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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 "cmd-spell.h"
25 #include "realm-hex.h"
26
27 /*!
28  * @brief 魔法系コマンドを実行できるかの判定を返す
29  * @return 魔法系コマンドを使用可能ならTRUE、不可能ならば理由をメッセージ表示してFALSEを返す。
30  */
31 static bool can_do_cmd_cast(void)
32 {
33         if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
34         {
35                 msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
36                 msg_print(NULL);
37                 return FALSE;
38         }
39         else if (p_ptr->anti_magic)
40         {
41                 msg_print(_("反魔法バリアが魔法を邪魔した!", "An anti-magic shell disrupts your magic!"));
42                 return FALSE;
43         }
44         else if (p_ptr->shero)
45         {
46                 msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
47                 return FALSE;
48         }
49         else
50                 return TRUE;
51 }
52
53 /*!
54  * @brief 修行僧の構え設定処理
55  * @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。
56  */
57 static bool choose_kamae(void)
58 {
59         char choice;
60         int new_kamae = 0;
61         int i;
62         char buf[80];
63
64         if (p_ptr->confused)
65         {
66                 msg_print(_("混乱していて構えられない!", "Too confused."));
67                 return FALSE;
68         }
69         screen_save();
70         prt(_(" a) 構えをとく", " a) No form"), 2, 20);
71
72         for (i = 0; i < MAX_KAMAE; i++)
73         {
74                 if (p_ptr->lev >= kamae_shurui[i].min_level)
75                 {
76                         sprintf(buf," %c) %-12s  %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
77                         prt(buf, 3+i, 20);
78                 }
79         }
80
81         prt("", 1, 0);
82         prt(_("        どの構えをとりますか?", "        Choose Form: "), 1, 14);
83
84         while(1)
85         {
86                 choice = inkey();
87
88                 if (choice == ESCAPE)
89                 {
90                         screen_load();
91                         return FALSE;
92                 }
93                 else if ((choice == 'a') || (choice == 'A'))
94                 {
95                         if (p_ptr->action == ACTION_KAMAE)
96                         {
97                                 set_action(ACTION_NONE);
98                         }
99                         else
100                                 msg_print(_("もともと構えていない。", "You are not assuming a posture."));
101                         screen_load();
102                         return TRUE;
103                 }
104                 else if ((choice == 'b') || (choice == 'B'))
105                 {
106                         new_kamae = 0;
107                         break;
108                 }
109                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
110                 {
111                         new_kamae = 1;
112                         break;
113                 }
114                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
115                 {
116                         new_kamae = 2;
117                         break;
118                 }
119                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
120                 {
121                         new_kamae = 3;
122                         break;
123                 }
124         }
125         set_action(ACTION_KAMAE);
126
127         if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
128         {
129                 msg_print(_("構え直した。", "You reassume a posture."));
130         }
131         else
132         {
133                 p_ptr->special_defense &= ~(KAMAE_MASK);
134                 p_ptr->update |= (PU_BONUS);
135                 p_ptr->redraw |= (PR_STATE);
136                 msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
137                 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
138         }
139         p_ptr->redraw |= PR_STATE;
140         screen_load();
141         return TRUE;
142 }
143
144 /*!
145  * @brief 剣術家の型設定処理
146  * @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。
147  */
148 static bool choose_kata(void)
149 {
150         char choice;
151         int new_kata = 0;
152         int i;
153         char buf[80];
154
155         if (p_ptr->confused)
156         {
157                 msg_print(_("混乱していて構えられない!", "Too confused."));
158                 return FALSE;
159         }
160
161         if (p_ptr->stun)
162         {
163                 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
164                 return FALSE;
165         }
166
167         if (p_ptr->afraid)
168         {
169                 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
170                 return FALSE;
171         }
172         screen_save();
173         prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
174
175         for (i = 0; i < MAX_KATA; i++)
176         {
177                 if (p_ptr->lev >= kata_shurui[i].min_level)
178                 {
179                         sprintf(buf,_(" %c) %sの型    %s", " %c) Form of %-12s  %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
180                         prt(buf, 3+i, 20);
181                 }
182         }
183
184         prt("", 1, 0);
185         prt(_("        どの型で構えますか?", "        Choose Form: "), 1, 14);
186
187         while(1)
188         {
189                 choice = inkey();
190
191                 if (choice == ESCAPE)
192                 {
193                         screen_load();
194                         return FALSE;
195                 }
196                 else if ((choice == 'a') || (choice == 'A'))
197                 {
198                         if (p_ptr->action == ACTION_KATA)
199                         {
200                                 set_action(ACTION_NONE);
201                         }
202                         else
203                                 msg_print(_("もともと構えていない。", "You are not assuming posture."));
204                         screen_load();
205                         return TRUE;
206                 }
207                 else if ((choice == 'b') || (choice == 'B'))
208                 {
209                         new_kata = 0;
210                         break;
211                 }
212                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
213                 {
214                         new_kata = 1;
215                         break;
216                 }
217                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
218                 {
219                         new_kata = 2;
220                         break;
221                 }
222                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
223                 {
224                         new_kata = 3;
225                         break;
226                 }
227         }
228         set_action(ACTION_KATA);
229
230         if (p_ptr->special_defense & (KATA_IAI << new_kata))
231         {
232                 msg_print(_("構え直した。", "You reassume a posture."));
233         }
234         else
235         {
236                 p_ptr->special_defense &= ~(KATA_MASK);
237                 p_ptr->update |= (PU_BONUS | PU_MONSTERS);
238                 msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
239                 p_ptr->special_defense |= (KATA_IAI << new_kata);
240         }
241         p_ptr->redraw |= (PR_STATE | PR_STATUS);
242         screen_load();
243         return TRUE;
244 }
245
246
247 /*!
248  * @brief レイシャル・パワー情報のtypedef
249  */
250 typedef struct power_desc_type power_desc_type;
251
252 /*!
253  * @brief レイシャル・パワー情報の構造体定義
254  */
255 struct power_desc_type
256 {
257         GAME_TEXT name[MAX_NLEN];      //!<レイシャル名
258         PLAYER_LEVEL level;     //!<体得レベル
259         int cost;
260         int stat;
261         int fail;
262         int number;
263 };
264
265
266 /*!
267  * @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
268  * @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
269  * @return 成功率(%)を返す
270  */
271 static PERCENTAGE racial_chance(power_desc_type *pd_ptr)
272 {
273         PLAYER_LEVEL min_level  = pd_ptr->level;
274         int difficulty = pd_ptr->fail;
275
276         int i;
277         int val;
278         int sum = 0;
279         int stat = p_ptr->stat_cur[pd_ptr->stat];
280
281         /* No chance for success */
282         if ((p_ptr->lev < min_level) || p_ptr->confused)
283         {
284                 return (0);
285         }
286
287         if (difficulty == 0) return 100;
288
289         /* Calculate difficulty */
290         if (p_ptr->stun)
291         {
292                 difficulty += p_ptr->stun;
293         }
294         else if (p_ptr->lev > min_level)
295         {
296                 int lev_adj = ((p_ptr->lev - min_level) / 3);
297                 if (lev_adj > 10) lev_adj = 10;
298                 difficulty -= lev_adj;
299         }
300
301         if (difficulty < 5) difficulty = 5;
302
303         /* We only need halfs of the difficulty */
304         difficulty = difficulty / 2;
305
306         for (i = 1; i <= stat; i++)
307         {
308                 val = i - difficulty;
309                 if (val > 0)
310                         sum += (val <= difficulty) ? val : difficulty;
311         }
312
313         if (difficulty == 0)
314                 return (100);
315         else
316                 return (((sum * 100) / difficulty) / stat);
317 }
318
319
320 static int  racial_cost;
321
322 /*!
