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[Refactor] #37353 コメント整理。 / Refactor comments.
[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
26 /*!
27  * @brief 魔法系コマンドを実行できるかの判定を返す
28  * @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。
29  */
30 static bool can_do_cmd_cast(void)
31 {
32         if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
33         {
34                 msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
35                 msg_print(NULL);
36                 return FALSE;
37         }
38         else if (p_ptr->anti_magic)
39         {
40                 msg_print(_("反魔法バリアが魔法を邪魔した!", "An anti-magic shell disrupts your magic!"));
41                 return FALSE;
42         }
43         else if (p_ptr->shero)
44         {
45                 msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
46                 return FALSE;
47         }
48         else
49                 return TRUE;
50 }
51
52 /*!
53  * @brief 修行僧の構え設定処理
54  * @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。
55  */
56 static bool choose_kamae(void)
57 {
58         char choice;
59         int new_kamae = 0;
60         int i;
61         char buf[80];
62
63         if (p_ptr->confused)
64         {
65                 msg_print(_("混乱していて構えられない!", "Too confused."));
66                 return FALSE;
67         }
68         screen_save();
69         prt(_(" a) 構えをとく", " a) No form"), 2, 20);
70
71         for (i = 0; i < MAX_KAMAE; i++)
72         {
73                 if (p_ptr->lev >= kamae_shurui[i].min_level)
74                 {
75                         sprintf(buf," %c) %-12s  %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
76                         prt(buf, 3+i, 20);
77                 }
78         }
79
80         prt("", 1, 0);
81         prt(_("        どの構えをとりますか?", "        Choose Form: "), 1, 14);
82
83         while(1)
84         {
85                 choice = inkey();
86
87                 if (choice == ESCAPE)
88                 {
89                         screen_load();
90                         return FALSE;
91                 }
92                 else if ((choice == 'a') || (choice == 'A'))
93                 {
94                         if (p_ptr->action == ACTION_KAMAE)
95                         {
96                                 set_action(ACTION_NONE);
97                         }
98                         else
99                                 msg_print(_("もともと構えていない。", "You are not assuming a posture."));
100                         screen_load();
101                         return TRUE;
102                 }
103                 else if ((choice == 'b') || (choice == 'B'))
104                 {
105                         new_kamae = 0;
106                         break;
107                 }
108                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
109                 {
110                         new_kamae = 1;
111                         break;
112                 }
113                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
114                 {
115                         new_kamae = 2;
116                         break;
117                 }
118                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
119                 {
120                         new_kamae = 3;
121                         break;
122                 }
123         }
124         set_action(ACTION_KAMAE);
125
126         if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
127         {
128                 msg_print(_("構え直した。", "You reassume a posture."));
129         }
130         else
131         {
132                 p_ptr->special_defense &= ~(KAMAE_MASK);
133                 p_ptr->update |= (PU_BONUS);
134                 p_ptr->redraw |= (PR_STATE);
135                 msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
136                 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
137         }
138         p_ptr->redraw |= PR_STATE;
139         screen_load();
140         return TRUE;
141 }
142
143 /*!
144  * @brief 剣術家の型設定処理
145  * @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。
146  */
147 static bool choose_kata(void)
148 {
149         char choice;
150         int new_kata = 0;
151         int i;
152         char buf[80];
153
154         if (p_ptr->confused)
155         {
156                 msg_print(_("混乱していて構えられない!", "Too confused."));
157                 return FALSE;
158         }
159
160         if (p_ptr->stun)
161         {
162                 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
163                 return FALSE;
164         }
165
166         if (p_ptr->afraid)
167         {
168                 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
169                 return FALSE;
170         }
171         screen_save();
172         prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
173
174         for (i = 0; i < MAX_KATA; i++)
175         {
176                 if (p_ptr->lev >= kata_shurui[i].min_level)
177                 {
178                         sprintf(buf,_(" %c) %sの型    %s", " %c) Form of %-12s  %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
179                         prt(buf, 3+i, 20);
180                 }
181         }
182
183         prt("", 1, 0);
184         prt(_("        どの型で構えますか?", "        Choose Form: "), 1, 14);
185
186         while(1)
187         {
188                 choice = inkey();
189
190                 if (choice == ESCAPE)
191                 {
192                         screen_load();
193                         return FALSE;
194                 }
195                 else if ((choice == 'a') || (choice == 'A'))
196                 {
197                         if (p_ptr->action == ACTION_KATA)
198                         {
199                                 set_action(ACTION_NONE);
200                         }
201                         else
202                                 msg_print(_("もともと構えていない。", "You are not assuming posture."));
203                         screen_load();
204                         return TRUE;
205                 }
206                 else if ((choice == 'b') || (choice == 'B'))
207                 {
208                         new_kata = 0;
209                         break;
210                 }
211                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
212                 {
213                         new_kata = 1;
214                         break;
215                 }
216                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
217                 {
218                         new_kata = 2;
219                         break;
220                 }
221                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
222                 {
223                         new_kata = 3;
224                         break;
225                 }
226         }
227         set_action(ACTION_KATA);
228
229         if (p_ptr->special_defense & (KATA_IAI << new_kata))
230         {
231                 msg_print(_("構え直した。", "You reassume a posture."));
232         }
233         else
234         {
235                 p_ptr->special_defense &= ~(KATA_MASK);
236                 p_ptr->update |= (PU_BONUS | PU_MONSTERS);
237                 msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
238                 p_ptr->special_defense |= (KATA_IAI << new_kata);
239         }
240         p_ptr->redraw |= (PR_STATE | PR_STATUS);
241         screen_load();
242         return TRUE;
243 }
244
245
246 /*!
247  * @brief レイシャル・パワー情報のtypedef
248  */
249 typedef struct power_desc_type power_desc_type;
250
251 /*!
252  * @brief レイシャル・パワー情報の構造体定義
253  */
254 struct power_desc_type
255 {
256         GAME_TEXT name[MAX_NLEN];      //!<レイシャル名
257         PLAYER_LEVEL level;     //!<体得レベル
258         int cost;
259         int stat;
260         int fail;
261         int number;
262 };
263
264
265 /*!
266  * @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
267  * @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
268  * @return 成功率(%)を返す
269  */
270 static PERCENTAGE racial_chance(power_desc_type *pd_ptr)
271 {
272         PLAYER_LEVEL min_level  = pd_ptr->level;
273         int difficulty = pd_ptr->fail;
274
275         int i;
276         int val;
277         int sum = 0;
278         int stat = p_ptr->stat_cur[pd_ptr->stat];
279
280         /* No chance for success */
281         if ((p_ptr->lev < min_level) || p_ptr->confused)
282         {
283                 return (0);
284         }
285
286         if (difficulty == 0) return 100;
287
288         /* Calculate difficulty */
289         if (p_ptr->stun)
290         {
291                 difficulty += p_ptr->stun;
292         }
293         else if (p_ptr->lev > min_level)
294         {
295                 int lev_adj = ((p_ptr->lev - min_level) / 3);
296                 if (lev_adj > 10) lev_adj = 10;
297                 difficulty -= lev_adj;
298         }
299
300         if (difficulty < 5) difficulty = 5;
301
302         /* We only need halfs of the difficulty */
303         difficulty = difficulty / 2;
304
305         for (i = 1; i <= stat; i++)
306         {
307                 val = i - difficulty;
308                 if (val > 0)
309                         sum += (val <= difficulty) ? val : difficulty;
310         }
311
312         if (difficulty == 0)
313                 return (100);
314         else
315                 return (((sum * 100) / difficulty) / stat);
316 }
317
318
319 static int  racial_cost;
320
321 /*!
