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[Refactor] #39963 Separated spells-type.h from spells.h
[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 "cmd-spell.h"
34 #include "realm/realm-hex.h"
35 #include "targeting.h"
36 #include "view/display-main-window.h"
37 #include "player-class.h"
38 #include "effect/spells-effect-util.h"
39 #include "spell/spells-type.h"
40
41 /*!
42  * @brief 修行僧の構え設定処理
43  * @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。
44  */
45 static bool choose_kamae(player_type *creature_ptr)
46 {
47         char choice;
48         int new_kamae = 0;
49         int i;
50         char buf[80];
51
52         if (cmd_limit_confused(creature_ptr)) return FALSE;
53         screen_save();
54         prt(_(" a) 構えをとく", " a) No form"), 2, 20);
55
56         for (i = 0; i < MAX_KAMAE; i++)
57         {
58                 if (creature_ptr->lev >= kamae_shurui[i].min_level)
59                 {
60                         sprintf(buf," %c) %-12s  %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
61                         prt(buf, 3+i, 20);
62                 }
63         }
64
65         prt("", 1, 0);
66         prt(_("        どの構えをとりますか?", "        Choose Stance: "), 1, 14);
67
68         while (TRUE)
69         {
70                 choice = inkey();
71
72                 if (choice == ESCAPE)
73                 {
74                         screen_load();
75                         return FALSE;
76                 }
77                 else if ((choice == 'a') || (choice == 'A'))
78                 {
79                         if (creature_ptr->action == ACTION_KAMAE)
80                         {
81                                 set_action(creature_ptr, ACTION_NONE);
82                         }
83                         else
84                                 msg_print(_("もともと構えていない。", "You are not in a special stance."));
85                         screen_load();
86                         return TRUE;
87                 }
88                 else if ((choice == 'b') || (choice == 'B'))
89                 {
90                         new_kamae = 0;
91                         break;
92                 }
93                 else if (((choice == 'c') || (choice == 'C')) && (creature_ptr->lev > 29))
94                 {
95                         new_kamae = 1;
96                         break;
97                 }
98                 else if (((choice == 'd') || (choice == 'D')) && (creature_ptr->lev > 34))
99                 {
100                         new_kamae = 2;
101                         break;
102                 }
103                 else if (((choice == 'e') || (choice == 'E')) && (creature_ptr->lev > 39))
104                 {
105                         new_kamae = 3;
106                         break;
107                 }
108         }
109         set_action(creature_ptr, ACTION_KAMAE);
110
111         if (creature_ptr->special_defense & (KAMAE_GENBU << new_kamae))
112         {
113                 msg_print(_("構え直した。", "You reassume a stance."));
114         }
115         else
116         {
117                 creature_ptr->special_defense &= ~(KAMAE_MASK);
118                 creature_ptr->update |= (PU_BONUS);
119                 creature_ptr->redraw |= (PR_STATE);
120                 msg_format(_("%sの構えをとった。", "You assume the %s stance."), kamae_shurui[new_kamae].desc);
121                 creature_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
122         }
123         creature_ptr->redraw |= PR_STATE;
124         screen_load();
125         return TRUE;
126 }
127
128 /*!
129  * @brief 剣術家の型設定処理
130  * @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。
131  */
132 static bool choose_kata(player_type *creature_ptr)
133 {
134         char choice;
135         int new_kata = 0;
136         int i;
137         char buf[80];
138
139         if (cmd_limit_confused(creature_ptr)) return FALSE;
140
141         if (creature_ptr->stun)
142         {
143                 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
144                 return FALSE;
145         }
146
147         if (creature_ptr->afraid)
148         {
149                 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
150                 return FALSE;
151         }
152         screen_save();
153         prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
154
155         for (i = 0; i < MAX_KATA; i++)
156         {
157                 if (creature_ptr->lev >= kata_shurui[i].min_level)
158                 {
159                         sprintf(buf,_(" %c) %sの型    %s", " %c) Stance of %-12s  %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
160                         prt(buf, 3+i, 20);
161                 }
162         }
163
164         prt("", 1, 0);
165         prt(_("        どの型で構えますか?", "        Choose Stance: "), 1, 14);
166
167         while (TRUE)
168         {
169                 choice = inkey();
170
171                 if (choice == ESCAPE)
172                 {
173                         screen_load();
174                         return FALSE;
175                 }
176                 else if ((choice == 'a') || (choice == 'A'))
177                 {
178                         if (creature_ptr->action == ACTION_KATA)
179                         {
180                                 set_action(creature_ptr, ACTION_NONE);
181                         }
182                         else
183                                 msg_print(_("もともと構えていない。", "You are not in a special stance."));
184                         screen_load();
185                         return TRUE;
186                 }
187                 else if ((choice == 'b') || (choice == 'B'))
188                 {
189                         new_kata = 0;
190                         break;
191                 }
192                 else if (((choice == 'c') || (choice == 'C')) && (creature_ptr->lev > 29))
193                 {
194                         new_kata = 1;
195                         break;
196                 }
197                 else if (((choice == 'd') || (choice == 'D')) && (creature_ptr->lev > 34))
198                 {
199                         new_kata = 2;
200                         break;
201                 }
202                 else if (((choice == 'e') || (choice == 'E')) && (creature_ptr->lev > 39))
203                 {
204                         new_kata = 3;
205                         break;
206                 }
207         }
208         set_action(creature_ptr, ACTION_KATA);
209
210         if (creature_ptr->special_defense & (KATA_IAI << new_kata))
211         {
212                 msg_print(_("構え直した。", "You reassume a stance."));
213         }
214         else
215         {
216                 creature_ptr->special_defense &= ~(KATA_MASK);
217                 creature_ptr->update |= (PU_BONUS | PU_MONSTERS);
218                 msg_format(_("%sの型で構えた。", "You assume the %s stance."), kata_shurui[new_kata].desc);
219                 creature_ptr->special_defense |= (KATA_IAI << new_kata);
220         }
221         creature_ptr->redraw |= (PR_STATE | PR_STATUS);
222         screen_load();
223         return TRUE;
224 }
225
226
227 /*!
228  * @brief レイシャル・パワー情報の構造体定義
229  */
230 typedef struct power_desc_type
231 {
232         GAME_TEXT name[MAX_NLEN];      //!<レイシャル名
233         PLAYER_LEVEL level;     //!<体得レベル
234         int cost;
235         int stat;
236         PERCENTAGE fail;
237         int number;
238 } power_desc_type;
239
240
241 /*!
242  * @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
243  * @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
244  * @return 成功率(%)を返す
245  */
246 static PERCENTAGE racial_chance(player_type *creature_ptr, power_desc_type *pd_ptr)
247 {
248         PLAYER_LEVEL min_level  = pd_ptr->level;
249         PERCENTAGE difficulty = pd_ptr->fail;
250
251         int i;
252         int val;
253         int sum = 0;
254         BASE_STATUS stat = creature_ptr->stat_cur[pd_ptr->stat];
255
256         /* No chance for success */
257         if ((creature_ptr->lev < min_level) || creature_ptr->confused)
258         {
259                 return 0;
260         }
261
262         if (difficulty == 0) return 100;
263
264         /* Calculate difficulty */
265         if (creature_ptr->stun)
266         {
267                 difficulty += (PERCENTAGE)creature_ptr->stun;
268         }
269         else if (creature_ptr->lev > min_level)
270         {
271                 PERCENTAGE lev_adj = (PERCENTAGE)((creature_ptr->lev - min_level) / 3);
272                 if (lev_adj > 10) lev_adj = 10;
273                 difficulty -= lev_adj;
274         }
275
276         if (difficulty < 5) difficulty = 5;
277
278         /* We only need halfs of the difficulty */
279         difficulty = difficulty / 2;
280
281         for (i = 1; i <= stat; i++)
282         {
283                 val = i - difficulty;
284                 if (val > 0)
285                         sum += (val <= difficulty) ? val : difficulty;
286         }
287
288         if (difficulty == 0)
289                 return (100);
290         else
291                 return (((sum * 100) / difficulty) / stat);
292 }
293
294
295 static int racial_cost;
296
297 /*!
