OSDN Git Service

[Refactor] #37353 戦士のレイシャル「剣の舞い」を sword_dancing() に分離。 / Separate Warrior's racial...
[hengband/hengband.git] / src / racial.c
1 /*!
2  * @file racial.c
3  * @brief レイシャルと突然変異の技能処理 / Racial powers (and mutations)
4  * @date 2014/01/08
5  * @author
6  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7  * This software may be copied and distributed for educational, research,\n
8  * and not for profit purposes provided that this copyright and statement\n
9  * are included in all such copies.  Other copyrights may also apply.\n
10  * 2014 Deskull rearranged comment for Doxygen. \n
11  */
12
13 #include "angband.h"
14 #include "cmd-magiceat.h"
15 #include "cmd-zapwand.h"
16 #include "cmd-pet.h"
17 #include "melee.h"
18 #include "object-hook.h"
19
20 #include "mutation.h"
21 #include "player-status.h"
22 #include "spells-status.h"
23 #include "spells-object.h"
24
25 /*!
26  * @brief 魔法系コマンドを実行できるかの判定を返す
27  * @return 魔法系コマンドを使用可能ならTRUE、不可能ならば理由をメッセージ表示してFALSEを返す。
28  */
29 static bool can_do_cmd_cast(void)
30 {
31         if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
32         {
33                 msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
34                 msg_print(NULL);
35                 return FALSE;
36         }
37         else if (p_ptr->anti_magic)
38         {
39                 msg_print(_("反魔法バリアが魔法を邪魔した!", "An anti-magic shell disrupts your magic!"));
40                 return FALSE;
41         }
42         else if (p_ptr->shero)
43         {
44                 msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
45                 return FALSE;
46         }
47         else
48                 return TRUE;
49 }
50
51 /*!
52  * @brief 修行僧の構え設定処理
53  * @return 構えを変化させたらTRUE、構え不能かキャンセルしたらFALSEを返す。
54  */
55 static bool choose_kamae(void)
56 {
57         char choice;
58         int new_kamae = 0;
59         int i;
60         char buf[80];
61
62         if (p_ptr->confused)
63         {
64                 msg_print(_("混乱していて構えられない!", "Too confused."));
65                 return FALSE;
66         }
67         screen_save();
68         prt(_(" a) 構えをとく", " a) No form"), 2, 20);
69
70         for (i = 0; i < MAX_KAMAE; i++)
71         {
72                 if (p_ptr->lev >= kamae_shurui[i].min_level)
73                 {
74                         sprintf(buf," %c) %-12s  %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
75                         prt(buf, 3+i, 20);
76                 }
77         }
78
79         prt("", 1, 0);
80         prt(_("        どの構えをとりますか?", "        Choose Form: "), 1, 14);
81
82         while(1)
83         {
84                 choice = inkey();
85
86                 if (choice == ESCAPE)
87                 {
88                         screen_load();
89                         return FALSE;
90                 }
91                 else if ((choice == 'a') || (choice == 'A'))
92                 {
93                         if (p_ptr->action == ACTION_KAMAE)
94                         {
95                                 set_action(ACTION_NONE);
96                         }
97                         else
98                                 msg_print(_("もともと構えていない。", "You are not assuming a posture."));
99                         screen_load();
100                         return TRUE;
101                 }
102                 else if ((choice == 'b') || (choice == 'B'))
103                 {
104                         new_kamae = 0;
105                         break;
106                 }
107                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
108                 {
109                         new_kamae = 1;
110                         break;
111                 }
112                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
113                 {
114                         new_kamae = 2;
115                         break;
116                 }
117                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
118                 {
119                         new_kamae = 3;
120                         break;
121                 }
122         }
123         set_action(ACTION_KAMAE);
124
125         if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
126         {
127                 msg_print(_("構え直した。", "You reassume a posture."));
128         }
129         else
130         {
131                 p_ptr->special_defense &= ~(KAMAE_MASK);
132                 p_ptr->update |= (PU_BONUS);
133                 p_ptr->redraw |= (PR_STATE);
134                 msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
135                 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
136         }
137         p_ptr->redraw |= PR_STATE;
138         screen_load();
139         return TRUE;
140 }
141
142 /*!
143  * @brief 剣術家の型設定処理
144  * @return 型を変化させたらTRUE、型の構え不能かキャンセルしたらFALSEを返す。
145  */
146 static bool choose_kata(void)
147 {
148         char choice;
149         int new_kata = 0;
150         int i;
151         char buf[80];
152
153         if (p_ptr->confused)
154         {
155                 msg_print(_("混乱していて構えられない!", "Too confused."));
156                 return FALSE;
157         }
158
159         if (p_ptr->stun)
160         {
161                 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
162                 return FALSE;
163         }
164
165         if (p_ptr->afraid)
166         {
167                 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
168                 return FALSE;
169         }
170         screen_save();
171         prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
172
173         for (i = 0; i < MAX_KATA; i++)
174         {
175                 if (p_ptr->lev >= kata_shurui[i].min_level)
176                 {
177                         sprintf(buf,_(" %c) %sの型    %s", " %c) Form of %-12s  %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
178                         prt(buf, 3+i, 20);
179                 }
180         }
181
182         prt("", 1, 0);
183         prt(_("        どの型で構えますか?", "        Choose Form: "), 1, 14);
184
185         while(1)
186         {
187                 choice = inkey();
188
189                 if (choice == ESCAPE)
190                 {
191                         screen_load();
192                         return FALSE;
193                 }
194                 else if ((choice == 'a') || (choice == 'A'))
195                 {
196                         if (p_ptr->action == ACTION_KATA)
197                         {
198                                 set_action(ACTION_NONE);
199                         }
200                         else
201                                 msg_print(_("もともと構えていない。", "You are not assuming posture."));
202                         screen_load();
203                         return TRUE;
204                 }
205                 else if ((choice == 'b') || (choice == 'B'))
206                 {
207                         new_kata = 0;
208                         break;
209                 }
210                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
211                 {
212                         new_kata = 1;
213                         break;
214                 }
215                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
216                 {
217                         new_kata = 2;
218                         break;
219                 }
220                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
221                 {
222                         new_kata = 3;
223                         break;
224                 }
225         }
226         set_action(ACTION_KATA);
227
228         if (p_ptr->special_defense & (KATA_IAI << new_kata))
229         {
230                 msg_print(_("構え直した。", "You reassume a posture."));
231         }
232         else
233         {
234                 p_ptr->special_defense &= ~(KATA_MASK);
235                 p_ptr->update |= (PU_BONUS | PU_MONSTERS);
236                 msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
237                 p_ptr->special_defense |= (KATA_IAI << new_kata);
238         }
239         p_ptr->redraw |= (PR_STATE | PR_STATUS);
240         screen_load();
241         return TRUE;
242 }
243
244
245 /*!
246  * @brief レイシャル・パワー情報のtypedef
247  */
248 typedef struct power_desc_type power_desc_type;
249
250 /*!
251  * @brief レイシャル・パワー情報の構造体定義
252  */
253 struct power_desc_type
254 {
255         GAME_TEXT name[MAX_NLEN];      //!<レイシャル名
256         PLAYER_LEVEL level;     //!<体得レベル
257         int cost;
258         int stat;
259         int fail;
260         int number;
261 };
262
263
264 /*!
265  * @brief レイシャル・パワーの発動成功率を計算する / Returns the chance to activate a racial power/mutation
266  * @param pd_ptr 発動したいレイシャル・パワー情報の構造体参照ポインタ
267  * @return 成功率(%)を返す
268  */
269 static PERCENTAGE racial_chance(power_desc_type *pd_ptr)
270 {
271         PLAYER_LEVEL min_level  = pd_ptr->level;
272         int difficulty = pd_ptr->fail;
273
274         int i;
275         int val;
276         int sum = 0;
277         int stat = p_ptr->stat_cur[pd_ptr->stat];
278
279         /* No chance for success */
280         if ((p_ptr->lev < min_level) || p_ptr->confused)
281         {
282                 return (0);
283         }
284
285         if (difficulty == 0) return 100;
286
287         /* Calculate difficulty */
288         if (p_ptr->stun)
289         {
290                 difficulty += p_ptr->stun;
291         }
292         else if (p_ptr->lev > min_level)
293         {
294                 int lev_adj = ((p_ptr->lev - min_level) / 3);
295                 if (lev_adj > 10) lev_adj = 10;
296                 difficulty -= lev_adj;
297         }
298
299         if (difficulty < 5) difficulty = 5;
300
301         /* We only need halfs of the difficulty */
302         difficulty = difficulty / 2;
303
304         for (i = 1; i <= stat; i++)
305         {
306                 val = i - difficulty;
307                 if (val > 0)
308                         sum += (val <= difficulty) ? val : difficulty;
309         }
310
311         if (difficulty == 0)
312                 return (100);
313         else
314                 return (((sum * 100) / difficulty) / stat);
315 }
316
317
318 static int  racial_cost;
319
320 /*!
