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[Refactor] BIT演算マクロへの置換を進める。racial-switcher.c
[hengbandforosx/hengbandosx.git] / src / racial / racial-switcher.c
index b5ef3a3..e158a10 100644 (file)
 
 #include "racial/racial-switcher.h"
 #include "action/action-limited.h"
+#include "action/mutation-execution.h"
 #include "cmd-action/cmd-mane.h"
 #include "cmd-action/cmd-spell.h"
 #include "cmd-item/cmd-magiceat.h"
 #include "cmd-item/cmd-zapwand.h"
-#include "core/asking-player.h"
 #include "core/player-redraw-types.h"
 #include "core/player-update-types.h"
 #include "core/stuff-handler.h"
 #include "core/window-redrawer.h"
 #include "effect/spells-effect-util.h"
-#include "game-option/disturbance-options.h"
 #include "game-option/text-display-options.h"
 #include "inventory/inventory-slot-types.h"
 #include "io/command-repeater.h"
 #include "io/input-key-requester.h"
 #include "main/sound-of-music.h"
 #include "melee/melee-postprocess.h"
+#include "mind/mind-archer.h"
 #include "mind/mind-cavalry.h"
 #include "mind/mind-force-trainer.h"
+#include "mind/mind-hobbit.h"
 #include "mind/mind-mage.h"
+#include "mind/mind-magic-eater.h"
 #include "mind/mind-mirror-master.h"
+#include "mind/mind-monk.h"
 #include "mind/mind-ninja.h"
+#include "mind/mind-priest.h"
 #include "mind/mind-samurai.h"
 #include "mind/mind-warrior-mage.h"
 #include "mind/mind-warrior.h"
 #include "mind/monk-attack.h"
 #include "mind/stances-table.h"
 #include "mutation/mutation-flag-types.h"
-#include "mutation/mutation.h"
 #include "object/item-tester-hooker.h"
 #include "player/attack-defense-types.h"
 #include "player/player-class.h"
 #include "spell-kind/spells-world.h"
 #include "spell-realm/spells-hex.h"
 #include "spell/spell-types.h"
-#include "spell/spells-object.h"
 #include "spell/spells-status.h"
 #include "status/action-setter.h"
 #include "status/bad-status-setter.h"
 #include "status/buff-setter.h"
 #include "status/experience.h"
 #include "target/target-getter.h"
-#include "term/screen-processor.h"
+#include "util/bit-flags-calculator.h"
 #include "util/int-char-converter.h"
 #include "view/display-messages.h"
 
-/*!
- * @brief 修行僧の構え設定処理
- * @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。
- */
-static bool choose_kamae(player_type *creature_ptr)
+bool switch_class_racial_execution(player_type *creature_ptr, const s32b command)
 {
-    char choice;
-    int new_kamae = 0;
-    int i;
-    char buf[80];
-
-    if (cmd_limit_confused(creature_ptr))
-        return FALSE;
-    screen_save();
-    prt(_(" a) 構えをとく", " a) No form"), 2, 20);
+    DIRECTION dir = 0;
+    switch (creature_ptr->pclass) {
+    case CLASS_WARRIOR:
+        return sword_dancing(creature_ptr);
+    case CLASS_HIGH_MAGE:
+        if (creature_ptr->realm1 == REALM_HEX) {
+            bool retval = stop_hex_spell(creature_ptr);
+            if (retval)
+                creature_ptr->energy_use = 10;
 
-    for (i = 0; i < MAX_KAMAE; i++) {
-        if (creature_ptr->lev >= monk_stances[i].min_level) {
-            sprintf(buf, " %c) %-12s  %s", I2A(i + 1), monk_stances[i].desc, monk_stances[i].info);
-            prt(buf, 3 + i, 20);
+            return retval;
         }
-    }
-
-    prt("", 1, 0);
-    prt(_("        どの構えをとりますか?", "        Choose Stance: "), 1, 14);
 
-    while (TRUE) {
-        choice = inkey();
-
-        if (choice == ESCAPE) {
-            screen_load();
-            return FALSE;
-        } else if ((choice == 'a') || (choice == 'A')) {
-            if (creature_ptr->action == ACTION_KAMAE) {
-                set_action(creature_ptr, ACTION_NONE);
-            } else
-                msg_print(_("もともと構えていない。", "You are not in a special stance."));
-            screen_load();
+        /* Fall through */
+    case CLASS_MAGE:
+    case CLASS_SORCERER:
+        return eat_magic(creature_ptr, creature_ptr->lev * 2);
+    case CLASS_PRIEST:
+        if (!is_good_realm(creature_ptr->realm1)) {
+            (void)dispel_monsters(creature_ptr, creature_ptr->lev * 4);
+            turn_monsters(creature_ptr, creature_ptr->lev * 4);
+            banish_monsters(creature_ptr, creature_ptr->lev * 4);
             return TRUE;
-        } else if ((choice == 'b') || (choice == 'B')) {
-            new_kamae = 0;
-            break;
-        } else if (((choice == 'c') || (choice == 'C')) && (creature_ptr->lev > 29)) {
-            new_kamae = 1;
-            break;
-        } else if (((choice == 'd') || (choice == 'D')) && (creature_ptr->lev > 34)) {
-            new_kamae = 2;
-            break;
-        } else if (((choice == 'e') || (choice == 'E')) && (creature_ptr->lev > 39)) {
-            new_kamae = 3;
-            break;
         }
-    }
-    set_action(creature_ptr, ACTION_KAMAE);
-
-    if (creature_ptr->special_defense & (KAMAE_GENBU << new_kamae)) {
-        msg_print(_("構え直した。", "You reassume a stance."));
-    } else {
-        creature_ptr->special_defense &= ~(KAMAE_MASK);
-        creature_ptr->update |= (PU_BONUS);
-        creature_ptr->redraw |= (PR_STATE);
-        msg_format(_("%sの構えをとった。", "You assume the %s stance."), monk_stances[new_kamae].desc);
-        creature_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
-    }
-    creature_ptr->redraw |= PR_STATE;
-    screen_load();
-    return TRUE;
-}
-
-/*!
- * @brief レイシャル・パワー情報の構造体定義
- */
-typedef struct power_desc_type {
-    GAME_TEXT name[MAX_NLEN]; //!<レイシャル名
-    PLAYER_LEVEL level; //!<体得レベル
-    int cost;
-    int stat;
-    PERCENTAGE fail;
-    int number;
-} power_desc_type;
-
-/*!
- * @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
- * @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
- * @return 成功率(%)を返す
- */
-static PERCENTAGE racial_chance(player_type *creature_ptr, power_desc_type *pd_ptr)
-{
-    PLAYER_LEVEL min_level = pd_ptr->level;
-    PERCENTAGE difficulty = pd_ptr->fail;
-
-    int i;
-    int val;
-    int sum = 0;
-    BASE_STATUS stat = creature_ptr->stat_cur[pd_ptr->stat];
-
-    /* No chance for success */
-    if ((creature_ptr->lev < min_level) || creature_ptr->confused) {
-        return 0;
-    }
-
-    if (difficulty == 0)
-        return 100;
-
-    /* Calculate difficulty */
-    if (creature_ptr->stun) {
-        difficulty += (PERCENTAGE)creature_ptr->stun;
-    } else if (creature_ptr->lev > min_level) {
-        PERCENTAGE lev_adj = (PERCENTAGE)((creature_ptr->lev - min_level) / 3);
-        if (lev_adj > 10)
-            lev_adj = 10;
-        difficulty -= lev_adj;
-    }
-
-    if (difficulty < 5)
-        difficulty = 5;
-
-    /* We only need halfs of the difficulty */
-    difficulty = difficulty / 2;
-
-    for (i = 1; i <= stat; i++) {
-        val = i - difficulty;
-        if (val > 0)
-            sum += (val <= difficulty) ? val : difficulty;
-    }
-
-    if (difficulty == 0)
-        return (100);
-    else
-        return (((sum * 100) / difficulty) / stat);
-}
-
-static int racial_cost;
-
-/*!
- * @brief レイシャル・パワーの発動の判定処理
- * @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
- * @return
- * 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。
- * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
- */
-static int racial_aux(player_type *creature_ptr, power_desc_type *pd_ptr)
-{
-    PLAYER_LEVEL min_level = pd_ptr->level;
-    int use_stat = pd_ptr->stat;
-    int difficulty = pd_ptr->fail;
-    int use_hp = 0;
-
-    racial_cost = pd_ptr->cost;
-
-    /* Not enough mana - use hp */
-    if (creature_ptr->csp < racial_cost)
-        use_hp = racial_cost - creature_ptr->csp;
 
