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[Refactor] #37353 吸血処理をvampirism()にまとめる。
[hengband/hengband.git] / src / racial.c
1 /*!
2  * @file racial.c
3  * @brief レイシャルと突然変異の技能処理 / Racial powers (and mutations)
4  * @date 2014/01/08
5  * @author
6  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7  * This software may be copied and distributed for educational, research,\n
8  * and not for profit purposes provided that this copyright and statement\n
9  * are included in all such copies.  Other copyrights may also apply.\n
10  * 2014 Deskull rearranged comment for Doxygen. \n
11  */
12
13 #include "angband.h"
14 #include "cmd-magiceat.h"
15 #include "cmd-zapwand.h"
16 #include "cmd-pet.h"
17
18 #include "object-hook.h"
19
20 /*!
21  * @brief レイシャル「弾/矢の製造」処理 / do_cmd_cast calls this function if the player's class is 'archer'.
22  * Hook to determine if an object is contertible in an arrow/bolt
23  * @return 製造を実際に行ったらTRUE、キャンセルしたらFALSEを返す
24  */
25 static bool do_cmd_archer(void)
26 {
27         int ext=0;
28         char ch;
29
30         object_type     forge;
31         object_type     *q_ptr;
32
33         char com[80];
34         char o_name[MAX_NLEN];
35
36         q_ptr = &forge;
37
38         if(p_ptr->lev >= 20)
39                 sprintf(com, _("[S]弾, [A]矢, [B]クロスボウの矢 :", "Create [S]hots, Create [A]rrow or Create [B]olt ?"));
40         else if(p_ptr->lev >= 10)
41                 sprintf(com, _("[S]弾, [A]矢:", "Create [S]hots or Create [A]rrow ?"));
42         else
43                 sprintf(com, _("[S]弾:", "Create [S]hots ?"));
44
45         if (p_ptr->confused)
46         {
47                 msg_print(_("混乱してる!", "You are too confused!"));
48                 return FALSE;
49         }
50
51         if (p_ptr->blind)
52         {
53                 msg_print(_("目が見えない!", "You are blind!"));
54                 return FALSE;
55         }
56
57         while (TRUE)
58         {
59                 if (!get_com(com, &ch, TRUE))
60                 {
61                         return FALSE;
62                 }
63                 if (ch == 'S' || ch == 's')
64                 {
65                         ext = 1;
66                         break;
67                 }
68                 if ((ch == 'A' || ch == 'a')&&(p_ptr->lev >= 10))
69                 {
70                         ext = 2;
71                         break;
72                 }
73                 if ((ch == 'B' || ch == 'b')&&(p_ptr->lev >= 20))
74                 {
75                         ext = 3;
76                         break;
77                 }
78         }
79
80         /**********Create shots*********/
81         if (ext == 1)
82         {
83                 int x,y, dir;
84                 cave_type *c_ptr;
85
86                 if (!get_rep_dir(&dir, FALSE)) return FALSE;
87                 y = p_ptr->y + ddy[dir];
88                 x = p_ptr->x + ddx[dir];
89                 c_ptr = &cave[y][x];
90
91                 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_CAN_DIG))
92                 {
93                         msg_print(_("そこには岩石がない。", "You need pile of rubble."));
94                         return FALSE;
95                 }
96                 else if (!cave_have_flag_grid(c_ptr, FF_CAN_DIG) || !cave_have_flag_grid(c_ptr, FF_HURT_ROCK))
97                 {
98                         msg_print(_("硬すぎて崩せなかった。", "You failed to make ammo."));
99                 }
100                 else
101                 {
102                         s16b slot;
103
104                         /* Get local object */
105                         q_ptr = &forge;
106
107                         /* Hack -- Give the player some small firestones */
108                         object_prep(q_ptr, lookup_kind(TV_SHOT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
109                         q_ptr->number = (byte)rand_range(15,30);
110                         object_aware(q_ptr);
111                         object_known(q_ptr);
112                         apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
113                         q_ptr->discount = 99;
114
115                         slot = inven_carry(q_ptr);
116
117                         object_desc(o_name, q_ptr, 0);
118                         msg_format(_("%sを作った。", "You make some ammo."), o_name);
119
120                         /* Auto-inscription */
121                         if (slot >= 0) autopick_alter_item(slot, FALSE);
122
123                         /* Destroy the wall */
124                         cave_alter_feat(y, x, FF_HURT_ROCK);
125
126                         p_ptr->update |= (PU_FLOW);
127                 }
128         }
129         /**********Create arrows*********/
130         else if (ext == 2)
131         {
132                 OBJECT_IDX item;
133                 cptr q, s;
134                 s16b slot;
135
136                 item_tester_hook = item_tester_hook_convertible;
137
138                 /* Get an item */
139                 q = _("どのアイテムから作りますか? ", "Convert which item? ");
140                 s = _("材料を持っていない。", "You have no item to convert.");
141                 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
142
143                 /* Get the item (in the pack) */
144                 if (item >= 0)
145                 {
146                         q_ptr = &inventory[item];
147                 }
148
149                 /* Get the item (on the floor) */
150                 else
151                 {
152                         q_ptr = &o_list[0 - item];
153                 }
154
155                 /* Get local object */
156                 q_ptr = &forge;
157
158                 /* Hack -- Give the player some small firestones */
159                 object_prep(q_ptr, lookup_kind(TV_ARROW, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+ 1));
160                 q_ptr->number = (byte)rand_range(5, 10);
161                 object_aware(q_ptr);
162                 object_known(q_ptr);
163                 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
164
165                 q_ptr->discount = 99;
166
167                 object_desc(o_name, q_ptr, 0);
168                 msg_format(_("%sを作った。", "You make some ammo."), o_name);
169
170                 if (item >= 0)
171                 {
172                         inven_item_increase(item, -1);
173                         inven_item_describe(item);
174                         inven_item_optimize(item);
175                 }
176                 else
177                 {
178                         floor_item_increase(0 - item, -1);
179                         floor_item_describe(0 - item);
180                         floor_item_optimize(0 - item);
181                 }
182
183                 slot = inven_carry(q_ptr);
184
185                 /* Auto-inscription */
186                 if (slot >= 0) autopick_alter_item(slot, FALSE);
187         }
188         /**********Create bolts*********/
189         else if (ext == 3)
190         {
191                 OBJECT_IDX item;
192                 cptr q, s;
193                 s16b slot;
194
195                 item_tester_hook = item_tester_hook_convertible;
196
197                 /* Get an item */
198                 q = _("どのアイテムから作りますか? ", "Convert which item? ");
199                 s = _("材料を持っていない。", "You have no item to convert.");
200                 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
201
202                 /* Get the item (in the pack) */
203                 if (item >= 0)
204                 {
205                         q_ptr = &inventory[item];
206                 }
207
208                 /* Get the item (on the floor) */
209                 else
210                 {
211                         q_ptr = &o_list[0 - item];
212                 }
213
214                 /* Get local object */
215                 q_ptr = &forge;
216
217                 /* Hack -- Give the player some small firestones */
218                 object_prep(q_ptr, lookup_kind(TV_BOLT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+1));
219                 q_ptr->number = (byte)rand_range(4, 8);
220                 object_aware(q_ptr);
221                 object_known(q_ptr);
222                 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
223
224                 q_ptr->discount = 99;
225
226                 object_desc(o_name, q_ptr, 0);
227                 msg_format(_("%sを作った。", "You make some ammo."), o_name);
228
229                 if (item >= 0)
230                 {
231                         inven_item_increase(item, -1);
232                         inven_item_describe(item);
233                         inven_item_optimize(item);
234                 }
235                 else
236                 {
237                         floor_item_increase(0 - item, -1);
238                         floor_item_describe(0 - item);
239                         floor_item_optimize(0 - item);
240                 }
241
242                 slot = inven_carry(q_ptr);
243
244                 /* Auto-inscription */
245                 if (slot >= 0) autopick_alter_item(slot, FALSE);
246         }
247         return TRUE;
248 }
249
250 /*!
251  * @brief 魔道具術師の魔力取り込み処理
252  * @return 取り込みを実行したらTRUE、キャンセルしたらFALSEを返す
253  */
254 bool gain_magic(void)
255 {
256         OBJECT_IDX item;
257         PARAMETER_VALUE pval;
258         int ext = 0;
259         cptr q, s;
260         object_type *o_ptr;
261         char o_name[MAX_NLEN];
262
263         /* Only accept legal items */
264         item_tester_hook = item_tester_hook_recharge;
265
266         /* Get an item */
267         q = _("どのアイテムの魔力を取り込みますか? ", "Gain power of which item? ");
268         s = _("魔力を取り込めるアイテムがない。", "You have nothing to gain power.");
269
270         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
271
272         /* Get the item (in the pack) */
273         if (item >= 0)
274         {
275                 o_ptr = &inventory[item];
276         }
277
278         /* Get the item (on the floor) */
279         else
280         {
281                 o_ptr = &o_list[0 - item];
282         }
283
284         if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
285         {
286                 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."));
287                 return FALSE;
288         }
289
290
291         if (!object_is_known(o_ptr))
292         {
293                 msg_print(_("鑑定されていないと取り込めない。", "You need to identify before absorbing."));
294                 return FALSE;
295         }
296
297         if (o_ptr->timeout)
298         {
299                 msg_print(_("充填中のアイテムは取り込めない。", "This item is still charging."));
300                 return FALSE;
301         }
302
303         pval = o_ptr->pval;
304         if (o_ptr->tval == TV_ROD)
305                 ext = 72;
306         else if (o_ptr->tval == TV_WAND)
307                 ext = 36;
308
309         if (o_ptr->tval == TV_ROD)
310         {
311                 p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)o_ptr->number;
312                 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
313         }
314         else
315         {
316                 int num;
317                 for (num = o_ptr->number; num; num--)
318                 {
319                         int gain_num = pval;
320                         if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
321                         if (p_ptr->magic_num2[o_ptr->sval + ext])
322                         {
323                                 gain_num *= 256;
324                                 gain_num = (gain_num/3 + randint0(gain_num/3)) / 256;
325                                 if (gain_num < 1) gain_num = 1;
326                         }
327                         p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)gain_num;
328                         if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
329                         p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
330                         if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
331                         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;
332                         if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
333                 }
334         }
335
336         object_desc(o_name, o_ptr, 0);
337         /* Message */
338         msg_format(_("%sの魔力を取り込んだ。", "You absorb magic of %s."), o_name);
339
340         /* Eliminate the item (from the pack) */
341         if (item >= 0)
342         {
343                 inven_item_increase(item, -999);
344                 inven_item_describe(item);
345                 inven_item_optimize(item);
346         }
347
348         /* Eliminate the item (from the floor) */
349         else
350         {
351                 floor_item_increase(0 - item, -999);
352                 floor_item_describe(0 - item);
353                 floor_item_optimize(0 - item);
354         }
355         p_ptr->energy_use = 100;
356         return TRUE;
357 }
358
359 /*!
