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[Refactor] #37353 再描画フラグ PR_* 定義を view-mainwindow.h へ移動.
[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 "core.h"
15 #include "util.h"
16
17 #include "cmd-basic.h"
18 #include "cmd-magiceat.h"
19 #include "cmd-mane.h"
20 #include "cmd-zapwand.h"
21 #include "cmd-pet.h"
22 #include "melee.h"
23 #include "object-hook.h"
24 #include "realm-song.h"
25
26 #include "mutation.h"
27 #include "player-effects.h"
28 #include "player-status.h"
29 #include "spells-status.h"
30 #include "spells-object.h"
31 #include "spells-floor.h"
32 #include "spells.h"
33 #include "cmd-spell.h"
34 #include "realm-hex.h"
35 #include "targeting.h"
36 #include "view-mainwindow.h"
37
38 /*!
39  * @brief 修行僧の構え設定処理
40  * @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。
41  */
42 static bool choose_kamae(void)
43 {
44         char choice;
45         int new_kamae = 0;
46         int i;
47         char buf[80];
48
49         if (cmd_limit_confused(p_ptr)) return FALSE;
50         screen_save();
51         prt(_(" a) 構えをとく", " a) No form"), 2, 20);
52
53         for (i = 0; i < MAX_KAMAE; i++)
54         {
55                 if (p_ptr->lev >= kamae_shurui[i].min_level)
56                 {
57                         sprintf(buf," %c) %-12s  %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
58                         prt(buf, 3+i, 20);
59                 }
60         }
61
62         prt("", 1, 0);
63         prt(_("        どの構えをとりますか?", "        Choose Form: "), 1, 14);
64
65         while(1)
66         {
67                 choice = inkey();
68
69                 if (choice == ESCAPE)
70                 {
71                         screen_load();
72                         return FALSE;
73                 }
74                 else if ((choice == 'a') || (choice == 'A'))
75                 {
76                         if (p_ptr->action == ACTION_KAMAE)
77                         {
78                                 set_action(ACTION_NONE);
79                         }
80                         else
81                                 msg_print(_("もともと構えていない。", "You are not assuming a posture."));
82                         screen_load();
83                         return TRUE;
84                 }
85                 else if ((choice == 'b') || (choice == 'B'))
86                 {
87                         new_kamae = 0;
88                         break;
89                 }
90                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
91                 {
92                         new_kamae = 1;
93                         break;
94                 }
95                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
96                 {
97                         new_kamae = 2;
98                         break;
99                 }
100                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
101                 {
102                         new_kamae = 3;
103                         break;
104                 }
105         }
106         set_action(ACTION_KAMAE);
107
108         if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
109         {
110                 msg_print(_("構え直した。", "You reassume a posture."));
111         }
112         else
113         {
114                 p_ptr->special_defense &= ~(KAMAE_MASK);
115                 p_ptr->update |= (PU_BONUS);
116                 p_ptr->redraw |= (PR_STATE);
117                 msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
118                 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
119         }
120         p_ptr->redraw |= PR_STATE;
121         screen_load();
122         return TRUE;
123 }
124
125 /*!
126  * @brief 剣術家の型設定処理
127  * @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。
128  */
129 static bool choose_kata(void)
130 {
131         char choice;
132         int new_kata = 0;
133         int i;
134         char buf[80];
135
136         if (cmd_limit_confused(p_ptr)) return FALSE;
137
138         if (p_ptr->stun)
139         {
140                 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
141                 return FALSE;
142         }
143
144         if (p_ptr->afraid)
145         {
146                 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
147                 return FALSE;
148         }
149         screen_save();
150         prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
151
152         for (i = 0; i < MAX_KATA; i++)
153         {
154                 if (p_ptr->lev >= kata_shurui[i].min_level)
155                 {
156                         sprintf(buf,_(" %c) %sの型    %s", " %c) Form of %-12s  %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
157                         prt(buf, 3+i, 20);
158                 }
159         }
160
161         prt("", 1, 0);
162         prt(_("        どの型で構えますか?", "        Choose Form: "), 1, 14);
163
164         while(1)
165         {
166                 choice = inkey();
167
168                 if (choice == ESCAPE)
169                 {
170                         screen_load();
171                         return FALSE;
172                 }
173                 else if ((choice == 'a') || (choice == 'A'))
174                 {
175                         if (p_ptr->action == ACTION_KATA)
176                         {
177                                 set_action(ACTION_NONE);
178                         }
179                         else
180                                 msg_print(_("もともと構えていない。", "You are not assuming posture."));
181                         screen_load();
182                         return TRUE;
183                 }
184                 else if ((choice == 'b') || (choice == 'B'))
185                 {
186                         new_kata = 0;
187                         break;
188                 }
189                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
190                 {
191                         new_kata = 1;
192                         break;
193                 }
194                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
195                 {
196                         new_kata = 2;
197                         break;
198                 }
199                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
200                 {
201                         new_kata = 3;
202                         break;
203                 }
204         }
205         set_action(ACTION_KATA);
206
207         if (p_ptr->special_defense & (KATA_IAI << new_kata))
208         {
209                 msg_print(_("構え直した。", "You reassume a posture."));
210         }
211         else
212         {
213                 p_ptr->special_defense &= ~(KATA_MASK);
214                 p_ptr->update |= (PU_BONUS | PU_MONSTERS);
215                 msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
216                 p_ptr->special_defense |= (KATA_IAI << new_kata);
217         }
218         p_ptr->redraw |= (PR_STATE | PR_STATUS);
219         screen_load();
220         return TRUE;
221 }
222
223
224 /*!
225  * @brief レイシャル・パワー情報のtypedef
226  */
227 typedef struct power_desc_type power_desc_type;
228
229 /*!
230  * @brief レイシャル・パワー情報の構造体定義
231  */
232 struct power_desc_type
233 {
234         GAME_TEXT name[MAX_NLEN];      //!<レイシャル名
235         PLAYER_LEVEL level;     //!<体得レベル
236         int cost;
237         int stat;
238         PERCENTAGE fail;
239         int number;
240 };
241
242
243 /*!
244  * @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
245  * @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
246  * @return 成功率(%)を返す
247  */
248 static PERCENTAGE racial_chance(power_desc_type *pd_ptr)
249 {
250         PLAYER_LEVEL min_level  = pd_ptr->level;
251         PERCENTAGE difficulty = pd_ptr->fail;
252
253         int i;
254         int val;
255         int sum = 0;
256         BASE_STATUS stat = p_ptr->stat_cur[pd_ptr->stat];
257
258         /* No chance for success */
259         if ((p_ptr->lev < min_level) || p_ptr->confused)
260         {
261                 return (0);
262         }
263
264         if (difficulty == 0) return 100;
265
266         /* Calculate difficulty */
267         if (p_ptr->stun)
268         {
269                 difficulty += (PERCENTAGE)p_ptr->stun;
270         }
271         else if (p_ptr->lev > min_level)
272         {
273                 PERCENTAGE lev_adj = (PERCENTAGE)((p_ptr->lev - min_level) / 3);
274                 if (lev_adj > 10) lev_adj = 10;
275                 difficulty -= lev_adj;
276         }
277
278         if (difficulty < 5) difficulty = 5;
279
280         /* We only need halfs of the difficulty */
281         difficulty = difficulty / 2;
282
283         for (i = 1; i <= stat; i++)
284         {
285                 val = i - difficulty;
286                 if (val > 0)
287                         sum += (val <= difficulty) ? val : difficulty;
288         }
289
290         if (difficulty == 0)
291                 return (100);
292         else
293                 return (((sum * 100) / difficulty) / stat);
294 }
295
296
297 static int racial_cost;
298
299 /*!
