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[Refactor] #37353 プレイヤーの魔法棒使用処理を cmd-zapwand.c/h に分離。 / Separate player's 'zap wand...
[hengband/hengband.git] / src / racial.c
1 /*!
2  * @file racial.c
3  * @brief レイシャルと突然変異の技能処理 / Racial powers (and mutations)
4  * @date 2014/01/08
5  * @author
6  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7  * This software may be copied and distributed for educational, research,\n
8  * and not for profit purposes provided that this copyright and statement\n
9  * are included in all such copies.  Other copyrights may also apply.\n
10  * 2014 Deskull rearranged comment for Doxygen. \n
11  */
12
13 #include "angband.h"
14 #include "cmd-zapwand.h"
15
16 /*!
17  * @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。/
18  * Hook to determine if an object is contertible in an arrow/bolt
19  * @param o_ptr オブジェクトの構造体の参照ポインタ。
20  * @return 材料にできるならTRUEを返す
21  */
22 static bool item_tester_hook_convertible(object_type *o_ptr)
23 {
24         if((o_ptr->tval==TV_JUNK) || (o_ptr->tval==TV_SKELETON)) return TRUE;
25
26         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON)) return TRUE;
27         /* Assume not */
28         return (FALSE);
29 }
30
31 /*!
32  * @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'.
33  * Hook to determine if an object is contertible in an arrow/bolt
34  * @return 製造を実際に行ったらTRUE、キャンセルしたらFALSEを返す
35  */
36 static bool do_cmd_archer(void)
37 {
38         int ext=0;
39         char ch;
40
41         object_type     forge;
42         object_type     *q_ptr;
43
44         char com[80];
45         char o_name[MAX_NLEN];
46
47         q_ptr = &forge;
48
49         if(p_ptr->lev >= 20)
50                 sprintf(com, _("[S]弾, [A]矢, [B]クロスボウの矢 :", "Create [S]hots, Create [A]rrow or Create [B]olt ?"));
51         else if(p_ptr->lev >= 10)
52                 sprintf(com, _("[S]弾, [A]矢:", "Create [S]hots or Create [A]rrow ?"));
53         else
54                 sprintf(com, _("[S]弾:", "Create [S]hots ?"));
55
56         if (p_ptr->confused)
57         {
58                 msg_print(_("混乱してる!", "You are too confused!"));
59                 return FALSE;
60         }
61
62         if (p_ptr->blind)
63         {
64                 msg_print(_("目が見えない!", "You are blind!"));
65                 return FALSE;
66         }
67
68         while (TRUE)
69         {
70                 if (!get_com(com, &ch, TRUE))
71                 {
72                         return FALSE;
73                 }
74                 if (ch == 'S' || ch == 's')
75                 {
76                         ext = 1;
77                         break;
78                 }
79                 if ((ch == 'A' || ch == 'a')&&(p_ptr->lev >= 10))
80                 {
81                         ext = 2;
82                         break;
83                 }
84                 if ((ch == 'B' || ch == 'b')&&(p_ptr->lev >= 20))
85                 {
86                         ext = 3;
87                         break;
88                 }
89         }
90
91         /**********Create shots*********/
92         if (ext == 1)
93         {
94                 int x,y, dir;
95                 cave_type *c_ptr;
96
97                 if (!get_rep_dir(&dir, FALSE)) return FALSE;
98                 y = p_ptr->y + ddy[dir];
99                 x = p_ptr->x + ddx[dir];
100                 c_ptr = &cave[y][x];
101
102                 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_CAN_DIG))
103                 {
104                         msg_print(_("そこには岩石がない。", "You need pile of rubble."));
105                         return FALSE;
106                 }
107                 else if (!cave_have_flag_grid(c_ptr, FF_CAN_DIG) || !cave_have_flag_grid(c_ptr, FF_HURT_ROCK))
108                 {
109                         msg_print(_("硬すぎて崩せなかった。", "You failed to make ammo."));
110                 }
111                 else
112                 {
113                         s16b slot;
114
115                         /* Get local object */
116                         q_ptr = &forge;
117
118                         /* Hack -- Give the player some small firestones */
119                         object_prep(q_ptr, lookup_kind(TV_SHOT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
120                         q_ptr->number = (byte)rand_range(15,30);
121                         object_aware(q_ptr);
122                         object_known(q_ptr);
123                         apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
124                         q_ptr->discount = 99;
125
126                         slot = inven_carry(q_ptr);
127
128                         object_desc(o_name, q_ptr, 0);
129                         msg_format(_("%sを作った。", "You make some ammo."), o_name);
130
131                         /* Auto-inscription */
132                         if (slot >= 0) autopick_alter_item(slot, FALSE);
133
134                         /* Destroy the wall */
135                         cave_alter_feat(y, x, FF_HURT_ROCK);
136
137                         p_ptr->update |= (PU_FLOW);
138                 }
139         }
140         /**********Create arrows*********/
141         else if (ext == 2)
142         {
143                 OBJECT_IDX item;
144                 cptr q, s;
145                 s16b slot;
146
147                 item_tester_hook = item_tester_hook_convertible;
148
149                 /* Get an item */
150                 q = _("どのアイテムから作りますか? ", "Convert which item? ");
151                 s = _("材料を持っていない。", "You have no item to convert.");
152                 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
153
154                 /* Get the item (in the pack) */
155                 if (item >= 0)
156                 {
157                         q_ptr = &inventory[item];
158                 }
159
160                 /* Get the item (on the floor) */
161                 else
162                 {
163                         q_ptr = &o_list[0 - item];
164                 }
165
166                 /* Get local object */
167                 q_ptr = &forge;
168
169                 /* Hack -- Give the player some small firestones */
170                 object_prep(q_ptr, lookup_kind(TV_ARROW, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+ 1));
171                 q_ptr->number = (byte)rand_range(5, 10);
172                 object_aware(q_ptr);
173                 object_known(q_ptr);
174                 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
175
176                 q_ptr->discount = 99;
177
178                 object_desc(o_name, q_ptr, 0);
179                 msg_format(_("%sを作った。", "You make some ammo."), o_name);
180
181                 if (item >= 0)
182                 {
183                         inven_item_increase(item, -1);
184                         inven_item_describe(item);
185                         inven_item_optimize(item);
186                 }
187                 else
188                 {
189                         floor_item_increase(0 - item, -1);
190                         floor_item_describe(0 - item);
191                         floor_item_optimize(0 - item);
192                 }
193
194                 slot = inven_carry(q_ptr);
195
196                 /* Auto-inscription */
197                 if (slot >= 0) autopick_alter_item(slot, FALSE);
198         }
199         /**********Create bolts*********/
200         else if (ext == 3)
201         {
202                 OBJECT_IDX item;
203                 cptr q, s;
204                 s16b slot;
205
206                 item_tester_hook = item_tester_hook_convertible;
207
208                 /* Get an item */
209                 q = _("どのアイテムから作りますか? ", "Convert which item? ");
210                 s = _("材料を持っていない。", "You have no item to convert.");
211                 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
212
213                 /* Get the item (in the pack) */
214                 if (item >= 0)
215                 {
216                         q_ptr = &inventory[item];
217                 }
218
219                 /* Get the item (on the floor) */
220                 else
221                 {
222                         q_ptr = &o_list[0 - item];
223                 }
224
225                 /* Get local object */
226                 q_ptr = &forge;
227
228                 /* Hack -- Give the player some small firestones */
229                 object_prep(q_ptr, lookup_kind(TV_BOLT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+1));
230                 q_ptr->number = (byte)rand_range(4, 8);
231                 object_aware(q_ptr);
232                 object_known(q_ptr);
233                 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
234
235                 q_ptr->discount = 99;
236
237                 object_desc(o_name, q_ptr, 0);
238                 msg_format(_("%sを作った。", "You make some ammo."), o_name);
239
240                 if (item >= 0)
241                 {
242                         inven_item_increase(item, -1);
243                         inven_item_describe(item);
244                         inven_item_optimize(item);
245                 }
246                 else
247                 {
248                         floor_item_increase(0 - item, -1);
249                         floor_item_describe(0 - item);
250                         floor_item_optimize(0 - item);
251                 }
252
253                 slot = inven_carry(q_ptr);
254
255                 /* Auto-inscription */
256                 if (slot >= 0) autopick_alter_item(slot, FALSE);
257         }
258         return TRUE;
259 }
260
261 /*!
262  * @brief 魔道具術師の魔力取り込み処理
263  * @return 取り込みを実行したらTRUE、キャンセルしたらFALSEを返す
264  */
265 bool gain_magic(void)
266 {
267         OBJECT_IDX item;
268         PARAMETER_VALUE pval;
269         int ext = 0;
270         cptr q, s;
271         object_type *o_ptr;
272         char o_name[MAX_NLEN];
273
274         /* Only accept legal items */
275         item_tester_hook = item_tester_hook_recharge;
276
277         /* Get an item */
278         q = _("どのアイテムの魔力を取り込みますか? ", "Gain power of which item? ");
279         s = _("魔力を取り込めるアイテムがない。", "You have nothing to gain power.");
280
281         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
282
283         /* Get the item (in the pack) */
284         if (item >= 0)
285         {
286                 o_ptr = &inventory[item];
287         }
288
289         /* Get the item (on the floor) */
290         else
291         {
292                 o_ptr = &o_list[0 - item];
293         }
294
295         if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
296         {
297                 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."));
298                 return FALSE;
299         }
300
301
302         if (!object_is_known(o_ptr))
303         {
304                 msg_print(_("鑑定されていないと取り込めない。", "You need to identify before absorbing."));
305                 return FALSE;
306         }
307
308         if (o_ptr->timeout)
309         {
310                 msg_print(_("充填中のアイテムは取り込めない。", "This item is still charging."));
311                 return FALSE;
312         }
313
314         pval = o_ptr->pval;
315         if (o_ptr->tval == TV_ROD)
316                 ext = 72;
317         else if (o_ptr->tval == TV_WAND)
318                 ext = 36;
319
320         if (o_ptr->tval == TV_ROD)
321         {
322                 p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)o_ptr->number;
323                 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
324         }
325         else
326         {
327                 int num;
328                 for (num = o_ptr->number; num; num--)
329                 {
330                         int gain_num = pval;
331                         if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
332                         if (p_ptr->magic_num2[o_ptr->sval + ext])
333                         {
334                                 gain_num *= 256;
335                                 gain_num = (gain_num/3 + randint0(gain_num/3)) / 256;
336                                 if (gain_num < 1) gain_num = 1;
337                         }
338                         p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)gain_num;
339                         if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
340                         p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
341                         if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
342                         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;
343                         if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
344                 }
345         }
346
347         object_desc(o_name, o_ptr, 0);
348         /* Message */
349         msg_format(_("%sの魔力を取り込んだ。", "You absorb magic of %s."), o_name);
350
351         /* Eliminate the item (from the pack) */
352         if (item >= 0)
353         {
354                 inven_item_increase(item, -999);
355                 inven_item_describe(item);
356                 inven_item_optimize(item);
357         }
358
359         /* Eliminate the item (from the floor) */
360         else
361         {
362                 floor_item_increase(0 - item, -999);
363                 floor_item_describe(0 - item);
364                 floor_item_optimize(0 - item);
365         }
366         p_ptr->energy_use = 100;
367         return TRUE;
368 }
369
370 /*!
371  * @brief 魔法系コマンドを実行できるかの判定を返す
372  * @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。
373  */
374 static bool can_do_cmd_cast(void)
375 {
376         if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
377         {
378                 msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
379                 msg_print(NULL);
380                 return FALSE;
381         }
382         else if (p_ptr->anti_magic)
383         {
384                 msg_print(_("反魔法バリアが魔法を邪魔した!", "An anti-magic shell disrupts your magic!"));
385                 return FALSE;
386         }
387         else if (p_ptr->shero)
388         {
389                 msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
390                 return FALSE;
391         }
392         else
393                 return TRUE;
394 }
395
396 /*!