-    /* Power is not available yet */
-    if (creature_ptr->lev < min_level) {
-        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。", "You need to attain level %d to use this power."), min_level);
-
-        free_turn(creature_ptr);
-        return FALSE;
-    }
-
-    if (cmd_limit_confused(creature_ptr)) {
-        free_turn(creature_ptr);
-        return FALSE;
-    }
-
-    /* Risk death? */
-    else if (creature_ptr->chp < use_hp) {
-        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? "))) {
-            free_turn(creature_ptr);
+        return bless_weapon(creature_ptr);
+    case CLASS_ROGUE:
+        return hit_and_away(creature_ptr);
+    case CLASS_RANGER:
+    case CLASS_SNIPER:
+        msg_print(_("敵を調査した...", "You examine your foes..."));
+        probing(creature_ptr);
+        return TRUE;
+    case CLASS_PALADIN:
+        if (!get_aim_dir(creature_ptr, &dir))
             return FALSE;
-        }
-    }
 
-    /* Else attempt to do it! */
-
-    if (difficulty) {
-        if (creature_ptr->stun) {
-            difficulty += creature_ptr->stun;
-        } else if (creature_ptr->lev > min_level) {
-            int lev_adj = ((creature_ptr->lev - min_level) / 3);
-            if (lev_adj > 10)
-                lev_adj = 10;
-            difficulty -= lev_adj;
-        }
-
-        if (difficulty < 5)
-            difficulty = 5;
-    }
-
-    /* take time and pay the price */
-    take_turn(creature_ptr, 100);
-
-    /* Success? */
-    if (randint1(creature_ptr->stat_cur[use_stat]) >= ((difficulty / 2) + randint1(difficulty / 2))) {
-        return 1;
-    }
-
-    if (flush_failure)
-        flush();
-    msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
-
-    return -1;
-}
-
-/*!
- * @brief レイシャル・パワー発動処理
- * @param creature_ptr プレーヤーへの参照ポインタ
- * @param command 発動するレイシャルのID
- * @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。
- */
-static bool exe_racial_power(player_type *creature_ptr, s32b command)
-{
-    PLAYER_LEVEL plev = creature_ptr->lev;
-    DIRECTION dir = 0;
-
-    if (command <= -3) {
-        switch (creature_ptr->pclass) {
-        case CLASS_WARRIOR: {
-            return sword_dancing(creature_ptr);
-            break;
+        fire_beam(creature_ptr, is_good_realm(creature_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE, dir, creature_ptr->lev * 3);
+        return TRUE;
+    case CLASS_WARRIOR_MAGE:
+        if (command == -3)
+            return comvert_hp_to_mp(creature_ptr);
+        else if (command == -4)
+            return comvert_mp_to_hp(creature_ptr);
+
+        return TRUE;
+    case CLASS_CHAOS_WARRIOR:
+        return confusing_light(creature_ptr);
+    case CLASS_MONK:
+        if (none_bits(empty_hands(creature_ptr, TRUE), EMPTY_HAND_MAIN)) {
+            msg_print(_("素手じゃないとできません。", "You need to be barehanded."));
+            return FALSE;
         }
-        case CLASS_HIGH_MAGE:
-            if (creature_ptr->realm1 == REALM_HEX) {
-                bool retval = stop_hex_spell(creature_ptr);
-                if (retval)
-                    creature_ptr->energy_use = 10;
-
-                return retval;
-            }
 
-            /* Fall through */
-        case CLASS_MAGE:
-        case CLASS_SORCERER: {
-            if (!eat_magic(creature_ptr, creature_ptr->lev * 2))
-                return FALSE;
-
-            break;
-        }
-        case CLASS_PRIEST: {
-            if (is_good_realm(creature_ptr->realm1)) {
-                if (!bless_weapon(creature_ptr))
-                    return FALSE;
-            } else {
-                (void)dispel_monsters(creature_ptr, plev * 4);
-                turn_monsters(creature_ptr, plev * 4);
-                banish_monsters(creature_ptr, plev * 4);
-            }
-            break;
-        }
-        case CLASS_ROGUE: {
-            if (!hit_and_away(creature_ptr))
-                return FALSE;
-            break;
-        }
-        case CLASS_RANGER:
-        case CLASS_SNIPER: {
-            msg_print(_("敵を調査した...", "You examine your foes..."));
-            probing(creature_ptr);
-            break;
-        }
-        case CLASS_PALADIN: {
-            if (!get_aim_dir(creature_ptr, &dir))
-                return FALSE;
-            fire_beam(creature_ptr, is_good_realm(creature_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE, dir, plev * 3);
-            break;
-        }
-        case CLASS_WARRIOR_MAGE: {
-            if (command == -3) {
-                return comvert_hp_to_mp(creature_ptr);
-            } else if (command == -4) {
-                return comvert_mp_to_hp(creature_ptr);
-            }
-            break;
-        }
-        case CLASS_CHAOS_WARRIOR: {
-            return confusing_light(creature_ptr);
-            break;
+        if (creature_ptr->riding) {
+            msg_print(_("乗馬中はできません。", "You need to get off a pet."));
+            return FALSE;
         }
-        case CLASS_MONK: {
-            if (!(empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM)) {
-                msg_print(_("素手じゃないとできません。", "You need to be barehanded."));
-                return FALSE;
-            }
-            if (creature_ptr->riding) {
-                msg_print(_("乗馬中はできません。", "You need to get off a pet."));
-                return FALSE;
-            }
 
-            if (command == -3) {
-                if (!choose_kamae(creature_ptr))
-                    return FALSE;
-                creature_ptr->update |= (PU_BONUS);
-            } else if (command == -4) {
-                return double_attack(creature_ptr);
-            }
-            break;
-        }
-        case CLASS_MINDCRAFTER:
-        case CLASS_FORCETRAINER: {
-            return clear_mind(creature_ptr);
-        }
-        case CLASS_TOURIST: {
-            if (command == -3) {
-                if (!get_aim_dir(creature_ptr, &dir))
-                    return FALSE;
-                project_length = 1;
-                fire_beam(creature_ptr, GF_PHOTO, dir, 1);
-            } else if (command == -4) {
-                if (!identify_fully(creature_ptr, FALSE, 0))
-                    return FALSE;
-            }
-            break;
-        }
-        case CLASS_IMITATOR: {
-            handle_stuff(creature_ptr);
-            if (!do_cmd_mane(creature_ptr, TRUE))
-                return FALSE;
-            break;
-        }
-        case CLASS_BEASTMASTER: {
-            if (command == -3) {
-                if (!get_aim_dir(creature_ptr, &dir))
-                    return FALSE;
-                (void)fire_ball_hide(creature_ptr, GF_CHARM_LIVING, dir, creature_ptr->lev, 0);
-            } else if (command == -4) {
-                project_all_los(creature_ptr, GF_CHARM_LIVING, creature_ptr->lev);
-            }
-            break;
-        }
-        case CLASS_ARCHER: {
-            if (!create_ammo(creature_ptr))
-                return FALSE;
-            break;
-        }
-        case CLASS_MAGIC_EATER: {
-            if (command == -3) {
-                if (!import_magic_device(creature_ptr))
-                    return FALSE;
-            } else if (command == -4) {
-                if (cmd_limit_cast(creature_ptr))
-                    return FALSE;
-                if (!do_cmd_magic_eater(creature_ptr, FALSE, TRUE))
-                    return FALSE;
-            }
-            break;
-        }
-        case CLASS_BARD: {
-            /* Singing is already stopped */
-            if (!SINGING_SONG_EFFECT(creature_ptr) && !INTERUPTING_SONG_EFFECT(creature_ptr))
+        if (command == -3) {
+            if (!choose_monk_stance(creature_ptr))
                 return FALSE;
 
