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[Refactor] #37353 行動パワー消費解除を take_turn() で再定義。 / Redefine free_turn() for non-consump...
[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                         }
551                         else if (command == -4)
552                         {
553                                 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
554                                 {
555                                         msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
556                                         return FALSE;
557                                 }
558                                 if (!choose_kata()) return FALSE;
559                                 p_ptr->update |= (PU_BONUS);
560                         }
561                         break;
562                 }
563                 case CLASS_BLUE_MAGE:
564                 {
565                         if (p_ptr->action == ACTION_LEARN)
566                         {
567                                 set_action(ACTION_NONE);
568                         }
569                         else
570                         {
571                                 set_action(ACTION_LEARN);
572                         }
573                         free_turn(p_ptr);
574                         break;
575                 }
576                 case CLASS_CAVALRY:
577                 {
578                         return rodeo(p_ptr);
579                 }
580                 case CLASS_BERSERKER:
581                 {
582                         if (!recall_player(p_ptr, randint0(21) + 15)) return FALSE;
583                         break;
584                 }
585                 case CLASS_SMITH:
586                 {
587                         if (p_ptr->lev > 29)
588                         {
589                                 if (!identify_fully(TRUE)) return FALSE;
590                         }
591                         else
592                         {
593                                 if (!ident_spell(TRUE)) return FALSE;
594                         }
595                         break;
596                 }
597                 case CLASS_MIRROR_MASTER:
598                 {
599                         if (command == -3)
600                         {
601                                 /* Explode all mirrors */
602                                 remove_all_mirrors(TRUE);
603                         }
604                         else if (command == -4)
605                         {
606                                 return mirror_concentration(p_ptr);
607                         }
608                         break;
609                 }
610                 case CLASS_NINJA:
611                         hayagake(p_ptr);
612                         break;
613                 }
614         }
615         else if (p_ptr->mimic_form)
616         {
617                 switch (p_ptr->mimic_form)
618                 {
619                 case MIMIC_DEMON:
620                 case MIMIC_DEMON_LORD:
621                 {
622                         return demonic_breath(p_ptr);
623                 }
624                 case MIMIC_VAMPIRE:
625                         vampirism();
626                         break;
627                 }
628         }
629
630         else 
631         {
632
633         switch (p_ptr->prace)
634         {
635                 case RACE_DWARF:
636                         msg_print(_("周囲を調べた。", "You examine your surroundings."));
637                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
638                         (void)detect_doors(DETECT_RAD_DEFAULT);
639                         (void)detect_stairs(DETECT_RAD_DEFAULT);
640                         break;
641
642                 case RACE_HOBBIT:
643                         return create_ration(p_ptr);
644                         break;
645
646                 case RACE_GNOME:
647                         msg_print(_("パッ!", "Blink!"));
648                         teleport_player(10, 0L);
649                         break;
650
651                 case RACE_HALF_ORC:
652                         msg_print(_("勇気を出した。", "You play tough."));
653                         (void)set_afraid(0);
654                         break;
655
656                 case RACE_HALF_TROLL:
657                         msg_print(_("うがぁぁ!", "RAAAGH!"));
658                         (void)berserk(10 + randint1(plev));
659                         break;
660
661                 case RACE_AMBERITE:
662                         if (command == -1)
663                         {
664                                 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
665                                 alter_reality();
666                         }
667                         else if (command == -2)
668                         {
669                                 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..."));
670
671                                 (void)true_healing(0);
672                                 (void)restore_all_status();
673                                 (void)restore_level();
674                         }
675                         break;
676
677                 case RACE_BARBARIAN:
678                         msg_print(_("うぉぉおお!", "Raaagh!"));
679                         (void)berserk(10 + randint1(plev));
680                         break;
681
682                 case RACE_HALF_OGRE:
683                         msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
684                         explosive_rune();
685                         break;
686
687                 case RACE_HALF_GIANT:
688                         if (!get_aim_dir(&dir)) return FALSE;
689                         (void)wall_to_mud(dir, 20 + randint1(30));
690                         break;
691
692                 case RACE_HALF_TITAN:
693                         msg_print(_("敵を調査した...", "You examine your foes..."));
694                         probing();
695                         break;
696
697                 case RACE_CYCLOPS:
698                         if (!get_aim_dir(&dir)) return FALSE;
699                         msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
700                         fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
701                         break;
702
703                 case RACE_YEEK:
704                         if (!get_aim_dir(&dir)) return FALSE;
705                         stop_mouth();
706                         msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
707                         (void)fear_monster(dir, plev);
708                         break;
709
710                 case RACE_KLACKON:
711                         if (!get_aim_dir(&dir)) return FALSE;
712                         stop_mouth();
713                         msg_print(_("酸を吐いた。", "You spit acid."));
714                         if (plev < 25) fire_bolt(GF_ACID, dir, plev);
715                         else fire_ball(GF_ACID, dir, plev, 2);
716                         break;
717
718                 case RACE_KOBOLD:
719                         if (!get_aim_dir(&dir)) return FALSE;
720                         msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
721                         fire_bolt(GF_POIS, dir, plev);
722                         break;
723
724                 case RACE_NIBELUNG:
725                         msg_print(_("周囲を調査した。", "You examine your surroundings."));
726                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
727                         (void)detect_doors(DETECT_RAD_DEFAULT);
728                         (void)detect_stairs(DETECT_RAD_DEFAULT);
729                         break;
730
731                 case RACE_DARK_ELF:
732                         if (!get_aim_dir(&dir)) return FALSE;
733                         msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
734                         fire_bolt_or_beam(10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4));
735                         break;
736
737                 case RACE_DRACONIAN:
738                         return draconian_breath(p_ptr);
739                         break;
740
741                 case RACE_MIND_FLAYER:
742                         if (!get_aim_dir(&dir)) return FALSE;
743                         msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
744                         fire_bolt(GF_PSI, dir, plev);
745                         break;
746
747                 case RACE_IMP:
748                         if (!get_aim_dir(&dir)) return FALSE;
749                         if (plev >= 30)
750                         {
751                                 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
752                                 fire_ball(GF_FIRE, dir, plev, 2);
753                         }
754                         else
755                         {
756                                 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
757                                 fire_bolt(GF_FIRE, dir, plev);
758                         }
759                         break;
760
761                 case RACE_GOLEM:
762                         (void)set_shield(randint1(20) + 30, FALSE);
763                         break;
764
765                 case RACE_SKELETON:
766                 case RACE_ZOMBIE:
767                         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."));
768                         (void)restore_level();
769                         break;
770
771                 case RACE_VAMPIRE:
772                         vampirism();
773                         break;
774
775                 case RACE_SPECTRE:
776                         if (!get_aim_dir(&dir)) return FALSE;
777                         stop_mouth();
778                         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!"));
779                         (void)fear_monster(dir, plev);
780                         break;
781
782                 case RACE_SPRITE:
783                         msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
784                         if (plev < 25) sleep_monsters_touch();
785                         else (void)sleep_monsters(plev);
786                         break;
787
788                 case RACE_DEMON:
789                         return demonic_breath(p_ptr); 
790                         break;
791
792                 case RACE_KUTAR:
793                         (void)set_tsubureru(randint1(20) + 30, FALSE);
794                         break;
795
796                 case RACE_ANDROID:
797                         return android_inside_weapon(p_ptr);
798                         break;
799
800                 default:
801                         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."));
802                         free_turn(p_ptr);
803         }
804         }
805         return TRUE;
806 }
807
808 /*!