300  * @brief レイシャル・パワーの発動の判定処理
301  * @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
302  * @return
303  * 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。
304  * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
305  */
306 static int racial_aux(power_desc_type *pd_ptr)
307 {
308         PLAYER_LEVEL min_level  = pd_ptr->level;
309         int use_stat   = pd_ptr->stat;
310         int difficulty = pd_ptr->fail;
311         int use_hp = 0;
312
313         racial_cost = pd_ptr->cost;
314
315         /* Not enough mana - use hp */
316         if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
317
318         /* Power is not available yet */
319         if (p_ptr->lev < min_level)
320         {
321                 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。", 
322                                          "You need to attain level %d to use this power."), min_level);
323
324                 free_turn(p_ptr);
325                 return FALSE;
326         }
327
328         if (cmd_limit_confused(p_ptr))
329         {
330                 free_turn(p_ptr);
331                 return FALSE;
332         }
333
334         /* Risk death? */
335         else if (p_ptr->chp < use_hp)
336         {
337                 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? ")))
338                 {
339                         free_turn(p_ptr);
340                         return FALSE;
341                 }
342         }
343
344         /* Else attempt to do it! */
345
346         if (difficulty)
347         {
348                 if (p_ptr->stun)
349                 {
350                         difficulty += p_ptr->stun;
351                 }
352                 else if (p_ptr->lev > min_level)
353                 {
354                         int lev_adj = ((p_ptr->lev - min_level) / 3);
355                         if (lev_adj > 10) lev_adj = 10;
356                         difficulty -= lev_adj;
357                 }
358
359                 if (difficulty < 5) difficulty = 5;
360         }
361
362         /* take time and pay the price */
363         take_turn(p_ptr, 100);
364
365         /* Success? */
366         if (randint1(p_ptr->stat_cur[use_stat]) >= ((difficulty / 2) + randint1(difficulty / 2)))
367         {
368                 return 1;
369         }
370
371         if (flush_failure) flush();
372         msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
373
374         return -1;
375 }
376
377
378 /*!
379  * @brief レイシャル・パワー発動処理
380  * @param command 発動するレイシャルのID
381  * @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。
382  */
383 static bool cmd_racial_power_aux(s32b command)
384 {
385         PLAYER_LEVEL plev = p_ptr->lev;
386         DIRECTION dir = 0;
387
388         if (command <= -3)
389         {
390                 switch (p_ptr->pclass)
391                 {
392                 case CLASS_WARRIOR:
393                 {
394                         return sword_dancing(p_ptr);
395                         break;
396                 }
397                 case CLASS_HIGH_MAGE:
398                 if (p_ptr->realm1 == REALM_HEX)
399                 {
400                         bool retval = stop_hex_spell();
401                         if (retval) p_ptr->energy_use = 10;
402                         return (retval);
403                 }
404                 case CLASS_MAGE:
405                 /* case CLASS_HIGH_MAGE: */
406                 case CLASS_SORCERER:
407                 {
408                         if (!eat_magic(p_ptr->lev * 2)) return FALSE;
409                         break;
410                 }
411                 case CLASS_PRIEST:
412                 {
413                         if (is_good_realm(p_ptr->realm1))
414                         {
415                                 if (!bless_weapon()) return FALSE;
416                         }
417                         else
418                         {
419                                 (void)dispel_monsters(plev * 4);
420                                 turn_monsters(plev * 4);
421                                 banish_monsters(plev * 4);
422                         }
423                         break;
424                 }
425                 case CLASS_ROGUE:
426                 {
427                         if(!panic_hit()) return FALSE;
428                         break;
429                 }
430                 case CLASS_RANGER:
431                 case CLASS_SNIPER:
432                 {
433                         msg_print(_("敵を調査した...", "You examine your foes..."));
434                         probing();
435                         break;
436                 }
437                 case CLASS_PALADIN:
438                 {
439                         if (!get_aim_dir(&dir)) return FALSE;
440                         fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
441                                   dir, plev * 3);
442                         break;
443                 }
444                 case CLASS_WARRIOR_MAGE:
445                 {
446                         if (command == -3)
447                         {
448                                 return comvert_hp_to_mp(p_ptr);
449                         }
450                         else if (command == -4)
451                         {
452                                 return comvert_mp_to_hp(p_ptr);
453                         }
454                         break;
455                 }
456                 case CLASS_CHAOS_WARRIOR:
457                 {
458                         return confusing_light(p_ptr);
459                         break;
460                 }
461                 case CLASS_MONK:
462                 {
463                         if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
464                         {
465                                 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
466                                 return FALSE;
467                         }
468                         if (p_ptr->riding)
469                         {
470                                 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
471                                 return FALSE;
472                         }
473
474                         if (command == -3)
475                         {
476                                 if (!choose_kamae()) return FALSE;
477                                 p_ptr->update |= (PU_BONUS);
478                         }
479                         else if (command == -4)
480                         {
481                                 return double_attack(p_ptr);
482                         }
483                         break;
484                 }
485                 case CLASS_MINDCRAFTER:
486                 case CLASS_FORCETRAINER:
487                 {
488                         return clear_mind(p_ptr);
489                 }
490                 case CLASS_TOURIST:
491                 {
492                         if (command == -3)
493                         {
494                                 if (!get_aim_dir(&dir)) return FALSE;
495                                 project_length = 1;
496                                 fire_beam(GF_PHOTO, dir, 1);
497                         }
498                         else if (command == -4)
499                         {
500                                 if (!identify_fully(FALSE)) return FALSE;
501                         }
502                         break;
503                 }
504                 case CLASS_IMITATOR:
505                 {
506                         handle_stuff();
507                         if (!do_cmd_mane(TRUE)) return FALSE;
508                         break;
509                 }
510                 case CLASS_BEASTMASTER:
511                 {
512                         if (command == -3)
513                         {
514                                 if (!get_aim_dir(&dir)) return FALSE;
515                                 (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
516                         }
517                         else if (command == -4)
518                         {
519                                 project_all_los(GF_CHARM_LIVING, p_ptr->lev);
520                         }
521                         break;
522                 }
523                 case CLASS_ARCHER:
524                 {
525                         if (!create_ammo()) return FALSE;
526                         break;
527                 }
528                 case CLASS_MAGIC_EATER:
529                 {
530                         if (command == -3) {
531                                 if (!import_magic_device()) return FALSE;
532                         } else if (command == -4) {
533                                 if (cmd_limit_cast(p_ptr)) return FALSE;
534                                 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
535                         }
536                         break;
537                 }
538                 case CLASS_BARD:
539                 {
540                         /* Singing is already stopped */
541                         if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
542
543                         stop_singing(p_ptr);
544                         p_ptr->energy_use = 10;
545                         break;
546                 }
547                 case CLASS_RED_MAGE:
548                 {
549                         if (cmd_limit_cast(p_ptr)) return FALSE;
550                         handle_stuff();
551                         do_cmd_cast();
552                         handle_stuff();
553                         if (!p_ptr->paralyzed && !cmd_limit_cast(p_ptr))
554                                 do_cmd_cast();
555                         break;
556                 }
557                 case CLASS_SAMURAI:
558                 {
559                         if (command == -3)
560                         {
561                                 concentration(p_ptr);
562                         }
563                         else if (command == -4)
564                         {
565                                 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
566                                 {
567                                         msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
568                                         return FALSE;