321  * @brief レイシャル・パワーの発動の判定処理
322  * @param pd_ptr 発動したいレイシャル・パワー情報の構造体参照ポインタ
323  * @return
324  * 発動成功ならば1、発動失敗ならば-1、キャンセルならば0を返す。
325  * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
326  */
327 static int racial_aux(power_desc_type *pd_ptr)
328 {
329         PLAYER_LEVEL min_level  = pd_ptr->level;
330         int use_stat   = pd_ptr->stat;
331         int difficulty = pd_ptr->fail;
332         int use_hp = 0;
333
334         racial_cost = pd_ptr->cost;
335
336         /* Not enough mana - use hp */
337         if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
338
339         /* Power is not available yet */
340         if (p_ptr->lev < min_level)
341         {
342                 msg_format(_("この能力を使用するにはレベル %d に達していなければなりません。", 
343                                          "You need to attain level %d to use this power."), min_level);
344
345                 p_ptr->energy_use = 0;
346                 return 0;
347         }
348
349         /* Too confused */
350         else if (p_ptr->confused)
351         {
352                 msg_print(_("混乱していてその能力は使えない。", "You are too confused to use this power."));
353                 p_ptr->energy_use = 0;
354                 return 0;
355         }
356
357         /* Risk death? */
358         else if (p_ptr->chp < use_hp)
359         {
360                 if (!get_check(_("本当に今の衰弱した状態でこの能力を使いますか?", "Really use the power in your weakened state? ")))
361                 {
362                         p_ptr->energy_use = 0;
363                         return 0;
364                 }
365         }
366
367         /* Else attempt to do it! */
368
369         if (difficulty)
370         {
371                 if (p_ptr->stun)
372                 {
373                         difficulty += p_ptr->stun;
374                 }
375                 else if (p_ptr->lev > min_level)
376                 {
377                         int lev_adj = ((p_ptr->lev - min_level) / 3);
378                         if (lev_adj > 10) lev_adj = 10;
379                         difficulty -= lev_adj;
380                 }
381
382                 if (difficulty < 5) difficulty = 5;
383         }
384
385         /* take time and pay the price */
386         p_ptr->energy_use = 100;
387
388         /* Success? */
389         if (randint1(p_ptr->stat_cur[use_stat]) >= ((difficulty / 2) + randint1(difficulty / 2)))
390         {
391                 return 1;
392         }
393
394         if (flush_failure) flush();
395         msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
396
397         return -1;
398 }
399
400
401 /*!
402  * @brief レイシャル・パワー発動処理
403  * @param command 発動するレイシャルのID
404  * @return 処理を実際に実行した場合はTRUE、キャンセルした場合FALSEを返す。
405  */
406 static bool cmd_racial_power_aux(s32b command)
407 {
408         PLAYER_LEVEL plev = p_ptr->lev;
409         DIRECTION dir = 0;
410
411         if (command <= -3)
412         {
413                 switch (p_ptr->pclass)
414                 {
415                 case CLASS_WARRIOR:
416                 {
417                         return sword_dancing(p_ptr);
418                         break;
419                 }
420                 case CLASS_HIGH_MAGE:
421                 if (p_ptr->realm1 == REALM_HEX)
422                 {
423                         bool retval = stop_hex_spell();
424                         if (retval) p_ptr->energy_use = 10;
425                         return (retval);
426                 }
427                 case CLASS_MAGE:
428                 /* case CLASS_HIGH_MAGE: */
429                 case CLASS_SORCERER:
430                 {
431                         if (!eat_magic(p_ptr->lev * 2)) return FALSE;
432                         break;
433                 }
434                 case CLASS_PRIEST:
435                 {
436                         if (is_good_realm(p_ptr->realm1))
437                         {
438                                 if (!bless_weapon()) return FALSE;
439                         }
440                         else
441                         {
442                                 (void)dispel_monsters(plev * 4);
443                                 turn_monsters(plev * 4);
444                                 banish_monsters(plev * 4);
445                         }
446                         break;
447                 }
448                 case CLASS_ROGUE:
449                 {
450                         if(!panic_hit()) return FALSE;
451                         break;
452                 }
453                 case CLASS_RANGER:
454                 case CLASS_SNIPER:
455                 {
456                         msg_print(_("敵を調査した...", "You examine your foes..."));
457                         probing();
458                         break;
459                 }
460                 case CLASS_PALADIN:
461                 {
462                         if (!get_aim_dir(&dir)) return FALSE;
463                         fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
464                                   dir, plev * 3);
465                         break;
466                 }
467                 case CLASS_WARRIOR_MAGE:
468                 {
469                         if (command == -3)
470                         {
471                                 return comvert_hp_to_mp(p_ptr);
472                         }
473                         else if (command == -4)
474                         {
475                                 return comvert_mp_to_hp(p_ptr);
476                         }
477                         break;
478                 }
479                 case CLASS_CHAOS_WARRIOR:
480                 {
481                         msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
482                         slow_monsters(p_ptr->lev);
483                         stun_monsters(p_ptr->lev * 4);
484                         confuse_monsters(p_ptr->lev * 4);
485                         turn_monsters(p_ptr->lev * 4);
486                         stasis_monsters(p_ptr->lev * 4);
487                         break;
488                 }
489                 case CLASS_MONK:
490                 {
491                         if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
492                         {
493                                 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
494                                 return FALSE;
495                         }
496                         if (p_ptr->riding)
497                         {
498                                 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
499                                 return FALSE;
500                         }
501
502                         if (command == -3)
503                         {
504                                 if (!choose_kamae()) return FALSE;
505                                 p_ptr->update |= (PU_BONUS);
506                         }
507                         else if (command == -4)
508                         {
509                                 return double_attack(p_ptr);
510                         }
511                         break;
512                 }
513                 case CLASS_MINDCRAFTER:
514                 case CLASS_FORCETRAINER:
515                 {
516                         if (total_friends)
517                         {
518                                 msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
519                                 return FALSE;
520                         }
521                         msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
522
523                         p_ptr->csp += (3 + p_ptr->lev/20);
524                         if (p_ptr->csp >= p_ptr->msp)
525                         {
526                                 p_ptr->csp = p_ptr->msp;
527                                 p_ptr->csp_frac = 0;
528                         }
529                         p_ptr->redraw |= (PR_MANA);
530                         break;
531                 }
532                 case CLASS_TOURIST:
533                 {
534                         if (command == -3)
535                         {
536                                 if (!get_aim_dir(&dir)) return FALSE;
537                                 project_length = 1;
538                                 fire_beam(GF_PHOTO, dir, 1);
539                         }
540                         else if (command == -4)
541                         {
542                                 if (!identify_fully(FALSE)) return FALSE;
543                         }
544                         break;
545                 }
546                 case CLASS_IMITATOR:
547                 {
548                         handle_stuff();
549                         if (!do_cmd_mane(TRUE)) return FALSE;
550                         break;
551                 }
552                 case CLASS_BEASTMASTER:
553                 {
554                         if (command == -3)
555                         {
556                                 if (!get_aim_dir(&dir)) return FALSE;
557                                 (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
558                         }
559                         else if (command == -4)
560                         {
561                                 project_all_los(GF_CHARM_LIVING, p_ptr->lev);
562                         }
563                         break;
564                 }
565                 case CLASS_ARCHER:
566                 {
567                         if (!create_ammo()) return FALSE;
568                         break;
569                 }
570                 case CLASS_MAGIC_EATER:
571                 {
572                         if (command == -3) {
573                                 if (!import_magic_device()) return FALSE;
574                         } else if (command == -4) {
575                                 if (!can_do_cmd_cast()) return FALSE;
576                                 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
577                         }
578                         break;
579                 }
580                 case CLASS_BARD:
581                 {
582                         /* Singing is already stopped */
583                         if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
584
585                         stop_singing();
586                         p_ptr->energy_use = 10;
587                         break;
588                 }
589                 case CLASS_RED_MAGE:
590                 {
591                         if (!can_do_cmd_cast()) return FALSE;
592                         handle_stuff();
593                         do_cmd_cast();
594                         handle_stuff();
595                         if (!p_ptr->paralyzed && can_do_cmd_cast())
596                                 do_cmd_cast();
597                         break;
598                 }
599                 case CLASS_SAMURAI:
600                 {
601                         if (command == -3)
602                         {
603                                 int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
604
605                                 if (total_friends)
606                                 {
607                                         msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
608                                         return FALSE;
609                                 }
610                                 if (p_ptr->special_defense & KATA_MASK)
611                                 {
612                                         msg_print(_("今は構えに集中している。", "You need concentration on your form."));
613                                         return FALSE;
614                                 }
615                                 msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
616
617                                 p_ptr->csp += p_ptr->msp / 2;
618                                 if (p_ptr->csp >= max_csp)
619                                 {
620                                         p_ptr->csp = max_csp;
621                                         p_ptr->csp_frac = 0;
622                                 }
623                                 p_ptr->redraw |= (PR_MANA);
624                         }
625                         else if (command == -4)
626                         {
627                                 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
628                                 {