322  * @brief レイシャル・パワーの発動の判定処理
323  * @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
324  * @return
325  * 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。
326  * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
327  */
328 static int racial_aux(power_desc_type *pd_ptr)
329 {
330         PLAYER_LEVEL min_level  = pd_ptr->level;
331         int use_stat   = pd_ptr->stat;
332         int difficulty = pd_ptr->fail;
333         int use_hp = 0;
334
335         racial_cost = pd_ptr->cost;
336
337         /* Not enough mana - use hp */
338         if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
339
340         /* Power is not available yet */
341         if (p_ptr->lev < min_level)
342         {
343                 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。", 
344                                          "You need to attain level %d to use this power."), min_level);
345
346                 p_ptr->energy_use = 0;
347                 return 0;
348         }
349
350         /* Too confused */
351         else if (p_ptr->confused)
352         {
353                 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."));
354                 p_ptr->energy_use = 0;
355                 return 0;
356         }
357
358         /* Risk death? */
359         else if (p_ptr->chp < use_hp)
360         {
361                 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? ")))
362                 {
363                         p_ptr->energy_use = 0;
364                         return 0;
365                 }
366         }
367
368         /* Else attempt to do it! */
369
370         if (difficulty)
371         {
372                 if (p_ptr->stun)
373                 {
374                         difficulty += p_ptr->stun;
375                 }
376                 else if (p_ptr->lev > min_level)
377                 {
378                         int lev_adj = ((p_ptr->lev - min_level) / 3);
379                         if (lev_adj > 10) lev_adj = 10;
380                         difficulty -= lev_adj;
381                 }
382
383                 if (difficulty < 5) difficulty = 5;
384         }
385
386         /* take time and pay the price */
387         p_ptr->energy_use = 100;
388
389         /* Success? */
390         if (randint1(p_ptr->stat_cur[use_stat]) >= ((difficulty / 2) + randint1(difficulty / 2)))
391         {
392                 return 1;
393         }
394
395         if (flush_failure) flush();
396         msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
397
398         return -1;
399 }
400
401
402 /*!
403  * @brief レイシャル・パワー発動処理
404  * @param command 発動するレイシャルのID
405  * @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。
406  */
407 static bool cmd_racial_power_aux(s32b command)
408 {
409         PLAYER_LEVEL plev = p_ptr->lev;
410         DIRECTION dir = 0;
411
412         if (command <= -3)
413         {
414                 switch (p_ptr->pclass)
415                 {
416                 case CLASS_WARRIOR:
417                 {
418                         return sword_dancing(p_ptr);
419                         break;
420                 }
421                 case CLASS_HIGH_MAGE:
422                 if (p_ptr->realm1 == REALM_HEX)
423                 {
424                         bool retval = stop_hex_spell();
425                         if (retval) p_ptr->energy_use = 10;
426                         return (retval);
427                 }
428                 case CLASS_MAGE:
429                 /* case CLASS_HIGH_MAGE: */
430                 case CLASS_SORCERER:
431                 {
432                         if (!eat_magic(p_ptr->lev * 2)) return FALSE;
433                         break;
434                 }
435                 case CLASS_PRIEST:
436                 {
437                         if (is_good_realm(p_ptr->realm1))
438                         {
439                                 if (!bless_weapon()) return FALSE;
440                         }
441                         else
442                         {
443                                 (void)dispel_monsters(plev * 4);
444                                 turn_monsters(plev * 4);
445                                 banish_monsters(plev * 4);
446                         }
447                         break;
448                 }
449                 case CLASS_ROGUE:
450                 {
451                         if(!panic_hit()) return FALSE;
452                         break;
453                 }
454                 case CLASS_RANGER:
455                 case CLASS_SNIPER:
456                 {
457                         msg_print(_("敵を調査した...", "You examine your foes..."));
458                         probing();
459                         break;
460                 }
461                 case CLASS_PALADIN:
462                 {
463                         if (!get_aim_dir(&dir)) return FALSE;
464                         fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
465                                   dir, plev * 3);
466                         break;
467                 }
468                 case CLASS_WARRIOR_MAGE:
469                 {
470                         if (command == -3)
471                         {
472                                 return comvert_hp_to_mp(p_ptr);
473                         }
474                         else if (command == -4)
475                         {
476                                 return comvert_mp_to_hp(p_ptr);
477                         }
478                         break;
479                 }
480                 case CLASS_CHAOS_WARRIOR:
481                 {
482                         return confusing_light(p_ptr);
483                         break;
484                 }
485                 case CLASS_MONK:
486                 {
487                         if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
488                         {
489                                 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
490                                 return FALSE;
491                         }
492                         if (p_ptr->riding)
493                         {
494                                 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
495                                 return FALSE;
496                         }
497
498                         if (command == -3)
499                         {
500                                 if (!choose_kamae()) return FALSE;
501                                 p_ptr->update |= (PU_BONUS);
502                         }
503                         else if (command == -4)
504                         {
505                                 return double_attack(p_ptr);
506                         }
507                         break;
508                 }
509                 case CLASS_MINDCRAFTER:
510                 case CLASS_FORCETRAINER:
511                 {
512                         return clear_mind(p_ptr);
513                 }
514                 case CLASS_TOURIST:
515                 {
516                         if (command == -3)
517                         {
518                                 if (!get_aim_dir(&dir)) return FALSE;
519                                 project_length = 1;
520                                 fire_beam(GF_PHOTO, dir, 1);
521                         }
522                         else if (command == -4)
523                         {
524                                 if (!identify_fully(FALSE)) return FALSE;
525                         }
526                         break;
527                 }
528                 case CLASS_IMITATOR:
529                 {
530                         handle_stuff();
531                         if (!do_cmd_mane(TRUE)) return FALSE;
532                         break;
533                 }
534                 case CLASS_BEASTMASTER:
535                 {
536                         if (command == -3)
537                         {
538                                 if (!get_aim_dir(&dir)) return FALSE;
539                                 (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
540                         }
541                         else if (command == -4)
542                         {
543                                 project_all_los(GF_CHARM_LIVING, p_ptr->lev);
544                         }
545                         break;
546                 }
547                 case CLASS_ARCHER:
548                 {
549                         if (!create_ammo()) return FALSE;
550                         break;
551                 }
552                 case CLASS_MAGIC_EATER:
553                 {
554                         if (command == -3) {
555                                 if (!import_magic_device()) return FALSE;
556                         } else if (command == -4) {
557                                 if (!can_do_cmd_cast()) return FALSE;
558                                 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
559                         }
560                         break;
561                 }
562                 case CLASS_BARD:
563                 {
564                         /* Singing is already stopped */
565                         if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
566
567                         stop_singing();
568                         p_ptr->energy_use = 10;
569                         break;
570                 }
571                 case CLASS_RED_MAGE:
572                 {
573                         if (!can_do_cmd_cast()) return FALSE;
574                         handle_stuff();
575                         do_cmd_cast();
576                         handle_stuff();
577                         if (!p_ptr->paralyzed && can_do_cmd_cast())
578                                 do_cmd_cast();
579                         break;
580                 }
581                 case CLASS_SAMURAI:
582                 {
583                         if (command == -3)
584                         {
585                         }
586                         else if (command == -4)
587                         {
588                                 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
589                                 {
590                                         msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