-            stop_singing(creature_ptr);
-            creature_ptr->energy_use = 10;
-            break;
-        }
-        case CLASS_RED_MAGE: {
-            if (cmd_limit_cast(creature_ptr))
-                return FALSE;
-            handle_stuff(creature_ptr);
-            do_cmd_cast(creature_ptr);
-            handle_stuff(creature_ptr);
-            if (!creature_ptr->paralyzed && !cmd_limit_cast(creature_ptr))
-                do_cmd_cast(creature_ptr);
-            break;
-        }
-        case CLASS_SAMURAI: {
-            if (command == -3) {
-                concentration(creature_ptr);
-            } else if (command == -4) {
-                if (!has_melee_weapon(creature_ptr, INVEN_RARM) && !has_melee_weapon(creature_ptr, INVEN_LARM)) {
-                    msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
-                    return FALSE;
-                }
-                if (!choose_kata(creature_ptr))
-                    return FALSE;
-                creature_ptr->update |= (PU_BONUS);
-            }
-            break;
-        }
-        case CLASS_BLUE_MAGE: {
-            if (creature_ptr->action == ACTION_LEARN) {
-                set_action(creature_ptr, ACTION_NONE);
-            } else {
-                set_action(creature_ptr, ACTION_LEARN);
-            }
-            free_turn(creature_ptr);
-            break;
-        }
-        case CLASS_CAVALRY: {
-            return rodeo(creature_ptr);
-        }
-        case CLASS_BERSERKER: {
-            if (!recall_player(creature_ptr, randint0(21) + 15))
-                return FALSE;
-            break;
-        }
-        case CLASS_SMITH: {
-            if (creature_ptr->lev > 29) {
-                if (!identify_fully(creature_ptr, TRUE, 0))
-                    return FALSE;
-            } else {
-                if (!ident_spell(creature_ptr, TRUE, 0))
-                    return FALSE;
-            }
-            break;
-        }
-        case CLASS_MIRROR_MASTER: {
-            if (command == -3) {
-                /* Explode all mirrors */
-                remove_all_mirrors(creature_ptr, TRUE);
-            } else if (command == -4) {
-                return mirror_concentration(creature_ptr);
-            }
-            break;
-        }
-        case CLASS_NINJA:
-            hayagake(creature_ptr);
-            break;
-        }
-    } else if (creature_ptr->mimic_form) {
-        switch (creature_ptr->mimic_form) {
-        case MIMIC_DEMON:
-        case MIMIC_DEMON_LORD: {
-            return demonic_breath(creature_ptr);
-        }
-        case MIMIC_VAMPIRE:
-            vampirism(creature_ptr);
-            break;
+            set_bits(creature_ptr->update, PU_BONUS);
+            return TRUE;
         }
-    }
-
-    else {
-
-        switch (creature_ptr->prace) {
-        case RACE_DWARF:
-            msg_print(_("周囲を調べた。", "You examine your surroundings."));
-            (void)detect_traps(creature_ptr, DETECT_RAD_DEFAULT, TRUE);
-            (void)detect_doors(creature_ptr, DETECT_RAD_DEFAULT);
-            (void)detect_stairs(creature_ptr, DETECT_RAD_DEFAULT);
-            break;
-
-        case RACE_HOBBIT:
-            return create_ration(creature_ptr);
-            break;
-
-        case RACE_GNOME:
-            msg_print(_("パッ!", "Blink!"));
-            teleport_player(creature_ptr, 10, TELEPORT_SPONTANEOUS);
-            break;
-
-        case RACE_HALF_ORC:
-            msg_print(_("勇気を出した。", "You play tough."));
-            (void)set_afraid(creature_ptr, 0);
-            break;
-
-        case RACE_HALF_TROLL:
-            msg_print(_("うがぁぁ!", "RAAAGH!"));
-            (void)berserk(creature_ptr, 10 + randint1(plev));
-            break;
-
-        case RACE_AMBERITE:
-            if (command == -1) {
-                msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
-                reserve_alter_reality(creature_ptr);
-            } else if (command == -2) {
-                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..."));
-
-                (void)true_healing(creature_ptr, 0);
-                (void)restore_all_status(creature_ptr);
-                (void)restore_level(creature_ptr);
-            }
-            break;
-
-        case RACE_BARBARIAN:
-            msg_print(_("うぉぉおお!", "Raaagh!"));
-            (void)berserk(creature_ptr, 10 + randint1(plev));
-            break;
-
-        case RACE_HALF_OGRE:
-            msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
-            explosive_rune(creature_ptr, creature_ptr->y, creature_ptr->x);
-            break;
-
-        case RACE_HALF_GIANT:
-            if (!get_aim_dir(creature_ptr, &dir))
-                return FALSE;
-            (void)wall_to_mud(creature_ptr, dir, 20 + randint1(30));
-            break;
 
-        case RACE_HALF_TITAN:
-            msg_print(_("敵を調査した...", "You examine your foes..."));
-            probing(creature_ptr);
-            break;
+        if (command == -4)
+            return double_attack(creature_ptr);
 
-        case RACE_CYCLOPS:
-            if (!get_aim_dir(creature_ptr, &dir))
-                return FALSE;
-            msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
-            fire_bolt(creature_ptr, GF_MISSILE, dir, (3 * plev) / 2);
-            break;
-
-        case RACE_YEEK:
-            if (!get_aim_dir(creature_ptr, &dir))
-                return FALSE;
-            stop_mouth(creature_ptr);
-            msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
-            (void)fear_monster(creature_ptr, dir, plev);
-            break;
-
-        case RACE_KLACKON:
-            if (!get_aim_dir(creature_ptr, &dir))
-                return FALSE;
-            stop_mouth(creature_ptr);
-            msg_print(_("酸を吐いた。", "You spit acid."));
-            if (plev < 25)
-                fire_bolt(creature_ptr, GF_ACID, dir, plev);
-            else
-                fire_ball(creature_ptr, GF_ACID, dir, plev, 2);
-            break;
-
-        case RACE_KOBOLD:
-            if (!get_aim_dir(creature_ptr, &dir))
-                return FALSE;
-            msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
-            fire_bolt(creature_ptr, GF_POIS, dir, plev);
-            break;
-
-        case RACE_NIBELUNG:
-            msg_print(_("周囲を調査した。", "You examine your surroundings."));
-            (void)detect_traps(creature_ptr, DETECT_RAD_DEFAULT, TRUE);
-            (void)detect_doors(creature_ptr, DETECT_RAD_DEFAULT);
-            (void)detect_stairs(creature_ptr, DETECT_RAD_DEFAULT);
-            break;
-
-        case RACE_DARK_ELF:
+        return TRUE;
+    case CLASS_MINDCRAFTER:
+    case CLASS_FORCETRAINER:
+        return clear_mind(creature_ptr);
+    case CLASS_TOURIST:
+        if (command == -3) {
             if (!get_aim_dir(creature_ptr, &dir))
                 return FALSE;
-            msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
-            fire_bolt_or_beam(creature_ptr, 10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4));
-            break;
-
-        case RACE_DRACONIAN:
-            return draconian_breath(creature_ptr);
-            break;
 
-        case RACE_MIND_FLAYER:
-            if (!get_aim_dir(creature_ptr, &dir))
-                return FALSE;
-            msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
-            fire_bolt(creature_ptr, GF_PSI, dir, plev);
-            break;
+            project_length = 1;
+            fire_beam(creature_ptr, GF_PHOTO, dir, 1);
+            return TRUE;
+        }
 
-        case RACE_IMP:
+        return (command != -4) || identify_fully(creature_ptr, FALSE, 0);
+    case CLASS_IMITATOR:
+        handle_stuff(creature_ptr);
+        return do_cmd_mane(creature_ptr, TRUE);
+    case CLASS_BEASTMASTER:
+        if (command == -3) {
             if (!get_aim_dir(creature_ptr, &dir))
                 return FALSE;
-            if (plev >= 30) {
-                msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
-                fire_ball(creature_ptr, GF_FIRE, dir, plev, 2);
-            } else {
-                msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
-                fire_bolt(creature_ptr, GF_FIRE, dir, plev);
-            }
-            break;
-
-        case RACE_GOLEM:
-            (void)set_shield(creature_ptr, randint1(20) + 30, FALSE);
-            break;
 
-        case RACE_SKELETON:
-        case RACE_ZOMBIE:
-            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."));
-            (void)restore_level(creature_ptr);
-            break;
-
-        case RACE_VAMPIRE:
-            vampirism(creature_ptr);
-            break;
+            (void)fire_ball_hide(creature_ptr, GF_CHARM_LIVING, dir, creature_ptr->lev, 0);
+            return TRUE;
+        }
 
-        case RACE_SPECTRE:
-            if (!get_aim_dir(creature_ptr, &dir))
-                return FALSE;
-            stop_mouth(creature_ptr);
-            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!"));
-            (void)fear_monster(creature_ptr, dir, plev);
-            break;
+        if (command == -4)
+            project_all_los(creature_ptr, GF_CHARM_LIVING, creature_ptr->lev);
 
-        case RACE_SPRITE:
-            msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
-            if (plev < 25)
-                sleep_monsters_touch(creature_ptr);
-            else
-                (void)sleep_monsters(creature_ptr, plev);
-            break;
+        return TRUE;
+    case CLASS_ARCHER:
+        return create_ammo(creature_ptr);
+    case CLASS_MAGIC_EATER:
+        if (command == -3)
+            return import_magic_device(creature_ptr);
 
-        case RACE_BALROG:
-            return demonic_breath(creature_ptr);
-            break;
+        return (command != -4) || (!cmd_limit_cast(creature_ptr) && do_cmd_magic_eater(creature_ptr, FALSE, TRUE));
+    case CLASS_BARD:
+        if (!SINGING_SONG_EFFECT(creature_ptr) && !INTERUPTING_SONG_EFFECT(creature_ptr))
+            return FALSE;
 
-        case RACE_KUTAR:
-            (void)set_leveling(creature_ptr, randint1(20) + 30, FALSE);
-            break;
+        stop_singing(creature_ptr);
+        creature_ptr->energy_use = 10;
+        return TRUE;
+    case CLASS_RED_MAGE:
+        if (cmd_limit_cast(creature_ptr))
+            return FALSE;
 
-        case RACE_ANDROID:
-            return android_inside_weapon(creature_ptr);
-            break;
+        handle_stuff(creature_ptr);
+        do_cmd_cast(creature_ptr);
+        handle_stuff(creature_ptr);
+        if (!creature_ptr->paralyzed && !cmd_limit_cast(creature_ptr))
+            do_cmd_cast(creature_ptr);
 
-        default:
-            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."));
-            free_turn(creature_ptr);
+        return TRUE;
+    case CLASS_SAMURAI:
+        if (command == -3) {
+            concentration(creature_ptr);
+            return TRUE;
         }
-    }
 
