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c080ca1f9807820a4211e15538e42dcd390ec83a
[hengband/hengband.git] / src / racial.c
1 /*!
2  * @file racial.c
3  * @brief レイシャルと突然変異の技能処理 / Racial powers (and mutations)
4  * @date 2014/01/08
5  * @author
6  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7  * This software may be copied and distributed for educational, research,\n
8  * and not for profit purposes provided that this copyright and statement\n
9  * are included in all such copies.  Other copyrights may also apply.\n
10  * 2014 Deskull rearranged comment for Doxygen. \n
11  */
12
13 #include "angband.h"
14 #include "cmd-magiceat.h"
15 #include "cmd-zapwand.h"
16 #include "cmd-pet.h"
17 #include "melee.h"
18 #include "object-hook.h"
19
20 #include "mutation.h"
21 #include "player-status.h"
22 #include "spells-status.h"
23 #include "spells-object.h"
24
25 /*!
26  * @brief 魔法系コマンドを実行できるかの判定を返す
27  * @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。
28  */
29 static bool can_do_cmd_cast(void)
30 {
31         if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
32         {
33                 msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
34                 msg_print(NULL);
35                 return FALSE;
36         }
37         else if (p_ptr->anti_magic)
38         {
39                 msg_print(_("反魔法バリアが魔法を邪魔した!", "An anti-magic shell disrupts your magic!"));
40                 return FALSE;
41         }
42         else if (p_ptr->shero)
43         {
44                 msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
45                 return FALSE;
46         }
47         else
48                 return TRUE;
49 }
50
51 /*!
52  * @brief 修行僧の構え設定処理
53  * @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。
54  */
55 static bool choose_kamae(void)
56 {
57         char choice;
58         int new_kamae = 0;
59         int i;
60         char buf[80];
61
62         if (p_ptr->confused)
63         {
64                 msg_print(_("混乱していて構えられない!", "Too confused."));
65                 return FALSE;
66         }
67         screen_save();
68         prt(_(" a) 構えをとく", " a) No form"), 2, 20);
69
70         for (i = 0; i < MAX_KAMAE; i++)
71         {
72                 if (p_ptr->lev >= kamae_shurui[i].min_level)
73                 {
74                         sprintf(buf," %c) %-12s  %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
75                         prt(buf, 3+i, 20);
76                 }
77         }
78
79         prt("", 1, 0);
80         prt(_("        どの構えをとりますか?", "        Choose Form: "), 1, 14);
81
82         while(1)
83         {
84                 choice = inkey();
85
86                 if (choice == ESCAPE)
87                 {
88                         screen_load();
89                         return FALSE;
90                 }
91                 else if ((choice == 'a') || (choice == 'A'))
92                 {
93                         if (p_ptr->action == ACTION_KAMAE)
94                         {
95                                 set_action(ACTION_NONE);
96                         }
97                         else
98                                 msg_print(_("もともと構えていない。", "You are not assuming a posture."));
99                         screen_load();
100                         return TRUE;
101                 }
102                 else if ((choice == 'b') || (choice == 'B'))
103                 {
104                         new_kamae = 0;
105                         break;
106                 }
107                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
108                 {
109                         new_kamae = 1;
110                         break;
111                 }
112                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
113                 {
114                         new_kamae = 2;
115                         break;
116                 }
117                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
118                 {
119                         new_kamae = 3;
120                         break;
121                 }
122         }
123         set_action(ACTION_KAMAE);
124
125         if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
126         {
127                 msg_print(_("構え直した。", "You reassume a posture."));
128         }
129         else
130         {
131                 p_ptr->special_defense &= ~(KAMAE_MASK);
132                 p_ptr->update |= (PU_BONUS);
133                 p_ptr->redraw |= (PR_STATE);
134                 msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
135                 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
136         }
137         p_ptr->redraw |= PR_STATE;
138         screen_load();
139         return TRUE;
140 }
141
142 /*!
143  * @brief 剣術家の型設定処理
144  * @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。
145  */
146 static bool choose_kata(void)
147 {
148         char choice;
149         int new_kata = 0;
150         int i;
151         char buf[80];
152
153         if (p_ptr->confused)
154         {
155                 msg_print(_("混乱していて構えられない!", "Too confused."));
156                 return FALSE;
157         }
158
159         if (p_ptr->stun)
160         {
161                 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
162                 return FALSE;
163         }
164
165         if (p_ptr->afraid)
166         {
167                 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
168                 return FALSE;
169         }
170         screen_save();
171         prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
172
173         for (i = 0; i < MAX_KATA; i++)
174         {
175                 if (p_ptr->lev >= kata_shurui[i].min_level)
176                 {
177                         sprintf(buf,_(" %c) %sの型    %s", " %c) Form of %-12s  %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
178                         prt(buf, 3+i, 20);
179                 }
180         }
181
182         prt("", 1, 0);
183         prt(_("        どの型で構えますか?", "        Choose Form: "), 1, 14);
184
185         while(1)
186         {
187                 choice = inkey();
188
189                 if (choice == ESCAPE)
190                 {
191                         screen_load();
192                         return FALSE;
193                 }
194                 else if ((choice == 'a') || (choice == 'A'))
195                 {
196                         if (p_ptr->action == ACTION_KATA)
197                         {
198                                 set_action(ACTION_NONE);
199                         }
200                         else
201                                 msg_print(_("もともと構えていない。", "You are not assuming posture."));
202                         screen_load();
203                         return TRUE;
204                 }
205                 else if ((choice == 'b') || (choice == 'B'))
206                 {
207                         new_kata = 0;
208                         break;
209                 }
210                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
211                 {
212                         new_kata = 1;
213                         break;
214                 }
215                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
216                 {
217                         new_kata = 2;
218                         break;
219                 }
220                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
221                 {
222                         new_kata = 3;
223                         break;
224                 }
225         }
226         set_action(ACTION_KATA);
227
228         if (p_ptr->special_defense & (KATA_IAI << new_kata))
229         {
230                 msg_print(_("構え直した。", "You reassume a posture."));
231         }
232         else
233         {
234                 p_ptr->special_defense &= ~(KATA_MASK);
235                 p_ptr->update |= (PU_BONUS | PU_MONSTERS);
236                 msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
237                 p_ptr->special_defense |= (KATA_IAI << new_kata);
238         }
239         p_ptr->redraw |= (PR_STATE | PR_STATUS);
240         screen_load();
241         return TRUE;
242 }
243
244
245 /*!
246  * @brief レイシャル・パワー情報のtypedef
247  */
248 typedef struct power_desc_type power_desc_type;
249
250 /*!
251  * @brief レイシャル・パワー情報の構造体定義
252  */
253 struct power_desc_type
254 {
255         GAME_TEXT name[MAX_NLEN];      //!<レイシャル名
256         PLAYER_LEVEL level;     //!<体得レベル
257         int cost;
258         int stat;
259         int fail;
260         int number;
261 };
262
263
264 /*!
265  * @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
266  * @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
267  * @return 成功率(%)を返す
268  */
269 static PERCENTAGE racial_chance(power_desc_type *pd_ptr)
270 {
271         PLAYER_LEVEL min_level  = pd_ptr->level;
272         int difficulty = pd_ptr->fail;
273
274         int i;
275         int val;
276         int sum = 0;
277         int stat = p_ptr->stat_cur[pd_ptr->stat];
278
279         /* No chance for success */
280         if ((p_ptr->lev < min_level) || p_ptr->confused)
281         {
282                 return (0);
283         }
284
285         if (difficulty == 0) return 100;
286
287         /* Calculate difficulty */
288         if (p_ptr->stun)
289         {
290                 difficulty += p_ptr->stun;
291         }
292         else if (p_ptr->lev > min_level)
293         {
294                 int lev_adj = ((p_ptr->lev - min_level) / 3);
295                 if (lev_adj > 10) lev_adj = 10;
296                 difficulty -= lev_adj;
297         }
298
299         if (difficulty < 5) difficulty = 5;
300
301         /* We only need halfs of the difficulty */
302         difficulty = difficulty / 2;
303
304         for (i = 1; i <= stat; i++)
305         {
306                 val = i - difficulty;
307                 if (val > 0)
308                         sum += (val <= difficulty) ? val : difficulty;
309         }
310
311         if (difficulty == 0)
312                 return (100);
313         else
314                 return (((sum * 100) / difficulty) / stat);
315 }
316
317
318 static int  racial_cost;
319
320 /*!