591                                         return FALSE;
592                                 }
593                                 if (!choose_kata()) return FALSE;
594                                 p_ptr->update |= (PU_BONUS);
595                         }
596                         break;
597                 }
598                 case CLASS_BLUE_MAGE:
599                 {
600                         if (p_ptr->action == ACTION_LEARN)
601                         {
602                                 set_action(ACTION_NONE);
603                         }
604                         else
605                         {
606                                 set_action(ACTION_LEARN);
607                         }
608                         p_ptr->energy_use = 0;
609                         break;
610                 }
611                 case CLASS_CAVALRY:
612                 {
613                         return rodeo(p_ptr);
614                 }
615                 case CLASS_BERSERKER:
616                 {
617                         if (!recall_player(p_ptr, randint0(21) + 15)) return FALSE;
618                         break;
619                 }
620                 case CLASS_SMITH:
621                 {
622                         if (p_ptr->lev > 29)
623                         {
624                                 if (!identify_fully(TRUE)) return FALSE;
625                         }
626                         else
627                         {
628                                 if (!ident_spell(TRUE)) return FALSE;
629                         }
630                         break;
631                 }
632                 case CLASS_MIRROR_MASTER:
633                 {
634                         if (command == -3)
635                         {
636                                 /* Explode all mirrors */
637                                 remove_all_mirrors(TRUE);
638                         }
639                         else if (command == -4)
640                         {
641                                 return mirror_concentration(p_ptr);
642                         }
643                         break;
644                 }
645                 case CLASS_NINJA:
646                         hayagake(p_ptr);
647                         break;
648                 }
649         }
650         else if (p_ptr->mimic_form)
651         {
652                 switch (p_ptr->mimic_form)
653                 {
654                 case MIMIC_DEMON:
655                 case MIMIC_DEMON_LORD:
656                 {
657                         return demonic_breath(p_ptr);
658                 }
659                 case MIMIC_VAMPIRE:
660                         vampirism();
661                         break;
662                 }
663         }
664
665         else 
666         {
667
668         switch (p_ptr->prace)
669         {
670                 case RACE_DWARF:
671                         msg_print(_("周囲を調べた。", "You examine your surroundings."));
672                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
673                         (void)detect_doors(DETECT_RAD_DEFAULT);
674                         (void)detect_stairs(DETECT_RAD_DEFAULT);
675                         break;
676
677                 case RACE_HOBBIT:
678                         return create_ration(p_ptr);
679                         break;
680
681                 case RACE_GNOME:
682                         msg_print(_("パッ!", "Blink!"));
683                         teleport_player(10, 0L);
684                         break;
685
686                 case RACE_HALF_ORC:
687                         msg_print(_("勇気を出した。", "You play tough."));
688                         (void)set_afraid(0);
689                         break;
690
691                 case RACE_HALF_TROLL:
692                         msg_print(_("うがぁぁ!", "RAAAGH!"));
693                         (void)berserk(10 + randint1(plev));
694                         break;
695
696                 case RACE_AMBERITE:
697                         if (command == -1)
698                         {
699                                 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
700                                 alter_reality();
701                         }
702                         else if (command == -2)
703                         {
704                                 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..."));
705
706                                 (void)true_healing(0);
707                                 (void)restore_all_status();
708                                 (void)restore_level();
709                         }
710                         break;
711
712                 case RACE_BARBARIAN:
713                         msg_print(_("うぉぉおお!", "Raaagh!"));
714                         (void)berserk(10 + randint1(plev));
715                         break;
716
717                 case RACE_HALF_OGRE:
718                         msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
719                         explosive_rune();
720                         break;
721
722                 case RACE_HALF_GIANT:
723                         if (!get_aim_dir(&dir)) return FALSE;
724                         (void)wall_to_mud(dir, 20 + randint1(30));
725                         break;
726
727                 case RACE_HALF_TITAN:
728                         msg_print(_("敵を調査した...", "You examine your foes..."));
729                         probing();
730                         break;
731
732                 case RACE_CYCLOPS:
733                         if (!get_aim_dir(&dir)) return FALSE;
734                         msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
735                         fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
736                         break;
737
738                 case RACE_YEEK:
739                         if (!get_aim_dir(&dir)) return FALSE;
740                         stop_mouth();
741                         msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
742                         (void)fear_monster(dir, plev);
743                         break;
744
745                 case RACE_KLACKON:
746                         if (!get_aim_dir(&dir)) return FALSE;
747                         stop_mouth();
748                         msg_print(_("酸を吐いた。", "You spit acid."));
749                         if (plev < 25) fire_bolt(GF_ACID, dir, plev);
750                         else fire_ball(GF_ACID, dir, plev, 2);
751                         break;
752
753                 case RACE_KOBOLD:
754                         if (!get_aim_dir(&dir)) return FALSE;
755                         msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
756                         fire_bolt(GF_POIS, dir, plev);
757                         break;
758
759                 case RACE_NIBELUNG:
760                         msg_print(_("周囲を調査した。", "You examine your surroundings."));
761                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
762                         (void)detect_doors(DETECT_RAD_DEFAULT);
763                         (void)detect_stairs(DETECT_RAD_DEFAULT);
764                         break;
765
766                 case RACE_DARK_ELF:
767                         if (!get_aim_dir(&dir)) return FALSE;
768                         msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
769                         fire_bolt_or_beam(10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4));
770                         break;
771
772                 case RACE_DRACONIAN:
773                         return draconian_breath(p_ptr);
774                         break;
775
776                 case RACE_MIND_FLAYER:
777                         if (!get_aim_dir(&dir)) return FALSE;
778                         msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
779                         fire_bolt(GF_PSI, dir, plev);
780                         break;
781
782                 case RACE_IMP:
783                         if (!get_aim_dir(&dir)) return FALSE;
784                         if (plev >= 30)
785                         {
786                                 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
787                                 fire_ball(GF_FIRE, dir, plev, 2);
788                         }
789                         else
790                         {
791                                 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
792                                 fire_bolt(GF_FIRE, dir, plev);
793                         }
794                         break;
795
796                 case RACE_GOLEM:
797                         (void)set_shield(randint1(20) + 30, FALSE);
798                         break;
799
800                 case RACE_SKELETON:
801                 case RACE_ZOMBIE:
802                         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."));
803                         (void)restore_level();
804                         break;
805
806                 case RACE_VAMPIRE:
807                         vampirism();
808                         break;
809
810                 case RACE_SPECTRE:
811                         if (!get_aim_dir(&dir)) return FALSE;
812                         stop_mouth();
813                         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!"));
814                         (void)fear_monster(dir, plev);
815                         break;
816
817                 case RACE_SPRITE:
818                         msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
819                         if (plev < 25) sleep_monsters_touch();
820                         else (void)sleep_monsters(plev);
821                         break;
822
823                 case RACE_DEMON:
824                         return demonic_breath(p_ptr); 
825                         break;
826
827                 case RACE_KUTAR:
828                         (void)set_tsubureru(randint1(20) + 30, FALSE);
829                         break;
830
831                 case RACE_ANDROID:
832                         return android_inside_weapon(p_ptr);
833                         break;
834
835                 default:
836                         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."));
837                         p_ptr->energy_use = 0;
838         }
839         }
840         return TRUE;
841 }
842
843 /*!
