OSDN Git Service

[Refactor] #38862 Moved angband.h, h-*.h and system-variables.c/h
[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 "system/angband.h"
14 #include "core/stuff-handler.h"
15 #include "util.h"
16
17 #include "cmd-basic.h"
18 #include "cmd-magiceat.h"
19 #include "cmd-mane.h"
20 #include "cmd-zapwand.h"
21 #include "cmd-pet.h"
22 #include "melee.h"
23 #include "object/object-hook.h"
24
25 #include "mutation/mutation.h"
26 #include "player/player-race.h"
27 #include "player/player-effects.h"
28 #include "player/player-status.h"
29 #include "player/player-damage.h"
30 #include "spells-status.h"
31 #include "spells-object.h"
32 #include "spells-floor.h"
33 #include "cmd-spell.h"
34 #include "realm/realm-hex.h"
35 #include "targeting.h"
36 #include "view/display-main-window.h"
37 #include "player/player-class.h"
38 #include "effect/spells-effect-util.h"
39 #include "spell/spells-type.h"
40 #include "spell/spells2.h"
41 #include "spell/spells3.h"
42
43 /*!
44  * @brief 修行僧の構え設定処理
45  * @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。
46  */
47 static bool choose_kamae(player_type *creature_ptr)
48 {
49         char choice;
50         int new_kamae = 0;
51         int i;
52         char buf[80];
53
54         if (cmd_limit_confused(creature_ptr)) return FALSE;
55         screen_save();
56         prt(_(" a) 構えをとく", " a) No form"), 2, 20);
57
58         for (i = 0; i < MAX_KAMAE; i++)
59         {
60                 if (creature_ptr->lev >= kamae_shurui[i].min_level)
61                 {
62                         sprintf(buf," %c) %-12s  %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
63                         prt(buf, 3+i, 20);
64                 }
65         }
66
67         prt("", 1, 0);
68         prt(_("        どの構えをとりますか?", "        Choose Stance: "), 1, 14);
69
70         while (TRUE)
71         {
72                 choice = inkey();
73
74                 if (choice == ESCAPE)
75                 {
76                         screen_load();
77                         return FALSE;
78                 }
79                 else if ((choice == 'a') || (choice == 'A'))
80                 {
81                         if (creature_ptr->action == ACTION_KAMAE)
82                         {
83                                 set_action(creature_ptr, ACTION_NONE);
84                         }
85                         else
86                                 msg_print(_("もともと構えていない。", "You are not in a special stance."));
87                         screen_load();
88                         return TRUE;
89                 }
90                 else if ((choice == 'b') || (choice == 'B'))
91                 {
92                         new_kamae = 0;
93                         break;
94                 }
95                 else if (((choice == 'c') || (choice == 'C')) && (creature_ptr->lev > 29))
96                 {
97                         new_kamae = 1;
98                         break;
99                 }
100                 else if (((choice == 'd') || (choice == 'D')) && (creature_ptr->lev > 34))
101                 {
102                         new_kamae = 2;
103                         break;
104                 }
105                 else if (((choice == 'e') || (choice == 'E')) && (creature_ptr->lev > 39))
106                 {
107                         new_kamae = 3;
108                         break;
109                 }
110         }
111         set_action(creature_ptr, ACTION_KAMAE);
112
113         if (creature_ptr->special_defense & (KAMAE_GENBU << new_kamae))
114         {
115                 msg_print(_("構え直した。", "You reassume a stance."));
116         }
117         else
118         {
119                 creature_ptr->special_defense &= ~(KAMAE_MASK);
120                 creature_ptr->update |= (PU_BONUS);
121                 creature_ptr->redraw |= (PR_STATE);
122                 msg_format(_("%sの構えをとった。", "You assume the %s stance."), kamae_shurui[new_kamae].desc);
123                 creature_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
124         }
125         creature_ptr->redraw |= PR_STATE;
126         screen_load();
127         return TRUE;
128 }
129
130 /*!
131  * @brief 剣術家の型設定処理
132  * @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。
133  */
134 static bool choose_kata(player_type *creature_ptr)
135 {
136         char choice;
137         int new_kata = 0;
138         int i;
139         char buf[80];
140
141         if (cmd_limit_confused(creature_ptr)) return FALSE;
142
143         if (creature_ptr->stun)
144         {
145                 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
146                 return FALSE;
147         }
148
149         if (creature_ptr->afraid)
150         {
151                 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
152                 return FALSE;
153         }
154         screen_save();
155         prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
156
157         for (i = 0; i < MAX_KATA; i++)
158         {
159                 if (creature_ptr->lev >= kata_shurui[i].min_level)
160                 {
161                         sprintf(buf,_(" %c) %sの型    %s", " %c) Stance of %-12s  %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
162                         prt(buf, 3+i, 20);
163                 }
164         }
165
166         prt("", 1, 0);
167         prt(_("        どの型で構えますか?", "        Choose Stance: "), 1, 14);
168
169         while (TRUE)
170         {
171                 choice = inkey();
172
173                 if (choice == ESCAPE)
174                 {
175                         screen_load();
176                         return FALSE;
177                 }
178                 else if ((choice == 'a') || (choice == 'A'))
179                 {
180                         if (creature_ptr->action == ACTION_KATA)
181                         {
182                                 set_action(creature_ptr, ACTION_NONE);
183                         }
184                         else
185                                 msg_print(_("もともと構えていない。", "You are not in a special stance."));
186                         screen_load();
187                         return TRUE;
188                 }
189                 else if ((choice == 'b') || (choice == 'B'))
190                 {
191                         new_kata = 0;
192                         break;
193                 }
194                 else if (((choice == 'c') || (choice == 'C')) && (creature_ptr->lev > 29))
195                 {
196                         new_kata = 1;
197                         break;
198                 }
199                 else if (((choice == 'd') || (choice == 'D')) && (creature_ptr->lev > 34))
200                 {
201                         new_kata = 2;
202                         break;
203                 }
204                 else if (((choice == 'e') || (choice == 'E')) && (creature_ptr->lev > 39))
205                 {
206                         new_kata = 3;
207                         break;
208                 }
209         }
210         set_action(creature_ptr, ACTION_KATA);
211
212         if (creature_ptr->special_defense & (KATA_IAI << new_kata))
213         {
214                 msg_print(_("構え直した。", "You reassume a stance."));
215         }
216         else
217         {
218                 creature_ptr->special_defense &= ~(KATA_MASK);
219                 creature_ptr->update |= (PU_BONUS | PU_MONSTERS);
220                 msg_format(_("%sの型で構えた。", "You assume the %s stance."), kata_shurui[new_kata].desc);
221                 creature_ptr->special_defense |= (KATA_IAI << new_kata);
222         }
223         creature_ptr->redraw |= (PR_STATE | PR_STATUS);
224         screen_load();
225         return TRUE;
226 }
227
228
229 /*!
230  * @brief レイシャル・パワー情報の構造体定義
231  */
232 typedef struct power_desc_type
233 {
234         GAME_TEXT name[MAX_NLEN];      //!<レイシャル名
235         PLAYER_LEVEL level;     //!<体得レベル
236         int cost;
237         int stat;
238         PERCENTAGE fail;
239         int number;
240 } power_desc_type;
241
242
243 /*!
244  * @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
245  * @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
246  * @return 成功率(%)を返す
247  */
248 static PERCENTAGE racial_chance(player_type *creature_ptr, power_desc_type *pd_ptr)
249 {
250         PLAYER_LEVEL min_level  = pd_ptr->level;
251         PERCENTAGE difficulty = pd_ptr->fail;
252
253         int i;
254         int val;
255         int sum = 0;
256         BASE_STATUS stat = creature_ptr->stat_cur[pd_ptr->stat];
257
258         /* No chance for success */
259         if ((creature_ptr->lev < min_level) || creature_ptr->confused)
260         {
261                 return 0;
262         }
263
264         if (difficulty == 0) return 100;
265
266         /* Calculate difficulty */
267         if (creature_ptr->stun)
268         {
269                 difficulty += (PERCENTAGE)creature_ptr->stun;
270         }
271         else if (creature_ptr->lev > min_level)
272         {
273                 PERCENTAGE lev_adj = (PERCENTAGE)((creature_ptr->lev - min_level) / 3);
274                 if (lev_adj > 10) lev_adj = 10;
275                 difficulty -= lev_adj;
276         }
277
278         if (difficulty < 5) difficulty = 5;
279
280         /* We only need halfs of the difficulty */
281         difficulty = difficulty / 2;
282
283         for (i = 1; i <= stat; i++)
284         {
285                 val = i - difficulty;
286                 if (val > 0)
287                         sum += (val <= difficulty) ? val : difficulty;
288         }
289
290         if (difficulty == 0)
291                 return (100);
292         else
293                 return (((sum * 100) / difficulty) / stat);
294 }
295
296
297 static int racial_cost;
298
299 /*!