809  * @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
810  * @return なし
811  */
812 void do_cmd_racial_power(void)
813 {
814         power_desc_type power_desc[36];
815         int num;
816         COMMAND_CODE i = 0;
817         int ask = TRUE;
818         PLAYER_LEVEL lvl = p_ptr->lev;
819         bool            flag, redraw, cast = FALSE;
820         bool            warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
821         char            choice;
822         char            out_val[160];
823         int menu_line = (use_menu ? 1 : 0);
824
825         if (p_ptr->wild_mode) return;
826
827         for (num = 0; num < 36; num++)
828         {
829                 strcpy(power_desc[num].name, "");
830                 power_desc[num].number = 0;
831         }
832
833         num = 0;
834
835         if (cmd_limit_confused(p_ptr))
836         {
837                 free_turn(p_ptr);
838                 return;
839         }
840
841         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
842         {
843                 set_action(ACTION_NONE);
844         }
845
846         switch (p_ptr->pclass)
847         {
848         case CLASS_WARRIOR:
849         {
850                 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
851                 power_desc[num].level = 40;
852                 power_desc[num].cost = 75;
853                 power_desc[num].stat = A_DEX;
854                 power_desc[num].fail = 35;
855                 power_desc[num++].number = -3;
856                 break;
857         }
858         case CLASS_HIGH_MAGE:
859         if (p_ptr->realm1 == REALM_HEX)
860         {
861                 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
862                 power_desc[num].level = 1;
863                 power_desc[num].cost = 0;
864                 power_desc[num].stat = A_INT;
865                 power_desc[num].fail = 0;
866                 power_desc[num++].number = -3;
867                 break;
868         }
869         case CLASS_MAGE:
870         /* case CLASS_HIGH_MAGE: */
871         case CLASS_SORCERER:
872         {
873                 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
874                 power_desc[num].level = 25;
875                 power_desc[num].cost = 1;
876                 power_desc[num].stat = A_INT;
877                 power_desc[num].fail = 25;
878                 power_desc[num++].number = -3;
879                 break;
880         }
881         case CLASS_PRIEST:
882         {
883                 if (is_good_realm(p_ptr->realm1))
884                 {
885                         strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
886                         power_desc[num].level = 35;
887                         power_desc[num].cost = 70;
888                         power_desc[num].stat = A_WIS;
889                         power_desc[num].fail = 50;
890                         power_desc[num++].number = -3;
891                 }
892                 else
893                 {
894                         strcpy(power_desc[num].name, _("召魂", "Evocation"));
895                         power_desc[num].level = 42;
896                         power_desc[num].cost = 40;
897                         power_desc[num].stat = A_WIS;
898                         power_desc[num].fail = 35;
899                         power_desc[num++].number = -3;
900                 }
901                 break;
902         }
903         case CLASS_ROGUE:
904         {
905                 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
906                 power_desc[num].level = 8;
907                 power_desc[num].cost = 12;
908                 power_desc[num].stat = A_DEX;
909                 power_desc[num].fail = 14;
910                 power_desc[num++].number = -3;
911                 break;
912         }
913         case CLASS_RANGER:
914         case CLASS_SNIPER:
915         {
916                 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
917                 power_desc[num].level = 15;
918                 power_desc[num].cost = 20;
919                 power_desc[num].stat = A_INT;
920                 power_desc[num].fail = 12;
921                 power_desc[num++].number = -3;
922                 break;
923         }
924         case CLASS_PALADIN:
925         {
926                 if (is_good_realm(p_ptr->realm1))
927                 {
928                         strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
929                         power_desc[num].level = 30;
930                         power_desc[num].cost = 30;
931                         power_desc[num].stat = A_WIS;
932                         power_desc[num].fail = 30;
933                         power_desc[num++].number = -3;
934                 }
935                 else
936                 {
937                         strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
938                         power_desc[num].level = 30;
939                         power_desc[num].cost = 30;
940                         power_desc[num].stat = A_WIS;
941                         power_desc[num].fail = 30;
942                         power_desc[num++].number = -3;
943                 }
944                 break;
945         }
946         case CLASS_WARRIOR_MAGE:
947         {
948                 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
949                 power_desc[num].level = 25;
950                 power_desc[num].cost = 0;
951                 power_desc[num].stat = A_INT;
952                 power_desc[num].fail = 10;
953                 power_desc[num++].number = -3;
954                         
955                 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
956                 power_desc[num].level = 25;
957                 power_desc[num].cost = 0;
958                 power_desc[num].stat = A_INT;
959                 power_desc[num].fail = 10;
960                 power_desc[num++].number = -4;
961                 break;
962         }
963         case CLASS_CHAOS_WARRIOR:
964         {
965                 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
966                 power_desc[num].level = 40;
967                 power_desc[num].cost = 50;
968                 power_desc[num].stat = A_INT;
969                 power_desc[num].fail = 25;
970                 power_desc[num++].number = -3;
971                 break;
972         }
973         case CLASS_MONK:
974         {
975                 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
976                 power_desc[num].level = 25;
977                 power_desc[num].cost = 0;
978                 power_desc[num].stat = A_DEX;
979                 power_desc[num].fail = 0;
980                 power_desc[num++].number = -3;
981                         
982                 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
983                 power_desc[num].level = 30;
984                 power_desc[num].cost = 30;
985                 power_desc[num].stat = A_STR;
986                 power_desc[num].fail = 20;
987                 power_desc[num++].number = -4;
988                 break;
989         }
990         case CLASS_MINDCRAFTER:
991         case CLASS_FORCETRAINER:
992         {
993                 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
994                 power_desc[num].level = 15;
995                 power_desc[num].cost = 0;
996                 power_desc[num].stat = A_WIS;
997                 power_desc[num].fail = 10;
998                 power_desc[num++].number = -3;
999                 break;
1000         }
1001         case CLASS_TOURIST:
1002         {
1003                 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1004                 power_desc[num].level = 1;
1005                 power_desc[num].cost = 0;
1006                 power_desc[num].stat = A_DEX;
1007                 power_desc[num].fail = 0;
1008                 power_desc[num++].number = -3;
1009                 
1010                 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1011                 power_desc[num].level = 25;