844  * @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
845  * @return なし
846  */
847 void do_cmd_racial_power(void)
848 {
849         power_desc_type power_desc[36];
850         int num;
851         COMMAND_CODE i = 0;
852         int ask = TRUE;
853         PLAYER_LEVEL lvl = p_ptr->lev;
854         bool            flag, redraw, cast = FALSE;
855         bool            warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
856         char            choice;
857         char            out_val[160];
858         int menu_line = (use_menu ? 1 : 0);
859
860         if (p_ptr->wild_mode) return;
861
862         for (num = 0; num < 36; num++)
863         {
864                 strcpy(power_desc[num].name, "");
865                 power_desc[num].number = 0;
866         }
867
868         num = 0;
869
870         if (p_ptr->confused)
871         {
872                 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!"));
873                 p_ptr->energy_use = 0;
874                 return;
875         }
876
877         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
878         {
879                 set_action(ACTION_NONE);
880         }
881
882         switch (p_ptr->pclass)
883         {
884         case CLASS_WARRIOR:
885         {
886                 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
887                 power_desc[num].level = 40;
888                 power_desc[num].cost = 75;
889                 power_desc[num].stat = A_DEX;
890                 power_desc[num].fail = 35;
891                 power_desc[num++].number = -3;
892                 break;
893         }
894         case CLASS_HIGH_MAGE:
895         if (p_ptr->realm1 == REALM_HEX)
896         {
897                 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
898                 power_desc[num].level = 1;
899                 power_desc[num].cost = 0;
900                 power_desc[num].stat = A_INT;
901                 power_desc[num].fail = 0;
902                 power_desc[num++].number = -3;
903                 break;
904         }
905         case CLASS_MAGE:
906         /* case CLASS_HIGH_MAGE: */
907         case CLASS_SORCERER:
908         {
909                 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
910                 power_desc[num].level = 25;
911                 power_desc[num].cost = 1;
912                 power_desc[num].stat = A_INT;
913                 power_desc[num].fail = 25;
914                 power_desc[num++].number = -3;
915                 break;
916         }
917         case CLASS_PRIEST:
918         {
919                 if (is_good_realm(p_ptr->realm1))
920                 {
921                         strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
922                         power_desc[num].level = 35;
923                         power_desc[num].cost = 70;
924                         power_desc[num].stat = A_WIS;
925                         power_desc[num].fail = 50;
926                         power_desc[num++].number = -3;
927                 }
928                 else
929                 {
930                         strcpy(power_desc[num].name, _("召魂", "Evocation"));
931                         power_desc[num].level = 42;
932                         power_desc[num].cost = 40;
933                         power_desc[num].stat = A_WIS;
934                         power_desc[num].fail = 35;
935                         power_desc[num++].number = -3;
936                 }
937                 break;
938         }
939         case CLASS_ROGUE:
940         {
941                 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
942                 power_desc[num].level = 8;
943                 power_desc[num].cost = 12;
944                 power_desc[num].stat = A_DEX;
945                 power_desc[num].fail = 14;
946                 power_desc[num++].number = -3;
947                 break;
948         }
949         case CLASS_RANGER:
950         case CLASS_SNIPER:
951         {
952                 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
953                 power_desc[num].level = 15;
954                 power_desc[num].cost = 20;
955                 power_desc[num].stat = A_INT;
956                 power_desc[num].fail = 12;
957                 power_desc[num++].number = -3;
958                 break;
959         }
960         case CLASS_PALADIN:
961         {
962                 if (is_good_realm(p_ptr->realm1))
963                 {
964                         strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
965                         power_desc[num].level = 30;
966                         power_desc[num].cost = 30;
967                         power_desc[num].stat = A_WIS;
968                         power_desc[num].fail = 30;
969                         power_desc[num++].number = -3;
970                 }
971                 else
972                 {
973                         strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
974                         power_desc[num].level = 30;
975                         power_desc[num].cost = 30;
976                         power_desc[num].stat = A_WIS;
977                         power_desc[num].fail = 30;
978                         power_desc[num++].number = -3;
979                 }
980                 break;
981         }
982         case CLASS_WARRIOR_MAGE:
983         {
984                 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
985                 power_desc[num].level = 25;
986                 power_desc[num].cost = 0;
987                 power_desc[num].stat = A_INT;
988                 power_desc[num].fail = 10;
989                 power_desc[num++].number = -3;
990                         
991                 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
992                 power_desc[num].level = 25;
993                 power_desc[num].cost = 0;
994                 power_desc[num].stat = A_INT;
995                 power_desc[num].fail = 10;
996                 power_desc[num++].number = -4;
997                 break;
998         }
999         case CLASS_CHAOS_WARRIOR:
1000         {
1001                 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
1002                 power_desc[num].level = 40;
1003                 power_desc[num].cost = 50;
1004                 power_desc[num].stat = A_INT;
1005                 power_desc[num].fail = 25;
1006                 power_desc[num++].number = -3;
1007                 break;
1008         }
1009         case CLASS_MONK:
1010         {
1011                 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
1012                 power_desc[num].level = 25;
1013                 power_desc[num].cost = 0;
1014                 power_desc[num].stat = A_DEX;
1015                 power_desc[num].fail = 0;
1016                 power_desc[num++].number = -3;
1017                         
1018                 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
1019                 power_desc[num].level = 30;
1020                 power_desc[num].cost = 30;
1021                 power_desc[num].stat = A_STR;
1022                 power_desc[num].fail = 20;
1023                 power_desc[num++].number = -4;
1024                 break;
1025         }
1026         case CLASS_MINDCRAFTER:
1027         case CLASS_FORCETRAINER:
1028         {
1029                 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1030                 power_desc[num].level = 15;
1031                 power_desc[num].cost = 0;
1032                 power_desc[num].stat = A_WIS;
1033                 power_desc[num].fail = 10;
1034                 power_desc[num++].number = -3;
1035                 break;
1036         }
1037         case CLASS_TOURIST:
1038         {
1039                 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1040                 power_desc[num].level = 1;
1041                 power_desc[num].cost = 0;
1042                 power_desc[num].stat = A_DEX;
1043                 power_desc[num].fail = 0;
1044                 power_desc[num++].number = -3;
1045                 
1046                 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1047                 power_desc[num].level = 25;
1048                 power_desc[num].cost = 20;
1049                 power_desc[num].stat = A_INT;
1050                 power_desc[num].fail = 20;
1051                 power_desc[num++].number = -4;
1052                 break;
1053         }
1054         case CLASS_IMITATOR:
1055         {
1056                 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1057                 power_desc[num].level = 30;
1058                 power_desc[num].cost = 100;
1059                 power_desc[num].stat = A_DEX;
1060                 power_desc[num].fail = 30;
1061                 power_desc[num++].number = -3;
1062                 break;
1063         }
1064         case CLASS_BEASTMASTER:
1065         {
1066                 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1067                 power_desc[num].level = 1;
1068                 power_desc[num].cost = (p_ptr->lev+3)/4;
1069                 power_desc[num].stat = A_CHR;
1070                 power_desc[num].fail = 10;
1071                 power_desc[num++].number = -3;
1072                 
1073                 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1074                 power_desc[num].level = 30;
1075                 power_desc[num].cost = (p_ptr->lev+20)/2;
1076                 power_desc[num].stat = A_CHR;
1077                 power_desc[num].fail = 10;
1078                 power_desc[num++].number = -4;
1079                 break;
1080         }
1081         case CLASS_ARCHER:
1082         {
1083                 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1084                 power_desc[num].level = 1;
1085                 power_desc[num].cost = 0;
1086                 power_desc[num].stat = A_DEX;
1087                 power_desc[num].fail = 0;
1088                 power_desc[num++].number = -3;
1089                 break;
1090         }
1091         case CLASS_MAGIC_EATER:
1092         {
1093                 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1094                 power_desc[num].level = 1;
1095                 power_desc[num].cost = 0;
1096                 power_desc[num].stat = A_INT;
1097                 power_desc[num].fail = 0;
1098                 power_desc[num++].number = -3;
1099
1100                 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1101                 power_desc[num].level = 10;
1102                 power_desc[num].cost = 10 + (lvl - 10) / 2;
1103                 power_desc[num].stat = A_INT;
1104                 power_desc[num].fail = 0;
1105                 power_desc[num++].number = -4;
1106                 break;
1107         }
1108         case CLASS_BARD:
1109         {
1110                 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1111                 power_desc[num].level = 1;
1112                 power_desc[num].cost = 0;
1113                 power_desc[num].stat = A_CHR;
1114                 power_desc[num].fail = 0;
1115                 power_desc[num++].number = -3;
1116                 break;
1117         }
1118         case CLASS_RED_MAGE:
1119         {
1120                 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1121                 power_desc[num].level = 48;
