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[hengband/hengband.git] / src / racial.c
1 /*!
2  * @file racial.c
3  * @brief レイシャルと突然変異の技能処理 / Racial powers (and mutations)
4  * @date 2014/01/08
5  * @author
6  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7  * This software may be copied and distributed for educational, research,\n
8  * and not for profit purposes provided that this copyright and statement\n
9  * are included in all such copies.  Other copyrights may also apply.\n
10  * 2014 Deskull rearranged comment for Doxygen. \n
11  */
12
13 #include "angband.h"
14 #include "cmd-magiceat.h"
15 #include "cmd-zapwand.h"
16 #include "cmd-pet.h"
17 #include "melee.h"
18 #include "object-hook.h"
19
20 #include "mutation.h"
21 #include "player-status.h"
22 #include "spells-status.h"
23 #include "spells-object.h"
24 #include "spells-floor.h"
25 #include "cmd-spell.h"
26 #include "realm-hex.h"
27
28 /*!
29  * @brief 修行僧の構え設定処理
30  * @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。
31  */
32 static bool choose_kamae(void)
33 {
34         char choice;
35         int new_kamae = 0;
36         int i;
37         char buf[80];
38
39         if (cmd_limit_confused(p_ptr)) return FALSE;
40         screen_save();
41         prt(_(" a) 構えをとく", " a) No form"), 2, 20);
42
43         for (i = 0; i < MAX_KAMAE; i++)
44         {
45                 if (p_ptr->lev >= kamae_shurui[i].min_level)
46                 {
47                         sprintf(buf," %c) %-12s  %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
48                         prt(buf, 3+i, 20);
49                 }
50         }
51
52         prt("", 1, 0);
53         prt(_("        どの構えをとりますか?", "        Choose Form: "), 1, 14);
54
55         while(1)
56         {
57                 choice = inkey();
58
59                 if (choice == ESCAPE)
60                 {
61                         screen_load();
62                         return FALSE;
63                 }
64                 else if ((choice == 'a') || (choice == 'A'))
65                 {
66                         if (p_ptr->action == ACTION_KAMAE)
67                         {
68                                 set_action(ACTION_NONE);
69                         }
70                         else
71                                 msg_print(_("もともと構えていない。", "You are not assuming a posture."));
72                         screen_load();
73                         return TRUE;
74                 }
75                 else if ((choice == 'b') || (choice == 'B'))
76                 {
77                         new_kamae = 0;
78                         break;
79                 }
80                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
81                 {
82                         new_kamae = 1;
83                         break;
84                 }
85                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
86                 {
87                         new_kamae = 2;
88                         break;
89                 }
90                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
91                 {
92                         new_kamae = 3;
93                         break;
94                 }
95         }
96         set_action(ACTION_KAMAE);
97
98         if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
99         {
100                 msg_print(_("構え直した。", "You reassume a posture."));
101         }
102         else
103         {
104                 p_ptr->special_defense &= ~(KAMAE_MASK);
105                 p_ptr->update |= (PU_BONUS);
106                 p_ptr->redraw |= (PR_STATE);
107                 msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
108                 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
109         }
110         p_ptr->redraw |= PR_STATE;
111         screen_load();
112         return TRUE;
113 }
114
115 /*!
116  * @brief 剣術家の型設定処理
117  * @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。
118  */
119 static bool choose_kata(void)
120 {
121         char choice;
122         int new_kata = 0;
123         int i;
124         char buf[80];
125
126         if (cmd_limit_confused(p_ptr)) return FALSE;
127
128         if (p_ptr->stun)
129         {
130                 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
131                 return FALSE;
132         }
133
134         if (p_ptr->afraid)
135         {
136                 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
137                 return FALSE;
138         }
139         screen_save();
140         prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
141
142         for (i = 0; i < MAX_KATA; i++)
143         {
144                 if (p_ptr->lev >= kata_shurui[i].min_level)
145                 {
146                         sprintf(buf,_(" %c) %sの型    %s", " %c) Form of %-12s  %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
147                         prt(buf, 3+i, 20);
148                 }
149         }
150
151         prt("", 1, 0);
152         prt(_("        どの型で構えますか?", "        Choose Form: "), 1, 14);
153
154         while(1)
155         {
156                 choice = inkey();
157
158                 if (choice == ESCAPE)
159                 {
160                         screen_load();
161                         return FALSE;
162                 }
163                 else if ((choice == 'a') || (choice == 'A'))
164                 {
165                         if (p_ptr->action == ACTION_KATA)
166                         {
167                                 set_action(ACTION_NONE);
168                         }
169                         else
170                                 msg_print(_("もともと構えていない。", "You are not assuming posture."));
171                         screen_load();
172                         return TRUE;
173                 }
174                 else if ((choice == 'b') || (choice == 'B'))
175                 {
176                         new_kata = 0;
177                         break;
178                 }
179                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
180                 {
181                         new_kata = 1;
182                         break;
183                 }
184                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
185                 {
186                         new_kata = 2;
187                         break;
188                 }
189                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
190                 {
191                         new_kata = 3;
192                         break;
193                 }
194         }
195         set_action(ACTION_KATA);
196
197         if (p_ptr->special_defense & (KATA_IAI << new_kata))
198         {
199                 msg_print(_("構え直した。", "You reassume a posture."));
200         }
201         else
202         {
203                 p_ptr->special_defense &= ~(KATA_MASK);
204                 p_ptr->update |= (PU_BONUS | PU_MONSTERS);
205                 msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
206                 p_ptr->special_defense |= (KATA_IAI << new_kata);
207         }
208         p_ptr->redraw |= (PR_STATE | PR_STATUS);
209         screen_load();
210         return TRUE;
211 }
212
213
214 /*!
215  * @brief レイシャル・パワー情報のtypedef
216  */
217 typedef struct power_desc_type power_desc_type;
218
219 /*!
220  * @brief レイシャル・パワー情報の構造体定義
221  */
222 struct power_desc_type
223 {
224         GAME_TEXT name[MAX_NLEN];      //!<レイシャル名
225         PLAYER_LEVEL level;     //!<体得レベル
226         int cost;
227         int stat;
228         PERCENTAGE fail;
229         int number;
230 };
231
232
233 /*!
234  * @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
235  * @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
236  * @return 成功率(%)を返す
237  */
238 static PERCENTAGE racial_chance(power_desc_type *pd_ptr)
239 {
240         PLAYER_LEVEL min_level  = pd_ptr->level;
241         PERCENTAGE difficulty = pd_ptr->fail;
242
243         int i;
244         int val;
245         int sum = 0;
246         BASE_STATUS stat = p_ptr->stat_cur[pd_ptr->stat];
247
248         /* No chance for success */
249         if ((p_ptr->lev < min_level) || p_ptr->confused)
250         {
251                 return (0);
252         }
253
254         if (difficulty == 0) return 100;
255
256         /* Calculate difficulty */
257         if (p_ptr->stun)
258         {
259                 difficulty += (PERCENTAGE)p_ptr->stun;
260         }
261         else if (p_ptr->lev > min_level)
262         {
263                 PERCENTAGE lev_adj = (PERCENTAGE)((p_ptr->lev - min_level) / 3);
264                 if (lev_adj > 10) lev_adj = 10;
265                 difficulty -= lev_adj;
266         }
267
268         if (difficulty < 5) difficulty = 5;
269
270         /* We only need halfs of the difficulty */
271         difficulty = difficulty / 2;
272
273         for (i = 1; i <= stat; i++)
274         {
275                 val = i - difficulty;
276                 if (val > 0)
277                         sum += (val <= difficulty) ? val : difficulty;
278         }
279
280         if (difficulty == 0)
281                 return (100);
282         else
283                 return (((sum * 100) / difficulty) / stat);
284 }
285
286
287 static int racial_cost;
288
289 /*!