1012                 power_desc[num].cost = 20;
1013                 power_desc[num].stat = A_INT;
1014                 power_desc[num].fail = 20;
1015                 power_desc[num++].number = -4;
1016                 break;
1017         }
1018         case CLASS_IMITATOR:
1019         {
1020                 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1021                 power_desc[num].level = 30;
1022                 power_desc[num].cost = 100;
1023                 power_desc[num].stat = A_DEX;
1024                 power_desc[num].fail = 30;
1025                 power_desc[num++].number = -3;
1026                 break;
1027         }
1028         case CLASS_BEASTMASTER:
1029         {
1030                 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1031                 power_desc[num].level = 1;
1032                 power_desc[num].cost = (p_ptr->lev+3)/4;
1033                 power_desc[num].stat = A_CHR;
1034                 power_desc[num].fail = 10;
1035                 power_desc[num++].number = -3;
1036                 
1037                 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1038                 power_desc[num].level = 30;
1039                 power_desc[num].cost = (p_ptr->lev+20)/2;
1040                 power_desc[num].stat = A_CHR;
1041                 power_desc[num].fail = 10;
1042                 power_desc[num++].number = -4;
1043                 break;
1044         }
1045         case CLASS_ARCHER:
1046         {
1047                 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1048                 power_desc[num].level = 1;
1049                 power_desc[num].cost = 0;
1050                 power_desc[num].stat = A_DEX;
1051                 power_desc[num].fail = 0;
1052                 power_desc[num++].number = -3;
1053                 break;
1054         }
1055         case CLASS_MAGIC_EATER:
1056         {
1057                 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1058                 power_desc[num].level = 1;
1059                 power_desc[num].cost = 0;
1060                 power_desc[num].stat = A_INT;
1061                 power_desc[num].fail = 0;
1062                 power_desc[num++].number = -3;
1063
1064                 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1065                 power_desc[num].level = 10;
1066                 power_desc[num].cost = 10 + (lvl - 10) / 2;
1067                 power_desc[num].stat = A_INT;
1068                 power_desc[num].fail = 0;
1069                 power_desc[num++].number = -4;
1070                 break;
1071         }
1072         case CLASS_BARD:
1073         {
1074                 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1075                 power_desc[num].level = 1;
1076                 power_desc[num].cost = 0;
1077                 power_desc[num].stat = A_CHR;
1078                 power_desc[num].fail = 0;
1079                 power_desc[num++].number = -3;
1080                 break;
1081         }
1082         case CLASS_RED_MAGE:
1083         {
1084                 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1085                 power_desc[num].level = 48;
1086                 power_desc[num].cost = 20;
1087                 power_desc[num].stat = A_INT;
1088                 power_desc[num].fail = 0;
1089                 power_desc[num++].number = -3;
1090                 break;
1091         }
1092         case CLASS_SAMURAI:
1093         {
1094                 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1095                 power_desc[num].level = 1;
1096                 power_desc[num].cost = 0;
1097                 power_desc[num].stat = A_WIS;
1098                 power_desc[num].fail = 0;
1099                 power_desc[num++].number = -3;
1100                 
1101                 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
1102                 power_desc[num].level = 25;
1103                 power_desc[num].cost = 0;
1104                 power_desc[num].stat = A_DEX;
1105                 power_desc[num].fail = 0;
1106                 power_desc[num++].number = -4;
1107                 break;
1108         }
1109         case CLASS_BLUE_MAGE:
1110         {
1111                 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1112                 power_desc[num].level = 1;
1113                 power_desc[num].cost = 0;
1114                 power_desc[num].stat = A_INT;
1115                 power_desc[num].fail = 0;
1116                 power_desc[num++].number = -3;
1117                 break;
1118         }
1119         case CLASS_CAVALRY:
1120         {
1121                 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1122                 power_desc[num].level = 10;
1123                 power_desc[num].cost = 0;
1124                 power_desc[num].stat = A_STR;
1125                 power_desc[num].fail = 10;
1126                 power_desc[num++].number = -3;
1127                 break;
1128         }
1129         case CLASS_BERSERKER:
1130         {
1131                 strcpy(power_desc[num].name, _("帰還", "Recall"));
1132                 power_desc[num].level = 10;
1133                 power_desc[num].cost = 10;
1134                 power_desc[num].stat = A_DEX;
1135                 power_desc[num].fail = 20;
1136                 power_desc[num++].number = -3;
1137                 break;
1138         }
1139         case CLASS_MIRROR_MASTER:
1140         {
1141                 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
1142                 power_desc[num].level = 1;
1143                 power_desc[num].cost = 0;
1144                 power_desc[num].stat = A_INT;
1145                 power_desc[num].fail = 0;
1146                 power_desc[num++].number = -3;
1147                 
1148                 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
1149                 power_desc[num].level = 30;
1150                 power_desc[num].cost = 0;
1151                 power_desc[num].stat = A_INT;
1152                 power_desc[num].fail = 20;
1153                 power_desc[num++].number = -4;
1154                 break;
1155         }
1156         case CLASS_SMITH:
1157         {
1158                 strcpy(power_desc[num].name, _("目利き", "Judgment"));
1159                 power_desc[num].level = 5;
1160                 power_desc[num].cost = 15;
1161                 power_desc[num].stat = A_INT;
1162                 power_desc[num].fail = 20;
1163                 power_desc[num++].number = -3;
1164                 break;
1165         }
1166         case CLASS_NINJA:
1167         {
1168                 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
1169                 power_desc[num].level = 20;
1170                 power_desc[num].cost = 0;
1171                 power_desc[num].stat = A_DEX;
1172                 power_desc[num].fail = 0;
1173                 power_desc[num++].number = -3;
1174                 break;
1175         }
1176         default:
1177                 strcpy(power_desc[0].name, _("(なし)", "(none)"));
1178         }
1179
1180         if (p_ptr->mimic_form)
1181         {
1182                 switch (p_ptr->mimic_form)
1183                 {
1184                 case MIMIC_DEMON:
1185                 case MIMIC_DEMON_LORD:
1186                         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);
1187                         power_desc[num].level = 15;
1188                         power_desc[num].cost = 10+lvl/3;
1189                         power_desc[num].stat = A_CON;
1190                         power_desc[num].fail = 20;
1191                         power_desc[num++].number = -1;
1192                         break;
1193                 case MIMIC_VAMPIRE:
1194                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1195                         power_desc[num].level = 2;
1196                         power_desc[num].cost = 1 + (lvl / 3);
1197                         power_desc[num].stat = A_CON;
1198                         power_desc[num].fail = 9;
1199                         power_desc[num++].number = -1;
