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[Refactor] #40653 Separated mind-magic-eater.c/h from spells-object.c/h
[hengband/hengband.git] / src / racial / racial-switcher.c
index 1ad8af1..ee58f6d 100644 (file)
 #include "cmd-action/cmd-spell.h"
 #include "cmd-item/cmd-magiceat.h"
 #include "cmd-item/cmd-zapwand.h"
-#include "core/asking-player.h"
 #include "core/player-redraw-types.h"
 #include "core/player-update-types.h"
 #include "core/stuff-handler.h"
 #include "core/window-redrawer.h"
 #include "effect/spells-effect-util.h"
-#include "game-option/disturbance-options.h"
 #include "game-option/text-display-options.h"
 #include "inventory/inventory-slot-types.h"
 #include "io/command-repeater.h"
 #include "io/input-key-requester.h"
 #include "main/sound-of-music.h"
 #include "melee/melee-postprocess.h"
+#include "mind/mind-archer.h"
 #include "mind/mind-cavalry.h"
 #include "mind/mind-force-trainer.h"
 #include "mind/mind-mage.h"
+#include "mind/mind-magic-eater.h"
 #include "mind/mind-mirror-master.h"
 #include "mind/mind-monk.h"
 #include "mind/mind-ninja.h"
@@ -53,7 +53,6 @@
 #include "racial/racial-balrog.h"
 #include "racial/racial-draconian.h"
 #include "racial/racial-kutar.h"
-#include "racial/racial-util.h"
 #include "racial/racial-vampire.h"
 #include "realm/realm-names-table.h"
 #include "spell-kind/spells-beam.h"
 #include "status/buff-setter.h"
 #include "status/experience.h"
 #include "target/target-getter.h"
-#include "term/screen-processor.h"
 #include "util/int-char-converter.h"
 #include "view/display-messages.h"
 
-/*!
- * @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
- * @param rpi_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
- * @return 成功率(%)を返す
- */
-PERCENTAGE racial_chance(player_type *creature_ptr, rpi_type *rpi_ptr)
+bool switch_class_racial_execution(player_type *creature_ptr, const s32b command)
 {
-    if ((creature_ptr->lev < rpi_ptr->min_level) || creature_ptr->confused)
-        return 0;
-
-    PERCENTAGE difficulty = rpi_ptr->fail;
-    if (difficulty == 0)
-        return 100;
-
-    if (creature_ptr->stun) {
-        difficulty += (PERCENTAGE)creature_ptr->stun;
-    } else if (creature_ptr->lev > rpi_ptr->min_level) {
-        PERCENTAGE lev_adj = (PERCENTAGE)((creature_ptr->lev - rpi_ptr->min_level) / 3);
-        if (lev_adj > 10)
-            lev_adj = 10;
-
-        difficulty -= lev_adj;
-    }
-
-    if (difficulty < 5)
-        difficulty = 5;
+    DIRECTION dir = 0;
+    switch (creature_ptr->pclass) {
+    case CLASS_WARRIOR:
+        return sword_dancing(creature_ptr);
+    case CLASS_HIGH_MAGE:
+        if (creature_ptr->realm1 == REALM_HEX) {
+            bool retval = stop_hex_spell(creature_ptr);
+            if (retval)
+                creature_ptr->energy_use = 10;
+
+            return retval;
+        }
 
-    difficulty = difficulty / 2;
-    const BASE_STATUS stat = creature_ptr->stat_cur[rpi_ptr->stat];
-    int sum = 0;
-    for (int i = 1; i <= stat; i++) {
-        int val = i - difficulty;
-        if (val > 0)
-            sum += (val <= difficulty) ? val : difficulty;
-    }
+        /* Fall through */
+    case CLASS_MAGE:
+    case CLASS_SORCERER:
+        return eat_magic(creature_ptr, creature_ptr->lev * 2);
+    case CLASS_PRIEST:
+        if (!is_good_realm(creature_ptr->realm1)) {
+            (void)dispel_monsters(creature_ptr, creature_ptr->lev * 4);
+            turn_monsters(creature_ptr, creature_ptr->lev * 4);
+            banish_monsters(creature_ptr, creature_ptr->lev * 4);
+            return TRUE;
+        }
 
