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[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
15 /*!
16  * @brief 対象のアイテムが矢やクロスボウの矢の材料になるかを返す。/
17  * Hook to determine if an object is contertible in an arrow/bolt
18  * @param o_ptr オブジェクトの構造体の参照ポインタ。
19  * @return 材料にできるならTRUEを返す
20  */
21 static bool item_tester_hook_convertible(object_type *o_ptr)
22 {
23         if((o_ptr->tval==TV_JUNK) || (o_ptr->tval==TV_SKELETON)) return TRUE;
24
25         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON)) return TRUE;
26         /* Assume not */
27         return (FALSE);
28 }
29
30 /*!
31  * @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'.
32  * Hook to determine if an object is contertible in an arrow/bolt
33  * @return 製造を実際に行ったらTRUE、キャンセルしたらFALSEを返す
34  */
35 static bool do_cmd_archer(void)
36 {
37         int ext=0;
38         char ch;
39
40         object_type     forge;
41         object_type     *q_ptr;
42
43         char com[80];
44         char o_name[MAX_NLEN];
45
46         q_ptr = &forge;
47
48         if(p_ptr->lev >= 20)
49                 sprintf(com, _("[S]弾, [A]矢, [B]クロスボウの矢 :", "Create [S]hots, Create [A]rrow or Create [B]olt ?"));
50         else if(p_ptr->lev >= 10)
51                 sprintf(com, _("[S]弾, [A]矢:", "Create [S]hots or Create [A]rrow ?"));
52         else
53                 sprintf(com, _("[S]弾:", "Create [S]hots ?"));
54
55         if (p_ptr->confused)
56         {
57                 msg_print(_("混乱してる!", "You are too confused!"));
58                 return FALSE;
59         }
60
61         if (p_ptr->blind)
62         {
63                 msg_print(_("目が見えない!", "You are blind!"));
64                 return FALSE;
65         }
66
67         while (TRUE)
68         {
69                 if (!get_com(com, &ch, TRUE))
70                 {
71                         return FALSE;
72                 }
73                 if (ch == 'S' || ch == 's')
74                 {
75                         ext = 1;
76                         break;
77                 }
78                 if ((ch == 'A' || ch == 'a')&&(p_ptr->lev >= 10))
79                 {
80                         ext = 2;
81                         break;
82                 }
83                 if ((ch == 'B' || ch == 'b')&&(p_ptr->lev >= 20))
84                 {
85                         ext = 3;
86                         break;
87                 }
88         }
89
90         /**********Create shots*********/
91         if (ext == 1)
92         {
93                 int x,y, dir;
94                 cave_type *c_ptr;
95
96                 if (!get_rep_dir(&dir, FALSE)) return FALSE;
97                 y = p_ptr->y + ddy[dir];
98                 x = p_ptr->x + ddx[dir];
99                 c_ptr = &cave[y][x];
100
101                 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_CAN_DIG))
102                 {
103                         msg_print(_("そこには岩石がない。", "You need pile of rubble."));
104                         return FALSE;
105                 }
106                 else if (!cave_have_flag_grid(c_ptr, FF_CAN_DIG) || !cave_have_flag_grid(c_ptr, FF_HURT_ROCK))
107                 {
108                         msg_print(_("硬すぎて崩せなかった。", "You failed to make ammo."));
109                 }
110                 else
111                 {
112                         s16b slot;
113
114                         /* Get local object */
115                         q_ptr = &forge;
116
117                         /* Hack -- Give the player some small firestones */
118                         object_prep(q_ptr, lookup_kind(TV_SHOT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
119                         q_ptr->number = (byte)rand_range(15,30);
120                         object_aware(q_ptr);
121                         object_known(q_ptr);
122                         apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
123                         q_ptr->discount = 99;
124
125                         slot = inven_carry(q_ptr);
126
127                         object_desc(o_name, q_ptr, 0);
128                         msg_format(_("%sを作った。", "You make some ammo."), o_name);
129
130                         /* Auto-inscription */
131                         if (slot >= 0) autopick_alter_item(slot, FALSE);
132
133                         /* Destroy the wall */
134                         cave_alter_feat(y, x, FF_HURT_ROCK);
135
136                         p_ptr->update |= (PU_FLOW);
137                 }
138         }
139         /**********Create arrows*********/
140         else if (ext == 2)
141         {
142                 OBJECT_IDX item;
143                 cptr q, s;
144                 s16b slot;
145
146                 item_tester_hook = item_tester_hook_convertible;
147
148                 /* Get an item */
149                 q = _("どのアイテムから作りますか? ", "Convert which item? ");
150                 s = _("材料を持っていない。", "You have no item to convert.");
151                 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
152
153                 /* Get the item (in the pack) */
154                 if (item >= 0)
155                 {
156                         q_ptr = &inventory[item];
157                 }
158
159                 /* Get the item (on the floor) */
160                 else
161                 {
162                         q_ptr = &o_list[0 - item];
163                 }
164
165                 /* Get local object */
166                 q_ptr = &forge;
167
168                 /* Hack -- Give the player some small firestones */
169                 object_prep(q_ptr, lookup_kind(TV_ARROW, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+ 1));
170                 q_ptr->number = (byte)rand_range(5, 10);
171                 object_aware(q_ptr);
172                 object_known(q_ptr);
173                 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
174
175                 q_ptr->discount = 99;
176
177                 object_desc(o_name, q_ptr, 0);
178                 msg_format(_("%sを作った。", "You make some ammo."), o_name);
179
180                 if (item >= 0)
181                 {
182                         inven_item_increase(item, -1);
183                         inven_item_describe(item);
184                         inven_item_optimize(item);
185                 }
186                 else
187                 {
188                         floor_item_increase(0 - item, -1);
189                         floor_item_describe(0 - item);
190                         floor_item_optimize(0 - item);
191                 }
192
193                 slot = inven_carry(q_ptr);
194
195                 /* Auto-inscription */
196                 if (slot >= 0) autopick_alter_item(slot, FALSE);
197         }
198         /**********Create bolts*********/
199         else if (ext == 3)
200         {
201                 OBJECT_IDX item;
202                 cptr q, s;
203                 s16b slot;
204
205                 item_tester_hook = item_tester_hook_convertible;
206
207                 /* Get an item */
208                 q = _("どのアイテムから作りますか? ", "Convert which item? ");
209                 s = _("材料を持っていない。", "You have no item to convert.");
210                 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
211
212                 /* Get the item (in the pack) */
213                 if (item >= 0)
214                 {
215                         q_ptr = &inventory[item];
216                 }
217
218                 /* Get the item (on the floor) */
219                 else
220                 {
221                         q_ptr = &o_list[0 - item];
222                 }
223
224                 /* Get local object */
225                 q_ptr = &forge;
226
227                 /* Hack -- Give the player some small firestones */
228                 object_prep(q_ptr, lookup_kind(TV_BOLT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+1));
229                 q_ptr->number = (byte)rand_range(4, 8);
230                 object_aware(q_ptr);
231                 object_known(q_ptr);
232                 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
233
234                 q_ptr->discount = 99;
235
236                 object_desc(o_name, q_ptr, 0);
237                 msg_format(_("%sを作った。", "You make some ammo."), o_name);
238
239                 if (item >= 0)
240                 {
241                         inven_item_increase(item, -1);
242                         inven_item_describe(item);
243                         inven_item_optimize(item);
244                 }
245                 else
246                 {
247                         floor_item_increase(0 - item, -1);
248                         floor_item_describe(0 - item);
249                         floor_item_optimize(0 - item);
250                 }
251
252                 slot = inven_carry(q_ptr);
253
254                 /* Auto-inscription */
255                 if (slot >= 0) autopick_alter_item(slot, FALSE);
256         }
257         return TRUE;
258 }
259
260 /*!
261  * @brief 魔道具術師の魔力取り込み処理
262  * @return 取り込みを実行したらTRUE、キャンセルしたらFALSEを返す
263  */
264 bool gain_magic(void)
265 {
266         OBJECT_IDX item;
267         PARAMETER_VALUE pval;
268         int ext = 0;
269         cptr q, s;
270         object_type *o_ptr;
271         char o_name[MAX_NLEN];
272
273         /* Only accept legal items */
274         item_tester_hook = item_tester_hook_recharge;
275
276         /* Get an item */
277         q = _("どのアイテムの魔力を取り込みますか? ", "Gain power of which item? ");
278         s = _("魔力を取り込めるアイテムがない。", "You have nothing to gain power.");
279
280         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
281
282         /* Get the item (in the pack) */
283         if (item >= 0)
284         {
285                 o_ptr = &inventory[item];
286         }
287
288         /* Get the item (on the floor) */
289         else
290         {
291                 o_ptr = &o_list[0 - item];
292         }
293
294         if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
295         {
296                 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."));
297                 return FALSE;
298         }
299
300
301         if (!object_is_known(o_ptr))
302         {
303                 msg_print(_("鑑定されていないと取り込めない。", "You need to identify before absorbing."));
304                 return FALSE;
305         }
306
307         if (o_ptr->timeout)
308         {
309                 msg_print(_("充填中のアイテムは取り込めない。", "This item is still charging."));
310                 return FALSE;
311         }
312
313         pval = o_ptr->pval;
314         if (o_ptr->tval == TV_ROD)
315                 ext = 72;
316         else if (o_ptr->tval == TV_WAND)
317                 ext = 36;
318
319         if (o_ptr->tval == TV_ROD)
320         {
321                 p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)o_ptr->number;
322                 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
323         }
324         else
325         {
326                 int num;
327                 for (num = o_ptr->number; num; num--)
328                 {
329                         int gain_num = pval;
330                         if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
331                         if (p_ptr->magic_num2[o_ptr->sval + ext])
332                         {
333                                 gain_num *= 256;
334                                 gain_num = (gain_num/3 + randint0(gain_num/3)) / 256;
335                                 if (gain_num < 1) gain_num = 1;
336                         }
337                         p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)gain_num;
338                         if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
339                         p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
340                         if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
341                         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;
342                         if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
343                 }
344         }
345
346         object_desc(o_name, o_ptr, 0);
347         /* Message */
348         msg_format(_("%sの魔力を取り込んだ。", "You absorb magic of %s."), o_name);
349
350         /* Eliminate the item (from the pack) */
351         if (item >= 0)
352         {
353                 inven_item_increase(item, -999);
354                 inven_item_describe(item);
355                 inven_item_optimize(item);
356         }
357
358         /* Eliminate the item (from the floor) */
359         else
360         {
361                 floor_item_increase(0 - item, -999);
362                 floor_item_describe(0 - item);
363                 floor_item_optimize(0 - item);
364         }
365         p_ptr->energy_use = 100;
366         return TRUE;
367 }
368
369 /*!
370  * @brief 魔法系コマンドを実行できるかの判定を返す
371  * @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。
372  */
373 static bool can_do_cmd_cast(void)
374 {
375         if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
376         {
377                 msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
378                 msg_print(NULL);
379                 return FALSE;
380         }
381         else if (p_ptr->anti_magic)
382         {
383                 msg_print(_("反魔法バリアが魔法を邪魔した!", "An anti-magic shell disrupts your magic!"));
384                 return FALSE;
385         }
386         else if (p_ptr->shero)
387         {
388                 msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
389                 return FALSE;
390         }
391         else
392                 return TRUE;
393 }
394
395 /*!
