OSDN Git Service

[Refactor] #37353 コメント整理 / Refactor comments.
[hengband/hengband.git] / src / racial.c
1 /*!
2  * @file racial.c
3  * @brief レイシャルと突然変異の技能処理 / Racial powers (and mutations)
4  * @date 2014/01/08
5  * @author
6  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7  * This software may be copied and distributed for educational, research,\n
8  * and not for profit purposes provided that this copyright and statement\n
9  * are included in all such copies.  Other copyrights may also apply.\n
10  * 2014 Deskull rearranged comment for Doxygen. \n
11  */
12
13 #include "angband.h"
14 #include "cmd-magiceat.h"
15 #include "cmd-zapwand.h"
16 #include "cmd-pet.h"
17
18 #include "object-hook.h"
19
20 /*!
21  * @brief レイシャル「弾/矢の製造」処理 / do_cmd_cast calls this function if the player's class is 'archer'.
22  * Hook to determine if an object is contertible in an arrow/bolt
23  * @return 製造を実際に行ったらTRUE、キャンセルしたらFALSEを返す
24  */
25 static bool do_cmd_archer(void)
26 {
27         int ext=0;
28         char ch;
29
30         object_type     forge;
31         object_type     *q_ptr;
32
33         char com[80];
34         char o_name[MAX_NLEN];
35
36         q_ptr = &forge;
37
38         if(p_ptr->lev >= 20)
39                 sprintf(com, _("[S]弾, [A]矢, [B]クロスボウの矢 :", "Create [S]hots, Create [A]rrow or Create [B]olt ?"));
40         else if(p_ptr->lev >= 10)
41                 sprintf(com, _("[S]弾, [A]矢:", "Create [S]hots or Create [A]rrow ?"));
42         else
43                 sprintf(com, _("[S]弾:", "Create [S]hots ?"));
44
45         if (p_ptr->confused)
46         {
47                 msg_print(_("混乱してる!", "You are too confused!"));
48                 return FALSE;
49         }
50
51         if (p_ptr->blind)
52         {
53                 msg_print(_("目が見えない!", "You are blind!"));
54                 return FALSE;
55         }
56
57         while (TRUE)
58         {
59                 if (!get_com(com, &ch, TRUE))
60                 {
61                         return FALSE;
62                 }
63                 if (ch == 'S' || ch == 's')
64                 {
65                         ext = 1;
66                         break;
67                 }
68                 if ((ch == 'A' || ch == 'a')&&(p_ptr->lev >= 10))
69                 {
70                         ext = 2;
71                         break;
72                 }
73                 if ((ch == 'B' || ch == 'b')&&(p_ptr->lev >= 20))
74                 {
75                         ext = 3;
76                         break;
77                 }
78         }
79
80         /**********Create shots*********/
81         if (ext == 1)
82         {
83                 POSITION x, y;
84                 DIRECTION dir;
85                 cave_type *c_ptr;
86
87                 if (!get_rep_dir(&dir, FALSE)) return FALSE;
88                 y = p_ptr->y + ddy[dir];
89                 x = p_ptr->x + ddx[dir];
90                 c_ptr = &cave[y][x];
91
92                 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_CAN_DIG))
93                 {
94                         msg_print(_("そこには岩石がない。", "You need pile of rubble."));
95                         return FALSE;
96                 }
97                 else if (!cave_have_flag_grid(c_ptr, FF_CAN_DIG) || !cave_have_flag_grid(c_ptr, FF_HURT_ROCK))
98                 {
99                         msg_print(_("硬すぎて崩せなかった。", "You failed to make ammo."));
100                 }
101                 else
102                 {
103                         s16b slot;
104
105                         /* Get local object */
106                         q_ptr = &forge;
107
108                         /* Hack -- Give the player some small firestones */
109                         object_prep(q_ptr, lookup_kind(TV_SHOT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
110                         q_ptr->number = (byte)rand_range(15,30);
111                         object_aware(q_ptr);
112                         object_known(q_ptr);
113                         apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
114                         q_ptr->discount = 99;
115
116                         slot = inven_carry(q_ptr);
117
118                         object_desc(o_name, q_ptr, 0);
119                         msg_format(_("%sを作った。", "You make some ammo."), o_name);
120
121                         /* Auto-inscription */
122                         if (slot >= 0) autopick_alter_item(slot, FALSE);
123
124                         /* Destroy the wall */
125                         cave_alter_feat(y, x, FF_HURT_ROCK);
126
127                         p_ptr->update |= (PU_FLOW);
128                 }
129         }
130         /**********Create arrows*********/
131         else if (ext == 2)
132         {
133                 OBJECT_IDX item;
134                 cptr q, s;
135                 s16b slot;
136
137                 item_tester_hook = item_tester_hook_convertible;
138
139                 q = _("どのアイテムから作りますか? ", "Convert which item? ");
140                 s = _("材料を持っていない。", "You have no item to convert.");
141                 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
142
143                 /* Get the item (in the pack) */
144                 if (item >= 0)
145                 {
146                         q_ptr = &inventory[item];
147                 }
148
149                 /* Get the item (on the floor) */
150                 else
151                 {
152                         q_ptr = &o_list[0 - item];
153                 }
154
155                 /* Get local object */
156                 q_ptr = &forge;
157
158                 /* Hack -- Give the player some small firestones */
159                 object_prep(q_ptr, lookup_kind(TV_ARROW, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+ 1));
160                 q_ptr->number = (byte)rand_range(5, 10);
161                 object_aware(q_ptr);
162                 object_known(q_ptr);
163                 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
164
165                 q_ptr->discount = 99;
166
167                 object_desc(o_name, q_ptr, 0);
168                 msg_format(_("%sを作った。", "You make some ammo."), o_name);
169
170                 if (item >= 0)
171                 {
172                         inven_item_increase(item, -1);
173                         inven_item_describe(item);
174                         inven_item_optimize(item);
175                 }
176                 else
177                 {
178                         floor_item_increase(0 - item, -1);
179                         floor_item_describe(0 - item);
180                         floor_item_optimize(0 - item);
181                 }
182
183                 slot = inven_carry(q_ptr);
184
185                 /* Auto-inscription */
186                 if (slot >= 0) autopick_alter_item(slot, FALSE);
187         }
188         /**********Create bolts*********/
189         else if (ext == 3)
190         {
191                 OBJECT_IDX item;
192                 cptr q, s;
193                 s16b slot;
194
195                 item_tester_hook = item_tester_hook_convertible;
196
197                 q = _("どのアイテムから作りますか? ", "Convert which item? ");
198                 s = _("材料を持っていない。", "You have no item to convert.");
199                 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
200
201                 /* Get the item (in the pack) */
202                 if (item >= 0)
203                 {
204                         q_ptr = &inventory[item];
205                 }
206
207                 /* Get the item (on the floor) */
208                 else
209                 {
210                         q_ptr = &o_list[0 - item];
211                 }
212
213                 /* Get local object */
214                 q_ptr = &forge;
215
216                 /* Hack -- Give the player some small firestones */
217                 object_prep(q_ptr, lookup_kind(TV_BOLT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+1));
218                 q_ptr->number = (byte)rand_range(4, 8);
219                 object_aware(q_ptr);
220                 object_known(q_ptr);
221                 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
222
223                 q_ptr->discount = 99;
224
225                 object_desc(o_name, q_ptr, 0);
226                 msg_format(_("%sを作った。", "You make some ammo."), o_name);
227
228                 if (item >= 0)
229                 {
230                         inven_item_increase(item, -1);
231                         inven_item_describe(item);
232                         inven_item_optimize(item);
233                 }
234                 else
235                 {
236                         floor_item_increase(0 - item, -1);
237                         floor_item_describe(0 - item);
238                         floor_item_optimize(0 - item);
239                 }
240
241                 slot = inven_carry(q_ptr);
242
243                 /* Auto-inscription */
244                 if (slot >= 0) autopick_alter_item(slot, FALSE);
245         }
246         return TRUE;
247 }
248
249 /*!
250  * @brief 魔道具術師の魔力取り込み処理
251  * @return 取り込みを実行したらTRUE、キャンセルしたらFALSEを返す
252  */
253 bool gain_magic(void)
254 {
255         OBJECT_IDX item;
256         PARAMETER_VALUE pval;
257         int ext = 0;
258         cptr q, s;
259         object_type *o_ptr;
260         char o_name[MAX_NLEN];
261
262         /* Only accept legal items */
263         item_tester_hook = item_tester_hook_recharge;
264
265         q = _("どのアイテムの魔力を取り込みますか? ", "Gain power of which item? ");
266         s = _("魔力を取り込めるアイテムがない。", "You have nothing to gain power.");
267
268         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
269
270         /* Get the item (in the pack) */
271         if (item >= 0)
272         {
273                 o_ptr = &inventory[item];
274         }
275
276         /* Get the item (on the floor) */
277         else
278         {
279                 o_ptr = &o_list[0 - item];
280         }
281
282         if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
283         {
284                 msg_print(_("この杖には発動の為の能力は何も備わっていないようだ。", "This staff doesn't have any magical ability."));
285                 return FALSE;
286         }
287
288
289         if (!object_is_known(o_ptr))
290         {
291                 msg_print(_("鑑定されていないと取り込めない。", "You need to identify before absorbing."));
292                 return FALSE;
293         }
294
295         if (o_ptr->timeout)
296         {
297                 msg_print(_("充填中のアイテムは取り込めない。", "This item is still charging."));
298                 return FALSE;
299         }
300
301         pval = o_ptr->pval;
302         if (o_ptr->tval == TV_ROD)
303                 ext = 72;
304         else if (o_ptr->tval == TV_WAND)
305                 ext = 36;
306
307         if (o_ptr->tval == TV_ROD)
308         {
309                 p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)o_ptr->number;
310                 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
311         }
312         else
313         {
314                 int num;
315                 for (num = o_ptr->number; num; num--)
316                 {
317                         int gain_num = pval;
318                         if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
319                         if (p_ptr->magic_num2[o_ptr->sval + ext])
320                         {
321                                 gain_num *= 256;
322                                 gain_num = (gain_num/3 + randint0(gain_num/3)) / 256;
323                                 if (gain_num < 1) gain_num = 1;
324                         }
325                         p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)gain_num;
326                         if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
327                         p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
328                         if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
329                         if (p_ptr->magic_num1[o_ptr->sval + ext] > p_ptr->magic_num2[o_ptr->sval + ext] * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = p_ptr->magic_num2[o_ptr->sval + ext] * 0x10000;
330                         if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
331                 }
332         }
333
334         object_desc(o_name, o_ptr, 0);
335         msg_format(_("%sの魔力を取り込んだ。", "You absorb magic of %s."), o_name);
336
337         /* Eliminate the item (from the pack) */
338         if (item >= 0)
339         {
340                 inven_item_increase(item, -999);
341                 inven_item_describe(item);
342                 inven_item_optimize(item);
343         }
344
345         /* Eliminate the item (from the floor) */
346         else
347         {
348                 floor_item_increase(0 - item, -999);
349                 floor_item_describe(0 - item);
350                 floor_item_optimize(0 - item);
351         }
352         p_ptr->energy_use = 100;
353         return TRUE;
354 }
355
356 /*!