-    return TRUE;
-}
-
-/*!
- * @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
- * @return なし
- */
-void do_cmd_racial_power(player_type *creature_ptr)
-{
-    power_desc_type power_desc[36];
-    int num;
-    COMMAND_CODE i = 0;
-    int ask = TRUE;
-    PLAYER_LEVEL lvl = creature_ptr->lev;
-    bool flag, redraw, cast = FALSE;
-    bool warrior = ((creature_ptr->pclass == CLASS_WARRIOR || creature_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
-    char choice;
-    char out_val[160];
-    int menu_line = (use_menu ? 1 : 0);
-
-    if (creature_ptr->wild_mode)
-        return;
+        if (command != -4)
+            return TRUE;
 
-    for (num = 0; num < 36; num++) {
-        strcpy(power_desc[num].name, "");
-        power_desc[num].number = 0;
-    }
+        if (!has_melee_weapon(creature_ptr, INVEN_MAIN_HAND) && !has_melee_weapon(creature_ptr, INVEN_SUB_HAND)) {
+            msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
+            return FALSE;
+        }
 
-    num = 0;
+        if (!choose_kata(creature_ptr))
+            return FALSE;
 
-    if (cmd_limit_confused(creature_ptr)) {
+        set_bits(creature_ptr->update, PU_BONUS);
+        return TRUE;
+    case CLASS_BLUE_MAGE:
+        set_action(creature_ptr, creature_ptr->action == ACTION_LEARN ? ACTION_NONE : ACTION_LEARN);
         free_turn(creature_ptr);
-        return;
-    }
-
-    if (creature_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN)) {
-        set_action(creature_ptr, ACTION_NONE);
-    }
-
-    switch (creature_ptr->pclass) {
-    case CLASS_WARRIOR: {
-        strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
-        power_desc[num].level = 40;
-        power_desc[num].cost = 75;
-        power_desc[num].stat = A_DEX;
-        power_desc[num].fail = 35;
-        power_desc[num++].number = -3;
-        break;
-    }
-    case CLASS_HIGH_MAGE:
-        if (creature_ptr->realm1 == REALM_HEX) {
-            strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spell casting"));
-            power_desc[num].level = 1;
-            power_desc[num].cost = 0;
-            power_desc[num].stat = A_INT;
-            power_desc[num].fail = 0;
-            power_desc[num++].number = -3;
-            break;
-        }
-        /* Fall through */
-    case CLASS_MAGE:
-        /* case CLASS_HIGH_MAGE: */
-    case CLASS_SORCERER: {
-        strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
-        power_desc[num].level = 25;
-        power_desc[num].cost = 1;
-        power_desc[num].stat = A_INT;
-        power_desc[num].fail = 25;
-        power_desc[num++].number = -3;
-        break;
-    }
-    case CLASS_PRIEST: {
-        if (is_good_realm(creature_ptr->realm1)) {
-            strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
-            power_desc[num].level = 35;
-            power_desc[num].cost = 70;
-            power_desc[num].stat = A_WIS;
-            power_desc[num].fail = 50;
-            power_desc[num++].number = -3;
-        } else {
-            strcpy(power_desc[num].name, _("召魂", "Evocation"));
-            power_desc[num].level = 42;
-            power_desc[num].cost = 40;
-            power_desc[num].stat = A_WIS;
-            power_desc[num].fail = 35;
-            power_desc[num++].number = -3;
-        }
-        break;
-    }
-    case CLASS_ROGUE: {
-        strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
-        power_desc[num].level = 8;
-        power_desc[num].cost = 12;
-        power_desc[num].stat = A_DEX;
-        power_desc[num].fail = 14;
-        power_desc[num++].number = -3;
-        break;
-    }
-    case CLASS_RANGER:
-    case CLASS_SNIPER: {
-        strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
-        power_desc[num].level = 15;
-        power_desc[num].cost = 20;
-        power_desc[num].stat = A_INT;
-        power_desc[num].fail = 12;
-        power_desc[num++].number = -3;
-        break;
-    }
-    case CLASS_PALADIN: {
-        if (is_good_realm(creature_ptr->realm1)) {
-            strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
-            power_desc[num].level = 30;
-            power_desc[num].cost = 30;
-            power_desc[num].stat = A_WIS;
-            power_desc[num].fail = 30;
-            power_desc[num++].number = -3;
-        } else {
-            strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
-            power_desc[num].level = 30;
-            power_desc[num].cost = 30;
-            power_desc[num].stat = A_WIS;
-            power_desc[num].fail = 30;
-            power_desc[num++].number = -3;
+        return TRUE;
+    case CLASS_CAVALRY:
+        return rodeo(creature_ptr);
+    case CLASS_BERSERKER:
+        return recall_player(creature_ptr, randint0(21) + 15);
+    case CLASS_SMITH:
+        if (creature_ptr->lev <= 29)
+            return ident_spell(creature_ptr, TRUE, 0);
+
+        return identify_fully(creature_ptr, TRUE, 0);
+    case CLASS_MIRROR_MASTER:
+        if (command == -3) {
+            remove_all_mirrors(creature_ptr, TRUE);
+            return TRUE;
         }
-        break;
-    }
-    case CLASS_WARRIOR_MAGE: {
-        strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
-        power_desc[num].level = 25;
-        power_desc[num].cost = 0;
-        power_desc[num].stat = A_INT;
-        power_desc[num].fail = 10;
-        power_desc[num++].number = -3;
-
-        strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
-        power_desc[num].level = 25;
-        power_desc[num].cost = 0;
-        power_desc[num].stat = A_INT;
-        power_desc[num].fail = 10;
-        power_desc[num++].number = -4;
-        break;
-    }
-    case CLASS_CHAOS_WARRIOR: {
-        strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
-        power_desc[num].level = 40;
-        power_desc[num].cost = 50;
-        power_desc[num].stat = A_INT;
-        power_desc[num].fail = 25;
-        power_desc[num++].number = -3;
-        break;
-    }
-    case CLASS_MONK: {
-        strcpy(power_desc[num].name, _("構える", "Assume a Stance"));
-        power_desc[num].level = 25;
-        power_desc[num].cost = 0;
-        power_desc[num].stat = A_DEX;
-        power_desc[num].fail = 0;
-        power_desc[num++].number = -3;
-
-        strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
-        power_desc[num].level = 30;
-        power_desc[num].cost = 30;
-        power_desc[num].stat = A_STR;
-        power_desc[num].fail = 20;
-        power_desc[num++].number = -4;
-        break;
-    }
-    case CLASS_MINDCRAFTER:
-    case CLASS_FORCETRAINER: {
-        strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
-        power_desc[num].level = 15;
-        power_desc[num].cost = 0;
-        power_desc[num].stat = A_WIS;
-        power_desc[num].fail = 10;
-        power_desc[num++].number = -3;
-        break;
-    }
-    case CLASS_TOURIST: {
-        strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
-        power_desc[num].level = 1;
-        power_desc[num].cost = 0;
-        power_desc[num].stat = A_DEX;
-        power_desc[num].fail = 0;
-        power_desc[num++].number = -3;
-
-        strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
-        power_desc[num].level = 25;
-        power_desc[num].cost = 20;
-        power_desc[num].stat = A_INT;
-        power_desc[num].fail = 20;
-        power_desc[num++].number = -4;
-        break;
-    }
-    case CLASS_IMITATOR: {
-        strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
-        power_desc[num].level = 30;
-        power_desc[num].cost = 100;
-        power_desc[num].stat = A_DEX;
-        power_desc[num].fail = 30;
-        power_desc[num++].number = -3;
-        break;
-    }
-    case CLASS_BEASTMASTER: {
-        strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
-        power_desc[num].level = 1;
-        power_desc[num].cost = (creature_ptr->lev + 3) / 4;
-        power_desc[num].stat = A_CHR;
-        power_desc[num].fail = 10;
-        power_desc[num++].number = -3;
-
-        strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
-        power_desc[num].level = 30;
-        power_desc[num].cost = (creature_ptr->lev + 20) / 2;
-        power_desc[num].stat = A_CHR;
-        power_desc[num].fail = 10;
-        power_desc[num++].number = -4;
-        break;
-    }
-    case CLASS_ARCHER: {
-        strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
-        power_desc[num].level = 1;
-        power_desc[num].cost = 0;
-        power_desc[num].stat = A_DEX;
-        power_desc[num].fail = 0;
-        power_desc[num++].number = -3;
-        break;
-    }
-    case CLASS_MAGIC_EATER: {
-        strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
-        power_desc[num].level = 1;
-        power_desc[num].cost = 0;
-        power_desc[num].stat = A_INT;
-        power_desc[num].fail = 0;
-        power_desc[num++].number = -3;
-
-        strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
-        power_desc[num].level = 10;
-        power_desc[num].cost = 10 + (lvl - 10) / 2;
-        power_desc[num].stat = A_INT;
-        power_desc[num].fail = 0;
-        power_desc[num++].number = -4;
-        break;
-    }
-    case CLASS_BARD: {
-        strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
-        power_desc[num].level = 1;
-        power_desc[num].cost = 0;
-        power_desc[num].stat = A_CHR;
-        power_desc[num].fail = 0;
-        power_desc[num++].number = -3;
-        break;
-    }
-    case CLASS_RED_MAGE: {
-        strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
-        power_desc[num].level = 48;
-        power_desc[num].cost = 20;
-        power_desc[num].stat = A_INT;
-        power_desc[num].fail = 0;
-        power_desc[num++].number = -3;
-        break;
-    }
-    case CLASS_SAMURAI: {
-        strcpy(power_desc[num].name, _("気合いため", "Concentration"));
-        power_desc[num].level = 1;
-        power_desc[num].cost = 0;
-        power_desc[num].stat = A_WIS;
-        power_desc[num].fail = 0;
-        power_desc[num++].number = -3;
 
