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[Refactor] #37353 ratial_stop_mouth()とmutation_stop_mouthをstop_mouth()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                         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
1222                         {
1223                                 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
1224                                 return FALSE;
1225                         }
1226                         else
1227                         {
1228                                 int y, x, dummy = 0;
1229                                 cave_type *c_ptr;
1230
1231                                 /* Only works on adjacent monsters */
1232                                 if (!get_rep_dir(&dir, FALSE)) return FALSE;   /* was get_aim_dir */
1233                                 y = p_ptr->y + ddy[dir];
1234                                 x = p_ptr->x + ddx[dir];
1235                                 c_ptr = &cave[y][x];
1236
1237                                 stop_mouth();
1238
1239                                 if (!c_ptr->m_idx)
1240                                 {
1241                                         msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
1242                                         break;
1243                                 }
1244
1245                                 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
1246                                 dummy = plev + randint1(plev) * MAX(1, plev / 10);   /* Dmg */
1247                                 if (hypodynamic_bolt(dir, dummy))
1248                                 {
1249                                         if (p_ptr->food < PY_FOOD_FULL)
1250                                                 /* No heal if we are "full" */
1251                                                 (void)hp_player(dummy);
1252                                         else
1253                                                 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
1254
1255                                         /* Gain nutritional sustenance: 150/hp drained */
1256                                         /* A Food ration gives 5000 food points (by contrast) */
1257                                         /* Don't ever get more than "Full" this way */
1258                                         /* But if we ARE Gorged,  it won't cure us */
1259                                         dummy = p_ptr->food + MIN(5000, 100 * dummy);
1260                                         if (p_ptr->food < PY_FOOD_MAX)   /* Not gorged already */
1261                                                 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
1262                                 }
1263                                 else
1264                                         msg_print(_("げぇ。ひどい味だ。", "Yechh. That tastes foul."));
1265                         }
1266                         break;
1267                 }
1268         }
1269
1270         else 
1271         {
1272
1273         switch (p_ptr->prace)
1274         {
1275                 case RACE_DWARF:
1276                         msg_print(_("周囲を調べた。", "You examine your surroundings."));
1277                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1278                         (void)detect_doors(DETECT_RAD_DEFAULT);
1279                         (void)detect_stairs(DETECT_RAD_DEFAULT);
1280                         break;
1281
1282                 case RACE_HOBBIT:
1283                         {
1284                                 object_type *q_ptr;
1285                                 object_type forge;
1286
1287                                 /* Get local object */
1288                                 q_ptr = &forge;
1289
1290                                 /* Create the food ration */
1291                                 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
1292
1293                                 /* Drop the object from heaven */
1294                                 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
1295                                 msg_print(_("食事を料理して作った。", "You cook some food."));
1296                         }
1297                         break;
1298
1299                 case RACE_GNOME:
1300                         msg_print(_("パッ!", "Blink!"));
1301                         teleport_player(10, 0L);
1302                         break;
1303
1304                 case RACE_HALF_ORC:
1305                         msg_print(_("勇気を出した。", "You play tough."));
1306                         (void)set_afraid(0);
1307                         break;
1308
1309                 case RACE_HALF_TROLL:
1310                         msg_print(_("うがぁぁ!", "RAAAGH!"));
1311                         (void)berserk(10 + randint1(plev));
1312                         break;
1313
1314                 case RACE_AMBERITE:
1315                         if (command == -1)
1316                         {
1317                                 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
1318                                 alter_reality();
1319                         }
1320                         else if (command == -2)
1321                         {
1322                                 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..."));
1323
1324                                 (void)true_healing(0);
1325                                 (void)restore_all_status();
1326                                 (void)restore_level();
1327                         }
1328                         break;
1329
1330                 case RACE_BARBARIAN:
1331                         msg_print(_("うぉぉおお!", "Raaagh!"));
1332                         (void)berserk(10 + randint1(plev));
1333                         break;
1334
1335                 case RACE_HALF_OGRE:
1336                         msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
1337                         explosive_rune();
1338                         break;
1339
1340                 case RACE_HALF_GIANT:
1341                         if (!get_aim_dir(&dir)) return FALSE;
1342                         (void)wall_to_mud(dir, 20 + randint1(30));
1343                         break;
1344
1345                 case RACE_HALF_TITAN:
1346                         msg_print(_("敵を調査した...", "You examine your foes..."));
1347                         probing();
1348                         break;
1349
1350                 case RACE_CYCLOPS:
1351                         if (!get_aim_dir(&dir)) return FALSE;
1352                         msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
1353                         fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
1354                         break;
1355
1356                 case RACE_YEEK:
1357                         if (!get_aim_dir(&dir)) return FALSE;
1358                         stop_mouth();
1359                         msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
1360                         (void)fear_monster(dir, plev);
1361                         break;
1362
1363                 case RACE_KLACKON:
1364                         if (!get_aim_dir(&dir)) return FALSE;
1365                         stop_mouth();
1366                         msg_print(_("酸を吐いた。", "You spit acid."));
1367                         if (plev < 25) fire_bolt(GF_ACID, dir, plev);
1368                         else fire_ball(GF_ACID, dir, plev, 2);
1369                         break;
1370
1371                 case RACE_KOBOLD:
1372                         if (!get_aim_dir(&dir)) return FALSE;
1373                         msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
1374                         fire_bolt(GF_POIS, dir, plev);
1375                         break;
1376
1377                 case RACE_NIBELUNG:
1378                         msg_print(_("周囲を調査した。", "You examine your surroundings."));
1379                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1380                         (void)detect_doors(DETECT_RAD_DEFAULT);
1381                         (void)detect_stairs(DETECT_RAD_DEFAULT);
1382                         break;
1383
1384                 case RACE_DARK_ELF:
1385                         if (!get_aim_dir(&dir)) return FALSE;
1386                         msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
1387                         fire_bolt_or_beam(10, GF_MISSILE, dir,
1388                             damroll(3 + ((plev - 1) / 5), 4));
1389                         break;
1390
1391                 case RACE_DRACONIAN:
1392                         {
1393                                 int  Type = (one_in_(3) ? GF_COLD : GF_FIRE);
1394 #ifdef JP
1395                                 cptr Type_desc = ((Type == GF_COLD) ? "冷気" : "炎");
1396 #else
1397                                 cptr Type_desc = ((Type == GF_COLD) ? "cold" : "fire");
1398 #endif
1399
1400                                 if (!get_aim_dir(&dir)) return FALSE;
1401
1402                                 if (randint1(100) < plev)
1403                                 {
1404                                         switch (p_ptr->pclass)
1405                                         {
1406                                                 case CLASS_WARRIOR:
1407                                                 case CLASS_BERSERKER:
1408                                                 case CLASS_RANGER:
1409                                                 case CLASS_TOURIST:
1410                                                 case CLASS_IMITATOR:
1411                                                 case CLASS_ARCHER:
1412                                                 case CLASS_SMITH:
1413                                                         if (one_in_(3))
1414                                                         {
1415                                                                 Type = GF_MISSILE;
1416                                                                 Type_desc = _("エレメント", "the elements");
1417                                                         }
1418                                                         else
1419                                                         {
1420                                                                 Type = GF_SHARDS;
1421                                                                 Type_desc = _("破片", "shards");
1422                                                         }
1423                                                         break;
1424                                                 case CLASS_MAGE:
1425                                                 case CLASS_WARRIOR_MAGE:
1426                                                 case CLASS_HIGH_MAGE:
1427                                                 case CLASS_SORCERER:
1428                                                 case CLASS_MAGIC_EATER:
1429                                                 case CLASS_RED_MAGE:
1430                                                 case CLASS_BLUE_MAGE:
1431                                                 case CLASS_MIRROR_MASTER:
1432                                                         if (one_in_(3))
1433                                                         {
1434                                                                 Type = GF_MANA;
1435                                                                 Type_desc = _("魔力", "mana");
1436                                                         }
1437                                                         else
1438                                                         {
1439                                                                 Type = GF_DISENCHANT;
1440                                                                 Type_desc = _("劣化", "disenchantment");
1441                                                         }
1442                                                         break;
1443                                                 case CLASS_CHAOS_WARRIOR:
1444                                                         if (!one_in_(3))
1445                                                         {
1446                                                                 Type = GF_CONFUSION;
1447                                                                 Type_desc = _("混乱", "confusion");
1448                                                         }
1449                                                         else
1450                                                         {
1451                                                                 Type = GF_CHAOS;
1452                                                                 Type_desc = _("カオス", "chaos");
