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[Refactor] #38997 *_monster() にplayer_type *引数を追加 / Added player_type * argument...
[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-race.h"
28 #include "player-effects.h"
29 #include "player-status.h"
30 #include "player-damage.h"
31 #include "spells-status.h"
32 #include "spells-object.h"
33 #include "spells-floor.h"
34 #include "spells.h"
35 #include "cmd-spell.h"
36 #include "realm-hex.h"
37 #include "targeting.h"
38 #include "view-mainwindow.h"
39 #include "player-class.h"
40
41 /*!
42  * @brief 修行僧の構え設定処理
43  * @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。
44  */
45 static bool choose_kamae(player_type *creature_ptr)
46 {
47         char choice;
48         int new_kamae = 0;
49         int i;
50         char buf[80];
51
52         if (cmd_limit_confused(creature_ptr)) return FALSE;
53         screen_save();
54         prt(_(" a) 構えをとく", " a) No form"), 2, 20);
55
56         for (i = 0; i < MAX_KAMAE; i++)
57         {
58                 if (creature_ptr->lev >= kamae_shurui[i].min_level)
59                 {
60                         sprintf(buf," %c) %-12s  %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
61                         prt(buf, 3+i, 20);
62                 }
63         }
64
65         prt("", 1, 0);
66         prt(_("        どの構えをとりますか?", "        Choose Form: "), 1, 14);
67
68         while(1)
69         {
70                 choice = inkey();
71
72                 if (choice == ESCAPE)
73                 {
74                         screen_load();
75                         return FALSE;
76                 }
77                 else if ((choice == 'a') || (choice == 'A'))
78                 {
79                         if (creature_ptr->action == ACTION_KAMAE)
80                         {
81                                 set_action(creature_ptr, ACTION_NONE);
82                         }
83                         else
84                                 msg_print(_("もともと構えていない。", "You are not assuming a posture."));
85                         screen_load();
86                         return TRUE;
87                 }
88                 else if ((choice == 'b') || (choice == 'B'))
89                 {
90                         new_kamae = 0;
91                         break;
92                 }
93                 else if (((choice == 'c') || (choice == 'C')) && (creature_ptr->lev > 29))
94                 {
95                         new_kamae = 1;
96                         break;
97                 }
98                 else if (((choice == 'd') || (choice == 'D')) && (creature_ptr->lev > 34))
99                 {
100                         new_kamae = 2;
101                         break;
102                 }
103                 else if (((choice == 'e') || (choice == 'E')) && (creature_ptr->lev > 39))
104                 {
105                         new_kamae = 3;
106                         break;
107                 }
108         }
109         set_action(creature_ptr, ACTION_KAMAE);
110
111         if (creature_ptr->special_defense & (KAMAE_GENBU << new_kamae))
112         {
113                 msg_print(_("構え直した。", "You reassume a posture."));
114         }
115         else
116         {
117                 creature_ptr->special_defense &= ~(KAMAE_MASK);
118                 creature_ptr->update |= (PU_BONUS);
119                 creature_ptr->redraw |= (PR_STATE);
120                 msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
121                 creature_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
122         }
123         creature_ptr->redraw |= PR_STATE;
124         screen_load();
125         return TRUE;
126 }
127
128 /*!
129  * @brief 剣術家の型設定処理
130  * @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。
131  */
132 static bool choose_kata(player_type *creature_ptr)
133 {
134         char choice;
135         int new_kata = 0;
136         int i;
137         char buf[80];
138
139         if (cmd_limit_confused(creature_ptr)) return FALSE;
140
141         if (creature_ptr->stun)
142         {
143                 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
144                 return FALSE;
145         }
146
147         if (creature_ptr->afraid)
148         {
149                 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
150                 return FALSE;
151         }
152         screen_save();
153         prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
154
155         for (i = 0; i < MAX_KATA; i++)
156         {
157                 if (creature_ptr->lev >= kata_shurui[i].min_level)
158                 {
159                         sprintf(buf,_(" %c) %sの型    %s", " %c) Form of %-12s  %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
160                         prt(buf, 3+i, 20);
161                 }
162         }
163
164         prt("", 1, 0);
165         prt(_("        どの型で構えますか?", "        Choose Form: "), 1, 14);
166
167         while(1)
168         {
169                 choice = inkey();
170
171                 if (choice == ESCAPE)
172                 {
173                         screen_load();
174                         return FALSE;
175                 }
176                 else if ((choice == 'a') || (choice == 'A'))
177                 {
178                         if (creature_ptr->action == ACTION_KATA)
179                         {
180                                 set_action(creature_ptr, ACTION_NONE);
181                         }
182                         else
183                                 msg_print(_("もともと構えていない。", "You are not assuming posture."));
184                         screen_load();
185                         return TRUE;
186                 }
187                 else if ((choice == 'b') || (choice == 'B'))
188                 {
189                         new_kata = 0;
190                         break;
191                 }
192                 else if (((choice == 'c') || (choice == 'C')) && (creature_ptr->lev > 29))
193                 {
194                         new_kata = 1;
195                         break;
196                 }
197                 else if (((choice == 'd') || (choice == 'D')) && (creature_ptr->lev > 34))
198                 {
199                         new_kata = 2;
200                         break;
201                 }
202                 else if (((choice == 'e') || (choice == 'E')) && (creature_ptr->lev > 39))
203                 {
204                         new_kata = 3;
205                         break;
206                 }
207         }
208         set_action(creature_ptr, ACTION_KATA);
209
210         if (creature_ptr->special_defense & (KATA_IAI << new_kata))
211         {
212                 msg_print(_("構え直した。", "You reassume a posture."));
213         }
214         else
215         {
216                 creature_ptr->special_defense &= ~(KATA_MASK);
217                 creature_ptr->update |= (PU_BONUS | PU_MONSTERS);
218                 msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
219                 creature_ptr->special_defense |= (KATA_IAI << new_kata);
220         }
221         creature_ptr->redraw |= (PR_STATE | PR_STATUS);
222         screen_load();
223         return TRUE;
224 }
225
226
227 /*!
228  * @brief レイシャル・パワー情報のtypedef
229  */
230 typedef struct power_desc_type power_desc_type;
231
232 /*!
233  * @brief レイシャル・パワー情報の構造体定義
234  */
235 struct power_desc_type
236 {
237         GAME_TEXT name[MAX_NLEN];      //!<レイシャル名
238         PLAYER_LEVEL level;     //!<体得レベル
239         int cost;
240         int stat;
241         PERCENTAGE fail;
242         int number;
243 };
244
245
246 /*!
247  * @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
248  * @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
249  * @return 成功率(%)を返す
250  */
251 static PERCENTAGE racial_chance(player_type *creature_ptr, power_desc_type *pd_ptr)
252 {
253         PLAYER_LEVEL min_level  = pd_ptr->level;
254         PERCENTAGE difficulty = pd_ptr->fail;
255
256         int i;
257         int val;
258         int sum = 0;
259         BASE_STATUS stat = creature_ptr->stat_cur[pd_ptr->stat];
260
261         /* No chance for success */
262         if ((creature_ptr->lev < min_level) || creature_ptr->confused)
263         {
264                 return (0);
265         }
266
267         if (difficulty == 0) return 100;
268
269         /* Calculate difficulty */
270         if (creature_ptr->stun)
271         {
272                 difficulty += (PERCENTAGE)creature_ptr->stun;
273         }
274         else if (creature_ptr->lev > min_level)
275         {
276                 PERCENTAGE lev_adj = (PERCENTAGE)((creature_ptr->lev - min_level) / 3);
277                 if (lev_adj > 10) lev_adj = 10;
278                 difficulty -= lev_adj;
279         }
280
281         if (difficulty < 5) difficulty = 5;
282
283         /* We only need halfs of the difficulty */
284         difficulty = difficulty / 2;
285
286         for (i = 1; i <= stat; i++)
287         {
288                 val = i - difficulty;
289                 if (val > 0)
290                         sum += (val <= difficulty) ? val : difficulty;
291         }
292
293         if (difficulty == 0)
294                 return (100);
295         else
296                 return (((sum * 100) / difficulty) / stat);
297 }
298
299
300 static int racial_cost;
301
302 /*!