360  * @brief 魔法系コマンドを実行できるかの判定を返す
361  * @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。
362  */
363 static bool can_do_cmd_cast(void)
364 {
365         if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
366         {
367                 msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
368                 msg_print(NULL);
369                 return FALSE;
370         }
371         else if (p_ptr->anti_magic)
372         {
373                 msg_print(_("反魔法バリアが魔法を邪魔した!", "An anti-magic shell disrupts your magic!"));
374                 return FALSE;
375         }
376         else if (p_ptr->shero)
377         {
378                 msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
379                 return FALSE;
380         }
381         else
382                 return TRUE;
383 }
384
385 /*!
386  * @brief 修行僧の構え設定処理
387  * @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。
388  */
389 static bool choose_kamae(void)
390 {
391         char choice;
392         int new_kamae = 0;
393         int i;
394         char buf[80];
395
396         if (p_ptr->confused)
397         {
398                 msg_print(_("混乱していて構えられない!", "Too confused."));
399                 return FALSE;
400         }
401
402         /* Save screen */
403         screen_save();
404         prt(_(" a) 構えをとく", " a) No form"), 2, 20);
405
406         for (i = 0; i < MAX_KAMAE; i++)
407         {
408                 if (p_ptr->lev >= kamae_shurui[i].min_level)
409                 {
410                         sprintf(buf," %c) %-12s  %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
411                         prt(buf, 3+i, 20);
412                 }
413         }
414
415         prt("", 1, 0);
416         prt(_("        どの構えをとりますか?", "        Choose Form: "), 1, 14);
417
418         while(1)
419         {
420                 choice = inkey();
421
422                 if (choice == ESCAPE)
423                 {
424                         screen_load();
425                         return FALSE;
426                 }
427                 else if ((choice == 'a') || (choice == 'A'))
428                 {
429                         if (p_ptr->action == ACTION_KAMAE)
430                         {
431                                 set_action(ACTION_NONE);
432                         }
433                         else
434                                 msg_print(_("もともと構えていない。", "You are not assuming a posture."));
435                         screen_load();
436                         return TRUE;
437                 }
438                 else if ((choice == 'b') || (choice == 'B'))
439                 {
440                         new_kamae = 0;
441                         break;
442                 }
443                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
444                 {
445                         new_kamae = 1;
446                         break;
447                 }
448                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
449                 {
450                         new_kamae = 2;
451                         break;
452                 }
453                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
454                 {
455                         new_kamae = 3;
456                         break;
457                 }
458         }
459         set_action(ACTION_KAMAE);
460
461         if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
462         {
463                 msg_print(_("構え直した。", "You reassume a posture."));
464         }
465         else
466         {
467                 p_ptr->special_defense &= ~(KAMAE_MASK);
468                 p_ptr->update |= (PU_BONUS);
469                 p_ptr->redraw |= (PR_STATE);
470                 msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
471                 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
472         }
473         p_ptr->redraw |= PR_STATE;
474         screen_load();
475         return TRUE;
476 }
477
478 /*!
479  * @brief 剣術家の型設定処理
480  * @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。
481  */
482 static bool choose_kata(void)
483 {
484         char choice;
485         int new_kata = 0;
486         int i;
487         char buf[80];
488
489         if (p_ptr->confused)
490         {
491                 msg_print(_("混乱していて構えられない!", "Too confused."));
492                 return FALSE;
493         }
494
495         if (p_ptr->stun)
496         {
497                 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
498                 return FALSE;
499         }
500
501         if (p_ptr->afraid)
502         {
503                 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
504                 return FALSE;
505         }
506
507         /* Save screen */
508         screen_save();
509         prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
510
511         for (i = 0; i < MAX_KATA; i++)
512         {
513                 if (p_ptr->lev >= kata_shurui[i].min_level)
514                 {
515                         sprintf(buf,_(" %c) %sの型    %s", " %c) Form of %-12s  %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
516                         prt(buf, 3+i, 20);
517                 }
518         }
519
520         prt("", 1, 0);
521         prt(_("        どの型で構えますか?", "        Choose Form: "), 1, 14);
522
523         while(1)
524         {
525                 choice = inkey();
526
527                 if (choice == ESCAPE)
528                 {
529                         screen_load();
530                         return FALSE;
531                 }
532                 else if ((choice == 'a') || (choice == 'A'))
533                 {
534                         if (p_ptr->action == ACTION_KATA)
535                         {
536                                 set_action(ACTION_NONE);
537                         }
538                         else
539                                 msg_print(_("もともと構えていない。", "You are not assuming posture."));
540                         screen_load();
541                         return TRUE;
542                 }
543                 else if ((choice == 'b') || (choice == 'B'))
544                 {
545                         new_kata = 0;
546                         break;
547                 }
548                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
549                 {
550                         new_kata = 1;
551                         break;
552                 }
553                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
554                 {
555                         new_kata = 2;
556                         break;
557                 }
558                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
559                 {
560                         new_kata = 3;
561                         break;
562                 }
563         }
564         set_action(ACTION_KATA);
565
566         if (p_ptr->special_defense & (KATA_IAI << new_kata))
567         {
568                 msg_print(_("構え直した。", "You reassume a posture."));
569         }
570         else
571         {
572                 p_ptr->special_defense &= ~(KATA_MASK);
573                 p_ptr->update |= (PU_BONUS);
574                 p_ptr->update |= (PU_MONSTERS);
575                 msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
576                 p_ptr->special_defense |= (KATA_IAI << new_kata);
577         }
578         p_ptr->redraw |= (PR_STATE);
579         p_ptr->redraw |= (PR_STATUS);
580         screen_load();
581         return TRUE;
582 }
583
584
585 /*!
586  * @brief レイシャル・パワー情報のtypedef
587  */
588 typedef struct power_desc_type power_desc_type;
589
590 /*!
591  * @brief レイシャル・パワー情報の構造体定義
592  */
593 struct power_desc_type
594 {
595         char name[80];
596         PLAYER_LEVEL level;
597         int  cost;
598         int  stat;
599         int  fail;
600         int  number;
601 };
602
603
604 /*!
605  * @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
606  * @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
607  * @return 成功率(%)を返す
608  */
609 static int racial_chance(power_desc_type *pd_ptr)
610 {
611         PLAYER_LEVEL min_level  = pd_ptr->level;
612         int  difficulty = pd_ptr->fail;
613
614         int i;
615         int val;
616         int sum = 0;
617         int stat = p_ptr->stat_cur[pd_ptr->stat];
618
619         /* No chance for success */
620         if ((p_ptr->lev < min_level) || p_ptr->confused)
621         {
622                 return (0);
623         }
624
625         if (difficulty == 0) return 100;
626
627         /* Calculate difficulty */
628         if (p_ptr->stun)
629         {
630                 difficulty += p_ptr->stun;
631         }
632         else if (p_ptr->lev > min_level)
633         {
634                 int lev_adj = ((p_ptr->lev - min_level) / 3);
635                 if (lev_adj > 10) lev_adj = 10;
636                 difficulty -= lev_adj;
637         }
638
639         if (difficulty < 5) difficulty = 5;
640
641         /* We only need halfs of the difficulty */
642         difficulty = difficulty / 2;
643
644         for (i = 1; i <= stat; i++)
645         {
646                 val = i - difficulty;
647                 if (val > 0)
648                         sum += (val <= difficulty) ? val : difficulty;
649         }
650
651         if (difficulty == 0)
652                 return (100);
653         else
654                 return (((sum * 100) / difficulty) / stat);
655 }
656
657
658 static int  racial_cost;
659
660 /*!
661  * @brief レイシャル・パワーの発動の判定処理
662  * @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
663  * @return
664  * 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。
665  * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
666  */
667 static int racial_aux(power_desc_type *pd_ptr)
668 {
669         s16b min_level  = pd_ptr->level;
670         int  use_stat   = pd_ptr->stat;
671         int  difficulty = pd_ptr->fail;
672         int  use_hp = 0;
673
674         racial_cost = pd_ptr->cost;
675
676         /* Not enough mana - use hp */
677         if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
678
679         /* Power is not available yet */
680         if (p_ptr->lev < min_level)
681         {
682                 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。", 
683                                          "You need to attain level %d to use this power."), min_level);
684
685                 p_ptr->energy_use = 0;
686                 return 0;
687         }
688
689         /* Too confused */
690         else if (p_ptr->confused)
691         {
692                 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."));
693                 p_ptr->energy_use = 0;
694                 return 0;
695         }
696
697         /* Risk death? */
698         else if (p_ptr->chp < use_hp)
699         {
700                 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? ")))
701                 {
702                         p_ptr->energy_use = 0;
703                         return 0;
704                 }
705         }
706
707         /* Else attempt to do it! */
708
709         if (difficulty)
710         {
711                 if (p_ptr->stun)
712                 {
713                         difficulty += p_ptr->stun;
714                 }
715                 else if (p_ptr->lev > min_level)
716                 {
717                         int lev_adj = ((p_ptr->lev - min_level) / 3);
718                         if (lev_adj > 10) lev_adj = 10;
719                         difficulty -= lev_adj;
720                 }
721
722                 if (difficulty < 5) difficulty = 5;
723         }
724
725         /* take time and pay the price */
726         p_ptr->energy_use = 100;
727
728         /* Success? */
729         if (randint1(p_ptr->stat_cur[use_stat]) >=
730             ((difficulty / 2) + randint1(difficulty / 2)))
731         {
732                 return 1;
733         }
734
735         if (flush_failure) flush();
736         msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
737
738         return -1;
739 }
740
741
742 /*!