1200                         break;
1201                 }
1202         }
1203         else
1204         {
1205         switch (p_ptr->prace)
1206         {
1207                 case RACE_DWARF:
1208                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1209                         power_desc[num].level = 5;
1210                         power_desc[num].cost = 5;
1211                         power_desc[num].stat = A_WIS;
1212                         power_desc[num].fail = 12;
1213                         power_desc[num++].number = -1;
1214                         break;
1215                 case RACE_NIBELUNG:
1216                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1217                         power_desc[num].level = 10;
1218                         power_desc[num].cost = 5;
1219                         power_desc[num].stat = A_WIS;
1220                         power_desc[num].fail = 10;
1221                         power_desc[num++].number = -1;
1222                         break;
1223                 case RACE_HOBBIT:
1224                         strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
1225                         power_desc[num].level = 15;
1226                         power_desc[num].cost = 10;
1227                         power_desc[num].stat = A_INT;
1228                         power_desc[num].fail = 10;
1229                         power_desc[num++].number = -1;
1230                         break;
1231                 case RACE_GNOME:
1232                         sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
1233                         power_desc[num].level = 5;
1234                         power_desc[num].cost = 5;
1235                         power_desc[num].stat = A_INT;
1236                         power_desc[num].fail = 12;
1237                         power_desc[num++].number = -1;
1238                         break;
1239                 case RACE_HALF_ORC:
1240                         strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
1241                         power_desc[num].level = 3;
1242                         power_desc[num].cost = 5;
1243                         power_desc[num].stat = A_WIS;
1244                         power_desc[num].fail = warrior ? 5 : 10;
1245                         power_desc[num++].number = -1;
1246                         break;
1247                 case RACE_HALF_TROLL:
1248                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1249                         power_desc[num].level = 10;
1250                         power_desc[num].cost = 12;
1251                         power_desc[num].stat = A_STR;
1252                         power_desc[num].fail = warrior ? 6 : 12;
1253                         power_desc[num++].number = -1;
1254                         break;
1255                 case RACE_BARBARIAN:
1256                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1257                         power_desc[num].level = 8;
1258                         power_desc[num].cost = 10;
1259                         power_desc[num].stat = A_STR;
1260                         power_desc[num].fail = warrior ? 6 : 12;
1261                         power_desc[num++].number = -1;
1262                         break;
1263                 case RACE_AMBERITE:
1264                         strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
1265                         power_desc[num].level = 30;
1266                         power_desc[num].cost = 50;
1267                         power_desc[num].stat = A_INT;
1268                         power_desc[num].fail = 50;
1269                         power_desc[num++].number = -1;
1270                         
1271                         strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
1272                         power_desc[num].level = 40;
1273                         power_desc[num].cost = 75;
1274                         power_desc[num].stat = A_WIS;
1275                         power_desc[num].fail = 50;
1276                         power_desc[num++].number = -2;
1277                         break;
1278                 case RACE_HALF_OGRE:
1279                         strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
1280                         power_desc[num].level = 25;
1281                         power_desc[num].cost = 35;
1282                         power_desc[num].stat = A_INT;
1283                         power_desc[num].fail = 15;
1284                         power_desc[num++].number = -1;
1285                         break;
1286                 case RACE_HALF_GIANT:
1287                         strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
1288                         power_desc[num].level = 20;
1289                         power_desc[num].cost = 10;
1290                         power_desc[num].stat = A_STR;
1291                         power_desc[num].fail = 12;
1292                         power_desc[num++].number = -1;
1293                         break;
1294                 case RACE_HALF_TITAN:
1295                         strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
1296                         power_desc[num].level = 15;
1297                         power_desc[num].cost = 10;
1298                         power_desc[num].stat = A_INT;
1299                         power_desc[num].fail = 12;
1300                         power_desc[num++].number = -1;
1301                         break;
1302                 case RACE_CYCLOPS:
1303                         sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
1304                         power_desc[num].level = 20;
1305                         power_desc[num].cost = 15;
1306                         power_desc[num].stat = A_STR;
1307                         power_desc[num].fail = 12;
1308                         power_desc[num++].number = -1;
1309                         break;
1310                 case RACE_YEEK:
1311                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1312                         power_desc[num].level = 15;
1313                         power_desc[num].cost = 15;
1314                         power_desc[num].stat = A_WIS;
1315                         power_desc[num].fail = 10;
1316                         power_desc[num++].number = -1;
1317                         break;
1318                 case RACE_SPECTRE:
1319                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1320                         power_desc[num].level = 4;
1321                         power_desc[num].cost = 6;
1322                         power_desc[num].stat = A_INT;
1323                         power_desc[num].fail = 3;
1324                         power_desc[num++].number = -1;
1325                         break;
1326                 case RACE_KLACKON:
1327                         sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
1328                         power_desc[num].level = 9;
1329                         power_desc[num].cost = 9;
1330                         power_desc[num].stat = A_DEX;
1331                         power_desc[num].fail = 14;
1332                         power_desc[num++].number = -1;
1333                         break;
1334                 case RACE_KOBOLD:
1335                         sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
1336                         power_desc[num].level = 12;
1337                         power_desc[num].cost = 8;
1338                         power_desc[num].stat = A_DEX;
1339                         power_desc[num].fail = 14;
1340                         power_desc[num++].number = -1;
1341                         break;
1342                 case RACE_DARK_ELF:
1343                         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);
1344                         power_desc[num].level = 2;
1345                         power_desc[num].cost = 2;
1346                         power_desc[num].stat = A_INT;
1347                         power_desc[num].fail = 9;
1348                         power_desc[num++].number = -1;
