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[Refactor] #37353 騎兵のレイシャル「荒馬慣らし」を rodeo() に分離。 / Separate Cavalry's racial skill...
[hengband/hengband.git] / src / racial.c
1 /*!
2  * @file racial.c
3  * @brief レイシャルと突然変異の技能処理 / Racial powers (and mutations)
4  * @date 2014/01/08
5  * @author
6  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7  * This software may be copied and distributed for educational, research,\n
8  * and not for profit purposes provided that this copyright and statement\n
9  * are included in all such copies.  Other copyrights may also apply.\n
10  * 2014 Deskull rearranged comment for Doxygen. \n
11  */
12
13 #include "angband.h"
14 #include "cmd-magiceat.h"
15 #include "cmd-zapwand.h"
16 #include "cmd-pet.h"
17 #include "melee.h"
18 #include "object-hook.h"
19
20 #include "mutation.h"
21 #include "player-status.h"
22 #include "spells-status.h"
23 #include "spells-object.h"
24
25 /*!
26  * @brief 魔法系コマンドを実行できるかの判定を返す
27  * @return 魔法系コマンドを使用可能ならTRUE、不可能ならば理由をメッセージ表示してFALSEを返す。
28  */
29 static bool can_do_cmd_cast(void)
30 {
31         if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
32         {
33                 msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
34                 msg_print(NULL);
35                 return FALSE;
36         }
37         else if (p_ptr->anti_magic)
38         {
39                 msg_print(_("反魔法バリアが魔法を邪魔した!", "An anti-magic shell disrupts your magic!"));
40                 return FALSE;
41         }
42         else if (p_ptr->shero)
43         {
44                 msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
45                 return FALSE;
46         }
47         else
48                 return TRUE;
49 }
50
51 /*!
52  * @brief 修行僧の構え設定処理
53  * @return 構えを変化させたらTRUE、構え不能かキャンセルしたらFALSEを返す。
54  */
55 static bool choose_kamae(void)
56 {
57         char choice;
58         int new_kamae = 0;
59         int i;
60         char buf[80];
61
62         if (p_ptr->confused)
63         {
64                 msg_print(_("混乱していて構えられない!", "Too confused."));
65                 return FALSE;
66         }
67         screen_save();
68         prt(_(" a) 構えをとく", " a) No form"), 2, 20);
69
70         for (i = 0; i < MAX_KAMAE; i++)
71         {
72                 if (p_ptr->lev >= kamae_shurui[i].min_level)
73                 {
74                         sprintf(buf," %c) %-12s  %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
75                         prt(buf, 3+i, 20);
76                 }
77         }
78
79         prt("", 1, 0);
80         prt(_("        どの構えをとりますか?", "        Choose Form: "), 1, 14);
81
82         while(1)
83         {
84                 choice = inkey();
85
86                 if (choice == ESCAPE)
87                 {
88                         screen_load();
89                         return FALSE;
90                 }
91                 else if ((choice == 'a') || (choice == 'A'))
92                 {
93                         if (p_ptr->action == ACTION_KAMAE)
94                         {
95                                 set_action(ACTION_NONE);
96                         }
97                         else
98                                 msg_print(_("もともと構えていない。", "You are not assuming a posture."));
99                         screen_load();
100                         return TRUE;
101                 }
102                 else if ((choice == 'b') || (choice == 'B'))
103                 {
104                         new_kamae = 0;
105                         break;
106                 }
107                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
108                 {
109                         new_kamae = 1;
110                         break;
111                 }
112                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
113                 {
114                         new_kamae = 2;
115                         break;
116                 }
117                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
118                 {
119                         new_kamae = 3;
120                         break;
121                 }
122         }
123         set_action(ACTION_KAMAE);
124
125         if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
126         {
127                 msg_print(_("構え直した。", "You reassume a posture."));
128         }
129         else
130         {
131                 p_ptr->special_defense &= ~(KAMAE_MASK);
132                 p_ptr->update |= (PU_BONUS);
133                 p_ptr->redraw |= (PR_STATE);
134                 msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
135                 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
136         }
137         p_ptr->redraw |= PR_STATE;
138         screen_load();
139         return TRUE;
140 }
141
142 /*!
143  * @brief 剣術家の型設定処理
144  * @return 型を変化させたらTRUE、型の構え不能かキャンセルしたらFALSEを返す。
145  */
146 static bool choose_kata(void)
147 {
148         char choice;
149         int new_kata = 0;
150         int i;
151         char buf[80];
152
153         if (p_ptr->confused)
154         {
155                 msg_print(_("混乱していて構えられない!", "Too confused."));
156                 return FALSE;
157         }
158
159         if (p_ptr->stun)
160         {
161                 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
162                 return FALSE;
163         }
164
165         if (p_ptr->afraid)
166         {
167                 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
168                 return FALSE;
169         }
170         screen_save();
171         prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
172
173         for (i = 0; i < MAX_KATA; i++)
174         {
175                 if (p_ptr->lev >= kata_shurui[i].min_level)
176                 {
177                         sprintf(buf,_(" %c) %sの型    %s", " %c) Form of %-12s  %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
178                         prt(buf, 3+i, 20);
179                 }
180         }
181
182         prt("", 1, 0);
183         prt(_("        どの型で構えますか?", "        Choose Form: "), 1, 14);
184
185         while(1)
186         {
187                 choice = inkey();
188
189                 if (choice == ESCAPE)
190                 {
191                         screen_load();
192                         return FALSE;
193                 }
194                 else if ((choice == 'a') || (choice == 'A'))
195                 {
196                         if (p_ptr->action == ACTION_KATA)
197                         {
198                                 set_action(ACTION_NONE);
199                         }
200                         else
201                                 msg_print(_("もともと構えていない。", "You are not assuming posture."));
202                         screen_load();
203                         return TRUE;
204                 }
205                 else if ((choice == 'b') || (choice == 'B'))
206                 {
207                         new_kata = 0;
208                         break;
209                 }
210                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
211                 {
212                         new_kata = 1;
213                         break;
214                 }
215                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
216                 {
217                         new_kata = 2;
218                         break;
219                 }
220                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
221                 {
222                         new_kata = 3;
223                         break;
224                 }
225         }
226         set_action(ACTION_KATA);
227
228         if (p_ptr->special_defense & (KATA_IAI << new_kata))
229         {
230                 msg_print(_("構え直した。", "You reassume a posture."));
231         }
232         else
233         {
234                 p_ptr->special_defense &= ~(KATA_MASK);
235                 p_ptr->update |= (PU_BONUS | PU_MONSTERS);
236                 msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
237                 p_ptr->special_defense |= (KATA_IAI << new_kata);
238         }
239         p_ptr->redraw |= (PR_STATE | PR_STATUS);
240         screen_load();
241         return TRUE;
242 }
243
244
245 /*!
246  * @brief レイシャル・パワー情報のtypedef
247  */
248 typedef struct power_desc_type power_desc_type;
249
250 /*!
251  * @brief レイシャル・パワー情報の構造体定義
252  */
253 struct power_desc_type
254 {
255         GAME_TEXT name[MAX_NLEN];      //!<レイシャル名
256         PLAYER_LEVEL level;     //!<体得レベル
257         int cost;
258         int stat;
259         int fail;
260         int number;
261 };
262
263
264 /*!
265  * @brief レイシャル・パワーの発動成功率を計算する / Returns the chance to activate a racial power/mutation
266  * @param pd_ptr 発動したいレイシャル・パワー情報の構造体参照ポインタ
267  * @return 成功率(%)を返す
268  */
269 static PERCENTAGE racial_chance(power_desc_type *pd_ptr)
270 {
271         PLAYER_LEVEL min_level  = pd_ptr->level;
272         int difficulty = pd_ptr->fail;
273
274         int i;
275         int val;
276         int sum = 0;
277         int stat = p_ptr->stat_cur[pd_ptr->stat];
278
279         /* No chance for success */
280         if ((p_ptr->lev < min_level) || p_ptr->confused)
281         {
282                 return (0);
283         }
284
285         if (difficulty == 0) return 100;
286
287         /* Calculate difficulty */
288         if (p_ptr->stun)
289         {
290                 difficulty += p_ptr->stun;
291         }
292         else if (p_ptr->lev > min_level)
293         {
294                 int lev_adj = ((p_ptr->lev - min_level) / 3);
295                 if (lev_adj > 10) lev_adj = 10;
296                 difficulty -= lev_adj;
297         }
298
299         if (difficulty < 5) difficulty = 5;
300
301         /* We only need halfs of the difficulty */
302         difficulty = difficulty / 2;
303
304         for (i = 1; i <= stat; i++)
305         {
306                 val = i - difficulty;
307                 if (val > 0)
308                         sum += (val <= difficulty) ? val : difficulty;
309         }
310
311         if (difficulty == 0)
312                 return (100);
313         else
314                 return (((sum * 100) / difficulty) / stat);
315 }
316
317
318 static int  racial_cost;
319
320 /*!