290  * @brief レイシャル・パワーの発動の判定処理
291  * @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
292  * @return
293  * 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。
294  * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
295  */
296 static int racial_aux(power_desc_type *pd_ptr)
297 {
298         PLAYER_LEVEL min_level  = pd_ptr->level;
299         int use_stat   = pd_ptr->stat;
300         int difficulty = pd_ptr->fail;
301         int use_hp = 0;
302
303         racial_cost = pd_ptr->cost;
304
305         /* Not enough mana - use hp */
306         if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
307
308         /* Power is not available yet */
309         if (p_ptr->lev < min_level)
310         {
311                 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。", 
312                                          "You need to attain level %d to use this power."), min_level);
313
314                 free_turn(p_ptr);
315                 return FALSE;
316         }
317
318         if (cmd_limit_confused(p_ptr))
319         {
320                 free_turn(p_ptr);
321                 return FALSE;
322         }
323
324         /* Risk death? */
325         else if (p_ptr->chp < use_hp)
326         {
327                 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? ")))
328                 {
329                         free_turn(p_ptr);
330                         return FALSE;
331                 }
332         }
333
334         /* Else attempt to do it! */
335
336         if (difficulty)
337         {
338                 if (p_ptr->stun)
339                 {
340                         difficulty += p_ptr->stun;
341                 }
342                 else if (p_ptr->lev > min_level)
343                 {
344                         int lev_adj = ((p_ptr->lev - min_level) / 3);
345                         if (lev_adj > 10) lev_adj = 10;
346                         difficulty -= lev_adj;
347                 }
348
349                 if (difficulty < 5) difficulty = 5;
350         }
351
352         /* take time and pay the price */
353         take_turn(p_ptr, 100);
354
355         /* Success? */
356         if (randint1(p_ptr->stat_cur[use_stat]) >= ((difficulty / 2) + randint1(difficulty / 2)))
357         {
358                 return 1;
359         }
360
361         if (flush_failure) flush();
362         msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
363
364         return -1;
365 }
366
367
368 /*!
369  * @brief レイシャル・パワー発動処理
370  * @param command 発動するレイシャルのID
371  * @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。
372  */
373 static bool cmd_racial_power_aux(s32b command)
374 {
375         PLAYER_LEVEL plev = p_ptr->lev;
376         DIRECTION dir = 0;
377
378         if (command <= -3)
379         {
380                 switch (p_ptr->pclass)
381                 {
382                 case CLASS_WARRIOR:
383                 {
384                         return sword_dancing(p_ptr);
385                         break;
386                 }
387                 case CLASS_HIGH_MAGE:
388                 if (p_ptr->realm1 == REALM_HEX)
389                 {
390                         bool retval = stop_hex_spell();
391                         if (retval) p_ptr->energy_use = 10;
392                         return (retval);
393                 }
394                 case CLASS_MAGE:
395                 /* case CLASS_HIGH_MAGE: */
396                 case CLASS_SORCERER:
397                 {
398                         if (!eat_magic(p_ptr->lev * 2)) return FALSE;
399                         break;
400                 }
401                 case CLASS_PRIEST:
402                 {
403                         if (is_good_realm(p_ptr->realm1))
404                         {
405                                 if (!bless_weapon()) return FALSE;
406                         }
407                         else
408                         {
409                                 (void)dispel_monsters(plev * 4);
410                                 turn_monsters(plev * 4);
411                                 banish_monsters(plev * 4);
412                         }
413                         break;
414                 }
415                 case CLASS_ROGUE:
416                 {
417                         if(!panic_hit()) return FALSE;
418                         break;
419                 }
420                 case CLASS_RANGER:
421                 case CLASS_SNIPER:
422                 {
423                         msg_print(_("敵を調査した...", "You examine your foes..."));
424                         probing();
425                         break;
426                 }
427                 case CLASS_PALADIN:
428                 {
429                         if (!get_aim_dir(&dir)) return FALSE;
430                         fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
431                                   dir, plev * 3);
432                         break;
433                 }
434                 case CLASS_WARRIOR_MAGE:
435                 {
436                         if (command == -3)
437                         {
438                                 return comvert_hp_to_mp(p_ptr);
439                         }
440                         else if (command == -4)
441                         {
442                                 return comvert_mp_to_hp(p_ptr);
443                         }
444                         break;
445                 }
446                 case CLASS_CHAOS_WARRIOR:
447                 {
448                         return confusing_light(p_ptr);
449                         break;
450                 }
451                 case CLASS_MONK:
452                 {
453                         if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
454                         {
455                                 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
456                                 return FALSE;
457                         }
458                         if (p_ptr->riding)
459                         {
460                                 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
461                                 return FALSE;
462                         }
463
464                         if (command == -3)
465                         {
466                                 if (!choose_kamae()) return FALSE;
467                                 p_ptr->update |= (PU_BONUS);
468                         }
469                         else if (command == -4)
470                         {
471                                 return double_attack(p_ptr);
472                         }
473                         break;
474                 }
475                 case CLASS_MINDCRAFTER:
476                 case CLASS_FORCETRAINER:
477                 {
478                         return clear_mind(p_ptr);
479                 }
480                 case CLASS_TOURIST:
481                 {
482                         if (command == -3)
483                         {
484                                 if (!get_aim_dir(&dir)) return FALSE;
485                                 project_length = 1;
486                                 fire_beam(GF_PHOTO, dir, 1);
487                         }
488                         else if (command == -4)
489                         {
490                                 if (!identify_fully(FALSE)) return FALSE;
491                         }
492                         break;
493                 }
494                 case CLASS_IMITATOR:
495                 {
496                         handle_stuff();
497                         if (!do_cmd_mane(TRUE)) return FALSE;
498                         break;
499                 }
500                 case CLASS_BEASTMASTER:
501                 {
502                         if (command == -3)
503                         {
504                                 if (!get_aim_dir(&dir)) return FALSE;
505                                 (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
506                         }
507                         else if (command == -4)
508                         {
509                                 project_all_los(GF_CHARM_LIVING, p_ptr->lev);
510                         }
511                         break;
512                 }
513                 case CLASS_ARCHER:
514                 {
515                         if (!create_ammo()) return FALSE;
516                         break;
517                 }
518                 case CLASS_MAGIC_EATER:
519                 {
520                         if (command == -3) {
521                                 if (!import_magic_device()) return FALSE;
522                         } else if (command == -4) {
523                                 if (cmd_limit_cast(p_ptr)) return FALSE;
524                                 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
525                         }
526                         break;
527                 }
528                 case CLASS_BARD:
529                 {
530                         /* Singing is already stopped */
531                         if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
532
533                         stop_singing(p_ptr);
534                         p_ptr->energy_use = 10;
535                         break;
536                 }
537                 case CLASS_RED_MAGE:
538                 {
539                         if (cmd_limit_cast(p_ptr)) return FALSE;
540                         handle_stuff();
541                         do_cmd_cast();
542                         handle_stuff();
543                         if (!p_ptr->paralyzed && !cmd_limit_cast(p_ptr))
544                                 do_cmd_cast();
545                         break;
546                 }
547                 case CLASS_SAMURAI:
548                 {
549                         if (command == -3)
550                         {
551                                 concentration(p_ptr);
552                         }
553                         else if (command == -4)
554                         {
555                                 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
556                                 {
557                                         msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
558                                         return FALSE;
