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[Refactor] #37353 空白整理。 / Refactor spaces.
[hengband/hengband.git] / src / racial.c
1 /*!
2  * @file racial.c
3  * @brief レイシャルと突然変異の技能処理 / Racial powers (and mutations)
4  * @date 2014/01/08
5  * @author
6  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7  * This software may be copied and distributed for educational, research,\n
8  * and not for profit purposes provided that this copyright and statement\n
9  * are included in all such copies.  Other copyrights may also apply.\n
10  * 2014 Deskull rearranged comment for Doxygen. \n
11  */
12
13 #include "angband.h"
14 #include "cmd-magiceat.h"
15 #include "cmd-zapwand.h"
16 #include "cmd-pet.h"
17 #include "melee.h"
18 #include "object-hook.h"
19
20 #include "mutation.h"
21 #include "player-status.h"
22 #include "spells-status.h"
23 #include "spells-object.h"
24
25 /*!
26  * @brief 魔法系コマンドを実行できるかの判定を返す
27  * @return 魔法系コマンドを使用可能ならTRUE、不可能ならば理由をメッセージ表示してFALSEを返す。
28  */
29 static bool can_do_cmd_cast(void)
30 {
31         if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
32         {
33                 msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
34                 msg_print(NULL);
35                 return FALSE;
36         }
37         else if (p_ptr->anti_magic)
38         {
39                 msg_print(_("反魔法バリアが魔法を邪魔した!", "An anti-magic shell disrupts your magic!"));
40                 return FALSE;
41         }
42         else if (p_ptr->shero)
43         {
44                 msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
45                 return FALSE;
46         }
47         else
48                 return TRUE;
49 }
50
51 /*!
52  * @brief 修行僧の構え設定処理
53  * @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。
54  */
55 static bool choose_kamae(void)
56 {
57         char choice;
58         int new_kamae = 0;
59         int i;
60         char buf[80];
61
62         if (p_ptr->confused)
63         {
64                 msg_print(_("混乱していて構えられない!", "Too confused."));
65                 return FALSE;
66         }
67         screen_save();
68         prt(_(" a) 構えをとく", " a) No form"), 2, 20);
69
70         for (i = 0; i < MAX_KAMAE; i++)
71         {
72                 if (p_ptr->lev >= kamae_shurui[i].min_level)
73                 {
74                         sprintf(buf," %c) %-12s  %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
75                         prt(buf, 3+i, 20);
76                 }
77         }
78
79         prt("", 1, 0);
80         prt(_("        どの構えをとりますか?", "        Choose Form: "), 1, 14);
81
82         while(1)
83         {
84                 choice = inkey();
85
86                 if (choice == ESCAPE)
87                 {
88                         screen_load();
89                         return FALSE;
90                 }
91                 else if ((choice == 'a') || (choice == 'A'))
92                 {
93                         if (p_ptr->action == ACTION_KAMAE)
94                         {
95                                 set_action(ACTION_NONE);
96                         }
97                         else
98                                 msg_print(_("もともと構えていない。", "You are not assuming a posture."));
99                         screen_load();
100                         return TRUE;
101                 }
102                 else if ((choice == 'b') || (choice == 'B'))
103                 {
104                         new_kamae = 0;
105                         break;
106                 }
107                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
108                 {
109                         new_kamae = 1;
110                         break;
111                 }
112                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
113                 {
114                         new_kamae = 2;
115                         break;
116                 }
117                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
118                 {
119                         new_kamae = 3;
120                         break;
121                 }
122         }
123         set_action(ACTION_KAMAE);
124
125         if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
126         {
127                 msg_print(_("構え直した。", "You reassume a posture."));
128         }
129         else
130         {
131                 p_ptr->special_defense &= ~(KAMAE_MASK);
132                 p_ptr->update |= (PU_BONUS);
133                 p_ptr->redraw |= (PR_STATE);
134                 msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
135                 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
136         }
137         p_ptr->redraw |= PR_STATE;
138         screen_load();
139         return TRUE;
140 }
141
142 /*!
143  * @brief 剣術家の型設定処理
144  * @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。
145  */
146 static bool choose_kata(void)
147 {
148         char choice;
149         int new_kata = 0;
150         int i;
151         char buf[80];
152
153         if (p_ptr->confused)
154         {
155                 msg_print(_("混乱していて構えられない!", "Too confused."));
156                 return FALSE;
157         }
158
159         if (p_ptr->stun)
160         {
161                 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
162                 return FALSE;
163         }
164
165         if (p_ptr->afraid)
166         {
167                 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
168                 return FALSE;
169         }
170         screen_save();
171         prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
172
173         for (i = 0; i < MAX_KATA; i++)
174         {
175                 if (p_ptr->lev >= kata_shurui[i].min_level)
176                 {
177                         sprintf(buf,_(" %c) %sの型    %s", " %c) Form of %-12s  %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
178                         prt(buf, 3+i, 20);
179                 }
180         }
181
182         prt("", 1, 0);
183         prt(_("        どの型で構えますか?", "        Choose Form: "), 1, 14);
184
185         while(1)
186         {
187                 choice = inkey();
188
189                 if (choice == ESCAPE)
190                 {
191                         screen_load();
192                         return FALSE;
193                 }
194                 else if ((choice == 'a') || (choice == 'A'))
195                 {
196                         if (p_ptr->action == ACTION_KATA)
197                         {
198                                 set_action(ACTION_NONE);
199                         }
200                         else
201                                 msg_print(_("もともと構えていない。", "You are not assuming posture."));
202                         screen_load();
203                         return TRUE;
204                 }
205                 else if ((choice == 'b') || (choice == 'B'))
206                 {
207                         new_kata = 0;
208                         break;
209                 }
210                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
211                 {
212                         new_kata = 1;
213                         break;
214                 }
215                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
216                 {
217                         new_kata = 2;
218                         break;
219                 }
220                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
221                 {
222                         new_kata = 3;
223                         break;
224                 }
225         }
226         set_action(ACTION_KATA);
227
228         if (p_ptr->special_defense & (KATA_IAI << new_kata))
229         {
230                 msg_print(_("構え直した。", "You reassume a posture."));
231         }
232         else
233         {
234                 p_ptr->special_defense &= ~(KATA_MASK);
235                 p_ptr->update |= (PU_BONUS | PU_MONSTERS);
236                 msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
237                 p_ptr->special_defense |= (KATA_IAI << new_kata);
238         }
239         p_ptr->redraw |= (PR_STATE | PR_STATUS);
240         screen_load();
241         return TRUE;
242 }
243
244
245 /*!
246  * @brief レイシャル・パワー情報のtypedef
247  */
248 typedef struct power_desc_type power_desc_type;
249
250 /*!
251  * @brief レイシャル・パワー情報の構造体定義
252  */
253 struct power_desc_type
254 {
255         GAME_TEXT name[MAX_NLEN];      //!<レイシャル名
256         PLAYER_LEVEL level;     //!<体得レベル
257         int cost;
258         int stat;
259         int fail;
260         int number;
261 };
262
263
264 /*!
265  * @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
266  * @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
267  * @return 成功率(%)を返す
268  */
269 static PERCENTAGE racial_chance(power_desc_type *pd_ptr)
270 {
271         PLAYER_LEVEL min_level  = pd_ptr->level;
272         int difficulty = pd_ptr->fail;
273
274         int i;
275         int val;
276         int sum = 0;
277         int stat = p_ptr->stat_cur[pd_ptr->stat];
278
279         /* No chance for success */
280         if ((p_ptr->lev < min_level) || p_ptr->confused)
281         {
282                 return (0);
283         }
284
285         if (difficulty == 0) return 100;
286
287         /* Calculate difficulty */
288         if (p_ptr->stun)
289         {
290                 difficulty += p_ptr->stun;
291         }
292         else if (p_ptr->lev > min_level)
293         {
294                 int lev_adj = ((p_ptr->lev - min_level) / 3);
295                 if (lev_adj > 10) lev_adj = 10;
296                 difficulty -= lev_adj;
297         }
298
299         if (difficulty < 5) difficulty = 5;
300
301         /* We only need halfs of the difficulty */
302         difficulty = difficulty / 2;
303
304         for (i = 1; i <= stat; i++)
305         {
306                 val = i - difficulty;
307                 if (val > 0)
308                         sum += (val <= difficulty) ? val : difficulty;
309         }
310
311         if (difficulty == 0)
312                 return (100);
313         else
314                 return (((sum * 100) / difficulty) / stat);
315 }
316
317
318 static int  racial_cost;
319
320 /*!
