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#37287 #37353 (2.2.0.89) 型の置換を継続中。 / Ongoing type replacement.
[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
15 /*!
16  * @brief 対象のアイテムが矢やクロスボウの矢の材料になるかを返す。/
17  * Hook to determine if an object is contertible in an arrow/bolt
18  * @param o_ptr オブジェクトの構造体の参照ポインタ。
19  * @return 材料にできるならTRUEを返す
20  */
21 static bool item_tester_hook_convertible(object_type *o_ptr)
22 {
23         if((o_ptr->tval==TV_JUNK) || (o_ptr->tval==TV_SKELETON)) return TRUE;
24
25         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON)) return TRUE;
26         /* Assume not */
27         return (FALSE);
28 }
29
30 /*!
31  * @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'.
32  * Hook to determine if an object is contertible in an arrow/bolt
33  * @return 製造を実際に行ったらTRUE、キャンセルしたらFALSEを返す
34  */
35 static bool do_cmd_archer(void)
36 {
37         int ext=0;
38         char ch;
39
40         object_type     forge;
41         object_type     *q_ptr;
42
43         char com[80];
44         char o_name[MAX_NLEN];
45
46         q_ptr = &forge;
47
48         if(p_ptr->lev >= 20)
49                 sprintf(com, _("[S]弾, [A]矢, [B]クロスボウの矢 :", "Create [S]hots, Create [A]rrow or Create [B]olt ?"));
50         else if(p_ptr->lev >= 10)
51                 sprintf(com, _("[S]弾, [A]矢:", "Create [S]hots or Create [A]rrow ?"));
52         else
53                 sprintf(com, _("[S]弾:", "Create [S]hots ?"));
54
55         if (p_ptr->confused)
56         {
57                 msg_print(_("混乱してる!", "You are too confused!"));
58                 return FALSE;
59         }
60
61         if (p_ptr->blind)
62         {
63                 msg_print(_("目が見えない!", "You are blind!"));
64                 return FALSE;
65         }
66
67         while (TRUE)
68         {
69                 if (!get_com(com, &ch, TRUE))
70                 {
71                         return FALSE;
72                 }
73                 if (ch == 'S' || ch == 's')
74                 {
75                         ext = 1;
76                         break;
77                 }
78                 if ((ch == 'A' || ch == 'a')&&(p_ptr->lev >= 10))
79                 {
80                         ext = 2;
81                         break;
82                 }
83                 if ((ch == 'B' || ch == 'b')&&(p_ptr->lev >= 20))
84                 {
85                         ext = 3;
86                         break;
87                 }
88         }
89
90         /**********Create shots*********/
91         if (ext == 1)
92         {
93                 int x,y, dir;
94                 cave_type *c_ptr;
95
96                 if (!get_rep_dir(&dir, FALSE)) return FALSE;
97                 y = p_ptr->y + ddy[dir];
98                 x = p_ptr->x + ddx[dir];
99                 c_ptr = &cave[y][x];
100
101                 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_CAN_DIG))
102                 {
103                         msg_print(_("そこには岩石がない。", "You need pile of rubble."));
104                         return FALSE;
105                 }
106                 else if (!cave_have_flag_grid(c_ptr, FF_CAN_DIG) || !cave_have_flag_grid(c_ptr, FF_HURT_ROCK))
107                 {
108                         msg_print(_("硬すぎて崩せなかった。", "You failed to make ammo."));
109                 }
110                 else
111                 {
112                         s16b slot;
113
114                         /* Get local object */
115                         q_ptr = &forge;
116
117                         /* Hack -- Give the player some small firestones */
118                         object_prep(q_ptr, lookup_kind(TV_SHOT, m_bonus(1, p_ptr->lev) + 1));
119                         q_ptr->number = (byte)rand_range(15,30);
120                         object_aware(q_ptr);
121                         object_known(q_ptr);
122                         apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
123                         q_ptr->discount = 99;
124
125                         slot = inven_carry(q_ptr);
126
127                         object_desc(o_name, q_ptr, 0);
128                         msg_format(_("%sを作った。", "You make some ammo."), o_name);
129
130                         /* Auto-inscription */
131                         if (slot >= 0) autopick_alter_item(slot, FALSE);
132
133                         /* Destroy the wall */
134                         cave_alter_feat(y, x, FF_HURT_ROCK);
135
136                         p_ptr->update |= (PU_FLOW);
137                 }
138         }
139         /**********Create arrows*********/
140         else if (ext == 2)
141         {
142                 int item;
143                 cptr q, s;
144                 s16b slot;
145
146                 item_tester_hook = item_tester_hook_convertible;
147
148                 /* Get an item */
149                 q = _("どのアイテムから作りますか? ", "Convert which item? ");
150                 s = _("材料を持っていない。", "You have no item to convert.");
151                 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
152
153                 /* Get the item (in the pack) */
154                 if (item >= 0)
155                 {
156                         q_ptr = &inventory[item];
157                 }
158
159                 /* Get the item (on the floor) */
160                 else
161                 {
162                         q_ptr = &o_list[0 - item];
163                 }
164
165                 /* Get local object */
166                 q_ptr = &forge;
167
168                 /* Hack -- Give the player some small firestones */
169                 object_prep(q_ptr, lookup_kind(TV_ARROW, m_bonus(1, p_ptr->lev)+ 1));
170                 q_ptr->number = (byte)rand_range(5, 10);
171                 object_aware(q_ptr);
172                 object_known(q_ptr);
173                 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
174
175                 q_ptr->discount = 99;
176
177                 object_desc(o_name, q_ptr, 0);
178                 msg_format(_("%sを作った。", "You make some ammo."), o_name);
179
180                 if (item >= 0)
181                 {
182                         inven_item_increase(item, -1);
183                         inven_item_describe(item);
184                         inven_item_optimize(item);
185                 }
186                 else
187                 {
188                         floor_item_increase(0 - item, -1);
189                         floor_item_describe(0 - item);
190                         floor_item_optimize(0 - item);
191                 }
192
193                 slot = inven_carry(q_ptr);
194
195                 /* Auto-inscription */
196                 if (slot >= 0) autopick_alter_item(slot, FALSE);
197         }
198         /**********Create bolts*********/
199         else if (ext == 3)
200         {
201                 int item;
202                 cptr q, s;
203                 s16b slot;
204
205                 item_tester_hook = item_tester_hook_convertible;
206
207                 /* Get an item */
208                 q = _("どのアイテムから作りますか? ", "Convert which item? ");
209                 s = _("材料を持っていない。", "You have no item to convert.");
210                 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
211
212                 /* Get the item (in the pack) */
213                 if (item >= 0)
214                 {
215                         q_ptr = &inventory[item];
216                 }
217
218                 /* Get the item (on the floor) */
219                 else
220                 {
221                         q_ptr = &o_list[0 - item];
222                 }
223
224                 /* Get local object */
225                 q_ptr = &forge;
226
227                 /* Hack -- Give the player some small firestones */
228                 object_prep(q_ptr, lookup_kind(TV_BOLT, m_bonus(1, p_ptr->lev)+1));
229                 q_ptr->number = (byte)rand_range(4, 8);
230                 object_aware(q_ptr);
231                 object_known(q_ptr);
232                 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
233
234                 q_ptr->discount = 99;
235
236                 object_desc(o_name, q_ptr, 0);
237                 msg_format(_("%sを作った。", "You make some ammo."), o_name);
238
239                 if (item >= 0)
240                 {
241                         inven_item_increase(item, -1);
242                         inven_item_describe(item);
243                         inven_item_optimize(item);
244                 }
245                 else
246                 {
247                         floor_item_increase(0 - item, -1);
248                         floor_item_describe(0 - item);
249                         floor_item_optimize(0 - item);
250                 }
251
252                 slot = inven_carry(q_ptr);
253
254                 /* Auto-inscription */
255                 if (slot >= 0) autopick_alter_item(slot, FALSE);
256         }
257         return TRUE;
258 }
259
260 /*!
261  * @brief 魔道具術師の魔力取り込み処理
262  * @return 取り込みを実行したらTRUE、キャンセルしたらFALSEを返す
263  */
264 bool gain_magic(void)
265 {
266         int item;
267         PARAMETER_VALUE pval;
268         int ext = 0;
269         cptr q, s;
270         object_type *o_ptr;
271         char o_name[MAX_NLEN];
272
273         /* Only accept legal items */
274         item_tester_hook = item_tester_hook_recharge;
275
276         /* Get an item */
277         q = _("どのアイテムの魔力を取り込みますか? ", "Gain power of which item? ");
278         s = _("魔力を取り込めるアイテムがない。", "You have nothing to gain power.");
279
280         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
281
282         /* Get the item (in the pack) */
283         if (item >= 0)
284         {
285                 o_ptr = &inventory[item];
286         }
287
288         /* Get the item (on the floor) */
289         else
290         {
291                 o_ptr = &o_list[0 - item];
292         }
293
294         if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
295         {
296                 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."));
297                 return FALSE;
298         }
299
300
301         if (!object_is_known(o_ptr))
302         {
303                 msg_print(_("鑑定されていないと取り込めない。", "You need to identify before absorbing."));
304                 return FALSE;
305         }
306
307         if (o_ptr->timeout)
308         {
309                 msg_print(_("充填中のアイテムは取り込めない。", "This item is still charging."));
310                 return FALSE;
311         }
312
313         pval = o_ptr->pval;
314         if (o_ptr->tval == TV_ROD)
315                 ext = 72;
316         else if (o_ptr->tval == TV_WAND)
317                 ext = 36;
318
319         if (o_ptr->tval == TV_ROD)
320         {
321                 p_ptr->magic_num2[o_ptr->sval + ext] += o_ptr->number;
322                 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
323         }
324         else
325         {
326                 int num;
327                 for (num = o_ptr->number; num; num--)
328                 {
329                         int gain_num = pval;
330                         if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
331                         if (p_ptr->magic_num2[o_ptr->sval + ext])
332                         {
333                                 gain_num *= 256;
334                                 gain_num = (gain_num/3 + randint0(gain_num/3)) / 256;
335                                 if (gain_num < 1) gain_num = 1;
336                         }
337                         p_ptr->magic_num2[o_ptr->sval + ext] += gain_num;
338                         if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
339                         p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
340                         if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
341                         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;
342                         if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
343                 }
344         }
345
346         object_desc(o_name, o_ptr, 0);
347         /* Message */
348         msg_format(_("%sの魔力を取り込んだ。", "You absorb magic of %s."), o_name);
349
350         /* Eliminate the item (from the pack) */
351         if (item >= 0)
352         {
353                 inven_item_increase(item, -999);
354                 inven_item_describe(item);
355                 inven_item_optimize(item);
356         }
357
358         /* Eliminate the item (from the floor) */
359         else
360         {
361                 floor_item_increase(0 - item, -999);
362                 floor_item_describe(0 - item);
363                 floor_item_optimize(0 - item);
364         }
365         p_ptr->energy_use = 100;
366         return TRUE;
367 }
368
369 /*!
370  * @brief 魔法系コマンドを実行できるかの判定を返す
371  * @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。
372  */
373 static bool can_do_cmd_cast(void)
374 {
375         if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
376         {
377                 msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
378                 msg_print(NULL);
379                 return FALSE;
380         }
381         else if (p_ptr->anti_magic)
382         {
383                 msg_print(_("反魔法バリアが魔法を邪魔した!", "An anti-magic shell disrupts your magic!"));
384                 return FALSE;
385         }
386         else if (p_ptr->shero)
387         {
388                 msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
389                 return FALSE;
390         }
391         else
392                 return TRUE;
393 }
394
395 /*!
