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[Fix] #38965 「気合いため」のための concentration() 関数抜け修正。 / Fix forgotten calling concentration().
[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 修行僧の構え設定処理
29  * @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。
30  */
31 static bool choose_kamae(void)
32 {
33         char choice;
34         int new_kamae = 0;
35         int i;
36         char buf[80];
37
38         if (cmd_limit_confused(p_ptr)) return FALSE;
39         screen_save();
40         prt(_(" a) 構えをとく", " a) No form"), 2, 20);
41
42         for (i = 0; i < MAX_KAMAE; i++)
43         {
44                 if (p_ptr->lev >= kamae_shurui[i].min_level)
45                 {
46                         sprintf(buf," %c) %-12s  %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
47                         prt(buf, 3+i, 20);
48                 }
49         }
50
51         prt("", 1, 0);
52         prt(_("        どの構えをとりますか?", "        Choose Form: "), 1, 14);
53
54         while(1)
55         {
56                 choice = inkey();
57
58                 if (choice == ESCAPE)
59                 {
60                         screen_load();
61                         return FALSE;
62                 }
63                 else if ((choice == 'a') || (choice == 'A'))
64                 {
65                         if (p_ptr->action == ACTION_KAMAE)
66                         {
67                                 set_action(ACTION_NONE);
68                         }
69                         else
70                                 msg_print(_("もともと構えていない。", "You are not assuming a posture."));
71                         screen_load();
72                         return TRUE;
73                 }
74                 else if ((choice == 'b') || (choice == 'B'))
75                 {
76                         new_kamae = 0;
77                         break;
78                 }
79                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
80                 {
81                         new_kamae = 1;
82                         break;
83                 }
84                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
85                 {
86                         new_kamae = 2;
87                         break;
88                 }
89                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
90                 {
91                         new_kamae = 3;
92                         break;
93                 }
94         }
95         set_action(ACTION_KAMAE);
96
97         if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
98         {
99                 msg_print(_("構え直した。", "You reassume a posture."));
100         }
101         else
102         {
103                 p_ptr->special_defense &= ~(KAMAE_MASK);
104                 p_ptr->update |= (PU_BONUS);
105                 p_ptr->redraw |= (PR_STATE);
106                 msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
107                 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
108         }
109         p_ptr->redraw |= PR_STATE;
110         screen_load();
111         return TRUE;
112 }
113
114 /*!
115  * @brief 剣術家の型設定処理
116  * @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。
117  */
118 static bool choose_kata(void)
119 {
120         char choice;
121         int new_kata = 0;
122         int i;
123         char buf[80];
124
125         if (cmd_limit_confused(p_ptr)) return FALSE;
126
127         if (p_ptr->stun)
128         {
129                 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
130                 return FALSE;
131         }
132
133         if (p_ptr->afraid)
134         {
135                 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
136                 return FALSE;
137         }
138         screen_save();
139         prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
140
141         for (i = 0; i < MAX_KATA; i++)
142         {
143                 if (p_ptr->lev >= kata_shurui[i].min_level)
144                 {
145                         sprintf(buf,_(" %c) %sの型    %s", " %c) Form of %-12s  %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
146                         prt(buf, 3+i, 20);
147                 }
148         }
149
150         prt("", 1, 0);
151         prt(_("        どの型で構えますか?", "        Choose Form: "), 1, 14);
152
153         while(1)
154         {
155                 choice = inkey();
156
157                 if (choice == ESCAPE)
158                 {
159                         screen_load();
160                         return FALSE;
161                 }
162                 else if ((choice == 'a') || (choice == 'A'))
163                 {
164                         if (p_ptr->action == ACTION_KATA)
165                         {
166                                 set_action(ACTION_NONE);
167                         }
168                         else
169                                 msg_print(_("もともと構えていない。", "You are not assuming posture."));
170                         screen_load();
171                         return TRUE;
172                 }
173                 else if ((choice == 'b') || (choice == 'B'))
174                 {
175                         new_kata = 0;
176                         break;
177                 }
178                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
179                 {
180                         new_kata = 1;
181                         break;
182                 }
183                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
184                 {
185                         new_kata = 2;
186                         break;
187                 }
188                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
189                 {
190                         new_kata = 3;
191                         break;
192                 }
193         }
194         set_action(ACTION_KATA);
195
196         if (p_ptr->special_defense & (KATA_IAI << new_kata))
197         {
198                 msg_print(_("構え直した。", "You reassume a posture."));
199         }
200         else
201         {
202                 p_ptr->special_defense &= ~(KATA_MASK);
203                 p_ptr->update |= (PU_BONUS | PU_MONSTERS);
204                 msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
205                 p_ptr->special_defense |= (KATA_IAI << new_kata);
206         }
207         p_ptr->redraw |= (PR_STATE | PR_STATUS);
208         screen_load();
209         return TRUE;
210 }
211
212
213 /*!
214  * @brief レイシャル・パワー情報のtypedef
215  */
216 typedef struct power_desc_type power_desc_type;
217
218 /*!
219  * @brief レイシャル・パワー情報の構造体定義
220  */
221 struct power_desc_type
222 {
223         GAME_TEXT name[MAX_NLEN];      //!<レイシャル名
224         PLAYER_LEVEL level;     //!<体得レベル
225         int cost;
226         int stat;
227         PERCENTAGE fail;
228         int number;
229 };
230
231
232 /*!
233  * @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
234  * @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
235  * @return 成功率(%)を返す
236  */
237 static PERCENTAGE racial_chance(power_desc_type *pd_ptr)
238 {
239         PLAYER_LEVEL min_level  = pd_ptr->level;
240         PERCENTAGE difficulty = pd_ptr->fail;
241
242         int i;
243         int val;
244         int sum = 0;
245         BASE_STATUS stat = p_ptr->stat_cur[pd_ptr->stat];
246
247         /* No chance for success */
248         if ((p_ptr->lev < min_level) || p_ptr->confused)
249         {
250                 return (0);
251         }
252
253         if (difficulty == 0) return 100;
254
255         /* Calculate difficulty */
256         if (p_ptr->stun)
257         {
258                 difficulty += (PERCENTAGE)p_ptr->stun;
259         }
260         else if (p_ptr->lev > min_level)
261         {
262                 PERCENTAGE lev_adj = (PERCENTAGE)((p_ptr->lev - min_level) / 3);
263                 if (lev_adj > 10) lev_adj = 10;
264                 difficulty -= lev_adj;
265         }
266
267         if (difficulty < 5) difficulty = 5;
268
269         /* We only need halfs of the difficulty */
270         difficulty = difficulty / 2;
271
272         for (i = 1; i <= stat; i++)
273         {
274                 val = i - difficulty;
275                 if (val > 0)
276                         sum += (val <= difficulty) ? val : difficulty;
277         }
278
279         if (difficulty == 0)
280                 return (100);
281         else
282                 return (((sum * 100) / difficulty) / stat);
283 }
284
285
286 static int  racial_cost;
287
288 /*!
