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[refactor] 意図したswitch-case文のfall throughをコメント
[hengband/hengband.git] / src / racial.c
1 /*!
2  * @file racial.c
3  * @brief レイシャルと突然変異の技能処理 / Racial powers (and mutations)
4  * @date 2014/01/08
5  * @author
6  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7  * This software may be copied and distributed for educational, research,\n
8  * and not for profit purposes provided that this copyright and statement\n
9  * are included in all such copies.  Other copyrights may also apply.\n
10  * 2014 Deskull rearranged comment for Doxygen. \n
11  */
12
13 #include "angband.h"
14 #include "core.h"
15 #include "util.h"
16
17 #include "cmd-basic.h"
18 #include "cmd-magiceat.h"
19 #include "cmd-mane.h"
20 #include "cmd-zapwand.h"
21 #include "cmd-pet.h"
22 #include "melee.h"
23 #include "object-hook.h"
24
25 #include "mutation.h"
26 #include "player-race.h"
27 #include "player-effects.h"
28 #include "player-status.h"
29 #include "player-damage.h"
30 #include "spells-status.h"
31 #include "spells-object.h"
32 #include "spells-floor.h"
33 #include "spells.h"
34 #include "cmd-spell.h"
35 #include "realm-hex.h"
36 #include "targeting.h"
37 #include "view-mainwindow.h"
38 #include "player-class.h"
39
40 /*!
41  * @brief 修行僧の構え設定処理
42  * @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。
43  */
44 static bool choose_kamae(player_type *creature_ptr)
45 {
46         char choice;
47         int new_kamae = 0;
48         int i;
49         char buf[80];
50
51         if (cmd_limit_confused(creature_ptr)) return FALSE;
52         screen_save();
53         prt(_(" a) 構えをとく", " a) No form"), 2, 20);
54
55         for (i = 0; i < MAX_KAMAE; i++)
56         {
57                 if (creature_ptr->lev >= kamae_shurui[i].min_level)
58                 {
59                         sprintf(buf," %c) %-12s  %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
60                         prt(buf, 3+i, 20);
61                 }
62         }
63
64         prt("", 1, 0);
65         prt(_("        どの構えをとりますか?", "        Choose Stance: "), 1, 14);
66
67         while (TRUE)
68         {
69                 choice = inkey();
70
71                 if (choice == ESCAPE)
72                 {
73                         screen_load();
74                         return FALSE;
75                 }
76                 else if ((choice == 'a') || (choice == 'A'))
77                 {
78                         if (creature_ptr->action == ACTION_KAMAE)
79                         {
80                                 set_action(creature_ptr, ACTION_NONE);
81                         }
82                         else
83                                 msg_print(_("もともと構えていない。", "You are not in a special stance."));
84                         screen_load();
85                         return TRUE;
86                 }
87                 else if ((choice == 'b') || (choice == 'B'))
88                 {
89                         new_kamae = 0;
90                         break;
91                 }
92                 else if (((choice == 'c') || (choice == 'C')) && (creature_ptr->lev > 29))
93                 {
94                         new_kamae = 1;
95                         break;
96                 }
97                 else if (((choice == 'd') || (choice == 'D')) && (creature_ptr->lev > 34))
98                 {
99                         new_kamae = 2;
100                         break;
101                 }
102                 else if (((choice == 'e') || (choice == 'E')) && (creature_ptr->lev > 39))
103                 {
104                         new_kamae = 3;
105                         break;
106                 }
107         }
108         set_action(creature_ptr, ACTION_KAMAE);
109
110         if (creature_ptr->special_defense & (KAMAE_GENBU << new_kamae))
111         {
112                 msg_print(_("構え直した。", "You reassume a stance."));
113         }
114         else
115         {
116                 creature_ptr->special_defense &= ~(KAMAE_MASK);
117                 creature_ptr->update |= (PU_BONUS);
118                 creature_ptr->redraw |= (PR_STATE);
119                 msg_format(_("%sの構えをとった。", "You assume the %s stance."), kamae_shurui[new_kamae].desc);
120                 creature_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
121         }
122         creature_ptr->redraw |= PR_STATE;
123         screen_load();
124         return TRUE;
125 }
126
127 /*!
128  * @brief 剣術家の型設定処理
129  * @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。
130  */
131 static bool choose_kata(player_type *creature_ptr)
132 {
133         char choice;
134         int new_kata = 0;
135         int i;
136         char buf[80];
137
138         if (cmd_limit_confused(creature_ptr)) return FALSE;
139
140         if (creature_ptr->stun)
141         {
142                 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
143                 return FALSE;
144         }
145
146         if (creature_ptr->afraid)
147         {
148                 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
149                 return FALSE;
150         }
151         screen_save();
152         prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
153
154         for (i = 0; i < MAX_KATA; i++)
155         {
156                 if (creature_ptr->lev >= kata_shurui[i].min_level)
157                 {
158                         sprintf(buf,_(" %c) %sの型    %s", " %c) Stance of %-12s  %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
159                         prt(buf, 3+i, 20);
160                 }
161         }
162
163         prt("", 1, 0);
164         prt(_("        どの型で構えますか?", "        Choose Stance: "), 1, 14);
165
166         while (TRUE)
167         {
168                 choice = inkey();
169
170                 if (choice == ESCAPE)
171                 {
172                         screen_load();
173                         return FALSE;
174                 }
175                 else if ((choice == 'a') || (choice == 'A'))
176                 {
177                         if (creature_ptr->action == ACTION_KATA)
178                         {
179                                 set_action(creature_ptr, ACTION_NONE);
180                         }
181                         else
182                                 msg_print(_("もともと構えていない。", "You are not in a special stance."));
183                         screen_load();
184                         return TRUE;
185                 }
186                 else if ((choice == 'b') || (choice == 'B'))
187                 {
188                         new_kata = 0;
189                         break;
190                 }
191                 else if (((choice == 'c') || (choice == 'C')) && (creature_ptr->lev > 29))
192                 {
193                         new_kata = 1;
194                         break;
195                 }
196                 else if (((choice == 'd') || (choice == 'D')) && (creature_ptr->lev > 34))
197                 {
198                         new_kata = 2;
199                         break;
200                 }
201                 else if (((choice == 'e') || (choice == 'E')) && (creature_ptr->lev > 39))
202                 {
203                         new_kata = 3;
204                         break;
205                 }
206         }
207         set_action(creature_ptr, ACTION_KATA);
208
209         if (creature_ptr->special_defense & (KATA_IAI << new_kata))
210         {
211                 msg_print(_("構え直した。", "You reassume a stance."));
212         }
213         else
214         {
215                 creature_ptr->special_defense &= ~(KATA_MASK);
216                 creature_ptr->update |= (PU_BONUS | PU_MONSTERS);
217                 msg_format(_("%sの型で構えた。", "You assume the %s stance."), kata_shurui[new_kata].desc);
218                 creature_ptr->special_defense |= (KATA_IAI << new_kata);
219         }
220         creature_ptr->redraw |= (PR_STATE | PR_STATUS);
221         screen_load();
222         return TRUE;
223 }
224
225
226 /*!
227  * @brief レイシャル・パワー情報の構造体定義
228  */
229 typedef struct power_desc_type
230 {
231         GAME_TEXT name[MAX_NLEN];      //!<レイシャル名
232         PLAYER_LEVEL level;     //!<体得レベル
233         int cost;
234         int stat;
235         PERCENTAGE fail;
236         int number;
237 } power_desc_type;
238
239
240 /*!
241  * @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
242  * @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
243  * @return 成功率(%)を返す
244  */
245 static PERCENTAGE racial_chance(player_type *creature_ptr, power_desc_type *pd_ptr)
246 {
247         PLAYER_LEVEL min_level  = pd_ptr->level;
248         PERCENTAGE difficulty = pd_ptr->fail;
249
250         int i;
251         int val;
252         int sum = 0;
253         BASE_STATUS stat = creature_ptr->stat_cur[pd_ptr->stat];
254
255         /* No chance for success */
256         if ((creature_ptr->lev < min_level) || creature_ptr->confused)
257         {
258                 return 0;
259         }
260
261         if (difficulty == 0) return 100;
262
263         /* Calculate difficulty */
264         if (creature_ptr->stun)
265         {
266                 difficulty += (PERCENTAGE)creature_ptr->stun;
267         }
268         else if (creature_ptr->lev > min_level)
269         {
270                 PERCENTAGE lev_adj = (PERCENTAGE)((creature_ptr->lev - min_level) / 3);
271                 if (lev_adj > 10) lev_adj = 10;
272                 difficulty -= lev_adj;
273         }
274
275         if (difficulty < 5) difficulty = 5;
276
277         /* We only need halfs of the difficulty */
278         difficulty = difficulty / 2;
279
280         for (i = 1; i <= stat; i++)
281         {
282                 val = i - difficulty;
283                 if (val > 0)
284                         sum += (val <= difficulty) ? val : difficulty;
285         }
286
287         if (difficulty == 0)
288                 return (100);
289         else
290                 return (((sum * 100) / difficulty) / stat);
291 }
292
293
294 static int racial_cost;
295
296 /*!
