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Added autoconf/automake bootstrap script to EXTRA_DIST.
[hengbandforosx/hengbandosx.git] / src / racial.c
1 /* File: racial.c */
2
3 /*
4  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
5  *
6  * This software may be copied and distributed for educational, research,
7  * and not for profit purposes provided that this copyright and statement
8  * are included in all such copies.  Other copyrights may also apply.
9  */
10
11 /* Purpose: Racial powers (and mutations) */
12
13 #include "angband.h"
14
15 /*
16  * Hook to determine if an object is contertible in an arrow/bolt
17  */
18 static bool item_tester_hook_convertible(object_type *o_ptr)
19 {
20         if((o_ptr->tval==TV_JUNK) || (o_ptr->tval==TV_SKELETON)) return TRUE;
21
22         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON)) return TRUE;
23         /* Assume not */
24         return (FALSE);
25 }
26
27
28 /*
29  * do_cmd_cast calls this function if the player's class
30  * is 'archer'.
31  */
32 static bool do_cmd_archer(void)
33 {
34         int ext=0;
35         char ch;
36
37         object_type     forge;
38         object_type     *q_ptr;
39
40         char com[80];
41         char o_name[MAX_NLEN];
42
43         q_ptr = &forge;
44
45         if(p_ptr->lev >= 20)
46 #ifdef JP
47                 sprintf(com, "[S]ÃÆ, [A]Ìð, [B]¥¯¥í¥¹¥Ü¥¦¤ÎÌð :");
48 #else
49                 sprintf(com, "Create [S]hots, Create [A]rrow or Create [B]olt ?");
50 #endif
51         else if(p_ptr->lev >= 10)
52 #ifdef JP
53                 sprintf(com, "[S]ÃÆ, [A]Ìð:");
54 #else
55                 sprintf(com, "Create [S]hots or Create [A]rrow ?");
56 #endif
57         else
58 #ifdef JP
59                 sprintf(com, "[S]ÃÆ:");
60 #else
61                 sprintf(com, "Create [S]hots ?");
62 #endif
63
64         if (p_ptr->confused)
65         {
66 #ifdef JP
67                 msg_print("º®Í𤷤Ƥ롪");
68 #else
69                 msg_print("You are too confused!");
70 #endif
71                 return FALSE;
72         }
73
74         if (p_ptr->blind)
75         {
76 #ifdef JP
77                 msg_print("Ìܤ¬¸«¤¨¤Ê¤¤¡ª");
78 #else
79                 msg_print("You are blind!");
80 #endif
81                 return FALSE;
82         }
83
84         while (TRUE)
85         {
86                 if (!get_com(com, &ch, TRUE))
87                 {
88                         return FALSE;
89                 }
90                 if (ch == 'S' || ch == 's')
91                 {
92                         ext = 1;
93                         break;
94                 }
95                 if ((ch == 'A' || ch == 'a')&&(p_ptr->lev >= 10))
96                 {
97                         ext = 2;
98                         break;
99                 }
100                 if ((ch == 'B' || ch == 'b')&&(p_ptr->lev >= 20))
101                 {
102                         ext = 3;
103                         break;
104                 }
105         }
106
107         /**********Create shots*********/
108         if (ext == 1)
109         {
110                 int x,y, dir;
111                 cave_type *c_ptr;
112
113                 if (!get_rep_dir(&dir, FALSE)) return FALSE;
114                 y = py + ddy[dir];
115                 x = px + ddx[dir];
116                 c_ptr = &cave[y][x];
117                 if (c_ptr->feat == FEAT_RUBBLE)
118                 {
119                         /* Get local object */
120                         q_ptr = &forge;
121
122                         /* Hack -- Give the player some small firestones */
123                         object_prep(q_ptr, lookup_kind(TV_SHOT, m_bonus(1, p_ptr->lev) + 1));
124                         q_ptr->number = (byte)rand_range(15,30);
125                         object_aware(q_ptr);
126                         object_known(q_ptr);
127                         apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
128                         q_ptr->discount = 99;
129
130                         (void)inven_carry(q_ptr);
131
132                         object_desc(o_name, q_ptr, TRUE, 2);
133 #ifdef JP
134                         msg_format("´äÀФòºï¤Ã¤Æ%s¤òºî¤Ã¤¿¡£",o_name);
135 #else
136                         msg_print("You make some ammo.");
137 #endif
138
139                         (void)wall_to_mud(dir);
140                         p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
141                         p_ptr->window |= (PW_OVERHEAD);
142                 }
143                 else
144                 {
145 #ifdef JP
146                         msg_print("¤½¤³¤Ë¤Ï´äÀФ¬¤Ê¤¤¡£");
147 #else
148                         msg_print("You need pile of rubble.");
149 #endif
150                 }
151         }
152         /**********Create arrows*********/
153         else if (ext == 2)
154         {
155                 int item;
156
157                 cptr q, s;
158
159                 item_tester_hook = item_tester_hook_convertible;
160
161                 /* Get an item */
162 #ifdef JP
163                 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éºî¤ê¤Þ¤¹¤«¡© ";
164                 s = "ºàÎÁ¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£";
165 #else
166                 q = "Convert which item? ";
167                 s = "You have no item to convert.";
168 #endif
169                 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
170
171                 /* Get the item (in the pack) */
172                 if (item >= 0)
173                 {
174                         q_ptr = &inventory[item];
175                 }
176
177                 /* Get the item (on the floor) */
178                 else
179                 {
180                         q_ptr = &o_list[0 - item];
181                 }       
182
183                 /* Get local object */
184                 q_ptr = &forge;
185
186                 /* Hack -- Give the player some small firestones */
187                 object_prep(q_ptr, lookup_kind(TV_ARROW, m_bonus(1, p_ptr->lev)+ 1));
188                 q_ptr->number = (byte)rand_range(5, 10);
189                 object_aware(q_ptr);
190                 object_known(q_ptr);
191                 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
192
193                 q_ptr->discount = 99;
194
195                 object_desc(o_name, q_ptr, TRUE, 2);
196 #ifdef JP
197                 msg_format("%s¤òºî¤Ã¤¿¡£", o_name);
198 #else
199                 msg_print("You make some ammo.");
200 #endif
201
202                 if (item >= 0)
203                 {
204                         inven_item_increase(item, -1);
205                         inven_item_describe(item);
206                         inven_item_optimize(item);
207                 }
208                 else
209                 {
210                         floor_item_increase(0 - item, -1);
211                         floor_item_describe(0 - item);
212                         floor_item_optimize(0 - item);
213                 }
214                 (void)inven_carry(q_ptr);
215         }
216         /**********Create bolts*********/
217         else if (ext == 3)
218         {
219                 int item;
220
221                 cptr q, s;
222
223                 item_tester_hook = item_tester_hook_convertible;
224
225                 /* Get an item */
226 #ifdef JP
227                 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éºî¤ê¤Þ¤¹¤«¡© ";
228                 s = "ºàÎÁ¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£";
229 #else
230                 q = "Convert which item? ";
231                 s = "You have no item to convert.";
232 #endif
233                 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
234
235                 /* Get the item (in the pack) */
236                 if (item >= 0)
237                 {
238                         q_ptr = &inventory[item];
239                 }
240
241                 /* Get the item (on the floor) */
242                 else
243                 {
244                         q_ptr = &o_list[0 - item];
245                 }
246
247                 /* Get local object */
248                 q_ptr = &forge;
249
250                 /* Hack -- Give the player some small firestones */
251                 object_prep(q_ptr, lookup_kind(TV_BOLT, m_bonus(1, p_ptr->lev)+1));
252                 q_ptr->number = (byte)rand_range(4, 8);
253                 object_aware(q_ptr);
254                 object_known(q_ptr);
255                 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
256
257                 q_ptr->discount = 99;
258
259                 object_desc(o_name, q_ptr, TRUE, 2);
260 #ifdef JP
261                 msg_format("%s¤òºî¤Ã¤¿¡£", o_name);
262 #else
263                 msg_print("You make some ammo.");
264 #endif
265
266                 if (item >= 0)
267                 {
268                         inven_item_increase(item, -1);
269                         inven_item_describe(item);
270                         inven_item_optimize(item);
271                 }
272                 else
273                 {
274                         floor_item_increase(0 - item, -1);
275                         floor_item_describe(0 - item);
276                         floor_item_optimize(0 - item);
277                 }
278
279                 (void)inven_carry(q_ptr);
280         }
281         return TRUE;
282 }
283
284 bool gain_magic(void)
285 {
286         int item;
287         int pval;
288         int ext = 0;
289         cptr q, s;
290         object_type *o_ptr;
291         char o_name[MAX_NLEN];
292
293         /* Only accept legal items */
294         item_tester_hook = item_tester_hook_recharge;
295
296         /* Get an item */
297 #ifdef JP
298 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ÎËâÎϤò¼è¤ê¹þ¤ß¤Þ¤¹¤«? ";
299 s = "ËâÎϤò¼è¤ê¹þ¤á¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
300 #else
301         q = "Gain power of which item? ";
302         s = "You have nothing to gain power.";
303 #endif
304
305         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
306
307         /* Get the item (in the pack) */
308         if (item >= 0)
309         {
310                 o_ptr = &inventory[item];
311         }
312
313         /* Get the item (on the floor) */
314         else
315         {
316                 o_ptr = &o_list[0 - item];
317         }
318
319         if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
320         {
321 #ifdef JP
322                 msg_print("¤³¤Î¾ó¤Ë¤Ïȯư¤Î°Ù¤ÎǽÎϤϲ¿¤âÈ÷¤ï¤Ã¤Æ¤¤¤Ê¤¤¤è¤¦¤À¡£");
323 #else
324                 msg_print("This staff doesn't have any magical ability.");
325 #endif
326                 return FALSE;
327         }
328
329
330         if (!object_known_p(o_ptr))
331         {
332 #ifdef JP
333                 msg_print("´ÕÄꤵ¤ì¤Æ¤¤¤Ê¤¤¤È¼è¤ê¹þ¤á¤Ê¤¤¡£");
334 #else
335                 msg_print("You need to identify before absorbing.");
336 #endif
337                 return FALSE;
338         }
339
340         if (o_ptr->timeout)
341         {
342 #ifdef JP
343                 msg_print("½¼Å¶Ãæ¤Î¥¢¥¤¥Æ¥à¤Ï¼è¤ê¹þ¤á¤Ê¤¤¡£");
344 #else
345                 msg_print("This item is still charging.");
346 #endif
347                 return FALSE;
348         }
349
350         pval = o_ptr->pval;
351         if (o_ptr->tval == TV_ROD)
352                 ext = 72;
353         else if (o_ptr->tval == TV_WAND)
354                 ext = 36;
355
356         if (o_ptr->tval == TV_ROD)
357         {
358                 p_ptr->magic_num2[o_ptr->sval + ext] += o_ptr->number;
359                 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
360         }
361         else
362         {
363                 int num;
364                 for (num = o_ptr->number; num; num--)
365                 {
366                         int gain_num = pval;
367                         if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
368                         if (p_ptr->magic_num2[o_ptr->sval + ext])
369                         {
370                                 gain_num *= 256;
371                                 gain_num = (gain_num/3 + randint0(gain_num/3)) / 256;
372                                 if (gain_num < 1) gain_num = 1;
373                         }
374                         p_ptr->magic_num2[o_ptr->sval + ext] += gain_num;
375                         if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
376                         p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
377                         if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
378                         if (p_ptr->magic_num1[o_ptr->sval + ext] > p_ptr->magic_num2[o_ptr->sval + ext] * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = p_ptr->magic_num2[o_ptr->sval + ext] * 0x10000;
379                         if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
380                 }
381         }
382
383         object_desc(o_name, o_ptr, TRUE, 3);
384         /* Message */
385 #ifdef JP
386         msg_format("%s¤ÎËâÎϤò¼è¤ê¹þ¤ó¤À¡£", o_name);
387 #else
388         msg_format("You absorb magic of %s.", o_name);
389 #endif
390
391         /* Eliminate the item (from the pack) */
392         if (item >= 0)
393         {
394                 inven_item_increase(item, -999);
395                 inven_item_describe(item);
396                 inven_item_optimize(item);
397         }
398
399         /* Eliminate the item (from the floor) */
400         else
401         {
402                 floor_item_increase(0 - item, -999);
403                 floor_item_describe(0 - item);
404                 floor_item_optimize(0 - item);
405         }
406         energy_use = 100;
407         return TRUE;
408 }
409
410
411 static bool choose_kamae(void)
412 {
413         char choice;
414         int new_kamae = 0;
415         int i;
416         char buf[80];
417
418         if (p_ptr->confused)
419         {
420 #ifdef JP
421                 msg_print("º®Í𤷤Ƥ¤¤Æ¹½¤¨¤é¤ì¤Ê¤¤¡ª");
422 #else
423                 msg_print("Too confused.");
424 #endif
425                 return FALSE;
426         }
427
428         /* Save screen */
429         screen_save();
430
431 #ifdef JP
432         prt(" a) ¹½¤¨¤ò¤È¤¯", 2, 20);
433 #else
434         prt(" a) No form", 2, 20);
435 #endif
436
437         for (i = 0; i < MAX_KAMAE; i++)
438         {
439                 if (p_ptr->lev >= kamae_shurui[i].min_level)
440                 {
441                         sprintf(buf," %c) %-12s  %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
442                         prt(buf, 3+i, 20);
443                 }
444         }
445
446         prt("", 1, 0);
447 #ifdef JP
448         prt("        ¤É¤Î¹½¤¨¤ò¤È¤ê¤Þ¤¹¤«¡©", 1, 14);
449 #else
450         prt("        Choose Form: ", 1, 14);
451 #endif
452
453         while(1)
454         {
455                 choice = inkey();
456
457                 if (choice == ESCAPE)
458                 {
459                         screen_load();
460                         return FALSE;
461                 }
462                 else if ((choice == 'a') || (choice == 'A'))
463                 {
464                         if (p_ptr->action == ACTION_KAMAE)
465                         {
466                                 set_action(ACTION_NONE);
467                         }
468                         else
469 #ifdef JP
470                                 msg_print("¤â¤È¤â¤È¹½¤¨¤Æ¤¤¤Ê¤¤¡£");
471 #else
472                                 msg_print("You are not assuming a posture.");
473 #endif
474                         screen_load();
475                         return TRUE;
476                 }
477                 else if ((choice == 'b') || (choice == 'B'))
478                 {
479                         new_kamae = 0;
480                         break;
481                 }
482                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
483                 {
484                         new_kamae = 1;
485                         break;
486                 }
487                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
488                 {
489                         new_kamae = 2;
490                         break;
491                 }
492                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
493                 {
494                         new_kamae = 3;
495                         break;
496                 }
497         }
498         set_action(ACTION_KAMAE);
499
500         if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
501         {
502 #ifdef JP
503                 msg_print("¹½¤¨Ä¾¤·¤¿¡£");
504 #else
505                 msg_print("You reassume a posture.");
506 #endif
507         }
508         else
509         {
510                 p_ptr->special_defense &= ~(KAMAE_MASK);
511                 p_ptr->update |= (PU_BONUS);
512                 p_ptr->redraw |= (PR_STATE);
513 #ifdef JP
514                 msg_format("%s¤Î¹½¤¨¤ò¤È¤Ã¤¿¡£",kamae_shurui[new_kamae].desc);
515 #else
516                 msg_format("You assume a posture of %s form.",kamae_shurui[new_kamae].desc);
517 #endif
518                 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
519         }
520         p_ptr->redraw |= PR_STATE;
521         screen_load();
522         return TRUE;
523 }
524
525 static bool choose_kata(void)
526 {
527         char choice;
528         int new_kata = 0;
529         int i;
530         char buf[80];
531
532         if (p_ptr->confused)
533         {
534 #ifdef JP
535                 msg_print("º®Í𤷤Ƥ¤¤Æ¹½¤¨¤é¤ì¤Ê¤¤¡ª");
536 #else
537                 msg_print("Too confused.");
538 #endif
539                 return FALSE;
540         }
541
542         if (p_ptr->stun)
543         {
544 #ifdef JP
545                 msg_print("°Õ¼±¤¬¤Ï¤Ã¤­¤ê¤È¤·¤Ê¤¤¡£");
546 #else
547                 msg_print("You are not clear headed");
548 #endif
549                 return FALSE;
550         }
551
552         if (p_ptr->afraid)
553         {
554 #ifdef JP
555                 msg_print("ÂΤ¬¿Ì¤¨¤Æ¹½¤¨¤é¤ì¤Ê¤¤¡ª");
556 #else
557                 msg_print("You are trembling with fear!");
558 #endif
559                 return FALSE;
560         }
561
562         /* Save screen */
563         screen_save();
564
565 #ifdef JP
566         prt(" a) ·¿¤òÊø¤¹", 2, 20);
567 #else
568         prt(" a) No Form", 2, 20);