298  * @brief レイシャル・パワーの発動の判定処理
299  * @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
300  * @return
301  * 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。
302  * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
303  */
304 static int racial_aux(player_type *creature_ptr, power_desc_type *pd_ptr)
305 {
306         PLAYER_LEVEL min_level  = pd_ptr->level;
307         int use_stat   = pd_ptr->stat;
308         int difficulty = pd_ptr->fail;
309         int use_hp = 0;
310
311         racial_cost = pd_ptr->cost;
312
313         /* Not enough mana - use hp */
314         if (creature_ptr->csp < racial_cost) use_hp = racial_cost - creature_ptr->csp;
315
316         /* Power is not available yet */
317         if (creature_ptr->lev < min_level)
318         {
319                 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。", 
320                                          "You need to attain level %d to use this power."), min_level);
321
322                 free_turn(creature_ptr);
323                 return FALSE;
324         }
325
326         if (cmd_limit_confused(creature_ptr))
327         {
328                 free_turn(creature_ptr);
329                 return FALSE;
330         }
331
332         /* Risk death? */
333         else if (creature_ptr->chp < use_hp)
334         {
335                 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? ")))
336                 {
337                         free_turn(creature_ptr);
338                         return FALSE;
339                 }
340         }
341
342         /* Else attempt to do it! */
343
344         if (difficulty)
345         {
346                 if (creature_ptr->stun)
347                 {
348                         difficulty += creature_ptr->stun;
349                 }
350                 else if (creature_ptr->lev > min_level)
351                 {
352                         int lev_adj = ((creature_ptr->lev - min_level) / 3);
353                         if (lev_adj > 10) lev_adj = 10;
354                         difficulty -= lev_adj;
355                 }
356
357                 if (difficulty < 5) difficulty = 5;
358         }
359
360         /* take time and pay the price */
361         take_turn(creature_ptr, 100);
362
363         /* Success? */
364         if (randint1(creature_ptr->stat_cur[use_stat]) >= ((difficulty / 2) + randint1(difficulty / 2)))
365         {
366                 return 1;
367         }
368
369         if (flush_failure) flush();
370         msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
371
372         return -1;
373 }
374
375
376 /*!
377  * @brief レイシャル・パワー発動処理
378  * @param creature_ptr プレーヤーへの参照ポインタ
379  * @param command 発動するレイシャルのID
380  * @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。
381  */
382 static bool exe_racial_power(player_type *creature_ptr, s32b command)
383 {
384         PLAYER_LEVEL plev = creature_ptr->lev;
385         DIRECTION dir = 0;
386
387         if (command <= -3)
388         {
389                 switch (creature_ptr->pclass)
390                 {
391                 case CLASS_WARRIOR:
392                 {
393                         return sword_dancing(creature_ptr);
394                         break;
395                 }
396                 case CLASS_HIGH_MAGE:
397                 if (creature_ptr->realm1 == REALM_HEX)
398                 {
399                         bool retval = stop_hex_spell(creature_ptr);
400                         if (retval) creature_ptr->energy_use = 10;
401                         return (retval);
402                 }
403                         /* Fall through */
404                 case CLASS_MAGE:
405                 /* case CLASS_HIGH_MAGE: */
406                 case CLASS_SORCERER:
407                 {
408                         if (!eat_magic(creature_ptr, creature_ptr->lev * 2)) return FALSE;
409                         break;
410                 }
411                 case CLASS_PRIEST:
412                 {
413                         if (is_good_realm(creature_ptr->realm1))
414                         {
415                                 if (!bless_weapon(creature_ptr)) return FALSE;
416                         }
417                         else
418                         {
419                                 (void)dispel_monsters(creature_ptr, plev * 4);
420                                 turn_monsters(creature_ptr, plev * 4);
421                                 banish_monsters(creature_ptr, plev * 4);
422                         }
423                         break;
424                 }
425                 case CLASS_ROGUE:
426                 {
427                         if(!hit_and_away(creature_ptr)) return FALSE;
428                         break;
429                 }
430                 case CLASS_RANGER:
431                 case CLASS_SNIPER:
432                 {
433                         msg_print(_("敵を調査した...", "You examine your foes..."));
434                         probing(creature_ptr);
435                         break;
436                 }
437                 case CLASS_PALADIN:
438                 {
439                         if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
440                         fire_beam(creature_ptr, is_good_realm(creature_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
441                                   dir, plev * 3);
442                         break;
443                 }
444                 case CLASS_WARRIOR_MAGE:
445                 {
446                         if (command == -3)
447                         {
448                                 return comvert_hp_to_mp(creature_ptr);
449                         }
450                         else if (command == -4)
451                         {
452                                 return comvert_mp_to_hp(creature_ptr);
453                         }
454                         break;
455                 }
456                 case CLASS_CHAOS_WARRIOR:
457                 {
458                         return confusing_light(creature_ptr);
459                         break;
460                 }
461                 case CLASS_MONK:
462                 {
463                         if (!(empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM))
464                         {
465                                 msg_print(_("素手じゃないとできません。", "You need to be barehanded."));
466                                 return FALSE;
467                         }
468                         if (creature_ptr->riding)
469                         {
470                                 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
471                                 return FALSE;
472                         }
473
474                         if (command == -3)
475                         {
476                                 if (!choose_kamae(creature_ptr)) return FALSE;
477                                 creature_ptr->update |= (PU_BONUS);
478                         }
479                         else if (command == -4)
480                         {
481                                 return double_attack(creature_ptr);
482                         }
483                         break;
484                 }
485                 case CLASS_MINDCRAFTER:
486                 case CLASS_FORCETRAINER:
487                 {
488                         return clear_mind(creature_ptr);
489                 }
490                 case CLASS_TOURIST:
491                 {
492                         if (command == -3)
493                         {
494                                 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
495                                 project_length = 1;
496                                 fire_beam(creature_ptr, GF_PHOTO, dir, 1);
497                         }
498                         else if (command == -4)
499                         {
500                                 if (!identify_fully(creature_ptr, FALSE)) return FALSE;
501                         }
502                         break;
503                 }
504                 case CLASS_IMITATOR:
505                 {
506                         handle_stuff(creature_ptr);
507                         if (!do_cmd_mane(creature_ptr, TRUE)) return FALSE;
508                         break;
509                 }
510                 case CLASS_BEASTMASTER:
511                 {
512                         if (command == -3)
513                         {
514                                 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
515                                 (void)fire_ball_hide(creature_ptr, GF_CHARM_LIVING, dir, creature_ptr->lev, 0);
516                         }
517                         else if (command == -4)
518                         {
519                                 project_all_los(creature_ptr, GF_CHARM_LIVING, creature_ptr->lev);
520                         }
521                         break;
522                 }
523                 case CLASS_ARCHER:
524                 {
525                         if (!create_ammo(creature_ptr)) return FALSE;
526                         break;
527                 }
528                 case CLASS_MAGIC_EATER:
529                 {
530                         if (command == -3) {
531                                 if (!import_magic_device(creature_ptr)) return FALSE;
532                         } else if (command == -4) {
533                                 if (cmd_limit_cast(creature_ptr)) return FALSE;
534                                 if (!do_cmd_magic_eater(creature_ptr, FALSE, TRUE)) return FALSE;
535                         }
536                         break;
537                 }
538                 case CLASS_BARD:
539                 {
540                         /* Singing is already stopped */
541                         if (!SINGING_SONG_EFFECT(creature_ptr) && !INTERUPTING_SONG_EFFECT(creature_ptr)) return FALSE;
542
543                         stop_singing(creature_ptr);
544                         creature_ptr->energy_use = 10;
545                         break;
546                 }
547                 case CLASS_RED_MAGE:
548                 {
549                         if (cmd_limit_cast(creature_ptr)) return FALSE;
550                         handle_stuff(creature_ptr);
551                         do_cmd_cast(creature_ptr);
552                         handle_stuff(creature_ptr);
553                         if (!creature_ptr->paralyzed && !cmd_limit_cast(creature_ptr))
554                                 do_cmd_cast(creature_ptr);
555                         break;
556                 }
557                 case CLASS_SAMURAI:
558                 {
559                         if (command == -3)
560                         {
561                                 concentration(creature_ptr);
562                         }
563                         else if (command == -4)
564                         {
565                                 if (!has_melee_weapon(creature_ptr, INVEN_RARM) && !has_melee_weapon(creature_ptr, INVEN_LARM))
566                                 {
567                                         msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
568                                         return FALSE;