297  * @brief レイシャル・パワーの発動の判定処理
298  * @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
299  * @return
300  * 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。
301  * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
302  */
303 static int racial_aux(player_type *creature_ptr, power_desc_type *pd_ptr)
304 {
305         PLAYER_LEVEL min_level  = pd_ptr->level;
306         int use_stat   = pd_ptr->stat;
307         int difficulty = pd_ptr->fail;
308         int use_hp = 0;
309
310         racial_cost = pd_ptr->cost;
311
312         /* Not enough mana - use hp */
313         if (creature_ptr->csp < racial_cost) use_hp = racial_cost - creature_ptr->csp;
314
315         /* Power is not available yet */
316         if (creature_ptr->lev < min_level)
317         {
318                 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。", 
319                                          "You need to attain level %d to use this power."), min_level);
320
321                 free_turn(creature_ptr);
322                 return FALSE;
323         }
324
325         if (cmd_limit_confused(creature_ptr))
326         {
327                 free_turn(creature_ptr);
328                 return FALSE;
329         }
330
331         /* Risk death? */
332         else if (creature_ptr->chp < use_hp)
333         {
334                 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? ")))
335                 {
336                         free_turn(creature_ptr);
337                         return FALSE;
338                 }
339         }
340
341         /* Else attempt to do it! */
342
343         if (difficulty)
344         {
345                 if (creature_ptr->stun)
346                 {
347                         difficulty += creature_ptr->stun;
348                 }
349                 else if (creature_ptr->lev > min_level)
350                 {
351                         int lev_adj = ((creature_ptr->lev - min_level) / 3);
352                         if (lev_adj > 10) lev_adj = 10;
353                         difficulty -= lev_adj;
354                 }
355
356                 if (difficulty < 5) difficulty = 5;
357         }
358
359         /* take time and pay the price */
360         take_turn(creature_ptr, 100);
361
362         /* Success? */
363         if (randint1(creature_ptr->stat_cur[use_stat]) >= ((difficulty / 2) + randint1(difficulty / 2)))
364         {
365                 return 1;
366         }
367
368         if (flush_failure) flush();
369         msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
370
371         return -1;
372 }
373
374
375 /*!
376  * @brief レイシャル・パワー発動処理
377  * @param creature_ptr プレーヤーへの参照ポインタ
378  * @param command 発動するレイシャルのID
379  * @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。
380  */
381 static bool exe_racial_power(player_type *creature_ptr, s32b command)
382 {
383         PLAYER_LEVEL plev = creature_ptr->lev;
384         DIRECTION dir = 0;
385
386         if (command <= -3)
387         {
388                 switch (creature_ptr->pclass)
389                 {
390                 case CLASS_WARRIOR:
391                 {
392                         return sword_dancing(creature_ptr);
393                         break;
394                 }
395                 case CLASS_HIGH_MAGE:
396                 if (creature_ptr->realm1 == REALM_HEX)
397                 {
398                         bool retval = stop_hex_spell(creature_ptr);
399                         if (retval) creature_ptr->energy_use = 10;
400                         return (retval);
401                 }
402                         /* Fall through */
403                 case CLASS_MAGE:
404                 /* case CLASS_HIGH_MAGE: */
405                 case CLASS_SORCERER:
406                 {
407                         if (!eat_magic(creature_ptr, creature_ptr->lev * 2)) return FALSE;
408                         break;
409                 }
410                 case CLASS_PRIEST:
411                 {
412                         if (is_good_realm(creature_ptr->realm1))
413                         {
414                                 if (!bless_weapon(creature_ptr)) return FALSE;
415                         }
416                         else
417                         {
418                                 (void)dispel_monsters(creature_ptr, plev * 4);
419                                 turn_monsters(creature_ptr, plev * 4);
420                                 banish_monsters(creature_ptr, plev * 4);
421                         }
422                         break;
423                 }
424                 case CLASS_ROGUE:
425                 {
426                         if(!hit_and_away(creature_ptr)) return FALSE;
427                         break;
428                 }
429                 case CLASS_RANGER:
430                 case CLASS_SNIPER:
431                 {
432                         msg_print(_("敵を調査した...", "You examine your foes..."));
433                         probing(creature_ptr);
434                         break;
435                 }
436                 case CLASS_PALADIN:
437                 {
438                         if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
439                         fire_beam(creature_ptr, is_good_realm(creature_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
440                                   dir, plev * 3);
441                         break;
442                 }
443                 case CLASS_WARRIOR_MAGE:
444                 {
445                         if (command == -3)
446                         {
447                                 return comvert_hp_to_mp(creature_ptr);
448                         }
449                         else if (command == -4)
450                         {
451                                 return comvert_mp_to_hp(creature_ptr);
452                         }
453                         break;
454                 }
455                 case CLASS_CHAOS_WARRIOR:
456                 {
457                         return confusing_light(creature_ptr);
458                         break;
459                 }
460                 case CLASS_MONK:
461                 {
462                         if (!(empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM))
463                         {
464                                 msg_print(_("素手じゃないとできません。", "You need to be barehanded."));
465                                 return FALSE;
466                         }
467                         if (creature_ptr->riding)
468                         {
469                                 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
470                                 return FALSE;
471                         }
472
473                         if (command == -3)
474                         {
475                                 if (!choose_kamae(creature_ptr)) return FALSE;
476                                 creature_ptr->update |= (PU_BONUS);
477                         }
478                         else if (command == -4)
479                         {
480                                 return double_attack(creature_ptr);
481                         }
482                         break;
483                 }
484                 case CLASS_MINDCRAFTER:
485                 case CLASS_FORCETRAINER:
486                 {
487                         return clear_mind(creature_ptr);
488                 }
489                 case CLASS_TOURIST:
490                 {
491                         if (command == -3)
492                         {
493                                 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
494                                 project_length = 1;
495                                 fire_beam(creature_ptr, GF_PHOTO, dir, 1);
496                         }
497                         else if (command == -4)
498                         {
499                                 if (!identify_fully(creature_ptr, FALSE)) return FALSE;
500                         }
501                         break;
502                 }
503                 case CLASS_IMITATOR:
504                 {
505                         handle_stuff(creature_ptr);
506                         if (!do_cmd_mane(creature_ptr, TRUE)) return FALSE;
507                         break;
508                 }
509                 case CLASS_BEASTMASTER:
510                 {
511                         if (command == -3)
512                         {
513                                 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
514                                 (void)fire_ball_hide(creature_ptr, GF_CHARM_LIVING, dir, creature_ptr->lev, 0);
515                         }
516                         else if (command == -4)
517                         {
518                                 project_all_los(creature_ptr, GF_CHARM_LIVING, creature_ptr->lev);
519                         }
520                         break;
521                 }
522                 case CLASS_ARCHER:
523                 {
524                         if (!create_ammo(creature_ptr)) return FALSE;
525                         break;
526                 }
527                 case CLASS_MAGIC_EATER:
528                 {
529                         if (command == -3) {
530                                 if (!import_magic_device(creature_ptr)) return FALSE;
531                         } else if (command == -4) {
532                                 if (cmd_limit_cast(creature_ptr)) return FALSE;
533                                 if (!do_cmd_magic_eater(creature_ptr, FALSE, TRUE)) return FALSE;
534                         }
535                         break;
536                 }
537                 case CLASS_BARD:
538                 {
539                         /* Singing is already stopped */
540                         if (!SINGING_SONG_EFFECT(creature_ptr) && !INTERUPTING_SONG_EFFECT(creature_ptr)) return FALSE;
541
542                         stop_singing(creature_ptr);
543                         creature_ptr->energy_use = 10;
544                         break;
545                 }
546                 case CLASS_RED_MAGE:
547                 {
548                         if (cmd_limit_cast(creature_ptr)) return FALSE;
549                         handle_stuff(creature_ptr);
550                         do_cmd_cast(creature_ptr);
551                         handle_stuff(creature_ptr);
552                         if (!creature_ptr->paralyzed && !cmd_limit_cast(creature_ptr))
553                                 do_cmd_cast(creature_ptr);
554                         break;
555                 }
556                 case CLASS_SAMURAI:
557                 {
558                         if (command == -3)
559                         {
560                                 concentration(creature_ptr);
561                         }
562                         else if (command == -4)
563                         {
564                                 if (!has_melee_weapon(creature_ptr, INVEN_RARM) && !has_melee_weapon(creature_ptr, INVEN_LARM))
565                                 {
566                                         msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
567                                         return FALSE;