289  * @brief レイシャル・パワーの発動の判定処理
290  * @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
291  * @return
292  * 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。
293  * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
294  */
295 static int racial_aux(power_desc_type *pd_ptr)
296 {
297         PLAYER_LEVEL min_level  = pd_ptr->level;
298         int use_stat   = pd_ptr->stat;
299         int difficulty = pd_ptr->fail;
300         int use_hp = 0;
301
302         racial_cost = pd_ptr->cost;
303
304         /* Not enough mana - use hp */
305         if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
306
307         /* Power is not available yet */
308         if (p_ptr->lev < min_level)
309         {
310                 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。", 
311                                          "You need to attain level %d to use this power."), min_level);
312
313                 free_turn(p_ptr);
314                 return FALSE;
315         }
316
317         if (cmd_limit_confused(p_ptr))
318         {
319                 free_turn(p_ptr);
320                 return FALSE;
321         }
322
323         /* Risk death? */
324         else if (p_ptr->chp < use_hp)
325         {
326                 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? ")))
327                 {
328                         free_turn(p_ptr);
329                         return FALSE;
330                 }
331         }
332
333         /* Else attempt to do it! */
334
335         if (difficulty)
336         {
337                 if (p_ptr->stun)
338                 {
339                         difficulty += p_ptr->stun;
340                 }
341                 else if (p_ptr->lev > min_level)
342                 {
343                         int lev_adj = ((p_ptr->lev - min_level) / 3);
344                         if (lev_adj > 10) lev_adj = 10;
345                         difficulty -= lev_adj;
346                 }
347
348                 if (difficulty < 5) difficulty = 5;
349         }
350
351         /* take time and pay the price */
352         take_turn(p_ptr, 100);;
353
354         /* Success? */
355         if (randint1(p_ptr->stat_cur[use_stat]) >= ((difficulty / 2) + randint1(difficulty / 2)))
356         {
357                 return 1;
358         }
359
360         if (flush_failure) flush();
361         msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
362
363         return -1;
364 }
365
366
367 /*!
368  * @brief レイシャル・パワー発動処理
369  * @param command 発動するレイシャルのID
370  * @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。
371  */
372 static bool cmd_racial_power_aux(s32b command)
373 {
374         PLAYER_LEVEL plev = p_ptr->lev;
375         DIRECTION dir = 0;
376
377         if (command <= -3)
378         {
379                 switch (p_ptr->pclass)
380                 {
381                 case CLASS_WARRIOR:
382                 {
383                         return sword_dancing(p_ptr);
384                         break;
385                 }
386                 case CLASS_HIGH_MAGE:
387                 if (p_ptr->realm1 == REALM_HEX)
388                 {
389                         bool retval = stop_hex_spell();
390                         if (retval) p_ptr->energy_use = 10;
391                         return (retval);
392                 }
393                 case CLASS_MAGE:
394                 /* case CLASS_HIGH_MAGE: */
395                 case CLASS_SORCERER:
396                 {
397                         if (!eat_magic(p_ptr->lev * 2)) return FALSE;
398                         break;
399                 }
400                 case CLASS_PRIEST:
401                 {
402                         if (is_good_realm(p_ptr->realm1))
403                         {
404                                 if (!bless_weapon()) return FALSE;
405                         }
406                         else
407                         {
408                                 (void)dispel_monsters(plev * 4);
409                                 turn_monsters(plev * 4);
410                                 banish_monsters(plev * 4);
411                         }
412                         break;
413                 }
414                 case CLASS_ROGUE:
415                 {
416                         if(!panic_hit()) return FALSE;
417                         break;
418                 }
419                 case CLASS_RANGER:
420                 case CLASS_SNIPER:
421                 {
422                         msg_print(_("敵を調査した...", "You examine your foes..."));
423                         probing();
424                         break;
425                 }
426                 case CLASS_PALADIN:
427                 {
428                         if (!get_aim_dir(&dir)) return FALSE;
429                         fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
430                                   dir, plev * 3);
431                         break;
432                 }
433                 case CLASS_WARRIOR_MAGE:
434                 {
435                         if (command == -3)
436                         {
437                                 return comvert_hp_to_mp(p_ptr);
438                         }
439                         else if (command == -4)
440                         {
441                                 return comvert_mp_to_hp(p_ptr);
442                         }
443                         break;
444                 }
445                 case CLASS_CHAOS_WARRIOR:
446                 {
447                         return confusing_light(p_ptr);
448                         break;
449                 }
450                 case CLASS_MONK:
451                 {
452                         if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
453                         {
454                                 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
455                                 return FALSE;
456                         }
457                         if (p_ptr->riding)
458                         {
459                                 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
460                                 return FALSE;
461                         }
462
463                         if (command == -3)
464                         {
465                                 if (!choose_kamae()) return FALSE;
466                                 p_ptr->update |= (PU_BONUS);
467                         }
468                         else if (command == -4)
469                         {
470                                 return double_attack(p_ptr);
471                         }
472                         break;
473                 }
474                 case CLASS_MINDCRAFTER:
475                 case CLASS_FORCETRAINER:
476                 {
477                         return clear_mind(p_ptr);
478                 }
479                 case CLASS_TOURIST:
480                 {
481                         if (command == -3)
482                         {
483                                 if (!get_aim_dir(&dir)) return FALSE;
484                                 project_length = 1;
485                                 fire_beam(GF_PHOTO, dir, 1);
486                         }
487                         else if (command == -4)
488                         {
489                                 if (!identify_fully(FALSE)) return FALSE;
490                         }
491                         break;
492                 }
493                 case CLASS_IMITATOR:
494                 {
495                         handle_stuff();
496                         if (!do_cmd_mane(TRUE)) return FALSE;
497                         break;
498                 }
499                 case CLASS_BEASTMASTER:
500                 {
501                         if (command == -3)
502                         {
503                                 if (!get_aim_dir(&dir)) return FALSE;
504                                 (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
505                         }
506                         else if (command == -4)
507                         {
508                                 project_all_los(GF_CHARM_LIVING, p_ptr->lev);
509                         }
510                         break;
511                 }
512                 case CLASS_ARCHER:
513                 {
514                         if (!create_ammo()) return FALSE;
515                         break;
516                 }
517                 case CLASS_MAGIC_EATER:
518                 {
519                         if (command == -3) {
520                                 if (!import_magic_device()) return FALSE;
521                         } else if (command == -4) {
522                                 if (cmd_limit_cast(p_ptr)) return FALSE;
523                                 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
524                         }
525                         break;
526                 }
527                 case CLASS_BARD:
528                 {
529                         /* Singing is already stopped */
530                         if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
531
532                         stop_singing();
533                         p_ptr->energy_use = 10;
534                         break;
535                 }
536                 case CLASS_RED_MAGE:
537                 {
538                         if (cmd_limit_cast(p_ptr)) return FALSE;
539                         handle_stuff();
540                         do_cmd_cast();
541                         handle_stuff();
542                         if (!p_ptr->paralyzed && !cmd_limit_cast(p_ptr))
543                                 do_cmd_cast();
544                         break;
545                 }
546                 case CLASS_SAMURAI:
547                 {
548                         if (command == -3)
549                         {
550                                 concentration(p_ptr);
551                         }
552                         else if (command == -4)
553                         {
554                                 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
555                                 {
556                                         msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
557                                         return FALSE;
