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[Refactor] #38824 get_item() を choose_object() に置換完了。 / Replaced get_item() to choose...
[hengband/hengband.git] / src / racial.c
1 /*!
2  * @file racial.c
3  * @brief レイシャルと突然変異の技能処理 / Racial powers (and mutations)
4  * @date 2014/01/08
5  * @author
6  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7  * This software may be copied and distributed for educational, research,\n
8  * and not for profit purposes provided that this copyright and statement\n
9  * are included in all such copies.  Other copyrights may also apply.\n
10  * 2014 Deskull rearranged comment for Doxygen. \n
11  */
12
13 #include "angband.h"
14 #include "cmd-magiceat.h"
15 #include "cmd-zapwand.h"
16 #include "cmd-pet.h"
17 #include "melee.h"
18 #include "object-hook.h"
19
20 /*!
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         GAME_TEXT o_name[MAX_NLEN];
35
36         q_ptr = &forge;
37
38         if(p_ptr->lev >= 20)
39                 sprintf(com, _("[S]弾, [A]矢, [B]クロスボウの矢 :", "Create [S]hots, Create [A]rrow or Create [B]olt ?"));
40         else if(p_ptr->lev >= 10)
41                 sprintf(com, _("[S]弾, [A]矢:", "Create [S]hots or Create [A]rrow ?"));
42         else
43                 sprintf(com, _("[S]弾:", "Create [S]hots ?"));
44
45         if (p_ptr->confused)
46         {
47                 msg_print(_("混乱してる!", "You are too confused!"));
48                 return FALSE;
49         }
50
51         if (p_ptr->blind)
52         {
53                 msg_print(_("目が見えない!", "You are blind!"));
54                 return FALSE;
55         }
56
57         while (TRUE)
58         {
59                 if (!get_com(com, &ch, TRUE))
60                 {
61                         return FALSE;
62                 }
63                 if (ch == 'S' || ch == 's')
64                 {
65                         ext = 1;
66                         break;
67                 }
68                 if ((ch == 'A' || ch == 'a')&&(p_ptr->lev >= 10))
69                 {
70                         ext = 2;
71                         break;
72                 }
73                 if ((ch == 'B' || ch == 'b')&&(p_ptr->lev >= 20))
74                 {
75                         ext = 3;
76                         break;
77                 }
78         }
79
80         /**********Create shots*********/
81         if (ext == 1)
82         {
83                 POSITION x, y;
84                 DIRECTION dir;
85                 cave_type *c_ptr;
86
87                 if (!get_rep_dir(&dir, FALSE)) return FALSE;
88                 y = p_ptr->y + ddy[dir];
89                 x = p_ptr->x + ddx[dir];
90                 c_ptr = &cave[y][x];
91
92                 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_CAN_DIG))
93                 {
94                         msg_print(_("そこには岩石がない。", "You need pile of rubble."));
95                         return FALSE;
96                 }
97                 else if (!cave_have_flag_grid(c_ptr, FF_CAN_DIG) || !cave_have_flag_grid(c_ptr, FF_HURT_ROCK))
98                 {
99                         msg_print(_("硬すぎて崩せなかった。", "You failed to make ammo."));
100                 }
101                 else
102                 {
103                         s16b slot;
104                         q_ptr = &forge;
105
106                         /* Hack -- Give the player some small firestones */
107                         object_prep(q_ptr, lookup_kind(TV_SHOT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
108                         q_ptr->number = (byte)rand_range(15,30);
109                         object_aware(q_ptr);
110                         object_known(q_ptr);
111                         apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
112                         q_ptr->discount = 99;
113
114                         slot = inven_carry(q_ptr);
115
116                         object_desc(o_name, q_ptr, 0);
117                         msg_format(_("%sを作った。", "You make some ammo."), o_name);
118
119                         /* Auto-inscription */
120                         if (slot >= 0) autopick_alter_item(slot, FALSE);
121
122                         /* Destroy the wall */
123                         cave_alter_feat(y, x, FF_HURT_ROCK);
124
125                         p_ptr->update |= (PU_FLOW);
126                 }
127         }
128         /**********Create arrows*********/
129         else if (ext == 2)
130         {
131                 OBJECT_IDX item;
132                 cptr q, s;
133                 s16b slot;
134
135                 item_tester_hook = item_tester_hook_convertible;
136
137                 q = _("どのアイテムから作りますか? ", "Convert which item? ");
138                 s = _("材料を持っていない。", "You have no item to convert.");
139                 q_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
140                 if (!q_ptr) return FALSE;
141
142                 q_ptr = &forge;
143
144                 /* Hack -- Give the player some small firestones */
145                 object_prep(q_ptr, lookup_kind(TV_ARROW, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+ 1));
146                 q_ptr->number = (byte)rand_range(5, 10);
147                 object_aware(q_ptr);
148                 object_known(q_ptr);
149                 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
150
151                 q_ptr->discount = 99;
152
153                 object_desc(o_name, q_ptr, 0);
154                 msg_format(_("%sを作った。", "You make some ammo."), o_name);
155
156                 if (item >= 0)
157                 {
158                         inven_item_increase(item, -1);
159                         inven_item_describe(item);
160                         inven_item_optimize(item);
161                 }
162                 else
163                 {
164                         floor_item_increase(0 - item, -1);
165                         floor_item_describe(0 - item);
166                         floor_item_optimize(0 - item);
167                 }
168
169                 slot = inven_carry(q_ptr);
170
171                 /* Auto-inscription */
172                 if (slot >= 0) autopick_alter_item(slot, FALSE);
173         }
174         /**********Create bolts*********/
175         else if (ext == 3)
176         {
177                 OBJECT_IDX item;
178                 cptr q, s;
179                 s16b slot;
180
181                 item_tester_hook = item_tester_hook_convertible;
182
183                 q = _("どのアイテムから作りますか? ", "Convert which item? ");
184                 s = _("材料を持っていない。", "You have no item to convert.");
185
186                 q_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
187                 if (!q_ptr) return FALSE;
188
189                 q_ptr = &forge;
190
191                 /* Hack -- Give the player some small firestones */
192                 object_prep(q_ptr, lookup_kind(TV_BOLT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+1));
193                 q_ptr->number = (byte)rand_range(4, 8);
194                 object_aware(q_ptr);
195                 object_known(q_ptr);
196                 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
197
198                 q_ptr->discount = 99;
199
200                 object_desc(o_name, q_ptr, 0);
201                 msg_format(_("%sを作った。", "You make some ammo."), o_name);
202
203                 if (item >= 0)
204                 {
205                         inven_item_increase(item, -1);
206                         inven_item_describe(item);
207                         inven_item_optimize(item);
208                 }
209                 else
210                 {
211                         floor_item_increase(0 - item, -1);
212                         floor_item_describe(0 - item);
213                         floor_item_optimize(0 - item);
214                 }
215
216                 slot = inven_carry(q_ptr);
217
218                 /* Auto-inscription */
219                 if (slot >= 0) autopick_alter_item(slot, FALSE);
220         }
221         return TRUE;
222 }
223
224 /*!
225  * @brief 魔道具術師の魔力取り込み処理
226  * @return 取り込みを実行したらTRUE、キャンセルしたらFALSEを返す
227  */
228 bool gain_magic(void)
229 {
230         OBJECT_IDX item;
231         PARAMETER_VALUE pval;
232         int ext = 0;
233         cptr q, s;
234         object_type *o_ptr;
235         GAME_TEXT o_name[MAX_NLEN];
236
237         /* Only accept legal items */
238         item_tester_hook = item_tester_hook_recharge;
239
240         q = _("どのアイテムの魔力を取り込みますか? ", "Gain power of which item? ");
241         s = _("魔力を取り込めるアイテムがない。", "You have nothing to gain power.");
242
243         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
244         if (!o_ptr) return (FALSE);
245
246         if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
247         {
248                 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."));
249                 return FALSE;
250         }
251
252         if (!object_is_known(o_ptr))
253         {
254                 msg_print(_("鑑定されていないと取り込めない。", "You need to identify before absorbing."));
255                 return FALSE;
256         }
257
258         if (o_ptr->timeout)
259         {
260                 msg_print(_("充填中のアイテムは取り込めない。", "This item is still charging."));
261                 return FALSE;
262         }
263
264         pval = o_ptr->pval;
265         if (o_ptr->tval == TV_ROD)
266                 ext = 72;
267         else if (o_ptr->tval == TV_WAND)
268                 ext = 36;
269
270         if (o_ptr->tval == TV_ROD)
271         {
272                 p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)o_ptr->number;
273                 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
274         }
275         else
276         {
277                 int num;
278                 for (num = o_ptr->number; num; num--)
279                 {
280                         int gain_num = pval;
281                         if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
282                         if (p_ptr->magic_num2[o_ptr->sval + ext])
283                         {
284                                 gain_num *= 256;
285                                 gain_num = (gain_num/3 + randint0(gain_num/3)) / 256;
286                                 if (gain_num < 1) gain_num = 1;
287                         }
288                         p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)gain_num;
289                         if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
290                         p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
291                         if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
292                         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;
293                         if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
294                 }
295         }
296
297         object_desc(o_name, o_ptr, 0);
298         msg_format(_("%sの魔力を取り込んだ。", "You absorb magic of %s."), o_name);
299
300         /* Eliminate the item (from the pack) */
301         if (item >= 0)
302         {
303                 inven_item_increase(item, -999);
304                 inven_item_describe(item);
305                 inven_item_optimize(item);
306         }
307
308         /* Eliminate the item (from the floor) */
309         else
310         {
311                 floor_item_increase(0 - item, -999);
312                 floor_item_describe(0 - item);
313                 floor_item_optimize(0 - item);
314         }
315         p_ptr->energy_use = 100;
316         return TRUE;
317 }
318
319 /*!
320  * @brief 魔法系コマンドを実行できるかの判定を返す
321  * @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。
322  */
323 static bool can_do_cmd_cast(void)
324 {
325         if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
326         {
327                 msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
328                 msg_print(NULL);
329                 return FALSE;
330         }
331         else if (p_ptr->anti_magic)
332         {
333                 msg_print(_("反魔法バリアが魔法を邪魔した!", "An anti-magic shell disrupts your magic!"));
334                 return FALSE;
335         }
336         else if (p_ptr->shero)
337         {
338                 msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
339                 return FALSE;
340         }
341         else
342                 return TRUE;
343 }
344
345 /*!