743  * @brief レイシャル・パワー発動処理
744  * @param command 発動するレイシャルのID
745  * @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。
746  */
747 static bool cmd_racial_power_aux(s32b command)
748 {
749         s16b        plev = p_ptr->lev;
750         int         dir = 0;
751
752         if (command <= -3)
753         {
754                 switch (p_ptr->pclass)
755                 {
756                 case CLASS_WARRIOR:
757                 {
758                         int y = 0, x = 0, i;
759                         cave_type       *c_ptr;
760
761                         for (i = 0; i < 6; i++)
762                         {
763                                 dir = randint0(8);
764                                 y = p_ptr->y + ddy_ddd[dir];
765                                 x = p_ptr->x + ddx_ddd[dir];
766                                 c_ptr = &cave[y][x];
767
768                                 /* Hack -- attack monsters */
769                                 if (c_ptr->m_idx)
770                                         py_attack(y, x, 0);
771                                 else
772                                 {
773                                         msg_print(_("攻撃が空をきった。", "You attack the empty air."));
774                                 }
775                         }
776                         break;
777                 }
778                 case CLASS_HIGH_MAGE:
779                 if (p_ptr->realm1 == REALM_HEX)
780                 {
781                         bool retval = stop_hex_spell();
782                         if (retval) p_ptr->energy_use = 10;
783                         return (retval);
784                 }
785                 case CLASS_MAGE:
786                 /* case CLASS_HIGH_MAGE: */
787                 case CLASS_SORCERER:
788                 {
789                         if (!eat_magic(p_ptr->lev * 2)) return FALSE;
790                         break;
791                 }
792                 case CLASS_PRIEST:
793                 {
794                         if (is_good_realm(p_ptr->realm1))
795                         {
796                                 if (!bless_weapon()) return FALSE;
797                         }
798                         else
799                         {
800                                 (void)dispel_monsters(plev * 4);
801                                 turn_monsters(plev * 4);
802                                 banish_monsters(plev * 4);
803                         }
804                         break;
805                 }
806                 case CLASS_ROGUE:
807                 {
808                         int x, y;
809
810                         if (!get_rep_dir(&dir, FALSE)) return FALSE;
811                         y = p_ptr->y + ddy[dir];
812                         x = p_ptr->x + ddx[dir];
813                         if (cave[y][x].m_idx)
814                         {
815                                 py_attack(y, x, 0);
816                                 if (randint0(p_ptr->skill_dis) < 7)
817                                         msg_print(_("うまく逃げられなかった。", "You are failed to run away."));
818                                 else teleport_player(30, 0L);
819                         }
820                         else
821                         {
822                                 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"));
823                                 msg_print(NULL);
824                         }
825                         break;
826                 }
827                 case CLASS_RANGER:
828                 case CLASS_SNIPER:
829                 {
830                         msg_print(_("敵を調査した...", "You examine your foes..."));
831                         probing();
832                         break;
833                 }
834                 case CLASS_PALADIN:
835                 {
836                         if (!get_aim_dir(&dir)) return FALSE;
837                         fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
838                                   dir, plev * 3);
839                         break;
840                 }
841                 case CLASS_WARRIOR_MAGE:
842                 {
843                         if (command == -3)
844                         {
845                                 int gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev, 
846                                                                 _("HPからMPへの無謀な変換", "thoughtless convertion from HP to SP"), -1) / 5;
847                                 if (gain_sp)
848                                 {
849                                         p_ptr->csp += gain_sp;
850                                         if (p_ptr->csp > p_ptr->msp)
851                                         {
852                                                 p_ptr->csp = p_ptr->msp;
853                                                 p_ptr->csp_frac = 0;
854                                         }
855                                 }
856                                 else
857                                 {
858                                         msg_print(_("変換に失敗した。", "You failed to convert."));
859                                 }
860                         }
861                         else if (command == -4)
862                         {
863                                 if (p_ptr->csp >= p_ptr->lev / 5)
864                                 {
865                                         p_ptr->csp -= p_ptr->lev / 5;
866                                         hp_player(p_ptr->lev);
867                                 }
868                                 else
869                                 {
870                                         msg_print(_("変換に失敗した。", "You failed to convert."));
871                                 }
872                         }
873
874                         /* Redraw mana and hp */
875                         p_ptr->redraw |= (PR_HP | PR_MANA);
876
877                         break;
878                 }
879                 case CLASS_CHAOS_WARRIOR:
880                 {
881                         msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
882                         slow_monsters(p_ptr->lev);
883                         stun_monsters(p_ptr->lev * 4);
884                         confuse_monsters(p_ptr->lev * 4);
885                         turn_monsters(p_ptr->lev * 4);
886                         stasis_monsters(p_ptr->lev * 4);
887                         break;
888                 }
889                 case CLASS_MONK:
890                 {
891                         if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
892                         {
893                                 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
894                                 return FALSE;
895                         }
896                         if (p_ptr->riding)
897                         {
898                                 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
899                                 return FALSE;
900                         }
901
902                         if (command == -3)
903                         {
904                                 if (!choose_kamae()) return FALSE;
905                                 p_ptr->update |= (PU_BONUS);
906                         }
907                         else if (command == -4)
908                         {
909                                 int x, y;
910
911                                 if (!get_rep_dir(&dir, FALSE)) return FALSE;
912                                 y = p_ptr->y + ddy[dir];
913                                 x = p_ptr->x + ddx[dir];
914                                 if (cave[y][x].m_idx)
915                                 {
916                                         if (one_in_(2)) 
917                                                 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!!!", 
918                                                                         "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
919                                         else
920                                                 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!!!",
921                                                                         "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
922
923                                         py_attack(y, x, 0);
924                                         if (cave[y][x].m_idx)
925                                         {
926                                                 handle_stuff();
927                                                 py_attack(y, x, 0);
928                                         }
929                                         p_ptr->energy_need += ENERGY_NEED();
930                                 }
931                                 else
932                                 {
933                                         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"));
934                                         msg_print(NULL);
935                                 }
936                         }
937                         break;
938                 }
939                 case CLASS_MINDCRAFTER:
940                 case CLASS_FORCETRAINER:
941                 {
942                         if (total_friends)
943                         {
944                                 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."));
945                                 return FALSE;
946                         }
947                         msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
948
949                         p_ptr->csp += (3 + p_ptr->lev/20);
950                         if (p_ptr->csp >= p_ptr->msp)
951                         {
952                                 p_ptr->csp = p_ptr->msp;
953                                 p_ptr->csp_frac = 0;
954                         }
955
956                         /* Redraw mana */
957                         p_ptr->redraw |= (PR_MANA);
958                         break;
959                 }
960                 case CLASS_TOURIST:
961                 {
962                         if (command == -3)
963                         {
964                                 if (!get_aim_dir(&dir)) return FALSE;
965                                 project_length = 1;
966                                 fire_beam(GF_PHOTO, dir, 1);
967                         }
968                         else if (command == -4)
969                         {
970                                 if (!identify_fully(FALSE)) return FALSE;
971                         }
972                         break;
973                 }
974                 case CLASS_IMITATOR:
975                 {
976                         handle_stuff();
977                         if (!do_cmd_mane(TRUE)) return FALSE;
978                         break;
979                 }
980                 case CLASS_BEASTMASTER:
981                 {
982                         if (command == -3)
983                         {
984                                 if (!get_aim_dir(&dir)) return FALSE;
985                                 (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
986                         }
987                         else if (command == -4)
988                         {
989                                 project_hack(GF_CHARM_LIVING, p_ptr->lev);
990                         }
991                         break;
992                 }
993                 case CLASS_ARCHER:
994                 {
995                         if (!do_cmd_archer()) return FALSE;
996                         break;
997                 }
998                 case CLASS_MAGIC_EATER:
999                 {
1000                         if (command == -3) {
1001                                 if (!gain_magic()) return FALSE;
1002                         } else if (command == -4) {
1003                                 if (!can_do_cmd_cast()) return FALSE;
1004                                 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
1005                         }
1006                         break;
1007                 }
1008                 case CLASS_BARD:
1009                 {
1010                         /* Singing is already stopped */
1011                         if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
1012
1013                         stop_singing();
1014                         p_ptr->energy_use = 10;
1015                         break;
1016                 }
1017                 case CLASS_RED_MAGE:
1018                 {
1019                         if (!can_do_cmd_cast()) return FALSE;
1020                         handle_stuff();
1021                         do_cmd_cast();
1022                         handle_stuff();
1023                         if (!p_ptr->paralyzed && can_do_cmd_cast())
1024                                 do_cmd_cast();
1025                         break;
1026                 }
1027                 case CLASS_SAMURAI:
1028                 {
1029                         if (command == -3)
1030                         {
1031                                 int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
1032
1033                                 if (total_friends)
1034                                 {
1035                                         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."));
1036                                         return FALSE;
1037                                 }
1038                                 if (p_ptr->special_defense & KATA_MASK)
1039                                 {
1040                                         msg_print(_("今は構えに集中している。", "You need concentration on your form."));
1041                                         return FALSE;
1042                                 }
1043                                 msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
1044
1045                                 p_ptr->csp += p_ptr->msp / 2;
1046                                 if (p_ptr->csp >= max_csp)
1047                                 {
1048                                         p_ptr->csp = max_csp;
1049                                         p_ptr->csp_frac = 0;
1050                                 }
1051
1052                                 /* Redraw mana */
1053                                 p_ptr->redraw |= (PR_MANA);
1054                         }
1055                         else if (command == -4)
1056                         {
1057                                 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
1058                                 {
1059                                         msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
1060                                         return FALSE;
1061                                 }
1062                                 if (!choose_kata()) return FALSE;
1063                                 p_ptr->update |= (PU_BONUS);
1064                         }
1065                         break;
1066                 }
1067                 case CLASS_BLUE_MAGE:
1068                 {
1069                         if (p_ptr->action == ACTION_LEARN)
1070                         {
1071                                 set_action(ACTION_NONE);
1072                         }
1073                         else
1074                         {
1075                                 set_action(ACTION_LEARN);
1076                         }
1077                         p_ptr->energy_use = 0;
1078                         break;
1079                 }
1080                 case CLASS_CAVALRY:
1081                 {
1082                         char m_name[80];
1083                         monster_type *m_ptr;
1084                         monster_race *r_ptr;
1085                         int rlev;
1086
1087                         if (p_ptr->riding)
1088                         {
1089                                 msg_print(_("今は乗馬中だ。", "You ARE riding."));
1090                                 return FALSE;
1091                         }
1092                         if (!do_riding(TRUE)) return TRUE;
1093                         m_ptr = &m_list[p_ptr->riding];
1094                         r_ptr = &r_info[m_ptr->r_idx];
1095                         monster_desc(m_name, m_ptr, 0);
1096                         msg_format(_("%sに乗った。", "You ride on %s."),m_name);
1097                         if (is_pet(m_ptr)) break;
1098                         rlev = r_ptr->level;
1099                         if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
1100                         if (rlev > 60) rlev = 60+(rlev-60)/2;
1101                         if ((randint1(p_ptr->skill_exp[GINOU_RIDING] / 120 + p_ptr->lev * 2 / 3) > rlev)
1102                             && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle
1103                             && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
1104                             && (rlev < p_ptr->lev * 3 / 2 + randint0(p_ptr->lev / 5)))
1105                         {
1106                                 msg_format(_("%sを手なずけた。", "You tame %s."),m_name);
1107                                 set_pet(m_ptr);
1108                         }
1109                         else
1110                         {
1111                                 msg_format(_("%sに振り落とされた!", "You have thrown off by %s."),m_name);
1112                                 rakuba(1,TRUE);
1113
1114                                 /* Paranoia */
1115                                 /* 落馬処理に失敗してもとにかく乗馬解除 */
1116                                 p_ptr->riding = 0;
1117                         }
1118                         break;
1119                 }
1120                 case CLASS_BERSERKER:
1121                 {
1122                         if (!word_of_recall()) return FALSE;
1123                         break;
1124                 }
1125                 case CLASS_SMITH:
1126                 {
1127                         if (p_ptr->lev > 29)
1128                         {
1129                                 if (!identify_fully(TRUE)) return FALSE;
1130                         }
1131                         else
1132                         {
1133                                 if (!ident_spell(TRUE)) return FALSE;
1134                         }
1135                         break;
1136                 }
1137                 case CLASS_MIRROR_MASTER:
1138                 {
1139                         if (command == -3)
1140                         {
1141                                 /* Explode all mirrors */
1142                                 remove_all_mirrors(TRUE);
1143                         }
1144                         else if (command == -4)
1145                         {
1146                                 if (total_friends)
1147                                 {
1148                                         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."));
1149                                         return FALSE;
1150                                 }
1151                                 if (is_mirror_grid(&cave[p_ptr->y][p_ptr->x]))
1152                                 {
1153                                         msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
1154
1155                                         p_ptr->csp += (5 + p_ptr->lev * p_ptr->lev / 100);
1156                                         if (p_ptr->csp >= p_ptr->msp)
1157                                         {
1158                                                 p_ptr->csp = p_ptr->msp;
1159                                                 p_ptr->csp_frac = 0;
1160                                         }
1161
1162                                         /* Redraw mana */
1163                                         p_ptr->redraw |= (PR_MANA);
1164                                 }
1165                                 else
1166                                 {
1167                                         msg_print(_("鏡の上でないと集中できない!", "Here are not any mirrors!"));
1168                                 }
1169                         }
1170                         break;
1171                 }
1172                 case CLASS_NINJA:
1173                 {
1174                         if (p_ptr->action == ACTION_HAYAGAKE)
1175                         {
1176                                 set_action(ACTION_NONE);
1177                         }
1178                         else
1179                         {
1180                                 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
1181                                 feature_type *f_ptr = &f_info[c_ptr->feat];
1182
1183                                 if (!have_flag(f_ptr->flags, FF_PROJECT) ||
1184                                     (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
1185                                 {
1186                                         msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
1187                                 }
1188                                 else