558                                 }
559                                 if (!choose_kata()) return FALSE;
560                                 p_ptr->update |= (PU_BONUS);
561                         }
562                         break;
563                 }
564                 case CLASS_BLUE_MAGE:
565                 {
566                         if (p_ptr->action == ACTION_LEARN)
567                         {
568                                 set_action(ACTION_NONE);
569                         }
570                         else
571                         {
572                                 set_action(ACTION_LEARN);
573                         }
574                         free_turn(p_ptr);
575                         break;
576                 }
577                 case CLASS_CAVALRY:
578                 {
579                         return rodeo(p_ptr);
580                 }
581                 case CLASS_BERSERKER:
582                 {
583                         if (!recall_player(p_ptr, randint0(21) + 15)) return FALSE;
584                         break;
585                 }
586                 case CLASS_SMITH:
587                 {
588                         if (p_ptr->lev > 29)
589                         {
590                                 if (!identify_fully(TRUE)) return FALSE;
591                         }
592                         else
593                         {
594                                 if (!ident_spell(TRUE)) return FALSE;
595                         }
596                         break;
597                 }
598                 case CLASS_MIRROR_MASTER:
599                 {
600                         if (command == -3)
601                         {
602                                 /* Explode all mirrors */
603                                 remove_all_mirrors(TRUE);
604                         }
605                         else if (command == -4)
606                         {
607                                 return mirror_concentration(p_ptr);
608                         }
609                         break;
610                 }
611                 case CLASS_NINJA:
612                         hayagake(p_ptr);
613                         break;
614                 }
615         }
616         else if (p_ptr->mimic_form)
617         {
618                 switch (p_ptr->mimic_form)
619                 {
620                 case MIMIC_DEMON:
621                 case MIMIC_DEMON_LORD:
622                 {
623                         return demonic_breath(p_ptr);
624                 }
625                 case MIMIC_VAMPIRE:
626                         vampirism();
627                         break;
628                 }
629         }
630
631         else 
632         {
633
634         switch (p_ptr->prace)
635         {
636                 case RACE_DWARF:
637                         msg_print(_("周囲を調べた。", "You examine your surroundings."));
638                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
639                         (void)detect_doors(DETECT_RAD_DEFAULT);
640                         (void)detect_stairs(DETECT_RAD_DEFAULT);
641                         break;
642
643                 case RACE_HOBBIT:
644                         return create_ration(p_ptr);
645                         break;
646
647                 case RACE_GNOME:
648                         msg_print(_("パッ!", "Blink!"));
649                         teleport_player(10, 0L);
650                         break;
651
652                 case RACE_HALF_ORC:
653                         msg_print(_("勇気を出した。", "You play tough."));
654                         (void)set_afraid(0);
655                         break;
656
657                 case RACE_HALF_TROLL:
658                         msg_print(_("うがぁぁ!", "RAAAGH!"));
659                         (void)berserk(10 + randint1(plev));
660                         break;
661
662                 case RACE_AMBERITE:
663                         if (command == -1)
664                         {
665                                 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
666                                 alter_reality();
667                         }
668                         else if (command == -2)
669                         {
670                                 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..."));
671
672                                 (void)true_healing(0);
673                                 (void)restore_all_status();
674                                 (void)restore_level();
675                         }
676                         break;
677
678                 case RACE_BARBARIAN:
679                         msg_print(_("うぉぉおお!", "Raaagh!"));
680                         (void)berserk(10 + randint1(plev));
681                         break;
682
683                 case RACE_HALF_OGRE:
684                         msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
685                         explosive_rune();
686                         break;
687
688                 case RACE_HALF_GIANT:
689                         if (!get_aim_dir(&dir)) return FALSE;
690                         (void)wall_to_mud(dir, 20 + randint1(30));
691                         break;
692
693                 case RACE_HALF_TITAN:
694                         msg_print(_("敵を調査した...", "You examine your foes..."));
695                         probing();
696                         break;
697
698                 case RACE_CYCLOPS:
699                         if (!get_aim_dir(&dir)) return FALSE;
700                         msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
701                         fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
702                         break;
703
704                 case RACE_YEEK:
705                         if (!get_aim_dir(&dir)) return FALSE;
706                         stop_mouth();
707                         msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
708                         (void)fear_monster(dir, plev);
709                         break;
710
711                 case RACE_KLACKON:
712                         if (!get_aim_dir(&dir)) return FALSE;
713                         stop_mouth();
714                         msg_print(_("酸を吐いた。", "You spit acid."));
715                         if (plev < 25) fire_bolt(GF_ACID, dir, plev);
716                         else fire_ball(GF_ACID, dir, plev, 2);
717                         break;
718
719                 case RACE_KOBOLD:
720                         if (!get_aim_dir(&dir)) return FALSE;
721                         msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
722                         fire_bolt(GF_POIS, dir, plev);
723                         break;
724
725                 case RACE_NIBELUNG:
726                         msg_print(_("周囲を調査した。", "You examine your surroundings."));
727                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
728                         (void)detect_doors(DETECT_RAD_DEFAULT);
729                         (void)detect_stairs(DETECT_RAD_DEFAULT);
730                         break;
731
732                 case RACE_DARK_ELF:
733                         if (!get_aim_dir(&dir)) return FALSE;
734                         msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
735                         fire_bolt_or_beam(10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4));
736                         break;
737
738                 case RACE_DRACONIAN:
739                         return draconian_breath(p_ptr);
740                         break;
741
742                 case RACE_MIND_FLAYER:
743                         if (!get_aim_dir(&dir)) return FALSE;
744                         msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
745                         fire_bolt(GF_PSI, dir, plev);
746                         break;
747
748                 case RACE_IMP:
749                         if (!get_aim_dir(&dir)) return FALSE;
750                         if (plev >= 30)
751                         {
752                                 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
753                                 fire_ball(GF_FIRE, dir, plev, 2);
754                         }
755                         else
756                         {
757                                 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
758                                 fire_bolt(GF_FIRE, dir, plev);
759                         }
760                         break;
761
762                 case RACE_GOLEM:
763                         (void)set_shield(randint1(20) + 30, FALSE);
764                         break;
765
766                 case RACE_SKELETON:
767                 case RACE_ZOMBIE:
768                         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."));
769                         (void)restore_level();
770                         break;
771
772                 case RACE_VAMPIRE:
773                         vampirism();
774                         break;
775
776                 case RACE_SPECTRE:
777                         if (!get_aim_dir(&dir)) return FALSE;
778                         stop_mouth();
779                         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!"));
780                         (void)fear_monster(dir, plev);
781                         break;
782
783                 case RACE_SPRITE:
784                         msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
785                         if (plev < 25) sleep_monsters_touch();
786                         else (void)sleep_monsters(plev);
787                         break;
788
789                 case RACE_DEMON:
790                         return demonic_breath(p_ptr); 
791                         break;
792
793                 case RACE_KUTAR:
794                         (void)set_tsubureru(randint1(20) + 30, FALSE);
795                         break;
796
797                 case RACE_ANDROID:
798                         return android_inside_weapon(p_ptr);
799                         break;
800
801                 default:
802                         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."));
803                         free_turn(p_ptr);
804         }
805         }
806         return TRUE;
807 }
808
809 /*!