629                                         msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
630                                         return FALSE;
631                                 }
632                                 if (!choose_kata()) return FALSE;
633                                 p_ptr->update |= (PU_BONUS);
634                         }
635                         break;
636                 }
637                 case CLASS_BLUE_MAGE:
638                 {
639                         if (p_ptr->action == ACTION_LEARN)
640                         {
641                                 set_action(ACTION_NONE);
642                         }
643                         else
644                         {
645                                 set_action(ACTION_LEARN);
646                         }
647                         p_ptr->energy_use = 0;
648                         break;
649                 }
650                 case CLASS_CAVALRY:
651                 {
652                         GAME_TEXT m_name[MAX_NLEN];
653                         monster_type *m_ptr;
654                         monster_race *r_ptr;
655                         int rlev;
656
657                         if (p_ptr->riding)
658                         {
659                                 msg_print(_("今は乗馬中だ。", "You ARE riding."));
660                                 return FALSE;
661                         }
662                         if (!do_riding(TRUE)) return TRUE;
663                         m_ptr = &m_list[p_ptr->riding];
664                         r_ptr = &r_info[m_ptr->r_idx];
665                         monster_desc(m_name, m_ptr, 0);
666                         msg_format(_("%sに乗った。", "You ride on %s."),m_name);
667                         if (is_pet(m_ptr)) break;
668                         rlev = r_ptr->level;
669                         if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
670                         if (rlev > 60) rlev = 60+(rlev-60)/2;
671                         if ((randint1(p_ptr->skill_exp[GINOU_RIDING] / 120 + p_ptr->lev * 2 / 3) > rlev)
672                             && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle
673                             && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
674                             && (rlev < p_ptr->lev * 3 / 2 + randint0(p_ptr->lev / 5)))
675                         {
676                                 msg_format(_("%sを手なずけた。", "You tame %s."),m_name);
677                                 set_pet(m_ptr);
678                         }
679                         else
680                         {
681                                 msg_format(_("%sに振り落とされた!", "You have thrown off by %s."),m_name);
682                                 rakuba(1,TRUE);
683
684                                 /* Paranoia */
685                                 /* 落馬処理に失敗してもとにかく乗馬解除 */
686                                 p_ptr->riding = 0;
687                         }
688                         break;
689                 }
690                 case CLASS_BERSERKER:
691                 {
692                         if (!recall_player(p_ptr, randint0(21) + 15)) return FALSE;
693                         break;
694                 }
695                 case CLASS_SMITH:
696                 {
697                         if (p_ptr->lev > 29)
698                         {
699                                 if (!identify_fully(TRUE)) return FALSE;
700                         }
701                         else
702                         {
703                                 if (!ident_spell(TRUE)) return FALSE;
704                         }
705                         break;
706                 }
707                 case CLASS_MIRROR_MASTER:
708                 {
709                         if (command == -3)
710                         {
711                                 /* Explode all mirrors */
712                                 remove_all_mirrors(TRUE);
713                         }
714                         else if (command == -4)
715                         {
716                                 return mirror_concentration(p_ptr);
717                         }
718                         break;
719                 }
720                 case CLASS_NINJA:
721                         hayagake(p_ptr);
722                         break;
723                 }
724         }
725         else if (p_ptr->mimic_form)
726         {
727                 switch (p_ptr->mimic_form)
728                 {
729                 case MIMIC_DEMON:
730                 case MIMIC_DEMON_LORD:
731                 {
732                         return demonic_breath(p_ptr);
733                 }
734                 case MIMIC_VAMPIRE:
735                         vampirism();
736                         break;
737                 }
738         }
739
740         else 
741         {
742
743         switch (p_ptr->prace)
744         {
745                 case RACE_DWARF:
746                         msg_print(_("周囲を調べた。", "You examine your surroundings."));
747                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
748                         (void)detect_doors(DETECT_RAD_DEFAULT);
749                         (void)detect_stairs(DETECT_RAD_DEFAULT);
750                         break;
751
752                 case RACE_HOBBIT:
753                         return create_ration(p_ptr);
754                         break;
755
756                 case RACE_GNOME:
757                         msg_print(_("パッ!", "Blink!"));
758                         teleport_player(10, 0L);
759                         break;
760
761                 case RACE_HALF_ORC:
762                         msg_print(_("勇気を出した。", "You play tough."));
763                         (void)set_afraid(0);
764                         break;
765
766                 case RACE_HALF_TROLL:
767                         msg_print(_("うがぁぁ!", "RAAAGH!"));
768                         (void)berserk(10 + randint1(plev));
769                         break;
770
771                 case RACE_AMBERITE:
772                         if (command == -1)
773                         {
774                                 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
775                                 alter_reality();
776                         }
777                         else if (command == -2)
778                         {
779                                 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..."));
780
781                                 (void)true_healing(0);
782                                 (void)restore_all_status();
783                                 (void)restore_level();
784                         }
785                         break;
786
787                 case RACE_BARBARIAN:
788                         msg_print(_("うぉぉおお!", "Raaagh!"));
789                         (void)berserk(10 + randint1(plev));
790                         break;
791
792                 case RACE_HALF_OGRE:
793                         msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
794                         explosive_rune();
795                         break;
796
797                 case RACE_HALF_GIANT:
798                         if (!get_aim_dir(&dir)) return FALSE;
799                         (void)wall_to_mud(dir, 20 + randint1(30));
800                         break;
801
802                 case RACE_HALF_TITAN:
803                         msg_print(_("敵を調査した...", "You examine your foes..."));
804                         probing();
805                         break;
806
807                 case RACE_CYCLOPS:
808                         if (!get_aim_dir(&dir)) return FALSE;
809                         msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
810                         fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
811                         break;
812
813                 case RACE_YEEK:
814                         if (!get_aim_dir(&dir)) return FALSE;
815                         stop_mouth();
816                         msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
817                         (void)fear_monster(dir, plev);
818                         break;
819
820                 case RACE_KLACKON:
821                         if (!get_aim_dir(&dir)) return FALSE;
822                         stop_mouth();
823                         msg_print(_("酸を吐いた。", "You spit acid."));
824                         if (plev < 25) fire_bolt(GF_ACID, dir, plev);
825                         else fire_ball(GF_ACID, dir, plev, 2);
826                         break;
827
828                 case RACE_KOBOLD:
829                         if (!get_aim_dir(&dir)) return FALSE;
830                         msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
831                         fire_bolt(GF_POIS, dir, plev);
832                         break;
833
834                 case RACE_NIBELUNG:
835                         msg_print(_("周囲を調査した。", "You examine your surroundings."));
836                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
837                         (void)detect_doors(DETECT_RAD_DEFAULT);
838                         (void)detect_stairs(DETECT_RAD_DEFAULT);
839                         break;
840
841                 case RACE_DARK_ELF:
842                         if (!get_aim_dir(&dir)) return FALSE;
843                         msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
844                         fire_bolt_or_beam(10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4));
845                         break;
846
847                 case RACE_DRACONIAN:
848                         return draconian_breath(p_ptr);
849                         break;
850
851                 case RACE_MIND_FLAYER:
852                         if (!get_aim_dir(&dir)) return FALSE;
853                         msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
854                         fire_bolt(GF_PSI, dir, plev);
855                         break;
856
857                 case RACE_IMP:
858                         if (!get_aim_dir(&dir)) return FALSE;
859                         if (plev >= 30)
860                         {
861                                 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
862                                 fire_ball(GF_FIRE, dir, plev, 2);
863                         }
864                         else
865                         {
866                                 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
867                                 fire_bolt(GF_FIRE, dir, plev);
868                         }
869                         break;
870
871                 case RACE_GOLEM:
872                         (void)set_shield(randint1(20) + 30, FALSE);
873                         break;
874
875                 case RACE_SKELETON:
876                 case RACE_ZOMBIE:
877                         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."));
878                         (void)restore_level();
879                         break;
880
881                 case RACE_VAMPIRE:
882                         vampirism();
883                         break;
884
885                 case RACE_SPECTRE:
886                         if (!get_aim_dir(&dir)) return FALSE;
887                         stop_mouth();
888                         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!"));
889                         (void)fear_monster(dir, plev);
890                         break;
891
892                 case RACE_SPRITE:
893                         msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
894                         if (plev < 25) sleep_monsters_touch();
895                         else (void)sleep_monsters(plev);
896                         break;
897
898                 case RACE_DEMON:
899                         return demonic_breath(p_ptr); 
900                         break;
901
902                 case RACE_KUTAR:
903                         (void)set_tsubureru(randint1(20) + 30, FALSE);
904                         break;
905
906                 case RACE_ANDROID:
907                         return android_inside_weapon(p_ptr);
908                         break;
909
910                 default:
911                         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."));
912                         p_ptr->energy_use = 0;
913         }
914         }
915         return TRUE;
916 }
917
918 /*!