569                                 }
570                                 if (!choose_kata(creature_ptr)) return FALSE;
571                                 creature_ptr->update |= (PU_BONUS);
572                         }
573                         break;
574                 }
575                 case CLASS_BLUE_MAGE:
576                 {
577                         if (creature_ptr->action == ACTION_LEARN)
578                         {
579                                 set_action(creature_ptr, ACTION_NONE);
580                         }
581                         else
582                         {
583                                 set_action(creature_ptr, ACTION_LEARN);
584                         }
585                         free_turn(creature_ptr);
586                         break;
587                 }
588                 case CLASS_CAVALRY:
589                 {
590                         return rodeo(creature_ptr);
591                 }
592                 case CLASS_BERSERKER:
593                 {
594                         if (!recall_player(creature_ptr, randint0(21) + 15)) return FALSE;
595                         break;
596                 }
597                 case CLASS_SMITH:
598                 {
599                         if (creature_ptr->lev > 29)
600                         {
601                                 if (!identify_fully(creature_ptr, TRUE)) return FALSE;
602                         }
603                         else
604                         {
605                                 if (!ident_spell(creature_ptr, TRUE)) return FALSE;
606                         }
607                         break;
608                 }
609                 case CLASS_MIRROR_MASTER:
610                 {
611                         if (command == -3)
612                         {
613                                 /* Explode all mirrors */
614                                 remove_all_mirrors(creature_ptr, TRUE);
615                         }
616                         else if (command == -4)
617                         {
618                                 return mirror_concentration(creature_ptr);
619                         }
620                         break;
621                 }
622                 case CLASS_NINJA:
623                         hayagake(creature_ptr);
624                         break;
625                 }
626         }
627         else if (creature_ptr->mimic_form)
628         {
629                 switch (creature_ptr->mimic_form)
630                 {
631                 case MIMIC_DEMON:
632                 case MIMIC_DEMON_LORD:
633                 {
634                         return demonic_breath(creature_ptr);
635                 }
636                 case MIMIC_VAMPIRE:
637                         vampirism(creature_ptr);
638                         break;
639                 }
640         }
641
642         else 
643         {
644
645         switch (creature_ptr->prace)
646         {
647                 case RACE_DWARF:
648                         msg_print(_("周囲を調べた。", "You examine your surroundings."));
649                         (void)detect_traps(creature_ptr, DETECT_RAD_DEFAULT, TRUE);
650                         (void)detect_doors(creature_ptr, DETECT_RAD_DEFAULT);
651                         (void)detect_stairs(creature_ptr, DETECT_RAD_DEFAULT);
652                         break;
653
654                 case RACE_HOBBIT:
655                         return create_ration(creature_ptr);
656                         break;
657
658                 case RACE_GNOME:
659                         msg_print(_("パッ!", "Blink!"));
660                         teleport_player(creature_ptr, 10, 0L);
661                         break;
662
663                 case RACE_HALF_ORC:
664                         msg_print(_("勇気を出した。", "You play tough."));
665                         (void)set_afraid(creature_ptr, 0);
666                         break;
667
668                 case RACE_HALF_TROLL:
669                         msg_print(_("うがぁぁ!", "RAAAGH!"));
670                         (void)berserk(creature_ptr, 10 + randint1(plev));
671                         break;
672
673                 case RACE_AMBERITE:
674                         if (command == -1)
675                         {
676                                 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
677                                 reserve_alter_reality(creature_ptr);
678                         }
679                         else if (command == -2)
680                         {
681                                 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..."));
682
683                                 (void)true_healing(creature_ptr, 0);
684                                 (void)restore_all_status(creature_ptr);
685                                 (void)restore_level(creature_ptr);
686                         }
687                         break;
688
689                 case RACE_BARBARIAN:
690                         msg_print(_("うぉぉおお!", "Raaagh!"));
691                         (void)berserk(creature_ptr, 10 + randint1(plev));
692                         break;
693
694                 case RACE_HALF_OGRE:
695                         msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
696                         explosive_rune(creature_ptr, creature_ptr->y, creature_ptr->x);
697                         break;
698
699                 case RACE_HALF_GIANT:
700                         if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
701                         (void)wall_to_mud(creature_ptr, dir, 20 + randint1(30));
702                         break;
703
704                 case RACE_HALF_TITAN:
705                         msg_print(_("敵を調査した...", "You examine your foes..."));
706                         probing(creature_ptr);
707                         break;
708
709                 case RACE_CYCLOPS:
710                         if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
711                         msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
712                         fire_bolt(creature_ptr, GF_MISSILE, dir, (3 * plev) / 2);
713                         break;
714
715                 case RACE_YEEK:
716                         if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
717                         stop_mouth(creature_ptr);
718                         msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
719                         (void)fear_monster(creature_ptr, dir, plev);
720                         break;
721
722                 case RACE_KLACKON:
723                         if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
724                         stop_mouth(creature_ptr);
725                         msg_print(_("酸を吐いた。", "You spit acid."));
726                         if (plev < 25) fire_bolt(creature_ptr, GF_ACID, dir, plev);
727                         else fire_ball(creature_ptr, GF_ACID, dir, plev, 2);
728                         break;
729
730                 case RACE_KOBOLD:
731                         if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
732                         msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
733                         fire_bolt(creature_ptr, GF_POIS, dir, plev);
734                         break;
735
736                 case RACE_NIBELUNG:
737                         msg_print(_("周囲を調査した。", "You examine your surroundings."));
738                         (void)detect_traps(creature_ptr, DETECT_RAD_DEFAULT, TRUE);
739                         (void)detect_doors(creature_ptr, DETECT_RAD_DEFAULT);
740                         (void)detect_stairs(creature_ptr, DETECT_RAD_DEFAULT);
741                         break;
742
743                 case RACE_DARK_ELF:
744                         if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
745                         msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
746                         fire_bolt_or_beam(creature_ptr, 10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4));
747                         break;
748
749                 case RACE_DRACONIAN:
750                         return draconian_breath(creature_ptr);
751                         break;
752
753                 case RACE_MIND_FLAYER:
754                         if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
755                         msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
756                         fire_bolt(creature_ptr, GF_PSI, dir, plev);
757                         break;
758
759                 case RACE_IMP:
760                         if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
761                         if (plev >= 30)
762                         {
763                                 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
764                                 fire_ball(creature_ptr, GF_FIRE, dir, plev, 2);
765                         }
766                         else
767                         {
768                                 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
769                                 fire_bolt(creature_ptr, GF_FIRE, dir, plev);
770                         }
771                         break;
772
773                 case RACE_GOLEM:
774                         (void)set_shield(creature_ptr, randint1(20) + 30, FALSE);
775                         break;
776
777                 case RACE_SKELETON:
778                 case RACE_ZOMBIE:
779                         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."));
780                         (void)restore_level(creature_ptr);
781                         break;
782
783                 case RACE_VAMPIRE:
784                         vampirism(creature_ptr);
785                         break;
786
787                 case RACE_SPECTRE:
788                         if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
789                         stop_mouth(creature_ptr);
790                         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!"));
791                         (void)fear_monster(creature_ptr, dir, plev);
792                         break;
793
794                 case RACE_SPRITE:
795                         msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
796                         if (plev < 25) sleep_monsters_touch(creature_ptr);
797                         else (void)sleep_monsters(creature_ptr, plev);
798                         break;
799
800                 case RACE_DEMON:
801                         return demonic_breath(creature_ptr); 
802                         break;
803
804                 case RACE_KUTAR:
805                         (void)set_tsubureru(creature_ptr, randint1(20) + 30, FALSE);
806                         break;
807
808                 case RACE_ANDROID:
809                         return android_inside_weapon(creature_ptr);
810                         break;
811
812                 default:
813                         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."));
814                         free_turn(creature_ptr);
815         }
816         }
817
818         return TRUE;
819 }
820
821
822 /*!
