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[Refactor] #37353 アンドロイドの内蔵兵器処理を android_inside_weapon() に分離。 / Separate Android...
[hengband/hengband.git] / src / racial.c
1 /*!
2  * @file racial.c
3  * @brief レイシャルと突然変異の技能処理 / Racial powers (and mutations)
4  * @date 2014/01/08
5  * @author
6  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7  * This software may be copied and distributed for educational, research,\n
8  * and not for profit purposes provided that this copyright and statement\n
9  * are included in all such copies.  Other copyrights may also apply.\n
10  * 2014 Deskull rearranged comment for Doxygen. \n
11  */
12
13 #include "angband.h"
14 #include "cmd-magiceat.h"
15 #include "cmd-zapwand.h"
16 #include "cmd-pet.h"
17 #include "melee.h"
18 #include "object-hook.h"
19
20 #include "mutation.h"
21 #include "player-status.h"
22 #include "spells-status.h"
23 #include "spells-object.h"
24
25 /*!
26  * @brief 魔法系コマンドを実行できるかの判定を返す
27  * @return 魔法系コマンドを使用可能ならTRUE、不可能ならば理由をメッセージ表示してFALSEを返す。
28  */
29 static bool can_do_cmd_cast(void)
30 {
31         if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
32         {
33                 msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
34                 msg_print(NULL);
35                 return FALSE;
36         }
37         else if (p_ptr->anti_magic)
38         {
39                 msg_print(_("反魔法バリアが魔法を邪魔した!", "An anti-magic shell disrupts your magic!"));
40                 return FALSE;
41         }
42         else if (p_ptr->shero)
43         {
44                 msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
45                 return FALSE;
46         }
47         else
48                 return TRUE;
49 }
50
51 /*!
52  * @brief 修行僧の構え設定処理
53  * @return 構えを変化させたらTRUE、構え不能かキャンセルしたらFALSEを返す。
54  */
55 static bool choose_kamae(void)
56 {
57         char choice;
58         int new_kamae = 0;
59         int i;
60         char buf[80];
61
62         if (p_ptr->confused)
63         {
64                 msg_print(_("混乱していて構えられない!", "Too confused."));
65                 return FALSE;
66         }
67         screen_save();
68         prt(_(" a) 構えをとく", " a) No form"), 2, 20);
69
70         for (i = 0; i < MAX_KAMAE; i++)
71         {
72                 if (p_ptr->lev >= kamae_shurui[i].min_level)
73                 {
74                         sprintf(buf," %c) %-12s  %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
75                         prt(buf, 3+i, 20);
76                 }
77         }
78
79         prt("", 1, 0);
80         prt(_("        どの構えをとりますか?", "        Choose Form: "), 1, 14);
81
82         while(1)
83         {
84                 choice = inkey();
85
86                 if (choice == ESCAPE)
87                 {
88                         screen_load();
89                         return FALSE;
90                 }
91                 else if ((choice == 'a') || (choice == 'A'))
92                 {
93                         if (p_ptr->action == ACTION_KAMAE)
94                         {
95                                 set_action(ACTION_NONE);
96                         }
97                         else
98                                 msg_print(_("もともと構えていない。", "You are not assuming a posture."));
99                         screen_load();
100                         return TRUE;
101                 }
102                 else if ((choice == 'b') || (choice == 'B'))
103                 {
104                         new_kamae = 0;
105                         break;
106                 }
107                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
108                 {
109                         new_kamae = 1;
110                         break;
111                 }
112                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
113                 {
114                         new_kamae = 2;
115                         break;
116                 }
117                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
118                 {
119                         new_kamae = 3;
120                         break;
121                 }
122         }
123         set_action(ACTION_KAMAE);
124
125         if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
126         {
127                 msg_print(_("構え直した。", "You reassume a posture."));
128         }
129         else
130         {
131                 p_ptr->special_defense &= ~(KAMAE_MASK);
132                 p_ptr->update |= (PU_BONUS);
133                 p_ptr->redraw |= (PR_STATE);
134                 msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
135                 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
136         }
137         p_ptr->redraw |= PR_STATE;
138         screen_load();
139         return TRUE;
140 }
141
142 /*!
143  * @brief 剣術家の型設定処理
144  * @return 型を変化させたらTRUE、型の構え不能かキャンセルしたらFALSEを返す。
145  */
146 static bool choose_kata(void)
147 {
148         char choice;
149         int new_kata = 0;
150         int i;
151         char buf[80];
152
153         if (p_ptr->confused)
154         {
155                 msg_print(_("混乱していて構えられない!", "Too confused."));
156                 return FALSE;
157         }
158
159         if (p_ptr->stun)
160         {
161                 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
162                 return FALSE;
163         }
164
165         if (p_ptr->afraid)
166         {
167                 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
168                 return FALSE;
169         }
170         screen_save();
171         prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
172
173         for (i = 0; i < MAX_KATA; i++)
174         {
175                 if (p_ptr->lev >= kata_shurui[i].min_level)
176                 {
177                         sprintf(buf,_(" %c) %sの型    %s", " %c) Form of %-12s  %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
178                         prt(buf, 3+i, 20);
179                 }
180         }
181
182         prt("", 1, 0);
183         prt(_("        どの型で構えますか?", "        Choose Form: "), 1, 14);
184
185         while(1)
186         {
187                 choice = inkey();
188
189                 if (choice == ESCAPE)
190                 {
191                         screen_load();
192                         return FALSE;
193                 }
194                 else if ((choice == 'a') || (choice == 'A'))
195                 {
196                         if (p_ptr->action == ACTION_KATA)
197                         {
198                                 set_action(ACTION_NONE);
199                         }
200                         else
201                                 msg_print(_("もともと構えていない。", "You are not assuming posture."));
202                         screen_load();
203                         return TRUE;
204                 }
205                 else if ((choice == 'b') || (choice == 'B'))
206                 {
207                         new_kata = 0;
208                         break;
209                 }
210                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
211                 {
212                         new_kata = 1;
213                         break;
214                 }
215                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
216                 {
217                         new_kata = 2;
218                         break;
219                 }
220                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
221                 {
222                         new_kata = 3;
223                         break;
224                 }
225         }
226         set_action(ACTION_KATA);
227
228         if (p_ptr->special_defense & (KATA_IAI << new_kata))
229         {
230                 msg_print(_("構え直した。", "You reassume a posture."));
231         }
232         else
233         {
234                 p_ptr->special_defense &= ~(KATA_MASK);
235                 p_ptr->update |= (PU_BONUS | PU_MONSTERS);
236                 msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
237                 p_ptr->special_defense |= (KATA_IAI << new_kata);
238         }
239         p_ptr->redraw |= (PR_STATE | PR_STATUS);
240         screen_load();
241         return TRUE;
242 }
243
244
245 /*!
246  * @brief レイシャル・パワー情報のtypedef
247  */
248 typedef struct power_desc_type power_desc_type;
249
250 /*!
251  * @brief レイシャル・パワー情報の構造体定義
252  */
253 struct power_desc_type
254 {
255         GAME_TEXT name[MAX_NLEN];      //!<レイシャル名
256         PLAYER_LEVEL level;     //!<体得レベル
257         int cost;
258         int stat;
259         int fail;
260         int number;
261 };
262
263
264 /*!
265  * @brief レイシャル・パワーの発動成功率を計算する / Returns the chance to activate a racial power/mutation
266  * @param pd_ptr 発動したいレイシャル・パワー情報の構造体参照ポインタ
267  * @return 成功率(%)を返す
268  */
269 static PERCENTAGE racial_chance(power_desc_type *pd_ptr)
270 {
271         PLAYER_LEVEL min_level  = pd_ptr->level;
272         int difficulty = pd_ptr->fail;
273
274         int i;
275         int val;
276         int sum = 0;
277         int stat = p_ptr->stat_cur[pd_ptr->stat];
278
279         /* No chance for success */
280         if ((p_ptr->lev < min_level) || p_ptr->confused)
281         {
282                 return (0);
283         }
284
285         if (difficulty == 0) return 100;
286
287         /* Calculate difficulty */
288         if (p_ptr->stun)
289         {
290                 difficulty += p_ptr->stun;
291         }
292         else if (p_ptr->lev > min_level)
293         {
294                 int lev_adj = ((p_ptr->lev - min_level) / 3);
295                 if (lev_adj > 10) lev_adj = 10;
296                 difficulty -= lev_adj;
297         }
298
299         if (difficulty < 5) difficulty = 5;
300
301         /* We only need halfs of the difficulty */
302         difficulty = difficulty / 2;
303
304         for (i = 1; i <= stat; i++)
305         {
306                 val = i - difficulty;
307                 if (val > 0)
308                         sum += (val <= difficulty) ? val : difficulty;
309         }
310
311         if (difficulty == 0)
312                 return (100);
313         else
314                 return (((sum * 100) / difficulty) / stat);
315 }
316
317
318 static int  racial_cost;
319
320 /*!