1349                         break;
1350                 case RACE_DRACONIAN:
1351                         sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
1352                         power_desc[num].level = 1;
1353                         power_desc[num].cost = lvl;
1354                         power_desc[num].stat = A_CON;
1355                         power_desc[num].fail = 12;
1356                         power_desc[num++].number = -1;
1357                         break;
1358                 case RACE_MIND_FLAYER:
1359                         sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
1360                         power_desc[num].level = 15;
1361                         power_desc[num].cost = 12;
1362                         power_desc[num].stat = A_INT;
1363                         power_desc[num].fail = 14;
1364                         power_desc[num++].number = -1;
1365                         break;
1366                 case RACE_IMP:
1367                         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);
1368                         power_desc[num].level = 9;
1369                         power_desc[num].cost = 15;
1370                         power_desc[num].stat = A_WIS;
1371                         power_desc[num].fail = 15;
1372                         power_desc[num++].number = -1;
1373                         break;
1374                 case RACE_GOLEM:
1375                         strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
1376                         power_desc[num].level = 20;
1377                         power_desc[num].cost = 15;
1378                         power_desc[num].stat = A_CON;
1379                         power_desc[num].fail = 8;
1380                         power_desc[num++].number = -1;
1381                         break;
1382                 case RACE_SKELETON:
1383                 case RACE_ZOMBIE:
1384                         strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
1385                         power_desc[num].level = 30;
1386                         power_desc[num].cost = 30;
1387                         power_desc[num].stat = A_WIS;
1388                         power_desc[num].fail = 18;
1389                         power_desc[num++].number = -1;
1390                         break;
1391                 case RACE_VAMPIRE:
1392                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1393                         power_desc[num].level = 2;
1394                         power_desc[num].cost = 1 + (lvl / 3);
1395                         power_desc[num].stat = A_CON;
1396                         power_desc[num].fail = 9;
1397                         power_desc[num++].number = -1;
1398                         break;
1399                 case RACE_SPRITE:
1400                         strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
1401                         power_desc[num].level = 12;
1402                         power_desc[num].cost = 12;
1403                         power_desc[num].stat = A_INT;
1404                         power_desc[num].fail = 15;
1405                         power_desc[num++].number = -1;
1406                         break;
1407                 case RACE_DEMON:
1408                         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);
1409                         power_desc[num].level = 15;
1410                         power_desc[num].cost = 10+lvl/3;
1411                         power_desc[num].stat = A_CON;
1412                         power_desc[num].fail = 20;
1413                         power_desc[num++].number = -1;
1414                         break;
1415                 case RACE_KUTAR:
1416                         strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
1417                         power_desc[num].level = 20;
1418                         power_desc[num].cost = 15;
1419                         power_desc[num].stat = A_CHR;
1420                         power_desc[num].fail = 8;
1421                         power_desc[num++].number = -1;
1422                         break;
1423                 case RACE_ANDROID:
1424                         if (p_ptr->lev < 10)
1425                         {
1426                                 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
1427                                 power_desc[num].level = 1;
1428                                 power_desc[num].cost = 7;
1429                                 power_desc[num].fail = 8;
1430                         }
1431                         else if (p_ptr->lev < 25)
1432                         {
1433                                 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
1434                                 power_desc[num].level = 10;
1435                                 power_desc[num].cost = 13;
1436                                 power_desc[num].fail = 10;
1437                         }
1438                         else if (p_ptr->lev < 35)
1439                         {
1440                                 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
1441                                 power_desc[num].level = 25;
1442                                 power_desc[num].cost = 26;
1443                                 power_desc[num].fail = 12;
1444                         }
1445                         else if (p_ptr->lev < 45)
1446                         {
1447                                 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
1448                                 power_desc[num].level = 35;
1449                                 power_desc[num].cost = 40;
1450                                 power_desc[num].fail = 15;
1451                         }
1452                         else
1453                         {
1454                                 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
1455                                 power_desc[num].level = 45;
1456                                 power_desc[num].cost = 60;
1457                                 power_desc[num].fail = 18;
1458                         }
1459                         power_desc[num].stat = A_STR;
1460                         power_desc[num++].number = -1;
1461                         break;
1462                 default:
1463                 {
1464                         break;
1465                 }
1466         }
1467         }
1468
1469         if (p_ptr->muta1)
1470         {
1471                 if (p_ptr->muta1 & MUT1_SPIT_ACID)
1472                 {
1473                         strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
1474                         power_desc[num].level = 9;
1475                         power_desc[num].cost = 9;
1476                         power_desc[num].stat = A_DEX;
1477                         power_desc[num].fail = 15;
1478                         power_desc[num++].number = MUT1_SPIT_ACID;
1479                 }
1480
1481                 if (p_ptr->muta1 & MUT1_BR_FIRE)
1482                 {
1483                         strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
1484                         power_desc[num].level = 20;
1485                         power_desc[num].cost = lvl;
1486                         power_desc[num].stat = A_CON;
1487                         power_desc[num].fail = 18;
1488                         power_desc[num++].number = MUT1_BR_FIRE;
1489                 }
1490
1491                 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
1492                 {
1493                         strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
1494                         power_desc[num].level = 12;
1495                         power_desc[num].cost = 12;
1496                         power_desc[num].stat = A_CHR;
1497                         power_desc[num].fail = 18;
1498                         power_desc[num++].number = MUT1_HYPN_GAZE;
1499                 }
1500
1501                 if (p_ptr->muta1 & MUT1_TELEKINES)
1502                 {
1503                         strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