323  * @brief レイシャル・パワーの発動の判定処理
324  * @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
325  * @return
326  * 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。
327  * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
328  */
329 static int racial_aux(power_desc_type *pd_ptr)
330 {
331         PLAYER_LEVEL min_level  = pd_ptr->level;
332         int use_stat   = pd_ptr->stat;
333         int difficulty = pd_ptr->fail;
334         int use_hp = 0;
335
336         racial_cost = pd_ptr->cost;
337
338         /* Not enough mana - use hp */
339         if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
340
341         /* Power is not available yet */
342         if (p_ptr->lev < min_level)
343         {
344                 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。", 
345                                          "You need to attain level %d to use this power."), min_level);
346
347                 p_ptr->energy_use = 0;
348                 return 0;
349         }
350
351         /* Too confused */
352         else if (p_ptr->confused)
353         {
354                 msg_print(_("混乱していてその能力は使えない。", "You are too confused to use this power."));
355                 p_ptr->energy_use = 0;
356                 return 0;
357         }
358
359         /* Risk death? */
360         else if (p_ptr->chp < use_hp)
361         {
362                 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? ")))
363                 {
364                         p_ptr->energy_use = 0;
365                         return 0;
366                 }
367         }
368
369         /* Else attempt to do it! */
370
371         if (difficulty)
372         {
373                 if (p_ptr->stun)
374                 {
375                         difficulty += p_ptr->stun;
376                 }
377                 else if (p_ptr->lev > min_level)
378                 {
379                         int lev_adj = ((p_ptr->lev - min_level) / 3);
380                         if (lev_adj > 10) lev_adj = 10;
381                         difficulty -= lev_adj;
382                 }
383
384                 if (difficulty < 5) difficulty = 5;
385         }
386
387         /* take time and pay the price */
388         p_ptr->energy_use = 100;
389
390         /* Success? */
391         if (randint1(p_ptr->stat_cur[use_stat]) >= ((difficulty / 2) + randint1(difficulty / 2)))
392         {
393                 return 1;
394         }
395
396         if (flush_failure) flush();
397         msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
398
399         return -1;
400 }
401
402
403 /*!
404  * @brief レイシャル・パワー発動処理
405  * @param command 発動するレイシャルのID
406  * @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。
407  */
408 static bool cmd_racial_power_aux(s32b command)
409 {
410         PLAYER_LEVEL plev = p_ptr->lev;
411         DIRECTION dir = 0;
412
413         if (command <= -3)
414         {
415                 switch (p_ptr->pclass)
416                 {
417                 case CLASS_WARRIOR:
418                 {
419                         return sword_dancing(p_ptr);
420                         break;
421                 }
422                 case CLASS_HIGH_MAGE:
423                 if (p_ptr->realm1 == REALM_HEX)
424                 {
425                         bool retval = stop_hex_spell();
426                         if (retval) p_ptr->energy_use = 10;
427                         return (retval);
428                 }
429                 case CLASS_MAGE:
430                 /* case CLASS_HIGH_MAGE: */
431                 case CLASS_SORCERER:
432                 {
433                         if (!eat_magic(p_ptr->lev * 2)) return FALSE;
434                         break;
435                 }
436                 case CLASS_PRIEST:
437                 {
438                         if (is_good_realm(p_ptr->realm1))
439                         {
440                                 if (!bless_weapon()) return FALSE;
441                         }
442                         else
443                         {
444                                 (void)dispel_monsters(plev * 4);
445                                 turn_monsters(plev * 4);
446                                 banish_monsters(plev * 4);
447                         }
448                         break;
449                 }
450                 case CLASS_ROGUE:
451                 {
452                         if(!panic_hit()) return FALSE;
453                         break;
454                 }
455                 case CLASS_RANGER:
456                 case CLASS_SNIPER:
457                 {
458                         msg_print(_("敵を調査した...", "You examine your foes..."));
459                         probing();
460                         break;
461                 }
462                 case CLASS_PALADIN:
463                 {
464                         if (!get_aim_dir(&dir)) return FALSE;
465                         fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
466                                   dir, plev * 3);
467                         break;
468                 }
469                 case CLASS_WARRIOR_MAGE:
470                 {
471                         if (command == -3)
472                         {
473                                 return comvert_hp_to_mp(p_ptr);
474                         }
475                         else if (command == -4)
476                         {
477                                 return comvert_mp_to_hp(p_ptr);
478                         }
479                         break;
480                 }
481                 case CLASS_CHAOS_WARRIOR:
482                 {
483                         return confusing_light(p_ptr);
484                         break;
485                 }
486                 case CLASS_MONK:
487                 {
488                         if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
489                         {
490                                 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
491                                 return FALSE;
492                         }
493                         if (p_ptr->riding)
494                         {
495                                 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
496                                 return FALSE;
497                         }
498
499                         if (command == -3)
500                         {
501                                 if (!choose_kamae()) return FALSE;
502                                 p_ptr->update |= (PU_BONUS);
503                         }
504                         else if (command == -4)
505                         {
506                                 return double_attack(p_ptr);
507                         }
508                         break;
509                 }
510                 case CLASS_MINDCRAFTER:
511                 case CLASS_FORCETRAINER:
512                 {
513                         return clear_mind(p_ptr);
514                 }
515                 case CLASS_TOURIST:
516                 {
517                         if (command == -3)
518                         {
519                                 if (!get_aim_dir(&dir)) return FALSE;
520                                 project_length = 1;
521                                 fire_beam(GF_PHOTO, dir, 1);
522                         }
523                         else if (command == -4)
524                         {
525                                 if (!identify_fully(FALSE)) return FALSE;
526                         }
527                         break;
528                 }
529                 case CLASS_IMITATOR:
530                 {
531                         handle_stuff();
532                         if (!do_cmd_mane(TRUE)) return FALSE;
533                         break;
534                 }
535                 case CLASS_BEASTMASTER:
536                 {
537                         if (command == -3)
538                         {
539                                 if (!get_aim_dir(&dir)) return FALSE;
540                                 (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
541                         }
542                         else if (command == -4)
543                         {
544                                 project_all_los(GF_CHARM_LIVING, p_ptr->lev);
545                         }
546                         break;
547                 }
548                 case CLASS_ARCHER:
549                 {
550                         if (!create_ammo()) return FALSE;
551                         break;
552                 }
553                 case CLASS_MAGIC_EATER:
554                 {
555                         if (command == -3) {
556                                 if (!import_magic_device()) return FALSE;
557                         } else if (command == -4) {
558                                 if (!can_do_cmd_cast()) return FALSE;
559                                 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
560                         }
561                         break;
562                 }
563                 case CLASS_BARD:
564                 {
565                         /* Singing is already stopped */
566                         if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
567
568                         stop_singing();
569                         p_ptr->energy_use = 10;
570                         break;
571                 }
572                 case CLASS_RED_MAGE:
573                 {
574                         if (!can_do_cmd_cast()) return FALSE;
575                         handle_stuff();
576                         do_cmd_cast();
577                         handle_stuff();
578                         if (!p_ptr->paralyzed && can_do_cmd_cast())
579                                 do_cmd_cast();
580                         break;
581                 }
582                 case CLASS_SAMURAI:
583                 {
584                         if (command == -3)
585                         {
586                         }
587                         else if (command == -4)
588                         {
589                                 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
590                                 {
591                                         msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