321  * @brief レイシャル・パワーの発動の判定処理
322  * @param pd_ptr 発動したいレイシャル・パワー情報の構造体参照ポインタ
323  * @return
324  * 発動成功ならば1、発動失敗ならば-1、キャンセルならば0を返す。
325  * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
326  */
327 static int racial_aux(power_desc_type *pd_ptr)
328 {
329         PLAYER_LEVEL min_level  = pd_ptr->level;
330         int use_stat   = pd_ptr->stat;
331         int difficulty = pd_ptr->fail;
332         int use_hp = 0;
333
334         racial_cost = pd_ptr->cost;
335
336         /* Not enough mana - use hp */
337         if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
338
339         /* Power is not available yet */
340         if (p_ptr->lev < min_level)
341         {
342                 msg_format(_("この能力を使用するにはレベル %d に達していなければなりません。", 
343                                          "You need to attain level %d to use this power."), min_level);
344
345                 p_ptr->energy_use = 0;
346                 return 0;
347         }
348
349         /* Too confused */
350         else if (p_ptr->confused)
351         {
352                 msg_print(_("混乱していてその能力は使えない。", "You are too confused to use this power."));
353                 p_ptr->energy_use = 0;
354                 return 0;
355         }
356
357         /* Risk death? */
358         else if (p_ptr->chp < use_hp)
359         {
360                 if (!get_check(_("本当に今の衰弱した状態でこの能力を使いますか?", "Really use the power in your weakened state? ")))
361                 {
362                         p_ptr->energy_use = 0;
363                         return 0;
364                 }
365         }
366
367         /* Else attempt to do it! */
368
369         if (difficulty)
370         {
371                 if (p_ptr->stun)
372                 {
373                         difficulty += p_ptr->stun;
374                 }
375                 else if (p_ptr->lev > min_level)
376                 {
377                         int lev_adj = ((p_ptr->lev - min_level) / 3);
378                         if (lev_adj > 10) lev_adj = 10;
379                         difficulty -= lev_adj;
380                 }
381
382                 if (difficulty < 5) difficulty = 5;
383         }
384
385         /* take time and pay the price */
386         p_ptr->energy_use = 100;
387
388         /* Success? */
389         if (randint1(p_ptr->stat_cur[use_stat]) >= ((difficulty / 2) + randint1(difficulty / 2)))
390         {
391                 return 1;
392         }
393
394         if (flush_failure) flush();
395         msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
396
397         return -1;
398 }
399
400
401 /*!
402  * @brief レイシャル・パワー発動処理
403  * @param command 発動するレイシャルのID
404  * @return 処理を実際に実行した場合はTRUE、キャンセルした場合FALSEを返す。
405  */
406 static bool cmd_racial_power_aux(s32b command)
407 {
408         PLAYER_LEVEL plev = p_ptr->lev;
409         DIRECTION dir = 0;
410
411         if (command <= -3)
412         {
413                 switch (p_ptr->pclass)
414                 {
415                 case CLASS_WARRIOR:
416                 {
417                         POSITION y = 0, x = 0;
418                         int i;
419                         cave_type *c_ptr;
420
421                         for (i = 0; i < A_MAX; i++)
422                         {
423                                 dir = randint0(8);
424                                 y = p_ptr->y + ddy_ddd[dir];
425                                 x = p_ptr->x + ddx_ddd[dir];
426                                 c_ptr = &cave[y][x];
427
428                                 /* Hack -- attack monsters */
429                                 if (c_ptr->m_idx)
430                                         py_attack(y, x, 0);
431                                 else
432                                 {
433                                         msg_print(_("攻撃が空をきった。", "You attack the empty air."));
434                                 }
435                         }
436                         break;
437                 }
438                 case CLASS_HIGH_MAGE:
439                 if (p_ptr->realm1 == REALM_HEX)
440                 {
441                         bool retval = stop_hex_spell();
442                         if (retval) p_ptr->energy_use = 10;
443                         return (retval);
444                 }
445                 case CLASS_MAGE:
446                 /* case CLASS_HIGH_MAGE: */
447                 case CLASS_SORCERER:
448                 {
449                         if (!eat_magic(p_ptr->lev * 2)) return FALSE;
450                         break;
451                 }
452                 case CLASS_PRIEST:
453                 {
454                         if (is_good_realm(p_ptr->realm1))
455                         {
456                                 if (!bless_weapon()) return FALSE;
457                         }
458                         else
459                         {
460                                 (void)dispel_monsters(plev * 4);
461                                 turn_monsters(plev * 4);
462                                 banish_monsters(plev * 4);
463                         }
464                         break;
465                 }
466                 case CLASS_ROGUE:
467                 {
468                         if(!panic_hit()) return FALSE;
469                         break;
470                 }
471                 case CLASS_RANGER:
472                 case CLASS_SNIPER:
473                 {
474                         msg_print(_("敵を調査した...", "You examine your foes..."));
475                         probing();
476                         break;
477                 }
478                 case CLASS_PALADIN:
479                 {
480                         if (!get_aim_dir(&dir)) return FALSE;
481                         fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
482                                   dir, plev * 3);
483                         break;
484                 }
485                 case CLASS_WARRIOR_MAGE:
486                 {
487                         if (command == -3)
488                         {
489                                 int gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev, _("HPからMPへの無謀な変換", "thoughtless convertion from HP to SP"), -1) / 5;
490                                 if (gain_sp)
491                                 {
492                                         p_ptr->csp += gain_sp;
493                                         if (p_ptr->csp > p_ptr->msp)
494                                         {
495                                                 p_ptr->csp = p_ptr->msp;
496                                                 p_ptr->csp_frac = 0;
497                                         }
498                                 }
499                                 else
500                                 {
501                                         msg_print(_("変換に失敗した。", "You failed to convert."));
502                                 }
503                         }
504                         else if (command == -4)
505                         {
506                                 if (p_ptr->csp >= p_ptr->lev / 5)
507                                 {
508                                         p_ptr->csp -= p_ptr->lev / 5;
509                                         hp_player(p_ptr->lev);
510                                 }
511                                 else
512                                 {
513                                         msg_print(_("変換に失敗した。", "You failed to convert."));
514                                 }
515                         }
516
517                         /* Redraw mana and hp */
518                         p_ptr->redraw |= (PR_HP | PR_MANA);
519
520                         break;
521                 }
522                 case CLASS_CHAOS_WARRIOR:
523                 {
524                         msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
525                         slow_monsters(p_ptr->lev);
526                         stun_monsters(p_ptr->lev * 4);
527                         confuse_monsters(p_ptr->lev * 4);
528                         turn_monsters(p_ptr->lev * 4);
529                         stasis_monsters(p_ptr->lev * 4);
530                         break;
531                 }
532                 case CLASS_MONK:
533                 {
534                         if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
535                         {
536                                 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
537                                 return FALSE;
538                         }
539                         if (p_ptr->riding)
540                         {
541                                 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
542                                 return FALSE;
543                         }
544
545                         if (command == -3)
546                         {
547                                 if (!choose_kamae()) return FALSE;
548                                 p_ptr->update |= (PU_BONUS);
549                         }
550                         else if (command == -4)
551                         {
552                                 POSITION x, y;
553
554                                 if (!get_rep_dir(&dir, FALSE)) return FALSE;
555                                 y = p_ptr->y + ddy[dir];
556                                 x = p_ptr->x + ddx[dir];
557                                 if (cave[y][x].m_idx)
558                                 {
559                                         if (one_in_(2)) 
560                                                 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!!!", 
561                                                                         "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
562                                         else
563                                                 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!!!",
564                                                                         "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
565
566                                         py_attack(y, x, 0);
567                                         if (cave[y][x].m_idx)
568                                         {
569                                                 handle_stuff();
570                                                 py_attack(y, x, 0);
571                                         }
572                                         p_ptr->energy_need += ENERGY_NEED();
573                                 }
574                                 else
575                                 {
576                                         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"));
577                                         msg_print(NULL);
578                                 }
579                         }
580                         break;
581                 }
582                 case CLASS_MINDCRAFTER:
583                 case CLASS_FORCETRAINER:
584                 {
585                         if (total_friends)
586                         {
587                                 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."));
588                                 return FALSE;
589                         }
590                         msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
591
592                         p_ptr->csp += (3 + p_ptr->lev/20);
593                         if (p_ptr->csp >= p_ptr->msp)
594                         {
595                                 p_ptr->csp = p_ptr->msp;
596                                 p_ptr->csp_frac = 0;
597                         }
598                         p_ptr->redraw |= (PR_MANA);
599                         break;
600                 }
601                 case CLASS_TOURIST:
602                 {
603                         if (command == -3)
604                         {
605                                 if (!get_aim_dir(&dir)) return FALSE;
606                                 project_length = 1;
607                                 fire_beam(GF_PHOTO, dir, 1);
608                         }
609                         else if (command == -4)
610                         {
611                                 if (!identify_fully(FALSE)) return FALSE;
612                         }
613                         break;
614                 }
615                 case CLASS_IMITATOR:
616                 {
617                         handle_stuff();
618                         if (!do_cmd_mane(TRUE)) return FALSE;
619                         break;
620                 }
621                 case CLASS_BEASTMASTER:
622                 {
623                         if (command == -3)
