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アンドロイドのレイシャルのロケットをfire_rocket(PROJECT_STOP付きのやつ)に変更.
[hengband/hengband.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
118                 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_CAN_DIG))
119                 {
120 #ifdef JP
121                         msg_print("¤½¤³¤Ë¤Ï´äÀФ¬¤Ê¤¤¡£");
122 #else
123                         msg_print("You need pile of rubble.");
124 #endif
125                         return FALSE;
126                 }
127                 else if (!cave_have_flag_grid(c_ptr, FF_CAN_DIG) || !cave_have_flag_grid(c_ptr, FF_HURT_ROCK))
128                 {
129 #ifdef JP
130                         msg_print("¹Å¤¹¤®¤ÆÊø¤»¤Ê¤«¤Ã¤¿¡£");
131 #else
132                         msg_print("You failed to make ammo.");
133 #endif
134                 }
135                 else
136                 {
137                         /* Get local object */
138                         q_ptr = &forge;
139
140                         /* Hack -- Give the player some small firestones */
141                         object_prep(q_ptr, lookup_kind(TV_SHOT, m_bonus(1, p_ptr->lev) + 1));
142                         q_ptr->number = (byte)rand_range(15,30);
143                         object_aware(q_ptr);
144                         object_known(q_ptr);
145                         apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
146                         q_ptr->discount = 99;
147
148                         (void)inven_carry(q_ptr);
149
150                         object_desc(o_name, q_ptr, 0);
151 #ifdef JP
152                         msg_format("%s¤òºî¤Ã¤¿¡£", o_name);
153 #else
154                         msg_print("You make some ammo.");
155 #endif
156
157                         /* Destroy the wall */
158                         cave_alter_feat(y, x, FF_HURT_ROCK);
159
160                         p_ptr->update |= (PU_FLOW);
161                 }
162         }
163         /**********Create arrows*********/
164         else if (ext == 2)
165         {
166                 int item;
167
168                 cptr q, s;
169
170                 item_tester_hook = item_tester_hook_convertible;
171
172                 /* Get an item */
173 #ifdef JP
174                 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éºî¤ê¤Þ¤¹¤«¡© ";
175                 s = "ºàÎÁ¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£";
176 #else
177                 q = "Convert which item? ";
178                 s = "You have no item to convert.";
179 #endif
180                 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
181
182                 /* Get the item (in the pack) */
183                 if (item >= 0)
184                 {
185                         q_ptr = &inventory[item];
186                 }
187
188                 /* Get the item (on the floor) */
189                 else
190                 {
191                         q_ptr = &o_list[0 - item];
192                 }       
193
194                 /* Get local object */
195                 q_ptr = &forge;
196
197                 /* Hack -- Give the player some small firestones */
198                 object_prep(q_ptr, lookup_kind(TV_ARROW, m_bonus(1, p_ptr->lev)+ 1));
199                 q_ptr->number = (byte)rand_range(5, 10);
200                 object_aware(q_ptr);
201                 object_known(q_ptr);
202                 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
203
204                 q_ptr->discount = 99;
205
206                 object_desc(o_name, q_ptr, 0);
207 #ifdef JP
208                 msg_format("%s¤òºî¤Ã¤¿¡£", o_name);
209 #else
210                 msg_print("You make some ammo.");
211 #endif
212
213                 if (item >= 0)
214                 {
215                         inven_item_increase(item, -1);
216                         inven_item_describe(item);
217                         inven_item_optimize(item);
218                 }
219                 else
220                 {
221                         floor_item_increase(0 - item, -1);
222                         floor_item_describe(0 - item);
223                         floor_item_optimize(0 - item);
224                 }
225                 (void)inven_carry(q_ptr);
226         }