1453                                                         }
1454                                                         break;
1455                                                 case CLASS_MONK:
1456                                                 case CLASS_SAMURAI:
1457                                                 case CLASS_FORCETRAINER:
1458                                                         if (!one_in_(3))
1459                                                         {
1460                                                                 Type = GF_CONFUSION;
1461                                                                 Type_desc = _("混乱", "confusion");
1462                                                         }
1463                                                         else
1464                                                         {
1465                                                                 Type = GF_SOUND;
1466                                                                 Type_desc = _("轟音", "sound");
1467                                                         }
1468                                                         break;
1469                                                 case CLASS_MINDCRAFTER:
1470                                                         if (!one_in_(3))
1471                                                         {
1472                                                                 Type = GF_CONFUSION;
1473                                                                 Type_desc = _("混乱", "confusion");
1474                                                         }
1475                                                         else
1476                                                         {
1477                                                                 Type = GF_PSI;
1478                                                                 Type_desc = _("精神エネルギー", "mental energy");
1479                                                         }
1480                                                         break;
1481                                                 case CLASS_PRIEST:
1482                                                 case CLASS_PALADIN:
1483                                                         if (one_in_(3))
1484                                                         {
1485                                                                 Type = GF_HELL_FIRE;
1486                                                                 Type_desc = _("地獄の劫火", "hellfire");
1487                                                         }
1488                                                         else
1489                                                         {
1490                                                                 Type = GF_HOLY_FIRE;
1491                                                                 Type_desc = _("聖なる炎", "holy fire");
1492                                                         }
1493                                                         break;
1494                                                 case CLASS_ROGUE:
1495                                                 case CLASS_NINJA:
1496                                                         if (one_in_(3))
1497                                                         {
1498                                                                 Type = GF_DARK;
1499                                                                 Type_desc = _("暗黒", "darkness");
1500                                                         }
1501                                                         else
1502                                                         {
1503                                                                 Type = GF_POIS;
1504                                                                 Type_desc = _("毒", "poison");
1505                                                         }
1506                                                         break;
1507                                                 case CLASS_BARD:
1508                                                         if (!one_in_(3))
1509                                                         {
1510                                                                 Type = GF_SOUND;
1511                                                                 Type_desc = _("轟音", "sound");
1512                                                         }
1513                                                         else
1514                                                         {
1515                                                                 Type = GF_CONFUSION;
1516                                                                 Type_desc = _("混乱", "confusion");
1517                                                         }
1518                                                         break;
1519                                         }
1520                                 }
1521
1522                                 stop_mouth();
1523                                 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
1524
1525                                 fire_breath(Type, dir, plev * 2, (plev / 15) + 1);
1526                         }
1527                         break;
1528
1529                 case RACE_MIND_FLAYER:
1530                         if (!get_aim_dir(&dir)) return FALSE;
1531                         msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
1532                         fire_bolt(GF_PSI, dir, plev);
1533                         break;
1534
1535                 case RACE_IMP:
1536                         if (!get_aim_dir(&dir)) return FALSE;
1537                         if (plev >= 30)
1538                         {
1539                                 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
1540                                 fire_ball(GF_FIRE, dir, plev, 2);
1541                         }
1542                         else
1543                         {
1544                                 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
1545                                 fire_bolt(GF_FIRE, dir, plev);
1546                         }
1547                         break;
1548
1549                 case RACE_GOLEM:
1550                         (void)set_shield(randint1(20) + 30, FALSE);
1551                         break;
1552
1553                 case RACE_SKELETON:
1554                 case RACE_ZOMBIE:
1555                         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."));
1556                         (void)restore_level();
1557                         break;
1558
1559                 case RACE_VAMPIRE:
1560                         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
1561                         {
1562                                 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
1563                                 return FALSE;
1564                         }
1565                         else
1566                         {
1567                                 int y, x, dummy = 0;
1568                                 cave_type *c_ptr;
1569
1570                                 /* Only works on adjacent monsters */
1571                                 if (!get_rep_dir(&dir,FALSE)) return FALSE;   /* was get_aim_dir */
1572                                 y = p_ptr->y + ddy[dir];
1573                                 x = p_ptr->x + ddx[dir];
1574                                 c_ptr = &cave[y][x];
1575
1576                                 stop_mouth();
1577
1578                                 if (!c_ptr->m_idx)
1579                                 {
1580                                         msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
1581                                         break;
1582                                 }
1583
1584                                 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
1585                                 dummy = plev + randint1(plev) * MAX(1, plev / 10);   /* Dmg */
1586                                 if (hypodynamic_bolt(dir, dummy))
1587                                 {
1588                                         if (p_ptr->food < PY_FOOD_FULL)
1589                                                 /* No heal if we are "full" */
1590                                                 (void)hp_player(dummy);
1591                                         else
1592                                                 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
1593
1594                                         /* Gain nutritional sustenance: 150/hp drained */
1595                                         /* A Food ration gives 5000 food points (by contrast) */
1596                                         /* Don't ever get more than "Full" this way */
1597                                         /* But if we ARE Gorged,  it won't cure us */
1598                                         dummy = p_ptr->food + MIN(5000, 100 * dummy);
1599                                         if (p_ptr->food < PY_FOOD_MAX)   /* Not gorged already */
1600                                                 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
1601                                 }
1602                                 else
1603                                         msg_print(_("げぇ。ひどい味だ。", "Yechh. That tastes foul."));
1604                         }
1605                         break;
1606
1607                 case RACE_SPECTRE:
1608                         if (!get_aim_dir(&dir)) return FALSE;
1609                         stop_mouth();
1610                         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!"));
1611                         (void)fear_monster(dir, plev);
1612                         break;
1613
1614                 case RACE_SPRITE:
1615                         msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
1616                         if (plev < 25) sleep_monsters_touch();
1617                         else (void)sleep_monsters(plev);
1618                         break;
1619
1620                 case RACE_DEMON:
1621                         {
1622                                 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1623                                 if (!get_aim_dir(&dir)) return FALSE;
1624                                 stop_mouth();
1625 #ifdef JP
1626                                 msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎"));
1627 #else
1628                                 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1629 #endif
1630
1631                                 fire_breath(type, dir, plev * 3, (plev / 15) + 1);
1632                         }
1633                         break;
1634
1635                 case RACE_KUTAR:
1636                         (void)set_tsubureru(randint1(20) + 30, FALSE);
1637                         break;
1638
1639                 case RACE_ANDROID:
1640                         if (!get_aim_dir(&dir)) return FALSE;
1641                         if (plev < 10)
1642                         {
1643                                 msg_print(_("レイガンを発射した。", "You fire your ray gun."));
1644                                 fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
1645                         }
1646                         else if (plev < 25)
1647                         {
1648                                 msg_print(_("ブラスターを発射した。", "You fire your blaster."));
1649                                 fire_bolt(GF_MISSILE, dir, plev);
1650                         }
1651                         else if (plev < 35)
1652                         {
1653                                 msg_print(_("バズーカを発射した。", "You fire your bazooka."));
1654                                 fire_ball(GF_MISSILE, dir, plev * 2, 2);
1655                         }
1656                         else if (plev < 45)
1657                         {
1658                                 msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon."));
1659                                 fire_beam(GF_MISSILE, dir, plev * 2);
1660                         }
1661                         else
1662                         {
1663                                 msg_print(_("ロケットを発射した。", "You fire a rocket."));
1664                                 fire_rocket(GF_ROCKET, dir, plev * 5, 2);
1665                         }
1666                         break;
1667
1668                 default:
1669                         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."));
1670                         p_ptr->energy_use = 0;
1671         }
1672         }
1673         return TRUE;
1674 }
1675
1676 /*!
