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[Refactor] #38997 confuse_monsters()、charm_monsters()、charm_animals()、stun_monsters...
[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 "core.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-hook.h"
24 #include "realm-song.h"
25
26 #include "mutation.h"
27 #include "player-race.h"
28 #include "player-effects.h"
29 #include "player-status.h"
30 #include "player-damage.h"
31 #include "spells-status.h"
32 #include "spells-object.h"
33 #include "spells-floor.h"
34 #include "spells.h"
35 #include "cmd-spell.h"
36 #include "realm-hex.h"
37 #include "targeting.h"
38 #include "view-mainwindow.h"
39 #include "player-class.h"
40
41 /*!
42  * @brief 修行僧の構え設定処理
43  * @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。
44  */
45 static bool choose_kamae(player_type *creature_ptr)
46 {
47         char choice;
48         int new_kamae = 0;
49         int i;
50         char buf[80];
51
52         if (cmd_limit_confused(creature_ptr)) return FALSE;
53         screen_save();
54         prt(_(" a) 構えをとく", " a) No form"), 2, 20);
55
56         for (i = 0; i < MAX_KAMAE; i++)
57         {
58                 if (creature_ptr->lev >= kamae_shurui[i].min_level)
59                 {
60                         sprintf(buf," %c) %-12s  %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
61                         prt(buf, 3+i, 20);
62                 }
63         }
64
65         prt("", 1, 0);
66         prt(_("        どの構えをとりますか?", "        Choose Form: "), 1, 14);
67
68         while(1)
69         {
70                 choice = inkey();
71
72                 if (choice == ESCAPE)
73                 {
74                         screen_load();
75                         return FALSE;
76                 }
77                 else if ((choice == 'a') || (choice == 'A'))
78                 {
79                         if (creature_ptr->action == ACTION_KAMAE)
80                         {
81                                 set_action(creature_ptr, ACTION_NONE);
82                         }
83                         else
84                                 msg_print(_("もともと構えていない。", "You are not assuming a posture."));
85                         screen_load();
86                         return TRUE;
87                 }
88                 else if ((choice == 'b') || (choice == 'B'))
89                 {
90                         new_kamae = 0;
91                         break;
92                 }
93                 else if (((choice == 'c') || (choice == 'C')) && (creature_ptr->lev > 29))
94                 {
95                         new_kamae = 1;
96                         break;
97                 }
98                 else if (((choice == 'd') || (choice == 'D')) && (creature_ptr->lev > 34))
99                 {
100                         new_kamae = 2;
101                         break;
102                 }
103                 else if (((choice == 'e') || (choice == 'E')) && (creature_ptr->lev > 39))
104                 {
105                         new_kamae = 3;
106                         break;
107                 }
108         }
109         set_action(creature_ptr, ACTION_KAMAE);
110
111         if (creature_ptr->special_defense & (KAMAE_GENBU << new_kamae))
112         {
113                 msg_print(_("構え直した。", "You reassume a posture."));
114         }
115         else
116         {
117                 creature_ptr->special_defense &= ~(KAMAE_MASK);
118                 creature_ptr->update |= (PU_BONUS);
119                 creature_ptr->redraw |= (PR_STATE);
120                 msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
121                 creature_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
122         }
123         creature_ptr->redraw |= PR_STATE;
124         screen_load();
125         return TRUE;
126 }
127
128 /*!
129  * @brief 剣術家の型設定処理
130  * @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。
131  */
132 static bool choose_kata(player_type *creature_ptr)
133 {
134         char choice;
135         int new_kata = 0;
136         int i;
137         char buf[80];
138
139         if (cmd_limit_confused(creature_ptr)) return FALSE;
140
141         if (creature_ptr->stun)
142         {
143                 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
144                 return FALSE;
145         }
146
147         if (creature_ptr->afraid)
148         {
149                 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
150                 return FALSE;
151         }
152         screen_save();
153         prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
154
155         for (i = 0; i < MAX_KATA; i++)
156         {
157                 if (creature_ptr->lev >= kata_shurui[i].min_level)
158                 {
159                         sprintf(buf,_(" %c) %sの型    %s", " %c) Form of %-12s  %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
160                         prt(buf, 3+i, 20);
161                 }
162         }
163
164         prt("", 1, 0);
165         prt(_("        どの型で構えますか?", "        Choose Form: "), 1, 14);
166
167         while(1)
168         {
169                 choice = inkey();
170
171                 if (choice == ESCAPE)
172                 {
173                         screen_load();
174                         return FALSE;
175                 }
176                 else if ((choice == 'a') || (choice == 'A'))
177                 {
178                         if (creature_ptr->action == ACTION_KATA)
179                         {
180                                 set_action(creature_ptr, ACTION_NONE);
181                         }
182                         else
183                                 msg_print(_("もともと構えていない。", "You are not assuming posture."));
184                         screen_load();
185                         return TRUE;
186                 }
187                 else if ((choice == 'b') || (choice == 'B'))
188                 {
189                         new_kata = 0;
190                         break;
191                 }
192                 else if (((choice == 'c') || (choice == 'C')) && (creature_ptr->lev > 29))
193                 {
194                         new_kata = 1;
195                         break;
196                 }
197                 else if (((choice == 'd') || (choice == 'D')) && (creature_ptr->lev > 34))
198                 {
199                         new_kata = 2;
200                         break;
201                 }
202                 else if (((choice == 'e') || (choice == 'E')) && (creature_ptr->lev > 39))
203                 {
204                         new_kata = 3;
205                         break;
206                 }
207         }
208         set_action(creature_ptr, ACTION_KATA);
209
210         if (creature_ptr->special_defense & (KATA_IAI << new_kata))
211         {
212                 msg_print(_("構え直した。", "You reassume a posture."));
213         }
214         else
215         {
216                 creature_ptr->special_defense &= ~(KATA_MASK);
217                 creature_ptr->update |= (PU_BONUS | PU_MONSTERS);
218                 msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
219                 creature_ptr->special_defense |= (KATA_IAI << new_kata);
220         }
221         creature_ptr->redraw |= (PR_STATE | PR_STATUS);
222         screen_load();
223         return TRUE;
224 }
225
226
227 /*!
228  * @brief レイシャル・パワー情報のtypedef
229  */
230 typedef struct power_desc_type power_desc_type;
231
232 /*!
233  * @brief レイシャル・パワー情報の構造体定義
234  */
235 struct power_desc_type
236 {
237         GAME_TEXT name[MAX_NLEN];      //!<レイシャル名
238         PLAYER_LEVEL level;     //!<体得レベル
239         int cost;
240         int stat;
241         PERCENTAGE fail;
242         int number;
243 };
244
245
246 /*!
247  * @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
248  * @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
249  * @return 成功率(%)を返す
250  */
251 static PERCENTAGE racial_chance(player_type *creature_ptr, power_desc_type *pd_ptr)
252 {
253         PLAYER_LEVEL min_level  = pd_ptr->level;
254         PERCENTAGE difficulty = pd_ptr->fail;
255
256         int i;
257         int val;
258         int sum = 0;
259         BASE_STATUS stat = creature_ptr->stat_cur[pd_ptr->stat];
260
261         /* No chance for success */
262         if ((creature_ptr->lev < min_level) || creature_ptr->confused)
263         {
264                 return (0);
265         }
266
267         if (difficulty == 0) return 100;
268
269         /* Calculate difficulty */
270         if (creature_ptr->stun)
271         {
272                 difficulty += (PERCENTAGE)creature_ptr->stun;
273         }
274         else if (creature_ptr->lev > min_level)
275         {
276                 PERCENTAGE lev_adj = (PERCENTAGE)((creature_ptr->lev - min_level) / 3);
277                 if (lev_adj > 10) lev_adj = 10;
278                 difficulty -= lev_adj;
279         }
280
281         if (difficulty < 5) difficulty = 5;
282
283         /* We only need halfs of the difficulty */
284         difficulty = difficulty / 2;
285
286         for (i = 1; i <= stat; i++)
287         {
288                 val = i - difficulty;
289                 if (val > 0)
290                         sum += (val <= difficulty) ? val : difficulty;
291         }
292
293         if (difficulty == 0)
294                 return (100);
295         else
296                 return (((sum * 100) / difficulty) / stat);
297 }
298
299
300 static int racial_cost;
301
302 /*!