303  * @brief レイシャル・パワーの発動の判定処理
304  * @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
305  * @return
306  * 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。
307  * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
308  */
309 static int racial_aux(player_type *creature_ptr, power_desc_type *pd_ptr)
310 {
311         PLAYER_LEVEL min_level  = pd_ptr->level;
312         int use_stat   = pd_ptr->stat;
313         int difficulty = pd_ptr->fail;
314         int use_hp = 0;
315
316         racial_cost = pd_ptr->cost;
317
318         /* Not enough mana - use hp */
319         if (creature_ptr->csp < racial_cost) use_hp = racial_cost - creature_ptr->csp;
320
321         /* Power is not available yet */
322         if (creature_ptr->lev < min_level)
323         {
324                 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。", 
325                                          "You need to attain level %d to use this power."), min_level);
326
327                 free_turn(creature_ptr);
328                 return FALSE;
329         }
330
331         if (cmd_limit_confused(creature_ptr))
332         {
333                 free_turn(creature_ptr);
334                 return FALSE;
335         }
336
337         /* Risk death? */
338         else if (creature_ptr->chp < use_hp)
339         {
340                 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? ")))
341                 {
342                         free_turn(creature_ptr);
343                         return FALSE;
344                 }
345         }
346
347         /* Else attempt to do it! */
348
349         if (difficulty)
350         {
351                 if (creature_ptr->stun)
352                 {
353                         difficulty += creature_ptr->stun;
354                 }
355                 else if (creature_ptr->lev > min_level)
356                 {
357                         int lev_adj = ((creature_ptr->lev - min_level) / 3);
358                         if (lev_adj > 10) lev_adj = 10;
359                         difficulty -= lev_adj;
360                 }
361
362                 if (difficulty < 5) difficulty = 5;
363         }
364
365         /* take time and pay the price */
366         take_turn(creature_ptr, 100);
367
368         /* Success? */
369         if (randint1(creature_ptr->stat_cur[use_stat]) >= ((difficulty / 2) + randint1(difficulty / 2)))
370         {
371                 return 1;
372         }
373
374         if (flush_failure) flush();
375         msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
376
377         return -1;
378 }
379
380
381 /*!
382  * @brief レイシャル・パワー発動処理
383  * @param creature_ptr プレーヤーへの参照ポインタ
384  * @param command 発動するレイシャルのID
385  * @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。
386  */
387 static bool exe_racial_power(player_type *creature_ptr, s32b command)
388 {
389         PLAYER_LEVEL plev = creature_ptr->lev;
390         DIRECTION dir = 0;
391
392         if (command <= -3)
393         {
394                 switch (creature_ptr->pclass)
395                 {
396                 case CLASS_WARRIOR:
397                 {
398                         return sword_dancing(creature_ptr);
399                         break;
400                 }
401                 case CLASS_HIGH_MAGE:
402                 if (creature_ptr->realm1 == REALM_HEX)
403                 {
404                         bool retval = stop_hex_spell(creature_ptr);
405                         if (retval) creature_ptr->energy_use = 10;
406                         return (retval);
407                 }
408                 case CLASS_MAGE:
409                 /* case CLASS_HIGH_MAGE: */
410                 case CLASS_SORCERER:
411                 {
412                         if (!eat_magic(creature_ptr, creature_ptr->lev * 2)) return FALSE;
413                         break;
414                 }
415                 case CLASS_PRIEST:
416                 {
417                         if (is_good_realm(creature_ptr->realm1))
418                         {
419                                 if (!bless_weapon(creature_ptr)) return FALSE;
420                         }
421                         else
422                         {
423                                 (void)dispel_monsters(creature_ptr, plev * 4);
424                                 turn_monsters(creature_ptr, plev * 4);
425                                 banish_monsters(creature_ptr, plev * 4);
426                         }
427                         break;
428                 }
429                 case CLASS_ROGUE:
430                 {
431                         if(!hit_and_away(creature_ptr)) return FALSE;
432                         break;
433                 }
434                 case CLASS_RANGER:
435                 case CLASS_SNIPER:
436                 {
437                         msg_print(_("敵を調査した...", "You examine your foes..."));
438                         probing(creature_ptr);
439                         break;
440                 }
441                 case CLASS_PALADIN:
442                 {
443                         if (!get_aim_dir(&dir)) return FALSE;
444                         fire_beam(creature_ptr, is_good_realm(creature_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
445                                   dir, plev * 3);
446                         break;
447                 }
448                 case CLASS_WARRIOR_MAGE:
449                 {
450                         if (command == -3)
451                         {
452                                 return comvert_hp_to_mp(creature_ptr);
453                         }
454                         else if (command == -4)
455                         {
456                                 return comvert_mp_to_hp(creature_ptr);
457                         }
458                         break;
459                 }
460                 case CLASS_CHAOS_WARRIOR:
461                 {
462                         return confusing_light(creature_ptr);
463                         break;
464                 }
465                 case CLASS_MONK:
466                 {
467                         if (!(empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM))
468                         {
469                                 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
470                                 return FALSE;
471                         }
472                         if (creature_ptr->riding)
473                         {
474                                 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
475                                 return FALSE;
476                         }
477
478                         if (command == -3)
479                         {
480                                 if (!choose_kamae(creature_ptr)) return FALSE;
481                                 creature_ptr->update |= (PU_BONUS);
482                         }
483                         else if (command == -4)
484                         {
485                                 return double_attack(creature_ptr);
486                         }
487                         break;
488                 }
489                 case CLASS_MINDCRAFTER:
490                 case CLASS_FORCETRAINER:
491                 {
492                         return clear_mind(creature_ptr);
493                 }
494                 case CLASS_TOURIST:
495                 {
496                         if (command == -3)
497                         {
498                                 if (!get_aim_dir(&dir)) return FALSE;
499                                 project_length = 1;
500                                 fire_beam(creature_ptr, GF_PHOTO, dir, 1);
501                         }
502                         else if (command == -4)
503                         {
504                                 if (!identify_fully(creature_ptr, FALSE)) return FALSE;
505                         }
506                         break;
507                 }
508                 case CLASS_IMITATOR:
509                 {
510                         handle_stuff();
511                         if (!do_cmd_mane(creature_ptr, TRUE)) return FALSE;
512                         break;
513                 }
514                 case CLASS_BEASTMASTER:
515                 {
516                         if (command == -3)
517                         {
518                                 if (!get_aim_dir(&dir)) return FALSE;
519                                 (void)fire_ball_hide(creature_ptr, GF_CHARM_LIVING, dir, creature_ptr->lev, 0);
520                         }
521                         else if (command == -4)
522                         {
523                                 project_all_los(creature_ptr, GF_CHARM_LIVING, creature_ptr->lev);
524                         }
525                         break;
526                 }
527                 case CLASS_ARCHER:
528                 {
529                         if (!create_ammo(creature_ptr)) return FALSE;
530                         break;
531                 }
532                 case CLASS_MAGIC_EATER:
533                 {
534                         if (command == -3) {
535                                 if (!import_magic_device(creature_ptr)) return FALSE;
536                         } else if (command == -4) {
537                                 if (cmd_limit_cast(creature_ptr)) return FALSE;
538                                 if (!do_cmd_magic_eater(creature_ptr, FALSE, TRUE)) return FALSE;
539                         }
540                         break;
541                 }
542                 case CLASS_BARD:
543                 {
544                         /* Singing is already stopped */
545                         if (!SINGING_SONG_EFFECT(creature_ptr) && !INTERUPTING_SONG_EFFECT(creature_ptr)) return FALSE;
546
547                         stop_singing(creature_ptr);
548                         creature_ptr->energy_use = 10;
549                         break;
550                 }
551                 case CLASS_RED_MAGE:
552                 {
553                         if (cmd_limit_cast(creature_ptr)) return FALSE;
554                         handle_stuff();
555                         do_cmd_cast(creature_ptr);
556                         handle_stuff();
557                         if (!creature_ptr->paralyzed && !cmd_limit_cast(creature_ptr))
558                                 do_cmd_cast(creature_ptr);
559                         break;
560                 }
561                 case CLASS_SAMURAI:
562                 {
563                         if (command == -3)
564                         {
565                                 concentration(creature_ptr);
566                         }
567                         else if (command == -4)
568                         {
569                                 if (!has_melee_weapon(creature_ptr, INVEN_RARM) && !has_melee_weapon(creature_ptr, INVEN_LARM))
570                                 {
571                                         msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
572                                         return FALSE;