559                                 }
560                                 if (!choose_kata()) return FALSE;
561                                 p_ptr->update |= (PU_BONUS);
562                         }
563                         break;
564                 }
565                 case CLASS_BLUE_MAGE:
566                 {
567                         if (p_ptr->action == ACTION_LEARN)
568                         {
569                                 set_action(ACTION_NONE);
570                         }
571                         else
572                         {
573                                 set_action(ACTION_LEARN);
574                         }
575                         free_turn(p_ptr);
576                         break;
577                 }
578                 case CLASS_CAVALRY:
579                 {
580                         return rodeo(p_ptr);
581                 }
582                 case CLASS_BERSERKER:
583                 {
584                         if (!recall_player(p_ptr, randint0(21) + 15)) return FALSE;
585                         break;
586                 }
587                 case CLASS_SMITH:
588                 {
589                         if (p_ptr->lev > 29)
590                         {
591                                 if (!identify_fully(TRUE)) return FALSE;
592                         }
593                         else
594                         {
595                                 if (!ident_spell(TRUE)) return FALSE;
596                         }
597                         break;
598                 }
599                 case CLASS_MIRROR_MASTER:
600                 {
601                         if (command == -3)
602                         {
603                                 /* Explode all mirrors */
604                                 remove_all_mirrors(TRUE);
605                         }
606                         else if (command == -4)
607                         {
608                                 return mirror_concentration(p_ptr);
609                         }
610                         break;
611                 }
612                 case CLASS_NINJA:
613                         hayagake(p_ptr);
614                         break;
615                 }
616         }
617         else if (p_ptr->mimic_form)
618         {
619                 switch (p_ptr->mimic_form)
620                 {
621                 case MIMIC_DEMON:
622                 case MIMIC_DEMON_LORD:
623                 {
624                         return demonic_breath(p_ptr);
625                 }
626                 case MIMIC_VAMPIRE:
627                         vampirism();
628                         break;
629                 }
630         }
631
632         else 
633         {
634
635         switch (p_ptr->prace)
636         {
637                 case RACE_DWARF:
638                         msg_print(_("周囲を調べた。", "You examine your surroundings."));
639                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
640                         (void)detect_doors(DETECT_RAD_DEFAULT);
641                         (void)detect_stairs(DETECT_RAD_DEFAULT);
642                         break;
643
644                 case RACE_HOBBIT:
645                         return create_ration(p_ptr);
646                         break;
647
648                 case RACE_GNOME:
649                         msg_print(_("パッ!", "Blink!"));
650                         teleport_player(10, 0L);
651                         break;
652
653                 case RACE_HALF_ORC:
654                         msg_print(_("勇気を出した。", "You play tough."));
655                         (void)set_afraid(0);
656                         break;
657
658                 case RACE_HALF_TROLL:
659                         msg_print(_("うがぁぁ!", "RAAAGH!"));
660                         (void)berserk(10 + randint1(plev));
661                         break;
662
663                 case RACE_AMBERITE:
664                         if (command == -1)
665                         {
666                                 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
667                                 alter_reality();
668                         }
669                         else if (command == -2)
670                         {
671                                 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..."));
672
673                                 (void)true_healing(0);
674                                 (void)restore_all_status();
675                                 (void)restore_level();
676                         }
677                         break;
678
679                 case RACE_BARBARIAN:
680                         msg_print(_("うぉぉおお!", "Raaagh!"));
681                         (void)berserk(10 + randint1(plev));
682                         break;
683
684                 case RACE_HALF_OGRE:
685                         msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
686                         explosive_rune();
687                         break;
688
689                 case RACE_HALF_GIANT:
690                         if (!get_aim_dir(&dir)) return FALSE;
691                         (void)wall_to_mud(dir, 20 + randint1(30));
692                         break;
693
694                 case RACE_HALF_TITAN:
695                         msg_print(_("敵を調査した...", "You examine your foes..."));
696                         probing();
697                         break;
698
699                 case RACE_CYCLOPS:
700                         if (!get_aim_dir(&dir)) return FALSE;
701                         msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
702                         fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
703                         break;
704
705                 case RACE_YEEK:
706                         if (!get_aim_dir(&dir)) return FALSE;
707                         stop_mouth();
708                         msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
709                         (void)fear_monster(dir, plev);
710                         break;
711
712                 case RACE_KLACKON:
713                         if (!get_aim_dir(&dir)) return FALSE;
714                         stop_mouth();
715                         msg_print(_("酸を吐いた。", "You spit acid."));
716                         if (plev < 25) fire_bolt(GF_ACID, dir, plev);
717                         else fire_ball(GF_ACID, dir, plev, 2);
718                         break;
719
720                 case RACE_KOBOLD:
721                         if (!get_aim_dir(&dir)) return FALSE;
722                         msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
723                         fire_bolt(GF_POIS, dir, plev);
724                         break;
725
726                 case RACE_NIBELUNG:
727                         msg_print(_("周囲を調査した。", "You examine your surroundings."));
728                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
729                         (void)detect_doors(DETECT_RAD_DEFAULT);
730                         (void)detect_stairs(DETECT_RAD_DEFAULT);
731                         break;
732
733                 case RACE_DARK_ELF:
734                         if (!get_aim_dir(&dir)) return FALSE;
735                         msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
736                         fire_bolt_or_beam(10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4));
737                         break;
738
739                 case RACE_DRACONIAN:
740                         return draconian_breath(p_ptr);
741                         break;
742
743                 case RACE_MIND_FLAYER:
744                         if (!get_aim_dir(&dir)) return FALSE;
745                         msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
746                         fire_bolt(GF_PSI, dir, plev);
747                         break;
748
749                 case RACE_IMP:
750                         if (!get_aim_dir(&dir)) return FALSE;
751                         if (plev >= 30)
752                         {
753                                 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
754                                 fire_ball(GF_FIRE, dir, plev, 2);
755                         }
756                         else
757                         {
758                                 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
759                                 fire_bolt(GF_FIRE, dir, plev);
760                         }
761                         break;
762
763                 case RACE_GOLEM:
764                         (void)set_shield(randint1(20) + 30, FALSE);
765                         break;
766
767                 case RACE_SKELETON:
768                 case RACE_ZOMBIE:
769                         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."));
770                         (void)restore_level();
771                         break;
772
773                 case RACE_VAMPIRE:
774                         vampirism();
775                         break;
776
777                 case RACE_SPECTRE:
778                         if (!get_aim_dir(&dir)) return FALSE;
779                         stop_mouth();
780                         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!"));
781                         (void)fear_monster(dir, plev);
782                         break;
783
784                 case RACE_SPRITE:
785                         msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
786                         if (plev < 25) sleep_monsters_touch();
787                         else (void)sleep_monsters(plev);
788                         break;
789
790                 case RACE_DEMON:
791                         return demonic_breath(p_ptr); 
792                         break;
793
794                 case RACE_KUTAR:
795                         (void)set_tsubureru(randint1(20) + 30, FALSE);
796                         break;
797
798                 case RACE_ANDROID:
799                         return android_inside_weapon(p_ptr);
800                         break;
801
802                 default:
803                         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."));
804                         free_turn(p_ptr);
805         }
806         }
807         return TRUE;
808 }
809
810 /*!