919  * @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
920  * @return なし
921  */
922 void do_cmd_racial_power(void)
923 {
924         power_desc_type power_desc[36];
925         int num;
926         COMMAND_CODE i = 0;
927         int ask = TRUE;
928         PLAYER_LEVEL lvl = p_ptr->lev;
929         bool            flag, redraw, cast = FALSE;
930         bool            warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
931         char            choice;
932         char            out_val[160];
933         int menu_line = (use_menu ? 1 : 0);
934
935         if (p_ptr->wild_mode) return;
936
937         for (num = 0; num < 36; num++)
938         {
939                 strcpy(power_desc[num].name, "");
940                 power_desc[num].number = 0;
941         }
942
943         num = 0;
944
945         if (p_ptr->confused)
946         {
947                 msg_print(_("混乱していて特殊能力を使えません!", "You are too confused to use any powers!"));
948                 p_ptr->energy_use = 0;
949                 return;
950         }
951
952         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
953         {
954                 set_action(ACTION_NONE);
955         }
956
957         switch (p_ptr->pclass)
958         {
959         case CLASS_WARRIOR:
960         {
961                 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
962                 power_desc[num].level = 40;
963                 power_desc[num].cost = 75;
964                 power_desc[num].stat = A_DEX;
965                 power_desc[num].fail = 35;
966                 power_desc[num++].number = -3;
967                 break;
968         }
969         case CLASS_HIGH_MAGE:
970         if (p_ptr->realm1 == REALM_HEX)
971         {
972                 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
973                 power_desc[num].level = 1;
974                 power_desc[num].cost = 0;
975                 power_desc[num].stat = A_INT;
976                 power_desc[num].fail = 0;
977                 power_desc[num++].number = -3;
978                 break;
979         }
980         case CLASS_MAGE:
981         /* case CLASS_HIGH_MAGE: */
982         case CLASS_SORCERER:
983         {
984                 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
985                 power_desc[num].level = 25;
986                 power_desc[num].cost = 1;
987                 power_desc[num].stat = A_INT;
988                 power_desc[num].fail = 25;
989                 power_desc[num++].number = -3;
990                 break;
991         }
992         case CLASS_PRIEST:
993         {
994                 if (is_good_realm(p_ptr->realm1))
995                 {
996                         strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
997                         power_desc[num].level = 35;
998                         power_desc[num].cost = 70;
999                         power_desc[num].stat = A_WIS;
1000                         power_desc[num].fail = 50;
1001                         power_desc[num++].number = -3;
1002                 }
1003                 else
1004                 {
1005                         strcpy(power_desc[num].name, _("召魂", "Evocation"));
1006                         power_desc[num].level = 42;
1007                         power_desc[num].cost = 40;
1008                         power_desc[num].stat = A_WIS;
1009                         power_desc[num].fail = 35;
1010                         power_desc[num++].number = -3;
1011                 }
1012                 break;
1013         }
1014         case CLASS_ROGUE:
1015         {
1016                 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
1017                 power_desc[num].level = 8;
1018                 power_desc[num].cost = 12;
1019                 power_desc[num].stat = A_DEX;
1020                 power_desc[num].fail = 14;
1021                 power_desc[num++].number = -3;
1022                 break;
1023         }
1024         case CLASS_RANGER:
1025         case CLASS_SNIPER:
1026         {
1027                 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
1028                 power_desc[num].level = 15;
1029                 power_desc[num].cost = 20;
1030                 power_desc[num].stat = A_INT;
1031                 power_desc[num].fail = 12;
1032                 power_desc[num++].number = -3;
1033                 break;
1034         }
1035         case CLASS_PALADIN:
1036         {
1037                 if (is_good_realm(p_ptr->realm1))
1038                 {
1039                         strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
1040                         power_desc[num].level = 30;
1041                         power_desc[num].cost = 30;
1042                         power_desc[num].stat = A_WIS;
1043                         power_desc[num].fail = 30;
1044                         power_desc[num++].number = -3;
1045                 }
1046                 else
1047                 {
1048                         strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
1049                         power_desc[num].level = 30;
1050                         power_desc[num].cost = 30;
1051                         power_desc[num].stat = A_WIS;
1052                         power_desc[num].fail = 30;
1053                         power_desc[num++].number = -3;
1054                 }
1055                 break;
1056         }
1057         case CLASS_WARRIOR_MAGE:
1058         {
1059                 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
1060                 power_desc[num].level = 25;
1061                 power_desc[num].cost = 0;
1062                 power_desc[num].stat = A_INT;
1063                 power_desc[num].fail = 10;
1064                 power_desc[num++].number = -3;
1065                         
1066                 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
1067                 power_desc[num].level = 25;
1068                 power_desc[num].cost = 0;
1069                 power_desc[num].stat = A_INT;
1070                 power_desc[num].fail = 10;
1071                 power_desc[num++].number = -4;
1072                 break;
1073         }
1074         case CLASS_CHAOS_WARRIOR:
1075         {
1076                 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
1077                 power_desc[num].level = 40;
1078                 power_desc[num].cost = 50;
1079                 power_desc[num].stat = A_INT;
1080                 power_desc[num].fail = 25;
1081                 power_desc[num++].number = -3;
1082                 break;
1083         }
1084         case CLASS_MONK:
1085         {
1086                 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
1087                 power_desc[num].level = 25;
1088                 power_desc[num].cost = 0;
1089                 power_desc[num].stat = A_DEX;
1090                 power_desc[num].fail = 0;
1091                 power_desc[num++].number = -3;
1092                         
1093                 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
1094                 power_desc[num].level = 30;
1095                 power_desc[num].cost = 30;
1096                 power_desc[num].stat = A_STR;
1097                 power_desc[num].fail = 20;
1098                 power_desc[num++].number = -4;
1099                 break;
1100         }
1101         case CLASS_MINDCRAFTER:
1102         case CLASS_FORCETRAINER:
1103         {
1104                 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1105                 power_desc[num].level = 15;
1106                 power_desc[num].cost = 0;
1107                 power_desc[num].stat = A_WIS;
1108                 power_desc[num].fail = 10;
1109                 power_desc[num++].number = -3;
1110                 break;
1111         }
1112         case CLASS_TOURIST:
1113         {
1114                 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1115                 power_desc[num].level = 1;
1116                 power_desc[num].cost = 0;
1117                 power_desc[num].stat = A_DEX;
1118                 power_desc[num].fail = 0;
1119                 power_desc[num++].number = -3;
1120                 
1121                 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1122                 power_desc[num].level = 25;
1123                 power_desc[num].cost = 20;
1124                 power_desc[num].stat = A_INT;
1125                 power_desc[num].fail = 20;
1126                 power_desc[num++].number = -4;
1127                 break;
1128         }
1129         case CLASS_IMITATOR:
1130         {
1131                 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1132                 power_desc[num].level = 30;
1133                 power_desc[num].cost = 100;
1134                 power_desc[num].stat = A_DEX;
1135                 power_desc[num].fail = 30;
1136                 power_desc[num++].number = -3;
1137                 break;
1138         }
1139         case CLASS_BEASTMASTER:
1140         {
1141                 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1142                 power_desc[num].level = 1;
1143                 power_desc[num].cost = (p_ptr->lev+3)/4;
1144                 power_desc[num].stat = A_CHR;
1145                 power_desc[num].fail = 10;
1146                 power_desc[num++].number = -3;
1147                 
1148                 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1149                 power_desc[num].level = 30;
1150                 power_desc[num].cost = (p_ptr->lev+20)/2;
1151                 power_desc[num].stat = A_CHR;
1152                 power_desc[num].fail = 10;
1153                 power_desc[num++].number = -4;
1154                 break;
1155         }
1156         case CLASS_ARCHER:
1157         {
1158                 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1159                 power_desc[num].level = 1;
1160                 power_desc[num].cost = 0;
1161                 power_desc[num].stat = A_DEX;
1162                 power_desc[num].fail = 0;
1163                 power_desc[num++].number = -3;
1164                 break;
1165         }
1166         case CLASS_MAGIC_EATER:
1167         {
1168                 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1169                 power_desc[num].level = 1;
1170                 power_desc[num].cost = 0;
1171                 power_desc[num].stat = A_INT;
1172                 power_desc[num].fail = 0;
1173                 power_desc[num++].number = -3;
1174
1175                 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1176                 power_desc[num].level = 10;
1177                 power_desc[num].cost = 10 + (lvl - 10) / 2;
1178                 power_desc[num].stat = A_INT;
1179                 power_desc[num].fail = 0;
1180                 power_desc[num++].number = -4;
1181                 break;
1182         }
1183         case CLASS_BARD:
1184         {
1185                 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1186                 power_desc[num].level = 1;
1187                 power_desc[num].cost = 0;
1188                 power_desc[num].stat = A_CHR;
1189                 power_desc[num].fail = 0;
1190                 power_desc[num++].number = -3;
1191                 break;
1192         }
1193         case CLASS_RED_MAGE:
1194         {