321  * @brief レイシャル・パワーの発動の判定処理
322  * @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
323  * @return
324  * 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。
325  * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
326  */
327 static int racial_aux(power_desc_type *pd_ptr)
328 {
329         PLAYER_LEVEL min_level  = pd_ptr->level;
330         int use_stat   = pd_ptr->stat;
331         int difficulty = pd_ptr->fail;
332         int use_hp = 0;
333
334         racial_cost = pd_ptr->cost;
335
336         /* Not enough mana - use hp */
337         if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
338
339         /* Power is not available yet */
340         if (p_ptr->lev < min_level)
341         {
342                 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。", 
343                                          "You need to attain level %d to use this power."), min_level);
344
345                 p_ptr->energy_use = 0;
346                 return 0;
347         }
348
349         /* Too confused */
350         else if (p_ptr->confused)
351         {
352                 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."));
353                 p_ptr->energy_use = 0;
354                 return 0;
355         }
356
357         /* Risk death? */
358         else if (p_ptr->chp < use_hp)
359         {
360                 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? ")))
361                 {
362                         p_ptr->energy_use = 0;
363                         return 0;
364                 }
365         }
366
367         /* Else attempt to do it! */
368
369         if (difficulty)
370         {
371                 if (p_ptr->stun)
372                 {
373                         difficulty += p_ptr->stun;
374                 }
375                 else if (p_ptr->lev > min_level)
376                 {
377                         int lev_adj = ((p_ptr->lev - min_level) / 3);
378                         if (lev_adj > 10) lev_adj = 10;
379                         difficulty -= lev_adj;
380                 }
381
382                 if (difficulty < 5) difficulty = 5;
383         }
384
385         /* take time and pay the price */
386         p_ptr->energy_use = 100;
387
388         /* Success? */
389         if (randint1(p_ptr->stat_cur[use_stat]) >= ((difficulty / 2) + randint1(difficulty / 2)))
390         {
391                 return 1;
392         }
393
394         if (flush_failure) flush();
395         msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
396
397         return -1;
398 }
399
400
401 /*!
402  * @brief レイシャル・パワー発動処理
403  * @param command 発動するレイシャルのID
404  * @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。
405  */
406 static bool cmd_racial_power_aux(s32b command)
407 {
408         PLAYER_LEVEL plev = p_ptr->lev;
409         DIRECTION dir = 0;
410
411         if (command <= -3)
412         {
413                 switch (p_ptr->pclass)
414                 {
415                 case CLASS_WARRIOR:
416                 {
417                         POSITION y = 0, x = 0;
418                         int i;
419                         cave_type *c_ptr;
420
421                         for (i = 0; i < A_MAX; i++)
422                         {
423                                 dir = randint0(8);
424                                 y = p_ptr->y + ddy_ddd[dir];
425                                 x = p_ptr->x + ddx_ddd[dir];
426                                 c_ptr = &cave[y][x];
427
428                                 /* Hack -- attack monsters */
429                                 if (c_ptr->m_idx)
430                                         py_attack(y, x, 0);
431                                 else
432                                 {
433                                         msg_print(_("攻撃が空をきった。", "You attack the empty air."));
434                                 }
435                         }
436                         break;
437                 }
438                 case CLASS_HIGH_MAGE:
439                 if (p_ptr->realm1 == REALM_HEX)
440                 {
441                         bool retval = stop_hex_spell();
442                         if (retval) p_ptr->energy_use = 10;
443                         return (retval);
444                 }
445                 case CLASS_MAGE:
446                 /* case CLASS_HIGH_MAGE: */
447                 case CLASS_SORCERER:
448                 {
449                         if (!eat_magic(p_ptr->lev * 2)) return FALSE;
450                         break;
451                 }
452                 case CLASS_PRIEST:
453                 {
454                         if (is_good_realm(p_ptr->realm1))
455                         {
456                                 if (!bless_weapon()) return FALSE;
457                         }
458                         else
459                         {
460                                 (void)dispel_monsters(plev * 4);
461                                 turn_monsters(plev * 4);
462                                 banish_monsters(plev * 4);
463                         }
464                         break;
465                 }
466                 case CLASS_ROGUE:
467                 {
468                         if(!panic_hit()) return FALSE;
469                         break;
470                 }
471                 case CLASS_RANGER:
472                 case CLASS_SNIPER:
473                 {
474                         msg_print(_("敵を調査した...", "You examine your foes..."));
475                         probing();
476                         break;
477                 }
478                 case CLASS_PALADIN:
479                 {
480                         if (!get_aim_dir(&dir)) return FALSE;
481                         fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
482                                   dir, plev * 3);
483                         break;
484                 }
485                 case CLASS_WARRIOR_MAGE:
486                 {
487                         if (command == -3)
488                         {
489                                 return comvert_hp_to_mp(p_ptr);
490                         }
491                         else if (command == -4)
492                         {
493                                 return comvert_mp_to_hp(p_ptr);
494                         }
495                         break;
496                 }
497                 case CLASS_CHAOS_WARRIOR:
498                 {
499                         msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
500                         slow_monsters(p_ptr->lev);
501                         stun_monsters(p_ptr->lev * 4);
502                         confuse_monsters(p_ptr->lev * 4);
503                         turn_monsters(p_ptr->lev * 4);
504                         stasis_monsters(p_ptr->lev * 4);
505                         break;
506                 }
507                 case CLASS_MONK:
508                 {
509                         if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
510                         {
511                                 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
512                                 return FALSE;
513                         }
514                         if (p_ptr->riding)
515                         {
516                                 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
517                                 return FALSE;
518                         }
519
520                         if (command == -3)
521                         {
522                                 if (!choose_kamae()) return FALSE;
523                                 p_ptr->update |= (PU_BONUS);
524                         }
525                         else if (command == -4)
526                         {
527                                 return double_attack(p_ptr);
528                         }
529                         break;
530                 }
531                 case CLASS_MINDCRAFTER:
532                 case CLASS_FORCETRAINER:
533                 {
534                         if (total_friends)
535                         {
536                                 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."));
537                                 return FALSE;
538                         }
539                         msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
540
541                         p_ptr->csp += (3 + p_ptr->lev/20);
542                         if (p_ptr->csp >= p_ptr->msp)
543                         {
544                                 p_ptr->csp = p_ptr->msp;
545                                 p_ptr->csp_frac = 0;
546                         }
547                         p_ptr->redraw |= (PR_MANA);
548                         break;
549                 }
550                 case CLASS_TOURIST:
551                 {
552                         if (command == -3)
553                         {
554                                 if (!get_aim_dir(&dir)) return FALSE;
555                                 project_length = 1;
556                                 fire_beam(GF_PHOTO, dir, 1);
557                         }
558                         else if (command == -4)
559                         {
560                                 if (!identify_fully(FALSE)) return FALSE;
561                         }
562                         break;
563                 }
564                 case CLASS_IMITATOR:
565                 {
566                         handle_stuff();
567                         if (!do_cmd_mane(TRUE)) return FALSE;
568                         break;
569                 }
570                 case CLASS_BEASTMASTER:
571                 {
572                         if (command == -3)
573                         {
574                                 if (!get_aim_dir(&dir)) return FALSE;
575                                 (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
576                         }
577                         else if (command == -4)
578                         {
579                                 project_all_los(GF_CHARM_LIVING, p_ptr->lev);
580                         }
581                         break;
582                 }
583                 case CLASS_ARCHER:
584                 {
585                         if (!create_ammo()) return FALSE;
586                         break;
587                 }
588                 case CLASS_MAGIC_EATER:
589                 {
590                         if (command == -3) {
591                                 if (!import_magic_device()) return FALSE;
592                         } else if (command == -4) {
593                                 if (!can_do_cmd_cast()) return FALSE;
594                                 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
595                         }
596                         break;
597                 }
598                 case CLASS_BARD:
599                 {
600                         /* Singing is already stopped */
601                         if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
602
603                         stop_singing();
604                         p_ptr->energy_use = 10;
605                         break;
606                 }
607                 case CLASS_RED_MAGE:
608                 {
609                         if (!can_do_cmd_cast()) return FALSE;
610                         handle_stuff();
611                         do_cmd_cast();
612                         handle_stuff();
613                         if (!p_ptr->paralyzed && can_do_cmd_cast())
614                                 do_cmd_cast();
615                         break;
616                 }
617                 case CLASS_SAMURAI:
618                 {
619                         if (command == -3)
620                         {
621                                 int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
622
623                                 if (total_friends)
624                                 {
625                                         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."));
626                                         return FALSE;
627                                 }
628                                 if (p_ptr->special_defense & KATA_MASK)
629                                 {
630                                         msg_print(_("今は構えに集中している。", "You need concentration on your form."));
631                                         return FALSE;
632                                 }
633                                 msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
634
635                                 p_ptr->csp += p_ptr->msp / 2;
636                                 if (p_ptr->csp >= max_csp)
637                                 {
638                                         p_ptr->csp = max_csp;