321  * @brief レイシャル・パワーの発動の判定処理
322  * @param pd_ptr 発動したいレイシャル・パワー情報の構造体参照ポインタ
323  * @return
324  * 発動成功ならば1、発動失敗ならば-1、キャンセルならば0を返す。
325  * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
326  */
327 static int racial_aux(power_desc_type *pd_ptr)
328 {
329         PLAYER_LEVEL min_level  = pd_ptr->level;
330         int use_stat   = pd_ptr->stat;
331         int difficulty = pd_ptr->fail;
332         int use_hp = 0;
333
334         racial_cost = pd_ptr->cost;
335
336         /* Not enough mana - use hp */
337         if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
338
339         /* Power is not available yet */
340         if (p_ptr->lev < min_level)
341         {
342                 msg_format(_("この能力を使用するにはレベル %d に達していなければなりません。", 
343                                          "You need to attain level %d to use this power."), min_level);
344
345                 p_ptr->energy_use = 0;
346                 return 0;
347         }
348
349         /* Too confused */
350         else if (p_ptr->confused)
351         {
352                 msg_print(_("混乱していてその能力は使えない。", "You are too confused to use this power."));
353                 p_ptr->energy_use = 0;
354                 return 0;
355         }
356
357         /* Risk death? */
358         else if (p_ptr->chp < use_hp)
359         {
360                 if (!get_check(_("本当に今の衰弱した状態でこの能力を使いますか?", "Really use the power in your weakened state? ")))
361                 {
362                         p_ptr->energy_use = 0;
363                         return 0;
364                 }
365         }
366
367         /* Else attempt to do it! */
368
369         if (difficulty)
370         {
371                 if (p_ptr->stun)
372                 {
373                         difficulty += p_ptr->stun;
374                 }
375                 else if (p_ptr->lev > min_level)
376                 {
377                         int lev_adj = ((p_ptr->lev - min_level) / 3);
378                         if (lev_adj > 10) lev_adj = 10;
379                         difficulty -= lev_adj;
380                 }
381
382                 if (difficulty < 5) difficulty = 5;
383         }
384
385         /* take time and pay the price */
386         p_ptr->energy_use = 100;
387
388         /* Success? */
389         if (randint1(p_ptr->stat_cur[use_stat]) >= ((difficulty / 2) + randint1(difficulty / 2)))
390         {
391                 return 1;
392         }
393
394         if (flush_failure) flush();
395         msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
396
397         return -1;
398 }
399
400
401 /*!
402  * @brief レイシャル・パワー発動処理
403  * @param command 発動するレイシャルのID
404  * @return 処理を実際に実行した場合はTRUE、キャンセルした場合FALSEを返す。
405  */
406 static bool cmd_racial_power_aux(s32b command)
407 {
408         PLAYER_LEVEL plev = p_ptr->lev;
409         DIRECTION dir = 0;
410
411         if (command <= -3)
412         {
413                 switch (p_ptr->pclass)
414                 {
415                 case CLASS_WARRIOR:
416                 {
417                         return sword_dancing(p_ptr);
418                         break;
419                 }
420                 case CLASS_HIGH_MAGE:
421                 if (p_ptr->realm1 == REALM_HEX)
422                 {
423                         bool retval = stop_hex_spell();
424                         if (retval) p_ptr->energy_use = 10;
425                         return (retval);
426                 }
427                 case CLASS_MAGE:
428                 /* case CLASS_HIGH_MAGE: */
429                 case CLASS_SORCERER:
430                 {
431                         if (!eat_magic(p_ptr->lev * 2)) return FALSE;
432                         break;
433                 }
434                 case CLASS_PRIEST:
435                 {
436                         if (is_good_realm(p_ptr->realm1))
437                         {
438                                 if (!bless_weapon()) return FALSE;
439                         }
440                         else
441                         {
442                                 (void)dispel_monsters(plev * 4);
443                                 turn_monsters(plev * 4);
444                                 banish_monsters(plev * 4);
445                         }
446                         break;
447                 }
448                 case CLASS_ROGUE:
449                 {
450                         if(!panic_hit()) return FALSE;
451                         break;
452                 }
453                 case CLASS_RANGER:
454                 case CLASS_SNIPER:
455                 {
456                         msg_print(_("敵を調査した...", "You examine your foes..."));
457                         probing();
458                         break;
459                 }
460                 case CLASS_PALADIN:
461                 {
462                         if (!get_aim_dir(&dir)) return FALSE;
463                         fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
464                                   dir, plev * 3);
465                         break;
466                 }
467                 case CLASS_WARRIOR_MAGE:
468                 {
469                         if (command == -3)
470                         {
471                                 return comvert_hp_to_mp(p_ptr);
472                         }
473                         else if (command == -4)
474                         {
475                                 return comvert_mp_to_hp(p_ptr);
476                         }
477                         break;
478                 }
479                 case CLASS_CHAOS_WARRIOR:
480                 {
481                         return confusing_light(p_ptr);
482                         break;
483                 }
484                 case CLASS_MONK:
485                 {
486                         if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
487                         {
488                                 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
489                                 return FALSE;
490                         }
491                         if (p_ptr->riding)
492                         {
493                                 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
494                                 return FALSE;
495                         }
496
497                         if (command == -3)
498                         {
499                                 if (!choose_kamae()) return FALSE;
500                                 p_ptr->update |= (PU_BONUS);
501                         }
502                         else if (command == -4)
503                         {
504                                 return double_attack(p_ptr);
505                         }
506                         break;
507                 }
508                 case CLASS_MINDCRAFTER:
509                 case CLASS_FORCETRAINER:
510                 {
511                         if (total_friends)
512                         {
513                                 msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
514                                 return FALSE;
515                         }
516                         msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
517
518                         p_ptr->csp += (3 + p_ptr->lev/20);
519                         if (p_ptr->csp >= p_ptr->msp)
520                         {
521                                 p_ptr->csp = p_ptr->msp;
522                                 p_ptr->csp_frac = 0;
523                         }
524                         p_ptr->redraw |= (PR_MANA);
525                         break;
526                 }
527                 case CLASS_TOURIST:
528                 {
529                         if (command == -3)
530                         {
531                                 if (!get_aim_dir(&dir)) return FALSE;
532                                 project_length = 1;
533                                 fire_beam(GF_PHOTO, dir, 1);
534                         }
535                         else if (command == -4)
536                         {
537                                 if (!identify_fully(FALSE)) return FALSE;
538                         }
539                         break;
540                 }
541                 case CLASS_IMITATOR:
542                 {
543                         handle_stuff();
544                         if (!do_cmd_mane(TRUE)) return FALSE;
545                         break;
546                 }
547                 case CLASS_BEASTMASTER:
548                 {
549                         if (command == -3)
550                         {
551                                 if (!get_aim_dir(&dir)) return FALSE;
552                                 (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
553                         }
554                         else if (command == -4)
555                         {
556                                 project_all_los(GF_CHARM_LIVING, p_ptr->lev);
557                         }
558                         break;
559                 }
560                 case CLASS_ARCHER:
561                 {
562                         if (!create_ammo()) return FALSE;
563                         break;
564                 }
565                 case CLASS_MAGIC_EATER:
566                 {
567                         if (command == -3) {
568                                 if (!import_magic_device()) return FALSE;
569                         } else if (command == -4) {
570                                 if (!can_do_cmd_cast()) return FALSE;
571                                 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
572                         }
573                         break;
574                 }
575                 case CLASS_BARD:
576                 {
577                         /* Singing is already stopped */
578                         if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
579
580                         stop_singing();
581                         p_ptr->energy_use = 10;
582                         break;
583                 }
584                 case CLASS_RED_MAGE:
585                 {
586                         if (!can_do_cmd_cast()) return FALSE;
587                         handle_stuff();
588                         do_cmd_cast();
589                         handle_stuff();
590                         if (!p_ptr->paralyzed && can_do_cmd_cast())
591                                 do_cmd_cast();
592                         break;
593                 }
594                 case CLASS_SAMURAI:
595                 {
596                         if (command == -3)
597                         {
598                                 int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
599
600                                 if (total_friends)
601                                 {
602                                         msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
603                                         return FALSE;
604                                 }
605                                 if (p_ptr->special_defense & KATA_MASK)
606                                 {
607                                         msg_print(_("今は構えに集中している。", "You need concentration on your form."));
