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