639                                         p_ptr->csp_frac = 0;
640                                 }
641                                 p_ptr->redraw |= (PR_MANA);
642                         }
643                         else if (command == -4)
644                         {
645                                 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
646                                 {
647                                         msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
648                                         return FALSE;
649                                 }
650                                 if (!choose_kata()) return FALSE;
651                                 p_ptr->update |= (PU_BONUS);
652                         }
653                         break;
654                 }
655                 case CLASS_BLUE_MAGE:
656                 {
657                         if (p_ptr->action == ACTION_LEARN)
658                         {
659                                 set_action(ACTION_NONE);
660                         }
661                         else
662                         {
663                                 set_action(ACTION_LEARN);
664                         }
665                         p_ptr->energy_use = 0;
666                         break;
667                 }
668                 case CLASS_CAVALRY:
669                 {
670                         GAME_TEXT m_name[MAX_NLEN];
671                         monster_type *m_ptr;
672                         monster_race *r_ptr;
673                         int rlev;
674
675                         if (p_ptr->riding)
676                         {
677                                 msg_print(_("今は乗馬中だ。", "You ARE riding."));
678                                 return FALSE;
679                         }
680                         if (!do_riding(TRUE)) return TRUE;
681                         m_ptr = &m_list[p_ptr->riding];
682                         r_ptr = &r_info[m_ptr->r_idx];
683                         monster_desc(m_name, m_ptr, 0);
684                         msg_format(_("%sに乗った。", "You ride on %s."),m_name);
685                         if (is_pet(m_ptr)) break;
686                         rlev = r_ptr->level;
687                         if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
688                         if (rlev > 60) rlev = 60+(rlev-60)/2;
689                         if ((randint1(p_ptr->skill_exp[GINOU_RIDING] / 120 + p_ptr->lev * 2 / 3) > rlev)
690                             && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle
691                             && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
692                             && (rlev < p_ptr->lev * 3 / 2 + randint0(p_ptr->lev / 5)))
693                         {
694                                 msg_format(_("%sを手なずけた。", "You tame %s."),m_name);
695                                 set_pet(m_ptr);
696                         }
697                         else
698                         {
699                                 msg_format(_("%sに振り落とされた!", "You have thrown off by %s."),m_name);
700                                 rakuba(1,TRUE);
701
702                                 /* Paranoia */
703                                 /* 落馬処理に失敗してもとにかく乗馬解除 */
704                                 p_ptr->riding = 0;
705                         }
706                         break;
707                 }
708                 case CLASS_BERSERKER:
709                 {
710                         if (!recall_player(p_ptr, randint0(21) + 15)) return FALSE;
711                         break;
712                 }
713                 case CLASS_SMITH:
714                 {
715                         if (p_ptr->lev > 29)
716                         {
717                                 if (!identify_fully(TRUE)) return FALSE;
718                         }
719                         else
720                         {
721                                 if (!ident_spell(TRUE)) return FALSE;
722                         }
723                         break;
724                 }
725                 case CLASS_MIRROR_MASTER:
726                 {
727                         if (command == -3)
728                         {
729                                 /* Explode all mirrors */
730                                 remove_all_mirrors(TRUE);
731                         }
732                         else if (command == -4)
733                         {
734                                 return mirror_concentration(p_ptr);
735                         }
736                         break;
737                 }
738                 case CLASS_NINJA:
739                         hayagake(p_ptr);
740                         break;
741                 }
742         }
743         else if (p_ptr->mimic_form)
744         {
745                 switch (p_ptr->mimic_form)
746                 {
747                 case MIMIC_DEMON:
748                 case MIMIC_DEMON_LORD:
749                 {
750                         return demonic_breath(p_ptr);
751                 }
752                 case MIMIC_VAMPIRE:
753                         vampirism();
754                         break;
755                 }
756         }
757
758         else 
759         {
760
761         switch (p_ptr->prace)
762         {
763                 case RACE_DWARF:
764                         msg_print(_("周囲を調べた。", "You examine your surroundings."));
765                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
766                         (void)detect_doors(DETECT_RAD_DEFAULT);
767                         (void)detect_stairs(DETECT_RAD_DEFAULT);
768                         break;
769
770                 case RACE_HOBBIT:
771                         return create_ration(p_ptr);
772                         break;
773
774                 case RACE_GNOME:
775                         msg_print(_("パッ!", "Blink!"));
776                         teleport_player(10, 0L);
777                         break;
778
779                 case RACE_HALF_ORC:
780                         msg_print(_("勇気を出した。", "You play tough."));
781                         (void)set_afraid(0);
782                         break;
783
784                 case RACE_HALF_TROLL:
785                         msg_print(_("うがぁぁ!", "RAAAGH!"));
786                         (void)berserk(10 + randint1(plev));
787                         break;
788
789                 case RACE_AMBERITE:
790                         if (command == -1)
791                         {
792                                 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
793                                 alter_reality();
794                         }
795                         else if (command == -2)
796                         {
797                                 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..."));
798
799                                 (void)true_healing(0);
800                                 (void)restore_all_status();
801                                 (void)restore_level();
802                         }
803                         break;
804
805                 case RACE_BARBARIAN:
806                         msg_print(_("うぉぉおお!", "Raaagh!"));
807                         (void)berserk(10 + randint1(plev));
808                         break;
809
810                 case RACE_HALF_OGRE:
811                         msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
812                         explosive_rune();
813                         break;
814
815                 case RACE_HALF_GIANT:
816                         if (!get_aim_dir(&dir)) return FALSE;
817                         (void)wall_to_mud(dir, 20 + randint1(30));
818                         break;
819
820                 case RACE_HALF_TITAN:
821                         msg_print(_("敵を調査した...", "You examine your foes..."));
822                         probing();
823                         break;
824
825                 case RACE_CYCLOPS:
826                         if (!get_aim_dir(&dir)) return FALSE;
827                         msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
828                         fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
829                         break;
830
831                 case RACE_YEEK:
832                         if (!get_aim_dir(&dir)) return FALSE;
833                         stop_mouth();
834                         msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
835                         (void)fear_monster(dir, plev);
836                         break;
837
838                 case RACE_KLACKON:
839                         if (!get_aim_dir(&dir)) return FALSE;
840                         stop_mouth();
841                         msg_print(_("酸を吐いた。", "You spit acid."));
842                         if (plev < 25) fire_bolt(GF_ACID, dir, plev);
843                         else fire_ball(GF_ACID, dir, plev, 2);
844                         break;
845
846                 case RACE_KOBOLD:
847                         if (!get_aim_dir(&dir)) return FALSE;
848                         msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
849                         fire_bolt(GF_POIS, dir, plev);
850                         break;
851
852                 case RACE_NIBELUNG:
853                         msg_print(_("周囲を調査した。", "You examine your surroundings."));
854                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
855                         (void)detect_doors(DETECT_RAD_DEFAULT);
856                         (void)detect_stairs(DETECT_RAD_DEFAULT);
857                         break;
858
859                 case RACE_DARK_ELF:
860                         if (!get_aim_dir(&dir)) return FALSE;
861                         msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
862                         fire_bolt_or_beam(10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4));
863                         break;
864
865                 case RACE_DRACONIAN:
866                         return draconian_breath(p_ptr);
867                         break;
868
869                 case RACE_MIND_FLAYER:
870                         if (!get_aim_dir(&dir)) return FALSE;
871                         msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
872                         fire_bolt(GF_PSI, dir, plev);
873                         break;
874
875                 case RACE_IMP:
876                         if (!get_aim_dir(&dir)) return FALSE;
877                         if (plev >= 30)
878                         {
879                                 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
880                                 fire_ball(GF_FIRE, dir, plev, 2);
881                         }
882                         else
883                         {
884                                 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
885                                 fire_bolt(GF_FIRE, dir, plev);
886                         }
887                         break;
888
889                 case RACE_GOLEM:
890                         (void)set_shield(randint1(20) + 30, FALSE);
891                         break;
892
893                 case RACE_SKELETON:
894                 case RACE_ZOMBIE:
895                         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."));
896                         (void)restore_level();
897                         break;
898
899                 case RACE_VAMPIRE:
900                         vampirism();
901                         break;
902
903                 case RACE_SPECTRE:
904                         if (!get_aim_dir(&dir)) return FALSE;
905                         stop_mouth();
906                         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!"));
907                         (void)fear_monster(dir, plev);
908                         break;
909
910                 case RACE_SPRITE:
911                         msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
912                         if (plev < 25) sleep_monsters_touch();
913                         else (void)sleep_monsters(plev);
914                         break;
915
916                 case RACE_DEMON:
917                         return demonic_breath(p_ptr); 
918                         break;
919
920                 case RACE_KUTAR:
921                         (void)set_tsubureru(randint1(20) + 30, FALSE);
922                         break;
923
924                 case RACE_ANDROID:
925                         return android_inside_weapon(p_ptr);
926                         break;
927
928                 default:
929                         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."));
930                         p_ptr->energy_use = 0;
931         }
932         }
933         return TRUE;
934 }
935
936 /*!