608                                         return FALSE;
609                                 }
610                                 msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
611
612                                 p_ptr->csp += p_ptr->msp / 2;
613                                 if (p_ptr->csp >= max_csp)
614                                 {
615                                         p_ptr->csp = max_csp;
616                                         p_ptr->csp_frac = 0;
617                                 }
618                                 p_ptr->redraw |= (PR_MANA);
619                         }
620                         else if (command == -4)
621                         {
622                                 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
623                                 {
624                                         msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
625                                         return FALSE;
626                                 }
627                                 if (!choose_kata()) return FALSE;
628                                 p_ptr->update |= (PU_BONUS);
629                         }
630                         break;
631                 }
632                 case CLASS_BLUE_MAGE:
633                 {
634                         if (p_ptr->action == ACTION_LEARN)
635                         {
636                                 set_action(ACTION_NONE);
637                         }
638                         else
639                         {
640                                 set_action(ACTION_LEARN);
641                         }
642                         p_ptr->energy_use = 0;
643                         break;
644                 }
645                 case CLASS_CAVALRY:
646                 {
647                         return rodeo(p_ptr);
648                 }
649                 case CLASS_BERSERKER:
650                 {
651                         if (!recall_player(p_ptr, randint0(21) + 15)) return FALSE;
652                         break;
653                 }
654                 case CLASS_SMITH:
655                 {
656                         if (p_ptr->lev > 29)
657                         {
658                                 if (!identify_fully(TRUE)) return FALSE;
659                         }
660                         else
661                         {
662                                 if (!ident_spell(TRUE)) return FALSE;
663                         }
664                         break;
665                 }
666                 case CLASS_MIRROR_MASTER:
667                 {
668                         if (command == -3)
669                         {
670                                 /* Explode all mirrors */
671                                 remove_all_mirrors(TRUE);
672                         }
673                         else if (command == -4)
674                         {
675                                 return mirror_concentration(p_ptr);
676                         }
677                         break;
678                 }
679                 case CLASS_NINJA:
680                         hayagake(p_ptr);
681                         break;
682                 }
683         }
684         else if (p_ptr->mimic_form)
685         {
686                 switch (p_ptr->mimic_form)
687                 {
688                 case MIMIC_DEMON:
689                 case MIMIC_DEMON_LORD:
690                 {
691                         return demonic_breath(p_ptr);
692                 }
693                 case MIMIC_VAMPIRE:
694                         vampirism();
695                         break;
696                 }
697         }
698
699         else 
700         {
701
702         switch (p_ptr->prace)
703         {
704                 case RACE_DWARF:
705                         msg_print(_("周囲を調べた。", "You examine your surroundings."));
706                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
707                         (void)detect_doors(DETECT_RAD_DEFAULT);
708                         (void)detect_stairs(DETECT_RAD_DEFAULT);
709                         break;
710
711                 case RACE_HOBBIT:
712                         return create_ration(p_ptr);
713                         break;
714
715                 case RACE_GNOME:
716                         msg_print(_("パッ!", "Blink!"));
717                         teleport_player(10, 0L);
718                         break;
719
720                 case RACE_HALF_ORC:
721                         msg_print(_("勇気を出した。", "You play tough."));
722                         (void)set_afraid(0);
723                         break;
724
725                 case RACE_HALF_TROLL:
726                         msg_print(_("うがぁぁ!", "RAAAGH!"));
727                         (void)berserk(10 + randint1(plev));
728                         break;
729
730                 case RACE_AMBERITE:
731                         if (command == -1)
732                         {
733                                 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
734                                 alter_reality();
735                         }
736                         else if (command == -2)
737                         {
738                                 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..."));
739
740                                 (void)true_healing(0);
741                                 (void)restore_all_status();
742                                 (void)restore_level();
743                         }
744                         break;
745
746                 case RACE_BARBARIAN:
747                         msg_print(_("うぉぉおお!", "Raaagh!"));
748                         (void)berserk(10 + randint1(plev));
749                         break;
750
751                 case RACE_HALF_OGRE:
752                         msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
753                         explosive_rune();
754                         break;
755
756                 case RACE_HALF_GIANT:
757                         if (!get_aim_dir(&dir)) return FALSE;
758                         (void)wall_to_mud(dir, 20 + randint1(30));
759                         break;
760
761                 case RACE_HALF_TITAN:
762                         msg_print(_("敵を調査した...", "You examine your foes..."));
763                         probing();
764                         break;
765
766                 case RACE_CYCLOPS:
767                         if (!get_aim_dir(&dir)) return FALSE;
768                         msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
769                         fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
770                         break;
771
772                 case RACE_YEEK:
773                         if (!get_aim_dir(&dir)) return FALSE;
774                         stop_mouth();
775                         msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
776                         (void)fear_monster(dir, plev);
777                         break;
778
779                 case RACE_KLACKON:
780                         if (!get_aim_dir(&dir)) return FALSE;
781                         stop_mouth();
782                         msg_print(_("酸を吐いた。", "You spit acid."));
783                         if (plev < 25) fire_bolt(GF_ACID, dir, plev);
784                         else fire_ball(GF_ACID, dir, plev, 2);
785                         break;
786
787                 case RACE_KOBOLD:
788                         if (!get_aim_dir(&dir)) return FALSE;
789                         msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
790                         fire_bolt(GF_POIS, dir, plev);
791                         break;
792
793                 case RACE_NIBELUNG:
794                         msg_print(_("周囲を調査した。", "You examine your surroundings."));
795                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
796                         (void)detect_doors(DETECT_RAD_DEFAULT);
797                         (void)detect_stairs(DETECT_RAD_DEFAULT);
798                         break;
799
800                 case RACE_DARK_ELF:
801                         if (!get_aim_dir(&dir)) return FALSE;
802                         msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
803                         fire_bolt_or_beam(10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4));
804                         break;
805
806                 case RACE_DRACONIAN:
807                         return draconian_breath(p_ptr);
808                         break;
809
810                 case RACE_MIND_FLAYER:
811                         if (!get_aim_dir(&dir)) return FALSE;
812                         msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
813                         fire_bolt(GF_PSI, dir, plev);
814                         break;
815
816                 case RACE_IMP:
817                         if (!get_aim_dir(&dir)) return FALSE;
818                         if (plev >= 30)
819                         {
820                                 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
821                                 fire_ball(GF_FIRE, dir, plev, 2);
822                         }
823                         else
824                         {
825                                 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
826                                 fire_bolt(GF_FIRE, dir, plev);
827                         }
828                         break;
829
830                 case RACE_GOLEM:
831                         (void)set_shield(randint1(20) + 30, FALSE);
832                         break;
833
834                 case RACE_SKELETON:
835                 case RACE_ZOMBIE:
836                         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."));
837                         (void)restore_level();
838                         break;
839
840                 case RACE_VAMPIRE:
841                         vampirism();
842                         break;
843
844                 case RACE_SPECTRE:
845                         if (!get_aim_dir(&dir)) return FALSE;
846                         stop_mouth();
847                         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!"));
848                         (void)fear_monster(dir, plev);
849                         break;
850
851                 case RACE_SPRITE:
852                         msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
853                         if (plev < 25) sleep_monsters_touch();
854                         else (void)sleep_monsters(plev);
855                         break;
856
857                 case RACE_DEMON:
858                         return demonic_breath(p_ptr); 
859                         break;
860
861                 case RACE_KUTAR:
862                         (void)set_tsubureru(randint1(20) + 30, FALSE);
863                         break;
864
865                 case RACE_ANDROID:
866                         return android_inside_weapon(p_ptr);
867                         break;
868
869                 default:
870                         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."));
871                         p_ptr->energy_use = 0;
872         }
873         }
874         return TRUE;
875 }
876
877 /*!