227         /**********Create bolts*********/
228         else if (ext == 3)
229         {
230                 int item;
231
232                 cptr q, s;
233
234                 item_tester_hook = item_tester_hook_convertible;
235
236                 /* Get an item */
237 #ifdef JP
238                 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éºî¤ê¤Þ¤¹¤«¡© ";
239                 s = "ºàÎÁ¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£";
240 #else
241                 q = "Convert which item? ";
242                 s = "You have no item to convert.";
243 #endif
244                 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
245
246                 /* Get the item (in the pack) */
247                 if (item >= 0)
248                 {
249                         q_ptr = &inventory[item];
250                 }
251
252                 /* Get the item (on the floor) */
253                 else
254                 {
255                         q_ptr = &o_list[0 - item];
256                 }
257
258                 /* Get local object */
259                 q_ptr = &forge;
260
261                 /* Hack -- Give the player some small firestones */
262                 object_prep(q_ptr, lookup_kind(TV_BOLT, m_bonus(1, p_ptr->lev)+1));
263                 q_ptr->number = (byte)rand_range(4, 8);
264                 object_aware(q_ptr);
265                 object_known(q_ptr);
266                 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
267
268                 q_ptr->discount = 99;
269
270                 object_desc(o_name, q_ptr, 0);
271 #ifdef JP
272                 msg_format("%s¤òºî¤Ã¤¿¡£", o_name);
273 #else
274                 msg_print("You make some ammo.");
275 #endif
276
277                 if (item >= 0)
278                 {
279                         inven_item_increase(item, -1);
280                         inven_item_describe(item);
281                         inven_item_optimize(item);
282                 }
283                 else
284                 {
285                         floor_item_increase(0 - item, -1);
286                         floor_item_describe(0 - item);
287                         floor_item_optimize(0 - item);
288                 }
289
290                 (void)inven_carry(q_ptr);
291         }
292         return TRUE;
293 }
294
295 bool gain_magic(void)
296 {
297         int item;
298         int pval;
299         int ext = 0;
300         cptr q, s;
301         object_type *o_ptr;
302         char o_name[MAX_NLEN];
303
304         /* Only accept legal items */
305         item_tester_hook = item_tester_hook_recharge;
306
307         /* Get an item */
308 #ifdef JP
309 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ÎËâÎϤò¼è¤ê¹þ¤ß¤Þ¤¹¤«? ";
310 s = "ËâÎϤò¼è¤ê¹þ¤á¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
311 #else
312         q = "Gain power of which item? ";
313         s = "You have nothing to gain power.";
314 #endif
315
316         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
317
318         /* Get the item (in the pack) */
319         if (item >= 0)
320         {
321                 o_ptr = &inventory[item];
322         }
323
324         /* Get the item (on the floor) */
325         else
326         {
327                 o_ptr = &o_list[0 - item];
328         }
329
330         if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
331         {
332 #ifdef JP
333                 msg_print("¤³¤Î¾ó¤Ë¤Ïȯư¤Î°Ù¤ÎǽÎϤϲ¿¤âÈ÷¤ï¤Ã¤Æ¤¤¤Ê¤¤¤è¤¦¤À¡£");
334 #else
335                 msg_print("This staff doesn't have any magical ability.");
336 #endif
337                 return FALSE;
338         }
339
340
341         if (!object_is_known(o_ptr))
342         {
343 #ifdef JP
344                 msg_print("´ÕÄꤵ¤ì¤Æ¤¤¤Ê¤¤¤È¼è¤ê¹þ¤á¤Ê¤¤¡£");
345 #else
346                 msg_print("You need to identify before absorbing.");
347 #endif
348                 return FALSE;
349         }
350
351         if (o_ptr->timeout)
352         {
353 #ifdef JP
354                 msg_print("½¼Å¶Ãæ¤Î¥¢¥¤¥Æ¥à¤Ï¼è¤ê¹þ¤á¤Ê¤¤¡£");
355 #else
356                 msg_print("This item is still charging.");
357 #endif
358                 return FALSE;
359         }
360
361         pval = o_ptr->pval;
362         if (o_ptr->tval == TV_ROD)
363                 ext = 72;