346  * @brief 修行僧の構え設定処理
347  * @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。
348  */
349 static bool choose_kamae(void)
350 {
351         char choice;
352         int new_kamae = 0;
353         int i;
354         char buf[80];
355
356         if (p_ptr->confused)
357         {
358                 msg_print(_("混乱していて構えられない!", "Too confused."));
359                 return FALSE;
360         }
361         screen_save();
362         prt(_(" a) 構えをとく", " a) No form"), 2, 20);
363
364         for (i = 0; i < MAX_KAMAE; i++)
365         {
366                 if (p_ptr->lev >= kamae_shurui[i].min_level)
367                 {
368                         sprintf(buf," %c) %-12s  %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
369                         prt(buf, 3+i, 20);
370                 }
371         }
372
373         prt("", 1, 0);
374         prt(_("        どの構えをとりますか?", "        Choose Form: "), 1, 14);
375
376         while(1)
377         {
378                 choice = inkey();
379
380                 if (choice == ESCAPE)
381                 {
382                         screen_load();
383                         return FALSE;
384                 }
385                 else if ((choice == 'a') || (choice == 'A'))
386                 {
387                         if (p_ptr->action == ACTION_KAMAE)
388                         {
389                                 set_action(ACTION_NONE);
390                         }
391                         else
392                                 msg_print(_("もともと構えていない。", "You are not assuming a posture."));
393                         screen_load();
394                         return TRUE;
395                 }
396                 else if ((choice == 'b') || (choice == 'B'))
397                 {
398                         new_kamae = 0;
399                         break;
400                 }
401                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
402                 {
403                         new_kamae = 1;
404                         break;
405                 }
406                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
407                 {
408                         new_kamae = 2;
409                         break;
410                 }
411                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
412                 {
413                         new_kamae = 3;
414                         break;
415                 }
416         }
417         set_action(ACTION_KAMAE);
418
419         if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
420         {
421                 msg_print(_("構え直した。", "You reassume a posture."));
422         }
423         else
424         {
425                 p_ptr->special_defense &= ~(KAMAE_MASK);
426                 p_ptr->update |= (PU_BONUS);
427                 p_ptr->redraw |= (PR_STATE);
428                 msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
429                 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
430         }
431         p_ptr->redraw |= PR_STATE;
432         screen_load();
433         return TRUE;
434 }
435
436 /*!
437  * @brief 剣術家の型設定処理
438  * @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。
439  */
440 static bool choose_kata(void)
441 {
442         char choice;
443         int new_kata = 0;
444         int i;
445         char buf[80];
446
447         if (p_ptr->confused)
448         {
449                 msg_print(_("混乱していて構えられない!", "Too confused."));
450                 return FALSE;
451         }
452
453         if (p_ptr->stun)
454         {
455                 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
456                 return FALSE;
457         }
458
459         if (p_ptr->afraid)
460         {
461                 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
462                 return FALSE;
463         }
464         screen_save();
465         prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
466
467         for (i = 0; i < MAX_KATA; i++)
468         {
469                 if (p_ptr->lev >= kata_shurui[i].min_level)
470                 {
471                         sprintf(buf,_(" %c) %sの型    %s", " %c) Form of %-12s  %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
472                         prt(buf, 3+i, 20);
473                 }
474         }
475
476         prt("", 1, 0);
477         prt(_("        どの型で構えますか?", "        Choose Form: "), 1, 14);
478
479         while(1)
480         {
481                 choice = inkey();
482
483                 if (choice == ESCAPE)
484                 {
485                         screen_load();
486                         return FALSE;
487                 }
488                 else if ((choice == 'a') || (choice == 'A'))
489                 {
490                         if (p_ptr->action == ACTION_KATA)
491                         {
492                                 set_action(ACTION_NONE);
493                         }
494                         else
495                                 msg_print(_("もともと構えていない。", "You are not assuming posture."));
496                         screen_load();
497                         return TRUE;
498                 }
499                 else if ((choice == 'b') || (choice == 'B'))
500                 {
501                         new_kata = 0;
502                         break;
503                 }
504                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
505                 {
506                         new_kata = 1;
507                         break;
508                 }
509                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
510                 {
511                         new_kata = 2;
512                         break;
513                 }
514                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
515                 {
516                         new_kata = 3;
517                         break;
518                 }
519         }
520         set_action(ACTION_KATA);
521
522         if (p_ptr->special_defense & (KATA_IAI << new_kata))
523         {
524                 msg_print(_("構え直した。", "You reassume a posture."));
525         }
526         else
527         {
528                 p_ptr->special_defense &= ~(KATA_MASK);
529                 p_ptr->update |= (PU_BONUS);
530                 p_ptr->update |= (PU_MONSTERS);
531                 msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
532                 p_ptr->special_defense |= (KATA_IAI << new_kata);
533         }
534         p_ptr->redraw |= (PR_STATE);
535         p_ptr->redraw |= (PR_STATUS);
536         screen_load();
537         return TRUE;
538 }
539
540
541 /*!
542  * @brief レイシャル・パワー情報のtypedef
543  */
544 typedef struct power_desc_type power_desc_type;
545
546 /*!
547  * @brief レイシャル・パワー情報の構造体定義
548  */
549 struct power_desc_type
550 {
551         GAME_TEXT name[MAX_NLEN];      //!<レイシャル名
552         PLAYER_LEVEL level;     //!<体得レベル
553         int cost;
554         int stat;
555         int fail;
556         int number;
557 };
558
559
560 /*!
561  * @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
562  * @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
563  * @return 成功率(%)を返す
564  */
565 static PERCENTAGE racial_chance(power_desc_type *pd_ptr)
566 {
567         PLAYER_LEVEL min_level  = pd_ptr->level;
568         int difficulty = pd_ptr->fail;
569
570         int i;
571         int val;
572         int sum = 0;
573         int stat = p_ptr->stat_cur[pd_ptr->stat];
574
575         /* No chance for success */
576         if ((p_ptr->lev < min_level) || p_ptr->confused)
577         {
578                 return (0);
579         }
580
581         if (difficulty == 0) return 100;
582
583         /* Calculate difficulty */
584         if (p_ptr->stun)
585         {
586                 difficulty += p_ptr->stun;
587         }
588         else if (p_ptr->lev > min_level)
589         {
590                 int lev_adj = ((p_ptr->lev - min_level) / 3);
591                 if (lev_adj > 10) lev_adj = 10;
592                 difficulty -= lev_adj;
593         }
594
595         if (difficulty < 5) difficulty = 5;
596
597         /* We only need halfs of the difficulty */
598         difficulty = difficulty / 2;
599
600         for (i = 1; i <= stat; i++)
601         {
602                 val = i - difficulty;
603                 if (val > 0)
604                         sum += (val <= difficulty) ? val : difficulty;
605         }
606
607         if (difficulty == 0)
608                 return (100);
609         else
610                 return (((sum * 100) / difficulty) / stat);
611 }
612
613
614 static int  racial_cost;
615
616 /*!
617  * @brief レイシャル・パワーの発動の判定処理
618  * @param pd_ptr 発動したいレイシャル・パワー情報の構造体参照ポインタ
619  * @return
620  * 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。
621  * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
622  */
623 static int racial_aux(power_desc_type *pd_ptr)
624 {
625         PLAYER_LEVEL min_level  = pd_ptr->level;
626         int  use_stat   = pd_ptr->stat;
627         int  difficulty = pd_ptr->fail;
628         int  use_hp = 0;
629
630         racial_cost = pd_ptr->cost;
631
632         /* Not enough mana - use hp */
633         if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
634
635         /* Power is not available yet */
636         if (p_ptr->lev < min_level)
637         {
638                 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。", 
639                                          "You need to attain level %d to use this power."), min_level);
640
641                 p_ptr->energy_use = 0;
642                 return 0;
643         }
644
645         /* Too confused */
646         else if (p_ptr->confused)
647         {
648                 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."));
649                 p_ptr->energy_use = 0;
650                 return 0;
651         }
652
653         /* Risk death? */
654         else if (p_ptr->chp < use_hp)
655         {
656                 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? ")))
657                 {
658                         p_ptr->energy_use = 0;
659                         return 0;
660                 }
661         }
662
663         /* Else attempt to do it! */
664
665         if (difficulty)
666         {
667                 if (p_ptr->stun)
668                 {
669                         difficulty += p_ptr->stun;
670                 }
671                 else if (p_ptr->lev > min_level)
672                 {
673                         int lev_adj = ((p_ptr->lev - min_level) / 3);
674                         if (lev_adj > 10) lev_adj = 10;
675                         difficulty -= lev_adj;
676                 }
677
678                 if (difficulty < 5) difficulty = 5;
679         }
680
681         /* take time and pay the price */
682         p_ptr->energy_use = 100;
683
684         /* Success? */
685         if (randint1(p_ptr->stat_cur[use_stat]) >= ((difficulty / 2) + randint1(difficulty / 2)))
686         {
687                 return 1;
688         }
689
690         if (flush_failure) flush();
691         msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
692
693         return -1;
694 }
695
696
697 /*!