396  * @brief 修行僧の構え設定処理
397  * @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。
398  */
399 static bool choose_kamae(void)
400 {
401         char choice;
402         int new_kamae = 0;
403         int i;
404         char buf[80];
405
406         if (p_ptr->confused)
407         {
408                 msg_print(_("混乱していて構えられない!", "Too confused."));
409                 return FALSE;
410         }
411
412         /* Save screen */
413         screen_save();
414         prt(_(" a) 構えをとく", " a) No form"), 2, 20);
415
416         for (i = 0; i < MAX_KAMAE; i++)
417         {
418                 if (p_ptr->lev >= kamae_shurui[i].min_level)
419                 {
420                         sprintf(buf," %c) %-12s  %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
421                         prt(buf, 3+i, 20);
422                 }
423         }
424
425         prt("", 1, 0);
426         prt(_("        どの構えをとりますか?", "        Choose Form: "), 1, 14);
427
428         while(1)
429         {
430                 choice = inkey();
431
432                 if (choice == ESCAPE)
433                 {
434                         screen_load();
435                         return FALSE;
436                 }
437                 else if ((choice == 'a') || (choice == 'A'))
438                 {
439                         if (p_ptr->action == ACTION_KAMAE)
440                         {
441                                 set_action(ACTION_NONE);
442                         }
443                         else
444                                 msg_print(_("もともと構えていない。", "You are not assuming a posture."));
445                         screen_load();
446                         return TRUE;
447                 }
448                 else if ((choice == 'b') || (choice == 'B'))
449                 {
450                         new_kamae = 0;
451                         break;
452                 }
453                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
454                 {
455                         new_kamae = 1;
456                         break;
457                 }
458                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
459                 {
460                         new_kamae = 2;
461                         break;
462                 }
463                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
464                 {
465                         new_kamae = 3;
466                         break;
467                 }
468         }
469         set_action(ACTION_KAMAE);
470
471         if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
472         {
473                 msg_print(_("構え直した。", "You reassume a posture."));
474         }
475         else
476         {
477                 p_ptr->special_defense &= ~(KAMAE_MASK);
478                 p_ptr->update |= (PU_BONUS);
479                 p_ptr->redraw |= (PR_STATE);
480                 msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
481                 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
482         }
483         p_ptr->redraw |= PR_STATE;
484         screen_load();
485         return TRUE;
486 }
487
488 /*!
489  * @brief 剣術家の型設定処理
490  * @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。
491  */
492 static bool choose_kata(void)
493 {
494         char choice;
495         int new_kata = 0;
496         int i;
497         char buf[80];
498
499         if (p_ptr->confused)
500         {
501                 msg_print(_("混乱していて構えられない!", "Too confused."));
502                 return FALSE;
503         }
504
505         if (p_ptr->stun)
506         {
507                 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
508                 return FALSE;
509         }
510
511         if (p_ptr->afraid)
512         {
513                 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
514                 return FALSE;
515         }
516
517         /* Save screen */
518         screen_save();
519         prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
520
521         for (i = 0; i < MAX_KATA; i++)
522         {
523                 if (p_ptr->lev >= kata_shurui[i].min_level)
524                 {
525                         sprintf(buf,_(" %c) %sの型    %s", " %c) Form of %-12s  %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
526                         prt(buf, 3+i, 20);
527                 }
528         }
529
530         prt("", 1, 0);
531         prt(_("        どの型で構えますか?", "        Choose Form: "), 1, 14);
532
533         while(1)
534         {
535                 choice = inkey();
536
537                 if (choice == ESCAPE)
538                 {
539                         screen_load();
540                         return FALSE;
541                 }
542                 else if ((choice == 'a') || (choice == 'A'))
543                 {
544                         if (p_ptr->action == ACTION_KATA)
545                         {
546                                 set_action(ACTION_NONE);
547                         }
548                         else
549                                 msg_print(_("もともと構えていない。", "You are not assuming posture."));
550                         screen_load();
551                         return TRUE;
552                 }
553                 else if ((choice == 'b') || (choice == 'B'))
554                 {
555                         new_kata = 0;
556                         break;
557                 }
558                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
559                 {
560                         new_kata = 1;
561                         break;
562                 }
563                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
564                 {
565                         new_kata = 2;
566                         break;
567                 }
568                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
569                 {
570                         new_kata = 3;
571                         break;
572                 }
573         }
574         set_action(ACTION_KATA);
575
576         if (p_ptr->special_defense & (KATA_IAI << new_kata))
577         {
578                 msg_print(_("構え直した。", "You reassume a posture."));
579         }
580         else
581         {
582                 p_ptr->special_defense &= ~(KATA_MASK);
583                 p_ptr->update |= (PU_BONUS);
584                 p_ptr->update |= (PU_MONSTERS);
585                 msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
586                 p_ptr->special_defense |= (KATA_IAI << new_kata);
587         }
588         p_ptr->redraw |= (PR_STATE);
589         p_ptr->redraw |= (PR_STATUS);
590         screen_load();
591         return TRUE;
592 }
593
594
595 /*!
596  * @brief レイシャル・パワー情報のtypedef
597  */
598 typedef struct power_desc_type power_desc_type;
599
600 /*!
601  * @brief レイシャル・パワー情報の構造体定義
602  */
603 struct power_desc_type
604 {
605         char name[40];
606         PLAYER_LEVEL level;
607         int  cost;
608         int  stat;
609         int  fail;
610         int  number;
611 };
612
613
614 /*!
615  * @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
616  * @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
617  * @return 成功率(%)を返す
618  */
619 static int racial_chance(power_desc_type *pd_ptr)
620 {
621         PLAYER_LEVEL min_level  = pd_ptr->level;
622         int  difficulty = pd_ptr->fail;
623
624         int i;
625         int val;
626         int sum = 0;
627         int stat = p_ptr->stat_cur[pd_ptr->stat];
628
629         /* No chance for success */
630         if ((p_ptr->lev < min_level) || p_ptr->confused)
631         {
632                 return (0);
633         }
634
635         if (difficulty == 0) return 100;
636
637         /* Calculate difficulty */
638         if (p_ptr->stun)
639         {
640                 difficulty += p_ptr->stun;
641         }
642         else if (p_ptr->lev > min_level)
643         {
644                 int lev_adj = ((p_ptr->lev - min_level) / 3);
645                 if (lev_adj > 10) lev_adj = 10;
646                 difficulty -= lev_adj;
647         }
648
649         if (difficulty < 5) difficulty = 5;
650
651         /* We only need halfs of the difficulty */
652         difficulty = difficulty / 2;
653
654         for (i = 1; i <= stat; i++)
655         {
656                 val = i - difficulty;
657                 if (val > 0)
658                         sum += (val <= difficulty) ? val : difficulty;
659         }
660
661         if (difficulty == 0)
662                 return (100);
663         else
664                 return (((sum * 100) / difficulty) / stat);
665 }
666
667
668 static int  racial_cost;
669
670 /*!
671  * @brief レイシャル・パワーの発動の判定処理
672  * @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
673  * @return
674  * 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。
675  * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
676  */
677 static int racial_aux(power_desc_type *pd_ptr)
678 {
679         s16b min_level  = pd_ptr->level;
680         int  use_stat   = pd_ptr->stat;
681         int  difficulty = pd_ptr->fail;
682         int  use_hp = 0;
683
684         racial_cost = pd_ptr->cost;
685
686         /* Not enough mana - use hp */
687         if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
688
689         /* Power is not available yet */
690         if (p_ptr->lev < min_level)
691         {
692                 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。", 
693                                          "You need to attain level %d to use this power."), min_level);
694
695                 p_ptr->energy_use = 0;
696                 return 0;
697         }
698
699         /* Too confused */
700         else if (p_ptr->confused)
701         {
702                 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."));
703                 p_ptr->energy_use = 0;
704                 return 0;
705         }
706
707         /* Risk death? */
708         else if (p_ptr->chp < use_hp)
709         {
710                 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? ")))
711                 {
712                         p_ptr->energy_use = 0;
713                         return 0;
714                 }
715         }
716
717         /* Else attempt to do it! */
718
719         if (difficulty)
720         {
721                 if (p_ptr->stun)
722                 {
723                         difficulty += p_ptr->stun;
724                 }
725                 else if (p_ptr->lev > min_level)
726                 {
727                         int lev_adj = ((p_ptr->lev - min_level) / 3);
728                         if (lev_adj > 10) lev_adj = 10;
729                         difficulty -= lev_adj;
730                 }
731
732                 if (difficulty < 5) difficulty = 5;
733         }
734
735         /* take time and pay the price */
736         p_ptr->energy_use = 100;
737
738         /* Success? */
739         if (randint1(p_ptr->stat_cur[use_stat]) >=
740             ((difficulty / 2) + randint1(difficulty / 2)))
741         {
742                 return 1;
743         }
744
745         if (flush_failure) flush();
746         msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
747
748         return -1;
749 }
750
751 /*!
752  * @brief レイシャル・パワー発動時に口を使う継続的な詠唱処理を中断する
753  * @return なし
754  */
755 void ratial_stop_mouth(void)
756 {
757         if (music_singing_any()) stop_singing();
758         if (hex_spelling_any()) stop_hex_spell_all();
759 }
760
761 /*!