569 #endif
570
571         for (i = 0; i < MAX_KATA; i++)
572         {
573                 if (p_ptr->lev >= kata_shurui[i].min_level)
574                 {
575 #ifdef JP
576                         sprintf(buf," %c) %s¤Î·¿    %s",I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
577 #else
578                         sprintf(buf," %c) Form of %-12s  %s",I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
579 #endif
580                         prt(buf, 3+i, 20);
581                 }
582         }
583
584         prt("", 1, 0);
585 #ifdef JP
586         prt("        ¤É¤Î·¿¤Ç¹½¤¨¤Þ¤¹¤«¡©", 1, 14);
587 #else
588         prt("        Choose Form: ", 1, 14);
589 #endif
590
591         while(1)
592         {
593                 choice = inkey();
594
595                 if (choice == ESCAPE)
596                 {
597                         screen_load();
598                         return FALSE;
599                 }
600                 else if ((choice == 'a') || (choice == 'A'))
601                 {
602                         if (p_ptr->action == ACTION_KATA)
603                         {
604                                 set_action(ACTION_NONE);
605                         }
606                         else
607 #ifdef JP
608                                 msg_print("¤â¤È¤â¤È¹½¤¨¤Æ¤¤¤Ê¤¤¡£");
609 #else
610                                 msg_print("You are not assuming posture.");
611 #endif
612                         screen_load();
613                         return TRUE;
614                 }
615                 else if ((choice == 'b') || (choice == 'B'))
616                 {
617                         new_kata = 0;
618                         break;
619                 }
620                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
621                 {
622                         new_kata = 1;
623                         break;
624                 }
625                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
626                 {
627                         new_kata = 2;
628                         break;
629                 }
630                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
631                 {
632                         new_kata = 3;
633                         break;
634                 }
635         }
636         set_action(ACTION_KATA);
637
638         if (p_ptr->special_defense & (KATA_IAI << new_kata))
639         {
640 #ifdef JP
641                 msg_print("¹½¤¨Ä¾¤·¤¿¡£");
642 #else
643                 msg_print("You reassume a posture.");
644 #endif
645         }
646         else
647         {
648                 p_ptr->special_defense &= ~(KATA_MASK);
649                 p_ptr->update |= (PU_BONUS);
650                 p_ptr->update |= (PU_MONSTERS);
651 #ifdef JP
652                 msg_format("%s¤Î·¿¤Ç¹½¤¨¤¿¡£",kata_shurui[new_kata].desc);
653 #else
654                 msg_format("You assume a posture of %s form.",kata_shurui[new_kata].desc);
655 #endif
656                 p_ptr->special_defense |= (KATA_IAI << new_kata);
657         }
658         p_ptr->redraw |= (PR_STATE);
659         p_ptr->redraw |= (PR_STATUS);
660         screen_load();
661         return TRUE;
662 }
663
664
665 typedef struct power_desc_type power_desc_type;
666
667 struct power_desc_type
668 {
669         char name[40];
670         int  level;
671         int  cost;
672         int  stat;
673         int  fail;
674         int  number;
675 };
676
677
678 /*
679  * Returns the chance to activate a racial power/mutation
680  */
681 static int racial_chance(power_desc_type *pd_ptr)
682 {
683         s16b min_level  = pd_ptr->level;
684         int  difficulty = pd_ptr->fail;
685
686         int i;
687         int val;
688         int sum = 0;
689         int stat = p_ptr->stat_cur[pd_ptr->stat];
690
691         /* No chance for success */
692         if ((p_ptr->lev < min_level) || p_ptr->confused)
693         {
694                 return (0);
695         }
696
697         if (difficulty == 0) return 100;
698
699         /* Calculate difficulty */
700         if (p_ptr->stun)
701         {
702                 difficulty += p_ptr->stun;
703         }
704         else if (p_ptr->lev > min_level)
705         {
706                 int lev_adj = ((p_ptr->lev - min_level) / 3);
707                 if (lev_adj > 10) lev_adj = 10;
708                 difficulty -= lev_adj;
709         }
710
711         if (difficulty < 5) difficulty = 5;
712
713         /* We only need halfs of the difficulty */
714         difficulty = difficulty / 2;
715
716         for (i = 1; i <= stat; i++)
717         {
718                 val = i - difficulty;
719                 if (val > 0)
720                         sum += (val <= difficulty) ? val : difficulty;
721         }
722
723         if (difficulty == 0)
724                 return (100);
725         else
726                 return (((sum * 100) / difficulty) / stat);
727 }
728
729
730 static int  racial_cost;
731
732 /*
733  * Note: return value indicates that we have succesfully used the power
734  * 1: Succeeded, 0: Cancelled, -1: Failed
735  */
736 static int racial_aux(power_desc_type *pd_ptr)
737 {
738         s16b min_level  = pd_ptr->level;
739         int  use_stat   = pd_ptr->stat;
740         int  difficulty = pd_ptr->fail;
741         int  use_hp = 0;
742
743         racial_cost = pd_ptr->cost;
744
745         /* Not enough mana - use hp */
746         if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
747
748         /* Power is not available yet */
749         if (p_ptr->lev < min_level)
750         {
751 #ifdef JP
752                 msg_format("¤³¤ÎǽÎϤò»ÈÍѤ¹¤ë¤Ë¤Ï¥ì¥Ù¥ë %d ¤Ë㤷¤Æ¤¤¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£", min_level);
753 #else
754                 msg_format("You need to attain level %d to use this power.", min_level);
755 #endif
756
757                 energy_use = 0;
758                 return 0;
759         }
760
761         /* Too confused */
762         else if (p_ptr->confused)
763         {
764 #ifdef JP
765                 msg_print("º®Í𤷤Ƥ¤¤Æ¤½¤ÎǽÎϤϻȤ¨¤Ê¤¤¡£");
766 #else
767                 msg_print("You are too confused to use this power.");
768 #endif
769
770                 energy_use = 0;
771                 return 0;
772         }
773
774         /* Risk death? */
775         else if (p_ptr->chp < use_hp)
776         {
777 #ifdef JP
778                 if (!get_check("ËÜÅö¤Ëº£¤Î¿ê¼å¤·¤¿¾õÂ֤Ǥ³¤ÎǽÎϤò»È¤¤¤Þ¤¹¤«¡©"))
779 #else
780                 if (!get_check("Really use the power in your weakened state? "))
781 #endif
782                 {
783                         energy_use = 0;
784                         return 0;
785                 }
786         }
787
788         /* Else attempt to do it! */
789
790         if (difficulty)
791         {
792                 if (p_ptr->stun)
793                 {
794                         difficulty += p_ptr->stun;
795                 }
796                 else if (p_ptr->lev > min_level)
797                 {
798                         int lev_adj = ((p_ptr->lev - min_level) / 3);
799                         if (lev_adj > 10) lev_adj = 10;
800                         difficulty -= lev_adj;
801                 }
802
803                 if (difficulty < 5) difficulty = 5;
804         }
805
806         /* take time and pay the price */
807         energy_use = 100;
808
809         /* Success? */
810         if (randint1(p_ptr->stat_cur[use_stat]) >=
811             ((difficulty / 2) + randint1(difficulty / 2)))
812         {
813                 return 1;
814         }
815
816         if (flush_failure) flush();
817 #ifdef JP
818         msg_print("½¼Ê¬¤Ë½¸Ãæ¤Ç¤­¤Ê¤«¤Ã¤¿¡£");
819 #else
820         msg_print("You've failed to concentrate hard enough.");
821 #endif
822
823         return -1;
824 }
825
826
827 static bool cmd_racial_power_aux(s32b command)
828 {
829         s16b        plev = p_ptr->lev;
830         int         dir = 0;
831
832         if (command <= -3)
833         {
834                 switch (p_ptr->pclass)
835                 {
836                 case CLASS_WARRIOR:
837                 {
838                         int y = 0, x = 0, i;
839                         cave_type       *c_ptr;
840
841                         for (i = 0; i < 6; i++)
842                         {
843                                 dir = randint0(8);
844                                 y = py + ddy_ddd[dir];
845                                 x = px + ddx_ddd[dir];
846                                 c_ptr = &cave[y][x];
847
848                                 /* Hack -- attack monsters */
849                                 if (c_ptr->m_idx)
850                                         py_attack(y, x, 0);
851                                 else
852                                 {
853 #ifdef JP
854                                         msg_print("¹¶·â¤¬¶õ¤ò¤­¤Ã¤¿¡£");
855 #else
856                                         msg_print("You attack the empty air.");
857 #endif
858                                 }
859                         }
860                         break;
861                 }
862                 case CLASS_MAGE:
863                 case CLASS_HIGH_MAGE:
864                 case CLASS_SORCERER:
865                 {
866                         if (!eat_magic(p_ptr->lev * 2)) return FALSE;
867                         break;
868                 }
869                 case CLASS_PRIEST:
870                 {
871                         if (is_good_realm(p_ptr->realm1))
872                         {
873                                 if (!bless_weapon()) return FALSE;
874                         }
875                         else
876                         {
877                                 (void)dispel_monsters(plev * 4);
878                                 turn_monsters(plev * 4);
879                                 banish_monsters(plev * 4);
880                         }
881                         break;
882                 }
883                 case CLASS_ROGUE:
884                 {
885                         int x, y;
886
887                         if (!get_rep_dir(&dir, FALSE)) return FALSE;
888                         y = py + ddy[dir];
889                         x = px + ddx[dir];
890                         if (cave[y][x].m_idx)
891                         {
892                                 py_attack(y, x, 0);
893                                 if (randint0(p_ptr->skill_dis) < 7)
894 #ifdef JP
895                                         msg_print("¤¦¤Þ¤¯Æ¨¤²¤é¤ì¤Ê¤«¤Ã¤¿¡£");
896 #else
897                                         msg_print("You are failed to run away.");
898 #endif
899                                 else teleport_player(30);
900                         }
901                         else
902                         {
903 #ifdef JP
904                                 msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£");
905 #else
906                                 msg_print("You don't see any monster in this direction");
907 #endif
908
909                                 msg_print(NULL);
910                         }
911                         break;
912                 }
913                 case CLASS_RANGER:
914                 {
915 #ifdef JP
916                         msg_print("Ũ¤òÄ´ºº¤·¤¿...");
917 #else
918                         msg_print("You examine your foes...");
919 #endif
920
921                         probing();
922                         break;
923                 }
924                 case CLASS_PALADIN:
925                 {
926                         if (!get_aim_dir(&dir)) return FALSE;
927                         fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
928                                   dir, plev * 3);
929                         break;
930                 }
931                 case CLASS_WARRIOR_MAGE:
932                 {
933                         if (command == -3)
934                         {
935 #ifdef JP
936                                 int gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev, "£È£Ð¤«¤é£Í£Ð¤Ø¤Î̵ËŤÊÊÑ´¹", -1) / 5;
937 #else
938                                 int gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev, "thoughtless convertion from HP to SP", -1) / 5;
939 #endif
940                                 if (gain_sp)
941                                 {
942                                         p_ptr->csp += gain_sp;
943                                         if (p_ptr->csp > p_ptr->msp)
944                                         {
945                                                 p_ptr->csp = p_ptr->msp;
946                                                 p_ptr->csp_frac = 0;
947                                         }
948                                 }
949                                 else
950 #ifdef JP
951                                         msg_print("ÊÑ´¹¤Ë¼ºÇÔ¤·¤¿¡£");
952 #else
953                                         msg_print("You failed to convert.");
954 #endif
955                         }
956                         else if (command == -4)
957                         {
958                                 if (p_ptr->csp >= p_ptr->lev / 5)
959                                 {
960                                         p_ptr->csp -= p_ptr->lev / 5;
961                                         hp_player(p_ptr->lev);
962                                 }
963                                 else
964 #ifdef JP
965                                         msg_print("ÊÑ´¹¤Ë¼ºÇÔ¤·¤¿¡£");
966 #else
967                                         msg_print("You failed to convert.");
968 #endif
969                         }
970
971                         /* Redraw mana and hp */
972                         p_ptr->redraw |= (PR_HP | PR_MANA);
973
974                         break;
975                 }
976                 case CLASS_CHAOS_WARRIOR:
977                 {
978 #ifdef JP
979                         msg_print("ÊÕ¤ê¤òâˤó¤À...");
980 #else
981                         msg_print("You glare nearby monsters...");
982 #endif
983                         slow_monsters();
984                         stun_monsters(p_ptr->lev * 4);
985                         confuse_monsters(p_ptr->lev * 4);
986                         turn_monsters(p_ptr->lev * 4);
987                         stasis_monsters(p_ptr->lev * 4);
988                         break;
989                 }
990                 case CLASS_MONK:
991                 {
992                         if (empty_hands(TRUE) < 2)
993                         {
994 #ifdef JP
995                                 msg_print("ÁǼꤸ¤ã¤Ê¤¤¤È¤Ç¤­¤Þ¤»¤ó¡£");
996 #else
997                                 msg_print("You need to be bare hand.");
998 #endif
999                                 return FALSE;
1000                         }
1001
1002                         if (command == -3)
1003                         {
1004                                 if (!choose_kamae()) return FALSE;
1005                                 p_ptr->update |= (PU_BONUS);
1006                         }
1007                         else if (command == -4)
1008                         {
1009                                 int x, y;
1010
1011                                 if (!get_rep_dir(&dir, FALSE)) return FALSE;
1012                                 y = py + ddy[dir];
1013                                 x = px + ddx[dir];
1014                                 if (cave[y][x].m_idx)
1015                                 {
1016 #ifdef JP
1017                                         if (one_in_(2)) msg_print("¤¢¡¼¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¡ª¡ª¡ª");
1018                                         else msg_print("¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¡ª¡ª¡ª");
1019 #else
1020                                         if (one_in_(2)) msg_print("Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!");
1021                                         else msg_print("Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!");
1022 #endif
1023
1024                                         py_attack(y, x, 0);
1025                                         if (cave[y][x].m_idx)
1026                                         {
1027                                                 handle_stuff();
1028                                                 py_attack(y, x, 0);
1029                                         }
1030                                         p_ptr->energy_need += ENERGY_NEED();
1031                                 }
1032                                 else
1033                                 {
1034 #ifdef JP
1035                                         msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£");
1036 #else
1037                                         msg_print("You don't see any monster in this direction");
1038 #endif
1039
1040                                         msg_print(NULL);
1041                                 }
1042                         }
1043                         break;
1044                 }
1045                 case CLASS_MINDCRAFTER:
1046                 case CLASS_FORCETRAINER:
1047                 {
1048                         if (total_friends)
1049                         {
1050 #ifdef JP
1051                                 msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£");
1052 #else
1053                                 msg_print("You need concentration on the pets now.");
1054 #endif
1055                                 return FALSE;
1056                         }
1057 #ifdef JP
1058                         msg_print("¾¯¤·Æ¬¤¬¥Ï¥Ã¥­¥ê¤·¤¿¡£");
1059 #else
1060                         msg_print("You feel your head clear a little.");
1061 #endif
1062
1063                         p_ptr->csp += (3 + p_ptr->lev/20);
1064                         if (p_ptr->csp >= p_ptr->msp)
1065                         {
1066                                 p_ptr->csp = p_ptr->msp;
1067                                 p_ptr->csp_frac = 0;
1068                         }
1069
1070                         /* Redraw mana */
1071                         p_ptr->redraw |= (PR_MANA);
1072                         break;
1073                 }
1074                 case CLASS_TOURIST:
1075                 {