823  * @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
824  * @return なし
825  */
826 void do_cmd_racial_power(player_type *creature_ptr)
827 {
828         power_desc_type power_desc[36];
829         int num;
830         COMMAND_CODE i = 0;
831         int ask = TRUE;
832         PLAYER_LEVEL lvl = creature_ptr->lev;
833         bool            flag, redraw, cast = FALSE;
834         bool            warrior = ((creature_ptr->pclass == CLASS_WARRIOR || creature_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
835         char            choice;
836         char            out_val[160];
837         int menu_line = (use_menu ? 1 : 0);
838
839         if (creature_ptr->wild_mode) return;
840
841         for (num = 0; num < 36; num++)
842         {
843                 strcpy(power_desc[num].name, "");
844                 power_desc[num].number = 0;
845         }
846
847         num = 0;
848
849         if (cmd_limit_confused(creature_ptr))
850         {
851                 free_turn(creature_ptr);
852                 return;
853         }
854
855         if (creature_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
856         {
857                 set_action(creature_ptr, ACTION_NONE);
858         }
859
860         switch (creature_ptr->pclass)
861         {
862         case CLASS_WARRIOR:
863         {
864                 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
865                 power_desc[num].level = 40;
866                 power_desc[num].cost = 75;
867                 power_desc[num].stat = A_DEX;
868                 power_desc[num].fail = 35;
869                 power_desc[num++].number = -3;
870                 break;
871         }
872         case CLASS_HIGH_MAGE:
873                 if (creature_ptr->realm1 == REALM_HEX)
874                 {
875                         strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spell casting"));
876                         power_desc[num].level = 1;
877                         power_desc[num].cost = 0;
878                         power_desc[num].stat = A_INT;
879                         power_desc[num].fail = 0;
880                         power_desc[num++].number = -3;
881                         break;
882                 }
883                 /* Fall through */
884         case CLASS_MAGE:
885                 /* case CLASS_HIGH_MAGE: */
886         case CLASS_SORCERER:
887         {
888                 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
889                 power_desc[num].level = 25;
890                 power_desc[num].cost = 1;
891                 power_desc[num].stat = A_INT;
892                 power_desc[num].fail = 25;
893                 power_desc[num++].number = -3;
894                 break;
895         }
896         case CLASS_PRIEST:
897         {
898                 if (is_good_realm(creature_ptr->realm1))
899                 {
900                         strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
901                         power_desc[num].level = 35;
902                         power_desc[num].cost = 70;
903                         power_desc[num].stat = A_WIS;
904                         power_desc[num].fail = 50;
905                         power_desc[num++].number = -3;
906                 }
907                 else
908                 {
909                         strcpy(power_desc[num].name, _("召魂", "Evocation"));
910                         power_desc[num].level = 42;
911                         power_desc[num].cost = 40;
912                         power_desc[num].stat = A_WIS;
913                         power_desc[num].fail = 35;
914                         power_desc[num++].number = -3;
915                 }
916                 break;
917         }
918         case CLASS_ROGUE:
919         {
920                 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
921                 power_desc[num].level = 8;
922                 power_desc[num].cost = 12;
923                 power_desc[num].stat = A_DEX;
924                 power_desc[num].fail = 14;
925                 power_desc[num++].number = -3;
926                 break;
927         }
928         case CLASS_RANGER:
929         case CLASS_SNIPER:
930         {
931                 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
932                 power_desc[num].level = 15;
933                 power_desc[num].cost = 20;
934                 power_desc[num].stat = A_INT;
935                 power_desc[num].fail = 12;
936                 power_desc[num++].number = -3;
937                 break;
938         }
939         case CLASS_PALADIN:
940         {
941                 if (is_good_realm(creature_ptr->realm1))
942                 {
943                         strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
944                         power_desc[num].level = 30;
945                         power_desc[num].cost = 30;
946                         power_desc[num].stat = A_WIS;
947                         power_desc[num].fail = 30;
948                         power_desc[num++].number = -3;
949                 }
950                 else
951                 {
952                         strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
953                         power_desc[num].level = 30;
954                         power_desc[num].cost = 30;
955                         power_desc[num].stat = A_WIS;
956                         power_desc[num].fail = 30;
957                         power_desc[num++].number = -3;
958                 }
959                 break;
960         }
961         case CLASS_WARRIOR_MAGE:
962         {
963                 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
964                 power_desc[num].level = 25;
965                 power_desc[num].cost = 0;
966                 power_desc[num].stat = A_INT;
967                 power_desc[num].fail = 10;
968                 power_desc[num++].number = -3;
969
970                 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
971                 power_desc[num].level = 25;
972                 power_desc[num].cost = 0;
973                 power_desc[num].stat = A_INT;
974                 power_desc[num].fail = 10;
975                 power_desc[num++].number = -4;
976                 break;
977         }
978         case CLASS_CHAOS_WARRIOR:
979         {
980                 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
981                 power_desc[num].level = 40;
982                 power_desc[num].cost = 50;
983                 power_desc[num].stat = A_INT;
984                 power_desc[num].fail = 25;
985                 power_desc[num++].number = -3;
986                 break;
987         }
988         case CLASS_MONK:
989         {
990                 strcpy(power_desc[num].name, _("構える", "Assume a Stance"));
991                 power_desc[num].level = 25;
992                 power_desc[num].cost = 0;
993                 power_desc[num].stat = A_DEX;
994                 power_desc[num].fail = 0;
995                 power_desc[num++].number = -3;
996
997                 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
998                 power_desc[num].level = 30;
999                 power_desc[num].cost = 30;
1000                 power_desc[num].stat = A_STR;
1001                 power_desc[num].fail = 20;
1002                 power_desc[num++].number = -4;
1003                 break;
1004         }
1005         case CLASS_MINDCRAFTER:
1006         case CLASS_FORCETRAINER:
1007         {
1008                 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1009                 power_desc[num].level = 15;
1010                 power_desc[num].cost = 0;
1011                 power_desc[num].stat = A_WIS;
1012                 power_desc[num].fail = 10;
1013                 power_desc[num++].number = -3;
1014                 break;
1015         }
1016         case CLASS_TOURIST:
1017         {
1018                 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1019                 power_desc[num].level = 1;
1020                 power_desc[num].cost = 0;
1021                 power_desc[num].stat = A_DEX;
1022                 power_desc[num].fail = 0;
1023                 power_desc[num++].number = -3;
1024
1025                 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1026                 power_desc[num].level = 25;
1027                 power_desc[num].cost = 20;
1028                 power_desc[num].stat = A_INT;
1029                 power_desc[num].fail = 20;
1030                 power_desc[num++].number = -4;
1031                 break;
1032         }
1033         case CLASS_IMITATOR:
1034         {
1035                 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1036                 power_desc[num].level = 30;
1037                 power_desc[num].cost = 100;
1038                 power_desc[num].stat = A_DEX;
1039                 power_desc[num].fail = 30;
1040                 power_desc[num++].number = -3;
1041                 break;
1042         }
1043         case CLASS_BEASTMASTER:
1044         {
1045                 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1046                 power_desc[num].level = 1;
1047                 power_desc[num].cost = (creature_ptr->lev + 3) / 4;
1048                 power_desc[num].stat = A_CHR;
1049                 power_desc[num].fail = 10;
1050                 power_desc[num++].number = -3;
1051
1052                 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1053                 power_desc[num].level = 30;
1054                 power_desc[num].cost = (creature_ptr->lev + 20) / 2;
1055                 power_desc[num].stat = A_CHR;
1056                 power_desc[num].fail = 10;
1057                 power_desc[num++].number = -4;
1058                 break;
1059         }
1060         case CLASS_ARCHER:
1061         {
1062                 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1063                 power_desc[num].level = 1;
1064                 power_desc[num].cost = 0;
1065                 power_desc[num].stat = A_DEX;
1066                 power_desc[num].fail = 0;
1067                 power_desc[num++].number = -3;
1068                 break;
1069         }
1070         case CLASS_MAGIC_EATER:
1071         {
1072                 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1073                 power_desc[num].level = 1;
1074                 power_desc[num].cost = 0;
1075                 power_desc[num].stat = A_INT;
1076                 power_desc[num].fail = 0;
1077                 power_desc[num++].number = -3;
1078
1079                 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1080                 power_desc[num].level = 10;
1081                 power_desc[num].cost = 10 + (lvl - 10) / 2;
1082                 power_desc[num].stat = A_INT;
1083                 power_desc[num].fail = 0;
1084                 power_desc[num++].number = -4;
1085                 break;
1086         }
1087         case CLASS_BARD:
1088         {
1089                 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1090                 power_desc[num].level = 1;
1091                 power_desc[num].cost = 0;
1092                 power_desc[num].stat = A_CHR;
1093                 power_desc[num].fail = 0;
1094                 power_desc[num++].number = -3;
1095                 break;
1096         }
1097         case CLASS_RED_MAGE:
1098         {
1099                 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1100                 power_desc[num].level = 48;
1101                 power_desc[num].cost = 20;