321  * @brief レイシャル・パワーの発動の判定処理
322  * @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
323  * @return
324  * 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。
325  * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
326  */
327 static int racial_aux(power_desc_type *pd_ptr)
328 {
329         PLAYER_LEVEL min_level  = pd_ptr->level;
330         int use_stat   = pd_ptr->stat;
331         int difficulty = pd_ptr->fail;
332         int use_hp = 0;
333
334         racial_cost = pd_ptr->cost;
335
336         /* Not enough mana - use hp */
337         if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
338
339         /* Power is not available yet */
340         if (p_ptr->lev < min_level)
341         {
342                 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。", 
343                                          "You need to attain level %d to use this power."), min_level);
344
345                 p_ptr->energy_use = 0;
346                 return 0;
347         }
348
349         /* Too confused */
350         else if (p_ptr->confused)
351         {
352                 msg_print(_("混乱していてその能力は使えない。", "You are too confused to use this power."));
353                 p_ptr->energy_use = 0;
354                 return 0;
355         }
356
357         /* Risk death? */
358         else if (p_ptr->chp < use_hp)
359         {
360                 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? ")))
361                 {
362                         p_ptr->energy_use = 0;
363                         return 0;
364                 }
365         }
366
367         /* Else attempt to do it! */
368
369         if (difficulty)
370         {
371                 if (p_ptr->stun)
372                 {
373                         difficulty += p_ptr->stun;
374                 }
375                 else if (p_ptr->lev > min_level)
376                 {
377                         int lev_adj = ((p_ptr->lev - min_level) / 3);
378                         if (lev_adj > 10) lev_adj = 10;
379                         difficulty -= lev_adj;
380                 }
381
382                 if (difficulty < 5) difficulty = 5;
383         }
384
385         /* take time and pay the price */
386         p_ptr->energy_use = 100;
387
388         /* Success? */
389         if (randint1(p_ptr->stat_cur[use_stat]) >= ((difficulty / 2) + randint1(difficulty / 2)))
390         {
391                 return 1;
392         }
393
394         if (flush_failure) flush();
395         msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
396
397         return -1;
398 }
399
400
401 /*!
402  * @brief レイシャル・パワー発動処理
403  * @param command 発動するレイシャルのID
404  * @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。
405  */
406 static bool cmd_racial_power_aux(s32b command)
407 {
408         PLAYER_LEVEL plev = p_ptr->lev;
409         DIRECTION dir = 0;
410
411         if (command <= -3)
412         {
413                 switch (p_ptr->pclass)
414                 {
415                 case CLASS_WARRIOR:
416                 {
417                         return sword_dancing(p_ptr);
418                         break;
419                 }
420                 case CLASS_HIGH_MAGE:
421                 if (p_ptr->realm1 == REALM_HEX)
422                 {
423                         bool retval = stop_hex_spell();
424                         if (retval) p_ptr->energy_use = 10;
425                         return (retval);
426                 }
427                 case CLASS_MAGE:
428                 /* case CLASS_HIGH_MAGE: */
429                 case CLASS_SORCERER:
430                 {
431                         if (!eat_magic(p_ptr->lev * 2)) return FALSE;
432                         break;
433                 }
434                 case CLASS_PRIEST:
435                 {
436                         if (is_good_realm(p_ptr->realm1))
437                         {
438                                 if (!bless_weapon()) return FALSE;
439                         }
440                         else
441                         {
442                                 (void)dispel_monsters(plev * 4);
443                                 turn_monsters(plev * 4);
444                                 banish_monsters(plev * 4);
445                         }
446                         break;
447                 }
448                 case CLASS_ROGUE:
449                 {
450                         if(!panic_hit()) return FALSE;
451                         break;
452                 }
453                 case CLASS_RANGER:
454                 case CLASS_SNIPER:
455                 {
456                         msg_print(_("敵を調査した...", "You examine your foes..."));
457                         probing();
458                         break;
459                 }
460                 case CLASS_PALADIN:
461                 {
462                         if (!get_aim_dir(&dir)) return FALSE;
463                         fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
464                                   dir, plev * 3);
465                         break;
466                 }
467                 case CLASS_WARRIOR_MAGE:
468                 {
469                         if (command == -3)
470                         {
471                                 return comvert_hp_to_mp(p_ptr);
472                         }
473                         else if (command == -4)
474                         {
475                                 return comvert_mp_to_hp(p_ptr);
476                         }
477                         break;
478                 }
479                 case CLASS_CHAOS_WARRIOR:
480                 {
481                         return confusing_light(p_ptr);
482                         break;
483                 }
484                 case CLASS_MONK:
485                 {
486                         if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
487                         {
488                                 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
489                                 return FALSE;
490                         }
491                         if (p_ptr->riding)
492                         {
493                                 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
494                                 return FALSE;
495                         }
496
497                         if (command == -3)
498                         {
499                                 if (!choose_kamae()) return FALSE;
500                                 p_ptr->update |= (PU_BONUS);
501                         }
502                         else if (command == -4)
503                         {
504                                 return double_attack(p_ptr);
505                         }
506                         break;
507                 }
508                 case CLASS_MINDCRAFTER:
509                 case CLASS_FORCETRAINER:
510                 {
511                         return clear_mind(p_ptr);
512                 }
513                 case CLASS_TOURIST:
514                 {
515                         if (command == -3)
516                         {
517                                 if (!get_aim_dir(&dir)) return FALSE;
518                                 project_length = 1;
519                                 fire_beam(GF_PHOTO, dir, 1);
520                         }
521                         else if (command == -4)
522                         {
523                                 if (!identify_fully(FALSE)) return FALSE;
524                         }
525                         break;
526                 }
527                 case CLASS_IMITATOR:
528                 {
529                         handle_stuff();
530                         if (!do_cmd_mane(TRUE)) return FALSE;
531                         break;
532                 }
533                 case CLASS_BEASTMASTER:
534                 {
535                         if (command == -3)
536                         {
537                                 if (!get_aim_dir(&dir)) return FALSE;
538                                 (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
539                         }
540                         else if (command == -4)
541                         {
542                                 project_all_los(GF_CHARM_LIVING, p_ptr->lev);
543                         }
544                         break;
545                 }
546                 case CLASS_ARCHER:
547                 {
548                         if (!create_ammo()) return FALSE;
549                         break;
550                 }
551                 case CLASS_MAGIC_EATER:
552                 {
553                         if (command == -3) {
554                                 if (!import_magic_device()) return FALSE;
555                         } else if (command == -4) {
556                                 if (!can_do_cmd_cast()) return FALSE;
557                                 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
558                         }
559                         break;
560                 }
561                 case CLASS_BARD:
562                 {
563                         /* Singing is already stopped */
564                         if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
565
566                         stop_singing();
567                         p_ptr->energy_use = 10;
568                         break;
569                 }
570                 case CLASS_RED_MAGE:
571                 {
572                         if (!can_do_cmd_cast()) return FALSE;
573                         handle_stuff();
574                         do_cmd_cast();
575                         handle_stuff();
576                         if (!p_ptr->paralyzed && can_do_cmd_cast())
577                                 do_cmd_cast();
578                         break;
579                 }
580                 case CLASS_SAMURAI:
581                 {
582                         if (command == -3)
583                         {
584                         }
585                         else if (command == -4)
586                         {
587                                 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
588                                 {
589                                         msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