300  * @brief レイシャル・パワーの発動の判定処理
301  * @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
302  * @return
303  * 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。
304  * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
305  */
306 static int racial_aux(player_type *creature_ptr, power_desc_type *pd_ptr)
307 {
308         PLAYER_LEVEL min_level  = pd_ptr->level;
309         int use_stat   = pd_ptr->stat;
310         int difficulty = pd_ptr->fail;
311         int use_hp = 0;
312
313         racial_cost = pd_ptr->cost;
314
315         /* Not enough mana - use hp */
316         if (creature_ptr->csp < racial_cost) use_hp = racial_cost - creature_ptr->csp;
317
318         /* Power is not available yet */
319         if (creature_ptr->lev < min_level)
320         {
321                 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。", 
322                                          "You need to attain level %d to use this power."), min_level);
323
324                 free_turn(creature_ptr);
325                 return FALSE;
326         }
327
328         if (cmd_limit_confused(creature_ptr))
329         {
330                 free_turn(creature_ptr);
331                 return FALSE;
332         }
333
334         /* Risk death? */
335         else if (creature_ptr->chp < use_hp)
336         {
337                 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? ")))
338                 {
339                         free_turn(creature_ptr);
340                         return FALSE;
341                 }
342         }
343
344         /* Else attempt to do it! */
345
346         if (difficulty)
347         {
348                 if (creature_ptr->stun)
349                 {
350                         difficulty += creature_ptr->stun;
351                 }
352                 else if (creature_ptr->lev > min_level)
353                 {
354                         int lev_adj = ((creature_ptr->lev - min_level) / 3);
355                         if (lev_adj > 10) lev_adj = 10;
356                         difficulty -= lev_adj;
357                 }
358
359                 if (difficulty < 5) difficulty = 5;
360         }
361
362         /* take time and pay the price */
363         take_turn(creature_ptr, 100);
364
365         /* Success? */
366         if (randint1(creature_ptr->stat_cur[use_stat]) >= ((difficulty / 2) + randint1(difficulty / 2)))
367         {
368                 return 1;
369         }
370
371         if (flush_failure) flush();
372         msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
373
374         return -1;
375 }
376
377
378 /*!
379  * @brief レイシャル・パワー発動処理
380  * @param creature_ptr プレーヤーへの参照ポインタ
381  * @param command 発動するレイシャルのID
382  * @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。
383  */
384 static bool exe_racial_power(player_type *creature_ptr, s32b command)
385 {
386         PLAYER_LEVEL plev = creature_ptr->lev;
387         DIRECTION dir = 0;
388
389         if (command <= -3)
390         {
391                 switch (creature_ptr->pclass)
392                 {
393                 case CLASS_WARRIOR:
394                 {
395                         return sword_dancing(creature_ptr);
396                         break;
397                 }
398                 case CLASS_HIGH_MAGE:
399                 if (creature_ptr->realm1 == REALM_HEX)
400                 {
401                         bool retval = stop_hex_spell(creature_ptr);
402                         if (retval) creature_ptr->energy_use = 10;
403                         return (retval);
404                 }
405                         /* Fall through */
406                 case CLASS_MAGE:
407                 /* case CLASS_HIGH_MAGE: */
408                 case CLASS_SORCERER:
409                 {
410                         if (!eat_magic(creature_ptr, creature_ptr->lev * 2)) return FALSE;
411                         break;
412                 }
413                 case CLASS_PRIEST:
414                 {
415                         if (is_good_realm(creature_ptr->realm1))
416                         {
417                                 if (!bless_weapon(creature_ptr)) return FALSE;
418                         }
419                         else
420                         {
421                                 (void)dispel_monsters(creature_ptr, plev * 4);
422                                 turn_monsters(creature_ptr, plev * 4);
423                                 banish_monsters(creature_ptr, plev * 4);
424                         }
425                         break;
426                 }
427                 case CLASS_ROGUE:
428                 {
429                         if(!hit_and_away(creature_ptr)) return FALSE;
430                         break;
431                 }
432                 case CLASS_RANGER:
433                 case CLASS_SNIPER:
434                 {
435                         msg_print(_("敵を調査した...", "You examine your foes..."));
436                         probing(creature_ptr);
437                         break;
438                 }
439                 case CLASS_PALADIN:
440                 {
441                         if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
442                         fire_beam(creature_ptr, is_good_realm(creature_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
443                                   dir, plev * 3);
444                         break;
445                 }
446                 case CLASS_WARRIOR_MAGE:
447                 {
448                         if (command == -3)
449                         {
450                                 return comvert_hp_to_mp(creature_ptr);
451                         }
452                         else if (command == -4)
453                         {
454                                 return comvert_mp_to_hp(creature_ptr);
455                         }
456                         break;
457                 }
458                 case CLASS_CHAOS_WARRIOR:
459                 {
460                         return confusing_light(creature_ptr);
461                         break;
462                 }
463                 case CLASS_MONK:
464                 {
465                         if (!(empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM))
466                         {
467                                 msg_print(_("素手じゃないとできません。", "You need to be barehanded."));
468                                 return FALSE;
469                         }
470                         if (creature_ptr->riding)
471                         {
472                                 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
473                                 return FALSE;
474                         }
475
476                         if (command == -3)
477                         {
478                                 if (!choose_kamae(creature_ptr)) return FALSE;
479                                 creature_ptr->update |= (PU_BONUS);
480                         }
481                         else if (command == -4)
482                         {
483                                 return double_attack(creature_ptr);
484                         }
485                         break;
486                 }
487                 case CLASS_MINDCRAFTER:
488                 case CLASS_FORCETRAINER:
489                 {
490                         return clear_mind(creature_ptr);
491                 }
492                 case CLASS_TOURIST:
493                 {
494                         if (command == -3)
495                         {
496                                 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
497                                 project_length = 1;
498                                 fire_beam(creature_ptr, GF_PHOTO, dir, 1);
499                         }
500                         else if (command == -4)
501                         {
502                                 if (!identify_fully(creature_ptr, FALSE, 0)) return FALSE;
503                         }
504                         break;
505                 }
506                 case CLASS_IMITATOR:
507                 {
508                         handle_stuff(creature_ptr);
509                         if (!do_cmd_mane(creature_ptr, TRUE)) return FALSE;
510                         break;
511                 }
512                 case CLASS_BEASTMASTER:
513                 {
514                         if (command == -3)
515                         {
516                                 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
517                                 (void)fire_ball_hide(creature_ptr, GF_CHARM_LIVING, dir, creature_ptr->lev, 0);
518                         }
519                         else if (command == -4)
520                         {
521                                 project_all_los(creature_ptr, GF_CHARM_LIVING, creature_ptr->lev);
522                         }
523                         break;
524                 }
525                 case CLASS_ARCHER:
526                 {
527                         if (!create_ammo(creature_ptr)) return FALSE;
528                         break;
529                 }
530                 case CLASS_MAGIC_EATER:
531                 {
532                         if (command == -3) {
533                                 if (!import_magic_device(creature_ptr)) return FALSE;
534                         } else if (command == -4) {
535                                 if (cmd_limit_cast(creature_ptr)) return FALSE;
536                                 if (!do_cmd_magic_eater(creature_ptr, FALSE, TRUE)) return FALSE;
537                         }
538                         break;
539                 }
540                 case CLASS_BARD:
541                 {
542                         /* Singing is already stopped */
543                         if (!SINGING_SONG_EFFECT(creature_ptr) && !INTERUPTING_SONG_EFFECT(creature_ptr)) return FALSE;
544
545                         stop_singing(creature_ptr);
546                         creature_ptr->energy_use = 10;
547                         break;
548                 }
549                 case CLASS_RED_MAGE:
550                 {
551                         if (cmd_limit_cast(creature_ptr)) return FALSE;
552                         handle_stuff(creature_ptr);
553                         do_cmd_cast(creature_ptr);
554                         handle_stuff(creature_ptr);
555                         if (!creature_ptr->paralyzed && !cmd_limit_cast(creature_ptr))
556                                 do_cmd_cast(creature_ptr);
557                         break;
558                 }
559                 case CLASS_SAMURAI:
560                 {
561                         if (command == -3)
562                         {
563                                 concentration(creature_ptr);
564                         }
565                         else if (command == -4)
566                         {
567                                 if (!has_melee_weapon(creature_ptr, INVEN_RARM) && !has_melee_weapon(creature_ptr, INVEN_LARM))
568                                 {
569                                         msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
570                                         return FALSE;