698  * @brief レイシャル・パワー発動処理
699  * @param command 発動するレイシャルのID
700  * @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。
701  */
702 static bool cmd_racial_power_aux(s32b command)
703 {
704         PLAYER_LEVEL plev = p_ptr->lev;
705         DIRECTION dir = 0;
706
707         if (command <= -3)
708         {
709                 switch (p_ptr->pclass)
710                 {
711                 case CLASS_WARRIOR:
712                 {
713                         POSITION y = 0, x = 0;
714                         int i;
715                         cave_type *c_ptr;
716
717                         for (i = 0; i < A_MAX; i++)
718                         {
719                                 dir = randint0(8);
720                                 y = p_ptr->y + ddy_ddd[dir];
721                                 x = p_ptr->x + ddx_ddd[dir];
722                                 c_ptr = &cave[y][x];
723
724                                 /* Hack -- attack monsters */
725                                 if (c_ptr->m_idx)
726                                         py_attack(y, x, 0);
727                                 else
728                                 {
729                                         msg_print(_("攻撃が空をきった。", "You attack the empty air."));
730                                 }
731                         }
732                         break;
733                 }
734                 case CLASS_HIGH_MAGE:
735                 if (p_ptr->realm1 == REALM_HEX)
736                 {
737                         bool retval = stop_hex_spell();
738                         if (retval) p_ptr->energy_use = 10;
739                         return (retval);
740                 }
741                 case CLASS_MAGE:
742                 /* case CLASS_HIGH_MAGE: */
743                 case CLASS_SORCERER:
744                 {
745                         if (!eat_magic(p_ptr->lev * 2)) return FALSE;
746                         break;
747                 }
748                 case CLASS_PRIEST:
749                 {
750                         if (is_good_realm(p_ptr->realm1))
751                         {
752                                 if (!bless_weapon()) return FALSE;
753                         }
754                         else
755                         {
756                                 (void)dispel_monsters(plev * 4);
757                                 turn_monsters(plev * 4);
758                                 banish_monsters(plev * 4);
759                         }
760                         break;
761                 }
762                 case CLASS_ROGUE:
763                 {
764                         if(!panic_hit()) return FALSE;
765                         break;
766                 }
767                 case CLASS_RANGER:
768                 case CLASS_SNIPER:
769                 {
770                         msg_print(_("敵を調査した...", "You examine your foes..."));
771                         probing();
772                         break;
773                 }
774                 case CLASS_PALADIN:
775                 {
776                         if (!get_aim_dir(&dir)) return FALSE;
777                         fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
778                                   dir, plev * 3);
779                         break;
780                 }
781                 case CLASS_WARRIOR_MAGE:
782                 {
783                         if (command == -3)
784                         {
785                                 int gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev, _("HPからMPへの無謀な変換", "thoughtless convertion from HP to SP"), -1) / 5;
786                                 if (gain_sp)
787                                 {
788                                         p_ptr->csp += gain_sp;
789                                         if (p_ptr->csp > p_ptr->msp)
790                                         {
791                                                 p_ptr->csp = p_ptr->msp;
792                                                 p_ptr->csp_frac = 0;
793                                         }
794                                 }
795                                 else
796                                 {
797                                         msg_print(_("変換に失敗した。", "You failed to convert."));
798                                 }
799                         }
800                         else if (command == -4)
801                         {
802                                 if (p_ptr->csp >= p_ptr->lev / 5)
803                                 {
804                                         p_ptr->csp -= p_ptr->lev / 5;
805                                         hp_player(p_ptr->lev);
806                                 }
807                                 else
808                                 {
809                                         msg_print(_("変換に失敗した。", "You failed to convert."));
810                                 }
811                         }
812
813                         /* Redraw mana and hp */
814                         p_ptr->redraw |= (PR_HP | PR_MANA);
815
816                         break;
817                 }
818                 case CLASS_CHAOS_WARRIOR:
819                 {
820                         msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
821                         slow_monsters(p_ptr->lev);
822                         stun_monsters(p_ptr->lev * 4);
823                         confuse_monsters(p_ptr->lev * 4);
824                         turn_monsters(p_ptr->lev * 4);
825                         stasis_monsters(p_ptr->lev * 4);
826                         break;
827                 }
828                 case CLASS_MONK:
829                 {
830                         if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
831                         {
832                                 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
833                                 return FALSE;
834                         }
835                         if (p_ptr->riding)
836                         {
837                                 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
838                                 return FALSE;
839                         }
840
841                         if (command == -3)
842                         {
843                                 if (!choose_kamae()) return FALSE;
844                                 p_ptr->update |= (PU_BONUS);
845                         }
846                         else if (command == -4)
847                         {
848                                 POSITION x, y;
849
850                                 if (!get_rep_dir(&dir, FALSE)) return FALSE;
851                                 y = p_ptr->y + ddy[dir];
852                                 x = p_ptr->x + ddx[dir];
853                                 if (cave[y][x].m_idx)
854                                 {
855                                         if (one_in_(2)) 
856                                                 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!!!", 
857                                                                         "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
858                                         else
859                                                 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!!!",
860                                                                         "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
861
862                                         py_attack(y, x, 0);
863                                         if (cave[y][x].m_idx)
864                                         {
865                                                 handle_stuff();
866                                                 py_attack(y, x, 0);
867                                         }
868                                         p_ptr->energy_need += ENERGY_NEED();
869                                 }
870                                 else
871                                 {
872                                         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"));
873                                         msg_print(NULL);
874                                 }
875                         }
876                         break;
877                 }
878                 case CLASS_MINDCRAFTER:
879                 case CLASS_FORCETRAINER:
880                 {
881                         if (total_friends)
882                         {
883                                 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."));
884                                 return FALSE;
885                         }
886                         msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
887
888                         p_ptr->csp += (3 + p_ptr->lev/20);
889                         if (p_ptr->csp >= p_ptr->msp)
890                         {
891                                 p_ptr->csp = p_ptr->msp;
892                                 p_ptr->csp_frac = 0;
893                         }
894                         p_ptr->redraw |= (PR_MANA);
895                         break;
896                 }
897                 case CLASS_TOURIST:
898                 {
899                         if (command == -3)
900                         {
901                                 if (!get_aim_dir(&dir)) return FALSE;
902                                 project_length = 1;
903                                 fire_beam(GF_PHOTO, dir, 1);
904                         }
905                         else if (command == -4)
906                         {
907                                 if (!identify_fully(FALSE)) return FALSE;
908                         }
909                         break;
910                 }
911                 case CLASS_IMITATOR:
912                 {
913                         handle_stuff();
914                         if (!do_cmd_mane(TRUE)) return FALSE;
915                         break;
916                 }
917                 case CLASS_BEASTMASTER:
918                 {
919                         if (command == -3)
920                         {
921                                 if (!get_aim_dir(&dir)) return FALSE;
922                                 (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
923                         }
924                         else if (command == -4)
925                         {
926                                 project_all_los(GF_CHARM_LIVING, p_ptr->lev);
927                         }
928                         break;
929                 }
930                 case CLASS_ARCHER:
931                 {
932                         if (!do_cmd_archer()) return FALSE;
933                         break;
934                 }
935                 case CLASS_MAGIC_EATER:
936                 {
937                         if (command == -3) {
938                                 if (!gain_magic()) return FALSE;
939                         } else if (command == -4) {
940                                 if (!can_do_cmd_cast()) return FALSE;
941                                 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
942                         }
943                         break;
944                 }
945                 case CLASS_BARD:
946                 {
947                         /* Singing is already stopped */
948                         if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
949
950                         stop_singing();
951                         p_ptr->energy_use = 10;
952                         break;
953                 }
954                 case CLASS_RED_MAGE:
955                 {
956                         if (!can_do_cmd_cast()) return FALSE;
957                         handle_stuff();
958                         do_cmd_cast();
959                         handle_stuff();
960                         if (!p_ptr->paralyzed && can_do_cmd_cast())
961                                 do_cmd_cast();
962                         break;
963                 }
964                 case CLASS_SAMURAI:
965                 {
966                         if (command == -3)
967                         {
968                                 int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
969
970                                 if (total_friends)
971                                 {
972                                         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."));
973                                         return FALSE;
974                                 }
975                                 if (p_ptr->special_defense & KATA_MASK)
976                                 {
977                                         msg_print(_("今は構えに集中している。", "You need concentration on your form."));
978                                         return FALSE;
979                                 }
980                                 msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
981
982                                 p_ptr->csp += p_ptr->msp / 2;
983                                 if (p_ptr->csp >= max_csp)
984                                 {
985                                         p_ptr->csp = max_csp;
986                                         p_ptr->csp_frac = 0;
987                                 }
988                                 p_ptr->redraw |= (PR_MANA);
989                         }
990                         else if (command == -4)
991                         {
992                                 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
993                                 {
994                                         msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
995                                         return FALSE;
996                                 }
997                                 if (!choose_kata()) return FALSE;
998                                 p_ptr->update |= (PU_BONUS);
999                         }
1000                         break;
1001                 }
1002                 case CLASS_BLUE_MAGE:
1003                 {
1004                         if (p_ptr->action == ACTION_LEARN)
1005                         {
1006                                 set_action(ACTION_NONE);
1007                         }
1008                         else
1009                         {
1010                                 set_action(ACTION_LEARN);
1011                         }
1012                         p_ptr->energy_use = 0;
1013                         break;
1014                 }
1015                 case CLASS_CAVALRY:
1016                 {
1017                         GAME_TEXT m_name[MAX_NLEN];
1018                         monster_type *m_ptr;
1019                         monster_race *r_ptr;
1020                         int rlev;
1021
1022                         if (p_ptr->riding)
1023                         {
1024                                 msg_print(_("今は乗馬中だ。", "You ARE riding."));
1025                                 return FALSE;
1026                         }
1027                         if (!do_riding(TRUE)) return TRUE;
1028                         m_ptr = &m_list[p_ptr->riding];
1029                         r_ptr = &r_info[m_ptr->r_idx];
1030                         monster_desc(m_name, m_ptr, 0);
1031                         msg_format(_("%sに乗った。", "You ride on %s."),m_name);
1032                         if (is_pet(m_ptr)) break;
1033                         rlev = r_ptr->level;
1034                         if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
1035                         if (rlev > 60) rlev = 60+(rlev-60)/2;
1036                         if ((randint1(p_ptr->skill_exp[GINOU_RIDING] / 120 + p_ptr->lev * 2 / 3) > rlev)
1037                             && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle
1038                             && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
1039                             && (rlev < p_ptr->lev * 3 / 2 + randint0(p_ptr->lev / 5)))
1040                         {
1041                                 msg_format(_("%sを手なずけた。", "You tame %s."),m_name);
1042                                 set_pet(m_ptr);
1043                         }
1044                         else
1045                         {
1046                                 msg_format(_("%sに振り落とされた!", "You have thrown off by %s."),m_name);
1047                                 rakuba(1,TRUE);
1048
1049                                 /* Paranoia */
1050                                 /* 落馬処理に失敗してもとにかく乗馬解除 */
1051                                 p_ptr->riding = 0;
1052                         }
1053                         break;
1054                 }
1055                 case CLASS_BERSERKER:
1056                 {
1057                         if (!word_of_recall()) return FALSE;
1058                         break;
1059                 }
1060                 case CLASS_SMITH:
1061                 {
1062                         if (p_ptr->lev > 29)
1063                         {
1064                                 if (!identify_fully(TRUE)) return FALSE;
1065                         }
1066                         else
1067                         {
1068                                 if (!ident_spell(TRUE)) return FALSE;
1069                         }
1070                         break;
1071                 }
1072                 case CLASS_MIRROR_MASTER:
1073                 {
1074                         if (command == -3)
1075                         {
1076                                 /* Explode all mirrors */
1077                                 remove_all_mirrors(TRUE);
1078                         }
1079                         else if (command == -4)
1080                         {
1081                                 if (total_friends)
1082                                 {
1083                                         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."));
1084                                         return FALSE;
1085                                 }
1086                                 if (is_mirror_grid(&cave[p_ptr->y][p_ptr->x]))
1087                                 {
1088                                         msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
1089
1090                                         p_ptr->csp += (5 + p_ptr->lev * p_ptr->lev / 100);
1091                                         if (p_ptr->csp >= p_ptr->msp)
1092                                         {
1093                                                 p_ptr->csp = p_ptr->msp;
1094                                                 p_ptr->csp_frac = 0;
1095                                         }
1096                                         p_ptr->redraw |= (PR_MANA);
1097                                 }
1098                                 else
1099                                 {
1100                                         msg_print(_("鏡の上でないと集中できない!", "Here are not any mirrors!"));
1101                                 }
1102                         }
1103                         break;
1104                 }
1105                 case CLASS_NINJA:
1106                 {
1107                         if (p_ptr->action == ACTION_HAYAGAKE)
1108                         {
1109                                 set_action(ACTION_NONE);
1110                         }
1111                         else
1112                         {
1113                                 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
1114                                 feature_type *f_ptr = &f_info[c_ptr->feat];
1115
1116                                 if (!have_flag(f_ptr->flags, FF_PROJECT) ||
1117                                     (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
1118                                 {
1119                                         msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
1120                                 }
1121                                 else
1122                                 {
1123                                         set_action(ACTION_HAYAGAKE);
1124                                 }
1125                         }
1126
1127
1128                         p_ptr->energy_use = 0;
1129                         break;
1130                 }
1131
1132                 }
1133         }
1134         else if (p_ptr->mimic_form)
