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[hengband/hengband.git] / src / racial.c
1 /*!
2  * @file racial.c
3  * @brief レイシャルと突然変異の技能処理 / Racial powers (and mutations)
4  * @date 2014/01/08
5  * @author
6  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7  * This software may be copied and distributed for educational, research,\n
8  * and not for profit purposes provided that this copyright and statement\n
9  * are included in all such copies.  Other copyrights may also apply.\n
10  * 2014 Deskull rearranged comment for Doxygen. \n
11  */
12
13 #include "angband.h"
14 #include "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-effects.h"
27 #include "player-status.h"
28 #include "spells-status.h"
29 #include "spells-object.h"
30 #include "spells-floor.h"
31 #include "spells.h"
32 #include "cmd-spell.h"
33 #include "realm-hex.h"
34 #include "targeting.h"
35
36 /*!
37  * @brief 修行僧の構え設定処理
38  * @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。
39  */
40 static bool choose_kamae(void)
41 {
42         char choice;
43         int new_kamae = 0;
44         int i;
45         char buf[80];
46
47         if (cmd_limit_confused(p_ptr)) return FALSE;
48         screen_save();
49         prt(_(" a) 構えをとく", " a) No form"), 2, 20);
50
51         for (i = 0; i < MAX_KAMAE; i++)
52         {
53                 if (p_ptr->lev >= kamae_shurui[i].min_level)
54                 {
55                         sprintf(buf," %c) %-12s  %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
56                         prt(buf, 3+i, 20);
57                 }
58         }
59
60         prt("", 1, 0);
61         prt(_("        どの構えをとりますか?", "        Choose Form: "), 1, 14);
62
63         while(1)
64         {
65                 choice = inkey();
66
67                 if (choice == ESCAPE)
68                 {
69                         screen_load();
70                         return FALSE;
71                 }
72                 else if ((choice == 'a') || (choice == 'A'))
73                 {
74                         if (p_ptr->action == ACTION_KAMAE)
75                         {
76                                 set_action(ACTION_NONE);
77                         }
78                         else
79                                 msg_print(_("もともと構えていない。", "You are not assuming a posture."));
80                         screen_load();
81                         return TRUE;
82                 }
83                 else if ((choice == 'b') || (choice == 'B'))
84                 {
85                         new_kamae = 0;
86                         break;
87                 }
88                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
89                 {
90                         new_kamae = 1;
91                         break;
92                 }
93                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
94                 {
95                         new_kamae = 2;
96                         break;
97                 }
98                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
99                 {
100                         new_kamae = 3;
101                         break;
102                 }
103         }
104         set_action(ACTION_KAMAE);
105
106         if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
107         {
108                 msg_print(_("構え直した。", "You reassume a posture."));
109         }
110         else
111         {
112                 p_ptr->special_defense &= ~(KAMAE_MASK);
113                 p_ptr->update |= (PU_BONUS);
114                 p_ptr->redraw |= (PR_STATE);
115                 msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
116                 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
117         }
118         p_ptr->redraw |= PR_STATE;
119         screen_load();
120         return TRUE;
121 }
122
123 /*!
124  * @brief 剣術家の型設定処理
125  * @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。
126  */
127 static bool choose_kata(void)
128 {
129         char choice;
130         int new_kata = 0;
131         int i;
132         char buf[80];
133
134         if (cmd_limit_confused(p_ptr)) return FALSE;
135
136         if (p_ptr->stun)
137         {
138                 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
139                 return FALSE;
140         }
141
142         if (p_ptr->afraid)
143         {
144                 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
145                 return FALSE;
146         }
147         screen_save();
148         prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
149
150         for (i = 0; i < MAX_KATA; i++)
151         {
152                 if (p_ptr->lev >= kata_shurui[i].min_level)
153                 {
154                         sprintf(buf,_(" %c) %sの型    %s", " %c) Form of %-12s  %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
155                         prt(buf, 3+i, 20);
156                 }
157         }
158
159         prt("", 1, 0);
160         prt(_("        どの型で構えますか?", "        Choose Form: "), 1, 14);
161
162         while(1)
163         {
164                 choice = inkey();
165
166                 if (choice == ESCAPE)
167                 {
168                         screen_load();
169                         return FALSE;
170                 }
171                 else if ((choice == 'a') || (choice == 'A'))
172                 {
173                         if (p_ptr->action == ACTION_KATA)
174                         {
175                                 set_action(ACTION_NONE);
176                         }
177                         else
178                                 msg_print(_("もともと構えていない。", "You are not assuming posture."));
179                         screen_load();
180                         return TRUE;
181                 }
182                 else if ((choice == 'b') || (choice == 'B'))
183                 {
184                         new_kata = 0;
185                         break;
186                 }
187                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
188                 {
189                         new_kata = 1;
190                         break;
191                 }
192                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
193                 {
194                         new_kata = 2;
195                         break;
196                 }
197                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
198                 {
199                         new_kata = 3;
200                         break;
201                 }
202         }
203         set_action(ACTION_KATA);
204
205         if (p_ptr->special_defense & (KATA_IAI << new_kata))
206         {
207                 msg_print(_("構え直した。", "You reassume a posture."));
208         }
209         else
210         {
211                 p_ptr->special_defense &= ~(KATA_MASK);
212                 p_ptr->update |= (PU_BONUS | PU_MONSTERS);
213                 msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
214                 p_ptr->special_defense |= (KATA_IAI << new_kata);
215         }
216         p_ptr->redraw |= (PR_STATE | PR_STATUS);
217         screen_load();
218         return TRUE;
219 }
220
221
222 /*!
223  * @brief レイシャル・パワー情報のtypedef
224  */
225 typedef struct power_desc_type power_desc_type;
226
227 /*!
