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[Refactor] #38824 get_item() を choose_object() に置換中。 / Replacing get_item() to choose...
[hengband/hengband.git] / src / racial.c
1 /*!
2  * @file racial.c
3  * @brief レイシャルと突然変異の技能処理 / Racial powers (and mutations)
4  * @date 2014/01/08
5  * @author
6  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7  * This software may be copied and distributed for educational, research,\n
8  * and not for profit purposes provided that this copyright and statement\n
9  * are included in all such copies.  Other copyrights may also apply.\n
10  * 2014 Deskull rearranged comment for Doxygen. \n
11  */
12
13 #include "angband.h"
14 #include "cmd-magiceat.h"
15 #include "cmd-zapwand.h"
16 #include "cmd-pet.h"
17 #include "melee.h"
18 #include "object-hook.h"
19
20 /*!
21  * @brief レイシャル「弾/矢の製造」処理 / do_cmd_cast calls this function if the player's class is 'archer'.
22  * Hook to determine if an object is contertible in an arrow/bolt
23  * @return 製造を実際に行ったらTRUE、キャンセルしたらFALSEを返す
24  */
25 static bool do_cmd_archer(void)
26 {
27         int ext=0;
28         char ch;
29
30         object_type     forge;
31         object_type     *q_ptr;
32
33         char com[80];
34         GAME_TEXT o_name[MAX_NLEN];
35
36         q_ptr = &forge;
37
38         if(p_ptr->lev >= 20)
39                 sprintf(com, _("[S]弾, [A]矢, [B]クロスボウの矢 :", "Create [S]hots, Create [A]rrow or Create [B]olt ?"));
40         else if(p_ptr->lev >= 10)
41                 sprintf(com, _("[S]弾, [A]矢:", "Create [S]hots or Create [A]rrow ?"));
42         else
43                 sprintf(com, _("[S]弾:", "Create [S]hots ?"));
44
45         if (p_ptr->confused)
46         {
47                 msg_print(_("混乱してる!", "You are too confused!"));
48                 return FALSE;
49         }
50
51         if (p_ptr->blind)
52         {
53                 msg_print(_("目が見えない!", "You are blind!"));
54                 return FALSE;
55         }
56
57         while (TRUE)
58         {
59                 if (!get_com(com, &ch, TRUE))
60                 {
61                         return FALSE;
62                 }
63                 if (ch == 'S' || ch == 's')
64                 {
65                         ext = 1;
66                         break;
67                 }
68                 if ((ch == 'A' || ch == 'a')&&(p_ptr->lev >= 10))
69                 {
70                         ext = 2;
71                         break;
72                 }
73                 if ((ch == 'B' || ch == 'b')&&(p_ptr->lev >= 20))
74                 {
75                         ext = 3;
76                         break;
77                 }
78         }
79
80         /**********Create shots*********/
81         if (ext == 1)
82         {
83                 POSITION x, y;
84                 DIRECTION dir;
85                 cave_type *c_ptr;
86
87                 if (!get_rep_dir(&dir, FALSE)) return FALSE;
88                 y = p_ptr->y + ddy[dir];
89                 x = p_ptr->x + ddx[dir];
90                 c_ptr = &cave[y][x];
91
92                 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_CAN_DIG))
93                 {
94                         msg_print(_("そこには岩石がない。", "You need pile of rubble."));
95                         return FALSE;
96                 }
97                 else if (!cave_have_flag_grid(c_ptr, FF_CAN_DIG) || !cave_have_flag_grid(c_ptr, FF_HURT_ROCK))
98                 {
99                         msg_print(_("硬すぎて崩せなかった。", "You failed to make ammo."));
100                 }
101                 else
102                 {
103                         s16b slot;
104                         q_ptr = &forge;
105
106                         /* Hack -- Give the player some small firestones */
107                         object_prep(q_ptr, lookup_kind(TV_SHOT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
108                         q_ptr->number = (byte)rand_range(15,30);
109                         object_aware(q_ptr);
110                         object_known(q_ptr);
111                         apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
112                         q_ptr->discount = 99;
113
114                         slot = inven_carry(q_ptr);
115
116                         object_desc(o_name, q_ptr, 0);
117                         msg_format(_("%sを作った。", "You make some ammo."), o_name);
118
119                         /* Auto-inscription */
120                         if (slot >= 0) autopick_alter_item(slot, FALSE);
121
122                         /* Destroy the wall */
123                         cave_alter_feat(y, x, FF_HURT_ROCK);
124
125                         p_ptr->update |= (PU_FLOW);
126                 }
127         }
128         /**********Create arrows*********/
129         else if (ext == 2)
130         {
131                 OBJECT_IDX item;
132                 cptr q, s;
133                 s16b slot;
134
135                 item_tester_hook = item_tester_hook_convertible;
136
137                 q = _("どのアイテムから作りますか? ", "Convert which item? ");
138                 s = _("材料を持っていない。", "You have no item to convert.");
139                 q_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
140                 if (!q_ptr) return FALSE;
141
142                 q_ptr = &forge;
143
144                 /* Hack -- Give the player some small firestones */
145                 object_prep(q_ptr, lookup_kind(TV_ARROW, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+ 1));
146                 q_ptr->number = (byte)rand_range(5, 10);
147                 object_aware(q_ptr);
148                 object_known(q_ptr);
149                 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
150
151                 q_ptr->discount = 99;
152
153                 object_desc(o_name, q_ptr, 0);
154                 msg_format(_("%sを作った。", "You make some ammo."), o_name);
155
156                 if (item >= 0)
157                 {
158                         inven_item_increase(item, -1);
159                         inven_item_describe(item);
160                         inven_item_optimize(item);
161                 }
162                 else
163                 {
164                         floor_item_increase(0 - item, -1);
165                         floor_item_describe(0 - item);
166                         floor_item_optimize(0 - item);
167                 }
168
169                 slot = inven_carry(q_ptr);
170
171                 /* Auto-inscription */
172                 if (slot >= 0) autopick_alter_item(slot, FALSE);
173         }
174         /**********Create bolts*********/
175         else if (ext == 3)
176         {
177                 OBJECT_IDX item;
178                 cptr q, s;
179                 s16b slot;
180
181                 item_tester_hook = item_tester_hook_convertible;
182
183                 q = _("どのアイテムから作りますか? ", "Convert which item? ");
184                 s = _("材料を持っていない。", "You have no item to convert.");
185                 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
186
187                 /* Get the item (in the pack) */
188                 if (item >= 0)
189                 {
190                         q_ptr = &inventory[item];
191                 }
192
193                 /* Get the item (on the floor) */
194                 else
195                 {
196                         q_ptr = &o_list[0 - item];
197                 }
198                 q_ptr = &forge;
199
200                 /* Hack -- Give the player some small firestones */
201                 object_prep(q_ptr, lookup_kind(TV_BOLT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+1));
202                 q_ptr->number = (byte)rand_range(4, 8);
203                 object_aware(q_ptr);
204                 object_known(q_ptr);
205                 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
206
207                 q_ptr->discount = 99;
208
209                 object_desc(o_name, q_ptr, 0);
210                 msg_format(_("%sを作った。", "You make some ammo."), o_name);
211
212                 if (item >= 0)
213                 {
214                         inven_item_increase(item, -1);
215                         inven_item_describe(item);
216                         inven_item_optimize(item);
217                 }
218                 else
219                 {
220                         floor_item_increase(0 - item, -1);
221                         floor_item_describe(0 - item);
222                         floor_item_optimize(0 - item);
223                 }
224
225                 slot = inven_carry(q_ptr);
226
227                 /* Auto-inscription */
228                 if (slot >= 0) autopick_alter_item(slot, FALSE);
229         }
230         return TRUE;
231 }
232
233 /*!
234  * @brief 魔道具術師の魔力取り込み処理
235  * @return 取り込みを実行したらTRUE、キャンセルしたらFALSEを返す
236  */
237 bool gain_magic(void)
238 {
239         OBJECT_IDX item;
240         PARAMETER_VALUE pval;
241         int ext = 0;
242         cptr q, s;
243         object_type *o_ptr;
244         GAME_TEXT o_name[MAX_NLEN];
245
246         /* Only accept legal items */
247         item_tester_hook = item_tester_hook_recharge;
248
249         q = _("どのアイテムの魔力を取り込みますか? ", "Gain power of which item? ");
250         s = _("魔力を取り込めるアイテムがない。", "You have nothing to gain power.");
251
252         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
253
254         /* Get the item (in the pack) */
255         if (item >= 0)
256         {
257                 o_ptr = &inventory[item];
258         }
259
260         /* Get the item (on the floor) */
261         else
262         {
263                 o_ptr = &o_list[0 - item];
264         }
265
266         if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
267         {
268                 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."));
269                 return FALSE;
270         }
271
272
273         if (!object_is_known(o_ptr))
274         {
275                 msg_print(_("鑑定されていないと取り込めない。", "You need to identify before absorbing."));
276                 return FALSE;
277         }
278
279         if (o_ptr->timeout)
280         {
281                 msg_print(_("充填中のアイテムは取り込めない。", "This item is still charging."));
282                 return FALSE;
283         }
284
285         pval = o_ptr->pval;
286         if (o_ptr->tval == TV_ROD)
287                 ext = 72;
288         else if (o_ptr->tval == TV_WAND)
289                 ext = 36;
290
291         if (o_ptr->tval == TV_ROD)
292         {
293                 p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)o_ptr->number;
294                 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
295         }
296         else
297         {
298                 int num;
299                 for (num = o_ptr->number; num; num--)
300                 {
301                         int gain_num = pval;
302                         if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
303                         if (p_ptr->magic_num2[o_ptr->sval + ext])
304                         {
305                                 gain_num *= 256;
306                                 gain_num = (gain_num/3 + randint0(gain_num/3)) / 256;
307                                 if (gain_num < 1) gain_num = 1;
308                         }
309                         p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)gain_num;
310                         if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
311                         p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
312                         if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
313                         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;
314                         if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
315                 }
316         }
317
318         object_desc(o_name, o_ptr, 0);
319         msg_format(_("%sの魔力を取り込んだ。", "You absorb magic of %s."), o_name);
320
321         /* Eliminate the item (from the pack) */
322         if (item >= 0)
323         {
324                 inven_item_increase(item, -999);
325                 inven_item_describe(item);
326                 inven_item_optimize(item);
327         }
328
329         /* Eliminate the item (from the floor) */
330         else
331         {
332                 floor_item_increase(0 - item, -999);
333                 floor_item_describe(0 - item);
334                 floor_item_optimize(0 - item);
335         }
336         p_ptr->energy_use = 100;
337         return TRUE;
338 }
339
340 /*!
341  * @brief 魔法系コマンドを実行できるかの判定を返す
342  * @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。
343  */
344 static bool can_do_cmd_cast(void)
345 {
346         if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
347         {
348                 msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
349                 msg_print(NULL);
350                 return FALSE;
351         }
352         else if (p_ptr->anti_magic)
353         {
354                 msg_print(_("反魔法バリアが魔法を邪魔した!", "An anti-magic shell disrupts your magic!"));
355                 return FALSE;
356         }
357         else if (p_ptr->shero)
358         {
359                 msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
360                 return FALSE;
361         }
362         else
363                 return TRUE;
364 }
365
366 /*!