811  * @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
812  * @return なし
813  */
814 void do_cmd_racial_power(void)
815 {
816         power_desc_type power_desc[36];
817         int num;
818         COMMAND_CODE i = 0;
819         int ask = TRUE;
820         PLAYER_LEVEL lvl = p_ptr->lev;
821         bool            flag, redraw, cast = FALSE;
822         bool            warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
823         char            choice;
824         char            out_val[160];
825         int menu_line = (use_menu ? 1 : 0);
826
827         if (p_ptr->wild_mode) return;
828
829         for (num = 0; num < 36; num++)
830         {
831                 strcpy(power_desc[num].name, "");
832                 power_desc[num].number = 0;
833         }
834
835         num = 0;
836
837         if (cmd_limit_confused(p_ptr))
838         {
839                 free_turn(p_ptr);
840                 return;
841         }
842
843         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
844         {
845                 set_action(ACTION_NONE);
846         }
847
848         switch (p_ptr->pclass)
849         {
850         case CLASS_WARRIOR:
851         {
852                 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
853                 power_desc[num].level = 40;
854                 power_desc[num].cost = 75;
855                 power_desc[num].stat = A_DEX;
856                 power_desc[num].fail = 35;
857                 power_desc[num++].number = -3;
858                 break;
859         }
860         case CLASS_HIGH_MAGE:
861         if (p_ptr->realm1 == REALM_HEX)
862         {
863                 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
864                 power_desc[num].level = 1;
865                 power_desc[num].cost = 0;
866                 power_desc[num].stat = A_INT;
867                 power_desc[num].fail = 0;
868                 power_desc[num++].number = -3;
869                 break;
870         }
871         case CLASS_MAGE:
872         /* case CLASS_HIGH_MAGE: */
873         case CLASS_SORCERER:
874         {
875                 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
876                 power_desc[num].level = 25;
877                 power_desc[num].cost = 1;
878                 power_desc[num].stat = A_INT;
879                 power_desc[num].fail = 25;
880                 power_desc[num++].number = -3;
881                 break;
882         }
883         case CLASS_PRIEST:
884         {
885                 if (is_good_realm(p_ptr->realm1))
886                 {
887                         strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
888                         power_desc[num].level = 35;
889                         power_desc[num].cost = 70;
890                         power_desc[num].stat = A_WIS;
891                         power_desc[num].fail = 50;
892                         power_desc[num++].number = -3;
893                 }
894                 else
895                 {
896                         strcpy(power_desc[num].name, _("召魂", "Evocation"));
897                         power_desc[num].level = 42;
898                         power_desc[num].cost = 40;
899                         power_desc[num].stat = A_WIS;
900                         power_desc[num].fail = 35;
901                         power_desc[num++].number = -3;
902                 }
903                 break;
904         }
905         case CLASS_ROGUE:
906         {
907                 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
908                 power_desc[num].level = 8;
909                 power_desc[num].cost = 12;
910                 power_desc[num].stat = A_DEX;
911                 power_desc[num].fail = 14;
912                 power_desc[num++].number = -3;
913                 break;
914         }
915         case CLASS_RANGER:
916         case CLASS_SNIPER:
917         {
918                 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
919                 power_desc[num].level = 15;
920                 power_desc[num].cost = 20;
921                 power_desc[num].stat = A_INT;
922                 power_desc[num].fail = 12;
923                 power_desc[num++].number = -3;
924                 break;
925         }
926         case CLASS_PALADIN:
927         {
928                 if (is_good_realm(p_ptr->realm1))
929                 {
930                         strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
931                         power_desc[num].level = 30;
932                         power_desc[num].cost = 30;
933                         power_desc[num].stat = A_WIS;
934                         power_desc[num].fail = 30;
935                         power_desc[num++].number = -3;
936                 }
937                 else
938                 {
939                         strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
940                         power_desc[num].level = 30;
941                         power_desc[num].cost = 30;
942                         power_desc[num].stat = A_WIS;
943                         power_desc[num].fail = 30;
944                         power_desc[num++].number = -3;
945                 }
946                 break;
947         }
948         case CLASS_WARRIOR_MAGE:
949         {
950                 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
951                 power_desc[num].level = 25;
952                 power_desc[num].cost = 0;
953                 power_desc[num].stat = A_INT;
954                 power_desc[num].fail = 10;
955                 power_desc[num++].number = -3;
956                         
957                 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
958                 power_desc[num].level = 25;
959                 power_desc[num].cost = 0;
960                 power_desc[num].stat = A_INT;
961                 power_desc[num].fail = 10;
962                 power_desc[num++].number = -4;
963                 break;
964         }
965         case CLASS_CHAOS_WARRIOR:
966         {
967                 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
968                 power_desc[num].level = 40;
969                 power_desc[num].cost = 50;
970                 power_desc[num].stat = A_INT;
971                 power_desc[num].fail = 25;
972                 power_desc[num++].number = -3;
973                 break;
974         }
975         case CLASS_MONK:
976         {
977                 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
978                 power_desc[num].level = 25;
979                 power_desc[num].cost = 0;
980                 power_desc[num].stat = A_DEX;
981                 power_desc[num].fail = 0;
982                 power_desc[num++].number = -3;
983                         
984                 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
985                 power_desc[num].level = 30;
986                 power_desc[num].cost = 30;
987                 power_desc[num].stat = A_STR;
988                 power_desc[num].fail = 20;
989                 power_desc[num++].number = -4;
990                 break;
991         }
992         case CLASS_MINDCRAFTER:
993         case CLASS_FORCETRAINER:
994         {
995                 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
996                 power_desc[num].level = 15;
997                 power_desc[num].cost = 0;
998                 power_desc[num].stat = A_WIS;
999                 power_desc[num].fail = 10;
1000                 power_desc[num++].number = -3;
1001                 break;
1002         }
1003         case CLASS_TOURIST:
1004         {
1005                 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1006                 power_desc[num].level = 1;
1007                 power_desc[num].cost = 0;
1008                 power_desc[num].stat = A_DEX;
1009                 power_desc[num].fail = 0;
1010                 power_desc[num++].number = -3;
1011                 
1012                 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1013                 power_desc[num].level = 25;
1014                 power_desc[num].cost = 20;
1015                 power_desc[num].stat = A_INT;
1016                 power_desc[num].fail = 20;
1017                 power_desc[num++].number = -4;
1018                 break;
1019         }
1020         case CLASS_IMITATOR:
1021         {
1022                 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1023                 power_desc[num].level = 30;
1024                 power_desc[num].cost = 100;
1025                 power_desc[num].stat = A_DEX;
1026                 power_desc[num].fail = 30;
1027                 power_desc[num++].number = -3;
1028                 break;
1029         }
1030         case CLASS_BEASTMASTER:
1031         {
1032                 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1033                 power_desc[num].level = 1;
1034                 power_desc[num].cost = (p_ptr->lev+3)/4;
1035                 power_desc[num].stat = A_CHR;
1036                 power_desc[num].fail = 10;
1037                 power_desc[num++].number = -3;
1038                 
1039                 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1040                 power_desc[num].level = 30;
1041                 power_desc[num].cost = (p_ptr->lev+20)/2;
1042                 power_desc[num].stat = A_CHR;
1043                 power_desc[num].fail = 10;
1044                 power_desc[num++].number = -4;
1045                 break;
1046         }
1047         case CLASS_ARCHER:
1048         {
1049                 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1050                 power_desc[num].level = 1;
1051                 power_desc[num].cost = 0;
1052                 power_desc[num].stat = A_DEX;
1053                 power_desc[num].fail = 0;
1054                 power_desc[num++].number = -3;
1055                 break;
1056         }
1057         case CLASS_MAGIC_EATER:
1058         {
1059                 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1060                 power_desc[num].level = 1;
1061                 power_desc[num].cost = 0;
1062                 power_desc[num].stat = A_INT;
1063                 power_desc[num].fail = 0;
1064                 power_desc[num++].number = -3;
1065
1066                 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1067                 power_desc[num].level = 10;
1068                 power_desc[num].cost = 10 + (lvl - 10) / 2;
1069                 power_desc[num].stat = A_INT;
1070                 power_desc[num].fail = 0;
1071                 power_desc[num++].number = -4;
1072                 break;
1073         }
1074         case CLASS_BARD:
1075         {
1076                 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1077                 power_desc[num].level = 1;
1078                 power_desc[num].cost = 0;
1079                 power_desc[num].stat = A_CHR;
1080                 power_desc[num].fail = 0;
1081                 power_desc[num++].number = -3;
1082                 break;
1083         }
1084         case CLASS_RED_MAGE:
1085         {
1086                 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1087                 power_desc[num].level = 48;
1088                 power_desc[num].cost = 20;