568                                 }
569                                 if (!choose_kata(creature_ptr)) return FALSE;
570                                 creature_ptr->update |= (PU_BONUS);
571                         }
572                         break;
573                 }
574                 case CLASS_BLUE_MAGE:
575                 {
576                         if (creature_ptr->action == ACTION_LEARN)
577                         {
578                                 set_action(creature_ptr, ACTION_NONE);
579                         }
580                         else
581                         {
582                                 set_action(creature_ptr, ACTION_LEARN);
583                         }
584                         free_turn(creature_ptr);
585                         break;
586                 }
587                 case CLASS_CAVALRY:
588                 {
589                         return rodeo(creature_ptr);
590                 }
591                 case CLASS_BERSERKER:
592                 {
593                         if (!recall_player(creature_ptr, randint0(21) + 15)) return FALSE;
594                         break;
595                 }
596                 case CLASS_SMITH:
597                 {
598                         if (creature_ptr->lev > 29)
599                         {
600                                 if (!identify_fully(creature_ptr, TRUE)) return FALSE;
601                         }
602                         else
603                         {
604                                 if (!ident_spell(creature_ptr, TRUE)) return FALSE;
605                         }
606                         break;
607                 }
608                 case CLASS_MIRROR_MASTER:
609                 {
610                         if (command == -3)
611                         {
612                                 /* Explode all mirrors */
613                                 remove_all_mirrors(creature_ptr, TRUE);
614                         }
615                         else if (command == -4)
616                         {
617                                 return mirror_concentration(creature_ptr);
618                         }
619                         break;
620                 }
621                 case CLASS_NINJA:
622                         hayagake(creature_ptr);
623                         break;
624                 }
625         }
626         else if (creature_ptr->mimic_form)
627         {
628                 switch (creature_ptr->mimic_form)
629                 {
630                 case MIMIC_DEMON:
631                 case MIMIC_DEMON_LORD:
632                 {
633                         return demonic_breath(creature_ptr);
634                 }
635                 case MIMIC_VAMPIRE:
636                         vampirism(creature_ptr);
637                         break;
638                 }
639         }
640
641         else 
642         {
643
644         switch (creature_ptr->prace)
645         {
646                 case RACE_DWARF:
647                         msg_print(_("周囲を調べた。", "You examine your surroundings."));
648                         (void)detect_traps(creature_ptr, DETECT_RAD_DEFAULT, TRUE);
649                         (void)detect_doors(creature_ptr, DETECT_RAD_DEFAULT);
650                         (void)detect_stairs(creature_ptr, DETECT_RAD_DEFAULT);
651                         break;
652
653                 case RACE_HOBBIT:
654                         return create_ration(creature_ptr);
655                         break;
656
657                 case RACE_GNOME:
658                         msg_print(_("パッ!", "Blink!"));
659                         teleport_player(creature_ptr, 10, 0L);
660                         break;
661
662                 case RACE_HALF_ORC:
663                         msg_print(_("勇気を出した。", "You play tough."));
664                         (void)set_afraid(creature_ptr, 0);
665                         break;
666
667                 case RACE_HALF_TROLL:
668                         msg_print(_("うがぁぁ!", "RAAAGH!"));
669                         (void)berserk(creature_ptr, 10 + randint1(plev));
670                         break;
671
672                 case RACE_AMBERITE:
673                         if (command == -1)
674                         {
675                                 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
676                                 reserve_alter_reality(creature_ptr);
677                         }
678                         else if (command == -2)
679                         {
680                                 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..."));
681
682                                 (void)true_healing(creature_ptr, 0);
683                                 (void)restore_all_status(creature_ptr);
684                                 (void)restore_level(creature_ptr);
685                         }
686                         break;
687
688                 case RACE_BARBARIAN:
689                         msg_print(_("うぉぉおお!", "Raaagh!"));
690                         (void)berserk(creature_ptr, 10 + randint1(plev));
691                         break;
692
693                 case RACE_HALF_OGRE:
694                         msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
695                         explosive_rune(creature_ptr, creature_ptr->y, creature_ptr->x);
696                         break;
697
698                 case RACE_HALF_GIANT:
699                         if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
700                         (void)wall_to_mud(creature_ptr, dir, 20 + randint1(30));
701                         break;
702
703                 case RACE_HALF_TITAN:
704                         msg_print(_("敵を調査した...", "You examine your foes..."));
705                         probing(creature_ptr);
706                         break;
707
708                 case RACE_CYCLOPS:
709                         if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
710                         msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
711                         fire_bolt(creature_ptr, GF_MISSILE, dir, (3 * plev) / 2);
712                         break;
713
714                 case RACE_YEEK:
715                         if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
716                         stop_mouth(creature_ptr);
717                         msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
718                         (void)fear_monster(creature_ptr, dir, plev);
719                         break;
720
721                 case RACE_KLACKON:
722                         if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
723                         stop_mouth(creature_ptr);
724                         msg_print(_("酸を吐いた。", "You spit acid."));
725                         if (plev < 25) fire_bolt(creature_ptr, GF_ACID, dir, plev);
726                         else fire_ball(creature_ptr, GF_ACID, dir, plev, 2);
727                         break;
728
729                 case RACE_KOBOLD:
730                         if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
731                         msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
732                         fire_bolt(creature_ptr, GF_POIS, dir, plev);
733                         break;
734
735                 case RACE_NIBELUNG:
736                         msg_print(_("周囲を調査した。", "You examine your surroundings."));
737                         (void)detect_traps(creature_ptr, DETECT_RAD_DEFAULT, TRUE);
738                         (void)detect_doors(creature_ptr, DETECT_RAD_DEFAULT);
739                         (void)detect_stairs(creature_ptr, DETECT_RAD_DEFAULT);
740                         break;
741
742                 case RACE_DARK_ELF:
743                         if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
744                         msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
745                         fire_bolt_or_beam(creature_ptr, 10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4));
746                         break;
747
748                 case RACE_DRACONIAN:
749                         return draconian_breath(creature_ptr);
750                         break;
751
752                 case RACE_MIND_FLAYER:
753                         if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
754                         msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
755                         fire_bolt(creature_ptr, GF_PSI, dir, plev);
756                         break;
757
758                 case RACE_IMP:
759                         if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
760                         if (plev >= 30)
761                         {
762                                 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
763                                 fire_ball(creature_ptr, GF_FIRE, dir, plev, 2);
764                         }
765                         else
766                         {
767                                 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
768                                 fire_bolt(creature_ptr, GF_FIRE, dir, plev);
769                         }
770                         break;
771
772                 case RACE_GOLEM:
773                         (void)set_shield(creature_ptr, randint1(20) + 30, FALSE);
774                         break;
775
776                 case RACE_SKELETON:
777                 case RACE_ZOMBIE:
778                         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."));
779                         (void)restore_level(creature_ptr);
780                         break;
781
782                 case RACE_VAMPIRE:
783                         vampirism(creature_ptr);
784                         break;
785
786                 case RACE_SPECTRE:
787                         if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
788                         stop_mouth(creature_ptr);
789                         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!"));
790                         (void)fear_monster(creature_ptr, dir, plev);
791                         break;
792
793                 case RACE_SPRITE:
794                         msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
795                         if (plev < 25) sleep_monsters_touch(creature_ptr);
796                         else (void)sleep_monsters(creature_ptr, plev);
797                         break;
798
799                 case RACE_DEMON:
800                         return demonic_breath(creature_ptr); 
801                         break;
802
803                 case RACE_KUTAR:
804                         (void)set_tsubureru(creature_ptr, randint1(20) + 30, FALSE);
805                         break;
806
807                 case RACE_ANDROID:
808                         return android_inside_weapon(creature_ptr);
809                         break;
810
811                 default:
812                         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."));
813                         free_turn(creature_ptr);
814         }
815         }
816
817         return TRUE;
818 }
819
820
821 /*!