592                                         return FALSE;
593                                 }
594                                 if (!choose_kata()) return FALSE;
595                                 p_ptr->update |= (PU_BONUS);
596                         }
597                         break;
598                 }
599                 case CLASS_BLUE_MAGE:
600                 {
601                         if (p_ptr->action == ACTION_LEARN)
602                         {
603                                 set_action(ACTION_NONE);
604                         }
605                         else
606                         {
607                                 set_action(ACTION_LEARN);
608                         }
609                         p_ptr->energy_use = 0;
610                         break;
611                 }
612                 case CLASS_CAVALRY:
613                 {
614                         return rodeo(p_ptr);
615                 }
616                 case CLASS_BERSERKER:
617                 {
618                         if (!recall_player(p_ptr, randint0(21) + 15)) return FALSE;
619                         break;
620                 }
621                 case CLASS_SMITH:
622                 {
623                         if (p_ptr->lev > 29)
624                         {
625                                 if (!identify_fully(TRUE)) return FALSE;
626                         }
627                         else
628                         {
629                                 if (!ident_spell(TRUE)) return FALSE;
630                         }
631                         break;
632                 }
633                 case CLASS_MIRROR_MASTER:
634                 {
635                         if (command == -3)
636                         {
637                                 /* Explode all mirrors */
638                                 remove_all_mirrors(TRUE);
639                         }
640                         else if (command == -4)
641                         {
642                                 return mirror_concentration(p_ptr);
643                         }
644                         break;
645                 }
646                 case CLASS_NINJA:
647                         hayagake(p_ptr);
648                         break;
649                 }
650         }
651         else if (p_ptr->mimic_form)
652         {
653                 switch (p_ptr->mimic_form)
654                 {
655                 case MIMIC_DEMON:
656                 case MIMIC_DEMON_LORD:
657                 {
658                         return demonic_breath(p_ptr);
659                 }
660                 case MIMIC_VAMPIRE:
661                         vampirism();
662                         break;
663                 }
664         }
665
666         else 
667         {
668
669         switch (p_ptr->prace)
670         {
671                 case RACE_DWARF:
672                         msg_print(_("周囲を調べた。", "You examine your surroundings."));
673                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
674                         (void)detect_doors(DETECT_RAD_DEFAULT);
675                         (void)detect_stairs(DETECT_RAD_DEFAULT);
676                         break;
677
678                 case RACE_HOBBIT:
679                         return create_ration(p_ptr);
680                         break;
681
682                 case RACE_GNOME:
683                         msg_print(_("パッ!", "Blink!"));
684                         teleport_player(10, 0L);
685                         break;
686
687                 case RACE_HALF_ORC:
688                         msg_print(_("勇気を出した。", "You play tough."));
689                         (void)set_afraid(0);
690                         break;
691
692                 case RACE_HALF_TROLL:
693                         msg_print(_("うがぁぁ!", "RAAAGH!"));
694                         (void)berserk(10 + randint1(plev));
695                         break;
696
697                 case RACE_AMBERITE:
698                         if (command == -1)
699                         {
700                                 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
701                                 alter_reality();
702                         }
703                         else if (command == -2)
704                         {
705                                 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..."));
706
707                                 (void)true_healing(0);
708                                 (void)restore_all_status();
709                                 (void)restore_level();
710                         }
711                         break;
712
713                 case RACE_BARBARIAN:
714                         msg_print(_("うぉぉおお!", "Raaagh!"));
715                         (void)berserk(10 + randint1(plev));
716                         break;
717
718                 case RACE_HALF_OGRE:
719                         msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
720                         explosive_rune();
721                         break;
722
723                 case RACE_HALF_GIANT:
724                         if (!get_aim_dir(&dir)) return FALSE;
725                         (void)wall_to_mud(dir, 20 + randint1(30));
726                         break;
727
728                 case RACE_HALF_TITAN:
729                         msg_print(_("敵を調査した...", "You examine your foes..."));
730                         probing();
731                         break;
732
733                 case RACE_CYCLOPS:
734                         if (!get_aim_dir(&dir)) return FALSE;
735                         msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
736                         fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
737                         break;
738
739                 case RACE_YEEK:
740                         if (!get_aim_dir(&dir)) return FALSE;
741                         stop_mouth();
742                         msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
743                         (void)fear_monster(dir, plev);
744                         break;
745
746                 case RACE_KLACKON:
747                         if (!get_aim_dir(&dir)) return FALSE;
748                         stop_mouth();
749                         msg_print(_("酸を吐いた。", "You spit acid."));
750                         if (plev < 25) fire_bolt(GF_ACID, dir, plev);
751                         else fire_ball(GF_ACID, dir, plev, 2);
752                         break;
753
754                 case RACE_KOBOLD:
755                         if (!get_aim_dir(&dir)) return FALSE;
756                         msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
757                         fire_bolt(GF_POIS, dir, plev);
758                         break;
759
760                 case RACE_NIBELUNG:
761                         msg_print(_("周囲を調査した。", "You examine your surroundings."));
762                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
763                         (void)detect_doors(DETECT_RAD_DEFAULT);
764                         (void)detect_stairs(DETECT_RAD_DEFAULT);
765                         break;
766
767                 case RACE_DARK_ELF:
768                         if (!get_aim_dir(&dir)) return FALSE;
769                         msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
770                         fire_bolt_or_beam(10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4));
771                         break;
772
773                 case RACE_DRACONIAN:
774                         return draconian_breath(p_ptr);
775                         break;
776
777                 case RACE_MIND_FLAYER:
778                         if (!get_aim_dir(&dir)) return FALSE;
779                         msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
780                         fire_bolt(GF_PSI, dir, plev);
781                         break;
782
783                 case RACE_IMP:
784                         if (!get_aim_dir(&dir)) return FALSE;
785                         if (plev >= 30)
786                         {
787                                 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
788                                 fire_ball(GF_FIRE, dir, plev, 2);
789                         }
790                         else
791                         {
792                                 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
793                                 fire_bolt(GF_FIRE, dir, plev);
794                         }
795                         break;
796
797                 case RACE_GOLEM:
798                         (void)set_shield(randint1(20) + 30, FALSE);
799                         break;
800
801                 case RACE_SKELETON:
802                 case RACE_ZOMBIE:
803                         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."));
804                         (void)restore_level();
805                         break;
806
807                 case RACE_VAMPIRE:
808                         vampirism();
809                         break;
810
811                 case RACE_SPECTRE:
812                         if (!get_aim_dir(&dir)) return FALSE;
813                         stop_mouth();
814                         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!"));
815                         (void)fear_monster(dir, plev);
816                         break;
817
818                 case RACE_SPRITE:
819                         msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
820                         if (plev < 25) sleep_monsters_touch();
821                         else (void)sleep_monsters(plev);
822                         break;
823
824                 case RACE_DEMON:
825                         return demonic_breath(p_ptr); 
826                         break;
827
828                 case RACE_KUTAR:
829                         (void)set_tsubureru(randint1(20) + 30, FALSE);
830                         break;
831
832                 case RACE_ANDROID:
833                         return android_inside_weapon(p_ptr);
834                         break;
835
836                 default:
837                         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."));
838                         p_ptr->energy_use = 0;
839         }
840         }
841         return TRUE;
842 }
843
844 /*!
