2388                         strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
2389                         power_desc[num].level = 7;
2390                         power_desc[num].cost = 14;
2391                         power_desc[num].stat = A_WIS;
2392                         power_desc[num].fail = 14;
2393                         power_desc[num++].number = MUT1_DET_CURSE;
2394                 }
2395
2396                 if (p_ptr->muta1 & MUT1_BERSERK)
2397                 {
2398                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2399                         power_desc[num].level = 8;
2400                         power_desc[num].cost = 8;
2401                         power_desc[num].stat = A_STR;
2402                         power_desc[num].fail = 14;
2403                         power_desc[num++].number = MUT1_BERSERK;
2404                 }
2405
2406                 if (p_ptr->muta1 & MUT1_POLYMORPH)
2407                 {
2408                         strcpy(power_desc[num].name, _("変身", "Polymorph"));
2409                         power_desc[num].level = 18;
2410                         power_desc[num].cost = 20;
2411                         power_desc[num].stat = A_CON;
2412                         power_desc[num].fail = 18;
2413                         power_desc[num++].number = MUT1_POLYMORPH;
2414                 }
2415
2416                 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
2417                 {
2418                         strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
2419                         power_desc[num].level = 10;
2420                         power_desc[num].cost = 5;
2421                         power_desc[num].stat = A_INT;
2422                         power_desc[num].fail = 12;
2423                         power_desc[num++].number = MUT1_MIDAS_TCH;
2424                 }
2425
2426                 if (p_ptr->muta1 & MUT1_GROW_MOLD)
2427                 {
2428                         strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
2429                         power_desc[num].level = 1;
2430                         power_desc[num].cost = 6;
2431                         power_desc[num].stat = A_CON;
2432                         power_desc[num].fail = 14;
2433                         power_desc[num++].number = MUT1_GROW_MOLD;
2434                 }
2435
2436                 if (p_ptr->muta1 & MUT1_RESIST)
2437                 {
2438                         strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
2439                         power_desc[num].level = 10;
2440                         power_desc[num].cost = 12;
2441                         power_desc[num].stat = A_CON;
2442                         power_desc[num].fail = 12;
2443                         power_desc[num++].number = MUT1_RESIST;
2444                 }
2445
2446                 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
2447                 {
2448                         strcpy(power_desc[num].name, _("地震", "Earthquake"));
2449                         power_desc[num].level = 12;
2450                         power_desc[num].cost = 12;
2451                         power_desc[num].stat = A_STR;
2452                         power_desc[num].fail = 16;
2453                         power_desc[num++].number = MUT1_EARTHQUAKE;
2454                 }
2455
2456                 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
2457                 {
2458                         strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
2459                         power_desc[num].level = 17;
2460                         power_desc[num].cost = 1;
2461                         power_desc[num].stat = A_WIS;
2462                         power_desc[num].fail = 15;
2463                         power_desc[num++].number = MUT1_EAT_MAGIC;
2464                 }
2465
2466                 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
2467                 {
2468                         strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
2469                         power_desc[num].level = 6;
2470                         power_desc[num].cost = 6;
2471                         power_desc[num].stat = A_INT;
2472                         power_desc[num].fail = 10;
2473                         power_desc[num++].number = MUT1_WEIGH_MAG;
2474                 }
2475
2476                 if (p_ptr->muta1 & MUT1_STERILITY)
2477                 {
2478                         strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
2479                         power_desc[num].level = 12;
2480                         power_desc[num].cost = 23;
2481                         power_desc[num].stat = A_CHR;
2482                         power_desc[num].fail = 15;
2483                         power_desc[num++].number = MUT1_STERILITY;
2484                 }
2485
2486                 if (p_ptr->muta1 & MUT1_PANIC_HIT)
2487                 {
2488                         strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
2489                         power_desc[num].level = 10;
2490                         power_desc[num].cost = 12;
2491                         power_desc[num].stat = A_DEX;
2492                         power_desc[num].fail = 14;
2493                         power_desc[num++].number = MUT1_PANIC_HIT;
2494                 }
2495
2496                 if (p_ptr->muta1 & MUT1_DAZZLE)
2497                 {
2498                         strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
2499                         power_desc[num].level = 7;
2500                         power_desc[num].cost = 15;
2501                         power_desc[num].stat = A_CHR;
2502                         power_desc[num].fail = 8;
2503                         power_desc[num++].number = MUT1_DAZZLE;
2504                 }
2505
2506                 if (p_ptr->muta1 & MUT1_LASER_EYE)
2507                 {
2508                         strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
2509                         power_desc[num].level = 7;
2510                         power_desc[num].cost = 10;
2511                         power_desc[num].stat = A_WIS;
2512                         power_desc[num].fail = 9;
2513                         power_desc[num++].number = MUT1_LASER_EYE;