228  * @brief レイシャル・パワー情報の構造体定義
229  */
230 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 };
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(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 = p_ptr->stat_cur[pd_ptr->stat];
255
256         /* No chance for success */
257         if ((p_ptr->lev < min_level) || p_ptr->confused)
258         {
259                 return (0);
260         }
261
262         if (difficulty == 0) return 100;
263
264         /* Calculate difficulty */
265         if (p_ptr->stun)
266         {
267                 difficulty += (PERCENTAGE)p_ptr->stun;
268         }
269         else if (p_ptr->lev > min_level)
270         {
271                 PERCENTAGE lev_adj = (PERCENTAGE)((p_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(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 (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
315
316         /* Power is not available yet */
317         if (p_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(p_ptr);
323                 return FALSE;
324         }
325
326         if (cmd_limit_confused(p_ptr))
327         {
328                 free_turn(p_ptr);
329                 return FALSE;
330         }
331
332         /* Risk death? */
333         else if (p_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(p_ptr);
338                         return FALSE;
339                 }
340         }
341
342         /* Else attempt to do it! */
343
344         if (difficulty)
345         {
346                 if (p_ptr->stun)
347                 {
348                         difficulty += p_ptr->stun;
349                 }
350                 else if (p_ptr->lev > min_level)
351                 {
352                         int lev_adj = ((p_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(p_ptr, 100);
362
363         /* Success? */
364         if (randint1(p_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 command 発動するレイシャルのID
379  * @return 処理を実際に実行した場合はTRUE、キャンセルした場合FALSEを返す。
380  */
381 static bool cmd_racial_power_aux(s32b command)
382 {
383         PLAYER_LEVEL plev = p_ptr->lev;
384         DIRECTION dir = 0;
385
386         if (command <= -3)
387         {
388                 switch (p_ptr->pclass)
389                 {
390                 case CLASS_WARRIOR:
391                 {
392                         return sword_dancing(p_ptr);
393                         break;
394                 }
395                 case CLASS_HIGH_MAGE:
396                 if (p_ptr->realm1 == REALM_HEX)
397                 {
398                         bool retval = stop_hex_spell();
399                         if (retval) p_ptr->energy_use = 10;
400                         return (retval);
401                 }
402                 case CLASS_MAGE:
403                 /* case CLASS_HIGH_MAGE: */
404                 case CLASS_SORCERER:
405                 {
406                         if (!eat_magic(p_ptr->lev * 2)) return FALSE;
407                         break;
408                 }
409                 case CLASS_PRIEST:
410                 {
411                         if (is_good_realm(p_ptr->realm1))
412                         {
413                                 if (!bless_weapon()) return FALSE;
414                         }
415                         else
416                         {
417                                 (void)dispel_monsters(plev * 4);
418                                 turn_monsters(plev * 4);
419                                 banish_monsters(plev * 4);
420                         }
421                         break;
422                 }
423                 case CLASS_ROGUE:
424                 {
425                         if(!panic_hit()) return FALSE;
426                         break;
427                 }
428                 case CLASS_RANGER:
429                 case CLASS_SNIPER:
430                 {
431                         msg_print(_("敵を調査した...", "You examine your foes..."));
432                         probing();
433                         break;
434                 }
435                 case CLASS_PALADIN:
436                 {
437                         if (!get_aim_dir(&dir)) return FALSE;
438                         fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
439                                   dir, plev * 3);
440                         break;
441                 }
442                 case CLASS_WARRIOR_MAGE:
443                 {
444                         if (command == -3)
445                         {
446                                 return comvert_hp_to_mp(p_ptr);
447                         }
448                         else if (command == -4)
449                         {
450                                 return comvert_mp_to_hp(p_ptr);
451                         }
452                         break;
453                 }
454                 case CLASS_CHAOS_WARRIOR:
455                 {
456                         return confusing_light(p_ptr);
457                         break;
458                 }
459                 case CLASS_MONK:
460                 {
461                         if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
462                         {
463                                 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
464                                 return FALSE;
465                         }
466                         if (p_ptr->riding)
467                         {
468                                 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
469                                 return FALSE;
470                         }
471
472                         if (command == -3)
473                         {
474                                 if (!choose_kamae()) return FALSE;
475                                 p_ptr->update |= (PU_BONUS);
476                         }
477                         else if (command == -4)
478                         {
479                                 return double_attack(p_ptr);
480                         }
481                         break;
482                 }
483                 case CLASS_MINDCRAFTER:
484                 case CLASS_FORCETRAINER:
485                 {
486                         return clear_mind(p_ptr);
487                 }
488                 case CLASS_TOURIST:
489                 {
490                         if (command == -3)
491                         {
492                                 if (!get_aim_dir(&dir)) return FALSE;
493                                 project_length = 1;
494                                 fire_beam(GF_PHOTO, dir, 1);
495                         }
496                         else if (command == -4)
497                         {
498                                 if (!identify_fully(FALSE)) return FALSE;
499                         }
500                         break;
501                 }
502                 case CLASS_IMITATOR:
503                 {
504                         handle_stuff();
505                         if (!do_cmd_mane(TRUE)) return FALSE;
506                         break;
507                 }
508                 case CLASS_BEASTMASTER:
509                 {
510                         if (command == -3)
511                         {
512                                 if (!get_aim_dir(&dir)) return FALSE;
513                                 (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
514                         }
515                         else if (command == -4)
516                         {
517                                 project_all_los(GF_CHARM_LIVING, p_ptr->lev);
518                         }
519                         break;
520                 }
521                 case CLASS_ARCHER:
522                 {
523                         if (!create_ammo()) return FALSE;
524                         break;
525                 }
526                 case CLASS_MAGIC_EATER:
527                 {
528                         if (command == -3) {
529                                 if (!import_magic_device()) return FALSE;
530                         } else if (command == -4) {
531                                 if (cmd_limit_cast(p_ptr)) return FALSE;
532                                 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
533                         }
534                         break;
535                 }
536                 case CLASS_BARD:
537                 {
538                         /* Singing is already stopped */
539                         if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
540
541                         stop_singing(p_ptr);
542                         p_ptr->energy_use = 10;
543                         break;
544                 }
545                 case CLASS_RED_MAGE:
546                 {
547                         if (cmd_limit_cast(p_ptr)) return FALSE;
548                         handle_stuff();
549                         do_cmd_cast();
550                         handle_stuff();
551                         if (!p_ptr->paralyzed && !cmd_limit_cast(p_ptr))
552                                 do_cmd_cast();
553                         break;
554                 }
555                 case CLASS_SAMURAI:
556                 {
557                         if (command == -3)
558                         {
559                                 concentration(p_ptr);
560                         }
561                         else if (command == -4)
562                         {
563                                 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
564                                 {
565                                         msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
566                                         return FALSE;
567                                 }
568                                 if (!choose_kata()) return FALSE;
569                                 p_ptr->update |= (PU_BONUS);
570                         }
571                         break;
572                 }
573                 case CLASS_BLUE_MAGE:
574                 {
575                         if (p_ptr->action == ACTION_LEARN)
576                         {
577                                 set_action(ACTION_NONE);
578                         }
579                         else
580                         {
581                                 set_action(ACTION_LEARN);
582                         }
583                         free_turn(p_ptr);
584                         break;
585                 }
586                 case CLASS_CAVALRY:
587                 {
588                         return rodeo(p_ptr);
589                 }
590                 case CLASS_BERSERKER:
591                 {
592                         if (!recall_player(p_ptr, randint0(21) + 15)) return FALSE;
593                         break;
594                 }
595                 case CLASS_SMITH:
596                 {