878  * @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
879  * @return なし
880  */
881 void do_cmd_racial_power(void)
882 {
883         power_desc_type power_desc[36];
884         int num;
885         COMMAND_CODE i = 0;
886         int ask = TRUE;
887         PLAYER_LEVEL lvl = p_ptr->lev;
888         bool            flag, redraw, cast = FALSE;
889         bool            warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
890         char            choice;
891         char            out_val[160];
892         int menu_line = (use_menu ? 1 : 0);
893
894         if (p_ptr->wild_mode) return;
895
896         for (num = 0; num < 36; num++)
897         {
898                 strcpy(power_desc[num].name, "");
899                 power_desc[num].number = 0;
900         }
901
902         num = 0;
903
904         if (p_ptr->confused)
905         {
906                 msg_print(_("混乱していて特殊能力を使えません!", "You are too confused to use any powers!"));
907                 p_ptr->energy_use = 0;
908                 return;
909         }
910
911         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
912         {
913                 set_action(ACTION_NONE);
914         }
915
916         switch (p_ptr->pclass)
917         {
918         case CLASS_WARRIOR:
919         {
920                 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
921                 power_desc[num].level = 40;
922                 power_desc[num].cost = 75;
923                 power_desc[num].stat = A_DEX;
924                 power_desc[num].fail = 35;
925                 power_desc[num++].number = -3;
926                 break;
927         }
928         case CLASS_HIGH_MAGE:
929         if (p_ptr->realm1 == REALM_HEX)
930         {
931                 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
932                 power_desc[num].level = 1;
933                 power_desc[num].cost = 0;
934                 power_desc[num].stat = A_INT;
935                 power_desc[num].fail = 0;
936                 power_desc[num++].number = -3;
937                 break;
938         }
939         case CLASS_MAGE:
940         /* case CLASS_HIGH_MAGE: */
941         case CLASS_SORCERER:
942         {
943                 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
944                 power_desc[num].level = 25;
945                 power_desc[num].cost = 1;
946                 power_desc[num].stat = A_INT;
947                 power_desc[num].fail = 25;
948                 power_desc[num++].number = -3;
949                 break;
950         }
951         case CLASS_PRIEST:
952         {
953                 if (is_good_realm(p_ptr->realm1))
954                 {
955                         strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
956                         power_desc[num].level = 35;
957                         power_desc[num].cost = 70;
958                         power_desc[num].stat = A_WIS;
959                         power_desc[num].fail = 50;
960                         power_desc[num++].number = -3;
961                 }
962                 else
963                 {
964                         strcpy(power_desc[num].name, _("召魂", "Evocation"));
965                         power_desc[num].level = 42;
966                         power_desc[num].cost = 40;
967                         power_desc[num].stat = A_WIS;
968                         power_desc[num].fail = 35;
969                         power_desc[num++].number = -3;
970                 }
971                 break;
972         }
973         case CLASS_ROGUE:
974         {
975                 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
976                 power_desc[num].level = 8;
977                 power_desc[num].cost = 12;
978                 power_desc[num].stat = A_DEX;
979                 power_desc[num].fail = 14;
980                 power_desc[num++].number = -3;
981                 break;
982         }
983         case CLASS_RANGER:
984         case CLASS_SNIPER:
985         {
986                 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
987                 power_desc[num].level = 15;
988                 power_desc[num].cost = 20;
989                 power_desc[num].stat = A_INT;
990                 power_desc[num].fail = 12;
991                 power_desc[num++].number = -3;
992                 break;
993         }
994         case CLASS_PALADIN:
995         {
996                 if (is_good_realm(p_ptr->realm1))
997                 {
998                         strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
999                         power_desc[num].level = 30;
1000                         power_desc[num].cost = 30;
1001                         power_desc[num].stat = A_WIS;
1002                         power_desc[num].fail = 30;
1003                         power_desc[num++].number = -3;
1004                 }
1005                 else
1006                 {
1007                         strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
1008                         power_desc[num].level = 30;
1009                         power_desc[num].cost = 30;
1010                         power_desc[num].stat = A_WIS;
1011                         power_desc[num].fail = 30;
1012                         power_desc[num++].number = -3;
1013                 }
1014                 break;
1015         }
1016         case CLASS_WARRIOR_MAGE:
1017         {
1018                 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
1019                 power_desc[num].level = 25;
1020                 power_desc[num].cost = 0;
1021                 power_desc[num].stat = A_INT;
1022                 power_desc[num].fail = 10;
1023                 power_desc[num++].number = -3;
1024                         
1025                 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
1026                 power_desc[num].level = 25;
1027                 power_desc[num].cost = 0;
1028                 power_desc[num].stat = A_INT;
1029                 power_desc[num].fail = 10;
1030                 power_desc[num++].number = -4;
1031                 break;
1032         }
1033         case CLASS_CHAOS_WARRIOR:
1034         {
1035                 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
1036                 power_desc[num].level = 40;
1037                 power_desc[num].cost = 50;
1038                 power_desc[num].stat = A_INT;
1039                 power_desc[num].fail = 25;
1040                 power_desc[num++].number = -3;
1041                 break;
1042         }
1043         case CLASS_MONK:
1044         {
1045                 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
1046                 power_desc[num].level = 25;
1047                 power_desc[num].cost = 0;
1048                 power_desc[num].stat = A_DEX;
1049                 power_desc[num].fail = 0;
1050                 power_desc[num++].number = -3;
1051                         
1052                 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
1053                 power_desc[num].level = 30;
1054                 power_desc[num].cost = 30;
1055                 power_desc[num].stat = A_STR;
1056                 power_desc[num].fail = 20;
1057                 power_desc[num++].number = -4;
1058                 break;
1059         }
1060         case CLASS_MINDCRAFTER:
1061         case CLASS_FORCETRAINER:
1062         {
1063                 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1064                 power_desc[num].level = 15;
1065                 power_desc[num].cost = 0;
1066                 power_desc[num].stat = A_WIS;
1067                 power_desc[num].fail = 10;
1068                 power_desc[num++].number = -3;
1069                 break;
1070         }
1071         case CLASS_TOURIST:
1072         {
1073                 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
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                 
1080                 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1081                 power_desc[num].level = 25;
1082                 power_desc[num].cost = 20;
1083                 power_desc[num].stat = A_INT;
1084                 power_desc[num].fail = 20;
1085                 power_desc[num++].number = -4;
1086                 break;
1087         }
1088         case CLASS_IMITATOR:
1089         {
1090                 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1091                 power_desc[num].level = 30;
1092                 power_desc[num].cost = 100;
1093                 power_desc[num].stat = A_DEX;
1094                 power_desc[num].fail = 30;
1095                 power_desc[num++].number = -3;
1096                 break;
1097         }
1098         case CLASS_BEASTMASTER:
1099         {
1100                 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1101                 power_desc[num].level = 1;
1102                 power_desc[num].cost = (p_ptr->lev+3)/4;
1103                 power_desc[num].stat = A_CHR;
1104                 power_desc[num].fail = 10;
1105                 power_desc[num++].number = -3;
1106                 
1107                 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1108                 power_desc[num].level = 30;
1109                 power_desc[num].cost = (p_ptr->lev+20)/2;
1110                 power_desc[num].stat = A_CHR;
1111                 power_desc[num].fail = 10;
1112                 power_desc[num++].number = -4;
1113                 break;
1114         }
1115         case CLASS_ARCHER:
1116         {
1117                 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1118                 power_desc[num].level = 1;
1119                 power_desc[num].cost = 0;
1120                 power_desc[num].stat = A_DEX;
1121                 power_desc[num].fail = 0;
1122                 power_desc[num++].number = -3;
1123                 break;
1124         }
1125         case CLASS_MAGIC_EATER:
1126         {
1127                 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1128                 power_desc[num].level = 1;
1129                 power_desc[num].cost = 0;
1130                 power_desc[num].stat = A_INT;
1131                 power_desc[num].fail = 0;
1132                 power_desc[num++].number = -3;
1133
1134                 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1135                 power_desc[num].level = 10;
1136                 power_desc[num].cost = 10 + (lvl - 10) / 2;
1137                 power_desc[num].stat = A_INT;
1138                 power_desc[num].fail = 0;
1139                 power_desc[num++].number = -4;
1140                 break;
1141         }
1142         case CLASS_BARD:
1143         {
1144                 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1145                 power_desc[num].level = 1;
1146                 power_desc[num].cost = 0;
1147                 power_desc[num].stat = A_CHR;
1148                 power_desc[num].fail = 0;
1149                 power_desc[num++].number = -3;
1150                 break;
1151         }
1152         case CLASS_RED_MAGE:
1153         {
1154                 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1155                 power_desc[num].level = 48;
1156                 power_desc[num].cost = 20;
1157                 power_desc[num].stat = A_INT;