1677  * @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
1678  * @return なし
1679  */
1680 void do_cmd_racial_power(void)
1681 {
1682         power_desc_type power_desc[36];
1683         int num;
1684         COMMAND_CODE i = 0;
1685         int ask = TRUE;
1686         PLAYER_LEVEL lvl = p_ptr->lev;
1687         bool            flag, redraw, cast = FALSE;
1688         bool            warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
1689         char            choice;
1690         char            out_val[160];
1691         int menu_line = (use_menu ? 1 : 0);
1692
1693
1694         for (num = 0; num < 36; num++)
1695         {
1696                 strcpy(power_desc[num].name, "");
1697                 power_desc[num].number = 0;
1698         }
1699
1700         num = 0;
1701
1702         if (p_ptr->confused)
1703         {
1704                 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!"));
1705                 p_ptr->energy_use = 0;
1706                 return;
1707         }
1708
1709         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
1710         {
1711                 set_action(ACTION_NONE);
1712         }
1713
1714         switch (p_ptr->pclass)
1715         {
1716         case CLASS_WARRIOR:
1717         {
1718                 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
1719                 power_desc[num].level = 40;
1720                 power_desc[num].cost = 75;
1721                 power_desc[num].stat = A_DEX;
1722                 power_desc[num].fail = 35;
1723                 power_desc[num++].number = -3;
1724                 break;
1725         }
1726         case CLASS_HIGH_MAGE:
1727         if (p_ptr->realm1 == REALM_HEX)
1728         {
1729                 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
1730                 power_desc[num].level = 1;
1731                 power_desc[num].cost = 0;
1732                 power_desc[num].stat = A_INT;
1733                 power_desc[num].fail = 0;
1734                 power_desc[num++].number = -3;
1735                 break;
1736         }
1737         case CLASS_MAGE:
1738         /* case CLASS_HIGH_MAGE: */
1739         case CLASS_SORCERER:
1740         {
1741                 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1742                 power_desc[num].level = 25;
1743                 power_desc[num].cost = 1;
1744                 power_desc[num].stat = A_INT;
1745                 power_desc[num].fail = 25;
1746                 power_desc[num++].number = -3;
1747                 break;
1748         }
1749         case CLASS_PRIEST:
1750         {
1751                 if (is_good_realm(p_ptr->realm1))
1752                 {
1753                         strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
1754                         power_desc[num].level = 35;
1755                         power_desc[num].cost = 70;
1756                         power_desc[num].stat = A_WIS;
1757                         power_desc[num].fail = 50;
1758                         power_desc[num++].number = -3;
1759                 }
1760                 else
1761                 {
1762                         strcpy(power_desc[num].name, _("召魂", "Evocation"));
1763                         power_desc[num].level = 42;
1764                         power_desc[num].cost = 40;
1765                         power_desc[num].stat = A_WIS;
1766                         power_desc[num].fail = 35;
1767                         power_desc[num++].number = -3;
1768                 }
1769                 break;
1770         }
1771         case CLASS_ROGUE:
1772         {
1773                 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
1774                 power_desc[num].level = 8;
1775                 power_desc[num].cost = 12;
1776                 power_desc[num].stat = A_DEX;
1777                 power_desc[num].fail = 14;
1778                 power_desc[num++].number = -3;
1779                 break;
1780         }
1781         case CLASS_RANGER:
1782         case CLASS_SNIPER:
1783         {
1784                 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
1785                 power_desc[num].level = 15;
1786                 power_desc[num].cost = 20;
1787                 power_desc[num].stat = A_INT;
1788                 power_desc[num].fail = 12;
1789                 power_desc[num++].number = -3;
1790                 break;
1791         }
1792         case CLASS_PALADIN:
1793         {
1794                 if (is_good_realm(p_ptr->realm1))
1795                 {
1796                         strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
1797                         power_desc[num].level = 30;
1798                         power_desc[num].cost = 30;
1799                         power_desc[num].stat = A_WIS;
1800                         power_desc[num].fail = 30;
1801                         power_desc[num++].number = -3;
1802                 }
1803                 else
1804                 {
1805                         strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
1806                         power_desc[num].level = 30;
1807                         power_desc[num].cost = 30;
1808                         power_desc[num].stat = A_WIS;
1809                         power_desc[num].fail = 30;
1810                         power_desc[num++].number = -3;
1811                 }
1812                 break;
1813         }
1814         case CLASS_WARRIOR_MAGE:
1815         {
1816                 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
1817                 power_desc[num].level = 25;
1818                 power_desc[num].cost = 0;
1819                 power_desc[num].stat = A_INT;
1820                 power_desc[num].fail = 10;
1821                 power_desc[num++].number = -3;
1822                         
1823                 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
1824                 power_desc[num].level = 25;
1825                 power_desc[num].cost = 0;
1826                 power_desc[num].stat = A_INT;
1827                 power_desc[num].fail = 10;
1828                 power_desc[num++].number = -4;
1829                 break;
1830         }
1831         case CLASS_CHAOS_WARRIOR:
1832         {
1833                 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
1834                 power_desc[num].level = 40;
1835                 power_desc[num].cost = 50;
1836                 power_desc[num].stat = A_INT;
1837                 power_desc[num].fail = 25;
1838                 power_desc[num++].number = -3;
1839                 break;
1840         }
1841         case CLASS_MONK:
1842         {
1843                 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
1844                 power_desc[num].level = 25;
1845                 power_desc[num].cost = 0;
1846                 power_desc[num].stat = A_DEX;
1847                 power_desc[num].fail = 0;
1848                 power_desc[num++].number = -3;
1849                         
1850                 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
1851                 power_desc[num].level = 30;
1852                 power_desc[num].cost = 30;
1853                 power_desc[num].stat = A_STR;
1854                 power_desc[num].fail = 20;
1855                 power_desc[num++].number = -4;
1856                 break;
1857         }
1858         case CLASS_MINDCRAFTER:
1859         case CLASS_FORCETRAINER:
1860         {
1861                 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1862                 power_desc[num].level = 15;
1863                 power_desc[num].cost = 0;
1864                 power_desc[num].stat = A_WIS;
1865                 power_desc[num].fail = 10;
1866                 power_desc[num++].number = -3;
1867                 break;
1868         }
1869         case CLASS_TOURIST:
1870         {
1871                 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1872                 power_desc[num].level = 1;
1873                 power_desc[num].cost = 0;
1874                 power_desc[num].stat = A_DEX;
1875                 power_desc[num].fail = 0;
1876                 power_desc[num++].number = -3;
1877                 
1878                 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1879                 power_desc[num].level = 25;
1880                 power_desc[num].cost = 20;
1881                 power_desc[num].stat = A_INT;
1882                 power_desc[num].fail = 20;
1883                 power_desc[num++].number = -4;
1884                 break;
1885         }
1886         case CLASS_IMITATOR:
1887         {
1888                 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1889                 power_desc[num].level = 30;
1890                 power_desc[num].cost = 100;
1891                 power_desc[num].stat = A_DEX;
1892                 power_desc[num].fail = 30;
1893                 power_desc[num++].number = -3;
1894                 break;
1895         }
1896         case CLASS_BEASTMASTER:
1897         {
1898                 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1899                 power_desc[num].level = 1;
1900                 power_desc[num].cost = (p_ptr->lev+3)/4;
1901                 power_desc[num].stat = A_CHR;
1902                 power_desc[num].fail = 10;
1903                 power_desc[num++].number = -3;
1904                 
1905                 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1906                 power_desc[num].level = 30;
1907                 power_desc[num].cost = (p_ptr->lev+20)/2;