822  * @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
823  * @return なし
824  */
825 void do_cmd_racial_power(player_type *creature_ptr)
826 {
827         power_desc_type power_desc[36];
828         int num;
829         COMMAND_CODE i = 0;
830         int ask = TRUE;
831         PLAYER_LEVEL lvl = creature_ptr->lev;
832         bool            flag, redraw, cast = FALSE;
833         bool            warrior = ((creature_ptr->pclass == CLASS_WARRIOR || creature_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
834         char            choice;
835         char            out_val[160];
836         int menu_line = (use_menu ? 1 : 0);
837
838         if (creature_ptr->wild_mode) return;
839
840         for (num = 0; num < 36; num++)
841         {
842                 strcpy(power_desc[num].name, "");
843                 power_desc[num].number = 0;
844         }
845
846         num = 0;
847
848         if (cmd_limit_confused(creature_ptr))
849         {
850                 free_turn(creature_ptr);
851                 return;
852         }
853
854         if (creature_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
855         {
856                 set_action(creature_ptr, ACTION_NONE);
857         }
858
859         switch (creature_ptr->pclass)
860         {
861         case CLASS_WARRIOR:
862         {
863                 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
864                 power_desc[num].level = 40;
865                 power_desc[num].cost = 75;
866                 power_desc[num].stat = A_DEX;
867                 power_desc[num].fail = 35;
868                 power_desc[num++].number = -3;
869                 break;
870         }
871         case CLASS_HIGH_MAGE:
872                 if (creature_ptr->realm1 == REALM_HEX)
873                 {
874                         strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spell casting"));
875                         power_desc[num].level = 1;
876                         power_desc[num].cost = 0;
877                         power_desc[num].stat = A_INT;
878                         power_desc[num].fail = 0;
879                         power_desc[num++].number = -3;
880                         break;
881                 }
882                 /* Fall through */
883         case CLASS_MAGE:
884                 /* case CLASS_HIGH_MAGE: */
885         case CLASS_SORCERER:
886         {
887                 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
888                 power_desc[num].level = 25;
889                 power_desc[num].cost = 1;
890                 power_desc[num].stat = A_INT;
891                 power_desc[num].fail = 25;
892                 power_desc[num++].number = -3;
893                 break;
894         }
895         case CLASS_PRIEST:
896         {
897                 if (is_good_realm(creature_ptr->realm1))
898                 {
899                         strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
900                         power_desc[num].level = 35;
901                         power_desc[num].cost = 70;
902                         power_desc[num].stat = A_WIS;
903                         power_desc[num].fail = 50;
904                         power_desc[num++].number = -3;
905                 }
906                 else
907                 {
908                         strcpy(power_desc[num].name, _("召魂", "Evocation"));
909                         power_desc[num].level = 42;
910                         power_desc[num].cost = 40;
911                         power_desc[num].stat = A_WIS;
912                         power_desc[num].fail = 35;
913                         power_desc[num++].number = -3;
914                 }
915                 break;
916         }
917         case CLASS_ROGUE:
918         {
919                 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
920                 power_desc[num].level = 8;
921                 power_desc[num].cost = 12;
922                 power_desc[num].stat = A_DEX;
923                 power_desc[num].fail = 14;
924                 power_desc[num++].number = -3;
925                 break;
926         }
927         case CLASS_RANGER:
928         case CLASS_SNIPER:
929         {
930                 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
931                 power_desc[num].level = 15;
932                 power_desc[num].cost = 20;
933                 power_desc[num].stat = A_INT;
934                 power_desc[num].fail = 12;
935                 power_desc[num++].number = -3;
936                 break;
937         }
938         case CLASS_PALADIN:
939         {
940                 if (is_good_realm(creature_ptr->realm1))
941                 {
942                         strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
943                         power_desc[num].level = 30;
944                         power_desc[num].cost = 30;
945                         power_desc[num].stat = A_WIS;
946                         power_desc[num].fail = 30;
947                         power_desc[num++].number = -3;
948                 }
949                 else
950                 {
951                         strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
952                         power_desc[num].level = 30;
953                         power_desc[num].cost = 30;
954                         power_desc[num].stat = A_WIS;
955                         power_desc[num].fail = 30;
956                         power_desc[num++].number = -3;
957                 }
958                 break;
959         }
960         case CLASS_WARRIOR_MAGE:
961         {
962                 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
963                 power_desc[num].level = 25;
964                 power_desc[num].cost = 0;
965                 power_desc[num].stat = A_INT;
966                 power_desc[num].fail = 10;
967                 power_desc[num++].number = -3;
968
969                 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
970                 power_desc[num].level = 25;
971                 power_desc[num].cost = 0;
972                 power_desc[num].stat = A_INT;
973                 power_desc[num].fail = 10;
974                 power_desc[num++].number = -4;
975                 break;
976         }
977         case CLASS_CHAOS_WARRIOR:
978         {
979                 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
980                 power_desc[num].level = 40;
981                 power_desc[num].cost = 50;
982                 power_desc[num].stat = A_INT;
983                 power_desc[num].fail = 25;
984                 power_desc[num++].number = -3;
985                 break;
986         }
987         case CLASS_MONK:
988         {
989                 strcpy(power_desc[num].name, _("構える", "Assume a Stance"));
990                 power_desc[num].level = 25;
991                 power_desc[num].cost = 0;
992                 power_desc[num].stat = A_DEX;
993                 power_desc[num].fail = 0;
994                 power_desc[num++].number = -3;
995
996                 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
997                 power_desc[num].level = 30;
998                 power_desc[num].cost = 30;
999                 power_desc[num].stat = A_STR;
1000                 power_desc[num].fail = 20;
1001                 power_desc[num++].number = -4;
1002                 break;
1003         }
1004         case CLASS_MINDCRAFTER:
1005         case CLASS_FORCETRAINER:
1006         {
1007                 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1008                 power_desc[num].level = 15;
1009                 power_desc[num].cost = 0;
1010                 power_desc[num].stat = A_WIS;
1011                 power_desc[num].fail = 10;
1012                 power_desc[num++].number = -3;
1013                 break;
1014         }
1015         case CLASS_TOURIST:
1016         {
1017                 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1018                 power_desc[num].level = 1;
1019                 power_desc[num].cost = 0;
1020                 power_desc[num].stat = A_DEX;
1021                 power_desc[num].fail = 0;
1022                 power_desc[num++].number = -3;
1023
1024                 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1025                 power_desc[num].level = 25;
1026                 power_desc[num].cost = 20;
1027                 power_desc[num].stat = A_INT;
1028                 power_desc[num].fail = 20;
1029                 power_desc[num++].number = -4;
1030                 break;
1031         }
1032         case CLASS_IMITATOR:
1033         {
1034                 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1035                 power_desc[num].level = 30;
1036                 power_desc[num].cost = 100;
1037                 power_desc[num].stat = A_DEX;
1038                 power_desc[num].fail = 30;
1039                 power_desc[num++].number = -3;
1040                 break;
1041         }
1042         case CLASS_BEASTMASTER:
1043         {
1044                 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1045                 power_desc[num].level = 1;
1046                 power_desc[num].cost = (creature_ptr->lev + 3) / 4;
1047                 power_desc[num].stat = A_CHR;
1048                 power_desc[num].fail = 10;
1049                 power_desc[num++].number = -3;
1050
1051                 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1052                 power_desc[num].level = 30;
1053                 power_desc[num].cost = (creature_ptr->lev + 20) / 2;
1054                 power_desc[num].stat = A_CHR;
1055                 power_desc[num].fail = 10;
1056                 power_desc[num++].number = -4;
1057                 break;
1058         }
1059         case CLASS_ARCHER:
1060         {
1061                 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1062                 power_desc[num].level = 1;
1063                 power_desc[num].cost = 0;
1064                 power_desc[num].stat = A_DEX;
1065                 power_desc[num].fail = 0;
1066                 power_desc[num++].number = -3;
1067                 break;
1068         }
1069         case CLASS_MAGIC_EATER:
1070         {
1071                 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1072                 power_desc[num].level = 1;
1073                 power_desc[num].cost = 0;
1074                 power_desc[num].stat = A_INT;
1075                 power_desc[num].fail = 0;
1076                 power_desc[num++].number = -3;
1077
1078                 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1079                 power_desc[num].level = 10;
1080                 power_desc[num].cost = 10 + (lvl - 10) / 2;
1081                 power_desc[num].stat = A_INT;
1082                 power_desc[num].fail = 0;
1083                 power_desc[num++].number = -4;
1084                 break;
1085         }
1086         case CLASS_BARD:
1087         {
1088                 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1089                 power_desc[num].level = 1;
1090                 power_desc[num].cost = 0;
1091                 power_desc[num].stat = A_CHR;
1092                 power_desc[num].fail = 0;
1093                 power_desc[num++].number = -3;
1094                 break;
1095         }
1096         case CLASS_RED_MAGE:
1097         {
1098                 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1099                 power_desc[num].level = 48;
1100                 power_desc[num].cost = 20;