1189                                 {
1190                                         set_action(ACTION_HAYAGAKE);
1191                                 }
1192                         }
1193
1194
1195                         p_ptr->energy_use = 0;
1196                         break;
1197                 }
1198
1199                 }
1200         }
1201         else if (p_ptr->mimic_form)
1202         {
1203                 switch (p_ptr->mimic_form)
1204                 {
1205                 case MIMIC_DEMON:
1206                 case MIMIC_DEMON_LORD:
1207                 {
1208                         int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1209                         if (!get_aim_dir(&dir)) return FALSE;
1210                         stop_mouth();
1211 #ifdef JP
1212                         msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎"));
1213 #else
1214                         msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1215 #endif
1216
1217                         fire_breath(type, dir, plev * 3, (plev / 15) + 1);
1218                         break;
1219                 }
1220                 case MIMIC_VAMPIRE:
1221                         vampirism();
1222                         break;
1223                 }
1224         }
1225
1226         else 
1227         {
1228
1229         switch (p_ptr->prace)
1230         {
1231                 case RACE_DWARF:
1232                         msg_print(_("周囲を調べた。", "You examine your surroundings."));
1233                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1234                         (void)detect_doors(DETECT_RAD_DEFAULT);
1235                         (void)detect_stairs(DETECT_RAD_DEFAULT);
1236                         break;
1237
1238                 case RACE_HOBBIT:
1239                         {
1240                                 object_type *q_ptr;
1241                                 object_type forge;
1242
1243                                 /* Get local object */
1244                                 q_ptr = &forge;
1245
1246                                 /* Create the food ration */
1247                                 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
1248
1249                                 /* Drop the object from heaven */
1250                                 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
1251                                 msg_print(_("食事を料理して作った。", "You cook some food."));
1252                         }
1253                         break;
1254
1255                 case RACE_GNOME:
1256                         msg_print(_("パッ!", "Blink!"));
1257                         teleport_player(10, 0L);
1258                         break;
1259
1260                 case RACE_HALF_ORC:
1261                         msg_print(_("勇気を出した。", "You play tough."));
1262                         (void)set_afraid(0);
1263                         break;
1264
1265                 case RACE_HALF_TROLL:
1266                         msg_print(_("うがぁぁ!", "RAAAGH!"));
1267                         (void)berserk(10 + randint1(plev));
1268                         break;
1269
1270                 case RACE_AMBERITE:
1271                         if (command == -1)
1272                         {
1273                                 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
1274                                 alter_reality();
1275                         }
1276                         else if (command == -2)
1277                         {
1278                                 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..."));
1279
1280                                 (void)true_healing(0);
1281                                 (void)restore_all_status();
1282                                 (void)restore_level();
1283                         }
1284                         break;
1285
1286                 case RACE_BARBARIAN:
1287                         msg_print(_("うぉぉおお!", "Raaagh!"));
1288                         (void)berserk(10 + randint1(plev));
1289                         break;
1290
1291                 case RACE_HALF_OGRE:
1292                         msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
1293                         explosive_rune();
1294                         break;
1295
1296                 case RACE_HALF_GIANT:
1297                         if (!get_aim_dir(&dir)) return FALSE;
1298                         (void)wall_to_mud(dir, 20 + randint1(30));
1299                         break;
1300
1301                 case RACE_HALF_TITAN:
1302                         msg_print(_("敵を調査した...", "You examine your foes..."));
1303                         probing();
1304                         break;
1305
1306                 case RACE_CYCLOPS:
1307                         if (!get_aim_dir(&dir)) return FALSE;
1308                         msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
1309                         fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
1310                         break;
1311
1312                 case RACE_YEEK:
1313                         if (!get_aim_dir(&dir)) return FALSE;
1314                         stop_mouth();
1315                         msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
1316                         (void)fear_monster(dir, plev);
1317                         break;
1318
1319                 case RACE_KLACKON:
1320                         if (!get_aim_dir(&dir)) return FALSE;
1321                         stop_mouth();
1322                         msg_print(_("酸を吐いた。", "You spit acid."));
1323                         if (plev < 25) fire_bolt(GF_ACID, dir, plev);
1324                         else fire_ball(GF_ACID, dir, plev, 2);
1325                         break;
1326
1327                 case RACE_KOBOLD:
1328                         if (!get_aim_dir(&dir)) return FALSE;
1329                         msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
1330                         fire_bolt(GF_POIS, dir, plev);
1331                         break;
1332
1333                 case RACE_NIBELUNG:
1334                         msg_print(_("周囲を調査した。", "You examine your surroundings."));
1335                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1336                         (void)detect_doors(DETECT_RAD_DEFAULT);
1337                         (void)detect_stairs(DETECT_RAD_DEFAULT);
1338                         break;
1339
1340                 case RACE_DARK_ELF:
1341                         if (!get_aim_dir(&dir)) return FALSE;
1342                         msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
1343                         fire_bolt_or_beam(10, GF_MISSILE, dir,
1344                             damroll(3 + ((plev - 1) / 5), 4));
1345                         break;
1346
1347                 case RACE_DRACONIAN:
1348                         {
1349                                 int  Type = (one_in_(3) ? GF_COLD : GF_FIRE);
1350 #ifdef JP
1351                                 cptr Type_desc = ((Type == GF_COLD) ? "冷気" : "炎");
1352 #else
1353                                 cptr Type_desc = ((Type == GF_COLD) ? "cold" : "fire");
1354 #endif
1355
1356                                 if (!get_aim_dir(&dir)) return FALSE;
1357
1358                                 if (randint1(100) < plev)
1359                                 {
1360                                         switch (p_ptr->pclass)
1361                                         {
1362                                                 case CLASS_WARRIOR:
1363                                                 case CLASS_BERSERKER:
1364                                                 case CLASS_RANGER:
1365                                                 case CLASS_TOURIST:
1366                                                 case CLASS_IMITATOR:
1367                                                 case CLASS_ARCHER:
1368                                                 case CLASS_SMITH:
1369                                                         if (one_in_(3))
1370                                                         {
1371                                                                 Type = GF_MISSILE;
1372                                                                 Type_desc = _("エレメント", "the elements");
1373                                                         }
1374                                                         else
1375                                                         {
1376                                                                 Type = GF_SHARDS;
1377                                                                 Type_desc = _("破片", "shards");
1378                                                         }
1379                                                         break;
1380                                                 case CLASS_MAGE:
1381                                                 case CLASS_WARRIOR_MAGE:
1382                                                 case CLASS_HIGH_MAGE:
1383                                                 case CLASS_SORCERER:
1384                                                 case CLASS_MAGIC_EATER:
1385                                                 case CLASS_RED_MAGE:
1386                                                 case CLASS_BLUE_MAGE:
1387                                                 case CLASS_MIRROR_MASTER:
1388                                                         if (one_in_(3))
1389                                                         {
1390                                                                 Type = GF_MANA;
1391                                                                 Type_desc = _("魔力", "mana");
1392                                                         }
1393                                                         else
1394                                                         {
1395                                                                 Type = GF_DISENCHANT;
1396                                                                 Type_desc = _("劣化", "disenchantment");
1397                                                         }
1398                                                         break;
1399                                                 case CLASS_CHAOS_WARRIOR:
1400                                                         if (!one_in_(3))
1401                                                         {
1402                                                                 Type = GF_CONFUSION;
1403                                                                 Type_desc = _("混乱", "confusion");
1404                                                         }
1405                                                         else
1406                                                         {
1407                                                                 Type = GF_CHAOS;
1408                                                                 Type_desc = _("カオス", "chaos");
1409                                                         }
1410                                                         break;
1411                                                 case CLASS_MONK:
1412                                                 case CLASS_SAMURAI:
1413                                                 case CLASS_FORCETRAINER:
1414                                                         if (!one_in_(3))
1415                                                         {
1416                                                                 Type = GF_CONFUSION;
1417                                                                 Type_desc = _("混乱", "confusion");
1418                                                         }
1419                                                         else
1420                                                         {
1421                                                                 Type = GF_SOUND;
1422                                                                 Type_desc = _("轟音", "sound");
1423                                                         }
1424                                                         break;
1425                                                 case CLASS_MINDCRAFTER:
1426                                                         if (!one_in_(3))
1427                                                         {
1428                                                                 Type = GF_CONFUSION;
1429                                                                 Type_desc = _("混乱", "confusion");
1430                                                         }
1431                                                         else
1432                                                         {
1433                                                                 Type = GF_PSI;
1434                                                                 Type_desc = _("精神エネルギー", "mental energy");
1435                                                         }
1436                                                         break;
1437                                                 case CLASS_PRIEST:
1438                                                 case CLASS_PALADIN:
1439                                                         if (one_in_(3))
1440                                                         {
1441                                                                 Type = GF_HELL_FIRE;
1442                                                                 Type_desc = _("地獄の劫火", "hellfire");
1443                                                         }
1444                                                         else
1445                                                         {
1446                                                                 Type = GF_HOLY_FIRE;
1447                                                                 Type_desc = _("聖なる炎", "holy fire");
1448                                                         }
1449                                                         break;
1450                                                 case CLASS_ROGUE:
1451                                                 case CLASS_NINJA:
1452                                                         if (one_in_(3))
1453                                                         {
1454                                                                 Type = GF_DARK;
1455                                                                 Type_desc = _("暗黒", "darkness");
1456                                                         }
1457                                                         else
1458                                                         {
1459                                                                 Type = GF_POIS;
1460                                                                 Type_desc = _("毒", "poison");
1461                                                         }
1462                                                         break;
1463                                                 case CLASS_BARD:
1464                                                         if (!one_in_(3))
1465                                                         {
1466                                                                 Type = GF_SOUND;
1467                                                                 Type_desc = _("轟音", "sound");
1468                                                         }
1469                                                         else
1470                                                         {
1471                                                                 Type = GF_CONFUSION;
1472                                                                 Type_desc = _("混乱", "confusion");
1473                                                         }
1474                                                         break;
1475                                         }
1476                                 }
1477
1478                                 stop_mouth();
1479                                 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
1480
1481                                 fire_breath(Type, dir, plev * 2, (plev / 15) + 1);
1482                         }
1483                         break;
1484
1485                 case RACE_MIND_FLAYER:
1486                         if (!get_aim_dir(&dir)) return FALSE;
1487                         msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
1488                         fire_bolt(GF_PSI, dir, plev);
1489                         break;
1490
1491                 case RACE_IMP:
1492                         if (!get_aim_dir(&dir)) return FALSE;
1493                         if (plev >= 30)
1494                         {
1495                                 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
1496                                 fire_ball(GF_FIRE, dir, plev, 2);
1497                         }
1498                         else
1499                         {
1500                                 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
1501                                 fire_bolt(GF_FIRE, dir, plev);
1502                         }
1503                         break;
1504
1505                 case RACE_GOLEM:
1506                         (void)set_shield(randint1(20) + 30, FALSE);
1507                         break;
1508
1509                 case RACE_SKELETON:
1510                 case RACE_ZOMBIE:
1511                         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."));
1512                         (void)restore_level();
1513                         break;
1514
1515                 case RACE_VAMPIRE:
1516                         vampirism();
1517                         break;
1518
1519                 case RACE_SPECTRE:
1520                         if (!get_aim_dir(&dir)) return FALSE;
1521                         stop_mouth();
1522                         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!"));
1523                         (void)fear_monster(dir, plev);
1524                         break;
1525
1526                 case RACE_SPRITE:
1527                         msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
1528                         if (plev < 25) sleep_monsters_touch();
1529                         else (void)sleep_monsters(plev);
1530                         break;
1531
1532                 case RACE_DEMON:
1533                         {
1534                                 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1535                                 if (!get_aim_dir(&dir)) return FALSE;
1536                                 stop_mouth();
1537 #ifdef JP
1538                                 msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎"));
1539 #else
1540                                 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1541 #endif
1542
1543                                 fire_breath(type, dir, plev * 3, (plev / 15) + 1);
1544                         }
1545                         break;
1546
1547                 case RACE_KUTAR:
1548                         (void)set_tsubureru(randint1(20) + 30, FALSE);
1549                         break;
1550
1551                 case RACE_ANDROID:
1552                         if (!get_aim_dir(&dir)) return FALSE;
1553                         if (plev < 10)
1554                         {
1555                                 msg_print(_("レイガンを発射した。", "You fire your ray gun."));
1556                                 fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
1557                         }
1558                         else if (plev < 25)
1559                         {
1560                                 msg_print(_("ブラスターを発射した。", "You fire your blaster."));
1561                                 fire_bolt(GF_MISSILE, dir, plev);
1562                         }
1563                         else if (plev < 35)
1564                         {
1565                                 msg_print(_("バズーカを発射した。", "You fire your bazooka."));
1566                                 fire_ball(GF_MISSILE, dir, plev * 2, 2);
1567                         }
1568                         else if (plev < 45)
1569                         {
1570                                 msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon."));
1571                                 fire_beam(GF_MISSILE, dir, plev * 2);
1572                         }
1573                         else
1574                         {
1575                                 msg_print(_("ロケットを発射した。", "You fire a rocket."));
1576                                 fire_rocket(GF_ROCKET, dir, plev * 5, 2);
1577                         }
1578                         break;
1579
1580                 default:
1581                         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."));
1582                         p_ptr->energy_use = 0;
1583         }
1584         }
1585         return TRUE;
1586 }
1587
1588 /*!