396  * @brief 修行僧の構え設定処理
397  * @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。
398  */
399 static bool choose_kamae(void)
400 {
401         char choice;
402         int new_kamae = 0;
403         int i;
404         char buf[80];
405
406         if (p_ptr->confused)
407         {
408                 msg_print(_("混乱していて構えられない!", "Too confused."));
409                 return FALSE;
410         }
411
412         /* Save screen */
413         screen_save();
414         prt(_(" a) 構えをとく", " a) No form"), 2, 20);
415
416         for (i = 0; i < MAX_KAMAE; i++)
417         {
418                 if (p_ptr->lev >= kamae_shurui[i].min_level)
419                 {
420                         sprintf(buf," %c) %-12s  %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
421                         prt(buf, 3+i, 20);
422                 }
423         }
424
425         prt("", 1, 0);
426         prt(_("        どの構えをとりますか?", "        Choose Form: "), 1, 14);
427
428         while(1)
429         {
430                 choice = inkey();
431
432                 if (choice == ESCAPE)
433                 {
434                         screen_load();
435                         return FALSE;
436                 }
437                 else if ((choice == 'a') || (choice == 'A'))
438                 {
439                         if (p_ptr->action == ACTION_KAMAE)
440                         {
441                                 set_action(ACTION_NONE);
442                         }
443                         else
444                                 msg_print(_("もともと構えていない。", "You are not assuming a posture."));
445                         screen_load();
446                         return TRUE;
447                 }
448                 else if ((choice == 'b') || (choice == 'B'))
449                 {
450                         new_kamae = 0;
451                         break;
452                 }
453                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
454                 {
455                         new_kamae = 1;
456                         break;
457                 }
458                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
459                 {
460                         new_kamae = 2;
461                         break;
462                 }
463                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
464                 {
465                         new_kamae = 3;
466                         break;
467                 }
468         }
469         set_action(ACTION_KAMAE);
470
471         if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
472         {
473                 msg_print(_("構え直した。", "You reassume a posture."));
474         }
475         else
476         {
477                 p_ptr->special_defense &= ~(KAMAE_MASK);
478                 p_ptr->update |= (PU_BONUS);
479                 p_ptr->redraw |= (PR_STATE);
480                 msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
481                 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
482         }
483         p_ptr->redraw |= PR_STATE;
484         screen_load();
485         return TRUE;
486 }
487
488 /*!
489  * @brief 剣術家の型設定処理
490  * @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。
491  */
492 static bool choose_kata(void)
493 {
494         char choice;
495         int new_kata = 0;
496         int i;
497         char buf[80];
498
499         if (p_ptr->confused)
500         {
501                 msg_print(_("混乱していて構えられない!", "Too confused."));
502                 return FALSE;
503         }
504
505         if (p_ptr->stun)
506         {
507                 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
508                 return FALSE;
509         }
510
511         if (p_ptr->afraid)
512         {
513                 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
514                 return FALSE;
515         }
516
517         /* Save screen */
518         screen_save();
519         prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
520
521         for (i = 0; i < MAX_KATA; i++)
522         {
523                 if (p_ptr->lev >= kata_shurui[i].min_level)
524                 {
525                         sprintf(buf,_(" %c) %sの型    %s", " %c) Form of %-12s  %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
526                         prt(buf, 3+i, 20);
527                 }
528         }
529
530         prt("", 1, 0);
531         prt(_("        どの型で構えますか?", "        Choose Form: "), 1, 14);
532
533         while(1)
534         {
535                 choice = inkey();
536
537                 if (choice == ESCAPE)
538                 {
539                         screen_load();
540                         return FALSE;
541                 }
542                 else if ((choice == 'a') || (choice == 'A'))
543                 {
544                         if (p_ptr->action == ACTION_KATA)
545                         {
546                                 set_action(ACTION_NONE);
547                         }
548                         else
549                                 msg_print(_("もともと構えていない。", "You are not assuming posture."));
550                         screen_load();
551                         return TRUE;
552                 }
553                 else if ((choice == 'b') || (choice == 'B'))
554                 {
555                         new_kata = 0;
556                         break;
557                 }
558                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
559                 {
560                         new_kata = 1;
561                         break;
562                 }
563                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
564                 {
565                         new_kata = 2;
566                         break;
567                 }
568                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
569                 {
570                         new_kata = 3;
571                         break;
572                 }
573         }
574         set_action(ACTION_KATA);
575
576         if (p_ptr->special_defense & (KATA_IAI << new_kata))
577         {
578                 msg_print(_("構え直した。", "You reassume a posture."));
579         }
580         else
581         {
582                 p_ptr->special_defense &= ~(KATA_MASK);
583                 p_ptr->update |= (PU_BONUS);
584                 p_ptr->update |= (PU_MONSTERS);
585                 msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
586                 p_ptr->special_defense |= (KATA_IAI << new_kata);
587         }
588         p_ptr->redraw |= (PR_STATE);
589         p_ptr->redraw |= (PR_STATUS);
590         screen_load();
591         return TRUE;
592 }
593
594
595 /*!
596  * @brief レイシャル・パワー情報のtypedef
597  */
598 typedef struct power_desc_type power_desc_type;
599
600 /*!
601  * @brief レイシャル・パワー情報の構造体定義
602  */
603 struct power_desc_type
604 {
605         char name[40];
606         PLAYER_LEVEL level;
607         int  cost;
608         int  stat;
609         int  fail;
610         int  number;
611 };
612
613
614 /*!
615  * @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
616  * @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
617  * @return 成功率(%)を返す
618  */
619 static int racial_chance(power_desc_type *pd_ptr)
620 {
621         PLAYER_LEVEL min_level  = pd_ptr->level;
622         int  difficulty = pd_ptr->fail;
623
624         int i;
625         int val;
626         int sum = 0;
627         int stat = p_ptr->stat_cur[pd_ptr->stat];
628
629         /* No chance for success */
630         if ((p_ptr->lev < min_level) || p_ptr->confused)
631         {
632                 return (0);
633         }
634
635         if (difficulty == 0) return 100;
636
637         /* Calculate difficulty */
638         if (p_ptr->stun)
639         {
640                 difficulty += p_ptr->stun;
641         }
642         else if (p_ptr->lev > min_level)
643         {
644                 int lev_adj = ((p_ptr->lev - min_level) / 3);
645                 if (lev_adj > 10) lev_adj = 10;
646                 difficulty -= lev_adj;
647         }
648
649         if (difficulty < 5) difficulty = 5;
650
651         /* We only need halfs of the difficulty */
652         difficulty = difficulty / 2;
653
654         for (i = 1; i <= stat; i++)
655         {
656                 val = i - difficulty;
657                 if (val > 0)
658                         sum += (val <= difficulty) ? val : difficulty;
659         }
660
661         if (difficulty == 0)
662                 return (100);
663         else
664                 return (((sum * 100) / difficulty) / stat);
665 }
666
667
668 static int  racial_cost;
669
670 /*!
671  * @brief レイシャル・パワーの発動の判定処理
672  * @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
673  * @return
674  * 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。
675  * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
676  */
677 static int racial_aux(power_desc_type *pd_ptr)
678 {
679         s16b min_level  = pd_ptr->level;
680         int  use_stat   = pd_ptr->stat;
681         int  difficulty = pd_ptr->fail;
682         int  use_hp = 0;
683
684         racial_cost = pd_ptr->cost;
685
686         /* Not enough mana - use hp */
687         if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
688
689         /* Power is not available yet */
690         if (p_ptr->lev < min_level)
691         {
692                 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。", 
693                                          "You need to attain level %d to use this power."), min_level);
694
695                 p_ptr->energy_use = 0;
696                 return 0;
697         }
698
699         /* Too confused */
700         else if (p_ptr->confused)
701         {
702                 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."));
703                 p_ptr->energy_use = 0;
704                 return 0;
705         }
706
707         /* Risk death? */
708         else if (p_ptr->chp < use_hp)
709         {
710                 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? ")))
711                 {
712                         p_ptr->energy_use = 0;
713                         return 0;
714                 }
715         }
716
717         /* Else attempt to do it! */
718
719         if (difficulty)
720         {
721                 if (p_ptr->stun)
722                 {
723                         difficulty += p_ptr->stun;
724                 }
725                 else if (p_ptr->lev > min_level)
726                 {
727                         int lev_adj = ((p_ptr->lev - min_level) / 3);
728                         if (lev_adj > 10) lev_adj = 10;
729                         difficulty -= lev_adj;
730                 }
731
732                 if (difficulty < 5) difficulty = 5;
733         }
734
735         /* take time and pay the price */
736         p_ptr->energy_use = 100;
737
738         /* Success? */
739         if (randint1(p_ptr->stat_cur[use_stat]) >=
740             ((difficulty / 2) + randint1(difficulty / 2)))
741         {
742                 return 1;
743         }
744
745         if (flush_failure) flush();
746         msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
747
748         return -1;
749 }
750
751 /*!
752  * @brief レイシャル・パワー発動時に口を使う継続的な詠唱処理を中断する
753  * @return なし
754  */
755 void ratial_stop_mouth(void)
756 {
757         if (music_singing_any()) stop_singing();
758         if (hex_spelling_any()) stop_hex_spell_all();
759 }
760
761 /*!