1102                 power_desc[num].stat = A_INT;
1103                 power_desc[num].fail = 0;
1104                 power_desc[num++].number = -3;
1105                 break;
1106         }
1107         case CLASS_SAMURAI:
1108         {
1109                 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1110                 power_desc[num].level = 1;
1111                 power_desc[num].cost = 0;
1112                 power_desc[num].stat = A_WIS;
1113                 power_desc[num].fail = 0;
1114                 power_desc[num++].number = -3;
1115
1116                 strcpy(power_desc[num].name, _("型", "Assume a Stance"));
1117                 power_desc[num].level = 25;
1118                 power_desc[num].cost = 0;
1119                 power_desc[num].stat = A_DEX;
1120                 power_desc[num].fail = 0;
1121                 power_desc[num++].number = -4;
1122                 break;
1123         }
1124         case CLASS_BLUE_MAGE:
1125         {
1126                 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1127                 power_desc[num].level = 1;
1128                 power_desc[num].cost = 0;
1129                 power_desc[num].stat = A_INT;
1130                 power_desc[num].fail = 0;
1131                 power_desc[num++].number = -3;
1132                 break;
1133         }
1134         case CLASS_CAVALRY:
1135         {
1136                 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1137                 power_desc[num].level = 10;
1138                 power_desc[num].cost = 0;
1139                 power_desc[num].stat = A_STR;
1140                 power_desc[num].fail = 10;
1141                 power_desc[num++].number = -3;
1142                 break;
1143         }
1144         case CLASS_BERSERKER:
1145         {
1146                 strcpy(power_desc[num].name, _("帰還", "Recall"));
1147                 power_desc[num].level = 10;
1148                 power_desc[num].cost = 10;
1149                 power_desc[num].stat = A_DEX;
1150                 power_desc[num].fail = 20;
1151                 power_desc[num++].number = -3;
1152                 break;
1153         }
1154         case CLASS_MIRROR_MASTER:
1155         {
1156                 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
1157                 power_desc[num].level = 1;
1158                 power_desc[num].cost = 0;
1159                 power_desc[num].stat = A_INT;
1160                 power_desc[num].fail = 0;
1161                 power_desc[num++].number = -3;
1162
1163                 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
1164                 power_desc[num].level = 30;
1165                 power_desc[num].cost = 0;
1166                 power_desc[num].stat = A_INT;
1167                 power_desc[num].fail = 20;
1168                 power_desc[num++].number = -4;
1169                 break;
1170         }
1171         case CLASS_SMITH:
1172         {
1173                 strcpy(power_desc[num].name, _("目利き", "Judgment"));
1174                 power_desc[num].level = 5;
1175                 power_desc[num].cost = 15;
1176                 power_desc[num].stat = A_INT;
1177                 power_desc[num].fail = 20;
1178                 power_desc[num++].number = -3;
1179                 break;
1180         }
1181         case CLASS_NINJA:
1182         {
1183                 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
1184                 power_desc[num].level = 20;
1185                 power_desc[num].cost = 0;
1186                 power_desc[num].stat = A_DEX;
1187                 power_desc[num].fail = 0;
1188                 power_desc[num++].number = -3;
1189                 break;
1190         }
1191         default:
1192                 strcpy(power_desc[0].name, _("(なし)", "(none)"));
1193         }
1194
1195         if (creature_ptr->mimic_form)
1196         {
1197                 switch (creature_ptr->mimic_form)
1198                 {
1199                 case MIMIC_DEMON:
1200                 case MIMIC_DEMON_LORD:
1201                         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);
1202                         power_desc[num].level = 15;
1203                         power_desc[num].cost = 10 + lvl / 3;
1204                         power_desc[num].stat = A_CON;
1205                         power_desc[num].fail = 20;
1206                         power_desc[num++].number = -1;
1207                         break;
1208                 case MIMIC_VAMPIRE:
1209                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1210                         power_desc[num].level = 2;
1211                         power_desc[num].cost = 1 + (lvl / 3);
1212                         power_desc[num].stat = A_CON;
1213                         power_desc[num].fail = 9;
1214                         power_desc[num++].number = -1;
1215                         break;
1216                 }
1217         }
1218         else
1219         {
1220                 switch (creature_ptr->prace)
1221                 {
1222                 case RACE_DWARF:
1223                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1224                         power_desc[num].level = 5;
1225                         power_desc[num].cost = 5;
1226                         power_desc[num].stat = A_WIS;
1227                         power_desc[num].fail = 12;
1228                         power_desc[num++].number = -1;
1229                         break;
1230                 case RACE_NIBELUNG:
1231                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1232                         power_desc[num].level = 10;
1233                         power_desc[num].cost = 5;
1234                         power_desc[num].stat = A_WIS;
1235                         power_desc[num].fail = 10;
1236                         power_desc[num++].number = -1;
1237                         break;
1238                 case RACE_HOBBIT:
1239                         strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
1240                         power_desc[num].level = 15;
1241                         power_desc[num].cost = 10;
1242                         power_desc[num].stat = A_INT;
1243                         power_desc[num].fail = 10;
1244                         power_desc[num++].number = -1;
1245                         break;
1246                 case RACE_GNOME:
1247                         sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
1248                         power_desc[num].level = 5;
1249                         power_desc[num].cost = 5;
1250                         power_desc[num].stat = A_INT;
1251                         power_desc[num].fail = 12;
1252                         power_desc[num++].number = -1;
1253                         break;
1254                 case RACE_HALF_ORC:
1255                         strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
1256                         power_desc[num].level = 3;
1257                         power_desc[num].cost = 5;
1258                         power_desc[num].stat = A_WIS;
1259                         power_desc[num].fail = warrior ? 5 : 10;
1260                         power_desc[num++].number = -1;
1261                         break;
1262                 case RACE_HALF_TROLL:
1263                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1264                         power_desc[num].level = 10;
1265                         power_desc[num].cost = 12;
1266                         power_desc[num].stat = A_STR;
1267                         power_desc[num].fail = warrior ? 6 : 12;
1268                         power_desc[num++].number = -1;
1269                         break;
1270                 case RACE_BARBARIAN:
1271                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1272                         power_desc[num].level = 8;
1273                         power_desc[num].cost = 10;
1274                         power_desc[num].stat = A_STR;
1275                         power_desc[num].fail = warrior ? 6 : 12;
1276                         power_desc[num++].number = -1;
1277                         break;
1278                 case RACE_AMBERITE:
1279                         strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
1280                         power_desc[num].level = 30;
1281                         power_desc[num].cost = 50;
1282                         power_desc[num].stat = A_INT;
1283                         power_desc[num].fail = 50;
1284                         power_desc[num++].number = -1;
1285
1286                         strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
1287                         power_desc[num].level = 40;
1288                         power_desc[num].cost = 75;
1289                         power_desc[num].stat = A_WIS;
1290                         power_desc[num].fail = 50;
1291                         power_desc[num++].number = -2;
1292                         break;
1293                 case RACE_HALF_OGRE:
1294                         strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
1295                         power_desc[num].level = 25;
1296                         power_desc[num].cost = 35;
1297                         power_desc[num].stat = A_INT;
1298                         power_desc[num].fail = 15;
1299                         power_desc[num++].number = -1;
1300                         break;
1301                 case RACE_HALF_GIANT:
1302                         strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
1303                         power_desc[num].level = 20;
1304                         power_desc[num].cost = 10;
1305                         power_desc[num].stat = A_STR;
1306                         power_desc[num].fail = 12;
1307                         power_desc[num++].number = -1;
1308                         break;
1309                 case RACE_HALF_TITAN:
1310                         strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
1311                         power_desc[num].level = 15;
1312                         power_desc[num].cost = 10;
1313                         power_desc[num].stat = A_INT;
1314                         power_desc[num].fail = 12;
1315                         power_desc[num++].number = -1;
1316                         break;
1317                 case RACE_CYCLOPS:
1318                         sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
1319                         power_desc[num].level = 20;
1320                         power_desc[num].cost = 15;
1321                         power_desc[num].stat = A_STR;
1322                         power_desc[num].fail = 12;
1323                         power_desc[num++].number = -1;
1324                         break;
1325                 case RACE_YEEK:
1326                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1327                         power_desc[num].level = 15;
1328                         power_desc[num].cost = 15;
1329                         power_desc[num].stat = A_WIS;
1330                         power_desc[num].fail = 10;
1331                         power_desc[num++].number = -1;
1332                         break;
1333                 case RACE_SPECTRE:
1334                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1335                         power_desc[num].level = 4;
1336                         power_desc[num].cost = 6;
1337                         power_desc[num].stat = A_INT;
1338                         power_desc[num].fail = 3;