571                                 }
572                                 if (!choose_kata(creature_ptr)) return FALSE;
573                                 creature_ptr->update |= (PU_BONUS);
574                         }
575                         break;
576                 }
577                 case CLASS_BLUE_MAGE:
578                 {
579                         if (creature_ptr->action == ACTION_LEARN)
580                         {
581                                 set_action(creature_ptr, ACTION_NONE);
582                         }
583                         else
584                         {
585                                 set_action(creature_ptr, ACTION_LEARN);
586                         }
587                         free_turn(creature_ptr);
588                         break;
589                 }
590                 case CLASS_CAVALRY:
591                 {
592                         return rodeo(creature_ptr);
593                 }
594                 case CLASS_BERSERKER:
595                 {
596                         if (!recall_player(creature_ptr, randint0(21) + 15)) return FALSE;
597                         break;
598                 }
599                 case CLASS_SMITH:
600                 {
601                         if (creature_ptr->lev > 29)
602                         {
603                                 if (!identify_fully(creature_ptr, TRUE, 0)) return FALSE;
604                         }
605                         else
606                         {
607                                 if (!ident_spell(creature_ptr, TRUE, 0)) return FALSE;
608                         }
609                         break;
610                 }
611                 case CLASS_MIRROR_MASTER:
612                 {
613                         if (command == -3)
614                         {
615                                 /* Explode all mirrors */
616                                 remove_all_mirrors(creature_ptr, TRUE);
617                         }
618                         else if (command == -4)
619                         {
620                                 return mirror_concentration(creature_ptr);
621                         }
622                         break;
623                 }
624                 case CLASS_NINJA:
625                         hayagake(creature_ptr);
626                         break;
627                 }
628         }
629         else if (creature_ptr->mimic_form)
630         {
631                 switch (creature_ptr->mimic_form)
632                 {
633                 case MIMIC_DEMON:
634                 case MIMIC_DEMON_LORD:
635                 {
636                         return demonic_breath(creature_ptr);
637                 }
638                 case MIMIC_VAMPIRE:
639                         vampirism(creature_ptr);
640                         break;
641                 }
642         }
643
644         else 
645         {
646
647         switch (creature_ptr->prace)
648         {
649                 case RACE_DWARF:
650                         msg_print(_("周囲を調べた。", "You examine your surroundings."));
651                         (void)detect_traps(creature_ptr, DETECT_RAD_DEFAULT, TRUE);
652                         (void)detect_doors(creature_ptr, DETECT_RAD_DEFAULT);
653                         (void)detect_stairs(creature_ptr, DETECT_RAD_DEFAULT);
654                         break;
655
656                 case RACE_HOBBIT:
657                         return create_ration(creature_ptr);
658                         break;
659
660                 case RACE_GNOME:
661                         msg_print(_("パッ!", "Blink!"));
662                         teleport_player(creature_ptr, 10, TELEPORT_SPONTANEOUS);
663                         break;
664
665                 case RACE_HALF_ORC:
666                         msg_print(_("勇気を出した。", "You play tough."));
667                         (void)set_afraid(creature_ptr, 0);
668                         break;
669
670                 case RACE_HALF_TROLL:
671                         msg_print(_("うがぁぁ!", "RAAAGH!"));
672                         (void)berserk(creature_ptr, 10 + randint1(plev));
673                         break;
674
675                 case RACE_AMBERITE:
676                         if (command == -1)
677                         {
678                                 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
679                                 reserve_alter_reality(creature_ptr);
680                         }
681                         else if (command == -2)
682                         {
683                                 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..."));
684
685                                 (void)true_healing(creature_ptr, 0);
686                                 (void)restore_all_status(creature_ptr);
687                                 (void)restore_level(creature_ptr);
688                         }
689                         break;
690
691                 case RACE_BARBARIAN:
692                         msg_print(_("うぉぉおお!", "Raaagh!"));
693                         (void)berserk(creature_ptr, 10 + randint1(plev));
694                         break;
695
696                 case RACE_HALF_OGRE:
697                         msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
698                         explosive_rune(creature_ptr, creature_ptr->y, creature_ptr->x);
699                         break;
700
701                 case RACE_HALF_GIANT:
702                         if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
703                         (void)wall_to_mud(creature_ptr, dir, 20 + randint1(30));
704                         break;
705
706                 case RACE_HALF_TITAN:
707                         msg_print(_("敵を調査した...", "You examine your foes..."));
708                         probing(creature_ptr);
709                         break;
710
711                 case RACE_CYCLOPS:
712                         if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
713                         msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
714                         fire_bolt(creature_ptr, GF_MISSILE, dir, (3 * plev) / 2);
715                         break;
716
717                 case RACE_YEEK:
718                         if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
719                         stop_mouth(creature_ptr);
720                         msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
721                         (void)fear_monster(creature_ptr, dir, plev);
722                         break;
723
724                 case RACE_KLACKON:
725                         if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
726                         stop_mouth(creature_ptr);
727                         msg_print(_("酸を吐いた。", "You spit acid."));
728                         if (plev < 25) fire_bolt(creature_ptr, GF_ACID, dir, plev);
729                         else fire_ball(creature_ptr, GF_ACID, dir, plev, 2);
730                         break;
731
732                 case RACE_KOBOLD:
733                         if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
734                         msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
735                         fire_bolt(creature_ptr, GF_POIS, dir, plev);
736                         break;
737
738                 case RACE_NIBELUNG:
739                         msg_print(_("周囲を調査した。", "You examine your surroundings."));
740                         (void)detect_traps(creature_ptr, DETECT_RAD_DEFAULT, TRUE);
741                         (void)detect_doors(creature_ptr, DETECT_RAD_DEFAULT);
742                         (void)detect_stairs(creature_ptr, DETECT_RAD_DEFAULT);
743                         break;
744
745                 case RACE_DARK_ELF:
746                         if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
747                         msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
748                         fire_bolt_or_beam(creature_ptr, 10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4));
749                         break;
750
751                 case RACE_DRACONIAN:
752                         return draconian_breath(creature_ptr);
753                         break;
754
755                 case RACE_MIND_FLAYER:
756                         if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
757                         msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
758                         fire_bolt(creature_ptr, GF_PSI, dir, plev);
759                         break;
760
761                 case RACE_IMP:
762                         if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
763                         if (plev >= 30)
764                         {
765                                 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
766                                 fire_ball(creature_ptr, GF_FIRE, dir, plev, 2);
767                         }
768                         else
769                         {
770                                 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
771                                 fire_bolt(creature_ptr, GF_FIRE, dir, plev);
772                         }
773                         break;
774
775                 case RACE_GOLEM:
776                         (void)set_shield(creature_ptr, randint1(20) + 30, FALSE);
777                         break;
778
779                 case RACE_SKELETON:
780                 case RACE_ZOMBIE:
781                         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."));
782                         (void)restore_level(creature_ptr);
783                         break;
784
785                 case RACE_VAMPIRE:
786                         vampirism(creature_ptr);
787                         break;
788
789                 case RACE_SPECTRE:
790                         if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
791                         stop_mouth(creature_ptr);
792                         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!"));
793                         (void)fear_monster(creature_ptr, dir, plev);
794                         break;
795
796                 case RACE_SPRITE:
797                         msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
798                         if (plev < 25) sleep_monsters_touch(creature_ptr);
799                         else (void)sleep_monsters(creature_ptr, plev);
800                         break;
801
802                 case RACE_DEMON:
803                         return demonic_breath(creature_ptr); 
804                         break;
805
806                 case RACE_KUTAR:
807                         (void)set_tsubureru(creature_ptr, randint1(20) + 30, FALSE);
808                         break;
809
810                 case RACE_ANDROID:
811                         return android_inside_weapon(creature_ptr);
812                         break;
813
814                 default:
815                         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."));
816                         free_turn(creature_ptr);
817         }
818         }
819
820         return TRUE;
821 }
822
823
824 /*!