762  * @brief レイシャル・パワー発動処理
763  * @param command 発動するレイシャルのID
764  * @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。
765  */
766 static bool cmd_racial_power_aux(s32b command)
767 {
768         s16b        plev = p_ptr->lev;
769         int         dir = 0;
770
771         if (command <= -3)
772         {
773                 switch (p_ptr->pclass)
774                 {
775                 case CLASS_WARRIOR:
776                 {
777                         int y = 0, x = 0, i;
778                         cave_type       *c_ptr;
779
780                         for (i = 0; i < 6; i++)
781                         {
782                                 dir = randint0(8);
783                                 y = p_ptr->y + ddy_ddd[dir];
784                                 x = p_ptr->x + ddx_ddd[dir];
785                                 c_ptr = &cave[y][x];
786
787                                 /* Hack -- attack monsters */
788                                 if (c_ptr->m_idx)
789                                         py_attack(y, x, 0);
790                                 else
791                                 {
792                                         msg_print(_("攻撃が空をきった。", "You attack the empty air."));
793                                 }
794                         }
795                         break;
796                 }
797                 case CLASS_HIGH_MAGE:
798                 if (p_ptr->realm1 == REALM_HEX)
799                 {
800                         bool retval = stop_hex_spell();
801                         if (retval) p_ptr->energy_use = 10;
802                         return (retval);
803                 }
804                 case CLASS_MAGE:
805                 /* case CLASS_HIGH_MAGE: */
806                 case CLASS_SORCERER:
807                 {
808                         if (!eat_magic(p_ptr->lev * 2)) return FALSE;
809                         break;
810                 }
811                 case CLASS_PRIEST:
812                 {
813                         if (is_good_realm(p_ptr->realm1))
814                         {
815                                 if (!bless_weapon()) return FALSE;
816                         }
817                         else
818                         {
819                                 (void)dispel_monsters(plev * 4);
820                                 turn_monsters(plev * 4);
821                                 banish_monsters(plev * 4);
822                         }
823                         break;
824                 }
825                 case CLASS_ROGUE:
826                 {
827                         int x, y;
828
829                         if (!get_rep_dir(&dir, FALSE)) return FALSE;
830                         y = p_ptr->y + ddy[dir];
831                         x = p_ptr->x + ddx[dir];
832                         if (cave[y][x].m_idx)
833                         {
834                                 py_attack(y, x, 0);
835                                 if (randint0(p_ptr->skill_dis) < 7)
836                                         msg_print(_("うまく逃げられなかった。", "You are failed to run away."));
837                                 else teleport_player(30, 0L);
838                         }
839                         else
840                         {
841                                 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"));
842                                 msg_print(NULL);
843                         }
844                         break;
845                 }
846                 case CLASS_RANGER:
847                 case CLASS_SNIPER:
848                 {
849                         msg_print(_("敵を調査した...", "You examine your foes..."));
850                         probing();
851                         break;
852                 }
853                 case CLASS_PALADIN:
854                 {
855                         if (!get_aim_dir(&dir)) return FALSE;
856                         fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
857                                   dir, plev * 3);
858                         break;
859                 }
860                 case CLASS_WARRIOR_MAGE:
861                 {
862                         if (command == -3)
863                         {
864                                 int gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev, 
865                                                                 _("HPからMPへの無謀な変換", "thoughtless convertion from HP to SP"), -1) / 5;
866                                 if (gain_sp)
867                                 {
868                                         p_ptr->csp += gain_sp;
869                                         if (p_ptr->csp > p_ptr->msp)
870                                         {
871                                                 p_ptr->csp = p_ptr->msp;
872                                                 p_ptr->csp_frac = 0;
873                                         }
874                                 }
875                                 else
876                                 {
877                                         msg_print(_("変換に失敗した。", "You failed to convert."));
878                                 }
879                         }
880                         else if (command == -4)
881                         {
882                                 if (p_ptr->csp >= p_ptr->lev / 5)
883                                 {
884                                         p_ptr->csp -= p_ptr->lev / 5;
885                                         hp_player(p_ptr->lev);
886                                 }
887                                 else
888                                 {
889                                         msg_print(_("変換に失敗した。", "You failed to convert."));
890                                 }
891                         }
892
893                         /* Redraw mana and hp */
894                         p_ptr->redraw |= (PR_HP | PR_MANA);
895
896                         break;
897                 }
898                 case CLASS_CHAOS_WARRIOR:
899                 {
900                         msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
901                         slow_monsters(p_ptr->lev);
902                         stun_monsters(p_ptr->lev * 4);
903                         confuse_monsters(p_ptr->lev * 4);
904                         turn_monsters(p_ptr->lev * 4);
905                         stasis_monsters(p_ptr->lev * 4);
906                         break;
907                 }
908                 case CLASS_MONK:
909                 {
910                         if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
911                         {
912                                 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
913                                 return FALSE;
914                         }
915                         if (p_ptr->riding)
916                         {
917                                 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
918                                 return FALSE;
919                         }
920
921                         if (command == -3)
922                         {
923                                 if (!choose_kamae()) return FALSE;
924                                 p_ptr->update |= (PU_BONUS);
925                         }
926                         else if (command == -4)
927                         {
928                                 int x, y;
929
930                                 if (!get_rep_dir(&dir, FALSE)) return FALSE;
931                                 y = p_ptr->y + ddy[dir];
932                                 x = p_ptr->x + ddx[dir];
933                                 if (cave[y][x].m_idx)
934                                 {
935                                         if (one_in_(2)) 
936                                                 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!!!", 
937                                                                         "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
938                                         else
939                                                 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!!!",
940                                                                         "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
941
942                                         py_attack(y, x, 0);
943                                         if (cave[y][x].m_idx)
944                                         {
945                                                 handle_stuff();
946                                                 py_attack(y, x, 0);
947                                         }
948                                         p_ptr->energy_need += ENERGY_NEED();
949                                 }
950                                 else
951                                 {
952                                         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"));
953                                         msg_print(NULL);
954                                 }
955                         }
956                         break;
957                 }
958                 case CLASS_MINDCRAFTER:
959                 case CLASS_FORCETRAINER:
960                 {
961                         if (total_friends)
962                         {
963                                 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."));
964                                 return FALSE;
965                         }
966                         msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
967
968                         p_ptr->csp += (3 + p_ptr->lev/20);
969                         if (p_ptr->csp >= p_ptr->msp)
970                         {
971                                 p_ptr->csp = p_ptr->msp;
972                                 p_ptr->csp_frac = 0;
973                         }
974
975                         /* Redraw mana */
976                         p_ptr->redraw |= (PR_MANA);
977                         break;
978                 }
979                 case CLASS_TOURIST:
980                 {
981                         if (command == -3)
982                         {
983                                 if (!get_aim_dir(&dir)) return FALSE;
984                                 project_length = 1;
985                                 fire_beam(GF_PHOTO, dir, 1);
986                         }
987                         else if (command == -4)
988                         {
989                                 if (!identify_fully(FALSE)) return FALSE;
990                         }
991                         break;
992                 }
993                 case CLASS_IMITATOR:
994                 {
995                         handle_stuff();
996                         if (!do_cmd_mane(TRUE)) return FALSE;
997                         break;
998                 }
999                 case CLASS_BEASTMASTER:
1000                 {
1001                         if (command == -3)
1002                         {
1003                                 if (!get_aim_dir(&dir)) return FALSE;
1004                                 (void)fire_ball_hide(GF_CONTROL_LIVING, dir, p_ptr->lev, 0);
1005                         }
1006                         else if (command == -4)
1007                         {
1008                                 project_hack(GF_CONTROL_LIVING, p_ptr->lev);
1009                         }
1010                         break;
1011                 }
1012                 case CLASS_ARCHER:
1013                 {
1014                         if (!do_cmd_archer()) return FALSE;
1015                         break;
1016                 }
1017                 case CLASS_MAGIC_EATER:
1018                 {
1019                         if (command == -3) {
1020                                 if (!gain_magic()) return FALSE;
1021                         } else if (command == -4) {
1022                                 if (!can_do_cmd_cast()) return FALSE;
1023                                 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
1024                         }
1025                         break;
1026                 }
1027                 case CLASS_BARD:
1028                 {
1029                         /* Singing is already stopped */
1030                         if (!p_ptr->magic_num1[0] && !p_ptr->magic_num1[1]) return FALSE;
1031
1032                         stop_singing();
1033                         p_ptr->energy_use = 10;
1034                         break;
1035                 }
1036                 case CLASS_RED_MAGE:
1037                 {
1038                         if (!can_do_cmd_cast()) return FALSE;
1039                         handle_stuff();
1040                         do_cmd_cast();
1041                         handle_stuff();
1042                         if (!p_ptr->paralyzed && can_do_cmd_cast())
1043                                 do_cmd_cast();
1044                         break;
1045                 }
1046                 case CLASS_SAMURAI:
1047                 {
1048                         if (command == -3)
1049                         {
1050                                 int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
1051
1052                                 if (total_friends)
1053                                 {
1054                                         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."));
1055                                         return FALSE;
1056                                 }
1057                                 if (p_ptr->special_defense & KATA_MASK)
1058                                 {
1059                                         msg_print(_("今は構えに集中している。", "You need concentration on your form."));
1060                                         return FALSE;
1061                                 }
1062                                 msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
1063
1064                                 p_ptr->csp += p_ptr->msp / 2;
1065                                 if (p_ptr->csp >= max_csp)
1066                                 {
1067                                         p_ptr->csp = max_csp;
1068                                         p_ptr->csp_frac = 0;
1069                                 }
1070
1071                                 /* Redraw mana */
1072                                 p_ptr->redraw |= (PR_MANA);
1073                         }
1074                         else if (command == -4)
1075                         {
1076                                 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
1077                                 {
1078                                         msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
1079                                         return FALSE;
1080                                 }
1081                                 if (!choose_kata()) return FALSE;
1082                                 p_ptr->update |= (PU_BONUS);
1083                         }
1084                         break;
1085                 }
1086                 case CLASS_BLUE_MAGE:
1087                 {
1088                         if (p_ptr->action == ACTION_LEARN)
1089                         {
1090                                 set_action(ACTION_NONE);
1091                         }
1092                         else
1093                         {
1094                                 set_action(ACTION_LEARN);
1095                         }
1096                         p_ptr->energy_use = 0;
1097                         break;
1098                 }
1099                 case CLASS_CAVALRY:
1100                 {
1101                         char m_name[80];
1102                         monster_type *m_ptr;
1103                         monster_race *r_ptr;
1104                         int rlev;
1105
1106                         if (p_ptr->riding)
1107                         {
1108                                 msg_print(_("今は乗馬中だ。", "You ARE riding."));
1109                                 return FALSE;
1110                         }
1111                         if (!do_riding(TRUE)) return TRUE;
1112                         m_ptr = &m_list[p_ptr->riding];
1113                         r_ptr = &r_info[m_ptr->r_idx];
1114                         monster_desc(m_name, m_ptr, 0);
1115                         msg_format(_("%sに乗った。", "You ride on %s."),m_name);
1116                         if (is_pet(m_ptr)) break;
1117                         rlev = r_ptr->level;
1118                         if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
1119                         if (rlev > 60) rlev = 60+(rlev-60)/2;
1120                         if ((randint1(p_ptr->skill_exp[GINOU_RIDING] / 120 + p_ptr->lev * 2 / 3) > rlev)
1121                             && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle
1122                             && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
1123                             && (rlev < p_ptr->lev * 3 / 2 + randint0(p_ptr->lev / 5)))
1124                         {
1125                                 msg_format(_("%sを手なずけた。", "You tame %s."),m_name);
1126                                 set_pet(m_ptr);
1127                         }
1128                         else
1129                         {
1130                                 msg_format(_("%sに振り落とされた!", "You have thrown off by %s."),m_name);
1131                                 rakuba(1,TRUE);
1132
1133                                 /* Paranoia */
1134                                 /* 落馬処理に失敗してもとにかく乗馬解除 */
