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