937  * @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
938  * @return なし
939  */
940 void do_cmd_racial_power(void)
941 {
942         power_desc_type power_desc[36];
943         int num;
944         COMMAND_CODE i = 0;
945         int ask = TRUE;
946         PLAYER_LEVEL lvl = p_ptr->lev;
947         bool            flag, redraw, cast = FALSE;
948         bool            warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
949         char            choice;
950         char            out_val[160];
951         int menu_line = (use_menu ? 1 : 0);
952
953         if (p_ptr->wild_mode) return;
954
955         for (num = 0; num < 36; num++)
956         {
957                 strcpy(power_desc[num].name, "");
958                 power_desc[num].number = 0;
959         }
960
961         num = 0;
962
963         if (p_ptr->confused)
964         {
965                 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!"));
966                 p_ptr->energy_use = 0;
967                 return;
968         }
969
970         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
971         {
972                 set_action(ACTION_NONE);
973         }
974
975         switch (p_ptr->pclass)
976         {
977         case CLASS_WARRIOR:
978         {
979                 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
980                 power_desc[num].level = 40;
981                 power_desc[num].cost = 75;
982                 power_desc[num].stat = A_DEX;
983                 power_desc[num].fail = 35;
984                 power_desc[num++].number = -3;
985                 break;
986         }
987         case CLASS_HIGH_MAGE:
988         if (p_ptr->realm1 == REALM_HEX)
989         {
990                 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
991                 power_desc[num].level = 1;
992                 power_desc[num].cost = 0;
993                 power_desc[num].stat = A_INT;
994                 power_desc[num].fail = 0;
995                 power_desc[num++].number = -3;
996                 break;
997         }
998         case CLASS_MAGE:
999         /* case CLASS_HIGH_MAGE: */
1000         case CLASS_SORCERER:
1001         {
1002                 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1003                 power_desc[num].level = 25;
1004                 power_desc[num].cost = 1;
1005                 power_desc[num].stat = A_INT;
1006                 power_desc[num].fail = 25;
1007                 power_desc[num++].number = -3;
1008                 break;
1009         }
1010         case CLASS_PRIEST:
1011         {
1012                 if (is_good_realm(p_ptr->realm1))
1013                 {
1014                         strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
1015                         power_desc[num].level = 35;
1016                         power_desc[num].cost = 70;
1017                         power_desc[num].stat = A_WIS;
1018                         power_desc[num].fail = 50;
1019                         power_desc[num++].number = -3;
1020                 }
1021                 else
1022                 {
1023                         strcpy(power_desc[num].name, _("召魂", "Evocation"));
1024                         power_desc[num].level = 42;
1025                         power_desc[num].cost = 40;
1026                         power_desc[num].stat = A_WIS;
1027                         power_desc[num].fail = 35;
1028                         power_desc[num++].number = -3;
1029                 }
1030                 break;
1031         }
1032         case CLASS_ROGUE:
1033         {
1034                 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
1035                 power_desc[num].level = 8;
1036                 power_desc[num].cost = 12;
1037                 power_desc[num].stat = A_DEX;
1038                 power_desc[num].fail = 14;
1039                 power_desc[num++].number = -3;
1040                 break;
1041         }
1042         case CLASS_RANGER:
1043         case CLASS_SNIPER:
1044         {
1045                 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
1046                 power_desc[num].level = 15;
1047                 power_desc[num].cost = 20;
1048                 power_desc[num].stat = A_INT;
1049                 power_desc[num].fail = 12;
1050                 power_desc[num++].number = -3;
1051                 break;
1052         }
1053         case CLASS_PALADIN:
1054         {
1055                 if (is_good_realm(p_ptr->realm1))
1056                 {
1057                         strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
1058                         power_desc[num].level = 30;
1059                         power_desc[num].cost = 30;
1060                         power_desc[num].stat = A_WIS;
1061                         power_desc[num].fail = 30;
1062                         power_desc[num++].number = -3;
1063                 }
1064                 else
1065                 {
1066                         strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
1067                         power_desc[num].level = 30;
1068                         power_desc[num].cost = 30;
1069                         power_desc[num].stat = A_WIS;
1070                         power_desc[num].fail = 30;
1071                         power_desc[num++].number = -3;
1072                 }
1073                 break;
1074         }
1075         case CLASS_WARRIOR_MAGE:
1076         {
1077                 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
1078                 power_desc[num].level = 25;
1079                 power_desc[num].cost = 0;
1080                 power_desc[num].stat = A_INT;
1081                 power_desc[num].fail = 10;
1082                 power_desc[num++].number = -3;
1083                         
1084                 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
1085                 power_desc[num].level = 25;
1086                 power_desc[num].cost = 0;
1087                 power_desc[num].stat = A_INT;
1088                 power_desc[num].fail = 10;
1089                 power_desc[num++].number = -4;
1090                 break;
1091         }
1092         case CLASS_CHAOS_WARRIOR:
1093         {
1094                 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
1095                 power_desc[num].level = 40;
1096                 power_desc[num].cost = 50;
1097                 power_desc[num].stat = A_INT;
1098                 power_desc[num].fail = 25;
1099                 power_desc[num++].number = -3;
1100                 break;
1101         }
1102         case CLASS_MONK:
1103         {
1104                 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
1105                 power_desc[num].level = 25;
1106                 power_desc[num].cost = 0;
1107                 power_desc[num].stat = A_DEX;
1108                 power_desc[num].fail = 0;
1109                 power_desc[num++].number = -3;
1110                         
1111                 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
1112                 power_desc[num].level = 30;
1113                 power_desc[num].cost = 30;
1114                 power_desc[num].stat = A_STR;
1115                 power_desc[num].fail = 20;
1116                 power_desc[num++].number = -4;
1117                 break;
1118         }
1119         case CLASS_MINDCRAFTER:
1120         case CLASS_FORCETRAINER:
1121         {
1122                 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1123                 power_desc[num].level = 15;
1124                 power_desc[num].cost = 0;
1125                 power_desc[num].stat = A_WIS;
1126                 power_desc[num].fail = 10;
1127                 power_desc[num++].number = -3;
1128                 break;
1129         }
1130         case CLASS_TOURIST:
1131         {
1132                 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1133                 power_desc[num].level = 1;
1134                 power_desc[num].cost = 0;
1135                 power_desc[num].stat = A_DEX;
1136                 power_desc[num].fail = 0;
1137                 power_desc[num++].number = -3;
1138                 
1139                 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1140                 power_desc[num].level = 25;
1141                 power_desc[num].cost = 20;
1142                 power_desc[num].stat = A_INT;
1143                 power_desc[num].fail = 20;
1144                 power_desc[num++].number = -4;
1145                 break;
1146         }
1147         case CLASS_IMITATOR:
1148         {
1149                 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1150                 power_desc[num].level = 30;
1151                 power_desc[num].cost = 100;
1152                 power_desc[num].stat = A_DEX;
1153                 power_desc[num].fail = 30;
1154                 power_desc[num++].number = -3;
1155                 break;
1156         }
1157         case CLASS_BEASTMASTER:
1158         {
1159                 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1160                 power_desc[num].level = 1;
1161                 power_desc[num].cost = (p_ptr->lev+3)/4;
1162                 power_desc[num].stat = A_CHR;
1163                 power_desc[num].fail = 10;
1164                 power_desc[num++].number = -3;
1165                 
1166                 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1167                 power_desc[num].level = 30;
1168                 power_desc[num].cost = (p_ptr->lev+20)/2;
1169                 power_desc[num].stat = A_CHR;
1170                 power_desc[num].fail = 10;
1171                 power_desc[num++].number = -4;
1172                 break;
1173         }
1174         case CLASS_ARCHER:
1175         {
1176                 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1177                 power_desc[num].level = 1;
1178                 power_desc[num].cost = 0;
1179                 power_desc[num].stat = A_DEX;
1180                 power_desc[num].fail = 0;
1181                 power_desc[num++].number = -3;
1182                 break;
1183         }
1184         case CLASS_MAGIC_EATER:
1185         {
1186                 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1187                 power_desc[num].level = 1;
1188                 power_desc[num].cost = 0;
1189                 power_desc[num].stat = A_INT;
1190                 power_desc[num].fail = 0;
1191                 power_desc[num++].number = -3;
1192
1193                 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1194                 power_desc[num].level = 10;
1195                 power_desc[num].cost = 10 + (lvl - 10) / 2;
1196                 power_desc[num].stat = A_INT;
1197                 power_desc[num].fail = 0;
1198                 power_desc[num++].number = -4;
1199                 break;
1200         }
1201         case CLASS_BARD:
1202         {
1203                 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1204                 power_desc[num].level = 1;
1205                 power_desc[num].cost = 0;
1206                 power_desc[num].stat = A_CHR;
1207                 power_desc[num].fail = 0;
1208                 power_desc[num++].number = -3;
1209                 break;
1210         }
1211         case CLASS_RED_MAGE:
1212         {
