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