569                                 }
570                                 if (!choose_kata()) return FALSE;
571                                 p_ptr->update |= (PU_BONUS);
572                         }
573                         break;
574                 }
575                 case CLASS_BLUE_MAGE:
576                 {
577                         if (p_ptr->action == ACTION_LEARN)
578                         {
579                                 set_action(ACTION_NONE);
580                         }
581                         else
582                         {
583                                 set_action(ACTION_LEARN);
584                         }
585                         free_turn(p_ptr);
586                         break;
587                 }
588                 case CLASS_CAVALRY:
589                 {
590                         return rodeo(p_ptr);
591                 }
592                 case CLASS_BERSERKER:
593                 {
594                         if (!recall_player(p_ptr, randint0(21) + 15)) return FALSE;
595                         break;
596                 }
597                 case CLASS_SMITH:
598                 {
599                         if (p_ptr->lev > 29)
600                         {
601                                 if (!identify_fully(TRUE)) return FALSE;
602                         }
603                         else
604                         {
605                                 if (!ident_spell(TRUE)) return FALSE;
606                         }
607                         break;
608                 }
609                 case CLASS_MIRROR_MASTER:
610                 {
611                         if (command == -3)
612                         {
613                                 /* Explode all mirrors */
614                                 remove_all_mirrors(TRUE);
615                         }
616                         else if (command == -4)
617                         {
618                                 return mirror_concentration(p_ptr);
619                         }
620                         break;
621                 }
622                 case CLASS_NINJA:
623                         hayagake(p_ptr);
624                         break;
625                 }
626         }
627         else if (p_ptr->mimic_form)
628         {
629                 switch (p_ptr->mimic_form)
630                 {
631                 case MIMIC_DEMON:
632                 case MIMIC_DEMON_LORD:
633                 {
634                         return demonic_breath(p_ptr);
635                 }
636                 case MIMIC_VAMPIRE:
637                         vampirism();
638                         break;
639                 }
640         }
641
642         else 
643         {
644
645         switch (p_ptr->prace)
646         {
647                 case RACE_DWARF:
648                         msg_print(_("周囲を調べた。", "You examine your surroundings."));
649                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
650                         (void)detect_doors(DETECT_RAD_DEFAULT);
651                         (void)detect_stairs(DETECT_RAD_DEFAULT);
652                         break;
653
654                 case RACE_HOBBIT:
655                         return create_ration(p_ptr);
656                         break;
657
658                 case RACE_GNOME:
659                         msg_print(_("パッ!", "Blink!"));
660                         teleport_player(10, 0L);
661                         break;
662
663                 case RACE_HALF_ORC:
664                         msg_print(_("勇気を出した。", "You play tough."));
665                         (void)set_afraid(0);
666                         break;
667
668                 case RACE_HALF_TROLL:
669                         msg_print(_("うがぁぁ!", "RAAAGH!"));
670                         (void)berserk(10 + randint1(plev));
671                         break;
672
673                 case RACE_AMBERITE:
674                         if (command == -1)
675                         {
676                                 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
677                                 alter_reality();
678                         }
679                         else if (command == -2)
680                         {
681                                 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..."));
682
683                                 (void)true_healing(0);
684                                 (void)restore_all_status();
685                                 (void)restore_level();
686                         }
687                         break;
688
689                 case RACE_BARBARIAN:
690                         msg_print(_("うぉぉおお!", "Raaagh!"));
691                         (void)berserk(10 + randint1(plev));
692                         break;
693
694                 case RACE_HALF_OGRE:
695                         msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
696                         explosive_rune();
697                         break;
698
699                 case RACE_HALF_GIANT:
700                         if (!get_aim_dir(&dir)) return FALSE;
701                         (void)wall_to_mud(dir, 20 + randint1(30));
702                         break;
703
704                 case RACE_HALF_TITAN:
705                         msg_print(_("敵を調査した...", "You examine your foes..."));
706                         probing();
707                         break;
708
709                 case RACE_CYCLOPS:
710                         if (!get_aim_dir(&dir)) return FALSE;
711                         msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
712                         fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
713                         break;
714
715                 case RACE_YEEK:
716                         if (!get_aim_dir(&dir)) return FALSE;
717                         stop_mouth();
718                         msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
719                         (void)fear_monster(dir, plev);
720                         break;
721
722                 case RACE_KLACKON:
723                         if (!get_aim_dir(&dir)) return FALSE;
724                         stop_mouth();
725                         msg_print(_("酸を吐いた。", "You spit acid."));
726                         if (plev < 25) fire_bolt(GF_ACID, dir, plev);
727                         else fire_ball(GF_ACID, dir, plev, 2);
728                         break;
729
730                 case RACE_KOBOLD:
731                         if (!get_aim_dir(&dir)) return FALSE;
732                         msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
733                         fire_bolt(GF_POIS, dir, plev);
734                         break;
735
736                 case RACE_NIBELUNG:
737                         msg_print(_("周囲を調査した。", "You examine your surroundings."));
738                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
739                         (void)detect_doors(DETECT_RAD_DEFAULT);
740                         (void)detect_stairs(DETECT_RAD_DEFAULT);
741                         break;
742
743                 case RACE_DARK_ELF:
744                         if (!get_aim_dir(&dir)) return FALSE;
745                         msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
746                         fire_bolt_or_beam(10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4));
747                         break;
748
749                 case RACE_DRACONIAN:
750                         return draconian_breath(p_ptr);
751                         break;
752
753                 case RACE_MIND_FLAYER:
754                         if (!get_aim_dir(&dir)) return FALSE;
755                         msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
756                         fire_bolt(GF_PSI, dir, plev);
757                         break;
758
759                 case RACE_IMP:
760                         if (!get_aim_dir(&dir)) return FALSE;
761                         if (plev >= 30)
762                         {
763                                 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
764                                 fire_ball(GF_FIRE, dir, plev, 2);
765                         }
766                         else
767                         {
768                                 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
769                                 fire_bolt(GF_FIRE, dir, plev);
770                         }
771                         break;
772
773                 case RACE_GOLEM:
774                         (void)set_shield(randint1(20) + 30, FALSE);
775                         break;
776
777                 case RACE_SKELETON:
778                 case RACE_ZOMBIE:
779                         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."));
780                         (void)restore_level();
781                         break;
782
783                 case RACE_VAMPIRE:
784                         vampirism();
785                         break;
786
787                 case RACE_SPECTRE:
788                         if (!get_aim_dir(&dir)) return FALSE;
789                         stop_mouth();
790                         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!"));
791                         (void)fear_monster(dir, plev);
792                         break;
793
794                 case RACE_SPRITE:
795                         msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
796                         if (plev < 25) sleep_monsters_touch();
797                         else (void)sleep_monsters(plev);
798                         break;
799
800                 case RACE_DEMON:
801                         return demonic_breath(p_ptr); 
802                         break;
803
804                 case RACE_KUTAR:
805                         (void)set_tsubureru(randint1(20) + 30, FALSE);
806                         break;
807
808                 case RACE_ANDROID:
809                         return android_inside_weapon(p_ptr);
810                         break;
811
812                 default:
813                         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."));
814                         free_turn(p_ptr);
815         }
816         }
817         return TRUE;
818 }
819
820 /*!