590                                         return FALSE;
591                                 }
592                                 if (!choose_kata()) return FALSE;
593                                 p_ptr->update |= (PU_BONUS);
594                         }
595                         break;
596                 }
597                 case CLASS_BLUE_MAGE:
598                 {
599                         if (p_ptr->action == ACTION_LEARN)
600                         {
601                                 set_action(ACTION_NONE);
602                         }
603                         else
604                         {
605                                 set_action(ACTION_LEARN);
606                         }
607                         p_ptr->energy_use = 0;
608                         break;
609                 }
610                 case CLASS_CAVALRY:
611                 {
612                         return rodeo(p_ptr);
613                 }
614                 case CLASS_BERSERKER:
615                 {
616                         if (!recall_player(p_ptr, randint0(21) + 15)) return FALSE;
617                         break;
618                 }
619                 case CLASS_SMITH:
620                 {
621                         if (p_ptr->lev > 29)
622                         {
623                                 if (!identify_fully(TRUE)) return FALSE;
624                         }
625                         else
626                         {
627                                 if (!ident_spell(TRUE)) return FALSE;
628                         }
629                         break;
630                 }
631                 case CLASS_MIRROR_MASTER:
632                 {
633                         if (command == -3)
634                         {
635                                 /* Explode all mirrors */
636                                 remove_all_mirrors(TRUE);
637                         }
638                         else if (command == -4)
639                         {
640                                 return mirror_concentration(p_ptr);
641                         }
642                         break;
643                 }
644                 case CLASS_NINJA:
645                         hayagake(p_ptr);
646                         break;
647                 }
648         }
649         else if (p_ptr->mimic_form)
650         {
651                 switch (p_ptr->mimic_form)
652                 {
653                 case MIMIC_DEMON:
654                 case MIMIC_DEMON_LORD:
655                 {
656                         return demonic_breath(p_ptr);
657                 }
658                 case MIMIC_VAMPIRE:
659                         vampirism();
660                         break;
661                 }
662         }
663
664         else 
665         {
666
667         switch (p_ptr->prace)
668         {
669                 case RACE_DWARF:
670                         msg_print(_("周囲を調べた。", "You examine your surroundings."));
671                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
672                         (void)detect_doors(DETECT_RAD_DEFAULT);
673                         (void)detect_stairs(DETECT_RAD_DEFAULT);
674                         break;
675
676                 case RACE_HOBBIT:
677                         return create_ration(p_ptr);
678                         break;
679
680                 case RACE_GNOME:
681                         msg_print(_("パッ!", "Blink!"));
682                         teleport_player(10, 0L);
683                         break;
684
685                 case RACE_HALF_ORC:
686                         msg_print(_("勇気を出した。", "You play tough."));
687                         (void)set_afraid(0);
688                         break;
689
690                 case RACE_HALF_TROLL:
691                         msg_print(_("うがぁぁ!", "RAAAGH!"));
692                         (void)berserk(10 + randint1(plev));
693                         break;
694
695                 case RACE_AMBERITE:
696                         if (command == -1)
697                         {
698                                 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
699                                 alter_reality();
700                         }
701                         else if (command == -2)
702                         {
703                                 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..."));
704
705                                 (void)true_healing(0);
706                                 (void)restore_all_status();
707                                 (void)restore_level();
708                         }
709                         break;
710
711                 case RACE_BARBARIAN:
712                         msg_print(_("うぉぉおお!", "Raaagh!"));
713                         (void)berserk(10 + randint1(plev));
714                         break;
715
716                 case RACE_HALF_OGRE:
717                         msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
718                         explosive_rune();
719                         break;
720
721                 case RACE_HALF_GIANT:
722                         if (!get_aim_dir(&dir)) return FALSE;
723                         (void)wall_to_mud(dir, 20 + randint1(30));
724                         break;
725
726                 case RACE_HALF_TITAN:
727                         msg_print(_("敵を調査した...", "You examine your foes..."));
728                         probing();
729                         break;
730
731                 case RACE_CYCLOPS:
732                         if (!get_aim_dir(&dir)) return FALSE;
733                         msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
734                         fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
735                         break;
736
737                 case RACE_YEEK:
738                         if (!get_aim_dir(&dir)) return FALSE;
739                         stop_mouth();
740                         msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
741                         (void)fear_monster(dir, plev);
742                         break;
743
744                 case RACE_KLACKON:
745                         if (!get_aim_dir(&dir)) return FALSE;
746                         stop_mouth();
747                         msg_print(_("酸を吐いた。", "You spit acid."));
748                         if (plev < 25) fire_bolt(GF_ACID, dir, plev);
749                         else fire_ball(GF_ACID, dir, plev, 2);
750                         break;
751
752                 case RACE_KOBOLD:
753                         if (!get_aim_dir(&dir)) return FALSE;
754                         msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
755                         fire_bolt(GF_POIS, dir, plev);
756                         break;
757
758                 case RACE_NIBELUNG:
759                         msg_print(_("周囲を調査した。", "You examine your surroundings."));
760                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
761                         (void)detect_doors(DETECT_RAD_DEFAULT);
762                         (void)detect_stairs(DETECT_RAD_DEFAULT);
763                         break;
764
765                 case RACE_DARK_ELF:
766                         if (!get_aim_dir(&dir)) return FALSE;
767                         msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
768                         fire_bolt_or_beam(10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4));
769                         break;
770
771                 case RACE_DRACONIAN:
772                         return draconian_breath(p_ptr);
773                         break;
774
775                 case RACE_MIND_FLAYER:
776                         if (!get_aim_dir(&dir)) return FALSE;
777                         msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
778                         fire_bolt(GF_PSI, dir, plev);
779                         break;
780
781                 case RACE_IMP:
782                         if (!get_aim_dir(&dir)) return FALSE;
783                         if (plev >= 30)
784                         {
785                                 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
786                                 fire_ball(GF_FIRE, dir, plev, 2);
787                         }
788                         else
789                         {
790                                 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
791                                 fire_bolt(GF_FIRE, dir, plev);
792                         }
793                         break;
794
795                 case RACE_GOLEM:
796                         (void)set_shield(randint1(20) + 30, FALSE);
797                         break;
798
799                 case RACE_SKELETON:
800                 case RACE_ZOMBIE:
801                         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."));
802                         (void)restore_level();
803                         break;
804
805                 case RACE_VAMPIRE:
806                         vampirism();
807                         break;
808
809                 case RACE_SPECTRE:
810                         if (!get_aim_dir(&dir)) return FALSE;
811                         stop_mouth();
812                         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!"));
813                         (void)fear_monster(dir, plev);
814                         break;
815
816                 case RACE_SPRITE:
817                         msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
818                         if (plev < 25) sleep_monsters_touch();
819                         else (void)sleep_monsters(plev);
820                         break;
821
822                 case RACE_DEMON:
823                         return demonic_breath(p_ptr); 
824                         break;
825
826                 case RACE_KUTAR:
827                         (void)set_tsubureru(randint1(20) + 30, FALSE);
828                         break;
829
830                 case RACE_ANDROID:
831                         return android_inside_weapon(p_ptr);
832                         break;
833
834                 default:
835                         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."));
836                         p_ptr->energy_use = 0;
837         }
838         }
839         return TRUE;
840 }
841
842 /*!