597                         if (p_ptr->lev > 29)
598                         {
599                                 if (!identify_fully(TRUE)) return FALSE;
600                         }
601                         else
602                         {
603                                 if (!ident_spell(TRUE)) return FALSE;
604                         }
605                         break;
606                 }
607                 case CLASS_MIRROR_MASTER:
608                 {
609                         if (command == -3)
610                         {
611                                 /* Explode all mirrors */
612                                 remove_all_mirrors(TRUE);
613                         }
614                         else if (command == -4)
615                         {
616                                 return mirror_concentration(p_ptr);
617                         }
618                         break;
619                 }
620                 case CLASS_NINJA:
621                         hayagake(p_ptr);
622                         break;
623                 }
624         }
625         else if (p_ptr->mimic_form)
626         {
627                 switch (p_ptr->mimic_form)
628                 {
629                 case MIMIC_DEMON:
630                 case MIMIC_DEMON_LORD:
631                 {
632                         return demonic_breath(p_ptr);
633                 }
634                 case MIMIC_VAMPIRE:
635                         vampirism();
636                         break;
637                 }
638         }
639
640         else 
641         {
642
643         switch (p_ptr->prace)
644         {
645                 case RACE_DWARF:
646                         msg_print(_("周囲を調べた。", "You examine your surroundings."));
647                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
648                         (void)detect_doors(DETECT_RAD_DEFAULT);
649                         (void)detect_stairs(DETECT_RAD_DEFAULT);
650                         break;
651
652                 case RACE_HOBBIT:
653                         return create_ration(p_ptr);
654                         break;
655
656                 case RACE_GNOME:
657                         msg_print(_("パッ!", "Blink!"));
658                         teleport_player(10, 0L);
659                         break;
660
661                 case RACE_HALF_ORC:
662                         msg_print(_("勇気を出した。", "You play tough."));
663                         (void)set_afraid(0);
664                         break;
665
666                 case RACE_HALF_TROLL:
667                         msg_print(_("うがぁぁ!", "RAAAGH!"));
668                         (void)berserk(10 + randint1(plev));
669                         break;
670
671                 case RACE_AMBERITE:
672                         if (command == -1)
673                         {
674                                 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
675                                 alter_reality();
676                         }
677                         else if (command == -2)
678                         {
679                                 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..."));
680
681                                 (void)true_healing(0);
682                                 (void)restore_all_status();
683                                 (void)restore_level();
684                         }
685                         break;
686
687                 case RACE_BARBARIAN:
688                         msg_print(_("うぉぉおお!", "Raaagh!"));
689                         (void)berserk(10 + randint1(plev));
690                         break;
691
692                 case RACE_HALF_OGRE:
693                         msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
694                         explosive_rune();
695                         break;
696
697                 case RACE_HALF_GIANT:
698                         if (!get_aim_dir(&dir)) return FALSE;
699                         (void)wall_to_mud(dir, 20 + randint1(30));
700                         break;
701
702                 case RACE_HALF_TITAN:
703                         msg_print(_("敵を調査した...", "You examine your foes..."));
704                         probing();
705                         break;
706
707                 case RACE_CYCLOPS:
708                         if (!get_aim_dir(&dir)) return FALSE;
709                         msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
710                         fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
711                         break;
712
713                 case RACE_YEEK:
714                         if (!get_aim_dir(&dir)) return FALSE;
715                         stop_mouth();
716                         msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
717                         (void)fear_monster(dir, plev);
718                         break;
719
720                 case RACE_KLACKON:
721                         if (!get_aim_dir(&dir)) return FALSE;
722                         stop_mouth();
723                         msg_print(_("酸を吐いた。", "You spit acid."));
724                         if (plev < 25) fire_bolt(GF_ACID, dir, plev);
725                         else fire_ball(GF_ACID, dir, plev, 2);
726                         break;
727
728                 case RACE_KOBOLD:
729                         if (!get_aim_dir(&dir)) return FALSE;
730                         msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
731                         fire_bolt(GF_POIS, dir, plev);
732                         break;
733
734                 case RACE_NIBELUNG:
735                         msg_print(_("周囲を調査した。", "You examine your surroundings."));
736                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
737                         (void)detect_doors(DETECT_RAD_DEFAULT);
738                         (void)detect_stairs(DETECT_RAD_DEFAULT);
739                         break;
740
741                 case RACE_DARK_ELF:
742                         if (!get_aim_dir(&dir)) return FALSE;
743                         msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
744                         fire_bolt_or_beam(10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4));
745                         break;
746
747                 case RACE_DRACONIAN:
748                         return draconian_breath(p_ptr);
749                         break;
750
751                 case RACE_MIND_FLAYER:
752                         if (!get_aim_dir(&dir)) return FALSE;
753                         msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
754                         fire_bolt(GF_PSI, dir, plev);
755                         break;
756
757                 case RACE_IMP:
758                         if (!get_aim_dir(&dir)) return FALSE;
759                         if (plev >= 30)
760                         {
761                                 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
762                                 fire_ball(GF_FIRE, dir, plev, 2);
763                         }
764                         else
765                         {
766                                 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
767                                 fire_bolt(GF_FIRE, dir, plev);
768                         }
769                         break;
770
771                 case RACE_GOLEM:
772                         (void)set_shield(randint1(20) + 30, FALSE);
773                         break;
774
775                 case RACE_SKELETON:
776                 case RACE_ZOMBIE:
777                         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."));
778                         (void)restore_level();
779                         break;
780
781                 case RACE_VAMPIRE:
782                         vampirism();
783                         break;
784
785                 case RACE_SPECTRE:
786                         if (!get_aim_dir(&dir)) return FALSE;
787                         stop_mouth();
788                         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!"));
789                         (void)fear_monster(dir, plev);
790                         break;
791
792                 case RACE_SPRITE:
793                         msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
794                         if (plev < 25) sleep_monsters_touch();
795                         else (void)sleep_monsters(plev);
796                         break;
797
798                 case RACE_DEMON:
799                         return demonic_breath(p_ptr); 
800                         break;
801
802                 case RACE_KUTAR:
803                         (void)set_tsubureru(randint1(20) + 30, FALSE);
804                         break;
805
806                 case RACE_ANDROID:
807                         return android_inside_weapon(p_ptr);
808                         break;
809
810                 default:
811                         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."));
812                         free_turn(p_ptr);
813         }
814         }
815         return TRUE;
816 }
817
818 /*!
819  * @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
820  * @return なし
821  */
822 void do_cmd_racial_power(void)
823 {
824         power_desc_type power_desc[36];
825         int num;
826         COMMAND_CODE i = 0;
827         int ask = TRUE;
828         PLAYER_LEVEL lvl = p_ptr->lev;
829         bool            flag, redraw, cast = FALSE;
830         bool            warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
831         char            choice;
832         char            out_val[160];
833         int menu_line = (use_menu ? 1 : 0);
834
835         if (p_ptr->wild_mode) return;
836
837         for (num = 0; num < 36; num++)
838         {
839                 strcpy(power_desc[num].name, "");
840                 power_desc[num].number = 0;
841         }
842
843         num = 0;
844
845         if (cmd_limit_confused(p_ptr))
846         {
847                 free_turn(p_ptr);
848                 return;
849         }
850
851         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
852         {
853                 set_action(ACTION_NONE);
854         }
855
856         switch (p_ptr->pclass)
857         {
858         case CLASS_WARRIOR:
859         {
860                 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
861                 power_desc[num].level = 40;
862                 power_desc[num].cost = 75;
863                 power_desc[num].stat = A_DEX;
864                 power_desc[num].fail = 35;
865                 power_desc[num++].number = -3;
866                 break;
867         }
868         case CLASS_HIGH_MAGE:
869         if (p_ptr->realm1 == REALM_HEX)
870         {
871                 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
872                 power_desc[num].level = 1;