845  * @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
846  * @return なし
847  */
848 void do_cmd_racial_power(void)
849 {
850         power_desc_type power_desc[36];
851         int num;
852         COMMAND_CODE i = 0;
853         int ask = TRUE;
854         PLAYER_LEVEL lvl = p_ptr->lev;
855         bool            flag, redraw, cast = FALSE;
856         bool            warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
857         char            choice;
858         char            out_val[160];
859         int menu_line = (use_menu ? 1 : 0);
860
861         if (p_ptr->wild_mode) return;
862
863         for (num = 0; num < 36; num++)
864         {
865                 strcpy(power_desc[num].name, "");
866                 power_desc[num].number = 0;
867         }
868
869         num = 0;
870
871         if (p_ptr->confused)
872         {
873                 msg_print(_("混乱していて特殊能力を使えません!", "You are too confused to use any powers!"));
874                 p_ptr->energy_use = 0;
875                 return;
876         }
877
878         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
879         {
880                 set_action(ACTION_NONE);
881         }
882
883         switch (p_ptr->pclass)
884         {
885         case CLASS_WARRIOR:
886         {
887                 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
888                 power_desc[num].level = 40;
889                 power_desc[num].cost = 75;
890                 power_desc[num].stat = A_DEX;
891                 power_desc[num].fail = 35;
892                 power_desc[num++].number = -3;
893                 break;
894         }
895         case CLASS_HIGH_MAGE:
896         if (p_ptr->realm1 == REALM_HEX)
897         {
898                 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
899                 power_desc[num].level = 1;
900                 power_desc[num].cost = 0;
901                 power_desc[num].stat = A_INT;
902                 power_desc[num].fail = 0;
903                 power_desc[num++].number = -3;
904                 break;
905         }
906         case CLASS_MAGE:
907         /* case CLASS_HIGH_MAGE: */
908         case CLASS_SORCERER:
909         {
910                 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
911                 power_desc[num].level = 25;
912                 power_desc[num].cost = 1;
913                 power_desc[num].stat = A_INT;
914                 power_desc[num].fail = 25;
915                 power_desc[num++].number = -3;
916                 break;
917         }
918         case CLASS_PRIEST:
919         {
920                 if (is_good_realm(p_ptr->realm1))
921                 {
922                         strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
923                         power_desc[num].level = 35;
924                         power_desc[num].cost = 70;
925                         power_desc[num].stat = A_WIS;
926                         power_desc[num].fail = 50;
927                         power_desc[num++].number = -3;
928                 }
929                 else
930                 {
931                         strcpy(power_desc[num].name, _("召魂", "Evocation"));
932                         power_desc[num].level = 42;
933                         power_desc[num].cost = 40;
934                         power_desc[num].stat = A_WIS;
935                         power_desc[num].fail = 35;
936                         power_desc[num++].number = -3;
937                 }
938                 break;
939         }
940         case CLASS_ROGUE:
941         {
942                 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
943                 power_desc[num].level = 8;
944                 power_desc[num].cost = 12;
945                 power_desc[num].stat = A_DEX;
946                 power_desc[num].fail = 14;
947                 power_desc[num++].number = -3;
948                 break;
949         }
950         case CLASS_RANGER:
951         case CLASS_SNIPER:
952         {
953                 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
954                 power_desc[num].level = 15;
955                 power_desc[num].cost = 20;
956                 power_desc[num].stat = A_INT;
957                 power_desc[num].fail = 12;
958                 power_desc[num++].number = -3;
959                 break;
960         }
961         case CLASS_PALADIN:
962         {
963                 if (is_good_realm(p_ptr->realm1))
964                 {
965                         strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
966                         power_desc[num].level = 30;
967                         power_desc[num].cost = 30;
968                         power_desc[num].stat = A_WIS;
969                         power_desc[num].fail = 30;
970                         power_desc[num++].number = -3;
971                 }
972                 else
973                 {
974                         strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
975                         power_desc[num].level = 30;
976                         power_desc[num].cost = 30;
977                         power_desc[num].stat = A_WIS;
978                         power_desc[num].fail = 30;
979                         power_desc[num++].number = -3;
980                 }
981                 break;
982         }
983         case CLASS_WARRIOR_MAGE:
984         {
985                 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
986                 power_desc[num].level = 25;
987                 power_desc[num].cost = 0;
988                 power_desc[num].stat = A_INT;
989                 power_desc[num].fail = 10;
990                 power_desc[num++].number = -3;
991                         
992                 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
993                 power_desc[num].level = 25;
994                 power_desc[num].cost = 0;
995                 power_desc[num].stat = A_INT;
996                 power_desc[num].fail = 10;
997                 power_desc[num++].number = -4;
998                 break;
999         }
1000         case CLASS_CHAOS_WARRIOR:
1001         {
1002                 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
1003                 power_desc[num].level = 40;
1004                 power_desc[num].cost = 50;
1005                 power_desc[num].stat = A_INT;
1006                 power_desc[num].fail = 25;
1007                 power_desc[num++].number = -3;
1008                 break;
1009         }
1010         case CLASS_MONK:
1011         {
1012                 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
1013                 power_desc[num].level = 25;
1014                 power_desc[num].cost = 0;
1015                 power_desc[num].stat = A_DEX;
1016                 power_desc[num].fail = 0;
1017                 power_desc[num++].number = -3;
1018                         
1019                 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
1020                 power_desc[num].level = 30;
1021                 power_desc[num].cost = 30;
1022                 power_desc[num].stat = A_STR;
1023                 power_desc[num].fail = 20;
1024                 power_desc[num++].number = -4;
1025                 break;
1026         }
1027         case CLASS_MINDCRAFTER:
1028         case CLASS_FORCETRAINER:
1029         {
1030                 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1031                 power_desc[num].level = 15;
1032                 power_desc[num].cost = 0;
1033                 power_desc[num].stat = A_WIS;
1034                 power_desc[num].fail = 10;
1035                 power_desc[num++].number = -3;
1036                 break;
1037         }
1038         case CLASS_TOURIST:
1039         {
1040                 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1041                 power_desc[num].level = 1;
1042                 power_desc[num].cost = 0;
1043                 power_desc[num].stat = A_DEX;
1044                 power_desc[num].fail = 0;
1045                 power_desc[num++].number = -3;
1046                 
1047                 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1048                 power_desc[num].level = 25;
1049                 power_desc[num].cost = 20;
1050                 power_desc[num].stat = A_INT;
1051                 power_desc[num].fail = 20;
1052                 power_desc[num++].number = -4;
1053                 break;
1054         }
1055         case CLASS_IMITATOR:
1056         {
1057                 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1058                 power_desc[num].level = 30;
1059                 power_desc[num].cost = 100;
1060                 power_desc[num].stat = A_DEX;
1061                 power_desc[num].fail = 30;
1062                 power_desc[num++].number = -3;
1063                 break;
1064         }
1065         case CLASS_BEASTMASTER:
1066         {
1067                 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1068                 power_desc[num].level = 1;
1069                 power_desc[num].cost = (p_ptr->lev+3)/4;
1070                 power_desc[num].stat = A_CHR;
1071                 power_desc[num].fail = 10;
1072                 power_desc[num++].number = -3;
1073                 
1074                 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1075                 power_desc[num].level = 30;
1076                 power_desc[num].cost = (p_ptr->lev+20)/2;
1077                 power_desc[num].stat = A_CHR;
1078                 power_desc[num].fail = 10;
1079                 power_desc[num++].number = -4;
1080                 break;
1081         }
1082         case CLASS_ARCHER:
1083         {
1084                 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1085                 power_desc[num].level = 1;
1086                 power_desc[num].cost = 0;
1087                 power_desc[num].stat = A_DEX;
1088                 power_desc[num].fail = 0;
1089                 power_desc[num++].number = -3;
1090                 break;
1091         }
1092         case CLASS_MAGIC_EATER:
1093         {
1094                 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1095                 power_desc[num].level = 1;
1096                 power_desc[num].cost = 0;
1097                 power_desc[num].stat = A_INT;
1098                 power_desc[num].fail = 0;
1099                 power_desc[num++].number = -3;
1100
1101                 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1102                 power_desc[num].level = 10;
1103                 power_desc[num].cost = 10 + (lvl - 10) / 2;
1104                 power_desc[num].stat = A_INT;
1105                 power_desc[num].fail = 0;
1106                 power_desc[num++].number = -4;
1107                 break;
1108         }
1109         case CLASS_BARD:
1110         {
1111                 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1112                 power_desc[num].level = 1;
1113                 power_desc[num].cost = 0;
1114                 power_desc[num].stat = A_CHR;
1115                 power_desc[num].fail = 0;
1116                 power_desc[num++].number = -3;
1117                 break;
1118         }
1119         case CLASS_RED_MAGE:
1120         {
1121                 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1122                 power_desc[num].level = 48;