821  * @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
822  * @return なし
823  */
824 void do_cmd_racial_power(void)
825 {
826         power_desc_type power_desc[36];
827         int num;
828         COMMAND_CODE i = 0;
829         int ask = TRUE;
830         PLAYER_LEVEL lvl = p_ptr->lev;
831         bool            flag, redraw, cast = FALSE;
832         bool            warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
833         char            choice;
834         char            out_val[160];
835         int menu_line = (use_menu ? 1 : 0);
836
837         if (p_ptr->wild_mode) return;
838
839         for (num = 0; num < 36; num++)
840         {
841                 strcpy(power_desc[num].name, "");
842                 power_desc[num].number = 0;
843         }
844
845         num = 0;
846
847         if (cmd_limit_confused(p_ptr))
848         {
849                 free_turn(p_ptr);
850                 return;
851         }
852
853         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
854         {
855                 set_action(ACTION_NONE);
856         }
857
858         switch (p_ptr->pclass)
859         {
860         case CLASS_WARRIOR:
861         {
862                 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
863                 power_desc[num].level = 40;
864                 power_desc[num].cost = 75;
865                 power_desc[num].stat = A_DEX;
866                 power_desc[num].fail = 35;
867                 power_desc[num++].number = -3;
868                 break;
869         }
870         case CLASS_HIGH_MAGE:
871         if (p_ptr->realm1 == REALM_HEX)
872         {
873                 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
874                 power_desc[num].level = 1;
875                 power_desc[num].cost = 0;
876                 power_desc[num].stat = A_INT;
877                 power_desc[num].fail = 0;
878                 power_desc[num++].number = -3;
879                 break;
880         }
881         case CLASS_MAGE:
882         /* case CLASS_HIGH_MAGE: */
883         case CLASS_SORCERER:
884         {
885                 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
886                 power_desc[num].level = 25;
887                 power_desc[num].cost = 1;
888                 power_desc[num].stat = A_INT;
889                 power_desc[num].fail = 25;
890                 power_desc[num++].number = -3;
891                 break;
892         }
893         case CLASS_PRIEST:
894         {
895                 if (is_good_realm(p_ptr->realm1))
896                 {
897                         strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
898                         power_desc[num].level = 35;
899                         power_desc[num].cost = 70;
900                         power_desc[num].stat = A_WIS;
901                         power_desc[num].fail = 50;
902                         power_desc[num++].number = -3;
903                 }
904                 else
905                 {
906                         strcpy(power_desc[num].name, _("召魂", "Evocation"));
907                         power_desc[num].level = 42;
908                         power_desc[num].cost = 40;
909                         power_desc[num].stat = A_WIS;
910                         power_desc[num].fail = 35;
911                         power_desc[num++].number = -3;
912                 }
913                 break;
914         }
915         case CLASS_ROGUE:
916         {
917                 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
918                 power_desc[num].level = 8;
919                 power_desc[num].cost = 12;
920                 power_desc[num].stat = A_DEX;
921                 power_desc[num].fail = 14;
922                 power_desc[num++].number = -3;
923                 break;
924         }
925         case CLASS_RANGER:
926         case CLASS_SNIPER:
927         {
928                 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
929                 power_desc[num].level = 15;
930                 power_desc[num].cost = 20;
931                 power_desc[num].stat = A_INT;
932                 power_desc[num].fail = 12;
933                 power_desc[num++].number = -3;
934                 break;
935         }
936         case CLASS_PALADIN:
937         {
938                 if (is_good_realm(p_ptr->realm1))
939                 {
940                         strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
941                         power_desc[num].level = 30;
942                         power_desc[num].cost = 30;
943                         power_desc[num].stat = A_WIS;
944                         power_desc[num].fail = 30;
945                         power_desc[num++].number = -3;
946                 }
947                 else
948                 {
949                         strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
950                         power_desc[num].level = 30;
951                         power_desc[num].cost = 30;
952                         power_desc[num].stat = A_WIS;
953                         power_desc[num].fail = 30;
954                         power_desc[num++].number = -3;
955                 }
956                 break;
957         }
958         case CLASS_WARRIOR_MAGE:
959         {
960                 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
961                 power_desc[num].level = 25;
962                 power_desc[num].cost = 0;
963                 power_desc[num].stat = A_INT;
964                 power_desc[num].fail = 10;
965                 power_desc[num++].number = -3;
966                         
967                 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
968                 power_desc[num].level = 25;
969                 power_desc[num].cost = 0;
970                 power_desc[num].stat = A_INT;
971                 power_desc[num].fail = 10;
972                 power_desc[num++].number = -4;
973                 break;
974         }
975         case CLASS_CHAOS_WARRIOR:
976         {
977                 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
978                 power_desc[num].level = 40;
979                 power_desc[num].cost = 50;
980                 power_desc[num].stat = A_INT;
981                 power_desc[num].fail = 25;
982                 power_desc[num++].number = -3;
983                 break;
984         }
985         case CLASS_MONK:
986         {
987                 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
988                 power_desc[num].level = 25;
989                 power_desc[num].cost = 0;
990                 power_desc[num].stat = A_DEX;
991                 power_desc[num].fail = 0;
992                 power_desc[num++].number = -3;
993                         
994                 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
995                 power_desc[num].level = 30;
996                 power_desc[num].cost = 30;
997                 power_desc[num].stat = A_STR;
998                 power_desc[num].fail = 20;
999                 power_desc[num++].number = -4;
1000                 break;
1001         }
1002         case CLASS_MINDCRAFTER:
1003         case CLASS_FORCETRAINER:
1004         {
1005                 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1006                 power_desc[num].level = 15;
1007                 power_desc[num].cost = 0;
1008                 power_desc[num].stat = A_WIS;
1009                 power_desc[num].fail = 10;
1010                 power_desc[num++].number = -3;
1011                 break;
1012         }
1013         case CLASS_TOURIST:
1014         {
1015                 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1016                 power_desc[num].level = 1;
1017                 power_desc[num].cost = 0;
1018                 power_desc[num].stat = A_DEX;
1019                 power_desc[num].fail = 0;
1020                 power_desc[num++].number = -3;
1021                 
1022                 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1023                 power_desc[num].level = 25;
1024                 power_desc[num].cost = 20;
1025                 power_desc[num].stat = A_INT;
1026                 power_desc[num].fail = 20;
1027                 power_desc[num++].number = -4;
1028                 break;
1029         }
1030         case CLASS_IMITATOR:
1031         {
1032                 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1033                 power_desc[num].level = 30;
1034                 power_desc[num].cost = 100;
1035                 power_desc[num].stat = A_DEX;
1036                 power_desc[num].fail = 30;
1037                 power_desc[num++].number = -3;
1038                 break;
1039         }
1040         case CLASS_BEASTMASTER:
1041         {
1042                 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1043                 power_desc[num].level = 1;
1044                 power_desc[num].cost = (p_ptr->lev+3)/4;
1045                 power_desc[num].stat = A_CHR;
1046                 power_desc[num].fail = 10;
1047                 power_desc[num++].number = -3;
1048                 
1049                 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1050                 power_desc[num].level = 30;
1051                 power_desc[num].cost = (p_ptr->lev+20)/2;
1052                 power_desc[num].stat = A_CHR;
1053                 power_desc[num].fail = 10;
1054                 power_desc[num++].number = -4;
1055                 break;
1056         }
1057         case CLASS_ARCHER:
1058         {
1059                 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1060                 power_desc[num].level = 1;
1061                 power_desc[num].cost = 0;
1062                 power_desc[num].stat = A_DEX;
1063                 power_desc[num].fail = 0;
1064                 power_desc[num++].number = -3;
1065                 break;
1066         }
1067         case CLASS_MAGIC_EATER:
1068         {
1069                 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1070                 power_desc[num].level = 1;
1071                 power_desc[num].cost = 0;
1072                 power_desc[num].stat = A_INT;
1073                 power_desc[num].fail = 0;
1074                 power_desc[num++].number = -3;
1075
1076                 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1077                 power_desc[num].level = 10;
1078                 power_desc[num].cost = 10 + (lvl - 10) / 2;
1079                 power_desc[num].stat = A_INT;
1080                 power_desc[num].fail = 0;
1081                 power_desc[num++].number = -4;
1082                 break;
1083         }
1084         case CLASS_BARD:
1085         {
1086                 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1087                 power_desc[num].level = 1;
1088                 power_desc[num].cost = 0;
1089                 power_desc[num].stat = A_CHR;
1090                 power_desc[num].fail = 0;
1091                 power_desc[num++].number = -3;
1092                 break;
1093         }
1094         case CLASS_RED_MAGE:
1095         {
1096                 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1097                 power_desc[num].level = 48;