397  * @brief 修行僧の構え設定処理
398  * @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。
399  */
400 static bool choose_kamae(void)
401 {
402         char choice;
403         int new_kamae = 0;
404         int i;
405         char buf[80];
406
407         if (p_ptr->confused)
408         {
409                 msg_print(_("混乱していて構えられない!", "Too confused."));
410                 return FALSE;
411         }
412
413         /* Save screen */
414         screen_save();
415         prt(_(" a) 構えをとく", " a) No form"), 2, 20);
416
417         for (i = 0; i < MAX_KAMAE; i++)
418         {
419                 if (p_ptr->lev >= kamae_shurui[i].min_level)
420                 {
421                         sprintf(buf," %c) %-12s  %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
422                         prt(buf, 3+i, 20);
423                 }
424         }
425
426         prt("", 1, 0);
427         prt(_("        どの構えをとりますか?", "        Choose Form: "), 1, 14);
428
429         while(1)
430         {
431                 choice = inkey();
432
433                 if (choice == ESCAPE)
434                 {
435                         screen_load();
436                         return FALSE;
437                 }
438                 else if ((choice == 'a') || (choice == 'A'))
439                 {
440                         if (p_ptr->action == ACTION_KAMAE)
441                         {
442                                 set_action(ACTION_NONE);
443                         }
444                         else
445                                 msg_print(_("もともと構えていない。", "You are not assuming a posture."));
446                         screen_load();
447                         return TRUE;
448                 }
449                 else if ((choice == 'b') || (choice == 'B'))
450                 {
451                         new_kamae = 0;
452                         break;
453                 }
454                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
455                 {
456                         new_kamae = 1;
457                         break;
458                 }
459                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
460                 {
461                         new_kamae = 2;
462                         break;
463                 }
464                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
465                 {
466                         new_kamae = 3;
467                         break;
468                 }
469         }
470         set_action(ACTION_KAMAE);
471
472         if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
473         {
474                 msg_print(_("構え直した。", "You reassume a posture."));
475         }
476         else
477         {
478                 p_ptr->special_defense &= ~(KAMAE_MASK);
479                 p_ptr->update |= (PU_BONUS);
480                 p_ptr->redraw |= (PR_STATE);
481                 msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
482                 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
483         }
484         p_ptr->redraw |= PR_STATE;
485         screen_load();
486         return TRUE;
487 }
488
489 /*!
490  * @brief 剣術家の型設定処理
491  * @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。
492  */
493 static bool choose_kata(void)
494 {
495         char choice;
496         int new_kata = 0;
497         int i;
498         char buf[80];
499
500         if (p_ptr->confused)
501         {
502                 msg_print(_("混乱していて構えられない!", "Too confused."));
503                 return FALSE;
504         }
505
506         if (p_ptr->stun)
507         {
508                 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
509                 return FALSE;
510         }
511
512         if (p_ptr->afraid)
513         {
514                 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
515                 return FALSE;
516         }
517
518         /* Save screen */
519         screen_save();
520         prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
521
522         for (i = 0; i < MAX_KATA; i++)
523         {
524                 if (p_ptr->lev >= kata_shurui[i].min_level)
525                 {
526                         sprintf(buf,_(" %c) %sの型    %s", " %c) Form of %-12s  %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
527                         prt(buf, 3+i, 20);
528                 }
529         }
530
531         prt("", 1, 0);
532         prt(_("        どの型で構えますか?", "        Choose Form: "), 1, 14);
533
534         while(1)
535         {
536                 choice = inkey();
537
538                 if (choice == ESCAPE)
539                 {
540                         screen_load();
541                         return FALSE;
542                 }
543                 else if ((choice == 'a') || (choice == 'A'))
544                 {
545                         if (p_ptr->action == ACTION_KATA)
546                         {
547                                 set_action(ACTION_NONE);
548                         }
549                         else
550                                 msg_print(_("もともと構えていない。", "You are not assuming posture."));
551                         screen_load();
552                         return TRUE;
553                 }
554                 else if ((choice == 'b') || (choice == 'B'))
555                 {
556                         new_kata = 0;
557                         break;
558                 }
559                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
560                 {
561                         new_kata = 1;
562                         break;
563                 }
564                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
565                 {
566                         new_kata = 2;
567                         break;
568                 }
569                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
570                 {
571                         new_kata = 3;
572                         break;
573                 }
574         }
575         set_action(ACTION_KATA);
576
577         if (p_ptr->special_defense & (KATA_IAI << new_kata))
578         {
579                 msg_print(_("構え直した。", "You reassume a posture."));
580         }
581         else
582         {
583                 p_ptr->special_defense &= ~(KATA_MASK);
584                 p_ptr->update |= (PU_BONUS);
585                 p_ptr->update |= (PU_MONSTERS);
586                 msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
587                 p_ptr->special_defense |= (KATA_IAI << new_kata);
588         }
589         p_ptr->redraw |= (PR_STATE);
590         p_ptr->redraw |= (PR_STATUS);
591         screen_load();
592         return TRUE;
593 }
594
595
596 /*!
597  * @brief レイシャル・パワー情報のtypedef
598  */
599 typedef struct power_desc_type power_desc_type;
600
601 /*!
602  * @brief レイシャル・パワー情報の構造体定義
603  */
604 struct power_desc_type
605 {
606         char name[80];
607         PLAYER_LEVEL level;
608         int  cost;
609         int  stat;
610         int  fail;
611         int  number;
612 };
613
614
615 /*!
616  * @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
617  * @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
618  * @return 成功率(%)を返す
619  */
620 static int racial_chance(power_desc_type *pd_ptr)
621 {
622         PLAYER_LEVEL min_level  = pd_ptr->level;
623         int  difficulty = pd_ptr->fail;
624
625         int i;
626         int val;
627         int sum = 0;
628         int stat = p_ptr->stat_cur[pd_ptr->stat];
629
630         /* No chance for success */
631         if ((p_ptr->lev < min_level) || p_ptr->confused)
632         {
633                 return (0);
634         }
635
636         if (difficulty == 0) return 100;
637
638         /* Calculate difficulty */
639         if (p_ptr->stun)
640         {
641                 difficulty += p_ptr->stun;
642         }
643         else if (p_ptr->lev > min_level)
644         {
645                 int lev_adj = ((p_ptr->lev - min_level) / 3);
646                 if (lev_adj > 10) lev_adj = 10;
647                 difficulty -= lev_adj;
648         }
649
650         if (difficulty < 5) difficulty = 5;
651
652         /* We only need halfs of the difficulty */
653         difficulty = difficulty / 2;
654
655         for (i = 1; i <= stat; i++)
656         {
657                 val = i - difficulty;
658                 if (val > 0)
659                         sum += (val <= difficulty) ? val : difficulty;
660         }
661
662         if (difficulty == 0)
663                 return (100);
664         else
665                 return (((sum * 100) / difficulty) / stat);
666 }
667
668
669 static int  racial_cost;
670
671 /*!
672  * @brief レイシャル・パワーの発動の判定処理
673  * @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
674  * @return
675  * 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。
676  * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
677  */
678 static int racial_aux(power_desc_type *pd_ptr)
679 {
680         s16b min_level  = pd_ptr->level;
681         int  use_stat   = pd_ptr->stat;
682         int  difficulty = pd_ptr->fail;
683         int  use_hp = 0;
684
685         racial_cost = pd_ptr->cost;
686
687         /* Not enough mana - use hp */
688         if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
689
690         /* Power is not available yet */
691         if (p_ptr->lev < min_level)
692         {
693                 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。", 
694                                          "You need to attain level %d to use this power."), min_level);
695
696                 p_ptr->energy_use = 0;
697                 return 0;
698         }
699
700         /* Too confused */
701         else if (p_ptr->confused)
702         {
703                 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."));
704                 p_ptr->energy_use = 0;
705                 return 0;
706         }
707
708         /* Risk death? */
709         else if (p_ptr->chp < use_hp)
710         {
711                 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? ")))
712                 {
713                         p_ptr->energy_use = 0;
714                         return 0;
715                 }
716         }
717
718         /* Else attempt to do it! */
719
720         if (difficulty)
721         {
722                 if (p_ptr->stun)
723                 {
724                         difficulty += p_ptr->stun;
725                 }
726                 else if (p_ptr->lev > min_level)
727                 {
728                         int lev_adj = ((p_ptr->lev - min_level) / 3);
729                         if (lev_adj > 10) lev_adj = 10;
730                         difficulty -= lev_adj;
731                 }
732
733                 if (difficulty < 5) difficulty = 5;
734         }
735
736         /* take time and pay the price */
737         p_ptr->energy_use = 100;
738
739         /* Success? */
740         if (randint1(p_ptr->stat_cur[use_stat]) >=
741             ((difficulty / 2) + randint1(difficulty / 2)))
742         {
743                 return 1;
744         }
745
746         if (flush_failure) flush();
747         msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
748
749         return -1;
750 }
751
752 /*!
753  * @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
754  * @return なし
755  */
756 void ratial_stop_mouth(void)
757 {
758         if (music_singing_any()) stop_singing();
759         if (hex_spelling_any()) stop_hex_spell_all();
760 }
761
762 /*!