843  * @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
844  * @return なし
845  */
846 void do_cmd_racial_power(void)
847 {
848         power_desc_type power_desc[36];
849         int num;
850         COMMAND_CODE i = 0;
851         int ask = TRUE;
852         PLAYER_LEVEL lvl = p_ptr->lev;
853         bool            flag, redraw, cast = FALSE;
854         bool            warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
855         char            choice;
856         char            out_val[160];
857         int menu_line = (use_menu ? 1 : 0);
858
859         if (p_ptr->wild_mode) return;
860
861         for (num = 0; num < 36; num++)
862         {
863                 strcpy(power_desc[num].name, "");
864                 power_desc[num].number = 0;
865         }
866
867         num = 0;
868
869         if (p_ptr->confused)
870         {
871                 msg_print(_("混乱していて特殊能力を使えません!", "You are too confused to use any powers!"));
872                 p_ptr->energy_use = 0;
873                 return;
874         }
875
876         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
877         {
878                 set_action(ACTION_NONE);
879         }
880
881         switch (p_ptr->pclass)
882         {
883         case CLASS_WARRIOR:
884         {
885                 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
886                 power_desc[num].level = 40;
887                 power_desc[num].cost = 75;
888                 power_desc[num].stat = A_DEX;
889                 power_desc[num].fail = 35;
890                 power_desc[num++].number = -3;
891                 break;
892         }
893         case CLASS_HIGH_MAGE:
894         if (p_ptr->realm1 == REALM_HEX)
895         {
896                 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
897                 power_desc[num].level = 1;
898                 power_desc[num].cost = 0;
899                 power_desc[num].stat = A_INT;
900                 power_desc[num].fail = 0;
901                 power_desc[num++].number = -3;
902                 break;
903         }
904         case CLASS_MAGE:
905         /* case CLASS_HIGH_MAGE: */
906         case CLASS_SORCERER:
907         {
908                 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
909                 power_desc[num].level = 25;
910                 power_desc[num].cost = 1;
911                 power_desc[num].stat = A_INT;
912                 power_desc[num].fail = 25;
913                 power_desc[num++].number = -3;
914                 break;
915         }
916         case CLASS_PRIEST:
917         {
918                 if (is_good_realm(p_ptr->realm1))
919                 {
920                         strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
921                         power_desc[num].level = 35;
922                         power_desc[num].cost = 70;
923                         power_desc[num].stat = A_WIS;
924                         power_desc[num].fail = 50;
925                         power_desc[num++].number = -3;
926                 }
927                 else
928                 {
929                         strcpy(power_desc[num].name, _("召魂", "Evocation"));
930                         power_desc[num].level = 42;
931                         power_desc[num].cost = 40;
932                         power_desc[num].stat = A_WIS;
933                         power_desc[num].fail = 35;
934                         power_desc[num++].number = -3;
935                 }
936                 break;
937         }
938         case CLASS_ROGUE:
939         {
940                 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
941                 power_desc[num].level = 8;
942                 power_desc[num].cost = 12;
943                 power_desc[num].stat = A_DEX;
944                 power_desc[num].fail = 14;
945                 power_desc[num++].number = -3;
946                 break;
947         }
948         case CLASS_RANGER:
949         case CLASS_SNIPER:
950         {
951                 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
952                 power_desc[num].level = 15;
953                 power_desc[num].cost = 20;
954                 power_desc[num].stat = A_INT;
955                 power_desc[num].fail = 12;
956                 power_desc[num++].number = -3;
957                 break;
958         }
959         case CLASS_PALADIN:
960         {
961                 if (is_good_realm(p_ptr->realm1))
962                 {
963                         strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
964                         power_desc[num].level = 30;
965                         power_desc[num].cost = 30;
966                         power_desc[num].stat = A_WIS;
967                         power_desc[num].fail = 30;
968                         power_desc[num++].number = -3;
969                 }
970                 else
971                 {
972                         strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
973                         power_desc[num].level = 30;
974                         power_desc[num].cost = 30;
975                         power_desc[num].stat = A_WIS;
976                         power_desc[num].fail = 30;
977                         power_desc[num++].number = -3;
978                 }
979                 break;
980         }
981         case CLASS_WARRIOR_MAGE:
982         {
983                 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
984                 power_desc[num].level = 25;
985                 power_desc[num].cost = 0;
986                 power_desc[num].stat = A_INT;
987                 power_desc[num].fail = 10;
988                 power_desc[num++].number = -3;
989                         
990                 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
991                 power_desc[num].level = 25;
992                 power_desc[num].cost = 0;
993                 power_desc[num].stat = A_INT;
994                 power_desc[num].fail = 10;
995                 power_desc[num++].number = -4;
996                 break;
997         }
998         case CLASS_CHAOS_WARRIOR:
999         {
1000                 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
1001                 power_desc[num].level = 40;
1002                 power_desc[num].cost = 50;
1003                 power_desc[num].stat = A_INT;
1004                 power_desc[num].fail = 25;
1005                 power_desc[num++].number = -3;
1006                 break;
1007         }
1008         case CLASS_MONK:
1009         {
1010                 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
1011                 power_desc[num].level = 25;
1012                 power_desc[num].cost = 0;
1013                 power_desc[num].stat = A_DEX;
1014                 power_desc[num].fail = 0;
1015                 power_desc[num++].number = -3;
1016                         
1017                 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
1018                 power_desc[num].level = 30;
1019                 power_desc[num].cost = 30;
1020                 power_desc[num].stat = A_STR;
1021                 power_desc[num].fail = 20;
1022                 power_desc[num++].number = -4;
1023                 break;
1024         }
1025         case CLASS_MINDCRAFTER:
1026         case CLASS_FORCETRAINER:
1027         {
1028                 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1029                 power_desc[num].level = 15;
1030                 power_desc[num].cost = 0;
1031                 power_desc[num].stat = A_WIS;
1032                 power_desc[num].fail = 10;
1033                 power_desc[num++].number = -3;
1034                 break;
1035         }
1036         case CLASS_TOURIST:
1037         {
1038                 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1039                 power_desc[num].level = 1;
1040                 power_desc[num].cost = 0;
1041                 power_desc[num].stat = A_DEX;
1042                 power_desc[num].fail = 0;
1043                 power_desc[num++].number = -3;
1044                 
1045                 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1046                 power_desc[num].level = 25;
1047                 power_desc[num].cost = 20;
1048                 power_desc[num].stat = A_INT;
1049                 power_desc[num].fail = 20;
1050                 power_desc[num++].number = -4;
1051                 break;
1052         }
1053         case CLASS_IMITATOR:
1054         {
1055                 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1056                 power_desc[num].level = 30;
1057                 power_desc[num].cost = 100;
1058                 power_desc[num].stat = A_DEX;
1059                 power_desc[num].fail = 30;
1060                 power_desc[num++].number = -3;
1061                 break;
1062         }
1063         case CLASS_BEASTMASTER:
1064         {
1065                 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1066                 power_desc[num].level = 1;
1067                 power_desc[num].cost = (p_ptr->lev+3)/4;
1068                 power_desc[num].stat = A_CHR;
1069                 power_desc[num].fail = 10;
1070                 power_desc[num++].number = -3;
1071                 
1072                 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1073                 power_desc[num].level = 30;
1074                 power_desc[num].cost = (p_ptr->lev+20)/2;
1075                 power_desc[num].stat = A_CHR;
1076                 power_desc[num].fail = 10;
1077                 power_desc[num++].number = -4;
1078                 break;
1079         }
1080         case CLASS_ARCHER:
1081         {
1082                 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1083                 power_desc[num].level = 1;
1084                 power_desc[num].cost = 0;
1085                 power_desc[num].stat = A_DEX;
1086                 power_desc[num].fail = 0;
1087                 power_desc[num++].number = -3;
1088                 break;
1089         }
1090         case CLASS_MAGIC_EATER:
1091         {
1092                 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1093                 power_desc[num].level = 1;
1094                 power_desc[num].cost = 0;
1095                 power_desc[num].stat = A_INT;
1096                 power_desc[num].fail = 0;
1097                 power_desc[num++].number = -3;
1098
1099                 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1100                 power_desc[num].level = 10;
1101                 power_desc[num].cost = 10 + (lvl - 10) / 2;
1102                 power_desc[num].stat = A_INT;
1103                 power_desc[num].fail = 0;
1104                 power_desc[num++].number = -4;
1105                 break;
1106         }
1107         case CLASS_BARD:
1108         {
1109                 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1110                 power_desc[num].level = 1;
1111                 power_desc[num].cost = 0;
1112                 power_desc[num].stat = A_CHR;
1113                 power_desc[num].fail = 0;
1114                 power_desc[num++].number = -3;
1115                 break;
1116         }
1117         case CLASS_RED_MAGE:
1118         {
1119                 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1120                 power_desc[num].level = 48;