810  * @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
811  * @return なし
812  */
813 void do_cmd_racial_power(void)
814 {
815         power_desc_type power_desc[36];
816         int num;
817         COMMAND_CODE i = 0;
818         int ask = TRUE;
819         PLAYER_LEVEL lvl = p_ptr->lev;
820         bool            flag, redraw, cast = FALSE;
821         bool            warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
822         char            choice;
823         char            out_val[160];
824         int menu_line = (use_menu ? 1 : 0);
825
826         if (p_ptr->wild_mode) return;
827
828         for (num = 0; num < 36; num++)
829         {
830                 strcpy(power_desc[num].name, "");
831                 power_desc[num].number = 0;
832         }
833
834         num = 0;
835
836         if (cmd_limit_confused(p_ptr))
837         {
838                 free_turn(p_ptr);
839                 return;
840         }
841
842         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
843         {
844                 set_action(ACTION_NONE);
845         }
846
847         switch (p_ptr->pclass)
848         {
849         case CLASS_WARRIOR:
850         {
851                 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
852                 power_desc[num].level = 40;
853                 power_desc[num].cost = 75;
854                 power_desc[num].stat = A_DEX;
855                 power_desc[num].fail = 35;
856                 power_desc[num++].number = -3;
857                 break;
858         }
859         case CLASS_HIGH_MAGE:
860         if (p_ptr->realm1 == REALM_HEX)
861         {
862                 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
863                 power_desc[num].level = 1;
864                 power_desc[num].cost = 0;
865                 power_desc[num].stat = A_INT;
866                 power_desc[num].fail = 0;
867                 power_desc[num++].number = -3;
868                 break;
869         }
870         case CLASS_MAGE:
871         /* case CLASS_HIGH_MAGE: */
872         case CLASS_SORCERER:
873         {
874                 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
875                 power_desc[num].level = 25;
876                 power_desc[num].cost = 1;
877                 power_desc[num].stat = A_INT;
878                 power_desc[num].fail = 25;
879                 power_desc[num++].number = -3;
880                 break;
881         }
882         case CLASS_PRIEST:
883         {
884                 if (is_good_realm(p_ptr->realm1))
885                 {
886                         strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
887                         power_desc[num].level = 35;
888                         power_desc[num].cost = 70;
889                         power_desc[num].stat = A_WIS;
890                         power_desc[num].fail = 50;
891                         power_desc[num++].number = -3;
892                 }
893                 else
894                 {
895                         strcpy(power_desc[num].name, _("召魂", "Evocation"));
896                         power_desc[num].level = 42;
897                         power_desc[num].cost = 40;
898                         power_desc[num].stat = A_WIS;
899                         power_desc[num].fail = 35;
900                         power_desc[num++].number = -3;
901                 }
902                 break;
903         }
904         case CLASS_ROGUE:
905         {
906                 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
907                 power_desc[num].level = 8;
908                 power_desc[num].cost = 12;
909                 power_desc[num].stat = A_DEX;
910                 power_desc[num].fail = 14;
911                 power_desc[num++].number = -3;
912                 break;
913         }
914         case CLASS_RANGER:
915         case CLASS_SNIPER:
916         {
917                 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
918                 power_desc[num].level = 15;
919                 power_desc[num].cost = 20;
920                 power_desc[num].stat = A_INT;
921                 power_desc[num].fail = 12;
922                 power_desc[num++].number = -3;
923                 break;
924         }
925         case CLASS_PALADIN:
926         {
927                 if (is_good_realm(p_ptr->realm1))
928                 {
929                         strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
930                         power_desc[num].level = 30;
931                         power_desc[num].cost = 30;
932                         power_desc[num].stat = A_WIS;
933                         power_desc[num].fail = 30;
934                         power_desc[num++].number = -3;
935                 }
936                 else
937                 {
938                         strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
939                         power_desc[num].level = 30;
940                         power_desc[num].cost = 30;
941                         power_desc[num].stat = A_WIS;
942                         power_desc[num].fail = 30;
943                         power_desc[num++].number = -3;
944                 }
945                 break;
946         }
947         case CLASS_WARRIOR_MAGE:
948         {
949                 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
950                 power_desc[num].level = 25;
951                 power_desc[num].cost = 0;
952                 power_desc[num].stat = A_INT;
953                 power_desc[num].fail = 10;
954                 power_desc[num++].number = -3;
955                         
956                 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
957                 power_desc[num].level = 25;
958                 power_desc[num].cost = 0;
959                 power_desc[num].stat = A_INT;
960                 power_desc[num].fail = 10;
961                 power_desc[num++].number = -4;
962                 break;
963         }
964         case CLASS_CHAOS_WARRIOR:
965         {
966                 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
967                 power_desc[num].level = 40;
968                 power_desc[num].cost = 50;
969                 power_desc[num].stat = A_INT;
970                 power_desc[num].fail = 25;
971                 power_desc[num++].number = -3;
972                 break;
973         }
974         case CLASS_MONK:
975         {
976                 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
977                 power_desc[num].level = 25;
978                 power_desc[num].cost = 0;
979                 power_desc[num].stat = A_DEX;
980                 power_desc[num].fail = 0;
981                 power_desc[num++].number = -3;
982                         
983                 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
984                 power_desc[num].level = 30;
985                 power_desc[num].cost = 30;
986                 power_desc[num].stat = A_STR;
987                 power_desc[num].fail = 20;
988                 power_desc[num++].number = -4;
989                 break;
990         }
991         case CLASS_MINDCRAFTER:
992         case CLASS_FORCETRAINER:
993         {
994                 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
995                 power_desc[num].level = 15;
996                 power_desc[num].cost = 0;
997                 power_desc[num].stat = A_WIS;
998                 power_desc[num].fail = 10;
999                 power_desc[num++].number = -3;
1000                 break;
1001         }
1002         case CLASS_TOURIST:
1003         {
1004                 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1005                 power_desc[num].level = 1;
1006                 power_desc[num].cost = 0;
1007                 power_desc[num].stat = A_DEX;
1008                 power_desc[num].fail = 0;
1009                 power_desc[num++].number = -3;
1010                 
1011                 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1012                 power_desc[num].level = 25;
1013                 power_desc[num].cost = 20;
1014                 power_desc[num].stat = A_INT;
1015                 power_desc[num].fail = 20;
1016                 power_desc[num++].number = -4;
1017                 break;
1018         }
1019         case CLASS_IMITATOR:
1020         {
1021                 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1022                 power_desc[num].level = 30;
1023                 power_desc[num].cost = 100;
1024                 power_desc[num].stat = A_DEX;
1025                 power_desc[num].fail = 30;
1026                 power_desc[num++].number = -3;
1027                 break;
1028         }
1029         case CLASS_BEASTMASTER:
1030         {
1031                 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1032                 power_desc[num].level = 1;
1033                 power_desc[num].cost = (p_ptr->lev+3)/4;
1034                 power_desc[num].stat = A_CHR;
1035                 power_desc[num].fail = 10;
1036                 power_desc[num++].number = -3;
1037                 
1038                 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1039                 power_desc[num].level = 30;
1040                 power_desc[num].cost = (p_ptr->lev+20)/2;
1041                 power_desc[num].stat = A_CHR;
1042                 power_desc[num].fail = 10;
1043                 power_desc[num++].number = -4;
1044                 break;
1045         }
1046         case CLASS_ARCHER:
1047         {
1048                 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1049                 power_desc[num].level = 1;
1050                 power_desc[num].cost = 0;
1051                 power_desc[num].stat = A_DEX;
1052                 power_desc[num].fail = 0;
1053                 power_desc[num++].number = -3;
1054                 break;
1055         }
1056         case CLASS_MAGIC_EATER:
1057         {
1058                 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1059                 power_desc[num].level = 1;
1060                 power_desc[num].cost = 0;
1061                 power_desc[num].stat = A_INT;
1062                 power_desc[num].fail = 0;
1063                 power_desc[num++].number = -3;
1064
1065                 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1066                 power_desc[num].level = 10;
1067                 power_desc[num].cost = 10 + (lvl - 10) / 2;
1068                 power_desc[num].stat = A_INT;
1069                 power_desc[num].fail = 0;
1070                 power_desc[num++].number = -4;
1071                 break;
1072         }
1073         case CLASS_BARD:
1074         {
1075                 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1076                 power_desc[num].level = 1;
1077                 power_desc[num].cost = 0;
1078                 power_desc[num].stat = A_CHR;
1079                 power_desc[num].fail = 0;
1080                 power_desc[num++].number = -3;
1081                 break;
1082         }
1083         case CLASS_RED_MAGE:
1084         {
1085                 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1086                 power_desc[num].level = 48;
1087                 power_desc[num].cost = 20;