1123                 power_desc[num].cost = 20;
1124                 power_desc[num].stat = A_INT;
1125                 power_desc[num].fail = 0;
1126                 power_desc[num++].number = -3;
1127                 break;
1128         }
1129         case CLASS_SAMURAI:
1130         {
1131                 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1132                 power_desc[num].level = 1;
1133                 power_desc[num].cost = 0;
1134                 power_desc[num].stat = A_WIS;
1135                 power_desc[num].fail = 0;
1136                 power_desc[num++].number = -3;
1137                 
1138                 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
1139                 power_desc[num].level = 25;
1140                 power_desc[num].cost = 0;
1141                 power_desc[num].stat = A_DEX;
1142                 power_desc[num].fail = 0;
1143                 power_desc[num++].number = -4;
1144                 break;
1145         }
1146         case CLASS_BLUE_MAGE:
1147         {
1148                 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1149                 power_desc[num].level = 1;
1150                 power_desc[num].cost = 0;
1151                 power_desc[num].stat = A_INT;
1152                 power_desc[num].fail = 0;
1153                 power_desc[num++].number = -3;
1154                 break;
1155         }
1156         case CLASS_CAVALRY:
1157         {
1158                 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1159                 power_desc[num].level = 10;
1160                 power_desc[num].cost = 0;
1161                 power_desc[num].stat = A_STR;
1162                 power_desc[num].fail = 10;
1163                 power_desc[num++].number = -3;
1164                 break;
1165         }
1166         case CLASS_BERSERKER:
1167         {
1168                 strcpy(power_desc[num].name, _("帰還", "Recall"));
1169                 power_desc[num].level = 10;
1170                 power_desc[num].cost = 10;
1171                 power_desc[num].stat = A_DEX;
1172                 power_desc[num].fail = 20;
1173                 power_desc[num++].number = -3;
1174                 break;
1175         }
1176         case CLASS_MIRROR_MASTER:
1177         {
1178                 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
1179                 power_desc[num].level = 1;
1180                 power_desc[num].cost = 0;
1181                 power_desc[num].stat = A_INT;
1182                 power_desc[num].fail = 0;
1183                 power_desc[num++].number = -3;
1184                 
1185                 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
1186                 power_desc[num].level = 30;
1187                 power_desc[num].cost = 0;
1188                 power_desc[num].stat = A_INT;
1189                 power_desc[num].fail = 20;
1190                 power_desc[num++].number = -4;
1191                 break;
1192         }
1193         case CLASS_SMITH:
1194         {
1195                 strcpy(power_desc[num].name, _("目利き", "Judgment"));
1196                 power_desc[num].level = 5;
1197                 power_desc[num].cost = 15;
1198                 power_desc[num].stat = A_INT;
1199                 power_desc[num].fail = 20;
1200                 power_desc[num++].number = -3;
1201                 break;
1202         }
1203         case CLASS_NINJA:
1204         {
1205                 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
1206                 power_desc[num].level = 20;
1207                 power_desc[num].cost = 0;
1208                 power_desc[num].stat = A_DEX;
1209                 power_desc[num].fail = 0;
1210                 power_desc[num++].number = -3;
1211                 break;
1212         }
1213         default:
1214                 strcpy(power_desc[0].name, _("(なし)", "(none)"));
1215         }
1216
1217         if (p_ptr->mimic_form)
1218         {
1219                 switch (p_ptr->mimic_form)
1220                 {
1221                 case MIMIC_DEMON:
1222                 case MIMIC_DEMON_LORD:
1223                         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);
1224                         power_desc[num].level = 15;
1225                         power_desc[num].cost = 10+lvl/3;
1226                         power_desc[num].stat = A_CON;
1227                         power_desc[num].fail = 20;
1228                         power_desc[num++].number = -1;
1229                         break;
1230                 case MIMIC_VAMPIRE:
1231                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1232                         power_desc[num].level = 2;
1233                         power_desc[num].cost = 1 + (lvl / 3);
1234                         power_desc[num].stat = A_CON;
1235                         power_desc[num].fail = 9;
1236                         power_desc[num++].number = -1;
1237                         break;
1238                 }
1239         }
1240         else
1241         {
1242         switch (p_ptr->prace)
1243         {
1244                 case RACE_DWARF:
1245                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1246                         power_desc[num].level = 5;
1247                         power_desc[num].cost = 5;
1248                         power_desc[num].stat = A_WIS;
1249                         power_desc[num].fail = 12;
1250                         power_desc[num++].number = -1;
1251                         break;
1252                 case RACE_NIBELUNG:
1253                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1254                         power_desc[num].level = 10;
1255                         power_desc[num].cost = 5;
1256                         power_desc[num].stat = A_WIS;
1257                         power_desc[num].fail = 10;
1258                         power_desc[num++].number = -1;
1259                         break;
1260                 case RACE_HOBBIT:
1261                         strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
1262                         power_desc[num].level = 15;
1263                         power_desc[num].cost = 10;
1264                         power_desc[num].stat = A_INT;
1265                         power_desc[num].fail = 10;
1266                         power_desc[num++].number = -1;
1267                         break;
1268                 case RACE_GNOME:
1269                         sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
1270                         power_desc[num].level = 5;
1271                         power_desc[num].cost = 5;
1272                         power_desc[num].stat = A_INT;
1273                         power_desc[num].fail = 12;
1274                         power_desc[num++].number = -1;
1275                         break;
1276                 case RACE_HALF_ORC:
1277                         strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
1278                         power_desc[num].level = 3;
1279                         power_desc[num].cost = 5;
1280                         power_desc[num].stat = A_WIS;
1281                         power_desc[num].fail = warrior ? 5 : 10;
1282                         power_desc[num++].number = -1;
1283                         break;
1284                 case RACE_HALF_TROLL:
1285                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1286                         power_desc[num].level = 10;
1287                         power_desc[num].cost = 12;
1288                         power_desc[num].stat = A_STR;
1289                         power_desc[num].fail = warrior ? 6 : 12;
1290                         power_desc[num++].number = -1;
1291                         break;
1292                 case RACE_BARBARIAN:
1293                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1294                         power_desc[num].level = 8;
1295                         power_desc[num].cost = 10;
1296                         power_desc[num].stat = A_STR;
1297                         power_desc[num].fail = warrior ? 6 : 12;
1298                         power_desc[num++].number = -1;
1299                         break;
1300                 case RACE_AMBERITE:
1301                         strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
1302                         power_desc[num].level = 30;
1303                         power_desc[num].cost = 50;
1304                         power_desc[num].stat = A_INT;
1305                         power_desc[num].fail = 50;
1306                         power_desc[num++].number = -1;
1307                         
1308                         strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
1309                         power_desc[num].level = 40;
1310                         power_desc[num].cost = 75;
1311                         power_desc[num].stat = A_WIS;
1312                         power_desc[num].fail = 50;
1313                         power_desc[num++].number = -2;
1314                         break;
1315                 case RACE_HALF_OGRE:
1316                         strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
1317                         power_desc[num].level = 25;
1318                         power_desc[num].cost = 35;
1319                         power_desc[num].stat = A_INT;
1320                         power_desc[num].fail = 15;
1321                         power_desc[num++].number = -1;
1322                         break;
1323                 case RACE_HALF_GIANT:
1324                         strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
1325                         power_desc[num].level = 20;
1326                         power_desc[num].cost = 10;
1327                         power_desc[num].stat = A_STR;
1328                         power_desc[num].fail = 12;
1329                         power_desc[num++].number = -1;
1330                         break;
1331                 case RACE_HALF_TITAN:
1332                         strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
1333                         power_desc[num].level = 15;
1334                         power_desc[num].cost = 10;
1335                         power_desc[num].stat = A_INT;
1336                         power_desc[num].fail = 12;
1337                         power_desc[num++].number = -1;
1338                         break;
1339                 case RACE_CYCLOPS:
1340                         sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
1341                         power_desc[num].level = 20;
1342                         power_desc[num].cost = 15;
1343                         power_desc[num].stat = A_STR;
1344                         power_desc[num].fail = 12;
1345                         power_desc[num++].number = -1;
1346                         break;
1347                 case RACE_YEEK:
1348                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1349                         power_desc[num].level = 15;
1350                         power_desc[num].cost = 15;
1351                         power_desc[num].stat = A_WIS;
1352                         power_desc[num].fail = 10;
1353                         power_desc[num++].number = -1;
1354                         break;
1355                 case RACE_SPECTRE:
1356                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1357                         power_desc[num].level = 4;
1358                         power_desc[num].cost = 6;
1359                         power_desc[num].stat = A_INT;
1360                         power_desc[num].fail = 3;
1361                         power_desc[num++].number = -1;
1362                         break;
1363                 case RACE_KLACKON:
1364                         sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
1365                         power_desc[num].level = 9;
1366                         power_desc[num].cost = 9;
1367                         power_desc[num].stat = A_DEX;
1368                         power_desc[num].fail = 14;
1369                         power_desc[num++].number = -1;
1370                         break;
1371                 case RACE_KOBOLD:
1372                         sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
1373                         power_desc[num].level = 12;
1374                         power_desc[num].cost = 8;
1375                         power_desc[num].stat = A_DEX;
1376                         power_desc[num].fail = 14;
1377                         power_desc[num++].number = -1;
1378                         break;
1379                 case RACE_DARK_ELF:
1380                         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);
1381                         power_desc[num].level = 2;
1382                         power_desc[num].cost = 2;
1383                         power_desc[num].stat = A_INT;
1384                         power_desc[num].fail = 9;
1385                         power_desc[num++].number = -1;
1386                         break;
1387                 case RACE_DRACONIAN:
1388                         sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
1389                         power_desc[num].level = 1;
1390                         power_desc[num].cost = lvl;
1391                         power_desc[num].stat = A_CON;
1392                         power_desc[num].fail = 12;
1393                         power_desc[num++].number = -1;
1394                         break;
1395                 case RACE_MIND_FLAYER:
1396                         sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
1397                         power_desc[num].level = 15;
1398                         power_desc[num].cost = 12;
1399                         power_desc[num].stat = A_INT;
1400                         power_desc[num].fail = 14;
1401                         power_desc[num++].number = -1;
1402                         break;
1403                 case RACE_IMP:
1404                         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);
1405                         power_desc[num].level = 9;
1406                         power_desc[num].cost = 15;
1407                         power_desc[num].stat = A_WIS;
1408                         power_desc[num].fail = 15;
1409                         power_desc[num++].number = -1;
1410                         break;
1411                 case RACE_GOLEM:
1412                         strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
1413                         power_desc[num].level = 20;
1414                         power_desc[num].cost = 15;
1415                         power_desc[num].stat = A_CON;
1416                         power_desc[num].fail = 8;
1417                         power_desc[num++].number = -1;
1418                         break;
1419                 case RACE_SKELETON:
1420                 case RACE_ZOMBIE:
1421                         strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
1422                         power_desc[num].level = 30;
1423                         power_desc[num].cost = 30;
1424                         power_desc[num].stat = A_WIS;
1425                         power_desc[num].fail = 18;
1426                         power_desc[num++].number = -1;
1427                         break;
1428                 case RACE_VAMPIRE:
1429                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1430                         power_desc[num].level = 2;
1431                         power_desc[num].cost = 1 + (lvl / 3);
1432                         power_desc[num].stat = A_CON;
1433                         power_desc[num].fail = 9;
1434                         power_desc[num++].number = -1;
1435                         break;
1436                 case RACE_SPRITE:
1437                         strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
1438                         power_desc[num].level = 12;
1439                         power_desc[num].cost = 12;
1440                         power_desc[num].stat = A_INT;
1441                         power_desc[num].fail = 15;
1442                         power_desc[num++].number = -1;
1443                         break;
1444                 case RACE_DEMON:
1445                         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);
1446                         power_desc[num].level = 15;
1447                         power_desc[num].cost = 10+lvl/3;
1448                         power_desc[num].stat = A_CON;
1449                         power_desc[num].fail = 20;
1450                         power_desc[num++].number = -1;
1451                         break;
1452                 case RACE_KUTAR:
1453                         strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
1454                         power_desc[num].level = 20;
1455                         power_desc[num].cost = 15;
1456                         power_desc[num].stat = A_CHR;
1457                         power_desc[num].fail = 8;
1458                         power_desc[num++].number = -1;
1459                         break;
1460                 case RACE_ANDROID:
1461                         if (p_ptr->lev < 10)
1462                         {
1463                                 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
1464                                 power_desc[num].level = 1;
1465                                 power_desc[num].cost = 7;
1466                                 power_desc[num].fail = 8;
1467                         }
1468                         else if (p_ptr->lev < 25)
1469                         {
1470                                 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
1471                                 power_desc[num].level = 10;
1472                                 power_desc[num].cost = 13;
1473                                 power_desc[num].fail = 10;
1474                         }
1475                         else if (p_ptr->lev < 35)
1476                         {
1477                                 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
1478                                 power_desc[num].level = 25;
1479                                 power_desc[num].cost = 26;
1480                                 power_desc[num].fail = 12;
1481                         }
1482                         else if (p_ptr->lev < 45)
1483                         {
1484                                 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
1485                                 power_desc[num].level = 35;
1486                                 power_desc[num].cost = 40;
1487                                 power_desc[num].fail = 15;
1488                         }
1489                         else
1490                         {
1491                                 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
1492                                 power_desc[num].level = 45;
1493                                 power_desc[num].cost = 60;
1494                                 power_desc[num].fail = 18;
1495                         }
1496                         power_desc[num].stat = A_STR;
1497                         power_desc[num++].number = -1;
1498                         break;
1499                 default:
1500                 {
1501                         break;
1502                 }
1503         }
1504         }
1505
1506         if (p_ptr->muta1)
1507         {
1508                 if (p_ptr->muta1 & MUT1_SPIT_ACID)
1509                 {
1510                         strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
1511                         power_desc[num].level = 9;
1512                         power_desc[num].cost = 9;
1513                         power_desc[num].stat = A_DEX;
1514                         power_desc[num].fail = 15;
1515                         power_desc[num++].number = MUT1_SPIT_ACID;
1516                 }
1517
1518                 if (p_ptr->muta1 & MUT1_BR_FIRE)
1519                 {
1520                         strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
1521                         power_desc[num].level = 20;
1522                         power_desc[num].cost = lvl;
1523                         power_desc[num].stat = A_CON;
1524                         power_desc[num].fail = 18;
1525                         power_desc[num++].number = MUT1_BR_FIRE;
1526                 }
1527
1528                 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
1529                 {
1530                         strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
1531                         power_desc[num].level = 12;
1532                         power_desc[num].cost = 12;
1533                         power_desc[num].stat = A_CHR;
1534                         power_desc[num].fail = 18;
1535                         power_desc[num++].number = MUT1_HYPN_GAZE;
1536                 }
1537
1538                 if (p_ptr->muta1 & MUT1_TELEKINES)
1539                 {
1540                         strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
1541                         power_desc[num].level = 9;
1542                         power_desc[num].cost = 9;
1543                         power_desc[num].stat = A_WIS;
1544                         power_desc[num].fail = 14;
1545                         power_desc[num++].number = MUT1_TELEKINES;
1546                 }
1547
1548                 if (p_ptr->muta1 & MUT1_VTELEPORT)
1549                 {
1550                         strcpy(power_desc[num].name, _("テレポート", "Teleport"));
1551                         power_desc[num].level = 7;
1552                         power_desc[num].cost = 7;
1553                         power_desc[num].stat = A_WIS;
1554                         power_desc[num].fail = 15;
1555                         power_desc[num++].number = MUT1_VTELEPORT;
1556                 }
1557
1558                 if (p_ptr->muta1 & MUT1_MIND_BLST)
1559                 {
1560                         strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
1561                         power_desc[num].level = 5;
1562                         power_desc[num].cost = 3;
1563                         power_desc[num].stat = A_WIS;
1564                         power_desc[num].fail = 15;
1565                         power_desc[num++].number = MUT1_MIND_BLST;
1566                 }
1567
1568                 if (p_ptr->muta1 & MUT1_RADIATION)
1569                 {
1570                         strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
1571                         power_desc[num].level = 15;
1572                         power_desc[num].cost = 15;