-    if (difficulty == 0)
-        return 100;
-    else
-        return ((sum * 100) / difficulty) / stat;
-}
+        return bless_weapon(creature_ptr);
+    case CLASS_ROGUE:
+        return hit_and_away(creature_ptr);
+    case CLASS_RANGER:
+    case CLASS_SNIPER:
+        msg_print(_("敵を調査した...", "You examine your foes..."));
+        probing(creature_ptr);
+        return TRUE;
+    case CLASS_PALADIN:
+        if (!get_aim_dir(creature_ptr, &dir))
+            return FALSE;
 
-/*!
- * @brief レイシャル・パワーの発動の判定処理
- * @param rpi_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
- * @return
- * 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。
- * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
- */
-int check_racial_level(player_type *creature_ptr, rpi_type *rpi_ptr)
-{
-    PLAYER_LEVEL min_level = rpi_ptr->min_level;
-    int use_stat = rpi_ptr->stat;
-    int difficulty = rpi_ptr->fail;
-    int use_hp = 0;
-    rpi_ptr->racial_cost = rpi_ptr->cost;
-    if (creature_ptr->csp < rpi_ptr->racial_cost)
-        use_hp = rpi_ptr->racial_cost - creature_ptr->csp;
-
-    if (creature_ptr->lev < min_level) {
-        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。", "You need to attain level %d to use this power."), min_level);
-        free_turn(creature_ptr);
-        return FALSE;
-    }
+        fire_beam(creature_ptr, is_good_realm(creature_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE, dir, creature_ptr->lev * 3);
+        return TRUE;
+    case CLASS_WARRIOR_MAGE:
+        if (command == -3)
+            return comvert_hp_to_mp(creature_ptr);
+        else if (command == -4)
+            return comvert_mp_to_hp(creature_ptr);
 
-    if (cmd_limit_confused(creature_ptr)) {
-        free_turn(creature_ptr);
-        return FALSE;
-    } else if (creature_ptr->chp < use_hp) {
-        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? "))) {
-            free_turn(creature_ptr);
+        return TRUE;
+    case CLASS_CHAOS_WARRIOR:
+        return confusing_light(creature_ptr);
+    case CLASS_MONK:
+        if (!(empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM)) {
+            msg_print(_("素手じゃないとできません。", "You need to be barehanded."));
             return FALSE;
         }
-    }
 
-    if (difficulty) {
-        if (creature_ptr->stun) {
-            difficulty += creature_ptr->stun;
-        } else if (creature_ptr->lev > min_level) {
-            int lev_adj = ((creature_ptr->lev - min_level) / 3);
-            if (lev_adj > 10)
-                lev_adj = 10;
-            difficulty -= lev_adj;
+        if (creature_ptr->riding) {
+            msg_print(_("乗馬中はできません。", "You need to get off a pet."));
+            return FALSE;
         }
 
-        if (difficulty < 5)
-            difficulty = 5;
-    }
-
-    take_turn(creature_ptr, 100);
-    if (randint1(creature_ptr->stat_cur[use_stat]) >= ((difficulty / 2) + randint1(difficulty / 2)))
-        return 1;
+        if (command == -3) {
+            if (!choose_monk_stance(creature_ptr))
+                return FALSE;
 
-    if (flush_failure)
-        flush();
+            creature_ptr->update |= PU_BONUS;
+            return TRUE;
+        }
 
-    msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
-    return -1;
-}
+        if (command == -4)
+            return double_attack(creature_ptr);
 