1135         {
1136                 switch (p_ptr->mimic_form)
1137                 {
1138                 case MIMIC_DEMON:
1139                 case MIMIC_DEMON_LORD:
1140                 {
1141                         int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1142                         if (!get_aim_dir(&dir)) return FALSE;
1143                         stop_mouth();
1144                         msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."),((type == GF_NETHER) ? _("地獄", "nether") : _("火炎", "fire")));
1145                         fire_breath(type, dir, plev * 3, (plev / 15) + 1);
1146                         break;
1147                 }
1148                 case MIMIC_VAMPIRE:
1149                         vampirism();
1150                         break;
1151                 }
1152         }
1153
1154         else 
1155         {
1156
1157         switch (p_ptr->prace)
1158         {
1159                 case RACE_DWARF:
1160                         msg_print(_("周囲を調べた。", "You examine your surroundings."));
1161                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1162                         (void)detect_doors(DETECT_RAD_DEFAULT);
1163                         (void)detect_stairs(DETECT_RAD_DEFAULT);
1164                         break;
1165
1166                 case RACE_HOBBIT:
1167                         {
1168                                 object_type *q_ptr;
1169                                 object_type forge;
1170                                 q_ptr = &forge;
1171
1172                                 /* Create the food ration */
1173                                 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
1174
1175                                 /* Drop the object from heaven */
1176                                 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
1177                                 msg_print(_("食事を料理して作った。", "You cook some food."));
1178                         }
1179                         break;
1180
1181                 case RACE_GNOME:
1182                         msg_print(_("パッ!", "Blink!"));
1183                         teleport_player(10, 0L);
1184                         break;
1185
1186                 case RACE_HALF_ORC:
1187                         msg_print(_("勇気を出した。", "You play tough."));
1188                         (void)set_afraid(0);
1189                         break;
1190
1191                 case RACE_HALF_TROLL:
1192                         msg_print(_("うがぁぁ!", "RAAAGH!"));
1193                         (void)berserk(10 + randint1(plev));
1194                         break;
1195
1196                 case RACE_AMBERITE:
1197                         if (command == -1)
1198                         {
1199                                 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
1200                                 alter_reality();
1201                         }
1202                         else if (command == -2)
1203                         {
1204                                 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..."));
1205
1206                                 (void)true_healing(0);
1207                                 (void)restore_all_status();
1208                                 (void)restore_level();
1209                         }
1210                         break;
1211
1212                 case RACE_BARBARIAN:
1213                         msg_print(_("うぉぉおお!", "Raaagh!"));
1214                         (void)berserk(10 + randint1(plev));
1215                         break;
1216
1217                 case RACE_HALF_OGRE:
1218                         msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
1219                         explosive_rune();
1220                         break;
1221
1222                 case RACE_HALF_GIANT:
1223                         if (!get_aim_dir(&dir)) return FALSE;
1224                         (void)wall_to_mud(dir, 20 + randint1(30));
1225                         break;
1226
1227                 case RACE_HALF_TITAN:
1228                         msg_print(_("敵を調査した...", "You examine your foes..."));
1229                         probing();
1230                         break;
1231
1232                 case RACE_CYCLOPS:
1233                         if (!get_aim_dir(&dir)) return FALSE;
1234                         msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
1235                         fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
1236                         break;
1237
1238                 case RACE_YEEK:
1239                         if (!get_aim_dir(&dir)) return FALSE;
1240                         stop_mouth();
1241                         msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
1242                         (void)fear_monster(dir, plev);
1243                         break;
1244
1245                 case RACE_KLACKON:
1246                         if (!get_aim_dir(&dir)) return FALSE;
1247                         stop_mouth();
1248                         msg_print(_("酸を吐いた。", "You spit acid."));
1249                         if (plev < 25) fire_bolt(GF_ACID, dir, plev);
1250                         else fire_ball(GF_ACID, dir, plev, 2);
1251                         break;
1252
1253                 case RACE_KOBOLD:
1254                         if (!get_aim_dir(&dir)) return FALSE;
1255                         msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
1256                         fire_bolt(GF_POIS, dir, plev);
1257                         break;
1258
1259                 case RACE_NIBELUNG:
1260                         msg_print(_("周囲を調査した。", "You examine your surroundings."));
1261                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1262                         (void)detect_doors(DETECT_RAD_DEFAULT);
1263                         (void)detect_stairs(DETECT_RAD_DEFAULT);
1264                         break;
1265
1266                 case RACE_DARK_ELF:
1267                         if (!get_aim_dir(&dir)) return FALSE;
1268                         msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
1269                         fire_bolt_or_beam(10, GF_MISSILE, dir,
1270                             damroll(3 + ((plev - 1) / 5), 4));
1271                         break;
1272
1273                 case RACE_DRACONIAN:
1274                         {
1275                                 int Type = (one_in_(3) ? GF_COLD : GF_FIRE);
1276                                 cptr Type_desc = ((Type == GF_COLD) ? _("冷気", "cold") : _("炎", "fire"));
1277
1278                                 if (!get_aim_dir(&dir)) return FALSE;
1279
1280                                 if (randint1(100) < plev)
1281                                 {
1282                                         switch (p_ptr->pclass)
1283                                         {
1284                                                 case CLASS_WARRIOR:
1285                                                 case CLASS_BERSERKER:
1286                                                 case CLASS_RANGER:
1287                                                 case CLASS_TOURIST:
1288                                                 case CLASS_IMITATOR:
1289                                                 case CLASS_ARCHER:
1290                                                 case CLASS_SMITH:
1291                                                         if (one_in_(3))
1292                                                         {
1293                                                                 Type = GF_MISSILE;
1294                                                                 Type_desc = _("エレメント", "the elements");
1295                                                         }
1296                                                         else
1297                                                         {
1298                                                                 Type = GF_SHARDS;
1299                                                                 Type_desc = _("破片", "shards");
1300                                                         }
1301                                                         break;
1302                                                 case CLASS_MAGE:
1303                                                 case CLASS_WARRIOR_MAGE:
1304                                                 case CLASS_HIGH_MAGE:
1305                                                 case CLASS_SORCERER:
1306                                                 case CLASS_MAGIC_EATER:
1307                                                 case CLASS_RED_MAGE:
1308                                                 case CLASS_BLUE_MAGE:
1309                                                 case CLASS_MIRROR_MASTER:
1310                                                         if (one_in_(3))
1311                                                         {
1312                                                                 Type = GF_MANA;
1313                                                                 Type_desc = _("魔力", "mana");
1314                                                         }
1315                                                         else
1316                                                         {
1317                                                                 Type = GF_DISENCHANT;
1318                                                                 Type_desc = _("劣化", "disenchantment");
1319                                                         }
1320                                                         break;
1321                                                 case CLASS_CHAOS_WARRIOR:
1322                                                         if (!one_in_(3))
1323                                                         {
1324                                                                 Type = GF_CONFUSION;
1325                                                                 Type_desc = _("混乱", "confusion");
1326                                                         }
1327                                                         else
1328                                                         {
1329                                                                 Type = GF_CHAOS;
1330                                                                 Type_desc = _("カオス", "chaos");
1331                                                         }
1332                                                         break;
1333                                                 case CLASS_MONK:
1334                                                 case CLASS_SAMURAI:
1335                                                 case CLASS_FORCETRAINER:
1336                                                         if (!one_in_(3))
1337                                                         {
1338                                                                 Type = GF_CONFUSION;
1339                                                                 Type_desc = _("混乱", "confusion");
1340                                                         }
1341                                                         else
1342                                                         {
1343                                                                 Type = GF_SOUND;
1344                                                                 Type_desc = _("轟音", "sound");
1345                                                         }
1346                                                         break;
1347                                                 case CLASS_MINDCRAFTER:
1348                                                         if (!one_in_(3))
1349                                                         {
1350                                                                 Type = GF_CONFUSION;
1351                                                                 Type_desc = _("混乱", "confusion");
1352                                                         }
1353                                                         else
1354                                                         {
1355                                                                 Type = GF_PSI;
1356                                                                 Type_desc = _("精神エネルギー", "mental energy");
1357                                                         }
1358                                                         break;
1359                                                 case CLASS_PRIEST:
1360                                                 case CLASS_PALADIN:
1361                                                         if (one_in_(3))
1362                                                         {
1363                                                                 Type = GF_HELL_FIRE;
1364                                                                 Type_desc = _("地獄の劫火", "hellfire");
1365                                                         }
1366                                                         else
1367                                                         {
1368                                                                 Type = GF_HOLY_FIRE;
1369                                                                 Type_desc = _("聖なる炎", "holy fire");
1370                                                         }
1371                                                         break;
1372                                                 case CLASS_ROGUE:
1373                                                 case CLASS_NINJA:
1374                                                         if (one_in_(3))
1375                                                         {
1376                                                                 Type = GF_DARK;
1377                                                                 Type_desc = _("暗黒", "darkness");
1378                                                         }
1379                                                         else
1380                                                         {
1381                                                                 Type = GF_POIS;
1382                                                                 Type_desc = _("毒", "poison");
1383                                                         }
1384                                                         break;
1385                                                 case CLASS_BARD:
1386                                                         if (!one_in_(3))
1387                                                         {
1388                                                                 Type = GF_SOUND;
1389                                                                 Type_desc = _("轟音", "sound");
1390                                                         }
1391                                                         else
1392                                                         {
1393                                                                 Type = GF_CONFUSION;
1394                                                                 Type_desc = _("混乱", "confusion");
1395                                                         }
1396                                                         break;
1397                                         }
1398                                 }
1399
1400                                 stop_mouth();
1401                                 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
1402
1403                                 fire_breath(Type, dir, plev * 2, (plev / 15) + 1);
1404                         }
1405                         break;
1406
1407                 case RACE_MIND_FLAYER:
1408                         if (!get_aim_dir(&dir)) return FALSE;
1409                         msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
1410                         fire_bolt(GF_PSI, dir, plev);
1411                         break;
1412
1413                 case RACE_IMP:
1414                         if (!get_aim_dir(&dir)) return FALSE;
1415                         if (plev >= 30)
1416                         {
1417                                 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
1418                                 fire_ball(GF_FIRE, dir, plev, 2);
1419                         }
1420                         else
1421                         {
1422                                 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
1423                                 fire_bolt(GF_FIRE, dir, plev);
1424                         }
1425                         break;
1426
1427                 case RACE_GOLEM:
1428                         (void)set_shield(randint1(20) + 30, FALSE);
1429                         break;
1430
1431                 case RACE_SKELETON:
1432                 case RACE_ZOMBIE:
1433                         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."));
1434                         (void)restore_level();
1435                         break;
1436
1437                 case RACE_VAMPIRE:
1438                         vampirism();
1439                         break;
1440
1441                 case RACE_SPECTRE:
1442                         if (!get_aim_dir(&dir)) return FALSE;
1443                         stop_mouth();
1444                         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!"));
1445                         (void)fear_monster(dir, plev);
1446                         break;
1447
1448                 case RACE_SPRITE:
1449                         msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
1450                         if (plev < 25) sleep_monsters_touch();
1451                         else (void)sleep_monsters(plev);
1452                         break;
1453
1454                 case RACE_DEMON:
1455                         {
1456                                 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1457                                 if (!get_aim_dir(&dir)) return FALSE;
1458                                 stop_mouth();
1459                                 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."),((type == GF_NETHER) ? _("地獄", "nether") : _("火炎", "fire")));
1460                                 fire_breath(type, dir, plev * 3, (plev / 15) + 1);
1461                         }
1462                         break;
1463
1464                 case RACE_KUTAR:
1465                         (void)set_tsubureru(randint1(20) + 30, FALSE);
1466                         break;
1467
1468                 case RACE_ANDROID:
1469                         if (!get_aim_dir(&dir)) return FALSE;
1470                         if (plev < 10)
1471                         {
1472                                 msg_print(_("レイガンを発射した。", "You fire your ray gun."));
1473                                 fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
1474                         }
1475                         else if (plev < 25)
1476                         {
1477                                 msg_print(_("ブラスターを発射した。", "You fire your blaster."));
1478                                 fire_bolt(GF_MISSILE, dir, plev);
1479                         }
1480                         else if (plev < 35)
1481                         {
1482                                 msg_print(_("バズーカを発射した。", "You fire your bazooka."));
1483                                 fire_ball(GF_MISSILE, dir, plev * 2, 2);
1484                         }
1485                         else if (plev < 45)
1486                         {
1487                                 msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon."));
1488                                 fire_beam(GF_MISSILE, dir, plev * 2);
1489                         }
1490                         else
1491                         {
1492                                 msg_print(_("ロケットを発射した。", "You fire a rocket."));
1493                                 fire_rocket(GF_ROCKET, dir, plev * 5, 2);
1494                         }
1495                         break;
1496
1497                 default:
1498                         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."));
1499                         p_ptr->energy_use = 0;
1500         }
1501         }
1502         return TRUE;
1503 }
1504
1505 /*!