357  * @brief 魔法系コマンドを実行できるかの判定を返す
358  * @return 魔法系コマンドを使用可能ならTRUE、不可能ならば理由をメッセージ表示してFALSEを返す。
359  */
360 static bool can_do_cmd_cast(void)
361 {
362         if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
363         {
364                 msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
365                 msg_print(NULL);
366                 return FALSE;
367         }
368         else if (p_ptr->anti_magic)
369         {
370                 msg_print(_("反魔法バリアが魔法を邪魔した!", "An anti-magic shell disrupts your magic!"));
371                 return FALSE;
372         }
373         else if (p_ptr->shero)
374         {
375                 msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
376                 return FALSE;
377         }
378         else
379                 return TRUE;
380 }
381
382 /*!
383  * @brief 修行僧の構え設定処理
384  * @return 構えを変化させたらTRUE、構え不能かキャンセルしたらFALSEを返す。
385  */
386 static bool choose_kamae(void)
387 {
388         char choice;
389         int new_kamae = 0;
390         int i;
391         char buf[80];
392
393         if (p_ptr->confused)
394         {
395                 msg_print(_("混乱していて構えられない!", "Too confused."));
396                 return FALSE;
397         }
398         screen_save();
399         prt(_(" a) 構えをとく", " a) No form"), 2, 20);
400
401         for (i = 0; i < MAX_KAMAE; i++)
402         {
403                 if (p_ptr->lev >= kamae_shurui[i].min_level)
404                 {
405                         sprintf(buf," %c) %-12s  %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
406                         prt(buf, 3+i, 20);
407                 }
408         }
409
410         prt("", 1, 0);
411         prt(_("        どの構えをとりますか?", "        Choose Form: "), 1, 14);
412
413         while(1)
414         {
415                 choice = inkey();
416
417                 if (choice == ESCAPE)
418                 {
419                         screen_load();
420                         return FALSE;
421                 }
422                 else if ((choice == 'a') || (choice == 'A'))
423                 {
424                         if (p_ptr->action == ACTION_KAMAE)
425                         {
426                                 set_action(ACTION_NONE);
427                         }
428                         else
429                                 msg_print(_("もともと構えていない。", "You are not assuming a posture."));
430                         screen_load();
431                         return TRUE;
432                 }
433                 else if ((choice == 'b') || (choice == 'B'))
434                 {
435                         new_kamae = 0;
436                         break;
437                 }
438                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
439                 {
440                         new_kamae = 1;
441                         break;
442                 }
443                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
444                 {
445                         new_kamae = 2;
446                         break;
447                 }
448                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
449                 {
450                         new_kamae = 3;
451                         break;
452                 }
453         }
454         set_action(ACTION_KAMAE);
455
456         if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
457         {
458                 msg_print(_("構え直した。", "You reassume a posture."));
459         }
460         else
461         {
462                 p_ptr->special_defense &= ~(KAMAE_MASK);
463                 p_ptr->update |= (PU_BONUS);
464                 p_ptr->redraw |= (PR_STATE);
465                 msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
466                 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
467         }
468         p_ptr->redraw |= PR_STATE;
469         screen_load();
470         return TRUE;
471 }
472
473 /*!
474  * @brief 剣術家の型設定処理
475  * @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。
476  */
477 static bool choose_kata(void)
478 {
479         char choice;
480         int new_kata = 0;
481         int i;
482         char buf[80];
483
484         if (p_ptr->confused)
485         {
486                 msg_print(_("混乱していて構えられない!", "Too confused."));
487                 return FALSE;
488         }
489
490         if (p_ptr->stun)
491         {
492                 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
493                 return FALSE;
494         }
495
496         if (p_ptr->afraid)
497         {
498                 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
499                 return FALSE;
500         }
501         screen_save();
502         prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
503
504         for (i = 0; i < MAX_KATA; i++)
505         {
506                 if (p_ptr->lev >= kata_shurui[i].min_level)
507                 {
508                         sprintf(buf,_(" %c) %sの型    %s", " %c) Form of %-12s  %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
509                         prt(buf, 3+i, 20);
510                 }
511         }
512
513         prt("", 1, 0);
514         prt(_("        どの型で構えますか?", "        Choose Form: "), 1, 14);
515
516         while(1)
517         {
518                 choice = inkey();
519
520                 if (choice == ESCAPE)
521                 {
522                         screen_load();
523                         return FALSE;
524                 }
525                 else if ((choice == 'a') || (choice == 'A'))
526                 {
527                         if (p_ptr->action == ACTION_KATA)
528                         {
529                                 set_action(ACTION_NONE);
530                         }
531                         else
532                                 msg_print(_("もともと構えていない。", "You are not assuming posture."));
533                         screen_load();
534                         return TRUE;
535                 }
536                 else if ((choice == 'b') || (choice == 'B'))
537                 {
538                         new_kata = 0;
539                         break;
540                 }
541                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
542                 {
543                         new_kata = 1;
544                         break;
545                 }
546                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
547                 {
548                         new_kata = 2;
549                         break;
550                 }
551                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
552                 {
553                         new_kata = 3;
554                         break;
555                 }
556         }
557         set_action(ACTION_KATA);
558
559         if (p_ptr->special_defense & (KATA_IAI << new_kata))
560         {
561                 msg_print(_("構え直した。", "You reassume a posture."));
562         }
563         else
564         {
565                 p_ptr->special_defense &= ~(KATA_MASK);
566                 p_ptr->update |= (PU_BONUS);
567                 p_ptr->update |= (PU_MONSTERS);
568                 msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
569                 p_ptr->special_defense |= (KATA_IAI << new_kata);
570         }
571         p_ptr->redraw |= (PR_STATE);
572         p_ptr->redraw |= (PR_STATUS);
573         screen_load();
574         return TRUE;
575 }
576
577
578 /*!
579  * @brief レイシャル・パワー情報のtypedef
580  */
581 typedef struct power_desc_type power_desc_type;
582
583 /*!
584  * @brief レイシャル・パワー情報の構造体定義
585  */
586 struct power_desc_type
587 {
588         char name[80];      //!<レイシャル名
589         PLAYER_LEVEL level;     //!<体得レベル
590         int cost;
591         int stat;
592         int fail;
593         int number;
594 };
595
596
597 /*!
598  * @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
599  * @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
600  * @return 成功率(%)を返す
601  */
602 static PERCENTAGE racial_chance(power_desc_type *pd_ptr)
603 {
604         PLAYER_LEVEL min_level  = pd_ptr->level;
605         int difficulty = pd_ptr->fail;
606
607         int i;
608         int val;
609         int sum = 0;
610         int stat = p_ptr->stat_cur[pd_ptr->stat];
611
612         /* No chance for success */
613         if ((p_ptr->lev < min_level) || p_ptr->confused)
614         {
615                 return (0);
616         }
617
618         if (difficulty == 0) return 100;
619
620         /* Calculate difficulty */
621         if (p_ptr->stun)
622         {
623                 difficulty += p_ptr->stun;
624         }
625         else if (p_ptr->lev > min_level)
626         {
627                 int lev_adj = ((p_ptr->lev - min_level) / 3);
628                 if (lev_adj > 10) lev_adj = 10;
629                 difficulty -= lev_adj;
630         }
631
632         if (difficulty < 5) difficulty = 5;
633
634         /* We only need halfs of the difficulty */
635         difficulty = difficulty / 2;
636
637         for (i = 1; i <= stat; i++)
638         {
639                 val = i - difficulty;
640                 if (val > 0)
641                         sum += (val <= difficulty) ? val : difficulty;
642         }
643
644         if (difficulty == 0)
645                 return (100);
646         else
647                 return (((sum * 100) / difficulty) / stat);
648 }
649
650
651 static int  racial_cost;
652
653 /*!
654  * @brief レイシャル・パワーの発動の判定処理
655  * @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
656  * @return
657  * 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。
658  * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
659  */
660 static int racial_aux(power_desc_type *pd_ptr)
661 {
662         s16b min_level  = pd_ptr->level;
663         int  use_stat   = pd_ptr->stat;
664         int  difficulty = pd_ptr->fail;
665         int  use_hp = 0;
666
667         racial_cost = pd_ptr->cost;
668
669         /* Not enough mana - use hp */
670         if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
671
672         /* Power is not available yet */
673         if (p_ptr->lev < min_level)
674         {
675                 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。", 
676                                          "You need to attain level %d to use this power."), min_level);
677
678                 p_ptr->energy_use = 0;
679                 return 0;
680         }
681
682         /* Too confused */
683         else if (p_ptr->confused)
684         {
685                 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."));
686                 p_ptr->energy_use = 0;
687                 return 0;
688         }
689
690         /* Risk death? */
691         else if (p_ptr->chp < use_hp)
692         {
693                 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? ")))
694                 {
695                         p_ptr->energy_use = 0;
696                         return 0;
697                 }
698         }
699
700         /* Else attempt to do it! */
701
702         if (difficulty)
703         {
704                 if (p_ptr->stun)
705                 {
706                         difficulty += p_ptr->stun;
707                 }
708                 else if (p_ptr->lev > min_level)
709                 {
710                         int lev_adj = ((p_ptr->lev - min_level) / 3);
711                         if (lev_adj > 10) lev_adj = 10;
712                         difficulty -= lev_adj;
713                 }
714
715                 if (difficulty < 5) difficulty = 5;
716         }
717
718         /* take time and pay the price */
719         p_ptr->energy_use = 100;
720
721         /* Success? */
722         if (randint1(p_ptr->stat_cur[use_stat]) >=
723             ((difficulty / 2) + randint1(difficulty / 2)))
724         {
725                 return 1;
726         }
727
728         if (flush_failure) flush();
729         msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
730
731         return -1;
732 }
733
734
735 /*!