303  * @brief レイシャル・パワーの発動の判定処理
304  * @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
305  * @return
306  * 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。
307  * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
308  */
309 static int racial_aux(player_type *creature_ptr, power_desc_type *pd_ptr)
310 {
311         PLAYER_LEVEL min_level  = pd_ptr->level;
312         int use_stat   = pd_ptr->stat;
313         int difficulty = pd_ptr->fail;
314         int use_hp = 0;
315
316         racial_cost = pd_ptr->cost;
317
318         /* Not enough mana - use hp */
319         if (creature_ptr->csp < racial_cost) use_hp = racial_cost - creature_ptr->csp;
320
321         /* Power is not available yet */
322         if (creature_ptr->lev < min_level)
323         {
324                 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。", 
325                                          "You need to attain level %d to use this power."), min_level);
326
327                 free_turn(creature_ptr);
328                 return FALSE;
329         }
330
331         if (cmd_limit_confused(creature_ptr))
332         {
333                 free_turn(creature_ptr);
334                 return FALSE;
335         }
336
337         /* Risk death? */
338         else if (creature_ptr->chp < use_hp)
339         {
340                 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? ")))
341                 {
342                         free_turn(creature_ptr);
343                         return FALSE;
344                 }
345         }
346
347         /* Else attempt to do it! */
348
349         if (difficulty)
350         {
351                 if (creature_ptr->stun)
352                 {
353                         difficulty += creature_ptr->stun;
354                 }
355                 else if (creature_ptr->lev > min_level)
356                 {
357                         int lev_adj = ((creature_ptr->lev - min_level) / 3);
358                         if (lev_adj > 10) lev_adj = 10;
359                         difficulty -= lev_adj;
360                 }
361
362                 if (difficulty < 5) difficulty = 5;
363         }
364
365         /* take time and pay the price */
366         take_turn(creature_ptr, 100);
367
368         /* Success? */
369         if (randint1(creature_ptr->stat_cur[use_stat]) >= ((difficulty / 2) + randint1(difficulty / 2)))
370         {
371                 return 1;
372         }
373
374         if (flush_failure) flush();
375         msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
376
377         return -1;
378 }
379
380
381 /*!
382  * @brief レイシャル・パワー発動処理
383  * @param creature_ptr プレーヤーへの参照ポインタ
384  * @param command 発動するレイシャルのID
385  * @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。
386  */
387 static bool exe_racial_power(player_type *creature_ptr, s32b command)
388 {
389         PLAYER_LEVEL plev = creature_ptr->lev;
390         DIRECTION dir = 0;
391
392         if (command <= -3)
393         {
394                 switch (creature_ptr->pclass)
395                 {
396                 case CLASS_WARRIOR:
397                 {
398                         return sword_dancing(creature_ptr);
399                         break;
400                 }
401                 case CLASS_HIGH_MAGE:
402                 if (creature_ptr->realm1 == REALM_HEX)
403                 {
404                         bool retval = stop_hex_spell(creature_ptr);
405                         if (retval) creature_ptr->energy_use = 10;
406                         return (retval);
407                 }
408                 case CLASS_MAGE:
409                 /* case CLASS_HIGH_MAGE: */
410                 case CLASS_SORCERER:
411                 {
412                         if (!eat_magic(creature_ptr, creature_ptr->lev * 2)) return FALSE;
413                         break;
414                 }
415                 case CLASS_PRIEST:
416                 {
417                         if (is_good_realm(creature_ptr->realm1))
418                         {
419                                 if (!bless_weapon(creature_ptr)) return FALSE;
420                         }
421                         else
422                         {
423                                 (void)dispel_monsters(creature_ptr, plev * 4);
424                                 turn_monsters(creature_ptr, plev * 4);
425                                 banish_monsters(creature_ptr, plev * 4);
426                         }
427                         break;
428                 }
429                 case CLASS_ROGUE:
430                 {
431                         if(!panic_hit()) return FALSE;
432                         break;
433                 }
434                 case CLASS_RANGER:
435                 case CLASS_SNIPER:
436                 {
437                         msg_print(_("敵を調査した...", "You examine your foes..."));
438                         probing(creature_ptr);
439                         break;
440                 }
441                 case CLASS_PALADIN:
442                 {
443                         if (!get_aim_dir(&dir)) return FALSE;
444                         fire_beam(creature_ptr, is_good_realm(creature_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
445                                   dir, plev * 3);
446                         break;
447                 }
448                 case CLASS_WARRIOR_MAGE:
449                 {
450                         if (command == -3)
451                         {
452                                 return comvert_hp_to_mp(creature_ptr);
453                         }
454                         else if (command == -4)
455                         {
456                                 return comvert_mp_to_hp(creature_ptr);
457                         }
458                         break;
459                 }
460                 case CLASS_CHAOS_WARRIOR:
461                 {
462                         return confusing_light(creature_ptr);
463                         break;
464                 }
465                 case CLASS_MONK:
466                 {
467                         if (!(empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM))
468                         {
469                                 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
470                                 return FALSE;
471                         }
472                         if (creature_ptr->riding)
473                         {
474                                 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
475                                 return FALSE;
476                         }
477
478                         if (command == -3)
479                         {
480                                 if (!choose_kamae(creature_ptr)) return FALSE;
481                                 creature_ptr->update |= (PU_BONUS);
482                         }
483                         else if (command == -4)
484                         {
485                                 return double_attack(creature_ptr);
486                         }
487                         break;
488                 }
489                 case CLASS_MINDCRAFTER:
490                 case CLASS_FORCETRAINER:
491                 {
492                         return clear_mind(creature_ptr);
493                 }
494                 case CLASS_TOURIST:
495                 {
496                         if (command == -3)
497                         {
498                                 if (!get_aim_dir(&dir)) return FALSE;
499                                 project_length = 1;
500                                 fire_beam(creature_ptr, GF_PHOTO, dir, 1);
501                         }
502                         else if (command == -4)
503                         {
504                                 if (!identify_fully(FALSE)) return FALSE;
505                         }
506                         break;
507                 }
508                 case CLASS_IMITATOR:
509                 {
510                         handle_stuff();
511                         if (!do_cmd_mane(creature_ptr, TRUE)) return FALSE;
512                         break;
513                 }
514                 case CLASS_BEASTMASTER:
515                 {
516                         if (command == -3)
517                         {
518                                 if (!get_aim_dir(&dir)) return FALSE;
519                                 (void)fire_ball_hide(creature_ptr, GF_CHARM_LIVING, dir, creature_ptr->lev, 0);
520                         }
521                         else if (command == -4)
522                         {
523                                 project_all_los(creature_ptr, GF_CHARM_LIVING, creature_ptr->lev);
524                         }
525                         break;
526                 }
527                 case CLASS_ARCHER:
528                 {
529                         if (!create_ammo(creature_ptr)) return FALSE;
530                         break;
531                 }
532                 case CLASS_MAGIC_EATER:
533                 {
534                         if (command == -3) {
535                                 if (!import_magic_device(creature_ptr)) return FALSE;
536                         } else if (command == -4) {
537                                 if (cmd_limit_cast(creature_ptr)) return FALSE;
538                                 if (!do_cmd_magic_eater(creature_ptr, FALSE, TRUE)) return FALSE;
539                         }
540                         break;
541                 }
542                 case CLASS_BARD:
543                 {
544                         /* Singing is already stopped */
545                         if (!SINGING_SONG_EFFECT(creature_ptr) && !INTERUPTING_SONG_EFFECT(creature_ptr)) return FALSE;
546
547                         stop_singing(creature_ptr);
548                         creature_ptr->energy_use = 10;
549                         break;
550                 }
551                 case CLASS_RED_MAGE:
552                 {
553                         if (cmd_limit_cast(creature_ptr)) return FALSE;
554                         handle_stuff();
555                         do_cmd_cast(creature_ptr);
556                         handle_stuff();
557                         if (!creature_ptr->paralyzed && !cmd_limit_cast(creature_ptr))
558                                 do_cmd_cast(creature_ptr);
559                         break;
560                 }
561                 case CLASS_SAMURAI:
562                 {
563                         if (command == -3)
564                         {
565                                 concentration(creature_ptr);
566                         }
567                         else if (command == -4)
568                         {
569                                 if (!has_melee_weapon(creature_ptr, INVEN_RARM) && !has_melee_weapon(creature_ptr, INVEN_LARM))
570                                 {
571                                         msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
572                                         return FALSE;
573                                 }