1213                 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1214                 power_desc[num].level = 48;
1215                 power_desc[num].cost = 20;
1216                 power_desc[num].stat = A_INT;
1217                 power_desc[num].fail = 0;
1218                 power_desc[num++].number = -3;
1219                 break;
1220         }
1221         case CLASS_SAMURAI:
1222         {
1223                 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1224                 power_desc[num].level = 1;
1225                 power_desc[num].cost = 0;
1226                 power_desc[num].stat = A_WIS;
1227                 power_desc[num].fail = 0;
1228                 power_desc[num++].number = -3;
1229                 
1230                 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
1231                 power_desc[num].level = 25;
1232                 power_desc[num].cost = 0;
1233                 power_desc[num].stat = A_DEX;
1234                 power_desc[num].fail = 0;
1235                 power_desc[num++].number = -4;
1236                 break;
1237         }
1238         case CLASS_BLUE_MAGE:
1239         {
1240                 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1241                 power_desc[num].level = 1;
1242                 power_desc[num].cost = 0;
1243                 power_desc[num].stat = A_INT;
1244                 power_desc[num].fail = 0;
1245                 power_desc[num++].number = -3;
1246                 break;
1247         }
1248         case CLASS_CAVALRY:
1249         {
1250                 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1251                 power_desc[num].level = 10;
1252                 power_desc[num].cost = 0;
1253                 power_desc[num].stat = A_STR;
1254                 power_desc[num].fail = 10;
1255                 power_desc[num++].number = -3;
1256                 break;
1257         }
1258         case CLASS_BERSERKER:
1259         {
1260                 strcpy(power_desc[num].name, _("帰還", "Recall"));
1261                 power_desc[num].level = 10;
1262                 power_desc[num].cost = 10;
1263                 power_desc[num].stat = A_DEX;
1264                 power_desc[num].fail = 20;
1265                 power_desc[num++].number = -3;
1266                 break;
1267         }
1268         case CLASS_MIRROR_MASTER:
1269         {
1270                 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
1271                 power_desc[num].level = 1;
1272                 power_desc[num].cost = 0;
1273                 power_desc[num].stat = A_INT;
1274                 power_desc[num].fail = 0;
1275                 power_desc[num++].number = -3;
1276                 
1277                 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
1278                 power_desc[num].level = 30;
1279                 power_desc[num].cost = 0;
1280                 power_desc[num].stat = A_INT;
1281                 power_desc[num].fail = 20;
1282                 power_desc[num++].number = -4;
1283                 break;
1284         }
1285         case CLASS_SMITH:
1286         {
1287                 strcpy(power_desc[num].name, _("目利き", "Judgment"));
1288                 power_desc[num].level = 5;
1289                 power_desc[num].cost = 15;
1290                 power_desc[num].stat = A_INT;
1291                 power_desc[num].fail = 20;
1292                 power_desc[num++].number = -3;
1293                 break;
1294         }
1295         case CLASS_NINJA:
1296         {
1297                 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
1298                 power_desc[num].level = 20;
1299                 power_desc[num].cost = 0;
1300                 power_desc[num].stat = A_DEX;
1301                 power_desc[num].fail = 0;
1302                 power_desc[num++].number = -3;
1303                 break;
1304         }
1305         default:
1306                 strcpy(power_desc[0].name, _("(なし)", "(none)"));
1307         }
1308
1309         if (p_ptr->mimic_form)
1310         {
1311                 switch (p_ptr->mimic_form)
1312                 {
1313                 case MIMIC_DEMON:
1314                 case MIMIC_DEMON_LORD:
1315                         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);
1316                         power_desc[num].level = 15;
1317                         power_desc[num].cost = 10+lvl/3;
1318                         power_desc[num].stat = A_CON;
1319                         power_desc[num].fail = 20;
1320                         power_desc[num++].number = -1;
1321                         break;
1322                 case MIMIC_VAMPIRE:
1323                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1324                         power_desc[num].level = 2;
1325                         power_desc[num].cost = 1 + (lvl / 3);
1326                         power_desc[num].stat = A_CON;
1327                         power_desc[num].fail = 9;
1328                         power_desc[num++].number = -1;
1329                         break;
1330                 }
1331         }
1332         else
1333         {
1334         switch (p_ptr->prace)
1335         {
1336                 case RACE_DWARF:
1337                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1338                         power_desc[num].level = 5;
1339                         power_desc[num].cost = 5;
1340                         power_desc[num].stat = A_WIS;
1341                         power_desc[num].fail = 12;
1342                         power_desc[num++].number = -1;
1343                         break;
1344                 case RACE_NIBELUNG:
1345                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1346                         power_desc[num].level = 10;
1347                         power_desc[num].cost = 5;
1348                         power_desc[num].stat = A_WIS;
1349                         power_desc[num].fail = 10;
1350                         power_desc[num++].number = -1;
1351                         break;
1352                 case RACE_HOBBIT:
1353                         strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
1354                         power_desc[num].level = 15;
1355                         power_desc[num].cost = 10;
1356                         power_desc[num].stat = A_INT;
1357                         power_desc[num].fail = 10;
1358                         power_desc[num++].number = -1;
1359                         break;
1360                 case RACE_GNOME:
1361                         sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
1362                         power_desc[num].level = 5;
1363                         power_desc[num].cost = 5;
1364                         power_desc[num].stat = A_INT;
1365                         power_desc[num].fail = 12;
1366                         power_desc[num++].number = -1;
1367                         break;
1368                 case RACE_HALF_ORC:
1369                         strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
1370                         power_desc[num].level = 3;
1371                         power_desc[num].cost = 5;
1372                         power_desc[num].stat = A_WIS;
1373                         power_desc[num].fail = warrior ? 5 : 10;
1374                         power_desc[num++].number = -1;
1375                         break;
1376                 case RACE_HALF_TROLL:
1377                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1378                         power_desc[num].level = 10;
1379                         power_desc[num].cost = 12;
1380                         power_desc[num].stat = A_STR;
1381                         power_desc[num].fail = warrior ? 6 : 12;
1382                         power_desc[num++].number = -1;
1383                         break;
1384                 case RACE_BARBARIAN:
1385                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1386                         power_desc[num].level = 8;
1387                         power_desc[num].cost = 10;
1388                         power_desc[num].stat = A_STR;
1389                         power_desc[num].fail = warrior ? 6 : 12;
1390                         power_desc[num++].number = -1;
1391                         break;
1392                 case RACE_AMBERITE:
1393                         strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
1394                         power_desc[num].level = 30;
1395                         power_desc[num].cost = 50;
1396                         power_desc[num].stat = A_INT;
1397                         power_desc[num].fail = 50;
1398                         power_desc[num++].number = -1;
1399                         
1400                         strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
1401                         power_desc[num].level = 40;
1402                         power_desc[num].cost = 75;
1403                         power_desc[num].stat = A_WIS;
1404                         power_desc[num].fail = 50;
1405                         power_desc[num++].number = -2;
1406                         break;
1407                 case RACE_HALF_OGRE:
1408                         strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
1409                         power_desc[num].level = 25;
1410                         power_desc[num].cost = 35;
1411                         power_desc[num].stat = A_INT;
1412                         power_desc[num].fail = 15;
1413                         power_desc[num++].number = -1;
1414                         break;
1415                 case RACE_HALF_GIANT:
1416                         strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
1417                         power_desc[num].level = 20;
1418                         power_desc[num].cost = 10;
1419                         power_desc[num].stat = A_STR;
1420                         power_desc[num].fail = 12;
1421                         power_desc[num++].number = -1;
1422                         break;
1423                 case RACE_HALF_TITAN:
1424                         strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
1425                         power_desc[num].level = 15;
1426                         power_desc[num].cost = 10;
1427                         power_desc[num].stat = A_INT;
1428                         power_desc[num].fail = 12;
1429                         power_desc[num++].number = -1;
1430                         break;
1431                 case RACE_CYCLOPS:
1432                         sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
1433                         power_desc[num].level = 20;
1434                         power_desc[num].cost = 15;
1435                         power_desc[num].stat = A_STR;
1436                         power_desc[num].fail = 12;
1437                         power_desc[num++].number = -1;
1438                         break;
1439                 case RACE_YEEK:
1440                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1441                         power_desc[num].level = 15;
1442                         power_desc[num].cost = 15;
1443                         power_desc[num].stat = A_WIS;
1444                         power_desc[num].fail = 10;
1445                         power_desc[num++].number = -1;
1446                         break;