-        strcpy(power_desc[num].name, _("型", "Assume a Stance"));
-        power_desc[num].level = 25;
-        power_desc[num].cost = 0;
-        power_desc[num].stat = A_DEX;
-        power_desc[num].fail = 0;
-        power_desc[num++].number = -4;
-        break;
-    }
-    case CLASS_BLUE_MAGE: {
-        strcpy(power_desc[num].name, _("ラーニング", "Learning"));
-        power_desc[num].level = 1;
-        power_desc[num].cost = 0;
-        power_desc[num].stat = A_INT;
-        power_desc[num].fail = 0;
-        power_desc[num++].number = -3;
-        break;
-    }
-    case CLASS_CAVALRY: {
-        strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
-        power_desc[num].level = 10;
-        power_desc[num].cost = 0;
-        power_desc[num].stat = A_STR;
-        power_desc[num].fail = 10;
-        power_desc[num++].number = -3;
-        break;
-    }
-    case CLASS_BERSERKER: {
-        strcpy(power_desc[num].name, _("帰還", "Recall"));
-        power_desc[num].level = 10;
-        power_desc[num].cost = 10;
-        power_desc[num].stat = A_DEX;
-        power_desc[num].fail = 20;
-        power_desc[num++].number = -3;
-        break;
-    }
-    case CLASS_MIRROR_MASTER: {
-        strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
-        power_desc[num].level = 1;
-        power_desc[num].cost = 0;
-        power_desc[num].stat = A_INT;
-        power_desc[num].fail = 0;
-        power_desc[num++].number = -3;
+        if (command == -4)
+            return mirror_concentration(creature_ptr);
 
-        strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
-        power_desc[num].level = 30;
-        power_desc[num].cost = 0;
-        power_desc[num].stat = A_INT;
-        power_desc[num].fail = 20;
-        power_desc[num++].number = -4;
-        break;
-    }
-    case CLASS_SMITH: {
-        strcpy(power_desc[num].name, _("目利き", "Judgment"));
-        power_desc[num].level = 5;
-        power_desc[num].cost = 15;
-        power_desc[num].stat = A_INT;
-        power_desc[num].fail = 20;
-        power_desc[num++].number = -3;
-        break;
-    }
-    case CLASS_NINJA: {
-        strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
-        power_desc[num].level = 20;
-        power_desc[num].cost = 0;
-        power_desc[num].stat = A_DEX;
-        power_desc[num].fail = 0;
-        power_desc[num++].number = -3;
-        break;
-    }
+        return TRUE;
+    case CLASS_NINJA:
+        return hayagake(creature_ptr);
     default:
-        strcpy(power_desc[0].name, _("(なし)", "(none)"));
+        return TRUE;
     }
+}
 
-    if (creature_ptr->mimic_form) {
-        switch (creature_ptr->mimic_form) {
-        case MIMIC_DEMON:
-        case MIMIC_DEMON_LORD:
-            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);
-            power_desc[num].level = 15;
-            power_desc[num].cost = 10 + lvl / 3;
-            power_desc[num].stat = A_CON;
-            power_desc[num].fail = 20;
-            power_desc[num++].number = -1;
-            break;
-        case MIMIC_VAMPIRE:
-            strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
-            power_desc[num].level = 2;
-            power_desc[num].cost = 1 + (lvl / 3);
-            power_desc[num].stat = A_CON;
-            power_desc[num].fail = 9;
-            power_desc[num++].number = -1;
-            break;
-        }
-    } else {
-        switch (creature_ptr->prace) {
-        case RACE_DWARF:
-            strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
-            power_desc[num].level = 5;
-            power_desc[num].cost = 5;
-            power_desc[num].stat = A_WIS;
-            power_desc[num].fail = 12;
-            power_desc[num++].number = -1;
-            break;
-        case RACE_NIBELUNG:
-            strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
-            power_desc[num].level = 10;
-            power_desc[num].cost = 5;
-            power_desc[num].stat = A_WIS;
-            power_desc[num].fail = 10;
-            power_desc[num++].number = -1;
-            break;
-        case RACE_HOBBIT:
-            strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
-            power_desc[num].level = 15;
-            power_desc[num].cost = 10;
-            power_desc[num].stat = A_INT;
-            power_desc[num].fail = 10;
-            power_desc[num++].number = -1;
-            break;
-        case RACE_GNOME:
-            sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
-            power_desc[num].level = 5;
-            power_desc[num].cost = 5;
-            power_desc[num].stat = A_INT;
-            power_desc[num].fail = 12;
-            power_desc[num++].number = -1;
-            break;
-        case RACE_HALF_ORC:
-            strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
-            power_desc[num].level = 3;
-            power_desc[num].cost = 5;
-            power_desc[num].stat = A_WIS;
-            power_desc[num].fail = warrior ? 5 : 10;
-            power_desc[num++].number = -1;
-            break;
-        case RACE_HALF_TROLL:
-            strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
-            power_desc[num].level = 10;
-            power_desc[num].cost = 12;
-            power_desc[num].stat = A_STR;
-            power_desc[num].fail = warrior ? 6 : 12;
-            power_desc[num++].number = -1;
-            break;
-        case RACE_BARBARIAN:
-            strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
-            power_desc[num].level = 8;
-            power_desc[num].cost = 10;
-            power_desc[num].stat = A_STR;
-            power_desc[num].fail = warrior ? 6 : 12;
-            power_desc[num++].number = -1;
-            break;
-        case RACE_AMBERITE:
-            strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
-            power_desc[num].level = 30;
-            power_desc[num].cost = 50;
-            power_desc[num].stat = A_INT;
-            power_desc[num].fail = 50;
-            power_desc[num++].number = -1;
-
-            strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
-            power_desc[num].level = 40;
-            power_desc[num].cost = 75;
-            power_desc[num].stat = A_WIS;
-            power_desc[num].fail = 50;
-            power_desc[num++].number = -2;
-            break;
-        case RACE_HALF_OGRE:
-            strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
-            power_desc[num].level = 25;
-            power_desc[num].cost = 35;
-            power_desc[num].stat = A_INT;
-            power_desc[num].fail = 15;
-            power_desc[num++].number = -1;
-            break;
-        case RACE_HALF_GIANT:
-            strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
-            power_desc[num].level = 20;
-            power_desc[num].cost = 10;
-            power_desc[num].stat = A_STR;
-            power_desc[num].fail = 12;
-            power_desc[num++].number = -1;
-            break;
-        case RACE_HALF_TITAN:
-            strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
-            power_desc[num].level = 15;
-            power_desc[num].cost = 10;
-            power_desc[num].stat = A_INT;
-            power_desc[num].fail = 12;
-            power_desc[num++].number = -1;
-            break;
-        case RACE_CYCLOPS:
-            sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
-            power_desc[num].level = 20;
-            power_desc[num].cost = 15;
-            power_desc[num].stat = A_STR;
-            power_desc[num].fail = 12;
-            power_desc[num++].number = -1;
-            break;
-        case RACE_YEEK:
-            strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
-            power_desc[num].level = 15;
-            power_desc[num].cost = 15;
-            power_desc[num].stat = A_WIS;
-            power_desc[num].fail = 10;
-            power_desc[num++].number = -1;
-            break;
-        case RACE_SPECTRE:
-            strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
-            power_desc[num].level = 4;
-            power_desc[num].cost = 6;
-            power_desc[num].stat = A_INT;
-            power_desc[num].fail = 3;
-            power_desc[num++].number = -1;
-            break;
-        case RACE_KLACKON:
-            sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
-            power_desc[num].level = 9;
-            power_desc[num].cost = 9;
-            power_desc[num].stat = A_DEX;
-            power_desc[num].fail = 14;
-            power_desc[num++].number = -1;
-            break;
-        case RACE_KOBOLD:
-            sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
-            power_desc[num].level = 12;
-            power_desc[num].cost = 8;
-            power_desc[num].stat = A_DEX;
-            power_desc[num].fail = 14;
-            power_desc[num++].number = -1;
-            break;
-        case RACE_DARK_ELF:
-            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);
-            power_desc[num].level = 2;
-            power_desc[num].cost = 2;
-            power_desc[num].stat = A_INT;
-            power_desc[num].fail = 9;
-            power_desc[num++].number = -1;
-            break;
-        case RACE_DRACONIAN:
-            sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
-            power_desc[num].level = 1;
-            power_desc[num].cost = lvl;
-            power_desc[num].stat = A_CON;
-            power_desc[num].fail = 12;
-            power_desc[num++].number = -1;
-            break;
-        case RACE_MIND_FLAYER:
-            sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
-            power_desc[num].level = 15;
-            power_desc[num].cost = 12;
-            power_desc[num].stat = A_INT;
-            power_desc[num].fail = 14;
-            power_desc[num++].number = -1;
-            break;
-        case RACE_IMP:
-            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);
-            power_desc[num].level = 9;
-            power_desc[num].cost = 15;
-            power_desc[num].stat = A_WIS;
-            power_desc[num].fail = 15;
-            power_desc[num++].number = -1;
-            break;
-        case RACE_GOLEM:
-            strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
-            power_desc[num].level = 20;
-            power_desc[num].cost = 15;
-            power_desc[num].stat = A_CON;
-            power_desc[num].fail = 8;
-            power_desc[num++].number = -1;
-            break;
-        case RACE_SKELETON:
-        case RACE_ZOMBIE:
-            strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
-            power_desc[num].level = 30;
-            power_desc[num].cost = 30;
-            power_desc[num].stat = A_WIS;
-            power_desc[num].fail = 18;
-            power_desc[num++].number = -1;
-            break;
-        case RACE_VAMPIRE:
-            strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
-            power_desc[num].level = 2;
-            power_desc[num].cost = 1 + (lvl / 3);
-            power_desc[num].stat = A_CON;
-            power_desc[num].fail = 9;
-            power_desc[num++].number = -1;
-            break;
-        case RACE_SPRITE:
-            strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
-            power_desc[num].level = 12;
-            power_desc[num].cost = 12;
-            power_desc[num].stat = A_INT;
-            power_desc[num].fail = 15;
-            power_desc[num++].number = -1;
-            break;
-        case RACE_BALROG:
-            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);
-            power_desc[num].level = 15;
-            power_desc[num].cost = 10 + lvl / 3;
-            power_desc[num].stat = A_CON;
-            power_desc[num].fail = 20;
-            power_desc[num++].number = -1;
-            break;
-        case RACE_KUTAR:
-            strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
-            power_desc[num].level = 20;
-            power_desc[num].cost = 15;
-            power_desc[num].stat = A_CHR;
-            power_desc[num].fail = 8;
-            power_desc[num++].number = -1;
-            break;
-        case RACE_ANDROID:
-            if (creature_ptr->lev < 10) {
-                strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
-                power_desc[num].level = 1;
-                power_desc[num].cost = 7;
-                power_desc[num].fail = 8;
-            } else if (creature_ptr->lev < 25) {
-                strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
-                power_desc[num].level = 10;
-                power_desc[num].cost = 13;
-                power_desc[num].fail = 10;
-            } else if (creature_ptr->lev < 35) {
-                strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
-                power_desc[num].level = 25;
-                power_desc[num].cost = 26;
-                power_desc[num].fail = 12;
-            } else if (creature_ptr->lev < 45) {
-                strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
-                power_desc[num].level = 35;
-                power_desc[num].cost = 40;
-                power_desc[num].fail = 15;
-            } else {
-                strcpy(power_desc[num].name, _("ロケット", "Rocket"));
-                power_desc[num].level = 45;
-                power_desc[num].cost = 60;
-                power_desc[num].fail = 18;
-            }
-            power_desc[num].stat = A_STR;
-            power_desc[num++].number = -1;
-            break;
-        default: {
-            break;
-        }
-        }
+bool switch_mimic_racial_execution(player_type *creature_ptr)
+{
+    switch (creature_ptr->mimic_form) {
+    case MIMIC_DEMON:
+    case MIMIC_DEMON_LORD: {
+        return demonic_breath(creature_ptr);
+    }
+    case MIMIC_VAMPIRE:
+        vampirism(creature_ptr);
+        return TRUE;
+    default:
+        return TRUE;
     }
+}
 