1908                 power_desc[num].stat = A_CHR;
1909                 power_desc[num].fail = 10;
1910                 power_desc[num++].number = -4;
1911                 break;
1912         }
1913         case CLASS_ARCHER:
1914         {
1915                 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1916                 power_desc[num].level = 1;
1917                 power_desc[num].cost = 0;
1918                 power_desc[num].stat = A_DEX;
1919                 power_desc[num].fail = 0;
1920                 power_desc[num++].number = -3;
1921                 break;
1922         }
1923         case CLASS_MAGIC_EATER:
1924         {
1925                 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1926                 power_desc[num].level = 1;
1927                 power_desc[num].cost = 0;
1928                 power_desc[num].stat = A_INT;
1929                 power_desc[num].fail = 0;
1930                 power_desc[num++].number = -3;
1931
1932                 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1933                 power_desc[num].level = 10;
1934                 power_desc[num].cost = 10 + (lvl - 10) / 2;
1935                 power_desc[num].stat = A_INT;
1936                 power_desc[num].fail = 0;
1937                 power_desc[num++].number = -4;
1938                 break;
1939         }
1940         case CLASS_BARD:
1941         {
1942                 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1943                 power_desc[num].level = 1;
1944                 power_desc[num].cost = 0;
1945                 power_desc[num].stat = A_CHR;
1946                 power_desc[num].fail = 0;
1947                 power_desc[num++].number = -3;
1948                 break;
1949         }
1950         case CLASS_RED_MAGE:
1951         {
1952                 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1953                 power_desc[num].level = 48;
1954                 power_desc[num].cost = 20;
1955                 power_desc[num].stat = A_INT;
1956                 power_desc[num].fail = 0;
1957                 power_desc[num++].number = -3;
1958                 break;
1959         }
1960         case CLASS_SAMURAI:
1961         {
1962                 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1963                 power_desc[num].level = 1;
1964                 power_desc[num].cost = 0;
1965                 power_desc[num].stat = A_WIS;
1966                 power_desc[num].fail = 0;
1967                 power_desc[num++].number = -3;
1968                 
1969                 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
1970                 power_desc[num].level = 25;
1971                 power_desc[num].cost = 0;
1972                 power_desc[num].stat = A_DEX;
1973                 power_desc[num].fail = 0;
1974                 power_desc[num++].number = -4;
1975                 break;
1976         }
1977         case CLASS_BLUE_MAGE:
1978         {
1979                 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1980                 power_desc[num].level = 1;
1981                 power_desc[num].cost = 0;
1982                 power_desc[num].stat = A_INT;
1983                 power_desc[num].fail = 0;
1984                 power_desc[num++].number = -3;
1985                 break;
1986         }
1987         case CLASS_CAVALRY:
1988         {
1989                 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1990                 power_desc[num].level = 10;
1991                 power_desc[num].cost = 0;
1992                 power_desc[num].stat = A_STR;
1993                 power_desc[num].fail = 10;
1994                 power_desc[num++].number = -3;
1995                 break;
1996         }
1997         case CLASS_BERSERKER:
1998         {
1999                 strcpy(power_desc[num].name, _("帰還", "Recall"));
2000                 power_desc[num].level = 10;
2001                 power_desc[num].cost = 10;
2002                 power_desc[num].stat = A_DEX;
2003                 power_desc[num].fail = 20;
2004                 power_desc[num++].number = -3;
2005                 break;
2006         }
2007         case CLASS_MIRROR_MASTER:
2008         {
2009                 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
2010                 power_desc[num].level = 1;
2011                 power_desc[num].cost = 0;
2012                 power_desc[num].stat = A_INT;
2013                 power_desc[num].fail = 0;
2014                 power_desc[num++].number = -3;
2015                 
2016                 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
2017                 power_desc[num].level = 30;
2018                 power_desc[num].cost = 0;
2019                 power_desc[num].stat = A_INT;
2020                 power_desc[num].fail = 20;
2021                 power_desc[num++].number = -4;
2022                 break;
2023         }
2024         case CLASS_SMITH:
2025         {
2026                 strcpy(power_desc[num].name, _("目利き", "Judgment"));
2027                 power_desc[num].level = 5;
2028                 power_desc[num].cost = 15;
2029                 power_desc[num].stat = A_INT;
2030                 power_desc[num].fail = 20;
2031                 power_desc[num++].number = -3;
2032                 break;
2033         }
2034         case CLASS_NINJA:
2035         {
2036                 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
2037                 power_desc[num].level = 20;
2038                 power_desc[num].cost = 0;
2039                 power_desc[num].stat = A_DEX;
2040                 power_desc[num].fail = 0;
2041                 power_desc[num++].number = -3;
2042                 break;
2043         }
2044         default:
2045                 strcpy(power_desc[0].name, _("(なし)", "(none)"));
2046         }
2047
2048         if (p_ptr->mimic_form)
2049         {
2050                 switch (p_ptr->mimic_form)
2051                 {
2052                 case MIMIC_DEMON:
2053                 case MIMIC_DEMON_LORD:
2054                         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);
2055                         power_desc[num].level = 15;
2056                         power_desc[num].cost = 10+lvl/3;
2057                         power_desc[num].stat = A_CON;
2058                         power_desc[num].fail = 20;
2059                         power_desc[num++].number = -1;
2060                         break;
2061                 case MIMIC_VAMPIRE:
2062                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2063                         power_desc[num].level = 2;
2064                         power_desc[num].cost = 1 + (lvl / 3);
2065                         power_desc[num].stat = A_CON;
2066                         power_desc[num].fail = 9;
2067                         power_desc[num++].number = -1;
2068                         break;
2069                 }
2070         }
2071         else
2072         {
2073         switch (p_ptr->prace)
2074         {
2075                 case RACE_DWARF:
2076                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
2077                         power_desc[num].level = 5;
2078                         power_desc[num].cost = 5;
2079                         power_desc[num].stat = A_WIS;
2080                         power_desc[num].fail = 12;
2081                         power_desc[num++].number = -1;
2082                         break;
2083                 case RACE_NIBELUNG:
2084                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
2085                         power_desc[num].level = 10;
2086                         power_desc[num].cost = 5;
2087                         power_desc[num].stat = A_WIS;
2088                         power_desc[num].fail = 10;
2089                         power_desc[num++].number = -1;
2090                         break;
2091                 case RACE_HOBBIT:
2092                         strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
2093                         power_desc[num].level = 15;
2094                         power_desc[num].cost = 10;
2095                         power_desc[num].stat = A_INT;
2096                         power_desc[num].fail = 10;
2097                         power_desc[num++].number = -1;
2098                         break;
2099                 case RACE_GNOME:
2100                         sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
2101                         power_desc[num].level = 5;
2102                         power_desc[num].cost = 5;
2103                         power_desc[num].stat = A_INT;
2104                         power_desc[num].fail = 12;
2105                         power_desc[num++].number = -1;
2106                         break;
2107                 case RACE_HALF_ORC:
2108                         strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
2109                         power_desc[num].level = 3;
2110                         power_desc[num].cost = 5;
2111                         power_desc[num].stat = A_WIS;
2112                         power_desc[num].fail = warrior ? 5 : 10;
2113                         power_desc[num++].number = -1;
2114                         break;
2115                 case RACE_HALF_TROLL:
2116                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2117                         power_desc[num].level = 10;
2118                         power_desc[num].cost = 12;
2119                         power_desc[num].stat = A_STR;