1089                 power_desc[num].stat = A_INT;
1090                 power_desc[num].fail = 0;
1091                 power_desc[num++].number = -3;
1092                 break;
1093         }
1094         case CLASS_SAMURAI:
1095         {
1096                 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1097                 power_desc[num].level = 1;
1098                 power_desc[num].cost = 0;
1099                 power_desc[num].stat = A_WIS;
1100                 power_desc[num].fail = 0;
1101                 power_desc[num++].number = -3;
1102                 
1103                 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
1104                 power_desc[num].level = 25;
1105                 power_desc[num].cost = 0;
1106                 power_desc[num].stat = A_DEX;
1107                 power_desc[num].fail = 0;
1108                 power_desc[num++].number = -4;
1109                 break;
1110         }
1111         case CLASS_BLUE_MAGE:
1112         {
1113                 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1114                 power_desc[num].level = 1;
1115                 power_desc[num].cost = 0;
1116                 power_desc[num].stat = A_INT;
1117                 power_desc[num].fail = 0;
1118                 power_desc[num++].number = -3;
1119                 break;
1120         }
1121         case CLASS_CAVALRY:
1122         {
1123                 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1124                 power_desc[num].level = 10;
1125                 power_desc[num].cost = 0;
1126                 power_desc[num].stat = A_STR;
1127                 power_desc[num].fail = 10;
1128                 power_desc[num++].number = -3;
1129                 break;
1130         }
1131         case CLASS_BERSERKER:
1132         {
1133                 strcpy(power_desc[num].name, _("帰還", "Recall"));
1134                 power_desc[num].level = 10;
1135                 power_desc[num].cost = 10;
1136                 power_desc[num].stat = A_DEX;
1137                 power_desc[num].fail = 20;
1138                 power_desc[num++].number = -3;
1139                 break;
1140         }
1141         case CLASS_MIRROR_MASTER:
1142         {
1143                 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
1144                 power_desc[num].level = 1;
1145                 power_desc[num].cost = 0;
1146                 power_desc[num].stat = A_INT;
1147                 power_desc[num].fail = 0;
1148                 power_desc[num++].number = -3;
1149                 
1150                 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
1151                 power_desc[num].level = 30;
1152                 power_desc[num].cost = 0;
1153                 power_desc[num].stat = A_INT;
1154                 power_desc[num].fail = 20;
1155                 power_desc[num++].number = -4;
1156                 break;
1157         }
1158         case CLASS_SMITH:
1159         {
1160                 strcpy(power_desc[num].name, _("目利き", "Judgment"));
1161                 power_desc[num].level = 5;
1162                 power_desc[num].cost = 15;
1163                 power_desc[num].stat = A_INT;
1164                 power_desc[num].fail = 20;
1165                 power_desc[num++].number = -3;
1166                 break;
1167         }
1168         case CLASS_NINJA:
1169         {
1170                 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
1171                 power_desc[num].level = 20;
1172                 power_desc[num].cost = 0;
1173                 power_desc[num].stat = A_DEX;
1174                 power_desc[num].fail = 0;
1175                 power_desc[num++].number = -3;
1176                 break;
1177         }
1178         default:
1179                 strcpy(power_desc[0].name, _("(なし)", "(none)"));
1180         }
1181
1182         if (p_ptr->mimic_form)
1183         {
1184                 switch (p_ptr->mimic_form)
1185                 {
1186                 case MIMIC_DEMON:
1187                 case MIMIC_DEMON_LORD:
1188                         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);
1189                         power_desc[num].level = 15;
1190                         power_desc[num].cost = 10+lvl/3;
1191                         power_desc[num].stat = A_CON;
1192                         power_desc[num].fail = 20;
1193                         power_desc[num++].number = -1;
1194                         break;
1195                 case MIMIC_VAMPIRE:
1196                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1197                         power_desc[num].level = 2;
1198                         power_desc[num].cost = 1 + (lvl / 3);
1199                         power_desc[num].stat = A_CON;
1200                         power_desc[num].fail = 9;
1201                         power_desc[num++].number = -1;
1202                         break;
1203                 }
1204         }
1205         else
1206         {
1207         switch (p_ptr->prace)
1208         {
1209                 case RACE_DWARF:
1210                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1211                         power_desc[num].level = 5;
1212                         power_desc[num].cost = 5;
1213                         power_desc[num].stat = A_WIS;
1214                         power_desc[num].fail = 12;
1215                         power_desc[num++].number = -1;
1216                         break;
1217                 case RACE_NIBELUNG:
1218                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1219                         power_desc[num].level = 10;
1220                         power_desc[num].cost = 5;
1221                         power_desc[num].stat = A_WIS;
1222                         power_desc[num].fail = 10;
1223                         power_desc[num++].number = -1;
1224                         break;
1225                 case RACE_HOBBIT:
1226                         strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
1227                         power_desc[num].level = 15;
1228                         power_desc[num].cost = 10;
1229                         power_desc[num].stat = A_INT;
1230                         power_desc[num].fail = 10;
1231                         power_desc[num++].number = -1;
1232                         break;
1233                 case RACE_GNOME:
1234                         sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
1235                         power_desc[num].level = 5;
1236                         power_desc[num].cost = 5;
1237                         power_desc[num].stat = A_INT;
1238                         power_desc[num].fail = 12;
1239                         power_desc[num++].number = -1;
1240                         break;
1241                 case RACE_HALF_ORC:
1242                         strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
1243                         power_desc[num].level = 3;
1244                         power_desc[num].cost = 5;
1245                         power_desc[num].stat = A_WIS;
1246                         power_desc[num].fail = warrior ? 5 : 10;
1247                         power_desc[num++].number = -1;
1248                         break;
1249                 case RACE_HALF_TROLL:
1250                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1251                         power_desc[num].level = 10;
1252                         power_desc[num].cost = 12;
1253                         power_desc[num].stat = A_STR;
1254                         power_desc[num].fail = warrior ? 6 : 12;
1255                         power_desc[num++].number = -1;
1256                         break;
1257                 case RACE_BARBARIAN:
1258                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1259                         power_desc[num].level = 8;
1260                         power_desc[num].cost = 10;
1261                         power_desc[num].stat = A_STR;
1262                         power_desc[num].fail = warrior ? 6 : 12;
1263                         power_desc[num++].number = -1;
1264                         break;
1265                 case RACE_AMBERITE:
1266                         strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
1267                         power_desc[num].level = 30;
1268                         power_desc[num].cost = 50;
1269                         power_desc[num].stat = A_INT;
1270                         power_desc[num].fail = 50;
1271                         power_desc[num++].number = -1;
1272                         
1273                         strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
1274                         power_desc[num].level = 40;
1275                         power_desc[num].cost = 75;
1276                         power_desc[num].stat = A_WIS;
1277                         power_desc[num].fail = 50;
1278                         power_desc[num++].number = -2;
1279                         break;
1280                 case RACE_HALF_OGRE:
1281                         strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
1282                         power_desc[num].level = 25;
1283                         power_desc[num].cost = 35;
1284                         power_desc[num].stat = A_INT;
1285                         power_desc[num].fail = 15;
1286                         power_desc[num++].number = -1;
1287                         break;
1288                 case RACE_HALF_GIANT:
1289                         strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
1290                         power_desc[num].level = 20;
1291                         power_desc[num].cost = 10;
1292                         power_desc[num].stat = A_STR;
1293                         power_desc[num].fail = 12;
1294                         power_desc[num++].number = -1;
1295                         break;
1296                 case RACE_HALF_TITAN:
1297                         strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
1298                         power_desc[num].level = 15;
1299                         power_desc[num].cost = 10;
1300                         power_desc[num].stat = A_INT;
1301                         power_desc[num].fail = 12;
1302                         power_desc[num++].number = -1;
1303                         break;
1304                 case RACE_CYCLOPS:
1305                         sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
1306                         power_desc[num].level = 20;
1307                         power_desc[num].cost = 15;
1308                         power_desc[num].stat = A_STR;
1309                         power_desc[num].fail = 12;
1310                         power_desc[num++].number = -1;
1311                         break;
1312                 case RACE_YEEK:
1313                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1314                         power_desc[num].level = 15;
1315                         power_desc[num].cost = 15;
1316                         power_desc[num].stat = A_WIS;
1317                         power_desc[num].fail = 10;
1318                         power_desc[num++].number = -1;
1319                         break;
1320                 case RACE_SPECTRE:
1321                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1322                         power_desc[num].level = 4;
1323                         power_desc[num].cost = 6;
1324                         power_desc[num].stat = A_INT;
1325                         power_desc[num].fail = 3;
1326                         power_desc[num++].number = -1;
1327                         break;
1328                 case RACE_KLACKON:
1329                         sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
1330                         power_desc[num].level = 9;
1331                         power_desc[num].cost = 9;
1332                         power_desc[num].stat = A_DEX;
1333                         power_desc[num].fail = 14;
1334                         power_desc[num++].number = -1;
1335                         break;
1336                 case RACE_KOBOLD:
1337                         sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
1338                         power_desc[num].level = 12;
1339                         power_desc[num].cost = 8;
1340                         power_desc[num].stat = A_DEX;
1341                         power_desc[num].fail = 14;
1342                         power_desc[num++].number = -1;
1343                         break;
1344                 case RACE_DARK_ELF:
1345                         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);
1346                         power_desc[num].level = 2;
1347                         power_desc[num].cost = 2;
1348                         power_desc[num].stat = A_INT;
1349                         power_desc[num].fail = 9;
1350                         power_desc[num++].number = -1;
1351                         break;
1352                 case RACE_DRACONIAN:
1353                         sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
1354                         power_desc[num].level = 1;
1355                         power_desc[num].cost = lvl;
1356                         power_desc[num].stat = A_CON;
1357                         power_desc[num].fail = 12;
1358                         power_desc[num++].number = -1;
1359                         break;
1360                 case RACE_MIND_FLAYER:
1361                         sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
1362                         power_desc[num].level = 15;
1363                         power_desc[num].cost = 12;
1364                         power_desc[num].stat = A_INT;
1365                         power_desc[num].fail = 14;
1366                         power_desc[num++].number = -1;
1367                         break;
1368                 case RACE_IMP:
1369                         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);
1370                         power_desc[num].level = 9;
1371                         power_desc[num].cost = 15;
1372                         power_desc[num].stat = A_WIS;
1373                         power_desc[num].fail = 15;
1374                         power_desc[num++].number = -1;
1375                         break;
1376                 case RACE_GOLEM:
1377                         strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
1378                         power_desc[num].level = 20;
1379                         power_desc[num].cost = 15;
1380                         power_desc[num].stat = A_CON;
1381                         power_desc[num].fail = 8;
1382                         power_desc[num++].number = -1;
1383                         break;
1384                 case RACE_SKELETON:
1385                 case RACE_ZOMBIE:
1386                         strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
1387                         power_desc[num].level = 30;
1388                         power_desc[num].cost = 30;
1389                         power_desc[num].stat = A_WIS;
1390                         power_desc[num].fail = 18;
1391                         power_desc[num++].number = -1;
1392                         break;
1393                 case RACE_VAMPIRE:
1394                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1395                         power_desc[num].level = 2;
1396                         power_desc[num].cost = 1 + (lvl / 3);
1397                         power_desc[num].stat = A_CON;
1398                         power_desc[num].fail = 9;
1399                         power_desc[num++].number = -1;
1400                         break;
1401                 case RACE_SPRITE:
1402                         strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
1403                         power_desc[num].level = 12;
1404                         power_desc[num].cost = 12;
1405                         power_desc[num].stat = A_INT;
1406                         power_desc[num].fail = 15;
1407                         power_desc[num++].number = -1;
1408                         break;
1409                 case RACE_DEMON:
1410                         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);
1411                         power_desc[num].level = 15;
1412                         power_desc[num].cost = 10+lvl/3;
1413                         power_desc[num].stat = A_CON;
1414                         power_desc[num].fail = 20;
1415                         power_desc[num++].number = -1;
1416                         break;
1417                 case RACE_KUTAR:
1418                         strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
1419                         power_desc[num].level = 20;
1420                         power_desc[num].cost = 15;
1421                         power_desc[num].stat = A_CHR;
1422                         power_desc[num].fail = 8;
1423                         power_desc[num++].number = -1;
1424                         break;
1425                 case RACE_ANDROID:
1426                         if (p_ptr->lev < 10)
1427                         {
1428                                 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
1429                                 power_desc[num].level = 1;
1430                                 power_desc[num].cost = 7;
1431                                 power_desc[num].fail = 8;
1432                         }
1433                         else if (p_ptr->lev < 25)
1434                         {
1435                                 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
1436                                 power_desc[num].level = 10;
1437                                 power_desc[num].cost = 13;
1438                                 power_desc[num].fail = 10;
1439                         }
1440                         else if (p_ptr->lev < 35)
1441                         {
1442                                 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
1443                                 power_desc[num].level = 25;
1444                                 power_desc[num].cost = 26;
1445                                 power_desc[num].fail = 12;
1446                         }
1447                         else if (p_ptr->lev < 45)
1448                         {
1449                                 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
1450                                 power_desc[num].level = 35;
1451                                 power_desc[num].cost = 40;
1452                                 power_desc[num].fail = 15;
1453                         }
1454                         else
1455                         {
1456                                 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
1457                                 power_desc[num].level = 45;
1458                                 power_desc[num].cost = 60;
1459                                 power_desc[num].fail = 18;
1460                         }
1461                         power_desc[num].stat = A_STR;
1462                         power_desc[num++].number = -1;
1463                         break;
1464                 default:
1465                 {
1466                         break;
1467                 }
1468         }
1469         }
1470
1471         if (p_ptr->muta1)
1472         {
1473                 if (p_ptr->muta1 & MUT1_SPIT_ACID)
1474                 {
1475                         strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
1476                         power_desc[num].level = 9;
1477                         power_desc[num].cost = 9;
1478                         power_desc[num].stat = A_DEX;
1479                         power_desc[num].fail = 15;
1480                         power_desc[num++].number = MUT1_SPIT_ACID;
1481                 }
1482
1483                 if (p_ptr->muta1 & MUT1_BR_FIRE)
1484                 {
1485                         strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
1486                         power_desc[num].level = 20;
1487                         power_desc[num].cost = lvl;
1488                         power_desc[num].stat = A_CON;
1489                         power_desc[num].fail = 18;
1490                         power_desc[num++].number = MUT1_BR_FIRE;
1491                 }
1492
1493                 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
1494                 {
1495                         strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
1496                         power_desc[num].level = 12;
1497                         power_desc[num].cost = 12;
1498                         power_desc[num].stat = A_CHR;
1499                         power_desc[num].fail = 18;
1500                         power_desc[num++].number = MUT1_HYPN_GAZE;
1501                 }
1502
1503                 if (p_ptr->muta1 & MUT1_TELEKINES)
1504                 {
1505                         strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
1506                         power_desc[num].level = 9;
1507                         power_desc[num].cost = 9;
1508                         power_desc[num].stat = A_WIS;
1509                         power_desc[num].fail = 14;
1510                         power_desc[num++].number = MUT1_TELEKINES;
1511                 }
1512
1513                 if (p_ptr->muta1 & MUT1_VTELEPORT)
1514                 {
1515                         strcpy(power_desc[num].name, _("テレポート", "Teleport"));
1516                         power_desc[num].level = 7;
1517                         power_desc[num].cost = 7;
1518                         power_desc[num].stat = A_WIS;
1519                         power_desc[num].fail = 15;
1520                         power_desc[num++].number = MUT1_VTELEPORT;
1521                 }
1522
1523                 if (p_ptr->muta1 & MUT1_MIND_BLST)
1524                 {
1525                         strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
1526                         power_desc[num].level = 5;
1527                         power_desc[num].cost = 3;
1528                         power_desc[num].stat = A_WIS;
1529                         power_desc[num].fail = 15;
1530                         power_desc[num++].number = MUT1_MIND_BLST;
1531                 }
1532
1533                 if (p_ptr->muta1 & MUT1_RADIATION)
1534                 {
1535                         strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
1536                         power_desc[num].level = 15;