1158                 power_desc[num].fail = 0;
1159                 power_desc[num++].number = -3;
1160                 break;
1161         }
1162         case CLASS_SAMURAI:
1163         {
1164                 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1165                 power_desc[num].level = 1;
1166                 power_desc[num].cost = 0;
1167                 power_desc[num].stat = A_WIS;
1168                 power_desc[num].fail = 0;
1169                 power_desc[num++].number = -3;
1170                 
1171                 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
1172                 power_desc[num].level = 25;
1173                 power_desc[num].cost = 0;
1174                 power_desc[num].stat = A_DEX;
1175                 power_desc[num].fail = 0;
1176                 power_desc[num++].number = -4;
1177                 break;
1178         }
1179         case CLASS_BLUE_MAGE:
1180         {
1181                 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1182                 power_desc[num].level = 1;
1183                 power_desc[num].cost = 0;
1184                 power_desc[num].stat = A_INT;
1185                 power_desc[num].fail = 0;
1186                 power_desc[num++].number = -3;
1187                 break;
1188         }
1189         case CLASS_CAVALRY:
1190         {
1191                 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1192                 power_desc[num].level = 10;
1193                 power_desc[num].cost = 0;
1194                 power_desc[num].stat = A_STR;
1195                 power_desc[num].fail = 10;
1196                 power_desc[num++].number = -3;
1197                 break;
1198         }
1199         case CLASS_BERSERKER:
1200         {
1201                 strcpy(power_desc[num].name, _("帰還", "Recall"));
1202                 power_desc[num].level = 10;
1203                 power_desc[num].cost = 10;
1204                 power_desc[num].stat = A_DEX;
1205                 power_desc[num].fail = 20;
1206                 power_desc[num++].number = -3;
1207                 break;
1208         }
1209         case CLASS_MIRROR_MASTER:
1210         {
1211                 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
1212                 power_desc[num].level = 1;
1213                 power_desc[num].cost = 0;
1214                 power_desc[num].stat = A_INT;
1215                 power_desc[num].fail = 0;
1216                 power_desc[num++].number = -3;
1217                 
1218                 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
1219                 power_desc[num].level = 30;
1220                 power_desc[num].cost = 0;
1221                 power_desc[num].stat = A_INT;
1222                 power_desc[num].fail = 20;
1223                 power_desc[num++].number = -4;
1224                 break;
1225         }
1226         case CLASS_SMITH:
1227         {
1228                 strcpy(power_desc[num].name, _("目利き", "Judgment"));
1229                 power_desc[num].level = 5;
1230                 power_desc[num].cost = 15;
1231                 power_desc[num].stat = A_INT;
1232                 power_desc[num].fail = 20;
1233                 power_desc[num++].number = -3;
1234                 break;
1235         }
1236         case CLASS_NINJA:
1237         {
1238                 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
1239                 power_desc[num].level = 20;
1240                 power_desc[num].cost = 0;
1241                 power_desc[num].stat = A_DEX;
1242                 power_desc[num].fail = 0;
1243                 power_desc[num++].number = -3;
1244                 break;
1245         }
1246         default:
1247                 strcpy(power_desc[0].name, _("(なし)", "(none)"));
1248         }
1249
1250         if (p_ptr->mimic_form)
1251         {
1252                 switch (p_ptr->mimic_form)
1253                 {
1254                 case MIMIC_DEMON:
1255                 case MIMIC_DEMON_LORD:
1256                         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);
1257                         power_desc[num].level = 15;
1258                         power_desc[num].cost = 10+lvl/3;
1259                         power_desc[num].stat = A_CON;
1260                         power_desc[num].fail = 20;
1261                         power_desc[num++].number = -1;
1262                         break;
1263                 case MIMIC_VAMPIRE:
1264                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1265                         power_desc[num].level = 2;
1266                         power_desc[num].cost = 1 + (lvl / 3);
1267                         power_desc[num].stat = A_CON;
1268                         power_desc[num].fail = 9;
1269                         power_desc[num++].number = -1;
1270                         break;
1271                 }
1272         }
1273         else
1274         {
1275         switch (p_ptr->prace)
1276         {
1277                 case RACE_DWARF:
1278                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1279                         power_desc[num].level = 5;
1280                         power_desc[num].cost = 5;
1281                         power_desc[num].stat = A_WIS;
1282                         power_desc[num].fail = 12;
1283                         power_desc[num++].number = -1;
1284                         break;
1285                 case RACE_NIBELUNG:
1286                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1287                         power_desc[num].level = 10;
1288                         power_desc[num].cost = 5;
1289                         power_desc[num].stat = A_WIS;
1290                         power_desc[num].fail = 10;
1291                         power_desc[num++].number = -1;
1292                         break;
1293                 case RACE_HOBBIT:
1294                         strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
1295                         power_desc[num].level = 15;
1296                         power_desc[num].cost = 10;
1297                         power_desc[num].stat = A_INT;
1298                         power_desc[num].fail = 10;
1299                         power_desc[num++].number = -1;
1300                         break;
1301                 case RACE_GNOME:
1302                         sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
1303                         power_desc[num].level = 5;
1304                         power_desc[num].cost = 5;
1305                         power_desc[num].stat = A_INT;
1306                         power_desc[num].fail = 12;
1307                         power_desc[num++].number = -1;
1308                         break;
1309                 case RACE_HALF_ORC:
1310                         strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
1311                         power_desc[num].level = 3;
1312                         power_desc[num].cost = 5;
1313                         power_desc[num].stat = A_WIS;
1314                         power_desc[num].fail = warrior ? 5 : 10;
1315                         power_desc[num++].number = -1;
1316                         break;
1317                 case RACE_HALF_TROLL:
1318                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1319                         power_desc[num].level = 10;
1320                         power_desc[num].cost = 12;
1321                         power_desc[num].stat = A_STR;
1322                         power_desc[num].fail = warrior ? 6 : 12;
1323                         power_desc[num++].number = -1;
1324                         break;
1325                 case RACE_BARBARIAN:
1326                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1327                         power_desc[num].level = 8;
1328                         power_desc[num].cost = 10;
1329                         power_desc[num].stat = A_STR;
1330                         power_desc[num].fail = warrior ? 6 : 12;
1331                         power_desc[num++].number = -1;
1332                         break;
1333                 case RACE_AMBERITE:
1334                         strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
1335                         power_desc[num].level = 30;
1336                         power_desc[num].cost = 50;
1337                         power_desc[num].stat = A_INT;
1338                         power_desc[num].fail = 50;
1339                         power_desc[num++].number = -1;
1340                         
1341                         strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
1342                         power_desc[num].level = 40;
1343                         power_desc[num].cost = 75;
1344                         power_desc[num].stat = A_WIS;
1345                         power_desc[num].fail = 50;
1346                         power_desc[num++].number = -2;
1347                         break;
1348                 case RACE_HALF_OGRE:
1349                         strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
1350                         power_desc[num].level = 25;
1351                         power_desc[num].cost = 35;
1352                         power_desc[num].stat = A_INT;
1353                         power_desc[num].fail = 15;
1354                         power_desc[num++].number = -1;
1355                         break;
1356                 case RACE_HALF_GIANT:
1357                         strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
1358                         power_desc[num].level = 20;
1359                         power_desc[num].cost = 10;
1360                         power_desc[num].stat = A_STR;
1361                         power_desc[num].fail = 12;
1362                         power_desc[num++].number = -1;
1363                         break;
1364                 case RACE_HALF_TITAN:
1365                         strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
1366                         power_desc[num].level = 15;
1367                         power_desc[num].cost = 10;
1368                         power_desc[num].stat = A_INT;
1369                         power_desc[num].fail = 12;
1370                         power_desc[num++].number = -1;
1371                         break;
1372                 case RACE_CYCLOPS:
1373                         sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
1374                         power_desc[num].level = 20;
1375                         power_desc[num].cost = 15;
1376                         power_desc[num].stat = A_STR;
1377                         power_desc[num].fail = 12;
1378                         power_desc[num++].number = -1;
1379                         break;
1380                 case RACE_YEEK:
1381                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1382                         power_desc[num].level = 15;
1383                         power_desc[num].cost = 15;
1384                         power_desc[num].stat = A_WIS;
1385                         power_desc[num].fail = 10;
1386                         power_desc[num++].number = -1;
1387                         break;
1388                 case RACE_SPECTRE:
1389                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1390                         power_desc[num].level = 4;