825  * @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
826  * @return なし
827  */
828 void do_cmd_racial_power(player_type *creature_ptr)
829 {
830         power_desc_type power_desc[36];
831         int num;
832         COMMAND_CODE i = 0;
833         int ask = TRUE;
834         PLAYER_LEVEL lvl = creature_ptr->lev;
835         bool            flag, redraw, cast = FALSE;
836         bool            warrior = ((creature_ptr->pclass == CLASS_WARRIOR || creature_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
837         char            choice;
838         char            out_val[160];
839         int menu_line = (use_menu ? 1 : 0);
840
841         if (creature_ptr->wild_mode) return;
842
843         for (num = 0; num < 36; num++)
844         {
845                 strcpy(power_desc[num].name, "");
846                 power_desc[num].number = 0;
847         }
848
849         num = 0;
850
851         if (cmd_limit_confused(creature_ptr))
852         {
853                 free_turn(creature_ptr);
854                 return;
855         }
856
857         if (creature_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
858         {
859                 set_action(creature_ptr, ACTION_NONE);
860         }
861
862         switch (creature_ptr->pclass)
863         {
864         case CLASS_WARRIOR:
865         {
866                 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
867                 power_desc[num].level = 40;
868                 power_desc[num].cost = 75;
869                 power_desc[num].stat = A_DEX;
870                 power_desc[num].fail = 35;
871                 power_desc[num++].number = -3;
872                 break;
873         }
874         case CLASS_HIGH_MAGE:
875                 if (creature_ptr->realm1 == REALM_HEX)
876                 {
877                         strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spell casting"));
878                         power_desc[num].level = 1;
879                         power_desc[num].cost = 0;
880                         power_desc[num].stat = A_INT;
881                         power_desc[num].fail = 0;
882                         power_desc[num++].number = -3;
883                         break;
884                 }
885                 /* Fall through */
886         case CLASS_MAGE:
887                 /* case CLASS_HIGH_MAGE: */
888         case CLASS_SORCERER:
889         {
890                 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
891                 power_desc[num].level = 25;
892                 power_desc[num].cost = 1;
893                 power_desc[num].stat = A_INT;
894                 power_desc[num].fail = 25;
895                 power_desc[num++].number = -3;
896                 break;
897         }
898         case CLASS_PRIEST:
899         {
900                 if (is_good_realm(creature_ptr->realm1))
901                 {
902                         strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
903                         power_desc[num].level = 35;
904                         power_desc[num].cost = 70;
905                         power_desc[num].stat = A_WIS;
906                         power_desc[num].fail = 50;
907                         power_desc[num++].number = -3;
908                 }
909                 else
910                 {
911                         strcpy(power_desc[num].name, _("召魂", "Evocation"));
912                         power_desc[num].level = 42;
913                         power_desc[num].cost = 40;
914                         power_desc[num].stat = A_WIS;
915                         power_desc[num].fail = 35;
916                         power_desc[num++].number = -3;
917                 }
918                 break;
919         }
920         case CLASS_ROGUE:
921         {
922                 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
923                 power_desc[num].level = 8;
924                 power_desc[num].cost = 12;
925                 power_desc[num].stat = A_DEX;
926                 power_desc[num].fail = 14;
927                 power_desc[num++].number = -3;
928                 break;
929         }
930         case CLASS_RANGER:
931         case CLASS_SNIPER:
932         {
933                 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
934                 power_desc[num].level = 15;
935                 power_desc[num].cost = 20;
936                 power_desc[num].stat = A_INT;
937                 power_desc[num].fail = 12;
938                 power_desc[num++].number = -3;
939                 break;
940         }
941         case CLASS_PALADIN:
942         {
943                 if (is_good_realm(creature_ptr->realm1))
944                 {
945                         strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
946                         power_desc[num].level = 30;
947                         power_desc[num].cost = 30;
948                         power_desc[num].stat = A_WIS;
949                         power_desc[num].fail = 30;
950                         power_desc[num++].number = -3;
951                 }
952                 else
953                 {
954                         strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
955                         power_desc[num].level = 30;
956                         power_desc[num].cost = 30;
957                         power_desc[num].stat = A_WIS;
958                         power_desc[num].fail = 30;
959                         power_desc[num++].number = -3;
960                 }
961                 break;
962         }
963         case CLASS_WARRIOR_MAGE:
964         {
965                 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
966                 power_desc[num].level = 25;
967                 power_desc[num].cost = 0;
968                 power_desc[num].stat = A_INT;
969                 power_desc[num].fail = 10;
970                 power_desc[num++].number = -3;
971
972                 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
973                 power_desc[num].level = 25;
974                 power_desc[num].cost = 0;
975                 power_desc[num].stat = A_INT;
976                 power_desc[num].fail = 10;
977                 power_desc[num++].number = -4;
978                 break;
979         }
980         case CLASS_CHAOS_WARRIOR:
981         {
982                 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
983                 power_desc[num].level = 40;
984                 power_desc[num].cost = 50;
985                 power_desc[num].stat = A_INT;
986                 power_desc[num].fail = 25;
987                 power_desc[num++].number = -3;
988                 break;
989         }
990         case CLASS_MONK:
991         {
992                 strcpy(power_desc[num].name, _("構える", "Assume a Stance"));
993                 power_desc[num].level = 25;
994                 power_desc[num].cost = 0;
995                 power_desc[num].stat = A_DEX;
996                 power_desc[num].fail = 0;
997                 power_desc[num++].number = -3;
998
999                 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
1000                 power_desc[num].level = 30;
1001                 power_desc[num].cost = 30;
1002                 power_desc[num].stat = A_STR;
1003                 power_desc[num].fail = 20;
1004                 power_desc[num++].number = -4;
1005                 break;
1006         }
1007         case CLASS_MINDCRAFTER:
1008         case CLASS_FORCETRAINER:
1009         {
1010                 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1011                 power_desc[num].level = 15;
1012                 power_desc[num].cost = 0;
1013                 power_desc[num].stat = A_WIS;
1014                 power_desc[num].fail = 10;
1015                 power_desc[num++].number = -3;
1016                 break;
1017         }
1018         case CLASS_TOURIST:
1019         {
1020                 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1021                 power_desc[num].level = 1;
1022                 power_desc[num].cost = 0;
1023                 power_desc[num].stat = A_DEX;
1024                 power_desc[num].fail = 0;
1025                 power_desc[num++].number = -3;
1026
1027                 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1028                 power_desc[num].level = 25;
1029                 power_desc[num].cost = 20;
1030                 power_desc[num].stat = A_INT;
1031                 power_desc[num].fail = 20;
1032                 power_desc[num++].number = -4;
1033                 break;
1034         }
1035         case CLASS_IMITATOR:
1036         {
1037                 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1038                 power_desc[num].level = 30;
1039                 power_desc[num].cost = 100;
1040                 power_desc[num].stat = A_DEX;
1041                 power_desc[num].fail = 30;
1042                 power_desc[num++].number = -3;
1043                 break;
1044         }
1045         case CLASS_BEASTMASTER:
1046         {
1047                 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1048                 power_desc[num].level = 1;
1049                 power_desc[num].cost = (creature_ptr->lev + 3) / 4;
1050                 power_desc[num].stat = A_CHR;
1051                 power_desc[num].fail = 10;
1052                 power_desc[num++].number = -3;
1053
1054                 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1055                 power_desc[num].level = 30;
1056                 power_desc[num].cost = (creature_ptr->lev + 20) / 2;
1057                 power_desc[num].stat = A_CHR;
1058                 power_desc[num].fail = 10;
1059                 power_desc[num++].number = -4;
1060                 break;
1061         }
1062         case CLASS_ARCHER:
1063         {
1064                 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1065                 power_desc[num].level = 1;
1066                 power_desc[num].cost = 0;
1067                 power_desc[num].stat = A_DEX;
1068                 power_desc[num].fail = 0;
1069                 power_desc[num++].number = -3;
1070                 break;
1071         }
1072         case CLASS_MAGIC_EATER:
1073         {
1074                 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1075                 power_desc[num].level = 1;
1076                 power_desc[num].cost = 0;
1077                 power_desc[num].stat = A_INT;
1078                 power_desc[num].fail = 0;
1079                 power_desc[num++].number = -3;
1080
1081                 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1082                 power_desc[num].level = 10;
1083                 power_desc[num].cost = 10 + (lvl - 10) / 2;
1084                 power_desc[num].stat = A_INT;
1085                 power_desc[num].fail = 0;
1086                 power_desc[num++].number = -4;
1087                 break;
1088         }
1089         case CLASS_BARD:
1090         {
1091                 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1092                 power_desc[num].level = 1;
1093                 power_desc[num].cost = 0;
1094                 power_desc[num].stat = A_CHR;
1095                 power_desc[num].fail = 0;
1096                 power_desc[num++].number = -3;
1097                 break;
1098         }
1099         case CLASS_RED_MAGE:
1100         {
1101                 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1102                 power_desc[num].level = 48;
1103                 power_desc[num].cost = 20;