1447                 case RACE_SPECTRE:
1448                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1449                         power_desc[num].level = 4;
1450                         power_desc[num].cost = 6;
1451                         power_desc[num].stat = A_INT;
1452                         power_desc[num].fail = 3;
1453                         power_desc[num++].number = -1;
1454                         break;
1455                 case RACE_KLACKON:
1456                         sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
1457                         power_desc[num].level = 9;
1458                         power_desc[num].cost = 9;
1459                         power_desc[num].stat = A_DEX;
1460                         power_desc[num].fail = 14;
1461                         power_desc[num++].number = -1;
1462                         break;
1463                 case RACE_KOBOLD:
1464                         sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
1465                         power_desc[num].level = 12;
1466                         power_desc[num].cost = 8;
1467                         power_desc[num].stat = A_DEX;
1468                         power_desc[num].fail = 14;
1469                         power_desc[num++].number = -1;
1470                         break;
1471                 case RACE_DARK_ELF:
1472                         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);
1473                         power_desc[num].level = 2;
1474                         power_desc[num].cost = 2;
1475                         power_desc[num].stat = A_INT;
1476                         power_desc[num].fail = 9;
1477                         power_desc[num++].number = -1;
1478                         break;
1479                 case RACE_DRACONIAN:
1480                         sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
1481                         power_desc[num].level = 1;
1482                         power_desc[num].cost = lvl;
1483                         power_desc[num].stat = A_CON;
1484                         power_desc[num].fail = 12;
1485                         power_desc[num++].number = -1;
1486                         break;
1487                 case RACE_MIND_FLAYER:
1488                         sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
1489                         power_desc[num].level = 15;
1490                         power_desc[num].cost = 12;
1491                         power_desc[num].stat = A_INT;
1492                         power_desc[num].fail = 14;
1493                         power_desc[num++].number = -1;
1494                         break;
1495                 case RACE_IMP:
1496                         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);
1497                         power_desc[num].level = 9;
1498                         power_desc[num].cost = 15;
1499                         power_desc[num].stat = A_WIS;
1500                         power_desc[num].fail = 15;
1501                         power_desc[num++].number = -1;
1502                         break;
1503                 case RACE_GOLEM:
1504                         strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
1505                         power_desc[num].level = 20;
1506                         power_desc[num].cost = 15;
1507                         power_desc[num].stat = A_CON;
1508                         power_desc[num].fail = 8;
1509                         power_desc[num++].number = -1;
1510                         break;
1511                 case RACE_SKELETON:
1512                 case RACE_ZOMBIE:
1513                         strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
1514                         power_desc[num].level = 30;
1515                         power_desc[num].cost = 30;
1516                         power_desc[num].stat = A_WIS;
1517                         power_desc[num].fail = 18;
1518                         power_desc[num++].number = -1;
1519                         break;
1520                 case RACE_VAMPIRE:
1521                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1522                         power_desc[num].level = 2;
1523                         power_desc[num].cost = 1 + (lvl / 3);
1524                         power_desc[num].stat = A_CON;
1525                         power_desc[num].fail = 9;
1526                         power_desc[num++].number = -1;
1527                         break;
1528                 case RACE_SPRITE:
1529                         strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
1530                         power_desc[num].level = 12;
1531                         power_desc[num].cost = 12;
1532                         power_desc[num].stat = A_INT;
1533                         power_desc[num].fail = 15;
1534                         power_desc[num++].number = -1;
1535                         break;
1536                 case RACE_DEMON:
1537                         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);
1538                         power_desc[num].level = 15;
1539                         power_desc[num].cost = 10+lvl/3;
1540                         power_desc[num].stat = A_CON;
1541                         power_desc[num].fail = 20;
1542                         power_desc[num++].number = -1;
1543                         break;
1544                 case RACE_KUTAR:
1545                         strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
1546                         power_desc[num].level = 20;
1547                         power_desc[num].cost = 15;
1548                         power_desc[num].stat = A_CHR;
1549                         power_desc[num].fail = 8;
1550                         power_desc[num++].number = -1;
1551                         break;
1552                 case RACE_ANDROID:
1553                         if (p_ptr->lev < 10)
1554                         {
1555                                 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
1556                                 power_desc[num].level = 1;
1557                                 power_desc[num].cost = 7;
1558                                 power_desc[num].fail = 8;
1559                         }
1560                         else if (p_ptr->lev < 25)
1561                         {
1562                                 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
1563                                 power_desc[num].level = 10;
1564                                 power_desc[num].cost = 13;
1565                                 power_desc[num].fail = 10;
1566                         }
1567                         else if (p_ptr->lev < 35)
1568                         {
1569                                 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
1570                                 power_desc[num].level = 25;
1571                                 power_desc[num].cost = 26;
1572                                 power_desc[num].fail = 12;
1573                         }
1574                         else if (p_ptr->lev < 45)
1575                         {
1576                                 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
1577                                 power_desc[num].level = 35;
1578                                 power_desc[num].cost = 40;
1579                                 power_desc[num].fail = 15;
1580                         }
1581                         else
1582                         {
1583                                 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
1584                                 power_desc[num].level = 45;
1585                                 power_desc[num].cost = 60;
1586                                 power_desc[num].fail = 18;
1587                         }
1588                         power_desc[num].stat = A_STR;
1589                         power_desc[num++].number = -1;
1590                         break;
1591                 default:
1592                 {
1593                         break;
1594                 }
1595         }
1596         }
1597
1598         if (p_ptr->muta1)
1599         {
1600                 if (p_ptr->muta1 & MUT1_SPIT_ACID)
1601                 {
1602                         strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
1603                         power_desc[num].level = 9;
1604                         power_desc[num].cost = 9;
1605                         power_desc[num].stat = A_DEX;
1606                         power_desc[num].fail = 15;
1607                         power_desc[num++].number = MUT1_SPIT_ACID;
1608                 }
1609
1610                 if (p_ptr->muta1 & MUT1_BR_FIRE)
1611                 {
1612                         strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
1613                         power_desc[num].level = 20;
1614                         power_desc[num].cost = lvl;
1615                         power_desc[num].stat = A_CON;
1616                         power_desc[num].fail = 18;
1617                         power_desc[num++].number = MUT1_BR_FIRE;
1618                 }
1619
1620                 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
1621                 {
1622                         strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
1623                         power_desc[num].level = 12;
1624                         power_desc[num].cost = 12;
1625                         power_desc[num].stat = A_CHR;
1626                         power_desc[num].fail = 18;
1627                         power_desc[num++].number = MUT1_HYPN_GAZE;
1628                 }
1629
1630                 if (p_ptr->muta1 & MUT1_TELEKINES)
1631                 {
1632                         strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
1633                         power_desc[num].level = 9;
1634                         power_desc[num].cost = 9;
1635                         power_desc[num].stat = A_WIS;
1636                         power_desc[num].fail = 14;
1637                         power_desc[num++].number = MUT1_TELEKINES;
1638                 }
1639
1640                 if (p_ptr->muta1 & MUT1_VTELEPORT)
1641                 {
1642                         strcpy(power_desc[num].name, _("テレポート", "Teleport"));
1643                         power_desc[num].level = 7;
1644                         power_desc[num].cost = 7;
1645                         power_desc[num].stat = A_WIS;
1646                         power_desc[num].fail = 15;
1647                         power_desc[num++].number = MUT1_VTELEPORT;
1648                 }
1649
1650                 if (p_ptr->muta1 & MUT1_MIND_BLST)
1651                 {
1652                         strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
1653                         power_desc[num].level = 5;
1654                         power_desc[num].cost = 3;
1655                         power_desc[num].stat = A_WIS;
1656                         power_desc[num].fail = 15;
1657                         power_desc[num++].number = MUT1_MIND_BLST;
1658                 }
1659
1660                 if (p_ptr->muta1 & MUT1_RADIATION)
1661                 {
1662                         strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
1663                         power_desc[num].level = 15;
1664                         power_desc[num].cost = 15;