573                                 }
574                                 if (!choose_kata(creature_ptr)) return FALSE;
575                                 creature_ptr->update |= (PU_BONUS);
576                         }
577                         break;
578                 }
579                 case CLASS_BLUE_MAGE:
580                 {
581                         if (creature_ptr->action == ACTION_LEARN)
582                         {
583                                 set_action(creature_ptr, ACTION_NONE);
584                         }
585                         else
586                         {
587                                 set_action(creature_ptr, ACTION_LEARN);
588                         }
589                         free_turn(creature_ptr);
590                         break;
591                 }
592                 case CLASS_CAVALRY:
593                 {
594                         return rodeo(creature_ptr);
595                 }
596                 case CLASS_BERSERKER:
597                 {
598                         if (!recall_player(creature_ptr, randint0(21) + 15)) return FALSE;
599                         break;
600                 }
601                 case CLASS_SMITH:
602                 {
603                         if (creature_ptr->lev > 29)
604                         {
605                                 if (!identify_fully(creature_ptr, TRUE)) return FALSE;
606                         }
607                         else
608                         {
609                                 if (!ident_spell(creature_ptr, TRUE)) return FALSE;
610                         }
611                         break;
612                 }
613                 case CLASS_MIRROR_MASTER:
614                 {
615                         if (command == -3)
616                         {
617                                 /* Explode all mirrors */
618                                 remove_all_mirrors(creature_ptr, TRUE);
619                         }
620                         else if (command == -4)
621                         {
622                                 return mirror_concentration(creature_ptr);
623                         }
624                         break;
625                 }
626                 case CLASS_NINJA:
627                         hayagake(creature_ptr);
628                         break;
629                 }
630         }
631         else if (creature_ptr->mimic_form)
632         {
633                 switch (creature_ptr->mimic_form)
634                 {
635                 case MIMIC_DEMON:
636                 case MIMIC_DEMON_LORD:
637                 {
638                         return demonic_breath(creature_ptr);
639                 }
640                 case MIMIC_VAMPIRE:
641                         vampirism(creature_ptr);
642                         break;
643                 }
644         }
645
646         else 
647         {
648
649         switch (creature_ptr->prace)
650         {
651                 case RACE_DWARF:
652                         msg_print(_("周囲を調べた。", "You examine your surroundings."));
653                         (void)detect_traps(creature_ptr, DETECT_RAD_DEFAULT, TRUE);
654                         (void)detect_doors(creature_ptr, DETECT_RAD_DEFAULT);
655                         (void)detect_stairs(creature_ptr, DETECT_RAD_DEFAULT);
656                         break;
657
658                 case RACE_HOBBIT:
659                         return create_ration(creature_ptr);
660                         break;
661
662                 case RACE_GNOME:
663                         msg_print(_("パッ!", "Blink!"));
664                         teleport_player(creature_ptr, 10, 0L);
665                         break;
666
667                 case RACE_HALF_ORC:
668                         msg_print(_("勇気を出した。", "You play tough."));
669                         (void)set_afraid(creature_ptr, 0);
670                         break;
671
672                 case RACE_HALF_TROLL:
673                         msg_print(_("うがぁぁ!", "RAAAGH!"));
674                         (void)berserk(creature_ptr, 10 + randint1(plev));
675                         break;
676
677                 case RACE_AMBERITE:
678                         if (command == -1)
679                         {
680                                 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
681                                 reserve_alter_reality(creature_ptr);
682                         }
683                         else if (command == -2)
684                         {
685                                 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..."));
686
687                                 (void)true_healing(creature_ptr, 0);
688                                 (void)restore_all_status(creature_ptr);
689                                 (void)restore_level(creature_ptr);
690                         }
691                         break;
692
693                 case RACE_BARBARIAN:
694                         msg_print(_("うぉぉおお!", "Raaagh!"));
695                         (void)berserk(creature_ptr, 10 + randint1(plev));
696                         break;
697
698                 case RACE_HALF_OGRE:
699                         msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
700                         explosive_rune(creature_ptr->current_floor_ptr, creature_ptr->y, creature_ptr->x);
701                         break;
702
703                 case RACE_HALF_GIANT:
704                         if (!get_aim_dir(&dir)) return FALSE;
705                         (void)wall_to_mud(creature_ptr, dir, 20 + randint1(30));
706                         break;
707
708                 case RACE_HALF_TITAN:
709                         msg_print(_("敵を調査した...", "You examine your foes..."));
710                         probing(creature_ptr);
711                         break;
712
713                 case RACE_CYCLOPS:
714                         if (!get_aim_dir(&dir)) return FALSE;
715                         msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
716                         fire_bolt(creature_ptr, GF_MISSILE, dir, (3 * plev) / 2);
717                         break;
718
719                 case RACE_YEEK:
720                         if (!get_aim_dir(&dir)) return FALSE;
721                         stop_mouth(creature_ptr);
722                         msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
723                         (void)fear_monster(creature_ptr, dir, plev);
724                         break;
725
726                 case RACE_KLACKON:
727                         if (!get_aim_dir(&dir)) return FALSE;
728                         stop_mouth(creature_ptr);
729                         msg_print(_("酸を吐いた。", "You spit acid."));
730                         if (plev < 25) fire_bolt(creature_ptr, GF_ACID, dir, plev);
731                         else fire_ball(creature_ptr, GF_ACID, dir, plev, 2);
732                         break;
733
734                 case RACE_KOBOLD:
735                         if (!get_aim_dir(&dir)) return FALSE;
736                         msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
737                         fire_bolt(creature_ptr, GF_POIS, dir, plev);
738                         break;
739
740                 case RACE_NIBELUNG:
741                         msg_print(_("周囲を調査した。", "You examine your surroundings."));
742                         (void)detect_traps(creature_ptr, DETECT_RAD_DEFAULT, TRUE);
743                         (void)detect_doors(creature_ptr, DETECT_RAD_DEFAULT);
744                         (void)detect_stairs(creature_ptr, DETECT_RAD_DEFAULT);
745                         break;
746
747                 case RACE_DARK_ELF:
748                         if (!get_aim_dir(&dir)) return FALSE;
749                         msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
750                         fire_bolt_or_beam(creature_ptr, 10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4));
751                         break;
752
753                 case RACE_DRACONIAN:
754                         return draconian_breath(creature_ptr);
755                         break;
756
757                 case RACE_MIND_FLAYER:
758                         if (!get_aim_dir(&dir)) return FALSE;
759                         msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
760                         fire_bolt(creature_ptr, GF_PSI, dir, plev);
761                         break;
762
763                 case RACE_IMP:
764                         if (!get_aim_dir(&dir)) return FALSE;
765                         if (plev >= 30)
766                         {
767                                 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
768                                 fire_ball(creature_ptr, GF_FIRE, dir, plev, 2);
769                         }
770                         else
771                         {
772                                 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
773                                 fire_bolt(creature_ptr, GF_FIRE, dir, plev);
774                         }
775                         break;
776
777                 case RACE_GOLEM:
778                         (void)set_shield(creature_ptr, randint1(20) + 30, FALSE);
779                         break;
780
781                 case RACE_SKELETON:
782                 case RACE_ZOMBIE:
783                         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."));
784                         (void)restore_level(creature_ptr);
785                         break;
786
787                 case RACE_VAMPIRE:
788                         vampirism(creature_ptr);
789                         break;
790
791                 case RACE_SPECTRE:
792                         if (!get_aim_dir(&dir)) return FALSE;
793                         stop_mouth(creature_ptr);
794                         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!"));
795                         (void)fear_monster(creature_ptr, dir, plev);
796                         break;
797
798                 case RACE_SPRITE:
799                         msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
800                         if (plev < 25) sleep_monsters_touch(creature_ptr);
801                         else (void)sleep_monsters(creature_ptr, plev);
802                         break;
803
804                 case RACE_DEMON:
805                         return demonic_breath(creature_ptr); 
806                         break;
807
808                 case RACE_KUTAR:
809                         (void)set_tsubureru(creature_ptr, randint1(20) + 30, FALSE);
810                         break;
811
812                 case RACE_ANDROID:
813                         return android_inside_weapon(creature_ptr);
814                         break;
815
816                 default:
817                         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."));
818                         free_turn(creature_ptr);
819         }
820         }
821
822         return TRUE;
823 }
824
825
826 /*!
