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525adb03875150c55afc5b97e0de87d73dd37fcb
[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 "util.h"
15
16 #include "cmd-basic.h"
17 #include "cmd-magiceat.h"
18 #include "cmd-mane.h"
19 #include "cmd-zapwand.h"
20 #include "cmd-pet.h"
21 #include "melee.h"
22 #include "object-hook.h"
23
24 #include "mutation.h"
25 #include "player-effects.h"
26 #include "player-status.h"
27 #include "spells-status.h"
28 #include "spells-object.h"
29 #include "spells-floor.h"
30 #include "spells.h"
31 #include "cmd-spell.h"
32 #include "realm-hex.h"
33 #include "targeting.h"
34
35 /*!
36  * @brief 修行僧の構え設定処理
37  * @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。
38  */
39 static bool choose_kamae(void)
40 {
41         char choice;
42         int new_kamae = 0;
43         int i;
44         char buf[80];
45
46         if (cmd_limit_confused(p_ptr)) return FALSE;
47         screen_save();
48         prt(_(" a) 構えをとく", " a) No form"), 2, 20);
49
50         for (i = 0; i < MAX_KAMAE; i++)
51         {
52                 if (p_ptr->lev >= kamae_shurui[i].min_level)
53                 {
54                         sprintf(buf," %c) %-12s  %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
55                         prt(buf, 3+i, 20);
56                 }
57         }
58
59         prt("", 1, 0);
60         prt(_("        どの構えをとりますか?", "        Choose Form: "), 1, 14);
61
62         while(1)
63         {
64                 choice = inkey();
65
66                 if (choice == ESCAPE)
67                 {
68                         screen_load();
69                         return FALSE;
70                 }
71                 else if ((choice == 'a') || (choice == 'A'))
72                 {
73                         if (p_ptr->action == ACTION_KAMAE)
74                         {
75                                 set_action(ACTION_NONE);
76                         }
77                         else
78                                 msg_print(_("もともと構えていない。", "You are not assuming a posture."));
79                         screen_load();
80                         return TRUE;
81                 }
82                 else if ((choice == 'b') || (choice == 'B'))
83                 {
84                         new_kamae = 0;
85                         break;
86                 }
87                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
88                 {
89                         new_kamae = 1;
90                         break;
91                 }
92                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
93                 {
94                         new_kamae = 2;
95                         break;
96                 }
97                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
98                 {
99                         new_kamae = 3;
100                         break;
101                 }
102         }
103         set_action(ACTION_KAMAE);
104
105         if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
106         {
107                 msg_print(_("構え直した。", "You reassume a posture."));
108         }
109         else
110         {
111                 p_ptr->special_defense &= ~(KAMAE_MASK);
112                 p_ptr->update |= (PU_BONUS);
113                 p_ptr->redraw |= (PR_STATE);
114                 msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
115                 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
116         }
117         p_ptr->redraw |= PR_STATE;
118         screen_load();
119         return TRUE;
120 }
121
122 /*!
123  * @brief 剣術家の型設定処理
124  * @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。
125  */
126 static bool choose_kata(void)
127 {
128         char choice;
129         int new_kata = 0;
130         int i;
131         char buf[80];
132
133         if (cmd_limit_confused(p_ptr)) return FALSE;
134
135         if (p_ptr->stun)
136         {
137                 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
138                 return FALSE;
139         }
140
141         if (p_ptr->afraid)
142         {
143                 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
144                 return FALSE;
145         }
146         screen_save();
147         prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
148
149         for (i = 0; i < MAX_KATA; i++)
150         {
151                 if (p_ptr->lev >= kata_shurui[i].min_level)
152                 {
153                         sprintf(buf,_(" %c) %sの型    %s", " %c) Form of %-12s  %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
154                         prt(buf, 3+i, 20);
155                 }
156         }
157
158         prt("", 1, 0);
159         prt(_("        どの型で構えますか?", "        Choose Form: "), 1, 14);
160
161         while(1)
162         {
163                 choice = inkey();
164
165                 if (choice == ESCAPE)
166                 {
167                         screen_load();
168                         return FALSE;
169                 }
170                 else if ((choice == 'a') || (choice == 'A'))
171                 {
172                         if (p_ptr->action == ACTION_KATA)
173                         {
174                                 set_action(ACTION_NONE);
175                         }
176                         else
177                                 msg_print(_("もともと構えていない。", "You are not assuming posture."));
178                         screen_load();
179                         return TRUE;
180                 }
181                 else if ((choice == 'b') || (choice == 'B'))
182                 {
183                         new_kata = 0;
184                         break;
185                 }
186                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
187                 {
188                         new_kata = 1;
189                         break;
190                 }
191                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
192                 {
193                         new_kata = 2;
194                         break;
195                 }
196                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
197                 {
198                         new_kata = 3;
199                         break;
200                 }
201         }
202         set_action(ACTION_KATA);
203
204         if (p_ptr->special_defense & (KATA_IAI << new_kata))
205         {
206                 msg_print(_("構え直した。", "You reassume a posture."));
207         }
208         else
209         {
210                 p_ptr->special_defense &= ~(KATA_MASK);
211                 p_ptr->update |= (PU_BONUS | PU_MONSTERS);
212                 msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
213                 p_ptr->special_defense |= (KATA_IAI << new_kata);
214         }
215         p_ptr->redraw |= (PR_STATE | PR_STATUS);
216         screen_load();
217         return TRUE;
218 }
219
220
221 /*!
222  * @brief レイシャル・パワー情報のtypedef
223  */
224 typedef struct power_desc_type power_desc_type;
225
226 /*!
227  * @brief レイシャル・パワー情報の構造体定義
228  */
229 struct power_desc_type
230 {
231         GAME_TEXT name[MAX_NLEN];      //!<レイシャル名
232         PLAYER_LEVEL level;     //!<体得レベル
233         int cost;
234         int stat;
235         PERCENTAGE fail;
236         int number;
237 };
238
239
240 /*!
241  * @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
242  * @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
243  * @return 成功率(%)を返す
244  */
245 static PERCENTAGE racial_chance(power_desc_type *pd_ptr)
246 {
247         PLAYER_LEVEL min_level  = pd_ptr->level;
248         PERCENTAGE difficulty = pd_ptr->fail;
249
250         int i;
251         int val;
252         int sum = 0;
253         BASE_STATUS stat = p_ptr->stat_cur[pd_ptr->stat];
254
255         /* No chance for success */
256         if ((p_ptr->lev < min_level) || p_ptr->confused)
257         {
258                 return (0);
259         }
260
261         if (difficulty == 0) return 100;
262
263         /* Calculate difficulty */
264         if (p_ptr->stun)
265         {
266                 difficulty += (PERCENTAGE)p_ptr->stun;
267         }
268         else if (p_ptr->lev > min_level)
269         {
270                 PERCENTAGE lev_adj = (PERCENTAGE)((p_ptr->lev - min_level) / 3);
271                 if (lev_adj > 10) lev_adj = 10;
272                 difficulty -= lev_adj;
273         }
274
275         if (difficulty < 5) difficulty = 5;
276
277         /* We only need halfs of the difficulty */
278         difficulty = difficulty / 2;
279
280         for (i = 1; i <= stat; i++)
281         {
282                 val = i - difficulty;
283                 if (val > 0)
284                         sum += (val <= difficulty) ? val : difficulty;
285         }
286
287         if (difficulty == 0)
288                 return (100);
289         else
290                 return (((sum * 100) / difficulty) / stat);
291 }
292
293
294 static int racial_cost;
295
296 /*!