763  * @brief レイシャル・パワー発動処理
764  * @param command 発動するレイシャルのID
765  * @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。
766  */
767 static bool cmd_racial_power_aux(s32b command)
768 {
769         s16b        plev = p_ptr->lev;
770         int         dir = 0;
771
772         if (command <= -3)
773         {
774                 switch (p_ptr->pclass)
775                 {
776                 case CLASS_WARRIOR:
777                 {
778                         int y = 0, x = 0, i;
779                         cave_type       *c_ptr;
780
781                         for (i = 0; i < 6; i++)
782                         {
783                                 dir = randint0(8);
784                                 y = p_ptr->y + ddy_ddd[dir];
785                                 x = p_ptr->x + ddx_ddd[dir];
786                                 c_ptr = &cave[y][x];
787
788                                 /* Hack -- attack monsters */
789                                 if (c_ptr->m_idx)
790                                         py_attack(y, x, 0);
791                                 else
792                                 {
793                                         msg_print(_("攻撃が空をきった。", "You attack the empty air."));
794                                 }
795                         }
796                         break;
797                 }
798                 case CLASS_HIGH_MAGE:
799                 if (p_ptr->realm1 == REALM_HEX)
800                 {
801                         bool retval = stop_hex_spell();
802                         if (retval) p_ptr->energy_use = 10;
803                         return (retval);
804                 }
805                 case CLASS_MAGE:
806                 /* case CLASS_HIGH_MAGE: */
807                 case CLASS_SORCERER:
808                 {
809                         if (!eat_magic(p_ptr->lev * 2)) return FALSE;
810                         break;
811                 }
812                 case CLASS_PRIEST:
813                 {
814                         if (is_good_realm(p_ptr->realm1))
815                         {
816                                 if (!bless_weapon()) return FALSE;
817                         }
818                         else
819                         {
820                                 (void)dispel_monsters(plev * 4);
821                                 turn_monsters(plev * 4);
822                                 banish_monsters(plev * 4);
823                         }
824                         break;
825                 }
826                 case CLASS_ROGUE:
827                 {
828                         int x, y;
829
830                         if (!get_rep_dir(&dir, FALSE)) return FALSE;
831                         y = p_ptr->y + ddy[dir];
832                         x = p_ptr->x + ddx[dir];
833                         if (cave[y][x].m_idx)
834                         {
835                                 py_attack(y, x, 0);
836                                 if (randint0(p_ptr->skill_dis) < 7)
837                                         msg_print(_("うまく逃げられなかった。", "You are failed to run away."));
838                                 else teleport_player(30, 0L);
839                         }
840                         else
841                         {
842                                 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"));
843                                 msg_print(NULL);
844                         }
845                         break;
846                 }
847                 case CLASS_RANGER:
848                 case CLASS_SNIPER:
849                 {
850                         msg_print(_("敵を調査した...", "You examine your foes..."));
851                         probing();
852                         break;
853                 }
854                 case CLASS_PALADIN:
855                 {
856                         if (!get_aim_dir(&dir)) return FALSE;
857                         fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
858                                   dir, plev * 3);
859                         break;
860                 }
861                 case CLASS_WARRIOR_MAGE:
862                 {
863                         if (command == -3)
864                         {
865                                 int gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev, 
866                                                                 _("HPからMPへの無謀な変換", "thoughtless convertion from HP to SP"), -1) / 5;
867                                 if (gain_sp)
868                                 {
869                                         p_ptr->csp += gain_sp;
870                                         if (p_ptr->csp > p_ptr->msp)
871                                         {
872                                                 p_ptr->csp = p_ptr->msp;
873                                                 p_ptr->csp_frac = 0;
874                                         }
875                                 }
876                                 else
877                                 {
878                                         msg_print(_("変換に失敗した。", "You failed to convert."));
879                                 }
880                         }
881                         else if (command == -4)
882                         {
883                                 if (p_ptr->csp >= p_ptr->lev / 5)
884                                 {
885                                         p_ptr->csp -= p_ptr->lev / 5;
886                                         hp_player(p_ptr->lev);
887                                 }
888                                 else
889                                 {
890                                         msg_print(_("変換に失敗した。", "You failed to convert."));
891                                 }
892                         }
893
894                         /* Redraw mana and hp */
895                         p_ptr->redraw |= (PR_HP | PR_MANA);
896
897                         break;
898                 }
899                 case CLASS_CHAOS_WARRIOR:
900                 {
901                         msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
902                         slow_monsters(p_ptr->lev);
903                         stun_monsters(p_ptr->lev * 4);
904                         confuse_monsters(p_ptr->lev * 4);
905                         turn_monsters(p_ptr->lev * 4);
906                         stasis_monsters(p_ptr->lev * 4);
907                         break;
908                 }
909                 case CLASS_MONK:
910                 {
911                         if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
912                         {
913                                 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
914                                 return FALSE;
915                         }
916                         if (p_ptr->riding)
917                         {
918                                 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
919                                 return FALSE;
920                         }
921
922                         if (command == -3)
923                         {
924                                 if (!choose_kamae()) return FALSE;
925                                 p_ptr->update |= (PU_BONUS);
926                         }
927                         else if (command == -4)
928                         {
929                                 int x, y;
930
931                                 if (!get_rep_dir(&dir, FALSE)) return FALSE;
932                                 y = p_ptr->y + ddy[dir];
933                                 x = p_ptr->x + ddx[dir];
934                                 if (cave[y][x].m_idx)
935                                 {
936                                         if (one_in_(2)) 
937                                                 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!!!", 
938                                                                         "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
939                                         else
940                                                 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!!!",
941                                                                         "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
942
943                                         py_attack(y, x, 0);
944                                         if (cave[y][x].m_idx)
945                                         {
946                                                 handle_stuff();
947                                                 py_attack(y, x, 0);
948                                         }
949                                         p_ptr->energy_need += ENERGY_NEED();
950                                 }
951                                 else
952                                 {
953                                         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"));
954                                         msg_print(NULL);
955                                 }
956                         }
957                         break;
958                 }
959                 case CLASS_MINDCRAFTER:
960                 case CLASS_FORCETRAINER:
961                 {
962                         if (total_friends)
963                         {
964                                 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."));
965                                 return FALSE;
966                         }
967                         msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
968
969                         p_ptr->csp += (3 + p_ptr->lev/20);
970                         if (p_ptr->csp >= p_ptr->msp)
971                         {
972                                 p_ptr->csp = p_ptr->msp;
973                                 p_ptr->csp_frac = 0;
974                         }
975
976                         /* Redraw mana */
977                         p_ptr->redraw |= (PR_MANA);
978                         break;
979                 }
980                 case CLASS_TOURIST:
981                 {
982                         if (command == -3)
983                         {
984                                 if (!get_aim_dir(&dir)) return FALSE;
985                                 project_length = 1;
986                                 fire_beam(GF_PHOTO, dir, 1);
987                         }
988                         else if (command == -4)
989                         {
990                                 if (!identify_fully(FALSE)) return FALSE;
991                         }
992                         break;
993                 }
994                 case CLASS_IMITATOR:
995                 {
996                         handle_stuff();
997                         if (!do_cmd_mane(TRUE)) return FALSE;
998                         break;
999                 }
1000                 case CLASS_BEASTMASTER:
1001                 {
1002                         if (command == -3)
1003                         {
1004                                 if (!get_aim_dir(&dir)) return FALSE;
1005                                 (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
1006                         }
1007                         else if (command == -4)
1008                         {
1009                                 project_hack(GF_CHARM_LIVING, p_ptr->lev);
1010                         }
1011                         break;
1012                 }
1013                 case CLASS_ARCHER:
1014                 {
1015                         if (!do_cmd_archer()) return FALSE;
1016                         break;
1017                 }
1018                 case CLASS_MAGIC_EATER:
1019                 {
1020                         if (command == -3) {
1021                                 if (!gain_magic()) return FALSE;
1022                         } else if (command == -4) {
1023                                 if (!can_do_cmd_cast()) return FALSE;
1024                                 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
1025                         }
1026                         break;
1027                 }
1028                 case CLASS_BARD:
1029                 {
1030                         /* Singing is already stopped */
1031                         if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
1032
1033                         stop_singing();
1034                         p_ptr->energy_use = 10;
1035                         break;
1036                 }
1037                 case CLASS_RED_MAGE:
1038                 {
1039                         if (!can_do_cmd_cast()) return FALSE;
1040                         handle_stuff();
1041                         do_cmd_cast();
1042                         handle_stuff();
1043                         if (!p_ptr->paralyzed && can_do_cmd_cast())
1044                                 do_cmd_cast();
1045                         break;
1046                 }
1047                 case CLASS_SAMURAI:
1048                 {
1049                         if (command == -3)
1050                         {
1051                                 int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
1052
1053                                 if (total_friends)
1054                                 {
1055                                         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."));
1056                                         return FALSE;
1057                                 }
1058                                 if (p_ptr->special_defense & KATA_MASK)
1059                                 {
1060                                         msg_print(_("今は構えに集中している。", "You need concentration on your form."));
1061                                         return FALSE;
1062                                 }
1063                                 msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
1064
1065                                 p_ptr->csp += p_ptr->msp / 2;
1066                                 if (p_ptr->csp >= max_csp)
1067                                 {
1068                                         p_ptr->csp = max_csp;
1069                                         p_ptr->csp_frac = 0;
1070                                 }
1071
1072                                 /* Redraw mana */
1073                                 p_ptr->redraw |= (PR_MANA);
1074                         }
1075                         else if (command == -4)
1076                         {
1077                                 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
1078                                 {
1079                                         msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
1080                                         return FALSE;
1081                                 }
1082                                 if (!choose_kata()) return FALSE;
1083                                 p_ptr->update |= (PU_BONUS);
1084                         }
1085                         break;
1086                 }
1087                 case CLASS_BLUE_MAGE:
1088                 {
1089                         if (p_ptr->action == ACTION_LEARN)
1090                         {
1091                                 set_action(ACTION_NONE);
1092                         }
1093                         else
1094                         {
1095                                 set_action(ACTION_LEARN);
1096                         }
1097                         p_ptr->energy_use = 0;
1098                         break;
1099                 }
1100                 case CLASS_CAVALRY:
1101                 {
1102                         char m_name[80];
1103                         monster_type *m_ptr;
1104                         monster_race *r_ptr;
1105                         int rlev;
1106
1107                         if (p_ptr->riding)
1108                         {
1109                                 msg_print(_("今は乗馬中だ。", "You ARE riding."));
1110                                 return FALSE;
1111                         }
1112                         if (!do_riding(TRUE)) return TRUE;
1113                         m_ptr = &m_list[p_ptr->riding];
1114                         r_ptr = &r_info[m_ptr->r_idx];
1115                         monster_desc(m_name, m_ptr, 0);
1116                         msg_format(_("%sに乗った。", "You ride on %s."),m_name);
1117                         if (is_pet(m_ptr)) break;
1118                         rlev = r_ptr->level;
1119                         if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
1120                         if (rlev > 60) rlev = 60+(rlev-60)/2;
1121                         if ((randint1(p_ptr->skill_exp[GINOU_RIDING] / 120 + p_ptr->lev * 2 / 3) > rlev)
1122                             && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle
1123                             && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
1124                             && (rlev < p_ptr->lev * 3 / 2 + randint0(p_ptr->lev / 5)))
1125                         {
1126                                 msg_format(_("%sを手なずけた。", "You tame %s."),m_name);
1127                                 set_pet(m_ptr);
1128                         }
1129                         else
1130                         {
1131                                 msg_format(_("%sに振り落とされた!", "You have thrown off by %s."),m_name);
1132                                 rakuba(1,TRUE);
1133
1134                                 /* Paranoia */
1135                                 /* 落馬処理に失敗してもとにかく乗馬解除 */