1098                 power_desc[num].cost = 20;
1099                 power_desc[num].stat = A_INT;
1100                 power_desc[num].fail = 0;
1101                 power_desc[num++].number = -3;
1102                 break;
1103         }
1104         case CLASS_SAMURAI:
1105         {
1106                 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1107                 power_desc[num].level = 1;
1108                 power_desc[num].cost = 0;
1109                 power_desc[num].stat = A_WIS;
1110                 power_desc[num].fail = 0;
1111                 power_desc[num++].number = -3;
1112                 
1113                 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
1114                 power_desc[num].level = 25;
1115                 power_desc[num].cost = 0;
1116                 power_desc[num].stat = A_DEX;
1117                 power_desc[num].fail = 0;
1118                 power_desc[num++].number = -4;
1119                 break;
1120         }
1121         case CLASS_BLUE_MAGE:
1122         {
1123                 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1124                 power_desc[num].level = 1;
1125                 power_desc[num].cost = 0;
1126                 power_desc[num].stat = A_INT;
1127                 power_desc[num].fail = 0;
1128                 power_desc[num++].number = -3;
1129                 break;
1130         }
1131         case CLASS_CAVALRY:
1132         {
1133                 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1134                 power_desc[num].level = 10;
1135                 power_desc[num].cost = 0;
1136                 power_desc[num].stat = A_STR;
1137                 power_desc[num].fail = 10;
1138                 power_desc[num++].number = -3;
1139                 break;
1140         }
1141         case CLASS_BERSERKER:
1142         {
1143                 strcpy(power_desc[num].name, _("帰還", "Recall"));
1144                 power_desc[num].level = 10;
1145                 power_desc[num].cost = 10;
1146                 power_desc[num].stat = A_DEX;
1147                 power_desc[num].fail = 20;
1148                 power_desc[num++].number = -3;
1149                 break;
1150         }
1151         case CLASS_MIRROR_MASTER:
1152         {
1153                 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
1154                 power_desc[num].level = 1;
1155                 power_desc[num].cost = 0;
1156                 power_desc[num].stat = A_INT;
1157                 power_desc[num].fail = 0;
1158                 power_desc[num++].number = -3;
1159                 
1160                 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
1161                 power_desc[num].level = 30;
1162                 power_desc[num].cost = 0;
1163                 power_desc[num].stat = A_INT;
1164                 power_desc[num].fail = 20;
1165                 power_desc[num++].number = -4;
1166                 break;
1167         }
1168         case CLASS_SMITH:
1169         {
1170                 strcpy(power_desc[num].name, _("目利き", "Judgment"));
1171                 power_desc[num].level = 5;
1172                 power_desc[num].cost = 15;
1173                 power_desc[num].stat = A_INT;
1174                 power_desc[num].fail = 20;
1175                 power_desc[num++].number = -3;
1176                 break;
1177         }
1178         case CLASS_NINJA:
1179         {
1180                 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
1181                 power_desc[num].level = 20;
1182                 power_desc[num].cost = 0;
1183                 power_desc[num].stat = A_DEX;
1184                 power_desc[num].fail = 0;
1185                 power_desc[num++].number = -3;
1186                 break;
1187         }
1188         default:
1189                 strcpy(power_desc[0].name, _("(なし)", "(none)"));
1190         }
1191
1192         if (p_ptr->mimic_form)
1193         {
1194                 switch (p_ptr->mimic_form)
1195                 {
1196                 case MIMIC_DEMON:
1197                 case MIMIC_DEMON_LORD:
1198                         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);
1199                         power_desc[num].level = 15;
1200                         power_desc[num].cost = 10+lvl/3;
1201                         power_desc[num].stat = A_CON;
1202                         power_desc[num].fail = 20;
1203                         power_desc[num++].number = -1;
1204                         break;
1205                 case MIMIC_VAMPIRE:
1206                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1207                         power_desc[num].level = 2;
1208                         power_desc[num].cost = 1 + (lvl / 3);
1209                         power_desc[num].stat = A_CON;
1210                         power_desc[num].fail = 9;
1211                         power_desc[num++].number = -1;
1212                         break;
1213                 }
1214         }
1215         else
1216         {
1217         switch (p_ptr->prace)
1218         {
1219                 case RACE_DWARF:
1220                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1221                         power_desc[num].level = 5;
1222                         power_desc[num].cost = 5;
1223                         power_desc[num].stat = A_WIS;
1224                         power_desc[num].fail = 12;
1225                         power_desc[num++].number = -1;
1226                         break;
1227                 case RACE_NIBELUNG:
1228                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1229                         power_desc[num].level = 10;
1230                         power_desc[num].cost = 5;
1231                         power_desc[num].stat = A_WIS;
1232                         power_desc[num].fail = 10;
1233                         power_desc[num++].number = -1;
1234                         break;
1235                 case RACE_HOBBIT:
1236                         strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
1237                         power_desc[num].level = 15;
1238                         power_desc[num].cost = 10;
1239                         power_desc[num].stat = A_INT;
1240                         power_desc[num].fail = 10;
1241                         power_desc[num++].number = -1;
1242                         break;
1243                 case RACE_GNOME:
1244                         sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
1245                         power_desc[num].level = 5;
1246                         power_desc[num].cost = 5;
1247                         power_desc[num].stat = A_INT;
1248                         power_desc[num].fail = 12;
1249                         power_desc[num++].number = -1;
1250                         break;
1251                 case RACE_HALF_ORC:
1252                         strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
1253                         power_desc[num].level = 3;
1254                         power_desc[num].cost = 5;
1255                         power_desc[num].stat = A_WIS;
1256                         power_desc[num].fail = warrior ? 5 : 10;
1257                         power_desc[num++].number = -1;
1258                         break;
1259                 case RACE_HALF_TROLL:
1260                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1261                         power_desc[num].level = 10;
1262                         power_desc[num].cost = 12;
1263                         power_desc[num].stat = A_STR;
1264                         power_desc[num].fail = warrior ? 6 : 12;
1265                         power_desc[num++].number = -1;
1266                         break;
1267                 case RACE_BARBARIAN:
1268                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1269                         power_desc[num].level = 8;
1270                         power_desc[num].cost = 10;
1271                         power_desc[num].stat = A_STR;
1272                         power_desc[num].fail = warrior ? 6 : 12;
1273                         power_desc[num++].number = -1;
1274                         break;
1275                 case RACE_AMBERITE:
1276                         strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
1277                         power_desc[num].level = 30;
1278                         power_desc[num].cost = 50;
1279                         power_desc[num].stat = A_INT;
1280                         power_desc[num].fail = 50;
1281                         power_desc[num++].number = -1;
1282                         
1283                         strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
1284                         power_desc[num].level = 40;
1285                         power_desc[num].cost = 75;
1286                         power_desc[num].stat = A_WIS;
1287                         power_desc[num].fail = 50;
1288                         power_desc[num++].number = -2;
1289                         break;
1290                 case RACE_HALF_OGRE:
1291                         strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
1292                         power_desc[num].level = 25;
1293                         power_desc[num].cost = 35;
1294                         power_desc[num].stat = A_INT;
1295                         power_desc[num].fail = 15;
1296                         power_desc[num++].number = -1;
1297                         break;
1298                 case RACE_HALF_GIANT:
1299                         strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
1300                         power_desc[num].level = 20;
1301                         power_desc[num].cost = 10;
1302                         power_desc[num].stat = A_STR;
1303                         power_desc[num].fail = 12;
1304                         power_desc[num++].number = -1;
1305                         break;
1306                 case RACE_HALF_TITAN:
1307                         strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
1308                         power_desc[num].level = 15;
1309                         power_desc[num].cost = 10;
1310                         power_desc[num].stat = A_INT;
1311                         power_desc[num].fail = 12;
1312                         power_desc[num++].number = -1;
1313                         break;
1314                 case RACE_CYCLOPS:
1315                         sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
1316                         power_desc[num].level = 20;
1317                         power_desc[num].cost = 15;
1318                         power_desc[num].stat = A_STR;
1319                         power_desc[num].fail = 12;
1320                         power_desc[num++].number = -1;
1321                         break;
1322                 case RACE_YEEK:
1323                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1324                         power_desc[num].level = 15;
1325                         power_desc[num].cost = 15;
1326                         power_desc[num].stat = A_WIS;
1327                         power_desc[num].fail = 10;
1328                         power_desc[num++].number = -1;
1329                         break;
1330                 case RACE_SPECTRE:
1331                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1332                         power_desc[num].level = 4;
1333                         power_desc[num].cost = 6;
1334                         power_desc[num].stat = A_INT;
1335                         power_desc[num].fail = 3;
1336                         power_desc[num++].number = -1;
1337                         break;
1338                 case RACE_KLACKON:
1339                         sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
1340                         power_desc[num].level = 9;
1341                         power_desc[num].cost = 9;
1342                         power_desc[num].stat = A_DEX;
1343                         power_desc[num].fail = 14;
1344                         power_desc[num++].number = -1;
1345                         break;
1346                 case RACE_KOBOLD:
1347                         sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
1348                         power_desc[num].level = 12;
1349                         power_desc[num].cost = 8;
1350                         power_desc[num].stat = A_DEX;
1351                         power_desc[num].fail = 14;
1352                         power_desc[num++].number = -1;
1353                         break;
1354                 case RACE_DARK_ELF:
1355                         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);
1356                         power_desc[num].level = 2;
1357                         power_desc[num].cost = 2;
1358                         power_desc[num].stat = A_INT;
1359                         power_desc[num].fail = 9;
1360                         power_desc[num++].number = -1;
1361                         break;
1362                 case RACE_DRACONIAN:
1363                         sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
1364                         power_desc[num].level = 1;
1365                         power_desc[num].cost = lvl;
1366                         power_desc[num].stat = A_CON;
1367                         power_desc[num].fail = 12;
1368                         power_desc[num++].number = -1;
1369                         break;
1370                 case RACE_MIND_FLAYER:
1371                         sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
1372                         power_desc[num].level = 15;
1373                         power_desc[num].cost = 12;
1374                         power_desc[num].stat = A_INT;
1375                         power_desc[num].fail = 14;
1376                         power_desc[num++].number = -1;
1377                         break;
1378                 case RACE_IMP:
1379                         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);
1380                         power_desc[num].level = 9;
1381                         power_desc[num].cost = 15;
1382                         power_desc[num].stat = A_WIS;
1383                         power_desc[num].fail = 15;
1384                         power_desc[num++].number = -1;
1385                         break;
1386                 case RACE_GOLEM:
1387                         strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
1388                         power_desc[num].level = 20;
1389                         power_desc[num].cost = 15;
1390                         power_desc[num].stat = A_CON;
1391                         power_desc[num].fail = 8;
1392                         power_desc[num++].number = -1;
1393                         break;
1394                 case RACE_SKELETON:
1395                 case RACE_ZOMBIE:
1396                         strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
1397                         power_desc[num].level = 30;
1398                         power_desc[num].cost = 30;
1399                         power_desc[num].stat = A_WIS;
1400                         power_desc[num].fail = 18;
1401                         power_desc[num++].number = -1;
1402                         break;
1403                 case RACE_VAMPIRE:
1404                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1405                         power_desc[num].level = 2;
1406                         power_desc[num].cost = 1 + (lvl / 3);
1407                         power_desc[num].stat = A_CON;
1408                         power_desc[num].fail = 9;
1409                         power_desc[num++].number = -1;
1410                         break;
1411                 case RACE_SPRITE:
1412                         strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
1413                         power_desc[num].level = 12;
1414                         power_desc[num].cost = 12;
1415                         power_desc[num].stat = A_INT;
1416                         power_desc[num].fail = 15;
1417                         power_desc[num++].number = -1;
1418                         break;
1419                 case RACE_DEMON:
1420                         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);
1421                         power_desc[num].level = 15;
1422                         power_desc[num].cost = 10+lvl/3;
1423                         power_desc[num].stat = A_CON;
1424                         power_desc[num].fail = 20;
1425                         power_desc[num++].number = -1;
1426                         break;
1427                 case RACE_KUTAR:
1428                         strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
1429                         power_desc[num].level = 20;
1430                         power_desc[num].cost = 15;
1431                         power_desc[num].stat = A_CHR;
1432                         power_desc[num].fail = 8;
1433                         power_desc[num++].number = -1;
1434                         break;
1435                 case RACE_ANDROID:
1436                         if (p_ptr->lev < 10)
1437                         {
1438                                 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
1439                                 power_desc[num].level = 1;
1440                                 power_desc[num].cost = 7;
1441                                 power_desc[num].fail = 8;
1442                         }
1443                         else if (p_ptr->lev < 25)
1444                         {
1445                                 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
1446                                 power_desc[num].level = 10;
1447                                 power_desc[num].cost = 13;
1448                                 power_desc[num].fail = 10;
1449                         }
1450                         else if (p_ptr->lev < 35)
1451                         {
1452                                 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
1453                                 power_desc[num].level = 25;
1454                                 power_desc[num].cost = 26;
1455                                 power_desc[num].fail = 12;
1456                         }
1457                         else if (p_ptr->lev < 45)
1458                         {
1459                                 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
1460                                 power_desc[num].level = 35;
1461                                 power_desc[num].cost = 40;
1462                                 power_desc[num].fail = 15;
1463                         }
1464                         else
1465                         {
1466                                 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
1467                                 power_desc[num].level = 45;
1468                                 power_desc[num].cost = 60;
1469                                 power_desc[num].fail = 18;
1470                         }
1471                         power_desc[num].stat = A_STR;
1472                         power_desc[num++].number = -1;
1473                         break;
1474                 default:
1475                 {
1476                         break;
1477                 }
1478         }
1479         }
1480
1481         if (p_ptr->muta1)
1482         {
1483                 if (p_ptr->muta1 & MUT1_SPIT_ACID)
1484                 {
1485                         strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
1486                         power_desc[num].level = 9;
1487                         power_desc[num].cost = 9;
1488                         power_desc[num].stat = A_DEX;
1489                         power_desc[num].fail = 15;
1490                         power_desc[num++].number = MUT1_SPIT_ACID;
1491                 }
1492
1493                 if (p_ptr->muta1 & MUT1_BR_FIRE)
1494                 {
1495                         strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
1496                         power_desc[num].level = 20;
1497                         power_desc[num].cost = lvl;
1498                         power_desc[num].stat = A_CON;
1499                         power_desc[num].fail = 18;
1500                         power_desc[num++].number = MUT1_BR_FIRE;
1501                 }
1502
1503                 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
1504                 {
1505                         strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
1506                         power_desc[num].level = 12;
1507                         power_desc[num].cost = 12;
1508                         power_desc[num].stat = A_CHR;
1509                         power_desc[num].fail = 18;
1510                         power_desc[num++].number = MUT1_HYPN_GAZE;
1511                 }
1512
1513                 if (p_ptr->muta1 & MUT1_TELEKINES)
1514                 {
1515                         strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
1516                         power_desc[num].level = 9;
1517                         power_desc[num].cost = 9;
1518                         power_desc[num].stat = A_WIS;
1519                         power_desc[num].fail = 14;
1520                         power_desc[num++].number = MUT1_TELEKINES;
1521                 }
1522
1523                 if (p_ptr->muta1 & MUT1_VTELEPORT)
1524                 {
1525                         strcpy(power_desc[num].name, _("テレポート", "Teleport"));
1526                         power_desc[num].level = 7;
1527                         power_desc[num].cost = 7;
1528                         power_desc[num].stat = A_WIS;
1529                         power_desc[num].fail = 15;
1530                         power_desc[num++].number = MUT1_VTELEPORT;
1531                 }
1532
1533                 if (p_ptr->muta1 & MUT1_MIND_BLST)
1534                 {
1535                         strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
1536                         power_desc[num].level = 5;
1537                         power_desc[num].cost = 3;
1538                         power_desc[num].stat = A_WIS;
1539                         power_desc[num].fail = 15;
1540                         power_desc[num++].number = MUT1_MIND_BLST;
1541                 }
1542
1543                 if (p_ptr->muta1 & MUT1_RADIATION)
1544                 {
1545                         strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
1546                         power_desc[num].level = 15;