2514                 }
2515
2516                 if (p_ptr->muta1 & MUT1_RECALL)
2517                 {
2518                         strcpy(power_desc[num].name, _("帰還", "Recall"));
2519                         power_desc[num].level = 17;
2520                         power_desc[num].cost = 50;
2521                         power_desc[num].stat = A_INT;
2522                         power_desc[num].fail = 16;
2523                         power_desc[num++].number = MUT1_RECALL;
2524                 }
2525
2526                 if (p_ptr->muta1 & MUT1_BANISH)
2527                 {
2528                         strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
2529                         power_desc[num].level = 25;
2530                         power_desc[num].cost = 25;
2531                         power_desc[num].stat = A_WIS;
2532                         power_desc[num].fail = 18;
2533                         power_desc[num++].number = MUT1_BANISH;
2534                 }
2535
2536                 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
2537                 {
2538                         strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
2539                         power_desc[num].level = 2;
2540                         power_desc[num].cost = 2;
2541                         power_desc[num].stat = A_CON;
2542                         power_desc[num].fail = 11;
2543                         power_desc[num++].number = MUT1_COLD_TOUCH;
2544                 }
2545
2546                 if (p_ptr->muta1 & MUT1_LAUNCHER)
2547                 {
2548                         strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
2549                         power_desc[num].level = 1;
2550                         power_desc[num].cost = lvl;
2551                         power_desc[num].stat = A_STR;
2552                         power_desc[num].fail = 6;
2553                         /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
2554                         power_desc[num++].number = 3;
2555                 }
2556         }
2557
2558         /* Nothing chosen yet */
2559         flag = FALSE;
2560
2561         /* No redraw yet */
2562         redraw = FALSE;
2563
2564         /* Build a prompt */
2565         (void) strnfmt(out_val, 78, 
2566                                 _("(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? "),
2567                                 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
2568
2569 #ifdef ALLOW_REPEAT
2570 if (!repeat_pull(&i) || i<0 || i>=num) {
2571 #endif /* ALLOW_REPEAT */
2572         if (use_menu) screen_save();
2573          /* Get a spell from the user */
2574
2575         choice = (always_show_list || use_menu) ? ESCAPE:1;
2576         while (!flag)
2577         {
2578                 if( choice==ESCAPE ) choice = ' '; 
2579                 else if( !get_com(out_val, &choice, FALSE) )break; 
2580
2581                 if (use_menu && choice != ' ')
2582                 {
2583                         switch(choice)
2584                         {
2585                                 case '0':
2586                                 {
2587                                         screen_load();
2588                                         p_ptr->energy_use = 0;
2589                                         return;
2590                                 }
2591
2592                                 case '8':
2593                                 case 'k':
2594                                 case 'K':
2595                                 {
2596                                         menu_line += (num - 1);
2597                                         break;
2598                                 }
2599
2600                                 case '2':
2601                                 case 'j':
2602                                 case 'J':
2603                                 {
2604                                         menu_line++;
2605                                         break;
2606                                 }
2607
2608                                 case '6':
2609                                 case 'l':
2610                                 case 'L':
2611                                 case '4':
2612                                 case 'h':
2613                                 case 'H':
2614                                 {
2615                                         if (menu_line > 18)
2616                                                 menu_line -= 18;
2617                                         else if (menu_line+18 <= num)
2618                                                 menu_line += 18;
2619                                         break;
2620                                 }
2621
2622                                 case 'x':
2623                                 case 'X':
2624                                 case '\r':
2625                                 {
2626                                         i = menu_line - 1;
2627                                         ask = FALSE;
2628                                         break;
2629                                 }
2630                         }
2631                         if (menu_line > num) menu_line -= num;
2632                 }
2633                 /* Request redraw */
2634                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
2635                 {
2636                         /* Show the list */
2637                         if (!redraw || use_menu)
2638                         {
2639                                 byte y = 1, x = 0;
2640                                 int ctr = 0;
2641                                 char dummy[80];
2642                                 char letter;
2643                                 int x1, y1;
2644
2645                                 strcpy(dummy, "");
2646
2647                                 /* Show list */
2648                                 redraw = TRUE;
2649
2650                                 /* Save the screen */
2651                                 if (!use_menu) screen_save();
2652
2653                                 /* Print header(s) */
2654                                 if (num < 18)
2655                                         prt(_("                            Lv   MP 失率", "                            Lv Cost Fail"), y++, x);