297  * @brief レイシャル・パワーの発動の判定処理
298  * @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
299  * @return
300  * 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。
301  * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
302  */
303 static int racial_aux(power_desc_type *pd_ptr)
304 {
305         PLAYER_LEVEL min_level  = pd_ptr->level;
306         int use_stat   = pd_ptr->stat;
307         int difficulty = pd_ptr->fail;
308         int use_hp = 0;
309
310         racial_cost = pd_ptr->cost;
311
312         /* Not enough mana - use hp */
313         if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
314
315         /* Power is not available yet */
316         if (p_ptr->lev < min_level)
317         {
318                 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。", 
319                                          "You need to attain level %d to use this power."), min_level);
320
321                 free_turn(p_ptr);
322                 return FALSE;
323         }
324
325         if (cmd_limit_confused(p_ptr))
326         {
327                 free_turn(p_ptr);
328                 return FALSE;
329         }
330
331         /* Risk death? */
332         else if (p_ptr->chp < use_hp)
333         {
334                 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? ")))
335                 {
336                         free_turn(p_ptr);
337                         return FALSE;
338                 }
339         }
340
341         /* Else attempt to do it! */
342
343         if (difficulty)
344         {
345                 if (p_ptr->stun)
346                 {
347                         difficulty += p_ptr->stun;
348                 }
349                 else if (p_ptr->lev > min_level)
350                 {
351                         int lev_adj = ((p_ptr->lev - min_level) / 3);
352                         if (lev_adj > 10) lev_adj = 10;
353                         difficulty -= lev_adj;
354                 }
355
356                 if (difficulty < 5) difficulty = 5;
357         }
358
359         /* take time and pay the price */
360         take_turn(p_ptr, 100);
361
362         /* Success? */
363         if (randint1(p_ptr->stat_cur[use_stat]) >= ((difficulty / 2) + randint1(difficulty / 2)))
364         {
365                 return 1;
366         }
367
368         if (flush_failure) flush();
369         msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
370
371         return -1;
372 }
373
374
375 /*!
376  * @brief レイシャル・パワー発動処理
377  * @param command 発動するレイシャルのID
378  * @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。
379  */
380 static bool cmd_racial_power_aux(s32b command)
381 {
382         PLAYER_LEVEL plev = p_ptr->lev;
383         DIRECTION dir = 0;
384
385         if (command <= -3)
386         {
387                 switch (p_ptr->pclass)
388                 {
389                 case CLASS_WARRIOR:
390                 {
391                         return sword_dancing(p_ptr);
392                         break;
393                 }
394                 case CLASS_HIGH_MAGE:
395                 if (p_ptr->realm1 == REALM_HEX)
396                 {
397                         bool retval = stop_hex_spell();
398                         if (retval) p_ptr->energy_use = 10;
399                         return (retval);
400                 }
401                 case CLASS_MAGE:
402                 /* case CLASS_HIGH_MAGE: */
403                 case CLASS_SORCERER:
404                 {
405                         if (!eat_magic(p_ptr->lev * 2)) return FALSE;
406                         break;
407                 }
408                 case CLASS_PRIEST:
409                 {
410                         if (is_good_realm(p_ptr->realm1))
411                         {
412                                 if (!bless_weapon()) return FALSE;
413                         }
414                         else
415                         {
416                                 (void)dispel_monsters(plev * 4);
417                                 turn_monsters(plev * 4);
418                                 banish_monsters(plev * 4);
419                         }
420                         break;
421                 }
422                 case CLASS_ROGUE:
423                 {
424                         if(!panic_hit()) return FALSE;
425                         break;
426                 }
427                 case CLASS_RANGER:
428                 case CLASS_SNIPER:
429                 {
430                         msg_print(_("敵を調査した...", "You examine your foes..."));
431                         probing();
432                         break;
433                 }
434                 case CLASS_PALADIN:
435                 {
436                         if (!get_aim_dir(&dir)) return FALSE;
437                         fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
438                                   dir, plev * 3);
439                         break;
440                 }
441                 case CLASS_WARRIOR_MAGE:
442                 {
443                         if (command == -3)
444                         {
445                                 return comvert_hp_to_mp(p_ptr);
446                         }
447                         else if (command == -4)
448                         {
449                                 return comvert_mp_to_hp(p_ptr);
450                         }
451                         break;
452                 }
453                 case CLASS_CHAOS_WARRIOR:
454                 {
455                         return confusing_light(p_ptr);
456                         break;
457                 }
458                 case CLASS_MONK:
459                 {
460                         if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
461                         {
462                                 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
463                                 return FALSE;
464                         }
465                         if (p_ptr->riding)
466                         {
467                                 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
468                                 return FALSE;
469                         }
470
471                         if (command == -3)
472                         {
473                                 if (!choose_kamae()) return FALSE;
474                                 p_ptr->update |= (PU_BONUS);
475                         }
476                         else if (command == -4)
477                         {
478                                 return double_attack(p_ptr);
479                         }
480                         break;
481                 }
482                 case CLASS_MINDCRAFTER:
483                 case CLASS_FORCETRAINER:
484                 {
485                         return clear_mind(p_ptr);
486                 }
487                 case CLASS_TOURIST:
488                 {
489                         if (command == -3)
490                         {
491                                 if (!get_aim_dir(&dir)) return FALSE;
492                                 project_length = 1;
493                                 fire_beam(GF_PHOTO, dir, 1);
494                         }
495                         else if (command == -4)
496                         {
497                                 if (!identify_fully(FALSE)) return FALSE;
498                         }
499                         break;
500                 }
501                 case CLASS_IMITATOR:
502                 {
503                         handle_stuff();
504                         if (!do_cmd_mane(TRUE)) return FALSE;
505                         break;
506                 }
507                 case CLASS_BEASTMASTER:
508                 {
509                         if (command == -3)
510                         {
511                                 if (!get_aim_dir(&dir)) return FALSE;
512                                 (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
513                         }
514                         else if (command == -4)
515                         {
516                                 project_all_los(GF_CHARM_LIVING, p_ptr->lev);
517                         }
518                         break;
519                 }
520                 case CLASS_ARCHER:
521                 {
522                         if (!create_ammo()) return FALSE;
523                         break;
524                 }
525                 case CLASS_MAGIC_EATER:
526                 {
527                         if (command == -3) {
528                                 if (!import_magic_device()) return FALSE;
529                         } else if (command == -4) {
530                                 if (cmd_limit_cast(p_ptr)) return FALSE;
531                                 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
532                         }
533                         break;
534                 }
535                 case CLASS_BARD:
536                 {
537                         /* Singing is already stopped */
538                         if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
539
540                         stop_singing(p_ptr);
541                         p_ptr->energy_use = 10;
542                         break;
543                 }
544                 case CLASS_RED_MAGE:
545                 {
546                         if (cmd_limit_cast(p_ptr)) return FALSE;
547                         handle_stuff();
548                         do_cmd_cast();
549                         handle_stuff();
550                         if (!p_ptr->paralyzed && !cmd_limit_cast(p_ptr))
551                                 do_cmd_cast();
552                         break;
553                 }
554                 case CLASS_SAMURAI:
555                 {
556                         if (command == -3)
557                         {
558                                 concentration(p_ptr);
559                         }
560                         else if (command == -4)
561                         {
562                                 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
563                                 {
564                                         msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
565                                         return FALSE;