1589  * @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
1590  * @return なし
1591  */
1592 void do_cmd_racial_power(void)
1593 {
1594         power_desc_type power_desc[36];
1595         int num;
1596         COMMAND_CODE i = 0;
1597         int ask = TRUE;
1598         PLAYER_LEVEL lvl = p_ptr->lev;
1599         bool            flag, redraw, cast = FALSE;
1600         bool            warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
1601         char            choice;
1602         char            out_val[160];
1603         int menu_line = (use_menu ? 1 : 0);
1604
1605
1606         for (num = 0; num < 36; num++)
1607         {
1608                 strcpy(power_desc[num].name, "");
1609                 power_desc[num].number = 0;
1610         }
1611
1612         num = 0;
1613
1614         if (p_ptr->confused)
1615         {
1616                 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!"));
1617                 p_ptr->energy_use = 0;
1618                 return;
1619         }
1620
1621         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
1622         {
1623                 set_action(ACTION_NONE);
1624         }
1625
1626         switch (p_ptr->pclass)
1627         {
1628         case CLASS_WARRIOR:
1629         {
1630                 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
1631                 power_desc[num].level = 40;
1632                 power_desc[num].cost = 75;
1633                 power_desc[num].stat = A_DEX;
1634                 power_desc[num].fail = 35;
1635                 power_desc[num++].number = -3;
1636                 break;
1637         }
1638         case CLASS_HIGH_MAGE:
1639         if (p_ptr->realm1 == REALM_HEX)
1640         {
1641                 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
1642                 power_desc[num].level = 1;
1643                 power_desc[num].cost = 0;
1644                 power_desc[num].stat = A_INT;
1645                 power_desc[num].fail = 0;
1646                 power_desc[num++].number = -3;
1647                 break;
1648         }
1649         case CLASS_MAGE:
1650         /* case CLASS_HIGH_MAGE: */
1651         case CLASS_SORCERER:
1652         {
1653                 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1654                 power_desc[num].level = 25;
1655                 power_desc[num].cost = 1;
1656                 power_desc[num].stat = A_INT;
1657                 power_desc[num].fail = 25;
1658                 power_desc[num++].number = -3;
1659                 break;
1660         }
1661         case CLASS_PRIEST:
1662         {
1663                 if (is_good_realm(p_ptr->realm1))
1664                 {
1665                         strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
1666                         power_desc[num].level = 35;
1667                         power_desc[num].cost = 70;
1668                         power_desc[num].stat = A_WIS;
1669                         power_desc[num].fail = 50;
1670                         power_desc[num++].number = -3;
1671                 }
1672                 else
1673                 {
1674                         strcpy(power_desc[num].name, _("召魂", "Evocation"));
1675                         power_desc[num].level = 42;
1676                         power_desc[num].cost = 40;
1677                         power_desc[num].stat = A_WIS;
1678                         power_desc[num].fail = 35;
1679                         power_desc[num++].number = -3;
1680                 }
1681                 break;
1682         }
1683         case CLASS_ROGUE:
1684         {
1685                 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
1686                 power_desc[num].level = 8;
1687                 power_desc[num].cost = 12;
1688                 power_desc[num].stat = A_DEX;
1689                 power_desc[num].fail = 14;
1690                 power_desc[num++].number = -3;
1691                 break;
1692         }
1693         case CLASS_RANGER:
1694         case CLASS_SNIPER:
1695         {
1696                 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
1697                 power_desc[num].level = 15;
1698                 power_desc[num].cost = 20;
1699                 power_desc[num].stat = A_INT;
1700                 power_desc[num].fail = 12;
1701                 power_desc[num++].number = -3;
1702                 break;
1703         }
1704         case CLASS_PALADIN:
1705         {
1706                 if (is_good_realm(p_ptr->realm1))
1707                 {
1708                         strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
1709                         power_desc[num].level = 30;
1710                         power_desc[num].cost = 30;
1711                         power_desc[num].stat = A_WIS;
1712                         power_desc[num].fail = 30;
1713                         power_desc[num++].number = -3;
1714                 }
1715                 else
1716                 {
1717                         strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
1718                         power_desc[num].level = 30;
1719                         power_desc[num].cost = 30;
1720                         power_desc[num].stat = A_WIS;
1721                         power_desc[num].fail = 30;
1722                         power_desc[num++].number = -3;
1723                 }
1724                 break;
1725         }
1726         case CLASS_WARRIOR_MAGE:
1727         {
1728                 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
1729                 power_desc[num].level = 25;
1730                 power_desc[num].cost = 0;
1731                 power_desc[num].stat = A_INT;
1732                 power_desc[num].fail = 10;
1733                 power_desc[num++].number = -3;
1734                         
1735                 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
1736                 power_desc[num].level = 25;
1737                 power_desc[num].cost = 0;
1738                 power_desc[num].stat = A_INT;
1739                 power_desc[num].fail = 10;
1740                 power_desc[num++].number = -4;
1741                 break;
1742         }
1743         case CLASS_CHAOS_WARRIOR:
1744         {
1745                 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
1746                 power_desc[num].level = 40;
1747                 power_desc[num].cost = 50;
1748                 power_desc[num].stat = A_INT;
1749                 power_desc[num].fail = 25;
1750                 power_desc[num++].number = -3;
1751                 break;
1752         }
1753         case CLASS_MONK:
1754         {
1755                 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
1756                 power_desc[num].level = 25;
1757                 power_desc[num].cost = 0;
1758                 power_desc[num].stat = A_DEX;
1759                 power_desc[num].fail = 0;
1760                 power_desc[num++].number = -3;
1761                         
1762                 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
1763                 power_desc[num].level = 30;
1764                 power_desc[num].cost = 30;
1765                 power_desc[num].stat = A_STR;
1766                 power_desc[num].fail = 20;
1767                 power_desc[num++].number = -4;
1768                 break;
1769         }
1770         case CLASS_MINDCRAFTER:
1771         case CLASS_FORCETRAINER:
1772         {
1773                 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1774                 power_desc[num].level = 15;
1775                 power_desc[num].cost = 0;
1776                 power_desc[num].stat = A_WIS;
1777                 power_desc[num].fail = 10;
1778                 power_desc[num++].number = -3;
1779                 break;
1780         }
1781         case CLASS_TOURIST:
1782         {
1783                 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1784                 power_desc[num].level = 1;
1785                 power_desc[num].cost = 0;
1786                 power_desc[num].stat = A_DEX;
1787                 power_desc[num].fail = 0;
1788                 power_desc[num++].number = -3;
1789                 
1790                 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1791                 power_desc[num].level = 25;
1792                 power_desc[num].cost = 20;
1793                 power_desc[num].stat = A_INT;
1794                 power_desc[num].fail = 20;
1795                 power_desc[num++].number = -4;
1796                 break;
1797         }
1798         case CLASS_IMITATOR:
1799         {
1800                 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1801                 power_desc[num].level = 30;
1802                 power_desc[num].cost = 100;
1803                 power_desc[num].stat = A_DEX;
1804                 power_desc[num].fail = 30;
1805                 power_desc[num++].number = -3;
1806                 break;
1807         }
1808         case CLASS_BEASTMASTER:
1809         {
1810                 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1811                 power_desc[num].level = 1;
1812                 power_desc[num].cost = (p_ptr->lev+3)/4;
1813                 power_desc[num].stat = A_CHR;
1814                 power_desc[num].fail = 10;
1815                 power_desc[num++].number = -3;
1816                 
1817                 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1818                 power_desc[num].level = 30;
1819                 power_desc[num].cost = (p_ptr->lev+20)/2;
1820                 power_desc[num].stat = A_CHR;
1821                 power_desc[num].fail = 10;
1822                 power_desc[num++].number = -4;
1823                 break;
1824         }
1825         case CLASS_ARCHER:
1826         {
1827                 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1828                 power_desc[num].level = 1;
1829                 power_desc[num].cost = 0;
1830                 power_desc[num].stat = A_DEX;
1831                 power_desc[num].fail = 0;
1832                 power_desc[num++].number = -3;
1833                 break;
1834         }
1835         case CLASS_MAGIC_EATER:
1836         {
1837                 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1838                 power_desc[num].level = 1;
1839                 power_desc[num].cost = 0;
1840                 power_desc[num].stat = A_INT;
1841                 power_desc[num].fail = 0;
1842                 power_desc[num++].number = -3;
1843
1844                 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1845                 power_desc[num].level = 10;
1846                 power_desc[num].cost = 10 + (lvl - 10) / 2;
1847                 power_desc[num].stat = A_INT;
1848                 power_desc[num].fail = 0;
1849                 power_desc[num++].number = -4;
1850                 break;
1851         }
1852         case CLASS_BARD:
1853         {
1854                 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1855                 power_desc[num].level = 1;
1856                 power_desc[num].cost = 0;
1857                 power_desc[num].stat = A_CHR;
1858                 power_desc[num].fail = 0;
1859                 power_desc[num++].number = -3;
1860                 break;
1861         }
1862         case CLASS_RED_MAGE:
1863         {
1864                 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1865                 power_desc[num].level = 48;
1866                 power_desc[num].cost = 20;
1867                 power_desc[num].stat = A_INT;
1868                 power_desc[num].fail = 0;
1869                 power_desc[num++].number = -3;
1870                 break;
1871         }
1872         case CLASS_SAMURAI:
1873         {
1874                 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1875                 power_desc[num].level = 1;
1876                 power_desc[num].cost = 0;
1877                 power_desc[num].stat = A_WIS;
1878                 power_desc[num].fail = 0;
1879                 power_desc[num++].number = -3;
1880                 
1881                 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
1882                 power_desc[num].level = 25;
1883                 power_desc[num].cost = 0;
1884                 power_desc[num].stat = A_DEX;
1885                 power_desc[num].fail = 0;
1886                 power_desc[num++].number = -4;
1887                 break;
1888         }
1889         case CLASS_BLUE_MAGE:
1890         {
1891                 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1892                 power_desc[num].level = 1;
1893                 power_desc[num].cost = 0;
1894                 power_desc[num].stat = A_INT;
1895                 power_desc[num].fail = 0;
1896                 power_desc[num++].number = -3;
1897                 break;
1898         }
1899         case CLASS_CAVALRY:
1900         {
1901                 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1902                 power_desc[num].level = 10;
1903                 power_desc[num].cost = 0;
1904                 power_desc[num].stat = A_STR;
1905                 power_desc[num].fail = 10;
1906                 power_desc[num++].number = -3;
1907                 break;
1908         }
1909         case CLASS_BERSERKER:
1910         {
1911                 strcpy(power_desc[num].name, _("帰還", "Recall"));
1912                 power_desc[num].level = 10;
1913                 power_desc[num].cost = 10;
1914                 power_desc[num].stat = A_DEX;
1915                 power_desc[num].fail = 20;
1916                 power_desc[num++].number = -3;
1917                 break;
1918         }
1919         case CLASS_MIRROR_MASTER:
1920         {
1921                 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
1922                 power_desc[num].level = 1;
1923                 power_desc[num].cost = 0;
1924                 power_desc[num].stat = A_INT;
1925                 power_desc[num].fail = 0;
1926                 power_desc[num++].number = -3;
1927                 
1928                 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
1929                 power_desc[num].level = 30;
1930                 power_desc[num].cost = 0;
1931                 power_desc[num].stat = A_INT;