1121                 power_desc[num].cost = 20;
1122                 power_desc[num].stat = A_INT;
1123                 power_desc[num].fail = 0;
1124                 power_desc[num++].number = -3;
1125                 break;
1126         }
1127         case CLASS_SAMURAI:
1128         {
1129                 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1130                 power_desc[num].level = 1;
1131                 power_desc[num].cost = 0;
1132                 power_desc[num].stat = A_WIS;
1133                 power_desc[num].fail = 0;
1134                 power_desc[num++].number = -3;
1135                 
1136                 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
1137                 power_desc[num].level = 25;
1138                 power_desc[num].cost = 0;
1139                 power_desc[num].stat = A_DEX;
1140                 power_desc[num].fail = 0;
1141                 power_desc[num++].number = -4;
1142                 break;
1143         }
1144         case CLASS_BLUE_MAGE:
1145         {
1146                 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1147                 power_desc[num].level = 1;
1148                 power_desc[num].cost = 0;
1149                 power_desc[num].stat = A_INT;
1150                 power_desc[num].fail = 0;
1151                 power_desc[num++].number = -3;
1152                 break;
1153         }
1154         case CLASS_CAVALRY:
1155         {
1156                 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1157                 power_desc[num].level = 10;
1158                 power_desc[num].cost = 0;
1159                 power_desc[num].stat = A_STR;
1160                 power_desc[num].fail = 10;
1161                 power_desc[num++].number = -3;
1162                 break;
1163         }
1164         case CLASS_BERSERKER:
1165         {
1166                 strcpy(power_desc[num].name, _("帰還", "Recall"));
1167                 power_desc[num].level = 10;
1168                 power_desc[num].cost = 10;
1169                 power_desc[num].stat = A_DEX;
1170                 power_desc[num].fail = 20;
1171                 power_desc[num++].number = -3;
1172                 break;
1173         }
1174         case CLASS_MIRROR_MASTER:
1175         {
1176                 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
1177                 power_desc[num].level = 1;
1178                 power_desc[num].cost = 0;
1179                 power_desc[num].stat = A_INT;
1180                 power_desc[num].fail = 0;
1181                 power_desc[num++].number = -3;
1182                 
1183                 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
1184                 power_desc[num].level = 30;
1185                 power_desc[num].cost = 0;
1186                 power_desc[num].stat = A_INT;
1187                 power_desc[num].fail = 20;
1188                 power_desc[num++].number = -4;
1189                 break;
1190         }
1191         case CLASS_SMITH:
1192         {
1193                 strcpy(power_desc[num].name, _("目利き", "Judgment"));
1194                 power_desc[num].level = 5;
1195                 power_desc[num].cost = 15;
1196                 power_desc[num].stat = A_INT;
1197                 power_desc[num].fail = 20;
1198                 power_desc[num++].number = -3;
1199                 break;
1200         }
1201         case CLASS_NINJA:
1202         {
1203                 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
1204                 power_desc[num].level = 20;
1205                 power_desc[num].cost = 0;
1206                 power_desc[num].stat = A_DEX;
1207                 power_desc[num].fail = 0;
1208                 power_desc[num++].number = -3;
1209                 break;
1210         }
1211         default:
1212                 strcpy(power_desc[0].name, _("(なし)", "(none)"));
1213         }
1214
1215         if (p_ptr->mimic_form)
1216         {
1217                 switch (p_ptr->mimic_form)
1218                 {
1219                 case MIMIC_DEMON:
1220                 case MIMIC_DEMON_LORD:
1221                         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);
1222                         power_desc[num].level = 15;
1223                         power_desc[num].cost = 10+lvl/3;
1224                         power_desc[num].stat = A_CON;
1225                         power_desc[num].fail = 20;
1226                         power_desc[num++].number = -1;
1227                         break;
1228                 case MIMIC_VAMPIRE:
1229                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1230                         power_desc[num].level = 2;
1231                         power_desc[num].cost = 1 + (lvl / 3);
1232                         power_desc[num].stat = A_CON;
1233                         power_desc[num].fail = 9;
1234                         power_desc[num++].number = -1;
1235                         break;
1236                 }
1237         }
1238         else
1239         {
1240         switch (p_ptr->prace)
1241         {
1242                 case RACE_DWARF:
1243                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1244                         power_desc[num].level = 5;
1245                         power_desc[num].cost = 5;
1246                         power_desc[num].stat = A_WIS;
1247                         power_desc[num].fail = 12;
1248                         power_desc[num++].number = -1;
1249                         break;
1250                 case RACE_NIBELUNG:
1251                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1252                         power_desc[num].level = 10;
1253                         power_desc[num].cost = 5;
1254                         power_desc[num].stat = A_WIS;
1255                         power_desc[num].fail = 10;
1256                         power_desc[num++].number = -1;
1257                         break;
1258                 case RACE_HOBBIT:
1259                         strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
1260                         power_desc[num].level = 15;
1261                         power_desc[num].cost = 10;
1262                         power_desc[num].stat = A_INT;
1263                         power_desc[num].fail = 10;
1264                         power_desc[num++].number = -1;
1265                         break;
1266                 case RACE_GNOME:
1267                         sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
1268                         power_desc[num].level = 5;
1269                         power_desc[num].cost = 5;
1270                         power_desc[num].stat = A_INT;
1271                         power_desc[num].fail = 12;
1272                         power_desc[num++].number = -1;
1273                         break;
1274                 case RACE_HALF_ORC:
1275                         strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
1276                         power_desc[num].level = 3;
1277                         power_desc[num].cost = 5;
1278                         power_desc[num].stat = A_WIS;
1279                         power_desc[num].fail = warrior ? 5 : 10;
1280                         power_desc[num++].number = -1;
1281                         break;
1282                 case RACE_HALF_TROLL:
1283                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1284                         power_desc[num].level = 10;
1285                         power_desc[num].cost = 12;
1286                         power_desc[num].stat = A_STR;
1287                         power_desc[num].fail = warrior ? 6 : 12;
1288                         power_desc[num++].number = -1;
1289                         break;
1290                 case RACE_BARBARIAN:
1291                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1292                         power_desc[num].level = 8;
1293                         power_desc[num].cost = 10;
1294                         power_desc[num].stat = A_STR;
1295                         power_desc[num].fail = warrior ? 6 : 12;
1296                         power_desc[num++].number = -1;
1297                         break;
1298                 case RACE_AMBERITE:
1299                         strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
1300                         power_desc[num].level = 30;
1301                         power_desc[num].cost = 50;
1302                         power_desc[num].stat = A_INT;
1303                         power_desc[num].fail = 50;
1304                         power_desc[num++].number = -1;
1305                         
1306                         strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
1307                         power_desc[num].level = 40;
1308                         power_desc[num].cost = 75;
1309                         power_desc[num].stat = A_WIS;
1310                         power_desc[num].fail = 50;
1311                         power_desc[num++].number = -2;
1312                         break;
1313                 case RACE_HALF_OGRE:
1314                         strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
1315                         power_desc[num].level = 25;
1316                         power_desc[num].cost = 35;
1317                         power_desc[num].stat = A_INT;
1318                         power_desc[num].fail = 15;
1319                         power_desc[num++].number = -1;
1320                         break;
1321                 case RACE_HALF_GIANT:
1322                         strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
1323                         power_desc[num].level = 20;
1324                         power_desc[num].cost = 10;
1325                         power_desc[num].stat = A_STR;
1326                         power_desc[num].fail = 12;
1327                         power_desc[num++].number = -1;
1328                         break;
1329                 case RACE_HALF_TITAN:
1330                         strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
1331                         power_desc[num].level = 15;
1332                         power_desc[num].cost = 10;
1333                         power_desc[num].stat = A_INT;
1334                         power_desc[num].fail = 12;
1335                         power_desc[num++].number = -1;
1336                         break;
1337                 case RACE_CYCLOPS:
1338                         sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
1339                         power_desc[num].level = 20;
1340                         power_desc[num].cost = 15;
1341                         power_desc[num].stat = A_STR;
1342                         power_desc[num].fail = 12;
1343                         power_desc[num++].number = -1;
1344                         break;
1345                 case RACE_YEEK:
1346                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1347                         power_desc[num].level = 15;
1348                         power_desc[num].cost = 15;
1349                         power_desc[num].stat = A_WIS;
1350                         power_desc[num].fail = 10;
1351                         power_desc[num++].number = -1;
1352                         break;
1353                 case RACE_SPECTRE:
1354                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1355                         power_desc[num].level = 4;
1356                         power_desc[num].cost = 6;
1357                         power_desc[num].stat = A_INT;
1358                         power_desc[num].fail = 3;
1359                         power_desc[num++].number = -1;
1360                         break;
1361                 case RACE_KLACKON:
1362                         sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
1363                         power_desc[num].level = 9;
1364                         power_desc[num].cost = 9;
1365                         power_desc[num].stat = A_DEX;
1366                         power_desc[num].fail = 14;
1367                         power_desc[num++].number = -1;
1368                         break;
1369                 case RACE_KOBOLD:
1370                         sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
1371                         power_desc[num].level = 12;
1372                         power_desc[num].cost = 8;
1373                         power_desc[num].stat = A_DEX;
1374                         power_desc[num].fail = 14;
1375                         power_desc[num++].number = -1;
1376                         break;
1377                 case RACE_DARK_ELF:
1378                         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);
1379                         power_desc[num].level = 2;
1380                         power_desc[num].cost = 2;
1381                         power_desc[num].stat = A_INT;
1382                         power_desc[num].fail = 9;
1383                         power_desc[num++].number = -1;
1384                         break;
1385                 case RACE_DRACONIAN:
1386                         sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
1387                         power_desc[num].level = 1;
1388                         power_desc[num].cost = lvl;
1389                         power_desc[num].stat = A_CON;
1390                         power_desc[num].fail = 12;
1391                         power_desc[num++].number = -1;
1392                         break;
1393                 case RACE_MIND_FLAYER:
1394                         sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
1395                         power_desc[num].level = 15;
1396                         power_desc[num].cost = 12;
1397                         power_desc[num].stat = A_INT;
1398                         power_desc[num].fail = 14;
1399                         power_desc[num++].number = -1;
1400                         break;
1401                 case RACE_IMP:
1402                         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);
1403                         power_desc[num].level = 9;
1404                         power_desc[num].cost = 15;
1405                         power_desc[num].stat = A_WIS;
1406                         power_desc[num].fail = 15;
1407                         power_desc[num++].number = -1;
1408                         break;
1409                 case RACE_GOLEM:
1410                         strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
1411                         power_desc[num].level = 20;
1412                         power_desc[num].cost = 15;
1413                         power_desc[num].stat = A_CON;
1414                         power_desc[num].fail = 8;
1415                         power_desc[num++].number = -1;
1416                         break;
1417                 case RACE_SKELETON:
1418                 case RACE_ZOMBIE:
1419                         strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
1420                         power_desc[num].level = 30;
1421                         power_desc[num].cost = 30;
1422                         power_desc[num].stat = A_WIS;
1423                         power_desc[num].fail = 18;
1424                         power_desc[num++].number = -1;
1425                         break;
1426                 case RACE_VAMPIRE:
1427                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1428                         power_desc[num].level = 2;
1429                         power_desc[num].cost = 1 + (lvl / 3);
1430                         power_desc[num].stat = A_CON;
1431                         power_desc[num].fail = 9;
1432                         power_desc[num++].number = -1;
1433                         break;
1434                 case RACE_SPRITE:
1435                         strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
1436                         power_desc[num].level = 12;
1437                         power_desc[num].cost = 12;
1438                         power_desc[num].stat = A_INT;
1439                         power_desc[num].fail = 15;
1440                         power_desc[num++].number = -1;
1441                         break;
1442                 case RACE_DEMON:
1443                         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);
1444                         power_desc[num].level = 15;
1445                         power_desc[num].cost = 10+lvl/3;
1446                         power_desc[num].stat = A_CON;
1447                         power_desc[num].fail = 20;
1448                         power_desc[num++].number = -1;
1449                         break;
1450                 case RACE_KUTAR:
1451                         strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
1452                         power_desc[num].level = 20;
1453                         power_desc[num].cost = 15;
1454                         power_desc[num].stat = A_CHR;
1455                         power_desc[num].fail = 8;
1456                         power_desc[num++].number = -1;
1457                         break;
1458                 case RACE_ANDROID:
1459                         if (p_ptr->lev < 10)
1460                         {
1461                                 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
1462                                 power_desc[num].level = 1;
1463                                 power_desc[num].cost = 7;
1464                                 power_desc[num].fail = 8;
1465                         }
1466                         else if (p_ptr->lev < 25)
1467                         {
1468                                 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
1469                                 power_desc[num].level = 10;
1470                                 power_desc[num].cost = 13;
1471                                 power_desc[num].fail = 10;
1472                         }
1473                         else if (p_ptr->lev < 35)
1474                         {
1475                                 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
1476                                 power_desc[num].level = 25;
1477                                 power_desc[num].cost = 26;
1478                                 power_desc[num].fail = 12;
1479                         }
1480                         else if (p_ptr->lev < 45)
1481                         {
1482                                 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
1483                                 power_desc[num].level = 35;
1484                                 power_desc[num].cost = 40;
1485                                 power_desc[num].fail = 15;
1486                         }
1487                         else
1488                         {
1489                                 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
1490                                 power_desc[num].level = 45;
1491                                 power_desc[num].cost = 60;
1492                                 power_desc[num].fail = 18;
1493                         }
1494                         power_desc[num].stat = A_STR;
1495                         power_desc[num++].number = -1;
1496                         break;
1497                 default:
1498                 {
1499                         break;
1500                 }
1501         }
1502         }
1503
1504         if (p_ptr->muta1)
1505         {
1506                 if (p_ptr->muta1 & MUT1_SPIT_ACID)
1507                 {
1508                         strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
1509                         power_desc[num].level = 9;
1510                         power_desc[num].cost = 9;
1511                         power_desc[num].stat = A_DEX;
1512                         power_desc[num].fail = 15;
1513                         power_desc[num++].number = MUT1_SPIT_ACID;
1514                 }
1515
1516                 if (p_ptr->muta1 & MUT1_BR_FIRE)
1517                 {
1518                         strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
1519                         power_desc[num].level = 20;
1520                         power_desc[num].cost = lvl;
1521                         power_desc[num].stat = A_CON;
1522                         power_desc[num].fail = 18;
1523                         power_desc[num++].number = MUT1_BR_FIRE;
1524                 }
1525
1526                 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
1527                 {
1528                         strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
1529                         power_desc[num].level = 12;
1530                         power_desc[num].cost = 12;
1531                         power_desc[num].stat = A_CHR;
1532                         power_desc[num].fail = 18;
1533                         power_desc[num++].number = MUT1_HYPN_GAZE;
1534                 }
1535
1536                 if (p_ptr->muta1 & MUT1_TELEKINES)
1537                 {
1538                         strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
1539                         power_desc[num].level = 9;
1540                         power_desc[num].cost = 9;
1541                         power_desc[num].stat = A_WIS;
1542                         power_desc[num].fail = 14;
1543                         power_desc[num++].number = MUT1_TELEKINES;
1544                 }
1545
1546                 if (p_ptr->muta1 & MUT1_VTELEPORT)
1547                 {
1548                         strcpy(power_desc[num].name, _("テレポート", "Teleport"));
1549                         power_desc[num].level = 7;
1550                         power_desc[num].cost = 7;
1551                         power_desc[num].stat = A_WIS;
1552                         power_desc[num].fail = 15;
1553                         power_desc[num++].number = MUT1_VTELEPORT;
1554                 }
1555
1556                 if (p_ptr->muta1 & MUT1_MIND_BLST)
1557                 {
1558                         strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
1559                         power_desc[num].level = 5;
1560                         power_desc[num].cost = 3;
1561                         power_desc[num].stat = A_WIS;
1562                         power_desc[num].fail = 15;
1563                         power_desc[num++].number = MUT1_MIND_BLST;
1564                 }
1565
1566                 if (p_ptr->muta1 & MUT1_RADIATION)
1567                 {
1568                         strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
1569                         power_desc[num].level = 15;
1570                         power_desc[num].cost = 15;