624                         {
625                                 if (!get_aim_dir(&dir)) return FALSE;
626                                 (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
627                         }
628                         else if (command == -4)
629                         {
630                                 project_all_los(GF_CHARM_LIVING, p_ptr->lev);
631                         }
632                         break;
633                 }
634                 case CLASS_ARCHER:
635                 {
636                         if (!create_ammo()) return FALSE;
637                         break;
638                 }
639                 case CLASS_MAGIC_EATER:
640                 {
641                         if (command == -3) {
642                                 if (!import_magic_device()) return FALSE;
643                         } else if (command == -4) {
644                                 if (!can_do_cmd_cast()) return FALSE;
645                                 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
646                         }
647                         break;
648                 }
649                 case CLASS_BARD:
650                 {
651                         /* Singing is already stopped */
652                         if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
653
654                         stop_singing();
655                         p_ptr->energy_use = 10;
656                         break;
657                 }
658                 case CLASS_RED_MAGE:
659                 {
660                         if (!can_do_cmd_cast()) return FALSE;
661                         handle_stuff();
662                         do_cmd_cast();
663                         handle_stuff();
664                         if (!p_ptr->paralyzed && can_do_cmd_cast())
665                                 do_cmd_cast();
666                         break;
667                 }
668                 case CLASS_SAMURAI:
669                 {
670                         if (command == -3)
671                         {
672                                 int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
673
674                                 if (total_friends)
675                                 {
676                                         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."));
677                                         return FALSE;
678                                 }
679                                 if (p_ptr->special_defense & KATA_MASK)
680                                 {
681                                         msg_print(_("今は構えに集中している。", "You need concentration on your form."));
682                                         return FALSE;
683                                 }
684                                 msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
685
686                                 p_ptr->csp += p_ptr->msp / 2;
687                                 if (p_ptr->csp >= max_csp)
688                                 {
689                                         p_ptr->csp = max_csp;
690                                         p_ptr->csp_frac = 0;
691                                 }
692                                 p_ptr->redraw |= (PR_MANA);
693                         }
694                         else if (command == -4)
695                         {
696                                 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
697                                 {
698                                         msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
699                                         return FALSE;
700                                 }
701                                 if (!choose_kata()) return FALSE;
702                                 p_ptr->update |= (PU_BONUS);
703                         }
704                         break;
705                 }
706                 case CLASS_BLUE_MAGE:
707                 {
708                         if (p_ptr->action == ACTION_LEARN)
709                         {
710                                 set_action(ACTION_NONE);
711                         }
712                         else
713                         {
714                                 set_action(ACTION_LEARN);
715                         }
716                         p_ptr->energy_use = 0;
717                         break;
718                 }
719                 case CLASS_CAVALRY:
720                 {
721                         GAME_TEXT m_name[MAX_NLEN];
722                         monster_type *m_ptr;
723                         monster_race *r_ptr;
724                         int rlev;
725
726                         if (p_ptr->riding)
727                         {
728                                 msg_print(_("今は乗馬中だ。", "You ARE riding."));
729                                 return FALSE;
730                         }
731                         if (!do_riding(TRUE)) return TRUE;
732                         m_ptr = &m_list[p_ptr->riding];
733                         r_ptr = &r_info[m_ptr->r_idx];
734                         monster_desc(m_name, m_ptr, 0);
735                         msg_format(_("%sに乗った。", "You ride on %s."),m_name);
736                         if (is_pet(m_ptr)) break;
737                         rlev = r_ptr->level;
738                         if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
739                         if (rlev > 60) rlev = 60+(rlev-60)/2;
740                         if ((randint1(p_ptr->skill_exp[GINOU_RIDING] / 120 + p_ptr->lev * 2 / 3) > rlev)
741                             && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle
742                             && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
743                             && (rlev < p_ptr->lev * 3 / 2 + randint0(p_ptr->lev / 5)))
744                         {
745                                 msg_format(_("%sを手なずけた。", "You tame %s."),m_name);
746                                 set_pet(m_ptr);
747                         }
748                         else
749                         {
750                                 msg_format(_("%sに振り落とされた!", "You have thrown off by %s."),m_name);
751                                 rakuba(1,TRUE);
752
753                                 /* Paranoia */
754                                 /* 落馬処理に失敗してもとにかく乗馬解除 */
755                                 p_ptr->riding = 0;
756                         }
757                         break;
758                 }
759                 case CLASS_BERSERKER:
760                 {
761                         if (!recall_player(p_ptr, randint0(21) + 15)) return FALSE;
762                         break;
763                 }
764                 case CLASS_SMITH:
765                 {
766                         if (p_ptr->lev > 29)
767                         {
768                                 if (!identify_fully(TRUE)) return FALSE;
769                         }
770                         else
771                         {
772                                 if (!ident_spell(TRUE)) return FALSE;
773                         }
774                         break;
775                 }
776                 case CLASS_MIRROR_MASTER:
777                 {
778                         if (command == -3)
779                         {
780                                 /* Explode all mirrors */
781                                 remove_all_mirrors(TRUE);
782                         }
783                         else if (command == -4)
784                         {
785                                 if (total_friends)
786                                 {
787                                         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."));
788                                         return FALSE;
789                                 }
790                                 if (is_mirror_grid(&cave[p_ptr->y][p_ptr->x]))
791                                 {
792                                         msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
793
794                                         p_ptr->csp += (5 + p_ptr->lev * p_ptr->lev / 100);
795                                         if (p_ptr->csp >= p_ptr->msp)
796                                         {
797                                                 p_ptr->csp = p_ptr->msp;
798                                                 p_ptr->csp_frac = 0;
799                                         }
800                                         p_ptr->redraw |= (PR_MANA);
801                                 }
802                                 else
803                                 {
804                                         msg_print(_("鏡の上でないと集中できない!", "Here are not any mirrors!"));
805                                 }
806                         }
807                         break;
808                 }
809                 case CLASS_NINJA:
810                 {
811                         if (p_ptr->action == ACTION_HAYAGAKE)
812                         {
813                                 set_action(ACTION_NONE);
814                         }
815                         else
816                         {
817                                 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
818                                 feature_type *f_ptr = &f_info[c_ptr->feat];
819
820                                 if (!have_flag(f_ptr->flags, FF_PROJECT) ||
821                                     (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
822                                 {
823                                         msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
824                                 }
825                                 else
826                                 {
827                                         set_action(ACTION_HAYAGAKE);
828                                 }
829                         }
830
831
832                         p_ptr->energy_use = 0;
833                         break;
834                 }
835
836                 }
837         }
838         else if (p_ptr->mimic_form)
839         {
840                 switch (p_ptr->mimic_form)
841                 {
842                 case MIMIC_DEMON:
843                 case MIMIC_DEMON_LORD:
844                 {
845                         int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
846                         if (!get_aim_dir(&dir)) return FALSE;
847                         stop_mouth();
848                         msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."),((type == GF_NETHER) ? _("地獄", "nether") : _("火炎", "fire")));
849                         fire_breath(type, dir, plev * 3, (plev / 15) + 1);
850                         break;
851                 }
852                 case MIMIC_VAMPIRE:
853                         vampirism();
854                         break;
855                 }
856         }
857
858         else 
859         {
860
861         switch (p_ptr->prace)
862         {
863                 case RACE_DWARF:
864                         msg_print(_("周囲を調べた。", "You examine your surroundings."));
865                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
866                         (void)detect_doors(DETECT_RAD_DEFAULT);
867                         (void)detect_stairs(DETECT_RAD_DEFAULT);
868                         break;
869
870                 case RACE_HOBBIT:
871                         {
872                                 object_type *q_ptr;
873                                 object_type forge;
874                                 q_ptr = &forge;
875
876                                 /* Create the food ration */
877                                 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
878
879                                 /* Drop the object from heaven */
880                                 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
881                                 msg_print(_("食事を料理して作った。", "You cook some food."));
882                         }
883                         break;
884
885                 case RACE_GNOME:
886                         msg_print(_("パッ!", "Blink!"));
887                         teleport_player(10, 0L);
888                         break;
889
890                 case RACE_HALF_ORC:
891                         msg_print(_("勇気を出した。", "You play tough."));
892                         (void)set_afraid(0);
893                         break;
894
895                 case RACE_HALF_TROLL:
896                         msg_print(_("うがぁぁ!", "RAAAGH!"));
897                         (void)berserk(10 + randint1(plev));
898                         break;
899