364         else if (o_ptr->tval == TV_WAND)
365                 ext = 36;
366
367         if (o_ptr->tval == TV_ROD)
368         {
369                 p_ptr->magic_num2[o_ptr->sval + ext] += o_ptr->number;
370                 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
371         }
372         else
373         {
374                 int num;
375                 for (num = o_ptr->number; num; num--)
376                 {
377                         int gain_num = pval;
378                         if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
379                         if (p_ptr->magic_num2[o_ptr->sval + ext])
380                         {
381                                 gain_num *= 256;
382                                 gain_num = (gain_num/3 + randint0(gain_num/3)) / 256;
383                                 if (gain_num < 1) gain_num = 1;
384                         }
385                         p_ptr->magic_num2[o_ptr->sval + ext] += gain_num;
386                         if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
387                         p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
388                         if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
389                         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;
390                         if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
391                 }
392         }
393
394         object_desc(o_name, o_ptr, 0);
395         /* Message */
396 #ifdef JP
397         msg_format("%s¤ÎËâÎϤò¼è¤ê¹þ¤ó¤À¡£", o_name);
398 #else
399         msg_format("You absorb magic of %s.", o_name);
400 #endif
401
402         /* Eliminate the item (from the pack) */
403         if (item >= 0)
404         {
405                 inven_item_increase(item, -999);
406                 inven_item_describe(item);
407                 inven_item_optimize(item);
408         }
409
410         /* Eliminate the item (from the floor) */
411         else
412         {
413                 floor_item_increase(0 - item, -999);
414                 floor_item_describe(0 - item);
415                 floor_item_optimize(0 - item);
416         }
417         energy_use = 100;
418         return TRUE;
419 }
420
421
422 static bool choose_kamae(void)
423 {
424         char choice;
425         int new_kamae = 0;
426         int i;
427         char buf[80];
428
429         if (p_ptr->confused)
430         {
431 #ifdef JP
432                 msg_print("º®Í𤷤Ƥ¤¤Æ¹½¤¨¤é¤ì¤Ê¤¤¡ª");
433 #else
434                 msg_print("Too confused.");
435 #endif
436                 return FALSE;
437         }
438
439         /* Save screen */
440         screen_save();
441
442 #ifdef JP
443         prt(" a) ¹½¤¨¤ò¤È¤¯", 2, 20);
444 #else
445         prt(" a) No form", 2, 20);
446 #endif
447
448         for (i = 0; i < MAX_KAMAE; i++)
449         {
450                 if (p_ptr->lev >= kamae_shurui[i].min_level)
451                 {
452                         sprintf(buf," %c) %-12s  %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
453                         prt(buf, 3+i, 20);
454                 }
455         }
456
457         prt("", 1, 0);
458 #ifdef JP
459         prt("        ¤É¤Î¹½¤¨¤ò¤È¤ê¤Þ¤¹¤«¡©", 1, 14);
460 #else
461         prt("        Choose Form: ", 1, 14);
462 #endif
463
464         while(1)
465         {
466                 choice = inkey();
467
468                 if (choice == ESCAPE)
469                 {
470                         screen_load();
471                         return FALSE;
472                 }
473                 else if ((choice == 'a') || (choice == 'A') || (choice == ESCAPE))
474                 {
475                         if (p_ptr->action == ACTION_KAMAE)
476                         {
477                                 set_action(ACTION_NONE);
478                         }
479                         else
480 #ifdef JP
481                                 msg_print("¤â¤È¤â¤È¹½¤¨¤Æ¤¤¤Ê¤¤¡£");
482 #else
483                                 msg_print("You are not assuming a posture.");
484 #endif
485                         screen_load();
486                         return TRUE;
487                 }
488                 else if ((choice == 'b') || (choice == 'B'))
489                 {