1101                 power_desc[num].stat = A_INT;
1102                 power_desc[num].fail = 0;
1103                 power_desc[num++].number = -3;
1104                 break;
1105         }
1106         case CLASS_SAMURAI:
1107         {
1108                 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1109                 power_desc[num].level = 1;
1110                 power_desc[num].cost = 0;
1111                 power_desc[num].stat = A_WIS;
1112                 power_desc[num].fail = 0;
1113                 power_desc[num++].number = -3;
1114
1115                 strcpy(power_desc[num].name, _("型", "Assume a Stance"));
1116                 power_desc[num].level = 25;
1117                 power_desc[num].cost = 0;
1118                 power_desc[num].stat = A_DEX;
1119                 power_desc[num].fail = 0;
1120                 power_desc[num++].number = -4;
1121                 break;
1122         }
1123         case CLASS_BLUE_MAGE:
1124         {
1125                 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1126                 power_desc[num].level = 1;
1127                 power_desc[num].cost = 0;
1128                 power_desc[num].stat = A_INT;
1129                 power_desc[num].fail = 0;
1130                 power_desc[num++].number = -3;
1131                 break;
1132         }
1133         case CLASS_CAVALRY:
1134         {
1135                 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1136                 power_desc[num].level = 10;
1137                 power_desc[num].cost = 0;
1138                 power_desc[num].stat = A_STR;
1139                 power_desc[num].fail = 10;
1140                 power_desc[num++].number = -3;
1141                 break;
1142         }
1143         case CLASS_BERSERKER:
1144         {
1145                 strcpy(power_desc[num].name, _("帰還", "Recall"));
1146                 power_desc[num].level = 10;
1147                 power_desc[num].cost = 10;
1148                 power_desc[num].stat = A_DEX;
1149                 power_desc[num].fail = 20;
1150                 power_desc[num++].number = -3;
1151                 break;
1152         }
1153         case CLASS_MIRROR_MASTER:
1154         {
1155                 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
1156                 power_desc[num].level = 1;
1157                 power_desc[num].cost = 0;
1158                 power_desc[num].stat = A_INT;
1159                 power_desc[num].fail = 0;
1160                 power_desc[num++].number = -3;
1161
1162                 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
1163                 power_desc[num].level = 30;
1164                 power_desc[num].cost = 0;
1165                 power_desc[num].stat = A_INT;
1166                 power_desc[num].fail = 20;
1167                 power_desc[num++].number = -4;
1168                 break;
1169         }
1170         case CLASS_SMITH:
1171         {
1172                 strcpy(power_desc[num].name, _("目利き", "Judgment"));
1173                 power_desc[num].level = 5;
1174                 power_desc[num].cost = 15;
1175                 power_desc[num].stat = A_INT;
1176                 power_desc[num].fail = 20;
1177                 power_desc[num++].number = -3;
1178                 break;
1179         }
1180         case CLASS_NINJA:
1181         {
1182                 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
1183                 power_desc[num].level = 20;
1184                 power_desc[num].cost = 0;
1185                 power_desc[num].stat = A_DEX;
1186                 power_desc[num].fail = 0;
1187                 power_desc[num++].number = -3;
1188                 break;
1189         }
1190         default:
1191                 strcpy(power_desc[0].name, _("(なし)", "(none)"));
1192         }
1193
1194         if (creature_ptr->mimic_form)
1195         {
1196                 switch (creature_ptr->mimic_form)
1197                 {
1198                 case MIMIC_DEMON:
1199                 case MIMIC_DEMON_LORD:
1200                         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);
1201                         power_desc[num].level = 15;
1202                         power_desc[num].cost = 10 + lvl / 3;
1203                         power_desc[num].stat = A_CON;
1204                         power_desc[num].fail = 20;
1205                         power_desc[num++].number = -1;
1206                         break;
1207                 case MIMIC_VAMPIRE:
1208                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1209                         power_desc[num].level = 2;
1210                         power_desc[num].cost = 1 + (lvl / 3);
1211                         power_desc[num].stat = A_CON;
1212                         power_desc[num].fail = 9;
1213                         power_desc[num++].number = -1;
1214                         break;
1215                 }
1216         }
1217         else
1218         {
1219                 switch (creature_ptr->prace)
1220                 {
1221                 case RACE_DWARF:
1222                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1223                         power_desc[num].level = 5;
1224                         power_desc[num].cost = 5;
1225                         power_desc[num].stat = A_WIS;
1226                         power_desc[num].fail = 12;
1227                         power_desc[num++].number = -1;
1228                         break;
1229                 case RACE_NIBELUNG:
1230                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1231                         power_desc[num].level = 10;
1232                         power_desc[num].cost = 5;
1233                         power_desc[num].stat = A_WIS;
1234                         power_desc[num].fail = 10;
1235                         power_desc[num++].number = -1;
1236                         break;
1237                 case RACE_HOBBIT:
1238                         strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
1239                         power_desc[num].level = 15;
1240                         power_desc[num].cost = 10;
1241                         power_desc[num].stat = A_INT;
1242                         power_desc[num].fail = 10;
1243                         power_desc[num++].number = -1;
1244                         break;
1245                 case RACE_GNOME:
1246                         sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
1247                         power_desc[num].level = 5;
1248                         power_desc[num].cost = 5;
1249                         power_desc[num].stat = A_INT;
1250                         power_desc[num].fail = 12;
1251                         power_desc[num++].number = -1;
1252                         break;
1253                 case RACE_HALF_ORC:
1254                         strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
1255                         power_desc[num].level = 3;
1256                         power_desc[num].cost = 5;
1257                         power_desc[num].stat = A_WIS;
1258                         power_desc[num].fail = warrior ? 5 : 10;
1259                         power_desc[num++].number = -1;
1260                         break;
1261                 case RACE_HALF_TROLL:
1262                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1263                         power_desc[num].level = 10;
1264                         power_desc[num].cost = 12;
1265                         power_desc[num].stat = A_STR;
1266                         power_desc[num].fail = warrior ? 6 : 12;
1267                         power_desc[num++].number = -1;
1268                         break;
1269                 case RACE_BARBARIAN:
1270                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1271                         power_desc[num].level = 8;
1272                         power_desc[num].cost = 10;
1273                         power_desc[num].stat = A_STR;
1274                         power_desc[num].fail = warrior ? 6 : 12;
1275                         power_desc[num++].number = -1;
1276                         break;
1277                 case RACE_AMBERITE:
1278                         strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
1279                         power_desc[num].level = 30;
1280                         power_desc[num].cost = 50;
1281                         power_desc[num].stat = A_INT;
1282                         power_desc[num].fail = 50;
1283                         power_desc[num++].number = -1;
1284
1285                         strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
1286                         power_desc[num].level = 40;
1287                         power_desc[num].cost = 75;
1288                         power_desc[num].stat = A_WIS;
1289                         power_desc[num].fail = 50;
1290                         power_desc[num++].number = -2;
1291                         break;
1292                 case RACE_HALF_OGRE:
1293                         strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
1294                         power_desc[num].level = 25;
1295                         power_desc[num].cost = 35;
1296                         power_desc[num].stat = A_INT;
1297                         power_desc[num].fail = 15;
1298                         power_desc[num++].number = -1;
1299                         break;
1300                 case RACE_HALF_GIANT:
1301                         strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
1302                         power_desc[num].level = 20;
1303                         power_desc[num].cost = 10;
1304                         power_desc[num].stat = A_STR;
1305                         power_desc[num].fail = 12;
1306                         power_desc[num++].number = -1;
1307                         break;
1308                 case RACE_HALF_TITAN:
1309                         strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
1310                         power_desc[num].level = 15;
1311                         power_desc[num].cost = 10;
1312                         power_desc[num].stat = A_INT;
1313                         power_desc[num].fail = 12;
1314                         power_desc[num++].number = -1;
1315                         break;
1316                 case RACE_CYCLOPS:
1317                         sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
1318                         power_desc[num].level = 20;
1319                         power_desc[num].cost = 15;
1320                         power_desc[num].stat = A_STR;
1321                         power_desc[num].fail = 12;
1322                         power_desc[num++].number = -1;
1323                         break;
1324                 case RACE_YEEK:
1325                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1326                         power_desc[num].level = 15;
1327                         power_desc[num].cost = 15;
1328                         power_desc[num].stat = A_WIS;
1329                         power_desc[num].fail = 10;
1330                         power_desc[num++].number = -1;
1331                         break;
1332                 case RACE_SPECTRE:
1333                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1334                         power_desc[num].level = 4;
1335                         power_desc[num].cost = 6;
1336                         power_desc[num].stat = A_INT;
1337                         power_desc[num].fail = 3;