873                 power_desc[num].cost = 0;
874                 power_desc[num].stat = A_INT;
875                 power_desc[num].fail = 0;
876                 power_desc[num++].number = -3;
877                 break;
878         }
879         case CLASS_MAGE:
880         /* case CLASS_HIGH_MAGE: */
881         case CLASS_SORCERER:
882         {
883                 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
884                 power_desc[num].level = 25;
885                 power_desc[num].cost = 1;
886                 power_desc[num].stat = A_INT;
887                 power_desc[num].fail = 25;
888                 power_desc[num++].number = -3;
889                 break;
890         }
891         case CLASS_PRIEST:
892         {
893                 if (is_good_realm(p_ptr->realm1))
894                 {
895                         strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
896                         power_desc[num].level = 35;
897                         power_desc[num].cost = 70;
898                         power_desc[num].stat = A_WIS;
899                         power_desc[num].fail = 50;
900                         power_desc[num++].number = -3;
901                 }
902                 else
903                 {
904                         strcpy(power_desc[num].name, _("召魂", "Evocation"));
905                         power_desc[num].level = 42;
906                         power_desc[num].cost = 40;
907                         power_desc[num].stat = A_WIS;
908                         power_desc[num].fail = 35;
909                         power_desc[num++].number = -3;
910                 }
911                 break;
912         }
913         case CLASS_ROGUE:
914         {
915                 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
916                 power_desc[num].level = 8;
917                 power_desc[num].cost = 12;
918                 power_desc[num].stat = A_DEX;
919                 power_desc[num].fail = 14;
920                 power_desc[num++].number = -3;
921                 break;
922         }
923         case CLASS_RANGER:
924         case CLASS_SNIPER:
925         {
926                 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
927                 power_desc[num].level = 15;
928                 power_desc[num].cost = 20;
929                 power_desc[num].stat = A_INT;
930                 power_desc[num].fail = 12;
931                 power_desc[num++].number = -3;
932                 break;
933         }
934         case CLASS_PALADIN:
935         {
936                 if (is_good_realm(p_ptr->realm1))
937                 {
938                         strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
939                         power_desc[num].level = 30;
940                         power_desc[num].cost = 30;
941                         power_desc[num].stat = A_WIS;
942                         power_desc[num].fail = 30;
943                         power_desc[num++].number = -3;
944                 }
945                 else
946                 {
947                         strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
948                         power_desc[num].level = 30;
949                         power_desc[num].cost = 30;
950                         power_desc[num].stat = A_WIS;
951                         power_desc[num].fail = 30;
952                         power_desc[num++].number = -3;
953                 }
954                 break;
955         }
956         case CLASS_WARRIOR_MAGE:
957         {
958                 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
959                 power_desc[num].level = 25;
960                 power_desc[num].cost = 0;
961                 power_desc[num].stat = A_INT;
962                 power_desc[num].fail = 10;
963                 power_desc[num++].number = -3;
964                         
965                 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
966                 power_desc[num].level = 25;
967                 power_desc[num].cost = 0;
968                 power_desc[num].stat = A_INT;
969                 power_desc[num].fail = 10;
970                 power_desc[num++].number = -4;
971                 break;
972         }
973         case CLASS_CHAOS_WARRIOR:
974         {
975                 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
976                 power_desc[num].level = 40;
977                 power_desc[num].cost = 50;
978                 power_desc[num].stat = A_INT;
979                 power_desc[num].fail = 25;
980                 power_desc[num++].number = -3;
981                 break;
982         }
983         case CLASS_MONK:
984         {
985                 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
986                 power_desc[num].level = 25;
987                 power_desc[num].cost = 0;
988                 power_desc[num].stat = A_DEX;
989                 power_desc[num].fail = 0;
990                 power_desc[num++].number = -3;
991                         
992                 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
993                 power_desc[num].level = 30;
994                 power_desc[num].cost = 30;
995                 power_desc[num].stat = A_STR;
996                 power_desc[num].fail = 20;
997                 power_desc[num++].number = -4;
998                 break;
999         }
1000         case CLASS_MINDCRAFTER:
1001         case CLASS_FORCETRAINER:
1002         {
1003                 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1004                 power_desc[num].level = 15;
1005                 power_desc[num].cost = 0;
1006                 power_desc[num].stat = A_WIS;
1007                 power_desc[num].fail = 10;
1008                 power_desc[num++].number = -3;
1009                 break;
1010         }
1011         case CLASS_TOURIST:
1012         {
1013                 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1014                 power_desc[num].level = 1;
1015                 power_desc[num].cost = 0;
1016                 power_desc[num].stat = A_DEX;
1017                 power_desc[num].fail = 0;
1018                 power_desc[num++].number = -3;
1019                 
1020                 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1021                 power_desc[num].level = 25;
1022                 power_desc[num].cost = 20;
1023                 power_desc[num].stat = A_INT;
1024                 power_desc[num].fail = 20;
1025                 power_desc[num++].number = -4;
1026                 break;
1027         }
1028         case CLASS_IMITATOR:
1029         {
1030                 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1031                 power_desc[num].level = 30;
1032                 power_desc[num].cost = 100;
1033                 power_desc[num].stat = A_DEX;
1034                 power_desc[num].fail = 30;
1035                 power_desc[num++].number = -3;
1036                 break;
1037         }
1038         case CLASS_BEASTMASTER:
1039         {
1040                 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1041                 power_desc[num].level = 1;
1042                 power_desc[num].cost = (p_ptr->lev+3)/4;
1043                 power_desc[num].stat = A_CHR;
1044                 power_desc[num].fail = 10;
1045                 power_desc[num++].number = -3;
1046                 
1047                 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1048                 power_desc[num].level = 30;
1049                 power_desc[num].cost = (p_ptr->lev+20)/2;
1050                 power_desc[num].stat = A_CHR;
1051                 power_desc[num].fail = 10;
1052                 power_desc[num++].number = -4;
1053                 break;
1054         }
1055         case CLASS_ARCHER:
1056         {
1057                 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1058                 power_desc[num].level = 1;
1059                 power_desc[num].cost = 0;
1060                 power_desc[num].stat = A_DEX;
1061                 power_desc[num].fail = 0;
1062                 power_desc[num++].number = -3;
1063                 break;
1064         }
1065         case CLASS_MAGIC_EATER:
1066         {
1067                 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1068                 power_desc[num].level = 1;
1069                 power_desc[num].cost = 0;
1070                 power_desc[num].stat = A_INT;
1071                 power_desc[num].fail = 0;
1072                 power_desc[num++].number = -3;
1073
1074                 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1075                 power_desc[num].level = 10;
1076                 power_desc[num].cost = 10 + (lvl - 10) / 2;
1077                 power_desc[num].stat = A_INT;
1078                 power_desc[num].fail = 0;
1079                 power_desc[num++].number = -4;
1080                 break;
1081         }
1082         case CLASS_BARD:
1083         {
1084                 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1085                 power_desc[num].level = 1;
1086                 power_desc[num].cost = 0;
1087                 power_desc[num].stat = A_CHR;
1088                 power_desc[num].fail = 0;
1089                 power_desc[num++].number = -3;
1090                 break;
1091         }
1092         case CLASS_RED_MAGE:
1093         {
1094                 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1095                 power_desc[num].level = 48;
1096                 power_desc[num].cost = 20;
1097                 power_desc[num].stat = A_INT;
1098                 power_desc[num].fail = 0;
1099                 power_desc[num++].number = -3;
1100                 break;
1101         }
1102         case CLASS_SAMURAI:
1103         {
1104                 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1105                 power_desc[num].level = 1;
1106                 power_desc[num].cost = 0;
1107                 power_desc[num].stat = A_WIS;
1108                 power_desc[num].fail = 0;
1109                 power_desc[num++].number = -3;
1110                 
1111                 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
1112                 power_desc[num].level = 25;
1113                 power_desc[num].cost = 0;
1114                 power_desc[num].stat = A_DEX;
1115                 power_desc[num].fail = 0;
1116                 power_desc[num++].number = -4;
1117                 break;
1118         }
1119         case CLASS_BLUE_MAGE:
1120         {
1121                 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1122                 power_desc[num].level = 1;
1123                 power_desc[num].cost = 0;
1124                 power_desc[num].stat = A_INT;
1125                 power_desc[num].fail = 0;
1126                 power_desc[num++].number = -3;
1127                 break;
1128         }
1129         case CLASS_CAVALRY:
1130         {