1932                 power_desc[num].fail = 20;
1933                 power_desc[num++].number = -4;
1934                 break;
1935         }
1936         case CLASS_SMITH:
1937         {
1938                 strcpy(power_desc[num].name, _("目利き", "Judgment"));
1939                 power_desc[num].level = 5;
1940                 power_desc[num].cost = 15;
1941                 power_desc[num].stat = A_INT;
1942                 power_desc[num].fail = 20;
1943                 power_desc[num++].number = -3;
1944                 break;
1945         }
1946         case CLASS_NINJA:
1947         {
1948                 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
1949                 power_desc[num].level = 20;
1950                 power_desc[num].cost = 0;
1951                 power_desc[num].stat = A_DEX;
1952                 power_desc[num].fail = 0;
1953                 power_desc[num++].number = -3;
1954                 break;
1955         }
1956         default:
1957                 strcpy(power_desc[0].name, _("(なし)", "(none)"));
1958         }
1959
1960         if (p_ptr->mimic_form)
1961         {
1962                 switch (p_ptr->mimic_form)
1963                 {
1964                 case MIMIC_DEMON:
1965                 case MIMIC_DEMON_LORD:
1966                         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);
1967                         power_desc[num].level = 15;
1968                         power_desc[num].cost = 10+lvl/3;
1969                         power_desc[num].stat = A_CON;
1970                         power_desc[num].fail = 20;
1971                         power_desc[num++].number = -1;
1972                         break;
1973                 case MIMIC_VAMPIRE:
1974                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1975                         power_desc[num].level = 2;
1976                         power_desc[num].cost = 1 + (lvl / 3);
1977                         power_desc[num].stat = A_CON;
1978                         power_desc[num].fail = 9;
1979                         power_desc[num++].number = -1;
1980                         break;
1981                 }
1982         }
1983         else
1984         {
1985         switch (p_ptr->prace)
1986         {
1987                 case RACE_DWARF:
1988                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1989                         power_desc[num].level = 5;
1990                         power_desc[num].cost = 5;
1991                         power_desc[num].stat = A_WIS;
1992                         power_desc[num].fail = 12;
1993                         power_desc[num++].number = -1;
1994                         break;
1995                 case RACE_NIBELUNG:
1996                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1997                         power_desc[num].level = 10;
1998                         power_desc[num].cost = 5;
1999                         power_desc[num].stat = A_WIS;
2000                         power_desc[num].fail = 10;
2001                         power_desc[num++].number = -1;
2002                         break;
2003                 case RACE_HOBBIT:
2004                         strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
2005                         power_desc[num].level = 15;
2006                         power_desc[num].cost = 10;
2007                         power_desc[num].stat = A_INT;
2008                         power_desc[num].fail = 10;
2009                         power_desc[num++].number = -1;
2010                         break;
2011                 case RACE_GNOME:
2012                         sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
2013                         power_desc[num].level = 5;
2014                         power_desc[num].cost = 5;
2015                         power_desc[num].stat = A_INT;
2016                         power_desc[num].fail = 12;
2017                         power_desc[num++].number = -1;
2018                         break;
2019                 case RACE_HALF_ORC:
2020                         strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
2021                         power_desc[num].level = 3;
2022                         power_desc[num].cost = 5;
2023                         power_desc[num].stat = A_WIS;
2024                         power_desc[num].fail = warrior ? 5 : 10;
2025                         power_desc[num++].number = -1;
2026                         break;
2027                 case RACE_HALF_TROLL:
2028                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2029                         power_desc[num].level = 10;
2030                         power_desc[num].cost = 12;
2031                         power_desc[num].stat = A_STR;
2032                         power_desc[num].fail = warrior ? 6 : 12;
2033                         power_desc[num++].number = -1;
2034                         break;
2035                 case RACE_BARBARIAN:
2036                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2037                         power_desc[num].level = 8;
2038                         power_desc[num].cost = 10;
2039                         power_desc[num].stat = A_STR;
2040                         power_desc[num].fail = warrior ? 6 : 12;
2041                         power_desc[num++].number = -1;
2042                         break;
2043                 case RACE_AMBERITE:
2044                         strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
2045                         power_desc[num].level = 30;
2046                         power_desc[num].cost = 50;
2047                         power_desc[num].stat = A_INT;
2048                         power_desc[num].fail = 50;
2049                         power_desc[num++].number = -1;
2050                         
2051                         strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
2052                         power_desc[num].level = 40;
2053                         power_desc[num].cost = 75;
2054                         power_desc[num].stat = A_WIS;
2055                         power_desc[num].fail = 50;
2056                         power_desc[num++].number = -2;
2057                         break;
2058                 case RACE_HALF_OGRE:
2059                         strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
2060                         power_desc[num].level = 25;
2061                         power_desc[num].cost = 35;
2062                         power_desc[num].stat = A_INT;
2063                         power_desc[num].fail = 15;
2064                         power_desc[num++].number = -1;
2065                         break;
2066                 case RACE_HALF_GIANT:
2067                         strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
2068                         power_desc[num].level = 20;
2069                         power_desc[num].cost = 10;
2070                         power_desc[num].stat = A_STR;
2071                         power_desc[num].fail = 12;
2072                         power_desc[num++].number = -1;
2073                         break;
2074                 case RACE_HALF_TITAN:
2075                         strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
2076                         power_desc[num].level = 15;
2077                         power_desc[num].cost = 10;
2078                         power_desc[num].stat = A_INT;
2079                         power_desc[num].fail = 12;
2080                         power_desc[num++].number = -1;
2081                         break;
2082                 case RACE_CYCLOPS:
2083                         sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
2084                         power_desc[num].level = 20;
2085                         power_desc[num].cost = 15;
2086                         power_desc[num].stat = A_STR;
2087                         power_desc[num].fail = 12;
2088                         power_desc[num++].number = -1;
2089                         break;
2090                 case RACE_YEEK:
2091                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2092                         power_desc[num].level = 15;
2093                         power_desc[num].cost = 15;
2094                         power_desc[num].stat = A_WIS;
2095                         power_desc[num].fail = 10;
2096                         power_desc[num++].number = -1;
2097                         break;
2098                 case RACE_SPECTRE:
2099                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2100                         power_desc[num].level = 4;
2101                         power_desc[num].cost = 6;
2102                         power_desc[num].stat = A_INT;
2103                         power_desc[num].fail = 3;
2104                         power_desc[num++].number = -1;
2105                         break;
2106                 case RACE_KLACKON:
2107                         sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
2108                         power_desc[num].level = 9;
2109                         power_desc[num].cost = 9;
2110                         power_desc[num].stat = A_DEX;
2111                         power_desc[num].fail = 14;
2112                         power_desc[num++].number = -1;
2113                         break;
2114                 case RACE_KOBOLD:
2115                         sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
2116                         power_desc[num].level = 12;
2117                         power_desc[num].cost = 8;
2118                         power_desc[num].stat = A_DEX;
2119                         power_desc[num].fail = 14;
2120                         power_desc[num++].number = -1;
2121                         break;
2122                 case RACE_DARK_ELF:
2123                         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);
2124                         power_desc[num].level = 2;
2125                         power_desc[num].cost = 2;
2126                         power_desc[num].stat = A_INT;
2127                         power_desc[num].fail = 9;
2128                         power_desc[num++].number = -1;
2129                         break;
2130                 case RACE_DRACONIAN:
2131                         sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
2132                         power_desc[num].level = 1;
2133                         power_desc[num].cost = lvl;
2134                         power_desc[num].stat = A_CON;
2135                         power_desc[num].fail = 12;
2136                         power_desc[num++].number = -1;
2137                         break;
2138                 case RACE_MIND_FLAYER:
2139                         sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
2140                         power_desc[num].level = 15;
2141                         power_desc[num].cost = 12;
2142                         power_desc[num].stat = A_INT;
2143                         power_desc[num].fail = 14;
2144                         power_desc[num++].number = -1;
2145                         break;
2146                 case RACE_IMP:
2147                         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);
2148                         power_desc[num].level = 9;
2149                         power_desc[num].cost = 15;
2150                         power_desc[num].stat = A_WIS;
2151                         power_desc[num].fail = 15;
2152                         power_desc[num++].number = -1;
2153                         break;
2154                 case RACE_GOLEM:
2155                         strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
2156                         power_desc[num].level = 20;
2157                         power_desc[num].cost = 15;
2158                         power_desc[num].stat = A_CON;
2159                         power_desc[num].fail = 8;
2160                         power_desc[num++].number = -1;
2161                         break;
2162                 case RACE_SKELETON:
2163                 case RACE_ZOMBIE:
2164                         strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
2165                         power_desc[num].level = 30;
2166                         power_desc[num].cost = 30;
2167                         power_desc[num].stat = A_WIS;
2168                         power_desc[num].fail = 18;
2169                         power_desc[num++].number = -1;
2170                         break;
2171                 case RACE_VAMPIRE:
2172                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2173                         power_desc[num].level = 2;
2174                         power_desc[num].cost = 1 + (lvl / 3);
2175                         power_desc[num].stat = A_CON;
2176                         power_desc[num].fail = 9;
2177                         power_desc[num++].number = -1;
2178                         break;
2179                 case RACE_SPRITE:
2180                         strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
2181                         power_desc[num].level = 12;
2182                         power_desc[num].cost = 12;
2183                         power_desc[num].stat = A_INT;
2184                         power_desc[num].fail = 15;
2185                         power_desc[num++].number = -1;
2186                         break;
2187                 case RACE_DEMON:
2188                         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);
2189                         power_desc[num].level = 15;
2190                         power_desc[num].cost = 10+lvl/3;
2191                         power_desc[num].stat = A_CON;
2192                         power_desc[num].fail = 20;
2193                         power_desc[num++].number = -1;
2194                         break;
2195                 case RACE_KUTAR:
2196                         strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
2197                         power_desc[num].level = 20;
2198                         power_desc[num].cost = 15;
2199                         power_desc[num].stat = A_CHR;
2200                         power_desc[num].fail = 8;
2201                         power_desc[num++].number = -1;
2202                         break;
2203                 case RACE_ANDROID:
2204                         if (p_ptr->lev < 10)
2205                         {
2206                                 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
2207                                 power_desc[num].level = 1;
2208                                 power_desc[num].cost = 7;
2209                                 power_desc[num].fail = 8;
2210                         }
2211                         else if (p_ptr->lev < 25)
2212                         {
2213                                 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
2214                                 power_desc[num].level = 10;
2215                                 power_desc[num].cost = 13;
2216                                 power_desc[num].fail = 10;
2217                         }
2218                         else if (p_ptr->lev < 35)
2219                         {
2220                                 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
2221                                 power_desc[num].level = 25;
2222                                 power_desc[num].cost = 26;
2223                                 power_desc[num].fail = 12;
2224                         }
2225                         else if (p_ptr->lev < 45)
2226                         {
2227                                 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
2228                                 power_desc[num].level = 35;
2229                                 power_desc[num].cost = 40;
2230                                 power_desc[num].fail = 15;
2231                         }
2232                         else
2233                         {
2234                                 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
2235                                 power_desc[num].level = 45;
2236                                 power_desc[num].cost = 60;
2237                                 power_desc[num].fail = 18;
2238                         }
2239                         power_desc[num].stat = A_STR;
2240                         power_desc[num++].number = -1;
2241                         break;
2242                 default:
2243                 {
2244                         break;
2245                 }
2246         }
2247         }
2248
2249         if (p_ptr->muta1)
2250         {
2251                 if (p_ptr->muta1 & MUT1_SPIT_ACID)
2252                 {
2253                         strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
2254                         power_desc[num].level = 9;
2255                         power_desc[num].cost = 9;
2256                         power_desc[num].stat = A_DEX;
2257                         power_desc[num].fail = 15;
2258                         power_desc[num++].number = MUT1_SPIT_ACID;
2259                 }
2260
2261                 if (p_ptr->muta1 & MUT1_BR_FIRE)
2262                 {
2263                         strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
2264                         power_desc[num].level = 20;
2265                         power_desc[num].cost = lvl;
2266                         power_desc[num].stat = A_CON;
2267                         power_desc[num].fail = 18;
2268                         power_desc[num++].number = MUT1_BR_FIRE;
2269                 }
2270
2271                 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
2272                 {
2273                         strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
2274                         power_desc[num].level = 12;
2275                         power_desc[num].cost = 12;
2276                         power_desc[num].stat = A_CHR;
2277                         power_desc[num].fail = 18;
2278                         power_desc[num++].number = MUT1_HYPN_GAZE;
2279                 }
2280
2281                 if (p_ptr->muta1 & MUT1_TELEKINES)
2282                 {
2283                         strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
2284                         power_desc[num].level = 9;
2285                         power_desc[num].cost = 9;
2286                         power_desc[num].stat = A_WIS;
2287                         power_desc[num].fail = 14;
2288                         power_desc[num++].number = MUT1_TELEKINES;
2289                 }
2290
2291                 if (p_ptr->muta1 & MUT1_VTELEPORT)
2292                 {
2293                         strcpy(power_desc[num].name, _("テレポート", "Teleport"));
2294                         power_desc[num].level = 7;
2295                         power_desc[num].cost = 7;
2296                         power_desc[num].stat = A_WIS;
2297                         power_desc[num].fail = 15;
2298                         power_desc[num++].number = MUT1_VTELEPORT;
2299                 }
2300
2301                 if (p_ptr->muta1 & MUT1_MIND_BLST)
2302                 {
2303                         strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
2304                         power_desc[num].level = 5;
2305                         power_desc[num].cost = 3;
2306                         power_desc[num].stat = A_WIS;
2307                         power_desc[num].fail = 15;
2308                         power_desc[num++].number = MUT1_MIND_BLST;
2309                 }
2310
2311                 if (p_ptr->muta1 & MUT1_RADIATION)
2312                 {
2313                         strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
2314                         power_desc[num].level = 15;
2315                         power_desc[num].cost = 15;
2316                         power_desc[num].stat = A_CON;
2317                         power_desc[num].fail = 14;
2318                         power_desc[num++].number = MUT1_RADIATION;
2319                 }
2320
2321                 if (p_ptr->muta1 & MUT1_VAMPIRISM)
2322                 {
2323                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2324                         power_desc[num].level = 2;
2325                         power_desc[num].cost = (1 + (lvl / 3));
2326                         power_desc[num].stat = A_CON;
2327                         power_desc[num].fail = 9;
2328                         power_desc[num++].number = MUT1_VAMPIRISM;
2329                 }
2330
2331                 if (p_ptr->muta1 & MUT1_SMELL_MET)
2332                 {
2333                         strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
2334                         power_desc[num].level = 3;
2335                         power_desc[num].cost = 2;
2336                         power_desc[num].stat = A_INT;
2337                         power_desc[num].fail = 12;
2338                         power_desc[num++].number = MUT1_SMELL_MET;
2339                 }
2340
2341                 if (p_ptr->muta1 & MUT1_SMELL_MON)
2342                 {
2343                         strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
2344                         power_desc[num].level = 5;
2345                         power_desc[num].cost = 4;
2346                         power_desc[num].stat = A_INT;
2347                         power_desc[num].fail = 15;
2348                         power_desc[num++].number = MUT1_SMELL_MON;
2349                 }
2350
2351                 if (p_ptr->muta1 & MUT1_BLINK)
2352                 {
2353                         strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
2354                         power_desc[num].level = 3;
2355                         power_desc[num].cost = 3;
2356                         power_desc[num].stat = A_WIS;
2357                         power_desc[num].fail = 12;
2358                         power_desc[num++].number = MUT1_BLINK;
2359                 }
2360
2361                 if (p_ptr->muta1 & MUT1_EAT_ROCK)
2362                 {
2363                         strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
2364                         power_desc[num].level = 8;
2365                         power_desc[num].cost = 12;
2366                         power_desc[num].stat = A_CON;
2367                         power_desc[num].fail = 18;
2368                         power_desc[num++].number = MUT1_EAT_ROCK;
2369                 }
2370
2371                 if (p_ptr->muta1 & MUT1_SWAP_POS)
2372                 {
2373                         strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
2374                         power_desc[num].level = 15;
2375                         power_desc[num].cost = 12;
2376                         power_desc[num].stat = A_DEX;
2377                         power_desc[num].fail = 16;
2378                         power_desc[num++].number = MUT1_SWAP_POS;
2379                 }
2380
2381                 if (p_ptr->muta1 & MUT1_SHRIEK)
2382                 {
2383                         strcpy(power_desc[num].name, _("叫び", "Shriek"));
2384                         power_desc[num].level = 20;
2385                         power_desc[num].cost = 14;
2386                         power_desc[num].stat = A_CON;
2387                         power_desc[num].fail = 16;
2388                         power_desc[num++].number = MUT1_SHRIEK;
2389                 }
2390
2391                 if (p_ptr->muta1 & MUT1_ILLUMINE)
2392                 {
2393                         strcpy(power_desc[num].name, _("照明", "Illuminate"));
2394                         power_desc[num].level = 3;
2395                         power_desc[num].cost = 2;
2396                         power_desc[num].stat = A_INT;
2397                         power_desc[num].fail = 10;
2398                         power_desc[num++].number = MUT1_ILLUMINE;
2399                 }
2400
2401                 if (p_ptr->muta1 & MUT1_DET_CURSE)
2402                 {
2403                         strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
2404                         power_desc[num].level = 7;
2405                         power_desc[num].cost = 14;
2406                         power_desc[num].stat = A_WIS;
2407                         power_desc[num].fail = 14;
2408                         power_desc[num++].number = MUT1_DET_CURSE;
2409                 }
2410
2411                 if (p_ptr->muta1 & MUT1_BERSERK)
2412                 {
2413                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2414                         power_desc[num].level = 8;
2415                         power_desc[num].cost = 8;
2416                         power_desc[num].stat = A_STR;
2417                         power_desc[num].fail = 14;
2418                         power_desc[num++].number = MUT1_BERSERK;
2419                 }
2420
2421                 if (p_ptr->muta1 & MUT1_POLYMORPH)
2422                 {
2423                         strcpy(power_desc[num].name, _("変身", "Polymorph"));
2424                         power_desc[num].level = 18;
2425                         power_desc[num].cost = 20;
2426                         power_desc[num].stat = A_CON;
2427                         power_desc[num].fail = 18;
2428                         power_desc[num++].number = MUT1_POLYMORPH;
2429                 }
2430
2431                 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
2432                 {
2433                         strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
2434                         power_desc[num].level = 10;
2435                         power_desc[num].cost = 5;
2436                         power_desc[num].stat = A_INT;
2437                         power_desc[num].fail = 12;
2438                         power_desc[num++].number = MUT1_MIDAS_TCH;
2439                 }
2440
2441                 if (p_ptr->muta1 & MUT1_GROW_MOLD)
2442                 {
2443                         strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
2444                         power_desc[num].level = 1;
2445                         power_desc[num].cost = 6;
2446                         power_desc[num].stat = A_CON;
2447                         power_desc[num].fail = 14;
2448                         power_desc[num++].number = MUT1_GROW_MOLD;
2449                 }
2450
2451                 if (p_ptr->muta1 & MUT1_RESIST)
2452                 {
2453                         strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
2454                         power_desc[num].level = 10;
2455                         power_desc[num].cost = 12;
2456                         power_desc[num].stat = A_CON;
2457                         power_desc[num].fail = 12;
2458                         power_desc[num++].number = MUT1_RESIST;
2459                 }
2460
2461                 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
2462                 {
2463                         strcpy(power_desc[num].name, _("地震", "Earthquake"));
2464                         power_desc[num].level = 12;
2465                         power_desc[num].cost = 12;
2466                         power_desc[num].stat = A_STR;
2467                         power_desc[num].fail = 16;
2468                         power_desc[num++].number = MUT1_EARTHQUAKE;
2469                 }
2470
2471                 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
2472                 {
2473                         strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
2474                         power_desc[num].level = 17;
2475                         power_desc[num].cost = 1;
2476                         power_desc[num].stat = A_WIS;
2477                         power_desc[num].fail = 15;
2478                         power_desc[num++].number = MUT1_EAT_MAGIC;
2479                 }
2480
2481                 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
2482                 {
2483                         strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
2484                         power_desc[num].level = 6;
2485                         power_desc[num].cost = 6;
2486                         power_desc[num].stat = A_INT;
2487                         power_desc[num].fail = 10;
2488                         power_desc[num++].number = MUT1_WEIGH_MAG;
2489                 }
2490
2491                 if (p_ptr->muta1 & MUT1_STERILITY)
2492                 {
2493                         strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
2494                         power_desc[num].level = 12;