1122                 power_desc[num].cost = 20;
1123                 power_desc[num].stat = A_INT;
1124                 power_desc[num].fail = 0;
1125                 power_desc[num++].number = -3;
1126                 break;
1127         }
1128         case CLASS_SAMURAI:
1129         {
1130                 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1131                 power_desc[num].level = 1;
1132                 power_desc[num].cost = 0;
1133                 power_desc[num].stat = A_WIS;
1134                 power_desc[num].fail = 0;
1135                 power_desc[num++].number = -3;
1136                 
1137                 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
1138                 power_desc[num].level = 25;
1139                 power_desc[num].cost = 0;
1140                 power_desc[num].stat = A_DEX;
1141                 power_desc[num].fail = 0;
1142                 power_desc[num++].number = -4;
1143                 break;
1144         }
1145         case CLASS_BLUE_MAGE:
1146         {
1147                 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1148                 power_desc[num].level = 1;
1149                 power_desc[num].cost = 0;
1150                 power_desc[num].stat = A_INT;
1151                 power_desc[num].fail = 0;
1152                 power_desc[num++].number = -3;
1153                 break;
1154         }
1155         case CLASS_CAVALRY:
1156         {
1157                 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1158                 power_desc[num].level = 10;
1159                 power_desc[num].cost = 0;
1160                 power_desc[num].stat = A_STR;
1161                 power_desc[num].fail = 10;
1162                 power_desc[num++].number = -3;
1163                 break;
1164         }
1165         case CLASS_BERSERKER:
1166         {
1167                 strcpy(power_desc[num].name, _("帰還", "Recall"));
1168                 power_desc[num].level = 10;
1169                 power_desc[num].cost = 10;
1170                 power_desc[num].stat = A_DEX;
1171                 power_desc[num].fail = 20;
1172                 power_desc[num++].number = -3;
1173                 break;
1174         }
1175         case CLASS_MIRROR_MASTER:
1176         {
1177                 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
1178                 power_desc[num].level = 1;
1179                 power_desc[num].cost = 0;
1180                 power_desc[num].stat = A_INT;
1181                 power_desc[num].fail = 0;
1182                 power_desc[num++].number = -3;
1183                 
1184                 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
1185                 power_desc[num].level = 30;
1186                 power_desc[num].cost = 0;
1187                 power_desc[num].stat = A_INT;
1188                 power_desc[num].fail = 20;
1189                 power_desc[num++].number = -4;
1190                 break;
1191         }
1192         case CLASS_SMITH:
1193         {
1194                 strcpy(power_desc[num].name, _("目利き", "Judgment"));
1195                 power_desc[num].level = 5;
1196                 power_desc[num].cost = 15;
1197                 power_desc[num].stat = A_INT;
1198                 power_desc[num].fail = 20;
1199                 power_desc[num++].number = -3;
1200                 break;
1201         }
1202         case CLASS_NINJA:
1203         {
1204                 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
1205                 power_desc[num].level = 20;
1206                 power_desc[num].cost = 0;
1207                 power_desc[num].stat = A_DEX;
1208                 power_desc[num].fail = 0;
1209                 power_desc[num++].number = -3;
1210                 break;
1211         }
1212         default:
1213                 strcpy(power_desc[0].name, _("(なし)", "(none)"));
1214         }
1215
1216         if (p_ptr->mimic_form)
1217         {
1218                 switch (p_ptr->mimic_form)
1219                 {
1220                 case MIMIC_DEMON:
1221                 case MIMIC_DEMON_LORD:
1222                         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);
1223                         power_desc[num].level = 15;
1224                         power_desc[num].cost = 10+lvl/3;
1225                         power_desc[num].stat = A_CON;
1226                         power_desc[num].fail = 20;
1227                         power_desc[num++].number = -1;
1228                         break;
1229                 case MIMIC_VAMPIRE:
1230                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1231                         power_desc[num].level = 2;
1232                         power_desc[num].cost = 1 + (lvl / 3);
1233                         power_desc[num].stat = A_CON;
1234                         power_desc[num].fail = 9;
1235                         power_desc[num++].number = -1;
1236                         break;
1237                 }
1238         }
1239         else
1240         {
1241         switch (p_ptr->prace)
1242         {
1243                 case RACE_DWARF:
1244                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1245                         power_desc[num].level = 5;
1246                         power_desc[num].cost = 5;
1247                         power_desc[num].stat = A_WIS;
1248                         power_desc[num].fail = 12;
1249                         power_desc[num++].number = -1;
1250                         break;
1251                 case RACE_NIBELUNG:
1252                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1253                         power_desc[num].level = 10;
1254                         power_desc[num].cost = 5;
1255                         power_desc[num].stat = A_WIS;
1256                         power_desc[num].fail = 10;
1257                         power_desc[num++].number = -1;
1258                         break;
1259                 case RACE_HOBBIT:
1260                         strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
1261                         power_desc[num].level = 15;
1262                         power_desc[num].cost = 10;
1263                         power_desc[num].stat = A_INT;
1264                         power_desc[num].fail = 10;
1265                         power_desc[num++].number = -1;
1266                         break;
1267                 case RACE_GNOME:
1268                         sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
1269                         power_desc[num].level = 5;
1270                         power_desc[num].cost = 5;
1271                         power_desc[num].stat = A_INT;
1272                         power_desc[num].fail = 12;
1273                         power_desc[num++].number = -1;
1274                         break;
1275                 case RACE_HALF_ORC:
1276                         strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
1277                         power_desc[num].level = 3;
1278                         power_desc[num].cost = 5;
1279                         power_desc[num].stat = A_WIS;
1280                         power_desc[num].fail = warrior ? 5 : 10;
1281                         power_desc[num++].number = -1;
1282                         break;
1283                 case RACE_HALF_TROLL:
1284                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1285                         power_desc[num].level = 10;
1286                         power_desc[num].cost = 12;
1287                         power_desc[num].stat = A_STR;
1288                         power_desc[num].fail = warrior ? 6 : 12;
1289                         power_desc[num++].number = -1;
1290                         break;
1291                 case RACE_BARBARIAN:
1292                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1293                         power_desc[num].level = 8;
1294                         power_desc[num].cost = 10;
1295                         power_desc[num].stat = A_STR;
1296                         power_desc[num].fail = warrior ? 6 : 12;
1297                         power_desc[num++].number = -1;
1298                         break;
1299                 case RACE_AMBERITE:
1300                         strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
1301                         power_desc[num].level = 30;
1302                         power_desc[num].cost = 50;
1303                         power_desc[num].stat = A_INT;
1304                         power_desc[num].fail = 50;
1305                         power_desc[num++].number = -1;
1306                         
1307                         strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
1308                         power_desc[num].level = 40;
1309                         power_desc[num].cost = 75;
1310                         power_desc[num].stat = A_WIS;
1311                         power_desc[num].fail = 50;
1312                         power_desc[num++].number = -2;
1313                         break;
1314                 case RACE_HALF_OGRE:
1315                         strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
1316                         power_desc[num].level = 25;
1317                         power_desc[num].cost = 35;
1318                         power_desc[num].stat = A_INT;
1319                         power_desc[num].fail = 15;
1320                         power_desc[num++].number = -1;
1321                         break;
1322                 case RACE_HALF_GIANT:
1323                         strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
1324                         power_desc[num].level = 20;
1325                         power_desc[num].cost = 10;
1326                         power_desc[num].stat = A_STR;
1327                         power_desc[num].fail = 12;
1328                         power_desc[num++].number = -1;
1329                         break;
1330                 case RACE_HALF_TITAN:
1331                         strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
1332                         power_desc[num].level = 15;
1333                         power_desc[num].cost = 10;
1334                         power_desc[num].stat = A_INT;
1335                         power_desc[num].fail = 12;
1336                         power_desc[num++].number = -1;
1337                         break;
1338                 case RACE_CYCLOPS:
1339                         sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
1340                         power_desc[num].level = 20;
1341                         power_desc[num].cost = 15;
1342                         power_desc[num].stat = A_STR;
1343                         power_desc[num].fail = 12;
1344                         power_desc[num++].number = -1;
1345                         break;
1346                 case RACE_YEEK:
1347                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1348                         power_desc[num].level = 15;
1349                         power_desc[num].cost = 15;
1350                         power_desc[num].stat = A_WIS;
1351                         power_desc[num].fail = 10;
1352                         power_desc[num++].number = -1;
1353                         break;
1354                 case RACE_SPECTRE:
1355                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1356                         power_desc[num].level = 4;
1357                         power_desc[num].cost = 6;
1358                         power_desc[num].stat = A_INT;
1359                         power_desc[num].fail = 3;
1360                         power_desc[num++].number = -1;
1361                         break;
1362                 case RACE_KLACKON:
1363                         sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
1364                         power_desc[num].level = 9;
1365                         power_desc[num].cost = 9;
1366                         power_desc[num].stat = A_DEX;
1367                         power_desc[num].fail = 14;
1368                         power_desc[num++].number = -1;
1369                         break;
1370                 case RACE_KOBOLD:
1371                         sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
1372                         power_desc[num].level = 12;
1373                         power_desc[num].cost = 8;
1374                         power_desc[num].stat = A_DEX;
1375                         power_desc[num].fail = 14;
1376                         power_desc[num++].number = -1;
1377                         break;
1378                 case RACE_DARK_ELF:
1379                         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);
1380                         power_desc[num].level = 2;
1381                         power_desc[num].cost = 2;
1382                         power_desc[num].stat = A_INT;
1383                         power_desc[num].fail = 9;
1384                         power_desc[num++].number = -1;
1385                         break;
1386                 case RACE_DRACONIAN:
1387                         sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
1388                         power_desc[num].level = 1;
1389                         power_desc[num].cost = lvl;
1390                         power_desc[num].stat = A_CON;
1391                         power_desc[num].fail = 12;
1392                         power_desc[num++].number = -1;
1393                         break;
1394                 case RACE_MIND_FLAYER:
1395                         sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
1396                         power_desc[num].level = 15;
1397                         power_desc[num].cost = 12;
1398                         power_desc[num].stat = A_INT;
1399                         power_desc[num].fail = 14;
1400                         power_desc[num++].number = -1;
1401                         break;
1402                 case RACE_IMP:
1403                         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);
1404                         power_desc[num].level = 9;
1405                         power_desc[num].cost = 15;
1406                         power_desc[num].stat = A_WIS;
1407                         power_desc[num].fail = 15;
1408                         power_desc[num++].number = -1;
1409                         break;
1410                 case RACE_GOLEM:
1411                         strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
1412                         power_desc[num].level = 20;
1413                         power_desc[num].cost = 15;
1414                         power_desc[num].stat = A_CON;
1415                         power_desc[num].fail = 8;
1416                         power_desc[num++].number = -1;
1417                         break;
1418                 case RACE_SKELETON:
1419                 case RACE_ZOMBIE:
1420                         strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
1421                         power_desc[num].level = 30;
1422                         power_desc[num].cost = 30;
1423                         power_desc[num].stat = A_WIS;
1424                         power_desc[num].fail = 18;
1425                         power_desc[num++].number = -1;
1426                         break;
1427                 case RACE_VAMPIRE:
1428                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1429                         power_desc[num].level = 2;
1430                         power_desc[num].cost = 1 + (lvl / 3);
1431                         power_desc[num].stat = A_CON;
1432                         power_desc[num].fail = 9;
1433                         power_desc[num++].number = -1;
1434                         break;
1435                 case RACE_SPRITE:
1436                         strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
1437                         power_desc[num].level = 12;
1438                         power_desc[num].cost = 12;
1439                         power_desc[num].stat = A_INT;
1440                         power_desc[num].fail = 15;
1441                         power_desc[num++].number = -1;
1442                         break;
1443                 case RACE_DEMON:
1444                         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);
1445                         power_desc[num].level = 15;
1446                         power_desc[num].cost = 10+lvl/3;
1447                         power_desc[num].stat = A_CON;
1448                         power_desc[num].fail = 20;
1449                         power_desc[num++].number = -1;
1450                         break;
1451                 case RACE_KUTAR:
1452                         strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
1453                         power_desc[num].level = 20;
1454                         power_desc[num].cost = 15;
1455                         power_desc[num].stat = A_CHR;
1456                         power_desc[num].fail = 8;
1457                         power_desc[num++].number = -1;
1458                         break;
1459                 case RACE_ANDROID:
1460                         if (p_ptr->lev < 10)
1461                         {
1462                                 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
1463                                 power_desc[num].level = 1;
1464                                 power_desc[num].cost = 7;
1465                                 power_desc[num].fail = 8;
1466                         }
1467                         else if (p_ptr->lev < 25)
1468                         {
1469                                 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
1470                                 power_desc[num].level = 10;
1471                                 power_desc[num].cost = 13;
1472                                 power_desc[num].fail = 10;
1473                         }
1474                         else if (p_ptr->lev < 35)
1475                         {
1476                                 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
1477                                 power_desc[num].level = 25;
1478                                 power_desc[num].cost = 26;
1479                                 power_desc[num].fail = 12;
1480                         }
1481                         else if (p_ptr->lev < 45)
1482                         {
1483                                 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
1484                                 power_desc[num].level = 35;
1485                                 power_desc[num].cost = 40;
1486                                 power_desc[num].fail = 15;
1487                         }
1488                         else
1489                         {
1490                                 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
1491                                 power_desc[num].level = 45;
1492                                 power_desc[num].cost = 60;
1493                                 power_desc[num].fail = 18;
1494                         }
1495                         power_desc[num].stat = A_STR;
1496                         power_desc[num++].number = -1;
1497                         break;
1498                 default:
1499                 {
1500                         break;
1501                 }
1502         }
1503         }
1504
1505         if (p_ptr->muta1)
1506         {
1507                 if (p_ptr->muta1 & MUT1_SPIT_ACID)
1508                 {
1509                         strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
1510                         power_desc[num].level = 9;
1511                         power_desc[num].cost = 9;
1512                         power_desc[num].stat = A_DEX;
1513                         power_desc[num].fail = 15;
1514                         power_desc[num++].number = MUT1_SPIT_ACID;
1515                 }
1516
1517                 if (p_ptr->muta1 & MUT1_BR_FIRE)
1518                 {
1519                         strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
1520                         power_desc[num].level = 20;
1521                         power_desc[num].cost = lvl;
1522                         power_desc[num].stat = A_CON;
1523                         power_desc[num].fail = 18;
1524                         power_desc[num++].number = MUT1_BR_FIRE;
1525                 }
1526
1527                 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
1528                 {
1529                         strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
1530                         power_desc[num].level = 12;
1531                         power_desc[num].cost = 12;
1532                         power_desc[num].stat = A_CHR;
1533                         power_desc[num].fail = 18;
1534                         power_desc[num++].number = MUT1_HYPN_GAZE;
1535                 }
1536
1537                 if (p_ptr->muta1 & MUT1_TELEKINES)
1538                 {
1539                         strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
1540                         power_desc[num].level = 9;
1541                         power_desc[num].cost = 9;
1542                         power_desc[num].stat = A_WIS;
1543                         power_desc[num].fail = 14;
1544                         power_desc[num++].number = MUT1_TELEKINES;
1545                 }
1546
1547                 if (p_ptr->muta1 & MUT1_VTELEPORT)
1548                 {
1549                         strcpy(power_desc[num].name, _("テレポート", "Teleport"));
1550                         power_desc[num].level = 7;
1551                         power_desc[num].cost = 7;
1552                         power_desc[num].stat = A_WIS;
1553                         power_desc[num].fail = 15;
1554                         power_desc[num++].number = MUT1_VTELEPORT;
1555                 }
1556
1557                 if (p_ptr->muta1 & MUT1_MIND_BLST)
1558                 {
1559                         strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
1560                         power_desc[num].level = 5;
1561                         power_desc[num].cost = 3;
1562                         power_desc[num].stat = A_WIS;
1563                         power_desc[num].fail = 15;
1564                         power_desc[num++].number = MUT1_MIND_BLST;
1565                 }
1566
1567                 if (p_ptr->muta1 & MUT1_RADIATION)
1568                 {
1569                         strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
1570                         power_desc[num].level = 15;
1571                         power_desc[num].cost = 15;
1572                         power_desc[num].stat = A_CON;