1135                                 p_ptr->riding = 0;
1136                         }
1137                         break;
1138                 }
1139                 case CLASS_BERSERKER:
1140                 {
1141                         if (!word_of_recall()) return FALSE;
1142                         break;
1143                 }
1144                 case CLASS_SMITH:
1145                 {
1146                         if (p_ptr->lev > 29)
1147                         {
1148                                 if (!identify_fully(TRUE)) return FALSE;
1149                         }
1150                         else
1151                         {
1152                                 if (!ident_spell(TRUE)) return FALSE;
1153                         }
1154                         break;
1155                 }
1156                 case CLASS_MIRROR_MASTER:
1157                 {
1158                         if (command == -3)
1159                         {
1160                                 /* Explode all mirrors */
1161                                 remove_all_mirrors(TRUE);
1162                         }
1163                         else if (command == -4)
1164                         {
1165                                 if (total_friends)
1166                                 {
1167                                         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."));
1168                                         return FALSE;
1169                                 }
1170                                 if (is_mirror_grid(&cave[p_ptr->y][p_ptr->x]))
1171                                 {
1172                                         msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
1173
1174                                         p_ptr->csp += (5 + p_ptr->lev * p_ptr->lev / 100);
1175                                         if (p_ptr->csp >= p_ptr->msp)
1176                                         {
1177                                                 p_ptr->csp = p_ptr->msp;
1178                                                 p_ptr->csp_frac = 0;
1179                                         }
1180
1181                                         /* Redraw mana */
1182                                         p_ptr->redraw |= (PR_MANA);
1183                                 }
1184                                 else
1185                                 {
1186                                         msg_print(_("鏡の上でないと集中できない!", "Here are not any mirrors!"));
1187                                 }
1188                         }
1189                         break;
1190                 }
1191                 case CLASS_NINJA:
1192                 {
1193                         if (p_ptr->action == ACTION_HAYAGAKE)
1194                         {
1195                                 set_action(ACTION_NONE);
1196                         }
1197                         else
1198                         {
1199                                 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
1200                                 feature_type *f_ptr = &f_info[c_ptr->feat];
1201
1202                                 if (!have_flag(f_ptr->flags, FF_PROJECT) ||
1203                                     (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
1204                                 {
1205                                         msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
1206                                 }
1207                                 else
1208                                 {
1209                                         set_action(ACTION_HAYAGAKE);
1210                                 }
1211                         }
1212
1213
1214                         p_ptr->energy_use = 0;
1215                         break;
1216                 }
1217
1218                 }
1219         }
1220         else if (p_ptr->mimic_form)
1221         {
1222                 switch (p_ptr->mimic_form)
1223                 {
1224                 case MIMIC_DEMON:
1225                 case MIMIC_DEMON_LORD:
1226                 {
1227                         int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1228                         if (!get_aim_dir(&dir)) return FALSE;
1229                         ratial_stop_mouth();
1230 #ifdef JP
1231                         msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎"));
1232 #else
1233                         msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1234 #endif
1235
1236                         fire_ball(type, dir, plev * 3, -(plev / 15) - 1);
1237                         break;
1238                 }
1239                 case MIMIC_VAMPIRE:
1240                         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
1241                         {
1242                                 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
1243                                 return FALSE;
1244                         }
1245                         else
1246                         {
1247                                 int y, x, dummy = 0;
1248                                 cave_type *c_ptr;
1249
1250                                 /* Only works on adjacent monsters */
1251                                 if (!get_rep_dir(&dir, FALSE)) return FALSE;   /* was get_aim_dir */
1252                                 y = p_ptr->y + ddy[dir];
1253                                 x = p_ptr->x + ddx[dir];
1254                                 c_ptr = &cave[y][x];
1255
1256                                 ratial_stop_mouth();
1257
1258                                 if (!c_ptr->m_idx)
1259                                 {
1260                                         msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
1261                                         break;
1262                                 }
1263
1264                                 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
1265                                 dummy = plev + randint1(plev) * MAX(1, plev / 10);   /* Dmg */
1266                                 if (drain_life(dir, dummy))
1267                                 {
1268                                         if (p_ptr->food < PY_FOOD_FULL)
1269                                                 /* No heal if we are "full" */
1270                                                 (void)hp_player(dummy);
1271                                         else
1272                                                 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
1273
1274                                         /* Gain nutritional sustenance: 150/hp drained */
1275                                         /* A Food ration gives 5000 food points (by contrast) */
1276                                         /* Don't ever get more than "Full" this way */
1277                                         /* But if we ARE Gorged,  it won't cure us */
1278                                         dummy = p_ptr->food + MIN(5000, 100 * dummy);
1279                                         if (p_ptr->food < PY_FOOD_MAX)   /* Not gorged already */
1280                                                 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
1281                                 }
1282                                 else
1283                                         msg_print(_("げぇ。ひどい味だ。", "Yechh. That tastes foul."));
1284                         }
1285                         break;
1286                 }
1287         }
1288
1289         else 
1290         {
1291
1292         switch (p_ptr->prace)
1293         {
1294                 case RACE_DWARF:
1295                         msg_print(_("周囲を調べた。", "You examine your surroundings."));
1296                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1297                         (void)detect_doors(DETECT_RAD_DEFAULT);
1298                         (void)detect_stairs(DETECT_RAD_DEFAULT);
1299                         break;
1300
1301                 case RACE_HOBBIT:
1302                         {
1303                                 object_type *q_ptr;
1304                                 object_type forge;
1305
1306                                 /* Get local object */
1307                                 q_ptr = &forge;
1308
1309                                 /* Create the food ration */
1310                                 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
1311
1312                                 /* Drop the object from heaven */
1313                                 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
1314                                 msg_print(_("食事を料理して作った。", "You cook some food."));
1315                         }
1316                         break;
1317
1318                 case RACE_GNOME:
1319                         msg_print(_("パッ!", "Blink!"));
1320                         teleport_player(10, 0L);
1321                         break;
1322
1323                 case RACE_HALF_ORC:
1324                         msg_print(_("勇気を出した。", "You play tough."));
1325                         (void)set_afraid(0);
1326                         break;
1327
1328                 case RACE_HALF_TROLL:
1329                         msg_print(_("うがぁぁ!", "RAAAGH!"));
1330                         (void)set_afraid(0);
1331                         (void)set_shero(10 + randint1(plev), FALSE);
1332                         (void)hp_player(30);
1333                         break;
1334
1335                 case RACE_AMBERITE:
1336                         if (command == -1)
1337                         {
1338                                 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
1339                                 alter_reality();
1340                         }
1341                         else if (command == -2)
1342                         {
1343                                 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..."));
1344
1345                                 (void)set_poisoned(0);
1346                                 (void)set_image(0);
1347                                 (void)set_stun(0);
1348                                 (void)set_cut(0);
1349                                 (void)set_blind(0);
1350                                 (void)set_afraid(0);
1351                                 (void)do_res_stat(A_STR);
1352                                 (void)do_res_stat(A_INT);
1353                                 (void)do_res_stat(A_WIS);
1354                                 (void)do_res_stat(A_DEX);
1355                                 (void)do_res_stat(A_CON);
1356                                 (void)do_res_stat(A_CHR);
1357                                 (void)restore_level();
1358                         }
1359                         break;
1360
1361                 case RACE_BARBARIAN:
1362                         msg_print(_("うぉぉおお!", "Raaagh!"));
1363                         (void)set_afraid(0);
1364                         (void)set_shero(10 + randint1(plev), FALSE);
1365                         (void)hp_player(30);
1366                         break;
1367
1368                 case RACE_HALF_OGRE:
1369                         msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
1370                         explosive_rune();
1371                         break;
1372
1373                 case RACE_HALF_GIANT:
1374                         if (!get_aim_dir(&dir)) return FALSE;
1375                         (void)wall_to_mud(dir, 20 + randint1(30));
1376                         break;
1377
1378                 case RACE_HALF_TITAN:
1379                         msg_print(_("敵を調査した...", "You examine your foes..."));
1380                         probing();
1381                         break;
1382
1383                 case RACE_CYCLOPS:
1384                         if (!get_aim_dir(&dir)) return FALSE;
1385                         msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
1386                         fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
1387                         break;
1388
1389                 case RACE_YEEK:
1390                         if (!get_aim_dir(&dir)) return FALSE;
1391                         ratial_stop_mouth();
1392                         msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
1393                         (void)fear_monster(dir, plev);
1394                         break;
1395
1396                 case RACE_KLACKON:
1397                         if (!get_aim_dir(&dir)) return FALSE;
1398                         ratial_stop_mouth();
1399                         msg_print(_("酸を吐いた。", "You spit acid."));
1400                         if (plev < 25) fire_bolt(GF_ACID, dir, plev);
1401                         else fire_ball(GF_ACID, dir, plev, 2);
1402                         break;
1403
1404                 case RACE_KOBOLD:
1405                         if (!get_aim_dir(&dir)) return FALSE;
1406                         msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
1407                         fire_bolt(GF_POIS, dir, plev);
1408                         break;
1409
1410                 case RACE_NIBELUNG:
1411                         msg_print(_("周囲を調査した。", "You examine your surroundings."));
1412                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1413                         (void)detect_doors(DETECT_RAD_DEFAULT);
1414                         (void)detect_stairs(DETECT_RAD_DEFAULT);
1415                         break;
1416
1417                 case RACE_DARK_ELF:
1418                         if (!get_aim_dir(&dir)) return FALSE;
1419                         msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
1420                         fire_bolt_or_beam(10, GF_MISSILE, dir,
1421                             damroll(3 + ((plev - 1) / 5), 4));
1422                         break;
1423
1424                 case RACE_DRACONIAN:
1425                         {
1426                                 int  Type = (one_in_(3) ? GF_COLD : GF_FIRE);
1427 #ifdef JP
1428                                 cptr Type_desc = ((Type == GF_COLD) ? "冷気" : "炎");
1429 #else
1430                                 cptr Type_desc = ((Type == GF_COLD) ? "cold" : "fire");
1431 #endif
1432
1433                                 if (!get_aim_dir(&dir)) return FALSE;
1434
1435                                 if (randint1(100) < plev)
1436                                 {
1437                                         switch (p_ptr->pclass)
1438                                         {
1439                                                 case CLASS_WARRIOR:
1440                                                 case CLASS_BERSERKER:
1441                                                 case CLASS_RANGER:
1442                                                 case CLASS_TOURIST:
1443                                                 case CLASS_IMITATOR:
1444                                                 case CLASS_ARCHER:
1445                                                 case CLASS_SMITH:
1446                                                         if (one_in_(3))
1447                                                         {
1448                                                                 Type = GF_MISSILE;
1449                                                                 Type_desc = _("エレメント", "the elements");
1450                                                         }
1451                                                         else
1452                                                         {
1453                                                                 Type = GF_SHARDS;
1454                                                                 Type_desc = _("破片", "shards");
1455                                                         }
1456                                                         break;
1457                                                 case CLASS_MAGE:
1458                                                 case CLASS_WARRIOR_MAGE:
1459                                                 case CLASS_HIGH_MAGE:
1460                                                 case CLASS_SORCERER:
1461                                                 case CLASS_MAGIC_EATER:
1462                                                 case CLASS_RED_MAGE:
1463                                                 case CLASS_BLUE_MAGE:
1464                                                 case CLASS_MIRROR_MASTER:
1465                                                         if (one_in_(3))
1466                                                         {
1467                                                                 Type = GF_MANA;
1468                                                                 Type_desc = _("魔力", "mana");
1469                                                         }
1470                                                         else
1471                                                         {
1472                                                                 Type = GF_DISENCHANT;
1473                                                                 Type_desc = _("劣化", "disenchantment");
1474                                                         }
1475                                                         break;
1476                                                 case CLASS_CHAOS_WARRIOR:
1477                                                         if (!one_in_(3))
1478                                                         {
1479                                                                 Type = GF_CONFUSION;