1571                         power_desc[num].stat = A_CON;
1572                         power_desc[num].fail = 14;
1573                         power_desc[num++].number = MUT1_RADIATION;
1574                 }
1575
1576                 if (p_ptr->muta1 & MUT1_VAMPIRISM)
1577                 {
1578                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1579                         power_desc[num].level = 2;
1580                         power_desc[num].cost = (1 + (lvl / 3));
1581                         power_desc[num].stat = A_CON;
1582                         power_desc[num].fail = 9;
1583                         power_desc[num++].number = MUT1_VAMPIRISM;
1584                 }
1585
1586                 if (p_ptr->muta1 & MUT1_SMELL_MET)
1587                 {
1588                         strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
1589                         power_desc[num].level = 3;
1590                         power_desc[num].cost = 2;
1591                         power_desc[num].stat = A_INT;
1592                         power_desc[num].fail = 12;
1593                         power_desc[num++].number = MUT1_SMELL_MET;
1594                 }
1595
1596                 if (p_ptr->muta1 & MUT1_SMELL_MON)
1597                 {
1598                         strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
1599                         power_desc[num].level = 5;
1600                         power_desc[num].cost = 4;
1601                         power_desc[num].stat = A_INT;
1602                         power_desc[num].fail = 15;
1603                         power_desc[num++].number = MUT1_SMELL_MON;
1604                 }
1605
1606                 if (p_ptr->muta1 & MUT1_BLINK)
1607                 {
1608                         strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
1609                         power_desc[num].level = 3;
1610                         power_desc[num].cost = 3;
1611                         power_desc[num].stat = A_WIS;
1612                         power_desc[num].fail = 12;
1613                         power_desc[num++].number = MUT1_BLINK;
1614                 }
1615
1616                 if (p_ptr->muta1 & MUT1_EAT_ROCK)
1617                 {
1618                         strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
1619                         power_desc[num].level = 8;
1620                         power_desc[num].cost = 12;
1621                         power_desc[num].stat = A_CON;
1622                         power_desc[num].fail = 18;
1623                         power_desc[num++].number = MUT1_EAT_ROCK;
1624                 }
1625
1626                 if (p_ptr->muta1 & MUT1_SWAP_POS)
1627                 {
1628                         strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
1629                         power_desc[num].level = 15;
1630                         power_desc[num].cost = 12;
1631                         power_desc[num].stat = A_DEX;
1632                         power_desc[num].fail = 16;
1633                         power_desc[num++].number = MUT1_SWAP_POS;
1634                 }
1635
1636                 if (p_ptr->muta1 & MUT1_SHRIEK)
1637                 {
1638                         strcpy(power_desc[num].name, _("叫び", "Shriek"));
1639                         power_desc[num].level = 20;
1640                         power_desc[num].cost = 14;
1641                         power_desc[num].stat = A_CON;
1642                         power_desc[num].fail = 16;
1643                         power_desc[num++].number = MUT1_SHRIEK;
1644                 }
1645
1646                 if (p_ptr->muta1 & MUT1_ILLUMINE)
1647                 {
1648                         strcpy(power_desc[num].name, _("照明", "Illuminate"));
1649                         power_desc[num].level = 3;
1650                         power_desc[num].cost = 2;
1651                         power_desc[num].stat = A_INT;
1652                         power_desc[num].fail = 10;
1653                         power_desc[num++].number = MUT1_ILLUMINE;
1654                 }
1655
1656                 if (p_ptr->muta1 & MUT1_DET_CURSE)
1657                 {
1658                         strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
1659                         power_desc[num].level = 7;
1660                         power_desc[num].cost = 14;
1661                         power_desc[num].stat = A_WIS;
1662                         power_desc[num].fail = 14;
1663                         power_desc[num++].number = MUT1_DET_CURSE;
1664                 }
1665
1666                 if (p_ptr->muta1 & MUT1_BERSERK)
1667                 {
1668                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1669                         power_desc[num].level = 8;
1670                         power_desc[num].cost = 8;
1671                         power_desc[num].stat = A_STR;
1672                         power_desc[num].fail = 14;
1673                         power_desc[num++].number = MUT1_BERSERK;
1674                 }
1675
1676                 if (p_ptr->muta1 & MUT1_POLYMORPH)
1677                 {
1678                         strcpy(power_desc[num].name, _("変身", "Polymorph"));
1679                         power_desc[num].level = 18;
1680                         power_desc[num].cost = 20;
1681                         power_desc[num].stat = A_CON;
1682                         power_desc[num].fail = 18;
1683                         power_desc[num++].number = MUT1_POLYMORPH;
1684                 }
1685
1686                 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
1687                 {
1688                         strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
1689                         power_desc[num].level = 10;
1690                         power_desc[num].cost = 5;
1691                         power_desc[num].stat = A_INT;
1692                         power_desc[num].fail = 12;
1693                         power_desc[num++].number = MUT1_MIDAS_TCH;
1694                 }
1695
1696                 if (p_ptr->muta1 & MUT1_GROW_MOLD)
1697                 {
1698                         strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
1699                         power_desc[num].level = 1;
1700                         power_desc[num].cost = 6;
1701                         power_desc[num].stat = A_CON;
1702                         power_desc[num].fail = 14;
1703                         power_desc[num++].number = MUT1_GROW_MOLD;
1704                 }
1705
1706                 if (p_ptr->muta1 & MUT1_RESIST)
1707                 {
1708                         strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
1709                         power_desc[num].level = 10;
1710                         power_desc[num].cost = 12;
1711                         power_desc[num].stat = A_CON;
1712                         power_desc[num].fail = 12;
1713                         power_desc[num++].number = MUT1_RESIST;
1714                 }
1715
1716                 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
1717                 {
1718                         strcpy(power_desc[num].name, _("地震", "Earthquake"));
1719                         power_desc[num].level = 12;
1720                         power_desc[num].cost = 12;
1721                         power_desc[num].stat = A_STR;
1722                         power_desc[num].fail = 16;
1723                         power_desc[num++].number = MUT1_EARTHQUAKE;
1724                 }
1725
1726                 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
1727                 {
1728                         strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1729                         power_desc[num].level = 17;
1730                         power_desc[num].cost = 1;
1731                         power_desc[num].stat = A_WIS;
1732                         power_desc[num].fail = 15;
1733                         power_desc[num++].number = MUT1_EAT_MAGIC;
1734                 }
1735
1736                 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
1737                 {
1738                         strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
1739                         power_desc[num].level = 6;
1740                         power_desc[num].cost = 6;
1741                         power_desc[num].stat = A_INT;
1742                         power_desc[num].fail = 10;
1743                         power_desc[num++].number = MUT1_WEIGH_MAG;
1744                 }
1745
1746                 if (p_ptr->muta1 & MUT1_STERILITY)
1747                 {
1748                         strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
1749                         power_desc[num].level = 12;
1750                         power_desc[num].cost = 23;
1751                         power_desc[num].stat = A_CHR;
1752                         power_desc[num].fail = 15;
1753                         power_desc[num++].number = MUT1_STERILITY;
1754                 }
1755
1756                 if (p_ptr->muta1 & MUT1_PANIC_HIT)
1757                 {
1758                         strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
1759                         power_desc[num].level = 10;
1760                         power_desc[num].cost = 12;
1761                         power_desc[num].stat = A_DEX;
1762                         power_desc[num].fail = 14;
1763                         power_desc[num++].number = MUT1_PANIC_HIT;
1764                 }
1765
1766                 if (p_ptr->muta1 & MUT1_DAZZLE)
1767                 {
1768                         strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
1769                         power_desc[num].level = 7;
1770                         power_desc[num].cost = 15;
1771                         power_desc[num].stat = A_CHR;
1772                         power_desc[num].fail = 8;
1773                         power_desc[num++].number = MUT1_DAZZLE;
1774                 }
1775
1776                 if (p_ptr->muta1 & MUT1_LASER_EYE)
1777                 {
1778                         strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
1779                         power_desc[num].level = 7;
1780                         power_desc[num].cost = 10;
1781                         power_desc[num].stat = A_WIS;
1782                         power_desc[num].fail = 9;
1783                         power_desc[num++].number = MUT1_LASER_EYE;
1784                 }
1785
1786                 if (p_ptr->muta1 & MUT1_RECALL)
1787                 {
1788                         strcpy(power_desc[num].name, _("帰還", "Recall"));
1789                         power_desc[num].level = 17;
1790                         power_desc[num].cost = 50;
1791                         power_desc[num].stat = A_INT;
1792                         power_desc[num].fail = 16;
1793                         power_desc[num++].number = MUT1_RECALL;
1794                 }
1795
1796                 if (p_ptr->muta1 & MUT1_BANISH)
1797                 {
1798                         strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
1799                         power_desc[num].level = 25;
1800                         power_desc[num].cost = 25;
1801                         power_desc[num].stat = A_WIS;
1802                         power_desc[num].fail = 18;