1195                 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1196                 power_desc[num].level = 48;
1197                 power_desc[num].cost = 20;
1198                 power_desc[num].stat = A_INT;
1199                 power_desc[num].fail = 0;
1200                 power_desc[num++].number = -3;
1201                 break;
1202         }
1203         case CLASS_SAMURAI:
1204         {
1205                 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1206                 power_desc[num].level = 1;
1207                 power_desc[num].cost = 0;
1208                 power_desc[num].stat = A_WIS;
1209                 power_desc[num].fail = 0;
1210                 power_desc[num++].number = -3;
1211                 
1212                 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
1213                 power_desc[num].level = 25;
1214                 power_desc[num].cost = 0;
1215                 power_desc[num].stat = A_DEX;
1216                 power_desc[num].fail = 0;
1217                 power_desc[num++].number = -4;
1218                 break;
1219         }
1220         case CLASS_BLUE_MAGE:
1221         {
1222                 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1223                 power_desc[num].level = 1;
1224                 power_desc[num].cost = 0;
1225                 power_desc[num].stat = A_INT;
1226                 power_desc[num].fail = 0;
1227                 power_desc[num++].number = -3;
1228                 break;
1229         }
1230         case CLASS_CAVALRY:
1231         {
1232                 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1233                 power_desc[num].level = 10;
1234                 power_desc[num].cost = 0;
1235                 power_desc[num].stat = A_STR;
1236                 power_desc[num].fail = 10;
1237                 power_desc[num++].number = -3;
1238                 break;
1239         }
1240         case CLASS_BERSERKER:
1241         {
1242                 strcpy(power_desc[num].name, _("帰還", "Recall"));
1243                 power_desc[num].level = 10;
1244                 power_desc[num].cost = 10;
1245                 power_desc[num].stat = A_DEX;
1246                 power_desc[num].fail = 20;
1247                 power_desc[num++].number = -3;
1248                 break;
1249         }
1250         case CLASS_MIRROR_MASTER:
1251         {
1252                 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
1253                 power_desc[num].level = 1;
1254                 power_desc[num].cost = 0;
1255                 power_desc[num].stat = A_INT;
1256                 power_desc[num].fail = 0;
1257                 power_desc[num++].number = -3;
1258                 
1259                 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
1260                 power_desc[num].level = 30;
1261                 power_desc[num].cost = 0;
1262                 power_desc[num].stat = A_INT;
1263                 power_desc[num].fail = 20;
1264                 power_desc[num++].number = -4;
1265                 break;
1266         }
1267         case CLASS_SMITH:
1268         {
1269                 strcpy(power_desc[num].name, _("目利き", "Judgment"));
1270                 power_desc[num].level = 5;
1271                 power_desc[num].cost = 15;
1272                 power_desc[num].stat = A_INT;
1273                 power_desc[num].fail = 20;
1274                 power_desc[num++].number = -3;
1275                 break;
1276         }
1277         case CLASS_NINJA:
1278         {
1279                 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
1280                 power_desc[num].level = 20;
1281                 power_desc[num].cost = 0;
1282                 power_desc[num].stat = A_DEX;
1283                 power_desc[num].fail = 0;
1284                 power_desc[num++].number = -3;
1285                 break;
1286         }
1287         default:
1288                 strcpy(power_desc[0].name, _("(なし)", "(none)"));
1289         }
1290
1291         if (p_ptr->mimic_form)
1292         {
1293                 switch (p_ptr->mimic_form)
1294                 {
1295                 case MIMIC_DEMON:
1296                 case MIMIC_DEMON_LORD:
1297                         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);
1298                         power_desc[num].level = 15;
1299                         power_desc[num].cost = 10+lvl/3;
1300                         power_desc[num].stat = A_CON;
1301                         power_desc[num].fail = 20;
1302                         power_desc[num++].number = -1;
1303                         break;
1304                 case MIMIC_VAMPIRE:
1305                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1306                         power_desc[num].level = 2;
1307                         power_desc[num].cost = 1 + (lvl / 3);
1308                         power_desc[num].stat = A_CON;
1309                         power_desc[num].fail = 9;
1310                         power_desc[num++].number = -1;
1311                         break;
1312                 }
1313         }
1314         else
1315         {
1316         switch (p_ptr->prace)
1317         {
1318                 case RACE_DWARF:
1319                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1320                         power_desc[num].level = 5;
1321                         power_desc[num].cost = 5;
1322                         power_desc[num].stat = A_WIS;
1323                         power_desc[num].fail = 12;
1324                         power_desc[num++].number = -1;
1325                         break;
1326                 case RACE_NIBELUNG:
1327                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1328                         power_desc[num].level = 10;
1329                         power_desc[num].cost = 5;
1330                         power_desc[num].stat = A_WIS;
1331                         power_desc[num].fail = 10;
1332                         power_desc[num++].number = -1;
1333                         break;
1334                 case RACE_HOBBIT:
1335                         strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
1336                         power_desc[num].level = 15;
1337                         power_desc[num].cost = 10;
1338                         power_desc[num].stat = A_INT;
1339                         power_desc[num].fail = 10;
1340                         power_desc[num++].number = -1;
1341                         break;
1342                 case RACE_GNOME:
1343                         sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
1344                         power_desc[num].level = 5;
1345                         power_desc[num].cost = 5;
1346                         power_desc[num].stat = A_INT;
1347                         power_desc[num].fail = 12;
1348                         power_desc[num++].number = -1;
1349                         break;
1350                 case RACE_HALF_ORC:
1351                         strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
1352                         power_desc[num].level = 3;
1353                         power_desc[num].cost = 5;
1354                         power_desc[num].stat = A_WIS;
1355                         power_desc[num].fail = warrior ? 5 : 10;
1356                         power_desc[num++].number = -1;
1357                         break;
1358                 case RACE_HALF_TROLL:
1359                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1360                         power_desc[num].level = 10;
1361                         power_desc[num].cost = 12;
1362                         power_desc[num].stat = A_STR;
1363                         power_desc[num].fail = warrior ? 6 : 12;
1364                         power_desc[num++].number = -1;
1365                         break;
1366                 case RACE_BARBARIAN:
1367                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1368                         power_desc[num].level = 8;
1369                         power_desc[num].cost = 10;
1370                         power_desc[num].stat = A_STR;
1371                         power_desc[num].fail = warrior ? 6 : 12;
1372                         power_desc[num++].number = -1;
1373                         break;
1374                 case RACE_AMBERITE:
1375                         strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
1376                         power_desc[num].level = 30;
1377                         power_desc[num].cost = 50;
1378                         power_desc[num].stat = A_INT;
1379                         power_desc[num].fail = 50;
1380                         power_desc[num++].number = -1;
1381                         
1382                         strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
1383                         power_desc[num].level = 40;
1384                         power_desc[num].cost = 75;
1385                         power_desc[num].stat = A_WIS;
1386                         power_desc[num].fail = 50;
1387                         power_desc[num++].number = -2;
1388                         break;
1389                 case RACE_HALF_OGRE:
1390                         strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
1391                         power_desc[num].level = 25;
1392                         power_desc[num].cost = 35;
1393                         power_desc[num].stat = A_INT;
1394                         power_desc[num].fail = 15;
1395                         power_desc[num++].number = -1;
1396                         break;
1397                 case RACE_HALF_GIANT:
1398                         strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
1399                         power_desc[num].level = 20;
1400                         power_desc[num].cost = 10;
1401                         power_desc[num].stat = A_STR;
1402                         power_desc[num].fail = 12;
1403                         power_desc[num++].number = -1;
1404                         break;
1405                 case RACE_HALF_TITAN:
1406                         strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
1407                         power_desc[num].level = 15;
1408                         power_desc[num].cost = 10;
1409                         power_desc[num].stat = A_INT;
1410                         power_desc[num].fail = 12;
1411                         power_desc[num++].number = -1;
1412                         break;
1413                 case RACE_CYCLOPS:
1414                         sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
1415                         power_desc[num].level = 20;
1416                         power_desc[num].cost = 15;
1417                         power_desc[num].stat = A_STR;
1418                         power_desc[num].fail = 12;
1419                         power_desc[num++].number = -1;
1420                         break;
1421                 case RACE_YEEK:
1422                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1423                         power_desc[num].level = 15;
1424                         power_desc[num].cost = 15;
1425                         power_desc[num].stat = A_WIS;
1426                         power_desc[num].fail = 10;
1427                         power_desc[num++].number = -1;
1428                         break;