762  * @brief レイシャル・パワー発動処理
763  * @param command 発動するレイシャルのID
764  * @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。
765  */
766 static bool cmd_racial_power_aux(s32b command)
767 {
768         s16b        plev = p_ptr->lev;
769         int         dir = 0;
770
771         if (command <= -3)
772         {
773                 switch (p_ptr->pclass)
774                 {
775                 case CLASS_WARRIOR:
776                 {
777                         int y = 0, x = 0, i;
778                         cave_type       *c_ptr;
779
780                         for (i = 0; i < 6; i++)
781                         {
782                                 dir = randint0(8);
783                                 y = p_ptr->y + ddy_ddd[dir];
784                                 x = p_ptr->x + ddx_ddd[dir];
785                                 c_ptr = &cave[y][x];
786
787                                 /* Hack -- attack monsters */
788                                 if (c_ptr->m_idx)
789                                         py_attack(y, x, 0);
790                                 else
791                                 {
792                                         msg_print(_("攻撃が空をきった。", "You attack the empty air."));
793                                 }
794                         }
795                         break;
796                 }
797                 case CLASS_HIGH_MAGE:
798                 if (p_ptr->realm1 == REALM_HEX)
799                 {
800                         bool retval = stop_hex_spell();
801                         if (retval) p_ptr->energy_use = 10;
802                         return (retval);
803                 }
804                 case CLASS_MAGE:
805                 /* case CLASS_HIGH_MAGE: */
806                 case CLASS_SORCERER:
807                 {
808                         if (!eat_magic(p_ptr->lev * 2)) return FALSE;
809                         break;
810                 }
811                 case CLASS_PRIEST:
812                 {
813                         if (is_good_realm(p_ptr->realm1))
814                         {
815                                 if (!bless_weapon()) return FALSE;
816                         }
817                         else
818                         {
819                                 (void)dispel_monsters(plev * 4);
820                                 turn_monsters(plev * 4);
821                                 banish_monsters(plev * 4);
822                         }
823                         break;
824                 }
825                 case CLASS_ROGUE:
826                 {
827                         int x, y;
828
829                         if (!get_rep_dir(&dir, FALSE)) return FALSE;
830                         y = p_ptr->y + ddy[dir];
831                         x = p_ptr->x + ddx[dir];
832                         if (cave[y][x].m_idx)
833                         {
834                                 py_attack(y, x, 0);
835                                 if (randint0(p_ptr->skill_dis) < 7)
836                                         msg_print(_("うまく逃げられなかった。", "You are failed to run away."));
837                                 else teleport_player(30, 0L);
838                         }
839                         else
840                         {
841                                 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"));
842                                 msg_print(NULL);
843                         }
844                         break;
845                 }
846                 case CLASS_RANGER:
847                 case CLASS_SNIPER:
848                 {
849                         msg_print(_("敵を調査した...", "You examine your foes..."));
850                         probing();
851                         break;
852                 }
853                 case CLASS_PALADIN:
854                 {
855                         if (!get_aim_dir(&dir)) return FALSE;
856                         fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
857                                   dir, plev * 3);
858                         break;
859                 }
860                 case CLASS_WARRIOR_MAGE:
861                 {
862                         if (command == -3)
863                         {
864                                 int gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev, 
865                                                                 _("HPからMPへの無謀な変換", "thoughtless convertion from HP to SP"), -1) / 5;
866                                 if (gain_sp)
867                                 {
868                                         p_ptr->csp += gain_sp;
869                                         if (p_ptr->csp > p_ptr->msp)
870                                         {
871                                                 p_ptr->csp = p_ptr->msp;
872                                                 p_ptr->csp_frac = 0;
873                                         }
874                                 }
875                                 else
876                                 {
877                                         msg_print(_("変換に失敗した。", "You failed to convert."));
878                                 }
879                         }
880                         else if (command == -4)
881                         {
882                                 if (p_ptr->csp >= p_ptr->lev / 5)
883                                 {
884                                         p_ptr->csp -= p_ptr->lev / 5;
885                                         hp_player(p_ptr->lev);
886                                 }
887                                 else
888                                 {
889                                         msg_print(_("変換に失敗した。", "You failed to convert."));
890                                 }
891                         }
892
893                         /* Redraw mana and hp */
894                         p_ptr->redraw |= (PR_HP | PR_MANA);
895
896                         break;
897                 }
898                 case CLASS_CHAOS_WARRIOR:
899                 {
900                         msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
901                         slow_monsters(p_ptr->lev);
902                         stun_monsters(p_ptr->lev * 4);
903                         confuse_monsters(p_ptr->lev * 4);
904                         turn_monsters(p_ptr->lev * 4);
905                         stasis_monsters(p_ptr->lev * 4);
906                         break;
907                 }
908                 case CLASS_MONK:
909                 {
910                         if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
911                         {
912                                 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
913                                 return FALSE;
914                         }
915                         if (p_ptr->riding)
916                         {
917                                 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
918                                 return FALSE;
919                         }
920
921                         if (command == -3)
922                         {
923                                 if (!choose_kamae()) return FALSE;
924                                 p_ptr->update |= (PU_BONUS);
925                         }
926                         else if (command == -4)
927                         {
928                                 int x, y;
929
930                                 if (!get_rep_dir(&dir, FALSE)) return FALSE;
931                                 y = p_ptr->y + ddy[dir];
932                                 x = p_ptr->x + ddx[dir];
933                                 if (cave[y][x].m_idx)
934                                 {
935                                         if (one_in_(2)) 
936                                                 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!!!", 
937                                                                         "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
938                                         else
939                                                 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!!!",
940                                                                         "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
941
942                                         py_attack(y, x, 0);
943                                         if (cave[y][x].m_idx)
944                                         {
945                                                 handle_stuff();
946                                                 py_attack(y, x, 0);
947                                         }
948                                         p_ptr->energy_need += ENERGY_NEED();
949                                 }
950                                 else
951                                 {
952                                         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"));
953                                         msg_print(NULL);
954                                 }
955                         }
956                         break;
957                 }
958                 case CLASS_MINDCRAFTER:
959                 case CLASS_FORCETRAINER:
960                 {
961                         if (total_friends)
962                         {
963                                 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."));
964                                 return FALSE;
965                         }
966                         msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
967
968                         p_ptr->csp += (3 + p_ptr->lev/20);
969                         if (p_ptr->csp >= p_ptr->msp)
970                         {
971                                 p_ptr->csp = p_ptr->msp;
972                                 p_ptr->csp_frac = 0;
973                         }
974
975                         /* Redraw mana */
976                         p_ptr->redraw |= (PR_MANA);
977                         break;
978                 }
979                 case CLASS_TOURIST:
980                 {
981                         if (command == -3)
982                         {
983                                 if (!get_aim_dir(&dir)) return FALSE;
984                                 project_length = 1;
985                                 fire_beam(GF_PHOTO, dir, 1);
986                         }
987                         else if (command == -4)
988                         {
989                                 if (!identify_fully(FALSE)) return FALSE;
990                         }
991                         break;
992                 }
993                 case CLASS_IMITATOR:
994                 {
995                         handle_stuff();
996                         if (!do_cmd_mane(TRUE)) return FALSE;
997                         break;
998                 }
999                 case CLASS_BEASTMASTER:
1000                 {
1001                         if (command == -3)
1002                         {
1003                                 if (!get_aim_dir(&dir)) return FALSE;
1004                                 (void)fire_ball_hide(GF_CONTROL_LIVING, dir, p_ptr->lev, 0);
1005                         }
1006                         else if (command == -4)
1007                         {
1008                                 project_hack(GF_CONTROL_LIVING, p_ptr->lev);
1009                         }
1010                         break;
1011                 }
1012                 case CLASS_ARCHER:
1013                 {
1014                         if (!do_cmd_archer()) return FALSE;
1015                         break;
1016                 }
1017                 case CLASS_MAGIC_EATER:
1018                 {
1019                         if (command == -3) {
1020                                 if (!gain_magic()) return FALSE;
1021                         } else if (command == -4) {
1022                                 if (!can_do_cmd_cast()) return FALSE;
1023                                 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
1024                         }
1025                         break;
1026                 }
1027                 case CLASS_BARD:
1028                 {
1029                         /* Singing is already stopped */
1030                         if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
1031
1032                         stop_singing();
1033                         p_ptr->energy_use = 10;
1034                         break;
1035                 }
1036                 case CLASS_RED_MAGE:
1037                 {
1038                         if (!can_do_cmd_cast()) return FALSE;
1039                         handle_stuff();
1040                         do_cmd_cast();
1041                         handle_stuff();
1042                         if (!p_ptr->paralyzed && can_do_cmd_cast())
1043                                 do_cmd_cast();
1044                         break;
1045                 }
1046                 case CLASS_SAMURAI:
1047                 {
1048                         if (command == -3)
1049                         {
1050                                 int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
1051
1052                                 if (total_friends)
1053                                 {
1054                                         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."));
1055                                         return FALSE;
1056                                 }
1057                                 if (p_ptr->special_defense & KATA_MASK)
1058                                 {
1059                                         msg_print(_("今は構えに集中している。", "You need concentration on your form."));
1060                                         return FALSE;
1061                                 }
1062                                 msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
1063
1064                                 p_ptr->csp += p_ptr->msp / 2;
1065                                 if (p_ptr->csp >= max_csp)
1066                                 {
1067                                         p_ptr->csp = max_csp;
1068                                         p_ptr->csp_frac = 0;
1069                                 }
1070
1071                                 /* Redraw mana */
1072                                 p_ptr->redraw |= (PR_MANA);
1073                         }
1074                         else if (command == -4)
1075                         {
1076                                 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
1077                                 {
1078                                         msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
1079                                         return FALSE;
1080                                 }
1081                                 if (!choose_kata()) return FALSE;
1082                                 p_ptr->update |= (PU_BONUS);
1083                         }
1084                         break;
1085                 }
1086                 case CLASS_BLUE_MAGE:
1087                 {
1088                         if (p_ptr->action == ACTION_LEARN)
1089                         {
1090                                 set_action(ACTION_NONE);
1091                         }
1092                         else
1093                         {
1094                                 set_action(ACTION_LEARN);
1095                         }
1096                         p_ptr->energy_use = 0;
1097                         break;
1098                 }
1099                 case CLASS_CAVALRY:
1100                 {
1101                         char m_name[80];
1102                         monster_type *m_ptr;
1103                         monster_race *r_ptr;
1104                         int rlev;
1105
1106                         if (p_ptr->riding)
1107                         {
1108                                 msg_print(_("今は乗馬中だ。", "You ARE riding."));
1109                                 return FALSE;
1110                         }
1111                         if (!do_riding(TRUE)) return TRUE;
1112                         m_ptr = &m_list[p_ptr->riding];
1113                         r_ptr = &r_info[m_ptr->r_idx];
1114                         monster_desc(m_name, m_ptr, 0);
1115                         msg_format(_("%sに乗った。", "You ride on %s."),m_name);
1116                         if (is_pet(m_ptr)) break;
1117                         rlev = r_ptr->level;
1118                         if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
1119                         if (rlev > 60) rlev = 60+(rlev-60)/2;
1120                         if ((randint1(p_ptr->skill_exp[GINOU_RIDING] / 120 + p_ptr->lev * 2 / 3) > rlev)
1121                             && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle
1122                             && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
1123                             && (rlev < p_ptr->lev * 3 / 2 + randint0(p_ptr->lev / 5)))
1124                         {
1125                                 msg_format(_("%sを手なずけた。", "You tame %s."),m_name);
1126                                 set_pet(m_ptr);
1127                         }
1128                         else
1129                         {
1130                                 msg_format(_("%sに振り落とされた!", "You have thrown off by %s."),m_name);
1131                                 rakuba(1,TRUE);
1132
1133                                 /* Paranoia */
1134                                 /* 落馬処理に失敗してもとにかく乗馬解除 */