1088                 power_desc[num].stat = A_INT;
1089                 power_desc[num].fail = 0;
1090                 power_desc[num++].number = -3;
1091                 break;
1092         }
1093         case CLASS_SAMURAI:
1094         {
1095                 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1096                 power_desc[num].level = 1;
1097                 power_desc[num].cost = 0;
1098                 power_desc[num].stat = A_WIS;
1099                 power_desc[num].fail = 0;
1100                 power_desc[num++].number = -3;
1101                 
1102                 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
1103                 power_desc[num].level = 25;
1104                 power_desc[num].cost = 0;
1105                 power_desc[num].stat = A_DEX;
1106                 power_desc[num].fail = 0;
1107                 power_desc[num++].number = -4;
1108                 break;
1109         }
1110         case CLASS_BLUE_MAGE:
1111         {
1112                 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1113                 power_desc[num].level = 1;
1114                 power_desc[num].cost = 0;
1115                 power_desc[num].stat = A_INT;
1116                 power_desc[num].fail = 0;
1117                 power_desc[num++].number = -3;
1118                 break;
1119         }
1120         case CLASS_CAVALRY:
1121         {
1122                 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1123                 power_desc[num].level = 10;
1124                 power_desc[num].cost = 0;
1125                 power_desc[num].stat = A_STR;
1126                 power_desc[num].fail = 10;
1127                 power_desc[num++].number = -3;
1128                 break;
1129         }
1130         case CLASS_BERSERKER:
1131         {
1132                 strcpy(power_desc[num].name, _("帰還", "Recall"));
1133                 power_desc[num].level = 10;
1134                 power_desc[num].cost = 10;
1135                 power_desc[num].stat = A_DEX;
1136                 power_desc[num].fail = 20;
1137                 power_desc[num++].number = -3;
1138                 break;
1139         }
1140         case CLASS_MIRROR_MASTER:
1141         {
1142                 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
1143                 power_desc[num].level = 1;
1144                 power_desc[num].cost = 0;
1145                 power_desc[num].stat = A_INT;
1146                 power_desc[num].fail = 0;
1147                 power_desc[num++].number = -3;
1148                 
1149                 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
1150                 power_desc[num].level = 30;
1151                 power_desc[num].cost = 0;
1152                 power_desc[num].stat = A_INT;
1153                 power_desc[num].fail = 20;
1154                 power_desc[num++].number = -4;
1155                 break;
1156         }
1157         case CLASS_SMITH:
1158         {
1159                 strcpy(power_desc[num].name, _("目利き", "Judgment"));
1160                 power_desc[num].level = 5;
1161                 power_desc[num].cost = 15;
1162                 power_desc[num].stat = A_INT;
1163                 power_desc[num].fail = 20;
1164                 power_desc[num++].number = -3;
1165                 break;
1166         }
1167         case CLASS_NINJA:
1168         {
1169                 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
1170                 power_desc[num].level = 20;
1171                 power_desc[num].cost = 0;
1172                 power_desc[num].stat = A_DEX;
1173                 power_desc[num].fail = 0;
1174                 power_desc[num++].number = -3;
1175                 break;
1176         }
1177         default:
1178                 strcpy(power_desc[0].name, _("(なし)", "(none)"));
1179         }
1180
1181         if (p_ptr->mimic_form)
1182         {
1183                 switch (p_ptr->mimic_form)
1184                 {
1185                 case MIMIC_DEMON:
1186                 case MIMIC_DEMON_LORD:
1187                         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);
1188                         power_desc[num].level = 15;
1189                         power_desc[num].cost = 10+lvl/3;
1190                         power_desc[num].stat = A_CON;
1191                         power_desc[num].fail = 20;
1192                         power_desc[num++].number = -1;
1193                         break;
1194                 case MIMIC_VAMPIRE:
1195                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1196                         power_desc[num].level = 2;
1197                         power_desc[num].cost = 1 + (lvl / 3);
1198                         power_desc[num].stat = A_CON;
1199                         power_desc[num].fail = 9;
1200                         power_desc[num++].number = -1;
1201                         break;
1202                 }
1203         }
1204         else
1205         {
1206         switch (p_ptr->prace)
1207         {
1208                 case RACE_DWARF:
1209                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1210                         power_desc[num].level = 5;
1211                         power_desc[num].cost = 5;
1212                         power_desc[num].stat = A_WIS;
1213                         power_desc[num].fail = 12;
1214                         power_desc[num++].number = -1;
1215                         break;
1216                 case RACE_NIBELUNG:
1217                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1218                         power_desc[num].level = 10;
1219                         power_desc[num].cost = 5;
1220                         power_desc[num].stat = A_WIS;
1221                         power_desc[num].fail = 10;
1222                         power_desc[num++].number = -1;
1223                         break;
1224                 case RACE_HOBBIT:
1225                         strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
1226                         power_desc[num].level = 15;
1227                         power_desc[num].cost = 10;
1228                         power_desc[num].stat = A_INT;
1229                         power_desc[num].fail = 10;
1230                         power_desc[num++].number = -1;
1231                         break;
1232                 case RACE_GNOME:
1233                         sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
1234                         power_desc[num].level = 5;
1235                         power_desc[num].cost = 5;
1236                         power_desc[num].stat = A_INT;
1237                         power_desc[num].fail = 12;
1238                         power_desc[num++].number = -1;
1239                         break;
1240                 case RACE_HALF_ORC:
1241                         strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
1242                         power_desc[num].level = 3;
1243                         power_desc[num].cost = 5;
1244                         power_desc[num].stat = A_WIS;
1245                         power_desc[num].fail = warrior ? 5 : 10;
1246                         power_desc[num++].number = -1;
1247                         break;
1248                 case RACE_HALF_TROLL:
1249                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1250                         power_desc[num].level = 10;
1251                         power_desc[num].cost = 12;
1252                         power_desc[num].stat = A_STR;
1253                         power_desc[num].fail = warrior ? 6 : 12;
1254                         power_desc[num++].number = -1;
1255                         break;
1256                 case RACE_BARBARIAN:
1257                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1258                         power_desc[num].level = 8;
1259                         power_desc[num].cost = 10;
1260                         power_desc[num].stat = A_STR;
1261                         power_desc[num].fail = warrior ? 6 : 12;
1262                         power_desc[num++].number = -1;
1263                         break;
1264                 case RACE_AMBERITE:
1265                         strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
1266                         power_desc[num].level = 30;
1267                         power_desc[num].cost = 50;
1268                         power_desc[num].stat = A_INT;
1269                         power_desc[num].fail = 50;
1270                         power_desc[num++].number = -1;
1271                         
1272                         strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
1273                         power_desc[num].level = 40;
1274                         power_desc[num].cost = 75;
1275                         power_desc[num].stat = A_WIS;
1276                         power_desc[num].fail = 50;
1277                         power_desc[num++].number = -2;
1278                         break;
1279                 case RACE_HALF_OGRE:
1280                         strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
1281                         power_desc[num].level = 25;
1282                         power_desc[num].cost = 35;
1283                         power_desc[num].stat = A_INT;
1284                         power_desc[num].fail = 15;
1285                         power_desc[num++].number = -1;
1286                         break;
1287                 case RACE_HALF_GIANT:
1288                         strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
1289                         power_desc[num].level = 20;
1290                         power_desc[num].cost = 10;
1291                         power_desc[num].stat = A_STR;
1292                         power_desc[num].fail = 12;
1293                         power_desc[num++].number = -1;
1294                         break;
1295                 case RACE_HALF_TITAN:
1296                         strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
1297                         power_desc[num].level = 15;
1298                         power_desc[num].cost = 10;
1299                         power_desc[num].stat = A_INT;
1300                         power_desc[num].fail = 12;
1301                         power_desc[num++].number = -1;
1302                         break;
1303                 case RACE_CYCLOPS:
1304                         sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
1305                         power_desc[num].level = 20;
1306                         power_desc[num].cost = 15;
1307                         power_desc[num].stat = A_STR;
1308                         power_desc[num].fail = 12;
1309                         power_desc[num++].number = -1;
1310                         break;
1311                 case RACE_YEEK:
1312                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1313                         power_desc[num].level = 15;
1314                         power_desc[num].cost = 15;
1315                         power_desc[num].stat = A_WIS;
1316                         power_desc[num].fail = 10;
1317                         power_desc[num++].number = -1;
1318                         break;
1319                 case RACE_SPECTRE:
1320                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1321                         power_desc[num].level = 4;
1322                         power_desc[num].cost = 6;
1323                         power_desc[num].stat = A_INT;
1324                         power_desc[num].fail = 3;
1325                         power_desc[num++].number = -1;
1326                         break;
1327                 case RACE_KLACKON:
1328                         sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
1329                         power_desc[num].level = 9;
1330                         power_desc[num].cost = 9;
1331                         power_desc[num].stat = A_DEX;
1332                         power_desc[num].fail = 14;
1333                         power_desc[num++].number = -1;
1334                         break;
1335                 case RACE_KOBOLD:
1336                         sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
1337                         power_desc[num].level = 12;
1338                         power_desc[num].cost = 8;
1339                         power_desc[num].stat = A_DEX;
1340                         power_desc[num].fail = 14;
1341                         power_desc[num++].number = -1;
1342                         break;
1343                 case RACE_DARK_ELF:
1344                         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);
1345                         power_desc[num].level = 2;
1346                         power_desc[num].cost = 2;
1347                         power_desc[num].stat = A_INT;
1348                         power_desc[num].fail = 9;
1349                         power_desc[num++].number = -1;
1350                         break;
1351                 case RACE_DRACONIAN:
1352                         sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
1353                         power_desc[num].level = 1;
1354                         power_desc[num].cost = lvl;
1355                         power_desc[num].stat = A_CON;
1356                         power_desc[num].fail = 12;
1357                         power_desc[num++].number = -1;
1358                         break;
1359                 case RACE_MIND_FLAYER:
1360                         sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
1361                         power_desc[num].level = 15;
1362                         power_desc[num].cost = 12;
1363                         power_desc[num].stat = A_INT;
1364                         power_desc[num].fail = 14;
1365                         power_desc[num++].number = -1;
1366                         break;
1367                 case RACE_IMP:
1368                         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);
1369                         power_desc[num].level = 9;
1370                         power_desc[num].cost = 15;
1371                         power_desc[num].stat = A_WIS;
1372                         power_desc[num].fail = 15;
1373                         power_desc[num++].number = -1;
1374                         break;
1375                 case RACE_GOLEM:
1376                         strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
1377                         power_desc[num].level = 20;
1378                         power_desc[num].cost = 15;
1379                         power_desc[num].stat = A_CON;
1380                         power_desc[num].fail = 8;
1381                         power_desc[num++].number = -1;
1382                         break;
1383                 case RACE_SKELETON:
1384                 case RACE_ZOMBIE:
1385                         strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
1386                         power_desc[num].level = 30;
1387                         power_desc[num].cost = 30;
1388                         power_desc[num].stat = A_WIS;
1389                         power_desc[num].fail = 18;
1390                         power_desc[num++].number = -1;
1391                         break;
1392                 case RACE_VAMPIRE:
1393                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1394                         power_desc[num].level = 2;
1395                         power_desc[num].cost = 1 + (lvl / 3);
1396                         power_desc[num].stat = A_CON;
1397                         power_desc[num].fail = 9;
1398                         power_desc[num++].number = -1;
1399                         break;
1400                 case RACE_SPRITE:
1401                         strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
1402                         power_desc[num].level = 12;
1403                         power_desc[num].cost = 12;
1404                         power_desc[num].stat = A_INT;
1405                         power_desc[num].fail = 15;
1406                         power_desc[num++].number = -1;
1407                         break;
1408                 case RACE_DEMON:
1409                         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);
1410                         power_desc[num].level = 15;
1411                         power_desc[num].cost = 10+lvl/3;
1412                         power_desc[num].stat = A_CON;
1413                         power_desc[num].fail = 20;
1414                         power_desc[num++].number = -1;
1415                         break;
1416                 case RACE_KUTAR:
1417                         strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
1418                         power_desc[num].level = 20;
1419                         power_desc[num].cost = 15;
1420                         power_desc[num].stat = A_CHR;
1421                         power_desc[num].fail = 8;
1422                         power_desc[num++].number = -1;
1423                         break;
1424                 case RACE_ANDROID:
1425                         if (p_ptr->lev < 10)
1426                         {
1427                                 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
1428                                 power_desc[num].level = 1;
1429                                 power_desc[num].cost = 7;
1430                                 power_desc[num].fail = 8;
1431                         }
1432                         else if (p_ptr->lev < 25)
1433                         {
1434                                 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
1435                                 power_desc[num].level = 10;
1436                                 power_desc[num].cost = 13;
1437                                 power_desc[num].fail = 10;
1438                         }
1439                         else if (p_ptr->lev < 35)
1440                         {
1441                                 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
1442                                 power_desc[num].level = 25;
1443                                 power_desc[num].cost = 26;
1444                                 power_desc[num].fail = 12;
1445                         }
1446                         else if (p_ptr->lev < 45)
1447                         {
1448                                 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
1449                                 power_desc[num].level = 35;
1450                                 power_desc[num].cost = 40;
1451                                 power_desc[num].fail = 15;
1452                         }
1453                         else
1454                         {
1455                                 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
1456                                 power_desc[num].level = 45;
1457                                 power_desc[num].cost = 60;
1458                                 power_desc[num].fail = 18;
1459                         }
1460                         power_desc[num].stat = A_STR;
1461                         power_desc[num++].number = -1;
1462                         break;
1463                 default:
1464                 {
1465                         break;
1466                 }
1467         }
1468         }
1469
1470         if (p_ptr->muta1)
1471         {
1472                 if (p_ptr->muta1 & MUT1_SPIT_ACID)
1473                 {
1474                         strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
1475                         power_desc[num].level = 9;
1476                         power_desc[num].cost = 9;
1477                         power_desc[num].stat = A_DEX;
1478                         power_desc[num].fail = 15;
1479                         power_desc[num++].number = MUT1_SPIT_ACID;
1480                 }
1481
1482                 if (p_ptr->muta1 & MUT1_BR_FIRE)
1483                 {
1484                         strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
1485                         power_desc[num].level = 20;
1486                         power_desc[num].cost = lvl;
1487                         power_desc[num].stat = A_CON;
1488                         power_desc[num].fail = 18;
1489                         power_desc[num++].number = MUT1_BR_FIRE;
1490                 }
1491
1492                 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
1493                 {
1494                         strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
1495                         power_desc[num].level = 12;
1496                         power_desc[num].cost = 12;
1497                         power_desc[num].stat = A_CHR;
1498                         power_desc[num].fail = 18;
1499                         power_desc[num++].number = MUT1_HYPN_GAZE;
1500                 }
1501
1502                 if (p_ptr->muta1 & MUT1_TELEKINES)
1503                 {
1504                         strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
1505                         power_desc[num].level = 9;
1506                         power_desc[num].cost = 9;
1507                         power_desc[num].stat = A_WIS;
1508                         power_desc[num].fail = 14;
1509                         power_desc[num++].number = MUT1_TELEKINES;
1510                 }
1511
1512                 if (p_ptr->muta1 & MUT1_VTELEPORT)
1513                 {
1514                         strcpy(power_desc[num].name, _("テレポート", "Teleport"));
1515                         power_desc[num].level = 7;
1516                         power_desc[num].cost = 7;
1517                         power_desc[num].stat = A_WIS;
1518                         power_desc[num].fail = 15;
1519                         power_desc[num++].number = MUT1_VTELEPORT;
1520                 }
1521
1522                 if (p_ptr->muta1 & MUT1_MIND_BLST)
1523                 {
1524                         strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
1525                         power_desc[num].level = 5;
1526                         power_desc[num].cost = 3;
1527                         power_desc[num].stat = A_WIS;
1528                         power_desc[num].fail = 15;
1529                         power_desc[num++].number = MUT1_MIND_BLST;
1530                 }
1531
1532                 if (p_ptr->muta1 & MUT1_RADIATION)
1533                 {
1534                         strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
1535                         power_desc[num].level = 15;
1536                         power_desc[num].cost = 15;
1537                         power_desc[num].stat = A_CON;