1429                 case RACE_SPECTRE:
1430                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1431                         power_desc[num].level = 4;
1432                         power_desc[num].cost = 6;
1433                         power_desc[num].stat = A_INT;
1434                         power_desc[num].fail = 3;
1435                         power_desc[num++].number = -1;
1436                         break;
1437                 case RACE_KLACKON:
1438                         sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
1439                         power_desc[num].level = 9;
1440                         power_desc[num].cost = 9;
1441                         power_desc[num].stat = A_DEX;
1442                         power_desc[num].fail = 14;
1443                         power_desc[num++].number = -1;
1444                         break;
1445                 case RACE_KOBOLD:
1446                         sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
1447                         power_desc[num].level = 12;
1448                         power_desc[num].cost = 8;
1449                         power_desc[num].stat = A_DEX;
1450                         power_desc[num].fail = 14;
1451                         power_desc[num++].number = -1;
1452                         break;
1453                 case RACE_DARK_ELF:
1454                         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);
1455                         power_desc[num].level = 2;
1456                         power_desc[num].cost = 2;
1457                         power_desc[num].stat = A_INT;
1458                         power_desc[num].fail = 9;
1459                         power_desc[num++].number = -1;
1460                         break;
1461                 case RACE_DRACONIAN:
1462                         sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
1463                         power_desc[num].level = 1;
1464                         power_desc[num].cost = lvl;
1465                         power_desc[num].stat = A_CON;
1466                         power_desc[num].fail = 12;
1467                         power_desc[num++].number = -1;
1468                         break;
1469                 case RACE_MIND_FLAYER:
1470                         sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
1471                         power_desc[num].level = 15;
1472                         power_desc[num].cost = 12;
1473                         power_desc[num].stat = A_INT;
1474                         power_desc[num].fail = 14;
1475                         power_desc[num++].number = -1;
1476                         break;
1477                 case RACE_IMP:
1478                         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);
1479                         power_desc[num].level = 9;
1480                         power_desc[num].cost = 15;
1481                         power_desc[num].stat = A_WIS;
1482                         power_desc[num].fail = 15;
1483                         power_desc[num++].number = -1;
1484                         break;
1485                 case RACE_GOLEM:
1486                         strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
1487                         power_desc[num].level = 20;
1488                         power_desc[num].cost = 15;
1489                         power_desc[num].stat = A_CON;
1490                         power_desc[num].fail = 8;
1491                         power_desc[num++].number = -1;
1492                         break;
1493                 case RACE_SKELETON:
1494                 case RACE_ZOMBIE:
1495                         strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
1496                         power_desc[num].level = 30;
1497                         power_desc[num].cost = 30;
1498                         power_desc[num].stat = A_WIS;
1499                         power_desc[num].fail = 18;
1500                         power_desc[num++].number = -1;
1501                         break;
1502                 case RACE_VAMPIRE:
1503                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1504                         power_desc[num].level = 2;
1505                         power_desc[num].cost = 1 + (lvl / 3);
1506                         power_desc[num].stat = A_CON;
1507                         power_desc[num].fail = 9;
1508                         power_desc[num++].number = -1;
1509                         break;
1510                 case RACE_SPRITE:
1511                         strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
1512                         power_desc[num].level = 12;
1513                         power_desc[num].cost = 12;
1514                         power_desc[num].stat = A_INT;
1515                         power_desc[num].fail = 15;
1516                         power_desc[num++].number = -1;
1517                         break;
1518                 case RACE_DEMON:
1519                         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);
1520                         power_desc[num].level = 15;
1521                         power_desc[num].cost = 10+lvl/3;
1522                         power_desc[num].stat = A_CON;
1523                         power_desc[num].fail = 20;
1524                         power_desc[num++].number = -1;
1525                         break;
1526                 case RACE_KUTAR:
1527                         strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
1528                         power_desc[num].level = 20;
1529                         power_desc[num].cost = 15;
1530                         power_desc[num].stat = A_CHR;
1531                         power_desc[num].fail = 8;
1532                         power_desc[num++].number = -1;
1533                         break;
1534                 case RACE_ANDROID:
1535                         if (p_ptr->lev < 10)
1536                         {
1537                                 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
1538                                 power_desc[num].level = 1;
1539                                 power_desc[num].cost = 7;
1540                                 power_desc[num].fail = 8;
1541                         }
1542                         else if (p_ptr->lev < 25)
1543                         {
1544                                 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
1545                                 power_desc[num].level = 10;
1546                                 power_desc[num].cost = 13;
1547                                 power_desc[num].fail = 10;
1548                         }
1549                         else if (p_ptr->lev < 35)
1550                         {
1551                                 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
1552                                 power_desc[num].level = 25;
1553                                 power_desc[num].cost = 26;
1554                                 power_desc[num].fail = 12;
1555                         }
1556                         else if (p_ptr->lev < 45)
1557                         {
1558                                 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
1559                                 power_desc[num].level = 35;
1560                                 power_desc[num].cost = 40;
1561                                 power_desc[num].fail = 15;
1562                         }
1563                         else
1564                         {
1565                                 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
1566                                 power_desc[num].level = 45;
1567                                 power_desc[num].cost = 60;
1568                                 power_desc[num].fail = 18;
1569                         }
1570                         power_desc[num].stat = A_STR;
1571                         power_desc[num++].number = -1;
1572                         break;
1573                 default:
1574                 {
1575                         break;
1576                 }
1577         }
1578         }
1579
1580         if (p_ptr->muta1)
1581         {
1582                 if (p_ptr->muta1 & MUT1_SPIT_ACID)
1583                 {
1584                         strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
1585                         power_desc[num].level = 9;
1586                         power_desc[num].cost = 9;
1587                         power_desc[num].stat = A_DEX;
1588                         power_desc[num].fail = 15;
1589                         power_desc[num++].number = MUT1_SPIT_ACID;
1590                 }
1591
1592                 if (p_ptr->muta1 & MUT1_BR_FIRE)
1593                 {
1594                         strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
1595                         power_desc[num].level = 20;
1596                         power_desc[num].cost = lvl;
1597                         power_desc[num].stat = A_CON;
1598                         power_desc[num].fail = 18;
1599                         power_desc[num++].number = MUT1_BR_FIRE;
1600                 }
1601
1602                 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
1603                 {
1604                         strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
1605                         power_desc[num].level = 12;
1606                         power_desc[num].cost = 12;
1607                         power_desc[num].stat = A_CHR;
1608                         power_desc[num].fail = 18;
1609                         power_desc[num++].number = MUT1_HYPN_GAZE;
1610                 }
1611
1612                 if (p_ptr->muta1 & MUT1_TELEKINES)
1613                 {
1614                         strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
1615                         power_desc[num].level = 9;
1616                         power_desc[num].cost = 9;
1617                         power_desc[num].stat = A_WIS;
1618                         power_desc[num].fail = 14;
1619                         power_desc[num++].number = MUT1_TELEKINES;
1620                 }
1621
1622                 if (p_ptr->muta1 & MUT1_VTELEPORT)
1623                 {
1624                         strcpy(power_desc[num].name, _("テレポート", "Teleport"));
1625                         power_desc[num].level = 7;
1626                         power_desc[num].cost = 7;
1627                         power_desc[num].stat = A_WIS;
1628                         power_desc[num].fail = 15;
1629                         power_desc[num++].number = MUT1_VTELEPORT;
1630                 }
1631
1632                 if (p_ptr->muta1 & MUT1_MIND_BLST)
1633                 {
1634                         strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
1635                         power_desc[num].level = 5;
1636                         power_desc[num].cost = 3;
1637                         power_desc[num].stat = A_WIS;
1638                         power_desc[num].fail = 15;
1639                         power_desc[num++].number = MUT1_MIND_BLST;
1640                 }
1641
1642                 if (p_ptr->muta1 & MUT1_RADIATION)
1643                 {
1644                         strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
1645                         power_desc[num].level = 15;
1646                         power_desc[num].cost = 15;