367  * @brief 修行僧の構え設定処理
368  * @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。
369  */
370 static bool choose_kamae(void)
371 {
372         char choice;
373         int new_kamae = 0;
374         int i;
375         char buf[80];
376
377         if (p_ptr->confused)
378         {
379                 msg_print(_("混乱していて構えられない!", "Too confused."));
380                 return FALSE;
381         }
382         screen_save();
383         prt(_(" a) 構えをとく", " a) No form"), 2, 20);
384
385         for (i = 0; i < MAX_KAMAE; i++)
386         {
387                 if (p_ptr->lev >= kamae_shurui[i].min_level)
388                 {
389                         sprintf(buf," %c) %-12s  %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
390                         prt(buf, 3+i, 20);
391                 }
392         }
393
394         prt("", 1, 0);
395         prt(_("        どの構えをとりますか?", "        Choose Form: "), 1, 14);
396
397         while(1)
398         {
399                 choice = inkey();
400
401                 if (choice == ESCAPE)
402                 {
403                         screen_load();
404                         return FALSE;
405                 }
406                 else if ((choice == 'a') || (choice == 'A'))
407                 {
408                         if (p_ptr->action == ACTION_KAMAE)
409                         {
410                                 set_action(ACTION_NONE);
411                         }
412                         else
413                                 msg_print(_("もともと構えていない。", "You are not assuming a posture."));
414                         screen_load();
415                         return TRUE;
416                 }
417                 else if ((choice == 'b') || (choice == 'B'))
418                 {
419                         new_kamae = 0;
420                         break;
421                 }
422                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
423                 {
424                         new_kamae = 1;
425                         break;
426                 }
427                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
428                 {
429                         new_kamae = 2;
430                         break;
431                 }
432                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
433                 {
434                         new_kamae = 3;
435                         break;
436                 }
437         }
438         set_action(ACTION_KAMAE);
439
440         if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
441         {
442                 msg_print(_("構え直した。", "You reassume a posture."));
443         }
444         else
445         {
446                 p_ptr->special_defense &= ~(KAMAE_MASK);
447                 p_ptr->update |= (PU_BONUS);
448                 p_ptr->redraw |= (PR_STATE);
449                 msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
450                 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
451         }
452         p_ptr->redraw |= PR_STATE;
453         screen_load();
454         return TRUE;
455 }
456
457 /*!
458  * @brief 剣術家の型設定処理
459  * @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。
460  */
461 static bool choose_kata(void)
462 {
463         char choice;
464         int new_kata = 0;
465         int i;
466         char buf[80];
467
468         if (p_ptr->confused)
469         {
470                 msg_print(_("混乱していて構えられない!", "Too confused."));
471                 return FALSE;
472         }
473
474         if (p_ptr->stun)
475         {
476                 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
477                 return FALSE;
478         }
479
480         if (p_ptr->afraid)
481         {
482                 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
483                 return FALSE;
484         }
485         screen_save();
486         prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
487
488         for (i = 0; i < MAX_KATA; i++)
489         {
490                 if (p_ptr->lev >= kata_shurui[i].min_level)
491                 {
492                         sprintf(buf,_(" %c) %sの型    %s", " %c) Form of %-12s  %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
493                         prt(buf, 3+i, 20);
494                 }
495         }
496
497         prt("", 1, 0);
498         prt(_("        どの型で構えますか?", "        Choose Form: "), 1, 14);
499
500         while(1)
501         {
502                 choice = inkey();
503
504                 if (choice == ESCAPE)
505                 {
506                         screen_load();
507                         return FALSE;
508                 }
509                 else if ((choice == 'a') || (choice == 'A'))
510                 {
511                         if (p_ptr->action == ACTION_KATA)
512                         {
513                                 set_action(ACTION_NONE);
514                         }
515                         else
516                                 msg_print(_("もともと構えていない。", "You are not assuming posture."));
517                         screen_load();
518                         return TRUE;
519                 }
520                 else if ((choice == 'b') || (choice == 'B'))
521                 {
522                         new_kata = 0;
523                         break;
524                 }
525                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
526                 {
527                         new_kata = 1;
528                         break;
529                 }
530                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
531                 {
532                         new_kata = 2;
533                         break;
534                 }
535                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
536                 {
537                         new_kata = 3;
538                         break;
539                 }
540         }
541         set_action(ACTION_KATA);
542
543         if (p_ptr->special_defense & (KATA_IAI << new_kata))
544         {
545                 msg_print(_("構え直した。", "You reassume a posture."));
546         }
547         else
548         {
549                 p_ptr->special_defense &= ~(KATA_MASK);
550                 p_ptr->update |= (PU_BONUS);
551                 p_ptr->update |= (PU_MONSTERS);
552                 msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
553                 p_ptr->special_defense |= (KATA_IAI << new_kata);
554         }
555         p_ptr->redraw |= (PR_STATE);
556         p_ptr->redraw |= (PR_STATUS);
557         screen_load();
558         return TRUE;
559 }
560
561
562 /*!
563  * @brief レイシャル・パワー情報のtypedef
564  */
565 typedef struct power_desc_type power_desc_type;
566
567 /*!
568  * @brief レイシャル・パワー情報の構造体定義
569  */
570 struct power_desc_type
571 {
572         GAME_TEXT name[MAX_NLEN];      //!<レイシャル名
573         PLAYER_LEVEL level;     //!<体得レベル
574         int cost;
575         int stat;
576         int fail;
577         int number;
578 };
579
580
581 /*!
582  * @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
583  * @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
584  * @return 成功率(%)を返す
585  */
586 static PERCENTAGE racial_chance(power_desc_type *pd_ptr)
587 {
588         PLAYER_LEVEL min_level  = pd_ptr->level;
589         int difficulty = pd_ptr->fail;
590
591         int i;
592         int val;
593         int sum = 0;
594         int stat = p_ptr->stat_cur[pd_ptr->stat];
595
596         /* No chance for success */
597         if ((p_ptr->lev < min_level) || p_ptr->confused)
598         {
599                 return (0);
600         }
601
602         if (difficulty == 0) return 100;
603
604         /* Calculate difficulty */
605         if (p_ptr->stun)
606         {
607                 difficulty += p_ptr->stun;
608         }
609         else if (p_ptr->lev > min_level)
610         {
611                 int lev_adj = ((p_ptr->lev - min_level) / 3);
612                 if (lev_adj > 10) lev_adj = 10;
613                 difficulty -= lev_adj;
614         }
615
616         if (difficulty < 5) difficulty = 5;
617
618         /* We only need halfs of the difficulty */
619         difficulty = difficulty / 2;
620
621         for (i = 1; i <= stat; i++)
622         {
623                 val = i - difficulty;
624                 if (val > 0)
625                         sum += (val <= difficulty) ? val : difficulty;
626         }
627
628         if (difficulty == 0)
629                 return (100);
630         else
631                 return (((sum * 100) / difficulty) / stat);
632 }
633
634
635 static int  racial_cost;
636
637 /*!
638  * @brief レイシャル・パワーの発動の判定処理
639  * @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
640  * @return
641  * 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。
642  * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
643  */
644 static int racial_aux(power_desc_type *pd_ptr)
645 {
646         PLAYER_LEVEL min_level  = pd_ptr->level;
647         int  use_stat   = pd_ptr->stat;
648         int  difficulty = pd_ptr->fail;
649         int  use_hp = 0;
650
651         racial_cost = pd_ptr->cost;
652
653         /* Not enough mana - use hp */
654         if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
655
656         /* Power is not available yet */
657         if (p_ptr->lev < min_level)
658         {
659                 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。", 
660                                          "You need to attain level %d to use this power."), min_level);
661
662                 p_ptr->energy_use = 0;
663                 return 0;
664         }
665
666         /* Too confused */
667         else if (p_ptr->confused)
668         {
669                 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."));
670                 p_ptr->energy_use = 0;
671                 return 0;
672         }
673
674         /* Risk death? */
675         else if (p_ptr->chp < use_hp)
676         {
677                 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? ")))
678                 {
679                         p_ptr->energy_use = 0;
680                         return 0;
681                 }
682         }
683
684         /* Else attempt to do it! */
685
686         if (difficulty)
687         {
688                 if (p_ptr->stun)
689                 {
690                         difficulty += p_ptr->stun;
691                 }
692                 else if (p_ptr->lev > min_level)
693                 {
694                         int lev_adj = ((p_ptr->lev - min_level) / 3);
695                         if (lev_adj > 10) lev_adj = 10;
696                         difficulty -= lev_adj;
697                 }
698
699                 if (difficulty < 5) difficulty = 5;
700         }
701
702         /* take time and pay the price */
703         p_ptr->energy_use = 100;
704
705         /* Success? */
706         if (randint1(p_ptr->stat_cur[use_stat]) >= ((difficulty / 2) + randint1(difficulty / 2)))
707         {
708                 return 1;
709         }
710
711         if (flush_failure) flush();
712         msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
713
714         return -1;
715 }
716
717
718 /*!