2120                         power_desc[num].fail = warrior ? 6 : 12;
2121                         power_desc[num++].number = -1;
2122                         break;
2123                 case RACE_BARBARIAN:
2124                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2125                         power_desc[num].level = 8;
2126                         power_desc[num].cost = 10;
2127                         power_desc[num].stat = A_STR;
2128                         power_desc[num].fail = warrior ? 6 : 12;
2129                         power_desc[num++].number = -1;
2130                         break;
2131                 case RACE_AMBERITE:
2132                         strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
2133                         power_desc[num].level = 30;
2134                         power_desc[num].cost = 50;
2135                         power_desc[num].stat = A_INT;
2136                         power_desc[num].fail = 50;
2137                         power_desc[num++].number = -1;
2138                         
2139                         strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
2140                         power_desc[num].level = 40;
2141                         power_desc[num].cost = 75;
2142                         power_desc[num].stat = A_WIS;
2143                         power_desc[num].fail = 50;
2144                         power_desc[num++].number = -2;
2145                         break;
2146                 case RACE_HALF_OGRE:
2147                         strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
2148                         power_desc[num].level = 25;
2149                         power_desc[num].cost = 35;
2150                         power_desc[num].stat = A_INT;
2151                         power_desc[num].fail = 15;
2152                         power_desc[num++].number = -1;
2153                         break;
2154                 case RACE_HALF_GIANT:
2155                         strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
2156                         power_desc[num].level = 20;
2157                         power_desc[num].cost = 10;
2158                         power_desc[num].stat = A_STR;
2159                         power_desc[num].fail = 12;
2160                         power_desc[num++].number = -1;
2161                         break;
2162                 case RACE_HALF_TITAN:
2163                         strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
2164                         power_desc[num].level = 15;
2165                         power_desc[num].cost = 10;
2166                         power_desc[num].stat = A_INT;
2167                         power_desc[num].fail = 12;
2168                         power_desc[num++].number = -1;
2169                         break;
2170                 case RACE_CYCLOPS:
2171                         sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
2172                         power_desc[num].level = 20;
2173                         power_desc[num].cost = 15;
2174                         power_desc[num].stat = A_STR;
2175                         power_desc[num].fail = 12;
2176                         power_desc[num++].number = -1;
2177                         break;
2178                 case RACE_YEEK:
2179                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2180                         power_desc[num].level = 15;
2181                         power_desc[num].cost = 15;
2182                         power_desc[num].stat = A_WIS;
2183                         power_desc[num].fail = 10;
2184                         power_desc[num++].number = -1;
2185                         break;
2186                 case RACE_SPECTRE:
2187                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2188                         power_desc[num].level = 4;
2189                         power_desc[num].cost = 6;
2190                         power_desc[num].stat = A_INT;
2191                         power_desc[num].fail = 3;
2192                         power_desc[num++].number = -1;
2193                         break;
2194                 case RACE_KLACKON:
2195                         sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
2196                         power_desc[num].level = 9;
2197                         power_desc[num].cost = 9;
2198                         power_desc[num].stat = A_DEX;
2199                         power_desc[num].fail = 14;
2200                         power_desc[num++].number = -1;
2201                         break;
2202                 case RACE_KOBOLD:
2203                         sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
2204                         power_desc[num].level = 12;
2205                         power_desc[num].cost = 8;
2206                         power_desc[num].stat = A_DEX;
2207                         power_desc[num].fail = 14;
2208                         power_desc[num++].number = -1;
2209                         break;
2210                 case RACE_DARK_ELF:
2211                         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);
2212                         power_desc[num].level = 2;
2213                         power_desc[num].cost = 2;
2214                         power_desc[num].stat = A_INT;
2215                         power_desc[num].fail = 9;
2216                         power_desc[num++].number = -1;
2217                         break;
2218                 case RACE_DRACONIAN:
2219                         sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
2220                         power_desc[num].level = 1;
2221                         power_desc[num].cost = lvl;
2222                         power_desc[num].stat = A_CON;
2223                         power_desc[num].fail = 12;
2224                         power_desc[num++].number = -1;
2225                         break;
2226                 case RACE_MIND_FLAYER:
2227                         sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
2228                         power_desc[num].level = 15;
2229                         power_desc[num].cost = 12;
2230                         power_desc[num].stat = A_INT;
2231                         power_desc[num].fail = 14;
2232                         power_desc[num++].number = -1;
2233                         break;
2234                 case RACE_IMP:
2235                         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);
2236                         power_desc[num].level = 9;
2237                         power_desc[num].cost = 15;
2238                         power_desc[num].stat = A_WIS;
2239                         power_desc[num].fail = 15;
2240                         power_desc[num++].number = -1;
2241                         break;
2242                 case RACE_GOLEM:
2243                         strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
2244                         power_desc[num].level = 20;
2245                         power_desc[num].cost = 15;
2246                         power_desc[num].stat = A_CON;
2247                         power_desc[num].fail = 8;
2248                         power_desc[num++].number = -1;
2249                         break;
2250                 case RACE_SKELETON:
2251                 case RACE_ZOMBIE:
2252                         strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
2253                         power_desc[num].level = 30;
2254                         power_desc[num].cost = 30;
2255                         power_desc[num].stat = A_WIS;
2256                         power_desc[num].fail = 18;
2257                         power_desc[num++].number = -1;
2258                         break;
2259                 case RACE_VAMPIRE:
2260                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2261                         power_desc[num].level = 2;
2262                         power_desc[num].cost = 1 + (lvl / 3);
2263                         power_desc[num].stat = A_CON;
2264                         power_desc[num].fail = 9;
2265                         power_desc[num++].number = -1;
2266                         break;
2267                 case RACE_SPRITE:
2268                         strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
2269                         power_desc[num].level = 12;
2270                         power_desc[num].cost = 12;
2271                         power_desc[num].stat = A_INT;
2272                         power_desc[num].fail = 15;
2273                         power_desc[num++].number = -1;
2274                         break;
2275                 case RACE_DEMON:
2276                         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);
2277                         power_desc[num].level = 15;
2278                         power_desc[num].cost = 10+lvl/3;
2279                         power_desc[num].stat = A_CON;
2280                         power_desc[num].fail = 20;
2281                         power_desc[num++].number = -1;
2282                         break;
2283                 case RACE_KUTAR:
2284                         strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
2285                         power_desc[num].level = 20;
2286                         power_desc[num].cost = 15;
2287                         power_desc[num].stat = A_CHR;
2288                         power_desc[num].fail = 8;
2289                         power_desc[num++].number = -1;
2290                         break;
2291                 case RACE_ANDROID:
2292                         if (p_ptr->lev < 10)
2293                         {
2294                                 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
2295                                 power_desc[num].level = 1;
2296                                 power_desc[num].cost = 7;
2297                                 power_desc[num].fail = 8;
2298                         }
2299                         else if (p_ptr->lev < 25)
2300                         {
2301                                 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
2302                                 power_desc[num].level = 10;
2303                                 power_desc[num].cost = 13;
2304                                 power_desc[num].fail = 10;
2305                         }
2306                         else if (p_ptr->lev < 35)
2307                         {
2308                                 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
2309                                 power_desc[num].level = 25;
2310                                 power_desc[num].cost = 26;
2311                                 power_desc[num].fail = 12;
2312                         }
2313                         else if (p_ptr->lev < 45)
2314                         {
2315                                 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
2316                                 power_desc[num].level = 35;
2317                                 power_desc[num].cost = 40;
2318                                 power_desc[num].fail = 15;
2319                         }
2320                         else
2321                         {
2322                                 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
2323                                 power_desc[num].level = 45;
2324                                 power_desc[num].cost = 60;
2325                                 power_desc[num].fail = 18;
2326                         }
2327                         power_desc[num].stat = A_STR;
2328                         power_desc[num++].number = -1;
2329                         break;
2330                 default:
2331                 {
2332                         break;
2333                 }
2334         }
2335         }
2336
2337         if (p_ptr->muta1)
2338         {
2339                 if (p_ptr->muta1 & MUT1_SPIT_ACID)
2340                 {
2341                         strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
2342                         power_desc[num].level = 9;
2343                         power_desc[num].cost = 9;
2344                         power_desc[num].stat = A_DEX;
2345                         power_desc[num].fail = 15;
2346                         power_desc[num++].number = MUT1_SPIT_ACID;
2347                 }
2348
2349                 if (p_ptr->muta1 & MUT1_BR_FIRE)
2350                 {
2351                         strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
2352                         power_desc[num].level = 20;
2353                         power_desc[num].cost = lvl;
2354                         power_desc[num].stat = A_CON;
2355                         power_desc[num].fail = 18;
2356                         power_desc[num++].number = MUT1_BR_FIRE;
2357                 }
2358
2359                 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
2360                 {
2361                         strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
2362                         power_desc[num].level = 12;
2363                         power_desc[num].cost = 12;
2364                         power_desc[num].stat = A_CHR;
2365                         power_desc[num].fail = 18;
2366                         power_desc[num++].number = MUT1_HYPN_GAZE;
2367                 }
2368
2369                 if (p_ptr->muta1 & MUT1_TELEKINES)
2370                 {
2371                         strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
2372                         power_desc[num].level = 9;
2373                         power_desc[num].cost = 9;
2374                         power_desc[num].stat = A_WIS;
2375                         power_desc[num].fail = 14;
2376                         power_desc[num++].number = MUT1_TELEKINES;
2377                 }
2378
2379                 if (p_ptr->muta1 & MUT1_VTELEPORT)
2380                 {
2381                         strcpy(power_desc[num].name, _("テレポート", "Teleport"));
2382                         power_desc[num].level = 7;
2383                         power_desc[num].cost = 7;
2384                         power_desc[num].stat = A_WIS;
2385                         power_desc[num].fail = 15;
2386                         power_desc[num++].number = MUT1_VTELEPORT;
2387                 }
2388
2389                 if (p_ptr->muta1 & MUT1_MIND_BLST)
2390                 {
2391                         strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
2392                         power_desc[num].level = 5;
2393                         power_desc[num].cost = 3;
2394                         power_desc[num].stat = A_WIS;
2395                         power_desc[num].fail = 15;
2396                         power_desc[num++].number = MUT1_MIND_BLST;
2397                 }
2398
2399                 if (p_ptr->muta1 & MUT1_RADIATION)
2400                 {
2401                         strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
2402                         power_desc[num].level = 15;
2403                         power_desc[num].cost = 15;
2404                         power_desc[num].stat = A_CON;
2405                         power_desc[num].fail = 14;
2406                         power_desc[num++].number = MUT1_RADIATION;
2407                 }
2408
2409                 if (p_ptr->muta1 & MUT1_VAMPIRISM)
2410                 {
2411                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2412                         power_desc[num].level = 2;
2413                         power_desc[num].cost = (1 + (lvl / 3));
2414                         power_desc[num].stat = A_CON;
2415                         power_desc[num].fail = 9;
2416                         power_desc[num++].number = MUT1_VAMPIRISM;
2417                 }
2418
2419                 if (p_ptr->muta1 & MUT1_SMELL_MET)
2420                 {
2421                         strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
2422                         power_desc[num].level = 3;
2423                         power_desc[num].cost = 2;
2424                         power_desc[num].stat = A_INT;
2425                         power_desc[num].fail = 12;
2426                         power_desc[num++].number = MUT1_SMELL_MET;
2427                 }
2428
2429                 if (p_ptr->muta1 & MUT1_SMELL_MON)
2430                 {
2431                         strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
2432                         power_desc[num].level = 5;
2433                         power_desc[num].cost = 4;
2434                         power_desc[num].stat = A_INT;
2435                         power_desc[num].fail = 15;
2436                         power_desc[num++].number = MUT1_SMELL_MON;
2437                 }
2438
2439                 if (p_ptr->muta1 & MUT1_BLINK)
2440                 {
2441                         strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
2442                         power_desc[num].level = 3;
2443                         power_desc[num].cost = 3;
2444                         power_desc[num].stat = A_WIS;
2445                         power_desc[num].fail = 12;
2446                         power_desc[num++].number = MUT1_BLINK;
2447                 }
2448
2449                 if (p_ptr->muta1 & MUT1_EAT_ROCK)
2450                 {
2451                         strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
2452                         power_desc[num].level = 8;
2453                         power_desc[num].cost = 12;
2454                         power_desc[num].stat = A_CON;
2455                         power_desc[num].fail = 18;
2456                         power_desc[num++].number = MUT1_EAT_ROCK;
2457                 }
2458
2459                 if (p_ptr->muta1 & MUT1_SWAP_POS)
2460                 {
2461                         strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
2462                         power_desc[num].level = 15;
2463                         power_desc[num].cost = 12;
2464                         power_desc[num].stat = A_DEX;
2465                         power_desc[num].fail = 16;
2466                         power_desc[num++].number = MUT1_SWAP_POS;
2467                 }
2468
2469                 if (p_ptr->muta1 & MUT1_SHRIEK)
2470                 {
2471                         strcpy(power_desc[num].name, _("叫び", "Shriek"));
2472                         power_desc[num].level = 20;
2473                         power_desc[num].cost = 14;
2474                         power_desc[num].stat = A_CON;
2475                         power_desc[num].fail = 16;
2476                         power_desc[num++].number = MUT1_SHRIEK;
2477                 }
2478
2479                 if (p_ptr->muta1 & MUT1_ILLUMINE)
2480                 {
2481                         strcpy(power_desc[num].name, _("照明", "Illuminate"));
2482                         power_desc[num].level = 3;
2483                         power_desc[num].cost = 2;
2484                         power_desc[num].stat = A_INT;
2485                         power_desc[num].fail = 10;