1135                                 p_ptr->riding = 0;
1136                         }
1137                         break;
1138                 }
1139                 case CLASS_BERSERKER:
1140                 {
1141                         if (!word_of_recall()) return FALSE;
1142                         break;
1143                 }
1144                 case CLASS_SMITH:
1145                 {
1146                         if (p_ptr->lev > 29)
1147                         {
1148                                 if (!identify_fully(TRUE)) return FALSE;
1149                         }
1150                         else
1151                         {
1152                                 if (!ident_spell(TRUE)) return FALSE;
1153                         }
1154                         break;
1155                 }
1156                 case CLASS_MIRROR_MASTER:
1157                 {
1158                         if (command == -3)
1159                         {
1160                                 /* Explode all mirrors */
1161                                 remove_all_mirrors(TRUE);
1162                         }
1163                         else if (command == -4)
1164                         {
1165                                 if (total_friends)
1166                                 {
1167                                         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."));
1168                                         return FALSE;
1169                                 }
1170                                 if (is_mirror_grid(&cave[p_ptr->y][p_ptr->x]))
1171                                 {
1172                                         msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
1173
1174                                         p_ptr->csp += (5 + p_ptr->lev * p_ptr->lev / 100);
1175                                         if (p_ptr->csp >= p_ptr->msp)
1176                                         {
1177                                                 p_ptr->csp = p_ptr->msp;
1178                                                 p_ptr->csp_frac = 0;
1179                                         }
1180
1181                                         /* Redraw mana */
1182                                         p_ptr->redraw |= (PR_MANA);
1183                                 }
1184                                 else
1185                                 {
1186                                         msg_print(_("鏡の上でないと集中できない!", "Here are not any mirrors!"));
1187                                 }
1188                         }
1189                         break;
1190                 }
1191                 case CLASS_NINJA:
1192                 {
1193                         if (p_ptr->action == ACTION_HAYAGAKE)
1194                         {
1195                                 set_action(ACTION_NONE);
1196                         }
1197                         else
1198                         {
1199                                 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
1200                                 feature_type *f_ptr = &f_info[c_ptr->feat];
1201
1202                                 if (!have_flag(f_ptr->flags, FF_PROJECT) ||
1203                                     (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
1204                                 {
1205                                         msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
1206                                 }
1207                                 else
1208                                 {
1209                                         set_action(ACTION_HAYAGAKE);
1210                                 }
1211                         }
1212
1213
1214                         p_ptr->energy_use = 0;
1215                         break;
1216                 }
1217
1218                 }
1219         }
1220         else if (p_ptr->mimic_form)
1221         {
1222                 switch (p_ptr->mimic_form)
1223                 {
1224                 case MIMIC_DEMON:
1225                 case MIMIC_DEMON_LORD:
1226                 {
1227                         int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1228                         if (!get_aim_dir(&dir)) return FALSE;
1229                         ratial_stop_mouth();
1230 #ifdef JP
1231                         msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎"));
1232 #else
1233                         msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1234 #endif
1235
1236                         fire_ball(type, dir, plev * 3, -(plev / 15) - 1);
1237                         break;
1238                 }
1239                 case MIMIC_VAMPIRE:
1240                         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
1241                         {
1242                                 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
1243                                 return FALSE;
1244                         }
1245                         else
1246                         {
1247                                 int y, x, dummy = 0;
1248                                 cave_type *c_ptr;
1249
1250                                 /* Only works on adjacent monsters */
1251                                 if (!get_rep_dir(&dir, FALSE)) return FALSE;   /* was get_aim_dir */
1252                                 y = p_ptr->y + ddy[dir];
1253                                 x = p_ptr->x + ddx[dir];
1254                                 c_ptr = &cave[y][x];
1255
1256                                 ratial_stop_mouth();
1257
1258                                 if (!c_ptr->m_idx)
1259                                 {
1260                                         msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
1261                                         break;
1262                                 }
1263
1264                                 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
1265                                 dummy = plev + randint1(plev) * MAX(1, plev / 10);   /* Dmg */
1266                                 if (hypodynamic_bolt(dir, dummy))
1267                                 {
1268                                         if (p_ptr->food < PY_FOOD_FULL)
1269                                                 /* No heal if we are "full" */
1270                                                 (void)hp_player(dummy);
1271                                         else
1272                                                 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
1273
1274                                         /* Gain nutritional sustenance: 150/hp drained */
1275                                         /* A Food ration gives 5000 food points (by contrast) */
1276                                         /* Don't ever get more than "Full" this way */
1277                                         /* But if we ARE Gorged,  it won't cure us */
1278                                         dummy = p_ptr->food + MIN(5000, 100 * dummy);
1279                                         if (p_ptr->food < PY_FOOD_MAX)   /* Not gorged already */
1280                                                 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
1281                                 }
1282                                 else
1283                                         msg_print(_("げぇ。ひどい味だ。", "Yechh. That tastes foul."));
1284                         }
1285                         break;
1286                 }
1287         }
1288
1289         else 
1290         {
1291
1292         switch (p_ptr->prace)
1293         {
1294                 case RACE_DWARF:
1295                         msg_print(_("周囲を調べた。", "You examine your surroundings."));
1296                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1297                         (void)detect_doors(DETECT_RAD_DEFAULT);
1298                         (void)detect_stairs(DETECT_RAD_DEFAULT);
1299                         break;
1300
1301                 case RACE_HOBBIT:
1302                         {
1303                                 object_type *q_ptr;
1304                                 object_type forge;
1305
1306                                 /* Get local object */
1307                                 q_ptr = &forge;
1308
1309                                 /* Create the food ration */
1310                                 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
1311
1312                                 /* Drop the object from heaven */
1313                                 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
1314                                 msg_print(_("食事を料理して作った。", "You cook some food."));
1315                         }
1316                         break;
1317
1318                 case RACE_GNOME:
1319                         msg_print(_("パッ!", "Blink!"));
1320                         teleport_player(10, 0L);
1321                         break;
1322
1323                 case RACE_HALF_ORC:
1324                         msg_print(_("勇気を出した。", "You play tough."));
1325                         (void)set_afraid(0);
1326                         break;
1327
1328                 case RACE_HALF_TROLL:
1329                         msg_print(_("うがぁぁ!", "RAAAGH!"));
1330                         (void)set_afraid(0);
1331                         (void)set_shero(10 + randint1(plev), FALSE);
1332                         (void)hp_player(30);
1333                         break;
1334
1335                 case RACE_AMBERITE:
1336                         if (command == -1)
1337                         {
1338                                 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
1339                                 alter_reality();
1340                         }
1341                         else if (command == -2)
1342                         {
1343                                 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..."));
1344
1345                                 (void)set_poisoned(0);
1346                                 (void)set_image(0);
1347                                 (void)set_stun(0);
1348                                 (void)set_cut(0);
1349                                 (void)set_blind(0);
1350                                 (void)set_afraid(0);
1351                                 (void)do_res_stat(A_STR);
1352                                 (void)do_res_stat(A_INT);
1353                                 (void)do_res_stat(A_WIS);
1354                                 (void)do_res_stat(A_DEX);
1355                                 (void)do_res_stat(A_CON);
1356                                 (void)do_res_stat(A_CHR);
1357                                 (void)restore_level();
1358                         }
1359                         break;
1360
1361                 case RACE_BARBARIAN:
1362                         msg_print(_("うぉぉおお!", "Raaagh!"));
1363                         (void)set_afraid(0);
1364                         (void)set_shero(10 + randint1(plev), FALSE);
1365                         (void)hp_player(30);
1366                         break;
1367
1368                 case RACE_HALF_OGRE:
1369                         msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
1370                         explosive_rune();
1371                         break;
1372
1373                 case RACE_HALF_GIANT:
1374                         if (!get_aim_dir(&dir)) return FALSE;
1375                         (void)wall_to_mud(dir, 20 + randint1(30));
1376                         break;
1377
1378                 case RACE_HALF_TITAN:
1379                         msg_print(_("敵を調査した...", "You examine your foes..."));
1380                         probing();
1381                         break;
1382
1383                 case RACE_CYCLOPS:
1384                         if (!get_aim_dir(&dir)) return FALSE;
1385                         msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
1386                         fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
1387                         break;
1388
1389                 case RACE_YEEK:
1390                         if (!get_aim_dir(&dir)) return FALSE;
1391                         ratial_stop_mouth();
1392                         msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
1393                         (void)fear_monster(dir, plev);
1394                         break;
1395
1396                 case RACE_KLACKON:
1397                         if (!get_aim_dir(&dir)) return FALSE;
1398                         ratial_stop_mouth();
1399                         msg_print(_("酸を吐いた。", "You spit acid."));
1400                         if (plev < 25) fire_bolt(GF_ACID, dir, plev);
1401                         else fire_ball(GF_ACID, dir, plev, 2);
1402                         break;
1403
1404                 case RACE_KOBOLD:
1405                         if (!get_aim_dir(&dir)) return FALSE;
1406                         msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
1407                         fire_bolt(GF_POIS, dir, plev);
1408                         break;
1409
1410                 case RACE_NIBELUNG:
1411                         msg_print(_("周囲を調査した。", "You examine your surroundings."));
1412                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1413                         (void)detect_doors(DETECT_RAD_DEFAULT);
1414                         (void)detect_stairs(DETECT_RAD_DEFAULT);
1415                         break;
1416
1417                 case RACE_DARK_ELF:
1418                         if (!get_aim_dir(&dir)) return FALSE;
1419                         msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
1420                         fire_bolt_or_beam(10, GF_MISSILE, dir,
1421                             damroll(3 + ((plev - 1) / 5), 4));
1422                         break;
1423
1424                 case RACE_DRACONIAN:
1425                         {
1426                                 int  Type = (one_in_(3) ? GF_COLD : GF_FIRE);
1427 #ifdef JP
1428                                 cptr Type_desc = ((Type == GF_COLD) ? "冷気" : "炎");
1429 #else
1430                                 cptr Type_desc = ((Type == GF_COLD) ? "cold" : "fire");
1431 #endif
1432
1433                                 if (!get_aim_dir(&dir)) return FALSE;
1434
1435                                 if (randint1(100) < plev)
1436                                 {
1437                                         switch (p_ptr->pclass)
1438                                         {
1439                                                 case CLASS_WARRIOR:
1440                                                 case CLASS_BERSERKER:
1441                                                 case CLASS_RANGER:
1442                                                 case CLASS_TOURIST:
1443                                                 case CLASS_IMITATOR:
1444                                                 case CLASS_ARCHER:
1445                                                 case CLASS_SMITH:
1446                                                         if (one_in_(3))
1447                                                         {
1448                                                                 Type = GF_MISSILE;
1449                                                                 Type_desc = _("エレメント", "the elements");
1450                                                         }
1451                                                         else
1452                                                         {
1453                                                                 Type = GF_SHARDS;
1454                                                                 Type_desc = _("破片", "shards");
1455                                                         }
1456                                                         break;
1457                                                 case CLASS_MAGE:
1458                                                 case CLASS_WARRIOR_MAGE:
1459                                                 case CLASS_HIGH_MAGE:
1460                                                 case CLASS_SORCERER:
1461                                                 case CLASS_MAGIC_EATER:
1462                                                 case CLASS_RED_MAGE:
1463                                                 case CLASS_BLUE_MAGE:
1464                                                 case CLASS_MIRROR_MASTER:
1465                                                         if (one_in_(3))
1466                                                         {
1467                                                                 Type = GF_MANA;
1468                                                                 Type_desc = _("魔力", "mana");
1469                                                         }
1470                                                         else
1471                                                         {
1472                                                                 Type = GF_DISENCHANT;
1473                                                                 Type_desc = _("劣化", "disenchantment");
1474                                                         }
1475                                                         break;
1476                                                 case CLASS_CHAOS_WARRIOR:
1477                                                         if (!one_in_(3))
1478                                                         {
1479                                                                 Type = GF_CONFUSION;