719  * @brief レイシャル・パワー発動処理
720  * @param command 発動するレイシャルのID
721  * @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。
722  */
723 static bool cmd_racial_power_aux(s32b command)
724 {
725         PLAYER_LEVEL plev = p_ptr->lev;
726         DIRECTION dir = 0;
727
728         if (command <= -3)
729         {
730                 switch (p_ptr->pclass)
731                 {
732                 case CLASS_WARRIOR:
733                 {
734                         POSITION y = 0, x = 0;
735                         int i;
736                         cave_type *c_ptr;
737
738                         for (i = 0; i < A_MAX; i++)
739                         {
740                                 dir = randint0(8);
741                                 y = p_ptr->y + ddy_ddd[dir];
742                                 x = p_ptr->x + ddx_ddd[dir];
743                                 c_ptr = &cave[y][x];
744
745                                 /* Hack -- attack monsters */
746                                 if (c_ptr->m_idx)
747                                         py_attack(y, x, 0);
748                                 else
749                                 {
750                                         msg_print(_("攻撃が空をきった。", "You attack the empty air."));
751                                 }
752                         }
753                         break;
754                 }
755                 case CLASS_HIGH_MAGE:
756                 if (p_ptr->realm1 == REALM_HEX)
757                 {
758                         bool retval = stop_hex_spell();
759                         if (retval) p_ptr->energy_use = 10;
760                         return (retval);
761                 }
762                 case CLASS_MAGE:
763                 /* case CLASS_HIGH_MAGE: */
764                 case CLASS_SORCERER:
765                 {
766                         if (!eat_magic(p_ptr->lev * 2)) return FALSE;
767                         break;
768                 }
769                 case CLASS_PRIEST:
770                 {
771                         if (is_good_realm(p_ptr->realm1))
772                         {
773                                 if (!bless_weapon()) return FALSE;
774                         }
775                         else
776                         {
777                                 (void)dispel_monsters(plev * 4);
778                                 turn_monsters(plev * 4);
779                                 banish_monsters(plev * 4);
780                         }
781                         break;
782                 }
783                 case CLASS_ROGUE:
784                 {
785                         if(!panic_hit()) return FALSE;
786                         break;
787                 }
788                 case CLASS_RANGER:
789                 case CLASS_SNIPER:
790                 {
791                         msg_print(_("敵を調査した...", "You examine your foes..."));
792                         probing();
793                         break;
794                 }
795                 case CLASS_PALADIN:
796                 {
797                         if (!get_aim_dir(&dir)) return FALSE;
798                         fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
799                                   dir, plev * 3);
800                         break;
801                 }
802                 case CLASS_WARRIOR_MAGE:
803                 {
804                         if (command == -3)
805                         {
806                                 int gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev, _("HPからMPへの無謀な変換", "thoughtless convertion from HP to SP"), -1) / 5;
807                                 if (gain_sp)
808                                 {
809                                         p_ptr->csp += gain_sp;
810                                         if (p_ptr->csp > p_ptr->msp)
811                                         {
812                                                 p_ptr->csp = p_ptr->msp;
813                                                 p_ptr->csp_frac = 0;
814                                         }
815                                 }
816                                 else
817                                 {
818                                         msg_print(_("変換に失敗した。", "You failed to convert."));
819                                 }
820                         }
821                         else if (command == -4)
822                         {
823                                 if (p_ptr->csp >= p_ptr->lev / 5)
824                                 {
825                                         p_ptr->csp -= p_ptr->lev / 5;
826                                         hp_player(p_ptr->lev);
827                                 }
828                                 else
829                                 {
830                                         msg_print(_("変換に失敗した。", "You failed to convert."));
831                                 }
832                         }
833
834                         /* Redraw mana and hp */
835                         p_ptr->redraw |= (PR_HP | PR_MANA);
836
837                         break;
838                 }
839                 case CLASS_CHAOS_WARRIOR:
840                 {
841                         msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
842                         slow_monsters(p_ptr->lev);
843                         stun_monsters(p_ptr->lev * 4);
844                         confuse_monsters(p_ptr->lev * 4);
845                         turn_monsters(p_ptr->lev * 4);
846                         stasis_monsters(p_ptr->lev * 4);
847                         break;
848                 }
849                 case CLASS_MONK:
850                 {
851                         if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
852                         {
853                                 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
854                                 return FALSE;
855                         }
856                         if (p_ptr->riding)
857                         {
858                                 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
859                                 return FALSE;
860                         }
861
862                         if (command == -3)
863                         {
864                                 if (!choose_kamae()) return FALSE;
865                                 p_ptr->update |= (PU_BONUS);
866                         }
867                         else if (command == -4)
868                         {
869                                 POSITION x, y;
870
871                                 if (!get_rep_dir(&dir, FALSE)) return FALSE;
872                                 y = p_ptr->y + ddy[dir];
873                                 x = p_ptr->x + ddx[dir];
874                                 if (cave[y][x].m_idx)
875                                 {
876                                         if (one_in_(2)) 
877                                                 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!!!", 
878                                                                         "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
879                                         else
880                                                 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!!!",
881                                                                         "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
882
883                                         py_attack(y, x, 0);
884                                         if (cave[y][x].m_idx)
885                                         {
886                                                 handle_stuff();
887                                                 py_attack(y, x, 0);
888                                         }
889                                         p_ptr->energy_need += ENERGY_NEED();
890                                 }
891                                 else
892                                 {
893                                         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"));
894                                         msg_print(NULL);
895                                 }
896                         }
897                         break;
898                 }
899                 case CLASS_MINDCRAFTER:
900                 case CLASS_FORCETRAINER:
901                 {
902                         if (total_friends)
903                         {
904                                 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."));
905                                 return FALSE;
906                         }
907                         msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
908
909                         p_ptr->csp += (3 + p_ptr->lev/20);
910                         if (p_ptr->csp >= p_ptr->msp)
911                         {
912                                 p_ptr->csp = p_ptr->msp;
913                                 p_ptr->csp_frac = 0;
914                         }
915                         p_ptr->redraw |= (PR_MANA);
916                         break;
917                 }
918                 case CLASS_TOURIST:
919                 {
920                         if (command == -3)
921                         {
922                                 if (!get_aim_dir(&dir)) return FALSE;
923                                 project_length = 1;
924                                 fire_beam(GF_PHOTO, dir, 1);
925                         }
926                         else if (command == -4)
927                         {
928                                 if (!identify_fully(FALSE)) return FALSE;
929                         }
930                         break;
931                 }
932                 case CLASS_IMITATOR:
933                 {
934                         handle_stuff();
935                         if (!do_cmd_mane(TRUE)) return FALSE;
936                         break;
937                 }
938                 case CLASS_BEASTMASTER:
939                 {
940                         if (command == -3)
941                         {
942                                 if (!get_aim_dir(&dir)) return FALSE;
943                                 (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
944                         }
945                         else if (command == -4)
946                         {
947                                 project_all_los(GF_CHARM_LIVING, p_ptr->lev);
948                         }
949                         break;
950                 }
951                 case CLASS_ARCHER:
952                 {
953                         if (!do_cmd_archer()) return FALSE;
954                         break;
955                 }
956                 case CLASS_MAGIC_EATER:
957                 {
958                         if (command == -3) {
959                                 if (!gain_magic()) return FALSE;
960                         } else if (command == -4) {
961                                 if (!can_do_cmd_cast()) return FALSE;
962                                 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
963                         }
964                         break;
965                 }
966                 case CLASS_BARD:
967                 {
968                         /* Singing is already stopped */
969                         if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
970
971                         stop_singing();
972                         p_ptr->energy_use = 10;
973                         break;
974                 }
975                 case CLASS_RED_MAGE:
976                 {
977                         if (!can_do_cmd_cast()) return FALSE;
978                         handle_stuff();
979                         do_cmd_cast();
980                         handle_stuff();
981                         if (!p_ptr->paralyzed && can_do_cmd_cast())
982                                 do_cmd_cast();
983                         break;
984                 }
985                 case CLASS_SAMURAI:
986                 {
987                         if (command == -3)
988                         {
989                                 int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
990
991                                 if (total_friends)
992                                 {
993                                         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."));
994                                         return FALSE;
995                                 }
996                                 if (p_ptr->special_defense & KATA_MASK)
997                                 {
998                                         msg_print(_("今は構えに集中している。", "You need concentration on your form."));
999                                         return FALSE;
1000                                 }
1001                                 msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
1002
1003                                 p_ptr->csp += p_ptr->msp / 2;
1004                                 if (p_ptr->csp >= max_csp)
1005                                 {
1006                                         p_ptr->csp = max_csp;
1007                                         p_ptr->csp_frac = 0;
1008                                 }
1009                                 p_ptr->redraw |= (PR_MANA);
1010                         }
1011                         else if (command == -4)
1012                         {
1013                                 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
1014                                 {
1015                                         msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
1016                                         return FALSE;
1017                                 }
1018                                 if (!choose_kata()) return FALSE;
1019                                 p_ptr->update |= (PU_BONUS);
1020                         }
1021                         break;
1022                 }
1023                 case CLASS_BLUE_MAGE:
1024                 {
1025                         if (p_ptr->action == ACTION_LEARN)
1026                         {
1027                                 set_action(ACTION_NONE);
1028                         }
1029                         else
1030                         {
1031                                 set_action(ACTION_LEARN);
1032                         }
1033                         p_ptr->energy_use = 0;
1034                         break;
1035                 }
1036                 case CLASS_CAVALRY:
1037                 {
1038                         GAME_TEXT m_name[MAX_NLEN];
1039                         monster_type *m_ptr;
1040                         monster_race *r_ptr;
1041                         int rlev;
1042
1043                         if (p_ptr->riding)
1044                         {
1045                                 msg_print(_("今は乗馬中だ。", "You ARE riding."));
1046                                 return FALSE;
1047                         }
1048                         if (!do_riding(TRUE)) return TRUE;
1049                         m_ptr = &m_list[p_ptr->riding];
1050                         r_ptr = &r_info[m_ptr->r_idx];
1051                         monster_desc(m_name, m_ptr, 0);
1052                         msg_format(_("%sに乗った。", "You ride on %s."),m_name);
1053                         if (is_pet(m_ptr)) break;
1054                         rlev = r_ptr->level;
1055                         if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
1056                         if (rlev > 60) rlev = 60+(rlev-60)/2;
1057                         if ((randint1(p_ptr->skill_exp[GINOU_RIDING] / 120 + p_ptr->lev * 2 / 3) > rlev)
1058                             && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle
1059                             && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
1060                             && (rlev < p_ptr->lev * 3 / 2 + randint0(p_ptr->lev / 5)))
1061                         {
1062                                 msg_format(_("%sを手なずけた。", "You tame %s."),m_name);
1063                                 set_pet(m_ptr);
1064                         }
1065                         else
1066                         {
1067                                 msg_format(_("%sに振り落とされた!", "You have thrown off by %s."),m_name);
1068                                 rakuba(1,TRUE);
1069
1070                                 /* Paranoia */
1071                                 /* 落馬処理に失敗してもとにかく乗馬解除 */
1072                                 p_ptr->riding = 0;
1073                         }
1074                         break;
1075                 }
1076                 case CLASS_BERSERKER:
1077                 {
1078                         if (!word_of_recall()) return FALSE;
1079                         break;
1080                 }
1081                 case CLASS_SMITH:
1082                 {
1083                         if (p_ptr->lev > 29)
1084                         {
1085                                 if (!identify_fully(TRUE)) return FALSE;
1086                         }
1087                         else
1088                         {
1089                                 if (!ident_spell(TRUE)) return FALSE;
1090                         }
1091                         break;
1092                 }
1093                 case CLASS_MIRROR_MASTER:
1094                 {
1095                         if (command == -3)
1096                         {
1097                                 /* Explode all mirrors */
1098                                 remove_all_mirrors(TRUE);
1099                         }
1100                         else if (command == -4)
1101                         {
1102                                 if (total_friends)
1103                                 {
1104                                         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."));
1105                                         return FALSE;
1106                                 }
1107                                 if (is_mirror_grid(&cave[p_ptr->y][p_ptr->x]))
1108                                 {
1109                                         msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
1110
1111                                         p_ptr->csp += (5 + p_ptr->lev * p_ptr->lev / 100);
1112                                         if (p_ptr->csp >= p_ptr->msp)
1113                                         {
1114                                                 p_ptr->csp = p_ptr->msp;
1115                                                 p_ptr->csp_frac = 0;
1116                                         }
1117                                         p_ptr->redraw |= (PR_MANA);
1118                                 }
1119                                 else
1120                                 {
1121                                         msg_print(_("鏡の上でないと集中できない!", "Here are not any mirrors!"));
1122                                 }
1123                         }
1124                         break;
1125                 }
1126                 case CLASS_NINJA:
1127                 {
1128                         if (p_ptr->action == ACTION_HAYAGAKE)
1129                         {
1130                                 set_action(ACTION_NONE);
1131                         }
1132                         else
1133                         {
1134                                 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
1135                                 feature_type *f_ptr = &f_info[c_ptr->feat];
1136
1137                                 if (!have_flag(f_ptr->flags, FF_PROJECT) ||
1138                                     (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
1139                                 {
1140                                         msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
1141                                 }
1142                                 else
1143                                 {
1144                                         set_action(ACTION_HAYAGAKE);
1145                                 }
1146                         }
1147
1148
1149                         p_ptr->energy_use = 0;
1150                         break;
1151                 }
1152
1153                 }
1154         }