1136                                 p_ptr->riding = 0;
1137                         }
1138                         break;
1139                 }
1140                 case CLASS_BERSERKER:
1141                 {
1142                         if (!word_of_recall()) return FALSE;
1143                         break;
1144                 }
1145                 case CLASS_SMITH:
1146                 {
1147                         if (p_ptr->lev > 29)
1148                         {
1149                                 if (!identify_fully(TRUE)) return FALSE;
1150                         }
1151                         else
1152                         {
1153                                 if (!ident_spell(TRUE)) return FALSE;
1154                         }
1155                         break;
1156                 }
1157                 case CLASS_MIRROR_MASTER:
1158                 {
1159                         if (command == -3)
1160                         {
1161                                 /* Explode all mirrors */
1162                                 remove_all_mirrors(TRUE);
1163                         }
1164                         else if (command == -4)
1165                         {
1166                                 if (total_friends)
1167                                 {
1168                                         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."));
1169                                         return FALSE;
1170                                 }
1171                                 if (is_mirror_grid(&cave[p_ptr->y][p_ptr->x]))
1172                                 {
1173                                         msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
1174
1175                                         p_ptr->csp += (5 + p_ptr->lev * p_ptr->lev / 100);
1176                                         if (p_ptr->csp >= p_ptr->msp)
1177                                         {
1178                                                 p_ptr->csp = p_ptr->msp;
1179                                                 p_ptr->csp_frac = 0;
1180                                         }
1181
1182                                         /* Redraw mana */
1183                                         p_ptr->redraw |= (PR_MANA);
1184                                 }
1185                                 else
1186                                 {
1187                                         msg_print(_("鏡の上でないと集中できない!", "Here are not any mirrors!"));
1188                                 }
1189                         }
1190                         break;
1191                 }
1192                 case CLASS_NINJA:
1193                 {
1194                         if (p_ptr->action == ACTION_HAYAGAKE)
1195                         {
1196                                 set_action(ACTION_NONE);
1197                         }
1198                         else
1199                         {
1200                                 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
1201                                 feature_type *f_ptr = &f_info[c_ptr->feat];
1202
1203                                 if (!have_flag(f_ptr->flags, FF_PROJECT) ||
1204                                     (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
1205                                 {
1206                                         msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
1207                                 }
1208                                 else
1209                                 {
1210                                         set_action(ACTION_HAYAGAKE);
1211                                 }
1212                         }
1213
1214
1215                         p_ptr->energy_use = 0;
1216                         break;
1217                 }
1218
1219                 }
1220         }
1221         else if (p_ptr->mimic_form)
1222         {
1223                 switch (p_ptr->mimic_form)
1224                 {
1225                 case MIMIC_DEMON:
1226                 case MIMIC_DEMON_LORD:
1227                 {
1228                         int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1229                         if (!get_aim_dir(&dir)) return FALSE;
1230                         ratial_stop_mouth();
1231 #ifdef JP
1232                         msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎"));
1233 #else
1234                         msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1235 #endif
1236
1237                         fire_breath(type, dir, plev * 3, (plev / 15) + 1);
1238                         break;
1239                 }
1240                 case MIMIC_VAMPIRE:
1241                         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
1242                         {
1243                                 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
1244                                 return FALSE;
1245                         }
1246                         else
1247                         {
1248                                 int y, x, dummy = 0;
1249                                 cave_type *c_ptr;
1250
1251                                 /* Only works on adjacent monsters */
1252                                 if (!get_rep_dir(&dir, FALSE)) return FALSE;   /* was get_aim_dir */
1253                                 y = p_ptr->y + ddy[dir];
1254                                 x = p_ptr->x + ddx[dir];
1255                                 c_ptr = &cave[y][x];
1256
1257                                 ratial_stop_mouth();
1258
1259                                 if (!c_ptr->m_idx)
1260                                 {
1261                                         msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
1262                                         break;
1263                                 }
1264
1265                                 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
1266                                 dummy = plev + randint1(plev) * MAX(1, plev / 10);   /* Dmg */
1267                                 if (hypodynamic_bolt(dir, dummy))
1268                                 {
1269                                         if (p_ptr->food < PY_FOOD_FULL)
1270                                                 /* No heal if we are "full" */
1271                                                 (void)hp_player(dummy);
1272                                         else
1273                                                 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
1274
1275                                         /* Gain nutritional sustenance: 150/hp drained */
1276                                         /* A Food ration gives 5000 food points (by contrast) */
1277                                         /* Don't ever get more than "Full" this way */
1278                                         /* But if we ARE Gorged,  it won't cure us */
1279                                         dummy = p_ptr->food + MIN(5000, 100 * dummy);
1280                                         if (p_ptr->food < PY_FOOD_MAX)   /* Not gorged already */
1281                                                 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
1282                                 }
1283                                 else
1284                                         msg_print(_("げぇ。ひどい味だ。", "Yechh. That tastes foul."));
1285                         }
1286                         break;
1287                 }
1288         }
1289
1290         else 
1291         {
1292
1293         switch (p_ptr->prace)
1294         {
1295                 case RACE_DWARF:
1296                         msg_print(_("周囲を調べた。", "You examine your surroundings."));
1297                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1298                         (void)detect_doors(DETECT_RAD_DEFAULT);
1299                         (void)detect_stairs(DETECT_RAD_DEFAULT);
1300                         break;
1301
1302                 case RACE_HOBBIT:
1303                         {
1304                                 object_type *q_ptr;
1305                                 object_type forge;
1306
1307                                 /* Get local object */
1308                                 q_ptr = &forge;
1309
1310                                 /* Create the food ration */
1311                                 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
1312
1313                                 /* Drop the object from heaven */
1314                                 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
1315                                 msg_print(_("食事を料理して作った。", "You cook some food."));
1316                         }
1317                         break;
1318
1319                 case RACE_GNOME:
1320                         msg_print(_("パッ!", "Blink!"));
1321                         teleport_player(10, 0L);
1322                         break;
1323
1324                 case RACE_HALF_ORC:
1325                         msg_print(_("勇気を出した。", "You play tough."));
1326                         (void)set_afraid(0);
1327                         break;
1328
1329                 case RACE_HALF_TROLL:
1330                         msg_print(_("うがぁぁ!", "RAAAGH!"));
1331                         (void)set_afraid(0);
1332                         (void)set_shero(10 + randint1(plev), FALSE);
1333                         (void)hp_player(30);
1334                         break;
1335
1336                 case RACE_AMBERITE:
1337                         if (command == -1)
1338                         {
1339                                 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
1340                                 alter_reality();
1341                         }
1342                         else if (command == -2)
1343                         {
1344                                 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..."));
1345
1346                                 (void)set_poisoned(0);
1347                                 (void)set_image(0);
1348                                 (void)set_stun(0);
1349                                 (void)set_cut(0);
1350                                 (void)set_blind(0);
1351                                 (void)set_afraid(0);
1352                                 (void)do_res_stat(A_STR);
1353                                 (void)do_res_stat(A_INT);
1354                                 (void)do_res_stat(A_WIS);
1355                                 (void)do_res_stat(A_DEX);
1356                                 (void)do_res_stat(A_CON);
1357                                 (void)do_res_stat(A_CHR);
1358                                 (void)restore_level();
1359                         }
1360                         break;
1361
1362                 case RACE_BARBARIAN:
1363                         msg_print(_("うぉぉおお!", "Raaagh!"));
1364                         (void)set_afraid(0);
1365                         (void)set_shero(10 + randint1(plev), FALSE);
1366                         (void)hp_player(30);
1367                         break;
1368
1369                 case RACE_HALF_OGRE:
1370                         msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
1371                         explosive_rune();
1372                         break;
1373
1374                 case RACE_HALF_GIANT:
1375                         if (!get_aim_dir(&dir)) return FALSE;
1376                         (void)wall_to_mud(dir, 20 + randint1(30));
1377                         break;
1378
1379                 case RACE_HALF_TITAN:
1380                         msg_print(_("敵を調査した...", "You examine your foes..."));
1381                         probing();
1382                         break;
1383
1384                 case RACE_CYCLOPS:
1385                         if (!get_aim_dir(&dir)) return FALSE;
1386                         msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
1387                         fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
1388                         break;
1389
1390                 case RACE_YEEK:
1391                         if (!get_aim_dir(&dir)) return FALSE;
1392                         ratial_stop_mouth();
1393                         msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
1394                         (void)fear_monster(dir, plev);
1395                         break;
1396
1397                 case RACE_KLACKON:
1398                         if (!get_aim_dir(&dir)) return FALSE;
1399                         ratial_stop_mouth();
1400                         msg_print(_("酸を吐いた。", "You spit acid."));
1401                         if (plev < 25) fire_bolt(GF_ACID, dir, plev);
1402                         else fire_ball(GF_ACID, dir, plev, 2);
1403                         break;
1404
1405                 case RACE_KOBOLD:
1406                         if (!get_aim_dir(&dir)) return FALSE;
1407                         msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
1408                         fire_bolt(GF_POIS, dir, plev);
1409                         break;
1410
1411                 case RACE_NIBELUNG:
1412                         msg_print(_("周囲を調査した。", "You examine your surroundings."));
1413                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1414                         (void)detect_doors(DETECT_RAD_DEFAULT);
1415                         (void)detect_stairs(DETECT_RAD_DEFAULT);
1416                         break;
1417
1418                 case RACE_DARK_ELF:
1419                         if (!get_aim_dir(&dir)) return FALSE;
1420                         msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
1421                         fire_bolt_or_beam(10, GF_MISSILE, dir,
1422                             damroll(3 + ((plev - 1) / 5), 4));
1423                         break;
1424
1425                 case RACE_DRACONIAN:
1426                         {
1427                                 int  Type = (one_in_(3) ? GF_COLD : GF_FIRE);
1428 #ifdef JP
1429                                 cptr Type_desc = ((Type == GF_COLD) ? "冷気" : "炎");
1430 #else
1431                                 cptr Type_desc = ((Type == GF_COLD) ? "cold" : "fire");
1432 #endif
1433
1434                                 if (!get_aim_dir(&dir)) return FALSE;
1435
1436                                 if (randint1(100) < plev)
1437                                 {
1438                                         switch (p_ptr->pclass)
1439                                         {
1440                                                 case CLASS_WARRIOR:
1441                                                 case CLASS_BERSERKER:
1442                                                 case CLASS_RANGER:
1443                                                 case CLASS_TOURIST:
1444                                                 case CLASS_IMITATOR:
1445                                                 case CLASS_ARCHER:
1446                                                 case CLASS_SMITH:
1447                                                         if (one_in_(3))
1448                                                         {
1449                                                                 Type = GF_MISSILE;
1450                                                                 Type_desc = _("エレメント", "the elements");
1451                                                         }
1452                                                         else
1453                                                         {
1454                                                                 Type = GF_SHARDS;
1455                                                                 Type_desc = _("破片", "shards");
1456                                                         }
1457                                                         break;
1458                                                 case CLASS_MAGE:
1459                                                 case CLASS_WARRIOR_MAGE:
1460                                                 case CLASS_HIGH_MAGE:
1461                                                 case CLASS_SORCERER:
1462                                                 case CLASS_MAGIC_EATER:
1463                                                 case CLASS_RED_MAGE:
1464                                                 case CLASS_BLUE_MAGE:
1465                                                 case CLASS_MIRROR_MASTER:
1466                                                         if (one_in_(3))
1467                                                         {
1468                                                                 Type = GF_MANA;
1469                                                                 Type_desc = _("魔力", "mana");
1470                                                         }
1471                                                         else
1472                                                         {
1473                                                                 Type = GF_DISENCHANT;
1474                                                                 Type_desc = _("劣化", "disenchantment");
1475                                                         }
1476                                                         break;
1477                                                 case CLASS_CHAOS_WARRIOR:
1478                                                         if (!one_in_(3))
1479                                                         {
1480                                                                 Type = GF_CONFUSION;