1647                         power_desc[num].stat = A_CON;
1648                         power_desc[num].fail = 14;
1649                         power_desc[num++].number = MUT1_RADIATION;
1650                 }
1651
1652                 if (p_ptr->muta1 & MUT1_VAMPIRISM)
1653                 {
1654                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1655                         power_desc[num].level = 2;
1656                         power_desc[num].cost = (1 + (lvl / 3));
1657                         power_desc[num].stat = A_CON;
1658                         power_desc[num].fail = 9;
1659                         power_desc[num++].number = MUT1_VAMPIRISM;
1660                 }
1661
1662                 if (p_ptr->muta1 & MUT1_SMELL_MET)
1663                 {
1664                         strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
1665                         power_desc[num].level = 3;
1666                         power_desc[num].cost = 2;
1667                         power_desc[num].stat = A_INT;
1668                         power_desc[num].fail = 12;
1669                         power_desc[num++].number = MUT1_SMELL_MET;
1670                 }
1671
1672                 if (p_ptr->muta1 & MUT1_SMELL_MON)
1673                 {
1674                         strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
1675                         power_desc[num].level = 5;
1676                         power_desc[num].cost = 4;
1677                         power_desc[num].stat = A_INT;
1678                         power_desc[num].fail = 15;
1679                         power_desc[num++].number = MUT1_SMELL_MON;
1680                 }
1681
1682                 if (p_ptr->muta1 & MUT1_BLINK)
1683                 {
1684                         strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
1685                         power_desc[num].level = 3;
1686                         power_desc[num].cost = 3;
1687                         power_desc[num].stat = A_WIS;
1688                         power_desc[num].fail = 12;
1689                         power_desc[num++].number = MUT1_BLINK;
1690                 }
1691
1692                 if (p_ptr->muta1 & MUT1_EAT_ROCK)
1693                 {
1694                         strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
1695                         power_desc[num].level = 8;
1696                         power_desc[num].cost = 12;
1697                         power_desc[num].stat = A_CON;
1698                         power_desc[num].fail = 18;
1699                         power_desc[num++].number = MUT1_EAT_ROCK;
1700                 }
1701
1702                 if (p_ptr->muta1 & MUT1_SWAP_POS)
1703                 {
1704                         strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
1705                         power_desc[num].level = 15;
1706                         power_desc[num].cost = 12;
1707                         power_desc[num].stat = A_DEX;
1708                         power_desc[num].fail = 16;
1709                         power_desc[num++].number = MUT1_SWAP_POS;
1710                 }
1711
1712                 if (p_ptr->muta1 & MUT1_SHRIEK)
1713                 {
1714                         strcpy(power_desc[num].name, _("叫び", "Shriek"));
1715                         power_desc[num].level = 20;
1716                         power_desc[num].cost = 14;
1717                         power_desc[num].stat = A_CON;
1718                         power_desc[num].fail = 16;
1719                         power_desc[num++].number = MUT1_SHRIEK;
1720                 }
1721
1722                 if (p_ptr->muta1 & MUT1_ILLUMINE)
1723                 {
1724                         strcpy(power_desc[num].name, _("照明", "Illuminate"));
1725                         power_desc[num].level = 3;
1726                         power_desc[num].cost = 2;
1727                         power_desc[num].stat = A_INT;
1728                         power_desc[num].fail = 10;
1729                         power_desc[num++].number = MUT1_ILLUMINE;
1730                 }
1731
1732                 if (p_ptr->muta1 & MUT1_DET_CURSE)
1733                 {
1734                         strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
1735                         power_desc[num].level = 7;
1736                         power_desc[num].cost = 14;
1737                         power_desc[num].stat = A_WIS;
1738                         power_desc[num].fail = 14;
1739                         power_desc[num++].number = MUT1_DET_CURSE;
1740                 }
1741
1742                 if (p_ptr->muta1 & MUT1_BERSERK)
1743                 {
1744                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1745                         power_desc[num].level = 8;
1746                         power_desc[num].cost = 8;
1747                         power_desc[num].stat = A_STR;
1748                         power_desc[num].fail = 14;
1749                         power_desc[num++].number = MUT1_BERSERK;
1750                 }
1751
1752                 if (p_ptr->muta1 & MUT1_POLYMORPH)
1753                 {
1754                         strcpy(power_desc[num].name, _("変身", "Polymorph"));
1755                         power_desc[num].level = 18;
1756                         power_desc[num].cost = 20;
1757                         power_desc[num].stat = A_CON;
1758                         power_desc[num].fail = 18;
1759                         power_desc[num++].number = MUT1_POLYMORPH;
1760                 }
1761
1762                 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
1763                 {
1764                         strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
1765                         power_desc[num].level = 10;
1766                         power_desc[num].cost = 5;
1767                         power_desc[num].stat = A_INT;
1768                         power_desc[num].fail = 12;
1769                         power_desc[num++].number = MUT1_MIDAS_TCH;
1770                 }
1771
1772                 if (p_ptr->muta1 & MUT1_GROW_MOLD)
1773                 {
1774                         strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
1775                         power_desc[num].level = 1;
1776                         power_desc[num].cost = 6;
1777                         power_desc[num].stat = A_CON;
1778                         power_desc[num].fail = 14;
1779                         power_desc[num++].number = MUT1_GROW_MOLD;
1780                 }
1781
1782                 if (p_ptr->muta1 & MUT1_RESIST)
1783                 {
1784                         strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
1785                         power_desc[num].level = 10;
1786                         power_desc[num].cost = 12;
1787                         power_desc[num].stat = A_CON;
1788                         power_desc[num].fail = 12;
1789                         power_desc[num++].number = MUT1_RESIST;
1790                 }
1791
1792                 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
1793                 {
1794                         strcpy(power_desc[num].name, _("地震", "Earthquake"));
1795                         power_desc[num].level = 12;
1796                         power_desc[num].cost = 12;
1797                         power_desc[num].stat = A_STR;
1798                         power_desc[num].fail = 16;
1799                         power_desc[num++].number = MUT1_EARTHQUAKE;
1800                 }
1801
1802                 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
1803                 {
1804                         strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1805                         power_desc[num].level = 17;
1806                         power_desc[num].cost = 1;
1807                         power_desc[num].stat = A_WIS;
1808                         power_desc[num].fail = 15;
1809                         power_desc[num++].number = MUT1_EAT_MAGIC;
1810                 }
1811
1812                 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
1813                 {
1814                         strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
1815                         power_desc[num].level = 6;
1816                         power_desc[num].cost = 6;
1817                         power_desc[num].stat = A_INT;
1818                         power_desc[num].fail = 10;
1819                         power_desc[num++].number = MUT1_WEIGH_MAG;
1820                 }
1821
1822                 if (p_ptr->muta1 & MUT1_STERILITY)
1823                 {
1824                         strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
1825                         power_desc[num].level = 12;
1826                         power_desc[num].cost = 23;
1827                         power_desc[num].stat = A_CHR;
1828                         power_desc[num].fail = 15;
1829                         power_desc[num++].number = MUT1_STERILITY;
1830                 }
1831
1832                 if (p_ptr->muta1 & MUT1_PANIC_HIT)
1833                 {
1834                         strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
1835                         power_desc[num].level = 10;
1836                         power_desc[num].cost = 12;
1837                         power_desc[num].stat = A_DEX;
1838                         power_desc[num].fail = 14;
1839                         power_desc[num++].number = MUT1_PANIC_HIT;
1840                 }
1841
1842                 if (p_ptr->muta1 & MUT1_DAZZLE)
1843                 {
1844                         strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
1845                         power_desc[num].level = 7;
1846                         power_desc[num].cost = 15;
1847                         power_desc[num].stat = A_CHR;
1848                         power_desc[num].fail = 8;
1849                         power_desc[num++].number = MUT1_DAZZLE;
1850                 }
1851
1852                 if (p_ptr->muta1 & MUT1_LASER_EYE)
1853                 {
1854                         strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
1855                         power_desc[num].level = 7;
1856                         power_desc[num].cost = 10;
1857                         power_desc[num].stat = A_WIS;
1858                         power_desc[num].fail = 9;
1859                         power_desc[num++].number = MUT1_LASER_EYE;
1860                 }
1861
1862                 if (p_ptr->muta1 & MUT1_RECALL)
1863                 {
1864                         strcpy(power_desc[num].name, _("帰還", "Recall"));
1865                         power_desc[num].level = 17;
1866                         power_desc[num].cost = 50;
1867                         power_desc[num].stat = A_INT;
1868                         power_desc[num].fail = 16;
1869                         power_desc[num++].number = MUT1_RECALL;
1870                 }
1871
1872                 if (p_ptr->muta1 & MUT1_BANISH)
1873                 {
1874                         strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
1875                         power_desc[num].level = 25;
1876                         power_desc[num].cost = 25;
1877                         power_desc[num].stat = A_WIS;
1878                         power_desc[num].fail = 18;