574                                 if (!choose_kata(creature_ptr)) return FALSE;
575                                 creature_ptr->update |= (PU_BONUS);
576                         }
577                         break;
578                 }
579                 case CLASS_BLUE_MAGE:
580                 {
581                         if (creature_ptr->action == ACTION_LEARN)
582                         {
583                                 set_action(creature_ptr, ACTION_NONE);
584                         }
585                         else
586                         {
587                                 set_action(creature_ptr, ACTION_LEARN);
588                         }
589                         free_turn(creature_ptr);
590                         break;
591                 }
592                 case CLASS_CAVALRY:
593                 {
594                         return rodeo(creature_ptr);
595                 }
596                 case CLASS_BERSERKER:
597                 {
598                         if (!recall_player(creature_ptr, randint0(21) + 15)) return FALSE;
599                         break;
600                 }
601                 case CLASS_SMITH:
602                 {
603                         if (creature_ptr->lev > 29)
604                         {
605                                 if (!identify_fully(TRUE)) return FALSE;
606                         }
607                         else
608                         {
609                                 if (!ident_spell(creature_ptr, TRUE)) return FALSE;
610                         }
611                         break;
612                 }
613                 case CLASS_MIRROR_MASTER:
614                 {
615                         if (command == -3)
616                         {
617                                 /* Explode all mirrors */
618                                 remove_all_mirrors(creature_ptr, TRUE);
619                         }
620                         else if (command == -4)
621                         {
622                                 return mirror_concentration(creature_ptr);
623                         }
624                         break;
625                 }
626                 case CLASS_NINJA:
627                         hayagake(creature_ptr);
628                         break;
629                 }
630         }
631         else if (creature_ptr->mimic_form)
632         {
633                 switch (creature_ptr->mimic_form)
634                 {
635                 case MIMIC_DEMON:
636                 case MIMIC_DEMON_LORD:
637                 {
638                         return demonic_breath(creature_ptr);
639                 }
640                 case MIMIC_VAMPIRE:
641                         vampirism(creature_ptr);
642                         break;
643                 }
644         }
645
646         else 
647         {
648
649         switch (creature_ptr->prace)
650         {
651                 case RACE_DWARF:
652                         msg_print(_("周囲を調べた。", "You examine your surroundings."));
653                         (void)detect_traps(creature_ptr, DETECT_RAD_DEFAULT, TRUE);
654                         (void)detect_doors(creature_ptr, DETECT_RAD_DEFAULT);
655                         (void)detect_stairs(creature_ptr, DETECT_RAD_DEFAULT);
656                         break;
657
658                 case RACE_HOBBIT:
659                         return create_ration(creature_ptr);
660                         break;
661
662                 case RACE_GNOME:
663                         msg_print(_("パッ!", "Blink!"));
664                         teleport_player(creature_ptr, 10, 0L);
665                         break;
666
667                 case RACE_HALF_ORC:
668                         msg_print(_("勇気を出した。", "You play tough."));
669                         (void)set_afraid(creature_ptr, 0);
670                         break;
671
672                 case RACE_HALF_TROLL:
673                         msg_print(_("うがぁぁ!", "RAAAGH!"));
674                         (void)berserk(creature_ptr, 10 + randint1(plev));
675                         break;
676
677                 case RACE_AMBERITE:
678                         if (command == -1)
679                         {
680                                 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
681                                 reserve_alter_reality(creature_ptr);
682                         }
683                         else if (command == -2)
684                         {
685                                 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..."));
686
687                                 (void)true_healing(creature_ptr, 0);
688                                 (void)restore_all_status(creature_ptr);
689                                 (void)restore_level(creature_ptr);
690                         }
691                         break;
692
693                 case RACE_BARBARIAN:
694                         msg_print(_("うぉぉおお!", "Raaagh!"));
695                         (void)berserk(creature_ptr, 10 + randint1(plev));
696                         break;
697
698                 case RACE_HALF_OGRE:
699                         msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
700                         explosive_rune(creature_ptr->current_floor_ptr, creature_ptr->y, creature_ptr->x);
701                         break;
702
703                 case RACE_HALF_GIANT:
704                         if (!get_aim_dir(&dir)) return FALSE;
705                         (void)wall_to_mud(creature_ptr, dir, 20 + randint1(30));
706                         break;
707
708                 case RACE_HALF_TITAN:
709                         msg_print(_("敵を調査した...", "You examine your foes..."));
710                         probing(creature_ptr);
711                         break;
712
713                 case RACE_CYCLOPS:
714                         if (!get_aim_dir(&dir)) return FALSE;
715                         msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
716                         fire_bolt(creature_ptr, GF_MISSILE, dir, (3 * plev) / 2);
717                         break;
718
719                 case RACE_YEEK:
720                         if (!get_aim_dir(&dir)) return FALSE;
721                         stop_mouth(creature_ptr);
722                         msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
723                         (void)fear_monster(dir, plev);
724                         break;
725
726                 case RACE_KLACKON:
727                         if (!get_aim_dir(&dir)) return FALSE;
728                         stop_mouth(creature_ptr);
729                         msg_print(_("酸を吐いた。", "You spit acid."));
730                         if (plev < 25) fire_bolt(creature_ptr, GF_ACID, dir, plev);
731                         else fire_ball(creature_ptr, GF_ACID, dir, plev, 2);
732                         break;
733
734                 case RACE_KOBOLD:
735                         if (!get_aim_dir(&dir)) return FALSE;
736                         msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
737                         fire_bolt(creature_ptr, GF_POIS, dir, plev);
738                         break;
739
740                 case RACE_NIBELUNG:
741                         msg_print(_("周囲を調査した。", "You examine your surroundings."));
742                         (void)detect_traps(creature_ptr, DETECT_RAD_DEFAULT, TRUE);
743                         (void)detect_doors(creature_ptr, DETECT_RAD_DEFAULT);
744                         (void)detect_stairs(creature_ptr, DETECT_RAD_DEFAULT);
745                         break;
746
747                 case RACE_DARK_ELF:
748                         if (!get_aim_dir(&dir)) return FALSE;
749                         msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
750                         fire_bolt_or_beam(creature_ptr, 10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4));
751                         break;
752
753                 case RACE_DRACONIAN:
754                         return draconian_breath(creature_ptr);
755                         break;
756
757                 case RACE_MIND_FLAYER:
758                         if (!get_aim_dir(&dir)) return FALSE;
759                         msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
760                         fire_bolt(creature_ptr, GF_PSI, dir, plev);
761                         break;
762
763                 case RACE_IMP:
764                         if (!get_aim_dir(&dir)) return FALSE;
765                         if (plev >= 30)
766                         {
767                                 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
768                                 fire_ball(creature_ptr, GF_FIRE, dir, plev, 2);
769                         }
770                         else
771                         {
772                                 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
773                                 fire_bolt(creature_ptr, GF_FIRE, dir, plev);
774                         }
775                         break;
776
777                 case RACE_GOLEM:
778                         (void)set_shield(creature_ptr, randint1(20) + 30, FALSE);
779                         break;
780
781                 case RACE_SKELETON:
782                 case RACE_ZOMBIE:
783                         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."));
784                         (void)restore_level(creature_ptr);
785                         break;
786
787                 case RACE_VAMPIRE:
788                         vampirism(creature_ptr);
789                         break;
790
791                 case RACE_SPECTRE:
792                         if (!get_aim_dir(&dir)) return FALSE;
793                         stop_mouth(creature_ptr);
794                         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!"));
795                         (void)fear_monster(dir, plev);
796                         break;
797
798                 case RACE_SPRITE:
799                         msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
800                         if (plev < 25) sleep_monsters_touch(creature_ptr);
801                         else (void)sleep_monsters(creature_ptr, plev);
802                         break;
803
804                 case RACE_DEMON:
805                         return demonic_breath(creature_ptr); 
806                         break;
807
808                 case RACE_KUTAR:
809                         (void)set_tsubureru(creature_ptr, randint1(20) + 30, FALSE);
810                         break;
811
812                 case RACE_ANDROID:
813                         return android_inside_weapon(creature_ptr);
814                         break;
815
816                 default:
817                         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."));
818                         free_turn(creature_ptr);
819         }
820         }
821         return TRUE;
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 spelling"));
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         case CLASS_MAGE:
886                 /* case CLASS_HIGH_MAGE: */
887         case CLASS_SORCERER:
888         {
889                 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
890                 power_desc[num].level = 25;
891                 power_desc[num].cost = 1;
892                 power_desc[num].stat = A_INT;
893                 power_desc[num].fail = 25;
894                 power_desc[num++].number = -3;
895                 break;
896         }
897         case CLASS_PRIEST:
898         {
899                 if (is_good_realm(creature_ptr->realm1))
900                 {
901                         strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
902                         power_desc[num].level = 35;
903                         power_desc[num].cost = 70;
904                         power_desc[num].stat = A_WIS;
905                         power_desc[num].fail = 50;
906                         power_desc[num++].number = -3;
907                 }
908                 else
909                 {
910                         strcpy(power_desc[num].name, _("召魂", "Evocation"));
911                         power_desc[num].level = 42;
912                         power_desc[num].cost = 40;
913                         power_desc[num].stat = A_WIS;
914                         power_desc[num].fail = 35;
915                         power_desc[num++].number = -3;
916                 }
917                 break;
918         }
919         case CLASS_ROGUE:
920         {
921                 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
922                 power_desc[num].level = 8;
923                 power_desc[num].cost = 12;
924                 power_desc[num].stat = A_DEX;
925                 power_desc[num].fail = 14;
926                 power_desc[num++].number = -3;
927                 break;
928         }
929         case CLASS_RANGER:
930         case CLASS_SNIPER:
931         {
932                 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
933                 power_desc[num].level = 15;
934                 power_desc[num].cost = 20;
935                 power_desc[num].stat = A_INT;
936                 power_desc[num].fail = 12;
937                 power_desc[num++].number = -3;
938                 break;
939         }
940         case CLASS_PALADIN:
941         {
942                 if (is_good_realm(creature_ptr->realm1))
943                 {
944                         strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
945                         power_desc[num].level = 30;
946                         power_desc[num].cost = 30;
947                         power_desc[num].stat = A_WIS;
948                         power_desc[num].fail = 30;
949                         power_desc[num++].number = -3;
950                 }
951                 else
952                 {
953                         strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
954                         power_desc[num].level = 30;
955                         power_desc[num].cost = 30;
956                         power_desc[num].stat = A_WIS;
957                         power_desc[num].fail = 30;
958                         power_desc[num++].number = -3;
959                 }
960                 break;
961         }
962         case CLASS_WARRIOR_MAGE:
963         {
964                 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
965                 power_desc[num].level = 25;
966                 power_desc[num].cost = 0;
967                 power_desc[num].stat = A_INT;
968                 power_desc[num].fail = 10;
969                 power_desc[num++].number = -3;
970
971                 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
972                 power_desc[num].level = 25;
973                 power_desc[num].cost = 0;
974                 power_desc[num].stat = A_INT;
975                 power_desc[num].fail = 10;
976                 power_desc[num++].number = -4;
977                 break;
978         }
979         case CLASS_CHAOS_WARRIOR:
980         {
981                 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
982                 power_desc[num].level = 40;
983                 power_desc[num].cost = 50;
984                 power_desc[num].stat = A_INT;
985                 power_desc[num].fail = 25;
986                 power_desc[num++].number = -3;
987                 break;
988         }
989         case CLASS_MONK:
990         {
991                 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
992                 power_desc[num].level = 25;
993                 power_desc[num].cost = 0;
994                 power_desc[num].stat = A_DEX;
995                 power_desc[num].fail = 0;
996                 power_desc[num++].number = -3;
997
998                 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
999                 power_desc[num].level = 30;
1000                 power_desc[num].cost = 30;
1001                 power_desc[num].stat = A_STR;
1002                 power_desc[num].fail = 20;
1003                 power_desc[num++].number = -4;
1004                 break;
1005         }
1006         case CLASS_MINDCRAFTER:
1007         case CLASS_FORCETRAINER:
1008         {
1009                 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1010                 power_desc[num].level = 15;
1011                 power_desc[num].cost = 0;
1012                 power_desc[num].stat = A_WIS;
1013                 power_desc[num].fail = 10;
1014                 power_desc[num++].number = -3;
1015                 break;
1016         }
1017         case CLASS_TOURIST:
1018         {
1019                 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1020                 power_desc[num].level = 1;
1021                 power_desc[num].cost = 0;
1022                 power_desc[num].stat = A_DEX;
1023                 power_desc[num].fail = 0;
1024                 power_desc[num++].number = -3;
1025
1026                 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1027                 power_desc[num].level = 25;
1028                 power_desc[num].cost = 20;
1029                 power_desc[num].stat = A_INT;
1030                 power_desc[num].fail = 20;
1031                 power_desc[num++].number = -4;
1032                 break;
1033         }
1034         case CLASS_IMITATOR:
1035         {
1036                 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1037                 power_desc[num].level = 30;
1038                 power_desc[num].cost = 100;
1039                 power_desc[num].stat = A_DEX;
1040                 power_desc[num].fail = 30;
1041                 power_desc[num++].number = -3;
1042                 break;
1043         }
1044         case CLASS_BEASTMASTER:
1045         {
1046                 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1047                 power_desc[num].level = 1;
1048                 power_desc[num].cost = (creature_ptr->lev + 3) / 4;
1049                 power_desc[num].stat = A_CHR;
1050                 power_desc[num].fail = 10;
1051                 power_desc[num++].number = -3;
1052
1053                 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1054                 power_desc[num].level = 30;
1055                 power_desc[num].cost = (creature_ptr->lev + 20) / 2;
1056                 power_desc[num].stat = A_CHR;
1057                 power_desc[num].fail = 10;
1058                 power_desc[num++].number = -4;
1059                 break;
1060         }
1061         case CLASS_ARCHER:
1062         {
1063                 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1064                 power_desc[num].level = 1;
1065                 power_desc[num].cost = 0;
1066                 power_desc[num].stat = A_DEX;
1067                 power_desc[num].fail = 0;
1068                 power_desc[num++].number = -3;
1069                 break;
1070         }
1071         case CLASS_MAGIC_EATER:
1072         {
1073                 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1074                 power_desc[num].level = 1;
1075                 power_desc[num].cost = 0;
1076                 power_desc[num].stat = A_INT;
1077                 power_desc[num].fail = 0;
1078                 power_desc[num++].number = -3;
1079
1080                 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1081                 power_desc[num].level = 10;
1082                 power_desc[num].cost = 10 + (lvl - 10) / 2;
1083                 power_desc[num].stat = A_INT;
1084                 power_desc[num].fail = 0;
1085                 power_desc[num++].number = -4;
1086                 break;
1087         }
1088         case CLASS_BARD:
1089         {
1090                 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1091                 power_desc[num].level = 1;
1092                 power_desc[num].cost = 0;
1093                 power_desc[num].stat = A_CHR;
1094                 power_desc[num].fail = 0;
1095                 power_desc[num++].number = -3;
1096                 break;
1097         }
1098         case CLASS_RED_MAGE:
1099         {
1100                 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1101                 power_desc[num].level = 48;
1102                 power_desc[num].cost = 20;
1103                 power_desc[num].stat = A_INT;
1104                 power_desc[num].fail = 0;
1105                 power_desc[num++].number = -3;
1106                 break;
1107         }
1108         case CLASS_SAMURAI:
1109         {
1110                 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1111                 power_desc[num].level = 1;
1112                 power_desc[num].cost = 0;
1113                 power_desc[num].stat = A_WIS;
1114                 power_desc[num].fail = 0;
1115                 power_desc[num++].number = -3;
1116
1117                 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
1118                 power_desc[num].level = 25;
1119                 power_desc[num].cost = 0;
1120                 power_desc[num].stat = A_DEX;
1121                 power_desc[num].fail = 0;
1122                 power_desc[num++].number = -4;
1123                 break;
1124         }
1125         case CLASS_BLUE_MAGE:
1126         {
1127                 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1128                 power_desc[num].level = 1;
1129                 power_desc[num].cost = 0;
1130                 power_desc[num].stat = A_INT;
1131                 power_desc[num].fail = 0;
1132                 power_desc[num++].number = -3;
1133                 break;
1134         }
1135         case CLASS_CAVALRY:
1136         {
1137                 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1138                 power_desc[num].level = 10;
1139                 power_desc[num].cost = 0;
1140                 power_desc[num].stat = A_STR;
1141                 power_desc[num].fail = 10;
1142                 power_desc[num++].number = -3;
1143                 break;
1144         }
1145         case CLASS_BERSERKER:
1146         {
1147                 strcpy(power_desc[num].name, _("帰還", "Recall"));