1076                         if (command == -3)
1077                         {
1078                                 if (!get_aim_dir(&dir)) return FALSE;
1079                                 project_length = 1;
1080                                 fire_beam(GF_PHOTO, dir, 1);
1081                         }
1082                         else if (command == -4)
1083                         {
1084                                 if (!identify_fully(FALSE)) return FALSE;
1085                         }
1086                         break;
1087                 }
1088                 case CLASS_IMITATOR:
1089                 {
1090                         handle_stuff();
1091                         if (!do_cmd_mane(TRUE)) return FALSE;
1092                         break;
1093                 }
1094                 case CLASS_BEASTMASTER:
1095                 {
1096                         if (command == -3)
1097                         {
1098                                 if (!get_aim_dir(&dir)) return FALSE;
1099                                 (void)fire_ball_hide(GF_CONTROL_LIVING, dir, p_ptr->lev, 0);
1100                         }
1101                         else if (command == -4)
1102                         {
1103                                 project_hack(GF_CONTROL_LIVING, p_ptr->lev);
1104                         }
1105                         break;
1106                 }
1107                 case CLASS_ARCHER:
1108                 {
1109                         if (!do_cmd_archer()) return FALSE;
1110                         break;
1111                 }
1112                 case CLASS_MAGIC_EATER:
1113                 {
1114                         if (!gain_magic()) return FALSE;
1115                         break;
1116                 }
1117                 case CLASS_BARD:
1118                 {
1119                         /* Singing is already stopped */
1120                         if (!p_ptr->magic_num1[0] && !p_ptr->magic_num1[1]) return FALSE;
1121
1122                         stop_singing();
1123                         energy_use = 10;
1124                         break;
1125                 }
1126                 case CLASS_RED_MAGE:
1127                 {
1128                         handle_stuff();
1129                         do_cmd_cast();
1130                         handle_stuff();
1131                         if (!p_ptr->paralyzed)
1132                                 do_cmd_cast();
1133                         break;
1134                 }
1135                 case CLASS_SAMURAI:
1136                 {
1137                         if (command == -3)
1138                         {
1139                                 int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
1140
1141                                 if (total_friends)
1142                                 {
1143 #ifdef JP
1144                                         msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£");
1145 #else
1146                                         msg_print("You need concentration on the pets now.");
1147 #endif
1148                                         return FALSE;
1149                                 }
1150                                 if (p_ptr->special_defense & KATA_MASK)
1151                                 {
1152 #ifdef JP
1153                                         msg_print("º£¤Ï¹½¤¨¤Ë½¸Ã椷¤Æ¤¤¤ë¡£");
1154 #else
1155                                         msg_print("You need concentration on your form.");
1156 #endif
1157                                         return FALSE;
1158                                 }
1159 #ifdef JP
1160                                 msg_print("Àº¿À¤ò½¸Ã椷¤Æµ¤¹ç¤¤¤òί¤á¤¿¡£");
1161 #else
1162                                 msg_print("You concentrate to charge your power.");
1163 #endif
1164
1165                                 p_ptr->csp += p_ptr->msp / 2;
1166                                 if (p_ptr->csp >= max_csp)
1167                                 {
1168                                         p_ptr->csp = max_csp;
1169                                         p_ptr->csp_frac = 0;
1170                                 }
1171
1172                                 /* Redraw mana */
1173                                 p_ptr->redraw |= (PR_MANA);
1174                         }
1175                         else if (command == -4)
1176                         {
1177                                 if (!buki_motteruka(INVEN_RARM))
1178                                 {
1179 #ifdef JP
1180                                         msg_print("Éð´ï¤ò»ý¤¿¤Ê¤¤¤È¤¤¤±¤Þ¤»¤ó¡£");
1181 #else
1182                                         msg_print("You need to wield a weapon.");
1183 #endif
1184                                         return FALSE;
1185                                 }
1186                                 if (!choose_kata()) return FALSE;
1187                                 p_ptr->update |= (PU_BONUS);
1188                         }
1189                         break;
1190                 }
1191                 case CLASS_BLUE_MAGE:
1192                 {
1193                         if (p_ptr->action == ACTION_LEARN)
1194                         {
1195                                 set_action(ACTION_NONE);
1196                         }
1197                         else
1198                         {
1199                                 set_action(ACTION_LEARN);
1200                         }
1201                         energy_use = 0;
1202                         break;
1203                 }
1204                 case CLASS_CAVALRY:
1205                 {
1206                         char m_name[80];
1207                         monster_type *m_ptr;
1208                         monster_race *r_ptr;
1209                         int rlev;
1210
1211                         if (p_ptr->riding)
1212                         {
1213 #ifdef JP
1214                                 msg_print("º£¤Ï¾èÇÏÃæ¤À¡£");
1215 #else
1216                                 msg_print("You ARE riding.");
1217 #endif
1218                                 return FALSE;
1219                         }
1220                         if (!do_riding(TRUE)) return TRUE;
1221                         m_ptr = &m_list[p_ptr->riding];
1222                         r_ptr = &r_info[m_ptr->r_idx];
1223                         monster_desc(m_name, m_ptr, 0);
1224 #ifdef JP
1225                         msg_format("%s¤Ë¾è¤Ã¤¿¡£",m_name);
1226 #else
1227                         msg_format("You ride on %s.",m_name);
1228 #endif
1229                         if (is_pet(m_ptr)) break;
1230                         rlev = r_ptr->level;
1231                         if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
1232                         if (rlev > 60) rlev = 60+(rlev-60)/2;
1233                         if ((randint1(p_ptr->skill_exp[GINOU_RIDING] / 120 + p_ptr->lev * 2 / 3) > rlev)
1234                             && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle
1235                             && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
1236                             && (rlev < p_ptr->lev * 3 / 2 + randint0(p_ptr->lev / 5)))
1237                         {
1238 #ifdef JP
1239                                 msg_format("%s¤ò¼ê¤Ê¤º¤±¤¿¡£",m_name);
1240 #else
1241                                 msg_format("You tame %s.",m_name);
1242 #endif
1243                                 set_pet(m_ptr);
1244                         }
1245                         else
1246                         {
1247 #ifdef JP
1248                                 msg_format("%s¤Ë¿¶¤êÍî¤È¤µ¤ì¤¿¡ª",m_name);
1249 #else
1250                                 msg_format("You have thrown off by %s.",m_name);
1251 #endif
1252                                 rakuba(1,TRUE);
1253
1254                                 /* Paranoia */
1255                                 /* ÍîÇϽèÍý¤Ë¼ºÇÔ¤·¤Æ¤â¤È¤Ë¤«¤¯¾èÇϲò½ü */
1256                                 p_ptr->riding = 0;
1257                         }
1258                         break;
1259                 }
1260                 case CLASS_BERSERKER:
1261                 {
1262                         if (!word_of_recall()) return FALSE;
1263                         break;
1264                 }
1265                 case CLASS_SMITH:
1266                 {
1267                         if (p_ptr->lev > 29)
1268                         {
1269                                 if (!identify_fully(TRUE)) return FALSE;
1270                         }
1271                         else
1272                         {
1273                                 if (!ident_spell(TRUE)) return FALSE;
1274                         }
1275                         break;
1276                 }
1277                 case CLASS_MIRROR_MASTER:
1278                 {
1279                         if (command == -3)
1280                         {
1281                                 /* Explode all mirrors */
1282                                 remove_all_mirrors(TRUE);
1283                         }
1284                         else if (command == -4)
1285                         {
1286                                 if (total_friends)
1287                                 {
1288 #ifdef JP
1289                                         msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£");
1290 #else
1291                                         msg_print("You need concentration on the pets now.");
1292 #endif
1293                                         return FALSE;
1294                                 }
1295                                 if (is_mirror_grid(&cave[py][px]))
1296                                 {
1297 #ifdef JP
1298                                         msg_print("¾¯¤·Æ¬¤¬¥Ï¥Ã¥­¥ê¤·¤¿¡£");
1299 #else
1300                                         msg_print("You feel your head clear a little.");
1301 #endif
1302
1303                                         p_ptr->csp += (5 + p_ptr->lev * p_ptr->lev / 100);
1304                                         if (p_ptr->csp >= p_ptr->msp)
1305                                         {
1306                                                 p_ptr->csp = p_ptr->msp;
1307                                                 p_ptr->csp_frac = 0;
1308                                         }
1309
1310                                         /* Redraw mana */
1311                                         p_ptr->redraw |= (PR_MANA);
1312                                 }
1313                                 else
1314                                 {
1315 #ifdef JP
1316                                         msg_print("¶À¤Î¾å¤Ç¤Ê¤¤¤È½¸Ãæ¤Ç¤­¤Ê¤¤¡ª");
1317 #else
1318                                         msg_print("Here are not any mirrors!");
1319 #endif
1320                                 }
1321                         }
1322                         break;
1323                 }
1324                 case CLASS_NINJA:
1325                 {
1326                         if (p_ptr->action == ACTION_HAYAGAKE) set_action(ACTION_NONE);
1327                         else set_action(ACTION_HAYAGAKE);
1328                         energy_use = 0;
1329                         break;
1330                 }
1331                 }
1332         }
1333         else if (p_ptr->mimic_form)
1334         {
1335                 switch (p_ptr->mimic_form)
1336                 {
1337                 case MIMIC_DEMON:
1338                 case MIMIC_DEMON_LORD:
1339                 {
1340                         int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1341                         if (!get_aim_dir(&dir)) return FALSE;
1342 #ifdef JP
1343                         msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",((type == GF_NETHER) ? "ÃϹö" : "²Ð±ê"));
1344 #else
1345                         msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1346 #endif
1347
1348                         fire_ball(type, dir, plev * 3, -(plev / 15) - 1);
1349                         break;
1350                 }
1351                 case MIMIC_VAMPIRE:
1352                         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
1353                         {
1354 #ifdef JP
1355                                 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤Ê¤¤¡£");
1356 #else
1357                                 msg_print("Something prevent you from attacking.");
1358 #endif
1359                                 return FALSE;
1360                         }
1361                         else
1362                         {
1363                                 int y, x, dummy = 0;
1364                                 cave_type *c_ptr;
1365
1366                                 /* Only works on adjacent monsters */
1367                                 if (!get_rep_dir(&dir, FALSE)) return FALSE;   /* was get_aim_dir */
1368                                 y = py + ddy[dir];
1369                                 x = px + ddx[dir];
1370                                 c_ptr = &cave[y][x];
1371
1372                                 if (!c_ptr->m_idx)
1373                                 {
1374 #ifdef JP
1375                                         msg_print("²¿¤â¤Ê¤¤¾ì½ê¤Ë³ú¤ß¤Ä¤¤¤¿¡ª");
1376 #else
1377                                         msg_print("You bite into thin air!");
1378 #endif
1379
1380                                         break;
1381                                 }
1382
1383 #ifdef JP
1384                                 msg_print("¤¢¤Ê¤¿¤Ï¥Ë¥ä¥ê¤È¤·¤Æ²ç¤ò¤à¤¤¤¿...");
1385 #else
1386                                 msg_print("You grin and bare your fangs...");
1387 #endif
1388
1389                                 dummy = plev + randint1(plev) * MAX(1, plev / 10);   /* Dmg */
1390                                 if (drain_life(dir, dummy))
1391                                 {
1392                                         if (p_ptr->food < PY_FOOD_FULL)
1393                                                 /* No heal if we are "full" */
1394                                                 (void)hp_player(dummy);
1395                                         else
1396 #ifdef JP
1397                                                 msg_print("¤¢¤Ê¤¿¤Ï¶õÊ¢¤Ç¤Ï¤¢¤ê¤Þ¤»¤ó¡£");
1398 #else
1399                                                 msg_print("You were not hungry.");
1400 #endif
1401
1402                                         /* Gain nutritional sustenance: 150/hp drained */
1403                                         /* A Food ration gives 5000 food points (by contrast) */
1404                                         /* Don't ever get more than "Full" this way */
1405                                         /* But if we ARE Gorged,  it won't cure us */
1406                                         dummy = p_ptr->food + MIN(5000, 100 * dummy);
1407                                         if (p_ptr->food < PY_FOOD_MAX)   /* Not gorged already */
1408                                                 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
1409                                 }
1410                                 else
1411 #ifdef JP
1412                                         msg_print("¤²¤§¡£¤Ò¤É¤¤Ì£¤À¡£");
1413 #else
1414                                         msg_print("Yechh. That tastes foul.");
1415 #endif
1416
1417                         }
1418                         break;
1419                 }
1420         }
1421
1422         else 
1423         {
1424
1425         switch (p_ptr->prace)
1426         {
1427                 case RACE_DWARF:
1428 #ifdef JP
1429                         msg_print("¼þ°Ï¤òÄ´¤Ù¤¿¡£");
1430 #else
1431                         msg_print("You examine your surroundings.");
1432 #endif
1433
1434                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1435                         (void)detect_doors(DETECT_RAD_DEFAULT);
1436                         (void)detect_stairs(DETECT_RAD_DEFAULT);
1437                         break;
1438
1439                 case RACE_HOBBIT:
1440                         {
1441                                 object_type *q_ptr;
1442                                 object_type forge;
1443
1444                                 /* Get local object */
1445                                 q_ptr = &forge;
1446
1447                                 /* Create the food ration */
1448                                 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
1449
1450                                 /* Drop the object from heaven */
1451                                 (void)drop_near(q_ptr, -1, py, px);
1452 #ifdef JP
1453                                 msg_print("¿©»ö¤òÎÁÍý¤·¤Æºî¤Ã¤¿¡£");
1454 #else
1455                                 msg_print("You cook some food.");
1456 #endif
1457
1458                         }
1459                         break;
1460
1461                 case RACE_GNOME:
1462 #ifdef JP
1463                         msg_print("¥Ñ¥Ã¡ª");
1464 #else
1465                         msg_print("Blink!");
1466 #endif
1467
1468                         teleport_player(10);
1469                         break;
1470
1471                 case RACE_HALF_ORC:
1472 #ifdef JP
1473                         msg_print("ͦµ¤¤ò½Ð¤·¤¿¡£");
1474 #else
1475                         msg_print("You play tough.");
1476 #endif
1477
1478                         (void)set_afraid(0);
1479                         break;
1480
1481                 case RACE_HALF_TROLL:
1482 #ifdef JP
1483                         msg_print("¤¦¤¬¤¡¤¡¡ª");
1484 #else
1485                         msg_print("RAAAGH!");
1486 #endif
1487
1488                         (void)set_afraid(0);
1489                         (void)set_shero(10 + randint1(plev), FALSE);
1490                         (void)hp_player(30);
1491                         break;
1492
1493                 case RACE_AMBERITE:
1494                         if (command == -1)
1495                         {
1496 #ifdef JP
1497                                 msg_print("¤¢¤Ê¤¿¤ÏÊ⤭¼þ¤ê»Ï¤á¤¿¡£");
1498 #else
1499                                 msg_print("You start walking around. ");
1500 #endif
1501                                 alter_reality();
1502                         }
1503                         else if (command == -2)
1504                         {
1505 #ifdef JP