900                 case RACE_AMBERITE:
901                         if (command == -1)
902                         {
903                                 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
904                                 alter_reality();
905                         }
906                         else if (command == -2)
907                         {
908                                 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..."));
909
910                                 (void)true_healing(0);
911                                 (void)restore_all_status();
912                                 (void)restore_level();
913                         }
914                         break;
915
916                 case RACE_BARBARIAN:
917                         msg_print(_("うぉぉおお!", "Raaagh!"));
918                         (void)berserk(10 + randint1(plev));
919                         break;
920
921                 case RACE_HALF_OGRE:
922                         msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
923                         explosive_rune();
924                         break;
925
926                 case RACE_HALF_GIANT:
927                         if (!get_aim_dir(&dir)) return FALSE;
928                         (void)wall_to_mud(dir, 20 + randint1(30));
929                         break;
930
931                 case RACE_HALF_TITAN:
932                         msg_print(_("敵を調査した...", "You examine your foes..."));
933                         probing();
934                         break;
935
936                 case RACE_CYCLOPS:
937                         if (!get_aim_dir(&dir)) return FALSE;
938                         msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
939                         fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
940                         break;
941
942                 case RACE_YEEK:
943                         if (!get_aim_dir(&dir)) return FALSE;
944                         stop_mouth();
945                         msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
946                         (void)fear_monster(dir, plev);
947                         break;
948
949                 case RACE_KLACKON:
950                         if (!get_aim_dir(&dir)) return FALSE;
951                         stop_mouth();
952                         msg_print(_("酸を吐いた。", "You spit acid."));
953                         if (plev < 25) fire_bolt(GF_ACID, dir, plev);
954                         else fire_ball(GF_ACID, dir, plev, 2);
955                         break;
956
957                 case RACE_KOBOLD:
958                         if (!get_aim_dir(&dir)) return FALSE;
959                         msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
960                         fire_bolt(GF_POIS, dir, plev);
961                         break;
962
963                 case RACE_NIBELUNG:
964                         msg_print(_("周囲を調査した。", "You examine your surroundings."));
965                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
966                         (void)detect_doors(DETECT_RAD_DEFAULT);
967                         (void)detect_stairs(DETECT_RAD_DEFAULT);
968                         break;
969
970                 case RACE_DARK_ELF:
971                         if (!get_aim_dir(&dir)) return FALSE;
972                         msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
973                         fire_bolt_or_beam(10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4));
974                         break;
975
976                 case RACE_DRACONIAN:
977                         return draconian_breath(p_ptr);
978                         break;
979
980                 case RACE_MIND_FLAYER:
981                         if (!get_aim_dir(&dir)) return FALSE;
982                         msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
983                         fire_bolt(GF_PSI, dir, plev);
984                         break;
985
986                 case RACE_IMP:
987                         if (!get_aim_dir(&dir)) return FALSE;
988                         if (plev >= 30)
989                         {
990                                 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
991                                 fire_ball(GF_FIRE, dir, plev, 2);
992                         }
993                         else
994                         {
995                                 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
996                                 fire_bolt(GF_FIRE, dir, plev);
997                         }
998                         break;
999
1000                 case RACE_GOLEM:
1001                         (void)set_shield(randint1(20) + 30, FALSE);
1002                         break;
1003
1004                 case RACE_SKELETON:
1005                 case RACE_ZOMBIE:
1006                         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."));
1007                         (void)restore_level();
1008                         break;
1009
1010                 case RACE_VAMPIRE:
1011                         vampirism();
1012                         break;
1013
1014                 case RACE_SPECTRE:
1015                         if (!get_aim_dir(&dir)) return FALSE;
1016                         stop_mouth();
1017                         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!"));
1018                         (void)fear_monster(dir, plev);
1019                         break;
1020
1021                 case RACE_SPRITE:
1022                         msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
1023                         if (plev < 25) sleep_monsters_touch();
1024                         else (void)sleep_monsters(plev);
1025                         break;
1026
1027                 case RACE_DEMON:
1028                         {
1029                                 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1030                                 if (!get_aim_dir(&dir)) return FALSE;
1031                                 stop_mouth();
1032                                 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."),((type == GF_NETHER) ? _("地獄", "nether") : _("火炎", "fire")));
1033                                 fire_breath(type, dir, plev * 3, (plev / 15) + 1);
1034                         }
1035                         break;
1036
1037                 case RACE_KUTAR:
1038                         (void)set_tsubureru(randint1(20) + 30, FALSE);
1039                         break;
1040
1041                 case RACE_ANDROID:
1042                         return android_inside_weapon(p_ptr);
1043                         break;
1044
1045                 default:
1046                         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."));
1047                         p_ptr->energy_use = 0;
1048         }
1049         }
1050         return TRUE;
1051 }
1052
1053 /*!
1054  * @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
1055  * @return なし
1056  */
1057 void do_cmd_racial_power(void)
1058 {
1059         power_desc_type power_desc[36];
1060         int num;
1061         COMMAND_CODE i = 0;
1062         int ask = TRUE;
1063         PLAYER_LEVEL lvl = p_ptr->lev;
1064         bool            flag, redraw, cast = FALSE;
1065         bool            warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
1066         char            choice;
1067         char            out_val[160];
1068         int menu_line = (use_menu ? 1 : 0);
1069
1070         if (p_ptr->wild_mode) return;
1071
1072         for (num = 0; num < 36; num++)
1073         {
1074                 strcpy(power_desc[num].name, "");
1075                 power_desc[num].number = 0;
1076         }
1077
1078         num = 0;
1079
1080         if (p_ptr->confused)
1081         {
1082                 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!"));
1083                 p_ptr->energy_use = 0;
1084                 return;
1085         }
1086
1087         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
1088         {
1089                 set_action(ACTION_NONE);
1090         }
1091
1092         switch (p_ptr->pclass)
1093         {
1094         case CLASS_WARRIOR:
1095         {
1096                 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
1097                 power_desc[num].level = 40;
1098                 power_desc[num].cost = 75;
1099                 power_desc[num].stat = A_DEX;
1100                 power_desc[num].fail = 35;
1101                 power_desc[num++].number = -3;
1102                 break;
1103         }
1104         case CLASS_HIGH_MAGE:
1105         if (p_ptr->realm1 == REALM_HEX)
1106         {
1107                 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
1108                 power_desc[num].level = 1;
1109                 power_desc[num].cost = 0;
1110                 power_desc[num].stat = A_INT;
1111                 power_desc[num].fail = 0;
1112                 power_desc[num++].number = -3;
1113                 break;
1114         }
1115         case CLASS_MAGE:
1116         /* case CLASS_HIGH_MAGE: */
1117         case CLASS_SORCERER:
1118         {
1119                 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1120                 power_desc[num].level = 25;
1121                 power_desc[num].cost = 1;
1122                 power_desc[num].stat = A_INT;
1123                 power_desc[num].fail = 25;
1124                 power_desc[num++].number = -3;
1125                 break;
1126         }
1127         case CLASS_PRIEST:
1128         {
1129                 if (is_good_realm(p_ptr->realm1))
1130                 {
1131                         strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
1132                         power_desc[num].level = 35;
1133                         power_desc[num].cost = 70;
1134                         power_desc[num].stat = A_WIS;
1135                         power_desc[num].fail = 50;
1136                         power_desc[num++].number = -3;
1137                 }
1138                 else
1139                 {
1140                         strcpy(power_desc[num].name, _("召魂", "Evocation"));
1141                         power_desc[num].level = 42;
1142                         power_desc[num].cost = 40;
1143                         power_desc[num].stat = A_WIS;
1144                         power_desc[num].fail = 35;
1145                         power_desc[num++].number = -3;
1146                 }
1147                 break;
1148         }
1149         case CLASS_ROGUE:
1150         {
1151                 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
1152                 power_desc[num].level = 8;
1153                 power_desc[num].cost = 12;
1154                 power_desc[num].stat = A_DEX;
1155                 power_desc[num].fail = 14;
1156                 power_desc[num++].number = -3;
1157                 break;
1158         }
1159         case CLASS_RANGER:
1160         case CLASS_SNIPER:
1161         {
1162                 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
1163                 power_desc[num].level = 15;
1164                 power_desc[num].cost = 20;
1165                 power_desc[num].stat = A_INT;
1166                 power_desc[num].fail = 12;
1167                 power_desc[num++].number = -3;
1168                 break;
1169         }
1170         case CLASS_PALADIN:
1171         {
1172                 if (is_good_realm(p_ptr->realm1))
1173                 {
1174                         strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
1175                         power_desc[num].level = 30;
1176                         power_desc[num].cost = 30;
1177                         power_desc[num].stat = A_WIS;
1178                         power_desc[num].fail = 30;
1179                         power_desc[num++].number = -3;
1180                 }
1181                 else
1182                 {
1183                         strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
1184                         power_desc[num].level = 30;
1185                         power_desc[num].cost = 30;
1186                         power_desc[num].stat = A_WIS;
1187                         power_desc[num].fail = 30;
1188                         power_desc[num++].number = -3;
1189                 }
1190                 break;
1191         }
1192         case CLASS_WARRIOR_MAGE:
1193         {
1194                 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
1195                 power_desc[num].level = 25;
1196                 power_desc[num].cost = 0;
1197                 power_desc[num].stat = A_INT;
1198                 power_desc[num].fail = 10;
1199                 power_desc[num++].number = -3;