1148                 power_desc[num].level = 10;
1149                 power_desc[num].cost = 10;
1150                 power_desc[num].stat = A_DEX;
1151                 power_desc[num].fail = 20;
1152                 power_desc[num++].number = -3;
1153                 break;
1154         }
1155         case CLASS_MIRROR_MASTER:
1156         {
1157                 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
1158                 power_desc[num].level = 1;
1159                 power_desc[num].cost = 0;
1160                 power_desc[num].stat = A_INT;
1161                 power_desc[num].fail = 0;
1162                 power_desc[num++].number = -3;
1163
1164                 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
1165                 power_desc[num].level = 30;
1166                 power_desc[num].cost = 0;
1167                 power_desc[num].stat = A_INT;
1168                 power_desc[num].fail = 20;
1169                 power_desc[num++].number = -4;
1170                 break;
1171         }
1172         case CLASS_SMITH:
1173         {
1174                 strcpy(power_desc[num].name, _("目利き", "Judgment"));
1175                 power_desc[num].level = 5;
1176                 power_desc[num].cost = 15;
1177                 power_desc[num].stat = A_INT;
1178                 power_desc[num].fail = 20;
1179                 power_desc[num++].number = -3;
1180                 break;
1181         }
1182         case CLASS_NINJA:
1183         {
1184                 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
1185                 power_desc[num].level = 20;
1186                 power_desc[num].cost = 0;
1187                 power_desc[num].stat = A_DEX;
1188                 power_desc[num].fail = 0;
1189                 power_desc[num++].number = -3;
1190                 break;
1191         }
1192         default:
1193                 strcpy(power_desc[0].name, _("(なし)", "(none)"));
1194         }
1195
1196         if (creature_ptr->mimic_form)
1197         {
1198                 switch (creature_ptr->mimic_form)
1199                 {
1200                 case MIMIC_DEMON:
1201                 case MIMIC_DEMON_LORD:
1202                         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);
1203                         power_desc[num].level = 15;
1204                         power_desc[num].cost = 10 + lvl / 3;
1205                         power_desc[num].stat = A_CON;
1206                         power_desc[num].fail = 20;
1207                         power_desc[num++].number = -1;
1208                         break;
1209                 case MIMIC_VAMPIRE:
1210                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1211                         power_desc[num].level = 2;
1212                         power_desc[num].cost = 1 + (lvl / 3);
1213                         power_desc[num].stat = A_CON;
1214                         power_desc[num].fail = 9;
1215                         power_desc[num++].number = -1;
1216                         break;
1217                 }
1218         }
1219         else
1220         {
1221                 switch (creature_ptr->prace)
1222                 {
1223                 case RACE_DWARF:
1224                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1225                         power_desc[num].level = 5;
1226                         power_desc[num].cost = 5;
1227                         power_desc[num].stat = A_WIS;
1228                         power_desc[num].fail = 12;
1229                         power_desc[num++].number = -1;
1230                         break;
1231                 case RACE_NIBELUNG:
1232                         strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1233                         power_desc[num].level = 10;
1234                         power_desc[num].cost = 5;
1235                         power_desc[num].stat = A_WIS;
1236                         power_desc[num].fail = 10;
1237                         power_desc[num++].number = -1;
1238                         break;
1239                 case RACE_HOBBIT:
1240                         strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
1241                         power_desc[num].level = 15;
1242                         power_desc[num].cost = 10;
1243                         power_desc[num].stat = A_INT;
1244                         power_desc[num].fail = 10;
1245                         power_desc[num++].number = -1;
1246                         break;
1247                 case RACE_GNOME:
1248                         sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
1249                         power_desc[num].level = 5;
1250                         power_desc[num].cost = 5;
1251                         power_desc[num].stat = A_INT;
1252                         power_desc[num].fail = 12;
1253                         power_desc[num++].number = -1;
1254                         break;
1255                 case RACE_HALF_ORC:
1256                         strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
1257                         power_desc[num].level = 3;
1258                         power_desc[num].cost = 5;
1259                         power_desc[num].stat = A_WIS;
1260                         power_desc[num].fail = warrior ? 5 : 10;
1261                         power_desc[num++].number = -1;
1262                         break;
1263                 case RACE_HALF_TROLL:
1264                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1265                         power_desc[num].level = 10;
1266                         power_desc[num].cost = 12;
1267                         power_desc[num].stat = A_STR;
1268                         power_desc[num].fail = warrior ? 6 : 12;
1269                         power_desc[num++].number = -1;
1270                         break;
1271                 case RACE_BARBARIAN:
1272                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1273                         power_desc[num].level = 8;
1274                         power_desc[num].cost = 10;
1275                         power_desc[num].stat = A_STR;
1276                         power_desc[num].fail = warrior ? 6 : 12;
1277                         power_desc[num++].number = -1;
1278                         break;
1279                 case RACE_AMBERITE:
1280                         strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
1281                         power_desc[num].level = 30;
1282                         power_desc[num].cost = 50;
1283                         power_desc[num].stat = A_INT;
1284                         power_desc[num].fail = 50;
1285                         power_desc[num++].number = -1;
1286
1287                         strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
1288                         power_desc[num].level = 40;
1289                         power_desc[num].cost = 75;
1290                         power_desc[num].stat = A_WIS;
1291                         power_desc[num].fail = 50;
1292                         power_desc[num++].number = -2;
1293                         break;
1294                 case RACE_HALF_OGRE:
1295                         strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
1296                         power_desc[num].level = 25;
1297                         power_desc[num].cost = 35;
1298                         power_desc[num].stat = A_INT;
1299                         power_desc[num].fail = 15;
1300                         power_desc[num++].number = -1;
1301                         break;
1302                 case RACE_HALF_GIANT:
1303                         strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
1304                         power_desc[num].level = 20;
1305                         power_desc[num].cost = 10;
1306                         power_desc[num].stat = A_STR;
1307                         power_desc[num].fail = 12;
1308                         power_desc[num++].number = -1;
1309                         break;
1310                 case RACE_HALF_TITAN:
1311                         strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
1312                         power_desc[num].level = 15;
1313                         power_desc[num].cost = 10;
1314                         power_desc[num].stat = A_INT;
1315                         power_desc[num].fail = 12;
1316                         power_desc[num++].number = -1;
1317                         break;
1318                 case RACE_CYCLOPS:
1319                         sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
1320                         power_desc[num].level = 20;
1321                         power_desc[num].cost = 15;
1322                         power_desc[num].stat = A_STR;
1323                         power_desc[num].fail = 12;
1324                         power_desc[num++].number = -1;
1325                         break;
1326                 case RACE_YEEK:
1327                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1328                         power_desc[num].level = 15;
1329                         power_desc[num].cost = 15;
1330                         power_desc[num].stat = A_WIS;
1331                         power_desc[num].fail = 10;
1332                         power_desc[num++].number = -1;
1333                         break;
1334                 case RACE_SPECTRE:
1335                         strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1336                         power_desc[num].level = 4;
1337                         power_desc[num].cost = 6;
1338                         power_desc[num].stat = A_INT;
1339                         power_desc[num].fail = 3;
1340                         power_desc[num++].number = -1;
1341                         break;
1342                 case RACE_KLACKON:
1343                         sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
1344                         power_desc[num].level = 9;
1345                         power_desc[num].cost = 9;
1346                         power_desc[num].stat = A_DEX;
1347                         power_desc[num].fail = 14;
1348                         power_desc[num++].number = -1;
1349                         break;
1350                 case RACE_KOBOLD:
1351                         sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
1352                         power_desc[num].level = 12;
1353                         power_desc[num].cost = 8;
1354                         power_desc[num].stat = A_DEX;
1355                         power_desc[num].fail = 14;
1356                         power_desc[num++].number = -1;
1357                         break;
1358                 case RACE_DARK_ELF:
1359                         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);
1360                         power_desc[num].level = 2;
1361                         power_desc[num].cost = 2;
1362                         power_desc[num].stat = A_INT;
1363                         power_desc[num].fail = 9;
1364                         power_desc[num++].number = -1;