1104                 power_desc[num].stat = A_INT;
1105                 power_desc[num].fail = 0;
1106                 power_desc[num++].number = -3;
1107                 break;
1108         }
1109         case CLASS_SAMURAI:
1110         {
1111                 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1112                 power_desc[num].level = 1;
1113                 power_desc[num].cost = 0;
1114                 power_desc[num].stat = A_WIS;
1115                 power_desc[num].fail = 0;
1116                 power_desc[num++].number = -3;
1117
1118                 strcpy(power_desc[num].name, _("型", "Assume a Stance"));
1119                 power_desc[num].level = 25;
1120                 power_desc[num].cost = 0;
1121                 power_desc[num].stat = A_DEX;
1122                 power_desc[num].fail = 0;
1123                 power_desc[num++].number = -4;
1124                 break;
1125         }
1126         case CLASS_BLUE_MAGE:
1127         {
1128                 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1129                 power_desc[num].level = 1;
1130                 power_desc[num].cost = 0;
1131                 power_desc[num].stat = A_INT;
1132                 power_desc[num].fail = 0;
1133                 power_desc[num++].number = -3;
1134                 break;
1135         }
1136         case CLASS_CAVALRY:
1137         {
1138                 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1139                 power_desc[num].level = 10;
1140                 power_desc[num].cost = 0;
1141                 power_desc[num].stat = A_STR;
1142                 power_desc[num].fail = 10;
1143                 power_desc[num++].number = -3;
1144                 break;
1145         }
1146         case CLASS_BERSERKER:
1147         {
1148                 strcpy(power_desc[num].name, _("帰還", "Recall"));
1149                 power_desc[num].level = 10;
1150                 power_desc[num].cost = 10;
1151                 power_desc[num].stat = A_DEX;
1152                 power_desc[num].fail = 20;
1153                 power_desc[num++].number = -3;
1154                 break;
1155         }
1156         case CLASS_MIRROR_MASTER:
1157         {
1158                 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
1159                 power_desc[num].level = 1;
1160                 power_desc[num].cost = 0;
1161                 power_desc[num].stat = A_INT;
1162                 power_desc[num].fail = 0;
1163                 power_desc[num++].number = -3;
1164
1165                 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
1166                 power_desc[num].level = 30;
1167                 power_desc[num].cost = 0;
1168                 power_desc[num].stat = A_INT;
1169                 power_desc[num].fail = 20;
1170                 power_desc[num++].number = -4;
1171                 break;
1172         }
1173         case CLASS_SMITH:
1174         {
1175                 strcpy(power_desc[num].name, _("目利き", "Judgment"));
1176                 power_desc[num].level = 5;
1177                 power_desc[num].cost = 15;
1178                 power_desc[num].stat = A_INT;
1179                 power_desc[num].fail = 20;
1180                 power_desc[num++].number = -3;
1181                 break;
1182         }
1183         case CLASS_NINJA:
1184         {
1185                 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
1186                 power_desc[num].level = 20;
1187                 power_desc[num].cost = 0;
1188                 power_desc[num].stat = A_DEX;
1189                 power_desc[num].fail = 0;
1190                 power_desc[num++].number = -3;
1191                 break;
1192         }
1193         default:
1194                 strcpy(power_desc[0].name, _("(なし)", "(none)"));
1195         }
1196
1197         if (creature_ptr->mimic_form)
1198         {
1199                 switch (creature_ptr->mimic_form)
1200                 {
1201                 case MIMIC_DEMON:
1202                 case MIMIC_DEMON_LORD:
1203                         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);
1204                         power_desc[num].level = 15;
1205                         power_desc[num].cost = 10 + lvl / 3;
1206                         power_desc[num].stat = A_CON;
1207                         power_desc[num].fail = 20;
1208                         power_desc[num++].number = -1;
1209                         break;
1210                 case MIMIC_VAMPIRE:
1211                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1212                         power_desc[num].level = 2;
1213                         power_desc[num].cost = 1 + (lvl / 3);
1214                         power_desc[num].stat = A_CON;
1215                         power_desc[num].fail = 9;
1216                         power_desc[num++].number = -1;
1217                         break;
1218                 }
1219         }
1220         else
1221         {
1222                 switch (creature_ptr->prace)
1223                 {
1224                 case RACE_DWARF:
1225                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1226                         power_desc[num].level = 5;
1227                         power_desc[num].cost = 5;
1228                         power_desc[num].stat = A_WIS;
1229                         power_desc[num].fail = 12;
1230                         power_desc[num++].number = -1;
1231                         break;
1232                 case RACE_NIBELUNG:
1233                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1234                         power_desc[num].level = 10;
1235                         power_desc[num].cost = 5;
1236                         power_desc[num].stat = A_WIS;
1237                         power_desc[num].fail = 10;
1238                         power_desc[num++].number = -1;
1239                         break;
1240                 case RACE_HOBBIT:
1241                         strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
1242                         power_desc[num].level = 15;
1243                         power_desc[num].cost = 10;
1244                         power_desc[num].stat = A_INT;
1245                         power_desc[num].fail = 10;
1246                         power_desc[num++].number = -1;
1247                         break;
1248                 case RACE_GNOME:
1249                         sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
1250                         power_desc[num].level = 5;
1251                         power_desc[num].cost = 5;
1252                         power_desc[num].stat = A_INT;
1253                         power_desc[num].fail = 12;
1254                         power_desc[num++].number = -1;
1255                         break;
1256                 case RACE_HALF_ORC:
1257                         strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
1258                         power_desc[num].level = 3;
1259                         power_desc[num].cost = 5;
1260                         power_desc[num].stat = A_WIS;
1261                         power_desc[num].fail = warrior ? 5 : 10;
1262                         power_desc[num++].number = -1;
1263                         break;
1264                 case RACE_HALF_TROLL:
1265                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1266                         power_desc[num].level = 10;
1267                         power_desc[num].cost = 12;
1268                         power_desc[num].stat = A_STR;
1269                         power_desc[num].fail = warrior ? 6 : 12;
1270                         power_desc[num++].number = -1;
1271                         break;
1272                 case RACE_BARBARIAN:
1273                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1274                         power_desc[num].level = 8;
1275                         power_desc[num].cost = 10;
1276                         power_desc[num].stat = A_STR;
1277                         power_desc[num].fail = warrior ? 6 : 12;
1278                         power_desc[num++].number = -1;
1279                         break;
1280                 case RACE_AMBERITE:
1281                         strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
1282                         power_desc[num].level = 30;
1283                         power_desc[num].cost = 50;
1284                         power_desc[num].stat = A_INT;
1285                         power_desc[num].fail = 50;
1286                         power_desc[num++].number = -1;
1287
1288                         strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
1289                         power_desc[num].level = 40;
1290                         power_desc[num].cost = 75;
1291                         power_desc[num].stat = A_WIS;
1292                         power_desc[num].fail = 50;
1293                         power_desc[num++].number = -2;
1294                         break;
1295                 case RACE_HALF_OGRE:
1296                         strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
1297                         power_desc[num].level = 25;
1298                         power_desc[num].cost = 35;
1299                         power_desc[num].stat = A_INT;
1300                         power_desc[num].fail = 15;
1301                         power_desc[num++].number = -1;
1302                         break;
1303                 case RACE_HALF_GIANT:
1304                         strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
1305                         power_desc[num].level = 20;
1306                         power_desc[num].cost = 10;
1307                         power_desc[num].stat = A_STR;
1308                         power_desc[num].fail = 12;
1309                         power_desc[num++].number = -1;
1310                         break;
1311                 case RACE_HALF_TITAN:
1312                         strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
1313                         power_desc[num].level = 15;
1314                         power_desc[num].cost = 10;
1315                         power_desc[num].stat = A_INT;
1316                         power_desc[num].fail = 12;
1317                         power_desc[num++].number = -1;
1318                         break;
1319                 case RACE_CYCLOPS:
1320                         sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
1321                         power_desc[num].level = 20;
1322                         power_desc[num].cost = 15;
1323                         power_desc[num].stat = A_STR;
1324                         power_desc[num].fail = 12;
1325                         power_desc[num++].number = -1;
1326                         break;
1327                 case RACE_YEEK:
1328                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1329                         power_desc[num].level = 15;
1330                         power_desc[num].cost = 15;
1331                         power_desc[num].stat = A_WIS;
1332                         power_desc[num].fail = 10;
1333                         power_desc[num++].number = -1;
1334                         break;
1335                 case RACE_SPECTRE:
1336                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1337                         power_desc[num].level = 4;
1338                         power_desc[num].cost = 6;
1339                         power_desc[num].stat = A_INT;
1340                         power_desc[num].fail = 3;