1200                         
1201                 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
1202                 power_desc[num].level = 25;
1203                 power_desc[num].cost = 0;
1204                 power_desc[num].stat = A_INT;
1205                 power_desc[num].fail = 10;
1206                 power_desc[num++].number = -4;
1207                 break;
1208         }
1209         case CLASS_CHAOS_WARRIOR:
1210         {
1211                 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
1212                 power_desc[num].level = 40;
1213                 power_desc[num].cost = 50;
1214                 power_desc[num].stat = A_INT;
1215                 power_desc[num].fail = 25;
1216                 power_desc[num++].number = -3;
1217                 break;
1218         }
1219         case CLASS_MONK:
1220         {
1221                 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
1222                 power_desc[num].level = 25;
1223                 power_desc[num].cost = 0;
1224                 power_desc[num].stat = A_DEX;
1225                 power_desc[num].fail = 0;
1226                 power_desc[num++].number = -3;
1227                         
1228                 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
1229                 power_desc[num].level = 30;
1230                 power_desc[num].cost = 30;
1231                 power_desc[num].stat = A_STR;
1232                 power_desc[num].fail = 20;
1233                 power_desc[num++].number = -4;
1234                 break;
1235         }
1236         case CLASS_MINDCRAFTER:
1237         case CLASS_FORCETRAINER:
1238         {
1239                 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1240                 power_desc[num].level = 15;
1241                 power_desc[num].cost = 0;
1242                 power_desc[num].stat = A_WIS;
1243                 power_desc[num].fail = 10;
1244                 power_desc[num++].number = -3;
1245                 break;
1246         }
1247         case CLASS_TOURIST:
1248         {
1249                 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1250                 power_desc[num].level = 1;
1251                 power_desc[num].cost = 0;
1252                 power_desc[num].stat = A_DEX;
1253                 power_desc[num].fail = 0;
1254                 power_desc[num++].number = -3;
1255                 
1256                 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1257                 power_desc[num].level = 25;
1258                 power_desc[num].cost = 20;
1259                 power_desc[num].stat = A_INT;
1260                 power_desc[num].fail = 20;
1261                 power_desc[num++].number = -4;
1262                 break;
1263         }
1264         case CLASS_IMITATOR:
1265         {
1266                 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1267                 power_desc[num].level = 30;
1268                 power_desc[num].cost = 100;
1269                 power_desc[num].stat = A_DEX;
1270                 power_desc[num].fail = 30;
1271                 power_desc[num++].number = -3;
1272                 break;
1273         }
1274         case CLASS_BEASTMASTER:
1275         {
1276                 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1277                 power_desc[num].level = 1;
1278                 power_desc[num].cost = (p_ptr->lev+3)/4;
1279                 power_desc[num].stat = A_CHR;
1280                 power_desc[num].fail = 10;
1281                 power_desc[num++].number = -3;
1282                 
1283                 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1284                 power_desc[num].level = 30;
1285                 power_desc[num].cost = (p_ptr->lev+20)/2;
1286                 power_desc[num].stat = A_CHR;
1287                 power_desc[num].fail = 10;
1288                 power_desc[num++].number = -4;
1289                 break;
1290         }
1291         case CLASS_ARCHER:
1292         {
1293                 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1294                 power_desc[num].level = 1;
1295                 power_desc[num].cost = 0;
1296                 power_desc[num].stat = A_DEX;
1297                 power_desc[num].fail = 0;
1298                 power_desc[num++].number = -3;
1299                 break;
1300         }
1301         case CLASS_MAGIC_EATER:
1302         {
1303                 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1304                 power_desc[num].level = 1;
1305                 power_desc[num].cost = 0;
1306                 power_desc[num].stat = A_INT;
1307                 power_desc[num].fail = 0;
1308                 power_desc[num++].number = -3;
1309
1310                 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1311                 power_desc[num].level = 10;
1312                 power_desc[num].cost = 10 + (lvl - 10) / 2;
1313                 power_desc[num].stat = A_INT;
1314                 power_desc[num].fail = 0;
1315                 power_desc[num++].number = -4;
1316                 break;
1317         }
1318         case CLASS_BARD:
1319         {
1320                 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1321                 power_desc[num].level = 1;
1322                 power_desc[num].cost = 0;
1323                 power_desc[num].stat = A_CHR;
1324                 power_desc[num].fail = 0;
1325                 power_desc[num++].number = -3;
1326                 break;
1327         }
1328         case CLASS_RED_MAGE:
1329         {
1330                 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1331                 power_desc[num].level = 48;
1332                 power_desc[num].cost = 20;
1333                 power_desc[num].stat = A_INT;
1334                 power_desc[num].fail = 0;
1335                 power_desc[num++].number = -3;
1336                 break;
1337         }
1338         case CLASS_SAMURAI:
1339         {
1340                 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1341                 power_desc[num].level = 1;
1342                 power_desc[num].cost = 0;
1343                 power_desc[num].stat = A_WIS;
1344                 power_desc[num].fail = 0;
1345                 power_desc[num++].number = -3;
1346                 
1347                 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
1348                 power_desc[num].level = 25;
1349                 power_desc[num].cost = 0;
1350                 power_desc[num].stat = A_DEX;
1351                 power_desc[num].fail = 0;
1352                 power_desc[num++].number = -4;
1353                 break;
1354         }
1355         case CLASS_BLUE_MAGE:
1356         {
1357                 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1358                 power_desc[num].level = 1;
1359                 power_desc[num].cost = 0;
1360                 power_desc[num].stat = A_INT;
1361                 power_desc[num].fail = 0;
1362                 power_desc[num++].number = -3;
1363                 break;
1364         }
1365         case CLASS_CAVALRY:
1366         {
1367                 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1368                 power_desc[num].level = 10;
1369                 power_desc[num].cost = 0;
1370                 power_desc[num].stat = A_STR;
1371                 power_desc[num].fail = 10;
1372                 power_desc[num++].number = -3;
1373                 break;
1374         }
1375         case CLASS_BERSERKER:
1376         {
1377                 strcpy(power_desc[num].name, _("帰還", "Recall"));
1378                 power_desc[num].level = 10;
1379                 power_desc[num].cost = 10;
1380                 power_desc[num].stat = A_DEX;
1381                 power_desc[num].fail = 20;
1382                 power_desc[num++].number = -3;
1383                 break;
1384         }
1385         case CLASS_MIRROR_MASTER:
1386         {
1387                 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
1388                 power_desc[num].level = 1;
1389                 power_desc[num].cost = 0;
1390                 power_desc[num].stat = A_INT;
1391                 power_desc[num].fail = 0;
1392                 power_desc[num++].number = -3;
1393                 
1394                 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
1395                 power_desc[num].level = 30;
1396                 power_desc[num].cost = 0;
1397                 power_desc[num].stat = A_INT;
1398                 power_desc[num].fail = 20;
1399                 power_desc[num++].number = -4;
1400                 break;
1401         }
1402         case CLASS_SMITH:
1403         {
1404                 strcpy(power_desc[num].name, _("目利き", "Judgment"));
1405                 power_desc[num].level = 5;
1406                 power_desc[num].cost = 15;
1407                 power_desc[num].stat = A_INT;
1408                 power_desc[num].fail = 20;
1409                 power_desc[num++].number = -3;
1410                 break;
1411         }
1412         case CLASS_NINJA:
1413         {
1414                 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
1415                 power_desc[num].level = 20;
1416                 power_desc[num].cost = 0;
1417                 power_desc[num].stat = A_DEX;
1418                 power_desc[num].fail = 0;
1419                 power_desc[num++].number = -3;
1420                 break;
1421         }
1422         default:
1423                 strcpy(power_desc[0].name, _("(なし)", "(none)"));
1424         }
1425
1426         if (p_ptr->mimic_form)
1427         {
1428                 switch (p_ptr->mimic_form)
1429                 {
1430                 case MIMIC_DEMON:
1431                 case MIMIC_DEMON_LORD:
1432                         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);
1433                         power_desc[num].level = 15;
1434                         power_desc[num].cost = 10+lvl/3;
1435                         power_desc[num].stat = A_CON;
1436                         power_desc[num].fail = 20;
1437                         power_desc[num++].number = -1;
1438                         break;
1439                 case MIMIC_VAMPIRE:
1440                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1441                         power_desc[num].level = 2;
1442                         power_desc[num].cost = 1 + (lvl / 3);
1443                         power_desc[num].stat = A_CON;
1444                         power_desc[num].fail = 9;
1445                         power_desc[num++].number = -1;
1446                         break;
1447                 }
1448         }
1449         else
1450         {
1451         switch (p_ptr->prace)
1452         {
1453                 case RACE_DWARF:
1454                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1455                         power_desc[num].level = 5;
1456                         power_desc[num].cost = 5;
1457                         power_desc[num].stat = A_WIS;
1458                         power_desc[num].fail = 12;
1459                         power_desc[num++].number = -1;
1460                         break;
1461                 case RACE_NIBELUNG:
1462                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1463                         power_desc[num].level = 10;
1464                         power_desc[num].cost = 5;
1465                         power_desc[num].stat = A_WIS;
1466                         power_desc[num].fail = 10;
1467                         power_desc[num++].number = -1;
1468                         break;
1469                 case RACE_HOBBIT:
1470                         strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
1471                         power_desc[num].level = 15;
1472                         power_desc[num].cost = 10;
1473                         power_desc[num].stat = A_INT;
1474                         power_desc[num].fail = 10;
1475                         power_desc[num++].number = -1;
1476                         break;
1477                 case RACE_GNOME:
1478                         sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
1479                         power_desc[num].level = 5;
1480                         power_desc[num].cost = 5;
1481                         power_desc[num].stat = A_INT;
1482                         power_desc[num].fail = 12;
1483                         power_desc[num++].number = -1;
1484                         break;
1485                 case RACE_HALF_ORC:
1486                         strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
1487                         power_desc[num].level = 3;
1488                         power_desc[num].cost = 5;