736  * @brief レイシャル・パワー発動処理
737  * @param command 発動するレイシャルのID
738  * @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。
739  */
740 static bool cmd_racial_power_aux(s32b command)
741 {
742         PLAYER_LEVEL plev = p_ptr->lev;
743         DIRECTION dir = 0;
744
745         if (command <= -3)
746         {
747                 switch (p_ptr->pclass)
748                 {
749                 case CLASS_WARRIOR:
750                 {
751                         int y = 0, x = 0, i;
752                         cave_type       *c_ptr;
753
754                         for (i = 0; i < 6; i++)
755                         {
756                                 dir = randint0(8);
757                                 y = p_ptr->y + ddy_ddd[dir];
758                                 x = p_ptr->x + ddx_ddd[dir];
759                                 c_ptr = &cave[y][x];
760
761                                 /* Hack -- attack monsters */
762                                 if (c_ptr->m_idx)
763                                         py_attack(y, x, 0);
764                                 else
765                                 {
766                                         msg_print(_("攻撃が空をきった。", "You attack the empty air."));
767                                 }
768                         }
769                         break;
770                 }
771                 case CLASS_HIGH_MAGE:
772                 if (p_ptr->realm1 == REALM_HEX)
773                 {
774                         bool retval = stop_hex_spell();
775                         if (retval) p_ptr->energy_use = 10;
776                         return (retval);
777                 }
778                 case CLASS_MAGE:
779                 /* case CLASS_HIGH_MAGE: */
780                 case CLASS_SORCERER:
781                 {
782                         if (!eat_magic(p_ptr->lev * 2)) return FALSE;
783                         break;
784                 }
785                 case CLASS_PRIEST:
786                 {
787                         if (is_good_realm(p_ptr->realm1))
788                         {
789                                 if (!bless_weapon()) return FALSE;
790                         }
791                         else
792                         {
793                                 (void)dispel_monsters(plev * 4);
794                                 turn_monsters(plev * 4);
795                                 banish_monsters(plev * 4);
796                         }
797                         break;
798                 }
799                 case CLASS_ROGUE:
800                 {
801                         if(!panic_hit()) return FALSE;
802                         break;
803                 }
804                 case CLASS_RANGER:
805                 case CLASS_SNIPER:
806                 {
807                         msg_print(_("敵を調査した...", "You examine your foes..."));
808                         probing();
809                         break;
810                 }
811                 case CLASS_PALADIN:
812                 {
813                         if (!get_aim_dir(&dir)) return FALSE;
814                         fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
815                                   dir, plev * 3);
816                         break;
817                 }
818                 case CLASS_WARRIOR_MAGE:
819                 {
820                         if (command == -3)
821                         {
822                                 int gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev, 
823                                                                 _("HPからMPへの無謀な変換", "thoughtless convertion from HP to SP"), -1) / 5;
824                                 if (gain_sp)
825                                 {
826                                         p_ptr->csp += gain_sp;
827                                         if (p_ptr->csp > p_ptr->msp)
828                                         {
829                                                 p_ptr->csp = p_ptr->msp;
830                                                 p_ptr->csp_frac = 0;
831                                         }
832                                 }
833                                 else
834                                 {
835                                         msg_print(_("変換に失敗した。", "You failed to convert."));
836                                 }
837                         }
838                         else if (command == -4)
839                         {
840                                 if (p_ptr->csp >= p_ptr->lev / 5)
841                                 {
842                                         p_ptr->csp -= p_ptr->lev / 5;
843                                         hp_player(p_ptr->lev);
844                                 }
845                                 else
846                                 {
847                                         msg_print(_("変換に失敗した。", "You failed to convert."));
848                                 }
849                         }
850
851                         /* Redraw mana and hp */
852                         p_ptr->redraw |= (PR_HP | PR_MANA);
853
854                         break;
855                 }
856                 case CLASS_CHAOS_WARRIOR:
857                 {
858                         msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
859                         slow_monsters(p_ptr->lev);
860                         stun_monsters(p_ptr->lev * 4);
861                         confuse_monsters(p_ptr->lev * 4);
862                         turn_monsters(p_ptr->lev * 4);
863                         stasis_monsters(p_ptr->lev * 4);
864                         break;
865                 }
866                 case CLASS_MONK:
867                 {
868                         if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
869                         {
870                                 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
871                                 return FALSE;
872                         }
873                         if (p_ptr->riding)
874                         {
875                                 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
876                                 return FALSE;
877                         }
878
879                         if (command == -3)
880                         {
881                                 if (!choose_kamae()) return FALSE;
882                                 p_ptr->update |= (PU_BONUS);
883                         }
884                         else if (command == -4)
885                         {
886                                 POSITION x, y;
887
888                                 if (!get_rep_dir(&dir, FALSE)) return FALSE;
889                                 y = p_ptr->y + ddy[dir];
890                                 x = p_ptr->x + ddx[dir];
891                                 if (cave[y][x].m_idx)
892                                 {
893                                         if (one_in_(2)) 
894                                                 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!!!", 
895                                                                         "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
896                                         else
897                                                 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!!!",
898                                                                         "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
899
900                                         py_attack(y, x, 0);
901                                         if (cave[y][x].m_idx)
902                                         {
903                                                 handle_stuff();
904                                                 py_attack(y, x, 0);
905                                         }
906                                         p_ptr->energy_need += ENERGY_NEED();
907                                 }
908                                 else
909                                 {
910                                         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"));
911                                         msg_print(NULL);
912                                 }
913                         }
914                         break;
915                 }
916                 case CLASS_MINDCRAFTER:
917                 case CLASS_FORCETRAINER:
918                 {
919                         if (total_friends)
920                         {
921                                 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."));
922                                 return FALSE;
923                         }
924                         msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
925
926                         p_ptr->csp += (3 + p_ptr->lev/20);
927                         if (p_ptr->csp >= p_ptr->msp)
928                         {
929                                 p_ptr->csp = p_ptr->msp;
930                                 p_ptr->csp_frac = 0;
931                         }
932
933                         /* Redraw mana */
934                         p_ptr->redraw |= (PR_MANA);
935                         break;
936                 }
937                 case CLASS_TOURIST:
938                 {
939                         if (command == -3)
940                         {
941                                 if (!get_aim_dir(&dir)) return FALSE;
942                                 project_length = 1;
943                                 fire_beam(GF_PHOTO, dir, 1);
944                         }
945                         else if (command == -4)
946                         {
947                                 if (!identify_fully(FALSE)) return FALSE;
948                         }
949                         break;
950                 }
951                 case CLASS_IMITATOR:
952                 {
953                         handle_stuff();
954                         if (!do_cmd_mane(TRUE)) return FALSE;
955                         break;
956                 }
957                 case CLASS_BEASTMASTER:
958                 {
959                         if (command == -3)
960                         {
961                                 if (!get_aim_dir(&dir)) return FALSE;
962                                 (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
963                         }
964                         else if (command == -4)
965                         {
966                                 project_hack(GF_CHARM_LIVING, p_ptr->lev);
967                         }
968                         break;
969                 }
970                 case CLASS_ARCHER:
971                 {
972                         if (!do_cmd_archer()) return FALSE;
973                         break;
974                 }
975                 case CLASS_MAGIC_EATER:
976                 {
977                         if (command == -3) {
978                                 if (!gain_magic()) return FALSE;
979                         } else if (command == -4) {
980                                 if (!can_do_cmd_cast()) return FALSE;
981                                 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
982                         }
983                         break;
984                 }
985                 case CLASS_BARD:
986                 {
987                         /* Singing is already stopped */
988                         if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
989
990                         stop_singing();
991                         p_ptr->energy_use = 10;
992                         break;
993                 }
994                 case CLASS_RED_MAGE:
995                 {
996                         if (!can_do_cmd_cast()) return FALSE;
997                         handle_stuff();
998                         do_cmd_cast();
999                         handle_stuff();
1000                         if (!p_ptr->paralyzed && can_do_cmd_cast())
1001                                 do_cmd_cast();
1002                         break;
1003                 }
1004                 case CLASS_SAMURAI:
1005                 {
1006                         if (command == -3)
1007                         {
1008                                 int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
1009
1010                                 if (total_friends)
1011                                 {
1012                                         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."));
1013                                         return FALSE;
1014                                 }
1015                                 if (p_ptr->special_defense & KATA_MASK)
1016                                 {
1017                                         msg_print(_("今は構えに集中している。", "You need concentration on your form."));
1018                                         return FALSE;
1019                                 }
1020                                 msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
1021
1022                                 p_ptr->csp += p_ptr->msp / 2;
1023                                 if (p_ptr->csp >= max_csp)
1024                                 {
1025                                         p_ptr->csp = max_csp;
1026                                         p_ptr->csp_frac = 0;
1027                                 }
1028
1029                                 /* Redraw mana */
1030                                 p_ptr->redraw |= (PR_MANA);
1031                         }
1032                         else if (command == -4)
1033                         {
1034                                 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
1035                                 {
1036                                         msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
1037                                         return FALSE;
1038                                 }
1039                                 if (!choose_kata()) return FALSE;
1040                                 p_ptr->update |= (PU_BONUS);
1041                         }
1042                         break;
1043                 }
1044                 case CLASS_BLUE_MAGE:
1045                 {
1046                         if (p_ptr->action == ACTION_LEARN)
1047                         {
1048                                 set_action(ACTION_NONE);
1049                         }
1050                         else
1051                         {
1052                                 set_action(ACTION_LEARN);
1053                         }
1054                         p_ptr->energy_use = 0;
1055                         break;
1056                 }
1057                 case CLASS_CAVALRY:
1058                 {
1059                         char m_name[80];
1060                         monster_type *m_ptr;
1061                         monster_race *r_ptr;
1062                         int rlev;
1063
1064                         if (p_ptr->riding)
1065                         {
1066                                 msg_print(_("今は乗馬中だ。", "You ARE riding."));
1067                                 return FALSE;
1068                         }
1069                         if (!do_riding(TRUE)) return TRUE;
1070                         m_ptr = &m_list[p_ptr->riding];
1071                         r_ptr = &r_info[m_ptr->r_idx];
1072                         monster_desc(m_name, m_ptr, 0);
1073                         msg_format(_("%sに乗った。", "You ride on %s."),m_name);
1074                         if (is_pet(m_ptr)) break;
1075                         rlev = r_ptr->level;
1076                         if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
1077                         if (rlev > 60) rlev = 60+(rlev-60)/2;
1078                         if ((randint1(p_ptr->skill_exp[GINOU_RIDING] / 120 + p_ptr->lev * 2 / 3) > rlev)
1079                             && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle
1080                             && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
1081                             && (rlev < p_ptr->lev * 3 / 2 + randint0(p_ptr->lev / 5)))
1082                         {
1083                                 msg_format(_("%sを手なずけた。", "You tame %s."),m_name);
1084                                 set_pet(m_ptr);
1085                         }
1086                         else
1087                         {
1088                                 msg_format(_("%sに振り落とされた!", "You have thrown off by %s."),m_name);
1089                                 rakuba(1,TRUE);
1090
1091                                 /* Paranoia */
1092                                 /* 落馬処理に失敗してもとにかく乗馬解除 */
1093                                 p_ptr->riding = 0;
1094                         }
1095                         break;
1096                 }
1097                 case CLASS_BERSERKER:
1098                 {
1099                         if (!word_of_recall()) return FALSE;
1100                         break;
1101                 }
1102                 case CLASS_SMITH:
1103                 {
1104                         if (p_ptr->lev > 29)
1105                         {
1106                                 if (!identify_fully(TRUE)) return FALSE;
1107                         }
1108                         else
1109                         {
1110                                 if (!ident_spell(TRUE)) return FALSE;
1111                         }
1112                         break;
1113                 }
1114                 case CLASS_MIRROR_MASTER:
1115                 {
1116                         if (command == -3)
1117                         {
1118                                 /* Explode all mirrors */
1119                                 remove_all_mirrors(TRUE);
1120                         }
1121                         else if (command == -4)
1122                         {
1123                                 if (total_friends)
1124                                 {
1125                                         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."));
1126                                         return FALSE;
1127                                 }
1128                                 if (is_mirror_grid(&cave[p_ptr->y][p_ptr->x]))
1129                                 {
1130                                         msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
1131
1132                                         p_ptr->csp += (5 + p_ptr->lev * p_ptr->lev / 100);
1133                                         if (p_ptr->csp >= p_ptr->msp)
1134                                         {
1135                                                 p_ptr->csp = p_ptr->msp;
1136                                                 p_ptr->csp_frac = 0;
1137                                         }
1138
1139                                         /* Redraw mana */
1140                                         p_ptr->redraw |= (PR_MANA);
1141                                 }
1142                                 else
1143                                 {
1144                                         msg_print(_("鏡の上でないと集中できない!", "Here are not any mirrors!"));
1145                                 }
1146                         }
1147                         break;
1148                 }
1149                 case CLASS_NINJA:
1150                 {
1151                         if (p_ptr->action == ACTION_HAYAGAKE)
1152                         {
1153                                 set_action(ACTION_NONE);
1154                         }
1155                         else
1156                         {
1157                                 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
1158                                 feature_type *f_ptr = &f_info[c_ptr->feat];
1159
1160                                 if (!have_flag(f_ptr->flags, FF_PROJECT) ||
1161                                     (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
1162                                 {
1163                                         msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
1164                                 }
1165                                 else
1166                                 {
1167                                         set_action(ACTION_HAYAGAKE);
1168                                 }
1169                         }
1170
1171
1172                         p_ptr->energy_use = 0;
1173                         break;
1174                 }
1175
1176                 }
1177         }
1178         else if (p_ptr->mimic_form)
1179         {