827  * @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
828  * @return なし
829  */
830 void do_cmd_racial_power(player_type *creature_ptr)
831 {
832         power_desc_type power_desc[36];
833         int num;
834         COMMAND_CODE i = 0;
835         int ask = TRUE;
836         PLAYER_LEVEL lvl = creature_ptr->lev;
837         bool            flag, redraw, cast = FALSE;
838         bool            warrior = ((creature_ptr->pclass == CLASS_WARRIOR || creature_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
839         char            choice;
840         char            out_val[160];
841         int menu_line = (use_menu ? 1 : 0);
842
843         if (creature_ptr->wild_mode) return;
844
845         for (num = 0; num < 36; num++)
846         {
847                 strcpy(power_desc[num].name, "");
848                 power_desc[num].number = 0;
849         }
850
851         num = 0;
852
853         if (cmd_limit_confused(creature_ptr))
854         {
855                 free_turn(creature_ptr);
856                 return;
857         }
858
859         if (creature_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
860         {
861                 set_action(creature_ptr, ACTION_NONE);
862         }
863
864         switch (creature_ptr->pclass)
865         {
866         case CLASS_WARRIOR:
867         {
868                 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
869                 power_desc[num].level = 40;
870                 power_desc[num].cost = 75;
871                 power_desc[num].stat = A_DEX;
872                 power_desc[num].fail = 35;
873                 power_desc[num++].number = -3;
874                 break;
875         }
876         case CLASS_HIGH_MAGE:
877                 if (creature_ptr->realm1 == REALM_HEX)
878                 {
879                         strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
880                         power_desc[num].level = 1;
881                         power_desc[num].cost = 0;
882                         power_desc[num].stat = A_INT;
883                         power_desc[num].fail = 0;
884                         power_desc[num++].number = -3;
885                         break;
886                 }
887         case CLASS_MAGE:
888                 /* case CLASS_HIGH_MAGE: */
889         case CLASS_SORCERER:
890         {
891                 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
892                 power_desc[num].level = 25;
893                 power_desc[num].cost = 1;
894                 power_desc[num].stat = A_INT;
895                 power_desc[num].fail = 25;
896                 power_desc[num++].number = -3;
897                 break;
898         }
899         case CLASS_PRIEST:
900         {
901                 if (is_good_realm(creature_ptr->realm1))
902                 {
903                         strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
904                         power_desc[num].level = 35;
905                         power_desc[num].cost = 70;
906                         power_desc[num].stat = A_WIS;
907                         power_desc[num].fail = 50;
908                         power_desc[num++].number = -3;
909                 }
910                 else
911                 {
912                         strcpy(power_desc[num].name, _("召魂", "Evocation"));
913                         power_desc[num].level = 42;
914                         power_desc[num].cost = 40;
915                         power_desc[num].stat = A_WIS;
916                         power_desc[num].fail = 35;
917                         power_desc[num++].number = -3;
918                 }
919                 break;
920         }
921         case CLASS_ROGUE:
922         {
923                 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
924                 power_desc[num].level = 8;
925                 power_desc[num].cost = 12;
926                 power_desc[num].stat = A_DEX;
927                 power_desc[num].fail = 14;
928                 power_desc[num++].number = -3;
929                 break;
930         }
931         case CLASS_RANGER:
932         case CLASS_SNIPER:
933         {
934                 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
935                 power_desc[num].level = 15;
936                 power_desc[num].cost = 20;
937                 power_desc[num].stat = A_INT;
938                 power_desc[num].fail = 12;
939                 power_desc[num++].number = -3;
940                 break;
941         }
942         case CLASS_PALADIN:
943         {
944                 if (is_good_realm(creature_ptr->realm1))
945                 {
946                         strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy 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                 else
954                 {
955                         strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
956                         power_desc[num].level = 30;
957                         power_desc[num].cost = 30;
958                         power_desc[num].stat = A_WIS;
959                         power_desc[num].fail = 30;
960                         power_desc[num++].number = -3;
961                 }
962                 break;
963         }
964         case CLASS_WARRIOR_MAGE:
965         {
966                 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
967                 power_desc[num].level = 25;
968                 power_desc[num].cost = 0;
969                 power_desc[num].stat = A_INT;
970                 power_desc[num].fail = 10;
971                 power_desc[num++].number = -3;
972
973                 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
974                 power_desc[num].level = 25;
975                 power_desc[num].cost = 0;
976                 power_desc[num].stat = A_INT;
977                 power_desc[num].fail = 10;
978                 power_desc[num++].number = -4;
979                 break;
980         }
981         case CLASS_CHAOS_WARRIOR:
982         {
983                 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
984                 power_desc[num].level = 40;
985                 power_desc[num].cost = 50;
986                 power_desc[num].stat = A_INT;
987                 power_desc[num].fail = 25;
988                 power_desc[num++].number = -3;
989                 break;
990         }
991         case CLASS_MONK:
992         {
993                 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
994                 power_desc[num].level = 25;
995                 power_desc[num].cost = 0;
996                 power_desc[num].stat = A_DEX;
997                 power_desc[num].fail = 0;
998                 power_desc[num++].number = -3;
999
1000                 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
1001                 power_desc[num].level = 30;
1002                 power_desc[num].cost = 30;
1003                 power_desc[num].stat = A_STR;
1004                 power_desc[num].fail = 20;
1005                 power_desc[num++].number = -4;
1006                 break;
1007         }
1008         case CLASS_MINDCRAFTER:
1009         case CLASS_FORCETRAINER:
1010         {
1011                 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1012                 power_desc[num].level = 15;
1013                 power_desc[num].cost = 0;
1014                 power_desc[num].stat = A_WIS;
1015                 power_desc[num].fail = 10;
1016                 power_desc[num++].number = -3;
1017                 break;
1018         }
1019         case CLASS_TOURIST:
1020         {
1021                 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1022                 power_desc[num].level = 1;
1023                 power_desc[num].cost = 0;
1024                 power_desc[num].stat = A_DEX;
1025                 power_desc[num].fail = 0;
1026                 power_desc[num++].number = -3;
1027
1028                 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1029                 power_desc[num].level = 25;
1030                 power_desc[num].cost = 20;
1031                 power_desc[num].stat = A_INT;
1032                 power_desc[num].fail = 20;
1033                 power_desc[num++].number = -4;
1034                 break;
1035         }
1036         case CLASS_IMITATOR:
1037         {
1038                 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1039                 power_desc[num].level = 30;
1040                 power_desc[num].cost = 100;
1041                 power_desc[num].stat = A_DEX;
1042                 power_desc[num].fail = 30;
1043                 power_desc[num++].number = -3;
1044                 break;
1045         }
1046         case CLASS_BEASTMASTER:
1047         {
1048                 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1049                 power_desc[num].level = 1;
1050                 power_desc[num].cost = (creature_ptr->lev + 3) / 4;
1051                 power_desc[num].stat = A_CHR;
1052                 power_desc[num].fail = 10;
1053                 power_desc[num++].number = -3;
1054
1055                 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1056                 power_desc[num].level = 30;
1057                 power_desc[num].cost = (creature_ptr->lev + 20) / 2;
1058                 power_desc[num].stat = A_CHR;
1059                 power_desc[num].fail = 10;
1060                 power_desc[num++].number = -4;
1061                 break;
1062         }
1063         case CLASS_ARCHER:
1064         {
1065                 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1066                 power_desc[num].level = 1;
1067                 power_desc[num].cost = 0;
1068                 power_desc[num].stat = A_DEX;
1069                 power_desc[num].fail = 0;
1070                 power_desc[num++].number = -3;
1071                 break;
1072         }
1073         case CLASS_MAGIC_EATER:
1074         {
1075                 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1076                 power_desc[num].level = 1;
1077                 power_desc[num].cost = 0;
1078                 power_desc[num].stat = A_INT;
1079                 power_desc[num].fail = 0;
1080                 power_desc[num++].number = -3;
1081
1082                 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1083                 power_desc[num].level = 10;
1084                 power_desc[num].cost = 10 + (lvl - 10) / 2;
1085                 power_desc[num].stat = A_INT;
1086                 power_desc[num].fail = 0;
1087                 power_desc[num++].number = -4;
1088                 break;
1089         }
1090         case CLASS_BARD:
1091         {
1092                 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1093                 power_desc[num].level = 1;
1094                 power_desc[num].cost = 0;
1095                 power_desc[num].stat = A_CHR;
1096                 power_desc[num].fail = 0;
1097                 power_desc[num++].number = -3;
1098                 break;
1099         }
1100         case CLASS_RED_MAGE:
1101         {
1102                 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1103                 power_desc[num].level = 48;
1104                 power_desc[num].cost = 20;
1105                 power_desc[num].stat = A_INT;
1106                 power_desc[num].fail = 0;
1107                 power_desc[num++].number = -3;
1108                 break;
1109         }
1110         case CLASS_SAMURAI:
1111         {