-    if (creature_ptr->muta1) {
-        if (creature_ptr->muta1 & MUT1_SPIT_ACID) {
-            strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
-            power_desc[num].level = 9;
-            power_desc[num].cost = 9;
-            power_desc[num].stat = A_DEX;
-            power_desc[num].fail = 15;
-            power_desc[num++].number = MUT1_SPIT_ACID;
-        }
-
-        if (creature_ptr->muta1 & MUT1_BR_FIRE) {
-            strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
-            power_desc[num].level = 20;
-            power_desc[num].cost = lvl;
-            power_desc[num].stat = A_CON;
-            power_desc[num].fail = 18;
-            power_desc[num++].number = MUT1_BR_FIRE;
-        }
-
-        if (creature_ptr->muta1 & MUT1_HYPN_GAZE) {
-            strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
-            power_desc[num].level = 12;
-            power_desc[num].cost = 12;
-            power_desc[num].stat = A_CHR;
-            power_desc[num].fail = 18;
-            power_desc[num++].number = MUT1_HYPN_GAZE;
-        }
-
-        if (creature_ptr->muta1 & MUT1_TELEKINES) {
-            strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
-            power_desc[num].level = 9;
-            power_desc[num].cost = 9;
-            power_desc[num].stat = A_WIS;
-            power_desc[num].fail = 14;
-            power_desc[num++].number = MUT1_TELEKINES;
-        }
-
-        if (creature_ptr->muta1 & MUT1_VTELEPORT) {
-            strcpy(power_desc[num].name, _("テレポート", "Teleport"));
-            power_desc[num].level = 7;
-            power_desc[num].cost = 7;
-            power_desc[num].stat = A_WIS;
-            power_desc[num].fail = 15;
-            power_desc[num++].number = MUT1_VTELEPORT;
-        }
-
-        if (creature_ptr->muta1 & MUT1_MIND_BLST) {
-            strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
-            power_desc[num].level = 5;
-            power_desc[num].cost = 3;
-            power_desc[num].stat = A_WIS;
-            power_desc[num].fail = 15;
-            power_desc[num++].number = MUT1_MIND_BLST;
-        }
-
-        if (creature_ptr->muta1 & MUT1_RADIATION) {
-            strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
-            power_desc[num].level = 15;
-            power_desc[num].cost = 15;
-            power_desc[num].stat = A_CON;
-            power_desc[num].fail = 14;
-            power_desc[num++].number = MUT1_RADIATION;
-        }
-
-        if (creature_ptr->muta1 & MUT1_VAMPIRISM) {
-            strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
-            power_desc[num].level = 2;
-            power_desc[num].cost = (1 + (lvl / 3));
-            power_desc[num].stat = A_CON;
-            power_desc[num].fail = 9;
-            power_desc[num++].number = MUT1_VAMPIRISM;
-        }
-
-        if (creature_ptr->muta1 & MUT1_SMELL_MET) {
-            strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
-            power_desc[num].level = 3;
-            power_desc[num].cost = 2;
-            power_desc[num].stat = A_INT;
-            power_desc[num].fail = 12;
-            power_desc[num++].number = MUT1_SMELL_MET;
-        }
-
-        if (creature_ptr->muta1 & MUT1_SMELL_MON) {
-            strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
-            power_desc[num].level = 5;
-            power_desc[num].cost = 4;
-            power_desc[num].stat = A_INT;
-            power_desc[num].fail = 15;
-            power_desc[num++].number = MUT1_SMELL_MON;
-        }
-
-        if (creature_ptr->muta1 & MUT1_BLINK) {
-            strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
-            power_desc[num].level = 3;
-            power_desc[num].cost = 3;
-            power_desc[num].stat = A_WIS;
-            power_desc[num].fail = 12;
-            power_desc[num++].number = MUT1_BLINK;
-        }
-
-        if (creature_ptr->muta1 & MUT1_EAT_ROCK) {
-            strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
-            power_desc[num].level = 8;
-            power_desc[num].cost = 12;
-            power_desc[num].stat = A_CON;
-            power_desc[num].fail = 18;
-            power_desc[num++].number = MUT1_EAT_ROCK;
-        }
-
-        if (creature_ptr->muta1 & MUT1_SWAP_POS) {
-            strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
-            power_desc[num].level = 15;
-            power_desc[num].cost = 12;
-            power_desc[num].stat = A_DEX;
-            power_desc[num].fail = 16;
-            power_desc[num++].number = MUT1_SWAP_POS;
-        }
-
-        if (creature_ptr->muta1 & MUT1_SHRIEK) {
-            strcpy(power_desc[num].name, _("叫び", "Shriek"));
-            power_desc[num].level = 20;
-            power_desc[num].cost = 14;
-            power_desc[num].stat = A_CON;
-            power_desc[num].fail = 16;
-            power_desc[num++].number = MUT1_SHRIEK;
-        }
-
-        if (creature_ptr->muta1 & MUT1_ILLUMINE) {
-            strcpy(power_desc[num].name, _("照明", "Illuminate"));
-            power_desc[num].level = 3;
-            power_desc[num].cost = 2;
-            power_desc[num].stat = A_INT;
-            power_desc[num].fail = 10;
-            power_desc[num++].number = MUT1_ILLUMINE;
-        }
-
-        if (creature_ptr->muta1 & MUT1_DET_CURSE) {
-            strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
-            power_desc[num].level = 7;
-            power_desc[num].cost = 14;
-            power_desc[num].stat = A_WIS;
-            power_desc[num].fail = 14;
-            power_desc[num++].number = MUT1_DET_CURSE;
-        }
-
-        if (creature_ptr->muta1 & MUT1_BERSERK) {
-            strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
-            power_desc[num].level = 8;
-            power_desc[num].cost = 8;
-            power_desc[num].stat = A_STR;
-            power_desc[num].fail = 14;
-            power_desc[num++].number = MUT1_BERSERK;
-        }
-
-        if (creature_ptr->muta1 & MUT1_POLYMORPH) {
-            strcpy(power_desc[num].name, _("変身", "Polymorph"));
-            power_desc[num].level = 18;
-            power_desc[num].cost = 20;
-            power_desc[num].stat = A_CON;
-            power_desc[num].fail = 18;
-            power_desc[num++].number = MUT1_POLYMORPH;
-        }
-
-        if (creature_ptr->muta1 & MUT1_MIDAS_TCH) {
-            strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
-            power_desc[num].level = 10;
-            power_desc[num].cost = 5;
-            power_desc[num].stat = A_INT;
-            power_desc[num].fail = 12;
-            power_desc[num++].number = MUT1_MIDAS_TCH;
-        }
-
-        if (creature_ptr->muta1 & MUT1_GROW_MOLD) {
-            strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
-            power_desc[num].level = 1;
-            power_desc[num].cost = 6;
-            power_desc[num].stat = A_CON;
-            power_desc[num].fail = 14;
-            power_desc[num++].number = MUT1_GROW_MOLD;
-        }
-
-        if (creature_ptr->muta1 & MUT1_RESIST) {
-            strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
-            power_desc[num].level = 10;
-            power_desc[num].cost = 12;
-            power_desc[num].stat = A_CON;
-            power_desc[num].fail = 12;
-            power_desc[num++].number = MUT1_RESIST;
-        }
-
-        if (creature_ptr->muta1 & MUT1_EARTHQUAKE) {
-            strcpy(power_desc[num].name, _("地震", "Earthquake"));
-            power_desc[num].level = 12;
-            power_desc[num].cost = 12;
-            power_desc[num].stat = A_STR;
-            power_desc[num].fail = 16;
-            power_desc[num++].number = MUT1_EARTHQUAKE;
-        }
-
-        if (creature_ptr->muta1 & MUT1_EAT_MAGIC) {
-            strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
-            power_desc[num].level = 17;
-            power_desc[num].cost = 1;
-            power_desc[num].stat = A_WIS;
-            power_desc[num].fail = 15;
-            power_desc[num++].number = MUT1_EAT_MAGIC;
-        }
-
-        if (creature_ptr->muta1 & MUT1_WEIGH_MAG) {
-            strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
-            power_desc[num].level = 6;
-            power_desc[num].cost = 6;
-            power_desc[num].stat = A_INT;
-            power_desc[num].fail = 10;
-            power_desc[num++].number = MUT1_WEIGH_MAG;
-        }
-
-        if (creature_ptr->muta1 & MUT1_STERILITY) {
-            strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
-            power_desc[num].level = 12;
-            power_desc[num].cost = 23;
-            power_desc[num].stat = A_CHR;
-            power_desc[num].fail = 15;
-            power_desc[num++].number = MUT1_STERILITY;
-        }
-
-        if (creature_ptr->muta1 & MUT1_HIT_AND_AWAY) {
-            strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
-            power_desc[num].level = 10;
-            power_desc[num].cost = 12;
-            power_desc[num].stat = A_DEX;
-            power_desc[num].fail = 14;
-            power_desc[num++].number = MUT1_HIT_AND_AWAY;
-        }
-
-        if (creature_ptr->muta1 & MUT1_DAZZLE) {
-            strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
-            power_desc[num].level = 7;
-            power_desc[num].cost = 15;
-            power_desc[num].stat = A_CHR;
-            power_desc[num].fail = 8;
-            power_desc[num++].number = MUT1_DAZZLE;
-        }
-
-        if (creature_ptr->muta1 & MUT1_LASER_EYE) {
-            strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
-            power_desc[num].level = 7;
-            power_desc[num].cost = 10;
-            power_desc[num].stat = A_WIS;
-            power_desc[num].fail = 9;
-            power_desc[num++].number = MUT1_LASER_EYE;
-        }
-
-        if (creature_ptr->muta1 & MUT1_RECALL) {
-            strcpy(power_desc[num].name, _("帰還", "Recall"));
-            power_desc[num].level = 17;
-            power_desc[num].cost = 50;
-            power_desc[num].stat = A_INT;
-            power_desc[num].fail = 16;
-            power_desc[num++].number = MUT1_RECALL;
-        }
-
-        if (creature_ptr->muta1 & MUT1_BANISH) {
-            strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
-            power_desc[num].level = 25;
-            power_desc[num].cost = 25;
-            power_desc[num].stat = A_WIS;
-            power_desc[num].fail = 18;
-            power_desc[num++].number = MUT1_BANISH;
-        }
-
-        if (creature_ptr->muta1 & MUT1_COLD_TOUCH) {
-            strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
-            power_desc[num].level = 2;
-            power_desc[num].cost = 2;
-            power_desc[num].stat = A_CON;
-            power_desc[num].fail = 11;
-            power_desc[num++].number = MUT1_COLD_TOUCH;
-        }
-
-        if (creature_ptr->muta1 & MUT1_LAUNCHER) {
-            strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
-            power_desc[num].level = 1;
-            power_desc[num].cost = lvl;
-            power_desc[num].stat = A_STR;
-            power_desc[num].fail = 6;
-            /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
-            power_desc[num++].number = 3;
+bool switch_race_racial_execution(player_type *creature_ptr, const s32b command)
+{
+    DIRECTION dir = 0;
+    switch (creature_ptr->prace) {
+    case RACE_DWARF:
+        msg_print(_("周囲を調べた。", "You examine your surroundings."));
+        (void)detect_traps(creature_ptr, DETECT_RAD_DEFAULT, TRUE);
+        (void)detect_doors(creature_ptr, DETECT_RAD_DEFAULT);
+        (void)detect_stairs(creature_ptr, DETECT_RAD_DEFAULT);
+        return TRUE;
+    case RACE_HOBBIT:
+        return create_ration(creature_ptr);
+    case RACE_GNOME:
+        msg_print(_("パッ!", "Blink!"));
+        teleport_player(creature_ptr, 10, TELEPORT_SPONTANEOUS);
+        return TRUE;
+    case RACE_HALF_ORC:
+        msg_print(_("勇気を出した。", "You play tough."));
+        (void)set_afraid(creature_ptr, 0);
+        return TRUE;
+    case RACE_HALF_TROLL:
+        msg_print(_("うがぁぁ!", "RAAAGH!"));
+        (void)berserk(creature_ptr, 10 + randint1(creature_ptr->lev));
+        return TRUE;
+    case RACE_AMBERITE:
+        if (command == -1) {
+            msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
+            reserve_alter_reality(creature_ptr, randint0(21) + 15);
+            return TRUE;
         }
-    }
-
-    flag = FALSE;
-    redraw = FALSE;
-
-    (void)strnfmt(out_val, 78, _("(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? "),
-        I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
-
-    if (!repeat_pull(&i) || i < 0 || i >= num) {
-        if (use_menu)
-            screen_save();
-
-        choice = (always_show_list || use_menu) ? ESCAPE : 1;
-        while (!flag) {
-            if (choice == ESCAPE)
-                choice = ' ';
-            else if (!get_com(out_val, &choice, FALSE))
-                break;
-
-            if (use_menu && choice != ' ') {
-                switch (choice) {
-                case '0': {
-                    screen_load();
-                    free_turn(creature_ptr);
-                    return;
-                }
-
-                case '8':
-                case 'k':
-                case 'K': {
-                    menu_line += (num - 1);
-                    break;
-                }
-
-                case '2':
-                case 'j':
-                case 'J': {
-                    menu_line++;
-                    break;
-                }
 