1155         else if (p_ptr->mimic_form)
1156         {
1157                 switch (p_ptr->mimic_form)
1158                 {
1159                 case MIMIC_DEMON:
1160                 case MIMIC_DEMON_LORD:
1161                 {
1162                         int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1163                         if (!get_aim_dir(&dir)) return FALSE;
1164                         stop_mouth();
1165                         msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."),((type == GF_NETHER) ? _("地獄", "nether") : _("火炎", "fire")));
1166                         fire_breath(type, dir, plev * 3, (plev / 15) + 1);
1167                         break;
1168                 }
1169                 case MIMIC_VAMPIRE:
1170                         vampirism();
1171                         break;
1172                 }
1173         }
1174
1175         else 
1176         {
1177
1178         switch (p_ptr->prace)
1179         {
1180                 case RACE_DWARF:
1181                         msg_print(_("周囲を調べた。", "You examine your surroundings."));
1182                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1183                         (void)detect_doors(DETECT_RAD_DEFAULT);
1184                         (void)detect_stairs(DETECT_RAD_DEFAULT);
1185                         break;
1186
1187                 case RACE_HOBBIT:
1188                         {
1189                                 object_type *q_ptr;
1190                                 object_type forge;
1191                                 q_ptr = &forge;
1192
1193                                 /* Create the food ration */
1194                                 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
1195
1196                                 /* Drop the object from heaven */
1197                                 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
1198                                 msg_print(_("食事を料理して作った。", "You cook some food."));
1199                         }
1200                         break;
1201
1202                 case RACE_GNOME:
1203                         msg_print(_("パッ!", "Blink!"));
1204                         teleport_player(10, 0L);
1205                         break;
1206
1207                 case RACE_HALF_ORC:
1208                         msg_print(_("勇気を出した。", "You play tough."));
1209                         (void)set_afraid(0);
1210                         break;
1211
1212                 case RACE_HALF_TROLL:
1213                         msg_print(_("うがぁぁ!", "RAAAGH!"));
1214                         (void)berserk(10 + randint1(plev));
1215                         break;
1216
1217                 case RACE_AMBERITE:
1218                         if (command == -1)
1219                         {
1220                                 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
1221                                 alter_reality();
1222                         }
1223                         else if (command == -2)
1224                         {
1225                                 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..."));
1226
1227                                 (void)true_healing(0);
1228                                 (void)restore_all_status();
1229                                 (void)restore_level();
1230                         }
1231                         break;
1232
1233                 case RACE_BARBARIAN:
1234                         msg_print(_("うぉぉおお!", "Raaagh!"));
1235                         (void)berserk(10 + randint1(plev));
1236                         break;
1237
1238                 case RACE_HALF_OGRE:
1239                         msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
1240                         explosive_rune();
1241                         break;
1242
1243                 case RACE_HALF_GIANT:
1244                         if (!get_aim_dir(&dir)) return FALSE;
1245                         (void)wall_to_mud(dir, 20 + randint1(30));
1246                         break;
1247
1248                 case RACE_HALF_TITAN:
1249                         msg_print(_("敵を調査した...", "You examine your foes..."));
1250                         probing();
1251                         break;
1252
1253                 case RACE_CYCLOPS:
1254                         if (!get_aim_dir(&dir)) return FALSE;
1255                         msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
1256                         fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
1257                         break;
1258
1259                 case RACE_YEEK:
1260                         if (!get_aim_dir(&dir)) return FALSE;
1261                         stop_mouth();
1262                         msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
1263                         (void)fear_monster(dir, plev);
1264                         break;
1265
1266                 case RACE_KLACKON:
1267                         if (!get_aim_dir(&dir)) return FALSE;
1268                         stop_mouth();
1269                         msg_print(_("酸を吐いた。", "You spit acid."));
1270                         if (plev < 25) fire_bolt(GF_ACID, dir, plev);
1271                         else fire_ball(GF_ACID, dir, plev, 2);
1272                         break;
1273
1274                 case RACE_KOBOLD:
1275                         if (!get_aim_dir(&dir)) return FALSE;
1276                         msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
1277                         fire_bolt(GF_POIS, dir, plev);
1278                         break;
1279
1280                 case RACE_NIBELUNG:
1281                         msg_print(_("周囲を調査した。", "You examine your surroundings."));
1282                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1283                         (void)detect_doors(DETECT_RAD_DEFAULT);
1284                         (void)detect_stairs(DETECT_RAD_DEFAULT);
1285                         break;
1286
1287                 case RACE_DARK_ELF:
1288                         if (!get_aim_dir(&dir)) return FALSE;
1289                         msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
1290                         fire_bolt_or_beam(10, GF_MISSILE, dir,
1291                             damroll(3 + ((plev - 1) / 5), 4));
1292                         break;
1293
1294                 case RACE_DRACONIAN:
1295                         {
1296                                 int Type = (one_in_(3) ? GF_COLD : GF_FIRE);
1297                                 cptr Type_desc = ((Type == GF_COLD) ? _("冷気", "cold") : _("炎", "fire"));
1298
1299                                 if (!get_aim_dir(&dir)) return FALSE;
1300
1301                                 if (randint1(100) < plev)
1302                                 {
1303                                         switch (p_ptr->pclass)
1304                                         {
1305                                                 case CLASS_WARRIOR:
1306                                                 case CLASS_BERSERKER:
1307                                                 case CLASS_RANGER:
1308                                                 case CLASS_TOURIST:
1309                                                 case CLASS_IMITATOR:
1310                                                 case CLASS_ARCHER:
1311                                                 case CLASS_SMITH:
1312                                                         if (one_in_(3))
1313                                                         {
1314                                                                 Type = GF_MISSILE;
1315                                                                 Type_desc = _("エレメント", "the elements");
1316                                                         }
1317                                                         else
1318                                                         {
1319                                                                 Type = GF_SHARDS;
1320                                                                 Type_desc = _("破片", "shards");
1321                                                         }
1322                                                         break;
1323                                                 case CLASS_MAGE:
1324                                                 case CLASS_WARRIOR_MAGE:
1325                                                 case CLASS_HIGH_MAGE:
1326                                                 case CLASS_SORCERER:
1327                                                 case CLASS_MAGIC_EATER:
1328                                                 case CLASS_RED_MAGE:
1329                                                 case CLASS_BLUE_MAGE:
1330                                                 case CLASS_MIRROR_MASTER:
1331                                                         if (one_in_(3))
1332                                                         {
1333                                                                 Type = GF_MANA;
1334                                                                 Type_desc = _("魔力", "mana");
1335                                                         }
1336                                                         else
1337                                                         {
1338                                                                 Type = GF_DISENCHANT;
1339                                                                 Type_desc = _("劣化", "disenchantment");
1340                                                         }
1341                                                         break;
1342                                                 case CLASS_CHAOS_WARRIOR:
1343                                                         if (!one_in_(3))
1344                                                         {
1345                                                                 Type = GF_CONFUSION;
1346                                                                 Type_desc = _("混乱", "confusion");
1347                                                         }
1348                                                         else
1349                                                         {
1350                                                                 Type = GF_CHAOS;
1351                                                                 Type_desc = _("カオス", "chaos");
1352                                                         }
1353                                                         break;
1354                                                 case CLASS_MONK:
1355                                                 case CLASS_SAMURAI:
1356                                                 case CLASS_FORCETRAINER:
1357                                                         if (!one_in_(3))
1358                                                         {
1359                                                                 Type = GF_CONFUSION;
1360                                                                 Type_desc = _("混乱", "confusion");
1361                                                         }
1362                                                         else
1363                                                         {
1364                                                                 Type = GF_SOUND;
1365                                                                 Type_desc = _("轟音", "sound");
1366                                                         }
1367                                                         break;
1368                                                 case CLASS_MINDCRAFTER:
1369                                                         if (!one_in_(3))
1370                                                         {
1371                                                                 Type = GF_CONFUSION;
1372                                                                 Type_desc = _("混乱", "confusion");
1373                                                         }
1374                                                         else
1375                                                         {
1376                                                                 Type = GF_PSI;
1377                                                                 Type_desc = _("精神エネルギー", "mental energy");
1378                                                         }
1379                                                         break;
1380                                                 case CLASS_PRIEST:
1381                                                 case CLASS_PALADIN:
1382                                                         if (one_in_(3))
1383                                                         {
1384                                                                 Type = GF_HELL_FIRE;
1385                                                                 Type_desc = _("地獄の劫火", "hellfire");
1386                                                         }
1387                                                         else
1388                                                         {
1389                                                                 Type = GF_HOLY_FIRE;
1390                                                                 Type_desc = _("聖なる炎", "holy fire");
1391                                                         }
1392                                                         break;
1393                                                 case CLASS_ROGUE:
1394                                                 case CLASS_NINJA:
1395                                                         if (one_in_(3))
1396                                                         {
1397                                                                 Type = GF_DARK;
1398                                                                 Type_desc = _("暗黒", "darkness");
1399                                                         }
1400                                                         else
1401                                                         {
1402                                                                 Type = GF_POIS;
1403                                                                 Type_desc = _("毒", "poison");
1404                                                         }
1405                                                         break;
1406                                                 case CLASS_BARD:
1407                                                         if (!one_in_(3))
1408                                                         {
1409                                                                 Type = GF_SOUND;
1410                                                                 Type_desc = _("轟音", "sound");
1411                                                         }
1412                                                         else
1413                                                         {
1414                                                                 Type = GF_CONFUSION;
1415                                                                 Type_desc = _("混乱", "confusion");
1416                                                         }
1417                                                         break;
1418                                         }
1419                                 }
1420
1421                                 stop_mouth();
1422                                 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
1423
1424                                 fire_breath(Type, dir, plev * 2, (plev / 15) + 1);
1425                         }
1426                         break;
1427
1428                 case RACE_MIND_FLAYER:
1429                         if (!get_aim_dir(&dir)) return FALSE;
1430                         msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
1431                         fire_bolt(GF_PSI, dir, plev);
1432                         break;
1433
1434                 case RACE_IMP:
1435                         if (!get_aim_dir(&dir)) return FALSE;
1436                         if (plev >= 30)
1437                         {
1438                                 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
1439                                 fire_ball(GF_FIRE, dir, plev, 2);
1440                         }
1441                         else
1442                         {
1443                                 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
1444                                 fire_bolt(GF_FIRE, dir, plev);
1445                         }
1446                         break;
1447
1448                 case RACE_GOLEM:
1449                         (void)set_shield(randint1(20) + 30, FALSE);
1450                         break;
1451
1452                 case RACE_SKELETON:
1453                 case RACE_ZOMBIE:
1454                         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."));
1455                         (void)restore_level();
1456                         break;
1457
1458                 case RACE_VAMPIRE:
1459                         vampirism();
1460                         break;
1461
1462                 case RACE_SPECTRE:
1463                         if (!get_aim_dir(&dir)) return FALSE;
1464                         stop_mouth();
1465                         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!"));
1466                         (void)fear_monster(dir, plev);
1467                         break;
1468
1469                 case RACE_SPRITE:
1470                         msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
1471                         if (plev < 25) sleep_monsters_touch();
1472                         else (void)sleep_monsters(plev);
1473                         break;
1474
1475                 case RACE_DEMON:
1476                         {
1477                                 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1478                                 if (!get_aim_dir(&dir)) return FALSE;
1479                                 stop_mouth();
1480                                 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."),((type == GF_NETHER) ? _("地獄", "nether") : _("火炎", "fire")));
1481                                 fire_breath(type, dir, plev * 3, (plev / 15) + 1);
1482                         }
1483                         break;
1484
1485                 case RACE_KUTAR:
1486                         (void)set_tsubureru(randint1(20) + 30, FALSE);
1487                         break;
1488
1489                 case RACE_ANDROID:
1490                         if (!get_aim_dir(&dir)) return FALSE;
1491                         if (plev < 10)
1492                         {
1493                                 msg_print(_("レイガンを発射した。", "You fire your ray gun."));
1494                                 fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
1495                         }
1496                         else if (plev < 25)
1497                         {
1498                                 msg_print(_("ブラスターを発射した。", "You fire your blaster."));
1499                                 fire_bolt(GF_MISSILE, dir, plev);
1500                         }
1501                         else if (plev < 35)
1502                         {
1503                                 msg_print(_("バズーカを発射した。", "You fire your bazooka."));
1504                                 fire_ball(GF_MISSILE, dir, plev * 2, 2);
1505                         }
1506                         else if (plev < 45)
1507                         {
1508                                 msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon."));
1509                                 fire_beam(GF_MISSILE, dir, plev * 2);
1510                         }
1511                         else
1512                         {
1513                                 msg_print(_("ロケットを発射した。", "You fire a rocket."));
1514                                 fire_rocket(GF_ROCKET, dir, plev * 5, 2);
1515                         }
1516                         break;
1517
1518                 default:
1519                         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."));
1520                         p_ptr->energy_use = 0;
1521         }
1522         }
1523         return TRUE;
1524 }
1525
1526 /*!