566                                 }
567                                 if (!choose_kata()) return FALSE;
568                                 p_ptr->update |= (PU_BONUS);
569                         }
570                         break;
571                 }
572                 case CLASS_BLUE_MAGE:
573                 {
574                         if (p_ptr->action == ACTION_LEARN)
575                         {
576                                 set_action(ACTION_NONE);
577                         }
578                         else
579                         {
580                                 set_action(ACTION_LEARN);
581                         }
582                         free_turn(p_ptr);
583                         break;
584                 }
585                 case CLASS_CAVALRY:
586                 {
587                         return rodeo(p_ptr);
588                 }
589                 case CLASS_BERSERKER:
590                 {
591                         if (!recall_player(p_ptr, randint0(21) + 15)) return FALSE;
592                         break;
593                 }
594                 case CLASS_SMITH:
595                 {
596                         if (p_ptr->lev > 29)
597                         {
598                                 if (!identify_fully(TRUE)) return FALSE;
599                         }
600                         else
601                         {
602                                 if (!ident_spell(TRUE)) return FALSE;
603                         }
604                         break;
605                 }
606                 case CLASS_MIRROR_MASTER:
607                 {
608                         if (command == -3)
609                         {
610                                 /* Explode all mirrors */
611                                 remove_all_mirrors(TRUE);
612                         }
613                         else if (command == -4)
614                         {
615                                 return mirror_concentration(p_ptr);
616                         }
617                         break;
618                 }
619                 case CLASS_NINJA:
620                         hayagake(p_ptr);
621                         break;
622                 }
623         }
624         else if (p_ptr->mimic_form)
625         {
626                 switch (p_ptr->mimic_form)
627                 {
628                 case MIMIC_DEMON:
629                 case MIMIC_DEMON_LORD:
630                 {
631                         return demonic_breath(p_ptr);
632                 }
633                 case MIMIC_VAMPIRE:
634                         vampirism();
635                         break;
636                 }
637         }
638
639         else 
640         {
641
642         switch (p_ptr->prace)
643         {
644                 case RACE_DWARF:
645                         msg_print(_("周囲を調べた。", "You examine your surroundings."));
646                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
647                         (void)detect_doors(DETECT_RAD_DEFAULT);
648                         (void)detect_stairs(DETECT_RAD_DEFAULT);
649                         break;
650
651                 case RACE_HOBBIT:
652                         return create_ration(p_ptr);
653                         break;
654
655                 case RACE_GNOME:
656                         msg_print(_("パッ!", "Blink!"));
657                         teleport_player(10, 0L);
658                         break;
659
660                 case RACE_HALF_ORC:
661                         msg_print(_("勇気を出した。", "You play tough."));
662                         (void)set_afraid(0);
663                         break;
664
665                 case RACE_HALF_TROLL:
666                         msg_print(_("うがぁぁ!", "RAAAGH!"));
667                         (void)berserk(10 + randint1(plev));
668                         break;
669
670                 case RACE_AMBERITE:
671                         if (command == -1)
672                         {
673                                 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
674                                 alter_reality();
675                         }
676                         else if (command == -2)
677                         {
678                                 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..."));
679
680                                 (void)true_healing(0);
681                                 (void)restore_all_status();
682                                 (void)restore_level();
683                         }
684                         break;
685
686                 case RACE_BARBARIAN:
687                         msg_print(_("うぉぉおお!", "Raaagh!"));
688                         (void)berserk(10 + randint1(plev));
689                         break;
690
691                 case RACE_HALF_OGRE:
692                         msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
693                         explosive_rune();
694                         break;
695
696                 case RACE_HALF_GIANT:
697                         if (!get_aim_dir(&dir)) return FALSE;
698                         (void)wall_to_mud(dir, 20 + randint1(30));
699                         break;
700
701                 case RACE_HALF_TITAN:
702                         msg_print(_("敵を調査した...", "You examine your foes..."));
703                         probing();
704                         break;
705
706                 case RACE_CYCLOPS:
707                         if (!get_aim_dir(&dir)) return FALSE;
708                         msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
709                         fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
710                         break;
711
712                 case RACE_YEEK:
713                         if (!get_aim_dir(&dir)) return FALSE;
714                         stop_mouth();
715                         msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
716                         (void)fear_monster(dir, plev);
717                         break;
718
719                 case RACE_KLACKON:
720                         if (!get_aim_dir(&dir)) return FALSE;
721                         stop_mouth();
722                         msg_print(_("酸を吐いた。", "You spit acid."));
723                         if (plev < 25) fire_bolt(GF_ACID, dir, plev);
724                         else fire_ball(GF_ACID, dir, plev, 2);
725                         break;
726
727                 case RACE_KOBOLD:
728                         if (!get_aim_dir(&dir)) return FALSE;
729                         msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
730                         fire_bolt(GF_POIS, dir, plev);
731                         break;
732
733                 case RACE_NIBELUNG:
734                         msg_print(_("周囲を調査した。", "You examine your surroundings."));
735                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
736                         (void)detect_doors(DETECT_RAD_DEFAULT);
737                         (void)detect_stairs(DETECT_RAD_DEFAULT);
738                         break;
739
740                 case RACE_DARK_ELF:
741                         if (!get_aim_dir(&dir)) return FALSE;
742                         msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
743                         fire_bolt_or_beam(10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4));
744                         break;
745
746                 case RACE_DRACONIAN:
747                         return draconian_breath(p_ptr);
748                         break;
749
750                 case RACE_MIND_FLAYER:
751                         if (!get_aim_dir(&dir)) return FALSE;
752                         msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
753                         fire_bolt(GF_PSI, dir, plev);
754                         break;
755
756                 case RACE_IMP:
757                         if (!get_aim_dir(&dir)) return FALSE;
758                         if (plev >= 30)
759                         {
760                                 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
761                                 fire_ball(GF_FIRE, dir, plev, 2);
762                         }
763                         else
764                         {
765                                 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
766                                 fire_bolt(GF_FIRE, dir, plev);
767                         }
768                         break;
769
770                 case RACE_GOLEM:
771                         (void)set_shield(randint1(20) + 30, FALSE);
772                         break;
773
774                 case RACE_SKELETON:
775                 case RACE_ZOMBIE:
776                         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."));
777                         (void)restore_level();
778                         break;
779
780                 case RACE_VAMPIRE:
781                         vampirism();
782                         break;
783
784                 case RACE_SPECTRE:
785                         if (!get_aim_dir(&dir)) return FALSE;
786                         stop_mouth();
787                         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!"));
788                         (void)fear_monster(dir, plev);
789                         break;
790
791                 case RACE_SPRITE:
792                         msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
793                         if (plev < 25) sleep_monsters_touch();
794                         else (void)sleep_monsters(plev);
795                         break;
796
797                 case RACE_DEMON:
798                         return demonic_breath(p_ptr); 
799                         break;
800
801                 case RACE_KUTAR:
802                         (void)set_tsubureru(randint1(20) + 30, FALSE);
803                         break;
804
805                 case RACE_ANDROID:
806                         return android_inside_weapon(p_ptr);
807                         break;
808
809                 default:
810                         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."));
811                         free_turn(p_ptr);
812         }
813         }
814         return TRUE;
815 }
816
817 /*!