-/*!
- * @brief レイシャル・パワー発動処理
- * @param creature_ptr プレーヤーへの参照ポインタ
- * @param command 発動するレイシャルのID
- * @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。
- */
-bool exe_racial_power(player_type *creature_ptr, s32b command)
-{
-    PLAYER_LEVEL plev = creature_ptr->lev;
-    DIRECTION dir = 0;
-    if (command <= -3) {
-        switch (creature_ptr->pclass) {
-        case CLASS_WARRIOR:
-            return sword_dancing(creature_ptr);
-        case CLASS_HIGH_MAGE:
-            if (creature_ptr->realm1 == REALM_HEX) {
-                bool retval = stop_hex_spell(creature_ptr);
-                if (retval)
-                    creature_ptr->energy_use = 10;
-
-                return retval;
-            }
-
-            /* Fall through */
-        case CLASS_MAGE:
-        case CLASS_SORCERER:
-            if (!eat_magic(creature_ptr, creature_ptr->lev * 2))
+        return TRUE;
+    case CLASS_MINDCRAFTER:
+    case CLASS_FORCETRAINER:
+        return clear_mind(creature_ptr);
+    case CLASS_TOURIST:
+        if (command == -3) {
+            if (!get_aim_dir(creature_ptr, &dir))
                 return FALSE;
 
-            break;
-        case CLASS_PRIEST:
-            if (is_good_realm(creature_ptr->realm1)) {
-                if (!bless_weapon(creature_ptr))
-                    return FALSE;
-            } else {
-                (void)dispel_monsters(creature_ptr, plev * 4);
-                turn_monsters(creature_ptr, plev * 4);
-                banish_monsters(creature_ptr, plev * 4);
-            }
-
-            break;
-        case CLASS_ROGUE:
-            if (!hit_and_away(creature_ptr))
-                return FALSE;
+            project_length = 1;
+            fire_beam(creature_ptr, GF_PHOTO, dir, 1);
+            return TRUE;
+        }
 
-            break;
-        case CLASS_RANGER:
-        case CLASS_SNIPER:
-            msg_print(_("敵を調査した...", "You examine your foes..."));
-            probing(creature_ptr);
-            break;
-        case CLASS_PALADIN:
+        return (command != -4) || identify_fully(creature_ptr, FALSE, 0);
+    case CLASS_IMITATOR:
+        handle_stuff(creature_ptr);
+        return do_cmd_mane(creature_ptr, TRUE);
+    case CLASS_BEASTMASTER:
+        if (command == -3) {
             if (!get_aim_dir(creature_ptr, &dir))
                 return FALSE;
 
-            fire_beam(creature_ptr, is_good_realm(creature_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE, dir, plev * 3);
-            break;
-        case CLASS_WARRIOR_MAGE:
-            if (command == -3) {
-                return comvert_hp_to_mp(creature_ptr);
-            } else if (command == -4) {
-                return comvert_mp_to_hp(creature_ptr);
-            }
-
-            break;
-        case CLASS_CHAOS_WARRIOR:
-            return confusing_light(creature_ptr);
-        case CLASS_MONK:
-            if (!(empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM)) {
-                msg_print(_("素手じゃないとできません。", "You need to be barehanded."));
-                return FALSE;
-            }
+            (void)fire_ball_hide(creature_ptr, GF_CHARM_LIVING, dir, creature_ptr->lev, 0);
+            return TRUE;
+        }
 
-            if (creature_ptr->riding) {
-                msg_print(_("乗馬中はできません。", "You need to get off a pet."));
-                return FALSE;
-            }
-
-            if (command == -3) {
-                if (!choose_monk_stance(creature_ptr))
-                    return FALSE;
-                creature_ptr->update |= (PU_BONUS);
-            } else if (command == -4) {
-                return double_attack(creature_ptr);
-            }
-
-            break;
-        case CLASS_MINDCRAFTER:
-        case CLASS_FORCETRAINER:
-            return clear_mind(creature_ptr);
-        case CLASS_TOURIST:
-            if (command == -3) {
-                if (!get_aim_dir(creature_ptr, &dir))
-                    return FALSE;
-
-                project_length = 1;
-                fire_beam(creature_ptr, GF_PHOTO, dir, 1);
-            } else if (command == -4) {
-                if (!identify_fully(creature_ptr, FALSE, 0))
-                    return FALSE;
-            }
-
-            break;
-        case CLASS_IMITATOR:
-            handle_stuff(creature_ptr);
-            if (!do_cmd_mane(creature_ptr, TRUE))
-                return FALSE;
+        if (command == -4)
+            project_all_los(creature_ptr, GF_CHARM_LIVING, creature_ptr->lev);
 