1341                         power_desc[num++].number = -1;
1342                         break;
1343                 case RACE_KLACKON:
1344                         sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
1345                         power_desc[num].level = 9;
1346                         power_desc[num].cost = 9;
1347                         power_desc[num].stat = A_DEX;
1348                         power_desc[num].fail = 14;
1349                         power_desc[num++].number = -1;
1350                         break;
1351                 case RACE_KOBOLD:
1352                         sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
1353                         power_desc[num].level = 12;
1354                         power_desc[num].cost = 8;
1355                         power_desc[num].stat = A_DEX;
1356                         power_desc[num].fail = 14;
1357                         power_desc[num++].number = -1;
1358                         break;
1359                 case RACE_DARK_ELF:
1360                         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);
1361                         power_desc[num].level = 2;
1362                         power_desc[num].cost = 2;
1363                         power_desc[num].stat = A_INT;
1364                         power_desc[num].fail = 9;
1365                         power_desc[num++].number = -1;
1366                         break;
1367                 case RACE_DRACONIAN:
1368                         sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
1369                         power_desc[num].level = 1;
1370                         power_desc[num].cost = lvl;
1371                         power_desc[num].stat = A_CON;
1372                         power_desc[num].fail = 12;
1373                         power_desc[num++].number = -1;
1374                         break;
1375                 case RACE_MIND_FLAYER:
1376                         sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
1377                         power_desc[num].level = 15;
1378                         power_desc[num].cost = 12;
1379                         power_desc[num].stat = A_INT;
1380                         power_desc[num].fail = 14;
1381                         power_desc[num++].number = -1;
1382                         break;
1383                 case RACE_IMP:
1384                         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);
1385                         power_desc[num].level = 9;
1386                         power_desc[num].cost = 15;
1387                         power_desc[num].stat = A_WIS;
1388                         power_desc[num].fail = 15;
1389                         power_desc[num++].number = -1;
1390                         break;
1391                 case RACE_GOLEM:
1392                         strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
1393                         power_desc[num].level = 20;
1394                         power_desc[num].cost = 15;
1395                         power_desc[num].stat = A_CON;
1396                         power_desc[num].fail = 8;
1397                         power_desc[num++].number = -1;
1398                         break;
1399                 case RACE_SKELETON:
1400                 case RACE_ZOMBIE:
1401                         strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
1402                         power_desc[num].level = 30;
1403                         power_desc[num].cost = 30;
1404                         power_desc[num].stat = A_WIS;
1405                         power_desc[num].fail = 18;
1406                         power_desc[num++].number = -1;
1407                         break;
1408                 case RACE_VAMPIRE:
1409                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1410                         power_desc[num].level = 2;
1411                         power_desc[num].cost = 1 + (lvl / 3);
1412                         power_desc[num].stat = A_CON;
1413                         power_desc[num].fail = 9;
1414                         power_desc[num++].number = -1;
1415                         break;
1416                 case RACE_SPRITE:
1417                         strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
1418                         power_desc[num].level = 12;
1419                         power_desc[num].cost = 12;
1420                         power_desc[num].stat = A_INT;
1421                         power_desc[num].fail = 15;
1422                         power_desc[num++].number = -1;
1423                         break;
1424                 case RACE_DEMON:
1425                         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);
1426                         power_desc[num].level = 15;
1427                         power_desc[num].cost = 10 + lvl / 3;
1428                         power_desc[num].stat = A_CON;
1429                         power_desc[num].fail = 20;
1430                         power_desc[num++].number = -1;
1431                         break;
1432                 case RACE_KUTAR:
1433                         strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
1434                         power_desc[num].level = 20;
1435                         power_desc[num].cost = 15;
1436                         power_desc[num].stat = A_CHR;
1437                         power_desc[num].fail = 8;
1438                         power_desc[num++].number = -1;
1439                         break;
1440                 case RACE_ANDROID:
1441                         if (creature_ptr->lev < 10)
1442                         {
1443                                 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
1444                                 power_desc[num].level = 1;
1445                                 power_desc[num].cost = 7;
1446                                 power_desc[num].fail = 8;
1447                         }
1448                         else if (creature_ptr->lev < 25)
1449                         {
1450                                 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
1451                                 power_desc[num].level = 10;
1452                                 power_desc[num].cost = 13;
1453                                 power_desc[num].fail = 10;
1454                         }
1455                         else if (creature_ptr->lev < 35)
1456                         {
1457                                 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
1458                                 power_desc[num].level = 25;
1459                                 power_desc[num].cost = 26;
1460                                 power_desc[num].fail = 12;
1461                         }
1462                         else if (creature_ptr->lev < 45)
1463                         {
1464                                 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
1465                                 power_desc[num].level = 35;
1466                                 power_desc[num].cost = 40;
1467                                 power_desc[num].fail = 15;
1468                         }
1469                         else
1470                         {
1471                                 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
1472                                 power_desc[num].level = 45;
1473                                 power_desc[num].cost = 60;
1474                                 power_desc[num].fail = 18;
1475                         }
1476                         power_desc[num].stat = A_STR;
1477                         power_desc[num++].number = -1;
1478                         break;
1479                 default:
1480                 {
1481                         break;
1482                 }
1483                 }
1484         }
1485
1486         if (creature_ptr->muta1)
1487         {
1488                 if (creature_ptr->muta1 & MUT1_SPIT_ACID)
1489                 {
1490                         strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
1491                         power_desc[num].level = 9;
1492                         power_desc[num].cost = 9;
1493                         power_desc[num].stat = A_DEX;
1494                         power_desc[num].fail = 15;
1495                         power_desc[num++].number = MUT1_SPIT_ACID;
1496                 }
1497
1498                 if (creature_ptr->muta1 & MUT1_BR_FIRE)
1499                 {
1500                         strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
1501                         power_desc[num].level = 20;
1502                         power_desc[num].cost = lvl;
1503                         power_desc[num].stat = A_CON;
1504                         power_desc[num].fail = 18;
1505                         power_desc[num++].number = MUT1_BR_FIRE;
1506                 }
1507
1508                 if (creature_ptr->muta1 & MUT1_HYPN_GAZE)
1509                 {
1510                         strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
1511                         power_desc[num].level = 12;
1512                         power_desc[num].cost = 12;
1513                         power_desc[num].stat = A_CHR;
1514                         power_desc[num].fail = 18;
1515                         power_desc[num++].number = MUT1_HYPN_GAZE;
1516                 }
1517
1518                 if (creature_ptr->muta1 & MUT1_TELEKINES)
1519                 {
1520                         strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
1521                         power_desc[num].level = 9;
1522                         power_desc[num].cost = 9;
1523                         power_desc[num].stat = A_WIS;
1524                         power_desc[num].fail = 14;
1525                         power_desc[num++].number = MUT1_TELEKINES;
1526                 }
1527
1528                 if (creature_ptr->muta1 & MUT1_VTELEPORT)
1529                 {
1530                         strcpy(power_desc[num].name, _("テレポート", "Teleport"));
1531                         power_desc[num].level = 7;
1532                         power_desc[num].cost = 7;
1533                         power_desc[num].stat = A_WIS;
1534                         power_desc[num].fail = 15;
1535                         power_desc[num++].number = MUT1_VTELEPORT;
1536                 }
1537
1538                 if (creature_ptr->muta1 & MUT1_MIND_BLST)
1539                 {
1540                         strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
1541                         power_desc[num].level = 5;
1542                         power_desc[num].cost = 3;
1543                         power_desc[num].stat = A_WIS;
1544                         power_desc[num].fail = 15;
1545                         power_desc[num++].number = MUT1_MIND_BLST;
1546                 }
1547
1548                 if (creature_ptr->muta1 & MUT1_RADIATION)
1549                 {
1550                         strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
1551                         power_desc[num].level = 15;
1552                         power_desc[num].cost = 15;
1553                         power_desc[num].stat = A_CON;
1554                         power_desc[num].fail = 14;
1555                         power_desc[num++].number = MUT1_RADIATION;
1556                 }
1557
1558                 if (creature_ptr->muta1 & MUT1_VAMPIRISM)
1559                 {
1560                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1561                         power_desc[num].level = 2;
1562                         power_desc[num].cost = (1 + (lvl / 3));