818  * @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
819  * @return なし
820  */
821 void do_cmd_racial_power(void)
822 {
823         power_desc_type power_desc[36];
824         int num;
825         COMMAND_CODE i = 0;
826         int ask = TRUE;
827         PLAYER_LEVEL lvl = p_ptr->lev;
828         bool            flag, redraw, cast = FALSE;
829         bool            warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
830         char            choice;
831         char            out_val[160];
832         int menu_line = (use_menu ? 1 : 0);
833
834         if (p_ptr->wild_mode) return;
835
836         for (num = 0; num < 36; num++)
837         {
838                 strcpy(power_desc[num].name, "");
839                 power_desc[num].number = 0;
840         }
841
842         num = 0;
843
844         if (cmd_limit_confused(p_ptr))
845         {
846                 free_turn(p_ptr);
847                 return;
848         }
849
850         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
851         {
852                 set_action(ACTION_NONE);
853         }
854
855         switch (p_ptr->pclass)
856         {
857         case CLASS_WARRIOR:
858         {
859                 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
860                 power_desc[num].level = 40;
861                 power_desc[num].cost = 75;
862                 power_desc[num].stat = A_DEX;
863                 power_desc[num].fail = 35;
864                 power_desc[num++].number = -3;
865                 break;
866         }
867         case CLASS_HIGH_MAGE:
868         if (p_ptr->realm1 == REALM_HEX)
869         {
870                 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
871                 power_desc[num].level = 1;
872                 power_desc[num].cost = 0;
873                 power_desc[num].stat = A_INT;
874                 power_desc[num].fail = 0;
875                 power_desc[num++].number = -3;
876                 break;
877         }
878         case CLASS_MAGE:
879         /* case CLASS_HIGH_MAGE: */
880         case CLASS_SORCERER:
881         {
882                 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
883                 power_desc[num].level = 25;
884                 power_desc[num].cost = 1;
885                 power_desc[num].stat = A_INT;
886                 power_desc[num].fail = 25;
887                 power_desc[num++].number = -3;
888                 break;
889         }
890         case CLASS_PRIEST:
891         {
892                 if (is_good_realm(p_ptr->realm1))
893                 {
894                         strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
895                         power_desc[num].level = 35;
896                         power_desc[num].cost = 70;
897                         power_desc[num].stat = A_WIS;
898                         power_desc[num].fail = 50;
899                         power_desc[num++].number = -3;
900                 }
901                 else
902                 {
903                         strcpy(power_desc[num].name, _("召魂", "Evocation"));
904                         power_desc[num].level = 42;
905                         power_desc[num].cost = 40;
906                         power_desc[num].stat = A_WIS;
907                         power_desc[num].fail = 35;
908                         power_desc[num++].number = -3;
909                 }
910                 break;
911         }
912         case CLASS_ROGUE:
913         {
914                 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
915                 power_desc[num].level = 8;
916                 power_desc[num].cost = 12;
917                 power_desc[num].stat = A_DEX;
918                 power_desc[num].fail = 14;
919                 power_desc[num++].number = -3;
920                 break;
921         }
922         case CLASS_RANGER:
923         case CLASS_SNIPER:
924         {
925                 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
926                 power_desc[num].level = 15;
927                 power_desc[num].cost = 20;
928                 power_desc[num].stat = A_INT;
929                 power_desc[num].fail = 12;
930                 power_desc[num++].number = -3;
931                 break;
932         }
933         case CLASS_PALADIN:
934         {
935                 if (is_good_realm(p_ptr->realm1))
936                 {
937                         strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
938                         power_desc[num].level = 30;
939                         power_desc[num].cost = 30;
940                         power_desc[num].stat = A_WIS;
941                         power_desc[num].fail = 30;
942                         power_desc[num++].number = -3;
943                 }
944                 else
945                 {
946                         strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
947                         power_desc[num].level = 30;
948                         power_desc[num].cost = 30;
949                         power_desc[num].stat = A_WIS;
950                         power_desc[num].fail = 30;
951                         power_desc[num++].number = -3;
952                 }
953                 break;
954         }
955         case CLASS_WARRIOR_MAGE:
956         {
957                 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
958                 power_desc[num].level = 25;
959                 power_desc[num].cost = 0;
960                 power_desc[num].stat = A_INT;
961                 power_desc[num].fail = 10;
962                 power_desc[num++].number = -3;
963                         
964                 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
965                 power_desc[num].level = 25;
966                 power_desc[num].cost = 0;
967                 power_desc[num].stat = A_INT;
968                 power_desc[num].fail = 10;
969                 power_desc[num++].number = -4;
970                 break;
971         }
972         case CLASS_CHAOS_WARRIOR:
973         {
974                 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
975                 power_desc[num].level = 40;
976                 power_desc[num].cost = 50;
977                 power_desc[num].stat = A_INT;
978                 power_desc[num].fail = 25;
979                 power_desc[num++].number = -3;
980                 break;
981         }
982         case CLASS_MONK:
983         {
984                 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
985                 power_desc[num].level = 25;
986                 power_desc[num].cost = 0;
987                 power_desc[num].stat = A_DEX;
988                 power_desc[num].fail = 0;
989                 power_desc[num++].number = -3;
990                         
991                 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
992                 power_desc[num].level = 30;
993                 power_desc[num].cost = 30;
994                 power_desc[num].stat = A_STR;
995                 power_desc[num].fail = 20;
996                 power_desc[num++].number = -4;
997                 break;
998         }
999         case CLASS_MINDCRAFTER:
1000         case CLASS_FORCETRAINER:
1001         {
1002                 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1003                 power_desc[num].level = 15;
1004                 power_desc[num].cost = 0;
1005                 power_desc[num].stat = A_WIS;
1006                 power_desc[num].fail = 10;
1007                 power_desc[num++].number = -3;
1008                 break;
1009         }
1010         case CLASS_TOURIST:
1011         {
1012                 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1013                 power_desc[num].level = 1;
1014                 power_desc[num].cost = 0;
1015                 power_desc[num].stat = A_DEX;
1016                 power_desc[num].fail = 0;
1017                 power_desc[num++].number = -3;
1018                 
1019                 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1020                 power_desc[num].level = 25;
1021                 power_desc[num].cost = 20;
1022                 power_desc[num].stat = A_INT;
1023                 power_desc[num].fail = 20;
1024                 power_desc[num++].number = -4;
1025                 break;
1026         }
1027         case CLASS_IMITATOR:
1028         {
1029                 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1030                 power_desc[num].level = 30;
1031                 power_desc[num].cost = 100;
1032                 power_desc[num].stat = A_DEX;
1033                 power_desc[num].fail = 30;
1034                 power_desc[num++].number = -3;
1035                 break;
1036         }
1037         case CLASS_BEASTMASTER:
1038         {
1039                 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1040                 power_desc[num].level = 1;
1041                 power_desc[num].cost = (p_ptr->lev+3)/4;
1042                 power_desc[num].stat = A_CHR;
1043                 power_desc[num].fail = 10;
1044                 power_desc[num++].number = -3;
1045                 
1046                 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1047                 power_desc[num].level = 30;
1048                 power_desc[num].cost = (p_ptr->lev+20)/2;
1049                 power_desc[num].stat = A_CHR;
1050                 power_desc[num].fail = 10;
1051                 power_desc[num++].number = -4;
1052                 break;
1053         }
1054         case CLASS_ARCHER:
1055         {
1056                 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1057                 power_desc[num].level = 1;
1058                 power_desc[num].cost = 0;
1059                 power_desc[num].stat = A_DEX;
1060                 power_desc[num].fail = 0;
1061                 power_desc[num++].number = -3;
1062                 break;
1063         }
1064         case CLASS_MAGIC_EATER:
1065         {
1066                 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1067                 power_desc[num].level = 1;
1068                 power_desc[num].cost = 0;
1069                 power_desc[num].stat = A_INT;
1070                 power_desc[num].fail = 0;
1071                 power_desc[num++].number = -3;
1072
1073                 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1074                 power_desc[num].level = 10;
1075                 power_desc[num].cost = 10 + (lvl - 10) / 2;
1076                 power_desc[num].stat = A_INT;
1077                 power_desc[num].fail = 0;
1078                 power_desc[num++].number = -4;
1079                 break;
1080         }
1081         case CLASS_BARD:
1082         {
1083                 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1084                 power_desc[num].level = 1;
1085                 power_desc[num].cost = 0;
1086                 power_desc[num].stat = A_CHR;
1087                 power_desc[num].fail = 0;
1088                 power_desc[num++].number = -3;
1089                 break;
1090         }
1091         case CLASS_RED_MAGE:
1092         {
1093                 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1094                 power_desc[num].level = 48;