1504                         power_desc[num].level = 9;
1505                         power_desc[num].cost = 9;
1506                         power_desc[num].stat = A_WIS;
1507                         power_desc[num].fail = 14;
1508                         power_desc[num++].number = MUT1_TELEKINES;
1509                 }
1510
1511                 if (p_ptr->muta1 & MUT1_VTELEPORT)
1512                 {
1513                         strcpy(power_desc[num].name, _("テレポート", "Teleport"));
1514                         power_desc[num].level = 7;
1515                         power_desc[num].cost = 7;
1516                         power_desc[num].stat = A_WIS;
1517                         power_desc[num].fail = 15;
1518                         power_desc[num++].number = MUT1_VTELEPORT;
1519                 }
1520
1521                 if (p_ptr->muta1 & MUT1_MIND_BLST)
1522                 {
1523                         strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
1524                         power_desc[num].level = 5;
1525                         power_desc[num].cost = 3;
1526                         power_desc[num].stat = A_WIS;
1527                         power_desc[num].fail = 15;
1528                         power_desc[num++].number = MUT1_MIND_BLST;
1529                 }
1530
1531                 if (p_ptr->muta1 & MUT1_RADIATION)
1532                 {
1533                         strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
1534                         power_desc[num].level = 15;
1535                         power_desc[num].cost = 15;
1536                         power_desc[num].stat = A_CON;
1537                         power_desc[num].fail = 14;
1538                         power_desc[num++].number = MUT1_RADIATION;
1539                 }
1540
1541                 if (p_ptr->muta1 & MUT1_VAMPIRISM)
1542                 {
1543                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1544                         power_desc[num].level = 2;
1545                         power_desc[num].cost = (1 + (lvl / 3));
1546                         power_desc[num].stat = A_CON;
1547                         power_desc[num].fail = 9;
1548                         power_desc[num++].number = MUT1_VAMPIRISM;
1549                 }
1550
1551                 if (p_ptr->muta1 & MUT1_SMELL_MET)
1552                 {
1553                         strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
1554                         power_desc[num].level = 3;
1555                         power_desc[num].cost = 2;
1556                         power_desc[num].stat = A_INT;
1557                         power_desc[num].fail = 12;
1558                         power_desc[num++].number = MUT1_SMELL_MET;
1559                 }
1560
1561                 if (p_ptr->muta1 & MUT1_SMELL_MON)
1562                 {
1563                         strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
1564                         power_desc[num].level = 5;
1565                         power_desc[num].cost = 4;
1566                         power_desc[num].stat = A_INT;
1567                         power_desc[num].fail = 15;
1568                         power_desc[num++].number = MUT1_SMELL_MON;
1569                 }
1570
1571                 if (p_ptr->muta1 & MUT1_BLINK)
1572                 {
1573                         strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
1574                         power_desc[num].level = 3;
1575                         power_desc[num].cost = 3;
1576                         power_desc[num].stat = A_WIS;
1577                         power_desc[num].fail = 12;
1578                         power_desc[num++].number = MUT1_BLINK;
1579                 }
1580
1581                 if (p_ptr->muta1 & MUT1_EAT_ROCK)
1582                 {
1583                         strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
1584                         power_desc[num].level = 8;
1585                         power_desc[num].cost = 12;
1586                         power_desc[num].stat = A_CON;
1587                         power_desc[num].fail = 18;
1588                         power_desc[num++].number = MUT1_EAT_ROCK;
1589                 }
1590
1591                 if (p_ptr->muta1 & MUT1_SWAP_POS)
1592                 {
1593                         strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
1594                         power_desc[num].level = 15;
1595                         power_desc[num].cost = 12;
1596                         power_desc[num].stat = A_DEX;
1597                         power_desc[num].fail = 16;
1598                         power_desc[num++].number = MUT1_SWAP_POS;
1599                 }
1600
1601                 if (p_ptr->muta1 & MUT1_SHRIEK)
1602                 {
1603                         strcpy(power_desc[num].name, _("叫び", "Shriek"));
1604                         power_desc[num].level = 20;
1605                         power_desc[num].cost = 14;
1606                         power_desc[num].stat = A_CON;
1607                         power_desc[num].fail = 16;
1608                         power_desc[num++].number = MUT1_SHRIEK;
1609                 }
1610
1611                 if (p_ptr->muta1 & MUT1_ILLUMINE)
1612                 {
1613                         strcpy(power_desc[num].name, _("照明", "Illuminate"));
1614                         power_desc[num].level = 3;
1615                         power_desc[num].cost = 2;
1616                         power_desc[num].stat = A_INT;
1617                         power_desc[num].fail = 10;
1618                         power_desc[num++].number = MUT1_ILLUMINE;
1619                 }
1620
1621                 if (p_ptr->muta1 & MUT1_DET_CURSE)
1622                 {
1623                         strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
1624                         power_desc[num].level = 7;
1625                         power_desc[num].cost = 14;
1626                         power_desc[num].stat = A_WIS;
1627                         power_desc[num].fail = 14;
1628                         power_desc[num++].number = MUT1_DET_CURSE;
1629                 }
1630
1631                 if (p_ptr->muta1 & MUT1_BERSERK)
1632                 {
1633                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1634                         power_desc[num].level = 8;
1635                         power_desc[num].cost = 8;
1636                         power_desc[num].stat = A_STR;
1637                         power_desc[num].fail = 14;
1638                         power_desc[num++].number = MUT1_BERSERK;
1639                 }
1640
1641                 if (p_ptr->muta1 & MUT1_POLYMORPH)
1642                 {
1643                         strcpy(power_desc[num].name, _("変身", "Polymorph"));
1644                         power_desc[num].level = 18;
1645                         power_desc[num].cost = 20;
1646                         power_desc[num].stat = A_CON;
1647                         power_desc[num].fail = 18;
1648                         power_desc[num++].number = MUT1_POLYMORPH;
1649                 }
1650
1651                 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
1652                 {
1653                         strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
1654                         power_desc[num].level = 10;
1655                         power_desc[num].cost = 5;
1656                         power_desc[num].stat = A_INT;
1657                         power_desc[num].fail = 12;
1658                         power_desc[num++].number = MUT1_MIDAS_TCH;
1659                 }
1660
1661                 if (p_ptr->muta1 & MUT1_GROW_MOLD)
1662                 {
1663                         strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
1664                         power_desc[num].level = 1;
1665                         power_desc[num].cost = 6;
1666                         power_desc[num].stat = A_CON;
1667                         power_desc[num].fail = 14;
1668                         power_desc[num++].number = MUT1_GROW_MOLD;
1669                 }
1670