1547                         power_desc[num].cost = 15;
1548                         power_desc[num].stat = A_CON;
1549                         power_desc[num].fail = 14;
1550                         power_desc[num++].number = MUT1_RADIATION;
1551                 }
1552
1553                 if (p_ptr->muta1 & MUT1_VAMPIRISM)
1554                 {
1555                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1556                         power_desc[num].level = 2;
1557                         power_desc[num].cost = (1 + (lvl / 3));
1558                         power_desc[num].stat = A_CON;
1559                         power_desc[num].fail = 9;
1560                         power_desc[num++].number = MUT1_VAMPIRISM;
1561                 }
1562
1563                 if (p_ptr->muta1 & MUT1_SMELL_MET)
1564                 {
1565                         strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
1566                         power_desc[num].level = 3;
1567                         power_desc[num].cost = 2;
1568                         power_desc[num].stat = A_INT;
1569                         power_desc[num].fail = 12;
1570                         power_desc[num++].number = MUT1_SMELL_MET;
1571                 }
1572
1573                 if (p_ptr->muta1 & MUT1_SMELL_MON)
1574                 {
1575                         strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
1576                         power_desc[num].level = 5;
1577                         power_desc[num].cost = 4;
1578                         power_desc[num].stat = A_INT;
1579                         power_desc[num].fail = 15;
1580                         power_desc[num++].number = MUT1_SMELL_MON;
1581                 }
1582
1583                 if (p_ptr->muta1 & MUT1_BLINK)
1584                 {
1585                         strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
1586                         power_desc[num].level = 3;
1587                         power_desc[num].cost = 3;
1588                         power_desc[num].stat = A_WIS;
1589                         power_desc[num].fail = 12;
1590                         power_desc[num++].number = MUT1_BLINK;
1591                 }
1592
1593                 if (p_ptr->muta1 & MUT1_EAT_ROCK)
1594                 {
1595                         strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
1596                         power_desc[num].level = 8;
1597                         power_desc[num].cost = 12;
1598                         power_desc[num].stat = A_CON;
1599                         power_desc[num].fail = 18;
1600                         power_desc[num++].number = MUT1_EAT_ROCK;
1601                 }
1602
1603                 if (p_ptr->muta1 & MUT1_SWAP_POS)
1604                 {
1605                         strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
1606                         power_desc[num].level = 15;
1607                         power_desc[num].cost = 12;
1608                         power_desc[num].stat = A_DEX;
1609                         power_desc[num].fail = 16;
1610                         power_desc[num++].number = MUT1_SWAP_POS;
1611                 }
1612
1613                 if (p_ptr->muta1 & MUT1_SHRIEK)
1614                 {
1615                         strcpy(power_desc[num].name, _("叫び", "Shriek"));
1616                         power_desc[num].level = 20;
1617                         power_desc[num].cost = 14;
1618                         power_desc[num].stat = A_CON;
1619                         power_desc[num].fail = 16;
1620                         power_desc[num++].number = MUT1_SHRIEK;
1621                 }
1622
1623                 if (p_ptr->muta1 & MUT1_ILLUMINE)
1624                 {
1625                         strcpy(power_desc[num].name, _("照明", "Illuminate"));
1626                         power_desc[num].level = 3;
1627                         power_desc[num].cost = 2;
1628                         power_desc[num].stat = A_INT;
1629                         power_desc[num].fail = 10;
1630                         power_desc[num++].number = MUT1_ILLUMINE;
1631                 }
1632
1633                 if (p_ptr->muta1 & MUT1_DET_CURSE)
1634                 {
1635                         strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
1636                         power_desc[num].level = 7;
1637                         power_desc[num].cost = 14;
1638                         power_desc[num].stat = A_WIS;
1639                         power_desc[num].fail = 14;
1640                         power_desc[num++].number = MUT1_DET_CURSE;
1641                 }
1642
1643                 if (p_ptr->muta1 & MUT1_BERSERK)
1644                 {
1645                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1646                         power_desc[num].level = 8;
1647                         power_desc[num].cost = 8;
1648                         power_desc[num].stat = A_STR;
1649                         power_desc[num].fail = 14;
1650                         power_desc[num++].number = MUT1_BERSERK;
1651                 }
1652
1653                 if (p_ptr->muta1 & MUT1_POLYMORPH)
1654                 {
1655                         strcpy(power_desc[num].name, _("変身", "Polymorph"));
1656                         power_desc[num].level = 18;
1657                         power_desc[num].cost = 20;
1658                         power_desc[num].stat = A_CON;
1659                         power_desc[num].fail = 18;
1660                         power_desc[num++].number = MUT1_POLYMORPH;
1661                 }
1662
1663                 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
1664                 {
1665                         strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
1666                         power_desc[num].level = 10;
1667                         power_desc[num].cost = 5;
1668                         power_desc[num].stat = A_INT;
1669                         power_desc[num].fail = 12;
1670                         power_desc[num++].number = MUT1_MIDAS_TCH;
1671                 }
1672
1673                 if (p_ptr->muta1 & MUT1_GROW_MOLD)
1674                 {
1675                         strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
1676                         power_desc[num].level = 1;
1677                         power_desc[num].cost = 6;
1678                         power_desc[num].stat = A_CON;
1679                         power_desc[num].fail = 14;
1680                         power_desc[num++].number = MUT1_GROW_MOLD;
1681                 }
1682
1683                 if (p_ptr->muta1 & MUT1_RESIST)
1684                 {
1685                         strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
1686                         power_desc[num].level = 10;
1687                         power_desc[num].cost = 12;
1688                         power_desc[num].stat = A_CON;
1689                         power_desc[num].fail = 12;
1690                         power_desc[num++].number = MUT1_RESIST;
1691                 }
1692
1693                 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
1694                 {
1695                         strcpy(power_desc[num].name, _("地震", "Earthquake"));
1696                         power_desc[num].level = 12;
1697                         power_desc[num].cost = 12;
1698                         power_desc[num].stat = A_STR;
1699                         power_desc[num].fail = 16;
1700                         power_desc[num++].number = MUT1_EARTHQUAKE;
1701                 }
1702
1703                 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
1704                 {
1705                         strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1706                         power_desc[num].level = 17;
1707                         power_desc[num].cost = 1;
1708                         power_desc[num].stat = A_WIS;
1709                         power_desc[num].fail = 15;
1710                         power_desc[num++].number = MUT1_EAT_MAGIC;
1711                 }
1712
1713                 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
1714                 {
1715                         strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
1716                         power_desc[num].level = 6;
1717                         power_desc[num].cost = 6;
1718                         power_desc[num].stat = A_INT;
1719                         power_desc[num].fail = 10;
1720                         power_desc[num++].number = MUT1_WEIGH_MAG;
1721                 }
1722
1723                 if (p_ptr->muta1 & MUT1_STERILITY)
1724                 {
1725                         strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
1726                         power_desc[num].level = 12;
1727                         power_desc[num].cost = 23;
1728                         power_desc[num].stat = A_CHR;
1729                         power_desc[num].fail = 15;
1730                         power_desc[num++].number = MUT1_STERILITY;
1731                 }
1732
1733                 if (p_ptr->muta1 & MUT1_PANIC_HIT)
1734                 {
1735                         strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
1736                         power_desc[num].level = 10;
1737                         power_desc[num].cost = 12;
1738                         power_desc[num].stat = A_DEX;
1739                         power_desc[num].fail = 14;
1740                         power_desc[num++].number = MUT1_PANIC_HIT;
1741                 }
1742
1743                 if (p_ptr->muta1 & MUT1_DAZZLE)
1744                 {
1745                         strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
1746                         power_desc[num].level = 7;
1747                         power_desc[num].cost = 15;
1748                         power_desc[num].stat = A_CHR;
1749                         power_desc[num].fail = 8;
1750                         power_desc[num++].number = MUT1_DAZZLE;
1751                 }
1752
1753                 if (p_ptr->muta1 & MUT1_LASER_EYE)
1754                 {
1755                         strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
1756                         power_desc[num].level = 7;
1757                         power_desc[num].cost = 10;
1758                         power_desc[num].stat = A_WIS;
1759                         power_desc[num].fail = 9;
1760                         power_desc[num++].number = MUT1_LASER_EYE;
1761                 }
1762
1763                 if (p_ptr->muta1 & MUT1_RECALL)
1764                 {
1765                         strcpy(power_desc[num].name, _("帰還", "Recall"));
1766                         power_desc[num].level = 17;
1767                         power_desc[num].cost = 50;
1768                         power_desc[num].stat = A_INT;
1769                         power_desc[num].fail = 16;
1770                         power_desc[num++].number = MUT1_RECALL;
1771                 }
1772
1773                 if (p_ptr->muta1 & MUT1_BANISH)
1774                 {
1775                         strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
1776                         power_desc[num].level = 25;
1777                         power_desc[num].cost = 25;
1778                         power_desc[num].stat = A_WIS;