490                         new_kamae = 0;
491                         break;
492                 }
493                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
494                 {
495                         new_kamae = 1;
496                         break;
497                 }
498                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
499                 {
500                         new_kamae = 2;
501                         break;
502                 }
503                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
504                 {
505                         new_kamae = 3;
506                         break;
507                 }
508         }
509         set_action(ACTION_KAMAE);
510
511         if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
512         {
513 #ifdef JP
514                 msg_print("¹½¤¨Ä¾¤·¤¿¡£");
515 #else
516                 msg_print("You reassume a posture.");
517 #endif
518         }
519         else
520         {
521                 p_ptr->special_defense &= ~(KAMAE_MASK);
522                 p_ptr->update |= (PU_BONUS);
523                 p_ptr->redraw |= (PR_STATE);
524 #ifdef JP
525                 msg_format("%s¤Î¹½¤¨¤ò¤È¤Ã¤¿¡£",kamae_shurui[new_kamae].desc);
526 #else
527                 msg_format("You assume a posture of %s form.",kamae_shurui[new_kamae].desc);
528 #endif
529                 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
530         }
531         p_ptr->redraw |= PR_STATE;
532         screen_load();
533         return TRUE;
534 }
535
536 static bool choose_kata(void)
537 {
538         char choice;
539         int new_kata = 0;
540         int i;
541         char buf[80];
542
543         if (p_ptr->confused)
544         {
545 #ifdef JP
546                 msg_print("º®Í𤷤Ƥ¤¤Æ¹½¤¨¤é¤ì¤Ê¤¤¡ª");
547 #else
548                 msg_print("Too confused.");
549 #endif
550                 return FALSE;
551         }
552
553         if (p_ptr->stun)
554         {
555 #ifdef JP
556                 msg_print("°Õ¼±¤¬¤Ï¤Ã¤­¤ê¤È¤·¤Ê¤¤¡£");
557 #else
558                 msg_print("You are not clear headed");
559 #endif
560                 return FALSE;
561         }
562
563         if (p_ptr->afraid)
564         {
565 #ifdef JP
566                 msg_print("ÂΤ¬¿Ì¤¨¤Æ¹½¤¨¤é¤ì¤Ê¤¤¡ª");
567 #else
568                 msg_print("You are trembling with fear!");
569 #endif
570                 return FALSE;
571         }
572
573         /* Save screen */
574         screen_save();
575
576 #ifdef JP
577         prt(" a) ·¿¤òÊø¤¹", 2, 20);
578 #else
579         prt(" a) No Form", 2, 20);
580 #endif
581
582         for (i = 0; i < MAX_KATA; i++)
583         {
584                 if (p_ptr->lev >= kata_shurui[i].min_level)
585                 {
586 #ifdef JP
587                         sprintf(buf," %c) %s¤Î·¿    %s",I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
588 #else
589                         sprintf(buf," %c) Form of %-12s  %s",I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
590 #endif
591                         prt(buf, 3+i, 20);
592                 }
593         }
594
595         prt("", 1, 0);
596 #ifdef JP
597         prt("        ¤É¤Î·¿¤Ç¹½¤¨¤Þ¤¹¤«¡©", 1, 14);
598 #else
599         prt("        Choose Form: ", 1, 14);
600 #endif
601
602         while(1)
603         {
604                 choice = inkey();
605
606                 if (choice == ESCAPE)
607                 {
608                         screen_load();
609                         return FALSE;
610                 }
611                 else if ((choice == 'a') || (choice == 'A') || (choice == ESCAPE))
612                 {
613                         if (p_ptr->action == ACTION_KATA)
614                         {
615                                 set_action(ACTION_NONE);
616                         }
617                         else
618 #ifdef JP
619                                 msg_print("¤â¤È¤â¤È¹½¤¨¤Æ¤¤¤Ê¤¤¡£");
620 #else
621                                 msg_print("You are not assuming posture.");
622 #endif
623                         screen_load();
624                         return TRUE;
625                 }
626                 else if ((choice == 'b') || (choice == 'B'))
627                 {
628                         new_kata = 0;