1338                         power_desc[num++].number = -1;
1339                         break;
1340                 case RACE_KLACKON:
1341                         sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
1342                         power_desc[num].level = 9;
1343                         power_desc[num].cost = 9;
1344                         power_desc[num].stat = A_DEX;
1345                         power_desc[num].fail = 14;
1346                         power_desc[num++].number = -1;
1347                         break;
1348                 case RACE_KOBOLD:
1349                         sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
1350                         power_desc[num].level = 12;
1351                         power_desc[num].cost = 8;
1352                         power_desc[num].stat = A_DEX;
1353                         power_desc[num].fail = 14;
1354                         power_desc[num++].number = -1;
1355                         break;
1356                 case RACE_DARK_ELF:
1357                         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);
1358                         power_desc[num].level = 2;
1359                         power_desc[num].cost = 2;
1360                         power_desc[num].stat = A_INT;
1361                         power_desc[num].fail = 9;
1362                         power_desc[num++].number = -1;
1363                         break;
1364                 case RACE_DRACONIAN:
1365                         sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
1366                         power_desc[num].level = 1;
1367                         power_desc[num].cost = lvl;
1368                         power_desc[num].stat = A_CON;
1369                         power_desc[num].fail = 12;
1370                         power_desc[num++].number = -1;
1371                         break;
1372                 case RACE_MIND_FLAYER:
1373                         sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
1374                         power_desc[num].level = 15;
1375                         power_desc[num].cost = 12;
1376                         power_desc[num].stat = A_INT;
1377                         power_desc[num].fail = 14;
1378                         power_desc[num++].number = -1;
1379                         break;
1380                 case RACE_IMP:
1381                         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);
1382                         power_desc[num].level = 9;
1383                         power_desc[num].cost = 15;
1384                         power_desc[num].stat = A_WIS;
1385                         power_desc[num].fail = 15;
1386                         power_desc[num++].number = -1;
1387                         break;
1388                 case RACE_GOLEM:
1389                         strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
1390                         power_desc[num].level = 20;
1391                         power_desc[num].cost = 15;
1392                         power_desc[num].stat = A_CON;
1393                         power_desc[num].fail = 8;
1394                         power_desc[num++].number = -1;
1395                         break;
1396                 case RACE_SKELETON:
1397                 case RACE_ZOMBIE:
1398                         strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
1399                         power_desc[num].level = 30;
1400                         power_desc[num].cost = 30;
1401                         power_desc[num].stat = A_WIS;
1402                         power_desc[num].fail = 18;
1403                         power_desc[num++].number = -1;
1404                         break;
1405                 case RACE_VAMPIRE:
1406                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1407                         power_desc[num].level = 2;
1408                         power_desc[num].cost = 1 + (lvl / 3);
1409                         power_desc[num].stat = A_CON;
1410                         power_desc[num].fail = 9;
1411                         power_desc[num++].number = -1;
1412                         break;
1413                 case RACE_SPRITE:
1414                         strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
1415                         power_desc[num].level = 12;
1416                         power_desc[num].cost = 12;
1417                         power_desc[num].stat = A_INT;
1418                         power_desc[num].fail = 15;
1419                         power_desc[num++].number = -1;
1420                         break;
1421                 case RACE_DEMON:
1422                         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);
1423                         power_desc[num].level = 15;
1424                         power_desc[num].cost = 10 + lvl / 3;
1425                         power_desc[num].stat = A_CON;
1426                         power_desc[num].fail = 20;
1427                         power_desc[num++].number = -1;
1428                         break;
1429                 case RACE_KUTAR:
1430                         strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
1431                         power_desc[num].level = 20;
1432                         power_desc[num].cost = 15;
1433                         power_desc[num].stat = A_CHR;
1434                         power_desc[num].fail = 8;
1435                         power_desc[num++].number = -1;
1436                         break;
1437                 case RACE_ANDROID:
1438                         if (creature_ptr->lev < 10)
1439                         {
1440                                 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
1441                                 power_desc[num].level = 1;
1442                                 power_desc[num].cost = 7;
1443                                 power_desc[num].fail = 8;
1444                         }
1445                         else if (creature_ptr->lev < 25)
1446                         {
1447                                 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
1448                                 power_desc[num].level = 10;
1449                                 power_desc[num].cost = 13;
1450                                 power_desc[num].fail = 10;
1451                         }
1452                         else if (creature_ptr->lev < 35)
1453                         {
1454                                 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
1455                                 power_desc[num].level = 25;
1456                                 power_desc[num].cost = 26;
1457                                 power_desc[num].fail = 12;
1458                         }
1459                         else if (creature_ptr->lev < 45)
1460                         {
1461                                 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
1462                                 power_desc[num].level = 35;
1463                                 power_desc[num].cost = 40;
1464                                 power_desc[num].fail = 15;
1465                         }
1466                         else
1467                         {
1468                                 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
1469                                 power_desc[num].level = 45;
1470                                 power_desc[num].cost = 60;
1471                                 power_desc[num].fail = 18;
1472                         }
1473                         power_desc[num].stat = A_STR;
1474                         power_desc[num++].number = -1;
1475                         break;
1476                 default:
1477                 {
1478                         break;
1479                 }
1480                 }
1481         }
1482
1483         if (creature_ptr->muta1)
1484         {
1485                 if (creature_ptr->muta1 & MUT1_SPIT_ACID)
1486                 {
1487                         strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
1488                         power_desc[num].level = 9;
1489                         power_desc[num].cost = 9;
1490                         power_desc[num].stat = A_DEX;
1491                         power_desc[num].fail = 15;
1492                         power_desc[num++].number = MUT1_SPIT_ACID;
1493                 }
1494
1495                 if (creature_ptr->muta1 & MUT1_BR_FIRE)
1496                 {
1497                         strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
1498                         power_desc[num].level = 20;
1499                         power_desc[num].cost = lvl;
1500                         power_desc[num].stat = A_CON;
1501                         power_desc[num].fail = 18;
1502                         power_desc[num++].number = MUT1_BR_FIRE;
1503                 }
1504
1505                 if (creature_ptr->muta1 & MUT1_HYPN_GAZE)
1506                 {
1507                         strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
1508                         power_desc[num].level = 12;
1509                         power_desc[num].cost = 12;
1510                         power_desc[num].stat = A_CHR;
1511                         power_desc[num].fail = 18;
1512                         power_desc[num++].number = MUT1_HYPN_GAZE;
1513                 }
1514
1515                 if (creature_ptr->muta1 & MUT1_TELEKINES)
1516                 {
1517                         strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
1518                         power_desc[num].level = 9;
1519                         power_desc[num].cost = 9;
1520                         power_desc[num].stat = A_WIS;
1521                         power_desc[num].fail = 14;
1522                         power_desc[num++].number = MUT1_TELEKINES;
1523                 }
1524
1525                 if (creature_ptr->muta1 & MUT1_VTELEPORT)
1526                 {
1527                         strcpy(power_desc[num].name, _("テレポート", "Teleport"));
1528                         power_desc[num].level = 7;
1529                         power_desc[num].cost = 7;
1530                         power_desc[num].stat = A_WIS;
1531                         power_desc[num].fail = 15;
1532                         power_desc[num++].number = MUT1_VTELEPORT;
1533                 }
1534
1535                 if (creature_ptr->muta1 & MUT1_MIND_BLST)
1536                 {
1537                         strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
1538                         power_desc[num].level = 5;
1539                         power_desc[num].cost = 3;
1540                         power_desc[num].stat = A_WIS;
1541                         power_desc[num].fail = 15;
1542                         power_desc[num++].number = MUT1_MIND_BLST;
1543                 }
1544
1545                 if (creature_ptr->muta1 & MUT1_RADIATION)
1546                 {
1547                         strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
1548                         power_desc[num].level = 15;
1549                         power_desc[num].cost = 15;
1550                         power_desc[num].stat = A_CON;
1551                         power_desc[num].fail = 14;
1552                         power_desc[num++].number = MUT1_RADIATION;
1553                 }
1554
1555                 if (creature_ptr->muta1 & MUT1_VAMPIRISM)
1556                 {
1557                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1558                         power_desc[num].level = 2;
1559                         power_desc[num].cost = (1 + (lvl / 3));