1527  * @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
1528  * @return なし
1529  */
1530 void do_cmd_racial_power(void)
1531 {
1532         power_desc_type power_desc[36];
1533         int num;
1534         COMMAND_CODE i = 0;
1535         int ask = TRUE;
1536         PLAYER_LEVEL lvl = p_ptr->lev;
1537         bool            flag, redraw, cast = FALSE;
1538         bool            warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
1539         char            choice;
1540         char            out_val[160];
1541         int menu_line = (use_menu ? 1 : 0);
1542
1543         if (p_ptr->wild_mode) return;
1544
1545         for (num = 0; num < 36; num++)
1546         {
1547                 strcpy(power_desc[num].name, "");
1548                 power_desc[num].number = 0;
1549         }
1550
1551         num = 0;
1552
1553         if (p_ptr->confused)
1554         {
1555                 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!"));
1556                 p_ptr->energy_use = 0;
1557                 return;
1558         }
1559
1560         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
1561         {
1562                 set_action(ACTION_NONE);
1563         }
1564
1565         switch (p_ptr->pclass)
1566         {
1567         case CLASS_WARRIOR:
1568         {
1569                 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
1570                 power_desc[num].level = 40;
1571                 power_desc[num].cost = 75;
1572                 power_desc[num].stat = A_DEX;
1573                 power_desc[num].fail = 35;
1574                 power_desc[num++].number = -3;
1575                 break;
1576         }
1577         case CLASS_HIGH_MAGE:
1578         if (p_ptr->realm1 == REALM_HEX)
1579         {
1580                 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
1581                 power_desc[num].level = 1;
1582                 power_desc[num].cost = 0;
1583                 power_desc[num].stat = A_INT;
1584                 power_desc[num].fail = 0;
1585                 power_desc[num++].number = -3;
1586                 break;
1587         }
1588         case CLASS_MAGE:
1589         /* case CLASS_HIGH_MAGE: */
1590         case CLASS_SORCERER:
1591         {
1592                 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1593                 power_desc[num].level = 25;
1594                 power_desc[num].cost = 1;
1595                 power_desc[num].stat = A_INT;
1596                 power_desc[num].fail = 25;
1597                 power_desc[num++].number = -3;
1598                 break;
1599         }
1600         case CLASS_PRIEST:
1601         {
1602                 if (is_good_realm(p_ptr->realm1))
1603                 {
1604                         strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
1605                         power_desc[num].level = 35;
1606                         power_desc[num].cost = 70;
1607                         power_desc[num].stat = A_WIS;
1608                         power_desc[num].fail = 50;
1609                         power_desc[num++].number = -3;
1610                 }
1611                 else
1612                 {
1613                         strcpy(power_desc[num].name, _("召魂", "Evocation"));
1614                         power_desc[num].level = 42;
1615                         power_desc[num].cost = 40;
1616                         power_desc[num].stat = A_WIS;
1617                         power_desc[num].fail = 35;
1618                         power_desc[num++].number = -3;
1619                 }
1620                 break;
1621         }
1622         case CLASS_ROGUE:
1623         {
1624                 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
1625                 power_desc[num].level = 8;
1626                 power_desc[num].cost = 12;
1627                 power_desc[num].stat = A_DEX;
1628                 power_desc[num].fail = 14;
1629                 power_desc[num++].number = -3;
1630                 break;
1631         }
1632         case CLASS_RANGER:
1633         case CLASS_SNIPER:
1634         {
1635                 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
1636                 power_desc[num].level = 15;
1637                 power_desc[num].cost = 20;
1638                 power_desc[num].stat = A_INT;
1639                 power_desc[num].fail = 12;
1640                 power_desc[num++].number = -3;
1641                 break;
1642         }
1643         case CLASS_PALADIN:
1644         {
1645                 if (is_good_realm(p_ptr->realm1))
1646                 {
1647                         strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
1648                         power_desc[num].level = 30;
1649                         power_desc[num].cost = 30;
1650                         power_desc[num].stat = A_WIS;
1651                         power_desc[num].fail = 30;
1652                         power_desc[num++].number = -3;
1653                 }
1654                 else
1655                 {
1656                         strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
1657                         power_desc[num].level = 30;
1658                         power_desc[num].cost = 30;
1659                         power_desc[num].stat = A_WIS;
1660                         power_desc[num].fail = 30;
1661                         power_desc[num++].number = -3;
1662                 }
1663                 break;
1664         }
1665         case CLASS_WARRIOR_MAGE:
1666         {
1667                 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
1668                 power_desc[num].level = 25;
1669                 power_desc[num].cost = 0;
1670                 power_desc[num].stat = A_INT;
1671                 power_desc[num].fail = 10;
1672                 power_desc[num++].number = -3;
1673                         
1674                 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
1675                 power_desc[num].level = 25;
1676                 power_desc[num].cost = 0;
1677                 power_desc[num].stat = A_INT;
1678                 power_desc[num].fail = 10;
1679                 power_desc[num++].number = -4;
1680                 break;
1681         }
1682         case CLASS_CHAOS_WARRIOR:
1683         {
1684                 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
1685                 power_desc[num].level = 40;
1686                 power_desc[num].cost = 50;
1687                 power_desc[num].stat = A_INT;
1688                 power_desc[num].fail = 25;
1689                 power_desc[num++].number = -3;
1690                 break;
1691         }
1692         case CLASS_MONK:
1693         {
1694                 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
1695                 power_desc[num].level = 25;
1696                 power_desc[num].cost = 0;
1697                 power_desc[num].stat = A_DEX;
1698                 power_desc[num].fail = 0;
1699                 power_desc[num++].number = -3;
1700                         
1701                 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
1702                 power_desc[num].level = 30;
1703                 power_desc[num].cost = 30;
1704                 power_desc[num].stat = A_STR;
1705                 power_desc[num].fail = 20;
1706                 power_desc[num++].number = -4;
1707                 break;
1708         }
1709         case CLASS_MINDCRAFTER:
1710         case CLASS_FORCETRAINER:
1711         {
1712                 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1713                 power_desc[num].level = 15;
1714                 power_desc[num].cost = 0;
1715                 power_desc[num].stat = A_WIS;
1716                 power_desc[num].fail = 10;
1717                 power_desc[num++].number = -3;
1718                 break;
1719         }
1720         case CLASS_TOURIST:
1721         {
1722                 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1723                 power_desc[num].level = 1;
1724                 power_desc[num].cost = 0;
1725                 power_desc[num].stat = A_DEX;
1726                 power_desc[num].fail = 0;
1727                 power_desc[num++].number = -3;
1728                 
1729                 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1730                 power_desc[num].level = 25;
1731                 power_desc[num].cost = 20;
1732                 power_desc[num].stat = A_INT;
1733                 power_desc[num].fail = 20;
1734                 power_desc[num++].number = -4;
1735                 break;
1736         }
1737         case CLASS_IMITATOR:
1738         {
1739                 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1740                 power_desc[num].level = 30;
1741                 power_desc[num].cost = 100;
1742                 power_desc[num].stat = A_DEX;
1743                 power_desc[num].fail = 30;
1744                 power_desc[num++].number = -3;
1745                 break;
1746         }
1747         case CLASS_BEASTMASTER:
1748         {
1749                 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1750                 power_desc[num].level = 1;
1751                 power_desc[num].cost = (p_ptr->lev+3)/4;
1752                 power_desc[num].stat = A_CHR;
1753                 power_desc[num].fail = 10;
1754                 power_desc[num++].number = -3;
1755                 
1756                 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1757                 power_desc[num].level = 30;
1758                 power_desc[num].cost = (p_ptr->lev+20)/2;
1759                 power_desc[num].stat = A_CHR;
1760                 power_desc[num].fail = 10;
1761                 power_desc[num++].number = -4;
1762                 break;
1763         }
1764         case CLASS_ARCHER:
1765         {
1766                 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1767                 power_desc[num].level = 1;
1768                 power_desc[num].cost = 0;
1769                 power_desc[num].stat = A_DEX;
1770                 power_desc[num].fail = 0;
1771                 power_desc[num++].number = -3;
1772                 break;
1773         }
1774         case CLASS_MAGIC_EATER:
1775         {
1776                 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1777                 power_desc[num].level = 1;
1778                 power_desc[num].cost = 0;
1779                 power_desc[num].stat = A_INT;
1780                 power_desc[num].fail = 0;
1781                 power_desc[num++].number = -3;
1782
1783                 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1784                 power_desc[num].level = 10;
1785                 power_desc[num].cost = 10 + (lvl - 10) / 2;
1786                 power_desc[num].stat = A_INT;
1787                 power_desc[num].fail = 0;
1788                 power_desc[num++].number = -4;
1789                 break;
1790         }
1791         case CLASS_BARD:
1792         {
1793                 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1794                 power_desc[num].level = 1;
1795                 power_desc[num].cost = 0;
1796                 power_desc[num].stat = A_CHR;
1797                 power_desc[num].fail = 0;
1798                 power_desc[num++].number = -3;
1799                 break;
1800         }
1801         case CLASS_RED_MAGE:
1802         {
1803                 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1804                 power_desc[num].level = 48;
1805                 power_desc[num].cost = 20;
1806                 power_desc[num].stat = A_INT;
1807                 power_desc[num].fail = 0;
1808                 power_desc[num++].number = -3;
1809                 break;
1810         }
1811         case CLASS_SAMURAI:
1812         {
1813                 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1814                 power_desc[num].level = 1;
1815                 power_desc[num].cost = 0;
1816                 power_desc[num].stat = A_WIS;
1817                 power_desc[num].fail = 0;
1818                 power_desc[num++].number = -3;
1819                 
1820                 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
1821                 power_desc[num].level = 25;
1822                 power_desc[num].cost = 0;
1823                 power_desc[num].stat = A_DEX;
1824                 power_desc[num].fail = 0;
1825                 power_desc[num++].number = -4;
1826                 break;
1827         }
1828         case CLASS_BLUE_MAGE:
1829         {
1830                 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1831                 power_desc[num].level = 1;
1832                 power_desc[num].cost = 0;
1833                 power_desc[num].stat = A_INT;
1834                 power_desc[num].fail = 0;
1835                 power_desc[num++].number = -3;
1836                 break;
1837         }
1838         case CLASS_CAVALRY:
1839         {
1840                 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1841                 power_desc[num].level = 10;
1842                 power_desc[num].cost = 0;
1843                 power_desc[num].stat = A_STR;
1844                 power_desc[num].fail = 10;
1845                 power_desc[num++].number = -3;
1846                 break;
1847         }
1848         case CLASS_BERSERKER:
1849         {
1850                 strcpy(power_desc[num].name, _("帰還", "Recall"));
1851                 power_desc[num].level = 10;
1852                 power_desc[num].cost = 10;
1853                 power_desc[num].stat = A_DEX;
1854                 power_desc[num].fail = 20;
1855                 power_desc[num++].number = -3;
1856                 break;
1857         }
1858         case CLASS_MIRROR_MASTER:
1859         {
1860                 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
1861                 power_desc[num].level = 1;
1862                 power_desc[num].cost = 0;
1863                 power_desc[num].stat = A_INT;
1864                 power_desc[num].fail = 0;
1865                 power_desc[num++].number = -3;
1866                 
1867                 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