1506                                 msg_print("¤¢¤Ê¤¿¤Ï¡Ö¥Ñ¥¿¡¼¥ó¡×¤ò¿´¤ËÉÁ¤¤¤Æ¤½¤Î¾å¤òÊ⤤¤¿...");
1507 #else
1508                                 msg_print("You picture the Pattern in your mind and walk it...");
1509 #endif
1510
1511                                 (void)set_poisoned(0);
1512                                 (void)set_image(0);
1513                                 (void)set_stun(0);
1514                                 (void)set_cut(0);
1515                                 (void)set_blind(0);
1516                                 (void)set_afraid(0);
1517                                 (void)do_res_stat(A_STR);
1518                                 (void)do_res_stat(A_INT);
1519                                 (void)do_res_stat(A_WIS);
1520                                 (void)do_res_stat(A_DEX);
1521                                 (void)do_res_stat(A_CON);
1522                                 (void)do_res_stat(A_CHR);
1523                                 (void)restore_level();
1524                         }
1525                         break;
1526
1527                 case RACE_BARBARIAN:
1528 #ifdef JP
1529                         msg_print("¤¦¤©¤©¤ª¤ª¡ª");
1530 #else
1531                         msg_print("Raaagh!");
1532 #endif
1533
1534                         (void)set_afraid(0);
1535                         (void)set_shero(10 + randint1(plev), FALSE);
1536                         (void)hp_player(30);
1537                         break;
1538
1539                 case RACE_HALF_OGRE:
1540 #ifdef JP
1541                         msg_print("Çúȯ¤Î¥ë¡¼¥ó¤ò¿µ½Å¤Ë»Å³Ý¤±¤¿...");
1542 #else
1543                         msg_print("You carefully set an explosive rune...");
1544 #endif
1545
1546                         explosive_rune();
1547                         break;
1548
1549                 case RACE_HALF_GIANT:
1550                         if (!get_aim_dir(&dir)) return FALSE;
1551                         (void)wall_to_mud(dir);
1552                         break;
1553
1554                 case RACE_HALF_TITAN:
1555 #ifdef JP
1556                         msg_print("Ũ¤òÄ´ºº¤·¤¿...");
1557 #else
1558                         msg_print("You examine your foes...");
1559 #endif
1560
1561                         probing();
1562                         break;
1563
1564                 case RACE_CYCLOPS:
1565                         if (!get_aim_dir(&dir)) return FALSE;
1566 #ifdef JP
1567                         msg_print("µðÂç¤Ê´ä¤òÅꤲ¤¿¡£");
1568 #else
1569                         msg_print("You throw a huge boulder.");
1570 #endif
1571
1572                         fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
1573                         break;
1574
1575                 case RACE_YEEK:
1576                         if (!get_aim_dir(&dir)) return FALSE;
1577 #ifdef JP
1578                         msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¶«¤ÓÀ¼¤ò¾å¤²¤¿¡ª");
1579 #else
1580                         msg_print("You make a horrible scream!");
1581 #endif
1582
1583                         (void)fear_monster(dir, plev);
1584                         break;
1585
1586                 case RACE_KLACKON:
1587                         if (!get_aim_dir(&dir)) return FALSE;
1588 #ifdef JP
1589                         msg_print("»À¤òÅǤ¤¤¿¡£");
1590 #else
1591                         msg_print("You spit acid.");
1592 #endif
1593
1594                         if (plev < 25) fire_bolt(GF_ACID, dir, plev);
1595                         else fire_ball(GF_ACID, dir, plev, 2);
1596                         break;
1597
1598                 case RACE_KOBOLD:
1599                         if (!get_aim_dir(&dir)) return FALSE;
1600 #ifdef JP
1601                         msg_print("ÆǤΥÀ¡¼¥Ä¤òÅꤲ¤¿¡£");
1602 #else
1603                         msg_print("You throw a dart of poison.");
1604 #endif
1605
1606                         fire_bolt(GF_POIS, dir, plev);
1607                         break;
1608
1609                 case RACE_NIBELUNG:
1610 #ifdef JP
1611                         msg_print("¼þ°Ï¤òÄ´ºº¤·¤¿¡£");
1612 #else
1613                         msg_print("You examine your surroundings.");
1614 #endif
1615
1616                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1617                         (void)detect_doors(DETECT_RAD_DEFAULT);
1618                         (void)detect_stairs(DETECT_RAD_DEFAULT);
1619                         break;
1620
1621                 case RACE_DARK_ELF:
1622                         if (!get_aim_dir(&dir)) return FALSE;
1623 #ifdef JP
1624                         msg_print("¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤òÊü¤Ã¤¿¡£");
1625 #else
1626                         msg_print("You cast a magic missile.");
1627 #endif
1628
1629                         fire_bolt_or_beam(10, GF_MISSILE, dir,
1630                             damroll(3 + ((plev - 1) / 5), 4));
1631                         break;
1632
1633                 case RACE_DRACONIAN:
1634                         {
1635                                 int  Type = (one_in_(3) ? GF_COLD : GF_FIRE);
1636 #ifdef JP
1637                                 cptr Type_desc = ((Type == GF_COLD) ? "Î䵤" : "±ê");
1638 #else
1639                                 cptr Type_desc = ((Type == GF_COLD) ? "cold" : "fire");
1640 #endif
1641
1642                                 if (!get_aim_dir(&dir)) return FALSE;
1643
1644                                 if (randint1(100) < plev)
1645                                 {
1646                                         switch (p_ptr->pclass)
1647                                         {
1648                                                 case CLASS_WARRIOR:
1649                                                 case CLASS_BERSERKER:
1650                                                 case CLASS_RANGER:
1651                                                 case CLASS_TOURIST:
1652                                                 case CLASS_IMITATOR:
1653                                                 case CLASS_ARCHER:
1654                                                 case CLASS_SMITH:
1655                                                         if (one_in_(3))
1656                                                         {
1657                                                                 Type = GF_MISSILE;
1658 #ifdef JP
1659                                                                 Type_desc = "¥¨¥ì¥á¥ó¥È";
1660 #else
1661                                                                 Type_desc = "the elements";
1662 #endif
1663                                                         }
1664                                                         else
1665                                                         {
1666                                                                 Type = GF_SHARDS;
1667 #ifdef JP
1668                                                                 Type_desc = "ÇËÊÒ";
1669 #else
1670                                                                 Type_desc = "shards";
1671 #endif
1672                                                         }
1673                                                         break;
1674                                                 case CLASS_MAGE:
1675                                                 case CLASS_WARRIOR_MAGE:
1676                                                 case CLASS_HIGH_MAGE:
1677                                                 case CLASS_SORCERER:
1678                                                 case CLASS_MAGIC_EATER:
1679                                                 case CLASS_RED_MAGE:
1680                                                 case CLASS_BLUE_MAGE:
1681                                                 case CLASS_MIRROR_MASTER:
1682                                                         if (one_in_(3))
1683                                                         {
1684                                                                 Type = GF_MANA;
1685 #ifdef JP
1686                                                                 Type_desc = "ËâÎÏ";
1687 #else
1688                                                                 Type_desc = "mana";
1689 #endif
1690                                                         }
1691                                                         else
1692                                                         {
1693                                                                 Type = GF_DISENCHANT;
1694 #ifdef JP
1695                                                                 Type_desc = "Îô²½";
1696 #else
1697                                                                 Type_desc = "disenchantment";
1698 #endif
1699                                                         }
1700                                                         break;
1701                                                 case CLASS_CHAOS_WARRIOR:
1702                                                         if (!one_in_(3))
1703                                                         {
1704                                                                 Type = GF_CONFUSION;
1705 #ifdef JP
1706                                                                 Type_desc = "º®Íð";
1707 #else
1708                                                                 Type_desc = "confusion";
1709 #endif
1710                                                         }
1711                                                         else
1712                                                         {
1713                                                                 Type = GF_CHAOS;
1714 #ifdef JP
1715                                                                 Type_desc = "¥«¥ª¥¹";
1716 #else
1717                                                                 Type_desc = "chaos";
1718 #endif
1719                                                         }
1720                                                         break;
1721                                                 case CLASS_MONK:
1722                                                 case CLASS_SAMURAI:
1723                                                 case CLASS_FORCETRAINER:
1724                                                         if (!one_in_(3))
1725                                                         {
1726                                                                 Type = GF_CONFUSION;
1727 #ifdef JP
1728                                                                 Type_desc = "º®Íð";
1729 #else
1730                                                                 Type_desc = "confusion";
1731 #endif
1732                                                         }
1733                                                         else
1734                                                         {
1735                                                                 Type = GF_SOUND;
1736 #ifdef JP
1737                                                                 Type_desc = "¹ì²»";
1738 #else
1739                                                                 Type_desc = "sound";
1740 #endif
1741                                                         }
1742                                                         break;
1743                                                 case CLASS_MINDCRAFTER:
1744                                                         if (!one_in_(3))
1745                                                         {
1746                                                                 Type = GF_CONFUSION;
1747 #ifdef JP
1748                                                                 Type_desc = "º®Íð";
1749 #else
1750                                                                 Type_desc = "confusion";
1751 #endif
1752                                                         }
1753                                                         else
1754                                                         {
1755                                                                 Type = GF_PSI;
1756 #ifdef JP
1757                                                                 Type_desc = "Àº¿À¥¨¥Í¥ë¥®¡¼";
1758 #else
1759                                                                 Type_desc = "mental energy";
1760 #endif
1761                                                         }
1762                                                         break;
1763                                                 case CLASS_PRIEST:
1764                                                 case CLASS_PALADIN:
1765                                                         if (one_in_(3))
1766                                                         {
1767                                                                 Type = GF_HELL_FIRE;
1768 #ifdef JP
1769                                                                 Type_desc = "ÃϹö¤Î¹å²Ð";
1770 #else
1771                                                                 Type_desc = "hellfire";
1772 #endif
1773                                                         }
1774                                                         else
1775                                                         {
1776                                                                 Type = GF_HOLY_FIRE;
1777 #ifdef JP
1778                                                                 Type_desc = "À»¤Ê¤ë±ê";
1779 #else
1780                                                                 Type_desc = "holy fire";
1781 #endif
1782                                                         }
1783                                                         break;
1784                                                 case CLASS_ROGUE:
1785                                                 case CLASS_NINJA:
1786                                                         if (one_in_(3))
1787                                                         {
1788                                                                 Type = GF_DARK;
1789 #ifdef JP
1790                                                                 Type_desc = "°Å¹õ";
1791 #else
1792                                                                 Type_desc = "darkness";
1793 #endif
1794                                                         }
1795                                                         else
1796                                                         {
1797                                                                 Type = GF_POIS;
1798 #ifdef JP
1799                                                                 Type_desc = "ÆÇ";
1800 #else
1801                                                                 Type_desc = "poison";
1802 #endif
1803                                                         }
1804                                                         break;
1805                                                 case CLASS_BARD:
1806                                                         if (!one_in_(3))
1807                                                         {
1808                                                                 Type = GF_SOUND;
1809 #ifdef JP
1810                                                                 Type_desc = "¹ì²»";
1811 #else
1812                                                                 Type_desc = "sound";
1813 #endif
1814                                                         }
1815                                                         else
1816                                                         {
1817                                                                 Type = GF_CONFUSION;
1818 #ifdef JP
1819                                                                 Type_desc = "º®Íð";
1820 #else
1821                                                                 Type_desc = "confusion";
1822 #endif
1823                                                         }
1824                                                         break;
1825                                         }
1826                                 }
1827
1828 #ifdef JP
1829                                 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", Type_desc);
1830 #else
1831                                 msg_format("You breathe %s.", Type_desc);
1832 #endif
1833
1834                                 fire_ball(Type, dir, plev * 2,
1835                                     -(plev / 15) - 1);
1836                         }
1837                         break;
1838
1839                 case RACE_MIND_FLAYER:
1840                         if (!get_aim_dir(&dir)) return FALSE;
1841 #ifdef JP
1842                         msg_print("¤¢¤Ê¤¿¤Ï½¸Ã椷¡¢Ìܤ¬ÀÖ¤¯µ±¤¤¤¿...");
1843 #else
1844                         msg_print("You concentrate and your eyes glow red...");
1845 #endif
1846
1847                         fire_bolt(GF_PSI, dir, plev);
1848                         break;
1849
1850                 case RACE_IMP:
1851                         if (!get_aim_dir(&dir)) return FALSE;
1852                         if (plev >= 30)
1853                         {
1854 #ifdef JP
1855                                 msg_print("¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë¤òÊü¤Ã¤¿¡£");
1856 #else
1857                                 msg_print("You cast a ball of fire.");
1858 #endif
1859
1860                                 fire_ball(GF_FIRE, dir, plev, 2);
1861                         }
1862                         else
1863                         {
1864 #ifdef JP
1865                                 msg_print("¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È¤òÊü¤Ã¤¿¡£");
1866 #else
1867                                 msg_print("You cast a bolt of fire.");
1868 #endif
1869
1870                                 fire_bolt(GF_FIRE, dir, plev);
1871                         }
1872                         break;
1873
1874                 case RACE_GOLEM:
1875                         (void)set_shield(randint1(20) + 30, FALSE);
1876                         break;
1877
1878                 case RACE_SKELETON:
1879                 case RACE_ZOMBIE:
1880 #ifdef JP
1881                         msg_print("¤¢¤Ê¤¿¤Ï¼º¤Ã¤¿¥¨¥Í¥ë¥®¡¼¤ò¼è¤êÌ᤽¤¦¤È»î¤ß¤¿¡£");
1882 #else
1883                         msg_print("You attempt to restore your lost energies.");