1489                         power_desc[num].stat = A_WIS;
1490                         power_desc[num].fail = warrior ? 5 : 10;
1491                         power_desc[num++].number = -1;
1492                         break;
1493                 case RACE_HALF_TROLL:
1494                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1495                         power_desc[num].level = 10;
1496                         power_desc[num].cost = 12;
1497                         power_desc[num].stat = A_STR;
1498                         power_desc[num].fail = warrior ? 6 : 12;
1499                         power_desc[num++].number = -1;
1500                         break;
1501                 case RACE_BARBARIAN:
1502                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1503                         power_desc[num].level = 8;
1504                         power_desc[num].cost = 10;
1505                         power_desc[num].stat = A_STR;
1506                         power_desc[num].fail = warrior ? 6 : 12;
1507                         power_desc[num++].number = -1;
1508                         break;
1509                 case RACE_AMBERITE:
1510                         strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
1511                         power_desc[num].level = 30;
1512                         power_desc[num].cost = 50;
1513                         power_desc[num].stat = A_INT;
1514                         power_desc[num].fail = 50;
1515                         power_desc[num++].number = -1;
1516                         
1517                         strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
1518                         power_desc[num].level = 40;
1519                         power_desc[num].cost = 75;
1520                         power_desc[num].stat = A_WIS;
1521                         power_desc[num].fail = 50;
1522                         power_desc[num++].number = -2;
1523                         break;
1524                 case RACE_HALF_OGRE:
1525                         strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
1526                         power_desc[num].level = 25;
1527                         power_desc[num].cost = 35;
1528                         power_desc[num].stat = A_INT;
1529                         power_desc[num].fail = 15;
1530                         power_desc[num++].number = -1;
1531                         break;
1532                 case RACE_HALF_GIANT:
1533                         strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
1534                         power_desc[num].level = 20;
1535                         power_desc[num].cost = 10;
1536                         power_desc[num].stat = A_STR;
1537                         power_desc[num].fail = 12;
1538                         power_desc[num++].number = -1;
1539                         break;
1540                 case RACE_HALF_TITAN:
1541                         strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
1542                         power_desc[num].level = 15;
1543                         power_desc[num].cost = 10;
1544                         power_desc[num].stat = A_INT;
1545                         power_desc[num].fail = 12;
1546                         power_desc[num++].number = -1;
1547                         break;
1548                 case RACE_CYCLOPS:
1549                         sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
1550                         power_desc[num].level = 20;
1551                         power_desc[num].cost = 15;
1552                         power_desc[num].stat = A_STR;
1553                         power_desc[num].fail = 12;
1554                         power_desc[num++].number = -1;
1555                         break;
1556                 case RACE_YEEK:
1557                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1558                         power_desc[num].level = 15;
1559                         power_desc[num].cost = 15;
1560                         power_desc[num].stat = A_WIS;
1561                         power_desc[num].fail = 10;
1562                         power_desc[num++].number = -1;
1563                         break;
1564                 case RACE_SPECTRE:
1565                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1566                         power_desc[num].level = 4;
1567                         power_desc[num].cost = 6;
1568                         power_desc[num].stat = A_INT;
1569                         power_desc[num].fail = 3;
1570                         power_desc[num++].number = -1;
1571                         break;
1572                 case RACE_KLACKON:
1573                         sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
1574                         power_desc[num].level = 9;
1575                         power_desc[num].cost = 9;
1576                         power_desc[num].stat = A_DEX;
1577                         power_desc[num].fail = 14;
1578                         power_desc[num++].number = -1;
1579                         break;
1580                 case RACE_KOBOLD:
1581                         sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
1582                         power_desc[num].level = 12;
1583                         power_desc[num].cost = 8;
1584                         power_desc[num].stat = A_DEX;
1585                         power_desc[num].fail = 14;
1586                         power_desc[num++].number = -1;
1587                         break;
1588                 case RACE_DARK_ELF:
1589                         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);
1590                         power_desc[num].level = 2;
1591                         power_desc[num].cost = 2;
1592                         power_desc[num].stat = A_INT;
1593                         power_desc[num].fail = 9;
1594                         power_desc[num++].number = -1;
1595                         break;
1596                 case RACE_DRACONIAN:
1597                         sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
1598                         power_desc[num].level = 1;
1599                         power_desc[num].cost = lvl;
1600                         power_desc[num].stat = A_CON;
1601                         power_desc[num].fail = 12;
1602                         power_desc[num++].number = -1;
1603                         break;
1604                 case RACE_MIND_FLAYER:
1605                         sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
1606                         power_desc[num].level = 15;
1607                         power_desc[num].cost = 12;
1608                         power_desc[num].stat = A_INT;
1609                         power_desc[num].fail = 14;
1610                         power_desc[num++].number = -1;
1611                         break;
1612                 case RACE_IMP:
1613                         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);
1614                         power_desc[num].level = 9;
1615                         power_desc[num].cost = 15;
1616                         power_desc[num].stat = A_WIS;
1617                         power_desc[num].fail = 15;
1618                         power_desc[num++].number = -1;
1619                         break;
1620                 case RACE_GOLEM:
1621                         strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
1622                         power_desc[num].level = 20;
1623                         power_desc[num].cost = 15;
1624                         power_desc[num].stat = A_CON;
1625                         power_desc[num].fail = 8;
1626                         power_desc[num++].number = -1;
1627                         break;
1628                 case RACE_SKELETON:
1629                 case RACE_ZOMBIE:
1630                         strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
1631                         power_desc[num].level = 30;
1632                         power_desc[num].cost = 30;
1633                         power_desc[num].stat = A_WIS;
1634                         power_desc[num].fail = 18;
1635                         power_desc[num++].number = -1;
1636                         break;
1637                 case RACE_VAMPIRE:
1638                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1639                         power_desc[num].level = 2;
1640                         power_desc[num].cost = 1 + (lvl / 3);
1641                         power_desc[num].stat = A_CON;
1642                         power_desc[num].fail = 9;
1643                         power_desc[num++].number = -1;
1644                         break;
1645                 case RACE_SPRITE:
1646                         strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
1647                         power_desc[num].level = 12;
1648                         power_desc[num].cost = 12;
1649                         power_desc[num].stat = A_INT;
1650                         power_desc[num].fail = 15;
1651                         power_desc[num++].number = -1;
1652                         break;
1653                 case RACE_DEMON:
1654                         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);
1655                         power_desc[num].level = 15;
1656                         power_desc[num].cost = 10+lvl/3;
1657                         power_desc[num].stat = A_CON;
1658                         power_desc[num].fail = 20;
1659                         power_desc[num++].number = -1;
1660                         break;
1661                 case RACE_KUTAR:
1662                         strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
1663                         power_desc[num].level = 20;
1664                         power_desc[num].cost = 15;
1665                         power_desc[num].stat = A_CHR;
1666                         power_desc[num].fail = 8;
1667                         power_desc[num++].number = -1;
1668                         break;
1669                 case RACE_ANDROID:
1670                         if (p_ptr->lev < 10)
1671                         {
1672                                 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
1673                                 power_desc[num].level = 1;
1674                                 power_desc[num].cost = 7;
1675                                 power_desc[num].fail = 8;
1676                         }
1677                         else if (p_ptr->lev < 25)
1678                         {
1679                                 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
1680                                 power_desc[num].level = 10;
1681                                 power_desc[num].cost = 13;
1682                                 power_desc[num].fail = 10;
1683                         }
1684                         else if (p_ptr->lev < 35)
1685                         {
1686                                 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
1687                                 power_desc[num].level = 25;
1688                                 power_desc[num].cost = 26;
1689                                 power_desc[num].fail = 12;
1690                         }
1691                         else if (p_ptr->lev < 45)
1692                         {
1693                                 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
1694                                 power_desc[num].level = 35;
1695                                 power_desc[num].cost = 40;
1696                                 power_desc[num].fail = 15;
1697                         }
1698                         else
1699                         {
1700                                 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
1701                                 power_desc[num].level = 45;
1702                                 power_desc[num].cost = 60;
1703                                 power_desc[num].fail = 18;
1704                         }
1705                         power_desc[num].stat = A_STR;
1706                         power_desc[num++].number = -1;
1707                         break;
1708                 default:
1709                 {
1710                         break;
1711                 }
1712         }
1713         }
1714
1715         if (p_ptr->muta1)
1716         {
1717                 if (p_ptr->muta1 & MUT1_SPIT_ACID)
1718                 {
1719                         strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
1720                         power_desc[num].level = 9;
1721                         power_desc[num].cost = 9;
1722                         power_desc[num].stat = A_DEX;
1723                         power_desc[num].fail = 15;