2486                         power_desc[num++].number = MUT1_ILLUMINE;
2487                 }
2488
2489                 if (p_ptr->muta1 & MUT1_DET_CURSE)
2490                 {
2491                         strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
2492                         power_desc[num].level = 7;
2493                         power_desc[num].cost = 14;
2494                         power_desc[num].stat = A_WIS;
2495                         power_desc[num].fail = 14;
2496                         power_desc[num++].number = MUT1_DET_CURSE;
2497                 }
2498
2499                 if (p_ptr->muta1 & MUT1_BERSERK)
2500                 {
2501                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2502                         power_desc[num].level = 8;
2503                         power_desc[num].cost = 8;
2504                         power_desc[num].stat = A_STR;
2505                         power_desc[num].fail = 14;
2506                         power_desc[num++].number = MUT1_BERSERK;
2507                 }
2508
2509                 if (p_ptr->muta1 & MUT1_POLYMORPH)
2510                 {
2511                         strcpy(power_desc[num].name, _("変身", "Polymorph"));
2512                         power_desc[num].level = 18;
2513                         power_desc[num].cost = 20;
2514                         power_desc[num].stat = A_CON;
2515                         power_desc[num].fail = 18;
2516                         power_desc[num++].number = MUT1_POLYMORPH;
2517                 }
2518
2519                 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
2520                 {
2521                         strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
2522                         power_desc[num].level = 10;
2523                         power_desc[num].cost = 5;
2524                         power_desc[num].stat = A_INT;
2525                         power_desc[num].fail = 12;
2526                         power_desc[num++].number = MUT1_MIDAS_TCH;
2527                 }
2528
2529                 if (p_ptr->muta1 & MUT1_GROW_MOLD)
2530                 {
2531                         strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
2532                         power_desc[num].level = 1;
2533                         power_desc[num].cost = 6;
2534                         power_desc[num].stat = A_CON;
2535                         power_desc[num].fail = 14;
2536                         power_desc[num++].number = MUT1_GROW_MOLD;
2537                 }
2538
2539                 if (p_ptr->muta1 & MUT1_RESIST)
2540                 {
2541                         strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
2542                         power_desc[num].level = 10;
2543                         power_desc[num].cost = 12;
2544                         power_desc[num].stat = A_CON;
2545                         power_desc[num].fail = 12;
2546                         power_desc[num++].number = MUT1_RESIST;
2547                 }
2548
2549                 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
2550                 {
2551                         strcpy(power_desc[num].name, _("地震", "Earthquake"));
2552                         power_desc[num].level = 12;
2553                         power_desc[num].cost = 12;
2554                         power_desc[num].stat = A_STR;
2555                         power_desc[num].fail = 16;
2556                         power_desc[num++].number = MUT1_EARTHQUAKE;
2557                 }
2558
2559                 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
2560                 {
2561                         strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
2562                         power_desc[num].level = 17;
2563                         power_desc[num].cost = 1;
2564                         power_desc[num].stat = A_WIS;
2565                         power_desc[num].fail = 15;
2566                         power_desc[num++].number = MUT1_EAT_MAGIC;
2567                 }
2568
2569                 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
2570                 {
2571                         strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
2572                         power_desc[num].level = 6;
2573                         power_desc[num].cost = 6;
2574                         power_desc[num].stat = A_INT;
2575                         power_desc[num].fail = 10;
2576                         power_desc[num++].number = MUT1_WEIGH_MAG;
2577                 }
2578
2579                 if (p_ptr->muta1 & MUT1_STERILITY)
2580                 {
2581                         strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
2582                         power_desc[num].level = 12;
2583                         power_desc[num].cost = 23;
2584                         power_desc[num].stat = A_CHR;
2585                         power_desc[num].fail = 15;
2586                         power_desc[num++].number = MUT1_STERILITY;
2587                 }
2588
2589                 if (p_ptr->muta1 & MUT1_PANIC_HIT)
2590                 {
2591                         strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
2592                         power_desc[num].level = 10;
2593                         power_desc[num].cost = 12;
2594                         power_desc[num].stat = A_DEX;
2595                         power_desc[num].fail = 14;
2596                         power_desc[num++].number = MUT1_PANIC_HIT;
2597                 }
2598
2599                 if (p_ptr->muta1 & MUT1_DAZZLE)
2600                 {
2601                         strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
2602                         power_desc[num].level = 7;
2603                         power_desc[num].cost = 15;
2604                         power_desc[num].stat = A_CHR;
2605                         power_desc[num].fail = 8;
2606                         power_desc[num++].number = MUT1_DAZZLE;
2607                 }
2608
2609                 if (p_ptr->muta1 & MUT1_LASER_EYE)
2610                 {
2611                         strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
2612                         power_desc[num].level = 7;
2613                         power_desc[num].cost = 10;
2614                         power_desc[num].stat = A_WIS;
2615                         power_desc[num].fail = 9;
2616                         power_desc[num++].number = MUT1_LASER_EYE;
2617                 }
2618
2619                 if (p_ptr->muta1 & MUT1_RECALL)
2620                 {
2621                         strcpy(power_desc[num].name, _("帰還", "Recall"));
2622                         power_desc[num].level = 17;
2623                         power_desc[num].cost = 50;
2624                         power_desc[num].stat = A_INT;
2625                         power_desc[num].fail = 16;
2626                         power_desc[num++].number = MUT1_RECALL;
2627                 }
2628
2629                 if (p_ptr->muta1 & MUT1_BANISH)
2630                 {
2631                         strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
2632                         power_desc[num].level = 25;
2633                         power_desc[num].cost = 25;
2634                         power_desc[num].stat = A_WIS;
2635                         power_desc[num].fail = 18;
2636                         power_desc[num++].number = MUT1_BANISH;
2637                 }
2638
2639                 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
2640                 {
2641                         strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
2642                         power_desc[num].level = 2;
2643                         power_desc[num].cost = 2;
2644                         power_desc[num].stat = A_CON;
2645                         power_desc[num].fail = 11;
2646                         power_desc[num++].number = MUT1_COLD_TOUCH;
2647                 }
2648
2649                 if (p_ptr->muta1 & MUT1_LAUNCHER)
2650                 {
2651                         strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
2652                         power_desc[num].level = 1;
2653                         power_desc[num].cost = lvl;
2654                         power_desc[num].stat = A_STR;
2655                         power_desc[num].fail = 6;
2656                         /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
2657                         power_desc[num++].number = 3;
2658                 }
2659         }
2660
2661         /* Nothing chosen yet */
2662         flag = FALSE;
2663
2664         /* No redraw yet */
2665         redraw = FALSE;
2666
2667         /* Build a prompt */
2668         (void) strnfmt(out_val, 78, 
2669                                 _("(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? "),
2670                                 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
2671
2672 #ifdef ALLOW_REPEAT
2673 if (!repeat_pull(&i) || i<0 || i>=num) {
2674 #endif /* ALLOW_REPEAT */
2675         if (use_menu) screen_save();
2676          /* Get a spell from the user */
2677
2678         choice = (always_show_list || use_menu) ? ESCAPE:1;
2679         while (!flag)
2680         {
2681                 if( choice==ESCAPE ) choice = ' '; 
2682                 else if( !get_com(out_val, &choice, FALSE) )break; 
2683
2684                 if (use_menu && choice != ' ')
2685                 {
2686                         switch(choice)
2687                         {