1481                                                                 Type_desc = _("混乱", "confusion");
1482                                                         }
1483                                                         else
1484                                                         {
1485                                                                 Type = GF_CHAOS;
1486                                                                 Type_desc = _("カオス", "chaos");
1487                                                         }
1488                                                         break;
1489                                                 case CLASS_MONK:
1490                                                 case CLASS_SAMURAI:
1491                                                 case CLASS_FORCETRAINER:
1492                                                         if (!one_in_(3))
1493                                                         {
1494                                                                 Type = GF_CONFUSION;
1495                                                                 Type_desc = _("混乱", "confusion");
1496                                                         }
1497                                                         else
1498                                                         {
1499                                                                 Type = GF_SOUND;
1500                                                                 Type_desc = _("轟音", "sound");
1501                                                         }
1502                                                         break;
1503                                                 case CLASS_MINDCRAFTER:
1504                                                         if (!one_in_(3))
1505                                                         {
1506                                                                 Type = GF_CONFUSION;
1507                                                                 Type_desc = _("混乱", "confusion");
1508                                                         }
1509                                                         else
1510                                                         {
1511                                                                 Type = GF_PSI;
1512                                                                 Type_desc = _("精神エネルギー", "mental energy");
1513                                                         }
1514                                                         break;
1515                                                 case CLASS_PRIEST:
1516                                                 case CLASS_PALADIN:
1517                                                         if (one_in_(3))
1518                                                         {
1519                                                                 Type = GF_HELL_FIRE;
1520                                                                 Type_desc = _("地獄の劫火", "hellfire");
1521                                                         }
1522                                                         else
1523                                                         {
1524                                                                 Type = GF_HOLY_FIRE;
1525                                                                 Type_desc = _("聖なる炎", "holy fire");
1526                                                         }
1527                                                         break;
1528                                                 case CLASS_ROGUE:
1529                                                 case CLASS_NINJA:
1530                                                         if (one_in_(3))
1531                                                         {
1532                                                                 Type = GF_DARK;
1533                                                                 Type_desc = _("暗黒", "darkness");
1534                                                         }
1535                                                         else
1536                                                         {
1537                                                                 Type = GF_POIS;
1538                                                                 Type_desc = _("毒", "poison");
1539                                                         }
1540                                                         break;
1541                                                 case CLASS_BARD:
1542                                                         if (!one_in_(3))
1543                                                         {
1544                                                                 Type = GF_SOUND;
1545                                                                 Type_desc = _("轟音", "sound");
1546                                                         }
1547                                                         else
1548                                                         {
1549                                                                 Type = GF_CONFUSION;
1550                                                                 Type_desc = _("混乱", "confusion");
1551                                                         }
1552                                                         break;
1553                                         }
1554                                 }
1555
1556                                 ratial_stop_mouth();
1557                                 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
1558
1559                                 fire_ball(Type, dir, plev * 2,
1560                                     -(plev / 15) - 1);
1561                         }
1562                         break;
1563
1564                 case RACE_MIND_FLAYER:
1565                         if (!get_aim_dir(&dir)) return FALSE;
1566                         msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
1567                         fire_bolt(GF_PSI, dir, plev);
1568                         break;
1569
1570                 case RACE_IMP:
1571                         if (!get_aim_dir(&dir)) return FALSE;
1572                         if (plev >= 30)
1573                         {
1574                                 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
1575                                 fire_ball(GF_FIRE, dir, plev, 2);
1576                         }
1577                         else
1578                         {
1579                                 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
1580                                 fire_bolt(GF_FIRE, dir, plev);
1581                         }
1582                         break;
1583
1584                 case RACE_GOLEM:
1585                         (void)set_shield(randint1(20) + 30, FALSE);
1586                         break;
1587
1588                 case RACE_SKELETON:
1589                 case RACE_ZOMBIE:
1590                         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."));
1591                         (void)restore_level();
1592                         break;
1593
1594                 case RACE_VAMPIRE:
1595                         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
1596                         {
1597                                 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
1598                                 return FALSE;
1599                         }
1600                         else
1601                         {
1602                                 int y, x, dummy = 0;
1603                                 cave_type *c_ptr;
1604
1605                                 /* Only works on adjacent monsters */
1606                                 if (!get_rep_dir(&dir,FALSE)) return FALSE;   /* was get_aim_dir */
1607                                 y = p_ptr->y + ddy[dir];
1608                                 x = p_ptr->x + ddx[dir];
1609                                 c_ptr = &cave[y][x];
1610
1611                                 ratial_stop_mouth();
1612
1613                                 if (!c_ptr->m_idx)
1614                                 {
1615                                         msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
1616                                         break;
1617                                 }
1618
1619                                 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
1620                                 dummy = plev + randint1(plev) * MAX(1, plev / 10);   /* Dmg */
1621                                 if (hypodynamic_bolt(dir, dummy))
1622                                 {
1623                                         if (p_ptr->food < PY_FOOD_FULL)
1624                                                 /* No heal if we are "full" */
1625                                                 (void)hp_player(dummy);
1626                                         else
1627                                                 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
1628
1629                                         /* Gain nutritional sustenance: 150/hp drained */
1630                                         /* A Food ration gives 5000 food points (by contrast) */
1631                                         /* Don't ever get more than "Full" this way */
1632                                         /* But if we ARE Gorged,  it won't cure us */
1633                                         dummy = p_ptr->food + MIN(5000, 100 * dummy);
1634                                         if (p_ptr->food < PY_FOOD_MAX)   /* Not gorged already */
1635                                                 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
1636                                 }
1637                                 else
1638                                         msg_print(_("げぇ。ひどい味だ。", "Yechh. That tastes foul."));
1639                         }
1640                         break;
1641
1642                 case RACE_SPECTRE:
1643                         if (!get_aim_dir(&dir)) return FALSE;
1644                         ratial_stop_mouth();
1645                         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!"));
1646                         (void)fear_monster(dir, plev);
1647                         break;
1648
1649                 case RACE_SPRITE:
1650                         msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
1651                         if (plev < 25) sleep_monsters_touch();
1652                         else (void)sleep_monsters(plev);
1653                         break;
1654
1655                 case RACE_DEMON:
1656                         {
1657                                 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1658                                 if (!get_aim_dir(&dir)) return FALSE;
1659                                 ratial_stop_mouth();
1660 #ifdef JP
1661                                 msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎"));
1662 #else
1663                                 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1664 #endif
1665
1666                                 fire_breath(type, dir, plev * 3, (plev / 15) + 1);
1667                         }
1668                         break;
1669
1670                 case RACE_KUTAR:
1671                         (void)set_tsubureru(randint1(20) + 30, FALSE);
1672                         break;
1673
1674                 case RACE_ANDROID:
1675                         if (!get_aim_dir(&dir)) return FALSE;
1676                         if (plev < 10)
1677                         {
1678                                 msg_print(_("レイガンを発射した。", "You fire your ray gun."));
1679                                 fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
1680                         }
1681                         else if (plev < 25)
1682                         {
1683                                 msg_print(_("ブラスターを発射した。", "You fire your blaster."));
1684                                 fire_bolt(GF_MISSILE, dir, plev);
1685                         }
1686                         else if (plev < 35)
1687                         {
1688                                 msg_print(_("バズーカを発射した。", "You fire your bazooka."));
1689                                 fire_ball(GF_MISSILE, dir, plev * 2, 2);
1690                         }
1691                         else if (plev < 45)
1692                         {
1693                                 msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon."));
1694                                 fire_beam(GF_MISSILE, dir, plev * 2);
1695                         }
1696                         else
1697                         {
1698                                 msg_print(_("ロケットを発射した。", "You fire a rocket."));
1699                                 fire_rocket(GF_ROCKET, dir, plev * 5, 2);
1700                         }
1701                         break;
1702
1703                 default:
1704                         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."));
1705                         p_ptr->energy_use = 0;
1706         }
1707         }
1708         return TRUE;
1709 }
1710
1711 /*!
1712  * @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
1713  * @return なし
1714  */
1715 void do_cmd_racial_power(void)
1716 {
1717         power_desc_type power_desc[36];
1718         int num;
1719         COMMAND_CODE i = 0;
1720         int ask = TRUE;
1721         PLAYER_LEVEL lvl = p_ptr->lev;
1722         bool            flag, redraw, cast = FALSE;
1723         bool            warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
1724         char            choice;
1725         char            out_val[160];
1726         int menu_line = (use_menu ? 1 : 0);
1727
1728
1729         for (num = 0; num < 36; num++)
1730         {
1731                 strcpy(power_desc[num].name, "");
1732                 power_desc[num].number = 0;
1733         }
1734
1735         num = 0;
1736
1737         if (p_ptr->confused)
1738         {
1739                 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!"));
1740                 p_ptr->energy_use = 0;
1741                 return;
1742         }
1743
1744         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
1745         {
1746                 set_action(ACTION_NONE);
1747         }
1748
1749         switch (p_ptr->pclass)
1750         {
1751         case CLASS_WARRIOR:
1752         {
1753                 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
1754                 power_desc[num].level = 40;
1755                 power_desc[num].cost = 75;
1756                 power_desc[num].stat = A_DEX;
1757                 power_desc[num].fail = 35;
1758                 power_desc[num++].number = -3;
1759                 break;
1760         }
1761         case CLASS_HIGH_MAGE:
1762         if (p_ptr->realm1 == REALM_HEX)
1763         {
1764                 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
1765                 power_desc[num].level = 1;
1766                 power_desc[num].cost = 0;
1767                 power_desc[num].stat = A_INT;
1768                 power_desc[num].fail = 0;
1769                 power_desc[num++].number = -3;
1770                 break;
1771         }
1772         case CLASS_MAGE:
1773         /* case CLASS_HIGH_MAGE: */
1774         case CLASS_SORCERER:
1775         {
1776                 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1777                 power_desc[num].level = 25;
1778                 power_desc[num].cost = 1;
1779                 power_desc[num].stat = A_INT;
1780                 power_desc[num].fail = 25;
1781                 power_desc[num++].number = -3;
1782                 break;
1783         }
1784         case CLASS_PRIEST:
1785         {
1786                 if (is_good_realm(p_ptr->realm1))
1787                 {
1788                         strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
1789                         power_desc[num].level = 35;
1790                         power_desc[num].cost = 70;
1791                         power_desc[num].stat = A_WIS;
1792                         power_desc[num].fail = 50;
1793                         power_desc[num++].number = -3;
1794                 }
1795                 else
1796                 {
1797                         strcpy(power_desc[num].name, _("召魂", "Evocation"));
1798                         power_desc[num].level = 42;
1799                         power_desc[num].cost = 40;
1800                         power_desc[num].stat = A_WIS;
1801                         power_desc[num].fail = 35;
1802                         power_desc[num++].number = -3;
1803                 }
1804                 break;
1805         }
1806         case CLASS_ROGUE:
1807         {
1808                 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
1809                 power_desc[num].level = 8;
1810                 power_desc[num].cost = 12;
1811                 power_desc[num].stat = A_DEX;
1812                 power_desc[num].fail = 14;
1813                 power_desc[num++].number = -3;
1814                 break;
1815         }
1816         case CLASS_RANGER:
1817         case CLASS_SNIPER:
1818         {
1819                 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
1820                 power_desc[num].level = 15;
1821                 power_desc[num].cost = 20;
1822                 power_desc[num].stat = A_INT;