-                case '6':
-                case 'l':
-                case 'L':
-                case '4':
-                case 'h':
-                case 'H': {
-                    if (menu_line > 18)
-                        menu_line -= 18;
-                    else if (menu_line + 18 <= num)
-                        menu_line += 18;
-                    break;
-                }
-
-                case 'x':
-                case 'X':
-                case '\r': {
-                    i = menu_line - 1;
-                    ask = FALSE;
-                    break;
-                }
-                }
-                if (menu_line > num)
-                    menu_line -= num;
-            }
-            /* Request redraw */
-            if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask)) {
-                /* Show the list */
-                if (!redraw || use_menu) {
-                    byte y = 1, x = 0;
-                    int ctr = 0;
-                    char dummy[80];
-                    char letter;
-                    TERM_LEN x1, y1;
-
-                    strcpy(dummy, "");
-                    redraw = TRUE;
-                    if (!use_menu)
-                        screen_save();
-
-                    /* Print header(s) */
-                    if (num < 18)
-                        prt(_("                            Lv   MP 失率", "                            Lv Cost Fail"), y++, x);
-                    else
-                        prt(_("                            Lv   MP 失率                            Lv   MP 失率",
-                                "                            Lv Cost Fail                            Lv Cost Fail"),
-                            y++, x);
-
-                    /* Print list */
-                    while (ctr < num) {
-                        x1 = ((ctr < 18) ? x : x + 40);
-                        y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
-
-                        if (use_menu) {
-                            if (ctr == (menu_line - 1))
-                                strcpy(dummy, _(" 》 ", " >  "));
-                            else
-                                strcpy(dummy, "    ");
-                        } else {
-                            /* letter/number for power selection */
-                            if (ctr < 26)
-                                letter = I2A(ctr);
-                            else
-                                letter = '0' + ctr - 26;
-                            sprintf(dummy, " %c) ", letter);
-                        }
-                        strcat(dummy,
-                            format("%-23.23s %2d %4d %3d%%", power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
-                                100 - racial_chance(creature_ptr, &power_desc[ctr])));
-                        prt(dummy, y1, x1);
-                        ctr++;
-                    }
-                }
-
-                /* Hide the list */
-                else {
-                    /* Hide list */
-                    redraw = FALSE;
-                    screen_load();
-                }
-
-                /* Redo asking */
-                continue;
-            }
+        if (command != -2)
+            return TRUE;
 