1538                         power_desc[num].fail = 14;
1539                         power_desc[num++].number = MUT1_RADIATION;
1540                 }
1541
1542                 if (p_ptr->muta1 & MUT1_VAMPIRISM)
1543                 {
1544                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1545                         power_desc[num].level = 2;
1546                         power_desc[num].cost = (1 + (lvl / 3));
1547                         power_desc[num].stat = A_CON;
1548                         power_desc[num].fail = 9;
1549                         power_desc[num++].number = MUT1_VAMPIRISM;
1550                 }
1551
1552                 if (p_ptr->muta1 & MUT1_SMELL_MET)
1553                 {
1554                         strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
1555                         power_desc[num].level = 3;
1556                         power_desc[num].cost = 2;
1557                         power_desc[num].stat = A_INT;
1558                         power_desc[num].fail = 12;
1559                         power_desc[num++].number = MUT1_SMELL_MET;
1560                 }
1561
1562                 if (p_ptr->muta1 & MUT1_SMELL_MON)
1563                 {
1564                         strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
1565                         power_desc[num].level = 5;
1566                         power_desc[num].cost = 4;
1567                         power_desc[num].stat = A_INT;
1568                         power_desc[num].fail = 15;
1569                         power_desc[num++].number = MUT1_SMELL_MON;
1570                 }
1571
1572                 if (p_ptr->muta1 & MUT1_BLINK)
1573                 {
1574                         strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
1575                         power_desc[num].level = 3;
1576                         power_desc[num].cost = 3;
1577                         power_desc[num].stat = A_WIS;
1578                         power_desc[num].fail = 12;
1579                         power_desc[num++].number = MUT1_BLINK;
1580                 }
1581
1582                 if (p_ptr->muta1 & MUT1_EAT_ROCK)
1583                 {
1584                         strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
1585                         power_desc[num].level = 8;
1586                         power_desc[num].cost = 12;
1587                         power_desc[num].stat = A_CON;
1588                         power_desc[num].fail = 18;
1589                         power_desc[num++].number = MUT1_EAT_ROCK;
1590                 }
1591
1592                 if (p_ptr->muta1 & MUT1_SWAP_POS)
1593                 {
1594                         strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
1595                         power_desc[num].level = 15;
1596                         power_desc[num].cost = 12;
1597                         power_desc[num].stat = A_DEX;
1598                         power_desc[num].fail = 16;
1599                         power_desc[num++].number = MUT1_SWAP_POS;
1600                 }
1601
1602                 if (p_ptr->muta1 & MUT1_SHRIEK)
1603                 {
1604                         strcpy(power_desc[num].name, _("叫び", "Shriek"));
1605                         power_desc[num].level = 20;
1606                         power_desc[num].cost = 14;
1607                         power_desc[num].stat = A_CON;
1608                         power_desc[num].fail = 16;
1609                         power_desc[num++].number = MUT1_SHRIEK;
1610                 }
1611
1612                 if (p_ptr->muta1 & MUT1_ILLUMINE)
1613                 {
1614                         strcpy(power_desc[num].name, _("照明", "Illuminate"));
1615                         power_desc[num].level = 3;
1616                         power_desc[num].cost = 2;
1617                         power_desc[num].stat = A_INT;
1618                         power_desc[num].fail = 10;
1619                         power_desc[num++].number = MUT1_ILLUMINE;
1620                 }
1621
1622                 if (p_ptr->muta1 & MUT1_DET_CURSE)
1623                 {
1624                         strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
1625                         power_desc[num].level = 7;
1626                         power_desc[num].cost = 14;
1627                         power_desc[num].stat = A_WIS;
1628                         power_desc[num].fail = 14;
1629                         power_desc[num++].number = MUT1_DET_CURSE;
1630                 }
1631
1632                 if (p_ptr->muta1 & MUT1_BERSERK)
1633                 {
1634                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1635                         power_desc[num].level = 8;
1636                         power_desc[num].cost = 8;
1637                         power_desc[num].stat = A_STR;
1638                         power_desc[num].fail = 14;
1639                         power_desc[num++].number = MUT1_BERSERK;
1640                 }
1641
1642                 if (p_ptr->muta1 & MUT1_POLYMORPH)
1643                 {
1644                         strcpy(power_desc[num].name, _("変身", "Polymorph"));
1645                         power_desc[num].level = 18;
1646                         power_desc[num].cost = 20;
1647                         power_desc[num].stat = A_CON;
1648                         power_desc[num].fail = 18;
1649                         power_desc[num++].number = MUT1_POLYMORPH;
1650                 }
1651
1652                 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
1653                 {
1654                         strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
1655                         power_desc[num].level = 10;
1656                         power_desc[num].cost = 5;
1657                         power_desc[num].stat = A_INT;
1658                         power_desc[num].fail = 12;
1659                         power_desc[num++].number = MUT1_MIDAS_TCH;
1660                 }
1661
1662                 if (p_ptr->muta1 & MUT1_GROW_MOLD)
1663                 {
1664                         strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
1665                         power_desc[num].level = 1;
1666                         power_desc[num].cost = 6;
1667                         power_desc[num].stat = A_CON;
1668                         power_desc[num].fail = 14;
1669                         power_desc[num++].number = MUT1_GROW_MOLD;
1670                 }
1671
1672                 if (p_ptr->muta1 & MUT1_RESIST)
1673                 {
1674                         strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
1675                         power_desc[num].level = 10;
1676                         power_desc[num].cost = 12;
1677                         power_desc[num].stat = A_CON;
1678                         power_desc[num].fail = 12;
1679                         power_desc[num++].number = MUT1_RESIST;
1680                 }
1681
1682                 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
1683                 {
1684                         strcpy(power_desc[num].name, _("地震", "Earthquake"));
1685                         power_desc[num].level = 12;
1686                         power_desc[num].cost = 12;
1687                         power_desc[num].stat = A_STR;
1688                         power_desc[num].fail = 16;
1689                         power_desc[num++].number = MUT1_EARTHQUAKE;
1690                 }
1691
1692                 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
1693                 {
1694                         strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1695                         power_desc[num].level = 17;
1696                         power_desc[num].cost = 1;
1697                         power_desc[num].stat = A_WIS;
1698                         power_desc[num].fail = 15;
1699                         power_desc[num++].number = MUT1_EAT_MAGIC;
1700                 }
1701
1702                 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
1703                 {
1704                         strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
1705                         power_desc[num].level = 6;
1706                         power_desc[num].cost = 6;
1707                         power_desc[num].stat = A_INT;
1708                         power_desc[num].fail = 10;
1709                         power_desc[num++].number = MUT1_WEIGH_MAG;
1710                 }
1711
1712                 if (p_ptr->muta1 & MUT1_STERILITY)
1713                 {
1714                         strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
1715                         power_desc[num].level = 12;
1716                         power_desc[num].cost = 23;
1717                         power_desc[num].stat = A_CHR;
1718                         power_desc[num].fail = 15;
1719                         power_desc[num++].number = MUT1_STERILITY;
1720                 }
1721
1722                 if (p_ptr->muta1 & MUT1_PANIC_HIT)
1723                 {
1724                         strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
1725                         power_desc[num].level = 10;
1726                         power_desc[num].cost = 12;
1727                         power_desc[num].stat = A_DEX;
1728                         power_desc[num].fail = 14;
1729                         power_desc[num++].number = MUT1_PANIC_HIT;
1730                 }
1731
1732                 if (p_ptr->muta1 & MUT1_DAZZLE)
1733                 {
1734                         strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
1735                         power_desc[num].level = 7;
1736                         power_desc[num].cost = 15;
1737                         power_desc[num].stat = A_CHR;
1738                         power_desc[num].fail = 8;
1739                         power_desc[num++].number = MUT1_DAZZLE;
1740                 }
1741
1742                 if (p_ptr->muta1 & MUT1_LASER_EYE)
1743                 {
1744                         strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
1745                         power_desc[num].level = 7;
1746                         power_desc[num].cost = 10;
1747                         power_desc[num].stat = A_WIS;
1748                         power_desc[num].fail = 9;
1749                         power_desc[num++].number = MUT1_LASER_EYE;
1750                 }
1751
1752                 if (p_ptr->muta1 & MUT1_RECALL)
1753                 {
1754                         strcpy(power_desc[num].name, _("帰還", "Recall"));
1755                         power_desc[num].level = 17;
1756                         power_desc[num].cost = 50;
1757                         power_desc[num].stat = A_INT;
1758                         power_desc[num].fail = 16;
1759                         power_desc[num++].number = MUT1_RECALL;
1760                 }
1761
1762                 if (p_ptr->muta1 & MUT1_BANISH)
1763                 {
1764                         strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
1765                         power_desc[num].level = 25;
1766                         power_desc[num].cost = 25;
1767                         power_desc[num].stat = A_WIS;
1768                         power_desc[num].fail = 18;