1823                 power_desc[num].fail = 12;
1824                 power_desc[num++].number = -3;
1825                 break;
1826         }
1827         case CLASS_PALADIN:
1828         {
1829                 if (is_good_realm(p_ptr->realm1))
1830                 {
1831                         strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
1832                         power_desc[num].level = 30;
1833                         power_desc[num].cost = 30;
1834                         power_desc[num].stat = A_WIS;
1835                         power_desc[num].fail = 30;
1836                         power_desc[num++].number = -3;
1837                 }
1838                 else
1839                 {
1840                         strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
1841                         power_desc[num].level = 30;
1842                         power_desc[num].cost = 30;
1843                         power_desc[num].stat = A_WIS;
1844                         power_desc[num].fail = 30;
1845                         power_desc[num++].number = -3;
1846                 }
1847                 break;
1848         }
1849         case CLASS_WARRIOR_MAGE:
1850         {
1851                 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
1852                 power_desc[num].level = 25;
1853                 power_desc[num].cost = 0;
1854                 power_desc[num].stat = A_INT;
1855                 power_desc[num].fail = 10;
1856                 power_desc[num++].number = -3;
1857                         
1858                 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
1859                 power_desc[num].level = 25;
1860                 power_desc[num].cost = 0;
1861                 power_desc[num].stat = A_INT;
1862                 power_desc[num].fail = 10;
1863                 power_desc[num++].number = -4;
1864                 break;
1865         }
1866         case CLASS_CHAOS_WARRIOR:
1867         {
1868                 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
1869                 power_desc[num].level = 40;
1870                 power_desc[num].cost = 50;
1871                 power_desc[num].stat = A_INT;
1872                 power_desc[num].fail = 25;
1873                 power_desc[num++].number = -3;
1874                 break;
1875         }
1876         case CLASS_MONK:
1877         {
1878                 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
1879                 power_desc[num].level = 25;
1880                 power_desc[num].cost = 0;
1881                 power_desc[num].stat = A_DEX;
1882                 power_desc[num].fail = 0;
1883                 power_desc[num++].number = -3;
1884                         
1885                 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
1886                 power_desc[num].level = 30;
1887                 power_desc[num].cost = 30;
1888                 power_desc[num].stat = A_STR;
1889                 power_desc[num].fail = 20;
1890                 power_desc[num++].number = -4;
1891                 break;
1892         }
1893         case CLASS_MINDCRAFTER:
1894         case CLASS_FORCETRAINER:
1895         {
1896                 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1897                 power_desc[num].level = 15;
1898                 power_desc[num].cost = 0;
1899                 power_desc[num].stat = A_WIS;
1900                 power_desc[num].fail = 10;
1901                 power_desc[num++].number = -3;
1902                 break;
1903         }
1904         case CLASS_TOURIST:
1905         {
1906                 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1907                 power_desc[num].level = 1;
1908                 power_desc[num].cost = 0;
1909                 power_desc[num].stat = A_DEX;
1910                 power_desc[num].fail = 0;
1911                 power_desc[num++].number = -3;
1912                 
1913                 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1914                 power_desc[num].level = 25;
1915                 power_desc[num].cost = 20;
1916                 power_desc[num].stat = A_INT;
1917                 power_desc[num].fail = 20;
1918                 power_desc[num++].number = -4;
1919                 break;
1920         }
1921         case CLASS_IMITATOR:
1922         {
1923                 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1924                 power_desc[num].level = 30;
1925                 power_desc[num].cost = 100;
1926                 power_desc[num].stat = A_DEX;
1927                 power_desc[num].fail = 30;
1928                 power_desc[num++].number = -3;
1929                 break;
1930         }
1931         case CLASS_BEASTMASTER:
1932         {
1933                 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1934                 power_desc[num].level = 1;
1935                 power_desc[num].cost = (p_ptr->lev+3)/4;
1936                 power_desc[num].stat = A_CHR;
1937                 power_desc[num].fail = 10;
1938                 power_desc[num++].number = -3;
1939                 
1940                 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1941                 power_desc[num].level = 30;
1942                 power_desc[num].cost = (p_ptr->lev+20)/2;
1943                 power_desc[num].stat = A_CHR;
1944                 power_desc[num].fail = 10;
1945                 power_desc[num++].number = -4;
1946                 break;
1947         }
1948         case CLASS_ARCHER:
1949         {
1950                 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1951                 power_desc[num].level = 1;
1952                 power_desc[num].cost = 0;
1953                 power_desc[num].stat = A_DEX;
1954                 power_desc[num].fail = 0;
1955                 power_desc[num++].number = -3;
1956                 break;
1957         }
1958         case CLASS_MAGIC_EATER:
1959         {
1960                 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1961                 power_desc[num].level = 1;
1962                 power_desc[num].cost = 0;
1963                 power_desc[num].stat = A_INT;
1964                 power_desc[num].fail = 0;
1965                 power_desc[num++].number = -3;
1966
1967                 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1968                 power_desc[num].level = 10;
1969                 power_desc[num].cost = 10 + (lvl - 10) / 2;
1970                 power_desc[num].stat = A_INT;
1971                 power_desc[num].fail = 0;
1972                 power_desc[num++].number = -4;
1973                 break;
1974         }
1975         case CLASS_BARD:
1976         {
1977                 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1978                 power_desc[num].level = 1;
1979                 power_desc[num].cost = 0;
1980                 power_desc[num].stat = A_CHR;
1981                 power_desc[num].fail = 0;
1982                 power_desc[num++].number = -3;
1983                 break;
1984         }
1985         case CLASS_RED_MAGE:
1986         {
1987                 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1988                 power_desc[num].level = 48;
1989                 power_desc[num].cost = 20;
1990                 power_desc[num].stat = A_INT;
1991                 power_desc[num].fail = 0;
1992                 power_desc[num++].number = -3;
1993                 break;
1994         }
1995         case CLASS_SAMURAI:
1996         {
1997                 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1998                 power_desc[num].level = 1;
1999                 power_desc[num].cost = 0;
2000                 power_desc[num].stat = A_WIS;
2001                 power_desc[num].fail = 0;
2002                 power_desc[num++].number = -3;
2003                 
2004                 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
2005                 power_desc[num].level = 25;
2006                 power_desc[num].cost = 0;
2007                 power_desc[num].stat = A_DEX;
2008                 power_desc[num].fail = 0;
2009                 power_desc[num++].number = -4;
2010                 break;
2011         }
2012         case CLASS_BLUE_MAGE:
2013         {
2014                 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
2015                 power_desc[num].level = 1;
2016                 power_desc[num].cost = 0;
2017                 power_desc[num].stat = A_INT;
2018                 power_desc[num].fail = 0;
2019                 power_desc[num++].number = -3;
2020                 break;
2021         }
2022         case CLASS_CAVALRY:
2023         {
2024                 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
2025                 power_desc[num].level = 10;
2026                 power_desc[num].cost = 0;
2027                 power_desc[num].stat = A_STR;
2028                 power_desc[num].fail = 10;
2029                 power_desc[num++].number = -3;
2030                 break;
2031         }
2032         case CLASS_BERSERKER:
2033         {
2034                 strcpy(power_desc[num].name, _("帰還", "Recall"));
2035                 power_desc[num].level = 10;
2036                 power_desc[num].cost = 10;
2037                 power_desc[num].stat = A_DEX;
2038                 power_desc[num].fail = 20;
2039                 power_desc[num++].number = -3;
2040                 break;
2041         }
2042         case CLASS_MIRROR_MASTER:
2043         {
2044                 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
2045                 power_desc[num].level = 1;
2046                 power_desc[num].cost = 0;
2047                 power_desc[num].stat = A_INT;
2048                 power_desc[num].fail = 0;
2049                 power_desc[num++].number = -3;
2050                 
2051                 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
2052                 power_desc[num].level = 30;
2053                 power_desc[num].cost = 0;
2054                 power_desc[num].stat = A_INT;
2055                 power_desc[num].fail = 20;
2056                 power_desc[num++].number = -4;
2057                 break;
2058         }
2059         case CLASS_SMITH:
2060         {
2061                 strcpy(power_desc[num].name, _("目利き", "Judgment"));
2062                 power_desc[num].level = 5;
2063                 power_desc[num].cost = 15;
2064                 power_desc[num].stat = A_INT;
2065                 power_desc[num].fail = 20;
2066                 power_desc[num++].number = -3;
2067                 break;
2068         }
2069         case CLASS_NINJA:
2070         {
2071                 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
2072                 power_desc[num].level = 20;
2073                 power_desc[num].cost = 0;
2074                 power_desc[num].stat = A_DEX;
2075                 power_desc[num].fail = 0;
2076                 power_desc[num++].number = -3;
2077                 break;
2078         }
2079         default:
2080                 strcpy(power_desc[0].name, _("(なし)", "(none)"));
2081         }
2082
2083         if (p_ptr->mimic_form)
2084         {
2085                 switch (p_ptr->mimic_form)
2086                 {
2087                 case MIMIC_DEMON:
2088                 case MIMIC_DEMON_LORD:
2089                         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);
2090                         power_desc[num].level = 15;
2091                         power_desc[num].cost = 10+lvl/3;
2092                         power_desc[num].stat = A_CON;
2093                         power_desc[num].fail = 20;
2094                         power_desc[num++].number = -1;
2095                         break;
2096                 case MIMIC_VAMPIRE:
2097                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2098                         power_desc[num].level = 2;
2099                         power_desc[num].cost = 1 + (lvl / 3);
2100                         power_desc[num].stat = A_CON;
2101                         power_desc[num].fail = 9;
2102                         power_desc[num++].number = -1;
2103                         break;
2104                 }
2105         }
2106         else
2107         {
2108         switch (p_ptr->prace)
2109         {
2110                 case RACE_DWARF:
2111                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
2112                         power_desc[num].level = 5;
2113                         power_desc[num].cost = 5;
2114                         power_desc[num].stat = A_WIS;
2115                         power_desc[num].fail = 12;
2116                         power_desc[num++].number = -1;
2117                         break;
2118                 case RACE_NIBELUNG:
2119                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
2120                         power_desc[num].level = 10;
2121                         power_desc[num].cost = 5;
2122                         power_desc[num].stat = A_WIS;
2123                         power_desc[num].fail = 10;
2124                         power_desc[num++].number = -1;
2125                         break;
2126                 case RACE_HOBBIT:
2127                         strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
2128                         power_desc[num].level = 15;
2129                         power_desc[num].cost = 10;
2130                         power_desc[num].stat = A_INT;
2131                         power_desc[num].fail = 10;
2132                         power_desc[num++].number = -1;
2133                         break;
2134                 case RACE_GNOME:
2135                         sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
2136                         power_desc[num].level = 5;
2137                         power_desc[num].cost = 5;
2138                         power_desc[num].stat = A_INT;
2139                         power_desc[num].fail = 12;
2140                         power_desc[num++].number = -1;
2141                         break;
2142                 case RACE_HALF_ORC:
2143                         strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
2144                         power_desc[num].level = 3;
2145                         power_desc[num].cost = 5;
2146                         power_desc[num].stat = A_WIS;
2147                         power_desc[num].fail = warrior ? 5 : 10;
2148                         power_desc[num++].number = -1;
2149                         break;
2150                 case RACE_HALF_TROLL:
2151                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2152                         power_desc[num].level = 10;
2153                         power_desc[num].cost = 12;
2154                         power_desc[num].stat = A_STR;
2155                         power_desc[num].fail = warrior ? 6 : 12;
2156                         power_desc[num++].number = -1;
2157                         break;
2158                 case RACE_BARBARIAN:
2159                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2160                         power_desc[num].level = 8;
2161                         power_desc[num].cost = 10;
2162                         power_desc[num].stat = A_STR;
2163                         power_desc[num].fail = warrior ? 6 : 12;
2164                         power_desc[num++].number = -1;
2165                         break;
2166                 case RACE_AMBERITE:
2167                         strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
2168                         power_desc[num].level = 30;
2169                         power_desc[num].cost = 50;
2170                         power_desc[num].stat = A_INT;
2171                         power_desc[num].fail = 50;
2172                         power_desc[num++].number = -1;
2173                         
2174                         strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
2175                         power_desc[num].level = 40;
2176                         power_desc[num].cost = 75;
2177                         power_desc[num].stat = A_WIS;
2178                         power_desc[num].fail = 50;
2179                         power_desc[num++].number = -2;
2180                         break;
2181                 case RACE_HALF_OGRE:
2182                         strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
2183                         power_desc[num].level = 25;
2184                         power_desc[num].cost = 35;
2185                         power_desc[num].stat = A_INT;
2186                         power_desc[num].fail = 15;
2187                         power_desc[num++].number = -1;
2188                         break;
2189                 case RACE_HALF_GIANT:
2190                         strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
2191                         power_desc[num].level = 20;
2192                         power_desc[num].cost = 10;
2193                         power_desc[num].stat = A_STR;
2194                         power_desc[num].fail = 12;
2195                         power_desc[num++].number = -1;
2196                         break;
2197                 case RACE_HALF_TITAN:
2198                         strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
2199                         power_desc[num].level = 15;
2200                         power_desc[num].cost = 10;
2201                         power_desc[num].stat = A_INT;
2202                         power_desc[num].fail = 12;
2203                         power_desc[num++].number = -1;
2204                         break;
2205                 case RACE_CYCLOPS:
2206                         sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
2207                         power_desc[num].level = 20;
2208                         power_desc[num].cost = 15;
2209                         power_desc[num].stat = A_STR;
2210                         power_desc[num].fail = 12;
2211                         power_desc[num++].number = -1;
2212                         break;
2213                 case RACE_YEEK:
2214                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2215                         power_desc[num].level = 15;
2216                         power_desc[num].cost = 15;
2217                         power_desc[num].stat = A_WIS;
2218                         power_desc[num].fail = 10;
2219                         power_desc[num++].number = -1;
2220                         break;
2221                 case RACE_SPECTRE:
2222                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2223                         power_desc[num].level = 4;
2224                         power_desc[num].cost = 6;
2225                         power_desc[num].stat = A_INT;
2226                         power_desc[num].fail = 3;
2227                         power_desc[num++].number = -1;
2228                         break;
2229                 case RACE_KLACKON:
2230                         sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
2231                         power_desc[num].level = 9;
2232                         power_desc[num].cost = 9;
2233                         power_desc[num].stat = A_DEX;
2234                         power_desc[num].fail = 14;
2235                         power_desc[num++].number = -1;
2236                         break;
2237                 case RACE_KOBOLD:
2238                         sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
2239                         power_desc[num].level = 12;
2240                         power_desc[num].cost = 8;
2241                         power_desc[num].stat = A_DEX;
2242                         power_desc[num].fail = 14;
2243                         power_desc[num++].number = -1;
2244                         break;
2245                 case RACE_DARK_ELF:
2246                         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);
2247                         power_desc[num].level = 2;
2248                         power_desc[num].cost = 2;
2249                         power_desc[num].stat = A_INT;
2250                         power_desc[num].fail = 9;
2251                         power_desc[num++].number = -1;
2252                         break;
2253                 case RACE_DRACONIAN:
2254                         sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
2255                         power_desc[num].level = 1;
2256                         power_desc[num].cost = lvl;
2257                         power_desc[num].stat = A_CON;
2258                         power_desc[num].fail = 12;
2259                         power_desc[num++].number = -1;
2260                         break;
2261                 case RACE_MIND_FLAYER:
2262                         sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
2263                         power_desc[num].level = 15;
2264                         power_desc[num].cost = 12;
2265                         power_desc[num].stat = A_INT;
2266                         power_desc[num].fail = 14;
2267                         power_desc[num++].number = -1;
2268                         break;
2269                 case RACE_IMP:
2270                         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);
2271                         power_desc[num].level = 9;
2272                         power_desc[num].cost = 15;
2273                         power_desc[num].stat = A_WIS;
2274                         power_desc[num].fail = 15;
2275                         power_desc[num++].number = -1;
2276                         break;
2277                 case RACE_GOLEM:
2278                         strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
2279                         power_desc[num].level = 20;
2280                         power_desc[num].cost = 15;
2281                         power_desc[num].stat = A_CON;
2282                         power_desc[num].fail = 8;
2283                         power_desc[num++].number = -1;
2284                         break;
2285                 case RACE_SKELETON:
2286                 case RACE_ZOMBIE:
2287                         strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
2288                         power_desc[num].level = 30;
2289                         power_desc[num].cost = 30;
2290                         power_desc[num].stat = A_WIS;
2291                         power_desc[num].fail = 18;
2292                         power_desc[num++].number = -1;
2293                         break;
2294                 case RACE_VAMPIRE:
2295                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2296                         power_desc[num].level = 2;
2297                         power_desc[num].cost = 1 + (lvl / 3);
2298                         power_desc[num].stat = A_CON;
2299                         power_desc[num].fail = 9;
2300                         power_desc[num++].number = -1;
2301                         break;
2302                 case RACE_SPRITE:
2303                         strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
2304                         power_desc[num].level = 12;
2305                         power_desc[num].cost = 12;
2306                         power_desc[num].stat = A_INT;
2307                         power_desc[num].fail = 15;
2308                         power_desc[num++].number = -1;
2309                         break;
2310                 case RACE_DEMON:
2311                         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);
2312                         power_desc[num].level = 15;
2313                         power_desc[num].cost = 10+lvl/3;
2314                         power_desc[num].stat = A_CON;
2315                         power_desc[num].fail = 20;
2316                         power_desc[num++].number = -1;
2317                         break;
2318                 case RACE_KUTAR:
2319                         strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
2320                         power_desc[num].level = 20;
2321                         power_desc[num].cost = 15;
2322                         power_desc[num].stat = A_CHR;
2323                         power_desc[num].fail = 8;
2324                         power_desc[num++].number = -1;
2325                         break;
2326                 case RACE_ANDROID:
2327                         if (p_ptr->lev < 10)
2328                         {
2329                                 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
2330                                 power_desc[num].level = 1;
2331                                 power_desc[num].cost = 7;
2332                                 power_desc[num].fail = 8;
2333                         }
2334                         else if (p_ptr->lev < 25)
2335                         {
2336                                 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
2337                                 power_desc[num].level = 10;
2338                                 power_desc[num].cost = 13;
2339                                 power_desc[num].fail = 10;
2340                         }
2341                         else if (p_ptr->lev < 35)
2342                         {
2343                                 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
2344                                 power_desc[num].level = 25;
2345                                 power_desc[num].cost = 26;
2346                                 power_desc[num].fail = 12;
2347                         }
2348                         else if (p_ptr->lev < 45)
2349                         {
2350                                 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
2351                                 power_desc[num].level = 35;
2352                                 power_desc[num].cost = 40;
2353                                 power_desc[num].fail = 15;
2354                         }
2355                         else
2356                         {
2357                                 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
2358                                 power_desc[num].level = 45;
2359                                 power_desc[num].cost = 60;
2360                                 power_desc[num].fail = 18;
2361                         }
2362                         power_desc[num].stat = A_STR;
2363                         power_desc[num++].number = -1;
2364                         break;
2365                 default:
2366                 {
2367                         break;
2368                 }
2369         }
2370         }
2371
2372         if (p_ptr->muta1)
2373         {
2374                 if (p_ptr->muta1 & MUT1_SPIT_ACID)
2375                 {
2376                         strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
2377                         power_desc[num].level = 9;
2378                         power_desc[num].cost = 9;
2379                         power_desc[num].stat = A_DEX;
2380                         power_desc[num].fail = 15;
2381                         power_desc[num++].number = MUT1_SPIT_ACID;
2382                 }
2383
2384                 if (p_ptr->muta1 & MUT1_BR_FIRE)
2385                 {
2386                         strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
2387                         power_desc[num].level = 20;
2388                         power_desc[num].cost = lvl;
2389                         power_desc[num].stat = A_CON;
2390                         power_desc[num].fail = 18;
2391                         power_desc[num++].number = MUT1_BR_FIRE;
2392                 }
2393
2394                 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
2395                 {
2396                         strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
2397                         power_desc[num].level = 12;
2398                         power_desc[num].cost = 12;
2399                         power_desc[num].stat = A_CHR;
2400                         power_desc[num].fail = 18;
2401                         power_desc[num++].number = MUT1_HYPN_GAZE;
2402                 }
2403
2404                 if (p_ptr->muta1 & MUT1_TELEKINES)
2405                 {
2406                         strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
2407                         power_desc[num].level = 9;
2408                         power_desc[num].cost = 9;
2409                         power_desc[num].stat = A_WIS;
2410                         power_desc[num].fail = 14;
2411                         power_desc[num++].number = MUT1_TELEKINES;
2412                 }
2413
2414                 if (p_ptr->muta1 & MUT1_VTELEPORT)
2415                 {
2416                         strcpy(power_desc[num].name, _("テレポート", "Teleport"));
2417                         power_desc[num].level = 7;
2418                         power_desc[num].cost = 7;
2419                         power_desc[num].stat = A_WIS;
2420                         power_desc[num].fail = 15;
2421                         power_desc[num++].number = MUT1_VTELEPORT;
2422                 }
2423
2424                 if (p_ptr->muta1 & MUT1_MIND_BLST)
2425                 {
2426                         strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
2427                         power_desc[num].level = 5;
2428                         power_desc[num].cost = 3;
2429                         power_desc[num].stat = A_WIS;
2430                         power_desc[num].fail = 15;
2431                         power_desc[num++].number = MUT1_MIND_BLST;
2432                 }
2433
2434                 if (p_ptr->muta1 & MUT1_RADIATION)
2435                 {
2436                         strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
2437                         power_desc[num].level = 15;
2438                         power_desc[num].cost = 15;
2439                         power_desc[num].stat = A_CON;
2440                         power_desc[num].fail = 14;
2441                         power_desc[num++].number = MUT1_RADIATION;
2442                 }
2443
2444                 if (p_ptr->muta1 & MUT1_VAMPIRISM)
2445                 {
2446                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2447                         power_desc[num].level = 2;
2448                         power_desc[num].cost = (1 + (lvl / 3));
2449                         power_desc[num].stat = A_CON;
2450                         power_desc[num].fail = 9;
2451                         power_desc[num++].number = MUT1_VAMPIRISM;
2452                 }
2453
2454                 if (p_ptr->muta1 & MUT1_SMELL_MET)
2455                 {
2456                         strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
2457                         power_desc[num].level = 3;
2458                         power_desc[num].cost = 2;
2459                         power_desc[num].stat = A_INT;
2460                         power_desc[num].fail = 12;
2461                         power_desc[num++].number = MUT1_SMELL_MET;
2462                 }
2463
2464                 if (p_ptr->muta1 & MUT1_SMELL_MON)
2465                 {
2466                         strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
2467                         power_desc[num].level = 5;
2468                         power_desc[num].cost = 4;
2469                         power_desc[num].stat = A_INT;
2470                         power_desc[num].fail = 15;
2471                         power_desc[num++].number = MUT1_SMELL_MON;
2472                 }
2473
2474                 if (p_ptr->muta1 & MUT1_BLINK)
2475                 {
2476                         strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
2477                         power_desc[num].level = 3;
2478                         power_desc[num].cost = 3;
2479                         power_desc[num].stat = A_WIS;
2480                         power_desc[num].fail = 12;
2481                         power_desc[num++].number = MUT1_BLINK;
2482                 }
2483
2484                 if (p_ptr->muta1 & MUT1_EAT_ROCK)
2485                 {
2486                         strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
2487                         power_desc[num].level = 8;
2488                         power_desc[num].cost = 12;
2489                         power_desc[num].stat = A_CON;
2490                         power_desc[num].fail = 18;
2491                         power_desc[num++].number = MUT1_EAT_ROCK;
2492                 }
2493
2494                 if (p_ptr->muta1 & MUT1_SWAP_POS)
2495                 {
2496                         strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
2497                         power_desc[num].level = 15;
2498                         power_desc[num].cost = 12;
2499                         power_desc[num].stat = A_DEX;
2500                         power_desc[num].fail = 16;
2501                         power_desc[num++].number = MUT1_SWAP_POS;
2502                 }
2503
2504                 if (p_ptr->muta1 & MUT1_SHRIEK)
2505                 {
2506                         strcpy(power_desc[num].name, _("叫び", "Shriek"));
2507                         power_desc[num].level = 20;
2508                         power_desc[num].cost = 14;
2509                         power_desc[num].stat = A_CON;
2510                         power_desc[num].fail = 16;
2511                         power_desc[num++].number = MUT1_SHRIEK;
2512                 }
2513
2514                 if (p_ptr->muta1 & MUT1_ILLUMINE)
2515                 {
2516                         strcpy(power_desc[num].name, _("照明", "Illuminate"));
2517                         power_desc[num].level = 3;
2518                         power_desc[num].cost = 2;
2519                         power_desc[num].stat = A_INT;
2520                         power_desc[num].fail = 10;
2521                         power_desc[num++].number = MUT1_ILLUMINE;
2522                 }
2523
2524                 if (p_ptr->muta1 & MUT1_DET_CURSE)
2525                 {
2526                         strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
2527                         power_desc[num].level = 7;
2528                         power_desc[num].cost = 14;
2529                         power_desc[num].stat = A_WIS;
2530                         power_desc[num].fail = 14;
2531                         power_desc[num++].number = MUT1_DET_CURSE;
2532                 }
2533
2534                 if (p_ptr->muta1 & MUT1_BERSERK)
2535                 {
2536                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2537                         power_desc[num].level = 8;
2538                         power_desc[num].cost = 8;
2539                         power_desc[num].stat = A_STR;
2540                         power_desc[num].fail = 14;
2541                         power_desc[num++].number = MUT1_BERSERK;
2542                 }
2543
2544                 if (p_ptr->muta1 & MUT1_POLYMORPH)
2545                 {
2546                         strcpy(power_desc[num].name, _("変身", "Polymorph"));
2547                         power_desc[num].level = 18;
2548                         power_desc[num].cost = 20;
2549                         power_desc[num].stat = A_CON;
2550                         power_desc[num].fail = 18;