1868                 power_desc[num].level = 30;
1869                 power_desc[num].cost = 0;
1870                 power_desc[num].stat = A_INT;
1871                 power_desc[num].fail = 20;
1872                 power_desc[num++].number = -4;
1873                 break;
1874         }
1875         case CLASS_SMITH:
1876         {
1877                 strcpy(power_desc[num].name, _("目利き", "Judgment"));
1878                 power_desc[num].level = 5;
1879                 power_desc[num].cost = 15;
1880                 power_desc[num].stat = A_INT;
1881                 power_desc[num].fail = 20;
1882                 power_desc[num++].number = -3;
1883                 break;
1884         }
1885         case CLASS_NINJA:
1886         {
1887                 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
1888                 power_desc[num].level = 20;
1889                 power_desc[num].cost = 0;
1890                 power_desc[num].stat = A_DEX;
1891                 power_desc[num].fail = 0;
1892                 power_desc[num++].number = -3;
1893                 break;
1894         }
1895         default:
1896                 strcpy(power_desc[0].name, _("(なし)", "(none)"));
1897         }
1898
1899         if (p_ptr->mimic_form)
1900         {
1901                 switch (p_ptr->mimic_form)
1902                 {
1903                 case MIMIC_DEMON:
1904                 case MIMIC_DEMON_LORD:
1905                         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);
1906                         power_desc[num].level = 15;
1907                         power_desc[num].cost = 10+lvl/3;
1908                         power_desc[num].stat = A_CON;
1909                         power_desc[num].fail = 20;
1910                         power_desc[num++].number = -1;
1911                         break;
1912                 case MIMIC_VAMPIRE:
1913                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1914                         power_desc[num].level = 2;
1915                         power_desc[num].cost = 1 + (lvl / 3);
1916                         power_desc[num].stat = A_CON;
1917                         power_desc[num].fail = 9;
1918                         power_desc[num++].number = -1;
1919                         break;
1920                 }
1921         }
1922         else
1923         {
1924         switch (p_ptr->prace)
1925         {
1926                 case RACE_DWARF:
1927                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1928                         power_desc[num].level = 5;
1929                         power_desc[num].cost = 5;
1930                         power_desc[num].stat = A_WIS;
1931                         power_desc[num].fail = 12;
1932                         power_desc[num++].number = -1;
1933                         break;
1934                 case RACE_NIBELUNG:
1935                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1936                         power_desc[num].level = 10;
1937                         power_desc[num].cost = 5;
1938                         power_desc[num].stat = A_WIS;
1939                         power_desc[num].fail = 10;
1940                         power_desc[num++].number = -1;
1941                         break;
1942                 case RACE_HOBBIT:
1943                         strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
1944                         power_desc[num].level = 15;
1945                         power_desc[num].cost = 10;
1946                         power_desc[num].stat = A_INT;
1947                         power_desc[num].fail = 10;
1948                         power_desc[num++].number = -1;
1949                         break;
1950                 case RACE_GNOME:
1951                         sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
1952                         power_desc[num].level = 5;
1953                         power_desc[num].cost = 5;
1954                         power_desc[num].stat = A_INT;
1955                         power_desc[num].fail = 12;
1956                         power_desc[num++].number = -1;
1957                         break;
1958                 case RACE_HALF_ORC:
1959                         strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
1960                         power_desc[num].level = 3;
1961                         power_desc[num].cost = 5;
1962                         power_desc[num].stat = A_WIS;
1963                         power_desc[num].fail = warrior ? 5 : 10;
1964                         power_desc[num++].number = -1;
1965                         break;
1966                 case RACE_HALF_TROLL:
1967                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1968                         power_desc[num].level = 10;
1969                         power_desc[num].cost = 12;
1970                         power_desc[num].stat = A_STR;
1971                         power_desc[num].fail = warrior ? 6 : 12;
1972                         power_desc[num++].number = -1;
1973                         break;
1974                 case RACE_BARBARIAN:
1975                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1976                         power_desc[num].level = 8;
1977                         power_desc[num].cost = 10;
1978                         power_desc[num].stat = A_STR;
1979                         power_desc[num].fail = warrior ? 6 : 12;
1980                         power_desc[num++].number = -1;
1981                         break;
1982                 case RACE_AMBERITE:
1983                         strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
1984                         power_desc[num].level = 30;
1985                         power_desc[num].cost = 50;
1986                         power_desc[num].stat = A_INT;
1987                         power_desc[num].fail = 50;
1988                         power_desc[num++].number = -1;
1989                         
1990                         strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
1991                         power_desc[num].level = 40;
1992                         power_desc[num].cost = 75;
1993                         power_desc[num].stat = A_WIS;
1994                         power_desc[num].fail = 50;
1995                         power_desc[num++].number = -2;
1996                         break;
1997                 case RACE_HALF_OGRE:
1998                         strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
1999                         power_desc[num].level = 25;
2000                         power_desc[num].cost = 35;
2001                         power_desc[num].stat = A_INT;
2002                         power_desc[num].fail = 15;
2003                         power_desc[num++].number = -1;
2004                         break;
2005                 case RACE_HALF_GIANT:
2006                         strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
2007                         power_desc[num].level = 20;
2008                         power_desc[num].cost = 10;
2009                         power_desc[num].stat = A_STR;
2010                         power_desc[num].fail = 12;
2011                         power_desc[num++].number = -1;
2012                         break;
2013                 case RACE_HALF_TITAN:
2014                         strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
2015                         power_desc[num].level = 15;
2016                         power_desc[num].cost = 10;
2017                         power_desc[num].stat = A_INT;
2018                         power_desc[num].fail = 12;
2019                         power_desc[num++].number = -1;
2020                         break;
2021                 case RACE_CYCLOPS:
2022                         sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
2023                         power_desc[num].level = 20;
2024                         power_desc[num].cost = 15;
2025                         power_desc[num].stat = A_STR;
2026                         power_desc[num].fail = 12;
2027                         power_desc[num++].number = -1;
2028                         break;
2029                 case RACE_YEEK:
2030                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2031                         power_desc[num].level = 15;
2032                         power_desc[num].cost = 15;
2033                         power_desc[num].stat = A_WIS;
2034                         power_desc[num].fail = 10;
2035                         power_desc[num++].number = -1;
2036                         break;
2037                 case RACE_SPECTRE:
2038                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2039                         power_desc[num].level = 4;
2040                         power_desc[num].cost = 6;
2041                         power_desc[num].stat = A_INT;
2042                         power_desc[num].fail = 3;
2043                         power_desc[num++].number = -1;
2044                         break;
2045                 case RACE_KLACKON:
2046                         sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
2047                         power_desc[num].level = 9;
2048                         power_desc[num].cost = 9;
2049                         power_desc[num].stat = A_DEX;
2050                         power_desc[num].fail = 14;
2051                         power_desc[num++].number = -1;
2052                         break;
2053                 case RACE_KOBOLD:
2054                         sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
2055                         power_desc[num].level = 12;
2056                         power_desc[num].cost = 8;
2057                         power_desc[num].stat = A_DEX;
2058                         power_desc[num].fail = 14;
2059                         power_desc[num++].number = -1;
2060                         break;
2061                 case RACE_DARK_ELF:
2062                         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);
2063                         power_desc[num].level = 2;
2064                         power_desc[num].cost = 2;
2065                         power_desc[num].stat = A_INT;
2066                         power_desc[num].fail = 9;
2067                         power_desc[num++].number = -1;
2068                         break;
2069                 case RACE_DRACONIAN:
2070                         sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
2071                         power_desc[num].level = 1;
2072                         power_desc[num].cost = lvl;
2073                         power_desc[num].stat = A_CON;
2074                         power_desc[num].fail = 12;
2075                         power_desc[num++].number = -1;
2076                         break;
2077                 case RACE_MIND_FLAYER:
2078                         sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
2079                         power_desc[num].level = 15;
2080                         power_desc[num].cost = 12;
2081                         power_desc[num].stat = A_INT;
2082                         power_desc[num].fail = 14;
2083                         power_desc[num++].number = -1;
2084                         break;
2085                 case RACE_IMP:
2086                         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);
2087                         power_desc[num].level = 9;
2088                         power_desc[num].cost = 15;
2089                         power_desc[num].stat = A_WIS;
2090                         power_desc[num].fail = 15;
2091                         power_desc[num++].number = -1;
2092                         break;
2093                 case RACE_GOLEM:
2094                         strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
2095                         power_desc[num].level = 20;
2096                         power_desc[num].cost = 15;
2097                         power_desc[num].stat = A_CON;
2098                         power_desc[num].fail = 8;
2099                         power_desc[num++].number = -1;
2100                         break;
2101                 case RACE_SKELETON:
2102                 case RACE_ZOMBIE:
2103                         strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
2104                         power_desc[num].level = 30;
2105                         power_desc[num].cost = 30;
2106                         power_desc[num].stat = A_WIS;
2107                         power_desc[num].fail = 18;
2108                         power_desc[num++].number = -1;
2109                         break;
2110                 case RACE_VAMPIRE:
2111                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2112                         power_desc[num].level = 2;
2113                         power_desc[num].cost = 1 + (lvl / 3);
2114                         power_desc[num].stat = A_CON;
2115                         power_desc[num].fail = 9;
2116                         power_desc[num++].number = -1;
2117                         break;
2118                 case RACE_SPRITE:
2119                         strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
2120                         power_desc[num].level = 12;
2121                         power_desc[num].cost = 12;
2122                         power_desc[num].stat = A_INT;
2123                         power_desc[num].fail = 15;
2124                         power_desc[num++].number = -1;
2125                         break;
2126                 case RACE_DEMON:
2127                         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);
2128                         power_desc[num].level = 15;
2129                         power_desc[num].cost = 10+lvl/3;
2130                         power_desc[num].stat = A_CON;
2131                         power_desc[num].fail = 20;
2132                         power_desc[num++].number = -1;
2133                         break;
2134                 case RACE_KUTAR:
2135                         strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
2136                         power_desc[num].level = 20;
2137                         power_desc[num].cost = 15;
2138                         power_desc[num].stat = A_CHR;
