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