1365                         break;
1366                 case RACE_DRACONIAN:
1367                         sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
1368                         power_desc[num].level = 1;
1369                         power_desc[num].cost = lvl;
1370                         power_desc[num].stat = A_CON;
1371                         power_desc[num].fail = 12;
1372                         power_desc[num++].number = -1;
1373                         break;
1374                 case RACE_MIND_FLAYER:
1375                         sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
1376                         power_desc[num].level = 15;
1377                         power_desc[num].cost = 12;
1378                         power_desc[num].stat = A_INT;
1379                         power_desc[num].fail = 14;
1380                         power_desc[num++].number = -1;
1381                         break;
1382                 case RACE_IMP:
1383                         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);
1384                         power_desc[num].level = 9;
1385                         power_desc[num].cost = 15;
1386                         power_desc[num].stat = A_WIS;
1387                         power_desc[num].fail = 15;
1388                         power_desc[num++].number = -1;
1389                         break;
1390                 case RACE_GOLEM:
1391                         strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
1392                         power_desc[num].level = 20;
1393                         power_desc[num].cost = 15;
1394                         power_desc[num].stat = A_CON;
1395                         power_desc[num].fail = 8;
1396                         power_desc[num++].number = -1;
1397                         break;
1398                 case RACE_SKELETON:
1399                 case RACE_ZOMBIE:
1400                         strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
1401                         power_desc[num].level = 30;
1402                         power_desc[num].cost = 30;
1403                         power_desc[num].stat = A_WIS;
1404                         power_desc[num].fail = 18;
1405                         power_desc[num++].number = -1;
1406                         break;
1407                 case RACE_VAMPIRE:
1408                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1409                         power_desc[num].level = 2;
1410                         power_desc[num].cost = 1 + (lvl / 3);
1411                         power_desc[num].stat = A_CON;
1412                         power_desc[num].fail = 9;
1413                         power_desc[num++].number = -1;
1414                         break;
1415                 case RACE_SPRITE:
1416                         strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
1417                         power_desc[num].level = 12;
1418                         power_desc[num].cost = 12;
1419                         power_desc[num].stat = A_INT;
1420                         power_desc[num].fail = 15;
1421                         power_desc[num++].number = -1;
1422                         break;
1423                 case RACE_DEMON:
1424                         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);
1425                         power_desc[num].level = 15;
1426                         power_desc[num].cost = 10 + lvl / 3;
1427                         power_desc[num].stat = A_CON;
1428                         power_desc[num].fail = 20;
1429                         power_desc[num++].number = -1;
1430                         break;
1431                 case RACE_KUTAR:
1432                         strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
1433                         power_desc[num].level = 20;
1434                         power_desc[num].cost = 15;
1435                         power_desc[num].stat = A_CHR;
1436                         power_desc[num].fail = 8;
1437                         power_desc[num++].number = -1;
1438                         break;
1439                 case RACE_ANDROID:
1440                         if (creature_ptr->lev < 10)
1441                         {
1442                                 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
1443                                 power_desc[num].level = 1;
1444                                 power_desc[num].cost = 7;
1445                                 power_desc[num].fail = 8;
1446                         }
1447                         else if (creature_ptr->lev < 25)
1448                         {
1449                                 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
1450                                 power_desc[num].level = 10;
1451                                 power_desc[num].cost = 13;
1452                                 power_desc[num].fail = 10;
1453                         }
1454                         else if (creature_ptr->lev < 35)
1455                         {
1456                                 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
1457                                 power_desc[num].level = 25;
1458                                 power_desc[num].cost = 26;
1459                                 power_desc[num].fail = 12;
1460                         }
1461                         else if (creature_ptr->lev < 45)
1462                         {
1463                                 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
1464                                 power_desc[num].level = 35;
1465                                 power_desc[num].cost = 40;
1466                                 power_desc[num].fail = 15;
1467                         }
1468                         else
1469                         {
1470                                 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
1471                                 power_desc[num].level = 45;
1472                                 power_desc[num].cost = 60;
1473                                 power_desc[num].fail = 18;
1474                         }
1475                         power_desc[num].stat = A_STR;
1476                         power_desc[num++].number = -1;
1477                         break;
1478                 default:
1479                 {
1480                         break;
1481                 }
1482                 }
1483         }
1484
1485         if (creature_ptr->muta1)
1486         {
1487                 if (creature_ptr->muta1 & MUT1_SPIT_ACID)
1488                 {
1489                         strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
1490                         power_desc[num].level = 9;
1491                         power_desc[num].cost = 9;
1492                         power_desc[num].stat = A_DEX;
1493                         power_desc[num].fail = 15;
1494                         power_desc[num++].number = MUT1_SPIT_ACID;
1495                 }
1496
1497                 if (creature_ptr->muta1 & MUT1_BR_FIRE)
1498                 {
1499                         strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
1500                         power_desc[num].level = 20;
1501                         power_desc[num].cost = lvl;
1502                         power_desc[num].stat = A_CON;
1503                         power_desc[num].fail = 18;
1504                         power_desc[num++].number = MUT1_BR_FIRE;
1505                 }
1506
1507                 if (creature_ptr->muta1 & MUT1_HYPN_GAZE)
1508                 {
1509                         strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
1510                         power_desc[num].level = 12;
1511                         power_desc[num].cost = 12;
1512                         power_desc[num].stat = A_CHR;
1513                         power_desc[num].fail = 18;
1514                         power_desc[num++].number = MUT1_HYPN_GAZE;
1515                 }
1516
1517                 if (creature_ptr->muta1 & MUT1_TELEKINES)
1518                 {
1519                         strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
1520                         power_desc[num].level = 9;
1521                         power_desc[num].cost = 9;
1522                         power_desc[num].stat = A_WIS;
1523                         power_desc[num].fail = 14;
1524                         power_desc[num++].number = MUT1_TELEKINES;
1525                 }
1526
1527                 if (creature_ptr->muta1 & MUT1_VTELEPORT)
1528                 {
1529                         strcpy(power_desc[num].name, _("テレポート", "Teleport"));
1530                         power_desc[num].level = 7;
1531                         power_desc[num].cost = 7;
1532                         power_desc[num].stat = A_WIS;
1533                         power_desc[num].fail = 15;
1534                         power_desc[num++].number = MUT1_VTELEPORT;
1535                 }
1536
1537                 if (creature_ptr->muta1 & MUT1_MIND_BLST)
1538                 {
1539                         strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
1540                         power_desc[num].level = 5;
1541                         power_desc[num].cost = 3;
1542                         power_desc[num].stat = A_WIS;
1543                         power_desc[num].fail = 15;
1544                         power_desc[num++].number = MUT1_MIND_BLST;
1545                 }
1546
1547                 if (creature_ptr->muta1 & MUT1_RADIATION)
1548                 {
1549                         strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
1550                         power_desc[num].level = 15;
1551                         power_desc[num].cost = 15;
1552                         power_desc[num].stat = A_CON;
1553                         power_desc[num].fail = 14;
1554                         power_desc[num++].number = MUT1_RADIATION;
1555                 }
1556
1557                 if (creature_ptr->muta1 & MUT1_VAMPIRISM)
1558                 {
1559                         strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1560                         power_desc[num].level = 2;
1561                         power_desc[num].cost = (1 + (lvl / 3));
1562                         power_desc[num].stat = A_CON;
1563                         power_desc[num].fail = 9;
1564                         power_desc[num++].number = MUT1_VAMPIRISM;
1565                 }
1566
1567                 if (creature_ptr->muta1 & MUT1_SMELL_MET)
1568                 {
1569                         strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
1570                         power_desc[num].level = 3;
1571                         power_desc[num].cost = 2;
1572                         power_desc[num].stat = A_INT;
1573                         power_desc[num].fail = 12;
1574                         power_desc[num++].number = MUT1_SMELL_MET;
1575                 }
1576
1577                 if (creature_ptr->muta1 & MUT1_SMELL_MON)
1578                 {
1579                         strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