1480                                                                 Type_desc = _("混乱", "confusion");
1481                                                         }
1482                                                         else
1483                                                         {
1484                                                                 Type = GF_CHAOS;
1485                                                                 Type_desc = _("カオス", "chaos");
1486                                                         }
1487                                                         break;
1488                                                 case CLASS_MONK:
1489                                                 case CLASS_SAMURAI:
1490                                                 case CLASS_FORCETRAINER:
1491                                                         if (!one_in_(3))
1492                                                         {
1493                                                                 Type = GF_CONFUSION;
1494                                                                 Type_desc = _("混乱", "confusion");
1495                                                         }
1496                                                         else
1497                                                         {
1498                                                                 Type = GF_SOUND;
1499                                                                 Type_desc = _("轟音", "sound");
1500                                                         }
1501                                                         break;
1502                                                 case CLASS_MINDCRAFTER:
1503                                                         if (!one_in_(3))
1504                                                         {
1505                                                                 Type = GF_CONFUSION;
1506                                                                 Type_desc = _("混乱", "confusion");
1507                                                         }
1508                                                         else
1509                                                         {
1510                                                                 Type = GF_PSI;
1511                                                                 Type_desc = _("精神エネルギー", "mental energy");
1512                                                         }
1513                                                         break;
1514                                                 case CLASS_PRIEST:
1515                                                 case CLASS_PALADIN:
1516                                                         if (one_in_(3))
1517                                                         {
1518                                                                 Type = GF_HELL_FIRE;
1519                                                                 Type_desc = _("地獄の劫火", "hellfire");
1520                                                         }
1521                                                         else
1522                                                         {
1523                                                                 Type = GF_HOLY_FIRE;
1524                                                                 Type_desc = _("聖なる炎", "holy fire");
1525                                                         }
1526                                                         break;
1527                                                 case CLASS_ROGUE:
1528                                                 case CLASS_NINJA:
1529                                                         if (one_in_(3))
1530                                                         {
1531                                                                 Type = GF_DARK;
1532                                                                 Type_desc = _("暗黒", "darkness");
1533                                                         }
1534                                                         else
1535                                                         {
1536                                                                 Type = GF_POIS;
1537                                                                 Type_desc = _("毒", "poison");
1538                                                         }
1539                                                         break;
1540                                                 case CLASS_BARD:
1541                                                         if (!one_in_(3))
1542                                                         {
1543                                                                 Type = GF_SOUND;
1544                                                                 Type_desc = _("轟音", "sound");
1545                                                         }
1546                                                         else
1547                                                         {
1548                                                                 Type = GF_CONFUSION;
1549                                                                 Type_desc = _("混乱", "confusion");
1550                                                         }
1551                                                         break;
1552                                         }
1553                                 }
1554
1555                                 ratial_stop_mouth();
1556                                 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
1557
1558                                 fire_ball(Type, dir, plev * 2,
1559                                     -(plev / 15) - 1);
1560                         }
1561                         break;
1562
1563                 case RACE_MIND_FLAYER:
1564                         if (!get_aim_dir(&dir)) return FALSE;
1565                         msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
1566                         fire_bolt(GF_PSI, dir, plev);
1567                         break;
1568
1569                 case RACE_IMP:
1570                         if (!get_aim_dir(&dir)) return FALSE;
1571                         if (plev >= 30)
1572                         {
1573                                 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
1574                                 fire_ball(GF_FIRE, dir, plev, 2);
1575                         }
1576                         else
1577                         {
1578                                 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
1579                                 fire_bolt(GF_FIRE, dir, plev);
1580                         }
1581                         break;
1582
1583                 case RACE_GOLEM:
1584                         (void)set_shield(randint1(20) + 30, FALSE);
1585                         break;
1586
1587                 case RACE_SKELETON:
1588                 case RACE_ZOMBIE:
1589                         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."));
1590                         (void)restore_level();
1591                         break;
1592
1593                 case RACE_VAMPIRE:
1594                         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
1595                         {
1596                                 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
1597                                 return FALSE;
1598                         }
1599                         else
1600                         {
1601                                 int y, x, dummy = 0;
1602                                 cave_type *c_ptr;
1603
1604                                 /* Only works on adjacent monsters */
1605                                 if (!get_rep_dir(&dir,FALSE)) return FALSE;   /* was get_aim_dir */
1606                                 y = p_ptr->y + ddy[dir];
1607                                 x = p_ptr->x + ddx[dir];
1608                                 c_ptr = &cave[y][x];
1609
1610                                 ratial_stop_mouth();
1611
1612                                 if (!c_ptr->m_idx)
1613                                 {
1614                                         msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
1615                                         break;
1616                                 }
1617
1618                                 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
1619                                 dummy = plev + randint1(plev) * MAX(1, plev / 10);   /* Dmg */
1620                                 if (hypodynamic_bolt(dir, dummy))
1621                                 {
1622                                         if (p_ptr->food < PY_FOOD_FULL)
1623                                                 /* No heal if we are "full" */
1624                                                 (void)hp_player(dummy);
1625                                         else
1626                                                 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
1627
1628                                         /* Gain nutritional sustenance: 150/hp drained */
1629                                         /* A Food ration gives 5000 food points (by contrast) */
1630                                         /* Don't ever get more than "Full" this way */
1631                                         /* But if we ARE Gorged,  it won't cure us */
1632                                         dummy = p_ptr->food + MIN(5000, 100 * dummy);
1633                                         if (p_ptr->food < PY_FOOD_MAX)   /* Not gorged already */
1634                                                 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
1635                                 }
1636                                 else
1637                                         msg_print(_("げぇ。ひどい味だ。", "Yechh. That tastes foul."));
1638                         }
1639                         break;
1640
1641                 case RACE_SPECTRE:
1642                         if (!get_aim_dir(&dir)) return FALSE;
1643                         ratial_stop_mouth();
1644                         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!"));
1645                         (void)fear_monster(dir, plev);
1646                         break;
1647
1648                 case RACE_SPRITE:
1649                         msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
1650                         if (plev < 25) sleep_monsters_touch();
1651                         else (void)sleep_monsters(plev);
1652                         break;
1653
1654                 case RACE_DEMON:
1655                         {
1656                                 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1657                                 if (!get_aim_dir(&dir)) return FALSE;
1658                                 ratial_stop_mouth();
1659 #ifdef JP
1660                                 msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎"));
1661 #else
1662                                 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1663 #endif
1664
1665                                 fire_ball(type, dir, plev * 3, -(plev / 15) - 1);
1666                         }
1667                         break;
1668
1669                 case RACE_KUTAR:
1670                         (void)set_tsubureru(randint1(20) + 30, FALSE);
1671                         break;
1672
1673                 case RACE_ANDROID:
1674                         if (!get_aim_dir(&dir)) return FALSE;
1675                         if (plev < 10)
1676                         {
1677                                 msg_print(_("レイガンを発射した。", "You fire your ray gun."));
1678                                 fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
1679                         }
1680                         else if (plev < 25)
1681                         {
1682                                 msg_print(_("ブラスターを発射した。", "You fire your blaster."));
1683                                 fire_bolt(GF_MISSILE, dir, plev);
1684                         }
1685                         else if (plev < 35)
1686                         {
1687                                 msg_print(_("バズーカを発射した。", "You fire your bazooka."));
1688                                 fire_ball(GF_MISSILE, dir, plev * 2, 2);
1689                         }
1690                         else if (plev < 45)
1691                         {
1692                                 msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon."));
1693                                 fire_beam(GF_MISSILE, dir, plev * 2);
1694                         }
1695                         else
1696                         {
1697                                 msg_print(_("ロケットを発射した。", "You fire a rocket."));
1698                                 fire_rocket(GF_ROCKET, dir, plev * 5, 2);
1699                         }
1700                         break;
1701
1702                 default:
1703                         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."));
1704                         p_ptr->energy_use = 0;
1705         }
1706         }
1707         return TRUE;
1708 }
1709
1710 /*!
1711  * @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
1712  * @return なし
1713  */
1714 void do_cmd_racial_power(void)
1715 {
1716         power_desc_type power_desc[36];
1717         int num;
1718         COMMAND_CODE i = 0;
1719         int ask = TRUE;
1720         PLAYER_LEVEL lvl = p_ptr->lev;
1721         bool            flag, redraw, cast = FALSE;
1722         bool            warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
1723         char            choice;
1724         char            out_val[160];
1725         int menu_line = (use_menu ? 1 : 0);
1726
1727
1728         for (num = 0; num < 36; num++)
1729         {
1730                 strcpy(power_desc[num].name, "");
1731                 power_desc[num].number = 0;
1732         }
1733
1734         num = 0;
1735
1736         if (p_ptr->confused)
1737         {
1738                 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!"));
1739                 p_ptr->energy_use = 0;
1740                 return;
1741         }
1742
1743         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
1744         {
1745                 set_action(ACTION_NONE);
1746         }
1747
1748         switch (p_ptr->pclass)
1749         {
1750         case CLASS_WARRIOR:
1751         {
1752                 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
1753                 power_desc[num].level = 40;
1754                 power_desc[num].cost = 75;
1755                 power_desc[num].stat = A_DEX;
1756                 power_desc[num].fail = 35;
1757                 power_desc[num++].number = -3;
1758                 break;
1759         }
1760         case CLASS_HIGH_MAGE:
1761         if (p_ptr->realm1 == REALM_HEX)
1762         {
1763                 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
1764                 power_desc[num].level = 1;
1765                 power_desc[num].cost = 0;
1766                 power_desc[num].stat = A_INT;
1767                 power_desc[num].fail = 0;
1768                 power_desc[num++].number = -3;
1769                 break;
1770         }
1771         case CLASS_MAGE:
1772         /* case CLASS_HIGH_MAGE: */
1773         case CLASS_SORCERER:
1774         {
1775                 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1776                 power_desc[num].level = 25;
1777                 power_desc[num].cost = 1;
1778                 power_desc[num].stat = A_INT;
1779                 power_desc[num].fail = 25;
1780                 power_desc[num++].number = -3;
1781                 break;
1782         }
1783         case CLASS_PRIEST:
1784         {
1785                 if (is_good_realm(p_ptr->realm1))
1786                 {
1787                         strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
1788                         power_desc[num].level = 35;
1789                         power_desc[num].cost = 70;
1790                         power_desc[num].stat = A_WIS;
1791                         power_desc[num].fail = 50;
1792                         power_desc[num++].number = -3;
1793                 }
1794                 else
1795                 {
1796                         strcpy(power_desc[num].name, _("召魂", "Evocation"));
1797                         power_desc[num].level = 42;
1798                         power_desc[num].cost = 40;
1799                         power_desc[num].stat = A_WIS;
1800                         power_desc[num].fail = 35;
1801                         power_desc[num++].number = -3;
1802                 }
1803                 break;
1804         }
1805         case CLASS_ROGUE:
1806         {
1807                 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
1808                 power_desc[num].level = 8;
1809                 power_desc[num].cost = 12;
1810                 power_desc[num].stat = A_DEX;
1811                 power_desc[num].fail = 14;
1812                 power_desc[num++].number = -3;
1813                 break;
1814         }
1815         case CLASS_RANGER:
1816         case CLASS_SNIPER:
1817         {
1818                 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
1819                 power_desc[num].level = 15;
1820                 power_desc[num].cost = 20;
1821                 power_desc[num].stat = A_INT;