1665                         power_desc[num].stat = A_CON;
1666                         power_desc[num].fail = 14;
1667                         power_desc[num++].number = MUT1_RADIATION;
1668                 }
1669
1670                 if (p_ptr->muta1 & MUT1_VAMPIRISM)
1671                 {
1672                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1673                         power_desc[num].level = 2;
1674                         power_desc[num].cost = (1 + (lvl / 3));
1675                         power_desc[num].stat = A_CON;
1676                         power_desc[num].fail = 9;
1677                         power_desc[num++].number = MUT1_VAMPIRISM;
1678                 }
1679
1680                 if (p_ptr->muta1 & MUT1_SMELL_MET)
1681                 {
1682                         strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
1683                         power_desc[num].level = 3;
1684                         power_desc[num].cost = 2;
1685                         power_desc[num].stat = A_INT;
1686                         power_desc[num].fail = 12;
1687                         power_desc[num++].number = MUT1_SMELL_MET;
1688                 }
1689
1690                 if (p_ptr->muta1 & MUT1_SMELL_MON)
1691                 {
1692                         strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
1693                         power_desc[num].level = 5;
1694                         power_desc[num].cost = 4;
1695                         power_desc[num].stat = A_INT;
1696                         power_desc[num].fail = 15;
1697                         power_desc[num++].number = MUT1_SMELL_MON;
1698                 }
1699
1700                 if (p_ptr->muta1 & MUT1_BLINK)
1701                 {
1702                         strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
1703                         power_desc[num].level = 3;
1704                         power_desc[num].cost = 3;
1705                         power_desc[num].stat = A_WIS;
1706                         power_desc[num].fail = 12;
1707                         power_desc[num++].number = MUT1_BLINK;
1708                 }
1709
1710                 if (p_ptr->muta1 & MUT1_EAT_ROCK)
1711                 {
1712                         strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
1713                         power_desc[num].level = 8;
1714                         power_desc[num].cost = 12;
1715                         power_desc[num].stat = A_CON;
1716                         power_desc[num].fail = 18;
1717                         power_desc[num++].number = MUT1_EAT_ROCK;
1718                 }
1719
1720                 if (p_ptr->muta1 & MUT1_SWAP_POS)
1721                 {
1722                         strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
1723                         power_desc[num].level = 15;
1724                         power_desc[num].cost = 12;
1725                         power_desc[num].stat = A_DEX;
1726                         power_desc[num].fail = 16;
1727                         power_desc[num++].number = MUT1_SWAP_POS;
1728                 }
1729
1730                 if (p_ptr->muta1 & MUT1_SHRIEK)
1731                 {
1732                         strcpy(power_desc[num].name, _("叫び", "Shriek"));
1733                         power_desc[num].level = 20;
1734                         power_desc[num].cost = 14;
1735                         power_desc[num].stat = A_CON;
1736                         power_desc[num].fail = 16;
1737                         power_desc[num++].number = MUT1_SHRIEK;
1738                 }
1739
1740                 if (p_ptr->muta1 & MUT1_ILLUMINE)
1741                 {
1742                         strcpy(power_desc[num].name, _("照明", "Illuminate"));
1743                         power_desc[num].level = 3;
1744                         power_desc[num].cost = 2;
1745                         power_desc[num].stat = A_INT;
1746                         power_desc[num].fail = 10;
1747                         power_desc[num++].number = MUT1_ILLUMINE;
1748                 }
1749
1750                 if (p_ptr->muta1 & MUT1_DET_CURSE)
1751                 {
1752                         strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
1753                         power_desc[num].level = 7;
1754                         power_desc[num].cost = 14;
1755                         power_desc[num].stat = A_WIS;
1756                         power_desc[num].fail = 14;
1757                         power_desc[num++].number = MUT1_DET_CURSE;
1758                 }
1759
1760                 if (p_ptr->muta1 & MUT1_BERSERK)
1761                 {
1762                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1763                         power_desc[num].level = 8;
1764                         power_desc[num].cost = 8;
1765                         power_desc[num].stat = A_STR;
1766                         power_desc[num].fail = 14;
1767                         power_desc[num++].number = MUT1_BERSERK;
1768                 }
1769
1770                 if (p_ptr->muta1 & MUT1_POLYMORPH)
1771                 {
1772                         strcpy(power_desc[num].name, _("変身", "Polymorph"));
1773                         power_desc[num].level = 18;
1774                         power_desc[num].cost = 20;
1775                         power_desc[num].stat = A_CON;
1776                         power_desc[num].fail = 18;
1777                         power_desc[num++].number = MUT1_POLYMORPH;
1778                 }
1779
1780                 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
1781                 {
1782                         strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
1783                         power_desc[num].level = 10;
1784                         power_desc[num].cost = 5;
1785                         power_desc[num].stat = A_INT;
1786                         power_desc[num].fail = 12;
1787                         power_desc[num++].number = MUT1_MIDAS_TCH;
1788                 }
1789
1790                 if (p_ptr->muta1 & MUT1_GROW_MOLD)
1791                 {
1792                         strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
1793                         power_desc[num].level = 1;
1794                         power_desc[num].cost = 6;
1795                         power_desc[num].stat = A_CON;
1796                         power_desc[num].fail = 14;
1797                         power_desc[num++].number = MUT1_GROW_MOLD;
1798                 }
1799
1800                 if (p_ptr->muta1 & MUT1_RESIST)
1801                 {
1802                         strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
1803                         power_desc[num].level = 10;
1804                         power_desc[num].cost = 12;
1805                         power_desc[num].stat = A_CON;
1806                         power_desc[num].fail = 12;
1807                         power_desc[num++].number = MUT1_RESIST;
1808                 }
1809
1810                 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
1811                 {
1812                         strcpy(power_desc[num].name, _("地震", "Earthquake"));
1813                         power_desc[num].level = 12;
1814                         power_desc[num].cost = 12;
1815                         power_desc[num].stat = A_STR;
1816                         power_desc[num].fail = 16;
1817                         power_desc[num++].number = MUT1_EARTHQUAKE;
1818                 }
1819
1820                 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
1821                 {
1822                         strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1823                         power_desc[num].level = 17;
1824                         power_desc[num].cost = 1;
1825                         power_desc[num].stat = A_WIS;
1826                         power_desc[num].fail = 15;
1827                         power_desc[num++].number = MUT1_EAT_MAGIC;
1828                 }
1829
1830                 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
1831                 {
1832                         strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
1833                         power_desc[num].level = 6;
1834                         power_desc[num].cost = 6;
1835                         power_desc[num].stat = A_INT;
1836                         power_desc[num].fail = 10;
1837                         power_desc[num++].number = MUT1_WEIGH_MAG;
1838                 }
1839
1840                 if (p_ptr->muta1 & MUT1_STERILITY)
1841                 {
1842                         strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
1843                         power_desc[num].level = 12;
1844                         power_desc[num].cost = 23;
1845                         power_desc[num].stat = A_CHR;
1846                         power_desc[num].fail = 15;
1847                         power_desc[num++].number = MUT1_STERILITY;
1848                 }
1849
1850                 if (p_ptr->muta1 & MUT1_PANIC_HIT)
1851                 {
1852                         strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
1853                         power_desc[num].level = 10;
1854                         power_desc[num].cost = 12;
1855                         power_desc[num].stat = A_DEX;
1856                         power_desc[num].fail = 14;
1857                         power_desc[num++].number = MUT1_PANIC_HIT;
1858                 }
1859
1860                 if (p_ptr->muta1 & MUT1_DAZZLE)
1861                 {
1862                         strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
1863                         power_desc[num].level = 7;
1864                         power_desc[num].cost = 15;
1865                         power_desc[num].stat = A_CHR;
1866                         power_desc[num].fail = 8;
1867                         power_desc[num++].number = MUT1_DAZZLE;
1868                 }
1869
1870                 if (p_ptr->muta1 & MUT1_LASER_EYE)
1871                 {
1872                         strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
1873                         power_desc[num].level = 7;
1874                         power_desc[num].cost = 10;
1875                         power_desc[num].stat = A_WIS;
1876                         power_desc[num].fail = 9;
1877                         power_desc[num++].number = MUT1_LASER_EYE;
1878                 }
1879
1880                 if (p_ptr->muta1 & MUT1_RECALL)
1881                 {
1882                         strcpy(power_desc[num].name, _("帰還", "Recall"));
1883                         power_desc[num].level = 17;
1884                         power_desc[num].cost = 50;
1885                         power_desc[num].stat = A_INT;
1886                         power_desc[num].fail = 16;
1887                         power_desc[num++].number = MUT1_RECALL;
1888                 }
1889
1890                 if (p_ptr->muta1 & MUT1_BANISH)
1891                 {
1892                         strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
1893                         power_desc[num].level = 25;
1894                         power_desc[num].cost = 25;
1895                         power_desc[num].stat = A_WIS;
1896                         power_desc[num].fail = 18;