1095                 power_desc[num].cost = 20;
1096                 power_desc[num].stat = A_INT;
1097                 power_desc[num].fail = 0;
1098                 power_desc[num++].number = -3;
1099                 break;
1100         }
1101         case CLASS_SAMURAI:
1102         {
1103                 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1104                 power_desc[num].level = 1;
1105                 power_desc[num].cost = 0;
1106                 power_desc[num].stat = A_WIS;
1107                 power_desc[num].fail = 0;
1108                 power_desc[num++].number = -3;
1109                 
1110                 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
1111                 power_desc[num].level = 25;
1112                 power_desc[num].cost = 0;
1113                 power_desc[num].stat = A_DEX;
1114                 power_desc[num].fail = 0;
1115                 power_desc[num++].number = -4;
1116                 break;
1117         }
1118         case CLASS_BLUE_MAGE:
1119         {
1120                 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1121                 power_desc[num].level = 1;
1122                 power_desc[num].cost = 0;
1123                 power_desc[num].stat = A_INT;
1124                 power_desc[num].fail = 0;
1125                 power_desc[num++].number = -3;
1126                 break;
1127         }
1128         case CLASS_CAVALRY:
1129         {
1130                 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1131                 power_desc[num].level = 10;
1132                 power_desc[num].cost = 0;
1133                 power_desc[num].stat = A_STR;
1134                 power_desc[num].fail = 10;
1135                 power_desc[num++].number = -3;
1136                 break;
1137         }
1138         case CLASS_BERSERKER:
1139         {
1140                 strcpy(power_desc[num].name, _("帰還", "Recall"));
1141                 power_desc[num].level = 10;
1142                 power_desc[num].cost = 10;
1143                 power_desc[num].stat = A_DEX;
1144                 power_desc[num].fail = 20;
1145                 power_desc[num++].number = -3;
1146                 break;
1147         }
1148         case CLASS_MIRROR_MASTER:
1149         {
1150                 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
1151                 power_desc[num].level = 1;
1152                 power_desc[num].cost = 0;
1153                 power_desc[num].stat = A_INT;
1154                 power_desc[num].fail = 0;
1155                 power_desc[num++].number = -3;
1156                 
1157                 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
1158                 power_desc[num].level = 30;
1159                 power_desc[num].cost = 0;
1160                 power_desc[num].stat = A_INT;
1161                 power_desc[num].fail = 20;
1162                 power_desc[num++].number = -4;
1163                 break;
1164         }
1165         case CLASS_SMITH:
1166         {
1167                 strcpy(power_desc[num].name, _("目利き", "Judgment"));
1168                 power_desc[num].level = 5;
1169                 power_desc[num].cost = 15;
1170                 power_desc[num].stat = A_INT;
1171                 power_desc[num].fail = 20;
1172                 power_desc[num++].number = -3;
1173                 break;
1174         }
1175         case CLASS_NINJA:
1176         {
1177                 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
1178                 power_desc[num].level = 20;
1179                 power_desc[num].cost = 0;
1180                 power_desc[num].stat = A_DEX;
1181                 power_desc[num].fail = 0;
1182                 power_desc[num++].number = -3;
1183                 break;
1184         }
1185         default:
1186                 strcpy(power_desc[0].name, _("(なし)", "(none)"));
1187         }
1188
1189         if (p_ptr->mimic_form)
1190         {
1191                 switch (p_ptr->mimic_form)
1192                 {
1193                 case MIMIC_DEMON:
1194                 case MIMIC_DEMON_LORD:
1195                         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);
1196                         power_desc[num].level = 15;
1197                         power_desc[num].cost = 10+lvl/3;
1198                         power_desc[num].stat = A_CON;
1199                         power_desc[num].fail = 20;
1200                         power_desc[num++].number = -1;
1201                         break;
1202                 case MIMIC_VAMPIRE:
1203                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1204                         power_desc[num].level = 2;
1205                         power_desc[num].cost = 1 + (lvl / 3);
1206                         power_desc[num].stat = A_CON;
1207                         power_desc[num].fail = 9;
1208                         power_desc[num++].number = -1;
1209                         break;
1210                 }
1211         }
1212         else
1213         {
1214         switch (p_ptr->prace)
1215         {
1216                 case RACE_DWARF:
1217                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1218                         power_desc[num].level = 5;
1219                         power_desc[num].cost = 5;
1220                         power_desc[num].stat = A_WIS;
1221                         power_desc[num].fail = 12;
1222                         power_desc[num++].number = -1;
1223                         break;
1224                 case RACE_NIBELUNG:
1225                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1226                         power_desc[num].level = 10;
1227                         power_desc[num].cost = 5;
1228                         power_desc[num].stat = A_WIS;
1229                         power_desc[num].fail = 10;
1230                         power_desc[num++].number = -1;
1231                         break;
1232                 case RACE_HOBBIT:
1233                         strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
1234                         power_desc[num].level = 15;
1235                         power_desc[num].cost = 10;
1236                         power_desc[num].stat = A_INT;
1237                         power_desc[num].fail = 10;
1238                         power_desc[num++].number = -1;
1239                         break;
1240                 case RACE_GNOME:
1241                         sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
1242                         power_desc[num].level = 5;
1243                         power_desc[num].cost = 5;
1244                         power_desc[num].stat = A_INT;
1245                         power_desc[num].fail = 12;
1246                         power_desc[num++].number = -1;
1247                         break;
1248                 case RACE_HALF_ORC:
1249                         strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
1250                         power_desc[num].level = 3;
1251                         power_desc[num].cost = 5;
1252                         power_desc[num].stat = A_WIS;
1253                         power_desc[num].fail = warrior ? 5 : 10;
1254                         power_desc[num++].number = -1;
1255                         break;
1256                 case RACE_HALF_TROLL:
1257                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1258                         power_desc[num].level = 10;
1259                         power_desc[num].cost = 12;
1260                         power_desc[num].stat = A_STR;
1261                         power_desc[num].fail = warrior ? 6 : 12;
1262                         power_desc[num++].number = -1;
1263                         break;
1264                 case RACE_BARBARIAN:
1265                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1266                         power_desc[num].level = 8;
1267                         power_desc[num].cost = 10;
1268                         power_desc[num].stat = A_STR;
1269                         power_desc[num].fail = warrior ? 6 : 12;
1270                         power_desc[num++].number = -1;
1271                         break;
1272                 case RACE_AMBERITE:
1273                         strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
1274                         power_desc[num].level = 30;
1275                         power_desc[num].cost = 50;
1276                         power_desc[num].stat = A_INT;
1277                         power_desc[num].fail = 50;
1278                         power_desc[num++].number = -1;
1279                         
1280                         strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
1281                         power_desc[num].level = 40;
1282                         power_desc[num].cost = 75;
1283                         power_desc[num].stat = A_WIS;
1284                         power_desc[num].fail = 50;
1285                         power_desc[num++].number = -2;
1286                         break;
1287                 case RACE_HALF_OGRE:
1288                         strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
1289                         power_desc[num].level = 25;
1290                         power_desc[num].cost = 35;
1291                         power_desc[num].stat = A_INT;
1292                         power_desc[num].fail = 15;
1293                         power_desc[num++].number = -1;
1294                         break;
1295                 case RACE_HALF_GIANT:
1296                         strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
1297                         power_desc[num].level = 20;
1298                         power_desc[num].cost = 10;
1299                         power_desc[num].stat = A_STR;
1300                         power_desc[num].fail = 12;
1301                         power_desc[num++].number = -1;
1302                         break;
1303                 case RACE_HALF_TITAN:
1304                         strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
1305                         power_desc[num].level = 15;
1306                         power_desc[num].cost = 10;
1307                         power_desc[num].stat = A_INT;
1308                         power_desc[num].fail = 12;
1309                         power_desc[num++].number = -1;
1310                         break;
1311                 case RACE_CYCLOPS:
1312                         sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
1313                         power_desc[num].level = 20;
1314                         power_desc[num].cost = 15;
1315                         power_desc[num].stat = A_STR;
1316                         power_desc[num].fail = 12;
1317                         power_desc[num++].number = -1;
1318                         break;
1319                 case RACE_YEEK:
1320                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1321                         power_desc[num].level = 15;
1322                         power_desc[num].cost = 15;
1323                         power_desc[num].stat = A_WIS;
1324                         power_desc[num].fail = 10;
1325                         power_desc[num++].number = -1;
1326                         break;
1327                 case RACE_SPECTRE:
1328                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1329                         power_desc[num].level = 4;
1330                         power_desc[num].cost = 6;
1331                         power_desc[num].stat = A_INT;
1332                         power_desc[num].fail = 3;
1333                         power_desc[num++].number = -1;
1334                         break;
1335                 case RACE_KLACKON:
1336                         sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
1337                         power_desc[num].level = 9;
1338                         power_desc[num].cost = 9;
1339                         power_desc[num].stat = A_DEX;
1340                         power_desc[num].fail = 14;
1341                         power_desc[num++].number = -1;
1342                         break;
1343                 case RACE_KOBOLD:
1344                         sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
1345                         power_desc[num].level = 12;
1346                         power_desc[num].cost = 8;
1347                         power_desc[num].stat = A_DEX;
1348                         power_desc[num].fail = 14;
1349                         power_desc[num++].number = -1;
1350                         break;
1351                 case RACE_DARK_ELF:
1352                         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);
1353                         power_desc[num].level = 2;
1354                         power_desc[num].cost = 2;
1355                         power_desc[num].stat = A_INT;
1356                         power_desc[num].fail = 9;
1357                         power_desc[num++].number = -1;
1358                         break;
1359                 case RACE_DRACONIAN:
1360                         sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
1361                         power_desc[num].level = 1;
1362                         power_desc[num].cost = lvl;
1363                         power_desc[num].stat = A_CON;
1364                         power_desc[num].fail = 12;
1365                         power_desc[num++].number = -1;
1366                         break;
1367                 case RACE_MIND_FLAYER:
1368                         sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
1369                         power_desc[num].level = 15;
1370                         power_desc[num].cost = 12;
1371                         power_desc[num].stat = A_INT;
1372                         power_desc[num].fail = 14;
1373                         power_desc[num++].number = -1;
1374                         break;
1375                 case RACE_IMP:
1376                         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);
1377                         power_desc[num].level = 9;
1378                         power_desc[num].cost = 15;
1379                         power_desc[num].stat = A_WIS;
1380                         power_desc[num].fail = 15;
1381                         power_desc[num++].number = -1;
1382                         break;
1383                 case RACE_GOLEM:
1384                         strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
1385                         power_desc[num].level = 20;
1386                         power_desc[num].cost = 15;
1387                         power_desc[num].stat = A_CON;
1388                         power_desc[num].fail = 8;
1389                         power_desc[num++].number = -1;
1390                         break;
1391                 case RACE_SKELETON:
1392                 case RACE_ZOMBIE:
1393                         strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
1394                         power_desc[num].level = 30;
1395                         power_desc[num].cost = 30;
1396                         power_desc[num].stat = A_WIS;
1397                         power_desc[num].fail = 18;
1398                         power_desc[num++].number = -1;
1399                         break;
1400                 case RACE_VAMPIRE:
1401                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1402                         power_desc[num].level = 2;
1403                         power_desc[num].cost = 1 + (lvl / 3);
1404                         power_desc[num].stat = A_CON;
1405                         power_desc[num].fail = 9;
1406                         power_desc[num++].number = -1;
1407                         break;
1408                 case RACE_SPRITE:
1409                         strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
1410                         power_desc[num].level = 12;
1411                         power_desc[num].cost = 12;
1412                         power_desc[num].stat = A_INT;
1413                         power_desc[num].fail = 15;
1414                         power_desc[num++].number = -1;
1415                         break;
1416                 case RACE_DEMON:
1417                         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);
1418                         power_desc[num].level = 15;
1419                         power_desc[num].cost = 10+lvl/3;
1420                         power_desc[num].stat = A_CON;
1421                         power_desc[num].fail = 20;
1422                         power_desc[num++].number = -1;
1423                         break;
1424                 case RACE_KUTAR:
1425                         strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
1426                         power_desc[num].level = 20;
1427                         power_desc[num].cost = 15;
1428                         power_desc[num].stat = A_CHR;
1429                         power_desc[num].fail = 8;
1430                         power_desc[num++].number = -1;
1431                         break;
1432                 case RACE_ANDROID:
1433                         if (p_ptr->lev < 10)
1434                         {
1435                                 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
1436                                 power_desc[num].level = 1;
1437                                 power_desc[num].cost = 7;
1438                                 power_desc[num].fail = 8;
1439                         }
1440                         else if (p_ptr->lev < 25)
1441                         {
1442                                 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
1443                                 power_desc[num].level = 10;
1444                                 power_desc[num].cost = 13;
1445                                 power_desc[num].fail = 10;
1446                         }
1447                         else if (p_ptr->lev < 35)
1448                         {
1449                                 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
1450                                 power_desc[num].level = 25;
1451                                 power_desc[num].cost = 26;
1452                                 power_desc[num].fail = 12;
1453                         }
1454                         else if (p_ptr->lev < 45)
1455                         {
1456                                 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
1457                                 power_desc[num].level = 35;
1458                                 power_desc[num].cost = 40;
1459                                 power_desc[num].fail = 15;
1460                         }
1461                         else
1462                         {
1463                                 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
1464                                 power_desc[num].level = 45;
1465                                 power_desc[num].cost = 60;
1466                                 power_desc[num].fail = 18;
1467                         }
1468                         power_desc[num].stat = A_STR;
1469                         power_desc[num++].number = -1;
1470                         break;
1471                 default:
1472                 {
1473                         break;
1474                 }
1475         }
1476         }
1477
1478         if (p_ptr->muta1)
1479         {
1480                 if (p_ptr->muta1 & MUT1_SPIT_ACID)
1481                 {
1482                         strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
1483                         power_desc[num].level = 9;
1484                         power_desc[num].cost = 9;
1485                         power_desc[num].stat = A_DEX;
1486                         power_desc[num].fail = 15;
1487                         power_desc[num++].number = MUT1_SPIT_ACID;
1488                 }
1489
1490                 if (p_ptr->muta1 & MUT1_BR_FIRE)
1491                 {
1492                         strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
1493                         power_desc[num].level = 20;
1494                         power_desc[num].cost = lvl;
1495                         power_desc[num].stat = A_CON;
1496                         power_desc[num].fail = 18;
1497                         power_desc[num++].number = MUT1_BR_FIRE;
1498                 }
1499
1500                 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
1501                 {
1502                         strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
1503                         power_desc[num].level = 12;
1504                         power_desc[num].cost = 12;
1505                         power_desc[num].stat = A_CHR;
1506                         power_desc[num].fail = 18;
1507                         power_desc[num++].number = MUT1_HYPN_GAZE;
1508                 }
1509
1510                 if (p_ptr->muta1 & MUT1_TELEKINES)
1511                 {
1512                         strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
1513                         power_desc[num].level = 9;
1514                         power_desc[num].cost = 9;
1515                         power_desc[num].stat = A_WIS;
1516                         power_desc[num].fail = 14;
1517                         power_desc[num++].number = MUT1_TELEKINES;
1518                 }
1519
1520                 if (p_ptr->muta1 & MUT1_VTELEPORT)
1521                 {
1522                         strcpy(power_desc[num].name, _("テレポート", "Teleport"));
1523                         power_desc[num].level = 7;
1524                         power_desc[num].cost = 7;
1525                         power_desc[num].stat = A_WIS;
1526                         power_desc[num].fail = 15;
1527                         power_desc[num++].number = MUT1_VTELEPORT;
1528                 }
1529
1530                 if (p_ptr->muta1 & MUT1_MIND_BLST)
1531                 {
1532                         strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
1533                         power_desc[num].level = 5;
1534                         power_desc[num].cost = 3;
1535                         power_desc[num].stat = A_WIS;
1536                         power_desc[num].fail = 15;
1537                         power_desc[num++].number = MUT1_MIND_BLST;
1538                 }
1539
1540                 if (p_ptr->muta1 & MUT1_RADIATION)
1541                 {
1542                         strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
1543                         power_desc[num].level = 15;