1822                 power_desc[num].fail = 12;
1823                 power_desc[num++].number = -3;
1824                 break;
1825         }
1826         case CLASS_PALADIN:
1827         {
1828                 if (is_good_realm(p_ptr->realm1))
1829                 {
1830                         strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
1831                         power_desc[num].level = 30;
1832                         power_desc[num].cost = 30;
1833                         power_desc[num].stat = A_WIS;
1834                         power_desc[num].fail = 30;
1835                         power_desc[num++].number = -3;
1836                 }
1837                 else
1838                 {
1839                         strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
1840                         power_desc[num].level = 30;
1841                         power_desc[num].cost = 30;
1842                         power_desc[num].stat = A_WIS;
1843                         power_desc[num].fail = 30;
1844                         power_desc[num++].number = -3;
1845                 }
1846                 break;
1847         }
1848         case CLASS_WARRIOR_MAGE:
1849         {
1850                 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
1851                 power_desc[num].level = 25;
1852                 power_desc[num].cost = 0;
1853                 power_desc[num].stat = A_INT;
1854                 power_desc[num].fail = 10;
1855                 power_desc[num++].number = -3;
1856                         
1857                 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
1858                 power_desc[num].level = 25;
1859                 power_desc[num].cost = 0;
1860                 power_desc[num].stat = A_INT;
1861                 power_desc[num].fail = 10;
1862                 power_desc[num++].number = -4;
1863                 break;
1864         }
1865         case CLASS_CHAOS_WARRIOR:
1866         {
1867                 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
1868                 power_desc[num].level = 40;
1869                 power_desc[num].cost = 50;
1870                 power_desc[num].stat = A_INT;
1871                 power_desc[num].fail = 25;
1872                 power_desc[num++].number = -3;
1873                 break;
1874         }
1875         case CLASS_MONK:
1876         {
1877                 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
1878                 power_desc[num].level = 25;
1879                 power_desc[num].cost = 0;
1880                 power_desc[num].stat = A_DEX;
1881                 power_desc[num].fail = 0;
1882                 power_desc[num++].number = -3;
1883                         
1884                 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
1885                 power_desc[num].level = 30;
1886                 power_desc[num].cost = 30;
1887                 power_desc[num].stat = A_STR;
1888                 power_desc[num].fail = 20;
1889                 power_desc[num++].number = -4;
1890                 break;
1891         }
1892         case CLASS_MINDCRAFTER:
1893         case CLASS_FORCETRAINER:
1894         {
1895                 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1896                 power_desc[num].level = 15;
1897                 power_desc[num].cost = 0;
1898                 power_desc[num].stat = A_WIS;
1899                 power_desc[num].fail = 10;
1900                 power_desc[num++].number = -3;
1901                 break;
1902         }
1903         case CLASS_TOURIST:
1904         {
1905                 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1906                 power_desc[num].level = 1;
1907                 power_desc[num].cost = 0;
1908                 power_desc[num].stat = A_DEX;
1909                 power_desc[num].fail = 0;
1910                 power_desc[num++].number = -3;
1911                 
1912                 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1913                 power_desc[num].level = 25;
1914                 power_desc[num].cost = 20;
1915                 power_desc[num].stat = A_INT;
1916                 power_desc[num].fail = 20;
1917                 power_desc[num++].number = -4;
1918                 break;
1919         }
1920         case CLASS_IMITATOR:
1921         {
1922                 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1923                 power_desc[num].level = 30;
1924                 power_desc[num].cost = 100;
1925                 power_desc[num].stat = A_DEX;
1926                 power_desc[num].fail = 30;
1927                 power_desc[num++].number = -3;
1928                 break;
1929         }
1930         case CLASS_BEASTMASTER:
1931         {
1932                 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1933                 power_desc[num].level = 1;
1934                 power_desc[num].cost = (p_ptr->lev+3)/4;
1935                 power_desc[num].stat = A_CHR;
1936                 power_desc[num].fail = 10;
1937                 power_desc[num++].number = -3;
1938                 
1939                 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1940                 power_desc[num].level = 30;
1941                 power_desc[num].cost = (p_ptr->lev+20)/2;
1942                 power_desc[num].stat = A_CHR;
1943                 power_desc[num].fail = 10;
1944                 power_desc[num++].number = -4;
1945                 break;
1946         }
1947         case CLASS_ARCHER:
1948         {
1949                 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1950                 power_desc[num].level = 1;
1951                 power_desc[num].cost = 0;
1952                 power_desc[num].stat = A_DEX;
1953                 power_desc[num].fail = 0;
1954                 power_desc[num++].number = -3;
1955                 break;
1956         }
1957         case CLASS_MAGIC_EATER:
1958         {
1959                 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1960                 power_desc[num].level = 1;
1961                 power_desc[num].cost = 0;
1962                 power_desc[num].stat = A_INT;
1963                 power_desc[num].fail = 0;
1964                 power_desc[num++].number = -3;
1965
1966                 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1967                 power_desc[num].level = 10;
1968                 power_desc[num].cost = 10 + (lvl - 10) / 2;
1969                 power_desc[num].stat = A_INT;
1970                 power_desc[num].fail = 0;
1971                 power_desc[num++].number = -4;
1972                 break;
1973         }
1974         case CLASS_BARD:
1975         {
1976                 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1977                 power_desc[num].level = 1;
1978                 power_desc[num].cost = 0;
1979                 power_desc[num].stat = A_CHR;
1980                 power_desc[num].fail = 0;
1981                 power_desc[num++].number = -3;
1982                 break;
1983         }
1984         case CLASS_RED_MAGE:
1985         {
1986                 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1987                 power_desc[num].level = 48;
1988                 power_desc[num].cost = 20;
1989                 power_desc[num].stat = A_INT;
1990                 power_desc[num].fail = 0;
1991                 power_desc[num++].number = -3;
1992                 break;
1993         }
1994         case CLASS_SAMURAI:
1995         {
1996                 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1997                 power_desc[num].level = 1;
1998                 power_desc[num].cost = 0;
1999                 power_desc[num].stat = A_WIS;
2000                 power_desc[num].fail = 0;
2001                 power_desc[num++].number = -3;
2002                 
2003                 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
2004                 power_desc[num].level = 25;
2005                 power_desc[num].cost = 0;
2006                 power_desc[num].stat = A_DEX;
2007                 power_desc[num].fail = 0;
2008                 power_desc[num++].number = -4;
2009                 break;
2010         }
2011         case CLASS_BLUE_MAGE:
2012         {
2013                 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
2014                 power_desc[num].level = 1;
2015                 power_desc[num].cost = 0;
2016                 power_desc[num].stat = A_INT;
2017                 power_desc[num].fail = 0;
2018                 power_desc[num++].number = -3;
2019                 break;
2020         }
2021         case CLASS_CAVALRY:
2022         {
2023                 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
2024                 power_desc[num].level = 10;
2025                 power_desc[num].cost = 0;
2026                 power_desc[num].stat = A_STR;
2027                 power_desc[num].fail = 10;
2028                 power_desc[num++].number = -3;
2029                 break;
2030         }
2031         case CLASS_BERSERKER:
2032         {
2033                 strcpy(power_desc[num].name, _("帰還", "Recall"));
2034                 power_desc[num].level = 10;
2035                 power_desc[num].cost = 10;
2036                 power_desc[num].stat = A_DEX;
2037                 power_desc[num].fail = 20;
2038                 power_desc[num++].number = -3;
2039                 break;
2040         }
2041         case CLASS_MIRROR_MASTER:
2042         {
2043                 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
2044                 power_desc[num].level = 1;
2045                 power_desc[num].cost = 0;
2046                 power_desc[num].stat = A_INT;
2047                 power_desc[num].fail = 0;
2048                 power_desc[num++].number = -3;
2049                 
2050                 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
2051                 power_desc[num].level = 30;
2052                 power_desc[num].cost = 0;
2053                 power_desc[num].stat = A_INT;
2054                 power_desc[num].fail = 20;
2055                 power_desc[num++].number = -4;
2056                 break;
2057         }
2058         case CLASS_SMITH:
2059         {
2060                 strcpy(power_desc[num].name, _("目利き", "Judgment"));
2061                 power_desc[num].level = 5;
2062                 power_desc[num].cost = 15;
2063                 power_desc[num].stat = A_INT;
2064                 power_desc[num].fail = 20;
2065                 power_desc[num++].number = -3;
2066                 break;
2067         }
2068         case CLASS_NINJA:
2069         {
2070                 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
2071                 power_desc[num].level = 20;
2072                 power_desc[num].cost = 0;
2073                 power_desc[num].stat = A_DEX;
2074                 power_desc[num].fail = 0;
2075                 power_desc[num++].number = -3;
2076                 break;
2077         }
2078         default:
2079                 strcpy(power_desc[0].name, _("(なし)", "(none)"));
2080         }
2081
2082         if (p_ptr->mimic_form)
2083         {
2084                 switch (p_ptr->mimic_form)
2085                 {
2086                 case MIMIC_DEMON:
2087                 case MIMIC_DEMON_LORD:
2088                         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);
2089                         power_desc[num].level = 15;
2090                         power_desc[num].cost = 10+lvl/3;
2091                         power_desc[num].stat = A_CON;
2092                         power_desc[num].fail = 20;
2093                         power_desc[num++].number = -1;
2094                         break;
2095                 case MIMIC_VAMPIRE:
2096                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2097                         power_desc[num].level = 2;
2098                         power_desc[num].cost = 1 + (lvl / 3);
2099                         power_desc[num].stat = A_CON;
2100                         power_desc[num].fail = 9;
2101                         power_desc[num++].number = -1;
2102                         break;
2103                 }
2104         }
2105         else
2106         {
2107         switch (p_ptr->prace)
2108         {
2109                 case RACE_DWARF:
2110                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
2111                         power_desc[num].level = 5;
2112                         power_desc[num].cost = 5;
2113                         power_desc[num].stat = A_WIS;
2114                         power_desc[num].fail = 12;
2115                         power_desc[num++].number = -1;
2116                         break;
2117                 case RACE_NIBELUNG:
2118                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
2119                         power_desc[num].level = 10;
2120                         power_desc[num].cost = 5;
2121                         power_desc[num].stat = A_WIS;
2122                         power_desc[num].fail = 10;
2123                         power_desc[num++].number = -1;
2124                         break;
2125                 case RACE_HOBBIT:
2126                         strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
2127                         power_desc[num].level = 15;
2128                         power_desc[num].cost = 10;
2129                         power_desc[num].stat = A_INT;
2130                         power_desc[num].fail = 10;
2131                         power_desc[num++].number = -1;
2132                         break;
2133                 case RACE_GNOME:
2134                         sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
2135                         power_desc[num].level = 5;
2136                         power_desc[num].cost = 5;
2137                         power_desc[num].stat = A_INT;
2138                         power_desc[num].fail = 12;
2139                         power_desc[num++].number = -1;
2140                         break;
2141                 case RACE_HALF_ORC:
2142                         strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
2143                         power_desc[num].level = 3;
2144                         power_desc[num].cost = 5;
2145                         power_desc[num].stat = A_WIS;
2146                         power_desc[num].fail = warrior ? 5 : 10;
2147                         power_desc[num++].number = -1;
2148                         break;
2149                 case RACE_HALF_TROLL:
2150                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2151                         power_desc[num].level = 10;
2152                         power_desc[num].cost = 12;
2153                         power_desc[num].stat = A_STR;
2154                         power_desc[num].fail = warrior ? 6 : 12;
2155                         power_desc[num++].number = -1;
2156                         break;
2157                 case RACE_BARBARIAN:
2158                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2159                         power_desc[num].level = 8;
2160                         power_desc[num].cost = 10;
2161                         power_desc[num].stat = A_STR;
2162                         power_desc[num].fail = warrior ? 6 : 12;
2163                         power_desc[num++].number = -1;
2164                         break;
2165                 case RACE_AMBERITE:
2166                         strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
2167                         power_desc[num].level = 30;
2168                         power_desc[num].cost = 50;
2169                         power_desc[num].stat = A_INT;
2170                         power_desc[num].fail = 50;
2171                         power_desc[num++].number = -1;
2172                         
2173                         strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
2174                         power_desc[num].level = 40;
2175                         power_desc[num].cost = 75;
2176                         power_desc[num].stat = A_WIS;
2177                         power_desc[num].fail = 50;
2178                         power_desc[num++].number = -2;
2179                         break;
2180                 case RACE_HALF_OGRE:
2181                         strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
2182                         power_desc[num].level = 25;
2183                         power_desc[num].cost = 35;
2184                         power_desc[num].stat = A_INT;
2185                         power_desc[num].fail = 15;
2186                         power_desc[num++].number = -1;
2187                         break;
2188                 case RACE_HALF_GIANT:
2189                         strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
2190                         power_desc[num].level = 20;
2191                         power_desc[num].cost = 10;
2192                         power_desc[num].stat = A_STR;
2193                         power_desc[num].fail = 12;
2194                         power_desc[num++].number = -1;
2195                         break;
2196                 case RACE_HALF_TITAN:
2197                         strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
2198                         power_desc[num].level = 15;
2199                         power_desc[num].cost = 10;
2200                         power_desc[num].stat = A_INT;
2201                         power_desc[num].fail = 12;
2202                         power_desc[num++].number = -1;
2203                         break;
2204                 case RACE_CYCLOPS:
2205                         sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
2206                         power_desc[num].level = 20;
2207                         power_desc[num].cost = 15;
2208                         power_desc[num].stat = A_STR;
2209                         power_desc[num].fail = 12;
2210                         power_desc[num++].number = -1;
2211                         break;
2212                 case RACE_YEEK:
2213                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2214                         power_desc[num].level = 15;
2215                         power_desc[num].cost = 15;
2216                         power_desc[num].stat = A_WIS;
2217                         power_desc[num].fail = 10;
2218                         power_desc[num++].number = -1;
2219                         break;
2220                 case RACE_SPECTRE:
2221                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2222                         power_desc[num].level = 4;
2223                         power_desc[num].cost = 6;
2224                         power_desc[num].stat = A_INT;
2225                         power_desc[num].fail = 3;
2226                         power_desc[num++].number = -1;
2227                         break;
2228                 case RACE_KLACKON:
2229                         sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
2230                         power_desc[num].level = 9;
2231                         power_desc[num].cost = 9;
2232                         power_desc[num].stat = A_DEX;
2233                         power_desc[num].fail = 14;
2234                         power_desc[num++].number = -1;
2235                         break;
2236                 case RACE_KOBOLD:
2237                         sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
2238                         power_desc[num].level = 12;
2239                         power_desc[num].cost = 8;
2240                         power_desc[num].stat = A_DEX;
2241                         power_desc[num].fail = 14;
2242                         power_desc[num++].number = -1;
2243                         break;
2244                 case RACE_DARK_ELF:
2245                         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);
2246                         power_desc[num].level = 2;
2247                         power_desc[num].cost = 2;
2248                         power_desc[num].stat = A_INT;
2249                         power_desc[num].fail = 9;
2250                         power_desc[num++].number = -1;
2251                         break;
2252                 case RACE_DRACONIAN:
2253                         sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
2254                         power_desc[num].level = 1;
2255                         power_desc[num].cost = lvl;
2256                         power_desc[num].stat = A_CON;
2257                         power_desc[num].fail = 12;
2258                         power_desc[num++].number = -1;
2259                         break;
2260                 case RACE_MIND_FLAYER:
2261                         sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
2262                         power_desc[num].level = 15;
2263                         power_desc[num].cost = 12;
2264                         power_desc[num].stat = A_INT;
2265                         power_desc[num].fail = 14;
2266                         power_desc[num++].number = -1;
2267                         break;
2268                 case RACE_IMP:
2269                         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);
2270                         power_desc[num].level = 9;
2271                         power_desc[num].cost = 15;
2272                         power_desc[num].stat = A_WIS;
2273                         power_desc[num].fail = 15;
2274                         power_desc[num++].number = -1;
2275                         break;
2276                 case RACE_GOLEM:
2277                         strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
2278                         power_desc[num].level = 20;
2279                         power_desc[num].cost = 15;
2280                         power_desc[num].stat = A_CON;
2281                         power_desc[num].fail = 8;
2282                         power_desc[num++].number = -1;
2283                         break;
2284                 case RACE_SKELETON:
2285                 case RACE_ZOMBIE:
2286                         strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
2287                         power_desc[num].level = 30;
2288                         power_desc[num].cost = 30;
2289                         power_desc[num].stat = A_WIS;
2290                         power_desc[num].fail = 18;
2291                         power_desc[num++].number = -1;
2292                         break;
2293                 case RACE_VAMPIRE:
2294                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2295                         power_desc[num].level = 2;
2296                         power_desc[num].cost = 1 + (lvl / 3);
2297                         power_desc[num].stat = A_CON;
2298                         power_desc[num].fail = 9;
2299                         power_desc[num++].number = -1;
2300                         break;
2301                 case RACE_SPRITE:
2302                         strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
2303                         power_desc[num].level = 12;
2304                         power_desc[num].cost = 12;
2305                         power_desc[num].stat = A_INT;
2306                         power_desc[num].fail = 15;
2307                         power_desc[num++].number = -1;
2308                         break;
2309                 case RACE_DEMON:
2310                         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);
2311                         power_desc[num].level = 15;
2312                         power_desc[num].cost = 10+lvl/3;
2313                         power_desc[num].stat = A_CON;
2314                         power_desc[num].fail = 20;
2315                         power_desc[num++].number = -1;
2316                         break;
2317                 case RACE_KUTAR:
2318                         strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
2319                         power_desc[num].level = 20;
2320                         power_desc[num].cost = 15;
2321                         power_desc[num].stat = A_CHR;
2322                         power_desc[num].fail = 8;
2323                         power_desc[num++].number = -1;
2324                         break;
2325                 case RACE_ANDROID:
2326                         if (p_ptr->lev < 10)
2327                         {
2328                                 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
2329                                 power_desc[num].level = 1;
2330                                 power_desc[num].cost = 7;
2331                                 power_desc[num].fail = 8;
2332                         }
2333                         else if (p_ptr->lev < 25)
2334                         {
2335                                 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
2336                                 power_desc[num].level = 10;
2337                                 power_desc[num].cost = 13;
2338                                 power_desc[num].fail = 10;
2339                         }
2340                         else if (p_ptr->lev < 35)
2341                         {
2342                                 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
2343                                 power_desc[num].level = 25;
2344                                 power_desc[num].cost = 26;
2345                                 power_desc[num].fail = 12;
2346                         }
2347                         else if (p_ptr->lev < 45)
2348                         {
2349                                 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
2350                                 power_desc[num].level = 35;
2351                                 power_desc[num].cost = 40;
2352                                 power_desc[num].fail = 15;
2353                         }
2354                         else
2355                         {
2356                                 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
2357                                 power_desc[num].level = 45;
2358                                 power_desc[num].cost = 60;
2359                                 power_desc[num].fail = 18;
2360                         }
2361                         power_desc[num].stat = A_STR;
2362                         power_desc[num++].number = -1;
2363                         break;
2364                 default:
2365                 {
2366                         break;
2367                 }
2368         }
2369         }
2370
2371         if (p_ptr->muta1)
2372         {
2373                 if (p_ptr->muta1 & MUT1_SPIT_ACID)
2374                 {
2375                         strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
2376                         power_desc[num].level = 9;
2377                         power_desc[num].cost = 9;
2378                         power_desc[num].stat = A_DEX;
2379                         power_desc[num].fail = 15;
2380                         power_desc[num++].number = MUT1_SPIT_ACID;
2381                 }
2382
2383                 if (p_ptr->muta1 & MUT1_BR_FIRE)
2384                 {
2385                         strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
2386                         power_desc[num].level = 20;
2387                         power_desc[num].cost = lvl;
2388                         power_desc[num].stat = A_CON;
2389                         power_desc[num].fail = 18;
2390                         power_desc[num++].number = MUT1_BR_FIRE;
2391                 }
2392
2393                 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
2394                 {
2395                         strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
2396                         power_desc[num].level = 12;
2397                         power_desc[num].cost = 12;
2398                         power_desc[num].stat = A_CHR;
2399                         power_desc[num].fail = 18;
2400                         power_desc[num++].number = MUT1_HYPN_GAZE;
2401                 }
2402
2403                 if (p_ptr->muta1 & MUT1_TELEKINES)
2404                 {
2405                         strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
2406                         power_desc[num].level = 9;
2407                         power_desc[num].cost = 9;
2408                         power_desc[num].stat = A_WIS;
2409                         power_desc[num].fail = 14;
2410                         power_desc[num++].number = MUT1_TELEKINES;
2411                 }
2412
2413                 if (p_ptr->muta1 & MUT1_VTELEPORT)
2414                 {
2415                         strcpy(power_desc[num].name, _("テレポート", "Teleport"));
2416                         power_desc[num].level = 7;
2417                         power_desc[num].cost = 7;
2418                         power_desc[num].stat = A_WIS;
2419                         power_desc[num].fail = 15;
2420                         power_desc[num++].number = MUT1_VTELEPORT;
2421                 }
2422
2423                 if (p_ptr->muta1 & MUT1_MIND_BLST)
2424                 {
2425                         strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
2426                         power_desc[num].level = 5;
2427                         power_desc[num].cost = 3;
2428                         power_desc[num].stat = A_WIS;
2429                         power_desc[num].fail = 15;
2430                         power_desc[num++].number = MUT1_MIND_BLST;
2431                 }
2432
2433                 if (p_ptr->muta1 & MUT1_RADIATION)
2434                 {
2435                         strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
2436                         power_desc[num].level = 15;
2437                         power_desc[num].cost = 15;
2438                         power_desc[num].stat = A_CON;
2439                         power_desc[num].fail = 14;
2440                         power_desc[num++].number = MUT1_RADIATION;
2441                 }
2442
2443                 if (p_ptr->muta1 & MUT1_VAMPIRISM)
2444                 {
2445                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2446                         power_desc[num].level = 2;
2447                         power_desc[num].cost = (1 + (lvl / 3));
2448                         power_desc[num].stat = A_CON;
2449                         power_desc[num].fail = 9;
2450                         power_desc[num++].number = MUT1_VAMPIRISM;
2451                 }
2452
2453                 if (p_ptr->muta1 & MUT1_SMELL_MET)
2454                 {
2455                         strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
2456                         power_desc[num].level = 3;
2457                         power_desc[num].cost = 2;
2458                         power_desc[num].stat = A_INT;
2459                         power_desc[num].fail = 12;
2460                         power_desc[num++].number = MUT1_SMELL_MET;
2461                 }
2462
2463                 if (p_ptr->muta1 & MUT1_SMELL_MON)
2464                 {
2465                         strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
2466                         power_desc[num].level = 5;
2467                         power_desc[num].cost = 4;
2468                         power_desc[num].stat = A_INT;
2469                         power_desc[num].fail = 15;
2470                         power_desc[num++].number = MUT1_SMELL_MON;
2471                 }
2472
2473                 if (p_ptr->muta1 & MUT1_BLINK)
2474                 {
2475                         strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
2476                         power_desc[num].level = 3;
2477                         power_desc[num].cost = 3;
2478                         power_desc[num].stat = A_WIS;
2479                         power_desc[num].fail = 12;
2480                         power_desc[num++].number = MUT1_BLINK;
2481                 }
2482
2483                 if (p_ptr->muta1 & MUT1_EAT_ROCK)
2484                 {
2485                         strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
2486                         power_desc[num].level = 8;
2487                         power_desc[num].cost = 12;
2488                         power_desc[num].stat = A_CON;
2489                         power_desc[num].fail = 18;
2490                         power_desc[num++].number = MUT1_EAT_ROCK;
2491                 }
2492
2493                 if (p_ptr->muta1 & MUT1_SWAP_POS)
2494                 {
2495                         strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
2496                         power_desc[num].level = 15;
2497                         power_desc[num].cost = 12;
2498                         power_desc[num].stat = A_DEX;
2499                         power_desc[num].fail = 16;
2500                         power_desc[num++].number = MUT1_SWAP_POS;
2501                 }
2502
2503                 if (p_ptr->muta1 & MUT1_SHRIEK)
2504                 {
2505                         strcpy(power_desc[num].name, _("叫び", "Shriek"));
2506                         power_desc[num].level = 20;
2507                         power_desc[num].cost = 14;
2508                         power_desc[num].stat = A_CON;
2509                         power_desc[num].fail = 16;
2510                         power_desc[num++].number = MUT1_SHRIEK;
2511                 }
2512
2513                 if (p_ptr->muta1 & MUT1_ILLUMINE)
2514                 {
2515                         strcpy(power_desc[num].name, _("照明", "Illuminate"));
2516                         power_desc[num].level = 3;
2517                         power_desc[num].cost = 2;
2518                         power_desc[num].stat = A_INT;
2519                         power_desc[num].fail = 10;
2520                         power_desc[num++].number = MUT1_ILLUMINE;
2521                 }
2522
2523                 if (p_ptr->muta1 & MUT1_DET_CURSE)
2524                 {
2525                         strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
2526                         power_desc[num].level = 7;
2527                         power_desc[num].cost = 14;
2528                         power_desc[num].stat = A_WIS;
2529                         power_desc[num].fail = 14;
2530                         power_desc[num++].number = MUT1_DET_CURSE;
2531                 }
2532
2533                 if (p_ptr->muta1 & MUT1_BERSERK)
2534                 {
2535                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2536                         power_desc[num].level = 8;
2537                         power_desc[num].cost = 8;
2538                         power_desc[num].stat = A_STR;
2539                         power_desc[num].fail = 14;
2540                         power_desc[num++].number = MUT1_BERSERK;
2541                 }
2542
2543                 if (p_ptr->muta1 & MUT1_POLYMORPH)
2544                 {
2545                         strcpy(power_desc[num].name, _("変身", "Polymorph"));
2546                         power_desc[num].level = 18;
2547                         power_desc[num].cost = 20;
2548                         power_desc[num].stat = A_CON;
2549                         power_desc[num].fail = 18;