1573                         power_desc[num].stat = A_CON;
1574                         power_desc[num].fail = 14;
1575                         power_desc[num++].number = MUT1_RADIATION;
1576                 }
1577
1578                 if (p_ptr->muta1 & MUT1_VAMPIRISM)
1579                 {
1580                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1581                         power_desc[num].level = 2;
1582                         power_desc[num].cost = (1 + (lvl / 3));
1583                         power_desc[num].stat = A_CON;
1584                         power_desc[num].fail = 9;
1585                         power_desc[num++].number = MUT1_VAMPIRISM;
1586                 }
1587
1588                 if (p_ptr->muta1 & MUT1_SMELL_MET)
1589                 {
1590                         strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
1591                         power_desc[num].level = 3;
1592                         power_desc[num].cost = 2;
1593                         power_desc[num].stat = A_INT;
1594                         power_desc[num].fail = 12;
1595                         power_desc[num++].number = MUT1_SMELL_MET;
1596                 }
1597
1598                 if (p_ptr->muta1 & MUT1_SMELL_MON)
1599                 {
1600                         strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
1601                         power_desc[num].level = 5;
1602                         power_desc[num].cost = 4;
1603                         power_desc[num].stat = A_INT;
1604                         power_desc[num].fail = 15;
1605                         power_desc[num++].number = MUT1_SMELL_MON;
1606                 }
1607
1608                 if (p_ptr->muta1 & MUT1_BLINK)
1609                 {
1610                         strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
1611                         power_desc[num].level = 3;
1612                         power_desc[num].cost = 3;
1613                         power_desc[num].stat = A_WIS;
1614                         power_desc[num].fail = 12;
1615                         power_desc[num++].number = MUT1_BLINK;
1616                 }
1617
1618                 if (p_ptr->muta1 & MUT1_EAT_ROCK)
1619                 {
1620                         strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
1621                         power_desc[num].level = 8;
1622                         power_desc[num].cost = 12;
1623                         power_desc[num].stat = A_CON;
1624                         power_desc[num].fail = 18;
1625                         power_desc[num++].number = MUT1_EAT_ROCK;
1626                 }
1627
1628                 if (p_ptr->muta1 & MUT1_SWAP_POS)
1629                 {
1630                         strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
1631                         power_desc[num].level = 15;
1632                         power_desc[num].cost = 12;
1633                         power_desc[num].stat = A_DEX;
1634                         power_desc[num].fail = 16;
1635                         power_desc[num++].number = MUT1_SWAP_POS;
1636                 }
1637
1638                 if (p_ptr->muta1 & MUT1_SHRIEK)
1639                 {
1640                         strcpy(power_desc[num].name, _("叫び", "Shriek"));
1641                         power_desc[num].level = 20;
1642                         power_desc[num].cost = 14;
1643                         power_desc[num].stat = A_CON;
1644                         power_desc[num].fail = 16;
1645                         power_desc[num++].number = MUT1_SHRIEK;
1646                 }
1647
1648                 if (p_ptr->muta1 & MUT1_ILLUMINE)
1649                 {
1650                         strcpy(power_desc[num].name, _("照明", "Illuminate"));
1651                         power_desc[num].level = 3;
1652                         power_desc[num].cost = 2;
1653                         power_desc[num].stat = A_INT;
1654                         power_desc[num].fail = 10;
1655                         power_desc[num++].number = MUT1_ILLUMINE;
1656                 }
1657
1658                 if (p_ptr->muta1 & MUT1_DET_CURSE)
1659                 {
1660                         strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
1661                         power_desc[num].level = 7;
1662                         power_desc[num].cost = 14;
1663                         power_desc[num].stat = A_WIS;
1664                         power_desc[num].fail = 14;
1665                         power_desc[num++].number = MUT1_DET_CURSE;
1666                 }
1667
1668                 if (p_ptr->muta1 & MUT1_BERSERK)
1669                 {
1670                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1671                         power_desc[num].level = 8;
1672                         power_desc[num].cost = 8;
1673                         power_desc[num].stat = A_STR;
1674                         power_desc[num].fail = 14;
1675                         power_desc[num++].number = MUT1_BERSERK;
1676                 }
1677
1678                 if (p_ptr->muta1 & MUT1_POLYMORPH)
1679                 {
1680                         strcpy(power_desc[num].name, _("変身", "Polymorph"));
1681                         power_desc[num].level = 18;
1682                         power_desc[num].cost = 20;
1683                         power_desc[num].stat = A_CON;
1684                         power_desc[num].fail = 18;
1685                         power_desc[num++].number = MUT1_POLYMORPH;
1686                 }
1687
1688                 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
1689                 {
1690                         strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
1691                         power_desc[num].level = 10;
1692                         power_desc[num].cost = 5;
1693                         power_desc[num].stat = A_INT;
1694                         power_desc[num].fail = 12;
1695                         power_desc[num++].number = MUT1_MIDAS_TCH;
1696                 }
1697
1698                 if (p_ptr->muta1 & MUT1_GROW_MOLD)
1699                 {
1700                         strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
1701                         power_desc[num].level = 1;
1702                         power_desc[num].cost = 6;
1703                         power_desc[num].stat = A_CON;
1704                         power_desc[num].fail = 14;
1705                         power_desc[num++].number = MUT1_GROW_MOLD;
1706                 }
1707
1708                 if (p_ptr->muta1 & MUT1_RESIST)
1709                 {
1710                         strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
1711                         power_desc[num].level = 10;
1712                         power_desc[num].cost = 12;
1713                         power_desc[num].stat = A_CON;
1714                         power_desc[num].fail = 12;
1715                         power_desc[num++].number = MUT1_RESIST;
1716                 }
1717
1718                 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
1719                 {
1720                         strcpy(power_desc[num].name, _("地震", "Earthquake"));
1721                         power_desc[num].level = 12;
1722                         power_desc[num].cost = 12;
1723                         power_desc[num].stat = A_STR;
1724                         power_desc[num].fail = 16;
1725                         power_desc[num++].number = MUT1_EARTHQUAKE;
1726                 }
1727
1728                 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
1729                 {
1730                         strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1731                         power_desc[num].level = 17;
1732                         power_desc[num].cost = 1;
1733                         power_desc[num].stat = A_WIS;
1734                         power_desc[num].fail = 15;
1735                         power_desc[num++].number = MUT1_EAT_MAGIC;
1736                 }
1737
1738                 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
1739                 {
1740                         strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
1741                         power_desc[num].level = 6;
1742                         power_desc[num].cost = 6;
1743                         power_desc[num].stat = A_INT;
1744                         power_desc[num].fail = 10;
1745                         power_desc[num++].number = MUT1_WEIGH_MAG;
1746                 }
1747
1748                 if (p_ptr->muta1 & MUT1_STERILITY)
1749                 {
1750                         strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
1751                         power_desc[num].level = 12;
1752                         power_desc[num].cost = 23;
1753                         power_desc[num].stat = A_CHR;
1754                         power_desc[num].fail = 15;
1755                         power_desc[num++].number = MUT1_STERILITY;
1756                 }
1757
1758                 if (p_ptr->muta1 & MUT1_PANIC_HIT)
1759                 {
1760                         strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
1761                         power_desc[num].level = 10;
1762                         power_desc[num].cost = 12;
1763                         power_desc[num].stat = A_DEX;
1764                         power_desc[num].fail = 14;
1765                         power_desc[num++].number = MUT1_PANIC_HIT;
1766                 }
1767
1768                 if (p_ptr->muta1 & MUT1_DAZZLE)
1769                 {
1770                         strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
1771                         power_desc[num].level = 7;
1772                         power_desc[num].cost = 15;
1773                         power_desc[num].stat = A_CHR;
1774                         power_desc[num].fail = 8;
1775                         power_desc[num++].number = MUT1_DAZZLE;
1776                 }
1777
1778                 if (p_ptr->muta1 & MUT1_LASER_EYE)
1779                 {
1780                         strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
1781                         power_desc[num].level = 7;
1782                         power_desc[num].cost = 10;
1783                         power_desc[num].stat = A_WIS;
1784                         power_desc[num].fail = 9;
1785                         power_desc[num++].number = MUT1_LASER_EYE;
1786                 }
1787
1788                 if (p_ptr->muta1 & MUT1_RECALL)
1789                 {
1790                         strcpy(power_desc[num].name, _("帰還", "Recall"));
1791                         power_desc[num].level = 17;
1792                         power_desc[num].cost = 50;
1793                         power_desc[num].stat = A_INT;
1794                         power_desc[num].fail = 16;
1795                         power_desc[num++].number = MUT1_RECALL;
1796                 }
1797
1798                 if (p_ptr->muta1 & MUT1_BANISH)
1799                 {
1800                         strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
1801                         power_desc[num].level = 25;
1802                         power_desc[num].cost = 25;
1803                         power_desc[num].stat = A_WIS;
1804                         power_desc[num].fail = 18;