1884 #endif
1885
1886                         (void)restore_level();
1887                         break;
1888
1889                 case RACE_VAMPIRE:
1890                         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
1891                         {
1892 #ifdef JP
1893                                 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤Ê¤¤¡£");
1894 #else
1895                                 msg_print("Something prevent you from attacking.");
1896 #endif
1897                                 return FALSE;
1898                         }
1899                         else
1900                         {
1901                                 int y, x, dummy = 0;
1902                                 cave_type *c_ptr;
1903
1904                                 /* Only works on adjacent monsters */
1905                                 if (!get_rep_dir(&dir,FALSE)) return FALSE;   /* was get_aim_dir */
1906                                 y = py + ddy[dir];
1907                                 x = px + ddx[dir];
1908                                 c_ptr = &cave[y][x];
1909
1910                                 if (!c_ptr->m_idx)
1911                                 {
1912 #ifdef JP
1913                                         msg_print("²¿¤â¤Ê¤¤¾ì½ê¤Ë³ú¤ß¤Ä¤¤¤¿¡ª");
1914 #else
1915                                         msg_print("You bite into thin air!");
1916 #endif
1917
1918                                         break;
1919                                 }
1920
1921 #ifdef JP
1922                                 msg_print("¤¢¤Ê¤¿¤Ï¥Ë¥ä¥ê¤È¤·¤Æ²ç¤ò¤à¤¤¤¿...");
1923 #else
1924                                 msg_print("You grin and bare your fangs...");
1925 #endif
1926
1927                                 dummy = plev + randint1(plev) * MAX(1, plev / 10);   /* Dmg */
1928                                 if (drain_life(dir, dummy))
1929                                 {
1930                                         if (p_ptr->food < PY_FOOD_FULL)
1931                                                 /* No heal if we are "full" */
1932                                                 (void)hp_player(dummy);
1933                                         else
1934 #ifdef JP
1935                                                 msg_print("¤¢¤Ê¤¿¤Ï¶õÊ¢¤Ç¤Ï¤¢¤ê¤Þ¤»¤ó¡£");
1936 #else
1937                                                 msg_print("You were not hungry.");
1938 #endif
1939
1940                                         /* Gain nutritional sustenance: 150/hp drained */
1941                                         /* A Food ration gives 5000 food points (by contrast) */
1942                                         /* Don't ever get more than "Full" this way */
1943                                         /* But if we ARE Gorged,  it won't cure us */
1944                                         dummy = p_ptr->food + MIN(5000, 100 * dummy);
1945                                         if (p_ptr->food < PY_FOOD_MAX)   /* Not gorged already */
1946                                                 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
1947                                 }
1948                                 else
1949 #ifdef JP
1950                                         msg_print("¤²¤§¡£¤Ò¤É¤¤Ì£¤À¡£");
1951 #else
1952                                         msg_print("Yechh. That tastes foul.");
1953 #endif
1954
1955                         }
1956                         break;
1957
1958                 case RACE_SPECTRE:
1959                         if (!get_aim_dir(&dir)) return FALSE;
1960 #ifdef JP
1961                         msg_print("¤¢¤Ê¤¿¤Ï¤ª¤É¤í¤ª¤É¤í¤·¤¤¶«¤ÓÀ¼¤ò¤¢¤²¤¿¡ª");
1962 #else
1963                         msg_print("You emit an eldritch howl!");
1964 #endif
1965
1966                         (void)fear_monster(dir, plev);
1967                         break;
1968
1969                 case RACE_SPRITE:
1970 #ifdef JP
1971                         msg_print("¤¢¤Ê¤¿¤ÏËâË¡¤ÎÊ´¤òÅꤲ¤Ä¤±¤¿...");
1972 #else
1973                         msg_print("You throw some magic dust...");
1974 #endif
1975
1976                         if (plev < 25) sleep_monsters_touch();
1977                         else (void)sleep_monsters();
1978                         break;
1979
1980                 case RACE_DEMON:
1981                         {
1982                                 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1983                                 if (!get_aim_dir(&dir)) return FALSE;
1984 #ifdef JP
1985                                 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",((type == GF_NETHER) ? "ÃϹö" : "²Ð±ê"));
1986 #else
1987                                 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1988 #endif
1989
1990                                 fire_ball(type, dir, plev * 3, -(plev / 15) - 1);
1991                         }
1992                         break;
1993
1994                 case RACE_KUTA:
1995                         (void)set_tsubureru(randint1(20) + 30, FALSE);
1996                         break;
1997
1998                 case RACE_ANDROID:
1999                         if (!get_aim_dir(&dir)) return FALSE;
2000                         if (plev < 10)
2001                         {
2002 #ifdef JP
2003                                 msg_print("¥ì¥¤¥¬¥ó¤òȯ¼Í¤·¤¿¡£");
2004 #else
2005                                 msg_print("You fire your ray gun.");
2006 #endif
2007                                 fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
2008                         }
2009                         else if (plev < 25)
2010                         {
2011 #ifdef JP
2012                                 msg_print("¥Ö¥é¥¹¥¿¡¼¤òȯ¼Í¤·¤¿¡£");
2013 #else
2014                                 msg_print("You fire your blaster.");
2015 #endif
2016                                 fire_bolt(GF_MISSILE, dir, plev);
2017                         }
2018                         else if (plev < 35)
2019                         {
2020 #ifdef JP
2021                                 msg_print("¥Ð¥º¡¼¥«¤òȯ¼Í¤·¤¿¡£");
2022 #else
2023                                 msg_print("You fire your bazooka.");
2024 #endif
2025                                 fire_ball(GF_MISSILE, dir, plev * 2, 2);
2026                         }
2027                         else if (plev < 45)
2028                         {
2029 #ifdef JP
2030                                 msg_print("¥Ó¡¼¥à¥­¥ã¥Î¥ó¤òȯ¼Í¤·¤¿¡£");
2031 #else
2032                                 msg_print("You fire a beam cannon.");
2033 #endif
2034                                 fire_beam(GF_MISSILE, dir, plev * 2);
2035                         }
2036                         else
2037                         {
2038 #ifdef JP
2039                                 msg_print("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡£");
2040 #else
2041                                 msg_print("You fire a rocket.");
2042 #endif
2043                                 fire_ball(GF_ROCKET, dir, plev * 5, 2);
2044                         }
2045                         break;
2046
2047                 default:
2048 #ifdef JP
2049                         msg_print("¤³¤Î¼ï²¤ÏÆüì¤ÊǽÎϤò»ý¤Ã¤Æ¤¤¤Þ¤»¤ó¡£");
2050 #else
2051                         msg_print("This race has no bonus power.");
2052 #endif
2053
2054                         energy_use = 0;
2055         }
2056         }
2057         return TRUE;
2058 }
2059
2060
2061 /*
2062  * Allow user to choose a power (racial / mutation) to activate
2063  */
2064 void do_cmd_racial_power(void)
2065 {
2066         power_desc_type power_desc[36];
2067         int             num, i = 0;
2068         int             ask = TRUE;
2069         int             lvl = p_ptr->lev;
2070         bool            flag, redraw, cast = FALSE;
2071         bool            warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
2072         char            choice;
2073         char            out_val[160];
2074         int menu_line = (use_menu ? 1 : 0);
2075
2076
2077         for (num = 0; num < 36; num++)
2078         {
2079                 strcpy(power_desc[num].name, "");
2080                 power_desc[num].number = 0;
2081         }
2082
2083         num = 0;
2084
2085         if (p_ptr->confused)
2086         {
2087 #ifdef JP
2088 msg_print("º®Í𤷤Ƥ¤¤ÆÆüìǽÎϤò»È¤¨¤Þ¤»¤ó¡ª");
2089 #else
2090                 msg_print("You are too confused to use any powers!");
2091 #endif
2092
2093                 energy_use = 0;
2094                 return;
2095         }
2096
2097         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
2098         {
2099                 set_action(ACTION_NONE);
2100         }
2101
2102         switch (p_ptr->pclass)
2103         {
2104         case CLASS_WARRIOR:
2105         {
2106 #ifdef JP
2107 strcpy(power_desc[num].name, "·õ¤ÎÉñ¤¤");
2108 #else
2109                 strcpy(power_desc[num].name, "Sword Dancing");
2110 #endif
2111
2112                 power_desc[num].level = 40;
2113                 power_desc[num].cost = 75;
2114                 power_desc[num].stat = A_DEX;
2115                 power_desc[num].fail = 35;
2116                 power_desc[num++].number = -3;
2117                 break;
2118         }
2119         case CLASS_MAGE:
2120         case CLASS_HIGH_MAGE:
2121         case CLASS_SORCERER:
2122         {
2123 #ifdef JP
2124 strcpy(power_desc[num].name, "ËâÎÏ¿©¤¤");
2125 #else
2126                 strcpy(power_desc[num].name, "Eat Magic");
2127 #endif
2128
2129                 power_desc[num].level = 25;
2130                 power_desc[num].cost = 1;
2131                 power_desc[num].stat = A_INT;
2132                 power_desc[num].fail = 25;
2133                 power_desc[num++].number = -3;
2134                 break;
2135         }
2136         case CLASS_PRIEST:
2137         {
2138                 if (is_good_realm(p_ptr->realm1))
2139                 {
2140 #ifdef JP
2141 strcpy(power_desc[num].name, "Éð´ï½ËÊ¡");
2142 #else
2143                         strcpy(power_desc[num].name, "Bless Weapon");
2144 #endif
2145
2146                         power_desc[num].level = 35;
2147                         power_desc[num].cost = 70;
2148                         power_desc[num].stat = A_WIS;
2149                         power_desc[num].fail = 50;
2150                         power_desc[num++].number = -3;
2151                 }
2152                 else
2153                 {
2154 #ifdef JP
2155 strcpy(power_desc[num].name, "¾¤º²");
2156 #else
2157                         strcpy(power_desc[num].name, "Evocation");
2158 #endif
2159
2160                         power_desc[num].level = 42;
2161                         power_desc[num].cost = 40;
2162                         power_desc[num].stat = A_WIS;
2163                         power_desc[num].fail = 35;
2164                         power_desc[num++].number = -3;
2165                 }
2166                 break;
2167         }
2168         case CLASS_ROGUE:
2169         {
2170 #ifdef JP
2171 strcpy(power_desc[num].name, "¥Ò¥Ã¥È¡õ¥¢¥¦¥§¥¤");
2172 #else
2173                 strcpy(power_desc[num].name, "Hit and Away");
2174 #endif
2175
2176                 power_desc[num].level = 8;
2177                 power_desc[num].cost = 12;
2178                 power_desc[num].stat = A_DEX;
2179                 power_desc[num].fail = 14;
2180                 power_desc[num++].number = -3;
2181                 break;
2182         }
2183         case CLASS_RANGER:
2184         {
2185 #ifdef JP
2186 strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼Ä´ºº");
2187 #else
2188                 strcpy(power_desc[num].name, "Probe Monster");
2189 #endif
2190
2191                 power_desc[num].level = 15;
2192                 power_desc[num].cost = 20;
2193                 power_desc[num].stat = A_INT;
2194                 power_desc[num].fail = 12;
2195                 power_desc[num++].number = -3;
2196                 break;
2197         }
2198         case CLASS_PALADIN:
2199         {
2200                 if (is_good_realm(p_ptr->realm1))
2201                 {
2202 #ifdef JP
2203 strcpy(power_desc[num].name, "¥Û¡¼¥ê¡¼¡¦¥é¥ó¥¹");
2204 #else
2205                         strcpy(power_desc[num].name, "Holy Lance");
2206 #endif
2207
2208                         power_desc[num].level = 30;
2209                         power_desc[num].cost = 30;
2210                         power_desc[num].stat = A_WIS;
2211                         power_desc[num].fail = 30;
2212                         power_desc[num++].number = -3;
2213                 }
2214                 else
2215                 {
2216 #ifdef JP
2217 strcpy(power_desc[num].name, "¥Ø¥ë¡¦¥é¥ó¥¹");
2218 #else
2219                         strcpy(power_desc[num].name, "Hell Lance");
2220 #endif
2221
2222                         power_desc[num].level = 30;
2223                         power_desc[num].cost = 30;
2224                         power_desc[num].stat = A_WIS;
2225                         power_desc[num].fail = 30;
2226                         power_desc[num++].number = -3;
2227                 }
2228                 break;
2229         }
2230         case CLASS_WARRIOR_MAGE:
2231         {
2232 #ifdef JP
2233 strcpy(power_desc[num].name, "ÊÑ´¹: £È£Ð¢ª£Í£Ð");
2234 #else
2235                 strcpy(power_desc[num].name, "Convert HP to SP");
2236 #endif
2237
2238                 power_desc[num].level = 25;
2239                 power_desc[num].cost = 0;
2240                 power_desc[num].stat = A_INT;
2241                 power_desc[num].fail = 10;
2242                 power_desc[num++].number = -3;
2243 #ifdef JP
2244 strcpy(power_desc[num].name, "ÊÑ´¹: £Í£Ð¢ª£È£Ð");
2245 #else
2246                 strcpy(power_desc[num].name, "Convert SP to HP");
2247 #endif
2248
2249                 power_desc[num].level = 25;
2250                 power_desc[num].cost = 0;
2251                 power_desc[num].stat = A_INT;
2252                 power_desc[num].fail = 10;
2253                 power_desc[num++].number = -4;
2254                 break;
2255         }
2256         case CLASS_CHAOS_WARRIOR:
2257         {
2258 #ifdef JP
2259 strcpy(power_desc[num].name, "¸¸ÏǤθ÷");
2260 #else
2261                 strcpy(power_desc[num].name, "Confusing Light");
2262 #endif
2263
2264                 power_desc[num].level = 40;
2265                 power_desc[num].cost = 50;
2266                 power_desc[num].stat = A_INT;
2267                 power_desc[num].fail = 25;
2268                 power_desc[num++].number = -3;
2269                 break;
2270         }
2271         case CLASS_MONK:
2272         {
2273 #ifdef JP
2274 strcpy(power_desc[num].name, "¹½¤¨¤ë");
2275 #else
2276                 strcpy(power_desc[num].name, "Assume a Posture");
2277 #endif
2278
2279                 power_desc[num].level = 25;
2280                 power_desc[num].cost = 0;
2281                 power_desc[num].stat = A_DEX;
2282                 power_desc[num].fail = 0;
2283                 power_desc[num++].number = -3;
2284 #ifdef JP
2285 strcpy(power_desc[num].name, "É´Îö·ý");
2286 #else
2287                 strcpy(power_desc[num].name, "Double Attack");
2288 #endif
2289
2290                 power_desc[num].level = 30;
2291                 power_desc[num].cost = 30;
2292                 power_desc[num].stat = A_STR;
2293                 power_desc[num].fail = 20;
2294                 power_desc[num++].number = -4;
2295                 break;
2296         }
2297         case CLASS_MINDCRAFTER:
2298         case CLASS_FORCETRAINER:
2299         {
2300 #ifdef JP
2301 strcpy(power_desc[num].name, "ÌÀ¶À»ß¿å");
2302 #else
2303                 strcpy(power_desc[num].name, "Clear Mind");
2304 #endif
2305
2306                 power_desc[num].level = 15;
2307                 power_desc[num].cost = 0;
2308                 power_desc[num].stat = A_WIS;
2309                 power_desc[num].fail = 10;
2310                 power_desc[num++].number = -3;
2311                 break;
2312         }
2313         case CLASS_TOURIST:
2314         {
2315 #ifdef JP
2316 strcpy(power_desc[num].name, "¼Ì¿¿»£±Æ");
2317 #else
2318                 strcpy(power_desc[num].name, "Take a Photograph");
2319 #endif
2320
2321                 power_desc[num].level = 1;
2322                 power_desc[num].cost = 0;
2323                 power_desc[num].stat = A_DEX;
2324                 power_desc[num].fail = 0;
2325                 power_desc[num++].number = -3;
2326 #ifdef JP
2327 strcpy(power_desc[num].name, "¿¿¡¦´ÕÄê");
2328 #else
2329                 strcpy(power_desc[num].name, "Identify True");
2330 #endif
2331
2332                 power_desc[num].level = 25;
2333                 power_desc[num].cost = 20;
2334                 power_desc[num].stat = A_INT;
2335                 power_desc[num].fail = 20;
2336                 power_desc[num++].number = -4;
2337                 break;
2338         }
2339         case CLASS_IMITATOR:
2340         {
2341 #ifdef JP
2342 strcpy(power_desc[num].name, "ÇÜÊÖ¤·");
2343 #else
2344                 strcpy(power_desc[num].name, "Double Revenge");
2345 #endif
2346
2347                 power_desc[num].level = 30;
2348                 power_desc[num].cost = 100;
2349                 power_desc[num].stat = A_DEX;
2350                 power_desc[num].fail = 30;
2351                 power_desc[num++].number = -3;
2352                 break;
2353         }
2354         case CLASS_BEASTMASTER:
2355         {
2356 #ifdef JP
2357 strcpy(power_desc[num].name, "À¸Êª»ÙÇÛ");
2358 #else
2359                 strcpy(power_desc[num].name, "Dominate a Living Thing");
2360 #endif
2361
2362                 power_desc[num].level = 1;
2363                 power_desc[num].cost = (p_ptr->lev+3)/4;
2364                 power_desc[num].stat = A_CHR;
2365                 power_desc[num].fail = 10;
2366                 power_desc[num++].number = -3;
2367 #ifdef JP
2368 strcpy(power_desc[num].name, "¿¿¡¦À¸Êª»ÙÇÛ");
2369 #else
2370                 strcpy(power_desc[num].name, "Dominate Living Things");
2371 #endif
2372
2373                 power_desc[num].level = 30;
2374                 power_desc[num].cost = (p_ptr->lev+20)/2;
2375                 power_desc[num].stat = A_CHR;
2376                 power_desc[num].fail = 10;
2377                 power_desc[num++].number = -4;
2378                 break;