-            break;
-        case CLASS_BEASTMASTER:
-            if (command == -3) {
-                if (!get_aim_dir(creature_ptr, &dir))
-                    return FALSE;
+        return TRUE;
+    case CLASS_ARCHER:
+        return create_ammo(creature_ptr);
+    case CLASS_MAGIC_EATER:
+        if (command == -3)
+            return import_magic_device(creature_ptr);
+
+        return (command != -4) || (!cmd_limit_cast(creature_ptr) && do_cmd_magic_eater(creature_ptr, FALSE, TRUE));
+    case CLASS_BARD:
+        if (!SINGING_SONG_EFFECT(creature_ptr) && !INTERUPTING_SONG_EFFECT(creature_ptr))
+            return FALSE;
 
-                (void)fire_ball_hide(creature_ptr, GF_CHARM_LIVING, dir, creature_ptr->lev, 0);
-            } else if (command == -4)
-                project_all_los(creature_ptr, GF_CHARM_LIVING, creature_ptr->lev);
+        stop_singing(creature_ptr);
+        creature_ptr->energy_use = 10;
+        return TRUE;
+    case CLASS_RED_MAGE:
+        if (cmd_limit_cast(creature_ptr))
+            return FALSE;
 
-            break;
-        case CLASS_ARCHER:
-            if (!create_ammo(creature_ptr))
-                return FALSE;
+        handle_stuff(creature_ptr);
+        do_cmd_cast(creature_ptr);
+        handle_stuff(creature_ptr);
+        if (!creature_ptr->paralyzed && !cmd_limit_cast(creature_ptr))
+            do_cmd_cast(creature_ptr);
 
-            break;
-        case CLASS_MAGIC_EATER:
-            if (command == -3) {
-                if (!import_magic_device(creature_ptr))
-                    return FALSE;
-            } else if (command == -4) {
-                if (cmd_limit_cast(creature_ptr) || !do_cmd_magic_eater(creature_ptr, FALSE, TRUE))
-                    return FALSE;
-            }
-
-            break;
-        case CLASS_BARD:
-            if (!SINGING_SONG_EFFECT(creature_ptr) && !INTERUPTING_SONG_EFFECT(creature_ptr))
-                return FALSE;
+        return TRUE;
+    case CLASS_SAMURAI:
+        if (command == -3) {
+            concentration(creature_ptr);
+            return TRUE;
+        }
 
-            stop_singing(creature_ptr);
-            creature_ptr->energy_use = 10;
-            break;
-        case CLASS_RED_MAGE:
-            if (cmd_limit_cast(creature_ptr))
-                return FALSE;
+        if (command != -4)
+            return TRUE;
 