1805                         power_desc[num++].number = MUT1_BANISH;
1806                 }
1807
1808                 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
1809                 {
1810                         strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
1811                         power_desc[num].level = 2;
1812                         power_desc[num].cost = 2;
1813                         power_desc[num].stat = A_CON;
1814                         power_desc[num].fail = 11;
1815                         power_desc[num++].number = MUT1_COLD_TOUCH;
1816                 }
1817
1818                 if (p_ptr->muta1 & MUT1_LAUNCHER)
1819                 {
1820                         strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
1821                         power_desc[num].level = 1;
1822                         power_desc[num].cost = lvl;
1823                         power_desc[num].stat = A_STR;
1824                         power_desc[num].fail = 6;
1825                         /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
1826                         power_desc[num++].number = 3;
1827                 }
1828         }
1829
1830         /* Nothing chosen yet */
1831         flag = FALSE;
1832
1833         /* No redraw yet */
1834         redraw = FALSE;
1835
1836         /* Build a prompt */
1837         (void) strnfmt(out_val, 78, 
1838                                 _("(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? "),
1839                                 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
1840
1841 if (!repeat_pull(&i) || i<0 || i>=num) {
1842         if (use_menu) screen_save();
1843          /* Get a spell from the user */
1844
1845         choice = (always_show_list || use_menu) ? ESCAPE:1;
1846         while (!flag)
1847         {
1848                 if( choice==ESCAPE ) choice = ' '; 
1849                 else if( !get_com(out_val, &choice, FALSE) )break; 
1850
1851                 if (use_menu && choice != ' ')
1852                 {
1853                         switch(choice)
1854                         {
1855                                 case '0':
1856                                 {
1857                                         screen_load();
1858                                         p_ptr->energy_use = 0;
1859                                         return;
1860                                 }
1861
1862                                 case '8':
1863                                 case 'k':
1864                                 case 'K':
1865                                 {
1866                                         menu_line += (num - 1);
1867                                         break;
1868                                 }
1869
1870                                 case '2':
1871                                 case 'j':
1872                                 case 'J':
1873                                 {
1874                                         menu_line++;
1875                                         break;
1876                                 }
1877
1878                                 case '6':
1879                                 case 'l':
1880                                 case 'L':
1881                                 case '4':
1882                                 case 'h':
1883                                 case 'H':
1884                                 {
1885                                         if (menu_line > 18)
1886                                                 menu_line -= 18;
1887                                         else if (menu_line+18 <= num)
1888                                                 menu_line += 18;
1889                                         break;
1890                                 }
1891
1892                                 case 'x':
1893                                 case 'X':
1894                                 case '\r':
1895                                 {
1896                                         i = menu_line - 1;
1897                                         ask = FALSE;
1898                                         break;
1899                                 }
1900                         }
1901                         if (menu_line > num) menu_line -= num;
1902                 }
1903                 /* Request redraw */
1904                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
1905                 {
1906                         /* Show the list */
1907                         if (!redraw || use_menu)
1908                         {
1909                                 byte y = 1, x = 0;
1910                                 int ctr = 0;
1911                                 char dummy[80];
1912                                 char letter;
1913                                 TERM_LEN x1, y1;
1914
1915                                 strcpy(dummy, "");
1916
1917                                 /* Show list */
1918                                 redraw = TRUE;
1919                                 if (!use_menu) screen_save();
1920
1921                                 /* Print header(s) */
1922                                 if (num < 18)
1923                                         prt(_("                            Lv   MP 失率", "                            Lv Cost Fail"), y++, x);
1924                                 else
1925                                 prt(_("                            Lv   MP 失率                            Lv   MP 失率", 
1926                                           "                            Lv Cost Fail                            Lv Cost Fail"), y++, x);
1927
1928
1929                                 /* Print list */
1930                                 while (ctr < num)
1931                                 {
1932                                         x1 = ((ctr < 18) ? x : x + 40);
1933                                         y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
1934
1935                                         if (use_menu)
1936                                         {
1937                                                 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " >  "));
1938                                                 else strcpy(dummy, "    ");
1939                                         }
1940                                         else
1941                                         {
1942                                                 /* letter/number for power selection */
1943                                                 if (ctr < 26)
1944                                                         letter = I2A(ctr);
1945                                                 else
1946                                                         letter = '0' + ctr - 26;
1947                                                 sprintf(dummy, " %c) ",letter);
1948                                         }
1949                                         strcat(dummy, format("%-23.23s %2d %4d %3d%%",
1950                                                 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
1951                                                 100 - racial_chance(&power_desc[ctr])));
1952                                         prt(dummy, y1, x1);
1953                                         ctr++;
1954                                 }
1955                         }
1956
1957                         /* Hide the list */
1958                         else
1959                         {
1960                                 /* Hide list */
1961                                 redraw = FALSE;
1962                                 screen_load();
1963                         }
1964
1965                         /* Redo asking */
1966                         continue;
1967                 }
1968
1969                 if (!use_menu)
1970                 {
1971                         if (choice == '\r' && num == 1)
1972                         {
1973                                 choice = 'a';
1974                         }
1975
1976                         if (isalpha(choice))
1977                         {
1978                                 /* Note verify */
1979                                 ask = (isupper(choice));
1980
1981                                 /* Lowercase */
1982                                 if (ask) choice = (char)tolower(choice);
1983
1984                                 /* Extract request */
1985                                 i = (islower(choice) ? A2I(choice) : -1);
1986                         }
1987                         else
1988                         {
1989                                 ask = FALSE; /* Can't uppercase digits */
1990
1991                                 i = choice - '0' + 26;
1992                         }
1993                 }
1994
1995                 /* Totally Illegal */
1996                 if ((i < 0) || (i >= num))
1997                 {
1998                         bell();
1999                         continue;
2000                 }
2001
2002                 /* Verify it */
2003                 if (ask)
2004                 {
2005                         char tmp_val[160];
2006
2007                         /* Prompt */
2008                         (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
2009
2010                         /* Belay that order */
2011                         if (!get_check(tmp_val)) continue;
2012                 }
2013
2014                 /* Stop the loop */
2015                 flag = TRUE;
2016         }
2017         if (redraw) screen_load();
2018
2019         /* Abort if needed */
2020         if (!flag)
2021         {
2022                 p_ptr->energy_use = 0;
2023                 return;
2024         }
2025         repeat_push(i);
2026         } /*if (!repeat_pull(&i) || ...)*/
2027         switch (racial_aux(&power_desc[i]))
2028         {
2029         case 1:
2030                 if (power_desc[i].number < 0)
2031                         cast = cmd_racial_power_aux(power_desc[i].number);
2032                 else
2033                         cast = mutation_power_aux(power_desc[i].number);
2034                 break;
2035         case 0:
2036                 cast = FALSE;
2037                 break;
2038         case -1:
2039                 cast = TRUE;
2040                 break;
2041         }
2042
2043         if (cast)
2044         {
2045                 if (racial_cost)
2046                 {
2047                         int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2048
2049                         /* If mana is not enough, player consumes hit point! */
2050                         if (p_ptr->csp < actual_racial_cost)
2051                         {
2052                                 actual_racial_cost -= p_ptr->csp;
2053                                 p_ptr->csp = 0;
2054                                 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2055                         }
2056                         else p_ptr->csp -= actual_racial_cost;
2057
2058                         /* Redraw mana and hp */
2059                         p_ptr->redraw |= (PR_HP | PR_MANA);
2060
2061                         p_ptr->window |= (PW_PLAYER | PW_SPELL);
2062                 }
2063         }
2064         else p_ptr->energy_use = 0;
2065
2066         /* Success */
2067         return;
2068 }