1563                         power_desc[num].stat = A_CON;
1564                         power_desc[num].fail = 9;
1565                         power_desc[num++].number = MUT1_VAMPIRISM;
1566                 }
1567
1568                 if (creature_ptr->muta1 & MUT1_SMELL_MET)
1569                 {
1570                         strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
1571                         power_desc[num].level = 3;
1572                         power_desc[num].cost = 2;
1573                         power_desc[num].stat = A_INT;
1574                         power_desc[num].fail = 12;
1575                         power_desc[num++].number = MUT1_SMELL_MET;
1576                 }
1577
1578                 if (creature_ptr->muta1 & MUT1_SMELL_MON)
1579                 {
1580                         strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
1581                         power_desc[num].level = 5;
1582                         power_desc[num].cost = 4;
1583                         power_desc[num].stat = A_INT;
1584                         power_desc[num].fail = 15;
1585                         power_desc[num++].number = MUT1_SMELL_MON;
1586                 }
1587
1588                 if (creature_ptr->muta1 & MUT1_BLINK)
1589                 {
1590                         strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
1591                         power_desc[num].level = 3;
1592                         power_desc[num].cost = 3;
1593                         power_desc[num].stat = A_WIS;
1594                         power_desc[num].fail = 12;
1595                         power_desc[num++].number = MUT1_BLINK;
1596                 }
1597
1598                 if (creature_ptr->muta1 & MUT1_EAT_ROCK)
1599                 {
1600                         strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
1601                         power_desc[num].level = 8;
1602                         power_desc[num].cost = 12;
1603                         power_desc[num].stat = A_CON;
1604                         power_desc[num].fail = 18;
1605                         power_desc[num++].number = MUT1_EAT_ROCK;
1606                 }
1607
1608                 if (creature_ptr->muta1 & MUT1_SWAP_POS)
1609                 {
1610                         strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
1611                         power_desc[num].level = 15;
1612                         power_desc[num].cost = 12;
1613                         power_desc[num].stat = A_DEX;
1614                         power_desc[num].fail = 16;
1615                         power_desc[num++].number = MUT1_SWAP_POS;
1616                 }
1617
1618                 if (creature_ptr->muta1 & MUT1_SHRIEK)
1619                 {
1620                         strcpy(power_desc[num].name, _("叫び", "Shriek"));
1621                         power_desc[num].level = 20;
1622                         power_desc[num].cost = 14;
1623                         power_desc[num].stat = A_CON;
1624                         power_desc[num].fail = 16;
1625                         power_desc[num++].number = MUT1_SHRIEK;
1626                 }
1627
1628                 if (creature_ptr->muta1 & MUT1_ILLUMINE)
1629                 {
1630                         strcpy(power_desc[num].name, _("照明", "Illuminate"));
1631                         power_desc[num].level = 3;
1632                         power_desc[num].cost = 2;
1633                         power_desc[num].stat = A_INT;
1634                         power_desc[num].fail = 10;
1635                         power_desc[num++].number = MUT1_ILLUMINE;
1636                 }
1637
1638                 if (creature_ptr->muta1 & MUT1_DET_CURSE)
1639                 {
1640                         strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
1641                         power_desc[num].level = 7;
1642                         power_desc[num].cost = 14;
1643                         power_desc[num].stat = A_WIS;
1644                         power_desc[num].fail = 14;
1645                         power_desc[num++].number = MUT1_DET_CURSE;
1646                 }
1647
1648                 if (creature_ptr->muta1 & MUT1_BERSERK)
1649                 {
1650                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1651                         power_desc[num].level = 8;
1652                         power_desc[num].cost = 8;
1653                         power_desc[num].stat = A_STR;
1654                         power_desc[num].fail = 14;
1655                         power_desc[num++].number = MUT1_BERSERK;
1656                 }
1657
1658                 if (creature_ptr->muta1 & MUT1_POLYMORPH)
1659                 {
1660                         strcpy(power_desc[num].name, _("変身", "Polymorph"));
1661                         power_desc[num].level = 18;
1662                         power_desc[num].cost = 20;
1663                         power_desc[num].stat = A_CON;
1664                         power_desc[num].fail = 18;
1665                         power_desc[num++].number = MUT1_POLYMORPH;
1666                 }
1667
1668                 if (creature_ptr->muta1 & MUT1_MIDAS_TCH)
1669                 {
1670                         strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
1671                         power_desc[num].level = 10;
1672                         power_desc[num].cost = 5;
1673                         power_desc[num].stat = A_INT;
1674                         power_desc[num].fail = 12;
1675                         power_desc[num++].number = MUT1_MIDAS_TCH;
1676                 }
1677
1678                 if (creature_ptr->muta1 & MUT1_GROW_MOLD)
1679                 {
1680                         strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
1681                         power_desc[num].level = 1;
1682                         power_desc[num].cost = 6;
1683                         power_desc[num].stat = A_CON;
1684                         power_desc[num].fail = 14;
1685                         power_desc[num++].number = MUT1_GROW_MOLD;
1686                 }
1687
1688                 if (creature_ptr->muta1 & MUT1_RESIST)
1689                 {
1690                         strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
1691                         power_desc[num].level = 10;
1692                         power_desc[num].cost = 12;
1693                         power_desc[num].stat = A_CON;
1694                         power_desc[num].fail = 12;
1695                         power_desc[num++].number = MUT1_RESIST;
1696                 }
1697
1698                 if (creature_ptr->muta1 & MUT1_EARTHQUAKE)
1699                 {
1700                         strcpy(power_desc[num].name, _("地震", "Earthquake"));
1701                         power_desc[num].level = 12;
1702                         power_desc[num].cost = 12;
1703                         power_desc[num].stat = A_STR;
1704                         power_desc[num].fail = 16;
1705                         power_desc[num++].number = MUT1_EARTHQUAKE;
1706                 }
1707
1708                 if (creature_ptr->muta1 & MUT1_EAT_MAGIC)
1709                 {
1710                         strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1711                         power_desc[num].level = 17;
1712                         power_desc[num].cost = 1;
1713                         power_desc[num].stat = A_WIS;
1714                         power_desc[num].fail = 15;
1715                         power_desc[num++].number = MUT1_EAT_MAGIC;
1716                 }
1717
1718                 if (creature_ptr->muta1 & MUT1_WEIGH_MAG)
1719                 {
1720                         strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
1721                         power_desc[num].level = 6;
1722                         power_desc[num].cost = 6;
1723                         power_desc[num].stat = A_INT;
1724                         power_desc[num].fail = 10;
1725                         power_desc[num++].number = MUT1_WEIGH_MAG;
1726                 }
1727
1728                 if (creature_ptr->muta1 & MUT1_STERILITY)
1729                 {
1730                         strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
1731                         power_desc[num].level = 12;
1732                         power_desc[num].cost = 23;
1733                         power_desc[num].stat = A_CHR;
1734                         power_desc[num].fail = 15;
1735                         power_desc[num++].number = MUT1_STERILITY;
1736                 }
1737
1738                 if (creature_ptr->muta1 & MUT1_HIT_AND_AWAY)
1739                 {
1740                         strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
1741                         power_desc[num].level = 10;
1742                         power_desc[num].cost = 12;
1743                         power_desc[num].stat = A_DEX;
1744                         power_desc[num].fail = 14;
1745                         power_desc[num++].number = MUT1_HIT_AND_AWAY;
1746                 }
1747
1748                 if (creature_ptr->muta1 & MUT1_DAZZLE)
1749                 {
1750                         strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
1751                         power_desc[num].level = 7;
1752                         power_desc[num].cost = 15;
1753                         power_desc[num].stat = A_CHR;
1754                         power_desc[num].fail = 8;
1755                         power_desc[num++].number = MUT1_DAZZLE;
1756                 }
1757
1758                 if (creature_ptr->muta1 & MUT1_LASER_EYE)
1759                 {
1760                         strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
1761                         power_desc[num].level = 7;
1762                         power_desc[num].cost = 10;
1763                         power_desc[num].stat = A_WIS;
1764                         power_desc[num].fail = 9;
1765                         power_desc[num++].number = MUT1_LASER_EYE;
1766                 }
1767
1768                 if (creature_ptr->muta1 & MUT1_RECALL)
1769                 {
1770                         strcpy(power_desc[num].name, _("帰還", "Recall"));
1771                         power_desc[num].level = 17;
1772                         power_desc[num].cost = 50;
1773                         power_desc[num].stat = A_INT;
1774                         power_desc[num].fail = 16;
1775                         power_desc[num++].number = MUT1_RECALL;
1776                 }
1777
1778                 if (creature_ptr->muta1 & MUT1_BANISH)
1779                 {
1780                         strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
1781                         power_desc[num].level = 25;
1782                         power_desc[num].cost = 25;
1783                         power_desc[num].stat = A_WIS;
1784                         power_desc[num].fail = 18;
1785                         power_desc[num++].number = MUT1_BANISH;
1786                 }
1787
1788                 if (creature_ptr->muta1 & MUT1_COLD_TOUCH)
1789                 {
1790                         strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
1791                         power_desc[num].level = 2;
1792                         power_desc[num].cost = 2;
1793                         power_desc[num].stat = A_CON;
1794                         power_desc[num].fail = 11;
1795                         power_desc[num++].number = MUT1_COLD_TOUCH;
1796                 }
1797