1580                         power_desc[num].level = 5;
1581                         power_desc[num].cost = 4;
1582                         power_desc[num].stat = A_INT;
1583                         power_desc[num].fail = 15;
1584                         power_desc[num++].number = MUT1_SMELL_MON;
1585                 }
1586
1587                 if (creature_ptr->muta1 & MUT1_BLINK)
1588                 {
1589                         strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
1590                         power_desc[num].level = 3;
1591                         power_desc[num].cost = 3;
1592                         power_desc[num].stat = A_WIS;
1593                         power_desc[num].fail = 12;
1594                         power_desc[num++].number = MUT1_BLINK;
1595                 }
1596
1597                 if (creature_ptr->muta1 & MUT1_EAT_ROCK)
1598                 {
1599                         strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
1600                         power_desc[num].level = 8;
1601                         power_desc[num].cost = 12;
1602                         power_desc[num].stat = A_CON;
1603                         power_desc[num].fail = 18;
1604                         power_desc[num++].number = MUT1_EAT_ROCK;
1605                 }
1606
1607                 if (creature_ptr->muta1 & MUT1_SWAP_POS)
1608                 {
1609                         strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
1610                         power_desc[num].level = 15;
1611                         power_desc[num].cost = 12;
1612                         power_desc[num].stat = A_DEX;
1613                         power_desc[num].fail = 16;
1614                         power_desc[num++].number = MUT1_SWAP_POS;
1615                 }
1616
1617                 if (creature_ptr->muta1 & MUT1_SHRIEK)
1618                 {
1619                         strcpy(power_desc[num].name, _("叫び", "Shriek"));
1620                         power_desc[num].level = 20;
1621                         power_desc[num].cost = 14;
1622                         power_desc[num].stat = A_CON;
1623                         power_desc[num].fail = 16;
1624                         power_desc[num++].number = MUT1_SHRIEK;
1625                 }
1626
1627                 if (creature_ptr->muta1 & MUT1_ILLUMINE)
1628                 {
1629                         strcpy(power_desc[num].name, _("照明", "Illuminate"));
1630                         power_desc[num].level = 3;
1631                         power_desc[num].cost = 2;
1632                         power_desc[num].stat = A_INT;
1633                         power_desc[num].fail = 10;
1634                         power_desc[num++].number = MUT1_ILLUMINE;
1635                 }
1636
1637                 if (creature_ptr->muta1 & MUT1_DET_CURSE)
1638                 {
1639                         strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
1640                         power_desc[num].level = 7;
1641                         power_desc[num].cost = 14;
1642                         power_desc[num].stat = A_WIS;
1643                         power_desc[num].fail = 14;
1644                         power_desc[num++].number = MUT1_DET_CURSE;
1645                 }
1646
1647                 if (creature_ptr->muta1 & MUT1_BERSERK)
1648                 {
1649                         strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1650                         power_desc[num].level = 8;
1651                         power_desc[num].cost = 8;
1652                         power_desc[num].stat = A_STR;
1653                         power_desc[num].fail = 14;
1654                         power_desc[num++].number = MUT1_BERSERK;
1655                 }
1656
1657                 if (creature_ptr->muta1 & MUT1_POLYMORPH)
1658                 {
1659                         strcpy(power_desc[num].name, _("変身", "Polymorph"));
1660                         power_desc[num].level = 18;
1661                         power_desc[num].cost = 20;
1662                         power_desc[num].stat = A_CON;
1663                         power_desc[num].fail = 18;
1664                         power_desc[num++].number = MUT1_POLYMORPH;
1665                 }
1666
1667                 if (creature_ptr->muta1 & MUT1_MIDAS_TCH)
1668                 {
1669                         strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
1670                         power_desc[num].level = 10;
1671                         power_desc[num].cost = 5;
1672                         power_desc[num].stat = A_INT;
1673                         power_desc[num].fail = 12;
1674                         power_desc[num++].number = MUT1_MIDAS_TCH;
1675                 }
1676
1677                 if (creature_ptr->muta1 & MUT1_GROW_MOLD)
1678                 {
1679                         strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
1680                         power_desc[num].level = 1;
1681                         power_desc[num].cost = 6;
1682                         power_desc[num].stat = A_CON;
1683                         power_desc[num].fail = 14;
1684                         power_desc[num++].number = MUT1_GROW_MOLD;
1685                 }
1686
1687                 if (creature_ptr->muta1 & MUT1_RESIST)
1688                 {
1689                         strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
1690                         power_desc[num].level = 10;
1691                         power_desc[num].cost = 12;
1692                         power_desc[num].stat = A_CON;
1693                         power_desc[num].fail = 12;
1694                         power_desc[num++].number = MUT1_RESIST;
1695                 }
1696
1697                 if (creature_ptr->muta1 & MUT1_EARTHQUAKE)
1698                 {
1699                         strcpy(power_desc[num].name, _("地震", "Earthquake"));
1700                         power_desc[num].level = 12;
1701                         power_desc[num].cost = 12;
1702                         power_desc[num].stat = A_STR;
1703                         power_desc[num].fail = 16;
1704                         power_desc[num++].number = MUT1_EARTHQUAKE;
1705                 }
1706
1707                 if (creature_ptr->muta1 & MUT1_EAT_MAGIC)
1708                 {
1709                         strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1710                         power_desc[num].level = 17;
1711                         power_desc[num].cost = 1;
1712                         power_desc[num].stat = A_WIS;
1713                         power_desc[num].fail = 15;
1714                         power_desc[num++].number = MUT1_EAT_MAGIC;
1715                 }
1716
1717                 if (creature_ptr->muta1 & MUT1_WEIGH_MAG)
1718                 {
1719                         strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
1720                         power_desc[num].level = 6;
1721                         power_desc[num].cost = 6;
1722                         power_desc[num].stat = A_INT;
1723                         power_desc[num].fail = 10;
1724                         power_desc[num++].number = MUT1_WEIGH_MAG;
1725                 }
1726
1727                 if (creature_ptr->muta1 & MUT1_STERILITY)
1728                 {
1729                         strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
1730                         power_desc[num].level = 12;
1731                         power_desc[num].cost = 23;
1732                         power_desc[num].stat = A_CHR;
1733                         power_desc[num].fail = 15;
1734                         power_desc[num++].number = MUT1_STERILITY;
1735                 }
1736
1737                 if (creature_ptr->muta1 & MUT1_PANIC_HIT)
1738                 {
1739                         strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
1740                         power_desc[num].level = 10;
1741                         power_desc[num].cost = 12;
1742                         power_desc[num].stat = A_DEX;
1743                         power_desc[num].fail = 14;
1744                         power_desc[num++].number = MUT1_PANIC_HIT;
1745                 }
1746
1747                 if (creature_ptr->muta1 & MUT1_DAZZLE)
1748                 {
1749                         strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
1750                         power_desc[num].level = 7;
1751                         power_desc[num].cost = 15;
1752                         power_desc[num].stat = A_CHR;
1753                         power_desc[num].fail = 8;
1754                         power_desc[num++].number = MUT1_DAZZLE;
1755                 }
1756
1757                 if (creature_ptr->muta1 & MUT1_LASER_EYE)
1758                 {
1759                         strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
1760                         power_desc[num].level = 7;
1761                         power_desc[num].cost = 10;
1762                         power_desc[num].stat = A_WIS;
1763                         power_desc[num].fail = 9;
1764                         power_desc[num++].number = MUT1_LASER_EYE;
1765                 }
1766
1767                 if (creature_ptr->muta1 & MUT1_RECALL)
1768                 {
1769                         strcpy(power_desc[num].name, _("帰還", "Recall"));
1770                         power_desc[num].level = 17;
1771                         power_desc[num].cost = 50;
1772                         power_desc[num].stat = A_INT;
1773                         power_desc[num].fail = 16;
1774                         power_desc[num++].number = MUT1_RECALL;
1775                 }
1776
1777                 if (creature_ptr->muta1 & MUT1_BANISH)
1778                 {
1779                         strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
1780                         power_desc[num].level = 25;
1781                         power_desc[num].cost = 25;
1782                         power_desc[num].stat = A_WIS;
1783                         power_desc[num].fail = 18;
1784                         power_desc[num++].number = MUT1_BANISH;
1785                 }
1786
1787                 if (creature_ptr->muta1 & MUT1_COLD_TOUCH)
1788                 {
1789                         strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
1790                         power_desc[num].level = 2;
1791                         power_desc[num].cost = 2;
1792                         power_desc[num].stat = A_CON;
1793                         power_desc[num].fail = 11;
1794                         power_desc[num++].number = MUT1_COLD_TOUCH;
1795                 }
1796
1797                 if (creature_ptr->muta1 & MUT1_LAUNCHER)
1798                 {
1799                         strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
1800                         power_desc[num].level = 1;
1801                         power_desc[num].cost = lvl;
1802                         power_desc[num].stat = A_STR;
1803                         power_desc[num].fail = 6;
1804                         /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