1769                         power_desc[num++].number = MUT1_BANISH;
1770                 }
1771
1772                 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
1773                 {
1774                         strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
1775                         power_desc[num].level = 2;
1776                         power_desc[num].cost = 2;
1777                         power_desc[num].stat = A_CON;
1778                         power_desc[num].fail = 11;
1779                         power_desc[num++].number = MUT1_COLD_TOUCH;
1780                 }
1781
1782                 if (p_ptr->muta1 & MUT1_LAUNCHER)
1783                 {
1784                         strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
1785                         power_desc[num].level = 1;
1786                         power_desc[num].cost = lvl;
1787                         power_desc[num].stat = A_STR;
1788                         power_desc[num].fail = 6;
1789                         /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
1790                         power_desc[num++].number = 3;
1791                 }
1792         }
1793
1794         /* Nothing chosen yet */
1795         flag = FALSE;
1796
1797         /* No redraw yet */
1798         redraw = FALSE;
1799
1800         /* Build a prompt */
1801         (void) strnfmt(out_val, 78, 
1802                                 _("(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? "),
1803                                 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
1804
1805 if (!repeat_pull(&i) || i<0 || i>=num) {
1806         if (use_menu) screen_save();
1807          /* Get a spell from the user */
1808
1809         choice = (always_show_list || use_menu) ? ESCAPE:1;
1810         while (!flag)
1811         {
1812                 if( choice==ESCAPE ) choice = ' '; 
1813                 else if( !get_com(out_val, &choice, FALSE) )break; 
1814
1815                 if (use_menu && choice != ' ')
1816                 {
1817                         switch(choice)
1818                         {
1819                                 case '0':
1820                                 {
1821                                         screen_load();
1822                                         free_turn(p_ptr);
1823                                         return;
1824                                 }
1825
1826                                 case '8':
1827                                 case 'k':
1828                                 case 'K':
1829                                 {
1830                                         menu_line += (num - 1);
1831                                         break;
1832                                 }
1833
1834                                 case '2':
1835                                 case 'j':
1836                                 case 'J':
1837                                 {
1838                                         menu_line++;
1839                                         break;
1840                                 }
1841
1842                                 case '6':
1843                                 case 'l':
1844                                 case 'L':
1845                                 case '4':
1846                                 case 'h':
1847                                 case 'H':
1848                                 {
1849                                         if (menu_line > 18)
1850                                                 menu_line -= 18;
1851                                         else if (menu_line+18 <= num)
1852                                                 menu_line += 18;
1853                                         break;
1854                                 }
1855
1856                                 case 'x':
1857                                 case 'X':
1858                                 case '\r':
1859                                 {
1860                                         i = menu_line - 1;
1861                                         ask = FALSE;
1862                                         break;
1863                                 }
1864                         }
1865                         if (menu_line > num) menu_line -= num;
1866                 }
1867                 /* Request redraw */
1868                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
1869                 {
1870                         /* Show the list */
1871                         if (!redraw || use_menu)
1872                         {
1873                                 byte y = 1, x = 0;
1874                                 int ctr = 0;
1875                                 char dummy[80];
1876                                 char letter;
1877                                 TERM_LEN x1, y1;
1878
1879                                 strcpy(dummy, "");
1880
1881                                 /* Show list */
1882                                 redraw = TRUE;
1883                                 if (!use_menu) screen_save();
1884
1885                                 /* Print header(s) */
1886                                 if (num < 18)
1887                                         prt(_("                            Lv   MP 失率", "                            Lv Cost Fail"), y++, x);
1888                                 else
1889                                 prt(_("                            Lv   MP 失率                            Lv   MP 失率", 
1890                                           "                            Lv Cost Fail                            Lv Cost Fail"), y++, x);
1891
1892
1893                                 /* Print list */
1894                                 while (ctr < num)
1895                                 {
1896                                         x1 = ((ctr < 18) ? x : x + 40);
1897                                         y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
1898
1899                                         if (use_menu)
1900                                         {
1901                                                 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " >  "));
1902                                                 else strcpy(dummy, "    ");
1903                                         }
1904                                         else
1905                                         {
1906                                                 /* letter/number for power selection */
1907                                                 if (ctr < 26)
1908                                                         letter = I2A(ctr);
1909                                                 else
1910                                                         letter = '0' + ctr - 26;
1911                                                 sprintf(dummy, " %c) ",letter);
1912                                         }
1913                                         strcat(dummy, format("%-23.23s %2d %4d %3d%%",
1914                                                 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
1915                                                 100 - racial_chance(&power_desc[ctr])));
1916                                         prt(dummy, y1, x1);
1917                                         ctr++;
1918                                 }
1919                         }
1920
1921                         /* Hide the list */
1922                         else
1923                         {
1924                                 /* Hide list */
1925                                 redraw = FALSE;
1926                                 screen_load();
1927                         }
1928
1929                         /* Redo asking */
1930                         continue;
1931                 }
1932
1933                 if (!use_menu)
1934                 {
1935                         if (choice == '\r' && num == 1)
1936                         {
1937                                 choice = 'a';
1938                         }
1939
1940                         if (isalpha(choice))
1941                         {
1942                                 /* Note verify */
1943                                 ask = (isupper(choice));
1944
1945                                 /* Lowercase */
1946                                 if (ask) choice = (char)tolower(choice);
1947
1948                                 /* Extract request */
1949                                 i = (islower(choice) ? A2I(choice) : -1);
1950                         }
1951                         else
1952                         {
1953                                 ask = FALSE; /* Can't uppercase digits */
1954
1955                                 i = choice - '0' + 26;
1956                         }
1957                 }
1958
1959                 /* Totally Illegal */
1960                 if ((i < 0) || (i >= num))
1961                 {
1962                         bell();
1963                         continue;
1964                 }
1965
1966                 /* Verify it */
1967                 if (ask)
1968                 {
1969                         char tmp_val[160];
1970
1971                         /* Prompt */
1972                         (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
1973
1974                         /* Belay that order */
1975                         if (!get_check(tmp_val)) continue;
1976                 }
1977
1978                 /* Stop the loop */
1979                 flag = TRUE;
1980         }
1981         if (redraw) screen_load();
1982
1983         /* Abort if needed */
1984         if (!flag)
1985         {
1986                 free_turn(p_ptr);
1987                 return;
1988         }
1989         repeat_push(i);
1990         } /*if (!repeat_pull(&i) || ...)*/
1991         switch (racial_aux(&power_desc[i]))
1992         {
1993         case 1:
1994                 if (power_desc[i].number < 0)
1995                         cast = cmd_racial_power_aux(power_desc[i].number);
1996                 else
1997                         cast = mutation_power_aux(power_desc[i].number);
1998                 break;
1999         case 0:
2000                 cast = FALSE;
2001                 break;
2002         case -1:
2003                 cast = TRUE;
2004                 break;
2005         }
2006
2007         if (cast)
2008         {
2009                 if (racial_cost)
2010                 {
2011                         int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2012
2013                         /* If mana is not enough, player consumes hit point! */
2014                         if (p_ptr->csp < actual_racial_cost)
2015                         {
2016                                 actual_racial_cost -= p_ptr->csp;
2017                                 p_ptr->csp = 0;
2018                                 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2019                         }
2020                         else p_ptr->csp -= actual_racial_cost;
2021
2022                         p_ptr->redraw |= (PR_HP | PR_MANA);
2023                         p_ptr->window |= (PW_PLAYER | PW_SPELL);
2024                 }
2025         }
2026         else free_turn(p_ptr);
2027
2028         /* Success */
2029         return;
2030 }