1339                         power_desc[num++].number = -1;
1340                         break;
1341                 case RACE_KLACKON:
1342                         sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
1343                         power_desc[num].level = 9;
1344                         power_desc[num].cost = 9;
1345                         power_desc[num].stat = A_DEX;
1346                         power_desc[num].fail = 14;
1347                         power_desc[num++].number = -1;
1348                         break;
1349                 case RACE_KOBOLD:
1350                         sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
1351                         power_desc[num].level = 12;
1352                         power_desc[num].cost = 8;
1353                         power_desc[num].stat = A_DEX;
1354                         power_desc[num].fail = 14;
1355                         power_desc[num++].number = -1;
1356                         break;
1357                 case RACE_DARK_ELF:
1358                         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);
1359                         power_desc[num].level = 2;
1360                         power_desc[num].cost = 2;
1361                         power_desc[num].stat = A_INT;
1362                         power_desc[num].fail = 9;
1363                         power_desc[num++].number = -1;
1364                         break;
1365                 case RACE_DRACONIAN:
1366                         sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
1367                         power_desc[num].level = 1;
1368                         power_desc[num].cost = lvl;
1369                         power_desc[num].stat = A_CON;
1370                         power_desc[num].fail = 12;
1371                         power_desc[num++].number = -1;
1372                         break;
1373                 case RACE_MIND_FLAYER:
1374                         sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
1375                         power_desc[num].level = 15;
1376                         power_desc[num].cost = 12;
1377                         power_desc[num].stat = A_INT;
1378                         power_desc[num].fail = 14;
1379                         power_desc[num++].number = -1;
1380                         break;
1381                 case RACE_IMP:
1382                         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);
1383                         power_desc[num].level = 9;
1384                         power_desc[num].cost = 15;
1385                         power_desc[num].stat = A_WIS;
1386                         power_desc[num].fail = 15;
1387                         power_desc[num++].number = -1;
1388                         break;
1389                 case RACE_GOLEM:
1390                         strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
1391                         power_desc[num].level = 20;
1392                         power_desc[num].cost = 15;
1393                         power_desc[num].stat = A_CON;
1394                         power_desc[num].fail = 8;
1395                         power_desc[num++].number = -1;
1396                         break;
1397                 case RACE_SKELETON:
1398                 case RACE_ZOMBIE:
1399                         strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
1400                         power_desc[num].level = 30;
1401                         power_desc[num].cost = 30;
1402                         power_desc[num].stat = A_WIS;
1403                         power_desc[num].fail = 18;
1404                         power_desc[num++].number = -1;
1405                         break;
1406                 case RACE_VAMPIRE:
1407                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1408                         power_desc[num].level = 2;
1409                         power_desc[num].cost = 1 + (lvl / 3);
1410                         power_desc[num].stat = A_CON;
1411                         power_desc[num].fail = 9;
1412                         power_desc[num++].number = -1;
1413                         break;
1414                 case RACE_SPRITE:
1415                         strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
1416                         power_desc[num].level = 12;
1417                         power_desc[num].cost = 12;
1418                         power_desc[num].stat = A_INT;
1419                         power_desc[num].fail = 15;
1420                         power_desc[num++].number = -1;
1421                         break;
1422                 case RACE_DEMON:
1423                         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);
1424                         power_desc[num].level = 15;
1425                         power_desc[num].cost = 10 + lvl / 3;
1426                         power_desc[num].stat = A_CON;
1427                         power_desc[num].fail = 20;
1428                         power_desc[num++].number = -1;
1429                         break;
1430                 case RACE_KUTAR:
1431                         strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
1432                         power_desc[num].level = 20;
1433                         power_desc[num].cost = 15;
1434                         power_desc[num].stat = A_CHR;
1435                         power_desc[num].fail = 8;
1436                         power_desc[num++].number = -1;
1437                         break;
1438                 case RACE_ANDROID:
1439                         if (creature_ptr->lev < 10)
1440                         {
1441                                 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
1442                                 power_desc[num].level = 1;
1443                                 power_desc[num].cost = 7;
1444                                 power_desc[num].fail = 8;
1445                         }
1446                         else if (creature_ptr->lev < 25)
1447                         {
1448                                 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
1449                                 power_desc[num].level = 10;
1450                                 power_desc[num].cost = 13;
1451                                 power_desc[num].fail = 10;
1452                         }
1453                         else if (creature_ptr->lev < 35)
1454                         {
1455                                 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
1456                                 power_desc[num].level = 25;
1457                                 power_desc[num].cost = 26;
1458                                 power_desc[num].fail = 12;
1459                         }
1460                         else if (creature_ptr->lev < 45)
1461                         {
1462                                 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
1463                                 power_desc[num].level = 35;
1464                                 power_desc[num].cost = 40;
1465                                 power_desc[num].fail = 15;
1466                         }
1467                         else
1468                         {
1469                                 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
1470                                 power_desc[num].level = 45;
1471                                 power_desc[num].cost = 60;
1472                                 power_desc[num].fail = 18;
1473                         }
1474                         power_desc[num].stat = A_STR;
1475                         power_desc[num++].number = -1;
1476                         break;
1477                 default:
1478                 {
1479                         break;
1480                 }
1481                 }
1482         }
1483
1484         if (creature_ptr->muta1)
1485         {
1486                 if (creature_ptr->muta1 & MUT1_SPIT_ACID)
1487                 {
1488                         strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
1489                         power_desc[num].level = 9;
1490                         power_desc[num].cost = 9;
1491                         power_desc[num].stat = A_DEX;
1492                         power_desc[num].fail = 15;
1493                         power_desc[num++].number = MUT1_SPIT_ACID;
1494                 }
1495
1496                 if (creature_ptr->muta1 & MUT1_BR_FIRE)
1497                 {
1498                         strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
1499                         power_desc[num].level = 20;
1500                         power_desc[num].cost = lvl;
1501                         power_desc[num].stat = A_CON;
1502                         power_desc[num].fail = 18;
1503                         power_desc[num++].number = MUT1_BR_FIRE;
1504                 }
1505
1506                 if (creature_ptr->muta1 & MUT1_HYPN_GAZE)
1507                 {
1508                         strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
1509                         power_desc[num].level = 12;
1510                         power_desc[num].cost = 12;
1511                         power_desc[num].stat = A_CHR;
1512                         power_desc[num].fail = 18;
1513                         power_desc[num++].number = MUT1_HYPN_GAZE;
1514                 }
1515
1516                 if (creature_ptr->muta1 & MUT1_TELEKINES)
1517                 {
1518                         strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
1519                         power_desc[num].level = 9;
1520                         power_desc[num].cost = 9;
1521                         power_desc[num].stat = A_WIS;
1522                         power_desc[num].fail = 14;
1523                         power_desc[num++].number = MUT1_TELEKINES;
1524                 }
1525
1526                 if (creature_ptr->muta1 & MUT1_VTELEPORT)
1527                 {
1528                         strcpy(power_desc[num].name, _("テレポート", "Teleport"));
1529                         power_desc[num].level = 7;
1530                         power_desc[num].cost = 7;
1531                         power_desc[num].stat = A_WIS;
1532                         power_desc[num].fail = 15;
1533                         power_desc[num++].number = MUT1_VTELEPORT;
1534                 }
1535
1536                 if (creature_ptr->muta1 & MUT1_MIND_BLST)
1537                 {
1538                         strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
1539                         power_desc[num].level = 5;
1540                         power_desc[num].cost = 3;
1541                         power_desc[num].stat = A_WIS;
1542                         power_desc[num].fail = 15;
1543                         power_desc[num++].number = MUT1_MIND_BLST;
1544                 }
1545
1546                 if (creature_ptr->muta1 & MUT1_RADIATION)
1547                 {
1548                         strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
1549                         power_desc[num].level = 15;
1550                         power_desc[num].cost = 15;
1551                         power_desc[num].stat = A_CON;
1552                         power_desc[num].fail = 14;
1553                         power_desc[num++].number = MUT1_RADIATION;
1554                 }
1555
1556                 if (creature_ptr->muta1 & MUT1_VAMPIRISM)
1557                 {
1558                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1559                         power_desc[num].level = 2;
1560                         power_desc[num].cost = (1 + (lvl / 3));