1391                         power_desc[num].cost = 6;
1392                         power_desc[num].stat = A_INT;
1393                         power_desc[num].fail = 3;
1394                         power_desc[num++].number = -1;
1395                         break;
1396                 case RACE_KLACKON:
1397                         sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
1398                         power_desc[num].level = 9;
1399                         power_desc[num].cost = 9;
1400                         power_desc[num].stat = A_DEX;
1401                         power_desc[num].fail = 14;
1402                         power_desc[num++].number = -1;
1403                         break;
1404                 case RACE_KOBOLD:
1405                         sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
1406                         power_desc[num].level = 12;
1407                         power_desc[num].cost = 8;
1408                         power_desc[num].stat = A_DEX;
1409                         power_desc[num].fail = 14;
1410                         power_desc[num++].number = -1;
1411                         break;
1412                 case RACE_DARK_ELF:
1413                         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);
1414                         power_desc[num].level = 2;
1415                         power_desc[num].cost = 2;
1416                         power_desc[num].stat = A_INT;
1417                         power_desc[num].fail = 9;
1418                         power_desc[num++].number = -1;
1419                         break;
1420                 case RACE_DRACONIAN:
1421                         sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
1422                         power_desc[num].level = 1;
1423                         power_desc[num].cost = lvl;
1424                         power_desc[num].stat = A_CON;
1425                         power_desc[num].fail = 12;
1426                         power_desc[num++].number = -1;
1427                         break;
1428                 case RACE_MIND_FLAYER:
1429                         sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
1430                         power_desc[num].level = 15;
1431                         power_desc[num].cost = 12;
1432                         power_desc[num].stat = A_INT;
1433                         power_desc[num].fail = 14;
1434                         power_desc[num++].number = -1;
1435                         break;
1436                 case RACE_IMP:
1437                         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);
1438                         power_desc[num].level = 9;
1439                         power_desc[num].cost = 15;
1440                         power_desc[num].stat = A_WIS;
1441                         power_desc[num].fail = 15;
1442                         power_desc[num++].number = -1;
1443                         break;
1444                 case RACE_GOLEM:
1445                         strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
1446                         power_desc[num].level = 20;
1447                         power_desc[num].cost = 15;
1448                         power_desc[num].stat = A_CON;
1449                         power_desc[num].fail = 8;
1450                         power_desc[num++].number = -1;
1451                         break;
1452                 case RACE_SKELETON:
1453                 case RACE_ZOMBIE:
1454                         strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
1455                         power_desc[num].level = 30;
1456                         power_desc[num].cost = 30;
1457                         power_desc[num].stat = A_WIS;
1458                         power_desc[num].fail = 18;
1459                         power_desc[num++].number = -1;
1460                         break;
1461                 case RACE_VAMPIRE:
1462                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1463                         power_desc[num].level = 2;
1464                         power_desc[num].cost = 1 + (lvl / 3);
1465                         power_desc[num].stat = A_CON;
1466                         power_desc[num].fail = 9;
1467                         power_desc[num++].number = -1;
1468                         break;
1469                 case RACE_SPRITE:
1470                         strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
1471                         power_desc[num].level = 12;
1472                         power_desc[num].cost = 12;
1473                         power_desc[num].stat = A_INT;
1474                         power_desc[num].fail = 15;
1475                         power_desc[num++].number = -1;
1476                         break;
1477                 case RACE_DEMON:
1478                         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);
1479                         power_desc[num].level = 15;
1480                         power_desc[num].cost = 10+lvl/3;
1481                         power_desc[num].stat = A_CON;
1482                         power_desc[num].fail = 20;
1483                         power_desc[num++].number = -1;
1484                         break;
1485                 case RACE_KUTAR:
1486                         strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
1487                         power_desc[num].level = 20;
1488                         power_desc[num].cost = 15;
1489                         power_desc[num].stat = A_CHR;
1490                         power_desc[num].fail = 8;
1491                         power_desc[num++].number = -1;
1492                         break;
1493                 case RACE_ANDROID:
1494                         if (p_ptr->lev < 10)
1495                         {
1496                                 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
1497                                 power_desc[num].level = 1;
1498                                 power_desc[num].cost = 7;
1499                                 power_desc[num].fail = 8;
1500                         }
1501                         else if (p_ptr->lev < 25)
1502                         {
1503                                 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
1504                                 power_desc[num].level = 10;
1505                                 power_desc[num].cost = 13;
1506                                 power_desc[num].fail = 10;
1507                         }
1508                         else if (p_ptr->lev < 35)
1509                         {
1510                                 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
1511                                 power_desc[num].level = 25;
1512                                 power_desc[num].cost = 26;
1513                                 power_desc[num].fail = 12;
1514                         }
1515                         else if (p_ptr->lev < 45)
1516                         {
1517                                 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
1518                                 power_desc[num].level = 35;
1519                                 power_desc[num].cost = 40;
1520                                 power_desc[num].fail = 15;
1521                         }
1522                         else
1523                         {
1524                                 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
1525                                 power_desc[num].level = 45;
1526                                 power_desc[num].cost = 60;
1527                                 power_desc[num].fail = 18;
1528                         }
1529                         power_desc[num].stat = A_STR;
1530                         power_desc[num++].number = -1;
1531                         break;
1532                 default:
1533                 {
1534                         break;
1535                 }
1536         }
1537         }
1538
1539         if (p_ptr->muta1)
1540         {
1541                 if (p_ptr->muta1 & MUT1_SPIT_ACID)
1542                 {
1543                         strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
1544                         power_desc[num].level = 9;
1545                         power_desc[num].cost = 9;
1546                         power_desc[num].stat = A_DEX;
1547                         power_desc[num].fail = 15;
1548                         power_desc[num++].number = MUT1_SPIT_ACID;
1549                 }
1550
1551                 if (p_ptr->muta1 & MUT1_BR_FIRE)
1552                 {
1553                         strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
1554                         power_desc[num].level = 20;
1555                         power_desc[num].cost = lvl;
1556                         power_desc[num].stat = A_CON;
1557                         power_desc[num].fail = 18;
1558                         power_desc[num++].number = MUT1_BR_FIRE;
1559                 }
1560
1561                 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
1562                 {
1563                         strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
1564                         power_desc[num].level = 12;
1565                         power_desc[num].cost = 12;
1566                         power_desc[num].stat = A_CHR;
1567                         power_desc[num].fail = 18;
1568                         power_desc[num++].number = MUT1_HYPN_GAZE;
1569                 }
1570
1571                 if (p_ptr->muta1 & MUT1_TELEKINES)
1572                 {
1573                         strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
1574                         power_desc[num].level = 9;
1575                         power_desc[num].cost = 9;
1576                         power_desc[num].stat = A_WIS;
1577                         power_desc[num].fail = 14;
1578                         power_desc[num++].number = MUT1_TELEKINES;
1579                 }
1580
1581                 if (p_ptr->muta1 & MUT1_VTELEPORT)
1582                 {
1583                         strcpy(power_desc[num].name, _("テレポート", "Teleport"));
1584                         power_desc[num].level = 7;
1585                         power_desc[num].cost = 7;
1586                         power_desc[num].stat = A_WIS;
1587                         power_desc[num].fail = 15;
1588                         power_desc[num++].number = MUT1_VTELEPORT;
1589                 }
1590
1591                 if (p_ptr->muta1 & MUT1_MIND_BLST)
1592                 {
1593                         strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
1594                         power_desc[num].level = 5;
1595                         power_desc[num].cost = 3;
1596                         power_desc[num].stat = A_WIS;
1597                         power_desc[num].fail = 15;
1598                         power_desc[num++].number = MUT1_MIND_BLST;
1599                 }
1600
1601                 if (p_ptr->muta1 & MUT1_RADIATION)
1602                 {
1603                         strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
1604                         power_desc[num].level = 15;
1605                         power_desc[num].cost = 15;
1606                         power_desc[num].stat = A_CON;
1607                         power_desc[num].fail = 14;