1897                         power_desc[num++].number = MUT1_BANISH;
1898                 }
1899
1900                 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
1901                 {
1902                         strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
1903                         power_desc[num].level = 2;
1904                         power_desc[num].cost = 2;
1905                         power_desc[num].stat = A_CON;
1906                         power_desc[num].fail = 11;
1907                         power_desc[num++].number = MUT1_COLD_TOUCH;
1908                 }
1909
1910                 if (p_ptr->muta1 & MUT1_LAUNCHER)
1911                 {
1912                         strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
1913                         power_desc[num].level = 1;
1914                         power_desc[num].cost = lvl;
1915                         power_desc[num].stat = A_STR;
1916                         power_desc[num].fail = 6;
1917                         /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
1918                         power_desc[num++].number = 3;
1919                 }
1920         }
1921
1922         /* Nothing chosen yet */
1923         flag = FALSE;
1924
1925         /* No redraw yet */
1926         redraw = FALSE;
1927
1928         /* Build a prompt */
1929         (void) strnfmt(out_val, 78, 
1930                                 _("(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? "),
1931                                 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
1932
1933 if (!repeat_pull(&i) || i<0 || i>=num) {
1934         if (use_menu) screen_save();
1935          /* Get a spell from the user */
1936
1937         choice = (always_show_list || use_menu) ? ESCAPE:1;
1938         while (!flag)
1939         {
1940                 if( choice==ESCAPE ) choice = ' '; 
1941                 else if( !get_com(out_val, &choice, FALSE) )break; 
1942
1943                 if (use_menu && choice != ' ')
1944                 {
1945                         switch(choice)
1946                         {
1947                                 case '0':
1948                                 {
1949                                         screen_load();
1950                                         p_ptr->energy_use = 0;
1951                                         return;
1952                                 }
1953
1954                                 case '8':
1955                                 case 'k':
1956                                 case 'K':
1957                                 {
1958                                         menu_line += (num - 1);
1959                                         break;
1960                                 }
1961
1962                                 case '2':
1963                                 case 'j':
1964                                 case 'J':
1965                                 {
1966                                         menu_line++;
1967                                         break;
1968                                 }
1969
1970                                 case '6':
1971                                 case 'l':
1972                                 case 'L':
1973                                 case '4':
1974                                 case 'h':
1975                                 case 'H':
1976                                 {
1977                                         if (menu_line > 18)
1978                                                 menu_line -= 18;
1979                                         else if (menu_line+18 <= num)
1980                                                 menu_line += 18;
1981                                         break;
1982                                 }
1983
1984                                 case 'x':
1985                                 case 'X':
1986                                 case '\r':
1987                                 {
1988                                         i = menu_line - 1;
1989                                         ask = FALSE;
1990                                         break;
1991                                 }
1992                         }
1993                         if (menu_line > num) menu_line -= num;
1994                 }
1995                 /* Request redraw */
1996                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
1997                 {
1998                         /* Show the list */
1999                         if (!redraw || use_menu)
2000                         {
2001                                 byte y = 1, x = 0;
2002                                 int ctr = 0;
2003                                 char dummy[80];
2004                                 char letter;
2005                                 TERM_LEN x1, y1;
2006
2007                                 strcpy(dummy, "");
2008
2009                                 /* Show list */
2010                                 redraw = TRUE;
2011                                 if (!use_menu) screen_save();
2012
2013                                 /* Print header(s) */
2014                                 if (num < 18)
2015                                         prt(_("                            Lv   MP 失率", "                            Lv Cost Fail"), y++, x);
2016                                 else
2017                                 prt(_("                            Lv   MP 失率                            Lv   MP 失率", 
2018                                           "                            Lv Cost Fail                            Lv Cost Fail"), y++, x);
2019
2020
2021                                 /* Print list */
2022                                 while (ctr < num)
2023                                 {
2024                                         x1 = ((ctr < 18) ? x : x + 40);
2025                                         y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
2026
2027                                         if (use_menu)
2028                                         {
2029                                                 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " >  "));
2030                                                 else strcpy(dummy, "    ");
2031                                         }
2032                                         else
2033                                         {
2034                                                 /* letter/number for power selection */
2035                                                 if (ctr < 26)
2036                                                         letter = I2A(ctr);
2037                                                 else
2038                                                         letter = '0' + ctr - 26;
2039                                                 sprintf(dummy, " %c) ",letter);
2040                                         }
2041                                         strcat(dummy, format("%-23.23s %2d %4d %3d%%",
2042                                                 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
2043                                                 100 - racial_chance(&power_desc[ctr])));
2044                                         prt(dummy, y1, x1);
2045                                         ctr++;
2046                                 }
2047                         }
2048
2049                         /* Hide the list */
2050                         else
2051                         {
2052                                 /* Hide list */
2053                                 redraw = FALSE;
2054                                 screen_load();
2055                         }
2056
2057                         /* Redo asking */
2058                         continue;
2059                 }
2060
2061                 if (!use_menu)
2062                 {
2063                         if (choice == '\r' && num == 1)
2064                         {
2065                                 choice = 'a';
2066                         }
2067
2068                         if (isalpha(choice))
2069                         {
2070                                 /* Note verify */
2071                                 ask = (isupper(choice));
2072
2073                                 /* Lowercase */
2074                                 if (ask) choice = (char)tolower(choice);
2075
2076                                 /* Extract request */
2077                                 i = (islower(choice) ? A2I(choice) : -1);
2078                         }
2079                         else
2080                         {
2081                                 ask = FALSE; /* Can't uppercase digits */
2082
2083                                 i = choice - '0' + 26;
2084                         }
2085                 }
2086
2087                 /* Totally Illegal */
2088                 if ((i < 0) || (i >= num))
2089                 {
2090                         bell();
2091                         continue;
2092                 }
2093
2094                 /* Verify it */
2095                 if (ask)
2096                 {
2097                         char tmp_val[160];
2098
2099                         /* Prompt */
2100                         (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
2101
2102                         /* Belay that order */
2103                         if (!get_check(tmp_val)) continue;
2104                 }
2105
2106                 /* Stop the loop */
2107                 flag = TRUE;
2108         }
2109         if (redraw) screen_load();
2110
2111         /* Abort if needed */
2112         if (!flag)
2113         {
2114                 p_ptr->energy_use = 0;
2115                 return;
2116         }
2117         repeat_push(i);
2118         } /*if (!repeat_pull(&i) || ...)*/
2119         switch (racial_aux(&power_desc[i]))
2120         {
2121         case 1:
2122                 if (power_desc[i].number < 0)
2123                         cast = cmd_racial_power_aux(power_desc[i].number);
2124                 else
2125                         cast = mutation_power_aux(power_desc[i].number);
2126                 break;
2127         case 0:
2128                 cast = FALSE;
2129                 break;
2130         case -1:
2131                 cast = TRUE;
2132                 break;
2133         }
2134
2135         if (cast)
2136         {
2137                 if (racial_cost)
2138                 {
2139                         int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2140
2141                         /* If mana is not enough, player consumes hit point! */
2142                         if (p_ptr->csp < actual_racial_cost)
2143                         {
2144                                 actual_racial_cost -= p_ptr->csp;
2145                                 p_ptr->csp = 0;
2146                                 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2147                         }
2148                         else p_ptr->csp -= actual_racial_cost;
2149
2150                         /* Redraw mana and hp */
2151                         p_ptr->redraw |= (PR_HP | PR_MANA);
2152
2153                         p_ptr->window |= (PW_PLAYER | PW_SPELL);
2154                 }
2155         }
2156         else p_ptr->energy_use = 0;
2157
2158         /* Success */
2159         return;
2160 }