1537                         power_desc[num].cost = 15;
1538                         power_desc[num].stat = A_CON;
1539                         power_desc[num].fail = 14;
1540                         power_desc[num++].number = MUT1_RADIATION;
1541                 }
1542
1543                 if (p_ptr->muta1 & MUT1_VAMPIRISM)
1544                 {
1545                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1546                         power_desc[num].level = 2;
1547                         power_desc[num].cost = (1 + (lvl / 3));
1548                         power_desc[num].stat = A_CON;
1549                         power_desc[num].fail = 9;
1550                         power_desc[num++].number = MUT1_VAMPIRISM;
1551                 }
1552
1553                 if (p_ptr->muta1 & MUT1_SMELL_MET)
1554                 {
1555                         strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
1556                         power_desc[num].level = 3;
1557                         power_desc[num].cost = 2;
1558                         power_desc[num].stat = A_INT;
1559                         power_desc[num].fail = 12;
1560                         power_desc[num++].number = MUT1_SMELL_MET;
1561                 }
1562
1563                 if (p_ptr->muta1 & MUT1_SMELL_MON)
1564                 {
1565                         strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
1566                         power_desc[num].level = 5;
1567                         power_desc[num].cost = 4;
1568                         power_desc[num].stat = A_INT;
1569                         power_desc[num].fail = 15;
1570                         power_desc[num++].number = MUT1_SMELL_MON;
1571                 }
1572
1573                 if (p_ptr->muta1 & MUT1_BLINK)
1574                 {
1575                         strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
1576                         power_desc[num].level = 3;
1577                         power_desc[num].cost = 3;
1578                         power_desc[num].stat = A_WIS;
1579                         power_desc[num].fail = 12;
1580                         power_desc[num++].number = MUT1_BLINK;
1581                 }
1582
1583                 if (p_ptr->muta1 & MUT1_EAT_ROCK)
1584                 {
1585                         strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
1586                         power_desc[num].level = 8;
1587                         power_desc[num].cost = 12;
1588                         power_desc[num].stat = A_CON;
1589                         power_desc[num].fail = 18;
1590                         power_desc[num++].number = MUT1_EAT_ROCK;
1591                 }
1592
1593                 if (p_ptr->muta1 & MUT1_SWAP_POS)
1594                 {
1595                         strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
1596                         power_desc[num].level = 15;
1597                         power_desc[num].cost = 12;
1598                         power_desc[num].stat = A_DEX;
1599                         power_desc[num].fail = 16;
1600                         power_desc[num++].number = MUT1_SWAP_POS;
1601                 }
1602
1603                 if (p_ptr->muta1 & MUT1_SHRIEK)
1604                 {
1605                         strcpy(power_desc[num].name, _("叫び", "Shriek"));
1606                         power_desc[num].level = 20;
1607                         power_desc[num].cost = 14;
1608                         power_desc[num].stat = A_CON;
1609                         power_desc[num].fail = 16;
1610                         power_desc[num++].number = MUT1_SHRIEK;
1611                 }
1612
1613                 if (p_ptr->muta1 & MUT1_ILLUMINE)
1614                 {
1615                         strcpy(power_desc[num].name, _("照明", "Illuminate"));
1616                         power_desc[num].level = 3;
1617                         power_desc[num].cost = 2;
1618                         power_desc[num].stat = A_INT;
1619                         power_desc[num].fail = 10;
1620                         power_desc[num++].number = MUT1_ILLUMINE;
1621                 }
1622
1623                 if (p_ptr->muta1 & MUT1_DET_CURSE)
1624                 {
1625                         strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
1626                         power_desc[num].level = 7;
1627                         power_desc[num].cost = 14;
1628                         power_desc[num].stat = A_WIS;
1629                         power_desc[num].fail = 14;
1630                         power_desc[num++].number = MUT1_DET_CURSE;
1631                 }
1632
1633                 if (p_ptr->muta1 & MUT1_BERSERK)
1634                 {
1635                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1636                         power_desc[num].level = 8;
1637                         power_desc[num].cost = 8;
1638                         power_desc[num].stat = A_STR;
1639                         power_desc[num].fail = 14;
1640                         power_desc[num++].number = MUT1_BERSERK;
1641                 }
1642
1643                 if (p_ptr->muta1 & MUT1_POLYMORPH)
1644                 {
1645                         strcpy(power_desc[num].name, _("変身", "Polymorph"));
1646                         power_desc[num].level = 18;
1647                         power_desc[num].cost = 20;
1648                         power_desc[num].stat = A_CON;
1649                         power_desc[num].fail = 18;
1650                         power_desc[num++].number = MUT1_POLYMORPH;
1651                 }
1652
1653                 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
1654                 {
1655                         strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
1656                         power_desc[num].level = 10;
1657                         power_desc[num].cost = 5;
1658                         power_desc[num].stat = A_INT;
1659                         power_desc[num].fail = 12;
1660                         power_desc[num++].number = MUT1_MIDAS_TCH;
1661                 }
1662
1663                 if (p_ptr->muta1 & MUT1_GROW_MOLD)
1664                 {
1665                         strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
1666                         power_desc[num].level = 1;
1667                         power_desc[num].cost = 6;
1668                         power_desc[num].stat = A_CON;
1669                         power_desc[num].fail = 14;
1670                         power_desc[num++].number = MUT1_GROW_MOLD;
1671                 }
1672
1673                 if (p_ptr->muta1 & MUT1_RESIST)
1674                 {
1675                         strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
1676                         power_desc[num].level = 10;
1677                         power_desc[num].cost = 12;
1678                         power_desc[num].stat = A_CON;
1679                         power_desc[num].fail = 12;
1680                         power_desc[num++].number = MUT1_RESIST;
1681                 }
1682
1683                 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
1684                 {
1685                         strcpy(power_desc[num].name, _("地震", "Earthquake"));
1686                         power_desc[num].level = 12;
1687                         power_desc[num].cost = 12;
1688                         power_desc[num].stat = A_STR;
1689                         power_desc[num].fail = 16;
1690                         power_desc[num++].number = MUT1_EARTHQUAKE;
1691                 }
1692
1693                 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
1694                 {
1695                         strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1696                         power_desc[num].level = 17;
1697                         power_desc[num].cost = 1;
1698                         power_desc[num].stat = A_WIS;
1699                         power_desc[num].fail = 15;
1700                         power_desc[num++].number = MUT1_EAT_MAGIC;
1701                 }
1702
1703                 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
1704                 {
1705                         strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
1706                         power_desc[num].level = 6;
1707                         power_desc[num].cost = 6;
1708                         power_desc[num].stat = A_INT;
1709                         power_desc[num].fail = 10;
1710                         power_desc[num++].number = MUT1_WEIGH_MAG;
1711                 }
1712
1713                 if (p_ptr->muta1 & MUT1_STERILITY)
1714                 {
1715                         strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
1716                         power_desc[num].level = 12;
1717                         power_desc[num].cost = 23;
1718                         power_desc[num].stat = A_CHR;
1719                         power_desc[num].fail = 15;
1720                         power_desc[num++].number = MUT1_STERILITY;
1721                 }
1722
1723                 if (p_ptr->muta1 & MUT1_PANIC_HIT)
1724                 {
1725                         strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
1726                         power_desc[num].level = 10;
1727                         power_desc[num].cost = 12;
1728                         power_desc[num].stat = A_DEX;
1729                         power_desc[num].fail = 14;
1730                         power_desc[num++].number = MUT1_PANIC_HIT;
1731                 }
1732
1733                 if (p_ptr->muta1 & MUT1_DAZZLE)
1734                 {
1735                         strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
1736                         power_desc[num].level = 7;
1737                         power_desc[num].cost = 15;
1738                         power_desc[num].stat = A_CHR;
1739                         power_desc[num].fail = 8;
1740                         power_desc[num++].number = MUT1_DAZZLE;
1741                 }
1742
1743                 if (p_ptr->muta1 & MUT1_LASER_EYE)
1744                 {
1745                         strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
1746                         power_desc[num].level = 7;
1747                         power_desc[num].cost = 10;
1748                         power_desc[num].stat = A_WIS;
1749                         power_desc[num].fail = 9;
1750                         power_desc[num++].number = MUT1_LASER_EYE;
1751                 }
1752
1753                 if (p_ptr->muta1 & MUT1_RECALL)
1754                 {
1755                         strcpy(power_desc[num].name, _("帰還", "Recall"));
1756                         power_desc[num].level = 17;
1757                         power_desc[num].cost = 50;
1758                         power_desc[num].stat = A_INT;
1759                         power_desc[num].fail = 16;
1760                         power_desc[num++].number = MUT1_RECALL;
1761                 }
1762
1763                 if (p_ptr->muta1 & MUT1_BANISH)
1764                 {
1765                         strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
1766                         power_desc[num].level = 25;
1767                         power_desc[num].cost = 25;
1768                         power_desc[num].stat = A_WIS;