-            handle_stuff(creature_ptr);
-            do_cmd_cast(creature_ptr);
-            handle_stuff(creature_ptr);
-            if (!creature_ptr->paralyzed && !cmd_limit_cast(creature_ptr))
-                do_cmd_cast(creature_ptr);
-
-            break;
-        case CLASS_SAMURAI:
-            if (command == -3) {
-                concentration(creature_ptr);
-            } else if (command == -4) {
-                if (!has_melee_weapon(creature_ptr, INVEN_RARM) && !has_melee_weapon(creature_ptr, INVEN_LARM)) {
-                    msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
-                    return FALSE;
-                }
-
-                if (!choose_kata(creature_ptr))
-                    return FALSE;
-
-                creature_ptr->update |= (PU_BONUS);
-            }
-
-            break;
-        case CLASS_BLUE_MAGE:
-            if (creature_ptr->action == ACTION_LEARN)
-                set_action(creature_ptr, ACTION_NONE);
-            else
-                set_action(creature_ptr, ACTION_LEARN);
-
-            free_turn(creature_ptr);
-            break;
-        case CLASS_CAVALRY:
-            return rodeo(creature_ptr);
-        case CLASS_BERSERKER:
-            if (!recall_player(creature_ptr, randint0(21) + 15))
-                return FALSE;
+        if (!has_melee_weapon(creature_ptr, INVEN_RARM) && !has_melee_weapon(creature_ptr, INVEN_LARM)) {
+            msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
+            return FALSE;
+        }
 
-            break;
-        case CLASS_SMITH:
-            if (creature_ptr->lev > 29) {
-                if (!identify_fully(creature_ptr, TRUE, 0))
-                    return FALSE;
-            } else if (!ident_spell(creature_ptr, TRUE, 0))
-                return FALSE;
+        if (!choose_kata(creature_ptr))
+            return FALSE;
 
-            break;
-        case CLASS_MIRROR_MASTER:
-            if (command == -3)
-                remove_all_mirrors(creature_ptr, TRUE);
-            else if (command == -4)
-                return mirror_concentration(creature_ptr);
-
-            break;
-        case CLASS_NINJA:
-            hayagake(creature_ptr);
-            break;
+        creature_ptr->update |= PU_BONUS;
+        return TRUE;
+    case CLASS_BLUE_MAGE:
+        set_action(creature_ptr, creature_ptr->action == ACTION_LEARN ? ACTION_NONE : ACTION_LEARN);
+        free_turn(creature_ptr);
+        return TRUE;
+    case CLASS_CAVALRY:
+        return rodeo(creature_ptr);
+    case CLASS_BERSERKER:
+        return recall_player(creature_ptr, randint0(21) + 15);
+    case CLASS_SMITH:
+        if (creature_ptr->lev <= 29)
+            return ident_spell(creature_ptr, TRUE, 0);
+
+        return identify_fully(creature_ptr, TRUE, 0);
+    case CLASS_MIRROR_MASTER:
+        if (command == -3) {
+            remove_all_mirrors(creature_ptr, TRUE);
+            return TRUE;
         }
 
+        if (command == -4)
+            return mirror_concentration(creature_ptr);
+
+        return TRUE;
+    case CLASS_NINJA:
+        return hayagake(creature_ptr);
+    default:
         return TRUE;
     }
+}
 
-    if (creature_ptr->mimic_form) {
-        switch (creature_ptr->mimic_form) {
-        case MIMIC_DEMON:
-        case MIMIC_DEMON_LORD: {
-            return demonic_breath(creature_ptr);
-        }
-        case MIMIC_VAMPIRE:
-            vampirism(creature_ptr);
-            break;
-        }
-
+bool switch_mimic_racial_execution(player_type *creature_ptr)
+{
+    switch (creature_ptr->mimic_form) {
+    case MIMIC_DEMON:
+    case MIMIC_DEMON_LORD: {
+        return demonic_breath(creature_ptr);
+    }
+    case MIMIC_VAMPIRE:
+        vampirism(creature_ptr);
+        return TRUE;
+    default:
         return TRUE;
     }
+}
 