-            if (!use_menu) {
-                if (choice == '\r' && num == 1) {
-                    choice = 'a';
-                }
+        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..."));
+        (void)true_healing(creature_ptr, 0);
+        (void)restore_all_status(creature_ptr);
+        (void)restore_level(creature_ptr);
+        return TRUE;
+    case RACE_BARBARIAN:
+        msg_print(_("うぉぉおお!", "Raaagh!"));
+        (void)berserk(creature_ptr, 10 + randint1(creature_ptr->lev));
+        return TRUE;
+    case RACE_HALF_OGRE:
+        msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
+        (void)create_rune_explosion(creature_ptr, creature_ptr->y, creature_ptr->x);
+        return TRUE;
+    case RACE_HALF_GIANT:
+        if (!get_aim_dir(creature_ptr, &dir))
+            return FALSE;
 
-                if (isalpha(choice)) {
-                    /* Note verify */
-                    ask = (isupper(choice));
+        (void)wall_to_mud(creature_ptr, dir, 20 + randint1(30));
+        return TRUE;
+    case RACE_HALF_TITAN:
+        msg_print(_("敵を調査した...", "You examine your foes..."));
+        (void)probing(creature_ptr);
+        return TRUE;
+    case RACE_CYCLOPS:
+        if (!get_aim_dir(creature_ptr, &dir))
+            return FALSE;
 
-                    /* Lowercase */
-                    if (ask)
-                        choice = (char)tolower(choice);
+        msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
+        (void)fire_bolt(creature_ptr, GF_MISSILE, dir, (3 * creature_ptr->lev) / 2);
+        return TRUE;
+    case RACE_YEEK:
+        if (!get_aim_dir(creature_ptr, &dir))
+            return FALSE;
 
-                    /* Extract request */
-                    i = (islower(choice) ? A2I(choice) : -1);
-                } else {
-                    ask = FALSE; /* Can't uppercase digits */
+        stop_mouth(creature_ptr);
+        msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
+        (void)fear_monster(creature_ptr, dir, creature_ptr->lev);
+        return TRUE;
+    case RACE_KLACKON:
+        if (!get_aim_dir(creature_ptr, &dir))
+            return FALSE;
 
-                    i = choice - '0' + 26;
-                }
-            }
+        stop_mouth(creature_ptr);
+        msg_print(_("酸を吐いた。", "You spit acid."));
+        if (creature_ptr->lev < 25)
+            (void)fire_bolt(creature_ptr, GF_ACID, dir, creature_ptr->lev);
+        else
+            (void)fire_ball(creature_ptr, GF_ACID, dir, creature_ptr->lev, 2);
 
-            /* Totally Illegal */
-            if ((i < 0) || (i >= num)) {
-                bell();
-                continue;
-            }
+        return TRUE;
+    case RACE_KOBOLD:
+        if (!get_aim_dir(creature_ptr, &dir))
+            return FALSE;
 
-            /* Verify it */
-            if (ask) {
-                char tmp_val[160];
+        msg_print(_("毒のダーツを投げた。", "You throw a poisoned dart."));
+        (void)fire_bolt(creature_ptr, GF_POIS, dir, creature_ptr->lev);
+        return TRUE;
+    case RACE_NIBELUNG:
+        msg_print(_("周囲を調査した。", "You examine your surroundings."));
+        (void)detect_traps(creature_ptr, DETECT_RAD_DEFAULT, TRUE);
+        (void)detect_doors(creature_ptr, DETECT_RAD_DEFAULT);
+        (void)detect_stairs(creature_ptr, DETECT_RAD_DEFAULT);
+        return TRUE;
+    case RACE_DARK_ELF:
+        if (!get_aim_dir(creature_ptr, &dir))
+            return FALSE;
 
-                /* Prompt */
-                (void)strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
+        msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
+        (void)fire_bolt_or_beam(creature_ptr, 10, GF_MISSILE, dir, damroll(3 + ((creature_ptr->lev - 1) / 5), 4));
+        return TRUE;
+    case RACE_DRACONIAN:
+        return draconian_breath(creature_ptr);
+    case RACE_MIND_FLAYER:
+        if (!get_aim_dir(creature_ptr, &dir))
+            return FALSE;
 
-                /* Belay that order */
-                if (!get_check(tmp_val))
-                    continue;
-            }
+        msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
+        (void)fire_bolt(creature_ptr, GF_PSI, dir, creature_ptr->lev);
+        return TRUE;
+    case RACE_IMP:
+        if (!get_aim_dir(creature_ptr, &dir))
+            return FALSE;
 
-            /* Stop the loop */
-            flag = TRUE;
-        }
-        if (redraw)
-            screen_load();
+        if (creature_ptr->lev >= 30) {
+            msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
+            (void)fire_ball(creature_ptr, GF_FIRE, dir, creature_ptr->lev, 2);
+        } else {
+            msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
+            (void)fire_bolt(creature_ptr, GF_FIRE, dir, creature_ptr->lev);
+        }
+
+        return TRUE;
+    case RACE_GOLEM:
+        (void)set_shield(creature_ptr, randint1(20) + 30, FALSE);
+        return TRUE;
+    case RACE_SKELETON:
+    case RACE_ZOMBIE:
+        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."));
+        (void)restore_level(creature_ptr);
+        return TRUE;
+    case RACE_VAMPIRE:
+        (void)vampirism(creature_ptr);
+        return TRUE;
+    case RACE_SPECTRE:
+        if (!get_aim_dir(creature_ptr, &dir))
+            return FALSE;
 
-        /* Abort if needed */
-        if (!flag) {
-            free_turn(creature_ptr);
-            return;
-        }
-        repeat_push(i);
-    } /*if (!repeat_pull(&i) || ...)*/
-    switch (racial_aux(creature_ptr, &power_desc[i])) {
-    case 1:
-        if (power_desc[i].number < 0)
-            cast = exe_racial_power(creature_ptr, power_desc[i].number);
+        stop_mouth(creature_ptr);
+        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!"));
+        (void)fear_monster(creature_ptr, dir, creature_ptr->lev);
+        return TRUE;
+    case RACE_SPRITE:
+        msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
+        if (creature_ptr->lev < 25)
+            (void)sleep_monsters_touch(creature_ptr);
         else
-            cast = exe_mutation_power(creature_ptr, power_desc[i].number);
-        break;
-    case 0:
-        cast = FALSE;
-        break;
-    case -1:
-        cast = TRUE;
-        break;
-    }
-
-    if (cast) {
-        if (racial_cost) {
-            int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
-
-            /* If mana is not enough, player consumes hit point! */
-            if (creature_ptr->csp < actual_racial_cost) {
-                actual_racial_cost -= creature_ptr->csp;
-                creature_ptr->csp = 0;
-                take_hit(creature_ptr, DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
-            } else
-                creature_ptr->csp -= actual_racial_cost;
-
-            creature_ptr->redraw |= (PR_HP | PR_MANA);
-            creature_ptr->window |= (PW_PLAYER | PW_SPELL);
-        }
-    } else
+            (void)sleep_monsters(creature_ptr, creature_ptr->lev);
+
+        return TRUE;
+    case RACE_BALROG:
+        return demonic_breath(creature_ptr);
+    case RACE_KUTAR:
+        (void)set_leveling(creature_ptr, randint1(20) + 30, FALSE);
+        return TRUE;
+    case RACE_ANDROID:
+        return android_inside_weapon(creature_ptr);
+    default:
+        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."));
         free_turn(creature_ptr);
-
-    /* Success */
-    return;
+        return TRUE;
+    }
 }