1506  * @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
1507  * @return なし
1508  */
1509 void do_cmd_racial_power(void)
1510 {
1511         power_desc_type power_desc[36];
1512         int num;
1513         COMMAND_CODE i = 0;
1514         int ask = TRUE;
1515         PLAYER_LEVEL lvl = p_ptr->lev;
1516         bool            flag, redraw, cast = FALSE;
1517         bool            warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
1518         char            choice;
1519         char            out_val[160];
1520         int menu_line = (use_menu ? 1 : 0);
1521
1522         if (p_ptr->wild_mode) return;
1523
1524         for (num = 0; num < 36; num++)
1525         {
1526                 strcpy(power_desc[num].name, "");
1527                 power_desc[num].number = 0;
1528         }
1529
1530         num = 0;
1531
1532         if (p_ptr->confused)
1533         {
1534                 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!"));
1535                 p_ptr->energy_use = 0;
1536                 return;
1537         }
1538
1539         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
1540         {
1541                 set_action(ACTION_NONE);
1542         }
1543
1544         switch (p_ptr->pclass)
1545         {
1546         case CLASS_WARRIOR:
1547         {
1548                 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
1549                 power_desc[num].level = 40;
1550                 power_desc[num].cost = 75;
1551                 power_desc[num].stat = A_DEX;
1552                 power_desc[num].fail = 35;
1553                 power_desc[num++].number = -3;
1554                 break;
1555         }
1556         case CLASS_HIGH_MAGE:
1557         if (p_ptr->realm1 == REALM_HEX)
1558         {
1559                 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
1560                 power_desc[num].level = 1;
1561                 power_desc[num].cost = 0;
1562                 power_desc[num].stat = A_INT;
1563                 power_desc[num].fail = 0;
1564                 power_desc[num++].number = -3;
1565                 break;
1566         }
1567         case CLASS_MAGE:
1568         /* case CLASS_HIGH_MAGE: */
1569         case CLASS_SORCERER:
1570         {
1571                 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1572                 power_desc[num].level = 25;
1573                 power_desc[num].cost = 1;
1574                 power_desc[num].stat = A_INT;
1575                 power_desc[num].fail = 25;
1576                 power_desc[num++].number = -3;
1577                 break;
1578         }
1579         case CLASS_PRIEST:
1580         {
1581                 if (is_good_realm(p_ptr->realm1))
1582                 {
1583                         strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
1584                         power_desc[num].level = 35;
1585                         power_desc[num].cost = 70;
1586                         power_desc[num].stat = A_WIS;
1587                         power_desc[num].fail = 50;
1588                         power_desc[num++].number = -3;
1589                 }
1590                 else
1591                 {
1592                         strcpy(power_desc[num].name, _("召魂", "Evocation"));
1593                         power_desc[num].level = 42;
1594                         power_desc[num].cost = 40;
1595                         power_desc[num].stat = A_WIS;
1596                         power_desc[num].fail = 35;
1597                         power_desc[num++].number = -3;
1598                 }
1599                 break;
1600         }
1601         case CLASS_ROGUE:
1602         {
1603                 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
1604                 power_desc[num].level = 8;
1605                 power_desc[num].cost = 12;
1606                 power_desc[num].stat = A_DEX;
1607                 power_desc[num].fail = 14;
1608                 power_desc[num++].number = -3;
1609                 break;
1610         }
1611         case CLASS_RANGER:
1612         case CLASS_SNIPER:
1613         {
1614                 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
1615                 power_desc[num].level = 15;
1616                 power_desc[num].cost = 20;
1617                 power_desc[num].stat = A_INT;
1618                 power_desc[num].fail = 12;
1619                 power_desc[num++].number = -3;
1620                 break;
1621         }
1622         case CLASS_PALADIN:
1623         {
1624                 if (is_good_realm(p_ptr->realm1))
1625                 {
1626                         strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
1627                         power_desc[num].level = 30;
1628                         power_desc[num].cost = 30;
1629                         power_desc[num].stat = A_WIS;
1630                         power_desc[num].fail = 30;
1631                         power_desc[num++].number = -3;
1632                 }
1633                 else
1634                 {
1635                         strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
1636                         power_desc[num].level = 30;
1637                         power_desc[num].cost = 30;
1638                         power_desc[num].stat = A_WIS;
1639                         power_desc[num].fail = 30;
1640                         power_desc[num++].number = -3;
1641                 }
1642                 break;
1643         }
1644         case CLASS_WARRIOR_MAGE:
1645         {
1646                 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
1647                 power_desc[num].level = 25;
1648                 power_desc[num].cost = 0;
1649                 power_desc[num].stat = A_INT;
1650                 power_desc[num].fail = 10;
1651                 power_desc[num++].number = -3;
1652                         
1653                 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
1654                 power_desc[num].level = 25;
1655                 power_desc[num].cost = 0;
1656                 power_desc[num].stat = A_INT;
1657                 power_desc[num].fail = 10;
1658                 power_desc[num++].number = -4;
1659                 break;
1660         }
1661         case CLASS_CHAOS_WARRIOR:
1662         {
1663                 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
1664                 power_desc[num].level = 40;
1665                 power_desc[num].cost = 50;
1666                 power_desc[num].stat = A_INT;
1667                 power_desc[num].fail = 25;
1668                 power_desc[num++].number = -3;
1669                 break;
1670         }
1671         case CLASS_MONK:
1672         {
1673                 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
1674                 power_desc[num].level = 25;
1675                 power_desc[num].cost = 0;
1676                 power_desc[num].stat = A_DEX;
1677                 power_desc[num].fail = 0;
1678                 power_desc[num++].number = -3;
1679                         
1680                 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
1681                 power_desc[num].level = 30;
1682                 power_desc[num].cost = 30;
1683                 power_desc[num].stat = A_STR;
1684                 power_desc[num].fail = 20;
1685                 power_desc[num++].number = -4;
1686                 break;
1687         }
1688         case CLASS_MINDCRAFTER:
1689         case CLASS_FORCETRAINER:
1690         {
1691                 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1692                 power_desc[num].level = 15;
1693                 power_desc[num].cost = 0;
1694                 power_desc[num].stat = A_WIS;
1695                 power_desc[num].fail = 10;
1696                 power_desc[num++].number = -3;
1697                 break;
1698         }
1699         case CLASS_TOURIST:
1700         {
1701                 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1702                 power_desc[num].level = 1;
1703                 power_desc[num].cost = 0;
1704                 power_desc[num].stat = A_DEX;
1705                 power_desc[num].fail = 0;
1706                 power_desc[num++].number = -3;
1707                 
1708                 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1709                 power_desc[num].level = 25;
1710                 power_desc[num].cost = 20;
1711                 power_desc[num].stat = A_INT;
1712                 power_desc[num].fail = 20;
1713                 power_desc[num++].number = -4;
1714                 break;
1715         }
1716         case CLASS_IMITATOR:
1717         {
1718                 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1719                 power_desc[num].level = 30;
1720                 power_desc[num].cost = 100;
1721                 power_desc[num].stat = A_DEX;
1722                 power_desc[num].fail = 30;
1723                 power_desc[num++].number = -3;
1724                 break;
1725         }
1726         case CLASS_BEASTMASTER:
1727         {
1728                 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1729                 power_desc[num].level = 1;
1730                 power_desc[num].cost = (p_ptr->lev+3)/4;
1731                 power_desc[num].stat = A_CHR;
1732                 power_desc[num].fail = 10;
1733                 power_desc[num++].number = -3;
1734                 
1735                 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1736                 power_desc[num].level = 30;
1737                 power_desc[num].cost = (p_ptr->lev+20)/2;
1738                 power_desc[num].stat = A_CHR;
1739                 power_desc[num].fail = 10;
1740                 power_desc[num++].number = -4;
1741                 break;
1742         }
1743         case CLASS_ARCHER:
1744         {
1745                 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1746                 power_desc[num].level = 1;
1747                 power_desc[num].cost = 0;
1748                 power_desc[num].stat = A_DEX;
1749                 power_desc[num].fail = 0;
1750                 power_desc[num++].number = -3;
1751                 break;
1752         }
1753         case CLASS_MAGIC_EATER:
1754         {
1755                 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1756                 power_desc[num].level = 1;
1757                 power_desc[num].cost = 0;
1758                 power_desc[num].stat = A_INT;
1759                 power_desc[num].fail = 0;
1760                 power_desc[num++].number = -3;
1761
1762                 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1763                 power_desc[num].level = 10;
1764                 power_desc[num].cost = 10 + (lvl - 10) / 2;
1765                 power_desc[num].stat = A_INT;
1766                 power_desc[num].fail = 0;
1767                 power_desc[num++].number = -4;
1768                 break;
1769         }
1770         case CLASS_BARD:
1771         {
1772                 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1773                 power_desc[num].level = 1;
1774                 power_desc[num].cost = 0;
1775                 power_desc[num].stat = A_CHR;
1776                 power_desc[num].fail = 0;
1777                 power_desc[num++].number = -3;
1778                 break;
1779         }
1780         case CLASS_RED_MAGE:
1781         {
1782                 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1783                 power_desc[num].level = 48;
1784                 power_desc[num].cost = 20;
1785                 power_desc[num].stat = A_INT;
1786                 power_desc[num].fail = 0;
1787                 power_desc[num++].number = -3;
1788                 break;
1789         }
1790         case CLASS_SAMURAI:
1791         {
1792                 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1793                 power_desc[num].level = 1;
1794                 power_desc[num].cost = 0;
1795                 power_desc[num].stat = A_WIS;
1796                 power_desc[num].fail = 0;
1797                 power_desc[num++].number = -3;
1798                 
1799                 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
1800                 power_desc[num].level = 25;
1801                 power_desc[num].cost = 0;
1802                 power_desc[num].stat = A_DEX;
1803                 power_desc[num].fail = 0;
1804                 power_desc[num++].number = -4;
1805                 break;
1806         }
1807         case CLASS_BLUE_MAGE:
1808         {
1809                 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1810                 power_desc[num].level = 1;
1811                 power_desc[num].cost = 0;
1812                 power_desc[num].stat = A_INT;
1813                 power_desc[num].fail = 0;
1814                 power_desc[num++].number = -3;
1815                 break;
1816         }
1817         case CLASS_CAVALRY:
1818         {
1819                 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1820                 power_desc[num].level = 10;
1821                 power_desc[num].cost = 0;
1822                 power_desc[num].stat = A_STR;
1823                 power_desc[num].fail = 10;
1824                 power_desc[num++].number = -3;
1825                 break;
1826         }
1827         case CLASS_BERSERKER:
1828         {
1829                 strcpy(power_desc[num].name, _("帰還", "Recall"));
1830                 power_desc[num].level = 10;
1831                 power_desc[num].cost = 10;
1832                 power_desc[num].stat = A_DEX;
1833                 power_desc[num].fail = 20;
1834                 power_desc[num++].number = -3;
1835                 break;
1836         }
1837         case CLASS_MIRROR_MASTER:
1838         {
1839                 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
1840                 power_desc[num].level = 1;
1841                 power_desc[num].cost = 0;
1842                 power_desc[num].stat = A_INT;
1843                 power_desc[num].fail = 0;
1844                 power_desc[num++].number = -3;
1845                 
1846                 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