1180                 switch (p_ptr->mimic_form)
1181                 {
1182                 case MIMIC_DEMON:
1183                 case MIMIC_DEMON_LORD:
1184                 {
1185                         int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1186                         if (!get_aim_dir(&dir)) return FALSE;
1187                         stop_mouth();
1188 #ifdef JP
1189                         msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎"));
1190 #else
1191                         msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1192 #endif
1193
1194                         fire_breath(type, dir, plev * 3, (plev / 15) + 1);
1195                         break;
1196                 }
1197                 case MIMIC_VAMPIRE:
1198                         vampirism();
1199                         break;
1200                 }
1201         }
1202
1203         else 
1204         {
1205
1206         switch (p_ptr->prace)
1207         {
1208                 case RACE_DWARF:
1209                         msg_print(_("周囲を調べた。", "You examine your surroundings."));
1210                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1211                         (void)detect_doors(DETECT_RAD_DEFAULT);
1212                         (void)detect_stairs(DETECT_RAD_DEFAULT);
1213                         break;
1214
1215                 case RACE_HOBBIT:
1216                         {
1217                                 object_type *q_ptr;
1218                                 object_type forge;
1219
1220                                 /* Get local object */
1221                                 q_ptr = &forge;
1222
1223                                 /* Create the food ration */
1224                                 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
1225
1226                                 /* Drop the object from heaven */
1227                                 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
1228                                 msg_print(_("食事を料理して作った。", "You cook some food."));
1229                         }
1230                         break;
1231
1232                 case RACE_GNOME:
1233                         msg_print(_("パッ!", "Blink!"));
1234                         teleport_player(10, 0L);
1235                         break;
1236
1237                 case RACE_HALF_ORC:
1238                         msg_print(_("勇気を出した。", "You play tough."));
1239                         (void)set_afraid(0);
1240                         break;
1241
1242                 case RACE_HALF_TROLL:
1243                         msg_print(_("うがぁぁ!", "RAAAGH!"));
1244                         (void)berserk(10 + randint1(plev));
1245                         break;
1246
1247                 case RACE_AMBERITE:
1248                         if (command == -1)
1249                         {
1250                                 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
1251                                 alter_reality();
1252                         }
1253                         else if (command == -2)
1254                         {
1255                                 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..."));
1256
1257                                 (void)true_healing(0);
1258                                 (void)restore_all_status();
1259                                 (void)restore_level();
1260                         }
1261                         break;
1262
1263                 case RACE_BARBARIAN:
1264                         msg_print(_("うぉぉおお!", "Raaagh!"));
1265                         (void)berserk(10 + randint1(plev));
1266                         break;
1267
1268                 case RACE_HALF_OGRE:
1269                         msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
1270                         explosive_rune();
1271                         break;
1272
1273                 case RACE_HALF_GIANT:
1274                         if (!get_aim_dir(&dir)) return FALSE;
1275                         (void)wall_to_mud(dir, 20 + randint1(30));
1276                         break;
1277
1278                 case RACE_HALF_TITAN:
1279                         msg_print(_("敵を調査した...", "You examine your foes..."));
1280                         probing();
1281                         break;
1282
1283                 case RACE_CYCLOPS:
1284                         if (!get_aim_dir(&dir)) return FALSE;
1285                         msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
1286                         fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
1287                         break;
1288
1289                 case RACE_YEEK:
1290                         if (!get_aim_dir(&dir)) return FALSE;
1291                         stop_mouth();
1292                         msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
1293                         (void)fear_monster(dir, plev);
1294                         break;
1295
1296                 case RACE_KLACKON:
1297                         if (!get_aim_dir(&dir)) return FALSE;
1298                         stop_mouth();
1299                         msg_print(_("酸を吐いた。", "You spit acid."));
1300                         if (plev < 25) fire_bolt(GF_ACID, dir, plev);
1301                         else fire_ball(GF_ACID, dir, plev, 2);
1302                         break;
1303
1304                 case RACE_KOBOLD:
1305                         if (!get_aim_dir(&dir)) return FALSE;
1306                         msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
1307                         fire_bolt(GF_POIS, dir, plev);
1308                         break;
1309
1310                 case RACE_NIBELUNG:
1311                         msg_print(_("周囲を調査した。", "You examine your surroundings."));
1312                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1313                         (void)detect_doors(DETECT_RAD_DEFAULT);
1314                         (void)detect_stairs(DETECT_RAD_DEFAULT);
1315                         break;
1316
1317                 case RACE_DARK_ELF:
1318                         if (!get_aim_dir(&dir)) return FALSE;
1319                         msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
1320                         fire_bolt_or_beam(10, GF_MISSILE, dir,
1321                             damroll(3 + ((plev - 1) / 5), 4));
1322                         break;
1323
1324                 case RACE_DRACONIAN:
1325                         {
1326                                 int  Type = (one_in_(3) ? GF_COLD : GF_FIRE);
1327 #ifdef JP
1328                                 cptr Type_desc = ((Type == GF_COLD) ? "冷気" : "炎");
1329 #else
1330                                 cptr Type_desc = ((Type == GF_COLD) ? "cold" : "fire");
1331 #endif
1332
1333                                 if (!get_aim_dir(&dir)) return FALSE;
1334
1335                                 if (randint1(100) < plev)
1336                                 {
1337                                         switch (p_ptr->pclass)
1338                                         {
1339                                                 case CLASS_WARRIOR:
1340                                                 case CLASS_BERSERKER:
1341                                                 case CLASS_RANGER:
1342                                                 case CLASS_TOURIST:
1343                                                 case CLASS_IMITATOR:
1344                                                 case CLASS_ARCHER:
1345                                                 case CLASS_SMITH:
1346                                                         if (one_in_(3))
1347                                                         {
1348                                                                 Type = GF_MISSILE;
1349                                                                 Type_desc = _("エレメント", "the elements");
1350                                                         }
1351                                                         else
1352                                                         {
1353                                                                 Type = GF_SHARDS;
1354                                                                 Type_desc = _("破片", "shards");
1355                                                         }
1356                                                         break;
1357                                                 case CLASS_MAGE:
1358                                                 case CLASS_WARRIOR_MAGE:
1359                                                 case CLASS_HIGH_MAGE:
1360                                                 case CLASS_SORCERER:
1361                                                 case CLASS_MAGIC_EATER:
1362                                                 case CLASS_RED_MAGE:
1363                                                 case CLASS_BLUE_MAGE:
1364                                                 case CLASS_MIRROR_MASTER:
1365                                                         if (one_in_(3))
1366                                                         {
1367                                                                 Type = GF_MANA;
1368                                                                 Type_desc = _("魔力", "mana");
1369                                                         }
1370                                                         else
1371                                                         {
1372                                                                 Type = GF_DISENCHANT;
1373                                                                 Type_desc = _("劣化", "disenchantment");
1374                                                         }
1375                                                         break;
1376                                                 case CLASS_CHAOS_WARRIOR:
1377                                                         if (!one_in_(3))
1378                                                         {
1379                                                                 Type = GF_CONFUSION;
1380                                                                 Type_desc = _("混乱", "confusion");
1381                                                         }
1382                                                         else
1383                                                         {
1384                                                                 Type = GF_CHAOS;
1385                                                                 Type_desc = _("カオス", "chaos");
1386                                                         }
1387                                                         break;
1388                                                 case CLASS_MONK:
1389                                                 case CLASS_SAMURAI:
1390                                                 case CLASS_FORCETRAINER:
1391                                                         if (!one_in_(3))
1392                                                         {
1393                                                                 Type = GF_CONFUSION;
1394                                                                 Type_desc = _("混乱", "confusion");
1395                                                         }
1396                                                         else
1397                                                         {
1398                                                                 Type = GF_SOUND;
1399                                                                 Type_desc = _("轟音", "sound");
1400                                                         }
1401                                                         break;
1402                                                 case CLASS_MINDCRAFTER:
1403                                                         if (!one_in_(3))
1404                                                         {
1405                                                                 Type = GF_CONFUSION;
1406                                                                 Type_desc = _("混乱", "confusion");
1407                                                         }
1408                                                         else
1409                                                         {
1410                                                                 Type = GF_PSI;
1411                                                                 Type_desc = _("精神エネルギー", "mental energy");
1412                                                         }
1413                                                         break;
1414                                                 case CLASS_PRIEST:
1415                                                 case CLASS_PALADIN:
1416                                                         if (one_in_(3))
1417                                                         {
1418                                                                 Type = GF_HELL_FIRE;
1419                                                                 Type_desc = _("地獄の劫火", "hellfire");
1420                                                         }
1421                                                         else
1422                                                         {
1423                                                                 Type = GF_HOLY_FIRE;
1424                                                                 Type_desc = _("聖なる炎", "holy fire");
1425                                                         }
1426                                                         break;
1427                                                 case CLASS_ROGUE:
1428                                                 case CLASS_NINJA:
1429                                                         if (one_in_(3))
1430                                                         {
1431                                                                 Type = GF_DARK;
1432                                                                 Type_desc = _("暗黒", "darkness");
1433                                                         }
1434                                                         else
1435                                                         {
1436                                                                 Type = GF_POIS;
1437                                                                 Type_desc = _("毒", "poison");
1438                                                         }
1439                                                         break;
1440                                                 case CLASS_BARD:
1441                                                         if (!one_in_(3))
1442                                                         {
1443                                                                 Type = GF_SOUND;
1444                                                                 Type_desc = _("轟音", "sound");
1445                                                         }
1446                                                         else
1447                                                         {
1448                                                                 Type = GF_CONFUSION;
1449                                                                 Type_desc = _("混乱", "confusion");
1450                                                         }
1451                                                         break;
1452                                         }
1453                                 }
1454
1455                                 stop_mouth();
1456                                 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
1457
1458                                 fire_breath(Type, dir, plev * 2, (plev / 15) + 1);
1459                         }
1460                         break;
1461
1462                 case RACE_MIND_FLAYER:
1463                         if (!get_aim_dir(&dir)) return FALSE;
1464                         msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
1465                         fire_bolt(GF_PSI, dir, plev);
1466                         break;
1467
1468                 case RACE_IMP:
1469                         if (!get_aim_dir(&dir)) return FALSE;
1470                         if (plev >= 30)
1471                         {
1472                                 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
1473                                 fire_ball(GF_FIRE, dir, plev, 2);
1474                         }
1475                         else
1476                         {
1477                                 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
1478                                 fire_bolt(GF_FIRE, dir, plev);
1479                         }
1480                         break;
1481
1482                 case RACE_GOLEM:
1483                         (void)set_shield(randint1(20) + 30, FALSE);
1484                         break;
1485
1486                 case RACE_SKELETON:
1487                 case RACE_ZOMBIE:
1488                         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."));
1489                         (void)restore_level();
1490                         break;
1491
1492                 case RACE_VAMPIRE:
1493                         vampirism();
1494                         break;
1495
1496                 case RACE_SPECTRE:
1497                         if (!get_aim_dir(&dir)) return FALSE;
1498                         stop_mouth();
1499                         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!"));
1500                         (void)fear_monster(dir, plev);
1501                         break;
1502
1503                 case RACE_SPRITE:
1504                         msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
1505                         if (plev < 25) sleep_monsters_touch();
1506                         else (void)sleep_monsters(plev);
1507                         break;
1508
1509                 case RACE_DEMON:
1510                         {
1511                                 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1512                                 if (!get_aim_dir(&dir)) return FALSE;
1513                                 stop_mouth();
1514 #ifdef JP
1515                                 msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎"));
1516 #else
1517                                 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1518 #endif
1519
1520                                 fire_breath(type, dir, plev * 3, (plev / 15) + 1);
1521                         }
1522                         break;
1523
1524                 case RACE_KUTAR:
1525                         (void)set_tsubureru(randint1(20) + 30, FALSE);
1526                         break;
1527
1528                 case RACE_ANDROID:
1529                         if (!get_aim_dir(&dir)) return FALSE;
1530                         if (plev < 10)
1531                         {
1532                                 msg_print(_("レイガンを発射した。", "You fire your ray gun."));
1533                                 fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
1534                         }
1535                         else if (plev < 25)
1536                         {
1537                                 msg_print(_("ブラスターを発射した。", "You fire your blaster."));
1538                                 fire_bolt(GF_MISSILE, dir, plev);
1539                         }
1540                         else if (plev < 35)
1541                         {
1542                                 msg_print(_("バズーカを発射した。", "You fire your bazooka."));
1543                                 fire_ball(GF_MISSILE, dir, plev * 2, 2);
1544                         }
1545                         else if (plev < 45)
1546                         {
1547                                 msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon."));
1548                                 fire_beam(GF_MISSILE, dir, plev * 2);
1549                         }
1550                         else
1551                         {
1552                                 msg_print(_("ロケットを発射した。", "You fire a rocket."));
1553                                 fire_rocket(GF_ROCKET, dir, plev * 5, 2);
1554                         }
1555                         break;
1556
1557                 default:
1558                         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."));
1559                         p_ptr->energy_use = 0;
1560         }
1561         }
1562         return TRUE;
1563 }
1564
1565 /*!