1112                 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1113                 power_desc[num].level = 1;
1114                 power_desc[num].cost = 0;
1115                 power_desc[num].stat = A_WIS;
1116                 power_desc[num].fail = 0;
1117                 power_desc[num++].number = -3;
1118
1119                 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
1120                 power_desc[num].level = 25;
1121                 power_desc[num].cost = 0;
1122                 power_desc[num].stat = A_DEX;
1123                 power_desc[num].fail = 0;
1124                 power_desc[num++].number = -4;
1125                 break;
1126         }
1127         case CLASS_BLUE_MAGE:
1128         {
1129                 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1130                 power_desc[num].level = 1;
1131                 power_desc[num].cost = 0;
1132                 power_desc[num].stat = A_INT;
1133                 power_desc[num].fail = 0;
1134                 power_desc[num++].number = -3;
1135                 break;
1136         }
1137         case CLASS_CAVALRY:
1138         {
1139                 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1140                 power_desc[num].level = 10;
1141                 power_desc[num].cost = 0;
1142                 power_desc[num].stat = A_STR;
1143                 power_desc[num].fail = 10;
1144                 power_desc[num++].number = -3;
1145                 break;
1146         }
1147         case CLASS_BERSERKER:
1148         {
1149                 strcpy(power_desc[num].name, _("帰還", "Recall"));
1150                 power_desc[num].level = 10;
1151                 power_desc[num].cost = 10;
1152                 power_desc[num].stat = A_DEX;
1153                 power_desc[num].fail = 20;
1154                 power_desc[num++].number = -3;
1155                 break;
1156         }
1157         case CLASS_MIRROR_MASTER:
1158         {
1159                 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
1160                 power_desc[num].level = 1;
1161                 power_desc[num].cost = 0;
1162                 power_desc[num].stat = A_INT;
1163                 power_desc[num].fail = 0;
1164                 power_desc[num++].number = -3;
1165
1166                 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
1167                 power_desc[num].level = 30;
1168                 power_desc[num].cost = 0;
1169                 power_desc[num].stat = A_INT;
1170                 power_desc[num].fail = 20;
1171                 power_desc[num++].number = -4;
1172                 break;
1173         }
1174         case CLASS_SMITH:
1175         {
1176                 strcpy(power_desc[num].name, _("目利き", "Judgment"));
1177                 power_desc[num].level = 5;
1178                 power_desc[num].cost = 15;
1179                 power_desc[num].stat = A_INT;
1180                 power_desc[num].fail = 20;
1181                 power_desc[num++].number = -3;
1182                 break;
1183         }
1184         case CLASS_NINJA:
1185         {
1186                 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
1187                 power_desc[num].level = 20;
1188                 power_desc[num].cost = 0;
1189                 power_desc[num].stat = A_DEX;
1190                 power_desc[num].fail = 0;
1191                 power_desc[num++].number = -3;
1192                 break;
1193         }
1194         default:
1195                 strcpy(power_desc[0].name, _("(なし)", "(none)"));
1196         }
1197
1198         if (creature_ptr->mimic_form)
1199         {
1200                 switch (creature_ptr->mimic_form)
1201                 {
1202                 case MIMIC_DEMON:
1203                 case MIMIC_DEMON_LORD:
1204                         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);
1205                         power_desc[num].level = 15;
1206                         power_desc[num].cost = 10 + lvl / 3;
1207                         power_desc[num].stat = A_CON;
1208                         power_desc[num].fail = 20;
1209                         power_desc[num++].number = -1;
1210                         break;
1211                 case MIMIC_VAMPIRE:
1212                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1213                         power_desc[num].level = 2;
1214                         power_desc[num].cost = 1 + (lvl / 3);
1215                         power_desc[num].stat = A_CON;
1216                         power_desc[num].fail = 9;
1217                         power_desc[num++].number = -1;
1218                         break;
1219                 }
1220         }
1221         else
1222         {
1223                 switch (creature_ptr->prace)
1224                 {
1225                 case RACE_DWARF:
1226                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1227                         power_desc[num].level = 5;
1228                         power_desc[num].cost = 5;
1229                         power_desc[num].stat = A_WIS;
1230                         power_desc[num].fail = 12;
1231                         power_desc[num++].number = -1;
1232                         break;
1233                 case RACE_NIBELUNG:
1234                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1235                         power_desc[num].level = 10;
1236                         power_desc[num].cost = 5;
1237                         power_desc[num].stat = A_WIS;
1238                         power_desc[num].fail = 10;
1239                         power_desc[num++].number = -1;
1240                         break;
1241                 case RACE_HOBBIT:
1242                         strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
1243                         power_desc[num].level = 15;
1244                         power_desc[num].cost = 10;
1245                         power_desc[num].stat = A_INT;
1246                         power_desc[num].fail = 10;
1247                         power_desc[num++].number = -1;
1248                         break;
1249                 case RACE_GNOME:
1250                         sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
1251                         power_desc[num].level = 5;
1252                         power_desc[num].cost = 5;
1253                         power_desc[num].stat = A_INT;
1254                         power_desc[num].fail = 12;
1255                         power_desc[num++].number = -1;
1256                         break;
1257                 case RACE_HALF_ORC:
1258                         strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
1259                         power_desc[num].level = 3;
1260                         power_desc[num].cost = 5;
1261                         power_desc[num].stat = A_WIS;
1262                         power_desc[num].fail = warrior ? 5 : 10;
1263                         power_desc[num++].number = -1;
1264                         break;
1265                 case RACE_HALF_TROLL:
1266                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1267                         power_desc[num].level = 10;
1268                         power_desc[num].cost = 12;
1269                         power_desc[num].stat = A_STR;
1270                         power_desc[num].fail = warrior ? 6 : 12;
1271                         power_desc[num++].number = -1;
1272                         break;
1273                 case RACE_BARBARIAN:
1274                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1275                         power_desc[num].level = 8;
1276                         power_desc[num].cost = 10;
1277                         power_desc[num].stat = A_STR;
1278                         power_desc[num].fail = warrior ? 6 : 12;
1279                         power_desc[num++].number = -1;
1280                         break;
1281                 case RACE_AMBERITE:
1282                         strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
1283                         power_desc[num].level = 30;
1284                         power_desc[num].cost = 50;
1285                         power_desc[num].stat = A_INT;
1286                         power_desc[num].fail = 50;
1287                         power_desc[num++].number = -1;
1288
1289                         strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
1290                         power_desc[num].level = 40;
1291                         power_desc[num].cost = 75;
1292                         power_desc[num].stat = A_WIS;
1293                         power_desc[num].fail = 50;
1294                         power_desc[num++].number = -2;
1295                         break;
1296                 case RACE_HALF_OGRE:
1297                         strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
1298                         power_desc[num].level = 25;
1299                         power_desc[num].cost = 35;
1300                         power_desc[num].stat = A_INT;
1301                         power_desc[num].fail = 15;
1302                         power_desc[num++].number = -1;
1303                         break;
1304                 case RACE_HALF_GIANT:
1305                         strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
1306                         power_desc[num].level = 20;
1307                         power_desc[num].cost = 10;
1308                         power_desc[num].stat = A_STR;
1309                         power_desc[num].fail = 12;
1310                         power_desc[num++].number = -1;
1311                         break;
1312                 case RACE_HALF_TITAN:
1313                         strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
1314                         power_desc[num].level = 15;
1315                         power_desc[num].cost = 10;
1316                         power_desc[num].stat = A_INT;
1317                         power_desc[num].fail = 12;
1318                         power_desc[num++].number = -1;
1319                         break;
1320                 case RACE_CYCLOPS:
1321                         sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
1322                         power_desc[num].level = 20;
1323                         power_desc[num].cost = 15;
1324                         power_desc[num].stat = A_STR;
1325                         power_desc[num].fail = 12;
1326                         power_desc[num++].number = -1;
1327                         break;
1328                 case RACE_YEEK:
1329                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1330                         power_desc[num].level = 15;
1331                         power_desc[num].cost = 15;
1332                         power_desc[num].stat = A_WIS;
1333                         power_desc[num].fail = 10;
1334                         power_desc[num++].number = -1;
1335                         break;
1336                 case RACE_SPECTRE:
1337                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1338                         power_desc[num].level = 4;
1339                         power_desc[num].cost = 6;
1340                         power_desc[num].stat = A_INT;
1341                         power_desc[num].fail = 3;
1342                         power_desc[num++].number = -1;
1343                         break;
1344                 case RACE_KLACKON:
1345                         sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