1573                         power_desc[num].fail = 14;
1574                         power_desc[num++].number = MUT1_RADIATION;
1575                 }
1576
1577                 if (p_ptr->muta1 & MUT1_VAMPIRISM)
1578                 {
1579                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1580                         power_desc[num].level = 2;
1581                         power_desc[num].cost = (1 + (lvl / 3));
1582                         power_desc[num].stat = A_CON;
1583                         power_desc[num].fail = 9;
1584                         power_desc[num++].number = MUT1_VAMPIRISM;
1585                 }
1586
1587                 if (p_ptr->muta1 & MUT1_SMELL_MET)
1588                 {
1589                         strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
1590                         power_desc[num].level = 3;
1591                         power_desc[num].cost = 2;
1592                         power_desc[num].stat = A_INT;
1593                         power_desc[num].fail = 12;
1594                         power_desc[num++].number = MUT1_SMELL_MET;
1595                 }
1596
1597                 if (p_ptr->muta1 & MUT1_SMELL_MON)
1598                 {
1599                         strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
1600                         power_desc[num].level = 5;
1601                         power_desc[num].cost = 4;
1602                         power_desc[num].stat = A_INT;
1603                         power_desc[num].fail = 15;
1604                         power_desc[num++].number = MUT1_SMELL_MON;
1605                 }
1606
1607                 if (p_ptr->muta1 & MUT1_BLINK)
1608                 {
1609                         strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
1610                         power_desc[num].level = 3;
1611                         power_desc[num].cost = 3;
1612                         power_desc[num].stat = A_WIS;
1613                         power_desc[num].fail = 12;
1614                         power_desc[num++].number = MUT1_BLINK;
1615                 }
1616
1617                 if (p_ptr->muta1 & MUT1_EAT_ROCK)
1618                 {
1619                         strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
1620                         power_desc[num].level = 8;
1621                         power_desc[num].cost = 12;
1622                         power_desc[num].stat = A_CON;
1623                         power_desc[num].fail = 18;
1624                         power_desc[num++].number = MUT1_EAT_ROCK;
1625                 }
1626
1627                 if (p_ptr->muta1 & MUT1_SWAP_POS)
1628                 {
1629                         strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
1630                         power_desc[num].level = 15;
1631                         power_desc[num].cost = 12;
1632                         power_desc[num].stat = A_DEX;
1633                         power_desc[num].fail = 16;
1634                         power_desc[num++].number = MUT1_SWAP_POS;
1635                 }
1636
1637                 if (p_ptr->muta1 & MUT1_SHRIEK)
1638                 {
1639                         strcpy(power_desc[num].name, _("叫び", "Shriek"));
1640                         power_desc[num].level = 20;
1641                         power_desc[num].cost = 14;
1642                         power_desc[num].stat = A_CON;
1643                         power_desc[num].fail = 16;
1644                         power_desc[num++].number = MUT1_SHRIEK;
1645                 }
1646
1647                 if (p_ptr->muta1 & MUT1_ILLUMINE)
1648                 {
1649                         strcpy(power_desc[num].name, _("照明", "Illuminate"));
1650                         power_desc[num].level = 3;
1651                         power_desc[num].cost = 2;
1652                         power_desc[num].stat = A_INT;
1653                         power_desc[num].fail = 10;
1654                         power_desc[num++].number = MUT1_ILLUMINE;
1655                 }
1656
1657                 if (p_ptr->muta1 & MUT1_DET_CURSE)
1658                 {
1659                         strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
1660                         power_desc[num].level = 7;
1661                         power_desc[num].cost = 14;
1662                         power_desc[num].stat = A_WIS;
1663                         power_desc[num].fail = 14;
1664                         power_desc[num++].number = MUT1_DET_CURSE;
1665                 }
1666
1667                 if (p_ptr->muta1 & MUT1_BERSERK)
1668                 {
1669                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1670                         power_desc[num].level = 8;
1671                         power_desc[num].cost = 8;
1672                         power_desc[num].stat = A_STR;
1673                         power_desc[num].fail = 14;
1674                         power_desc[num++].number = MUT1_BERSERK;
1675                 }
1676
1677                 if (p_ptr->muta1 & MUT1_POLYMORPH)
1678                 {
1679                         strcpy(power_desc[num].name, _("変身", "Polymorph"));
1680                         power_desc[num].level = 18;
1681                         power_desc[num].cost = 20;
1682                         power_desc[num].stat = A_CON;
1683                         power_desc[num].fail = 18;
1684                         power_desc[num++].number = MUT1_POLYMORPH;
1685                 }
1686
1687                 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
1688                 {
1689                         strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
1690                         power_desc[num].level = 10;
1691                         power_desc[num].cost = 5;
1692                         power_desc[num].stat = A_INT;
1693                         power_desc[num].fail = 12;
1694                         power_desc[num++].number = MUT1_MIDAS_TCH;
1695                 }
1696
1697                 if (p_ptr->muta1 & MUT1_GROW_MOLD)
1698                 {
1699                         strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
1700                         power_desc[num].level = 1;
1701                         power_desc[num].cost = 6;
1702                         power_desc[num].stat = A_CON;
1703                         power_desc[num].fail = 14;
1704                         power_desc[num++].number = MUT1_GROW_MOLD;
1705                 }
1706
1707                 if (p_ptr->muta1 & MUT1_RESIST)
1708                 {
1709                         strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
1710                         power_desc[num].level = 10;
1711                         power_desc[num].cost = 12;
1712                         power_desc[num].stat = A_CON;
1713                         power_desc[num].fail = 12;
1714                         power_desc[num++].number = MUT1_RESIST;
1715                 }
1716
1717                 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
1718                 {
1719                         strcpy(power_desc[num].name, _("地震", "Earthquake"));
1720                         power_desc[num].level = 12;
1721                         power_desc[num].cost = 12;
1722                         power_desc[num].stat = A_STR;
1723                         power_desc[num].fail = 16;
1724                         power_desc[num++].number = MUT1_EARTHQUAKE;
1725                 }
1726
1727                 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
1728                 {
1729                         strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1730                         power_desc[num].level = 17;
1731                         power_desc[num].cost = 1;
1732                         power_desc[num].stat = A_WIS;
1733                         power_desc[num].fail = 15;
1734                         power_desc[num++].number = MUT1_EAT_MAGIC;
1735                 }
1736
1737                 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
1738                 {
1739                         strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
1740                         power_desc[num].level = 6;
1741                         power_desc[num].cost = 6;
1742                         power_desc[num].stat = A_INT;
1743                         power_desc[num].fail = 10;
1744                         power_desc[num++].number = MUT1_WEIGH_MAG;
1745                 }
1746
1747                 if (p_ptr->muta1 & MUT1_STERILITY)
1748                 {
1749                         strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
1750                         power_desc[num].level = 12;
1751                         power_desc[num].cost = 23;
1752                         power_desc[num].stat = A_CHR;
1753                         power_desc[num].fail = 15;
1754                         power_desc[num++].number = MUT1_STERILITY;
1755                 }
1756
1757                 if (p_ptr->muta1 & MUT1_PANIC_HIT)
1758                 {
1759                         strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
1760                         power_desc[num].level = 10;
1761                         power_desc[num].cost = 12;
1762                         power_desc[num].stat = A_DEX;
1763                         power_desc[num].fail = 14;
1764                         power_desc[num++].number = MUT1_PANIC_HIT;
1765                 }
1766
1767                 if (p_ptr->muta1 & MUT1_DAZZLE)
1768                 {
1769                         strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
1770                         power_desc[num].level = 7;
1771                         power_desc[num].cost = 15;
1772                         power_desc[num].stat = A_CHR;
1773                         power_desc[num].fail = 8;
1774                         power_desc[num++].number = MUT1_DAZZLE;
1775                 }
1776
1777                 if (p_ptr->muta1 & MUT1_LASER_EYE)
1778                 {
1779                         strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
1780                         power_desc[num].level = 7;
1781                         power_desc[num].cost = 10;
1782                         power_desc[num].stat = A_WIS;
1783                         power_desc[num].fail = 9;
1784                         power_desc[num++].number = MUT1_LASER_EYE;
1785                 }
1786
1787                 if (p_ptr->muta1 & MUT1_RECALL)
1788                 {
1789                         strcpy(power_desc[num].name, _("帰還", "Recall"));
1790                         power_desc[num].level = 17;
1791                         power_desc[num].cost = 50;
1792                         power_desc[num].stat = A_INT;
1793                         power_desc[num].fail = 16;
1794                         power_desc[num++].number = MUT1_RECALL;
1795                 }
1796
1797                 if (p_ptr->muta1 & MUT1_BANISH)
1798                 {
1799                         strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
1800                         power_desc[num].level = 25;
1801                         power_desc[num].cost = 25;
1802                         power_desc[num].stat = A_WIS;
1803                         power_desc[num].fail = 18;
1804                         power_desc[num++].number = MUT1_BANISH;