1608                         power_desc[num++].number = MUT1_RADIATION;
1609                 }
1610
1611                 if (p_ptr->muta1 & MUT1_VAMPIRISM)
1612                 {
1613                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1614                         power_desc[num].level = 2;
1615                         power_desc[num].cost = (1 + (lvl / 3));
1616                         power_desc[num].stat = A_CON;
1617                         power_desc[num].fail = 9;
1618                         power_desc[num++].number = MUT1_VAMPIRISM;
1619                 }
1620
1621                 if (p_ptr->muta1 & MUT1_SMELL_MET)
1622                 {
1623                         strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
1624                         power_desc[num].level = 3;
1625                         power_desc[num].cost = 2;
1626                         power_desc[num].stat = A_INT;
1627                         power_desc[num].fail = 12;
1628                         power_desc[num++].number = MUT1_SMELL_MET;
1629                 }
1630
1631                 if (p_ptr->muta1 & MUT1_SMELL_MON)
1632                 {
1633                         strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
1634                         power_desc[num].level = 5;
1635                         power_desc[num].cost = 4;
1636                         power_desc[num].stat = A_INT;
1637                         power_desc[num].fail = 15;
1638                         power_desc[num++].number = MUT1_SMELL_MON;
1639                 }
1640
1641                 if (p_ptr->muta1 & MUT1_BLINK)
1642                 {
1643                         strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
1644                         power_desc[num].level = 3;
1645                         power_desc[num].cost = 3;
1646                         power_desc[num].stat = A_WIS;
1647                         power_desc[num].fail = 12;
1648                         power_desc[num++].number = MUT1_BLINK;
1649                 }
1650
1651                 if (p_ptr->muta1 & MUT1_EAT_ROCK)
1652                 {
1653                         strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
1654                         power_desc[num].level = 8;
1655                         power_desc[num].cost = 12;
1656                         power_desc[num].stat = A_CON;
1657                         power_desc[num].fail = 18;
1658                         power_desc[num++].number = MUT1_EAT_ROCK;
1659                 }
1660
1661                 if (p_ptr->muta1 & MUT1_SWAP_POS)
1662                 {
1663                         strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
1664                         power_desc[num].level = 15;
1665                         power_desc[num].cost = 12;
1666                         power_desc[num].stat = A_DEX;
1667                         power_desc[num].fail = 16;
1668                         power_desc[num++].number = MUT1_SWAP_POS;
1669                 }
1670
1671                 if (p_ptr->muta1 & MUT1_SHRIEK)
1672                 {
1673                         strcpy(power_desc[num].name, _("叫び", "Shriek"));
1674                         power_desc[num].level = 20;
1675                         power_desc[num].cost = 14;
1676                         power_desc[num].stat = A_CON;
1677                         power_desc[num].fail = 16;
1678                         power_desc[num++].number = MUT1_SHRIEK;
1679                 }
1680
1681                 if (p_ptr->muta1 & MUT1_ILLUMINE)
1682                 {
1683                         strcpy(power_desc[num].name, _("照明", "Illuminate"));
1684                         power_desc[num].level = 3;
1685                         power_desc[num].cost = 2;
1686                         power_desc[num].stat = A_INT;
1687                         power_desc[num].fail = 10;
1688                         power_desc[num++].number = MUT1_ILLUMINE;
1689                 }
1690
1691                 if (p_ptr->muta1 & MUT1_DET_CURSE)
1692                 {
1693                         strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
1694                         power_desc[num].level = 7;
1695                         power_desc[num].cost = 14;
1696                         power_desc[num].stat = A_WIS;
1697                         power_desc[num].fail = 14;
1698                         power_desc[num++].number = MUT1_DET_CURSE;
1699                 }
1700
1701                 if (p_ptr->muta1 & MUT1_BERSERK)
1702                 {
1703                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1704                         power_desc[num].level = 8;
1705                         power_desc[num].cost = 8;
1706                         power_desc[num].stat = A_STR;
1707                         power_desc[num].fail = 14;
1708                         power_desc[num++].number = MUT1_BERSERK;
1709                 }
1710
1711                 if (p_ptr->muta1 & MUT1_POLYMORPH)
1712                 {
1713                         strcpy(power_desc[num].name, _("変身", "Polymorph"));
1714                         power_desc[num].level = 18;
1715                         power_desc[num].cost = 20;
1716                         power_desc[num].stat = A_CON;
1717                         power_desc[num].fail = 18;
1718                         power_desc[num++].number = MUT1_POLYMORPH;
1719                 }
1720
1721                 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
1722                 {
1723                         strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
1724                         power_desc[num].level = 10;
1725                         power_desc[num].cost = 5;
1726                         power_desc[num].stat = A_INT;
1727                         power_desc[num].fail = 12;
1728                         power_desc[num++].number = MUT1_MIDAS_TCH;
1729                 }
1730
1731                 if (p_ptr->muta1 & MUT1_GROW_MOLD)
1732                 {
1733                         strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
1734                         power_desc[num].level = 1;
1735                         power_desc[num].cost = 6;
1736                         power_desc[num].stat = A_CON;
1737                         power_desc[num].fail = 14;
1738                         power_desc[num++].number = MUT1_GROW_MOLD;
1739                 }
1740
1741                 if (p_ptr->muta1 & MUT1_RESIST)
1742                 {
1743                         strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
1744                         power_desc[num].level = 10;
1745                         power_desc[num].cost = 12;
1746                         power_desc[num].stat = A_CON;
1747                         power_desc[num].fail = 12;
1748                         power_desc[num++].number = MUT1_RESIST;
1749                 }
1750
1751                 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
1752                 {
1753                         strcpy(power_desc[num].name, _("地震", "Earthquake"));
1754                         power_desc[num].level = 12;
1755                         power_desc[num].cost = 12;
1756                         power_desc[num].stat = A_STR;
1757                         power_desc[num].fail = 16;
1758                         power_desc[num++].number = MUT1_EARTHQUAKE;
1759                 }
1760
1761                 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
1762                 {
1763                         strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1764                         power_desc[num].level = 17;
1765                         power_desc[num].cost = 1;
1766                         power_desc[num].stat = A_WIS;
1767                         power_desc[num].fail = 15;
1768                         power_desc[num++].number = MUT1_EAT_MAGIC;
1769                 }
1770
1771                 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
1772                 {
1773                         strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
1774                         power_desc[num].level = 6;
1775                         power_desc[num].cost = 6;
1776                         power_desc[num].stat = A_INT;
1777                         power_desc[num].fail = 10;
1778                         power_desc[num++].number = MUT1_WEIGH_MAG;
1779                 }
1780
1781                 if (p_ptr->muta1 & MUT1_STERILITY)
1782                 {
1783                         strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
1784                         power_desc[num].level = 12;
1785                         power_desc[num].cost = 23;
1786                         power_desc[num].stat = A_CHR;
1787                         power_desc[num].fail = 15;
1788                         power_desc[num++].number = MUT1_STERILITY;
1789                 }
1790
1791                 if (p_ptr->muta1 & MUT1_PANIC_HIT)
1792                 {
1793                         strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
1794                         power_desc[num].level = 10;
1795                         power_desc[num].cost = 12;
1796                         power_desc[num].stat = A_DEX;
1797                         power_desc[num].fail = 14;
1798                         power_desc[num++].number = MUT1_PANIC_HIT;
1799                 }
1800
1801                 if (p_ptr->muta1 & MUT1_DAZZLE)
1802                 {
1803                         strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
1804                         power_desc[num].level = 7;
1805                         power_desc[num].cost = 15;
1806                         power_desc[num].stat = A_CHR;
1807                         power_desc[num].fail = 8;
1808                         power_desc[num++].number = MUT1_DAZZLE;
1809                 }
1810
1811                 if (p_ptr->muta1 & MUT1_LASER_EYE)
1812                 {
1813                         strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
1814                         power_desc[num].level = 7;
1815                         power_desc[num].cost = 10;
1816                         power_desc[num].stat = A_WIS;
1817                         power_desc[num].fail = 9;
1818                         power_desc[num++].number = MUT1_LASER_EYE;
1819                 }
1820
1821                 if (p_ptr->muta1 & MUT1_RECALL)
1822                 {
1823                         strcpy(power_desc[num].name, _("帰還", "Recall"));
1824                         power_desc[num].level = 17;
1825                         power_desc[num].cost = 50;
1826                         power_desc[num].stat = A_INT;
1827                         power_desc[num].fail = 16;
1828                         power_desc[num++].number = MUT1_RECALL;
1829                 }
1830
1831                 if (p_ptr->muta1 & MUT1_BANISH)
1832                 {
1833                         strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
1834                         power_desc[num].level = 25;
1835                         power_desc[num].cost = 25;
1836                         power_desc[num].stat = A_WIS;
1837                         power_desc[num].fail = 18;
1838                         power_desc[num++].number = MUT1_BANISH;