1847                 power_desc[num].level = 30;
1848                 power_desc[num].cost = 0;
1849                 power_desc[num].stat = A_INT;
1850                 power_desc[num].fail = 20;
1851                 power_desc[num++].number = -4;
1852                 break;
1853         }
1854         case CLASS_SMITH:
1855         {
1856                 strcpy(power_desc[num].name, _("目利き", "Judgment"));
1857                 power_desc[num].level = 5;
1858                 power_desc[num].cost = 15;
1859                 power_desc[num].stat = A_INT;
1860                 power_desc[num].fail = 20;
1861                 power_desc[num++].number = -3;
1862                 break;
1863         }
1864         case CLASS_NINJA:
1865         {
1866                 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
1867                 power_desc[num].level = 20;
1868                 power_desc[num].cost = 0;
1869                 power_desc[num].stat = A_DEX;
1870                 power_desc[num].fail = 0;
1871                 power_desc[num++].number = -3;
1872                 break;
1873         }
1874         default:
1875                 strcpy(power_desc[0].name, _("(なし)", "(none)"));
1876         }
1877
1878         if (p_ptr->mimic_form)
1879         {
1880                 switch (p_ptr->mimic_form)
1881                 {
1882                 case MIMIC_DEMON:
1883                 case MIMIC_DEMON_LORD:
1884                         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);
1885                         power_desc[num].level = 15;
1886                         power_desc[num].cost = 10+lvl/3;
1887                         power_desc[num].stat = A_CON;
1888                         power_desc[num].fail = 20;
1889                         power_desc[num++].number = -1;
1890                         break;
1891                 case MIMIC_VAMPIRE:
1892                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1893                         power_desc[num].level = 2;
1894                         power_desc[num].cost = 1 + (lvl / 3);
1895                         power_desc[num].stat = A_CON;
1896                         power_desc[num].fail = 9;
1897                         power_desc[num++].number = -1;
1898                         break;
1899                 }
1900         }
1901         else
1902         {
1903         switch (p_ptr->prace)
1904         {
1905                 case RACE_DWARF:
1906                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1907                         power_desc[num].level = 5;
1908                         power_desc[num].cost = 5;
1909                         power_desc[num].stat = A_WIS;
1910                         power_desc[num].fail = 12;
1911                         power_desc[num++].number = -1;
1912                         break;
1913                 case RACE_NIBELUNG:
1914                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1915                         power_desc[num].level = 10;
1916                         power_desc[num].cost = 5;
1917                         power_desc[num].stat = A_WIS;
1918                         power_desc[num].fail = 10;
1919                         power_desc[num++].number = -1;
1920                         break;
1921                 case RACE_HOBBIT:
1922                         strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
1923                         power_desc[num].level = 15;
1924                         power_desc[num].cost = 10;
1925                         power_desc[num].stat = A_INT;
1926                         power_desc[num].fail = 10;
1927                         power_desc[num++].number = -1;
1928                         break;
1929                 case RACE_GNOME:
1930                         sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
1931                         power_desc[num].level = 5;
1932                         power_desc[num].cost = 5;
1933                         power_desc[num].stat = A_INT;
1934                         power_desc[num].fail = 12;
1935                         power_desc[num++].number = -1;
1936                         break;
1937                 case RACE_HALF_ORC:
1938                         strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
1939                         power_desc[num].level = 3;
1940                         power_desc[num].cost = 5;
1941                         power_desc[num].stat = A_WIS;
1942                         power_desc[num].fail = warrior ? 5 : 10;
1943                         power_desc[num++].number = -1;
1944                         break;
1945                 case RACE_HALF_TROLL:
1946                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1947                         power_desc[num].level = 10;
1948                         power_desc[num].cost = 12;
1949                         power_desc[num].stat = A_STR;
1950                         power_desc[num].fail = warrior ? 6 : 12;
1951                         power_desc[num++].number = -1;
1952                         break;
1953                 case RACE_BARBARIAN:
1954                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1955                         power_desc[num].level = 8;
1956                         power_desc[num].cost = 10;
1957                         power_desc[num].stat = A_STR;
1958                         power_desc[num].fail = warrior ? 6 : 12;
1959                         power_desc[num++].number = -1;
1960                         break;
1961                 case RACE_AMBERITE:
1962                         strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
1963                         power_desc[num].level = 30;
1964                         power_desc[num].cost = 50;
1965                         power_desc[num].stat = A_INT;
1966                         power_desc[num].fail = 50;
1967                         power_desc[num++].number = -1;
1968                         
1969                         strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
1970                         power_desc[num].level = 40;
1971                         power_desc[num].cost = 75;
1972                         power_desc[num].stat = A_WIS;
1973                         power_desc[num].fail = 50;
1974                         power_desc[num++].number = -2;
1975                         break;
1976                 case RACE_HALF_OGRE:
1977                         strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
1978                         power_desc[num].level = 25;
1979                         power_desc[num].cost = 35;
1980                         power_desc[num].stat = A_INT;
1981                         power_desc[num].fail = 15;
1982                         power_desc[num++].number = -1;
1983                         break;
1984                 case RACE_HALF_GIANT:
1985                         strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
1986                         power_desc[num].level = 20;
1987                         power_desc[num].cost = 10;
1988                         power_desc[num].stat = A_STR;
1989                         power_desc[num].fail = 12;
1990                         power_desc[num++].number = -1;
1991                         break;
1992                 case RACE_HALF_TITAN:
1993                         strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
1994                         power_desc[num].level = 15;
1995                         power_desc[num].cost = 10;
1996                         power_desc[num].stat = A_INT;
1997                         power_desc[num].fail = 12;
1998                         power_desc[num++].number = -1;
1999                         break;
2000                 case RACE_CYCLOPS:
2001                         sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
2002                         power_desc[num].level = 20;
2003                         power_desc[num].cost = 15;
2004                         power_desc[num].stat = A_STR;
2005                         power_desc[num].fail = 12;
2006                         power_desc[num++].number = -1;
2007                         break;
2008                 case RACE_YEEK:
2009                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2010                         power_desc[num].level = 15;
2011                         power_desc[num].cost = 15;
2012                         power_desc[num].stat = A_WIS;
2013                         power_desc[num].fail = 10;
2014                         power_desc[num++].number = -1;
2015                         break;
2016                 case RACE_SPECTRE:
2017                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2018                         power_desc[num].level = 4;
2019                         power_desc[num].cost = 6;
2020                         power_desc[num].stat = A_INT;
2021                         power_desc[num].fail = 3;
2022                         power_desc[num++].number = -1;
2023                         break;
2024                 case RACE_KLACKON:
2025                         sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
2026                         power_desc[num].level = 9;
2027                         power_desc[num].cost = 9;
2028                         power_desc[num].stat = A_DEX;
2029                         power_desc[num].fail = 14;
2030                         power_desc[num++].number = -1;
2031                         break;
2032                 case RACE_KOBOLD:
2033                         sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
2034                         power_desc[num].level = 12;
2035                         power_desc[num].cost = 8;
2036                         power_desc[num].stat = A_DEX;
2037                         power_desc[num].fail = 14;
2038                         power_desc[num++].number = -1;
2039                         break;
2040                 case RACE_DARK_ELF:
2041                         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);
2042                         power_desc[num].level = 2;
2043                         power_desc[num].cost = 2;
2044                         power_desc[num].stat = A_INT;
2045                         power_desc[num].fail = 9;
2046                         power_desc[num++].number = -1;
2047                         break;
2048                 case RACE_DRACONIAN:
2049                         sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
2050                         power_desc[num].level = 1;
2051                         power_desc[num].cost = lvl;
2052                         power_desc[num].stat = A_CON;
2053                         power_desc[num].fail = 12;
2054                         power_desc[num++].number = -1;
2055                         break;
2056                 case RACE_MIND_FLAYER:
2057                         sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
2058                         power_desc[num].level = 15;
2059                         power_desc[num].cost = 12;
2060                         power_desc[num].stat = A_INT;
2061                         power_desc[num].fail = 14;
2062                         power_desc[num++].number = -1;
2063                         break;
2064                 case RACE_IMP:
2065                         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);
2066                         power_desc[num].level = 9;
2067                         power_desc[num].cost = 15;
2068                         power_desc[num].stat = A_WIS;
2069                         power_desc[num].fail = 15;
2070                         power_desc[num++].number = -1;
2071                         break;
2072                 case RACE_GOLEM:
2073                         strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
2074                         power_desc[num].level = 20;
2075                         power_desc[num].cost = 15;
2076                         power_desc[num].stat = A_CON;
2077                         power_desc[num].fail = 8;
2078                         power_desc[num++].number = -1;
2079                         break;
2080                 case RACE_SKELETON:
2081                 case RACE_ZOMBIE:
2082                         strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
2083                         power_desc[num].level = 30;
2084                         power_desc[num].cost = 30;
2085                         power_desc[num].stat = A_WIS;
2086                         power_desc[num].fail = 18;
2087                         power_desc[num++].number = -1;
2088                         break;
2089                 case RACE_VAMPIRE:
2090                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2091                         power_desc[num].level = 2;
2092                         power_desc[num].cost = 1 + (lvl / 3);
2093                         power_desc[num].stat = A_CON;
2094                         power_desc[num].fail = 9;
2095                         power_desc[num++].number = -1;
2096                         break;
2097                 case RACE_SPRITE:
2098                         strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
2099                         power_desc[num].level = 12;
2100                         power_desc[num].cost = 12;
2101                         power_desc[num].stat = A_INT;
2102                         power_desc[num].fail = 15;
2103                         power_desc[num++].number = -1;
2104                         break;
2105                 case RACE_DEMON:
2106                         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);
2107                         power_desc[num].level = 15;
2108                         power_desc[num].cost = 10+lvl/3;
2109                         power_desc[num].stat = A_CON;
2110                         power_desc[num].fail = 20;
2111                         power_desc[num++].number = -1;
2112                         break;
2113                 case RACE_KUTAR:
2114                         strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
2115                         power_desc[num].level = 20;
2116                         power_desc[num].cost = 15;
2117                         power_desc[num].stat = A_CHR;