2139                         power_desc[num].fail = 8;
2140                         power_desc[num++].number = -1;
2141                         break;
2142                 case RACE_ANDROID:
2143                         if (p_ptr->lev < 10)
2144                         {
2145                                 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
2146                                 power_desc[num].level = 1;
2147                                 power_desc[num].cost = 7;
2148                                 power_desc[num].fail = 8;
2149                         }
2150                         else if (p_ptr->lev < 25)
2151                         {
2152                                 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
2153                                 power_desc[num].level = 10;
2154                                 power_desc[num].cost = 13;
2155                                 power_desc[num].fail = 10;
2156                         }
2157                         else if (p_ptr->lev < 35)
2158                         {
2159                                 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
2160                                 power_desc[num].level = 25;
2161                                 power_desc[num].cost = 26;
2162                                 power_desc[num].fail = 12;
2163                         }
2164                         else if (p_ptr->lev < 45)
2165                         {
2166                                 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
2167                                 power_desc[num].level = 35;
2168                                 power_desc[num].cost = 40;
2169                                 power_desc[num].fail = 15;
2170                         }
2171                         else
2172                         {
2173                                 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
2174                                 power_desc[num].level = 45;
2175                                 power_desc[num].cost = 60;
2176                                 power_desc[num].fail = 18;
2177                         }
2178                         power_desc[num].stat = A_STR;
2179                         power_desc[num++].number = -1;
2180                         break;
2181                 default:
2182                 {
2183                         break;
2184                 }
2185         }
2186         }
2187
2188         if (p_ptr->muta1)
2189         {
2190                 if (p_ptr->muta1 & MUT1_SPIT_ACID)
2191                 {
2192                         strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
2193                         power_desc[num].level = 9;
2194                         power_desc[num].cost = 9;
2195                         power_desc[num].stat = A_DEX;
2196                         power_desc[num].fail = 15;
2197                         power_desc[num++].number = MUT1_SPIT_ACID;
2198                 }
2199
2200                 if (p_ptr->muta1 & MUT1_BR_FIRE)
2201                 {
2202                         strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
2203                         power_desc[num].level = 20;
2204                         power_desc[num].cost = lvl;
2205                         power_desc[num].stat = A_CON;
2206                         power_desc[num].fail = 18;
2207                         power_desc[num++].number = MUT1_BR_FIRE;
2208                 }
2209
2210                 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
2211                 {
2212                         strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
2213                         power_desc[num].level = 12;
2214                         power_desc[num].cost = 12;
2215                         power_desc[num].stat = A_CHR;
2216                         power_desc[num].fail = 18;
2217                         power_desc[num++].number = MUT1_HYPN_GAZE;
2218                 }
2219
2220                 if (p_ptr->muta1 & MUT1_TELEKINES)
2221                 {
2222                         strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
2223                         power_desc[num].level = 9;
2224                         power_desc[num].cost = 9;
2225                         power_desc[num].stat = A_WIS;
2226                         power_desc[num].fail = 14;
2227                         power_desc[num++].number = MUT1_TELEKINES;
2228                 }
2229
2230                 if (p_ptr->muta1 & MUT1_VTELEPORT)
2231                 {
2232                         strcpy(power_desc[num].name, _("テレポート", "Teleport"));
2233                         power_desc[num].level = 7;
2234                         power_desc[num].cost = 7;
2235                         power_desc[num].stat = A_WIS;
2236                         power_desc[num].fail = 15;
2237                         power_desc[num++].number = MUT1_VTELEPORT;
2238                 }
2239
2240                 if (p_ptr->muta1 & MUT1_MIND_BLST)
2241                 {
2242                         strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
2243                         power_desc[num].level = 5;
2244                         power_desc[num].cost = 3;
2245                         power_desc[num].stat = A_WIS;
2246                         power_desc[num].fail = 15;
2247                         power_desc[num++].number = MUT1_MIND_BLST;
2248                 }
2249
2250                 if (p_ptr->muta1 & MUT1_RADIATION)
2251                 {
2252                         strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
2253                         power_desc[num].level = 15;
2254                         power_desc[num].cost = 15;
2255                         power_desc[num].stat = A_CON;
2256                         power_desc[num].fail = 14;
2257                         power_desc[num++].number = MUT1_RADIATION;
2258                 }
2259
2260                 if (p_ptr->muta1 & MUT1_VAMPIRISM)
2261                 {
2262                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2263                         power_desc[num].level = 2;
2264                         power_desc[num].cost = (1 + (lvl / 3));
2265                         power_desc[num].stat = A_CON;
2266                         power_desc[num].fail = 9;
2267                         power_desc[num++].number = MUT1_VAMPIRISM;
2268                 }
2269
2270                 if (p_ptr->muta1 & MUT1_SMELL_MET)
2271                 {
2272                         strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
2273                         power_desc[num].level = 3;
2274                         power_desc[num].cost = 2;
2275                         power_desc[num].stat = A_INT;
2276                         power_desc[num].fail = 12;
2277                         power_desc[num++].number = MUT1_SMELL_MET;
2278                 }
2279
2280                 if (p_ptr->muta1 & MUT1_SMELL_MON)
2281                 {
2282                         strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
2283                         power_desc[num].level = 5;
2284                         power_desc[num].cost = 4;
2285                         power_desc[num].stat = A_INT;
2286                         power_desc[num].fail = 15;
2287                         power_desc[num++].number = MUT1_SMELL_MON;
2288                 }
2289
2290                 if (p_ptr->muta1 & MUT1_BLINK)
2291                 {
2292                         strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
2293                         power_desc[num].level = 3;
2294                         power_desc[num].cost = 3;
2295                         power_desc[num].stat = A_WIS;
2296                         power_desc[num].fail = 12;
2297                         power_desc[num++].number = MUT1_BLINK;
2298                 }
2299
2300                 if (p_ptr->muta1 & MUT1_EAT_ROCK)
2301                 {
2302                         strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
2303                         power_desc[num].level = 8;
2304                         power_desc[num].cost = 12;
2305                         power_desc[num].stat = A_CON;
2306                         power_desc[num].fail = 18;
2307                         power_desc[num++].number = MUT1_EAT_ROCK;
2308                 }
2309
2310                 if (p_ptr->muta1 & MUT1_SWAP_POS)
2311                 {
2312                         strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
2313                         power_desc[num].level = 15;
2314                         power_desc[num].cost = 12;
2315                         power_desc[num].stat = A_DEX;
2316                         power_desc[num].fail = 16;
2317                         power_desc[num++].number = MUT1_SWAP_POS;
2318                 }
2319
2320                 if (p_ptr->muta1 & MUT1_SHRIEK)
2321                 {
2322                         strcpy(power_desc[num].name, _("叫び", "Shriek"));
2323                         power_desc[num].level = 20;
2324                         power_desc[num].cost = 14;
2325                         power_desc[num].stat = A_CON;
2326                         power_desc[num].fail = 16;
2327                         power_desc[num++].number = MUT1_SHRIEK;
2328                 }
2329
2330                 if (p_ptr->muta1 & MUT1_ILLUMINE)
2331                 {
2332                         strcpy(power_desc[num].name, _("照明", "Illuminate"));
2333                         power_desc[num].level = 3;
2334                         power_desc[num].cost = 2;
2335                         power_desc[num].stat = A_INT;
2336                         power_desc[num].fail = 10;
2337                         power_desc[num++].number = MUT1_ILLUMINE;
2338                 }
2339
2340                 if (p_ptr->muta1 & MUT1_DET_CURSE)
2341                 {
2342                         strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
2343                         power_desc[num].level = 7;
2344                         power_desc[num].cost = 14;
2345                         power_desc[num].stat = A_WIS;
2346                         power_desc[num].fail = 14;
2347                         power_desc[num++].number = MUT1_DET_CURSE;
2348                 }
2349
2350                 if (p_ptr->muta1 & MUT1_BERSERK)
2351                 {
2352                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2353                         power_desc[num].level = 8;
2354                         power_desc[num].cost = 8;
2355                         power_desc[num].stat = A_STR;
2356                         power_desc[num].fail = 14;
2357                         power_desc[num++].number = MUT1_BERSERK;
2358                 }
2359
2360                 if (p_ptr->muta1 & MUT1_POLYMORPH)
2361                 {
2362                         strcpy(power_desc[num].name, _("変身", "Polymorph"));
2363                         power_desc[num].level = 18;
2364                         power_desc[num].cost = 20;
2365                         power_desc[num].stat = A_CON;
2366                         power_desc[num].fail = 18;
2367                         power_desc[num++].number = MUT1_POLYMORPH;
2368                 }
2369
2370                 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
2371                 {
2372                         strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
2373                         power_desc[num].level = 10;
2374                         power_desc[num].cost = 5;
2375                         power_desc[num].stat = A_INT;
2376                         power_desc[num].fail = 12;
2377                         power_desc[num++].number = MUT1_MIDAS_TCH;
2378                 }
2379
2380                 if (p_ptr->muta1 & MUT1_GROW_MOLD)
2381                 {
2382                         strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
2383                         power_desc[num].level = 1;
2384                         power_desc[num].cost = 6;
2385                         power_desc[num].stat = A_CON;
2386                         power_desc[num].fail = 14;
2387                         power_desc[num++].number = MUT1_GROW_MOLD;
2388                 }
2389
2390                 if (p_ptr->muta1 & MUT1_RESIST)
2391                 {
2392                         strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
2393                         power_desc[num].level = 10;
2394                         power_desc[num].cost = 12;
2395                         power_desc[num].stat = A_CON;
2396                         power_desc[num].fail = 12;
2397                         power_desc[num++].number = MUT1_RESIST;
2398                 }
2399
2400                 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
2401                 {
2402                         strcpy(power_desc[num].name, _("地震", "Earthquake"));
2403                         power_desc[num].level = 12;
2404                         power_desc[num].cost = 12;
2405                         power_desc[num].stat = A_STR;
2406                         power_desc[num].fail = 16;
2407                         power_desc[num++].number = MUT1_EARTHQUAKE;
2408                 }
2409
2410                 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
2411                 {
2412                         strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
2413                         power_desc[num].level = 17;
2414                         power_desc[num].cost = 1;
2415                         power_desc[num].stat = A_WIS;
2416                         power_desc[num].fail = 15;
2417                         power_desc[num++].number = MUT1_EAT_MAGIC;
2418                 }
2419
2420                 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
2421                 {
2422                         strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
2423                         power_desc[num].level = 6;
2424                         power_desc[num].cost = 6;
2425                         power_desc[num].stat = A_INT;
2426                         power_desc[num].fail = 10;
2427                         power_desc[num++].number = MUT1_WEIGH_MAG;
