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