+bool switch_race_racial_execution(player_type *creature_ptr, const s32b command)
+{
+    DIRECTION dir = 0;
     switch (creature_ptr->prace) {
     case RACE_DWARF:
         msg_print(_("周囲を調べた。", "You examine your surroundings."));
         (void)detect_traps(creature_ptr, DETECT_RAD_DEFAULT, TRUE);
         (void)detect_doors(creature_ptr, DETECT_RAD_DEFAULT);
         (void)detect_stairs(creature_ptr, DETECT_RAD_DEFAULT);
-        break;
+        return TRUE;
     case RACE_HOBBIT:
         return create_ration(creature_ptr);
     case RACE_GNOME:
         msg_print(_("パッ!", "Blink!"));
         teleport_player(creature_ptr, 10, TELEPORT_SPONTANEOUS);
-        break;
+        return TRUE;
     case RACE_HALF_ORC:
         msg_print(_("勇気を出した。", "You play tough."));
         (void)set_afraid(creature_ptr, 0);
-        break;
+        return TRUE;
     case RACE_HALF_TROLL:
         msg_print(_("うがぁぁ!", "RAAAGH!"));
-        (void)berserk(creature_ptr, 10 + randint1(plev));
-        break;
+        (void)berserk(creature_ptr, 10 + randint1(creature_ptr->lev));
+        return TRUE;
     case RACE_AMBERITE:
         if (command == -1) {
             msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
             reserve_alter_reality(creature_ptr);
-        } else if (command == -2) {
-            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..."));
-            (void)true_healing(creature_ptr, 0);
-            (void)restore_all_status(creature_ptr);
-            (void)restore_level(creature_ptr);
+            return TRUE;
         }
+        
+        if (command != -2)
+            return TRUE;
 
-        break;
+        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..."));
+        (void)true_healing(creature_ptr, 0);
+        (void)restore_all_status(creature_ptr);
+        (void)restore_level(creature_ptr);
+        return TRUE;
     case RACE_BARBARIAN:
         msg_print(_("うぉぉおお!", "Raaagh!"));
-        (void)berserk(creature_ptr, 10 + randint1(plev));
-        break;
+        (void)berserk(creature_ptr, 10 + randint1(creature_ptr->lev));
+        return TRUE;
     case RACE_HALF_OGRE:
         msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
-        explosive_rune(creature_ptr, creature_ptr->y, creature_ptr->x);
-        break;
+        (void)explosive_rune(creature_ptr, creature_ptr->y, creature_ptr->x);
+        return TRUE;
     case RACE_HALF_GIANT:
         if (!get_aim_dir(creature_ptr, &dir))
             return FALSE;
 
         (void)wall_to_mud(creature_ptr, dir, 20 + randint1(30));
-        break;
+        return TRUE;
     case RACE_HALF_TITAN:
         msg_print(_("敵を調査した...", "You examine your foes..."));
-        probing(creature_ptr);
-        break;
+        (void)probing(creature_ptr);
+        return TRUE;
     case RACE_CYCLOPS:
         if (!get_aim_dir(creature_ptr, &dir))
             return FALSE;
 
         msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
-        fire_bolt(creature_ptr, GF_MISSILE, dir, (3 * plev) / 2);
-        break;
+        (void)fire_bolt(creature_ptr, GF_MISSILE, dir, (3 * creature_ptr->lev) / 2);
+        return TRUE;
     case RACE_YEEK:
         if (!get_aim_dir(creature_ptr, &dir))
             return FALSE;
 
         stop_mouth(creature_ptr);
         msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
-        (void)fear_monster(creature_ptr, dir, plev);
-        break;
+        (void)fear_monster(creature_ptr, dir, creature_ptr->lev);
+        return TRUE;
     case RACE_KLACKON:
         if (!get_aim_dir(creature_ptr, &dir))
             return FALSE;
 
         stop_mouth(creature_ptr);
         msg_print(_("酸を吐いた。", "You spit acid."));
-        if (plev < 25)
-            fire_bolt(creature_ptr, GF_ACID, dir, plev);
+        if (creature_ptr->lev < 25)
+            (void)fire_bolt(creature_ptr, GF_ACID, dir, creature_ptr->lev);
         else
-            fire_ball(creature_ptr, GF_ACID, dir, plev, 2);
+            (void)fire_ball(creature_ptr, GF_ACID, dir, creature_ptr->lev, 2);
 