1480                                                                 Type_desc = _("混乱", "confusion");
1481                                                         }
1482                                                         else
1483                                                         {
1484                                                                 Type = GF_CHAOS;
1485                                                                 Type_desc = _("カオス", "chaos");
1486                                                         }
1487                                                         break;
1488                                                 case CLASS_MONK:
1489                                                 case CLASS_SAMURAI:
1490                                                 case CLASS_FORCETRAINER:
1491                                                         if (!one_in_(3))
1492                                                         {
1493                                                                 Type = GF_CONFUSION;
1494                                                                 Type_desc = _("混乱", "confusion");
1495                                                         }
1496                                                         else
1497                                                         {
1498                                                                 Type = GF_SOUND;
1499                                                                 Type_desc = _("轟音", "sound");
1500                                                         }
1501                                                         break;
1502                                                 case CLASS_MINDCRAFTER:
1503                                                         if (!one_in_(3))
1504                                                         {
1505                                                                 Type = GF_CONFUSION;
1506                                                                 Type_desc = _("混乱", "confusion");
1507                                                         }
1508                                                         else
1509                                                         {
1510                                                                 Type = GF_PSI;
1511                                                                 Type_desc = _("精神エネルギー", "mental energy");
1512                                                         }
1513                                                         break;
1514                                                 case CLASS_PRIEST:
1515                                                 case CLASS_PALADIN:
1516                                                         if (one_in_(3))
1517                                                         {
1518                                                                 Type = GF_HELL_FIRE;
1519                                                                 Type_desc = _("地獄の劫火", "hellfire");
1520                                                         }
1521                                                         else
1522                                                         {
1523                                                                 Type = GF_HOLY_FIRE;
1524                                                                 Type_desc = _("聖なる炎", "holy fire");
1525                                                         }
1526                                                         break;
1527                                                 case CLASS_ROGUE:
1528                                                 case CLASS_NINJA:
1529                                                         if (one_in_(3))
1530                                                         {
1531                                                                 Type = GF_DARK;
1532                                                                 Type_desc = _("暗黒", "darkness");
1533                                                         }
1534                                                         else
1535                                                         {
1536                                                                 Type = GF_POIS;
1537                                                                 Type_desc = _("毒", "poison");
1538                                                         }
1539                                                         break;
1540                                                 case CLASS_BARD:
1541                                                         if (!one_in_(3))
1542                                                         {
1543                                                                 Type = GF_SOUND;
1544                                                                 Type_desc = _("轟音", "sound");
1545                                                         }
1546                                                         else
1547                                                         {
1548                                                                 Type = GF_CONFUSION;
1549                                                                 Type_desc = _("混乱", "confusion");
1550                                                         }
1551                                                         break;
1552                                         }
1553                                 }
1554
1555                                 ratial_stop_mouth();
1556                                 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
1557
1558                                 fire_ball(Type, dir, plev * 2,
1559                                     -(plev / 15) - 1);
1560                         }
1561                         break;
1562
1563                 case RACE_MIND_FLAYER:
1564                         if (!get_aim_dir(&dir)) return FALSE;
1565                         msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
1566                         fire_bolt(GF_PSI, dir, plev);
1567                         break;
1568
1569                 case RACE_IMP:
1570                         if (!get_aim_dir(&dir)) return FALSE;
1571                         if (plev >= 30)
1572                         {
1573                                 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
1574                                 fire_ball(GF_FIRE, dir, plev, 2);
1575                         }
1576                         else
1577                         {
1578                                 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
1579                                 fire_bolt(GF_FIRE, dir, plev);
1580                         }
1581                         break;
1582
1583                 case RACE_GOLEM:
1584                         (void)set_shield(randint1(20) + 30, FALSE);
1585                         break;
1586
1587                 case RACE_SKELETON:
1588                 case RACE_ZOMBIE:
1589                         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."));
1590                         (void)restore_level();
1591                         break;
1592
1593                 case RACE_VAMPIRE:
1594                         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
1595                         {
1596                                 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
1597                                 return FALSE;
1598                         }
1599                         else
1600                         {
1601                                 int y, x, dummy = 0;
1602                                 cave_type *c_ptr;
1603
1604                                 /* Only works on adjacent monsters */
1605                                 if (!get_rep_dir(&dir,FALSE)) return FALSE;   /* was get_aim_dir */
1606                                 y = p_ptr->y + ddy[dir];
1607                                 x = p_ptr->x + ddx[dir];
1608                                 c_ptr = &cave[y][x];
1609
1610                                 ratial_stop_mouth();
1611
1612                                 if (!c_ptr->m_idx)
1613                                 {
1614                                         msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
1615                                         break;
1616                                 }
1617
1618                                 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
1619                                 dummy = plev + randint1(plev) * MAX(1, plev / 10);   /* Dmg */
1620                                 if (drain_life(dir, dummy))
1621                                 {
1622                                         if (p_ptr->food < PY_FOOD_FULL)
1623                                                 /* No heal if we are "full" */
1624                                                 (void)hp_player(dummy);
1625                                         else
1626                                                 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
1627
1628                                         /* Gain nutritional sustenance: 150/hp drained */
1629                                         /* A Food ration gives 5000 food points (by contrast) */
1630                                         /* Don't ever get more than "Full" this way */
1631                                         /* But if we ARE Gorged,  it won't cure us */
1632                                         dummy = p_ptr->food + MIN(5000, 100 * dummy);
1633                                         if (p_ptr->food < PY_FOOD_MAX)   /* Not gorged already */
1634                                                 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
1635                                 }
1636                                 else
1637                                         msg_print(_("げぇ。ひどい味だ。", "Yechh. That tastes foul."));
1638                         }
1639                         break;
1640
1641                 case RACE_SPECTRE:
1642                         if (!get_aim_dir(&dir)) return FALSE;
1643                         ratial_stop_mouth();
1644                         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!"));
1645                         (void)fear_monster(dir, plev);
1646                         break;
1647
1648                 case RACE_SPRITE:
1649                         msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
1650                         if (plev < 25) sleep_monsters_touch();
1651                         else (void)sleep_monsters(plev);
1652                         break;
1653
1654                 case RACE_DEMON:
1655                         {
1656                                 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1657                                 if (!get_aim_dir(&dir)) return FALSE;
1658                                 ratial_stop_mouth();
1659 #ifdef JP
1660                                 msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎"));
1661 #else
1662                                 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1663 #endif
1664
1665                                 fire_ball(type, dir, plev * 3, -(plev / 15) - 1);
1666                         }
1667                         break;
1668
1669                 case RACE_KUTAR:
1670                         (void)set_tsubureru(randint1(20) + 30, FALSE);
1671                         break;
1672
1673                 case RACE_ANDROID:
1674                         if (!get_aim_dir(&dir)) return FALSE;
1675                         if (plev < 10)
1676                         {
1677                                 msg_print(_("レイガンを発射した。", "You fire your ray gun."));
1678                                 fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
1679                         }
1680                         else if (plev < 25)
1681                         {
1682                                 msg_print(_("ブラスターを発射した。", "You fire your blaster."));
1683                                 fire_bolt(GF_MISSILE, dir, plev);
1684                         }
1685                         else if (plev < 35)
1686                         {
1687                                 msg_print(_("バズーカを発射した。", "You fire your bazooka."));
1688                                 fire_ball(GF_MISSILE, dir, plev * 2, 2);
1689                         }
1690                         else if (plev < 45)
1691                         {
1692                                 msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon."));
1693                                 fire_beam(GF_MISSILE, dir, plev * 2);
1694                         }
1695                         else
1696                         {
1697                                 msg_print(_("ロケットを発射した。", "You fire a rocket."));
1698                                 fire_rocket(GF_ROCKET, dir, plev * 5, 2);
1699                         }
1700                         break;
1701
1702                 default:
1703                         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."));
1704                         p_ptr->energy_use = 0;
1705         }
1706         }
1707         return TRUE;
1708 }
1709
1710 /*!
1711  * @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
1712  * @return なし
1713  */
1714 void do_cmd_racial_power(void)
1715 {
1716         power_desc_type power_desc[36];
1717         int             num, i = 0;
1718         int             ask = TRUE;
1719         int             lvl = p_ptr->lev;
1720         bool            flag, redraw, cast = FALSE;
1721         bool            warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
1722         char            choice;
1723         char            out_val[160];
1724         int menu_line = (use_menu ? 1 : 0);
1725
1726
1727         for (num = 0; num < 36; num++)
1728         {
1729                 strcpy(power_desc[num].name, "");
1730                 power_desc[num].number = 0;
1731         }
1732
1733         num = 0;
1734
1735         if (p_ptr->confused)
1736         {
1737                 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!"));
1738                 p_ptr->energy_use = 0;
1739                 return;
1740         }
1741
1742         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
1743         {
1744                 set_action(ACTION_NONE);
1745         }
1746
1747         switch (p_ptr->pclass)
1748         {
1749         case CLASS_WARRIOR:
1750         {
1751                 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
1752                 power_desc[num].level = 40;
1753                 power_desc[num].cost = 75;
1754                 power_desc[num].stat = A_DEX;
1755                 power_desc[num].fail = 35;
1756                 power_desc[num++].number = -3;
1757                 break;
1758         }
1759         case CLASS_HIGH_MAGE:
1760         if (p_ptr->realm1 == REALM_HEX)
1761         {
1762                 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
1763                 power_desc[num].level = 1;
1764                 power_desc[num].cost = 0;
1765                 power_desc[num].stat = A_INT;
1766                 power_desc[num].fail = 0;
1767                 power_desc[num++].number = -3;
1768                 break;
1769         }
1770         case CLASS_MAGE:
1771         /* case CLASS_HIGH_MAGE: */
1772         case CLASS_SORCERER:
1773         {
1774                 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1775                 power_desc[num].level = 25;
1776                 power_desc[num].cost = 1;
1777                 power_desc[num].stat = A_INT;
1778                 power_desc[num].fail = 25;
1779                 power_desc[num++].number = -3;
1780                 break;
1781         }
1782         case CLASS_PRIEST:
1783         {
1784                 if (is_good_realm(p_ptr->realm1))
1785                 {
1786                         strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
1787                         power_desc[num].level = 35;
1788                         power_desc[num].cost = 70;
1789                         power_desc[num].stat = A_WIS;
1790                         power_desc[num].fail = 50;
1791                         power_desc[num++].number = -3;
1792                 }
1793                 else
1794                 {
1795                         strcpy(power_desc[num].name, _("召魂", "Evocation"));
1796                         power_desc[num].level = 42;
1797                         power_desc[num].cost = 40;
1798                         power_desc[num].stat = A_WIS;
1799                         power_desc[num].fail = 35;
1800                         power_desc[num++].number = -3;
1801                 }
1802                 break;
1803         }
1804         case CLASS_ROGUE:
1805         {
1806                 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
1807                 power_desc[num].level = 8;
1808                 power_desc[num].cost = 12;
1809                 power_desc[num].stat = A_DEX;
1810                 power_desc[num].fail = 14;
1811                 power_desc[num++].number = -3;
1812                 break;
1813         }
1814         case CLASS_RANGER:
1815         case CLASS_SNIPER:
1816         {
1817                 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
1818                 power_desc[num].level = 15;
1819                 power_desc[num].cost = 20;
1820                 power_desc[num].stat = A_INT;