1561                         power_desc[num].stat = A_CON;
1562                         power_desc[num].fail = 9;
1563                         power_desc[num++].number = MUT1_VAMPIRISM;
1564                 }
1565
1566                 if (creature_ptr->muta1 & MUT1_SMELL_MET)
1567                 {
1568                         strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
1569                         power_desc[num].level = 3;
1570                         power_desc[num].cost = 2;
1571                         power_desc[num].stat = A_INT;
1572                         power_desc[num].fail = 12;
1573                         power_desc[num++].number = MUT1_SMELL_MET;
1574                 }
1575
1576                 if (creature_ptr->muta1 & MUT1_SMELL_MON)
1577                 {
1578                         strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
1579                         power_desc[num].level = 5;
1580                         power_desc[num].cost = 4;
1581                         power_desc[num].stat = A_INT;
1582                         power_desc[num].fail = 15;
1583                         power_desc[num++].number = MUT1_SMELL_MON;
1584                 }
1585
1586                 if (creature_ptr->muta1 & MUT1_BLINK)
1587                 {
1588                         strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
1589                         power_desc[num].level = 3;
1590                         power_desc[num].cost = 3;
1591                         power_desc[num].stat = A_WIS;
1592                         power_desc[num].fail = 12;
1593                         power_desc[num++].number = MUT1_BLINK;
1594                 }
1595
1596                 if (creature_ptr->muta1 & MUT1_EAT_ROCK)
1597                 {
1598                         strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
1599                         power_desc[num].level = 8;
1600                         power_desc[num].cost = 12;
1601                         power_desc[num].stat = A_CON;
1602                         power_desc[num].fail = 18;
1603                         power_desc[num++].number = MUT1_EAT_ROCK;
1604                 }
1605
1606                 if (creature_ptr->muta1 & MUT1_SWAP_POS)
1607                 {
1608                         strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
1609                         power_desc[num].level = 15;
1610                         power_desc[num].cost = 12;
1611                         power_desc[num].stat = A_DEX;
1612                         power_desc[num].fail = 16;
1613                         power_desc[num++].number = MUT1_SWAP_POS;
1614                 }
1615
1616                 if (creature_ptr->muta1 & MUT1_SHRIEK)
1617                 {
1618                         strcpy(power_desc[num].name, _("叫び", "Shriek"));
1619                         power_desc[num].level = 20;
1620                         power_desc[num].cost = 14;
1621                         power_desc[num].stat = A_CON;
1622                         power_desc[num].fail = 16;
1623                         power_desc[num++].number = MUT1_SHRIEK;
1624                 }
1625
1626                 if (creature_ptr->muta1 & MUT1_ILLUMINE)
1627                 {
1628                         strcpy(power_desc[num].name, _("照明", "Illuminate"));
1629                         power_desc[num].level = 3;
1630                         power_desc[num].cost = 2;
1631                         power_desc[num].stat = A_INT;
1632                         power_desc[num].fail = 10;
1633                         power_desc[num++].number = MUT1_ILLUMINE;
1634                 }
1635
1636                 if (creature_ptr->muta1 & MUT1_DET_CURSE)
1637                 {
1638                         strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
1639                         power_desc[num].level = 7;
1640                         power_desc[num].cost = 14;
1641                         power_desc[num].stat = A_WIS;
1642                         power_desc[num].fail = 14;
1643                         power_desc[num++].number = MUT1_DET_CURSE;
1644                 }
1645
1646                 if (creature_ptr->muta1 & MUT1_BERSERK)
1647                 {
1648                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1649                         power_desc[num].level = 8;
1650                         power_desc[num].cost = 8;
1651                         power_desc[num].stat = A_STR;
1652                         power_desc[num].fail = 14;
1653                         power_desc[num++].number = MUT1_BERSERK;
1654                 }
1655
1656                 if (creature_ptr->muta1 & MUT1_POLYMORPH)
1657                 {
1658                         strcpy(power_desc[num].name, _("変身", "Polymorph"));
1659                         power_desc[num].level = 18;
1660                         power_desc[num].cost = 20;
1661                         power_desc[num].stat = A_CON;
1662                         power_desc[num].fail = 18;
1663                         power_desc[num++].number = MUT1_POLYMORPH;
1664                 }
1665
1666                 if (creature_ptr->muta1 & MUT1_MIDAS_TCH)
1667                 {
1668                         strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
1669                         power_desc[num].level = 10;
1670                         power_desc[num].cost = 5;
1671                         power_desc[num].stat = A_INT;
1672                         power_desc[num].fail = 12;
1673                         power_desc[num++].number = MUT1_MIDAS_TCH;
1674                 }
1675
1676                 if (creature_ptr->muta1 & MUT1_GROW_MOLD)
1677                 {
1678                         strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
1679                         power_desc[num].level = 1;
1680                         power_desc[num].cost = 6;
1681                         power_desc[num].stat = A_CON;
1682                         power_desc[num].fail = 14;
1683                         power_desc[num++].number = MUT1_GROW_MOLD;
1684                 }
1685
1686                 if (creature_ptr->muta1 & MUT1_RESIST)
1687                 {
1688                         strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
1689                         power_desc[num].level = 10;
1690                         power_desc[num].cost = 12;
1691                         power_desc[num].stat = A_CON;
1692                         power_desc[num].fail = 12;
1693                         power_desc[num++].number = MUT1_RESIST;
1694                 }
1695
1696                 if (creature_ptr->muta1 & MUT1_EARTHQUAKE)
1697                 {
1698                         strcpy(power_desc[num].name, _("地震", "Earthquake"));
1699                         power_desc[num].level = 12;
1700                         power_desc[num].cost = 12;
1701                         power_desc[num].stat = A_STR;
1702                         power_desc[num].fail = 16;
1703                         power_desc[num++].number = MUT1_EARTHQUAKE;
1704                 }
1705
1706                 if (creature_ptr->muta1 & MUT1_EAT_MAGIC)
1707                 {
1708                         strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1709                         power_desc[num].level = 17;
1710                         power_desc[num].cost = 1;
1711                         power_desc[num].stat = A_WIS;
1712                         power_desc[num].fail = 15;
1713                         power_desc[num++].number = MUT1_EAT_MAGIC;
1714                 }
1715
1716                 if (creature_ptr->muta1 & MUT1_WEIGH_MAG)
1717                 {
1718                         strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
1719                         power_desc[num].level = 6;
1720                         power_desc[num].cost = 6;
1721                         power_desc[num].stat = A_INT;
1722                         power_desc[num].fail = 10;
1723                         power_desc[num++].number = MUT1_WEIGH_MAG;
1724                 }
1725
1726                 if (creature_ptr->muta1 & MUT1_STERILITY)
1727                 {
1728                         strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
1729                         power_desc[num].level = 12;
1730                         power_desc[num].cost = 23;
1731                         power_desc[num].stat = A_CHR;
1732                         power_desc[num].fail = 15;
1733                         power_desc[num++].number = MUT1_STERILITY;
1734                 }
1735
1736                 if (creature_ptr->muta1 & MUT1_HIT_AND_AWAY)
1737                 {
1738                         strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
1739                         power_desc[num].level = 10;
1740                         power_desc[num].cost = 12;
1741                         power_desc[num].stat = A_DEX;
1742                         power_desc[num].fail = 14;
1743                         power_desc[num++].number = MUT1_HIT_AND_AWAY;
1744                 }
1745
1746                 if (creature_ptr->muta1 & MUT1_DAZZLE)
1747                 {
1748                         strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
1749                         power_desc[num].level = 7;
1750                         power_desc[num].cost = 15;
1751                         power_desc[num].stat = A_CHR;
1752                         power_desc[num].fail = 8;
1753                         power_desc[num++].number = MUT1_DAZZLE;
1754                 }
1755
1756                 if (creature_ptr->muta1 & MUT1_LASER_EYE)
1757                 {
1758                         strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
1759                         power_desc[num].level = 7;
1760                         power_desc[num].cost = 10;
1761                         power_desc[num].stat = A_WIS;
1762                         power_desc[num].fail = 9;
1763                         power_desc[num++].number = MUT1_LASER_EYE;
1764                 }
1765
1766                 if (creature_ptr->muta1 & MUT1_RECALL)
1767                 {
1768                         strcpy(power_desc[num].name, _("帰還", "Recall"));
1769                         power_desc[num].level = 17;
1770                         power_desc[num].cost = 50;
1771                         power_desc[num].stat = A_INT;
1772                         power_desc[num].fail = 16;
1773                         power_desc[num++].number = MUT1_RECALL;
1774                 }
1775
1776                 if (creature_ptr->muta1 & MUT1_BANISH)
1777                 {
1778                         strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
1779                         power_desc[num].level = 25;
1780                         power_desc[num].cost = 25;
1781                         power_desc[num].stat = A_WIS;
1782                         power_desc[num].fail = 18;
1783                         power_desc[num++].number = MUT1_BANISH;
1784                 }
1785
1786                 if (creature_ptr->muta1 & MUT1_COLD_TOUCH)
1787                 {
1788                         strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
1789                         power_desc[num].level = 2;
1790                         power_desc[num].cost = 2;
1791                         power_desc[num].stat = A_CON;
1792                         power_desc[num].fail = 11;
1793                         power_desc[num++].number = MUT1_COLD_TOUCH;
1794                 }
1795