1805                 }
1806
1807                 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
1808                 {
1809                         strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
1810                         power_desc[num].level = 2;
1811                         power_desc[num].cost = 2;
1812                         power_desc[num].stat = A_CON;
1813                         power_desc[num].fail = 11;
1814                         power_desc[num++].number = MUT1_COLD_TOUCH;
1815                 }
1816
1817                 if (p_ptr->muta1 & MUT1_LAUNCHER)
1818                 {
1819                         strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
1820                         power_desc[num].level = 1;
1821                         power_desc[num].cost = lvl;
1822                         power_desc[num].stat = A_STR;
1823                         power_desc[num].fail = 6;
1824                         /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
1825                         power_desc[num++].number = 3;
1826                 }
1827         }
1828
1829         /* Nothing chosen yet */
1830         flag = FALSE;
1831
1832         /* No redraw yet */
1833         redraw = FALSE;
1834
1835         /* Build a prompt */
1836         (void) strnfmt(out_val, 78, 
1837                                 _("(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? "),
1838                                 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
1839
1840 if (!repeat_pull(&i) || i<0 || i>=num) {
1841         if (use_menu) screen_save();
1842          /* Get a spell from the user */
1843
1844         choice = (always_show_list || use_menu) ? ESCAPE:1;
1845         while (!flag)
1846         {
1847                 if( choice==ESCAPE ) choice = ' '; 
1848                 else if( !get_com(out_val, &choice, FALSE) )break; 
1849
1850                 if (use_menu && choice != ' ')
1851                 {
1852                         switch(choice)
1853                         {
1854                                 case '0':
1855                                 {
1856                                         screen_load();
1857                                         p_ptr->energy_use = 0;
1858                                         return;
1859                                 }
1860
1861                                 case '8':
1862                                 case 'k':
1863                                 case 'K':
1864                                 {
1865                                         menu_line += (num - 1);
1866                                         break;
1867                                 }
1868
1869                                 case '2':
1870                                 case 'j':
1871                                 case 'J':
1872                                 {
1873                                         menu_line++;
1874                                         break;
1875                                 }
1876
1877                                 case '6':
1878                                 case 'l':
1879                                 case 'L':
1880                                 case '4':
1881                                 case 'h':
1882                                 case 'H':
1883                                 {
1884                                         if (menu_line > 18)
1885                                                 menu_line -= 18;
1886                                         else if (menu_line+18 <= num)
1887                                                 menu_line += 18;
1888                                         break;
1889                                 }
1890
1891                                 case 'x':
1892                                 case 'X':
1893                                 case '\r':
1894                                 {
1895                                         i = menu_line - 1;
1896                                         ask = FALSE;
1897                                         break;
1898                                 }
1899                         }
1900                         if (menu_line > num) menu_line -= num;
1901                 }
1902                 /* Request redraw */
1903                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
1904                 {
1905                         /* Show the list */
1906                         if (!redraw || use_menu)
1907                         {
1908                                 byte y = 1, x = 0;
1909                                 int ctr = 0;
1910                                 char dummy[80];
1911                                 char letter;
1912                                 TERM_LEN x1, y1;
1913
1914                                 strcpy(dummy, "");
1915
1916                                 /* Show list */
1917                                 redraw = TRUE;
1918                                 if (!use_menu) screen_save();
1919
1920                                 /* Print header(s) */
1921                                 if (num < 18)
1922                                         prt(_("                            Lv   MP 失率", "                            Lv Cost Fail"), y++, x);
1923                                 else
1924                                 prt(_("                            Lv   MP 失率                            Lv   MP 失率", 
1925                                           "                            Lv Cost Fail                            Lv Cost Fail"), y++, x);
1926
1927
1928                                 /* Print list */
1929                                 while (ctr < num)
1930                                 {
1931                                         x1 = ((ctr < 18) ? x : x + 40);
1932                                         y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
1933
1934                                         if (use_menu)
1935                                         {
1936                                                 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " >  "));
1937                                                 else strcpy(dummy, "    ");
1938                                         }
1939                                         else
1940                                         {
1941                                                 /* letter/number for power selection */
1942                                                 if (ctr < 26)
1943                                                         letter = I2A(ctr);
1944                                                 else
1945                                                         letter = '0' + ctr - 26;
1946                                                 sprintf(dummy, " %c) ",letter);
1947                                         }
1948                                         strcat(dummy, format("%-23.23s %2d %4d %3d%%",
1949                                                 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
1950                                                 100 - racial_chance(&power_desc[ctr])));
1951                                         prt(dummy, y1, x1);
1952                                         ctr++;
1953                                 }
1954                         }
1955
1956                         /* Hide the list */
1957                         else
1958                         {
1959                                 /* Hide list */
1960                                 redraw = FALSE;
1961                                 screen_load();
1962                         }
1963
1964                         /* Redo asking */
1965                         continue;
1966                 }
1967
1968                 if (!use_menu)
1969                 {
1970                         if (choice == '\r' && num == 1)
1971                         {
1972                                 choice = 'a';
1973                         }
1974
1975                         if (isalpha(choice))
1976                         {
1977                                 /* Note verify */
1978                                 ask = (isupper(choice));
1979
1980                                 /* Lowercase */
1981                                 if (ask) choice = (char)tolower(choice);
1982
1983                                 /* Extract request */
1984                                 i = (islower(choice) ? A2I(choice) : -1);
1985                         }
1986                         else
1987                         {
1988                                 ask = FALSE; /* Can't uppercase digits */
1989
1990                                 i = choice - '0' + 26;
1991                         }
1992                 }
1993
1994                 /* Totally Illegal */
1995                 if ((i < 0) || (i >= num))
1996                 {
1997                         bell();
1998                         continue;
1999                 }
2000
2001                 /* Verify it */
2002                 if (ask)
2003                 {
2004                         char tmp_val[160];
2005
2006                         /* Prompt */
2007                         (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
2008
2009                         /* Belay that order */
2010                         if (!get_check(tmp_val)) continue;
2011                 }
2012
2013                 /* Stop the loop */
2014                 flag = TRUE;
2015         }
2016         if (redraw) screen_load();
2017
2018         /* Abort if needed */
2019         if (!flag)
2020         {
2021                 p_ptr->energy_use = 0;
2022                 return;
2023         }
2024         repeat_push(i);
2025         } /*if (!repeat_pull(&i) || ...)*/
2026         switch (racial_aux(&power_desc[i]))
2027         {
2028         case 1:
2029                 if (power_desc[i].number < 0)
2030                         cast = cmd_racial_power_aux(power_desc[i].number);
2031                 else
2032                         cast = mutation_power_aux(power_desc[i].number);
2033                 break;
2034         case 0:
2035                 cast = FALSE;
2036                 break;
2037         case -1:
2038                 cast = TRUE;
2039                 break;
2040         }
2041
2042         if (cast)
2043         {
2044                 if (racial_cost)
2045                 {
2046                         int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2047
2048                         /* If mana is not enough, player consumes hit point! */
2049                         if (p_ptr->csp < actual_racial_cost)
2050                         {
2051                                 actual_racial_cost -= p_ptr->csp;
2052                                 p_ptr->csp = 0;
2053                                 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2054                         }
2055                         else p_ptr->csp -= actual_racial_cost;
2056
2057                         /* Redraw mana and hp */
2058                         p_ptr->redraw |= (PR_HP | PR_MANA);
2059
2060                         p_ptr->window |= (PW_PLAYER | PW_SPELL);
2061                 }
2062         }
2063         else p_ptr->energy_use = 0;
2064
2065         /* Success */
2066         return;
2067 }