2656                                 else
2657                                 prt(_("                            Lv   MP 失率                            Lv   MP 失率", 
2658                                           "                            Lv Cost Fail                            Lv Cost Fail"), y++, x);
2659
2660
2661                                 /* Print list */
2662                                 while (ctr < num)
2663                                 {
2664                                         x1 = ((ctr < 18) ? x : x + 40);
2665                                         y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
2666
2667                                         if (use_menu)
2668                                         {
2669                                                 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " >  "));
2670                                                 else strcpy(dummy, "    ");
2671                                         }
2672                                         else
2673                                         {
2674                                                 /* letter/number for power selection */
2675                                                 if (ctr < 26)
2676                                                         letter = I2A(ctr);
2677                                                 else
2678                                                         letter = '0' + ctr - 26;
2679                                                 sprintf(dummy, " %c) ",letter);
2680                                         }
2681                                         strcat(dummy, format("%-23.23s %2d %4d %3d%%",
2682                                                 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
2683                                                 100 - racial_chance(&power_desc[ctr])));
2684                                         prt(dummy, y1, x1);
2685                                         ctr++;
2686                                 }
2687                         }
2688
2689                         /* Hide the list */
2690                         else
2691                         {
2692                                 /* Hide list */
2693                                 redraw = FALSE;
2694
2695                                 /* Restore the screen */
2696                                 screen_load();
2697                         }
2698
2699                         /* Redo asking */
2700                         continue;
2701                 }
2702
2703                 if (!use_menu)
2704                 {
2705                         if (choice == '\r' && num == 1)
2706                         {
2707                                 choice = 'a';
2708                         }
2709
2710                         if (isalpha(choice))
2711                         {
2712                                 /* Note verify */
2713                                 ask = (isupper(choice));
2714
2715                                 /* Lowercase */
2716                                 if (ask) choice = (char)tolower(choice);
2717
2718                                 /* Extract request */
2719                                 i = (islower(choice) ? A2I(choice) : -1);
2720                         }
2721                         else
2722                         {
2723                                 ask = FALSE; /* Can't uppercase digits */
2724
2725                                 i = choice - '0' + 26;
2726                         }
2727                 }
2728
2729                 /* Totally Illegal */
2730                 if ((i < 0) || (i >= num))
2731                 {
2732                         bell();
2733                         continue;
2734                 }
2735
2736                 /* Verify it */
2737                 if (ask)
2738                 {
2739                         char tmp_val[160];
2740
2741                         /* Prompt */
2742                         (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
2743
2744                         /* Belay that order */
2745                         if (!get_check(tmp_val)) continue;
2746                 }
2747
2748                 /* Stop the loop */
2749                 flag = TRUE;
2750         }
2751
2752         /* Restore the screen */
2753         if (redraw) screen_load();
2754
2755         /* Abort if needed */
2756         if (!flag)
2757         {
2758                 p_ptr->energy_use = 0;
2759                 return;
2760         }
2761 #ifdef ALLOW_REPEAT
2762         repeat_push(i);
2763         } /*if (!repeat_pull(&i) || ...)*/
2764 #endif /* ALLOW_REPEAT */
2765         switch (racial_aux(&power_desc[i]))
2766         {
2767         case 1:
2768                 if (power_desc[i].number < 0)
2769                         cast = cmd_racial_power_aux(power_desc[i].number);
2770                 else
2771                         cast = mutation_power_aux(power_desc[i].number);
2772                 break;
2773         case 0:
2774                 cast = FALSE;
2775                 break;
2776         case -1:
2777                 cast = TRUE;
2778                 break;
2779         }
2780
2781         if (cast)
2782         {
2783                 if (racial_cost)
2784                 {
2785                         int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2786
2787                         /* If mana is not enough, player consumes hit point! */
2788                         if (p_ptr->csp < actual_racial_cost)
2789                         {
2790                                 actual_racial_cost -= p_ptr->csp;
2791                                 p_ptr->csp = 0;
2792                                 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2793                         }
2794                         else p_ptr->csp -= actual_racial_cost;
2795
2796                         /* Redraw mana and hp */
2797                         p_ptr->redraw |= (PR_HP | PR_MANA);
2798
2799                         /* Window stuff */
2800                         p_ptr->window |= (PW_PLAYER | PW_SPELL);
2801                 }
2802         }
2803         else p_ptr->energy_use = 0;
2804
2805         /* Success */
2806         return;
2807 }