1796                 if (creature_ptr->muta1 & MUT1_LAUNCHER)
1797                 {
1798                         strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
1799                         power_desc[num].level = 1;
1800                         power_desc[num].cost = lvl;
1801                         power_desc[num].stat = A_STR;
1802                         power_desc[num].fail = 6;
1803                         /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
1804                         power_desc[num++].number = 3;
1805                 }
1806         }
1807
1808         flag = FALSE;
1809         redraw = FALSE;
1810
1811         (void)strnfmt(out_val, 78,
1812                 _("(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? "),
1813                 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
1814
1815         if (!repeat_pull(&i) || i < 0 || i >= num) {
1816                 if (use_menu) screen_save();
1817
1818                 choice = (always_show_list || use_menu) ? ESCAPE : 1;
1819                 while (!flag)
1820                 {
1821                         if (choice == ESCAPE) choice = ' ';
1822                         else if (!get_com(out_val, &choice, FALSE))break;
1823
1824                         if (use_menu && choice != ' ')
1825                         {
1826                                 switch (choice)
1827                                 {
1828                                 case '0':
1829                                 {
1830                                         screen_load();
1831                                         free_turn(creature_ptr);
1832                                         return;
1833                                 }
1834
1835                                 case '8':
1836                                 case 'k':
1837                                 case 'K':
1838                                 {
1839                                         menu_line += (num - 1);
1840                                         break;
1841                                 }
1842
1843                                 case '2':
1844                                 case 'j':
1845                                 case 'J':
1846                                 {
1847                                         menu_line++;
1848                                         break;
1849                                 }
1850
1851                                 case '6':
1852                                 case 'l':
1853                                 case 'L':
1854                                 case '4':
1855                                 case 'h':
1856                                 case 'H':
1857                                 {
1858                                         if (menu_line > 18)
1859                                                 menu_line -= 18;
1860                                         else if (menu_line + 18 <= num)
1861                                                 menu_line += 18;
1862                                         break;
1863                                 }
1864
1865                                 case 'x':
1866                                 case 'X':
1867                                 case '\r':
1868                                 {
1869                                         i = menu_line - 1;
1870                                         ask = FALSE;
1871                                         break;
1872                                 }
1873                                 }
1874                                 if (menu_line > num) menu_line -= num;
1875                         }
1876                         /* Request redraw */
1877                         if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
1878                         {
1879                                 /* Show the list */
1880                                 if (!redraw || use_menu)
1881                                 {
1882                                         byte y = 1, x = 0;
1883                                         int ctr = 0;
1884                                         char dummy[80];
1885                                         char letter;
1886                                         TERM_LEN x1, y1;
1887
1888                                         strcpy(dummy, "");
1889                                         redraw = TRUE;
1890                                         if (!use_menu) screen_save();
1891
1892                                         /* Print header(s) */
1893                                         if (num < 18)
1894                                                 prt(_("                            Lv   MP 失率", "                            Lv Cost Fail"), y++, x);
1895                                         else
1896                                                 prt(_("                            Lv   MP 失率                            Lv   MP 失率",
1897                                                         "                            Lv Cost Fail                            Lv Cost Fail"), y++, x);
1898
1899
1900                                         /* Print list */
1901                                         while (ctr < num)
1902                                         {
1903                                                 x1 = ((ctr < 18) ? x : x + 40);
1904                                                 y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
1905
1906                                                 if (use_menu)
1907                                                 {
1908                                                         if (ctr == (menu_line - 1)) strcpy(dummy, _(" 》 ", " >  "));
1909                                                         else strcpy(dummy, "    ");
1910                                                 }
1911                                                 else
1912                                                 {
1913                                                         /* letter/number for power selection */
1914                                                         if (ctr < 26)
1915                                                                 letter = I2A(ctr);
1916                                                         else
1917                                                                 letter = '0' + ctr - 26;
1918                                                         sprintf(dummy, " %c) ", letter);
1919                                                 }
1920                                                 strcat(dummy, format("%-23.23s %2d %4d %3d%%",
1921                                                         power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
1922                                                         100 - racial_chance(creature_ptr, &power_desc[ctr])));
1923                                                 prt(dummy, y1, x1);
1924                                                 ctr++;
1925                                         }
1926                                 }
1927
1928                                 /* Hide the list */
1929                                 else
1930                                 {
1931                                         /* Hide list */
1932                                         redraw = FALSE;
1933                                         screen_load();
1934                                 }
1935
1936                                 /* Redo asking */
1937                                 continue;
1938                         }
1939
1940                         if (!use_menu)
1941                         {
1942                                 if (choice == '\r' && num == 1)
1943                                 {
1944                                         choice = 'a';
1945                                 }
1946
1947                                 if (isalpha(choice))
1948                                 {
1949                                         /* Note verify */
1950                                         ask = (isupper(choice));
1951
1952                                         /* Lowercase */
1953                                         if (ask) choice = (char)tolower(choice);
1954
1955                                         /* Extract request */
1956                                         i = (islower(choice) ? A2I(choice) : -1);
1957                                 }
1958                                 else
1959                                 {
1960                                         ask = FALSE; /* Can't uppercase digits */
1961
1962                                         i = choice - '0' + 26;
1963                                 }
1964                         }
1965
1966                         /* Totally Illegal */
1967                         if ((i < 0) || (i >= num))
1968                         {
1969                                 bell();
1970                                 continue;
1971                         }
1972
1973                         /* Verify it */
1974                         if (ask)
1975                         {
1976                                 char tmp_val[160];
1977
1978                                 /* Prompt */
1979                                 (void)strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
1980
1981                                 /* Belay that order */
1982                                 if (!get_check(tmp_val)) continue;
1983                         }
1984
1985                         /* Stop the loop */
1986                         flag = TRUE;
1987                 }
1988                 if (redraw) screen_load();
1989
1990                 /* Abort if needed */
1991                 if (!flag)
1992                 {
1993                         free_turn(creature_ptr);
1994                         return;
1995                 }
1996                 repeat_push(i);
1997         } /*if (!repeat_pull(&i) || ...)*/
1998         switch (racial_aux(creature_ptr, &power_desc[i]))
1999         {
2000         case 1:
2001                 if (power_desc[i].number < 0)
2002                         cast = exe_racial_power(creature_ptr, power_desc[i].number);
2003                 else
2004                         cast = exe_mutation_power(creature_ptr, power_desc[i].number);
2005                 break;
2006         case 0:
2007                 cast = FALSE;
2008                 break;
2009         case -1:
2010                 cast = TRUE;
2011                 break;
2012         }
2013
2014         if (cast)
2015         {
2016                 if (racial_cost)
2017                 {
2018                         int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2019
2020                         /* If mana is not enough, player consumes hit point! */
2021                         if (creature_ptr->csp < actual_racial_cost)
2022                         {
2023                                 actual_racial_cost -= creature_ptr->csp;
2024                                 creature_ptr->csp = 0;
2025                                 take_hit(creature_ptr, DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2026                         }
2027                         else creature_ptr->csp -= actual_racial_cost;
2028
2029                         creature_ptr->redraw |= (PR_HP | PR_MANA);
2030                         creature_ptr->window |= (PW_PLAYER | PW_SPELL);
2031                 }
2032         }
2033         else free_turn(creature_ptr);
2034
2035         /* Success */
2036         return;
2037 }