1671                 if (p_ptr->muta1 & MUT1_RESIST)
1672                 {
1673                         strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
1674                         power_desc[num].level = 10;
1675                         power_desc[num].cost = 12;
1676                         power_desc[num].stat = A_CON;
1677                         power_desc[num].fail = 12;
1678                         power_desc[num++].number = MUT1_RESIST;
1679                 }
1680
1681                 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
1682                 {
1683                         strcpy(power_desc[num].name, _("地震", "Earthquake"));
1684                         power_desc[num].level = 12;
1685                         power_desc[num].cost = 12;
1686                         power_desc[num].stat = A_STR;
1687                         power_desc[num].fail = 16;
1688                         power_desc[num++].number = MUT1_EARTHQUAKE;
1689                 }
1690
1691                 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
1692                 {
1693                         strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1694                         power_desc[num].level = 17;
1695                         power_desc[num].cost = 1;
1696                         power_desc[num].stat = A_WIS;
1697                         power_desc[num].fail = 15;
1698                         power_desc[num++].number = MUT1_EAT_MAGIC;
1699                 }
1700
1701                 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
1702                 {
1703                         strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
1704                         power_desc[num].level = 6;
1705                         power_desc[num].cost = 6;
1706                         power_desc[num].stat = A_INT;
1707                         power_desc[num].fail = 10;
1708                         power_desc[num++].number = MUT1_WEIGH_MAG;
1709                 }
1710
1711                 if (p_ptr->muta1 & MUT1_STERILITY)
1712                 {
1713                         strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
1714                         power_desc[num].level = 12;
1715                         power_desc[num].cost = 23;
1716                         power_desc[num].stat = A_CHR;
1717                         power_desc[num].fail = 15;
1718                         power_desc[num++].number = MUT1_STERILITY;
1719                 }
1720
1721                 if (p_ptr->muta1 & MUT1_PANIC_HIT)
1722                 {
1723                         strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
1724                         power_desc[num].level = 10;
1725                         power_desc[num].cost = 12;
1726                         power_desc[num].stat = A_DEX;
1727                         power_desc[num].fail = 14;
1728                         power_desc[num++].number = MUT1_PANIC_HIT;
1729                 }
1730
1731                 if (p_ptr->muta1 & MUT1_DAZZLE)
1732                 {
1733                         strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
1734                         power_desc[num].level = 7;
1735                         power_desc[num].cost = 15;
1736                         power_desc[num].stat = A_CHR;
1737                         power_desc[num].fail = 8;
1738                         power_desc[num++].number = MUT1_DAZZLE;
1739                 }
1740
1741                 if (p_ptr->muta1 & MUT1_LASER_EYE)
1742                 {
1743                         strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
1744                         power_desc[num].level = 7;
1745                         power_desc[num].cost = 10;
1746                         power_desc[num].stat = A_WIS;
1747                         power_desc[num].fail = 9;
1748                         power_desc[num++].number = MUT1_LASER_EYE;
1749                 }
1750
1751                 if (p_ptr->muta1 & MUT1_RECALL)
1752                 {
1753                         strcpy(power_desc[num].name, _("帰還", "Recall"));
1754                         power_desc[num].level = 17;
1755                         power_desc[num].cost = 50;
1756                         power_desc[num].stat = A_INT;
1757                         power_desc[num].fail = 16;
1758                         power_desc[num++].number = MUT1_RECALL;
1759                 }
1760
1761                 if (p_ptr->muta1 & MUT1_BANISH)
1762                 {
1763                         strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
1764                         power_desc[num].level = 25;
1765                         power_desc[num].cost = 25;
1766                         power_desc[num].stat = A_WIS;
1767                         power_desc[num].fail = 18;
1768                         power_desc[num++].number = MUT1_BANISH;
1769                 }
1770
1771                 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
1772                 {
1773                         strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
1774                         power_desc[num].level = 2;
1775                         power_desc[num].cost = 2;
1776                         power_desc[num].stat = A_CON;
1777                         power_desc[num].fail = 11;
1778                         power_desc[num++].number = MUT1_COLD_TOUCH;
1779                 }
1780
1781                 if (p_ptr->muta1 & MUT1_LAUNCHER)
1782                 {
1783                         strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
1784                         power_desc[num].level = 1;
1785                         power_desc[num].cost = lvl;
1786                         power_desc[num].stat = A_STR;
1787                         power_desc[num].fail = 6;
1788                         /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
1789                         power_desc[num++].number = 3;
1790                 }
1791         }
1792
1793         /* Nothing chosen yet */
1794         flag = FALSE;
1795
1796         /* No redraw yet */
1797         redraw = FALSE;
1798
1799         /* Build a prompt */
1800         (void) strnfmt(out_val, 78, 
1801                                 _("(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? "),
1802                                 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
1803
1804 if (!repeat_pull(&i) || i<0 || i>=num) {
1805         if (use_menu) screen_save();
1806          /* Get a spell from the user */
1807
1808         choice = (always_show_list || use_menu) ? ESCAPE:1;
1809         while (!flag)
1810         {
1811                 if( choice==ESCAPE ) choice = ' '; 
1812                 else if( !get_com(out_val, &choice, FALSE) )break; 
1813
1814                 if (use_menu && choice != ' ')
1815                 {
1816                         switch(choice)
1817                         {
1818                                 case '0':
1819                                 {
1820                                         screen_load();
1821                                         free_turn(p_ptr);
1822                                         return;
1823                                 }
1824
1825                                 case '8':
1826                                 case 'k':
1827                                 case 'K':
1828                                 {
1829                                         menu_line += (num - 1);
1830                                         break;
1831                                 }
1832
1833                                 case '2':
1834                                 case 'j':
1835                                 case 'J':
1836                                 {
1837                                         menu_line++;
1838                                         break;
1839                                 }
1840
1841                                 case '6':
1842                                 case 'l':
1843                                 case 'L':
1844                                 case '4':