1131                 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1132                 power_desc[num].level = 10;
1133                 power_desc[num].cost = 0;
1134                 power_desc[num].stat = A_STR;
1135                 power_desc[num].fail = 10;
1136                 power_desc[num++].number = -3;
1137                 break;
1138         }
1139         case CLASS_BERSERKER:
1140         {
1141                 strcpy(power_desc[num].name, _("帰還", "Recall"));
1142                 power_desc[num].level = 10;
1143                 power_desc[num].cost = 10;
1144                 power_desc[num].stat = A_DEX;
1145                 power_desc[num].fail = 20;
1146                 power_desc[num++].number = -3;
1147                 break;
1148         }
1149         case CLASS_MIRROR_MASTER:
1150         {
1151                 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
1152                 power_desc[num].level = 1;
1153                 power_desc[num].cost = 0;
1154                 power_desc[num].stat = A_INT;
1155                 power_desc[num].fail = 0;
1156                 power_desc[num++].number = -3;
1157                 
1158                 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
1159                 power_desc[num].level = 30;
1160                 power_desc[num].cost = 0;
1161                 power_desc[num].stat = A_INT;
1162                 power_desc[num].fail = 20;
1163                 power_desc[num++].number = -4;
1164                 break;
1165         }
1166         case CLASS_SMITH:
1167         {
1168                 strcpy(power_desc[num].name, _("目利き", "Judgment"));
1169                 power_desc[num].level = 5;
1170                 power_desc[num].cost = 15;
1171                 power_desc[num].stat = A_INT;
1172                 power_desc[num].fail = 20;
1173                 power_desc[num++].number = -3;
1174                 break;
1175         }
1176         case CLASS_NINJA:
1177         {
1178                 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
1179                 power_desc[num].level = 20;
1180                 power_desc[num].cost = 0;
1181                 power_desc[num].stat = A_DEX;
1182                 power_desc[num].fail = 0;
1183                 power_desc[num++].number = -3;
1184                 break;
1185         }
1186         default:
1187                 strcpy(power_desc[0].name, _("(なし)", "(none)"));
1188         }
1189
1190         if (p_ptr->mimic_form)
1191         {
1192                 switch (p_ptr->mimic_form)
1193                 {
1194                 case MIMIC_DEMON:
1195                 case MIMIC_DEMON_LORD:
1196                         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);
1197                         power_desc[num].level = 15;
1198                         power_desc[num].cost = 10+lvl/3;
1199                         power_desc[num].stat = A_CON;
1200                         power_desc[num].fail = 20;
1201                         power_desc[num++].number = -1;
1202                         break;
1203                 case MIMIC_VAMPIRE:
1204                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1205                         power_desc[num].level = 2;
1206                         power_desc[num].cost = 1 + (lvl / 3);
1207                         power_desc[num].stat = A_CON;
1208                         power_desc[num].fail = 9;
1209                         power_desc[num++].number = -1;
1210                         break;
1211                 }
1212         }
1213         else
1214         {
1215         switch (p_ptr->prace)
1216         {
1217                 case RACE_DWARF:
1218                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1219                         power_desc[num].level = 5;
1220                         power_desc[num].cost = 5;
1221                         power_desc[num].stat = A_WIS;
1222                         power_desc[num].fail = 12;
1223                         power_desc[num++].number = -1;
1224                         break;
1225                 case RACE_NIBELUNG:
1226                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1227                         power_desc[num].level = 10;
1228                         power_desc[num].cost = 5;
1229                         power_desc[num].stat = A_WIS;
1230                         power_desc[num].fail = 10;
1231                         power_desc[num++].number = -1;
1232                         break;
1233                 case RACE_HOBBIT:
1234                         strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
1235                         power_desc[num].level = 15;
1236                         power_desc[num].cost = 10;
1237                         power_desc[num].stat = A_INT;
1238                         power_desc[num].fail = 10;
1239                         power_desc[num++].number = -1;
1240                         break;
1241                 case RACE_GNOME:
1242                         sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
1243                         power_desc[num].level = 5;
1244                         power_desc[num].cost = 5;
1245                         power_desc[num].stat = A_INT;
1246                         power_desc[num].fail = 12;
1247                         power_desc[num++].number = -1;
1248                         break;
1249                 case RACE_HALF_ORC:
1250                         strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
1251                         power_desc[num].level = 3;
1252                         power_desc[num].cost = 5;
1253                         power_desc[num].stat = A_WIS;
1254                         power_desc[num].fail = warrior ? 5 : 10;
1255                         power_desc[num++].number = -1;
1256                         break;
1257                 case RACE_HALF_TROLL:
1258                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1259                         power_desc[num].level = 10;
1260                         power_desc[num].cost = 12;
1261                         power_desc[num].stat = A_STR;
1262                         power_desc[num].fail = warrior ? 6 : 12;
1263                         power_desc[num++].number = -1;
1264                         break;
1265                 case RACE_BARBARIAN:
1266                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1267                         power_desc[num].level = 8;
1268                         power_desc[num].cost = 10;
1269                         power_desc[num].stat = A_STR;
1270                         power_desc[num].fail = warrior ? 6 : 12;
1271                         power_desc[num++].number = -1;
1272                         break;
1273                 case RACE_AMBERITE:
1274                         strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
1275                         power_desc[num].level = 30;
1276                         power_desc[num].cost = 50;
1277                         power_desc[num].stat = A_INT;
1278                         power_desc[num].fail = 50;
1279                         power_desc[num++].number = -1;
1280                         
1281                         strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
1282                         power_desc[num].level = 40;
1283                         power_desc[num].cost = 75;
1284                         power_desc[num].stat = A_WIS;
1285                         power_desc[num].fail = 50;
1286                         power_desc[num++].number = -2;
1287                         break;
1288                 case RACE_HALF_OGRE:
1289                         strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
1290                         power_desc[num].level = 25;
1291                         power_desc[num].cost = 35;
1292                         power_desc[num].stat = A_INT;
1293                         power_desc[num].fail = 15;
1294                         power_desc[num++].number = -1;
1295                         break;
1296                 case RACE_HALF_GIANT:
1297                         strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
1298                         power_desc[num].level = 20;
1299                         power_desc[num].cost = 10;
1300                         power_desc[num].stat = A_STR;
1301                         power_desc[num].fail = 12;
1302                         power_desc[num++].number = -1;
1303                         break;
1304                 case RACE_HALF_TITAN:
1305                         strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
1306                         power_desc[num].level = 15;
1307                         power_desc[num].cost = 10;
1308                         power_desc[num].stat = A_INT;
1309                         power_desc[num].fail = 12;
1310                         power_desc[num++].number = -1;
1311                         break;
1312                 case RACE_CYCLOPS:
1313                         sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
1314                         power_desc[num].level = 20;
1315                         power_desc[num].cost = 15;
1316                         power_desc[num].stat = A_STR;
1317                         power_desc[num].fail = 12;
1318                         power_desc[num++].number = -1;
1319                         break;
1320                 case RACE_YEEK:
1321                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1322                         power_desc[num].level = 15;
1323                         power_desc[num].cost = 15;
1324                         power_desc[num].stat = A_WIS;
1325                         power_desc[num].fail = 10;
1326                         power_desc[num++].number = -1;
1327                         break;
1328                 case RACE_SPECTRE:
1329                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1330                         power_desc[num].level = 4;
1331                         power_desc[num].cost = 6;
1332                         power_desc[num].stat = A_INT;
1333                         power_desc[num].fail = 3;
1334                         power_desc[num++].number = -1;
1335                         break;
1336                 case RACE_KLACKON:
1337                         sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
1338                         power_desc[num].level = 9;
1339                         power_desc[num].cost = 9;
1340                         power_desc[num].stat = A_DEX;
1341                         power_desc[num].fail = 14;
1342                         power_desc[num++].number = -1;
1343                         break;
1344                 case RACE_KOBOLD:
1345                         sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
1346                         power_desc[num].level = 12;
1347                         power_desc[num].cost = 8;