2379         }
2380         case CLASS_ARCHER:
2381         {
2382 #ifdef JP
2383 strcpy(power_desc[num].name, "ÃÆ/Ìð¤ÎÀ½Â¤");
2384 #else
2385                 strcpy(power_desc[num].name, "Create Ammo");
2386 #endif
2387
2388                 power_desc[num].level = 1;
2389                 power_desc[num].cost = 0;
2390                 power_desc[num].stat = A_DEX;
2391                 power_desc[num].fail = 0;
2392                 power_desc[num++].number = -3;
2393                 break;
2394         }
2395         case CLASS_MAGIC_EATER:
2396         {
2397 #ifdef JP
2398 strcpy(power_desc[num].name, "ËâÎϤμè¤ê¹þ¤ß");
2399 #else
2400                 strcpy(power_desc[num].name, "Absorb Magic");
2401 #endif
2402
2403                 power_desc[num].level = 1;
2404                 power_desc[num].cost = 0;
2405                 power_desc[num].stat = A_INT;
2406                 power_desc[num].fail = 0;
2407                 power_desc[num++].number = -3;
2408                 break;
2409         }
2410         case CLASS_BARD:
2411         {
2412 #ifdef JP
2413 strcpy(power_desc[num].name, "²Î¤ò»ß¤á¤ë");
2414 #else
2415                 strcpy(power_desc[num].name, "Stop Singing");
2416 #endif
2417
2418                 power_desc[num].level = 1;
2419                 power_desc[num].cost = 0;
2420                 power_desc[num].stat = A_CHR;
2421                 power_desc[num].fail = 0;
2422                 power_desc[num++].number = -3;
2423                 break;
2424         }
2425         case CLASS_RED_MAGE:
2426         {
2427 #ifdef JP
2428 strcpy(power_desc[num].name, "Ϣ³Ëâ");
2429 #else
2430                 strcpy(power_desc[num].name, "Double Magic");
2431 #endif
2432
2433                 power_desc[num].level = 48;
2434                 power_desc[num].cost = 20;
2435                 power_desc[num].stat = A_INT;
2436                 power_desc[num].fail = 0;
2437                 power_desc[num++].number = -3;
2438                 break;
2439         }
2440         case CLASS_SAMURAI:
2441         {
2442 #ifdef JP
2443 strcpy(power_desc[num].name, "µ¤¹ç¤¤¤¿¤á");
2444 #else
2445                 strcpy(power_desc[num].name, "Concentration");
2446 #endif
2447
2448                 power_desc[num].level = 1;
2449                 power_desc[num].cost = 0;
2450                 power_desc[num].stat = A_WIS;
2451                 power_desc[num].fail = 0;
2452                 power_desc[num++].number = -3;
2453 #ifdef JP
2454 strcpy(power_desc[num].name, "·¿");
2455 #else
2456                 strcpy(power_desc[num].name, "Assume a Posture");
2457 #endif
2458
2459                 power_desc[num].level = 25;
2460                 power_desc[num].cost = 0;
2461                 power_desc[num].stat = A_DEX;
2462                 power_desc[num].fail = 0;
2463                 power_desc[num++].number = -4;
2464                 break;
2465         }
2466         case CLASS_BLUE_MAGE:
2467         {
2468 #ifdef JP
2469 strcpy(power_desc[num].name, "¥é¡¼¥Ë¥ó¥°");
2470 #else
2471                 strcpy(power_desc[num].name, "Learning");
2472 #endif
2473
2474                 power_desc[num].level = 1;
2475                 power_desc[num].cost = 0;
2476                 power_desc[num].stat = A_INT;
2477                 power_desc[num].fail = 0;
2478                 power_desc[num++].number = -3;
2479                 break;
2480         }
2481         case CLASS_CAVALRY:
2482         {
2483 #ifdef JP
2484 strcpy(power_desc[num].name, "¹ÓÇϤʤ餷");
2485 #else
2486                 strcpy(power_desc[num].name, "Rodeo");
2487 #endif
2488
2489                 power_desc[num].level = 10;
2490                 power_desc[num].cost = 0;
2491                 power_desc[num].stat = A_STR;
2492                 power_desc[num].fail = 10;
2493                 power_desc[num++].number = -3;
2494                 break;
2495         }
2496         case CLASS_BERSERKER:
2497         {
2498 #ifdef JP
2499 strcpy(power_desc[num].name, "µ¢´Ô");
2500 #else
2501                 strcpy(power_desc[num].name, "Recall");
2502 #endif
2503
2504                 power_desc[num].level = 10;
2505                 power_desc[num].cost = 10;
2506                 power_desc[num].stat = A_DEX;
2507                 power_desc[num].fail = 20;
2508                 power_desc[num++].number = -3;
2509                 break;
2510         }
2511         case CLASS_MIRROR_MASTER:
2512         {
2513 #ifdef JP
2514 strcpy(power_desc[num].name, "¶À³ä¤ê");
2515 #else
2516                 strcpy(power_desc[num].name, "Break Mirrors");
2517 #endif
2518
2519                 power_desc[num].level = 1;
2520                 power_desc[num].cost = 0;
2521                 power_desc[num].stat = A_INT;
2522                 power_desc[num].fail = 0;
2523                 power_desc[num++].number = -3;
2524 #ifdef JP
2525 strcpy(power_desc[num].name, "ÀÅ¿å");
2526 #else
2527                 strcpy(power_desc[num].name, "Mirror Concentration");
2528 #endif
2529
2530                 power_desc[num].level = 30;
2531                 power_desc[num].cost = 0;
2532                 power_desc[num].stat = A_INT;
2533                 power_desc[num].fail = 20;
2534                 power_desc[num++].number = -4;
2535                 break;
2536         }
2537         case CLASS_SMITH:
2538         {
2539 #ifdef JP
2540 strcpy(power_desc[num].name, "ÌÜÍø¤­");
2541 #else
2542                 strcpy(power_desc[num].name, "Judgment");
2543 #endif
2544
2545                 power_desc[num].level = 5;
2546                 power_desc[num].cost = 15;
2547                 power_desc[num].stat = A_INT;
2548                 power_desc[num].fail = 20;
2549                 power_desc[num++].number = -3;
2550                 break;
2551         }
2552         case CLASS_NINJA:
2553         {
2554 #ifdef JP
2555 strcpy(power_desc[num].name, "®¶î¤±");
2556 #else
2557                 strcpy(power_desc[num].name, "Quick Walk");
2558 #endif
2559
2560                 power_desc[num].level = 20;
2561                 power_desc[num].cost = 0;
2562                 power_desc[num].stat = A_DEX;
2563                 power_desc[num].fail = 0;
2564                 power_desc[num++].number = -3;
2565                 break;
2566         }
2567         default:
2568 #ifdef JP
2569 strcpy(power_desc[0].name, "(¤Ê¤·)");
2570 #else
2571                 strcpy(power_desc[0].name, "(none)");
2572 #endif
2573
2574         }
2575
2576         if (p_ptr->mimic_form)
2577         {
2578                 switch (p_ptr->mimic_form)
2579                 {
2580                 case MIMIC_DEMON:
2581                 case MIMIC_DEMON_LORD:
2582 #ifdef JP
2583 sprintf(power_desc[num].name, "ÃϹö/²Ð±ê¤Î¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 3);
2584 #else
2585                         sprintf(power_desc[num].name, "Nether or Fire Breath (dam %d)", lvl * 3);
2586 #endif
2587
2588                         power_desc[num].level = 15;
2589                         power_desc[num].cost = 10+lvl/3;
2590                         power_desc[num].stat = A_CON;
2591                         power_desc[num].fail = 20;
2592                         power_desc[num++].number = -1;
2593                         break;
2594                 case MIMIC_VAMPIRE:
2595 #ifdef JP
2596 strcpy(power_desc[num].name, "À¸Ì¿Îϵۼý");
2597 #else
2598                         strcpy(power_desc[num].name, "Drain Life");
2599 #endif
2600
2601                         power_desc[num].level = 2;
2602                         power_desc[num].cost = 1 + (lvl / 3);
2603                         power_desc[num].stat = A_CON;
2604                         power_desc[num].fail = 9;
2605                         power_desc[num++].number = -1;
2606                         break;
2607                 }
2608         }
2609         else
2610         {
2611         switch (p_ptr->prace)
2612         {
2613                 case RACE_DWARF:
2614 #ifdef JP
2615 strcpy(power_desc[num].name, "¥É¥¢¤Èæ« ´¶ÃÎ");
2616 #else
2617                         strcpy(power_desc[num].name, "Detect Doors+Traps");
2618 #endif
2619
2620                         power_desc[num].level = 5;
2621                         power_desc[num].cost = 5;
2622                         power_desc[num].stat = A_WIS;
2623                         power_desc[num].fail = 12;
2624                         power_desc[num++].number = -1;
2625                         break;
2626                 case RACE_NIBELUNG:
2627 #ifdef JP
2628 strcpy(power_desc[num].name, "¥É¥¢¤Èæ« ´¶ÃÎ");
2629 #else
2630                         strcpy(power_desc[num].name, "Detect Doors+Traps");
2631 #endif
2632
2633                         power_desc[num].level = 10;
2634                         power_desc[num].cost = 5;
2635                         power_desc[num].stat = A_WIS;
2636                         power_desc[num].fail = 10;
2637                         power_desc[num++].number = -1;
2638                         break;
2639                 case RACE_HOBBIT:
2640 #ifdef JP
2641 strcpy(power_desc[num].name, "¿©ÎÈÀ¸À®");
2642 #else
2643                         strcpy(power_desc[num].name, "Create Food");
2644 #endif
2645
2646                         power_desc[num].level = 15;
2647                         power_desc[num].cost = 10;
2648                         power_desc[num].stat = A_INT;
2649                         power_desc[num].fail = 10;
2650                         power_desc[num++].number = -1;
2651                         break;
2652                 case RACE_GNOME:
2653 #ifdef JP
2654 sprintf(power_desc[num].name, "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È");
2655 #else
2656                         sprintf(power_desc[num].name, "Blink");
2657 #endif
2658
2659                         power_desc[num].level = 5;
2660                         power_desc[num].cost = 5;
2661                         power_desc[num].stat = A_INT;
2662                         power_desc[num].fail = 12;
2663                         power_desc[num++].number = -1;
2664                         break;
2665                 case RACE_HALF_ORC:
2666 #ifdef JP
2667 strcpy(power_desc[num].name, "¶²Éݽüµî");
2668 #else
2669                         strcpy(power_desc[num].name, "Remove Fear");
2670 #endif
2671
2672                         power_desc[num].level = 3;
2673                         power_desc[num].cost = 5;
2674                         power_desc[num].stat = A_WIS;
2675                         power_desc[num].fail = warrior ? 5 : 10;
2676                         power_desc[num++].number = -1;
2677                         break;
2678                 case RACE_HALF_TROLL:
2679 #ifdef JP
2680 strcpy(power_desc[num].name, "¶¸Àï»Î²½");
2681 #else
2682                         strcpy(power_desc[num].name, "Berserk");
2683 #endif
2684
2685                         power_desc[num].level = 10;
2686                         power_desc[num].cost = 12;
2687                         power_desc[num].stat = A_STR;
2688                         power_desc[num].fail = warrior ? 6 : 12;
2689                         power_desc[num++].number = -1;
2690                         break;
2691                 case RACE_BARBARIAN:
2692 #ifdef JP
2693 strcpy(power_desc[num].name, "¶¸Àï»Î²½");
2694 #else
2695                         strcpy(power_desc[num].name, "Berserk");
2696 #endif
2697
2698                         power_desc[num].level = 8;
2699                         power_desc[num].cost = 10;
2700                         power_desc[num].stat = A_STR;
2701                         power_desc[num].fail = warrior ? 6 : 12;
2702                         power_desc[num++].number = -1;
2703                         break;
2704                 case RACE_AMBERITE:
2705 #ifdef JP
2706 strcpy(power_desc[num].name, "¥·¥ã¥É¥¦¡¦¥·¥Õ¥È");
2707 #else
2708                         strcpy(power_desc[num].name, "Shadow Shifting");
2709 #endif
2710
2711                         power_desc[num].level = 30;
2712                         power_desc[num].cost = 50;
2713                         power_desc[num].stat = A_INT;
2714                         power_desc[num].fail = 50;
2715                         power_desc[num++].number = -1;
2716 #ifdef JP
2717 strcpy(power_desc[num].name, "¥Ñ¥¿¡¼¥ó¡¦¥¦¥©¡¼¥¯");
2718 #else
2719                         strcpy(power_desc[num].name, "Pattern Mindwalking");
2720 #endif
2721
2722                         power_desc[num].level = 40;
2723                         power_desc[num].cost = 75;
2724                         power_desc[num].stat = A_WIS;
2725                         power_desc[num].fail = 50;
2726                         power_desc[num++].number = -2;
2727                         break;
2728                 case RACE_HALF_OGRE:
2729 #ifdef JP
2730 strcpy(power_desc[num].name, "Çúȯ¤Î¥ë¡¼¥ó");
2731 #else
2732                         strcpy(power_desc[num].name, "Explosive Rune");
2733 #endif
2734
2735                         power_desc[num].level = 25;
2736                         power_desc[num].cost = 35;
2737                         power_desc[num].stat = A_INT;
2738                         power_desc[num].fail = 15;
2739                         power_desc[num++].number = -1;
2740                         break;
2741                 case RACE_HALF_GIANT:
2742 #ifdef JP
2743 strcpy(power_desc[num].name, "´äÀÐÍϲò");
2744 #else
2745                         strcpy(power_desc[num].name, "Stone to Mud");
2746 #endif
2747
2748                         power_desc[num].level = 20;
2749                         power_desc[num].cost = 10;
2750                         power_desc[num].stat = A_STR;
2751                         power_desc[num].fail = 12;
2752                         power_desc[num++].number = -1;
2753                         break;
2754                 case RACE_HALF_TITAN:
2755 #ifdef JP
2756 strcpy(power_desc[num].name, "¥¹¥­¥ã¥ó¡¦¥â¥ó¥¹¥¿¡¼");
2757 #else
2758                         strcpy(power_desc[num].name, "Probing");
2759 #endif
2760
2761                         power_desc[num].level = 15;
2762                         power_desc[num].cost = 10;
2763                         power_desc[num].stat = A_INT;
2764                         power_desc[num].fail = 12;
2765                         power_desc[num++].number = -1;
2766                         break;
2767                 case RACE_CYCLOPS:
2768 #ifdef JP
2769 sprintf(power_desc[num].name, "´äÀÐÅꤲ¡Ê¥À¥á¡¼¥¸ %d¡Ë", (3 * lvl) / 2);
2770 #else
2771                         sprintf(power_desc[num].name, "Throw Boulder (dam %d)", (3 * lvl) / 2);
2772 #endif
2773
2774                         power_desc[num].level = 20;
2775                         power_desc[num].cost = 15;
2776                         power_desc[num].stat = A_STR;
2777                         power_desc[num].fail = 12;
2778                         power_desc[num++].number = -1;
2779                         break;
2780                 case RACE_YEEK:
2781 #ifdef JP
2782 strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼¶²¹²");
2783 #else
2784                         strcpy(power_desc[num].name, "Scare Monster");
2785 #endif
2786
2787                         power_desc[num].level = 15;
2788                         power_desc[num].cost = 15;
2789                         power_desc[num].stat = A_WIS;
2790                         power_desc[num].fail = 10;
2791                         power_desc[num++].number = -1;
2792                         break;
2793                 case RACE_SPECTRE:
2794 #ifdef JP
2795 strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼¶²¹²");
2796 #else
2797                         strcpy(power_desc[num].name, "Scare Monster");
2798 #endif
2799
2800                         power_desc[num].level = 4;
2801                         power_desc[num].cost = 6;
2802                         power_desc[num].stat = A_INT;
2803                         power_desc[num].fail = 3;
2804                         power_desc[num++].number = -1;
2805                         break;
2806                 case RACE_KLACKON:
2807 #ifdef JP
2808 sprintf(power_desc[num].name, "»À¤ÎÂà(¥À¥á¡¼¥¸ %d)", lvl);
2809 #else
2810                         sprintf(power_desc[num].name, "Spit Acid (dam %d)", lvl);
2811 #endif
2812
2813                         power_desc[num].level = 9;
2814                         power_desc[num].cost = 9;
2815                         power_desc[num].stat = A_DEX;
2816                         power_desc[num].fail = 14;
2817                         power_desc[num++].number = -1;
2818                         break;
2819                 case RACE_KOBOLD:
2820 #ifdef JP
2821 sprintf(power_desc[num].name, "ÆǤΥÀ¡¼¥Ä (¥À¥á¡¼¥¸ %d)", lvl);
2822 #else
2823                         sprintf(power_desc[num].name, "Poison Dart (dam %d)", lvl);
2824 #endif
2825
2826                         power_desc[num].level = 12;
2827                         power_desc[num].cost = 8;
2828                         power_desc[num].stat = A_DEX;
2829                         power_desc[num].fail = 14;
2830                         power_desc[num++].number = -1;
2831                         break;
2832                 case RACE_DARK_ELF:
2833 #ifdef JP
2834 sprintf(power_desc[num].name, "¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë (¥À¥á¡¼¥¸ %dd%d)", 3 + ((lvl - 1) / 5), 4);
2835 #else
2836                         sprintf(power_desc[num].name, "Magic Missile (dm %dd%d)", 3 + ((lvl - 1) / 5), 4);
2837 #endif
2838
2839                         power_desc[num].level = 2;
2840                         power_desc[num].cost = 2;
2841                         power_desc[num].stat = A_INT;
2842                         power_desc[num].fail = 9;
2843                         power_desc[num++].number = -1;
2844                         break;
2845                 case RACE_DRACONIAN:
2846 #ifdef JP
2847 sprintf(power_desc[num].name, "¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 2);
2848 #else
2849                         sprintf(power_desc[num].name, "Breath Weapon (dam %d)", lvl * 2);
2850 #endif
2851
2852                         power_desc[num].level = 1;
2853                         power_desc[num].cost = lvl;
2854                         power_desc[num].stat = A_CON;
2855                         power_desc[num].fail = 12;
2856                         power_desc[num++].number = -1;
2857                         break;
2858                 case RACE_MIND_FLAYER:
2859 #ifdef JP