1798                 if (creature_ptr->muta1 & MUT1_LAUNCHER)
1799                 {
1800                         strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
1801                         power_desc[num].level = 1;
1802                         power_desc[num].cost = lvl;
1803                         power_desc[num].stat = A_STR;
1804                         power_desc[num].fail = 6;
1805                         /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
1806                         power_desc[num++].number = 3;
1807                 }
1808         }
1809
1810         flag = FALSE;
1811         redraw = FALSE;
1812
1813         (void)strnfmt(out_val, 78,
1814                 _("(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? "),
1815                 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
1816
1817         if (!repeat_pull(&i) || i < 0 || i >= num) {
1818                 if (use_menu) screen_save();
1819
1820                 choice = (always_show_list || use_menu) ? ESCAPE : 1;
1821                 while (!flag)
1822                 {
1823                         if (choice == ESCAPE) choice = ' ';
1824                         else if (!get_com(out_val, &choice, FALSE))break;
1825
1826                         if (use_menu && choice != ' ')
1827                         {
1828                                 switch (choice)
1829                                 {
1830                                 case '0':
1831                                 {
1832                                         screen_load();
1833                                         free_turn(creature_ptr);
1834                                         return;
1835                                 }
1836
1837                                 case '8':
1838                                 case 'k':
1839                                 case 'K':
1840                                 {
1841                                         menu_line += (num - 1);
1842                                         break;
1843                                 }
1844
1845                                 case '2':
1846                                 case 'j':
1847                                 case 'J':
1848                                 {
1849                                         menu_line++;
1850                                         break;
1851                                 }
1852
1853                                 case '6':
1854                                 case 'l':
1855                                 case 'L':
1856                                 case '4':
1857                                 case 'h':
1858                                 case 'H':
1859                                 {
1860                                         if (menu_line > 18)
1861                                                 menu_line -= 18;
1862                                         else if (menu_line + 18 <= num)
1863                                                 menu_line += 18;
1864                                         break;
1865                                 }
1866
1867                                 case 'x':
1868                                 case 'X':
1869                                 case '\r':
1870                                 {
1871                                         i = menu_line - 1;
1872                                         ask = FALSE;
1873                                         break;
1874                                 }
1875                                 }
1876                                 if (menu_line > num) menu_line -= num;
1877                         }
1878                         /* Request redraw */
1879                         if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
1880                         {
1881                                 /* Show the list */
1882                                 if (!redraw || use_menu)
1883                                 {
1884                                         byte y = 1, x = 0;
1885                                         int ctr = 0;
1886                                         char dummy[80];
1887                                         char letter;
1888                                         TERM_LEN x1, y1;
1889
1890                                         strcpy(dummy, "");
1891                                         redraw = TRUE;
1892                                         if (!use_menu) screen_save();
1893
1894                                         /* Print header(s) */
1895                                         if (num < 18)
1896                                                 prt(_("                            Lv   MP 失率", "                            Lv Cost Fail"), y++, x);
1897                                         else
1898                                                 prt(_("                            Lv   MP 失率                            Lv   MP 失率",
1899                                                         "                            Lv Cost Fail                            Lv Cost Fail"), y++, x);
1900
1901
1902                                         /* Print list */
1903                                         while (ctr < num)
1904                                         {
1905                                                 x1 = ((ctr < 18) ? x : x + 40);
1906                                                 y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
1907
1908                                                 if (use_menu)
1909                                                 {
1910                                                         if (ctr == (menu_line - 1)) strcpy(dummy, _(" 》 ", " >  "));
1911                                                         else strcpy(dummy, "    ");
1912                                                 }
1913                                                 else
1914                                                 {
1915                                                         /* letter/number for power selection */
1916                                                         if (ctr < 26)
1917                                                                 letter = I2A(ctr);
1918                                                         else
1919                                                                 letter = '0' + ctr - 26;
1920                                                         sprintf(dummy, " %c) ", letter);
1921                                                 }
1922                                                 strcat(dummy, format("%-23.23s %2d %4d %3d%%",
1923                                                         power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
1924                                                         100 - racial_chance(creature_ptr, &power_desc[ctr])));
1925                                                 prt(dummy, y1, x1);
1926                                                 ctr++;
1927                                         }
1928                                 }
1929
1930                                 /* Hide the list */
1931                                 else
1932                                 {
1933                                         /* Hide list */
1934                                         redraw = FALSE;
1935                                         screen_load();
1936                                 }
1937
1938                                 /* Redo asking */
1939                                 continue;
1940                         }
1941
1942                         if (!use_menu)
1943                         {
1944                                 if (choice == '\r' && num == 1)
1945                                 {
1946                                         choice = 'a';
1947                                 }
1948
1949                                 if (isalpha(choice))
1950                                 {
1951                                         /* Note verify */
1952                                         ask = (isupper(choice));
1953
1954                                         /* Lowercase */
1955                                         if (ask) choice = (char)tolower(choice);
1956
1957                                         /* Extract request */
1958                                         i = (islower(choice) ? A2I(choice) : -1);
1959                                 }
1960                                 else
1961                                 {
1962                                         ask = FALSE; /* Can't uppercase digits */
1963
1964                                         i = choice - '0' + 26;
1965                                 }
1966                         }
1967
1968                         /* Totally Illegal */
1969                         if ((i < 0) || (i >= num))
1970                         {
1971                                 bell();
1972                                 continue;
1973                         }
1974
1975                         /* Verify it */
1976                         if (ask)
1977                         {
1978                                 char tmp_val[160];
1979
1980                                 /* Prompt */
1981                                 (void)strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
1982
1983                                 /* Belay that order */
1984                                 if (!get_check(tmp_val)) continue;
1985                         }
1986
1987                         /* Stop the loop */
1988                         flag = TRUE;
1989                 }
1990                 if (redraw) screen_load();
1991
1992                 /* Abort if needed */
1993                 if (!flag)
1994                 {
1995                         free_turn(creature_ptr);
1996                         return;
1997                 }
1998                 repeat_push(i);
1999         } /*if (!repeat_pull(&i) || ...)*/
2000         switch (racial_aux(creature_ptr, &power_desc[i]))
2001         {
2002         case 1:
2003                 if (power_desc[i].number < 0)
2004                         cast = exe_racial_power(creature_ptr, power_desc[i].number);
2005                 else
2006                         cast = exe_mutation_power(creature_ptr, power_desc[i].number);
2007                 break;
2008         case 0:
2009                 cast = FALSE;
2010                 break;
2011         case -1:
2012                 cast = TRUE;
2013                 break;
2014         }
2015
2016         if (cast)
2017         {
2018                 if (racial_cost)
2019                 {
2020                         int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2021
2022                         /* If mana is not enough, player consumes hit point! */
2023                         if (creature_ptr->csp < actual_racial_cost)
2024                         {
2025                                 actual_racial_cost -= creature_ptr->csp;
2026                                 creature_ptr->csp = 0;
2027                                 take_hit(creature_ptr, DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2028                         }
2029                         else creature_ptr->csp -= actual_racial_cost;
2030
2031                         creature_ptr->redraw |= (PR_HP | PR_MANA);
2032                         creature_ptr->window |= (PW_PLAYER | PW_SPELL);
2033                 }
2034         }
2035         else free_turn(creature_ptr);
2036
2037         /* Success */
2038         return;
2039 }