1560                         power_desc[num].stat = A_CON;
1561                         power_desc[num].fail = 9;
1562                         power_desc[num++].number = MUT1_VAMPIRISM;
1563                 }
1564
1565                 if (creature_ptr->muta1 & MUT1_SMELL_MET)
1566                 {
1567                         strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
1568                         power_desc[num].level = 3;
1569                         power_desc[num].cost = 2;
1570                         power_desc[num].stat = A_INT;
1571                         power_desc[num].fail = 12;
1572                         power_desc[num++].number = MUT1_SMELL_MET;
1573                 }
1574
1575                 if (creature_ptr->muta1 & MUT1_SMELL_MON)
1576                 {
1577                         strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
1578                         power_desc[num].level = 5;
1579                         power_desc[num].cost = 4;
1580                         power_desc[num].stat = A_INT;
1581                         power_desc[num].fail = 15;
1582                         power_desc[num++].number = MUT1_SMELL_MON;
1583                 }
1584
1585                 if (creature_ptr->muta1 & MUT1_BLINK)
1586                 {
1587                         strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
1588                         power_desc[num].level = 3;
1589                         power_desc[num].cost = 3;
1590                         power_desc[num].stat = A_WIS;
1591                         power_desc[num].fail = 12;
1592                         power_desc[num++].number = MUT1_BLINK;
1593                 }
1594
1595                 if (creature_ptr->muta1 & MUT1_EAT_ROCK)
1596                 {
1597                         strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
1598                         power_desc[num].level = 8;
1599                         power_desc[num].cost = 12;
1600                         power_desc[num].stat = A_CON;
1601                         power_desc[num].fail = 18;
1602                         power_desc[num++].number = MUT1_EAT_ROCK;
1603                 }
1604
1605                 if (creature_ptr->muta1 & MUT1_SWAP_POS)
1606                 {
1607                         strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
1608                         power_desc[num].level = 15;
1609                         power_desc[num].cost = 12;
1610                         power_desc[num].stat = A_DEX;
1611                         power_desc[num].fail = 16;
1612                         power_desc[num++].number = MUT1_SWAP_POS;
1613                 }
1614
1615                 if (creature_ptr->muta1 & MUT1_SHRIEK)
1616                 {
1617                         strcpy(power_desc[num].name, _("叫び", "Shriek"));
1618                         power_desc[num].level = 20;
1619                         power_desc[num].cost = 14;
1620                         power_desc[num].stat = A_CON;
1621                         power_desc[num].fail = 16;
1622                         power_desc[num++].number = MUT1_SHRIEK;
1623                 }
1624
1625                 if (creature_ptr->muta1 & MUT1_ILLUMINE)
1626                 {
1627                         strcpy(power_desc[num].name, _("照明", "Illuminate"));
1628                         power_desc[num].level = 3;
1629                         power_desc[num].cost = 2;
1630                         power_desc[num].stat = A_INT;
1631                         power_desc[num].fail = 10;
1632                         power_desc[num++].number = MUT1_ILLUMINE;
1633                 }
1634
1635                 if (creature_ptr->muta1 & MUT1_DET_CURSE)
1636                 {
1637                         strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
1638                         power_desc[num].level = 7;
1639                         power_desc[num].cost = 14;
1640                         power_desc[num].stat = A_WIS;
1641                         power_desc[num].fail = 14;
1642                         power_desc[num++].number = MUT1_DET_CURSE;
1643                 }
1644
1645                 if (creature_ptr->muta1 & MUT1_BERSERK)
1646                 {
1647                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1648                         power_desc[num].level = 8;
1649                         power_desc[num].cost = 8;
1650                         power_desc[num].stat = A_STR;
1651                         power_desc[num].fail = 14;
1652                         power_desc[num++].number = MUT1_BERSERK;
1653                 }
1654
1655                 if (creature_ptr->muta1 & MUT1_POLYMORPH)
1656                 {
1657                         strcpy(power_desc[num].name, _("変身", "Polymorph"));
1658                         power_desc[num].level = 18;
1659                         power_desc[num].cost = 20;
1660                         power_desc[num].stat = A_CON;
1661                         power_desc[num].fail = 18;
1662                         power_desc[num++].number = MUT1_POLYMORPH;
1663                 }
1664
1665                 if (creature_ptr->muta1 & MUT1_MIDAS_TCH)
1666                 {
1667                         strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
1668                         power_desc[num].level = 10;
1669                         power_desc[num].cost = 5;
1670                         power_desc[num].stat = A_INT;
1671                         power_desc[num].fail = 12;
1672                         power_desc[num++].number = MUT1_MIDAS_TCH;
1673                 }
1674
1675                 if (creature_ptr->muta1 & MUT1_GROW_MOLD)
1676                 {
1677                         strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
1678                         power_desc[num].level = 1;
1679                         power_desc[num].cost = 6;
1680                         power_desc[num].stat = A_CON;
1681                         power_desc[num].fail = 14;
1682                         power_desc[num++].number = MUT1_GROW_MOLD;
1683                 }
1684
1685                 if (creature_ptr->muta1 & MUT1_RESIST)
1686                 {
1687                         strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
1688                         power_desc[num].level = 10;
1689                         power_desc[num].cost = 12;
1690                         power_desc[num].stat = A_CON;
1691                         power_desc[num].fail = 12;
1692                         power_desc[num++].number = MUT1_RESIST;
1693                 }
1694
1695                 if (creature_ptr->muta1 & MUT1_EARTHQUAKE)
1696                 {
1697                         strcpy(power_desc[num].name, _("地震", "Earthquake"));
1698                         power_desc[num].level = 12;
1699                         power_desc[num].cost = 12;
1700                         power_desc[num].stat = A_STR;
1701                         power_desc[num].fail = 16;
1702                         power_desc[num++].number = MUT1_EARTHQUAKE;
1703                 }
1704
1705                 if (creature_ptr->muta1 & MUT1_EAT_MAGIC)
1706                 {
1707                         strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1708                         power_desc[num].level = 17;
1709                         power_desc[num].cost = 1;
1710                         power_desc[num].stat = A_WIS;
1711                         power_desc[num].fail = 15;
1712                         power_desc[num++].number = MUT1_EAT_MAGIC;
1713                 }
1714
1715                 if (creature_ptr->muta1 & MUT1_WEIGH_MAG)
1716                 {
1717                         strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
1718                         power_desc[num].level = 6;
1719                         power_desc[num].cost = 6;
1720                         power_desc[num].stat = A_INT;
1721                         power_desc[num].fail = 10;
1722                         power_desc[num++].number = MUT1_WEIGH_MAG;
1723                 }
1724
1725                 if (creature_ptr->muta1 & MUT1_STERILITY)
1726                 {
1727                         strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
1728                         power_desc[num].level = 12;
1729                         power_desc[num].cost = 23;
1730                         power_desc[num].stat = A_CHR;
1731                         power_desc[num].fail = 15;
1732                         power_desc[num++].number = MUT1_STERILITY;
1733                 }
1734
1735                 if (creature_ptr->muta1 & MUT1_HIT_AND_AWAY)
1736                 {
1737                         strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
1738                         power_desc[num].level = 10;
1739                         power_desc[num].cost = 12;
1740                         power_desc[num].stat = A_DEX;
1741                         power_desc[num].fail = 14;
1742                         power_desc[num++].number = MUT1_HIT_AND_AWAY;
1743                 }
1744
1745                 if (creature_ptr->muta1 & MUT1_DAZZLE)
1746                 {
1747                         strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
1748                         power_desc[num].level = 7;
1749                         power_desc[num].cost = 15;
1750                         power_desc[num].stat = A_CHR;
1751                         power_desc[num].fail = 8;
1752                         power_desc[num++].number = MUT1_DAZZLE;
1753                 }
1754
1755                 if (creature_ptr->muta1 & MUT1_LASER_EYE)
1756                 {
1757                         strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
1758                         power_desc[num].level = 7;
1759                         power_desc[num].cost = 10;
1760                         power_desc[num].stat = A_WIS;
1761                         power_desc[num].fail = 9;
1762                         power_desc[num++].number = MUT1_LASER_EYE;
1763                 }
1764
1765                 if (creature_ptr->muta1 & MUT1_RECALL)
1766                 {
1767                         strcpy(power_desc[num].name, _("帰還", "Recall"));
1768                         power_desc[num].level = 17;
1769                         power_desc[num].cost = 50;
1770                         power_desc[num].stat = A_INT;
1771                         power_desc[num].fail = 16;
1772                         power_desc[num++].number = MUT1_RECALL;
1773                 }
1774
1775                 if (creature_ptr->muta1 & MUT1_BANISH)
1776                 {
1777                         strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
1778                         power_desc[num].level = 25;
1779                         power_desc[num].cost = 25;
1780                         power_desc[num].stat = A_WIS;
1781                         power_desc[num].fail = 18;
1782                         power_desc[num++].number = MUT1_BANISH;
1783                 }
1784
1785                 if (creature_ptr->muta1 & MUT1_COLD_TOUCH)
1786                 {
1787                         strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
1788                         power_desc[num].level = 2;
1789                         power_desc[num].cost = 2;
1790                         power_desc[num].stat = A_CON;
1791                         power_desc[num].fail = 11;
1792                         power_desc[num++].number = MUT1_COLD_TOUCH;
1793                 }
1794