1566  * @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
1567  * @return なし
1568  */
1569 void do_cmd_racial_power(void)
1570 {
1571         power_desc_type power_desc[36];
1572         int num;
1573         COMMAND_CODE i = 0;
1574         int ask = TRUE;
1575         PLAYER_LEVEL lvl = p_ptr->lev;
1576         bool            flag, redraw, cast = FALSE;
1577         bool            warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
1578         char            choice;
1579         char            out_val[160];
1580         int menu_line = (use_menu ? 1 : 0);
1581
1582
1583         for (num = 0; num < 36; num++)
1584         {
1585                 strcpy(power_desc[num].name, "");
1586                 power_desc[num].number = 0;
1587         }
1588
1589         num = 0;
1590
1591         if (p_ptr->confused)
1592         {
1593                 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!"));
1594                 p_ptr->energy_use = 0;
1595                 return;
1596         }
1597
1598         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
1599         {
1600                 set_action(ACTION_NONE);
1601         }
1602
1603         switch (p_ptr->pclass)
1604         {
1605         case CLASS_WARRIOR:
1606         {
1607                 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
1608                 power_desc[num].level = 40;
1609                 power_desc[num].cost = 75;
1610                 power_desc[num].stat = A_DEX;
1611                 power_desc[num].fail = 35;
1612                 power_desc[num++].number = -3;
1613                 break;
1614         }
1615         case CLASS_HIGH_MAGE:
1616         if (p_ptr->realm1 == REALM_HEX)
1617         {
1618                 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
1619                 power_desc[num].level = 1;
1620                 power_desc[num].cost = 0;
1621                 power_desc[num].stat = A_INT;
1622                 power_desc[num].fail = 0;
1623                 power_desc[num++].number = -3;
1624                 break;
1625         }
1626         case CLASS_MAGE:
1627         /* case CLASS_HIGH_MAGE: */
1628         case CLASS_SORCERER:
1629         {
1630                 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1631                 power_desc[num].level = 25;
1632                 power_desc[num].cost = 1;
1633                 power_desc[num].stat = A_INT;
1634                 power_desc[num].fail = 25;
1635                 power_desc[num++].number = -3;
1636                 break;
1637         }
1638         case CLASS_PRIEST:
1639         {
1640                 if (is_good_realm(p_ptr->realm1))
1641                 {
1642                         strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
1643                         power_desc[num].level = 35;
1644                         power_desc[num].cost = 70;
1645                         power_desc[num].stat = A_WIS;
1646                         power_desc[num].fail = 50;
1647                         power_desc[num++].number = -3;
1648                 }
1649                 else
1650                 {
1651                         strcpy(power_desc[num].name, _("召魂", "Evocation"));
1652                         power_desc[num].level = 42;
1653                         power_desc[num].cost = 40;
1654                         power_desc[num].stat = A_WIS;
1655                         power_desc[num].fail = 35;
1656                         power_desc[num++].number = -3;
1657                 }
1658                 break;
1659         }
1660         case CLASS_ROGUE:
1661         {
1662                 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
1663                 power_desc[num].level = 8;
1664                 power_desc[num].cost = 12;
1665                 power_desc[num].stat = A_DEX;
1666                 power_desc[num].fail = 14;
1667                 power_desc[num++].number = -3;
1668                 break;
1669         }
1670         case CLASS_RANGER:
1671         case CLASS_SNIPER:
1672         {
1673                 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
1674                 power_desc[num].level = 15;
1675                 power_desc[num].cost = 20;
1676                 power_desc[num].stat = A_INT;
1677                 power_desc[num].fail = 12;
1678                 power_desc[num++].number = -3;
1679                 break;
1680         }
1681         case CLASS_PALADIN:
1682         {
1683                 if (is_good_realm(p_ptr->realm1))
1684                 {
1685                         strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
1686                         power_desc[num].level = 30;
1687                         power_desc[num].cost = 30;
1688                         power_desc[num].stat = A_WIS;
1689                         power_desc[num].fail = 30;
1690                         power_desc[num++].number = -3;
1691                 }
1692                 else
1693                 {
1694                         strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
1695                         power_desc[num].level = 30;
1696                         power_desc[num].cost = 30;
1697                         power_desc[num].stat = A_WIS;
1698                         power_desc[num].fail = 30;
1699                         power_desc[num++].number = -3;
1700                 }
1701                 break;
1702         }
1703         case CLASS_WARRIOR_MAGE:
1704         {
1705                 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
1706                 power_desc[num].level = 25;
1707                 power_desc[num].cost = 0;
1708                 power_desc[num].stat = A_INT;
1709                 power_desc[num].fail = 10;
1710                 power_desc[num++].number = -3;
1711                         
1712                 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
1713                 power_desc[num].level = 25;
1714                 power_desc[num].cost = 0;
1715                 power_desc[num].stat = A_INT;
1716                 power_desc[num].fail = 10;
1717                 power_desc[num++].number = -4;
1718                 break;
1719         }
1720         case CLASS_CHAOS_WARRIOR:
1721         {
1722                 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
1723                 power_desc[num].level = 40;
1724                 power_desc[num].cost = 50;
1725                 power_desc[num].stat = A_INT;
1726                 power_desc[num].fail = 25;
1727                 power_desc[num++].number = -3;
1728                 break;
1729         }
1730         case CLASS_MONK:
1731         {
1732                 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
1733                 power_desc[num].level = 25;
1734                 power_desc[num].cost = 0;
1735                 power_desc[num].stat = A_DEX;
1736                 power_desc[num].fail = 0;
1737                 power_desc[num++].number = -3;
1738                         
1739                 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
1740                 power_desc[num].level = 30;
1741                 power_desc[num].cost = 30;
1742                 power_desc[num].stat = A_STR;
1743                 power_desc[num].fail = 20;
1744                 power_desc[num++].number = -4;
1745                 break;
1746         }
1747         case CLASS_MINDCRAFTER:
1748         case CLASS_FORCETRAINER:
1749         {
1750                 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1751                 power_desc[num].level = 15;
1752                 power_desc[num].cost = 0;
1753                 power_desc[num].stat = A_WIS;
1754                 power_desc[num].fail = 10;
1755                 power_desc[num++].number = -3;
1756                 break;
1757         }
1758         case CLASS_TOURIST:
1759         {
1760                 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1761                 power_desc[num].level = 1;
1762                 power_desc[num].cost = 0;
1763                 power_desc[num].stat = A_DEX;
1764                 power_desc[num].fail = 0;
1765                 power_desc[num++].number = -3;
1766                 
1767                 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1768                 power_desc[num].level = 25;
1769                 power_desc[num].cost = 20;
1770                 power_desc[num].stat = A_INT;
1771                 power_desc[num].fail = 20;
1772                 power_desc[num++].number = -4;
1773                 break;
1774         }
1775         case CLASS_IMITATOR:
1776         {
1777                 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1778                 power_desc[num].level = 30;
1779                 power_desc[num].cost = 100;
1780                 power_desc[num].stat = A_DEX;
1781                 power_desc[num].fail = 30;
1782                 power_desc[num++].number = -3;
1783                 break;
1784         }
1785         case CLASS_BEASTMASTER:
1786         {
1787                 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1788                 power_desc[num].level = 1;
1789                 power_desc[num].cost = (p_ptr->lev+3)/4;
1790                 power_desc[num].stat = A_CHR;
1791                 power_desc[num].fail = 10;
1792                 power_desc[num++].number = -3;
1793                 
1794                 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1795                 power_desc[num].level = 30;
1796                 power_desc[num].cost = (p_ptr->lev+20)/2;
1797                 power_desc[num].stat = A_CHR;
1798                 power_desc[num].fail = 10;
1799                 power_desc[num++].number = -4;
1800                 break;
1801         }
1802         case CLASS_ARCHER:
1803         {
1804                 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1805                 power_desc[num].level = 1;
1806                 power_desc[num].cost = 0;
1807                 power_desc[num].stat = A_DEX;
1808                 power_desc[num].fail = 0;
1809                 power_desc[num++].number = -3;
1810                 break;
1811         }
1812         case CLASS_MAGIC_EATER:
1813         {
1814                 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1815                 power_desc[num].level = 1;
1816                 power_desc[num].cost = 0;
1817                 power_desc[num].stat = A_INT;
1818                 power_desc[num].fail = 0;
1819                 power_desc[num++].number = -3;
1820
1821                 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1822                 power_desc[num].level = 10;
1823                 power_desc[num].cost = 10 + (lvl - 10) / 2;
1824                 power_desc[num].stat = A_INT;
1825                 power_desc[num].fail = 0;
1826                 power_desc[num++].number = -4;
1827                 break;
1828         }
1829         case CLASS_BARD:
1830         {
1831                 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1832                 power_desc[num].level = 1;
1833                 power_desc[num].cost = 0;
1834                 power_desc[num].stat = A_CHR;
1835                 power_desc[num].fail = 0;
1836                 power_desc[num++].number = -3;
1837                 break;
1838         }
1839         case CLASS_RED_MAGE:
1840         {
1841                 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1842                 power_desc[num].level = 48;
1843                 power_desc[num].cost = 20;
1844                 power_desc[num].stat = A_INT;
1845                 power_desc[num].fail = 0;
1846                 power_desc[num++].number = -3;
1847                 break;
1848         }
1849         case CLASS_SAMURAI:
1850         {
1851                 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1852                 power_desc[num].level = 1;
1853                 power_desc[num].cost = 0;
1854                 power_desc[num].stat = A_WIS;
1855                 power_desc[num].fail = 0;
1856                 power_desc[num++].number = -3;
1857                 
1858                 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
1859                 power_desc[num].level = 25;
1860                 power_desc[num].cost = 0;
1861                 power_desc[num].stat = A_DEX;
1862                 power_desc[num].fail = 0;
1863                 power_desc[num++].number = -4;
1864                 break;
1865         }
1866         case CLASS_BLUE_MAGE:
1867         {
1868                 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1869                 power_desc[num].level = 1;
1870                 power_desc[num].cost = 0;
1871                 power_desc[num].stat = A_INT;
1872                 power_desc[num].fail = 0;
1873                 power_desc[num++].number = -3;
1874                 break;
1875         }
1876         case CLASS_CAVALRY:
1877         {
1878                 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1879                 power_desc[num].level = 10;
1880                 power_desc[num].cost = 0;
1881                 power_desc[num].stat = A_STR;
1882                 power_desc[num].fail = 10;
1883                 power_desc[num++].number = -3;
1884                 break;
1885         }
1886         case CLASS_BERSERKER:
1887         {
1888                 strcpy(power_desc[num].name, _("帰還", "Recall"));
1889                 power_desc[num].level = 10;
1890                 power_desc[num].cost = 10;
1891                 power_desc[num].stat = A_DEX;
1892                 power_desc[num].fail = 20;
1893                 power_desc[num++].number = -3;
1894                 break;
1895         }
1896         case CLASS_MIRROR_MASTER:
1897         {
1898                 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
1899                 power_desc[num].level = 1;
1900                 power_desc[num].cost = 0;
1901                 power_desc[num].stat = A_INT;
1902                 power_desc[num].fail = 0;
1903                 power_desc[num++].number = -3;
1904                 
1905                 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
1906                 power_desc[num].level = 30;
1907                 power_desc[num].cost = 0;