1803                         power_desc[num++].number = MUT1_BANISH;
1804                 }
1805
1806                 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
1807                 {
1808                         strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
1809                         power_desc[num].level = 2;
1810                         power_desc[num].cost = 2;
1811                         power_desc[num].stat = A_CON;
1812                         power_desc[num].fail = 11;
1813                         power_desc[num++].number = MUT1_COLD_TOUCH;
1814                 }
1815
1816                 if (p_ptr->muta1 & MUT1_LAUNCHER)
1817                 {
1818                         strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
1819                         power_desc[num].level = 1;
1820                         power_desc[num].cost = lvl;
1821                         power_desc[num].stat = A_STR;
1822                         power_desc[num].fail = 6;
1823                         /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
1824                         power_desc[num++].number = 3;
1825                 }
1826         }
1827
1828         /* Nothing chosen yet */
1829         flag = FALSE;
1830
1831         /* No redraw yet */
1832         redraw = FALSE;
1833
1834         /* Build a prompt */
1835         (void) strnfmt(out_val, 78, 
1836                                 _("(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? "),
1837                                 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
1838
1839 if (!repeat_pull(&i) || i<0 || i>=num) {
1840         if (use_menu) screen_save();
1841          /* Get a spell from the user */
1842
1843         choice = (always_show_list || use_menu) ? ESCAPE:1;
1844         while (!flag)
1845         {
1846                 if( choice==ESCAPE ) choice = ' '; 
1847                 else if( !get_com(out_val, &choice, FALSE) )break; 
1848
1849                 if (use_menu && choice != ' ')
1850                 {
1851                         switch(choice)
1852                         {
1853                                 case '0':
1854                                 {
1855                                         screen_load();
1856                                         p_ptr->energy_use = 0;
1857                                         return;
1858                                 }
1859
1860                                 case '8':
1861                                 case 'k':
1862                                 case 'K':
1863                                 {
1864                                         menu_line += (num - 1);
1865                                         break;
1866                                 }
1867
1868                                 case '2':
1869                                 case 'j':
1870                                 case 'J':
1871                                 {
1872                                         menu_line++;
1873                                         break;
1874                                 }
1875
1876                                 case '6':
1877                                 case 'l':
1878                                 case 'L':
1879                                 case '4':
1880                                 case 'h':
1881                                 case 'H':
1882                                 {
1883                                         if (menu_line > 18)
1884                                                 menu_line -= 18;
1885                                         else if (menu_line+18 <= num)
1886                                                 menu_line += 18;
1887                                         break;
1888                                 }
1889
1890                                 case 'x':
1891                                 case 'X':
1892                                 case '\r':
1893                                 {
1894                                         i = menu_line - 1;
1895                                         ask = FALSE;
1896                                         break;
1897                                 }
1898                         }
1899                         if (menu_line > num) menu_line -= num;
1900                 }
1901                 /* Request redraw */
1902                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
1903                 {
1904                         /* Show the list */
1905                         if (!redraw || use_menu)
1906                         {
1907                                 byte y = 1, x = 0;
1908                                 int ctr = 0;
1909                                 char dummy[80];
1910                                 char letter;
1911                                 TERM_LEN x1, y1;
1912
1913                                 strcpy(dummy, "");
1914
1915                                 /* Show list */
1916                                 redraw = TRUE;
1917                                 if (!use_menu) screen_save();
1918
1919                                 /* Print header(s) */
1920                                 if (num < 18)
1921                                         prt(_("                            Lv   MP 失率", "                            Lv Cost Fail"), y++, x);
1922                                 else
1923                                 prt(_("                            Lv   MP 失率                            Lv   MP 失率", 
1924                                           "                            Lv Cost Fail                            Lv Cost Fail"), y++, x);
1925
1926
1927                                 /* Print list */
1928                                 while (ctr < num)
1929                                 {
1930                                         x1 = ((ctr < 18) ? x : x + 40);
1931                                         y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
1932
1933                                         if (use_menu)
1934                                         {
1935                                                 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " >  "));
1936                                                 else strcpy(dummy, "    ");
1937                                         }
1938                                         else
1939                                         {
1940                                                 /* letter/number for power selection */
1941                                                 if (ctr < 26)
1942                                                         letter = I2A(ctr);
1943                                                 else
1944                                                         letter = '0' + ctr - 26;
1945                                                 sprintf(dummy, " %c) ",letter);
1946                                         }
1947                                         strcat(dummy, format("%-23.23s %2d %4d %3d%%",
1948                                                 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
1949                                                 100 - racial_chance(&power_desc[ctr])));
1950                                         prt(dummy, y1, x1);
1951                                         ctr++;
1952                                 }
1953                         }
1954
1955                         /* Hide the list */
1956                         else
1957                         {
1958                                 /* Hide list */
1959                                 redraw = FALSE;
1960                                 screen_load();
1961                         }
1962
1963                         /* Redo asking */
1964                         continue;
1965                 }
1966
1967                 if (!use_menu)
1968                 {
1969                         if (choice == '\r' && num == 1)
1970                         {
1971                                 choice = 'a';
1972                         }
1973
1974                         if (isalpha(choice))
1975                         {
1976                                 /* Note verify */
1977                                 ask = (isupper(choice));
1978
1979                                 /* Lowercase */
1980                                 if (ask) choice = (char)tolower(choice);
1981
1982                                 /* Extract request */
1983                                 i = (islower(choice) ? A2I(choice) : -1);
1984                         }
1985                         else
1986                         {
1987                                 ask = FALSE; /* Can't uppercase digits */
1988
1989                                 i = choice - '0' + 26;
1990                         }
1991                 }
1992
1993                 /* Totally Illegal */
1994                 if ((i < 0) || (i >= num))
1995                 {
1996                         bell();
1997                         continue;
1998                 }
1999
2000                 /* Verify it */
2001                 if (ask)
2002                 {
2003                         char tmp_val[160];
2004
2005                         /* Prompt */
2006                         (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
2007
2008                         /* Belay that order */
2009                         if (!get_check(tmp_val)) continue;
2010                 }
2011
2012                 /* Stop the loop */
2013                 flag = TRUE;
2014         }
2015         if (redraw) screen_load();
2016
2017         /* Abort if needed */
2018         if (!flag)
2019         {
2020                 p_ptr->energy_use = 0;
2021                 return;
2022         }
2023         repeat_push(i);
2024         } /*if (!repeat_pull(&i) || ...)*/
2025         switch (racial_aux(&power_desc[i]))
2026         {
2027         case 1:
2028                 if (power_desc[i].number < 0)
2029                         cast = cmd_racial_power_aux(power_desc[i].number);
2030                 else
2031                         cast = mutation_power_aux(power_desc[i].number);
2032                 break;
2033         case 0:
2034                 cast = FALSE;
2035                 break;
2036         case -1:
2037                 cast = TRUE;
2038                 break;
2039         }
2040
2041         if (cast)
2042         {
2043                 if (racial_cost)
2044                 {
2045                         int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2046
2047                         /* If mana is not enough, player consumes hit point! */
2048                         if (p_ptr->csp < actual_racial_cost)
2049                         {
2050                                 actual_racial_cost -= p_ptr->csp;
2051                                 p_ptr->csp = 0;
2052                                 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2053                         }
2054                         else p_ptr->csp -= actual_racial_cost;
2055
2056                         /* Redraw mana and hp */
2057                         p_ptr->redraw |= (PR_HP | PR_MANA);
2058
2059                         p_ptr->window |= (PW_PLAYER | PW_SPELL);
2060                 }
2061         }
2062         else p_ptr->energy_use = 0;
2063
2064         /* Success */
2065         return;
2066 }