2860 sprintf(power_desc[num].name, "Àº¿À¹¶·â (¥À¥á¡¼¥¸ %d)", lvl);
2861 #else
2862                         sprintf(power_desc[num].name, "Mind Blast (dam %d)", lvl);
2863 #endif
2864
2865                         power_desc[num].level = 15;
2866                         power_desc[num].cost = 12;
2867                         power_desc[num].stat = A_INT;
2868                         power_desc[num].fail = 14;
2869                         power_desc[num++].number = -1;
2870                         break;
2871                 case RACE_IMP:
2872 #ifdef JP
2873 sprintf(power_desc[num].name, "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È/¥Ü¡¼¥ë (¥À¥á¡¼¥¸ %d)", lvl);
2874 #else
2875                         sprintf(power_desc[num].name, "Fire Bolt/Ball (dam %d)", lvl);
2876 #endif
2877
2878                         power_desc[num].level = 9;
2879                         power_desc[num].cost = 15;
2880                         power_desc[num].stat = A_WIS;
2881                         power_desc[num].fail = 15;
2882                         power_desc[num++].number = -1;
2883                         break;
2884                 case RACE_GOLEM:
2885 #ifdef JP
2886 strcpy(power_desc[num].name, "È©Àв½ (´ü´Ö 1d20+30)");
2887 #else
2888                         strcpy(power_desc[num].name, "Stone Skin (dur 1d20+30)");
2889 #endif
2890
2891                         power_desc[num].level = 20;
2892                         power_desc[num].cost = 15;
2893                         power_desc[num].stat = A_CON;
2894                         power_desc[num].fail = 8;
2895                         power_desc[num++].number = -1;
2896                         break;
2897                 case RACE_SKELETON:
2898                 case RACE_ZOMBIE:
2899 #ifdef JP
2900 strcpy(power_desc[num].name, "·Ð¸³ÃÍÉü³è");
2901 #else
2902                         strcpy(power_desc[num].name, "Restore Life");
2903 #endif
2904
2905                         power_desc[num].level = 30;
2906                         power_desc[num].cost = 30;
2907                         power_desc[num].stat = A_WIS;
2908                         power_desc[num].fail = 18;
2909                         power_desc[num++].number = -1;
2910                         break;
2911                 case RACE_VAMPIRE:
2912 #ifdef JP
2913 strcpy(power_desc[num].name, "À¸Ì¿Îϵۼý");
2914 #else
2915                         strcpy(power_desc[num].name, "Drain Life");
2916 #endif
2917
2918                         power_desc[num].level = 2;
2919                         power_desc[num].cost = 1 + (lvl / 3);
2920                         power_desc[num].stat = A_CON;
2921                         power_desc[num].fail = 9;
2922                         power_desc[num++].number = -1;
2923                         break;
2924                 case RACE_SPRITE:
2925 #ifdef JP
2926 strcpy(power_desc[num].name, "̲¤êÊ´");
2927 #else
2928                         strcpy(power_desc[num].name, "Sleeping Dust");
2929 #endif
2930
2931                         power_desc[num].level = 12;
2932                         power_desc[num].cost = 12;
2933                         power_desc[num].stat = A_INT;
2934                         power_desc[num].fail = 15;
2935                         power_desc[num++].number = -1;
2936                         break;
2937                 case RACE_DEMON:
2938 #ifdef JP
2939 sprintf(power_desc[num].name, "ÃϹö/²Ð±ê¤Î¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 3);
2940 #else
2941                         sprintf(power_desc[num].name, "Nether or Fire Breath (dam %d)", lvl * 3);
2942 #endif
2943
2944                         power_desc[num].level = 15;
2945                         power_desc[num].cost = 10+lvl/3;
2946                         power_desc[num].stat = A_CON;
2947                         power_desc[num].fail = 20;
2948                         power_desc[num++].number = -1;
2949                         break;
2950                 case RACE_KUTA:
2951 #ifdef JP
2952 strcpy(power_desc[num].name, "²£¤Ë¿­¤Ó¤ë");
2953 #else
2954                         strcpy(power_desc[num].name, "Expand Horizontally (dur 30+1d20)");
2955 #endif
2956
2957                         power_desc[num].level = 20;
2958                         power_desc[num].cost = 15;
2959                         power_desc[num].stat = A_CHR;
2960                         power_desc[num].fail = 8;
2961                         power_desc[num++].number = -1;
2962                         break;
2963                 case RACE_ANDROID:
2964                         if (p_ptr->lev < 10)
2965                         {
2966 #ifdef JP
2967 strcpy(power_desc[num].name, "¥ì¥¤¥¬¥ó");
2968 #else
2969                                 strcpy(power_desc[num].name, "Ray Gun");
2970 #endif
2971
2972                                 power_desc[num].level = 1;
2973                                 power_desc[num].cost = 7;
2974                                 power_desc[num].fail = 8;
2975                         }
2976                         else if (p_ptr->lev < 25)
2977                         {
2978 #ifdef JP
2979 strcpy(power_desc[num].name, "¥Ö¥é¥¹¥¿¡¼");
2980 #else
2981                                 strcpy(power_desc[num].name, "Blaster");
2982 #endif
2983
2984                                 power_desc[num].level = 10;
2985                                 power_desc[num].cost = 13;
2986                                 power_desc[num].fail = 10;
2987                         }
2988                         else if (p_ptr->lev < 35)
2989                         {
2990 #ifdef JP
2991 strcpy(power_desc[num].name, "¥Ð¥º¡¼¥«");
2992 #else
2993                                 strcpy(power_desc[num].name, "Bazooka");
2994 #endif
2995
2996                                 power_desc[num].level = 25;
2997                                 power_desc[num].cost = 26;
2998                                 power_desc[num].fail = 12;
2999                         }
3000                         else if (p_ptr->lev < 45)
3001                         {
3002 #ifdef JP
3003 strcpy(power_desc[num].name, "¥Ó¡¼¥à¥­¥ã¥Î¥ó");
3004 #else
3005                                 strcpy(power_desc[num].name, "Beam Cannon");
3006 #endif
3007
3008                                 power_desc[num].level = 35;
3009                                 power_desc[num].cost = 40;
3010                                 power_desc[num].fail = 15;
3011                         }
3012                         else
3013                         {
3014 #ifdef JP
3015 strcpy(power_desc[num].name, "¥í¥±¥Ã¥È");
3016 #else
3017                                 strcpy(power_desc[num].name, "Rocket");
3018 #endif
3019
3020                                 power_desc[num].level = 45;
3021                                 power_desc[num].cost = 60;
3022                                 power_desc[num].fail = 18;
3023                         }
3024                         power_desc[num].stat = A_STR;
3025                         power_desc[num++].number = -1;
3026                         break;
3027                 default:
3028                 {
3029                         break;
3030                 }
3031         }
3032         }
3033
3034         if (p_ptr->muta1)
3035         {
3036                 if (p_ptr->muta1 & MUT1_SPIT_ACID)
3037                 {
3038 #ifdef JP
3039 strcpy(power_desc[num].name, "»À¤ÎÂÃ");
3040 #else
3041                         strcpy(power_desc[num].name, "Spit Acid");
3042 #endif
3043
3044                         power_desc[num].level = 9;
3045                         power_desc[num].cost = 9;
3046                         power_desc[num].stat = A_DEX;
3047                         power_desc[num].fail = 15;
3048                         power_desc[num++].number = MUT1_SPIT_ACID;
3049                 }
3050
3051                 if (p_ptr->muta1 & MUT1_BR_FIRE)
3052                 {
3053 #ifdef JP
3054 strcpy(power_desc[num].name, "±ê¤Î¥Ö¥ì¥¹");
3055 #else
3056                         strcpy(power_desc[num].name, "Fire Breath");
3057 #endif
3058
3059                         power_desc[num].level = 20;
3060                         power_desc[num].cost = lvl;
3061                         power_desc[num].stat = A_CON;
3062                         power_desc[num].fail = 18;
3063                         power_desc[num++].number = MUT1_BR_FIRE;
3064                 }
3065
3066                 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
3067                 {
3068 #ifdef JP
3069 strcpy(power_desc[num].name, "ºÅ̲âˤß");
3070 #else
3071                         strcpy(power_desc[num].name, "Hypnotic Gaze");
3072 #endif
3073
3074                         power_desc[num].level = 12;
3075                         power_desc[num].cost = 12;
3076                         power_desc[num].stat = A_CHR;
3077                         power_desc[num].fail = 18;
3078                         power_desc[num++].number = MUT1_HYPN_GAZE;
3079                 }
3080
3081                 if (p_ptr->muta1 & MUT1_TELEKINES)
3082                 {
3083 #ifdef JP
3084 strcpy(power_desc[num].name, "Ç°Æ°ÎÏ");
3085 #else
3086                         strcpy(power_desc[num].name, "Telekinesis");
3087 #endif
3088
3089                         power_desc[num].level = 9;
3090                         power_desc[num].cost = 9;
3091                         power_desc[num].stat = A_WIS;
3092                         power_desc[num].fail = 14;
3093                         power_desc[num++].number = MUT1_TELEKINES;
3094                 }
3095
3096                 if (p_ptr->muta1 & MUT1_VTELEPORT)
3097                 {
3098 #ifdef JP
3099 strcpy(power_desc[num].name, "¥Æ¥ì¥Ý¡¼¥È");
3100 #else
3101                         strcpy(power_desc[num].name, "Teleport");
3102 #endif
3103
3104                         power_desc[num].level = 7;
3105                         power_desc[num].cost = 7;
3106                         power_desc[num].stat = A_WIS;
3107                         power_desc[num].fail = 15;
3108                         power_desc[num++].number = MUT1_VTELEPORT;
3109                 }
3110
3111                 if (p_ptr->muta1 & MUT1_MIND_BLST)
3112                 {
3113 #ifdef JP
3114 strcpy(power_desc[num].name, "Àº¿À¹¶·â");
3115 #else
3116                         strcpy(power_desc[num].name, "Mind Blast");
3117 #endif
3118
3119                         power_desc[num].level = 5;
3120                         power_desc[num].cost = 3;
3121                         power_desc[num].stat = A_WIS;
3122                         power_desc[num].fail = 15;
3123                         power_desc[num++].number = MUT1_MIND_BLST;
3124                 }
3125
3126                 if (p_ptr->muta1 & MUT1_RADIATION)
3127                 {
3128 #ifdef JP
3129 strcpy(power_desc[num].name, "Êü¼Íǽ");
3130 #else
3131                         strcpy(power_desc[num].name, "Emit Radiation");
3132 #endif
3133
3134                         power_desc[num].level = 15;
3135                         power_desc[num].cost = 15;
3136                         power_desc[num].stat = A_CON;
3137                         power_desc[num].fail = 14;
3138                         power_desc[num++].number = MUT1_RADIATION;
3139                 }
3140
3141                 if (p_ptr->muta1 & MUT1_VAMPIRISM)
3142                 {
3143 #ifdef JP
3144 strcpy(power_desc[num].name, "µÛ·ì¥É¥ì¥¤¥ó");
3145 #else
3146                         strcpy(power_desc[num].name, "Vampiric Drain");
3147 #endif
3148
3149                         power_desc[num].level = 2;
3150                         power_desc[num].cost = (1 + (lvl / 3));
3151                         power_desc[num].stat = A_CON;
3152                         power_desc[num].fail = 9;
3153                         power_desc[num++].number = MUT1_VAMPIRISM;
3154                 }
3155
3156                 if (p_ptr->muta1 & MUT1_SMELL_MET)
3157                 {
3158 #ifdef JP
3159 strcpy(power_desc[num].name, "¶â°Ó̳Ð");
3160 #else
3161                         strcpy(power_desc[num].name, "Smell Metal");
3162 #endif
3163
3164                         power_desc[num].level = 3;
3165                         power_desc[num].cost = 2;
3166                         power_desc[num].stat = A_INT;
3167                         power_desc[num].fail = 12;
3168                         power_desc[num++].number = MUT1_SMELL_MET;
3169                 }
3170
3171                 if (p_ptr->muta1 & MUT1_SMELL_MON)
3172                 {
3173 #ifdef JP
3174 strcpy(power_desc[num].name, "Ũ½­Ó̳Ð");
3175 #else
3176                         strcpy(power_desc[num].name, "Smell Monsters");
3177 #endif
3178
3179                         power_desc[num].level = 5;
3180                         power_desc[num].cost = 4;
3181                         power_desc[num].stat = A_INT;
3182                         power_desc[num].fail = 15;
3183                         power_desc[num++].number = MUT1_SMELL_MON;
3184                 }
3185
3186                 if (p_ptr->muta1 & MUT1_BLINK)
3187                 {
3188 #ifdef JP
3189 strcpy(power_desc[num].name, "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È");
3190 #else
3191                         strcpy(power_desc[num].name, "Blink");
3192 #endif
3193
3194                         power_desc[num].level = 3;
3195                         power_desc[num].cost = 3;
3196                         power_desc[num].stat = A_WIS;
3197                         power_desc[num].fail = 12;
3198                         power_desc[num++].number = MUT1_BLINK;
3199                 }
3200
3201                 if (p_ptr->muta1 & MUT1_EAT_ROCK)
3202                 {
3203 #ifdef JP
3204 strcpy(power_desc[num].name, "´ä¿©¤¤");
3205 #else
3206                         strcpy(power_desc[num].name, "Eat Rock");
3207 #endif
3208
3209                         power_desc[num].level = 8;
3210                         power_desc[num].cost = 12;
3211                         power_desc[num].stat = A_CON;
3212                         power_desc[num].fail = 18;
3213                         power_desc[num++].number = MUT1_EAT_ROCK;
3214                 }
3215
3216                 if (p_ptr->muta1 & MUT1_SWAP_POS)
3217                 {
3218 #ifdef JP
3219 strcpy(power_desc[num].name, "°ÌÃÖ¸ò´¹");
3220 #else
3221                         strcpy(power_desc[num].name, "Swap Position");
3222 #endif
3223
3224                         power_desc[num].level = 15;
3225                         power_desc[num].cost = 12;
3226                         power_desc[num].stat = A_DEX;
3227                         power_desc[num].fail = 16;
3228                         power_desc[num++].number = MUT1_SWAP_POS;
3229                 }
3230
3231                 if (p_ptr->muta1 & MUT1_SHRIEK)
3232                 {
3233 #ifdef JP
3234 strcpy(power_desc[num].name, "¶«¤Ó");
3235 #else
3236                         strcpy(power_desc[num].name, "Shriek");
3237 #endif
3238
3239                         power_desc[num].level = 20;
3240                         power_desc[num].cost = 14;
3241                         power_desc[num].stat = A_CON;
3242                         power_desc[num].fail = 16;
3243                         power_desc[num++].number = MUT1_SHRIEK;
3244                 }
3245
3246                 if (p_ptr->muta1 & MUT1_ILLUMINE)
3247                 {
3248 #ifdef JP
3249 strcpy(power_desc[num].name, "¾ÈÌÀ");
3250 #else
3251                         strcpy(power_desc[num].name, "Illuminate");
3252 #endif
3253
3254                         power_desc[num].level = 3;
3255                         power_desc[num].cost = 2;
3256                         power_desc[num].stat = A_INT;
3257                         power_desc[num].fail = 10;
3258                         power_desc[num++].number = MUT1_ILLUMINE;
3259                 }
3260
3261                 if (p_ptr->muta1 & MUT1_DET_CURSE)
3262                 {
3263 #ifdef JP
3264 strcpy(power_desc[num].name, "¼ö¤¤´¶ÃÎ");
3265 #else
3266                         strcpy(power_desc[num].name, "Detect Curses");
3267 #endif
3268
3269                         power_desc[num].level = 7;
3270                         power_desc[num].cost = 14;
3271                         power_desc[num].stat = A_WIS;
3272                         power_desc[num].fail = 14;
3273                         power_desc[num++].number = MUT1_DET_CURSE;
3274                 }
3275
3276                 if (p_ptr->muta1 & MUT1_BERSERK)
3277                 {
3278 #ifdef JP
3279 strcpy(power_desc[num].name, "¶¸Àï»Î²½");
3280 #else
3281                         strcpy(power_desc[num].name, "Berserk");
3282 #endif
3283
3284                         power_desc[num].level = 8;
3285                         power_desc[num].cost = 8;
3286                         power_desc[num].stat = A_STR;
3287                         power_desc[num].fail = 14;
3288                         power_desc[num++].number = MUT1_BERSERK;
3289                 }
3290
3291                 if (p_ptr->muta1 & MUT1_POLYMORPH)
3292                 {
3293 #ifdef JP
3294 strcpy(power_desc[num].name, "ÊÑ¿È");
3295 #else
3296                         strcpy(power_desc[num].name, "Polymorph");
3297 #endif
3298
3299                         power_desc[num].level = 18;
3300                         power_desc[num].cost = 20;
3301                         power_desc[num].stat = A_CON;
3302                         power_desc[num].fail = 18;
3303                         power_desc[num++].number = MUT1_POLYMORPH;
3304                 }
3305
3306                 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
3307                 {
3308 #ifdef JP
3309 strcpy(power_desc[num].name, "¥ß¥À¥¹¤Î¼ê");
3310 #else
3311                         strcpy(power_desc[num].name, "Midas Touch");
3312 #endif
3313
3314                         power_desc[num].level = 10;
3315                         power_desc[num].cost = 5;
3316                         power_desc[num].stat = A_INT;
3317                         power_desc[num].fail = 12;
3318                         power_desc[num++].number = MUT1_MIDAS_TCH;
3319                 }
3320
3321                 if (p_ptr->muta1 & MUT1_GROW_MOLD)
3322                 {
3323 #ifdef JP
3324 strcpy(power_desc[num].name, "¥«¥ÓȯÀ¸");
3325 #else
3326                         strcpy(power_desc[num].name, "Grow Mold");
3327 #endif
3328
3329                         power_desc[num].level = 1;