1908                 power_desc[num].stat = A_INT;
1909                 power_desc[num].fail = 20;
1910                 power_desc[num++].number = -4;
1911                 break;
1912         }
1913         case CLASS_SMITH:
1914         {
1915                 strcpy(power_desc[num].name, _("目利き", "Judgment"));
1916                 power_desc[num].level = 5;
1917                 power_desc[num].cost = 15;
1918                 power_desc[num].stat = A_INT;
1919                 power_desc[num].fail = 20;
1920                 power_desc[num++].number = -3;
1921                 break;
1922         }
1923         case CLASS_NINJA:
1924         {
1925                 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
1926                 power_desc[num].level = 20;
1927                 power_desc[num].cost = 0;
1928                 power_desc[num].stat = A_DEX;
1929                 power_desc[num].fail = 0;
1930                 power_desc[num++].number = -3;
1931                 break;
1932         }
1933         default:
1934                 strcpy(power_desc[0].name, _("(なし)", "(none)"));
1935         }
1936
1937         if (p_ptr->mimic_form)
1938         {
1939                 switch (p_ptr->mimic_form)
1940                 {
1941                 case MIMIC_DEMON:
1942                 case MIMIC_DEMON_LORD:
1943                         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);
1944                         power_desc[num].level = 15;
1945                         power_desc[num].cost = 10+lvl/3;
1946                         power_desc[num].stat = A_CON;
1947                         power_desc[num].fail = 20;
1948                         power_desc[num++].number = -1;
1949                         break;
1950                 case MIMIC_VAMPIRE:
1951                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1952                         power_desc[num].level = 2;
1953                         power_desc[num].cost = 1 + (lvl / 3);
1954                         power_desc[num].stat = A_CON;
1955                         power_desc[num].fail = 9;
1956                         power_desc[num++].number = -1;
1957                         break;
1958                 }
1959         }
1960         else
1961         {
1962         switch (p_ptr->prace)
1963         {
1964                 case RACE_DWARF:
1965                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1966                         power_desc[num].level = 5;
1967                         power_desc[num].cost = 5;
1968                         power_desc[num].stat = A_WIS;
1969                         power_desc[num].fail = 12;
1970                         power_desc[num++].number = -1;
1971                         break;
1972                 case RACE_NIBELUNG:
1973                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1974                         power_desc[num].level = 10;
1975                         power_desc[num].cost = 5;
1976                         power_desc[num].stat = A_WIS;
1977                         power_desc[num].fail = 10;
1978                         power_desc[num++].number = -1;
1979                         break;
1980                 case RACE_HOBBIT:
1981                         strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
1982                         power_desc[num].level = 15;
1983                         power_desc[num].cost = 10;
1984                         power_desc[num].stat = A_INT;
1985                         power_desc[num].fail = 10;
1986                         power_desc[num++].number = -1;
1987                         break;
1988                 case RACE_GNOME:
1989                         sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
1990                         power_desc[num].level = 5;
1991                         power_desc[num].cost = 5;
1992                         power_desc[num].stat = A_INT;
1993                         power_desc[num].fail = 12;
1994                         power_desc[num++].number = -1;
1995                         break;
1996                 case RACE_HALF_ORC:
1997                         strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
1998                         power_desc[num].level = 3;
1999                         power_desc[num].cost = 5;
2000                         power_desc[num].stat = A_WIS;
2001                         power_desc[num].fail = warrior ? 5 : 10;
2002                         power_desc[num++].number = -1;
2003                         break;
2004                 case RACE_HALF_TROLL:
2005                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2006                         power_desc[num].level = 10;
2007                         power_desc[num].cost = 12;
2008                         power_desc[num].stat = A_STR;
2009                         power_desc[num].fail = warrior ? 6 : 12;
2010                         power_desc[num++].number = -1;
2011                         break;
2012                 case RACE_BARBARIAN:
2013                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2014                         power_desc[num].level = 8;
2015                         power_desc[num].cost = 10;
2016                         power_desc[num].stat = A_STR;
2017                         power_desc[num].fail = warrior ? 6 : 12;
2018                         power_desc[num++].number = -1;
2019                         break;
2020                 case RACE_AMBERITE:
2021                         strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
2022                         power_desc[num].level = 30;
2023                         power_desc[num].cost = 50;
2024                         power_desc[num].stat = A_INT;
2025                         power_desc[num].fail = 50;
2026                         power_desc[num++].number = -1;
2027                         
2028                         strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
2029                         power_desc[num].level = 40;
2030                         power_desc[num].cost = 75;
2031                         power_desc[num].stat = A_WIS;
2032                         power_desc[num].fail = 50;
2033                         power_desc[num++].number = -2;
2034                         break;
2035                 case RACE_HALF_OGRE:
2036                         strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
2037                         power_desc[num].level = 25;
2038                         power_desc[num].cost = 35;
2039                         power_desc[num].stat = A_INT;
2040                         power_desc[num].fail = 15;
2041                         power_desc[num++].number = -1;
2042                         break;
2043                 case RACE_HALF_GIANT:
2044                         strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
2045                         power_desc[num].level = 20;
2046                         power_desc[num].cost = 10;
2047                         power_desc[num].stat = A_STR;
2048                         power_desc[num].fail = 12;
2049                         power_desc[num++].number = -1;
2050                         break;
2051                 case RACE_HALF_TITAN:
2052                         strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
2053                         power_desc[num].level = 15;
2054                         power_desc[num].cost = 10;
2055                         power_desc[num].stat = A_INT;
2056                         power_desc[num].fail = 12;
2057                         power_desc[num++].number = -1;
2058                         break;
2059                 case RACE_CYCLOPS:
2060                         sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
2061                         power_desc[num].level = 20;
2062                         power_desc[num].cost = 15;
2063                         power_desc[num].stat = A_STR;
2064                         power_desc[num].fail = 12;
2065                         power_desc[num++].number = -1;
2066                         break;
2067                 case RACE_YEEK:
2068                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2069                         power_desc[num].level = 15;
2070                         power_desc[num].cost = 15;
2071                         power_desc[num].stat = A_WIS;
2072                         power_desc[num].fail = 10;
2073                         power_desc[num++].number = -1;
2074                         break;
2075                 case RACE_SPECTRE:
2076                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2077                         power_desc[num].level = 4;
2078                         power_desc[num].cost = 6;
2079                         power_desc[num].stat = A_INT;
2080                         power_desc[num].fail = 3;
2081                         power_desc[num++].number = -1;
2082                         break;
2083                 case RACE_KLACKON:
2084                         sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
2085                         power_desc[num].level = 9;
2086                         power_desc[num].cost = 9;
2087                         power_desc[num].stat = A_DEX;
2088                         power_desc[num].fail = 14;
2089                         power_desc[num++].number = -1;
2090                         break;
2091                 case RACE_KOBOLD:
2092                         sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
2093                         power_desc[num].level = 12;
2094                         power_desc[num].cost = 8;
2095                         power_desc[num].stat = A_DEX;
2096                         power_desc[num].fail = 14;
2097                         power_desc[num++].number = -1;
2098                         break;
2099                 case RACE_DARK_ELF:
2100                         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);
2101                         power_desc[num].level = 2;
2102                         power_desc[num].cost = 2;
2103                         power_desc[num].stat = A_INT;
2104                         power_desc[num].fail = 9;
2105                         power_desc[num++].number = -1;
2106                         break;
2107                 case RACE_DRACONIAN:
2108                         sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
2109                         power_desc[num].level = 1;
2110                         power_desc[num].cost = lvl;
2111                         power_desc[num].stat = A_CON;
2112                         power_desc[num].fail = 12;
2113                         power_desc[num++].number = -1;
2114                         break;
2115                 case RACE_MIND_FLAYER:
2116                         sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
2117                         power_desc[num].level = 15;
2118                         power_desc[num].cost = 12;
2119                         power_desc[num].stat = A_INT;
2120                         power_desc[num].fail = 14;
2121                         power_desc[num++].number = -1;
2122                         break;
2123                 case RACE_IMP:
2124                         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);
2125                         power_desc[num].level = 9;
2126                         power_desc[num].cost = 15;
2127                         power_desc[num].stat = A_WIS;
2128                         power_desc[num].fail = 15;
2129                         power_desc[num++].number = -1;
2130                         break;
2131                 case RACE_GOLEM:
2132                         strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
2133                         power_desc[num].level = 20;
2134                         power_desc[num].cost = 15;
2135                         power_desc[num].stat = A_CON;
2136                         power_desc[num].fail = 8;
2137                         power_desc[num++].number = -1;
2138                         break;
2139                 case RACE_SKELETON:
2140                 case RACE_ZOMBIE:
2141                         strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
2142                         power_desc[num].level = 30;
2143                         power_desc[num].cost = 30;
2144                         power_desc[num].stat = A_WIS;
2145                         power_desc[num].fail = 18;
2146                         power_desc[num++].number = -1;
2147                         break;
2148                 case RACE_VAMPIRE:
2149                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2150                         power_desc[num].level = 2;
2151                         power_desc[num].cost = 1 + (lvl / 3);
2152                         power_desc[num].stat = A_CON;
2153                         power_desc[num].fail = 9;
2154                         power_desc[num++].number = -1;
2155                         break;
2156                 case RACE_SPRITE:
2157                         strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
2158                         power_desc[num].level = 12;
2159                         power_desc[num].cost = 12;
2160                         power_desc[num].stat = A_INT;
2161                         power_desc[num].fail = 15;
2162                         power_desc[num++].number = -1;
2163                         break;
2164                 case RACE_DEMON:
2165                         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);
2166                         power_desc[num].level = 15;
2167                         power_desc[num].cost = 10+lvl/3;
2168                         power_desc[num].stat = A_CON;
2169                         power_desc[num].fail = 20;
2170                         power_desc[num++].number = -1;
2171                         break;
2172                 case RACE_KUTAR:
2173                         strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
2174                         power_desc[num].level = 20;
2175                         power_desc[num].cost = 15;
2176                         power_desc[num].stat = A_CHR;
2177                         power_desc[num].fail = 8;
2178                         power_desc[num++].number = -1;