2118                         power_desc[num].fail = 8;
2119                         power_desc[num++].number = -1;
2120                         break;
2121                 case RACE_ANDROID:
2122                         if (p_ptr->lev < 10)
2123                         {
2124                                 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
2125                                 power_desc[num].level = 1;
2126                                 power_desc[num].cost = 7;
2127                                 power_desc[num].fail = 8;
2128                         }
2129                         else if (p_ptr->lev < 25)
2130                         {
2131                                 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
2132                                 power_desc[num].level = 10;
2133                                 power_desc[num].cost = 13;
2134                                 power_desc[num].fail = 10;
2135                         }
2136                         else if (p_ptr->lev < 35)
2137                         {
2138                                 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
2139                                 power_desc[num].level = 25;
2140                                 power_desc[num].cost = 26;
2141                                 power_desc[num].fail = 12;
2142                         }
2143                         else if (p_ptr->lev < 45)
2144                         {
2145                                 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
2146                                 power_desc[num].level = 35;
2147                                 power_desc[num].cost = 40;
2148                                 power_desc[num].fail = 15;
2149                         }
2150                         else
2151                         {
2152                                 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
2153                                 power_desc[num].level = 45;
2154                                 power_desc[num].cost = 60;
2155                                 power_desc[num].fail = 18;
2156                         }
2157                         power_desc[num].stat = A_STR;
2158                         power_desc[num++].number = -1;
2159                         break;
2160                 default:
2161                 {
2162                         break;
2163                 }
2164         }
2165         }
2166
2167         if (p_ptr->muta1)
2168         {
2169                 if (p_ptr->muta1 & MUT1_SPIT_ACID)
2170                 {
2171                         strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
2172                         power_desc[num].level = 9;
2173                         power_desc[num].cost = 9;
2174                         power_desc[num].stat = A_DEX;
2175                         power_desc[num].fail = 15;
2176                         power_desc[num++].number = MUT1_SPIT_ACID;
2177                 }
2178
2179                 if (p_ptr->muta1 & MUT1_BR_FIRE)
2180                 {
2181                         strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
2182                         power_desc[num].level = 20;
2183                         power_desc[num].cost = lvl;
2184                         power_desc[num].stat = A_CON;
2185                         power_desc[num].fail = 18;
2186                         power_desc[num++].number = MUT1_BR_FIRE;
2187                 }
2188
2189                 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
2190                 {
2191                         strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
2192                         power_desc[num].level = 12;
2193                         power_desc[num].cost = 12;
2194                         power_desc[num].stat = A_CHR;
2195                         power_desc[num].fail = 18;
2196                         power_desc[num++].number = MUT1_HYPN_GAZE;
2197                 }
2198
2199                 if (p_ptr->muta1 & MUT1_TELEKINES)
2200                 {
2201                         strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
2202                         power_desc[num].level = 9;
2203                         power_desc[num].cost = 9;
2204                         power_desc[num].stat = A_WIS;
2205                         power_desc[num].fail = 14;
2206                         power_desc[num++].number = MUT1_TELEKINES;
2207                 }
2208
2209                 if (p_ptr->muta1 & MUT1_VTELEPORT)
2210                 {
2211                         strcpy(power_desc[num].name, _("テレポート", "Teleport"));
2212                         power_desc[num].level = 7;
2213                         power_desc[num].cost = 7;
2214                         power_desc[num].stat = A_WIS;
2215                         power_desc[num].fail = 15;
2216                         power_desc[num++].number = MUT1_VTELEPORT;
2217                 }
2218
2219                 if (p_ptr->muta1 & MUT1_MIND_BLST)
2220                 {
2221                         strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
2222                         power_desc[num].level = 5;
2223                         power_desc[num].cost = 3;
2224                         power_desc[num].stat = A_WIS;
2225                         power_desc[num].fail = 15;
2226                         power_desc[num++].number = MUT1_MIND_BLST;
2227                 }
2228
2229                 if (p_ptr->muta1 & MUT1_RADIATION)
2230                 {
2231                         strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
2232                         power_desc[num].level = 15;
2233                         power_desc[num].cost = 15;
2234                         power_desc[num].stat = A_CON;
2235                         power_desc[num].fail = 14;
2236                         power_desc[num++].number = MUT1_RADIATION;
2237                 }
2238
2239                 if (p_ptr->muta1 & MUT1_VAMPIRISM)
2240                 {
2241                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2242                         power_desc[num].level = 2;
2243                         power_desc[num].cost = (1 + (lvl / 3));
2244                         power_desc[num].stat = A_CON;
2245                         power_desc[num].fail = 9;
2246                         power_desc[num++].number = MUT1_VAMPIRISM;
2247                 }
2248
2249                 if (p_ptr->muta1 & MUT1_SMELL_MET)
2250                 {
2251                         strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
2252                         power_desc[num].level = 3;
2253                         power_desc[num].cost = 2;
2254                         power_desc[num].stat = A_INT;
2255                         power_desc[num].fail = 12;
2256                         power_desc[num++].number = MUT1_SMELL_MET;
2257                 }
2258
2259                 if (p_ptr->muta1 & MUT1_SMELL_MON)
2260                 {
2261                         strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
2262                         power_desc[num].level = 5;
2263                         power_desc[num].cost = 4;
2264                         power_desc[num].stat = A_INT;
2265                         power_desc[num].fail = 15;
2266                         power_desc[num++].number = MUT1_SMELL_MON;
2267                 }
2268
2269                 if (p_ptr->muta1 & MUT1_BLINK)
2270                 {
2271                         strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
2272                         power_desc[num].level = 3;
2273                         power_desc[num].cost = 3;
2274                         power_desc[num].stat = A_WIS;
2275                         power_desc[num].fail = 12;
2276                         power_desc[num++].number = MUT1_BLINK;
2277                 }
2278
2279                 if (p_ptr->muta1 & MUT1_EAT_ROCK)
2280                 {
2281                         strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
2282                         power_desc[num].level = 8;
2283                         power_desc[num].cost = 12;
2284                         power_desc[num].stat = A_CON;
2285                         power_desc[num].fail = 18;
2286                         power_desc[num++].number = MUT1_EAT_ROCK;
2287                 }
2288
2289                 if (p_ptr->muta1 & MUT1_SWAP_POS)
2290                 {
2291                         strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
2292                         power_desc[num].level = 15;
2293                         power_desc[num].cost = 12;
2294                         power_desc[num].stat = A_DEX;
2295                         power_desc[num].fail = 16;
2296                         power_desc[num++].number = MUT1_SWAP_POS;
2297                 }
2298
2299                 if (p_ptr->muta1 & MUT1_SHRIEK)
2300                 {
2301                         strcpy(power_desc[num].name, _("叫び", "Shriek"));
2302                         power_desc[num].level = 20;
2303                         power_desc[num].cost = 14;
2304                         power_desc[num].stat = A_CON;
2305                         power_desc[num].fail = 16;
2306                         power_desc[num++].number = MUT1_SHRIEK;
2307                 }
2308
2309                 if (p_ptr->muta1 & MUT1_ILLUMINE)
2310                 {
2311                         strcpy(power_desc[num].name, _("照明", "Illuminate"));
2312                         power_desc[num].level = 3;
2313                         power_desc[num].cost = 2;
2314                         power_desc[num].stat = A_INT;
2315                         power_desc[num].fail = 10;
2316                         power_desc[num++].number = MUT1_ILLUMINE;
2317                 }
2318
2319                 if (p_ptr->muta1 & MUT1_DET_CURSE)
2320                 {
2321                         strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
2322                         power_desc[num].level = 7;
2323                         power_desc[num].cost = 14;
2324                         power_desc[num].stat = A_WIS;
2325                         power_desc[num].fail = 14;
2326                         power_desc[num++].number = MUT1_DET_CURSE;
2327                 }
2328
2329                 if (p_ptr->muta1 & MUT1_BERSERK)
2330                 {
2331                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2332                         power_desc[num].level = 8;
2333                         power_desc[num].cost = 8;
2334                         power_desc[num].stat = A_STR;
2335                         power_desc[num].fail = 14;
2336                         power_desc[num++].number = MUT1_BERSERK;
2337                 }
2338
2339                 if (p_ptr->muta1 & MUT1_POLYMORPH)
2340                 {
2341                         strcpy(power_desc[num].name, _("変身", "Polymorph"));
2342                         power_desc[num].level = 18;
2343                         power_desc[num].cost = 20;
2344                         power_desc[num].stat = A_CON;
2345                         power_desc[num].fail = 18;
2346                         power_desc[num++].number = MUT1_POLYMORPH;
2347                 }
2348
2349                 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
2350                 {
2351                         strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
2352                         power_desc[num].level = 10;
2353                         power_desc[num].cost = 5;
2354                         power_desc[num].stat = A_INT;
2355                         power_desc[num].fail = 12;
2356                         power_desc[num++].number = MUT1_MIDAS_TCH;
2357                 }
2358
2359                 if (p_ptr->muta1 & MUT1_GROW_MOLD)
2360                 {
2361                         strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
2362                         power_desc[num].level = 1;
2363                         power_desc[num].cost = 6;
2364                         power_desc[num].stat = A_CON;
2365                         power_desc[num].fail = 14;
2366                         power_desc[num++].number = MUT1_GROW_MOLD;
2367                 }
2368
2369                 if (p_ptr->muta1 & MUT1_RESIST)
2370                 {
2371                         strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
2372                         power_desc[num].level = 10;
2373                         power_desc[num].cost = 12;
2374                         power_desc[num].stat = A_CON;
2375                         power_desc[num].fail = 12;
2376                         power_desc[num++].number = MUT1_RESIST;
2377                 }
2378
2379                 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
2380                 {
2381                         strcpy(power_desc[num].name, _("地震", "Earthquake"));
2382                         power_desc[num].level = 12;
2383                         power_desc[num].cost = 12;
2384                         power_desc[num].stat = A_STR;
2385                         power_desc[num].fail = 16;
2386                         power_desc[num++].number = MUT1_EARTHQUAKE;
2387                 }
2388
2389                 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
2390                 {
2391                         strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
2392                         power_desc[num].level = 17;
2393                         power_desc[num].cost = 1;
2394                         power_desc[num].stat = A_WIS;
2395                         power_desc[num].fail = 15;
2396                         power_desc[num++].number = MUT1_EAT_MAGIC;
2397                 }
2398
2399                 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
2400                 {
2401                         strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
2402                         power_desc[num].level = 6;
2403                         power_desc[num].cost = 6;
2404                         power_desc[num].stat = A_INT;
2405                         power_desc[num].fail = 10;
2406                         power_desc[num++].number = MUT1_WEIGH_MAG;