2550                         power_desc[num++].number = MUT1_POLYMORPH;
2551                 }
2552
2553                 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
2554                 {
2555                         strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
2556                         power_desc[num].level = 10;
2557                         power_desc[num].cost = 5;
2558                         power_desc[num].stat = A_INT;
2559                         power_desc[num].fail = 12;
2560                         power_desc[num++].number = MUT1_MIDAS_TCH;
2561                 }
2562
2563                 if (p_ptr->muta1 & MUT1_GROW_MOLD)
2564                 {
2565                         strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
2566                         power_desc[num].level = 1;
2567                         power_desc[num].cost = 6;
2568                         power_desc[num].stat = A_CON;
2569                         power_desc[num].fail = 14;
2570                         power_desc[num++].number = MUT1_GROW_MOLD;
2571                 }
2572
2573                 if (p_ptr->muta1 & MUT1_RESIST)
2574                 {
2575                         strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
2576                         power_desc[num].level = 10;
2577                         power_desc[num].cost = 12;
2578                         power_desc[num].stat = A_CON;
2579                         power_desc[num].fail = 12;
2580                         power_desc[num++].number = MUT1_RESIST;
2581                 }
2582
2583                 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
2584                 {
2585                         strcpy(power_desc[num].name, _("地震", "Earthquake"));
2586                         power_desc[num].level = 12;
2587                         power_desc[num].cost = 12;
2588                         power_desc[num].stat = A_STR;
2589                         power_desc[num].fail = 16;
2590                         power_desc[num++].number = MUT1_EARTHQUAKE;
2591                 }
2592
2593                 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
2594                 {
2595                         strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
2596                         power_desc[num].level = 17;
2597                         power_desc[num].cost = 1;
2598                         power_desc[num].stat = A_WIS;
2599                         power_desc[num].fail = 15;
2600                         power_desc[num++].number = MUT1_EAT_MAGIC;
2601                 }
2602
2603                 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
2604                 {
2605                         strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
2606                         power_desc[num].level = 6;
2607                         power_desc[num].cost = 6;
2608                         power_desc[num].stat = A_INT;
2609                         power_desc[num].fail = 10;
2610                         power_desc[num++].number = MUT1_WEIGH_MAG;
2611                 }
2612
2613                 if (p_ptr->muta1 & MUT1_STERILITY)
2614                 {
2615                         strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
2616                         power_desc[num].level = 12;
2617                         power_desc[num].cost = 23;
2618                         power_desc[num].stat = A_CHR;
2619                         power_desc[num].fail = 15;
2620                         power_desc[num++].number = MUT1_STERILITY;
2621                 }
2622
2623                 if (p_ptr->muta1 & MUT1_PANIC_HIT)
2624                 {
2625                         strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
2626                         power_desc[num].level = 10;
2627                         power_desc[num].cost = 12;
2628                         power_desc[num].stat = A_DEX;
2629                         power_desc[num].fail = 14;
2630                         power_desc[num++].number = MUT1_PANIC_HIT;
2631                 }
2632
2633                 if (p_ptr->muta1 & MUT1_DAZZLE)
2634                 {
2635                         strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
2636                         power_desc[num].level = 7;
2637                         power_desc[num].cost = 15;
2638                         power_desc[num].stat = A_CHR;
2639                         power_desc[num].fail = 8;
2640                         power_desc[num++].number = MUT1_DAZZLE;
2641                 }
2642
2643                 if (p_ptr->muta1 & MUT1_LASER_EYE)
2644                 {
2645                         strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
2646                         power_desc[num].level = 7;
2647                         power_desc[num].cost = 10;
2648                         power_desc[num].stat = A_WIS;
2649                         power_desc[num].fail = 9;
2650                         power_desc[num++].number = MUT1_LASER_EYE;
2651                 }
2652
2653                 if (p_ptr->muta1 & MUT1_RECALL)
2654                 {
2655                         strcpy(power_desc[num].name, _("帰還", "Recall"));
2656                         power_desc[num].level = 17;
2657                         power_desc[num].cost = 50;
2658                         power_desc[num].stat = A_INT;
2659                         power_desc[num].fail = 16;
2660                         power_desc[num++].number = MUT1_RECALL;
2661                 }
2662
2663                 if (p_ptr->muta1 & MUT1_BANISH)
2664                 {
2665                         strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
2666                         power_desc[num].level = 25;
2667                         power_desc[num].cost = 25;
2668                         power_desc[num].stat = A_WIS;
2669                         power_desc[num].fail = 18;
2670                         power_desc[num++].number = MUT1_BANISH;
2671                 }
2672
2673                 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
2674                 {
2675                         strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
2676                         power_desc[num].level = 2;
2677                         power_desc[num].cost = 2;
2678                         power_desc[num].stat = A_CON;
2679                         power_desc[num].fail = 11;
2680                         power_desc[num++].number = MUT1_COLD_TOUCH;
2681                 }
2682
2683                 if (p_ptr->muta1 & MUT1_LAUNCHER)
2684                 {
2685                         strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
2686                         power_desc[num].level = 1;
2687                         power_desc[num].cost = lvl;
2688                         power_desc[num].stat = A_STR;
2689                         power_desc[num].fail = 6;
2690                         /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
2691                         power_desc[num++].number = 3;
2692                 }
2693         }
2694
2695         /* Nothing chosen yet */
2696         flag = FALSE;
2697
2698         /* No redraw yet */
2699         redraw = FALSE;
2700
2701         /* Build a prompt */
2702         (void) strnfmt(out_val, 78, 
2703                                 _("(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? "),
2704                                 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
2705
2706 #ifdef ALLOW_REPEAT
2707 if (!repeat_pull(&i) || i<0 || i>=num) {
2708 #endif /* ALLOW_REPEAT */
2709         if (use_menu) screen_save();
2710          /* Get a spell from the user */
2711
2712         choice = (always_show_list || use_menu) ? ESCAPE:1;
2713         while (!flag)
2714         {
2715                 if( choice==ESCAPE ) choice = ' '; 
2716                 else if( !get_com(out_val, &choice, FALSE) )break; 
2717
2718                 if (use_menu && choice != ' ')
2719                 {
2720                         switch(choice)
2721                         {
2722                                 case '0':
2723                                 {
2724                                         screen_load();
2725                                         p_ptr->energy_use = 0;
2726                                         return;
2727                                 }
2728
2729                                 case '8':
2730                                 case 'k':
2731                                 case 'K':
2732                                 {
2733                                         menu_line += (num - 1);
2734                                         break;
2735                                 }
2736
2737                                 case '2':
2738                                 case 'j':
2739                                 case 'J':
2740                                 {
2741                                         menu_line++;
2742                                         break;
2743                                 }
2744
2745                                 case '6':
2746                                 case 'l':
2747                                 case 'L':
2748                                 case '4':
2749                                 case 'h':
2750                                 case 'H':
2751                                 {
2752                                         if (menu_line > 18)
2753                                                 menu_line -= 18;
2754                                         else if (menu_line+18 <= num)
2755                                                 menu_line += 18;
2756                                         break;
2757                                 }
2758
2759                                 case 'x':
2760                                 case 'X':
2761                                 case '\r':
2762                                 {
2763                                         i = menu_line - 1;
2764                                         ask = FALSE;
2765                                         break;
2766                                 }
2767                         }
2768                         if (menu_line > num) menu_line -= num;
2769                 }
2770                 /* Request redraw */
2771                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
2772                 {
2773                         /* Show the list */
2774                         if (!redraw || use_menu)
2775                         {
2776                                 byte y = 1, x = 0;
2777                                 int ctr = 0;
2778                                 char dummy[80];
2779                                 char letter;
2780                                 int x1, y1;
2781
2782                                 strcpy(dummy, "");
2783
2784                                 /* Show list */
2785                                 redraw = TRUE;
2786
2787                                 /* Save the screen */
2788                                 if (!use_menu) screen_save();
2789
2790                                 /* Print header(s) */
2791                                 if (num < 18)
2792                                         prt(_("                            Lv   MP 失率", "                            Lv Cost Fail"), y++, x);
2793                                 else
2794                                 prt(_("                            Lv   MP 失率                            Lv   MP 失率", 
2795                                           "                            Lv Cost Fail                            Lv Cost Fail"), y++, x);
2796
2797
2798                                 /* Print list */
2799                                 while (ctr < num)
2800                                 {
2801                                         x1 = ((ctr < 18) ? x : x + 40);
2802                                         y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
2803
2804                                         if (use_menu)
2805                                         {
2806                                                 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " >  "));
2807                                                 else strcpy(dummy, "    ");
2808                                         }
2809                                         else
2810                                         {
2811                                                 /* letter/number for power selection */
2812                                                 if (ctr < 26)
2813                                                         letter = I2A(ctr);
2814                                                 else
2815                                                         letter = '0' + ctr - 26;
2816                                                 sprintf(dummy, " %c) ",letter);
2817                                         }
2818                                         strcat(dummy, format("%-23.23s %2d %4d %3d%%",
2819                                                 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
2820                                                 100 - racial_chance(&power_desc[ctr])));
2821                                         prt(dummy, y1, x1);
2822                                         ctr++;
2823                                 }
2824                         }
2825
2826                         /* Hide the list */
2827                         else
2828                         {
2829                                 /* Hide list */
2830                                 redraw = FALSE;
2831
2832                                 /* Restore the screen */
2833                                 screen_load();
2834                         }
2835
2836                         /* Redo asking */
2837                         continue;
2838                 }
2839
2840                 if (!use_menu)
2841                 {
2842                         if (choice == '\r' && num == 1)
2843                         {
2844                                 choice = 'a';
2845                         }
2846
2847                         if (isalpha(choice))
2848                         {
2849                                 /* Note verify */
2850                                 ask = (isupper(choice));
2851
2852                                 /* Lowercase */
2853                                 if (ask) choice = (char)tolower(choice);
2854
2855                                 /* Extract request */
2856                                 i = (islower(choice) ? A2I(choice) : -1);
2857                         }
2858                         else
2859                         {
2860                                 ask = FALSE; /* Can't uppercase digits */
2861
2862                                 i = choice - '0' + 26;
2863                         }
2864                 }
2865
2866                 /* Totally Illegal */
2867                 if ((i < 0) || (i >= num))
2868                 {
2869                         bell();
2870                         continue;
2871                 }
2872
2873                 /* Verify it */
2874                 if (ask)
2875                 {
2876                         char tmp_val[160];
2877
2878                         /* Prompt */
2879                         (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
2880
2881                         /* Belay that order */
2882                         if (!get_check(tmp_val)) continue;
2883                 }
2884
2885                 /* Stop the loop */
2886                 flag = TRUE;
2887         }
2888
2889         /* Restore the screen */
2890         if (redraw) screen_load();
2891
2892         /* Abort if needed */
2893         if (!flag)
2894         {
2895                 p_ptr->energy_use = 0;
2896                 return;
2897         }
2898 #ifdef ALLOW_REPEAT
2899         repeat_push(i);
2900         } /*if (!repeat_pull(&i) || ...)*/
2901 #endif /* ALLOW_REPEAT */
2902         switch (racial_aux(&power_desc[i]))
2903         {
2904         case 1:
2905                 if (power_desc[i].number < 0)
2906                         cast = cmd_racial_power_aux(power_desc[i].number);
2907                 else
2908                         cast = mutation_power_aux(power_desc[i].number);
2909                 break;
2910         case 0:
2911                 cast = FALSE;
2912                 break;
2913         case -1:
2914                 cast = TRUE;
2915                 break;
2916         }
2917
2918         if (cast)
2919         {
2920                 if (racial_cost)
2921                 {
2922                         int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2923
2924                         /* If mana is not enough, player consumes hit point! */
2925                         if (p_ptr->csp < actual_racial_cost)
2926                         {
2927                                 actual_racial_cost -= p_ptr->csp;
2928                                 p_ptr->csp = 0;
2929                                 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2930                         }
2931                         else p_ptr->csp -= actual_racial_cost;
2932
2933                         /* Redraw mana and hp */
2934                         p_ptr->redraw |= (PR_HP | PR_MANA);
2935
2936                         /* Window stuff */
2937                         p_ptr->window |= (PW_PLAYER | PW_SPELL);
2938                 }
2939         }
2940         else p_ptr->energy_use = 0;
2941
2942         /* Success */
2943         return;
2944 }