1724                         power_desc[num++].number = MUT1_SPIT_ACID;
1725                 }
1726
1727                 if (p_ptr->muta1 & MUT1_BR_FIRE)
1728                 {
1729                         strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
1730                         power_desc[num].level = 20;
1731                         power_desc[num].cost = lvl;
1732                         power_desc[num].stat = A_CON;
1733                         power_desc[num].fail = 18;
1734                         power_desc[num++].number = MUT1_BR_FIRE;
1735                 }
1736
1737                 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
1738                 {
1739                         strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
1740                         power_desc[num].level = 12;
1741                         power_desc[num].cost = 12;
1742                         power_desc[num].stat = A_CHR;
1743                         power_desc[num].fail = 18;
1744                         power_desc[num++].number = MUT1_HYPN_GAZE;
1745                 }
1746
1747                 if (p_ptr->muta1 & MUT1_TELEKINES)
1748                 {
1749                         strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
1750                         power_desc[num].level = 9;
1751                         power_desc[num].cost = 9;
1752                         power_desc[num].stat = A_WIS;
1753                         power_desc[num].fail = 14;
1754                         power_desc[num++].number = MUT1_TELEKINES;
1755                 }
1756
1757                 if (p_ptr->muta1 & MUT1_VTELEPORT)
1758                 {
1759                         strcpy(power_desc[num].name, _("テレポート", "Teleport"));
1760                         power_desc[num].level = 7;
1761                         power_desc[num].cost = 7;
1762                         power_desc[num].stat = A_WIS;
1763                         power_desc[num].fail = 15;
1764                         power_desc[num++].number = MUT1_VTELEPORT;
1765                 }
1766
1767                 if (p_ptr->muta1 & MUT1_MIND_BLST)
1768                 {
1769                         strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
1770                         power_desc[num].level = 5;
1771                         power_desc[num].cost = 3;
1772                         power_desc[num].stat = A_WIS;
1773                         power_desc[num].fail = 15;
1774                         power_desc[num++].number = MUT1_MIND_BLST;
1775                 }
1776
1777                 if (p_ptr->muta1 & MUT1_RADIATION)
1778                 {
1779                         strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
1780                         power_desc[num].level = 15;
1781                         power_desc[num].cost = 15;
1782                         power_desc[num].stat = A_CON;
1783                         power_desc[num].fail = 14;
1784                         power_desc[num++].number = MUT1_RADIATION;
1785                 }
1786
1787                 if (p_ptr->muta1 & MUT1_VAMPIRISM)
1788                 {
1789                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1790                         power_desc[num].level = 2;
1791                         power_desc[num].cost = (1 + (lvl / 3));
1792                         power_desc[num].stat = A_CON;
1793                         power_desc[num].fail = 9;
1794                         power_desc[num++].number = MUT1_VAMPIRISM;
1795                 }
1796
1797                 if (p_ptr->muta1 & MUT1_SMELL_MET)
1798                 {
1799                         strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
1800                         power_desc[num].level = 3;
1801                         power_desc[num].cost = 2;
1802                         power_desc[num].stat = A_INT;
1803                         power_desc[num].fail = 12;
1804                         power_desc[num++].number = MUT1_SMELL_MET;
1805                 }
1806
1807                 if (p_ptr->muta1 & MUT1_SMELL_MON)
1808                 {
1809                         strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
1810                         power_desc[num].level = 5;
1811                         power_desc[num].cost = 4;
1812                         power_desc[num].stat = A_INT;
1813                         power_desc[num].fail = 15;
1814                         power_desc[num++].number = MUT1_SMELL_MON;
1815                 }
1816
1817                 if (p_ptr->muta1 & MUT1_BLINK)
1818                 {
1819                         strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
1820                         power_desc[num].level = 3;
1821                         power_desc[num].cost = 3;
1822                         power_desc[num].stat = A_WIS;
1823                         power_desc[num].fail = 12;
1824                         power_desc[num++].number = MUT1_BLINK;
1825                 }
1826
1827                 if (p_ptr->muta1 & MUT1_EAT_ROCK)
1828                 {
1829                         strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
1830                         power_desc[num].level = 8;
1831                         power_desc[num].cost = 12;
1832                         power_desc[num].stat = A_CON;
1833                         power_desc[num].fail = 18;
1834                         power_desc[num++].number = MUT1_EAT_ROCK;
1835                 }
1836
1837                 if (p_ptr->muta1 & MUT1_SWAP_POS)
1838                 {
1839                         strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
1840                         power_desc[num].level = 15;
1841                         power_desc[num].cost = 12;
1842                         power_desc[num].stat = A_DEX;
1843                         power_desc[num].fail = 16;
1844                         power_desc[num++].number = MUT1_SWAP_POS;
1845                 }
1846
1847                 if (p_ptr->muta1 & MUT1_SHRIEK)
1848                 {
1849                         strcpy(power_desc[num].name, _("叫び", "Shriek"));
1850                         power_desc[num].level = 20;
1851                         power_desc[num].cost = 14;
1852                         power_desc[num].stat = A_CON;
1853                         power_desc[num].fail = 16;
1854                         power_desc[num++].number = MUT1_SHRIEK;
1855                 }
1856
1857                 if (p_ptr->muta1 & MUT1_ILLUMINE)
1858                 {
1859                         strcpy(power_desc[num].name, _("照明", "Illuminate"));
1860                         power_desc[num].level = 3;
1861                         power_desc[num].cost = 2;
1862                         power_desc[num].stat = A_INT;
1863                         power_desc[num].fail = 10;
1864                         power_desc[num++].number = MUT1_ILLUMINE;
1865                 }
1866
1867                 if (p_ptr->muta1 & MUT1_DET_CURSE)
1868                 {
1869                         strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
1870                         power_desc[num].level = 7;
1871                         power_desc[num].cost = 14;
1872                         power_desc[num].stat = A_WIS;
1873                         power_desc[num].fail = 14;
1874                         power_desc[num++].number = MUT1_DET_CURSE;
1875                 }
1876
1877                 if (p_ptr->muta1 & MUT1_BERSERK)
1878                 {
1879                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1880                         power_desc[num].level = 8;
1881                         power_desc[num].cost = 8;
1882                         power_desc[num].stat = A_STR;
1883                         power_desc[num].fail = 14;
1884                         power_desc[num++].number = MUT1_BERSERK;
1885                 }
1886
1887                 if (p_ptr->muta1 & MUT1_POLYMORPH)
1888                 {
1889                         strcpy(power_desc[num].name, _("変身", "Polymorph"));
1890                         power_desc[num].level = 18;
1891                         power_desc[num].cost = 20;
1892                         power_desc[num].stat = A_CON;
1893                         power_desc[num].fail = 18;
1894                         power_desc[num++].number = MUT1_POLYMORPH;
1895                 }
1896
1897                 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
1898                 {
1899                         strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
1900                         power_desc[num].level = 10;
1901                         power_desc[num].cost = 5;
1902                         power_desc[num].stat = A_INT;
1903                         power_desc[num].fail = 12;
1904                         power_desc[num++].number = MUT1_MIDAS_TCH;
1905                 }
1906
1907                 if (p_ptr->muta1 & MUT1_GROW_MOLD)
1908                 {
1909                         strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
1910                         power_desc[num].level = 1;
1911                         power_desc[num].cost = 6;
1912                         power_desc[num].stat = A_CON;
1913                         power_desc[num].fail = 14;
1914                         power_desc[num++].number = MUT1_GROW_MOLD;
1915                 }
1916
1917                 if (p_ptr->muta1 & MUT1_RESIST)
1918                 {
1919                         strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
1920                         power_desc[num].level = 10;
1921                         power_desc[num].cost = 12;
1922                         power_desc[num].stat = A_CON;
1923                         power_desc[num].fail = 12;
1924                         power_desc[num++].number = MUT1_RESIST;
1925                 }
1926
1927                 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
1928                 {
1929                         strcpy(power_desc[num].name, _("地震", "Earthquake"));
1930                         power_desc[num].level = 12;
1931                         power_desc[num].cost = 12;
1932                         power_desc[num].stat = A_STR;
1933                         power_desc[num].fail = 16;
1934                         power_desc[num++].number = MUT1_EARTHQUAKE;
1935                 }
1936
1937                 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
1938                 {
1939                         strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1940                         power_desc[num].level = 17;
1941                         power_desc[num].cost = 1;
1942                         power_desc[num].stat = A_WIS;
1943                         power_desc[num].fail = 15;
1944                         power_desc[num++].number = MUT1_EAT_MAGIC;
1945                 }
1946
1947                 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
1948                 {
1949                         strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
1950                         power_desc[num].level = 6;
1951                         power_desc[num].cost = 6;
1952                         power_desc[num].stat = A_INT;
1953                         power_desc[num].fail = 10;
1954                         power_desc[num++].number = MUT1_WEIGH_MAG;
1955                 }
1956
1957                 if (p_ptr->muta1 & MUT1_STERILITY)
1958                 {
1959                         strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
1960                         power_desc[num].level = 12;
1961                         power_desc[num].cost = 23;
1962                         power_desc[num].stat = A_CHR;
1963                         power_desc[num].fail = 15;
1964                         power_desc[num++].number = MUT1_STERILITY;
1965                 }
1966
1967                 if (p_ptr->muta1 & MUT1_PANIC_HIT)
1968                 {
1969                         strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
1970                         power_desc[num].level = 10;
1971                         power_desc[num].cost = 12;
1972                         power_desc[num].stat = A_DEX;
1973                         power_desc[num].fail = 14;
1974                         power_desc[num++].number = MUT1_PANIC_HIT;
1975                 }
1976
1977                 if (p_ptr->muta1 & MUT1_DAZZLE)
1978                 {
1979                         strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
1980                         power_desc[num].level = 7;
1981                         power_desc[num].cost = 15;
1982                         power_desc[num].stat = A_CHR;
1983                         power_desc[num].fail = 8;
1984                         power_desc[num++].number = MUT1_DAZZLE;