2179                         break;
2180                 case RACE_ANDROID:
2181                         if (p_ptr->lev < 10)
2182                         {
2183                                 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
2184                                 power_desc[num].level = 1;
2185                                 power_desc[num].cost = 7;
2186                                 power_desc[num].fail = 8;
2187                         }
2188                         else if (p_ptr->lev < 25)
2189                         {
2190                                 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
2191                                 power_desc[num].level = 10;
2192                                 power_desc[num].cost = 13;
2193                                 power_desc[num].fail = 10;
2194                         }
2195                         else if (p_ptr->lev < 35)
2196                         {
2197                                 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
2198                                 power_desc[num].level = 25;
2199                                 power_desc[num].cost = 26;
2200                                 power_desc[num].fail = 12;
2201                         }
2202                         else if (p_ptr->lev < 45)
2203                         {
2204                                 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
2205                                 power_desc[num].level = 35;
2206                                 power_desc[num].cost = 40;
2207                                 power_desc[num].fail = 15;
2208                         }
2209                         else
2210                         {
2211                                 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
2212                                 power_desc[num].level = 45;
2213                                 power_desc[num].cost = 60;
2214                                 power_desc[num].fail = 18;
2215                         }
2216                         power_desc[num].stat = A_STR;
2217                         power_desc[num++].number = -1;
2218                         break;
2219                 default:
2220                 {
2221                         break;
2222                 }
2223         }
2224         }
2225
2226         if (p_ptr->muta1)
2227         {
2228                 if (p_ptr->muta1 & MUT1_SPIT_ACID)
2229                 {
2230                         strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
2231                         power_desc[num].level = 9;
2232                         power_desc[num].cost = 9;
2233                         power_desc[num].stat = A_DEX;
2234                         power_desc[num].fail = 15;
2235                         power_desc[num++].number = MUT1_SPIT_ACID;
2236                 }
2237
2238                 if (p_ptr->muta1 & MUT1_BR_FIRE)
2239                 {
2240                         strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
2241                         power_desc[num].level = 20;
2242                         power_desc[num].cost = lvl;
2243                         power_desc[num].stat = A_CON;
2244                         power_desc[num].fail = 18;
2245                         power_desc[num++].number = MUT1_BR_FIRE;
2246                 }
2247
2248                 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
2249                 {
2250                         strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
2251                         power_desc[num].level = 12;
2252                         power_desc[num].cost = 12;
2253                         power_desc[num].stat = A_CHR;
2254                         power_desc[num].fail = 18;
2255                         power_desc[num++].number = MUT1_HYPN_GAZE;
2256                 }
2257
2258                 if (p_ptr->muta1 & MUT1_TELEKINES)
2259                 {
2260                         strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
2261                         power_desc[num].level = 9;
2262                         power_desc[num].cost = 9;
2263                         power_desc[num].stat = A_WIS;
2264                         power_desc[num].fail = 14;
2265                         power_desc[num++].number = MUT1_TELEKINES;
2266                 }
2267
2268                 if (p_ptr->muta1 & MUT1_VTELEPORT)
2269                 {
2270                         strcpy(power_desc[num].name, _("テレポート", "Teleport"));
2271                         power_desc[num].level = 7;
2272                         power_desc[num].cost = 7;
2273                         power_desc[num].stat = A_WIS;
2274                         power_desc[num].fail = 15;
2275                         power_desc[num++].number = MUT1_VTELEPORT;
2276                 }
2277
2278                 if (p_ptr->muta1 & MUT1_MIND_BLST)
2279                 {
2280                         strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
2281                         power_desc[num].level = 5;
2282                         power_desc[num].cost = 3;
2283                         power_desc[num].stat = A_WIS;
2284                         power_desc[num].fail = 15;
2285                         power_desc[num++].number = MUT1_MIND_BLST;
2286                 }
2287
2288                 if (p_ptr->muta1 & MUT1_RADIATION)
2289                 {
2290                         strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
2291                         power_desc[num].level = 15;
2292                         power_desc[num].cost = 15;
2293                         power_desc[num].stat = A_CON;
2294                         power_desc[num].fail = 14;
2295                         power_desc[num++].number = MUT1_RADIATION;
2296                 }
2297
2298                 if (p_ptr->muta1 & MUT1_VAMPIRISM)
2299                 {
2300                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2301                         power_desc[num].level = 2;
2302                         power_desc[num].cost = (1 + (lvl / 3));
2303                         power_desc[num].stat = A_CON;
2304                         power_desc[num].fail = 9;
2305                         power_desc[num++].number = MUT1_VAMPIRISM;
2306                 }
2307
2308                 if (p_ptr->muta1 & MUT1_SMELL_MET)
2309                 {
2310                         strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
2311                         power_desc[num].level = 3;
2312                         power_desc[num].cost = 2;
2313                         power_desc[num].stat = A_INT;
2314                         power_desc[num].fail = 12;
2315                         power_desc[num++].number = MUT1_SMELL_MET;
2316                 }
2317
2318                 if (p_ptr->muta1 & MUT1_SMELL_MON)
2319                 {
2320                         strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
2321                         power_desc[num].level = 5;
2322                         power_desc[num].cost = 4;
2323                         power_desc[num].stat = A_INT;
2324                         power_desc[num].fail = 15;
2325                         power_desc[num++].number = MUT1_SMELL_MON;
2326                 }
2327
2328                 if (p_ptr->muta1 & MUT1_BLINK)
2329                 {
2330                         strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
2331                         power_desc[num].level = 3;
2332                         power_desc[num].cost = 3;
2333                         power_desc[num].stat = A_WIS;
2334                         power_desc[num].fail = 12;
2335                         power_desc[num++].number = MUT1_BLINK;
2336                 }
2337
2338                 if (p_ptr->muta1 & MUT1_EAT_ROCK)
2339                 {
2340                         strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
2341                         power_desc[num].level = 8;
2342                         power_desc[num].cost = 12;
2343                         power_desc[num].stat = A_CON;
2344                         power_desc[num].fail = 18;
2345                         power_desc[num++].number = MUT1_EAT_ROCK;
2346                 }
2347
2348                 if (p_ptr->muta1 & MUT1_SWAP_POS)
2349                 {
2350                         strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
2351                         power_desc[num].level = 15;
2352                         power_desc[num].cost = 12;
2353                         power_desc[num].stat = A_DEX;
2354                         power_desc[num].fail = 16;
2355                         power_desc[num++].number = MUT1_SWAP_POS;
2356                 }
2357
2358                 if (p_ptr->muta1 & MUT1_SHRIEK)
2359                 {
2360                         strcpy(power_desc[num].name, _("叫び", "Shriek"));
2361                         power_desc[num].level = 20;
2362                         power_desc[num].cost = 14;
2363                         power_desc[num].stat = A_CON;
2364                         power_desc[num].fail = 16;
2365                         power_desc[num++].number = MUT1_SHRIEK;
2366                 }
2367
2368                 if (p_ptr->muta1 & MUT1_ILLUMINE)
2369                 {
2370                         strcpy(power_desc[num].name, _("照明", "Illuminate"));
2371                         power_desc[num].level = 3;
2372                         power_desc[num].cost = 2;
2373                         power_desc[num].stat = A_INT;
2374                         power_desc[num].fail = 10;
2375                         power_desc[num++].number = MUT1_ILLUMINE;
2376                 }
2377
2378                 if (p_ptr->muta1 & MUT1_DET_CURSE)
2379                 {
2380                         strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
2381                         power_desc[num].level = 7;
2382                         power_desc[num].cost = 14;
2383                         power_desc[num].stat = A_WIS;
2384                         power_desc[num].fail = 14;
2385                         power_desc[num++].number = MUT1_DET_CURSE;
2386                 }
2387
2388                 if (p_ptr->muta1 & MUT1_BERSERK)
2389                 {
2390                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2391                         power_desc[num].level = 8;
2392                         power_desc[num].cost = 8;
2393                         power_desc[num].stat = A_STR;
2394                         power_desc[num].fail = 14;
2395                         power_desc[num++].number = MUT1_BERSERK;
2396                 }
2397
2398                 if (p_ptr->muta1 & MUT1_POLYMORPH)
2399                 {
2400                         strcpy(power_desc[num].name, _("変身", "Polymorph"));
2401                         power_desc[num].level = 18;
2402                         power_desc[num].cost = 20;
2403                         power_desc[num].stat = A_CON;
2404                         power_desc[num].fail = 18;
2405                         power_desc[num++].number = MUT1_POLYMORPH;
2406                 }
2407
2408                 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
2409                 {
2410                         strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
2411                         power_desc[num].level = 10;
2412                         power_desc[num].cost = 5;
2413                         power_desc[num].stat = A_INT;
2414                         power_desc[num].fail = 12;
2415                         power_desc[num++].number = MUT1_MIDAS_TCH;
2416                 }
2417
2418                 if (p_ptr->muta1 & MUT1_GROW_MOLD)
2419                 {
2420                         strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
2421                         power_desc[num].level = 1;
2422                         power_desc[num].cost = 6;
2423                         power_desc[num].stat = A_CON;
2424                         power_desc[num].fail = 14;
2425                         power_desc[num++].number = MUT1_GROW_MOLD;
2426                 }
2427
2428                 if (p_ptr->muta1 & MUT1_RESIST)
2429                 {
2430                         strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
2431                         power_desc[num].level = 10;
2432                         power_desc[num].cost = 12;
2433                         power_desc[num].stat = A_CON;
2434                         power_desc[num].fail = 12;
2435                         power_desc[num++].number = MUT1_RESIST;
2436                 }
2437
2438                 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
2439                 {
2440                         strcpy(power_desc[num].name, _("地震", "Earthquake"));
2441                         power_desc[num].level = 12;
2442                         power_desc[num].cost = 12;
2443                         power_desc[num].stat = A_STR;
2444                         power_desc[num].fail = 16;
2445                         power_desc[num++].number = MUT1_EARTHQUAKE;
2446                 }
2447
2448                 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
2449                 {
2450                         strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
2451                         power_desc[num].level = 17;
2452                         power_desc[num].cost = 1;
2453                         power_desc[num].stat = A_WIS;
2454                         power_desc[num].fail = 15;
2455                         power_desc[num++].number = MUT1_EAT_MAGIC;
2456                 }
2457
2458                 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
2459                 {
2460                         strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
2461                         power_desc[num].level = 6;
2462                         power_desc[num].cost = 6;
2463                         power_desc[num].stat = A_INT;
2464                         power_desc[num].fail = 10;
2465                         power_desc[num++].number = MUT1_WEIGH_MAG;
2466                 }
2467
2468                 if (p_ptr->muta1 & MUT1_STERILITY)
2469                 {