1544                         power_desc[num].cost = 15;
1545                         power_desc[num].stat = A_CON;
1546                         power_desc[num].fail = 14;
1547                         power_desc[num++].number = MUT1_RADIATION;
1548                 }
1549
1550                 if (p_ptr->muta1 & MUT1_VAMPIRISM)
1551                 {
1552                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1553                         power_desc[num].level = 2;
1554                         power_desc[num].cost = (1 + (lvl / 3));
1555                         power_desc[num].stat = A_CON;
1556                         power_desc[num].fail = 9;
1557                         power_desc[num++].number = MUT1_VAMPIRISM;
1558                 }
1559
1560                 if (p_ptr->muta1 & MUT1_SMELL_MET)
1561                 {
1562                         strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
1563                         power_desc[num].level = 3;
1564                         power_desc[num].cost = 2;
1565                         power_desc[num].stat = A_INT;
1566                         power_desc[num].fail = 12;
1567                         power_desc[num++].number = MUT1_SMELL_MET;
1568                 }
1569
1570                 if (p_ptr->muta1 & MUT1_SMELL_MON)
1571                 {
1572                         strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
1573                         power_desc[num].level = 5;
1574                         power_desc[num].cost = 4;
1575                         power_desc[num].stat = A_INT;
1576                         power_desc[num].fail = 15;
1577                         power_desc[num++].number = MUT1_SMELL_MON;
1578                 }
1579
1580                 if (p_ptr->muta1 & MUT1_BLINK)
1581                 {
1582                         strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
1583                         power_desc[num].level = 3;
1584                         power_desc[num].cost = 3;
1585                         power_desc[num].stat = A_WIS;
1586                         power_desc[num].fail = 12;
1587                         power_desc[num++].number = MUT1_BLINK;
1588                 }
1589
1590                 if (p_ptr->muta1 & MUT1_EAT_ROCK)
1591                 {
1592                         strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
1593                         power_desc[num].level = 8;
1594                         power_desc[num].cost = 12;
1595                         power_desc[num].stat = A_CON;
1596                         power_desc[num].fail = 18;
1597                         power_desc[num++].number = MUT1_EAT_ROCK;
1598                 }
1599
1600                 if (p_ptr->muta1 & MUT1_SWAP_POS)
1601                 {
1602                         strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
1603                         power_desc[num].level = 15;
1604                         power_desc[num].cost = 12;
1605                         power_desc[num].stat = A_DEX;
1606                         power_desc[num].fail = 16;
1607                         power_desc[num++].number = MUT1_SWAP_POS;
1608                 }
1609
1610                 if (p_ptr->muta1 & MUT1_SHRIEK)
1611                 {
1612                         strcpy(power_desc[num].name, _("叫び", "Shriek"));
1613                         power_desc[num].level = 20;
1614                         power_desc[num].cost = 14;
1615                         power_desc[num].stat = A_CON;
1616                         power_desc[num].fail = 16;
1617                         power_desc[num++].number = MUT1_SHRIEK;
1618                 }
1619
1620                 if (p_ptr->muta1 & MUT1_ILLUMINE)
1621                 {
1622                         strcpy(power_desc[num].name, _("照明", "Illuminate"));
1623                         power_desc[num].level = 3;
1624                         power_desc[num].cost = 2;
1625                         power_desc[num].stat = A_INT;
1626                         power_desc[num].fail = 10;
1627                         power_desc[num++].number = MUT1_ILLUMINE;
1628                 }
1629
1630                 if (p_ptr->muta1 & MUT1_DET_CURSE)
1631                 {
1632                         strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
1633                         power_desc[num].level = 7;
1634                         power_desc[num].cost = 14;
1635                         power_desc[num].stat = A_WIS;
1636                         power_desc[num].fail = 14;
1637                         power_desc[num++].number = MUT1_DET_CURSE;
1638                 }
1639
1640                 if (p_ptr->muta1 & MUT1_BERSERK)
1641                 {
1642                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1643                         power_desc[num].level = 8;
1644                         power_desc[num].cost = 8;
1645                         power_desc[num].stat = A_STR;
1646                         power_desc[num].fail = 14;
1647                         power_desc[num++].number = MUT1_BERSERK;
1648                 }
1649
1650                 if (p_ptr->muta1 & MUT1_POLYMORPH)
1651                 {
1652                         strcpy(power_desc[num].name, _("変身", "Polymorph"));
1653                         power_desc[num].level = 18;
1654                         power_desc[num].cost = 20;
1655                         power_desc[num].stat = A_CON;
1656                         power_desc[num].fail = 18;
1657                         power_desc[num++].number = MUT1_POLYMORPH;
1658                 }
1659
1660                 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
1661                 {
1662                         strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
1663                         power_desc[num].level = 10;
1664                         power_desc[num].cost = 5;
1665                         power_desc[num].stat = A_INT;
1666                         power_desc[num].fail = 12;
1667                         power_desc[num++].number = MUT1_MIDAS_TCH;
1668                 }
1669
1670                 if (p_ptr->muta1 & MUT1_GROW_MOLD)
1671                 {
1672                         strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
1673                         power_desc[num].level = 1;
1674                         power_desc[num].cost = 6;
1675                         power_desc[num].stat = A_CON;
1676                         power_desc[num].fail = 14;
1677                         power_desc[num++].number = MUT1_GROW_MOLD;
1678                 }
1679
1680                 if (p_ptr->muta1 & MUT1_RESIST)
1681                 {
1682                         strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
1683                         power_desc[num].level = 10;
1684                         power_desc[num].cost = 12;
1685                         power_desc[num].stat = A_CON;
1686                         power_desc[num].fail = 12;
1687                         power_desc[num++].number = MUT1_RESIST;
1688                 }
1689
1690                 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
1691                 {
1692                         strcpy(power_desc[num].name, _("地震", "Earthquake"));
1693                         power_desc[num].level = 12;
1694                         power_desc[num].cost = 12;
1695                         power_desc[num].stat = A_STR;
1696                         power_desc[num].fail = 16;
1697                         power_desc[num++].number = MUT1_EARTHQUAKE;
1698                 }
1699
1700                 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
1701                 {
1702                         strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1703                         power_desc[num].level = 17;
1704                         power_desc[num].cost = 1;
1705                         power_desc[num].stat = A_WIS;
1706                         power_desc[num].fail = 15;
1707                         power_desc[num++].number = MUT1_EAT_MAGIC;
1708                 }
1709
1710                 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
1711                 {
1712                         strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
1713                         power_desc[num].level = 6;
1714                         power_desc[num].cost = 6;
1715                         power_desc[num].stat = A_INT;
1716                         power_desc[num].fail = 10;
1717                         power_desc[num++].number = MUT1_WEIGH_MAG;
1718                 }
1719
1720                 if (p_ptr->muta1 & MUT1_STERILITY)
1721                 {
1722                         strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
1723                         power_desc[num].level = 12;
1724                         power_desc[num].cost = 23;
1725                         power_desc[num].stat = A_CHR;
1726                         power_desc[num].fail = 15;
1727                         power_desc[num++].number = MUT1_STERILITY;
1728                 }
1729
1730                 if (p_ptr->muta1 & MUT1_PANIC_HIT)
1731                 {
1732                         strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
1733                         power_desc[num].level = 10;
1734                         power_desc[num].cost = 12;
1735                         power_desc[num].stat = A_DEX;
1736                         power_desc[num].fail = 14;
1737                         power_desc[num++].number = MUT1_PANIC_HIT;
1738                 }
1739
1740                 if (p_ptr->muta1 & MUT1_DAZZLE)
1741                 {
1742                         strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
1743                         power_desc[num].level = 7;
1744                         power_desc[num].cost = 15;
1745                         power_desc[num].stat = A_CHR;
1746                         power_desc[num].fail = 8;
1747                         power_desc[num++].number = MUT1_DAZZLE;
1748                 }
1749
1750                 if (p_ptr->muta1 & MUT1_LASER_EYE)
1751                 {
1752                         strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
1753                         power_desc[num].level = 7;
1754                         power_desc[num].cost = 10;
1755                         power_desc[num].stat = A_WIS;
1756                         power_desc[num].fail = 9;
1757                         power_desc[num++].number = MUT1_LASER_EYE;
1758                 }
1759
1760                 if (p_ptr->muta1 & MUT1_RECALL)
1761                 {
1762                         strcpy(power_desc[num].name, _("帰還", "Recall"));
1763                         power_desc[num].level = 17;
1764                         power_desc[num].cost = 50;
1765                         power_desc[num].stat = A_INT;
1766                         power_desc[num].fail = 16;
1767                         power_desc[num++].number = MUT1_RECALL;
1768                 }
1769
1770                 if (p_ptr->muta1 & MUT1_BANISH)
1771                 {
1772                         strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
1773                         power_desc[num].level = 25;
1774                         power_desc[num].cost = 25;
1775                         power_desc[num].stat = A_WIS;