1348                         power_desc[num].stat = A_DEX;
1349                         power_desc[num].fail = 14;
1350                         power_desc[num++].number = -1;
1351                         break;
1352                 case RACE_DARK_ELF:
1353                         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);
1354                         power_desc[num].level = 2;
1355                         power_desc[num].cost = 2;
1356                         power_desc[num].stat = A_INT;
1357                         power_desc[num].fail = 9;
1358                         power_desc[num++].number = -1;
1359                         break;
1360                 case RACE_DRACONIAN:
1361                         sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
1362                         power_desc[num].level = 1;
1363                         power_desc[num].cost = lvl;
1364                         power_desc[num].stat = A_CON;
1365                         power_desc[num].fail = 12;
1366                         power_desc[num++].number = -1;
1367                         break;
1368                 case RACE_MIND_FLAYER:
1369                         sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
1370                         power_desc[num].level = 15;
1371                         power_desc[num].cost = 12;
1372                         power_desc[num].stat = A_INT;
1373                         power_desc[num].fail = 14;
1374                         power_desc[num++].number = -1;
1375                         break;
1376                 case RACE_IMP:
1377                         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);
1378                         power_desc[num].level = 9;
1379                         power_desc[num].cost = 15;
1380                         power_desc[num].stat = A_WIS;
1381                         power_desc[num].fail = 15;
1382                         power_desc[num++].number = -1;
1383                         break;
1384                 case RACE_GOLEM:
1385                         strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
1386                         power_desc[num].level = 20;
1387                         power_desc[num].cost = 15;
1388                         power_desc[num].stat = A_CON;
1389                         power_desc[num].fail = 8;
1390                         power_desc[num++].number = -1;
1391                         break;
1392                 case RACE_SKELETON:
1393                 case RACE_ZOMBIE:
1394                         strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
1395                         power_desc[num].level = 30;
1396                         power_desc[num].cost = 30;
1397                         power_desc[num].stat = A_WIS;
1398                         power_desc[num].fail = 18;
1399                         power_desc[num++].number = -1;
1400                         break;
1401                 case RACE_VAMPIRE:
1402                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1403                         power_desc[num].level = 2;
1404                         power_desc[num].cost = 1 + (lvl / 3);
1405                         power_desc[num].stat = A_CON;
1406                         power_desc[num].fail = 9;
1407                         power_desc[num++].number = -1;
1408                         break;
1409                 case RACE_SPRITE:
1410                         strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
1411                         power_desc[num].level = 12;
1412                         power_desc[num].cost = 12;
1413                         power_desc[num].stat = A_INT;
1414                         power_desc[num].fail = 15;
1415                         power_desc[num++].number = -1;
1416                         break;
1417                 case RACE_DEMON:
1418                         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);
1419                         power_desc[num].level = 15;
1420                         power_desc[num].cost = 10+lvl/3;
1421                         power_desc[num].stat = A_CON;
1422                         power_desc[num].fail = 20;
1423                         power_desc[num++].number = -1;
1424                         break;
1425                 case RACE_KUTAR:
1426                         strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
1427                         power_desc[num].level = 20;
1428                         power_desc[num].cost = 15;
1429                         power_desc[num].stat = A_CHR;
1430                         power_desc[num].fail = 8;
1431                         power_desc[num++].number = -1;
1432                         break;
1433                 case RACE_ANDROID:
1434                         if (p_ptr->lev < 10)
1435                         {
1436                                 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
1437                                 power_desc[num].level = 1;
1438                                 power_desc[num].cost = 7;
1439                                 power_desc[num].fail = 8;
1440                         }
1441                         else if (p_ptr->lev < 25)
1442                         {
1443                                 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
1444                                 power_desc[num].level = 10;
1445                                 power_desc[num].cost = 13;
1446                                 power_desc[num].fail = 10;
1447                         }
1448                         else if (p_ptr->lev < 35)
1449                         {
1450                                 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
1451                                 power_desc[num].level = 25;
1452                                 power_desc[num].cost = 26;
1453                                 power_desc[num].fail = 12;
1454                         }
1455                         else if (p_ptr->lev < 45)
1456                         {
1457                                 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
1458                                 power_desc[num].level = 35;
1459                                 power_desc[num].cost = 40;
1460                                 power_desc[num].fail = 15;
1461                         }
1462                         else
1463                         {
1464                                 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
1465                                 power_desc[num].level = 45;
1466                                 power_desc[num].cost = 60;
1467                                 power_desc[num].fail = 18;
1468                         }
1469                         power_desc[num].stat = A_STR;
1470                         power_desc[num++].number = -1;
1471                         break;
1472                 default:
1473                 {
1474                         break;
1475                 }
1476         }
1477         }
1478
1479         if (p_ptr->muta1)
1480         {
1481                 if (p_ptr->muta1 & MUT1_SPIT_ACID)
1482                 {
1483                         strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
1484                         power_desc[num].level = 9;
1485                         power_desc[num].cost = 9;
1486                         power_desc[num].stat = A_DEX;
1487                         power_desc[num].fail = 15;
1488                         power_desc[num++].number = MUT1_SPIT_ACID;
1489                 }
1490
1491                 if (p_ptr->muta1 & MUT1_BR_FIRE)
1492                 {
1493                         strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
1494                         power_desc[num].level = 20;
1495                         power_desc[num].cost = lvl;
1496                         power_desc[num].stat = A_CON;
1497                         power_desc[num].fail = 18;
1498                         power_desc[num++].number = MUT1_BR_FIRE;
1499                 }
1500
1501                 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
1502                 {
1503                         strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
1504                         power_desc[num].level = 12;
1505                         power_desc[num].cost = 12;
1506                         power_desc[num].stat = A_CHR;
1507                         power_desc[num].fail = 18;
1508                         power_desc[num++].number = MUT1_HYPN_GAZE;
1509                 }
1510
1511                 if (p_ptr->muta1 & MUT1_TELEKINES)
1512                 {
1513                         strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
1514                         power_desc[num].level = 9;
1515                         power_desc[num].cost = 9;
1516                         power_desc[num].stat = A_WIS;
1517                         power_desc[num].fail = 14;
1518                         power_desc[num++].number = MUT1_TELEKINES;
1519                 }
1520
1521                 if (p_ptr->muta1 & MUT1_VTELEPORT)
1522                 {
1523                         strcpy(power_desc[num].name, _("テレポート", "Teleport"));
1524                         power_desc[num].level = 7;
1525                         power_desc[num].cost = 7;
1526                         power_desc[num].stat = A_WIS;
1527                         power_desc[num].fail = 15;
1528                         power_desc[num++].number = MUT1_VTELEPORT;
1529                 }
1530
1531                 if (p_ptr->muta1 & MUT1_MIND_BLST)
1532                 {
1533                         strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
1534                         power_desc[num].level = 5;
1535                         power_desc[num].cost = 3;
1536                         power_desc[num].stat = A_WIS;
1537                         power_desc[num].fail = 15;
1538                         power_desc[num++].number = MUT1_MIND_BLST;
1539                 }
1540
1541                 if (p_ptr->muta1 & MUT1_RADIATION)
1542                 {
1543                         strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
1544                         power_desc[num].level = 15;
1545                         power_desc[num].cost = 15;
1546                         power_desc[num].stat = A_CON;
1547                         power_desc[num].fail = 14;
1548                         power_desc[num++].number = MUT1_RADIATION;
1549                 }
1550
1551                 if (p_ptr->muta1 & MUT1_VAMPIRISM)
1552                 {
1553                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1554                         power_desc[num].level = 2;
1555                         power_desc[num].cost = (1 + (lvl / 3));
1556                         power_desc[num].stat = A_CON;
1557                         power_desc[num].fail = 9;
1558                         power_desc[num++].number = MUT1_VAMPIRISM;
1559                 }
1560