2407                 }
2408
2409                 if (p_ptr->muta1 & MUT1_STERILITY)
2410                 {
2411                         strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
2412                         power_desc[num].level = 12;
2413                         power_desc[num].cost = 23;
2414                         power_desc[num].stat = A_CHR;
2415                         power_desc[num].fail = 15;
2416                         power_desc[num++].number = MUT1_STERILITY;
2417                 }
2418
2419                 if (p_ptr->muta1 & MUT1_PANIC_HIT)
2420                 {
2421                         strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
2422                         power_desc[num].level = 10;
2423                         power_desc[num].cost = 12;
2424                         power_desc[num].stat = A_DEX;
2425                         power_desc[num].fail = 14;
2426                         power_desc[num++].number = MUT1_PANIC_HIT;
2427                 }
2428
2429                 if (p_ptr->muta1 & MUT1_DAZZLE)
2430                 {
2431                         strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
2432                         power_desc[num].level = 7;
2433                         power_desc[num].cost = 15;
2434                         power_desc[num].stat = A_CHR;
2435                         power_desc[num].fail = 8;
2436                         power_desc[num++].number = MUT1_DAZZLE;
2437                 }
2438
2439                 if (p_ptr->muta1 & MUT1_LASER_EYE)
2440                 {
2441                         strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
2442                         power_desc[num].level = 7;
2443                         power_desc[num].cost = 10;
2444                         power_desc[num].stat = A_WIS;
2445                         power_desc[num].fail = 9;
2446                         power_desc[num++].number = MUT1_LASER_EYE;
2447                 }
2448
2449                 if (p_ptr->muta1 & MUT1_RECALL)
2450                 {
2451                         strcpy(power_desc[num].name, _("帰還", "Recall"));
2452                         power_desc[num].level = 17;
2453                         power_desc[num].cost = 50;
2454                         power_desc[num].stat = A_INT;
2455                         power_desc[num].fail = 16;
2456                         power_desc[num++].number = MUT1_RECALL;
2457                 }
2458
2459                 if (p_ptr->muta1 & MUT1_BANISH)
2460                 {
2461                         strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
2462                         power_desc[num].level = 25;
2463                         power_desc[num].cost = 25;
2464                         power_desc[num].stat = A_WIS;
2465                         power_desc[num].fail = 18;
2466                         power_desc[num++].number = MUT1_BANISH;
2467                 }
2468
2469                 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
2470                 {
2471                         strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
2472                         power_desc[num].level = 2;
2473                         power_desc[num].cost = 2;
2474                         power_desc[num].stat = A_CON;
2475                         power_desc[num].fail = 11;
2476                         power_desc[num++].number = MUT1_COLD_TOUCH;
2477                 }
2478
2479                 if (p_ptr->muta1 & MUT1_LAUNCHER)
2480                 {
2481                         strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
2482                         power_desc[num].level = 1;
2483                         power_desc[num].cost = lvl;
2484                         power_desc[num].stat = A_STR;
2485                         power_desc[num].fail = 6;
2486                         /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
2487                         power_desc[num++].number = 3;
2488                 }
2489         }
2490
2491         /* Nothing chosen yet */
2492         flag = FALSE;
2493
2494         /* No redraw yet */
2495         redraw = FALSE;
2496
2497         /* Build a prompt */
2498         (void) strnfmt(out_val, 78, 
2499                                 _("(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? "),
2500                                 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
2501
2502 if (!repeat_pull(&i) || i<0 || i>=num) {
2503         if (use_menu) screen_save();
2504          /* Get a spell from the user */
2505
2506         choice = (always_show_list || use_menu) ? ESCAPE:1;
2507         while (!flag)
2508         {
2509                 if( choice==ESCAPE ) choice = ' '; 
2510                 else if( !get_com(out_val, &choice, FALSE) )break; 
2511
2512                 if (use_menu && choice != ' ')
2513                 {
2514                         switch(choice)
2515                         {
2516                                 case '0':
2517                                 {
2518                                         screen_load();
2519                                         p_ptr->energy_use = 0;
2520                                         return;
2521                                 }
2522
2523                                 case '8':
2524                                 case 'k':
2525                                 case 'K':
2526                                 {
2527                                         menu_line += (num - 1);
2528                                         break;
2529                                 }
2530
2531                                 case '2':
2532                                 case 'j':
2533                                 case 'J':
2534                                 {
2535                                         menu_line++;
2536                                         break;
2537                                 }
2538
2539                                 case '6':
2540                                 case 'l':
2541                                 case 'L':
2542                                 case '4':
2543                                 case 'h':
2544                                 case 'H':
2545                                 {
2546                                         if (menu_line > 18)
2547                                                 menu_line -= 18;
2548                                         else if (menu_line+18 <= num)
2549                                                 menu_line += 18;
2550                                         break;
2551                                 }
2552
2553                                 case 'x':
2554                                 case 'X':
2555                                 case '\r':
2556                                 {
2557                                         i = menu_line - 1;
2558                                         ask = FALSE;
2559                                         break;
2560                                 }
2561                         }
2562                         if (menu_line > num) menu_line -= num;
2563                 }
2564                 /* Request redraw */
2565                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
2566                 {
2567                         /* Show the list */
2568                         if (!redraw || use_menu)
2569                         {
2570                                 byte y = 1, x = 0;
2571                                 int ctr = 0;
2572                                 char dummy[80];
2573                                 char letter;
2574                                 TERM_LEN x1, y1;
2575
2576                                 strcpy(dummy, "");
2577
2578                                 /* Show list */
2579                                 redraw = TRUE;
2580                                 if (!use_menu) screen_save();
2581
2582                                 /* Print header(s) */
2583                                 if (num < 18)
2584                                         prt(_("                            Lv   MP 失率", "                            Lv Cost Fail"), y++, x);
2585                                 else
2586                                 prt(_("                            Lv   MP 失率                            Lv   MP 失率", 
2587                                           "                            Lv Cost Fail                            Lv Cost Fail"), y++, x);
2588
2589
2590                                 /* Print list */
2591                                 while (ctr < num)
2592                                 {
2593                                         x1 = ((ctr < 18) ? x : x + 40);
2594                                         y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
2595
2596                                         if (use_menu)
2597                                         {
2598                                                 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " >  "));
2599                                                 else strcpy(dummy, "    ");
2600                                         }
2601                                         else
2602                                         {
2603                                                 /* letter/number for power selection */
2604                                                 if (ctr < 26)
2605                                                         letter = I2A(ctr);
2606                                                 else
2607                                                         letter = '0' + ctr - 26;
2608                                                 sprintf(dummy, " %c) ",letter);
2609                                         }
2610                                         strcat(dummy, format("%-23.23s %2d %4d %3d%%",
2611                                                 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
2612                                                 100 - racial_chance(&power_desc[ctr])));
2613                                         prt(dummy, y1, x1);
2614                                         ctr++;
2615                                 }
2616                         }
2617
2618                         /* Hide the list */
2619                         else
2620                         {
2621                                 /* Hide list */
2622                                 redraw = FALSE;
2623                                 screen_load();
2624                         }
2625
2626                         /* Redo asking */
2627                         continue;
2628                 }
2629
2630                 if (!use_menu)
2631                 {
2632                         if (choice == '\r' && num == 1)
2633                         {
2634                                 choice = 'a';
2635                         }
2636
2637                         if (isalpha(choice))
2638                         {
2639                                 /* Note verify */
2640                                 ask = (isupper(choice));
2641
2642                                 /* Lowercase */
2643                                 if (ask) choice = (char)tolower(choice);
2644
2645                                 /* Extract request */
2646                                 i = (islower(choice) ? A2I(choice) : -1);
2647                         }
2648                         else
2649                         {
2650                                 ask = FALSE; /* Can't uppercase digits */
2651
2652                                 i = choice - '0' + 26;
2653                         }
2654                 }
2655
2656                 /* Totally Illegal */
2657                 if ((i < 0) || (i >= num))
2658                 {
2659                         bell();
2660                         continue;
2661                 }
2662
2663                 /* Verify it */
2664                 if (ask)
2665                 {
2666                         char tmp_val[160];
2667
2668                         /* Prompt */
2669                         (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
2670
2671                         /* Belay that order */
2672                         if (!get_check(tmp_val)) continue;
2673                 }
2674
2675                 /* Stop the loop */
2676                 flag = TRUE;
2677         }
2678         if (redraw) screen_load();
2679
2680         /* Abort if needed */
2681         if (!flag)
2682         {
2683                 p_ptr->energy_use = 0;
2684                 return;
2685         }
2686         repeat_push(i);
2687         } /*if (!repeat_pull(&i) || ...)*/
2688         switch (racial_aux(&power_desc[i]))
2689         {
2690         case 1:
2691                 if (power_desc[i].number < 0)
2692                         cast = cmd_racial_power_aux(power_desc[i].number);
2693                 else
2694                         cast = mutation_power_aux(power_desc[i].number);
2695                 break;
2696         case 0:
2697                 cast = FALSE;
2698                 break;
2699         case -1:
2700                 cast = TRUE;
2701                 break;
2702         }
2703
2704         if (cast)
2705         {
2706                 if (racial_cost)
2707                 {
2708                         int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2709
2710                         /* If mana is not enough, player consumes hit point! */
2711                         if (p_ptr->csp < actual_racial_cost)
2712                         {
2713                                 actual_racial_cost -= p_ptr->csp;
2714                                 p_ptr->csp = 0;
2715                                 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2716                         }
2717                         else p_ptr->csp -= actual_racial_cost;
2718
2719                         /* Redraw mana and hp */
2720                         p_ptr->redraw |= (PR_HP | PR_MANA);
2721
2722                         p_ptr->window |= (PW_PLAYER | PW_SPELL);
2723                 }
2724         }
2725         else p_ptr->energy_use = 0;
2726
2727         /* Success */
2728         return;
2729 }