2495                         power_desc[num].cost = 23;
2496                         power_desc[num].stat = A_CHR;
2497                         power_desc[num].fail = 15;
2498                         power_desc[num++].number = MUT1_STERILITY;
2499                 }
2500
2501                 if (p_ptr->muta1 & MUT1_PANIC_HIT)
2502                 {
2503                         strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
2504                         power_desc[num].level = 10;
2505                         power_desc[num].cost = 12;
2506                         power_desc[num].stat = A_DEX;
2507                         power_desc[num].fail = 14;
2508                         power_desc[num++].number = MUT1_PANIC_HIT;
2509                 }
2510
2511                 if (p_ptr->muta1 & MUT1_DAZZLE)
2512                 {
2513                         strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
2514                         power_desc[num].level = 7;
2515                         power_desc[num].cost = 15;
2516                         power_desc[num].stat = A_CHR;
2517                         power_desc[num].fail = 8;
2518                         power_desc[num++].number = MUT1_DAZZLE;
2519                 }
2520
2521                 if (p_ptr->muta1 & MUT1_LASER_EYE)
2522                 {
2523                         strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
2524                         power_desc[num].level = 7;
2525                         power_desc[num].cost = 10;
2526                         power_desc[num].stat = A_WIS;
2527                         power_desc[num].fail = 9;
2528                         power_desc[num++].number = MUT1_LASER_EYE;
2529                 }
2530
2531                 if (p_ptr->muta1 & MUT1_RECALL)
2532                 {
2533                         strcpy(power_desc[num].name, _("帰還", "Recall"));
2534                         power_desc[num].level = 17;
2535                         power_desc[num].cost = 50;
2536                         power_desc[num].stat = A_INT;
2537                         power_desc[num].fail = 16;
2538                         power_desc[num++].number = MUT1_RECALL;
2539                 }
2540
2541                 if (p_ptr->muta1 & MUT1_BANISH)
2542                 {
2543                         strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
2544                         power_desc[num].level = 25;
2545                         power_desc[num].cost = 25;
2546                         power_desc[num].stat = A_WIS;
2547                         power_desc[num].fail = 18;
2548                         power_desc[num++].number = MUT1_BANISH;
2549                 }
2550
2551                 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
2552                 {
2553                         strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
2554                         power_desc[num].level = 2;
2555                         power_desc[num].cost = 2;
2556                         power_desc[num].stat = A_CON;
2557                         power_desc[num].fail = 11;
2558                         power_desc[num++].number = MUT1_COLD_TOUCH;
2559                 }
2560
2561                 if (p_ptr->muta1 & MUT1_LAUNCHER)
2562                 {
2563                         strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
2564                         power_desc[num].level = 1;
2565                         power_desc[num].cost = lvl;
2566                         power_desc[num].stat = A_STR;
2567                         power_desc[num].fail = 6;
2568                         /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
2569                         power_desc[num++].number = 3;
2570                 }
2571         }
2572
2573         /* Nothing chosen yet */
2574         flag = FALSE;
2575
2576         /* No redraw yet */
2577         redraw = FALSE;
2578
2579         /* Build a prompt */
2580         (void) strnfmt(out_val, 78, 
2581                                 _("(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? "),
2582                                 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
2583
2584 #ifdef ALLOW_REPEAT
2585 if (!repeat_pull(&i) || i<0 || i>=num) {
2586 #endif /* ALLOW_REPEAT */
2587         if (use_menu) screen_save();
2588          /* Get a spell from the user */
2589
2590         choice = (always_show_list || use_menu) ? ESCAPE:1;
2591         while (!flag)
2592         {
2593                 if( choice==ESCAPE ) choice = ' '; 
2594                 else if( !get_com(out_val, &choice, FALSE) )break; 
2595
2596                 if (use_menu && choice != ' ')
2597                 {
2598                         switch(choice)
2599                         {
2600                                 case '0':
2601                                 {
2602                                         screen_load();
2603                                         p_ptr->energy_use = 0;
2604                                         return;
2605                                 }
2606
2607                                 case '8':
2608                                 case 'k':
2609                                 case 'K':
2610                                 {
2611                                         menu_line += (num - 1);
2612                                         break;
2613                                 }
2614
2615                                 case '2':
2616                                 case 'j':
2617                                 case 'J':
2618                                 {
2619                                         menu_line++;
2620                                         break;
2621                                 }
2622
2623                                 case '6':
2624                                 case 'l':
2625                                 case 'L':
2626                                 case '4':
2627                                 case 'h':
2628                                 case 'H':
2629                                 {
2630                                         if (menu_line > 18)
2631                                                 menu_line -= 18;
2632                                         else if (menu_line+18 <= num)
2633                                                 menu_line += 18;
2634                                         break;
2635                                 }
2636
2637                                 case 'x':
2638                                 case 'X':
2639                                 case '\r':
2640                                 {
2641                                         i = menu_line - 1;
2642                                         ask = FALSE;
2643                                         break;
2644                                 }
2645                         }
2646                         if (menu_line > num) menu_line -= num;
2647                 }
2648                 /* Request redraw */
2649                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
2650                 {
2651                         /* Show the list */
2652                         if (!redraw || use_menu)
2653                         {
2654                                 byte y = 1, x = 0;
2655                                 int ctr = 0;
2656                                 char dummy[80];
2657                                 char letter;
2658                                 int x1, y1;
2659
2660                                 strcpy(dummy, "");
2661
2662                                 /* Show list */
2663                                 redraw = TRUE;
2664
2665                                 /* Save the screen */
2666                                 if (!use_menu) screen_save();
2667
2668                                 /* Print header(s) */
2669                                 if (num < 18)
2670                                         prt(_("                            Lv   MP 失率", "                            Lv Cost Fail"), y++, x);
2671                                 else
2672                                 prt(_("                            Lv   MP 失率                            Lv   MP 失率", 
2673                                           "                            Lv Cost Fail                            Lv Cost Fail"), y++, x);
2674
2675
2676                                 /* Print list */
2677                                 while (ctr < num)
2678                                 {
2679                                         x1 = ((ctr < 18) ? x : x + 40);
2680                                         y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
2681
2682                                         if (use_menu)
2683                                         {
2684                                                 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " >  "));
2685                                                 else strcpy(dummy, "    ");
2686                                         }
2687                                         else
2688                                         {
2689                                                 /* letter/number for power selection */
2690                                                 if (ctr < 26)
2691                                                         letter = I2A(ctr);
2692                                                 else
2693                                                         letter = '0' + ctr - 26;
2694                                                 sprintf(dummy, " %c) ",letter);
2695                                         }
2696                                         strcat(dummy, format("%-23.23s %2d %4d %3d%%",
2697                                                 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
2698                                                 100 - racial_chance(&power_desc[ctr])));
2699                                         prt(dummy, y1, x1);
2700                                         ctr++;
2701                                 }
2702                         }
2703
2704                         /* Hide the list */
2705                         else
2706                         {
2707                                 /* Hide list */
2708                                 redraw = FALSE;
2709
2710                                 /* Restore the screen */
2711                                 screen_load();
2712                         }
2713
2714                         /* Redo asking */
2715                         continue;
2716                 }
2717
2718                 if (!use_menu)
2719                 {
2720                         if (choice == '\r' && num == 1)
2721                         {
2722                                 choice = 'a';
2723                         }
2724
2725                         if (isalpha(choice))
2726                         {
2727                                 /* Note verify */
2728                                 ask = (isupper(choice));
2729
2730                                 /* Lowercase */
2731                                 if (ask) choice = (char)tolower(choice);
2732
2733                                 /* Extract request */
2734                                 i = (islower(choice) ? A2I(choice) : -1);
2735                         }
2736                         else
2737                         {
2738                                 ask = FALSE; /* Can't uppercase digits */
2739
2740                                 i = choice - '0' + 26;
2741                         }
2742                 }
2743
2744                 /* Totally Illegal */
2745                 if ((i < 0) || (i >= num))
2746                 {
2747                         bell();
2748                         continue;
2749                 }
2750
2751                 /* Verify it */
2752                 if (ask)
2753                 {
2754                         char tmp_val[160];
2755
2756                         /* Prompt */
2757                         (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
2758
2759                         /* Belay that order */
2760                         if (!get_check(tmp_val)) continue;
2761                 }
2762
2763                 /* Stop the loop */
2764                 flag = TRUE;
2765         }
2766
2767         /* Restore the screen */
2768         if (redraw) screen_load();
2769
2770         /* Abort if needed */
2771         if (!flag)
2772         {
2773                 p_ptr->energy_use = 0;
2774                 return;
2775         }
2776 #ifdef ALLOW_REPEAT
2777         repeat_push(i);
2778         } /*if (!repeat_pull(&i) || ...)*/
2779 #endif /* ALLOW_REPEAT */
2780         switch (racial_aux(&power_desc[i]))
2781         {
2782         case 1:
2783                 if (power_desc[i].number < 0)
2784                         cast = cmd_racial_power_aux(power_desc[i].number);
2785                 else
2786                         cast = mutation_power_aux(power_desc[i].number);
2787                 break;
2788         case 0:
2789                 cast = FALSE;
2790                 break;
2791         case -1:
2792                 cast = TRUE;
2793                 break;
2794         }
2795
2796         if (cast)
2797         {
2798                 if (racial_cost)
2799                 {
2800                         int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2801
2802                         /* If mana is not enough, player consumes hit point! */
2803                         if (p_ptr->csp < actual_racial_cost)
2804                         {
2805                                 actual_racial_cost -= p_ptr->csp;
2806                                 p_ptr->csp = 0;
2807                                 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2808                         }
2809                         else p_ptr->csp -= actual_racial_cost;
2810
2811                         /* Redraw mana and hp */
2812                         p_ptr->redraw |= (PR_HP | PR_MANA);
2813
2814                         /* Window stuff */
2815                         p_ptr->window |= (PW_PLAYER | PW_SPELL);
2816                 }
2817         }
2818         else p_ptr->energy_use = 0;
2819
2820         /* Success */
2821         return;
2822 }