1795                 if (creature_ptr->muta1 & MUT1_LAUNCHER)
1796                 {
1797                         strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
1798                         power_desc[num].level = 1;
1799                         power_desc[num].cost = lvl;
1800                         power_desc[num].stat = A_STR;
1801                         power_desc[num].fail = 6;
1802                         /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
1803                         power_desc[num++].number = 3;
1804                 }
1805         }
1806
1807         flag = FALSE;
1808         redraw = FALSE;
1809
1810         (void)strnfmt(out_val, 78,
1811                 _("(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? "),
1812                 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
1813
1814         if (!repeat_pull(&i) || i < 0 || i >= num) {
1815                 if (use_menu) screen_save();
1816
1817                 choice = (always_show_list || use_menu) ? ESCAPE : 1;
1818                 while (!flag)
1819                 {
1820                         if (choice == ESCAPE) choice = ' ';
1821                         else if (!get_com(out_val, &choice, FALSE))break;
1822
1823                         if (use_menu && choice != ' ')
1824                         {
1825                                 switch (choice)
1826                                 {
1827                                 case '0':
1828                                 {
1829                                         screen_load();
1830                                         free_turn(creature_ptr);
1831                                         return;
1832                                 }
1833
1834                                 case '8':
1835                                 case 'k':
1836                                 case 'K':
1837                                 {
1838                                         menu_line += (num - 1);
1839                                         break;
1840                                 }
1841
1842                                 case '2':
1843                                 case 'j':
1844                                 case 'J':
1845                                 {
1846                                         menu_line++;
1847                                         break;
1848                                 }
1849
1850                                 case '6':
1851                                 case 'l':
1852                                 case 'L':
1853                                 case '4':
1854                                 case 'h':
1855                                 case 'H':
1856                                 {
1857                                         if (menu_line > 18)
1858                                                 menu_line -= 18;
1859                                         else if (menu_line + 18 <= num)
1860                                                 menu_line += 18;
1861                                         break;
1862                                 }
1863
1864                                 case 'x':
1865                                 case 'X':
1866                                 case '\r':
1867                                 {
1868                                         i = menu_line - 1;
1869                                         ask = FALSE;
1870                                         break;
1871                                 }
1872                                 }
1873                                 if (menu_line > num) menu_line -= num;
1874                         }
1875                         /* Request redraw */
1876                         if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
1877                         {
1878                                 /* Show the list */
1879                                 if (!redraw || use_menu)
1880                                 {
1881                                         byte y = 1, x = 0;
1882                                         int ctr = 0;
1883                                         char dummy[80];
1884                                         char letter;
1885                                         TERM_LEN x1, y1;
1886
1887                                         strcpy(dummy, "");
1888                                         redraw = TRUE;
1889                                         if (!use_menu) screen_save();
1890
1891                                         /* Print header(s) */
1892                                         if (num < 18)
1893                                                 prt(_("                            Lv   MP 失率", "                            Lv Cost Fail"), y++, x);
1894                                         else
1895                                                 prt(_("                            Lv   MP 失率                            Lv   MP 失率",
1896                                                         "                            Lv Cost Fail                            Lv Cost Fail"), y++, x);
1897
1898
1899                                         /* Print list */
1900                                         while (ctr < num)
1901                                         {
1902                                                 x1 = ((ctr < 18) ? x : x + 40);
1903                                                 y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
1904
1905                                                 if (use_menu)
1906                                                 {
1907                                                         if (ctr == (menu_line - 1)) strcpy(dummy, _(" 》 ", " >  "));
1908                                                         else strcpy(dummy, "    ");
1909                                                 }
1910                                                 else
1911                                                 {
1912                                                         /* letter/number for power selection */
1913                                                         if (ctr < 26)
1914                                                                 letter = I2A(ctr);
1915                                                         else
1916                                                                 letter = '0' + ctr - 26;
1917                                                         sprintf(dummy, " %c) ", letter);
1918                                                 }
1919                                                 strcat(dummy, format("%-23.23s %2d %4d %3d%%",
1920                                                         power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
1921                                                         100 - racial_chance(creature_ptr, &power_desc[ctr])));
1922                                                 prt(dummy, y1, x1);
1923                                                 ctr++;
1924                                         }
1925                                 }
1926
1927                                 /* Hide the list */
1928                                 else
1929                                 {
1930                                         /* Hide list */
1931                                         redraw = FALSE;
1932                                         screen_load();
1933                                 }
1934
1935                                 /* Redo asking */
1936                                 continue;
1937                         }
1938
1939                         if (!use_menu)
1940                         {
1941                                 if (choice == '\r' && num == 1)
1942                                 {
1943                                         choice = 'a';
1944                                 }
1945
1946                                 if (isalpha(choice))
1947                                 {
1948                                         /* Note verify */
1949                                         ask = (isupper(choice));
1950
1951                                         /* Lowercase */
1952                                         if (ask) choice = (char)tolower(choice);
1953
1954                                         /* Extract request */
1955                                         i = (islower(choice) ? A2I(choice) : -1);
1956                                 }
1957                                 else
1958                                 {
1959                                         ask = FALSE; /* Can't uppercase digits */
1960
1961                                         i = choice - '0' + 26;
1962                                 }
1963                         }
1964
1965                         /* Totally Illegal */
1966                         if ((i < 0) || (i >= num))
1967                         {
1968                                 bell();
1969                                 continue;
1970                         }
1971
1972                         /* Verify it */
1973                         if (ask)
1974                         {
1975                                 char tmp_val[160];
1976
1977                                 /* Prompt */
1978                                 (void)strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
1979
1980                                 /* Belay that order */
1981                                 if (!get_check(tmp_val)) continue;
1982                         }
1983
1984                         /* Stop the loop */
1985                         flag = TRUE;
1986                 }
1987                 if (redraw) screen_load();
1988
1989                 /* Abort if needed */
1990                 if (!flag)
1991                 {
1992                         free_turn(creature_ptr);
1993                         return;
1994                 }
1995                 repeat_push(i);
1996         } /*if (!repeat_pull(&i) || ...)*/
1997         switch (racial_aux(creature_ptr, &power_desc[i]))
1998         {
1999         case 1:
2000                 if (power_desc[i].number < 0)
2001                         cast = exe_racial_power(creature_ptr, power_desc[i].number);
2002                 else
2003                         cast = exe_mutation_power(creature_ptr, power_desc[i].number);
2004                 break;
2005         case 0:
2006                 cast = FALSE;
2007                 break;
2008         case -1:
2009                 cast = TRUE;
2010                 break;
2011         }
2012
2013         if (cast)
2014         {
2015                 if (racial_cost)
2016                 {
2017                         int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2018
2019                         /* If mana is not enough, player consumes hit point! */
2020                         if (creature_ptr->csp < actual_racial_cost)
2021                         {
2022                                 actual_racial_cost -= creature_ptr->csp;
2023                                 creature_ptr->csp = 0;
2024                                 take_hit(creature_ptr, DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2025                         }
2026                         else creature_ptr->csp -= actual_racial_cost;
2027
2028                         creature_ptr->redraw |= (PR_HP | PR_MANA);
2029                         creature_ptr->window |= (PW_PLAYER | PW_SPELL);
2030                 }
2031         }
2032         else free_turn(creature_ptr);
2033
2034         /* Success */
2035         return;
2036 }