1779                         power_desc[num].fail = 18;
1780                         power_desc[num++].number = MUT1_BANISH;
1781                 }
1782
1783                 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
1784                 {
1785                         strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
1786                         power_desc[num].level = 2;
1787                         power_desc[num].cost = 2;
1788                         power_desc[num].stat = A_CON;
1789                         power_desc[num].fail = 11;
1790                         power_desc[num++].number = MUT1_COLD_TOUCH;
1791                 }
1792
1793                 if (p_ptr->muta1 & MUT1_LAUNCHER)
1794                 {
1795                         strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
1796                         power_desc[num].level = 1;
1797                         power_desc[num].cost = lvl;
1798                         power_desc[num].stat = A_STR;
1799                         power_desc[num].fail = 6;
1800                         /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
1801                         power_desc[num++].number = 3;
1802                 }
1803         }
1804
1805         /* Nothing chosen yet */
1806         flag = FALSE;
1807
1808         /* No redraw yet */
1809         redraw = FALSE;
1810
1811         /* Build a prompt */
1812         (void) strnfmt(out_val, 78, 
1813                                 _("(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? "),
1814                                 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
1815
1816 if (!repeat_pull(&i) || i<0 || i>=num) {
1817         if (use_menu) screen_save();
1818
1819         choice = (always_show_list || use_menu) ? ESCAPE:1;
1820         while (!flag)
1821         {
1822                 if( choice==ESCAPE ) choice = ' '; 
1823                 else if( !get_com(out_val, &choice, FALSE) )break; 
1824
1825                 if (use_menu && choice != ' ')
1826                 {
1827                         switch(choice)
1828                         {
1829                                 case '0':
1830                                 {
1831                                         screen_load();
1832                                         free_turn(p_ptr);
1833                                         return;
1834                                 }
1835
1836                                 case '8':
1837                                 case 'k':
1838                                 case 'K':
1839                                 {
1840                                         menu_line += (num - 1);
1841                                         break;
1842                                 }
1843
1844                                 case '2':
1845                                 case 'j':
1846                                 case 'J':
1847                                 {
1848                                         menu_line++;
1849                                         break;
1850                                 }
1851
1852                                 case '6':
1853                                 case 'l':
1854                                 case 'L':
1855                                 case '4':
1856                                 case 'h':
1857                                 case 'H':
1858                                 {
1859                                         if (menu_line > 18)
1860                                                 menu_line -= 18;
1861                                         else if (menu_line+18 <= num)
1862                                                 menu_line += 18;
1863                                         break;
1864                                 }
1865
1866                                 case 'x':
1867                                 case 'X':
1868                                 case '\r':
1869                                 {
1870                                         i = menu_line - 1;
1871                                         ask = FALSE;
1872                                         break;
1873                                 }
1874                         }
1875                         if (menu_line > num) menu_line -= num;
1876                 }
1877                 /* Request redraw */
1878                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
1879                 {
1880                         /* Show the list */
1881                         if (!redraw || use_menu)
1882                         {
1883                                 byte y = 1, x = 0;
1884                                 int ctr = 0;
1885                                 char dummy[80];
1886                                 char letter;
1887                                 TERM_LEN x1, y1;
1888
1889                                 strcpy(dummy, "");
1890                                 redraw = TRUE;
1891                                 if (!use_menu) screen_save();
1892
1893                                 /* Print header(s) */
1894                                 if (num < 18)
1895                                         prt(_("                            Lv   MP 失率", "                            Lv Cost Fail"), y++, x);
1896                                 else
1897                                 prt(_("                            Lv   MP 失率                            Lv   MP 失率", 
1898                                           "                            Lv Cost Fail                            Lv Cost Fail"), y++, x);
1899
1900
1901                                 /* Print list */
1902                                 while (ctr < num)
1903                                 {
1904                                         x1 = ((ctr < 18) ? x : x + 40);
1905                                         y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
1906
1907                                         if (use_menu)
1908                                         {
1909                                                 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " >  "));
1910                                                 else strcpy(dummy, "    ");
1911                                         }
1912                                         else
1913                                         {
1914                                                 /* letter/number for power selection */
1915                                                 if (ctr < 26)
1916                                                         letter = I2A(ctr);
1917                                                 else
1918                                                         letter = '0' + ctr - 26;
1919                                                 sprintf(dummy, " %c) ",letter);
1920                                         }
1921                                         strcat(dummy, format("%-23.23s %2d %4d %3d%%",
1922                                                 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
1923                                                 100 - racial_chance(&power_desc[ctr])));
1924                                         prt(dummy, y1, x1);
1925                                         ctr++;
1926                                 }
1927                         }
1928
1929                         /* Hide the list */
1930                         else
1931                         {
1932                                 /* Hide list */
1933                                 redraw = FALSE;
1934                                 screen_load();
1935                         }
1936
1937                         /* Redo asking */
1938                         continue;
1939                 }
1940
1941                 if (!use_menu)
1942                 {
1943                         if (choice == '\r' && num == 1)
1944                         {
1945                                 choice = 'a';
1946                         }
1947
1948                         if (isalpha(choice))
1949                         {
1950                                 /* Note verify */
1951                                 ask = (isupper(choice));
1952
1953                                 /* Lowercase */
1954                                 if (ask) choice = (char)tolower(choice);
1955
1956                                 /* Extract request */
1957                                 i = (islower(choice) ? A2I(choice) : -1);
1958                         }
1959                         else
1960                         {
1961                                 ask = FALSE; /* Can't uppercase digits */
1962
1963                                 i = choice - '0' + 26;
1964                         }
1965                 }
1966
1967                 /* Totally Illegal */
1968                 if ((i < 0) || (i >= num))
1969                 {
1970                         bell();
1971                         continue;
1972                 }
1973
1974                 /* Verify it */
1975                 if (ask)
1976                 {
1977                         char tmp_val[160];
1978
1979                         /* Prompt */
1980                         (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
1981
1982                         /* Belay that order */
1983                         if (!get_check(tmp_val)) continue;
1984                 }
1985
1986                 /* Stop the loop */
1987                 flag = TRUE;
1988         }
1989         if (redraw) screen_load();
1990
1991         /* Abort if needed */
1992         if (!flag)
1993         {
1994                 free_turn(p_ptr);
1995                 return;
1996         }
1997         repeat_push(i);
1998         } /*if (!repeat_pull(&i) || ...)*/
1999         switch (racial_aux(&power_desc[i]))
2000         {
2001         case 1:
2002                 if (power_desc[i].number < 0)
2003                         cast = cmd_racial_power_aux(power_desc[i].number);
2004                 else
2005                         cast = mutation_power_aux(power_desc[i].number);
2006                 break;
2007         case 0:
2008                 cast = FALSE;
2009                 break;
2010         case -1:
2011                 cast = TRUE;
2012                 break;
2013         }
2014
2015         if (cast)
2016         {
2017                 if (racial_cost)
2018                 {
2019                         int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2020
2021                         /* If mana is not enough, player consumes hit point! */
2022                         if (p_ptr->csp < actual_racial_cost)
2023                         {
2024                                 actual_racial_cost -= p_ptr->csp;
2025                                 p_ptr->csp = 0;
2026                                 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2027                         }
2028                         else p_ptr->csp -= actual_racial_cost;
2029
2030                         p_ptr->redraw |= (PR_HP | PR_MANA);
2031                         p_ptr->window |= (PW_PLAYER | PW_SPELL);
2032                 }
2033         }
2034         else free_turn(p_ptr);
2035
2036         /* Success */
2037         return;
2038 }