-        break;
+        return TRUE;
     case RACE_KOBOLD:
         if (!get_aim_dir(creature_ptr, &dir))
             return FALSE;
 
         msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
-        fire_bolt(creature_ptr, GF_POIS, dir, plev);
-        break;
+        (void)fire_bolt(creature_ptr, GF_POIS, dir, creature_ptr->lev);
+        return TRUE;
     case RACE_NIBELUNG:
         msg_print(_("周囲を調査した。", "You examine your surroundings."));
         (void)detect_traps(creature_ptr, DETECT_RAD_DEFAULT, TRUE);
         (void)detect_doors(creature_ptr, DETECT_RAD_DEFAULT);
         (void)detect_stairs(creature_ptr, DETECT_RAD_DEFAULT);
-        break;
+        return TRUE;
     case RACE_DARK_ELF:
         if (!get_aim_dir(creature_ptr, &dir))
             return FALSE;
 
         msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
-        fire_bolt_or_beam(creature_ptr, 10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4));
-        break;
+        (void)fire_bolt_or_beam(creature_ptr, 10, GF_MISSILE, dir, damroll(3 + ((creature_ptr->lev - 1) / 5), 4));
+        return TRUE;
     case RACE_DRACONIAN:
         return draconian_breath(creature_ptr);
     case RACE_MIND_FLAYER:
@@ -503,60 +379,58 @@ bool exe_racial_power(player_type *creature_ptr, s32b command)
             return FALSE;
 
         msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
-        fire_bolt(creature_ptr, GF_PSI, dir, plev);
-        break;
+        (void)fire_bolt(creature_ptr, GF_PSI, dir, creature_ptr->lev);
+        return TRUE;
     case RACE_IMP:
         if (!get_aim_dir(creature_ptr, &dir))
             return FALSE;
 
-        if (plev >= 30) {
+        if (creature_ptr->lev >= 30) {
             msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
-            fire_ball(creature_ptr, GF_FIRE, dir, plev, 2);
+            (void)fire_ball(creature_ptr, GF_FIRE, dir, creature_ptr->lev, 2);
         } else {
             msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
-            fire_bolt(creature_ptr, GF_FIRE, dir, plev);
+            (void)fire_bolt(creature_ptr, GF_FIRE, dir, creature_ptr->lev);
         }
 
-        break;
+        return TRUE;
     case RACE_GOLEM:
         (void)set_shield(creature_ptr, randint1(20) + 30, FALSE);
-        break;
+        return TRUE;
     case RACE_SKELETON:
     case RACE_ZOMBIE:
         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."));
         (void)restore_level(creature_ptr);
-        break;
+        return TRUE;
     case RACE_VAMPIRE:
-        vampirism(creature_ptr);
-        break;
+        (void)vampirism(creature_ptr);
+        return TRUE;
     case RACE_SPECTRE:
         if (!get_aim_dir(creature_ptr, &dir))
             return FALSE;
 
         stop_mouth(creature_ptr);
         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!"));
-        (void)fear_monster(creature_ptr, dir, plev);
-        break;
+        (void)fear_monster(creature_ptr, dir, creature_ptr->lev);
+        return TRUE;
     case RACE_SPRITE:
         msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
-        if (plev < 25)
-            sleep_monsters_touch(creature_ptr);
+        if (creature_ptr->lev < 25)
+            (void)sleep_monsters_touch(creature_ptr);
         else
-            (void)sleep_monsters(creature_ptr, plev);
+            (void)sleep_monsters(creature_ptr, creature_ptr->lev);
 
-        break;
+        return TRUE;
     case RACE_BALROG:
         return demonic_breath(creature_ptr);
     case RACE_KUTAR:
         (void)set_leveling(creature_ptr, randint1(20) + 30, FALSE);
-        break;
+        return TRUE;
     case RACE_ANDROID:
         return android_inside_weapon(creature_ptr);
     default:
         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."));
         free_turn(creature_ptr);
-        break;
+        return TRUE;
     }
-
-    return TRUE;
 }