1845                                 case 'h':
1846                                 case 'H':
1847                                 {
1848                                         if (menu_line > 18)
1849                                                 menu_line -= 18;
1850                                         else if (menu_line+18 <= num)
1851                                                 menu_line += 18;
1852                                         break;
1853                                 }
1854
1855                                 case 'x':
1856                                 case 'X':
1857                                 case '\r':
1858                                 {
1859                                         i = menu_line - 1;
1860                                         ask = FALSE;
1861                                         break;
1862                                 }
1863                         }
1864                         if (menu_line > num) menu_line -= num;
1865                 }
1866                 /* Request redraw */
1867                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
1868                 {
1869                         /* Show the list */
1870                         if (!redraw || use_menu)
1871                         {
1872                                 byte y = 1, x = 0;
1873                                 int ctr = 0;
1874                                 char dummy[80];
1875                                 char letter;
1876                                 TERM_LEN x1, y1;
1877
1878                                 strcpy(dummy, "");
1879
1880                                 /* Show list */
1881                                 redraw = TRUE;
1882                                 if (!use_menu) screen_save();
1883
1884                                 /* Print header(s) */
1885                                 if (num < 18)
1886                                         prt(_("                            Lv   MP 失率", "                            Lv Cost Fail"), y++, x);
1887                                 else
1888                                 prt(_("                            Lv   MP 失率                            Lv   MP 失率", 
1889                                           "                            Lv Cost Fail                            Lv Cost Fail"), y++, x);
1890
1891
1892                                 /* Print list */
1893                                 while (ctr < num)
1894                                 {
1895                                         x1 = ((ctr < 18) ? x : x + 40);
1896                                         y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
1897
1898                                         if (use_menu)
1899                                         {
1900                                                 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " >  "));
1901                                                 else strcpy(dummy, "    ");
1902                                         }
1903                                         else
1904                                         {
1905                                                 /* letter/number for power selection */
1906                                                 if (ctr < 26)
1907                                                         letter = I2A(ctr);
1908                                                 else
1909                                                         letter = '0' + ctr - 26;
1910                                                 sprintf(dummy, " %c) ",letter);
1911                                         }
1912                                         strcat(dummy, format("%-23.23s %2d %4d %3d%%",
1913                                                 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
1914                                                 100 - racial_chance(&power_desc[ctr])));
1915                                         prt(dummy, y1, x1);
1916                                         ctr++;
1917                                 }
1918                         }
1919
1920                         /* Hide the list */
1921                         else
1922                         {
1923                                 /* Hide list */
1924                                 redraw = FALSE;
1925                                 screen_load();
1926                         }
1927
1928                         /* Redo asking */
1929                         continue;
1930                 }
1931
1932                 if (!use_menu)
1933                 {
1934                         if (choice == '\r' && num == 1)
1935                         {
1936                                 choice = 'a';
1937                         }
1938
1939                         if (isalpha(choice))
1940                         {
1941                                 /* Note verify */
1942                                 ask = (isupper(choice));
1943
1944                                 /* Lowercase */
1945                                 if (ask) choice = (char)tolower(choice);
1946
1947                                 /* Extract request */
1948                                 i = (islower(choice) ? A2I(choice) : -1);
1949                         }
1950                         else
1951                         {
1952                                 ask = FALSE; /* Can't uppercase digits */
1953
1954                                 i = choice - '0' + 26;
1955                         }
1956                 }
1957
1958                 /* Totally Illegal */
1959                 if ((i < 0) || (i >= num))
1960                 {
1961                         bell();
1962                         continue;
1963                 }
1964
1965                 /* Verify it */
1966                 if (ask)
1967                 {
1968                         char tmp_val[160];
1969
1970                         /* Prompt */
1971                         (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
1972
1973                         /* Belay that order */
1974                         if (!get_check(tmp_val)) continue;
1975                 }
1976
1977                 /* Stop the loop */
1978                 flag = TRUE;
1979         }
1980         if (redraw) screen_load();
1981
1982         /* Abort if needed */
1983         if (!flag)
1984         {
1985                 free_turn(p_ptr);
1986                 return;
1987         }
1988         repeat_push(i);
1989         } /*if (!repeat_pull(&i) || ...)*/
1990         switch (racial_aux(&power_desc[i]))
1991         {
1992         case 1:
1993                 if (power_desc[i].number < 0)
1994                         cast = cmd_racial_power_aux(power_desc[i].number);
1995                 else
1996                         cast = mutation_power_aux(power_desc[i].number);
1997                 break;
1998         case 0:
1999                 cast = FALSE;
2000                 break;
2001         case -1:
2002                 cast = TRUE;
2003                 break;
2004         }
2005
2006         if (cast)
2007         {
2008                 if (racial_cost)
2009                 {
2010                         int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2011
2012                         /* If mana is not enough, player consumes hit point! */
2013                         if (p_ptr->csp < actual_racial_cost)
2014                         {
2015                                 actual_racial_cost -= p_ptr->csp;
2016                                 p_ptr->csp = 0;
2017                                 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2018                         }
2019                         else p_ptr->csp -= actual_racial_cost;
2020
2021                         /* Redraw mana and hp */
2022                         p_ptr->redraw |= (PR_HP | PR_MANA);
2023
2024                         p_ptr->window |= (PW_PLAYER | PW_SPELL);
2025                 }
2026         }
2027         else free_turn(p_ptr);
2028
2029         /* Success */
2030         return;
2031 }