1839                 }
1840
1841                 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
1842                 {
1843                         strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
1844                         power_desc[num].level = 2;
1845                         power_desc[num].cost = 2;
1846                         power_desc[num].stat = A_CON;
1847                         power_desc[num].fail = 11;
1848                         power_desc[num++].number = MUT1_COLD_TOUCH;
1849                 }
1850
1851                 if (p_ptr->muta1 & MUT1_LAUNCHER)
1852                 {
1853                         strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
1854                         power_desc[num].level = 1;
1855                         power_desc[num].cost = lvl;
1856                         power_desc[num].stat = A_STR;
1857                         power_desc[num].fail = 6;
1858                         /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
1859                         power_desc[num++].number = 3;
1860                 }
1861         }
1862
1863         /* Nothing chosen yet */
1864         flag = FALSE;
1865
1866         /* No redraw yet */
1867         redraw = FALSE;
1868
1869         /* Build a prompt */
1870         (void) strnfmt(out_val, 78, 
1871                                 _("(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? "),
1872                                 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
1873
1874 if (!repeat_pull(&i) || i<0 || i>=num) {
1875         if (use_menu) screen_save();
1876          /* Get a spell from the user */
1877
1878         choice = (always_show_list || use_menu) ? ESCAPE:1;
1879         while (!flag)
1880         {
1881                 if( choice==ESCAPE ) choice = ' '; 
1882                 else if( !get_com(out_val, &choice, FALSE) )break; 
1883
1884                 if (use_menu && choice != ' ')
1885                 {
1886                         switch(choice)
1887                         {
1888                                 case '0':
1889                                 {
1890                                         screen_load();
1891                                         p_ptr->energy_use = 0;
1892                                         return;
1893                                 }
1894
1895                                 case '8':
1896                                 case 'k':
1897                                 case 'K':
1898                                 {
1899                                         menu_line += (num - 1);
1900                                         break;
1901                                 }
1902
1903                                 case '2':
1904                                 case 'j':
1905                                 case 'J':
1906                                 {
1907                                         menu_line++;
1908                                         break;
1909                                 }
1910
1911                                 case '6':
1912                                 case 'l':
1913                                 case 'L':
1914                                 case '4':
1915                                 case 'h':
1916                                 case 'H':
1917                                 {
1918                                         if (menu_line > 18)
1919                                                 menu_line -= 18;
1920                                         else if (menu_line+18 <= num)
1921                                                 menu_line += 18;
1922                                         break;
1923                                 }
1924
1925                                 case 'x':
1926                                 case 'X':
1927                                 case '\r':
1928                                 {
1929                                         i = menu_line - 1;
1930                                         ask = FALSE;
1931                                         break;
1932                                 }
1933                         }
1934                         if (menu_line > num) menu_line -= num;
1935                 }
1936                 /* Request redraw */
1937                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
1938                 {
1939                         /* Show the list */
1940                         if (!redraw || use_menu)
1941                         {
1942                                 byte y = 1, x = 0;
1943                                 int ctr = 0;
1944                                 char dummy[80];
1945                                 char letter;
1946                                 TERM_LEN x1, y1;
1947
1948                                 strcpy(dummy, "");
1949
1950                                 /* Show list */
1951                                 redraw = TRUE;
1952                                 if (!use_menu) screen_save();
1953
1954                                 /* Print header(s) */
1955                                 if (num < 18)
1956                                         prt(_("                            Lv   MP 失率", "                            Lv Cost Fail"), y++, x);
1957                                 else
1958                                 prt(_("                            Lv   MP 失率                            Lv   MP 失率", 
1959                                           "                            Lv Cost Fail                            Lv Cost Fail"), y++, x);
1960
1961
1962                                 /* Print list */
1963                                 while (ctr < num)
1964                                 {
1965                                         x1 = ((ctr < 18) ? x : x + 40);
1966                                         y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
1967
1968                                         if (use_menu)
1969                                         {
1970                                                 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " >  "));
1971                                                 else strcpy(dummy, "    ");
1972                                         }
1973                                         else
1974                                         {
1975                                                 /* letter/number for power selection */
1976                                                 if (ctr < 26)
1977                                                         letter = I2A(ctr);
1978                                                 else
1979                                                         letter = '0' + ctr - 26;
1980                                                 sprintf(dummy, " %c) ",letter);
1981                                         }
1982                                         strcat(dummy, format("%-23.23s %2d %4d %3d%%",
1983                                                 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
1984                                                 100 - racial_chance(&power_desc[ctr])));
1985                                         prt(dummy, y1, x1);
1986                                         ctr++;
1987                                 }
1988                         }
1989
1990                         /* Hide the list */
1991                         else
1992                         {
1993                                 /* Hide list */
1994                                 redraw = FALSE;
1995                                 screen_load();
1996                         }
1997
1998                         /* Redo asking */
1999                         continue;
2000                 }
2001
2002                 if (!use_menu)
2003                 {
2004                         if (choice == '\r' && num == 1)
2005                         {
2006                                 choice = 'a';
2007                         }
2008
2009                         if (isalpha(choice))
2010                         {
2011                                 /* Note verify */
2012                                 ask = (isupper(choice));
2013
2014                                 /* Lowercase */
2015                                 if (ask) choice = (char)tolower(choice);
2016
2017                                 /* Extract request */
2018                                 i = (islower(choice) ? A2I(choice) : -1);
2019                         }
2020                         else
2021                         {
2022                                 ask = FALSE; /* Can't uppercase digits */
2023
2024                                 i = choice - '0' + 26;
2025                         }
2026                 }
2027
2028                 /* Totally Illegal */
2029                 if ((i < 0) || (i >= num))
2030                 {
2031                         bell();
2032                         continue;
2033                 }
2034
2035                 /* Verify it */
2036                 if (ask)
2037                 {
2038                         char tmp_val[160];
2039
2040                         /* Prompt */
2041                         (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
2042
2043                         /* Belay that order */
2044                         if (!get_check(tmp_val)) continue;
2045                 }
2046
2047                 /* Stop the loop */
2048                 flag = TRUE;
2049         }
2050         if (redraw) screen_load();
2051
2052         /* Abort if needed */
2053         if (!flag)
2054         {
2055                 p_ptr->energy_use = 0;
2056                 return;
2057         }
2058         repeat_push(i);
2059         } /*if (!repeat_pull(&i) || ...)*/
2060         switch (racial_aux(&power_desc[i]))
2061         {
2062         case 1:
2063                 if (power_desc[i].number < 0)
2064                         cast = cmd_racial_power_aux(power_desc[i].number);
2065                 else
2066                         cast = mutation_power_aux(power_desc[i].number);
2067                 break;
2068         case 0:
2069                 cast = FALSE;
2070                 break;
2071         case -1:
2072                 cast = TRUE;
2073                 break;
2074         }
2075
2076         if (cast)
2077         {
2078                 if (racial_cost)
2079                 {
2080                         int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2081
2082                         /* If mana is not enough, player consumes hit point! */
2083                         if (p_ptr->csp < actual_racial_cost)
2084                         {
2085                                 actual_racial_cost -= p_ptr->csp;
2086                                 p_ptr->csp = 0;
2087                                 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2088                         }
2089                         else p_ptr->csp -= actual_racial_cost;
2090
2091                         /* Redraw mana and hp */
2092                         p_ptr->redraw |= (PR_HP | PR_MANA);
2093
2094                         p_ptr->window |= (PW_PLAYER | PW_SPELL);
2095                 }
2096         }
2097         else p_ptr->energy_use = 0;
2098
2099         /* Success */
2100         return;
2101 }