2688                                 case '0':
2689                                 {
2690                                         screen_load();
2691                                         p_ptr->energy_use = 0;
2692                                         return;
2693                                 }
2694
2695                                 case '8':
2696                                 case 'k':
2697                                 case 'K':
2698                                 {
2699                                         menu_line += (num - 1);
2700                                         break;
2701                                 }
2702
2703                                 case '2':
2704                                 case 'j':
2705                                 case 'J':
2706                                 {
2707                                         menu_line++;
2708                                         break;
2709                                 }
2710
2711                                 case '6':
2712                                 case 'l':
2713                                 case 'L':
2714                                 case '4':
2715                                 case 'h':
2716                                 case 'H':
2717                                 {
2718                                         if (menu_line > 18)
2719                                                 menu_line -= 18;
2720                                         else if (menu_line+18 <= num)
2721                                                 menu_line += 18;
2722                                         break;
2723                                 }
2724
2725                                 case 'x':
2726                                 case 'X':
2727                                 case '\r':
2728                                 {
2729                                         i = menu_line - 1;
2730                                         ask = FALSE;
2731                                         break;
2732                                 }
2733                         }
2734                         if (menu_line > num) menu_line -= num;
2735                 }
2736                 /* Request redraw */
2737                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
2738                 {
2739                         /* Show the list */
2740                         if (!redraw || use_menu)
2741                         {
2742                                 byte y = 1, x = 0;
2743                                 int ctr = 0;
2744                                 char dummy[80];
2745                                 char letter;
2746                                 int x1, y1;
2747
2748                                 strcpy(dummy, "");
2749
2750                                 /* Show list */
2751                                 redraw = TRUE;
2752
2753                                 /* Save the screen */
2754                                 if (!use_menu) screen_save();
2755
2756                                 /* Print header(s) */
2757                                 if (num < 18)
2758                                         prt(_("                            Lv   MP 失率", "                            Lv Cost Fail"), y++, x);
2759                                 else
2760                                 prt(_("                            Lv   MP 失率                            Lv   MP 失率", 
2761                                           "                            Lv Cost Fail                            Lv Cost Fail"), y++, x);
2762
2763
2764                                 /* Print list */
2765                                 while (ctr < num)
2766                                 {
2767                                         x1 = ((ctr < 18) ? x : x + 40);
2768                                         y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
2769
2770                                         if (use_menu)
2771                                         {
2772                                                 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " >  "));
2773                                                 else strcpy(dummy, "    ");
2774                                         }
2775                                         else
2776                                         {
2777                                                 /* letter/number for power selection */
2778                                                 if (ctr < 26)
2779                                                         letter = I2A(ctr);
2780                                                 else
2781                                                         letter = '0' + ctr - 26;
2782                                                 sprintf(dummy, " %c) ",letter);
2783                                         }
2784                                         strcat(dummy, format("%-23.23s %2d %4d %3d%%",
2785                                                 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
2786                                                 100 - racial_chance(&power_desc[ctr])));
2787                                         prt(dummy, y1, x1);
2788                                         ctr++;
2789                                 }
2790                         }
2791
2792                         /* Hide the list */
2793                         else
2794                         {
2795                                 /* Hide list */
2796                                 redraw = FALSE;
2797
2798                                 /* Restore the screen */
2799                                 screen_load();
2800                         }
2801
2802                         /* Redo asking */
2803                         continue;
2804                 }
2805
2806                 if (!use_menu)
2807                 {
2808                         if (choice == '\r' && num == 1)
2809                         {
2810                                 choice = 'a';
2811                         }
2812
2813                         if (isalpha(choice))
2814                         {
2815                                 /* Note verify */
2816                                 ask = (isupper(choice));
2817
2818                                 /* Lowercase */
2819                                 if (ask) choice = (char)tolower(choice);
2820
2821                                 /* Extract request */
2822                                 i = (islower(choice) ? A2I(choice) : -1);
2823                         }
2824                         else
2825                         {
2826                                 ask = FALSE; /* Can't uppercase digits */
2827
2828                                 i = choice - '0' + 26;
2829                         }
2830                 }
2831
2832                 /* Totally Illegal */
2833                 if ((i < 0) || (i >= num))
2834                 {
2835                         bell();
2836                         continue;
2837                 }
2838
2839                 /* Verify it */
2840                 if (ask)
2841                 {
2842                         char tmp_val[160];
2843
2844                         /* Prompt */
2845                         (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
2846
2847                         /* Belay that order */
2848                         if (!get_check(tmp_val)) continue;
2849                 }
2850
2851                 /* Stop the loop */
2852                 flag = TRUE;
2853         }
2854
2855         /* Restore the screen */
2856         if (redraw) screen_load();
2857
2858         /* Abort if needed */
2859         if (!flag)
2860         {
2861                 p_ptr->energy_use = 0;
2862                 return;
2863         }
2864 #ifdef ALLOW_REPEAT
2865         repeat_push(i);
2866         } /*if (!repeat_pull(&i) || ...)*/
2867 #endif /* ALLOW_REPEAT */
2868         switch (racial_aux(&power_desc[i]))
2869         {
2870         case 1:
2871                 if (power_desc[i].number < 0)
2872                         cast = cmd_racial_power_aux(power_desc[i].number);
2873                 else
2874                         cast = mutation_power_aux(power_desc[i].number);
2875                 break;
2876         case 0:
2877                 cast = FALSE;
2878                 break;
2879         case -1:
2880                 cast = TRUE;
2881                 break;
2882         }
2883
2884         if (cast)
2885         {
2886                 if (racial_cost)
2887                 {
2888                         int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2889
2890                         /* If mana is not enough, player consumes hit point! */
2891                         if (p_ptr->csp < actual_racial_cost)
2892                         {
2893                                 actual_racial_cost -= p_ptr->csp;
2894                                 p_ptr->csp = 0;
2895                                 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2896                         }
2897                         else p_ptr->csp -= actual_racial_cost;
2898
2899                         /* Redraw mana and hp */
2900                         p_ptr->redraw |= (PR_HP | PR_MANA);
2901
2902                         /* Window stuff */
2903                         p_ptr->window |= (PW_PLAYER | PW_SPELL);
2904                 }
2905         }
2906         else p_ptr->energy_use = 0;
2907
2908         /* Success */
2909         return;
2910 }