1346                         power_desc[num].level = 9;
1347                         power_desc[num].cost = 9;
1348                         power_desc[num].stat = A_DEX;
1349                         power_desc[num].fail = 14;
1350                         power_desc[num++].number = -1;
1351                         break;
1352                 case RACE_KOBOLD:
1353                         sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
1354                         power_desc[num].level = 12;
1355                         power_desc[num].cost = 8;
1356                         power_desc[num].stat = A_DEX;
1357                         power_desc[num].fail = 14;
1358                         power_desc[num++].number = -1;
1359                         break;
1360                 case RACE_DARK_ELF:
1361                         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);
1362                         power_desc[num].level = 2;
1363                         power_desc[num].cost = 2;
1364                         power_desc[num].stat = A_INT;
1365                         power_desc[num].fail = 9;
1366                         power_desc[num++].number = -1;
1367                         break;
1368                 case RACE_DRACONIAN:
1369                         sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
1370                         power_desc[num].level = 1;
1371                         power_desc[num].cost = lvl;
1372                         power_desc[num].stat = A_CON;
1373                         power_desc[num].fail = 12;
1374                         power_desc[num++].number = -1;
1375                         break;
1376                 case RACE_MIND_FLAYER:
1377                         sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
1378                         power_desc[num].level = 15;
1379                         power_desc[num].cost = 12;
1380                         power_desc[num].stat = A_INT;
1381                         power_desc[num].fail = 14;
1382                         power_desc[num++].number = -1;
1383                         break;
1384                 case RACE_IMP:
1385                         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);
1386                         power_desc[num].level = 9;
1387                         power_desc[num].cost = 15;
1388                         power_desc[num].stat = A_WIS;
1389                         power_desc[num].fail = 15;
1390                         power_desc[num++].number = -1;
1391                         break;
1392                 case RACE_GOLEM:
1393                         strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
1394                         power_desc[num].level = 20;
1395                         power_desc[num].cost = 15;
1396                         power_desc[num].stat = A_CON;
1397                         power_desc[num].fail = 8;
1398                         power_desc[num++].number = -1;
1399                         break;
1400                 case RACE_SKELETON:
1401                 case RACE_ZOMBIE:
1402                         strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
1403                         power_desc[num].level = 30;
1404                         power_desc[num].cost = 30;
1405                         power_desc[num].stat = A_WIS;
1406                         power_desc[num].fail = 18;
1407                         power_desc[num++].number = -1;
1408                         break;
1409                 case RACE_VAMPIRE:
1410                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1411                         power_desc[num].level = 2;
1412                         power_desc[num].cost = 1 + (lvl / 3);
1413                         power_desc[num].stat = A_CON;
1414                         power_desc[num].fail = 9;
1415                         power_desc[num++].number = -1;
1416                         break;
1417                 case RACE_SPRITE:
1418                         strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
1419                         power_desc[num].level = 12;
1420                         power_desc[num].cost = 12;
1421                         power_desc[num].stat = A_INT;
1422                         power_desc[num].fail = 15;
1423                         power_desc[num++].number = -1;
1424                         break;
1425                 case RACE_DEMON:
1426                         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);
1427                         power_desc[num].level = 15;
1428                         power_desc[num].cost = 10 + lvl / 3;
1429                         power_desc[num].stat = A_CON;
1430                         power_desc[num].fail = 20;
1431                         power_desc[num++].number = -1;
1432                         break;
1433                 case RACE_KUTAR:
1434                         strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
1435                         power_desc[num].level = 20;
1436                         power_desc[num].cost = 15;
1437                         power_desc[num].stat = A_CHR;
1438                         power_desc[num].fail = 8;
1439                         power_desc[num++].number = -1;
1440                         break;
1441                 case RACE_ANDROID:
1442                         if (creature_ptr->lev < 10)
1443                         {
1444                                 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
1445                                 power_desc[num].level = 1;
1446                                 power_desc[num].cost = 7;
1447                                 power_desc[num].fail = 8;
1448                         }
1449                         else if (creature_ptr->lev < 25)
1450                         {
1451                                 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
1452                                 power_desc[num].level = 10;
1453                                 power_desc[num].cost = 13;
1454                                 power_desc[num].fail = 10;
1455                         }
1456                         else if (creature_ptr->lev < 35)
1457                         {
1458                                 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
1459                                 power_desc[num].level = 25;
1460                                 power_desc[num].cost = 26;
1461                                 power_desc[num].fail = 12;
1462                         }
1463                         else if (creature_ptr->lev < 45)
1464                         {
1465                                 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
1466                                 power_desc[num].level = 35;
1467                                 power_desc[num].cost = 40;
1468                                 power_desc[num].fail = 15;
1469                         }
1470                         else
1471                         {
1472                                 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
1473                                 power_desc[num].level = 45;
1474                                 power_desc[num].cost = 60;
1475                                 power_desc[num].fail = 18;
1476                         }
1477                         power_desc[num].stat = A_STR;
1478                         power_desc[num++].number = -1;
1479                         break;
1480                 default:
1481                 {
1482                         break;
1483                 }
1484                 }
1485         }
1486
1487         if (creature_ptr->muta1)
1488         {
1489                 if (creature_ptr->muta1 & MUT1_SPIT_ACID)
1490                 {
1491                         strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
1492                         power_desc[num].level = 9;
1493                         power_desc[num].cost = 9;
1494                         power_desc[num].stat = A_DEX;
1495                         power_desc[num].fail = 15;
1496                         power_desc[num++].number = MUT1_SPIT_ACID;
1497                 }
1498
1499                 if (creature_ptr->muta1 & MUT1_BR_FIRE)
1500                 {
1501                         strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
1502                         power_desc[num].level = 20;
1503                         power_desc[num].cost = lvl;
1504                         power_desc[num].stat = A_CON;
1505                         power_desc[num].fail = 18;
1506                         power_desc[num++].number = MUT1_BR_FIRE;
1507                 }
1508
1509                 if (creature_ptr->muta1 & MUT1_HYPN_GAZE)
1510                 {
1511                         strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
1512                         power_desc[num].level = 12;
1513                         power_desc[num].cost = 12;
1514                         power_desc[num].stat = A_CHR;
1515                         power_desc[num].fail = 18;
1516                         power_desc[num++].number = MUT1_HYPN_GAZE;
1517                 }
1518
1519                 if (creature_ptr->muta1 & MUT1_TELEKINES)
1520                 {
1521                         strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
1522                         power_desc[num].level = 9;
1523                         power_desc[num].cost = 9;
1524                         power_desc[num].stat = A_WIS;
1525                         power_desc[num].fail = 14;
1526                         power_desc[num++].number = MUT1_TELEKINES;
1527                 }
1528
1529                 if (creature_ptr->muta1 & MUT1_VTELEPORT)
1530                 {
1531                         strcpy(power_desc[num].name, _("テレポート", "Teleport"));
1532                         power_desc[num].level = 7;
1533                         power_desc[num].cost = 7;
1534                         power_desc[num].stat = A_WIS;
1535                         power_desc[num].fail = 15;
1536                         power_desc[num++].number = MUT1_VTELEPORT;
1537                 }
1538
1539                 if (creature_ptr->muta1 & MUT1_MIND_BLST)
1540                 {
1541                         strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
1542                         power_desc[num].level = 5;
1543                         power_desc[num].cost = 3;
1544                         power_desc[num].stat = A_WIS;
1545                         power_desc[num].fail = 15;
1546                         power_desc[num++].number = MUT1_MIND_BLST;
1547                 }
1548
1549                 if (creature_ptr->muta1 & MUT1_RADIATION)
1550                 {
1551                         strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
1552                         power_desc[num].level = 15;
1553                         power_desc[num].cost = 15;
1554                         power_desc[num].stat = A_CON;
1555                         power_desc[num].fail = 14;
1556                         power_desc[num++].number = MUT1_RADIATION;
1557                 }
1558
1559                 if (creature_ptr->muta1 & MUT1_VAMPIRISM)
1560                 {
1561                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1562                         power_desc[num].level = 2;
1563                         power_desc[num].cost = (1 + (lvl / 3));
1564                         power_desc[num].stat = A_CON;
1565                         power_desc[num].fail = 9;