1821                 power_desc[num].fail = 12;
1822                 power_desc[num++].number = -3;
1823                 break;
1824         }
1825         case CLASS_PALADIN:
1826         {
1827                 if (is_good_realm(p_ptr->realm1))
1828                 {
1829                         strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
1830                         power_desc[num].level = 30;
1831                         power_desc[num].cost = 30;
1832                         power_desc[num].stat = A_WIS;
1833                         power_desc[num].fail = 30;
1834                         power_desc[num++].number = -3;
1835                 }
1836                 else
1837                 {
1838                         strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
1839                         power_desc[num].level = 30;
1840                         power_desc[num].cost = 30;
1841                         power_desc[num].stat = A_WIS;
1842                         power_desc[num].fail = 30;
1843                         power_desc[num++].number = -3;
1844                 }
1845                 break;
1846         }
1847         case CLASS_WARRIOR_MAGE:
1848         {
1849                 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
1850                 power_desc[num].level = 25;
1851                 power_desc[num].cost = 0;
1852                 power_desc[num].stat = A_INT;
1853                 power_desc[num].fail = 10;
1854                 power_desc[num++].number = -3;
1855                         
1856                 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
1857                 power_desc[num].level = 25;
1858                 power_desc[num].cost = 0;
1859                 power_desc[num].stat = A_INT;
1860                 power_desc[num].fail = 10;
1861                 power_desc[num++].number = -4;
1862                 break;
1863         }
1864         case CLASS_CHAOS_WARRIOR:
1865         {
1866                 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
1867                 power_desc[num].level = 40;
1868                 power_desc[num].cost = 50;
1869                 power_desc[num].stat = A_INT;
1870                 power_desc[num].fail = 25;
1871                 power_desc[num++].number = -3;
1872                 break;
1873         }
1874         case CLASS_MONK:
1875         {
1876                 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
1877                 power_desc[num].level = 25;
1878                 power_desc[num].cost = 0;
1879                 power_desc[num].stat = A_DEX;
1880                 power_desc[num].fail = 0;
1881                 power_desc[num++].number = -3;
1882                         
1883                 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
1884                 power_desc[num].level = 30;
1885                 power_desc[num].cost = 30;
1886                 power_desc[num].stat = A_STR;
1887                 power_desc[num].fail = 20;
1888                 power_desc[num++].number = -4;
1889                 break;
1890         }
1891         case CLASS_MINDCRAFTER:
1892         case CLASS_FORCETRAINER:
1893         {
1894                 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1895                 power_desc[num].level = 15;
1896                 power_desc[num].cost = 0;
1897                 power_desc[num].stat = A_WIS;
1898                 power_desc[num].fail = 10;
1899                 power_desc[num++].number = -3;
1900                 break;
1901         }
1902         case CLASS_TOURIST:
1903         {
1904                 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1905                 power_desc[num].level = 1;
1906                 power_desc[num].cost = 0;
1907                 power_desc[num].stat = A_DEX;
1908                 power_desc[num].fail = 0;
1909                 power_desc[num++].number = -3;
1910                 
1911                 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1912                 power_desc[num].level = 25;
1913                 power_desc[num].cost = 20;
1914                 power_desc[num].stat = A_INT;
1915                 power_desc[num].fail = 20;
1916                 power_desc[num++].number = -4;
1917                 break;
1918         }
1919         case CLASS_IMITATOR:
1920         {
1921                 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1922                 power_desc[num].level = 30;
1923                 power_desc[num].cost = 100;
1924                 power_desc[num].stat = A_DEX;
1925                 power_desc[num].fail = 30;
1926                 power_desc[num++].number = -3;
1927                 break;
1928         }
1929         case CLASS_BEASTMASTER:
1930         {
1931                 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1932                 power_desc[num].level = 1;
1933                 power_desc[num].cost = (p_ptr->lev+3)/4;
1934                 power_desc[num].stat = A_CHR;
1935                 power_desc[num].fail = 10;
1936                 power_desc[num++].number = -3;
1937                 
1938                 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1939                 power_desc[num].level = 30;
1940                 power_desc[num].cost = (p_ptr->lev+20)/2;
1941                 power_desc[num].stat = A_CHR;
1942                 power_desc[num].fail = 10;
1943                 power_desc[num++].number = -4;
1944                 break;
1945         }
1946         case CLASS_ARCHER:
1947         {
1948                 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1949                 power_desc[num].level = 1;
1950                 power_desc[num].cost = 0;
1951                 power_desc[num].stat = A_DEX;
1952                 power_desc[num].fail = 0;
1953                 power_desc[num++].number = -3;
1954                 break;
1955         }
1956         case CLASS_MAGIC_EATER:
1957         {
1958                 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1959                 power_desc[num].level = 1;
1960                 power_desc[num].cost = 0;
1961                 power_desc[num].stat = A_INT;
1962                 power_desc[num].fail = 0;
1963                 power_desc[num++].number = -3;
1964
1965                 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1966                 power_desc[num].level = 10;
1967                 power_desc[num].cost = 10 + (lvl - 10) / 2;
1968                 power_desc[num].stat = A_INT;
1969                 power_desc[num].fail = 0;
1970                 power_desc[num++].number = -4;
1971                 break;
1972         }
1973         case CLASS_BARD:
1974         {
1975                 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1976                 power_desc[num].level = 1;
1977                 power_desc[num].cost = 0;
1978                 power_desc[num].stat = A_CHR;
1979                 power_desc[num].fail = 0;
1980                 power_desc[num++].number = -3;
1981                 break;
1982         }
1983         case CLASS_RED_MAGE:
1984         {
1985                 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1986                 power_desc[num].level = 48;
1987                 power_desc[num].cost = 20;
1988                 power_desc[num].stat = A_INT;
1989                 power_desc[num].fail = 0;
1990                 power_desc[num++].number = -3;
1991                 break;
1992         }
1993         case CLASS_SAMURAI:
1994         {
1995                 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1996                 power_desc[num].level = 1;
1997                 power_desc[num].cost = 0;
1998                 power_desc[num].stat = A_WIS;
1999                 power_desc[num].fail = 0;
2000                 power_desc[num++].number = -3;
2001                 
2002                 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
2003                 power_desc[num].level = 25;
2004                 power_desc[num].cost = 0;
2005                 power_desc[num].stat = A_DEX;
2006                 power_desc[num].fail = 0;
2007                 power_desc[num++].number = -4;
2008                 break;
2009         }
2010         case CLASS_BLUE_MAGE:
2011         {
2012                 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
2013                 power_desc[num].level = 1;
2014                 power_desc[num].cost = 0;
2015                 power_desc[num].stat = A_INT;
2016                 power_desc[num].fail = 0;
2017                 power_desc[num++].number = -3;
2018                 break;
2019         }
2020         case CLASS_CAVALRY:
2021         {
2022                 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
2023                 power_desc[num].level = 10;
2024                 power_desc[num].cost = 0;
2025                 power_desc[num].stat = A_STR;
2026                 power_desc[num].fail = 10;
2027                 power_desc[num++].number = -3;
2028                 break;
2029         }
2030         case CLASS_BERSERKER:
2031         {
2032                 strcpy(power_desc[num].name, _("帰還", "Recall"));
2033                 power_desc[num].level = 10;
2034                 power_desc[num].cost = 10;
2035                 power_desc[num].stat = A_DEX;
2036                 power_desc[num].fail = 20;
2037                 power_desc[num++].number = -3;
2038                 break;
2039         }
2040         case CLASS_MIRROR_MASTER:
2041         {
2042                 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
2043                 power_desc[num].level = 1;
2044                 power_desc[num].cost = 0;
2045                 power_desc[num].stat = A_INT;
2046                 power_desc[num].fail = 0;
2047                 power_desc[num++].number = -3;
2048                 
2049                 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
2050                 power_desc[num].level = 30;
2051                 power_desc[num].cost = 0;
2052                 power_desc[num].stat = A_INT;
2053                 power_desc[num].fail = 20;
2054                 power_desc[num++].number = -4;
2055                 break;
2056         }
2057         case CLASS_SMITH:
2058         {
2059                 strcpy(power_desc[num].name, _("目利き", "Judgment"));
2060                 power_desc[num].level = 5;
2061                 power_desc[num].cost = 15;
2062                 power_desc[num].stat = A_INT;
2063                 power_desc[num].fail = 20;
2064                 power_desc[num++].number = -3;
2065                 break;
2066         }
2067         case CLASS_NINJA:
2068         {
2069                 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
2070                 power_desc[num].level = 20;
2071                 power_desc[num].cost = 0;
2072                 power_desc[num].stat = A_DEX;
2073                 power_desc[num].fail = 0;
2074                 power_desc[num++].number = -3;
2075                 break;
2076         }
2077         default:
2078                 strcpy(power_desc[0].name, _("(なし)", "(none)"));
2079         }
2080
2081         if (p_ptr->mimic_form)
2082         {
2083                 switch (p_ptr->mimic_form)
2084                 {
2085                 case MIMIC_DEMON:
2086                 case MIMIC_DEMON_LORD:
2087                         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);
2088                         power_desc[num].level = 15;
2089                         power_desc[num].cost = 10+lvl/3;
2090                         power_desc[num].stat = A_CON;
2091                         power_desc[num].fail = 20;
2092                         power_desc[num++].number = -1;
2093                         break;
2094                 case MIMIC_VAMPIRE:
2095                         strcpy(power_desc[num].name, _("生命力吸収", "Drain Life"));
2096                         power_desc[num].level = 2;
2097                         power_desc[num].cost = 1 + (lvl / 3);
2098                         power_desc[num].stat = A_CON;
2099                         power_desc[num].fail = 9;
2100                         power_desc[num++].number = -1;
2101                         break;
2102                 }
2103         }
2104         else
2105         {
2106         switch (p_ptr->prace)
2107         {
2108                 case RACE_DWARF:
2109                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
2110                         power_desc[num].level = 5;
2111                         power_desc[num].cost = 5;
2112                         power_desc[num].stat = A_WIS;
2113                         power_desc[num].fail = 12;
2114                         power_desc[num++].number = -1;
2115                         break;
2116                 case RACE_NIBELUNG:
2117                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
2118                         power_desc[num].level = 10;
2119                         power_desc[num].cost = 5;
2120                         power_desc[num].stat = A_WIS;
2121                         power_desc[num].fail = 10;
2122                         power_desc[num++].number = -1;
2123                         break;
2124                 case RACE_HOBBIT:
2125                         strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
2126                         power_desc[num].level = 15;
2127                         power_desc[num].cost = 10;
2128                         power_desc[num].stat = A_INT;
2129                         power_desc[num].fail = 10;
2130                         power_desc[num++].number = -1;
2131                         break;
2132                 case RACE_GNOME:
2133                         sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
2134                         power_desc[num].level = 5;
2135                         power_desc[num].cost = 5;
2136                         power_desc[num].stat = A_INT;
2137                         power_desc[num].fail = 12;
2138                         power_desc[num++].number = -1;
2139                         break;
2140                 case RACE_HALF_ORC:
2141                         strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
2142                         power_desc[num].level = 3;
2143                         power_desc[num].cost = 5;
2144                         power_desc[num].stat = A_WIS;
2145                         power_desc[num].fail = warrior ? 5 : 10;
2146                         power_desc[num++].number = -1;
2147                         break;
2148                 case RACE_HALF_TROLL:
2149                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2150                         power_desc[num].level = 10;
2151                         power_desc[num].cost = 12;
2152                         power_desc[num].stat = A_STR;
2153                         power_desc[num].fail = warrior ? 6 : 12;
2154                         power_desc[num++].number = -1;
2155                         break;
2156                 case RACE_BARBARIAN:
2157                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2158                         power_desc[num].level = 8;
2159                         power_desc[num].cost = 10;
2160                         power_desc[num].stat = A_STR;
2161                         power_desc[num].fail = warrior ? 6 : 12;
2162                         power_desc[num++].number = -1;
2163                         break;
2164                 case RACE_AMBERITE:
2165                         strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
2166                         power_desc[num].level = 30;
2167                         power_desc[num].cost = 50;
2168                         power_desc[num].stat = A_INT;
2169                         power_desc[num].fail = 50;
2170                         power_desc[num++].number = -1;
2171                         
2172                         strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
2173                         power_desc[num].level = 40;
2174                         power_desc[num].cost = 75;
2175                         power_desc[num].stat = A_WIS;
2176                         power_desc[num].fail = 50;
2177                         power_desc[num++].number = -2;
2178                         break;
2179                 case RACE_HALF_OGRE:
2180                         strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
2181                         power_desc[num].level = 25;
2182                         power_desc[num].cost = 35;
2183                         power_desc[num].stat = A_INT;
2184                         power_desc[num].fail = 15;
2185                         power_desc[num++].number = -1;
2186                         break;
2187                 case RACE_HALF_GIANT:
2188                         strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
2189                         power_desc[num].level = 20;
2190                         power_desc[num].cost = 10;
2191                         power_desc[num].stat = A_STR;
2192                         power_desc[num].fail = 12;
2193                         power_desc[num++].number = -1;
2194                         break;
2195                 case RACE_HALF_TITAN:
2196                         strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
2197                         power_desc[num].level = 15;
2198                         power_desc[num].cost = 10;
2199                         power_desc[num].stat = A_INT;
2200                         power_desc[num].fail = 12;
2201                         power_desc[num++].number = -1;
2202                         break;
2203                 case RACE_CYCLOPS:
2204                         sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
2205                         power_desc[num].level = 20;
2206                         power_desc[num].cost = 15;
2207                         power_desc[num].stat = A_STR;
2208                         power_desc[num].fail = 12;
2209                         power_desc[num++].number = -1;
2210                         break;
2211                 case RACE_YEEK:
2212                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2213                         power_desc[num].level = 15;
2214                         power_desc[num].cost = 15;
2215                         power_desc[num].stat = A_WIS;
2216                         power_desc[num].fail = 10;
2217                         power_desc[num++].number = -1;
2218                         break;
2219                 case RACE_SPECTRE:
2220                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2221                         power_desc[num].level = 4;
2222                         power_desc[num].cost = 6;
2223                         power_desc[num].stat = A_INT;
2224                         power_desc[num].fail = 3;
2225                         power_desc[num++].number = -1;
2226                         break;
2227                 case RACE_KLACKON:
2228                         sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
2229                         power_desc[num].level = 9;
2230                         power_desc[num].cost = 9;
2231                         power_desc[num].stat = A_DEX;
2232                         power_desc[num].fail = 14;
2233                         power_desc[num++].number = -1;
2234                         break;
2235                 case RACE_KOBOLD:
2236                         sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
2237                         power_desc[num].level = 12;
2238                         power_desc[num].cost = 8;
2239                         power_desc[num].stat = A_DEX;
2240                         power_desc[num].fail = 14;
2241                         power_desc[num++].number = -1;
2242                         break;
2243                 case RACE_DARK_ELF:
2244                         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);
2245                         power_desc[num].level = 2;
2246                         power_desc[num].cost = 2;
2247                         power_desc[num].stat = A_INT;
2248                         power_desc[num].fail = 9;
2249                         power_desc[num++].number = -1;
2250                         break;
2251                 case RACE_DRACONIAN:
2252                         sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
2253                         power_desc[num].level = 1;
2254                         power_desc[num].cost = lvl;
2255                         power_desc[num].stat = A_CON;
2256                         power_desc[num].fail = 12;
2257                         power_desc[num++].number = -1;
2258                         break;
2259                 case RACE_MIND_FLAYER:
2260                         sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
2261                         power_desc[num].level = 15;
2262                         power_desc[num].cost = 12;
2263                         power_desc[num].stat = A_INT;
2264                         power_desc[num].fail = 14;
2265                         power_desc[num++].number = -1;
2266                         break;
2267                 case RACE_IMP:
2268                         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);
2269                         power_desc[num].level = 9;
2270                         power_desc[num].cost = 15;
2271                         power_desc[num].stat = A_WIS;
2272                         power_desc[num].fail = 15;
2273                         power_desc[num++].number = -1;
2274                         break;
2275                 case RACE_GOLEM:
2276                         strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
2277                         power_desc[num].level = 20;
2278                         power_desc[num].cost = 15;
2279                         power_desc[num].stat = A_CON;
2280                         power_desc[num].fail = 8;
2281                         power_desc[num++].number = -1;
2282                         break;
2283                 case RACE_SKELETON:
2284                 case RACE_ZOMBIE:
2285                         strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
2286                         power_desc[num].level = 30;
2287                         power_desc[num].cost = 30;
2288                         power_desc[num].stat = A_WIS;
2289                         power_desc[num].fail = 18;
2290                         power_desc[num++].number = -1;
2291                         break;
2292                 case RACE_VAMPIRE:
2293                         strcpy(power_desc[num].name, _("生命力吸収", "Drain Life"));
2294                         power_desc[num].level = 2;
2295                         power_desc[num].cost = 1 + (lvl / 3);
2296                         power_desc[num].stat = A_CON;
2297                         power_desc[num].fail = 9;
2298                         power_desc[num++].number = -1;
2299                         break;
2300                 case RACE_SPRITE:
2301                         strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
2302                         power_desc[num].level = 12;
2303                         power_desc[num].cost = 12;
2304                         power_desc[num].stat = A_INT;
2305                         power_desc[num].fail = 15;
2306                         power_desc[num++].number = -1;
2307                         break;
2308                 case RACE_DEMON:
2309                         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);
2310                         power_desc[num].level = 15;
2311                         power_desc[num].cost = 10+lvl/3;
2312                         power_desc[num].stat = A_CON;
2313                         power_desc[num].fail = 20;
2314                         power_desc[num++].number = -1;
2315                         break;
2316                 case RACE_KUTAR:
2317                         strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
2318                         power_desc[num].level = 20;
2319                         power_desc[num].cost = 15;
2320                         power_desc[num].stat = A_CHR;
2321                         power_desc[num].fail = 8;
2322                         power_desc[num++].number = -1;
2323                         break;
2324                 case RACE_ANDROID:
2325                         if (p_ptr->lev < 10)
2326                         {
2327                                 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
2328                                 power_desc[num].level = 1;
2329                                 power_desc[num].cost = 7;
2330                                 power_desc[num].fail = 8;
2331                         }
2332                         else if (p_ptr->lev < 25)
2333                         {
2334                                 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
2335                                 power_desc[num].level = 10;
2336                                 power_desc[num].cost = 13;
2337                                 power_desc[num].fail = 10;
2338                         }
2339                         else if (p_ptr->lev < 35)
2340                         {
2341                                 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
2342                                 power_desc[num].level = 25;
2343                                 power_desc[num].cost = 26;
2344                                 power_desc[num].fail = 12;
2345                         }
2346                         else if (p_ptr->lev < 45)
2347                         {
2348                                 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
2349                                 power_desc[num].level = 35;
2350                                 power_desc[num].cost = 40;
2351                                 power_desc[num].fail = 15;
2352                         }
2353                         else
2354                         {
2355                                 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
2356                                 power_desc[num].level = 45;
2357                                 power_desc[num].cost = 60;
2358                                 power_desc[num].fail = 18;
2359                         }
2360                         power_desc[num].stat = A_STR;
2361                         power_desc[num++].number = -1;
2362                         break;
2363                 default:
2364                 {
2365                         break;
2366                 }
2367         }
2368         }
2369
2370         if (p_ptr->muta1)
2371         {
2372                 if (p_ptr->muta1 & MUT1_SPIT_ACID)
2373                 {
2374                         strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
2375                         power_desc[num].level = 9;
2376                         power_desc[num].cost = 9;
2377                         power_desc[num].stat = A_DEX;
2378                         power_desc[num].fail = 15;
2379                         power_desc[num++].number = MUT1_SPIT_ACID;
2380                 }
2381
2382                 if (p_ptr->muta1 & MUT1_BR_FIRE)
2383                 {
2384                         strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
2385                         power_desc[num].level = 20;
2386                         power_desc[num].cost = lvl;
2387                         power_desc[num].stat = A_CON;
2388                         power_desc[num].fail = 18;
2389                         power_desc[num++].number = MUT1_BR_FIRE;
2390                 }
2391
2392                 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
2393                 {
2394                         strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
2395                         power_desc[num].level = 12;
2396                         power_desc[num].cost = 12;
2397                         power_desc[num].stat = A_CHR;
2398                         power_desc[num].fail = 18;
2399                         power_desc[num++].number = MUT1_HYPN_GAZE;
2400                 }
2401
2402                 if (p_ptr->muta1 & MUT1_TELEKINES)
2403                 {
2404                         strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
2405                         power_desc[num].level = 9;
2406                         power_desc[num].cost = 9;
2407                         power_desc[num].stat = A_WIS;
2408                         power_desc[num].fail = 14;
2409                         power_desc[num++].number = MUT1_TELEKINES;
2410                 }
2411
2412                 if (p_ptr->muta1 & MUT1_VTELEPORT)
2413                 {
2414                         strcpy(power_desc[num].name, _("テレポート", "Teleport"));
2415                         power_desc[num].level = 7;
2416                         power_desc[num].cost = 7;
2417                         power_desc[num].stat = A_WIS;
2418                         power_desc[num].fail = 15;
2419                         power_desc[num++].number = MUT1_VTELEPORT;
2420                 }
2421
2422                 if (p_ptr->muta1 & MUT1_MIND_BLST)
2423                 {
2424                         strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
2425                         power_desc[num].level = 5;
2426                         power_desc[num].cost = 3;
2427                         power_desc[num].stat = A_WIS;
2428                         power_desc[num].fail = 15;
2429                         power_desc[num++].number = MUT1_MIND_BLST;
2430                 }
2431
2432                 if (p_ptr->muta1 & MUT1_RADIATION)
2433                 {
2434                         strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
2435                         power_desc[num].level = 15;
2436                         power_desc[num].cost = 15;
2437                         power_desc[num].stat = A_CON;
2438                         power_desc[num].fail = 14;
2439                         power_desc[num++].number = MUT1_RADIATION;
2440                 }
2441
2442                 if (p_ptr->muta1 & MUT1_VAMPIRISM)
2443                 {
2444                         strcpy(power_desc[num].name, _("吸血ドレイン", "Vampiric Drain"));
2445                         power_desc[num].level = 2;
2446                         power_desc[num].cost = (1 + (lvl / 3));
2447                         power_desc[num].stat = A_CON;
2448                         power_desc[num].fail = 9;
2449                         power_desc[num++].number = MUT1_VAMPIRISM;
2450                 }
2451
2452                 if (p_ptr->muta1 & MUT1_SMELL_MET)
2453                 {
2454                         strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
2455                         power_desc[num].level = 3;
2456                         power_desc[num].cost = 2;
2457                         power_desc[num].stat = A_INT;
2458                         power_desc[num].fail = 12;
2459                         power_desc[num++].number = MUT1_SMELL_MET;
2460                 }
2461
2462                 if (p_ptr->muta1 & MUT1_SMELL_MON)
2463                 {
2464                         strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
2465                         power_desc[num].level = 5;
2466                         power_desc[num].cost = 4;
2467                         power_desc[num].stat = A_INT;
2468                         power_desc[num].fail = 15;
2469                         power_desc[num++].number = MUT1_SMELL_MON;
2470                 }
2471
2472                 if (p_ptr->muta1 & MUT1_BLINK)
2473                 {
2474                         strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
2475                         power_desc[num].level = 3;
2476                         power_desc[num].cost = 3;
2477                         power_desc[num].stat = A_WIS;
2478                         power_desc[num].fail = 12;
2479                         power_desc[num++].number = MUT1_BLINK;
2480                 }
2481
2482                 if (p_ptr->muta1 & MUT1_EAT_ROCK)
2483                 {
2484                         strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
2485                         power_desc[num].level = 8;
2486                         power_desc[num].cost = 12;
2487                         power_desc[num].stat = A_CON;
2488                         power_desc[num].fail = 18;
2489                         power_desc[num++].number = MUT1_EAT_ROCK;
2490                 }
2491
2492                 if (p_ptr->muta1 & MUT1_SWAP_POS)
2493                 {
2494                         strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
2495                         power_desc[num].level = 15;
2496                         power_desc[num].cost = 12;
2497                         power_desc[num].stat = A_DEX;
2498                         power_desc[num].fail = 16;
2499                         power_desc[num++].number = MUT1_SWAP_POS;
2500                 }
2501
2502                 if (p_ptr->muta1 & MUT1_SHRIEK)
2503                 {
2504                         strcpy(power_desc[num].name, _("叫び", "Shriek"));
2505                         power_desc[num].level = 20;
2506                         power_desc[num].cost = 14;
2507                         power_desc[num].stat = A_CON;
2508                         power_desc[num].fail = 16;
2509                         power_desc[num++].number = MUT1_SHRIEK;
2510                 }
2511
2512                 if (p_ptr->muta1 & MUT1_ILLUMINE)
2513                 {
2514                         strcpy(power_desc[num].name, _("照明", "Illuminate"));
2515                         power_desc[num].level = 3;
2516                         power_desc[num].cost = 2;
2517                         power_desc[num].stat = A_INT;
2518                         power_desc[num].fail = 10;
2519                         power_desc[num++].number = MUT1_ILLUMINE;
2520                 }
2521
2522                 if (p_ptr->muta1 & MUT1_DET_CURSE)
2523                 {
2524                         strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
2525                         power_desc[num].level = 7;
2526                         power_desc[num].cost = 14;
2527                         power_desc[num].stat = A_WIS;
2528                         power_desc[num].fail = 14;
2529                         power_desc[num++].number = MUT1_DET_CURSE;
2530                 }
2531
2532                 if (p_ptr->muta1 & MUT1_BERSERK)
2533                 {
2534                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2535                         power_desc[num].level = 8;
2536                         power_desc[num].cost = 8;
2537                         power_desc[num].stat = A_STR;
2538                         power_desc[num].fail = 14;
2539                         power_desc[num++].number = MUT1_BERSERK;
2540                 }
2541
2542                 if (p_ptr->muta1 & MUT1_POLYMORPH)
2543                 {
2544                         strcpy(power_desc[num].name, _("変身", "Polymorph"));
2545                         power_desc[num].level = 18;
2546                         power_desc[num].cost = 20;
2547                         power_desc[num].stat = A_CON;