3330                         power_desc[num].cost = 6;
3331                         power_desc[num].stat = A_CON;
3332                         power_desc[num].fail = 14;
3333                         power_desc[num++].number = MUT1_GROW_MOLD;
3334                 }
3335
3336                 if (p_ptr->muta1 & MUT1_RESIST)
3337                 {
3338 #ifdef JP
3339 strcpy(power_desc[num].name, "¥¨¥ì¥á¥ó¥ÈÂÑÀ­");
3340 #else
3341                         strcpy(power_desc[num].name, "Resist Elements");
3342 #endif
3343
3344                         power_desc[num].level = 10;
3345                         power_desc[num].cost = 12;
3346                         power_desc[num].stat = A_CON;
3347                         power_desc[num].fail = 12;
3348                         power_desc[num++].number = MUT1_RESIST;
3349                 }
3350
3351                 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
3352                 {
3353 #ifdef JP
3354 strcpy(power_desc[num].name, "ÃÏ¿Ì");
3355 #else
3356                         strcpy(power_desc[num].name, "Earthquake");
3357 #endif
3358
3359                         power_desc[num].level = 12;
3360                         power_desc[num].cost = 12;
3361                         power_desc[num].stat = A_STR;
3362                         power_desc[num].fail = 16;
3363                         power_desc[num++].number = MUT1_EARTHQUAKE;
3364                 }
3365
3366                 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
3367                 {
3368 #ifdef JP
3369 strcpy(power_desc[num].name, "ËâÎÏ¿©¤¤");
3370 #else
3371                         strcpy(power_desc[num].name, "Eat Magic");
3372 #endif
3373
3374                         power_desc[num].level = 17;
3375                         power_desc[num].cost = 1;
3376                         power_desc[num].stat = A_WIS;
3377                         power_desc[num].fail = 15;
3378                         power_desc[num++].number = MUT1_EAT_MAGIC;
3379                 }
3380
3381                 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
3382                 {
3383 #ifdef JP
3384 strcpy(power_desc[num].name, "ËâÎÏ´¶ÃÎ");
3385 #else
3386                         strcpy(power_desc[num].name, "Weigh Magic");
3387 #endif
3388
3389                         power_desc[num].level = 6;
3390                         power_desc[num].cost = 6;
3391                         power_desc[num].stat = A_INT;
3392                         power_desc[num].fail = 10;
3393                         power_desc[num++].number = MUT1_WEIGH_MAG;
3394                 }
3395
3396                 if (p_ptr->muta1 & MUT1_STERILITY)
3397                 {
3398 #ifdef JP
3399 strcpy(power_desc[num].name, "Áý¿£ÁË»ß");
3400 #else
3401                         strcpy(power_desc[num].name, "Sterilize");
3402 #endif
3403
3404                         power_desc[num].level = 12;
3405                         power_desc[num].cost = 23;
3406                         power_desc[num].stat = A_CHR;
3407                         power_desc[num].fail = 15;
3408                         power_desc[num++].number = MUT1_STERILITY;
3409                 }
3410
3411                 if (p_ptr->muta1 & MUT1_PANIC_HIT)
3412                 {
3413 #ifdef JP
3414 strcpy(power_desc[num].name, "¥Ò¥Ã¥È¡õ¥¢¥¦¥§¥¤");
3415 #else
3416                         strcpy(power_desc[num].name, "Panic Hit");
3417 #endif
3418
3419                         power_desc[num].level = 10;
3420                         power_desc[num].cost = 12;
3421                         power_desc[num].stat = A_DEX;
3422                         power_desc[num].fail = 14;
3423                         power_desc[num++].number = MUT1_PANIC_HIT;
3424                 }
3425
3426                 if (p_ptr->muta1 & MUT1_DAZZLE)
3427                 {
3428 #ifdef JP
3429 strcpy(power_desc[num].name, "âÁÏÇ");
3430 #else
3431                         strcpy(power_desc[num].name, "Dazzle");
3432 #endif
3433
3434                         power_desc[num].level = 7;
3435                         power_desc[num].cost = 15;
3436                         power_desc[num].stat = A_CHR;
3437                         power_desc[num].fail = 8;
3438                         power_desc[num++].number = MUT1_DAZZLE;
3439                 }
3440
3441                 if (p_ptr->muta1 & MUT1_LASER_EYE)
3442                 {
3443 #ifdef JP
3444 strcpy(power_desc[num].name, "¥ì¡¼¥¶¡¼¡¦¥¢¥¤");
3445 #else
3446                         strcpy(power_desc[num].name, "Laser Eye");
3447 #endif
3448
3449                         power_desc[num].level = 7;
3450                         power_desc[num].cost = 10;
3451                         power_desc[num].stat = A_WIS;
3452                         power_desc[num].fail = 9;
3453                         power_desc[num++].number = MUT1_LASER_EYE;
3454                 }
3455
3456                 if (p_ptr->muta1 & MUT1_RECALL)
3457                 {
3458 #ifdef JP
3459 strcpy(power_desc[num].name, "µ¢´Ô");
3460 #else
3461                         strcpy(power_desc[num].name, "Recall");
3462 #endif
3463
3464                         power_desc[num].level = 17;
3465                         power_desc[num].cost = 50;
3466                         power_desc[num].stat = A_INT;
3467                         power_desc[num].fail = 16;
3468                         power_desc[num++].number = MUT1_RECALL;
3469                 }
3470
3471                 if (p_ptr->muta1 & MUT1_BANISH)
3472                 {
3473 #ifdef JP
3474 strcpy(power_desc[num].name, "¼Ù°­¾ÃÌÇ");
3475 #else
3476                         strcpy(power_desc[num].name, "Banish Evil");
3477 #endif
3478
3479                         power_desc[num].level = 25;
3480                         power_desc[num].cost = 25;
3481                         power_desc[num].stat = A_WIS;
3482                         power_desc[num].fail = 18;
3483                         power_desc[num++].number = MUT1_BANISH;
3484                 }
3485
3486                 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
3487                 {
3488 #ifdef JP
3489 strcpy(power_desc[num].name, "Åà·ë¤Î¼ê");
3490 #else
3491                         strcpy(power_desc[num].name, "Cold Touch");
3492 #endif
3493
3494                         power_desc[num].level = 2;
3495                         power_desc[num].cost = 2;
3496                         power_desc[num].stat = A_CON;
3497                         power_desc[num].fail = 11;
3498                         power_desc[num++].number = MUT1_COLD_TOUCH;
3499                 }
3500
3501                 if (p_ptr->muta1 & MUT1_LAUNCHER)
3502                 {
3503 #ifdef JP
3504 strcpy(power_desc[num].name, "¥¢¥¤¥Æ¥àÅꤲ");
3505 #else
3506                         strcpy(power_desc[num].name, "Throw Object");
3507 #endif
3508
3509                         power_desc[num].level = 1;
3510                         power_desc[num].cost = lvl;
3511                         power_desc[num].stat = A_STR;
3512                         power_desc[num].fail = 6;
3513                         /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
3514                         power_desc[num++].number = 3;
3515                 }
3516         }
3517
3518         /* Nothing chosen yet */
3519         flag = FALSE;
3520
3521         /* No redraw yet */
3522         redraw = FALSE;
3523
3524         /* Build a prompt */
3525 #ifdef JP
3526 (void) strnfmt(out_val, 78, "(ÆüìǽÎÏ %c-%c, *'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎÆüìǽÎϤò»È¤¤¤Þ¤¹¤«¡©",
3527 #else
3528         (void)strnfmt(out_val, 78, "(Powers %c-%c, *=List, ESC=exit) Use which power? ",
3529 #endif
3530
3531                 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
3532
3533 #ifdef ALLOW_REPEAT
3534 if (!repeat_pull(&i) || i<0 || i>=num) {
3535 #endif /* ALLOW_REPEAT */
3536         if (use_menu) screen_save();
3537          /* Get a spell from the user */
3538
3539         choice = (always_show_list || use_menu) ? ESCAPE:1;
3540         while (!flag)
3541         {
3542                 if( choice==ESCAPE ) choice = ' '; 
3543                 else if( !get_com(out_val, &choice, FALSE) )break; 
3544
3545                 if (use_menu && choice != ' ')
3546                 {
3547                         switch(choice)
3548                         {
3549                                 case '0':
3550                                 {
3551                                         screen_load();
3552                                         energy_use = 0;
3553                                         return;
3554                                 }
3555
3556                                 case '8':
3557                                 case 'k':
3558                                 case 'K':
3559                                 {
3560                                         menu_line += (num - 1);
3561                                         break;
3562                                 }
3563
3564                                 case '2':
3565                                 case 'j':
3566                                 case 'J':
3567                                 {
3568                                         menu_line++;
3569                                         break;
3570                                 }
3571
3572                                 case '6':
3573                                 case 'l':
3574                                 case 'L':
3575                                 case '4':
3576                                 case 'h':
3577                                 case 'H':
3578                                 {
3579                                         if (menu_line > 18)
3580                                                 menu_line -= 18;
3581                                         else if (menu_line+18 <= num)
3582                                                 menu_line += 18;
3583                                         break;
3584                                 }
3585
3586                                 case 'x':
3587                                 case 'X':
3588                                 case '\r':
3589                                 {
3590                                         i = menu_line - 1;
3591                                         ask = FALSE;
3592                                         break;
3593                                 }
3594                         }
3595                         if (menu_line > num) menu_line -= num;
3596                 }
3597                 /* Request redraw */
3598                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
3599                 {
3600                         /* Show the list */
3601                         if (!redraw || use_menu)
3602                         {
3603                                 byte y = 1, x = 0;
3604                                 int ctr = 0;
3605                                 char dummy[80];
3606                                 char letter;
3607                                 int x1, y1;
3608
3609                                 strcpy(dummy, "");
3610
3611                                 /* Show list */
3612                                 redraw = TRUE;
3613
3614                                 /* Save the screen */
3615                                 if (!use_menu) screen_save();
3616
3617                                 /* Print header(s) */
3618                                 if (num < 18)
3619 #ifdef JP
3620 prt("                            Lv   MP ¼ºÎ¨", y++, x);
3621 #else
3622                                         prt("                            Lv Cost Fail", y++, x);
3623 #endif
3624
3625                                 else
3626 #ifdef JP
3627 prt("                            Lv   MP ¼ºÎ¨                            Lv   MP ¼ºÎ¨", y++, x);
3628 #else
3629                                         prt("                            Lv Cost Fail                            Lv Cost Fail", y++, x);
3630 #endif
3631
3632
3633                                 /* Print list */
3634                                 while (ctr < num)
3635                                 {
3636                                         x1 = ((ctr < 18) ? x : x + 40);
3637                                         y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
3638
3639                                         if (use_menu)
3640                                         {
3641 #ifdef JP
3642                                                 if (ctr == (menu_line-1)) strcpy(dummy, " ¡Õ ");
3643 #else
3644                                                 if (ctr == (menu_line-1)) strcpy(dummy, " >  ");
3645 #endif
3646                                                 else strcpy(dummy, "    ");
3647                                         }
3648                                         else
3649                                         {
3650                                                 /* letter/number for power selection */
3651                                                 if (ctr < 26)
3652                                                         letter = I2A(ctr);
3653                                                 else
3654                                                         letter = '0' + ctr - 26;
3655                                                 sprintf(dummy, " %c) ",letter);
3656                                         }
3657                                         strcat(dummy, format("%-23.23s %2d %4d %3d%%",
3658                                                 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
3659                                                 100 - racial_chance(&power_desc[ctr])));
3660                                         prt(dummy, y1, x1);
3661                                         ctr++;
3662                                 }
3663                         }
3664
3665                         /* Hide the list */
3666                         else
3667                         {
3668                                 /* Hide list */
3669                                 redraw = FALSE;
3670
3671                                 /* Restore the screen */
3672                                 screen_load();
3673                         }
3674
3675                         /* Redo asking */
3676                         continue;
3677                 }
3678
3679                 if (!use_menu)
3680                 {
3681                         if (choice == '\r' && num == 1)
3682                         {
3683                                 choice = 'a';
3684                         }
3685
3686                         if (isalpha(choice))
3687                         {
3688                                 /* Note verify */
3689                                 ask = (isupper(choice));
3690
3691                                 /* Lowercase */
3692                                 if (ask) choice = tolower(choice);
3693
3694                                 /* Extract request */
3695                                 i = (islower(choice) ? A2I(choice) : -1);
3696                         }
3697                         else
3698                         {
3699                                 ask = FALSE; /* Can't uppercase digits */
3700
3701                                 i = choice - '0' + 26;
3702                         }
3703                 }
3704
3705                 /* Totally Illegal */
3706                 if ((i < 0) || (i >= num))
3707                 {
3708                         bell();
3709                         continue;
3710                 }
3711
3712                 /* Verify it */
3713                 if (ask)
3714                 {
3715                         char tmp_val[160];
3716
3717                         /* Prompt */
3718 #ifdef JP
3719 (void) strnfmt(tmp_val, 78, "%s¤ò»È¤¤¤Þ¤¹¤«¡© ", power_desc[i].name);
3720 #else
3721                         (void)strnfmt(tmp_val, 78, "Use %s? ", power_desc[i].name);
3722 #endif
3723
3724
3725                         /* Belay that order */
3726                         if (!get_check(tmp_val)) continue;
3727                 }
3728
3729                 /* Stop the loop */
3730                 flag = TRUE;
3731         }
3732
3733         /* Restore the screen */
3734         if (redraw) screen_load();
3735
3736         /* Abort if needed */
3737         if (!flag)
3738         {
3739                 energy_use = 0;
3740                 return;
3741         }
3742 #ifdef ALLOW_REPEAT
3743         repeat_push(i);
3744         } /*if (!repeat_pull(&i) || ...)*/
3745 #endif /* ALLOW_REPEAT */
3746         switch (racial_aux(&power_desc[i]))
3747         {
3748         case 1:
3749                 if (power_desc[i].number < 0)
3750                         cast = cmd_racial_power_aux(power_desc[i].number);
3751                 else
3752                         cast = mutation_power_aux(power_desc[i].number);
3753                 break;
3754         case 0:
3755                 cast = FALSE;
3756                 break;
3757         case -1:
3758                 cast = TRUE;
3759                 break;
3760         }
3761
3762         if (cast)
3763         {
3764                 if (racial_cost)
3765                 {
3766                         int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
3767
3768                         /* If mana is not enough, player consumes hit point! */
3769                         if (p_ptr->csp < actual_racial_cost)
3770                         {
3771                                 actual_racial_cost -= p_ptr->csp;
3772                                 p_ptr->csp = 0;
3773 #ifdef JP
3774                                 take_hit(DAMAGE_USELIFE, actual_racial_cost, "²áÅ٤ν¸Ãæ", -1);
3775 #else
3776                                 take_hit(DAMAGE_USELIFE, actual_racial_cost, "concentrating too hard", -1);
3777 #endif
3778                         }
3779                         else p_ptr->csp -= actual_racial_cost;
3780
3781                         /* Redraw mana and hp */
3782                         p_ptr->redraw |= (PR_HP | PR_MANA);
3783
3784                         /* Window stuff */
3785                         p_ptr->window |= (PW_PLAYER | PW_SPELL);
3786                 }
3787         }
3788         else energy_use = 0;
3789
3790         /* Success */
3791         return;
3792 }