1776                         power_desc[num].fail = 18;
1777                         power_desc[num++].number = MUT1_BANISH;
1778                 }
1779
1780                 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
1781                 {
1782                         strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
1783                         power_desc[num].level = 2;
1784                         power_desc[num].cost = 2;
1785                         power_desc[num].stat = A_CON;
1786                         power_desc[num].fail = 11;
1787                         power_desc[num++].number = MUT1_COLD_TOUCH;
1788                 }
1789
1790                 if (p_ptr->muta1 & MUT1_LAUNCHER)
1791                 {
1792                         strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
1793                         power_desc[num].level = 1;
1794                         power_desc[num].cost = lvl;
1795                         power_desc[num].stat = A_STR;
1796                         power_desc[num].fail = 6;
1797                         /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
1798                         power_desc[num++].number = 3;
1799                 }
1800         }
1801
1802         /* Nothing chosen yet */
1803         flag = FALSE;
1804
1805         /* No redraw yet */
1806         redraw = FALSE;
1807
1808         /* Build a prompt */
1809         (void) strnfmt(out_val, 78, 
1810                                 _("(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? "),
1811                                 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
1812
1813 if (!repeat_pull(&i) || i<0 || i>=num) {
1814         if (use_menu) screen_save();
1815
1816         choice = (always_show_list || use_menu) ? ESCAPE:1;
1817         while (!flag)
1818         {
1819                 if( choice==ESCAPE ) choice = ' '; 
1820                 else if( !get_com(out_val, &choice, FALSE) )break; 
1821
1822                 if (use_menu && choice != ' ')
1823                 {
1824                         switch(choice)
1825                         {
1826                                 case '0':
1827                                 {
1828                                         screen_load();
1829                                         free_turn(p_ptr);
1830                                         return;
1831                                 }
1832
1833                                 case '8':
1834                                 case 'k':
1835                                 case 'K':
1836                                 {
1837                                         menu_line += (num - 1);
1838                                         break;
1839                                 }
1840
1841                                 case '2':
1842                                 case 'j':
1843                                 case 'J':
1844                                 {
1845                                         menu_line++;
1846                                         break;
1847                                 }
1848
1849                                 case '6':
1850                                 case 'l':
1851                                 case 'L':
1852                                 case '4':
1853                                 case 'h':
1854                                 case 'H':
1855                                 {
1856                                         if (menu_line > 18)
1857                                                 menu_line -= 18;
1858                                         else if (menu_line+18 <= num)
1859                                                 menu_line += 18;
1860                                         break;
1861                                 }
1862
1863                                 case 'x':
1864                                 case 'X':
1865                                 case '\r':
1866                                 {
1867                                         i = menu_line - 1;
1868                                         ask = FALSE;
1869                                         break;
1870                                 }
1871                         }
1872                         if (menu_line > num) menu_line -= num;
1873                 }
1874                 /* Request redraw */
1875                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
1876                 {
1877                         /* Show the list */
1878                         if (!redraw || use_menu)
1879                         {
1880                                 byte y = 1, x = 0;
1881                                 int ctr = 0;
1882                                 char dummy[80];
1883                                 char letter;
1884                                 TERM_LEN x1, y1;
1885
1886                                 strcpy(dummy, "");
1887                                 redraw = TRUE;
1888                                 if (!use_menu) screen_save();
1889
1890                                 /* Print header(s) */
1891                                 if (num < 18)
1892                                         prt(_("                            Lv   MP 失率", "                            Lv Cost Fail"), y++, x);
1893                                 else
1894                                 prt(_("                            Lv   MP 失率                            Lv   MP 失率", 
1895                                           "                            Lv Cost Fail                            Lv Cost Fail"), y++, x);
1896
1897
1898                                 /* Print list */
1899                                 while (ctr < num)
1900                                 {
1901                                         x1 = ((ctr < 18) ? x : x + 40);
1902                                         y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
1903
1904                                         if (use_menu)
1905                                         {
1906                                                 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " >  "));
1907                                                 else strcpy(dummy, "    ");
1908                                         }
1909                                         else
1910                                         {
1911                                                 /* letter/number for power selection */
1912                                                 if (ctr < 26)
1913                                                         letter = I2A(ctr);
1914                                                 else
1915                                                         letter = '0' + ctr - 26;
1916                                                 sprintf(dummy, " %c) ",letter);
1917                                         }
1918                                         strcat(dummy, format("%-23.23s %2d %4d %3d%%",
1919                                                 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
1920                                                 100 - racial_chance(&power_desc[ctr])));
1921                                         prt(dummy, y1, x1);
1922                                         ctr++;
1923                                 }
1924                         }
1925
1926                         /* Hide the list */
1927                         else
1928                         {
1929                                 /* Hide list */
1930                                 redraw = FALSE;
1931                                 screen_load();
1932                         }
1933
1934                         /* Redo asking */
1935                         continue;
1936                 }
1937
1938                 if (!use_menu)
1939                 {
1940                         if (choice == '\r' && num == 1)
1941                         {
1942                                 choice = 'a';
1943                         }
1944
1945                         if (isalpha(choice))
1946                         {
1947                                 /* Note verify */
1948                                 ask = (isupper(choice));
1949
1950                                 /* Lowercase */
1951                                 if (ask) choice = (char)tolower(choice);
1952
1953                                 /* Extract request */
1954                                 i = (islower(choice) ? A2I(choice) : -1);
1955                         }
1956                         else
1957                         {
1958                                 ask = FALSE; /* Can't uppercase digits */
1959
1960                                 i = choice - '0' + 26;
1961                         }
1962                 }
1963
1964                 /* Totally Illegal */
1965                 if ((i < 0) || (i >= num))
1966                 {
1967                         bell();
1968                         continue;
1969                 }
1970
1971                 /* Verify it */
1972                 if (ask)
1973                 {
1974                         char tmp_val[160];
1975
1976                         /* Prompt */
1977                         (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
1978
1979                         /* Belay that order */
1980                         if (!get_check(tmp_val)) continue;
1981                 }
1982
1983                 /* Stop the loop */
1984                 flag = TRUE;
1985         }
1986         if (redraw) screen_load();
1987
1988         /* Abort if needed */
1989         if (!flag)
1990         {
1991                 free_turn(p_ptr);
1992                 return;
1993         }
1994         repeat_push(i);
1995         } /*if (!repeat_pull(&i) || ...)*/
1996         switch (racial_aux(&power_desc[i]))
1997         {
1998         case 1:
1999                 if (power_desc[i].number < 0)
2000                         cast = cmd_racial_power_aux(power_desc[i].number);
2001                 else
2002                         cast = mutation_power_aux(power_desc[i].number);
2003                 break;
2004         case 0:
2005                 cast = FALSE;
2006                 break;
2007         case -1:
2008                 cast = TRUE;
2009                 break;
2010         }
2011
2012         if (cast)
2013         {
2014                 if (racial_cost)
2015                 {
2016                         int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2017
2018                         /* If mana is not enough, player consumes hit point! */
2019                         if (p_ptr->csp < actual_racial_cost)
2020                         {
2021                                 actual_racial_cost -= p_ptr->csp;
2022                                 p_ptr->csp = 0;
2023                                 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2024                         }
2025                         else p_ptr->csp -= actual_racial_cost;
2026
2027                         p_ptr->redraw |= (PR_HP | PR_MANA);
2028                         p_ptr->window |= (PW_PLAYER | PW_SPELL);
2029                 }
2030         }
2031         else free_turn(p_ptr);
2032
2033         /* Success */
2034         return;
2035 }