2551                         power_desc[num++].number = MUT1_POLYMORPH;
2552                 }
2553
2554                 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
2555                 {
2556                         strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
2557                         power_desc[num].level = 10;
2558                         power_desc[num].cost = 5;
2559                         power_desc[num].stat = A_INT;
2560                         power_desc[num].fail = 12;
2561                         power_desc[num++].number = MUT1_MIDAS_TCH;
2562                 }
2563
2564                 if (p_ptr->muta1 & MUT1_GROW_MOLD)
2565                 {
2566                         strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
2567                         power_desc[num].level = 1;
2568                         power_desc[num].cost = 6;
2569                         power_desc[num].stat = A_CON;
2570                         power_desc[num].fail = 14;
2571                         power_desc[num++].number = MUT1_GROW_MOLD;
2572                 }
2573
2574                 if (p_ptr->muta1 & MUT1_RESIST)
2575                 {
2576                         strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
2577                         power_desc[num].level = 10;
2578                         power_desc[num].cost = 12;
2579                         power_desc[num].stat = A_CON;
2580                         power_desc[num].fail = 12;
2581                         power_desc[num++].number = MUT1_RESIST;
2582                 }
2583
2584                 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
2585                 {
2586                         strcpy(power_desc[num].name, _("地震", "Earthquake"));
2587                         power_desc[num].level = 12;
2588                         power_desc[num].cost = 12;
2589                         power_desc[num].stat = A_STR;
2590                         power_desc[num].fail = 16;
2591                         power_desc[num++].number = MUT1_EARTHQUAKE;
2592                 }
2593
2594                 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
2595                 {
2596                         strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
2597                         power_desc[num].level = 17;
2598                         power_desc[num].cost = 1;
2599                         power_desc[num].stat = A_WIS;
2600                         power_desc[num].fail = 15;
2601                         power_desc[num++].number = MUT1_EAT_MAGIC;
2602                 }
2603
2604                 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
2605                 {
2606                         strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
2607                         power_desc[num].level = 6;
2608                         power_desc[num].cost = 6;
2609                         power_desc[num].stat = A_INT;
2610                         power_desc[num].fail = 10;
2611                         power_desc[num++].number = MUT1_WEIGH_MAG;
2612                 }
2613
2614                 if (p_ptr->muta1 & MUT1_STERILITY)
2615                 {
2616                         strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
2617                         power_desc[num].level = 12;
2618                         power_desc[num].cost = 23;
2619                         power_desc[num].stat = A_CHR;
2620                         power_desc[num].fail = 15;
2621                         power_desc[num++].number = MUT1_STERILITY;
2622                 }
2623
2624                 if (p_ptr->muta1 & MUT1_PANIC_HIT)
2625                 {
2626                         strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
2627                         power_desc[num].level = 10;
2628                         power_desc[num].cost = 12;
2629                         power_desc[num].stat = A_DEX;
2630                         power_desc[num].fail = 14;
2631                         power_desc[num++].number = MUT1_PANIC_HIT;
2632                 }
2633
2634                 if (p_ptr->muta1 & MUT1_DAZZLE)
2635                 {
2636                         strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
2637                         power_desc[num].level = 7;
2638                         power_desc[num].cost = 15;
2639                         power_desc[num].stat = A_CHR;
2640                         power_desc[num].fail = 8;
2641                         power_desc[num++].number = MUT1_DAZZLE;
2642                 }
2643
2644                 if (p_ptr->muta1 & MUT1_LASER_EYE)
2645                 {
2646                         strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
2647                         power_desc[num].level = 7;
2648                         power_desc[num].cost = 10;
2649                         power_desc[num].stat = A_WIS;
2650                         power_desc[num].fail = 9;
2651                         power_desc[num++].number = MUT1_LASER_EYE;
2652                 }
2653
2654                 if (p_ptr->muta1 & MUT1_RECALL)
2655                 {
2656                         strcpy(power_desc[num].name, _("帰還", "Recall"));
2657                         power_desc[num].level = 17;
2658                         power_desc[num].cost = 50;
2659                         power_desc[num].stat = A_INT;
2660                         power_desc[num].fail = 16;
2661                         power_desc[num++].number = MUT1_RECALL;
2662                 }
2663
2664                 if (p_ptr->muta1 & MUT1_BANISH)
2665                 {
2666                         strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
2667                         power_desc[num].level = 25;
2668                         power_desc[num].cost = 25;
2669                         power_desc[num].stat = A_WIS;
2670                         power_desc[num].fail = 18;
2671                         power_desc[num++].number = MUT1_BANISH;
2672                 }
2673
2674                 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
2675                 {
2676                         strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
2677                         power_desc[num].level = 2;
2678                         power_desc[num].cost = 2;
2679                         power_desc[num].stat = A_CON;
2680                         power_desc[num].fail = 11;
2681                         power_desc[num++].number = MUT1_COLD_TOUCH;
2682                 }
2683
2684                 if (p_ptr->muta1 & MUT1_LAUNCHER)
2685                 {
2686                         strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
2687                         power_desc[num].level = 1;
2688                         power_desc[num].cost = lvl;
2689                         power_desc[num].stat = A_STR;
2690                         power_desc[num].fail = 6;
2691                         /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
2692                         power_desc[num++].number = 3;
2693                 }
2694         }
2695
2696         /* Nothing chosen yet */
2697         flag = FALSE;
2698
2699         /* No redraw yet */
2700         redraw = FALSE;
2701
2702         /* Build a prompt */
2703         (void) strnfmt(out_val, 78, 
2704                                 _("(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? "),
2705                                 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
2706
2707 #ifdef ALLOW_REPEAT
2708 if (!repeat_pull(&i) || i<0 || i>=num) {
2709 #endif /* ALLOW_REPEAT */
2710         if (use_menu) screen_save();
2711          /* Get a spell from the user */
2712
2713         choice = (always_show_list || use_menu) ? ESCAPE:1;
2714         while (!flag)
2715         {
2716                 if( choice==ESCAPE ) choice = ' '; 
2717                 else if( !get_com(out_val, &choice, FALSE) )break; 
2718
2719                 if (use_menu && choice != ' ')
2720                 {
2721                         switch(choice)
2722                         {
2723                                 case '0':
2724                                 {
2725                                         screen_load();
2726                                         p_ptr->energy_use = 0;
2727                                         return;
2728                                 }
2729
2730                                 case '8':
2731                                 case 'k':
2732                                 case 'K':
2733                                 {
2734                                         menu_line += (num - 1);
2735                                         break;
2736                                 }
2737
2738                                 case '2':
2739                                 case 'j':
2740                                 case 'J':
2741                                 {
2742                                         menu_line++;
2743                                         break;
2744                                 }
2745
2746                                 case '6':
2747                                 case 'l':
2748                                 case 'L':
2749                                 case '4':
2750                                 case 'h':
2751                                 case 'H':
2752                                 {
2753                                         if (menu_line > 18)
2754                                                 menu_line -= 18;
2755                                         else if (menu_line+18 <= num)
2756                                                 menu_line += 18;
2757                                         break;
2758                                 }
2759
2760                                 case 'x':
2761                                 case 'X':
2762                                 case '\r':
2763                                 {
2764                                         i = menu_line - 1;
2765                                         ask = FALSE;
2766                                         break;
2767                                 }
2768                         }
2769                         if (menu_line > num) menu_line -= num;
2770                 }
2771                 /* Request redraw */
2772                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
2773                 {
2774                         /* Show the list */
2775                         if (!redraw || use_menu)
2776                         {
2777                                 byte y = 1, x = 0;
2778                                 int ctr = 0;
2779                                 char dummy[80];
2780                                 char letter;
2781                                 int x1, y1;
2782
2783                                 strcpy(dummy, "");
2784
2785                                 /* Show list */
2786                                 redraw = TRUE;
2787
2788                                 /* Save the screen */
2789                                 if (!use_menu) screen_save();
2790
2791                                 /* Print header(s) */
2792                                 if (num < 18)
2793                                         prt(_("                            Lv   MP 失率", "                            Lv Cost Fail"), y++, x);
2794                                 else
2795                                 prt(_("                            Lv   MP 失率                            Lv   MP 失率", 
2796                                           "                            Lv Cost Fail                            Lv Cost Fail"), y++, x);
2797
2798
2799                                 /* Print list */
2800                                 while (ctr < num)
2801                                 {
2802                                         x1 = ((ctr < 18) ? x : x + 40);
2803                                         y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
2804
2805                                         if (use_menu)
2806                                         {
2807                                                 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " >  "));
2808                                                 else strcpy(dummy, "    ");
2809                                         }
2810                                         else
2811                                         {
2812                                                 /* letter/number for power selection */
2813                                                 if (ctr < 26)
2814                                                         letter = I2A(ctr);
2815                                                 else
2816                                                         letter = '0' + ctr - 26;
2817                                                 sprintf(dummy, " %c) ",letter);
2818                                         }
2819                                         strcat(dummy, format("%-23.23s %2d %4d %3d%%",
2820                                                 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
2821                                                 100 - racial_chance(&power_desc[ctr])));
2822                                         prt(dummy, y1, x1);
2823                                         ctr++;
2824                                 }
2825                         }
2826
2827                         /* Hide the list */
2828                         else
2829                         {
2830                                 /* Hide list */
2831                                 redraw = FALSE;
2832
2833                                 /* Restore the screen */
2834                                 screen_load();
2835                         }
2836
2837                         /* Redo asking */
2838                         continue;
2839                 }
2840
2841                 if (!use_menu)
2842                 {
2843                         if (choice == '\r' && num == 1)
2844                         {
2845                                 choice = 'a';
2846                         }
2847
2848                         if (isalpha(choice))
2849                         {
2850                                 /* Note verify */
2851                                 ask = (isupper(choice));
2852
2853                                 /* Lowercase */
2854                                 if (ask) choice = (char)tolower(choice);
2855
2856                                 /* Extract request */
2857                                 i = (islower(choice) ? A2I(choice) : -1);
2858                         }
2859                         else
2860                         {
2861                                 ask = FALSE; /* Can't uppercase digits */
2862
2863                                 i = choice - '0' + 26;
2864                         }
2865                 }
2866
2867                 /* Totally Illegal */
2868                 if ((i < 0) || (i >= num))
2869                 {
2870                         bell();
2871                         continue;
2872                 }
2873
2874                 /* Verify it */
2875                 if (ask)
2876                 {
2877                         char tmp_val[160];
2878
2879                         /* Prompt */
2880                         (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
2881
2882                         /* Belay that order */
2883                         if (!get_check(tmp_val)) continue;
2884                 }
2885
2886                 /* Stop the loop */
2887                 flag = TRUE;
2888         }
2889
2890         /* Restore the screen */
2891         if (redraw) screen_load();
2892
2893         /* Abort if needed */
2894         if (!flag)
2895         {
2896                 p_ptr->energy_use = 0;
2897                 return;
2898         }
2899 #ifdef ALLOW_REPEAT
2900         repeat_push(i);
2901         } /*if (!repeat_pull(&i) || ...)*/
2902 #endif /* ALLOW_REPEAT */
2903         switch (racial_aux(&power_desc[i]))
2904         {
2905         case 1:
2906                 if (power_desc[i].number < 0)
2907                         cast = cmd_racial_power_aux(power_desc[i].number);
2908                 else
2909                         cast = mutation_power_aux(power_desc[i].number);
2910                 break;
2911         case 0:
2912                 cast = FALSE;
2913                 break;
2914         case -1:
2915                 cast = TRUE;
2916                 break;
2917         }
2918
2919         if (cast)
2920         {
2921                 if (racial_cost)
2922                 {
2923                         int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2924
2925                         /* If mana is not enough, player consumes hit point! */
2926                         if (p_ptr->csp < actual_racial_cost)
2927                         {
2928                                 actual_racial_cost -= p_ptr->csp;
2929                                 p_ptr->csp = 0;
2930                                 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2931                         }
2932                         else p_ptr->csp -= actual_racial_cost;
2933
2934                         /* Redraw mana and hp */
2935                         p_ptr->redraw |= (PR_HP | PR_MANA);
2936
2937                         /* Window stuff */
2938                         p_ptr->window |= (PW_PLAYER | PW_SPELL);
2939                 }
2940         }
2941         else p_ptr->energy_use = 0;
2942
2943         /* Success */
2944         return;
2945 }