1985                 }
1986
1987                 if (p_ptr->muta1 & MUT1_LASER_EYE)
1988                 {
1989                         strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
1990                         power_desc[num].level = 7;
1991                         power_desc[num].cost = 10;
1992                         power_desc[num].stat = A_WIS;
1993                         power_desc[num].fail = 9;
1994                         power_desc[num++].number = MUT1_LASER_EYE;
1995                 }
1996
1997                 if (p_ptr->muta1 & MUT1_RECALL)
1998                 {
1999                         strcpy(power_desc[num].name, _("帰還", "Recall"));
2000                         power_desc[num].level = 17;
2001                         power_desc[num].cost = 50;
2002                         power_desc[num].stat = A_INT;
2003                         power_desc[num].fail = 16;
2004                         power_desc[num++].number = MUT1_RECALL;
2005                 }
2006
2007                 if (p_ptr->muta1 & MUT1_BANISH)
2008                 {
2009                         strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
2010                         power_desc[num].level = 25;
2011                         power_desc[num].cost = 25;
2012                         power_desc[num].stat = A_WIS;
2013                         power_desc[num].fail = 18;
2014                         power_desc[num++].number = MUT1_BANISH;
2015                 }
2016
2017                 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
2018                 {
2019                         strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
2020                         power_desc[num].level = 2;
2021                         power_desc[num].cost = 2;
2022                         power_desc[num].stat = A_CON;
2023                         power_desc[num].fail = 11;
2024                         power_desc[num++].number = MUT1_COLD_TOUCH;
2025                 }
2026
2027                 if (p_ptr->muta1 & MUT1_LAUNCHER)
2028                 {
2029                         strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
2030                         power_desc[num].level = 1;
2031                         power_desc[num].cost = lvl;
2032                         power_desc[num].stat = A_STR;
2033                         power_desc[num].fail = 6;
2034                         /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
2035                         power_desc[num++].number = 3;
2036                 }
2037         }
2038
2039         /* Nothing chosen yet */
2040         flag = FALSE;
2041
2042         /* No redraw yet */
2043         redraw = FALSE;
2044
2045         /* Build a prompt */
2046         (void) strnfmt(out_val, 78, 
2047                                 _("(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? "),
2048                                 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
2049
2050 if (!repeat_pull(&i) || i<0 || i>=num) {
2051         if (use_menu) screen_save();
2052          /* Get a spell from the user */
2053
2054         choice = (always_show_list || use_menu) ? ESCAPE:1;
2055         while (!flag)
2056         {
2057                 if( choice==ESCAPE ) choice = ' '; 
2058                 else if( !get_com(out_val, &choice, FALSE) )break; 
2059
2060                 if (use_menu && choice != ' ')
2061                 {
2062                         switch(choice)
2063                         {
2064                                 case '0':
2065                                 {
2066                                         screen_load();
2067                                         p_ptr->energy_use = 0;
2068                                         return;
2069                                 }
2070
2071                                 case '8':
2072                                 case 'k':
2073                                 case 'K':
2074                                 {
2075                                         menu_line += (num - 1);
2076                                         break;
2077                                 }
2078
2079                                 case '2':
2080                                 case 'j':
2081                                 case 'J':
2082                                 {
2083                                         menu_line++;
2084                                         break;
2085                                 }
2086
2087                                 case '6':
2088                                 case 'l':
2089                                 case 'L':
2090                                 case '4':
2091                                 case 'h':
2092                                 case 'H':
2093                                 {
2094                                         if (menu_line > 18)
2095                                                 menu_line -= 18;
2096                                         else if (menu_line+18 <= num)
2097                                                 menu_line += 18;
2098                                         break;
2099                                 }
2100
2101                                 case 'x':
2102                                 case 'X':
2103                                 case '\r':
2104                                 {
2105                                         i = menu_line - 1;
2106                                         ask = FALSE;
2107                                         break;
2108                                 }
2109                         }
2110                         if (menu_line > num) menu_line -= num;
2111                 }
2112                 /* Request redraw */
2113                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
2114                 {
2115                         /* Show the list */
2116                         if (!redraw || use_menu)
2117                         {
2118                                 byte y = 1, x = 0;
2119                                 int ctr = 0;
2120                                 char dummy[80];
2121                                 char letter;
2122                                 TERM_LEN x1, y1;
2123
2124                                 strcpy(dummy, "");
2125
2126                                 /* Show list */
2127                                 redraw = TRUE;
2128                                 if (!use_menu) screen_save();
2129
2130                                 /* Print header(s) */
2131                                 if (num < 18)
2132                                         prt(_("                            Lv   MP 失率", "                            Lv Cost Fail"), y++, x);
2133                                 else
2134                                 prt(_("                            Lv   MP 失率                            Lv   MP 失率", 
2135                                           "                            Lv Cost Fail                            Lv Cost Fail"), y++, x);
2136
2137
2138                                 /* Print list */
2139                                 while (ctr < num)
2140                                 {
2141                                         x1 = ((ctr < 18) ? x : x + 40);
2142                                         y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
2143
2144                                         if (use_menu)
2145                                         {
2146                                                 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " >  "));
2147                                                 else strcpy(dummy, "    ");
2148                                         }
2149                                         else
2150                                         {
2151                                                 /* letter/number for power selection */
2152                                                 if (ctr < 26)
2153                                                         letter = I2A(ctr);
2154                                                 else
2155                                                         letter = '0' + ctr - 26;
2156                                                 sprintf(dummy, " %c) ",letter);
2157                                         }
2158                                         strcat(dummy, format("%-23.23s %2d %4d %3d%%",
2159                                                 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
2160                                                 100 - racial_chance(&power_desc[ctr])));
2161                                         prt(dummy, y1, x1);
2162                                         ctr++;
2163                                 }
2164                         }
2165
2166                         /* Hide the list */
2167                         else
2168                         {
2169                                 /* Hide list */
2170                                 redraw = FALSE;
2171                                 screen_load();
2172                         }
2173
2174                         /* Redo asking */
2175                         continue;
2176                 }
2177
2178                 if (!use_menu)
2179                 {
2180                         if (choice == '\r' && num == 1)
2181                         {
2182                                 choice = 'a';
2183                         }
2184
2185                         if (isalpha(choice))
2186                         {
2187                                 /* Note verify */
2188                                 ask = (isupper(choice));
2189
2190                                 /* Lowercase */
2191                                 if (ask) choice = (char)tolower(choice);
2192
2193                                 /* Extract request */
2194                                 i = (islower(choice) ? A2I(choice) : -1);
2195                         }
2196                         else
2197                         {
2198                                 ask = FALSE; /* Can't uppercase digits */
2199
2200                                 i = choice - '0' + 26;
2201                         }
2202                 }
2203
2204                 /* Totally Illegal */
2205                 if ((i < 0) || (i >= num))
2206                 {
2207                         bell();
2208                         continue;
2209                 }
2210
2211                 /* Verify it */
2212                 if (ask)
2213                 {
2214                         char tmp_val[160];
2215
2216                         /* Prompt */
2217                         (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
2218
2219                         /* Belay that order */
2220                         if (!get_check(tmp_val)) continue;
2221                 }
2222
2223                 /* Stop the loop */
2224                 flag = TRUE;
2225         }
2226         if (redraw) screen_load();
2227
2228         /* Abort if needed */
2229         if (!flag)
2230         {
2231                 p_ptr->energy_use = 0;
2232                 return;
2233         }
2234         repeat_push(i);
2235         } /*if (!repeat_pull(&i) || ...)*/
2236         switch (racial_aux(&power_desc[i]))
2237         {
2238         case 1:
2239                 if (power_desc[i].number < 0)
2240                         cast = cmd_racial_power_aux(power_desc[i].number);
2241                 else
2242                         cast = mutation_power_aux(power_desc[i].number);
2243                 break;
2244         case 0:
2245                 cast = FALSE;
2246                 break;
2247         case -1:
2248                 cast = TRUE;
2249                 break;
2250         }
2251
2252         if (cast)
2253         {
2254                 if (racial_cost)
2255                 {
2256                         int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2257
2258                         /* If mana is not enough, player consumes hit point! */
2259                         if (p_ptr->csp < actual_racial_cost)
2260                         {
2261                                 actual_racial_cost -= p_ptr->csp;
2262                                 p_ptr->csp = 0;
2263                                 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2264                         }
2265                         else p_ptr->csp -= actual_racial_cost;
2266
2267                         /* Redraw mana and hp */
2268                         p_ptr->redraw |= (PR_HP | PR_MANA);
2269
2270                         p_ptr->window |= (PW_PLAYER | PW_SPELL);
2271                 }
2272         }
2273         else p_ptr->energy_use = 0;
2274
2275         /* Success */
2276         return;
2277 }