1561                 if (p_ptr->muta1 & MUT1_SMELL_MET)
1562                 {
1563                         strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
1564                         power_desc[num].level = 3;
1565                         power_desc[num].cost = 2;
1566                         power_desc[num].stat = A_INT;
1567                         power_desc[num].fail = 12;
1568                         power_desc[num++].number = MUT1_SMELL_MET;
1569                 }
1570
1571                 if (p_ptr->muta1 & MUT1_SMELL_MON)
1572                 {
1573                         strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
1574                         power_desc[num].level = 5;
1575                         power_desc[num].cost = 4;
1576                         power_desc[num].stat = A_INT;
1577                         power_desc[num].fail = 15;
1578                         power_desc[num++].number = MUT1_SMELL_MON;
1579                 }
1580
1581                 if (p_ptr->muta1 & MUT1_BLINK)
1582                 {
1583                         strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
1584                         power_desc[num].level = 3;
1585                         power_desc[num].cost = 3;
1586                         power_desc[num].stat = A_WIS;
1587                         power_desc[num].fail = 12;
1588                         power_desc[num++].number = MUT1_BLINK;
1589                 }
1590
1591                 if (p_ptr->muta1 & MUT1_EAT_ROCK)
1592                 {
1593                         strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
1594                         power_desc[num].level = 8;
1595                         power_desc[num].cost = 12;
1596                         power_desc[num].stat = A_CON;
1597                         power_desc[num].fail = 18;
1598                         power_desc[num++].number = MUT1_EAT_ROCK;
1599                 }
1600
1601                 if (p_ptr->muta1 & MUT1_SWAP_POS)
1602                 {
1603                         strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
1604                         power_desc[num].level = 15;
1605                         power_desc[num].cost = 12;
1606                         power_desc[num].stat = A_DEX;
1607                         power_desc[num].fail = 16;
1608                         power_desc[num++].number = MUT1_SWAP_POS;
1609                 }
1610
1611                 if (p_ptr->muta1 & MUT1_SHRIEK)
1612                 {
1613                         strcpy(power_desc[num].name, _("叫び", "Shriek"));
1614                         power_desc[num].level = 20;
1615                         power_desc[num].cost = 14;
1616                         power_desc[num].stat = A_CON;
1617                         power_desc[num].fail = 16;
1618                         power_desc[num++].number = MUT1_SHRIEK;
1619                 }
1620
1621                 if (p_ptr->muta1 & MUT1_ILLUMINE)
1622                 {
1623                         strcpy(power_desc[num].name, _("照明", "Illuminate"));
1624                         power_desc[num].level = 3;
1625                         power_desc[num].cost = 2;
1626                         power_desc[num].stat = A_INT;
1627                         power_desc[num].fail = 10;
1628                         power_desc[num++].number = MUT1_ILLUMINE;
1629                 }
1630
1631                 if (p_ptr->muta1 & MUT1_DET_CURSE)
1632                 {
1633                         strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
1634                         power_desc[num].level = 7;
1635                         power_desc[num].cost = 14;
1636                         power_desc[num].stat = A_WIS;
1637                         power_desc[num].fail = 14;
1638                         power_desc[num++].number = MUT1_DET_CURSE;
1639                 }
1640
1641                 if (p_ptr->muta1 & MUT1_BERSERK)
1642                 {
1643                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1644                         power_desc[num].level = 8;
1645                         power_desc[num].cost = 8;
1646                         power_desc[num].stat = A_STR;
1647                         power_desc[num].fail = 14;
1648                         power_desc[num++].number = MUT1_BERSERK;
1649                 }
1650
1651                 if (p_ptr->muta1 & MUT1_POLYMORPH)
1652                 {
1653                         strcpy(power_desc[num].name, _("変身", "Polymorph"));
1654                         power_desc[num].level = 18;
1655                         power_desc[num].cost = 20;
1656                         power_desc[num].stat = A_CON;
1657                         power_desc[num].fail = 18;
1658                         power_desc[num++].number = MUT1_POLYMORPH;
1659                 }
1660
1661                 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
1662                 {
1663                         strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
1664                         power_desc[num].level = 10;
1665                         power_desc[num].cost = 5;
1666                         power_desc[num].stat = A_INT;
1667                         power_desc[num].fail = 12;
1668                         power_desc[num++].number = MUT1_MIDAS_TCH;
1669                 }
1670
1671                 if (p_ptr->muta1 & MUT1_GROW_MOLD)
1672                 {
1673                         strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
1674                         power_desc[num].level = 1;
1675                         power_desc[num].cost = 6;
1676                         power_desc[num].stat = A_CON;
1677                         power_desc[num].fail = 14;
1678                         power_desc[num++].number = MUT1_GROW_MOLD;
1679                 }
1680
1681                 if (p_ptr->muta1 & MUT1_RESIST)
1682                 {
1683                         strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
1684                         power_desc[num].level = 10;
1685                         power_desc[num].cost = 12;
1686                         power_desc[num].stat = A_CON;
1687                         power_desc[num].fail = 12;
1688                         power_desc[num++].number = MUT1_RESIST;
1689                 }
1690
1691                 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
1692                 {
1693                         strcpy(power_desc[num].name, _("地震", "Earthquake"));
1694                         power_desc[num].level = 12;
1695                         power_desc[num].cost = 12;
1696                         power_desc[num].stat = A_STR;
1697                         power_desc[num].fail = 16;
1698                         power_desc[num++].number = MUT1_EARTHQUAKE;
1699                 }
1700
1701                 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
1702                 {
1703                         strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1704                         power_desc[num].level = 17;
1705                         power_desc[num].cost = 1;
1706                         power_desc[num].stat = A_WIS;
1707                         power_desc[num].fail = 15;
1708                         power_desc[num++].number = MUT1_EAT_MAGIC;
1709                 }
1710
1711                 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
1712                 {
1713                         strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
1714                         power_desc[num].level = 6;
1715                         power_desc[num].cost = 6;
1716                         power_desc[num].stat = A_INT;
1717                         power_desc[num].fail = 10;
1718                         power_desc[num++].number = MUT1_WEIGH_MAG;
1719                 }
1720
1721                 if (p_ptr->muta1 & MUT1_STERILITY)
1722                 {
1723                         strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
1724                         power_desc[num].level = 12;
1725                         power_desc[num].cost = 23;
1726                         power_desc[num].stat = A_CHR;
1727                         power_desc[num].fail = 15;
1728                         power_desc[num++].number = MUT1_STERILITY;
1729                 }
1730
1731                 if (p_ptr->muta1 & MUT1_PANIC_HIT)
1732                 {
1733                         strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
1734                         power_desc[num].level = 10;
1735                         power_desc[num].cost = 12;
1736                         power_desc[num].stat = A_DEX;
1737                         power_desc[num].fail = 14;
1738                         power_desc[num++].number = MUT1_PANIC_HIT;
1739                 }
1740
1741                 if (p_ptr->muta1 & MUT1_DAZZLE)
1742                 {
1743                         strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
1744                         power_desc[num].level = 7;
1745                         power_desc[num].cost = 15;
1746                         power_desc[num].stat = A_CHR;
1747                         power_desc[num].fail = 8;
1748                         power_desc[num++].number = MUT1_DAZZLE;
1749                 }
1750
1751                 if (p_ptr->muta1 & MUT1_LASER_EYE)
1752                 {
1753                         strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
1754                         power_desc[num].level = 7;
1755                         power_desc[num].cost = 10;
1756                         power_desc[num].stat = A_WIS;
1757                         power_desc[num].fail = 9;
1758                         power_desc[num++].number = MUT1_LASER_EYE;
1759                 }
1760
1761                 if (p_ptr->muta1 & MUT1_RECALL)
1762                 {
1763                         strcpy(power_desc[num].name, _("帰還", "Recall"));
1764                         power_desc[num].level = 17;
1765                         power_desc[num].cost = 50;
1766                         power_desc[num].stat = A_INT;
1767                         power_desc[num].fail = 16;
1768                         power_desc[num++].number = MUT1_RECALL;
1769                 }
1770
1771                 if (p_ptr->muta1 & MUT1_BANISH)
1772                 {
1773                         strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
1774                         power_desc[num].level = 25;
1775                         power_desc[num].cost = 25;
1776                         power_desc[num].stat = A_WIS;
1777                         power_desc[num].fail = 18;
1778                         power_desc[num++].number = MUT1_BANISH;
1779                 }
1780
1781                 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
1782                 {
1783                         strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