2470                         strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
2471                         power_desc[num].level = 12;
2472                         power_desc[num].cost = 23;
2473                         power_desc[num].stat = A_CHR;
2474                         power_desc[num].fail = 15;
2475                         power_desc[num++].number = MUT1_STERILITY;
2476                 }
2477
2478                 if (p_ptr->muta1 & MUT1_PANIC_HIT)
2479                 {
2480                         strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
2481                         power_desc[num].level = 10;
2482                         power_desc[num].cost = 12;
2483                         power_desc[num].stat = A_DEX;
2484                         power_desc[num].fail = 14;
2485                         power_desc[num++].number = MUT1_PANIC_HIT;
2486                 }
2487
2488                 if (p_ptr->muta1 & MUT1_DAZZLE)
2489                 {
2490                         strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
2491                         power_desc[num].level = 7;
2492                         power_desc[num].cost = 15;
2493                         power_desc[num].stat = A_CHR;
2494                         power_desc[num].fail = 8;
2495                         power_desc[num++].number = MUT1_DAZZLE;
2496                 }
2497
2498                 if (p_ptr->muta1 & MUT1_LASER_EYE)
2499                 {
2500                         strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
2501                         power_desc[num].level = 7;
2502                         power_desc[num].cost = 10;
2503                         power_desc[num].stat = A_WIS;
2504                         power_desc[num].fail = 9;
2505                         power_desc[num++].number = MUT1_LASER_EYE;
2506                 }
2507
2508                 if (p_ptr->muta1 & MUT1_RECALL)
2509                 {
2510                         strcpy(power_desc[num].name, _("帰還", "Recall"));
2511                         power_desc[num].level = 17;
2512                         power_desc[num].cost = 50;
2513                         power_desc[num].stat = A_INT;
2514                         power_desc[num].fail = 16;
2515                         power_desc[num++].number = MUT1_RECALL;
2516                 }
2517
2518                 if (p_ptr->muta1 & MUT1_BANISH)
2519                 {
2520                         strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
2521                         power_desc[num].level = 25;
2522                         power_desc[num].cost = 25;
2523                         power_desc[num].stat = A_WIS;
2524                         power_desc[num].fail = 18;
2525                         power_desc[num++].number = MUT1_BANISH;
2526                 }
2527
2528                 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
2529                 {
2530                         strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
2531                         power_desc[num].level = 2;
2532                         power_desc[num].cost = 2;
2533                         power_desc[num].stat = A_CON;
2534                         power_desc[num].fail = 11;
2535                         power_desc[num++].number = MUT1_COLD_TOUCH;
2536                 }
2537
2538                 if (p_ptr->muta1 & MUT1_LAUNCHER)
2539                 {
2540                         strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
2541                         power_desc[num].level = 1;
2542                         power_desc[num].cost = lvl;
2543                         power_desc[num].stat = A_STR;
2544                         power_desc[num].fail = 6;
2545                         /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
2546                         power_desc[num++].number = 3;
2547                 }
2548         }
2549
2550         /* Nothing chosen yet */
2551         flag = FALSE;
2552
2553         /* No redraw yet */
2554         redraw = FALSE;
2555
2556         /* Build a prompt */
2557         (void) strnfmt(out_val, 78, 
2558                                 _("(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? "),
2559                                 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
2560
2561 if (!repeat_pull(&i) || i<0 || i>=num) {
2562         if (use_menu) screen_save();
2563          /* Get a spell from the user */
2564
2565         choice = (always_show_list || use_menu) ? ESCAPE:1;
2566         while (!flag)
2567         {
2568                 if( choice==ESCAPE ) choice = ' '; 
2569                 else if( !get_com(out_val, &choice, FALSE) )break; 
2570
2571                 if (use_menu && choice != ' ')
2572                 {
2573                         switch(choice)
2574                         {
2575                                 case '0':
2576                                 {
2577                                         screen_load();
2578                                         p_ptr->energy_use = 0;
2579                                         return;
2580                                 }
2581
2582                                 case '8':
2583                                 case 'k':
2584                                 case 'K':
2585                                 {
2586                                         menu_line += (num - 1);
2587                                         break;
2588                                 }
2589
2590                                 case '2':
2591                                 case 'j':
2592                                 case 'J':
2593                                 {
2594                                         menu_line++;
2595                                         break;
2596                                 }
2597
2598                                 case '6':
2599                                 case 'l':
2600                                 case 'L':
2601                                 case '4':
2602                                 case 'h':
2603                                 case 'H':
2604                                 {
2605                                         if (menu_line > 18)
2606                                                 menu_line -= 18;
2607                                         else if (menu_line+18 <= num)
2608                                                 menu_line += 18;
2609                                         break;
2610                                 }
2611
2612                                 case 'x':
2613                                 case 'X':
2614                                 case '\r':
2615                                 {
2616                                         i = menu_line - 1;
2617                                         ask = FALSE;
2618                                         break;
2619                                 }
2620                         }
2621                         if (menu_line > num) menu_line -= num;
2622                 }
2623                 /* Request redraw */
2624                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
2625                 {
2626                         /* Show the list */
2627                         if (!redraw || use_menu)
2628                         {
2629                                 byte y = 1, x = 0;
2630                                 int ctr = 0;
2631                                 char dummy[80];
2632                                 char letter;
2633                                 TERM_LEN x1, y1;
2634
2635                                 strcpy(dummy, "");
2636
2637                                 /* Show list */
2638                                 redraw = TRUE;
2639
2640                                 /* Save the screen */
2641                                 if (!use_menu) screen_save();
2642
2643                                 /* Print header(s) */
2644                                 if (num < 18)
2645                                         prt(_("                            Lv   MP 失率", "                            Lv Cost Fail"), y++, x);
2646                                 else
2647                                 prt(_("                            Lv   MP 失率                            Lv   MP 失率", 
2648                                           "                            Lv Cost Fail                            Lv Cost Fail"), y++, x);
2649
2650
2651                                 /* Print list */
2652                                 while (ctr < num)
2653                                 {
2654                                         x1 = ((ctr < 18) ? x : x + 40);
2655                                         y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
2656
2657                                         if (use_menu)
2658                                         {
2659                                                 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " >  "));
2660                                                 else strcpy(dummy, "    ");
2661                                         }
2662                                         else
2663                                         {
2664                                                 /* letter/number for power selection */
2665                                                 if (ctr < 26)
2666                                                         letter = I2A(ctr);
2667                                                 else
2668                                                         letter = '0' + ctr - 26;
2669                                                 sprintf(dummy, " %c) ",letter);
2670                                         }
2671                                         strcat(dummy, format("%-23.23s %2d %4d %3d%%",
2672                                                 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
2673                                                 100 - racial_chance(&power_desc[ctr])));
2674                                         prt(dummy, y1, x1);
2675                                         ctr++;
2676                                 }
2677                         }
2678
2679                         /* Hide the list */
2680                         else
2681                         {
2682                                 /* Hide list */
2683                                 redraw = FALSE;
2684
2685                                 /* Restore the screen */
2686                                 screen_load();
2687                         }
2688
2689                         /* Redo asking */
2690                         continue;
2691                 }
2692
2693                 if (!use_menu)
2694                 {
2695                         if (choice == '\r' && num == 1)
2696                         {
2697                                 choice = 'a';
2698                         }
2699
2700                         if (isalpha(choice))
2701                         {
2702                                 /* Note verify */
2703                                 ask = (isupper(choice));
2704
2705                                 /* Lowercase */
2706                                 if (ask) choice = (char)tolower(choice);
2707
2708                                 /* Extract request */
2709                                 i = (islower(choice) ? A2I(choice) : -1);
2710                         }
2711                         else
2712                         {
2713                                 ask = FALSE; /* Can't uppercase digits */
2714
2715                                 i = choice - '0' + 26;
2716                         }
2717                 }
2718
2719                 /* Totally Illegal */
2720                 if ((i < 0) || (i >= num))
2721                 {
2722                         bell();
2723                         continue;
2724                 }
2725
2726                 /* Verify it */
2727                 if (ask)
2728                 {
2729                         char tmp_val[160];
2730
2731                         /* Prompt */
2732                         (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
2733
2734                         /* Belay that order */
2735                         if (!get_check(tmp_val)) continue;
2736                 }
2737
2738                 /* Stop the loop */
2739                 flag = TRUE;
2740         }
2741
2742         /* Restore the screen */
2743         if (redraw) screen_load();
2744
2745         /* Abort if needed */
2746         if (!flag)
2747         {
2748                 p_ptr->energy_use = 0;
2749                 return;
2750         }
2751         repeat_push(i);
2752         } /*if (!repeat_pull(&i) || ...)*/
2753         switch (racial_aux(&power_desc[i]))
2754         {
2755         case 1:
2756                 if (power_desc[i].number < 0)
2757                         cast = cmd_racial_power_aux(power_desc[i].number);
2758                 else
2759                         cast = mutation_power_aux(power_desc[i].number);
2760                 break;
2761         case 0:
2762                 cast = FALSE;
2763                 break;
2764         case -1:
2765                 cast = TRUE;
2766                 break;
2767         }
2768
2769         if (cast)
2770         {
2771                 if (racial_cost)
2772                 {
2773                         int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2774
2775                         /* If mana is not enough, player consumes hit point! */
2776                         if (p_ptr->csp < actual_racial_cost)
2777                         {
2778                                 actual_racial_cost -= p_ptr->csp;
2779                                 p_ptr->csp = 0;
2780                                 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2781                         }
2782                         else p_ptr->csp -= actual_racial_cost;
2783
2784                         /* Redraw mana and hp */
2785                         p_ptr->redraw |= (PR_HP | PR_MANA);
2786
2787                         p_ptr->window |= (PW_PLAYER | PW_SPELL);
2788                 }
2789         }
2790         else p_ptr->energy_use = 0;
2791
2792         /* Success */
2793         return;
2794 }