2548                         power_desc[num].fail = 18;
2549                         power_desc[num++].number = MUT1_POLYMORPH;
2550                 }
2551
2552                 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
2553                 {
2554                         strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
2555                         power_desc[num].level = 10;
2556                         power_desc[num].cost = 5;
2557                         power_desc[num].stat = A_INT;
2558                         power_desc[num].fail = 12;
2559                         power_desc[num++].number = MUT1_MIDAS_TCH;
2560                 }
2561
2562                 if (p_ptr->muta1 & MUT1_GROW_MOLD)
2563                 {
2564                         strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
2565                         power_desc[num].level = 1;
2566                         power_desc[num].cost = 6;
2567                         power_desc[num].stat = A_CON;
2568                         power_desc[num].fail = 14;
2569                         power_desc[num++].number = MUT1_GROW_MOLD;
2570                 }
2571
2572                 if (p_ptr->muta1 & MUT1_RESIST)
2573                 {
2574                         strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
2575                         power_desc[num].level = 10;
2576                         power_desc[num].cost = 12;
2577                         power_desc[num].stat = A_CON;
2578                         power_desc[num].fail = 12;
2579                         power_desc[num++].number = MUT1_RESIST;
2580                 }
2581
2582                 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
2583                 {
2584                         strcpy(power_desc[num].name, _("地震", "Earthquake"));
2585                         power_desc[num].level = 12;
2586                         power_desc[num].cost = 12;
2587                         power_desc[num].stat = A_STR;
2588                         power_desc[num].fail = 16;
2589                         power_desc[num++].number = MUT1_EARTHQUAKE;
2590                 }
2591
2592                 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
2593                 {
2594                         strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
2595                         power_desc[num].level = 17;
2596                         power_desc[num].cost = 1;
2597                         power_desc[num].stat = A_WIS;
2598                         power_desc[num].fail = 15;
2599                         power_desc[num++].number = MUT1_EAT_MAGIC;
2600                 }
2601
2602                 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
2603                 {
2604                         strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
2605                         power_desc[num].level = 6;
2606                         power_desc[num].cost = 6;
2607                         power_desc[num].stat = A_INT;
2608                         power_desc[num].fail = 10;
2609                         power_desc[num++].number = MUT1_WEIGH_MAG;
2610                 }
2611
2612                 if (p_ptr->muta1 & MUT1_STERILITY)
2613                 {
2614                         strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
2615                         power_desc[num].level = 12;
2616                         power_desc[num].cost = 23;
2617                         power_desc[num].stat = A_CHR;
2618                         power_desc[num].fail = 15;
2619                         power_desc[num++].number = MUT1_STERILITY;
2620                 }
2621
2622                 if (p_ptr->muta1 & MUT1_PANIC_HIT)
2623                 {
2624                         strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
2625                         power_desc[num].level = 10;
2626                         power_desc[num].cost = 12;
2627                         power_desc[num].stat = A_DEX;
2628                         power_desc[num].fail = 14;
2629                         power_desc[num++].number = MUT1_PANIC_HIT;
2630                 }
2631
2632                 if (p_ptr->muta1 & MUT1_DAZZLE)
2633                 {
2634                         strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
2635                         power_desc[num].level = 7;
2636                         power_desc[num].cost = 15;
2637                         power_desc[num].stat = A_CHR;
2638                         power_desc[num].fail = 8;
2639                         power_desc[num++].number = MUT1_DAZZLE;
2640                 }
2641
2642                 if (p_ptr->muta1 & MUT1_LASER_EYE)
2643                 {
2644                         strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
2645                         power_desc[num].level = 7;
2646                         power_desc[num].cost = 10;
2647                         power_desc[num].stat = A_WIS;
2648                         power_desc[num].fail = 9;
2649                         power_desc[num++].number = MUT1_LASER_EYE;
2650                 }
2651
2652                 if (p_ptr->muta1 & MUT1_RECALL)
2653                 {
2654                         strcpy(power_desc[num].name, _("帰還", "Recall"));
2655                         power_desc[num].level = 17;
2656                         power_desc[num].cost = 50;
2657                         power_desc[num].stat = A_INT;
2658                         power_desc[num].fail = 16;
2659                         power_desc[num++].number = MUT1_RECALL;
2660                 }
2661
2662                 if (p_ptr->muta1 & MUT1_BANISH)
2663                 {
2664                         strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
2665                         power_desc[num].level = 25;
2666                         power_desc[num].cost = 25;
2667                         power_desc[num].stat = A_WIS;
2668                         power_desc[num].fail = 18;
2669                         power_desc[num++].number = MUT1_BANISH;
2670                 }
2671
2672                 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
2673                 {
2674                         strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
2675                         power_desc[num].level = 2;
2676                         power_desc[num].cost = 2;
2677                         power_desc[num].stat = A_CON;
2678                         power_desc[num].fail = 11;
2679                         power_desc[num++].number = MUT1_COLD_TOUCH;
2680                 }
2681
2682                 if (p_ptr->muta1 & MUT1_LAUNCHER)
2683                 {
2684                         strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
2685                         power_desc[num].level = 1;
2686                         power_desc[num].cost = lvl;
2687                         power_desc[num].stat = A_STR;
2688                         power_desc[num].fail = 6;
2689                         /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
2690                         power_desc[num++].number = 3;
2691                 }
2692         }
2693
2694         /* Nothing chosen yet */
2695         flag = FALSE;
2696
2697         /* No redraw yet */
2698         redraw = FALSE;
2699
2700         /* Build a prompt */
2701         (void) strnfmt(out_val, 78, 
2702                                 _("(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? "),
2703                                 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
2704
2705 #ifdef ALLOW_REPEAT
2706 if (!repeat_pull(&i) || i<0 || i>=num) {
2707 #endif /* ALLOW_REPEAT */
2708         if (use_menu) screen_save();
2709          /* Get a spell from the user */
2710
2711         choice = (always_show_list || use_menu) ? ESCAPE:1;
2712         while (!flag)
2713         {
2714                 if( choice==ESCAPE ) choice = ' '; 
2715                 else if( !get_com(out_val, &choice, FALSE) )break; 
2716
2717                 if (use_menu && choice != ' ')
2718                 {
2719                         switch(choice)
2720                         {
2721                                 case '0':
2722                                 {
2723                                         screen_load();
2724                                         p_ptr->energy_use = 0;
2725                                         return;
2726                                 }
2727
2728                                 case '8':
2729                                 case 'k':
2730                                 case 'K':
2731                                 {
2732                                         menu_line += (num - 1);
2733                                         break;
2734                                 }
2735
2736                                 case '2':
2737                                 case 'j':
2738                                 case 'J':
2739                                 {
2740                                         menu_line++;
2741                                         break;
2742                                 }
2743
2744                                 case '6':
2745                                 case 'l':
2746                                 case 'L':
2747                                 case '4':
2748                                 case 'h':
2749                                 case 'H':
2750                                 {
2751                                         if (menu_line > 18)
2752                                                 menu_line -= 18;
2753                                         else if (menu_line+18 <= num)
2754                                                 menu_line += 18;
2755                                         break;
2756                                 }
2757
2758                                 case 'x':
2759                                 case 'X':
2760                                 case '\r':
2761                                 {
2762                                         i = menu_line - 1;
2763                                         ask = FALSE;
2764                                         break;
2765                                 }
2766                         }
2767                         if (menu_line > num) menu_line -= num;
2768                 }
2769                 /* Request redraw */
2770                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
2771                 {
2772                         /* Show the list */
2773                         if (!redraw || use_menu)
2774                         {
2775                                 byte y = 1, x = 0;
2776                                 int ctr = 0;
2777                                 char dummy[80];
2778                                 char letter;
2779                                 int x1, y1;
2780
2781                                 strcpy(dummy, "");
2782
2783                                 /* Show list */
2784                                 redraw = TRUE;
2785
2786                                 /* Save the screen */
2787                                 if (!use_menu) screen_save();
2788
2789                                 /* Print header(s) */
2790                                 if (num < 18)
2791                                         prt(_("                            Lv   MP 失率", "                            Lv Cost Fail"), y++, x);
2792                                 else
2793                                 prt(_("                            Lv   MP 失率                            Lv   MP 失率", 
2794                                           "                            Lv Cost Fail                            Lv Cost Fail"), y++, x);
2795
2796
2797                                 /* Print list */
2798                                 while (ctr < num)
2799                                 {
2800                                         x1 = ((ctr < 18) ? x : x + 40);
2801                                         y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
2802
2803                                         if (use_menu)
2804                                         {
2805                                                 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " >  "));
2806                                                 else strcpy(dummy, "    ");
2807                                         }
2808                                         else
2809                                         {
2810                                                 /* letter/number for power selection */
2811                                                 if (ctr < 26)
2812                                                         letter = I2A(ctr);
2813                                                 else
2814                                                         letter = '0' + ctr - 26;
2815                                                 sprintf(dummy, " %c) ",letter);
2816                                         }
2817                                         strcat(dummy, format("%-23.23s %2d %4d %3d%%",
2818                                                 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
2819                                                 100 - racial_chance(&power_desc[ctr])));
2820                                         prt(dummy, y1, x1);
2821                                         ctr++;
2822                                 }
2823                         }
2824
2825                         /* Hide the list */
2826                         else
2827                         {
2828                                 /* Hide list */
2829                                 redraw = FALSE;
2830
2831                                 /* Restore the screen */
2832                                 screen_load();
2833                         }
2834
2835                         /* Redo asking */
2836                         continue;
2837                 }
2838
2839                 if (!use_menu)
2840                 {
2841                         if (choice == '\r' && num == 1)
2842                         {
2843                                 choice = 'a';
2844                         }
2845
2846                         if (isalpha(choice))
2847                         {
2848                                 /* Note verify */
2849                                 ask = (isupper(choice));
2850
2851                                 /* Lowercase */
2852                                 if (ask) choice = tolower(choice);
2853
2854                                 /* Extract request */
2855                                 i = (islower(choice) ? A2I(choice) : -1);
2856                         }
2857                         else
2858                         {
2859                                 ask = FALSE; /* Can't uppercase digits */
2860
2861                                 i = choice - '0' + 26;
2862                         }
2863                 }
2864
2865                 /* Totally Illegal */
2866                 if ((i < 0) || (i >= num))
2867                 {
2868                         bell();
2869                         continue;
2870                 }
2871
2872                 /* Verify it */
2873                 if (ask)
2874                 {
2875                         char tmp_val[160];
2876
2877                         /* Prompt */
2878                         (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
2879
2880                         /* Belay that order */
2881                         if (!get_check(tmp_val)) continue;
2882                 }
2883
2884                 /* Stop the loop */
2885                 flag = TRUE;
2886         }
2887
2888         /* Restore the screen */
2889         if (redraw) screen_load();
2890
2891         /* Abort if needed */
2892         if (!flag)
2893         {
2894                 p_ptr->energy_use = 0;
2895                 return;
2896         }
2897 #ifdef ALLOW_REPEAT
2898         repeat_push(i);
2899         } /*if (!repeat_pull(&i) || ...)*/
2900 #endif /* ALLOW_REPEAT */
2901         switch (racial_aux(&power_desc[i]))
2902         {
2903         case 1:
2904                 if (power_desc[i].number < 0)
2905                         cast = cmd_racial_power_aux(power_desc[i].number);
2906                 else
2907                         cast = mutation_power_aux(power_desc[i].number);
2908                 break;
2909         case 0:
2910                 cast = FALSE;
2911                 break;
2912         case -1:
2913                 cast = TRUE;
2914                 break;
2915         }
2916
2917         if (cast)
2918         {
2919                 if (racial_cost)
2920                 {
2921                         int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2922
2923                         /* If mana is not enough, player consumes hit point! */
2924                         if (p_ptr->csp < actual_racial_cost)
2925                         {
2926                                 actual_racial_cost -= p_ptr->csp;
2927                                 p_ptr->csp = 0;
2928                                 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2929                         }
2930                         else p_ptr->csp -= actual_racial_cost;
2931
2932                         /* Redraw mana and hp */
2933                         p_ptr->redraw |= (PR_HP | PR_MANA);
2934
2935                         /* Window stuff */
2936                         p_ptr->window |= (PW_PLAYER | PW_SPELL);
2937                 }
2938         }
2939         else p_ptr->energy_use = 0;
2940
2941         /* Success */
2942         return;
2943 }