1769                         power_desc[num].fail = 18;
1770                         power_desc[num++].number = MUT1_BANISH;
1771                 }
1772
1773                 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
1774                 {
1775                         strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
1776                         power_desc[num].level = 2;
1777                         power_desc[num].cost = 2;
1778                         power_desc[num].stat = A_CON;
1779                         power_desc[num].fail = 11;
1780                         power_desc[num++].number = MUT1_COLD_TOUCH;
1781                 }
1782
1783                 if (p_ptr->muta1 & MUT1_LAUNCHER)
1784                 {
1785                         strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
1786                         power_desc[num].level = 1;
1787                         power_desc[num].cost = lvl;
1788                         power_desc[num].stat = A_STR;
1789                         power_desc[num].fail = 6;
1790                         /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
1791                         power_desc[num++].number = 3;
1792                 }
1793         }
1794
1795         /* Nothing chosen yet */
1796         flag = FALSE;
1797
1798         /* No redraw yet */
1799         redraw = FALSE;
1800
1801         /* Build a prompt */
1802         (void) strnfmt(out_val, 78, 
1803                                 _("(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? "),
1804                                 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
1805
1806 if (!repeat_pull(&i) || i<0 || i>=num) {
1807         if (use_menu) screen_save();
1808
1809         choice = (always_show_list || use_menu) ? ESCAPE:1;
1810         while (!flag)
1811         {
1812                 if( choice==ESCAPE ) choice = ' '; 
1813                 else if( !get_com(out_val, &choice, FALSE) )break; 
1814
1815                 if (use_menu && choice != ' ')
1816                 {
1817                         switch(choice)
1818                         {
1819                                 case '0':
1820                                 {
1821                                         screen_load();
1822                                         free_turn(p_ptr);
1823                                         return;
1824                                 }
1825
1826                                 case '8':
1827                                 case 'k':
1828                                 case 'K':
1829                                 {
1830                                         menu_line += (num - 1);
1831                                         break;
1832                                 }
1833
1834                                 case '2':
1835                                 case 'j':
1836                                 case 'J':
1837                                 {
1838                                         menu_line++;
1839                                         break;
1840                                 }
1841
1842                                 case '6':
1843                                 case 'l':
1844                                 case 'L':
1845                                 case '4':
1846                                 case 'h':
1847                                 case 'H':
1848                                 {
1849                                         if (menu_line > 18)
1850                                                 menu_line -= 18;
1851                                         else if (menu_line+18 <= num)
1852                                                 menu_line += 18;
1853                                         break;
1854                                 }
1855
1856                                 case 'x':
1857                                 case 'X':
1858                                 case '\r':
1859                                 {
1860                                         i = menu_line - 1;
1861                                         ask = FALSE;
1862                                         break;
1863                                 }
1864                         }
1865                         if (menu_line > num) menu_line -= num;
1866                 }
1867                 /* Request redraw */
1868                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
1869                 {
1870                         /* Show the list */
1871                         if (!redraw || use_menu)
1872                         {
1873                                 byte y = 1, x = 0;
1874                                 int ctr = 0;
1875                                 char dummy[80];
1876                                 char letter;
1877                                 TERM_LEN x1, y1;
1878
1879                                 strcpy(dummy, "");
1880                                 redraw = TRUE;
1881                                 if (!use_menu) screen_save();
1882
1883                                 /* Print header(s) */
1884                                 if (num < 18)
1885                                         prt(_("                            Lv   MP 失率", "                            Lv Cost Fail"), y++, x);
1886                                 else
1887                                 prt(_("                            Lv   MP 失率                            Lv   MP 失率", 
1888                                           "                            Lv Cost Fail                            Lv Cost Fail"), y++, x);
1889
1890
1891                                 /* Print list */
1892                                 while (ctr < num)
1893                                 {
1894                                         x1 = ((ctr < 18) ? x : x + 40);
1895                                         y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
1896
1897                                         if (use_menu)
1898                                         {
1899                                                 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " >  "));
1900                                                 else strcpy(dummy, "    ");
1901                                         }
1902                                         else
1903                                         {
1904                                                 /* letter/number for power selection */
1905                                                 if (ctr < 26)
1906                                                         letter = I2A(ctr);
1907                                                 else
1908                                                         letter = '0' + ctr - 26;
1909                                                 sprintf(dummy, " %c) ",letter);
1910                                         }
1911                                         strcat(dummy, format("%-23.23s %2d %4d %3d%%",
1912                                                 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
1913                                                 100 - racial_chance(&power_desc[ctr])));
1914                                         prt(dummy, y1, x1);
1915                                         ctr++;
1916                                 }
1917                         }
1918
1919                         /* Hide the list */
1920                         else
1921                         {
1922                                 /* Hide list */
1923                                 redraw = FALSE;
1924                                 screen_load();
1925                         }
1926
1927                         /* Redo asking */
1928                         continue;
1929                 }
1930
1931                 if (!use_menu)
1932                 {
1933                         if (choice == '\r' && num == 1)
1934                         {
1935                                 choice = 'a';
1936                         }
1937
1938                         if (isalpha(choice))
1939                         {
1940                                 /* Note verify */
1941                                 ask = (isupper(choice));
1942
1943                                 /* Lowercase */
1944                                 if (ask) choice = (char)tolower(choice);
1945
1946                                 /* Extract request */
1947                                 i = (islower(choice) ? A2I(choice) : -1);
1948                         }
1949                         else
1950                         {
1951                                 ask = FALSE; /* Can't uppercase digits */
1952
1953                                 i = choice - '0' + 26;
1954                         }
1955                 }
1956
1957                 /* Totally Illegal */
1958                 if ((i < 0) || (i >= num))
1959                 {
1960                         bell();
1961                         continue;
1962                 }
1963
1964                 /* Verify it */
1965                 if (ask)
1966                 {
1967                         char tmp_val[160];
1968
1969                         /* Prompt */
1970                         (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
1971
1972                         /* Belay that order */
1973                         if (!get_check(tmp_val)) continue;
1974                 }
1975
1976                 /* Stop the loop */
1977                 flag = TRUE;
1978         }
1979         if (redraw) screen_load();
1980
1981         /* Abort if needed */
1982         if (!flag)
1983         {
1984                 free_turn(p_ptr);
1985                 return;
1986         }
1987         repeat_push(i);
1988         } /*if (!repeat_pull(&i) || ...)*/
1989         switch (racial_aux(&power_desc[i]))
1990         {
1991         case 1:
1992                 if (power_desc[i].number < 0)
1993                         cast = cmd_racial_power_aux(power_desc[i].number);
1994                 else
1995                         cast = mutation_power_aux(power_desc[i].number);
1996                 break;
1997         case 0:
1998                 cast = FALSE;
1999                 break;
2000         case -1:
2001                 cast = TRUE;
2002                 break;
2003         }
2004
2005         if (cast)
2006         {
2007                 if (racial_cost)
2008                 {
2009                         int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2010
2011                         /* If mana is not enough, player consumes hit point! */
2012                         if (p_ptr->csp < actual_racial_cost)
2013                         {
2014                                 actual_racial_cost -= p_ptr->csp;
2015                                 p_ptr->csp = 0;
2016                                 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2017                         }
2018                         else p_ptr->csp -= actual_racial_cost;
2019
2020                         p_ptr->redraw |= (PR_HP | PR_MANA);
2021                         p_ptr->window |= (PW_PLAYER | PW_SPELL);
2022                 }
2023         }
2024         else free_turn(p_ptr);
2025
2026         /* Success */
2027         return;
2028 }