2428                 }
2429
2430                 if (p_ptr->muta1 & MUT1_STERILITY)
2431                 {
2432                         strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
2433                         power_desc[num].level = 12;
2434                         power_desc[num].cost = 23;
2435                         power_desc[num].stat = A_CHR;
2436                         power_desc[num].fail = 15;
2437                         power_desc[num++].number = MUT1_STERILITY;
2438                 }
2439
2440                 if (p_ptr->muta1 & MUT1_PANIC_HIT)
2441                 {
2442                         strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
2443                         power_desc[num].level = 10;
2444                         power_desc[num].cost = 12;
2445                         power_desc[num].stat = A_DEX;
2446                         power_desc[num].fail = 14;
2447                         power_desc[num++].number = MUT1_PANIC_HIT;
2448                 }
2449
2450                 if (p_ptr->muta1 & MUT1_DAZZLE)
2451                 {
2452                         strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
2453                         power_desc[num].level = 7;
2454                         power_desc[num].cost = 15;
2455                         power_desc[num].stat = A_CHR;
2456                         power_desc[num].fail = 8;
2457                         power_desc[num++].number = MUT1_DAZZLE;
2458                 }
2459
2460                 if (p_ptr->muta1 & MUT1_LASER_EYE)
2461                 {
2462                         strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
2463                         power_desc[num].level = 7;
2464                         power_desc[num].cost = 10;
2465                         power_desc[num].stat = A_WIS;
2466                         power_desc[num].fail = 9;
2467                         power_desc[num++].number = MUT1_LASER_EYE;
2468                 }
2469
2470                 if (p_ptr->muta1 & MUT1_RECALL)
2471                 {
2472                         strcpy(power_desc[num].name, _("帰還", "Recall"));
2473                         power_desc[num].level = 17;
2474                         power_desc[num].cost = 50;
2475                         power_desc[num].stat = A_INT;
2476                         power_desc[num].fail = 16;
2477                         power_desc[num++].number = MUT1_RECALL;
2478                 }
2479
2480                 if (p_ptr->muta1 & MUT1_BANISH)
2481                 {
2482                         strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
2483                         power_desc[num].level = 25;
2484                         power_desc[num].cost = 25;
2485                         power_desc[num].stat = A_WIS;
2486                         power_desc[num].fail = 18;
2487                         power_desc[num++].number = MUT1_BANISH;
2488                 }
2489
2490                 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
2491                 {
2492                         strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
2493                         power_desc[num].level = 2;
2494                         power_desc[num].cost = 2;
2495                         power_desc[num].stat = A_CON;
2496                         power_desc[num].fail = 11;
2497                         power_desc[num++].number = MUT1_COLD_TOUCH;
2498                 }
2499
2500                 if (p_ptr->muta1 & MUT1_LAUNCHER)
2501                 {
2502                         strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
2503                         power_desc[num].level = 1;
2504                         power_desc[num].cost = lvl;
2505                         power_desc[num].stat = A_STR;
2506                         power_desc[num].fail = 6;
2507                         /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
2508                         power_desc[num++].number = 3;
2509                 }
2510         }
2511
2512         /* Nothing chosen yet */
2513         flag = FALSE;
2514
2515         /* No redraw yet */
2516         redraw = FALSE;
2517
2518         /* Build a prompt */
2519         (void) strnfmt(out_val, 78, 
2520                                 _("(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? "),
2521                                 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
2522
2523 if (!repeat_pull(&i) || i<0 || i>=num) {
2524         if (use_menu) screen_save();
2525          /* Get a spell from the user */
2526
2527         choice = (always_show_list || use_menu) ? ESCAPE:1;
2528         while (!flag)
2529         {
2530                 if( choice==ESCAPE ) choice = ' '; 
2531                 else if( !get_com(out_val, &choice, FALSE) )break; 
2532
2533                 if (use_menu && choice != ' ')
2534                 {
2535                         switch(choice)
2536                         {
2537                                 case '0':
2538                                 {
2539                                         screen_load();
2540                                         p_ptr->energy_use = 0;
2541                                         return;
2542                                 }
2543
2544                                 case '8':
2545                                 case 'k':
2546                                 case 'K':
2547                                 {
2548                                         menu_line += (num - 1);
2549                                         break;
2550                                 }
2551
2552                                 case '2':
2553                                 case 'j':
2554                                 case 'J':
2555                                 {
2556                                         menu_line++;
2557                                         break;
2558                                 }
2559
2560                                 case '6':
2561                                 case 'l':
2562                                 case 'L':
2563                                 case '4':
2564                                 case 'h':
2565                                 case 'H':
2566                                 {
2567                                         if (menu_line > 18)
2568                                                 menu_line -= 18;
2569                                         else if (menu_line+18 <= num)
2570                                                 menu_line += 18;
2571                                         break;
2572                                 }
2573
2574                                 case 'x':
2575                                 case 'X':
2576                                 case '\r':
2577                                 {
2578                                         i = menu_line - 1;
2579                                         ask = FALSE;
2580                                         break;
2581                                 }
2582                         }
2583                         if (menu_line > num) menu_line -= num;
2584                 }
2585                 /* Request redraw */
2586                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
2587                 {
2588                         /* Show the list */
2589                         if (!redraw || use_menu)
2590                         {
2591                                 byte y = 1, x = 0;
2592                                 int ctr = 0;
2593                                 char dummy[80];
2594                                 char letter;
2595                                 TERM_LEN x1, y1;
2596
2597                                 strcpy(dummy, "");
2598
2599                                 /* Show list */
2600                                 redraw = TRUE;
2601                                 if (!use_menu) screen_save();
2602
2603                                 /* Print header(s) */
2604                                 if (num < 18)
2605                                         prt(_("                            Lv   MP 失率", "                            Lv Cost Fail"), y++, x);
2606                                 else
2607                                 prt(_("                            Lv   MP 失率                            Lv   MP 失率", 
2608                                           "                            Lv Cost Fail                            Lv Cost Fail"), y++, x);
2609
2610
2611                                 /* Print list */
2612                                 while (ctr < num)
2613                                 {
2614                                         x1 = ((ctr < 18) ? x : x + 40);
2615                                         y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
2616
2617                                         if (use_menu)
2618                                         {
2619                                                 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " >  "));
2620                                                 else strcpy(dummy, "    ");
2621                                         }
2622                                         else
2623                                         {
2624                                                 /* letter/number for power selection */
2625                                                 if (ctr < 26)
2626                                                         letter = I2A(ctr);
2627                                                 else
2628                                                         letter = '0' + ctr - 26;
2629                                                 sprintf(dummy, " %c) ",letter);
2630                                         }
2631                                         strcat(dummy, format("%-23.23s %2d %4d %3d%%",
2632                                                 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
2633                                                 100 - racial_chance(&power_desc[ctr])));
2634                                         prt(dummy, y1, x1);
2635                                         ctr++;
2636                                 }
2637                         }
2638
2639                         /* Hide the list */
2640                         else
2641                         {
2642                                 /* Hide list */
2643                                 redraw = FALSE;
2644                                 screen_load();
2645                         }
2646
2647                         /* Redo asking */
2648                         continue;
2649                 }
2650
2651                 if (!use_menu)
2652                 {
2653                         if (choice == '\r' && num == 1)
2654                         {
2655                                 choice = 'a';
2656                         }
2657
2658                         if (isalpha(choice))
2659                         {
2660                                 /* Note verify */
2661                                 ask = (isupper(choice));
2662
2663                                 /* Lowercase */
2664                                 if (ask) choice = (char)tolower(choice);
2665
2666                                 /* Extract request */
2667                                 i = (islower(choice) ? A2I(choice) : -1);
2668                         }
2669                         else
2670                         {
2671                                 ask = FALSE; /* Can't uppercase digits */
2672
2673                                 i = choice - '0' + 26;
2674                         }
2675                 }
2676
2677                 /* Totally Illegal */
2678                 if ((i < 0) || (i >= num))
2679                 {
2680                         bell();
2681                         continue;
2682                 }
2683
2684                 /* Verify it */
2685                 if (ask)
2686                 {
2687                         char tmp_val[160];
2688
2689                         /* Prompt */
2690                         (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
2691
2692                         /* Belay that order */
2693                         if (!get_check(tmp_val)) continue;
2694                 }
2695
2696                 /* Stop the loop */
2697                 flag = TRUE;
2698         }
2699         if (redraw) screen_load();
2700
2701         /* Abort if needed */
2702         if (!flag)
2703         {
2704                 p_ptr->energy_use = 0;
2705                 return;
2706         }
2707         repeat_push(i);
2708         } /*if (!repeat_pull(&i) || ...)*/
2709         switch (racial_aux(&power_desc[i]))
2710         {
2711         case 1:
2712                 if (power_desc[i].number < 0)
2713                         cast = cmd_racial_power_aux(power_desc[i].number);
2714                 else
2715                         cast = mutation_power_aux(power_desc[i].number);
2716                 break;
2717         case 0:
2718                 cast = FALSE;
2719                 break;
2720         case -1:
2721                 cast = TRUE;
2722                 break;
2723         }
2724
2725         if (cast)
2726         {
2727                 if (racial_cost)
2728                 {
2729                         int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2730
2731                         /* If mana is not enough, player consumes hit point! */
2732                         if (p_ptr->csp < actual_racial_cost)
2733                         {
2734                                 actual_racial_cost -= p_ptr->csp;
2735                                 p_ptr->csp = 0;
2736                                 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2737                         }
2738                         else p_ptr->csp -= actual_racial_cost;
2739
2740                         /* Redraw mana and hp */
2741                         p_ptr->redraw |= (PR_HP | PR_MANA);
2742
2743                         p_ptr->window |= (PW_PLAYER | PW_SPELL);
2744                 }
2745         }
2746         else p_ptr->energy_use = 0;
2747
2748         /* Success */
2749         return;
2750 }