1805                         power_desc[num++].number = 3;
1806                 }
1807         }
1808
1809         flag = FALSE;
1810         redraw = FALSE;
1811
1812         (void)strnfmt(out_val, 78,
1813                 _("(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? "),
1814                 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
1815
1816         if (!repeat_pull(&i) || i < 0 || i >= num) {
1817                 if (use_menu) screen_save();
1818
1819                 choice = (always_show_list || use_menu) ? ESCAPE : 1;
1820                 while (!flag)
1821                 {
1822                         if (choice == ESCAPE) choice = ' ';
1823                         else if (!get_com(out_val, &choice, FALSE))break;
1824
1825                         if (use_menu && choice != ' ')
1826                         {
1827                                 switch (choice)
1828                                 {
1829                                 case '0':
1830                                 {
1831                                         screen_load();
1832                                         free_turn(creature_ptr);
1833                                         return;
1834                                 }
1835
1836                                 case '8':
1837                                 case 'k':
1838                                 case 'K':
1839                                 {
1840                                         menu_line += (num - 1);
1841                                         break;
1842                                 }
1843
1844                                 case '2':
1845                                 case 'j':
1846                                 case 'J':
1847                                 {
1848                                         menu_line++;
1849                                         break;
1850                                 }
1851
1852                                 case '6':
1853                                 case 'l':
1854                                 case 'L':
1855                                 case '4':
1856                                 case 'h':
1857                                 case 'H':
1858                                 {
1859                                         if (menu_line > 18)
1860                                                 menu_line -= 18;
1861                                         else if (menu_line + 18 <= num)
1862                                                 menu_line += 18;
1863                                         break;
1864                                 }
1865
1866                                 case 'x':
1867                                 case 'X':
1868                                 case '\r':
1869                                 {
1870                                         i = menu_line - 1;
1871                                         ask = FALSE;
1872                                         break;
1873                                 }
1874                                 }
1875                                 if (menu_line > num) menu_line -= num;
1876                         }
1877                         /* Request redraw */
1878                         if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
1879                         {
1880                                 /* Show the list */
1881                                 if (!redraw || use_menu)
1882                                 {
1883                                         byte y = 1, x = 0;
1884                                         int ctr = 0;
1885                                         char dummy[80];
1886                                         char letter;
1887                                         TERM_LEN x1, y1;
1888
1889                                         strcpy(dummy, "");
1890                                         redraw = TRUE;
1891                                         if (!use_menu) screen_save();
1892
1893                                         /* Print header(s) */
1894                                         if (num < 18)
1895                                                 prt(_("                            Lv   MP 失率", "                            Lv Cost Fail"), y++, x);
1896                                         else
1897                                                 prt(_("                            Lv   MP 失率                            Lv   MP 失率",
1898                                                         "                            Lv Cost Fail                            Lv Cost Fail"), y++, x);
1899
1900
1901                                         /* Print list */
1902                                         while (ctr < num)
1903                                         {
1904                                                 x1 = ((ctr < 18) ? x : x + 40);
1905                                                 y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
1906
1907                                                 if (use_menu)
1908                                                 {
1909                                                         if (ctr == (menu_line - 1)) strcpy(dummy, _(" 》 ", " >  "));
1910                                                         else strcpy(dummy, "    ");
1911                                                 }
1912                                                 else
1913                                                 {
1914                                                         /* letter/number for power selection */
1915                                                         if (ctr < 26)
1916                                                                 letter = I2A(ctr);
1917                                                         else
1918                                                                 letter = '0' + ctr - 26;
1919                                                         sprintf(dummy, " %c) ", letter);
1920                                                 }
1921                                                 strcat(dummy, format("%-23.23s %2d %4d %3d%%",
1922                                                         power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
1923                                                         100 - racial_chance(creature_ptr, &power_desc[ctr])));
1924                                                 prt(dummy, y1, x1);
1925                                                 ctr++;
1926                                         }
1927                                 }
1928
1929                                 /* Hide the list */
1930                                 else
1931                                 {
1932                                         /* Hide list */
1933                                         redraw = FALSE;
1934                                         screen_load();
1935                                 }
1936
1937                                 /* Redo asking */
1938                                 continue;
1939                         }
1940
1941                         if (!use_menu)
1942                         {
1943                                 if (choice == '\r' && num == 1)
1944                                 {
1945                                         choice = 'a';
1946                                 }
1947
1948                                 if (isalpha(choice))
1949                                 {
1950                                         /* Note verify */
1951                                         ask = (isupper(choice));
1952
1953                                         /* Lowercase */
1954                                         if (ask) choice = (char)tolower(choice);
1955
1956                                         /* Extract request */
1957                                         i = (islower(choice) ? A2I(choice) : -1);
1958                                 }
1959                                 else
1960                                 {
1961                                         ask = FALSE; /* Can't uppercase digits */
1962
1963                                         i = choice - '0' + 26;
1964                                 }
1965                         }
1966
1967                         /* Totally Illegal */
1968                         if ((i < 0) || (i >= num))
1969                         {
1970                                 bell();
1971                                 continue;
1972                         }
1973
1974                         /* Verify it */
1975                         if (ask)
1976                         {
1977                                 char tmp_val[160];
1978
1979                                 /* Prompt */
1980                                 (void)strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
1981
1982                                 /* Belay that order */
1983                                 if (!get_check(tmp_val)) continue;
1984                         }
1985
1986                         /* Stop the loop */
1987                         flag = TRUE;
1988                 }
1989                 if (redraw) screen_load();
1990
1991                 /* Abort if needed */
1992                 if (!flag)
1993                 {
1994                         free_turn(creature_ptr);
1995                         return;
1996                 }
1997                 repeat_push(i);
1998         } /*if (!repeat_pull(&i) || ...)*/
1999         switch (racial_aux(creature_ptr, &power_desc[i]))
2000         {
2001         case 1:
2002                 if (power_desc[i].number < 0)
2003                         cast = exe_racial_power(creature_ptr, power_desc[i].number);
2004                 else
2005                         cast = exe_mutation_power(creature_ptr, power_desc[i].number);
2006                 break;
2007         case 0:
2008                 cast = FALSE;
2009                 break;
2010         case -1:
2011                 cast = TRUE;
2012                 break;
2013         }
2014
2015         if (cast)
2016         {
2017                 if (racial_cost)
2018                 {
2019                         int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2020
2021                         /* If mana is not enough, player consumes hit point! */
2022                         if (creature_ptr->csp < actual_racial_cost)
2023                         {
2024                                 actual_racial_cost -= creature_ptr->csp;
2025                                 creature_ptr->csp = 0;
2026                                 take_hit(creature_ptr, DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2027                         }
2028                         else creature_ptr->csp -= actual_racial_cost;
2029
2030                         creature_ptr->redraw |= (PR_HP | PR_MANA);
2031                         creature_ptr->window |= (PW_PLAYER | PW_SPELL);
2032                 }
2033         }
2034         else free_turn(creature_ptr);
2035
2036         /* Success */
2037         return;
2038 }