1784                         power_desc[num].level = 2;
1785                         power_desc[num].cost = 2;
1786                         power_desc[num].stat = A_CON;
1787                         power_desc[num].fail = 11;
1788                         power_desc[num++].number = MUT1_COLD_TOUCH;
1789                 }
1790
1791                 if (p_ptr->muta1 & MUT1_LAUNCHER)
1792                 {
1793                         strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
1794                         power_desc[num].level = 1;
1795                         power_desc[num].cost = lvl;
1796                         power_desc[num].stat = A_STR;
1797                         power_desc[num].fail = 6;
1798                         /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
1799                         power_desc[num++].number = 3;
1800                 }
1801         }
1802
1803         /* Nothing chosen yet */
1804         flag = FALSE;
1805
1806         /* No redraw yet */
1807         redraw = FALSE;
1808
1809         /* Build a prompt */
1810         (void) strnfmt(out_val, 78, 
1811                                 _("(特殊能力 %c-%c, *'で一覧, ESCで中断) どの特殊能力を使いますか?", "(Powers %c-%c, *=List, ESC=exit) Use which power? "),
1812                                 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
1813
1814 if (!repeat_pull(&i) || i<0 || i>=num) {
1815         if (use_menu) screen_save();
1816
1817         choice = (always_show_list || use_menu) ? ESCAPE:1;
1818         while (!flag)
1819         {
1820                 if( choice==ESCAPE ) choice = ' '; 
1821                 else if( !get_com(out_val, &choice, FALSE) )break; 
1822
1823                 if (use_menu && choice != ' ')
1824                 {
1825                         switch(choice)
1826                         {
1827                                 case '0':
1828                                 {
1829                                         screen_load();
1830                                         free_turn(p_ptr);
1831                                         return;
1832                                 }
1833
1834                                 case '8':
1835                                 case 'k':
1836                                 case 'K':
1837                                 {
1838                                         menu_line += (num - 1);
1839                                         break;
1840                                 }
1841
1842                                 case '2':
1843                                 case 'j':
1844                                 case 'J':
1845                                 {
1846                                         menu_line++;
1847                                         break;
1848                                 }
1849
1850                                 case '6':
1851                                 case 'l':
1852                                 case 'L':
1853                                 case '4':
1854                                 case 'h':
1855                                 case 'H':
1856                                 {
1857                                         if (menu_line > 18)
1858                                                 menu_line -= 18;
1859                                         else if (menu_line+18 <= num)
1860                                                 menu_line += 18;
1861                                         break;
1862                                 }
1863
1864                                 case 'x':
1865                                 case 'X':
1866                                 case '\r':
1867                                 {
1868                                         i = menu_line - 1;
1869                                         ask = FALSE;
1870                                         break;
1871                                 }
1872                         }
1873                         if (menu_line > num) menu_line -= num;
1874                 }
1875                 /* Request redraw */
1876                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
1877                 {
1878                         /* Show the list */
1879                         if (!redraw || use_menu)
1880                         {
1881                                 byte y = 1, x = 0;
1882                                 int ctr = 0;
1883                                 char dummy[80];
1884                                 char letter;
1885                                 TERM_LEN x1, y1;
1886
1887                                 strcpy(dummy, "");
1888                                 redraw = TRUE;
1889                                 if (!use_menu) screen_save();
1890
1891                                 /* Print header(s) */
1892                                 if (num < 18)
1893                                         prt(_("                            Lv   MP 失率", "                            Lv Cost Fail"), y++, x);
1894                                 else
1895                                 prt(_("                            Lv   MP 失率                            Lv   MP 失率", 
1896                                           "                            Lv Cost Fail                            Lv Cost Fail"), y++, x);
1897
1898
1899                                 /* Print list */
1900                                 while (ctr < num)
1901                                 {
1902                                         x1 = ((ctr < 18) ? x : x + 40);
1903                                         y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
1904
1905                                         if (use_menu)
1906                                         {
1907                                                 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " >  "));
1908                                                 else strcpy(dummy, "    ");
1909                                         }
1910                                         else
1911                                         {
1912                                                 /* letter/number for power selection */
1913                                                 if (ctr < 26)
1914                                                         letter = I2A(ctr);
1915                                                 else
1916                                                         letter = '0' + ctr - 26;
1917                                                 sprintf(dummy, " %c) ",letter);
1918                                         }
1919                                         strcat(dummy, format("%-23.23s %2d %4d %3d%%",
1920                                                 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
1921                                                 100 - racial_chance(&power_desc[ctr])));
1922                                         prt(dummy, y1, x1);
1923                                         ctr++;
1924                                 }
1925                         }
1926
1927                         /* Hide the list */
1928                         else
1929                         {
1930                                 /* Hide list */
1931                                 redraw = FALSE;
1932                                 screen_load();
1933                         }
1934
1935                         /* Redo asking */
1936                         continue;
1937                 }
1938
1939                 if (!use_menu)
1940                 {
1941                         if (choice == '\r' && num == 1)
1942                         {
1943                                 choice = 'a';
1944                         }
1945
1946                         if (isalpha(choice))
1947                         {
1948                                 /* Note verify */
1949                                 ask = (isupper(choice));
1950
1951                                 /* Lowercase */
1952                                 if (ask) choice = (char)tolower(choice);
1953
1954                                 /* Extract request */
1955                                 i = (islower(choice) ? A2I(choice) : -1);
1956                         }
1957                         else
1958                         {
1959                                 ask = FALSE; /* Can't uppercase digits */
1960
1961                                 i = choice - '0' + 26;
1962                         }
1963                 }
1964
1965                 /* Totally Illegal */
1966                 if ((i < 0) || (i >= num))
1967                 {
1968                         bell();
1969                         continue;
1970                 }
1971
1972                 /* Verify it */
1973                 if (ask)
1974                 {
1975                         char tmp_val[160];
1976
1977                         /* Prompt */
1978                         (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
1979
1980                         /* Belay that order */
1981                         if (!get_check(tmp_val)) continue;
1982                 }
1983
1984                 /* Stop the loop */
1985                 flag = TRUE;
1986         }
1987         if (redraw) screen_load();
1988
1989         /* Abort if needed */
1990         if (!flag)
1991         {
1992                 free_turn(p_ptr);
1993                 return;
1994         }
1995         repeat_push(i);
1996         } /*if (!repeat_pull(&i) || ...)*/
1997         switch (racial_aux(&power_desc[i]))
1998         {
1999         case 1:
2000                 if (power_desc[i].number < 0)
2001                         cast = cmd_racial_power_aux(power_desc[i].number);
2002                 else
2003                         cast = mutation_power_aux(power_desc[i].number);
2004                 break;
2005         case 0:
2006                 cast = FALSE;
2007                 break;
2008         case -1:
2009                 cast = TRUE;
2010                 break;
2011         }
2012
2013         if (cast)
2014         {
2015                 if (racial_cost)
2016                 {
2017                         int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2018
2019                         /* If mana is not enough, player consumes hit point! */
2020                         if (p_ptr->csp < actual_racial_cost)
2021                         {
2022                                 actual_racial_cost -= p_ptr->csp;
2023                                 p_ptr->csp = 0;
2024                                 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2025                         }
2026                         else p_ptr->csp -= actual_racial_cost;
2027
2028                         p_ptr->redraw |= (PR_HP | PR_MANA);
2029                         p_ptr->window |= (PW_PLAYER | PW_SPELL);
2030                 }
2031         }
2032         else free_turn(p_ptr);
2033
2034         /* Success */
2035         return;
2036 }