1566                         power_desc[num++].number = MUT1_VAMPIRISM;
1567                 }
1568
1569                 if (creature_ptr->muta1 & MUT1_SMELL_MET)
1570                 {
1571                         strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
1572                         power_desc[num].level = 3;
1573                         power_desc[num].cost = 2;
1574                         power_desc[num].stat = A_INT;
1575                         power_desc[num].fail = 12;
1576                         power_desc[num++].number = MUT1_SMELL_MET;
1577                 }
1578
1579                 if (creature_ptr->muta1 & MUT1_SMELL_MON)
1580                 {
1581                         strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
1582                         power_desc[num].level = 5;
1583                         power_desc[num].cost = 4;
1584                         power_desc[num].stat = A_INT;
1585                         power_desc[num].fail = 15;
1586                         power_desc[num++].number = MUT1_SMELL_MON;
1587                 }
1588
1589                 if (creature_ptr->muta1 & MUT1_BLINK)
1590                 {
1591                         strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
1592                         power_desc[num].level = 3;
1593                         power_desc[num].cost = 3;
1594                         power_desc[num].stat = A_WIS;
1595                         power_desc[num].fail = 12;
1596                         power_desc[num++].number = MUT1_BLINK;
1597                 }
1598
1599                 if (creature_ptr->muta1 & MUT1_EAT_ROCK)
1600                 {
1601                         strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
1602                         power_desc[num].level = 8;
1603                         power_desc[num].cost = 12;
1604                         power_desc[num].stat = A_CON;
1605                         power_desc[num].fail = 18;
1606                         power_desc[num++].number = MUT1_EAT_ROCK;
1607                 }
1608
1609                 if (creature_ptr->muta1 & MUT1_SWAP_POS)
1610                 {
1611                         strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
1612                         power_desc[num].level = 15;
1613                         power_desc[num].cost = 12;
1614                         power_desc[num].stat = A_DEX;
1615                         power_desc[num].fail = 16;
1616                         power_desc[num++].number = MUT1_SWAP_POS;
1617                 }
1618
1619                 if (creature_ptr->muta1 & MUT1_SHRIEK)
1620                 {
1621                         strcpy(power_desc[num].name, _("叫び", "Shriek"));
1622                         power_desc[num].level = 20;
1623                         power_desc[num].cost = 14;
1624                         power_desc[num].stat = A_CON;
1625                         power_desc[num].fail = 16;
1626                         power_desc[num++].number = MUT1_SHRIEK;
1627                 }
1628
1629                 if (creature_ptr->muta1 & MUT1_ILLUMINE)
1630                 {
1631                         strcpy(power_desc[num].name, _("照明", "Illuminate"));
1632                         power_desc[num].level = 3;
1633                         power_desc[num].cost = 2;
1634                         power_desc[num].stat = A_INT;
1635                         power_desc[num].fail = 10;
1636                         power_desc[num++].number = MUT1_ILLUMINE;
1637                 }
1638
1639                 if (creature_ptr->muta1 & MUT1_DET_CURSE)
1640                 {
1641                         strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
1642                         power_desc[num].level = 7;
1643                         power_desc[num].cost = 14;
1644                         power_desc[num].stat = A_WIS;
1645                         power_desc[num].fail = 14;
1646                         power_desc[num++].number = MUT1_DET_CURSE;
1647                 }
1648
1649                 if (creature_ptr->muta1 & MUT1_BERSERK)
1650                 {
1651                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1652                         power_desc[num].level = 8;
1653                         power_desc[num].cost = 8;
1654                         power_desc[num].stat = A_STR;
1655                         power_desc[num].fail = 14;
1656                         power_desc[num++].number = MUT1_BERSERK;
1657                 }
1658
1659                 if (creature_ptr->muta1 & MUT1_POLYMORPH)
1660                 {
1661                         strcpy(power_desc[num].name, _("変身", "Polymorph"));
1662                         power_desc[num].level = 18;
1663                         power_desc[num].cost = 20;
1664                         power_desc[num].stat = A_CON;
1665                         power_desc[num].fail = 18;
1666                         power_desc[num++].number = MUT1_POLYMORPH;
1667                 }
1668
1669                 if (creature_ptr->muta1 & MUT1_MIDAS_TCH)
1670                 {
1671                         strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
1672                         power_desc[num].level = 10;
1673                         power_desc[num].cost = 5;
1674                         power_desc[num].stat = A_INT;
1675                         power_desc[num].fail = 12;
1676                         power_desc[num++].number = MUT1_MIDAS_TCH;
1677                 }
1678
1679                 if (creature_ptr->muta1 & MUT1_GROW_MOLD)
1680                 {
1681                         strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
1682                         power_desc[num].level = 1;
1683                         power_desc[num].cost = 6;
1684                         power_desc[num].stat = A_CON;
1685                         power_desc[num].fail = 14;
1686                         power_desc[num++].number = MUT1_GROW_MOLD;
1687                 }
1688
1689                 if (creature_ptr->muta1 & MUT1_RESIST)
1690                 {
1691                         strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
1692                         power_desc[num].level = 10;
1693                         power_desc[num].cost = 12;
1694                         power_desc[num].stat = A_CON;
1695                         power_desc[num].fail = 12;
1696                         power_desc[num++].number = MUT1_RESIST;
1697                 }
1698
1699                 if (creature_ptr->muta1 & MUT1_EARTHQUAKE)
1700                 {
1701                         strcpy(power_desc[num].name, _("地震", "Earthquake"));
1702                         power_desc[num].level = 12;
1703                         power_desc[num].cost = 12;
1704                         power_desc[num].stat = A_STR;
1705                         power_desc[num].fail = 16;
1706                         power_desc[num++].number = MUT1_EARTHQUAKE;
1707                 }
1708
1709                 if (creature_ptr->muta1 & MUT1_EAT_MAGIC)
1710                 {
1711                         strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1712                         power_desc[num].level = 17;
1713                         power_desc[num].cost = 1;
1714                         power_desc[num].stat = A_WIS;
1715                         power_desc[num].fail = 15;
1716                         power_desc[num++].number = MUT1_EAT_MAGIC;
1717                 }
1718
1719                 if (creature_ptr->muta1 & MUT1_WEIGH_MAG)
1720                 {
1721                         strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
1722                         power_desc[num].level = 6;
1723                         power_desc[num].cost = 6;
1724                         power_desc[num].stat = A_INT;
1725                         power_desc[num].fail = 10;
1726                         power_desc[num++].number = MUT1_WEIGH_MAG;
1727                 }
1728
1729                 if (creature_ptr->muta1 & MUT1_STERILITY)
1730                 {
1731                         strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
1732                         power_desc[num].level = 12;
1733                         power_desc[num].cost = 23;
1734                         power_desc[num].stat = A_CHR;
1735                         power_desc[num].fail = 15;
1736                         power_desc[num++].number = MUT1_STERILITY;
1737                 }
1738
1739                 if (creature_ptr->muta1 & MUT1_HIT_AND_AWAY)
1740                 {
1741                         strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
1742                         power_desc[num].level = 10;
1743                         power_desc[num].cost = 12;
1744                         power_desc[num].stat = A_DEX;
1745                         power_desc[num].fail = 14;
1746                         power_desc[num++].number = MUT1_HIT_AND_AWAY;
1747                 }
1748
1749                 if (creature_ptr->muta1 & MUT1_DAZZLE)
1750                 {
1751                         strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
1752                         power_desc[num].level = 7;
1753                         power_desc[num].cost = 15;
1754                         power_desc[num].stat = A_CHR;
1755                         power_desc[num].fail = 8;
1756                         power_desc[num++].number = MUT1_DAZZLE;
1757                 }
1758
1759                 if (creature_ptr->muta1 & MUT1_LASER_EYE)
1760                 {
1761                         strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
1762                         power_desc[num].level = 7;
1763                         power_desc[num].cost = 10;
1764                         power_desc[num].stat = A_WIS;
1765                         power_desc[num].fail = 9;
1766                         power_desc[num++].number = MUT1_LASER_EYE;
1767                 }
1768
1769                 if (creature_ptr->muta1 & MUT1_RECALL)
1770                 {
1771                         strcpy(power_desc[num].name, _("帰還", "Recall"));
1772                         power_desc[num].level = 17;
1773                         power_desc[num].cost = 50;
1774                         power_desc[num].stat = A_INT;
1775                         power_desc[num].fail = 16;
1776                         power_desc[num++].number = MUT1_RECALL;
1777                 }
1778
1779                 if (creature_ptr->muta1 & MUT1_BANISH)
1780                 {
1781                         strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
1782                         power_desc[num].level = 25;
1783                         power_desc[num].cost = 25;
1784                         power_desc[num].stat = A_WIS;
1785                         power_desc[num].fail = 18;
1786                         power_desc[num++].number = MUT1_BANISH;
1787                 }
1788
1789                 if (creature_ptr->muta1 & MUT1_COLD_TOUCH)
1790                 {
1791                         strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
1792                         power_desc[num].level = 2;
1793                         power_desc[num].cost = 2;
1794                         power_desc[num].stat = A_CON;
1795                         power_desc[num].fail = 11;
1796                         power_desc[num++].number = MUT1_COLD_TOUCH;
1797                 }
1798
1799                 if (creature_ptr->muta1 & MUT1_LAUNCHER)