1879                         power_desc[num++].number = MUT1_BANISH;
1880                 }
1881
1882                 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
1883                 {
1884                         strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
1885                         power_desc[num].level = 2;
1886                         power_desc[num].cost = 2;
1887                         power_desc[num].stat = A_CON;
1888                         power_desc[num].fail = 11;
1889                         power_desc[num++].number = MUT1_COLD_TOUCH;
1890                 }
1891
1892                 if (p_ptr->muta1 & MUT1_LAUNCHER)
1893                 {
1894                         strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
1895                         power_desc[num].level = 1;
1896                         power_desc[num].cost = lvl;
1897                         power_desc[num].stat = A_STR;
1898                         power_desc[num].fail = 6;
1899                         /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
1900                         power_desc[num++].number = 3;
1901                 }
1902         }
1903
1904         /* Nothing chosen yet */
1905         flag = FALSE;
1906
1907         /* No redraw yet */
1908         redraw = FALSE;
1909
1910         /* Build a prompt */
1911         (void) strnfmt(out_val, 78, 
1912                                 _("(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? "),
1913                                 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
1914
1915 if (!repeat_pull(&i) || i<0 || i>=num) {
1916         if (use_menu) screen_save();
1917          /* Get a spell from the user */
1918
1919         choice = (always_show_list || use_menu) ? ESCAPE:1;
1920         while (!flag)
1921         {
1922                 if( choice==ESCAPE ) choice = ' '; 
1923                 else if( !get_com(out_val, &choice, FALSE) )break; 
1924
1925                 if (use_menu && choice != ' ')
1926                 {
1927                         switch(choice)
1928                         {
1929                                 case '0':
1930                                 {
1931                                         screen_load();
1932                                         p_ptr->energy_use = 0;
1933                                         return;
1934                                 }
1935
1936                                 case '8':
1937                                 case 'k':
1938                                 case 'K':
1939                                 {
1940                                         menu_line += (num - 1);
1941                                         break;
1942                                 }
1943
1944                                 case '2':
1945                                 case 'j':
1946                                 case 'J':
1947                                 {
1948                                         menu_line++;
1949                                         break;
1950                                 }
1951
1952                                 case '6':
1953                                 case 'l':
1954                                 case 'L':
1955                                 case '4':
1956                                 case 'h':
1957                                 case 'H':
1958                                 {
1959                                         if (menu_line > 18)
1960                                                 menu_line -= 18;
1961                                         else if (menu_line+18 <= num)
1962                                                 menu_line += 18;
1963                                         break;
1964                                 }
1965
1966                                 case 'x':
1967                                 case 'X':
1968                                 case '\r':
1969                                 {
1970                                         i = menu_line - 1;
1971                                         ask = FALSE;
1972                                         break;
1973                                 }
1974                         }
1975                         if (menu_line > num) menu_line -= num;
1976                 }
1977                 /* Request redraw */
1978                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
1979                 {
1980                         /* Show the list */
1981                         if (!redraw || use_menu)
1982                         {
1983                                 byte y = 1, x = 0;
1984                                 int ctr = 0;
1985                                 char dummy[80];
1986                                 char letter;
1987                                 TERM_LEN x1, y1;
1988
1989                                 strcpy(dummy, "");
1990
1991                                 /* Show list */
1992                                 redraw = TRUE;
1993                                 if (!use_menu) screen_save();
1994
1995                                 /* Print header(s) */
1996                                 if (num < 18)
1997                                         prt(_("                            Lv   MP 失率", "                            Lv Cost Fail"), y++, x);
1998                                 else
1999                                 prt(_("                            Lv   MP 失率                            Lv   MP 失率", 
2000                                           "                            Lv Cost Fail                            Lv Cost Fail"), y++, x);
2001
2002
2003                                 /* Print list */
2004                                 while (ctr < num)
2005                                 {
2006                                         x1 = ((ctr < 18) ? x : x + 40);
2007                                         y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
2008
2009                                         if (use_menu)
2010                                         {
2011                                                 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " >  "));
2012                                                 else strcpy(dummy, "    ");
2013                                         }
2014                                         else
2015                                         {
2016                                                 /* letter/number for power selection */
2017                                                 if (ctr < 26)
2018                                                         letter = I2A(ctr);
2019                                                 else
2020                                                         letter = '0' + ctr - 26;
2021                                                 sprintf(dummy, " %c) ",letter);
2022                                         }
2023                                         strcat(dummy, format("%-23.23s %2d %4d %3d%%",
2024                                                 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
2025                                                 100 - racial_chance(&power_desc[ctr])));
2026                                         prt(dummy, y1, x1);
2027                                         ctr++;
2028                                 }
2029                         }
2030
2031                         /* Hide the list */
2032                         else
2033                         {
2034                                 /* Hide list */
2035                                 redraw = FALSE;
2036                                 screen_load();
2037                         }
2038
2039                         /* Redo asking */
2040                         continue;
2041                 }
2042
2043                 if (!use_menu)
2044                 {
2045                         if (choice == '\r' && num == 1)
2046                         {
2047                                 choice = 'a';
2048                         }
2049
2050                         if (isalpha(choice))
2051                         {
2052                                 /* Note verify */
2053                                 ask = (isupper(choice));
2054
2055                                 /* Lowercase */
2056                                 if (ask) choice = (char)tolower(choice);
2057
2058                                 /* Extract request */
2059                                 i = (islower(choice) ? A2I(choice) : -1);
2060                         }
2061                         else
2062                         {
2063                                 ask = FALSE; /* Can't uppercase digits */
2064
2065                                 i = choice - '0' + 26;
2066                         }
2067                 }
2068
2069                 /* Totally Illegal */
2070                 if ((i < 0) || (i >= num))
2071                 {
2072                         bell();
2073                         continue;
2074                 }
2075
2076                 /* Verify it */
2077                 if (ask)
2078                 {
2079                         char tmp_val[160];
2080
2081                         /* Prompt */
2082                         (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
2083
2084                         /* Belay that order */
2085                         if (!get_check(tmp_val)) continue;
2086                 }
2087
2088                 /* Stop the loop */
2089                 flag = TRUE;
2090         }
2091         if (redraw) screen_load();
2092
2093         /* Abort if needed */
2094         if (!flag)
2095         {
2096                 p_ptr->energy_use = 0;
2097                 return;
2098         }
2099         repeat_push(i);
2100         } /*if (!repeat_pull(&i) || ...)*/
2101         switch (racial_aux(&power_desc[i]))
2102         {
2103         case 1:
2104                 if (power_desc[i].number < 0)
2105                         cast = cmd_racial_power_aux(power_desc[i].number);
2106                 else
2107                         cast = mutation_power_aux(power_desc[i].number);
2108                 break;
2109         case 0:
2110                 cast = FALSE;
2111                 break;
2112         case -1:
2113                 cast = TRUE;
2114                 break;
2115         }
2116
2117         if (cast)
2118         {
2119                 if (racial_cost)
2120                 {
2121                         int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2122
2123                         /* If mana is not enough, player consumes hit point! */
2124                         if (p_ptr->csp < actual_racial_cost)
2125                         {
2126                                 actual_racial_cost -= p_ptr->csp;
2127                                 p_ptr->csp = 0;
2128                                 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2129                         }
2130                         else p_ptr->csp -= actual_racial_cost;
2131
2132                         /* Redraw mana and hp */
2133                         p_ptr->redraw |= (PR_HP | PR_MANA);
2134
2135                         p_ptr->window |= (PW_PLAYER | PW_SPELL);
2136                 }
2137         }
2138         else p_ptr->energy_use = 0;
2139
2140         /* Success */
2141         return;
2142 }