1800                 {
1801                         strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
1802                         power_desc[num].level = 1;
1803                         power_desc[num].cost = lvl;
1804                         power_desc[num].stat = A_STR;
1805                         power_desc[num].fail = 6;
1806                         /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
1807                         power_desc[num++].number = 3;
1808                 }
1809         }
1810
1811         flag = FALSE;
1812         redraw = FALSE;
1813
1814         (void)strnfmt(out_val, 78,
1815                 _("(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? "),
1816                 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
1817
1818         if (!repeat_pull(&i) || i < 0 || i >= num) {
1819                 if (use_menu) screen_save();
1820
1821                 choice = (always_show_list || use_menu) ? ESCAPE : 1;
1822                 while (!flag)
1823                 {
1824                         if (choice == ESCAPE) choice = ' ';
1825                         else if (!get_com(out_val, &choice, FALSE))break;
1826
1827                         if (use_menu && choice != ' ')
1828                         {
1829                                 switch (choice)
1830                                 {
1831                                 case '0':
1832                                 {
1833                                         screen_load();
1834                                         free_turn(creature_ptr);
1835                                         return;
1836                                 }
1837
1838                                 case '8':
1839                                 case 'k':
1840                                 case 'K':
1841                                 {
1842                                         menu_line += (num - 1);
1843                                         break;
1844                                 }
1845
1846                                 case '2':
1847                                 case 'j':
1848                                 case 'J':
1849                                 {
1850                                         menu_line++;
1851                                         break;
1852                                 }
1853
1854                                 case '6':
1855                                 case 'l':
1856                                 case 'L':
1857                                 case '4':
1858                                 case 'h':
1859                                 case 'H':
1860                                 {
1861                                         if (menu_line > 18)
1862                                                 menu_line -= 18;
1863                                         else if (menu_line + 18 <= num)
1864                                                 menu_line += 18;
1865                                         break;
1866                                 }
1867
1868                                 case 'x':
1869                                 case 'X':
1870                                 case '\r':
1871                                 {
1872                                         i = menu_line - 1;
1873                                         ask = FALSE;
1874                                         break;
1875                                 }
1876                                 }
1877                                 if (menu_line > num) menu_line -= num;
1878                         }
1879                         /* Request redraw */
1880                         if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
1881                         {
1882                                 /* Show the list */
1883                                 if (!redraw || use_menu)
1884                                 {
1885                                         byte y = 1, x = 0;
1886                                         int ctr = 0;
1887                                         char dummy[80];
1888                                         char letter;
1889                                         TERM_LEN x1, y1;
1890
1891                                         strcpy(dummy, "");
1892                                         redraw = TRUE;
1893                                         if (!use_menu) screen_save();
1894
1895                                         /* Print header(s) */
1896                                         if (num < 18)
1897                                                 prt(_("                            Lv   MP 失率", "                            Lv Cost Fail"), y++, x);
1898                                         else
1899                                                 prt(_("                            Lv   MP 失率                            Lv   MP 失率",
1900                                                         "                            Lv Cost Fail                            Lv Cost Fail"), y++, x);
1901
1902
1903                                         /* Print list */
1904                                         while (ctr < num)
1905                                         {
1906                                                 x1 = ((ctr < 18) ? x : x + 40);
1907                                                 y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
1908
1909                                                 if (use_menu)
1910                                                 {
1911                                                         if (ctr == (menu_line - 1)) strcpy(dummy, _(" 》 ", " >  "));
1912                                                         else strcpy(dummy, "    ");
1913                                                 }
1914                                                 else
1915                                                 {
1916                                                         /* letter/number for power selection */
1917                                                         if (ctr < 26)
1918                                                                 letter = I2A(ctr);
1919                                                         else
1920                                                                 letter = '0' + ctr - 26;
1921                                                         sprintf(dummy, " %c) ", letter);
1922                                                 }
1923                                                 strcat(dummy, format("%-23.23s %2d %4d %3d%%",
1924                                                         power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
1925                                                         100 - racial_chance(creature_ptr, &power_desc[ctr])));
1926                                                 prt(dummy, y1, x1);
1927                                                 ctr++;
1928                                         }
1929                                 }
1930
1931                                 /* Hide the list */
1932                                 else
1933                                 {
1934                                         /* Hide list */
1935                                         redraw = FALSE;
1936                                         screen_load();
1937                                 }
1938
1939                                 /* Redo asking */
1940                                 continue;
1941                         }
1942
1943                         if (!use_menu)
1944                         {
1945                                 if (choice == '\r' && num == 1)
1946                                 {
1947                                         choice = 'a';
1948                                 }
1949
1950                                 if (isalpha(choice))
1951                                 {
1952                                         /* Note verify */
1953                                         ask = (isupper(choice));
1954
1955                                         /* Lowercase */
1956                                         if (ask) choice = (char)tolower(choice);
1957
1958                                         /* Extract request */
1959                                         i = (islower(choice) ? A2I(choice) : -1);
1960                                 }
1961                                 else
1962                                 {
1963                                         ask = FALSE; /* Can't uppercase digits */
1964
1965                                         i = choice - '0' + 26;
1966                                 }
1967                         }
1968
1969                         /* Totally Illegal */
1970                         if ((i < 0) || (i >= num))
1971                         {
1972                                 bell();
1973                                 continue;
1974                         }
1975
1976                         /* Verify it */
1977                         if (ask)
1978                         {
1979                                 char tmp_val[160];
1980
1981                                 /* Prompt */
1982                                 (void)strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
1983
1984                                 /* Belay that order */
1985                                 if (!get_check(tmp_val)) continue;
1986                         }
1987
1988                         /* Stop the loop */
1989                         flag = TRUE;
1990                 }
1991                 if (redraw) screen_load();
1992
1993                 /* Abort if needed */
1994                 if (!flag)
1995                 {
1996                         free_turn(creature_ptr);
1997                         return;
1998                 }
1999                 repeat_push(i);
2000         } /*if (!repeat_pull(&i) || ...)*/
2001         switch (racial_aux(creature_ptr, &power_desc[i]))
2002         {
2003         case 1:
2004                 if (power_desc[i].number < 0)
2005                         cast = exe_racial_power(creature_ptr, power_desc[i].number);
2006                 else
2007                         cast = exe_mutation_power(creature_ptr, power_desc[i].number);
2008                 break;
2009         case 0:
2010                 cast = FALSE;
2011                 break;
2012         case -1:
2013                 cast = TRUE;
2014                 break;
2015         }
2016
2017         if (cast)
2018         {
2019                 if (racial_cost)
2020                 {
2021                         int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2022
2023                         /* If mana is not enough, player consumes hit point! */
2024                         if (creature_ptr->csp < actual_racial_cost)
2025                         {
2026                                 actual_racial_cost -= creature_ptr->csp;
2027                                 creature_ptr->csp = 0;
2028                                 take_hit(creature_ptr, DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2029                         }
2030                         else creature_ptr->csp -= actual_racial_cost;
2031
2032                         creature_ptr->redraw |= (PR_HP | PR_MANA);
2033                         creature_ptr->window |= (PW_PLAYER | PW_SPELL);
2034                 }
2035         }
2036         else free_turn(creature_ptr);
2037
2038         /* Success */
2039         return;
2040 }