629                         break;
630                 }
631                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
632                 {
633                         new_kata = 1;
634                         break;
635                 }
636                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
637                 {
638                         new_kata = 2;
639                         break;
640                 }
641                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
642                 {
643                         new_kata = 3;
644                         break;
645                 }
646         }
647         set_action(ACTION_KATA);
648
649         if (p_ptr->special_defense & (KATA_IAI << new_kata))
650         {
651 #ifdef JP
652                 msg_print("¹½¤¨Ä¾¤·¤¿¡£");
653 #else
654                 msg_print("You reassume a posture.");
655 #endif
656         }
657         else
658         {
659                 p_ptr->special_defense &= ~(KATA_MASK);
660                 p_ptr->update |= (PU_BONUS);
661                 p_ptr->update |= (PU_MONSTERS);
662 #ifdef JP
663                 msg_format("%s¤Î·¿¤Ç¹½¤¨¤¿¡£",kata_shurui[new_kata].desc);
664 #else
665                 msg_format("You assume a posture of %s form.",kata_shurui[new_kata].desc);
666 #endif
667                 p_ptr->special_defense |= (KATA_IAI << new_kata);
668         }
669         p_ptr->redraw |= (PR_STATE);
670         p_ptr->redraw |= (PR_STATUS);
671         screen_load();
672         return TRUE;
673 }
674
675
676 typedef struct power_desc_type power_desc_type;
677
678 struct power_desc_type
679 {
680         char name[40];
681         int  level;
682         int  cost;
683         int  stat;
684         int  fail;
685         int  number;
686 };
687
688
689 /*
690  * Returns the chance to activate a racial power/mutation
691  */
692 static int racial_chance(power_desc_type *pd_ptr)
693 {
694         s16b min_level  = pd_ptr->level;
695         int  difficulty = pd_ptr->fail;
696
697         int i;
698         int val;
699         int sum = 0;
700         int stat = p_ptr->stat_cur[pd_ptr->stat];
701
702         /* No chance for success */
703         if ((p_ptr->lev < min_level) || p_ptr->confused)
704         {
705                 return (0);
706         }
707
708         if (difficulty == 0) return 100;
709
710         /* Calculate difficulty */
711         if (p_ptr->stun)
712         {
713                 difficulty += p_ptr->stun;
714         }
715         else if (p_ptr->lev > min_level)
716         {
717                 int lev_adj = ((p_ptr->lev - min_level) / 3);
718                 if (lev_adj > 10) lev_adj = 10;
719                 difficulty -= lev_adj;
720         }
721
722         if (difficulty < 5) difficulty = 5;
723
724         /* We only need halfs of the difficulty */
725         difficulty = difficulty / 2;
726
727         for (i = 1; i <= stat; i++)
728         {
729                 val = i - difficulty;
730                 if (val > 0)
731                         sum += (val <= difficulty) ? val : difficulty;
732         }
733
734         if (difficulty == 0)
735                 return (100);
736         else
737                 return (((sum * 100) / difficulty) / stat);
738 }
739
740
741 static int  racial_cost;
742
743 /*
744  * Note: return value indicates that we have succesfully used the power
745  * 1: Succeeded, 0: Cancelled, -1: Failed
746  */
747 static int racial_aux(power_desc_type *pd_ptr)
748 {
749         s16b min_level  = pd_ptr->level;
750         int  use_stat   = pd_ptr->stat;
751         int  difficulty = pd_ptr->fail;
752         int  use_hp = 0;
753
754         racial_cost = pd_ptr->cost;
755
756         /* Not enough mana - use hp */
757         if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
758
759         /* Power is not available yet */
760         if (p_ptr->lev < min_level)
761         {
762 #ifdef JP
763                 msg_format("¤³¤ÎǽÎϤò»ÈÍѤ¹¤ë¤Ë¤Ï¥ì¥Ù¥ë %d ¤Ë㤷¤Æ¤¤¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£", min_level);
764 #else
765                 msg_format("You need to attain level %d to use this power.", min_level);
766 #endif
767
768                 energy_use = 0;
769                 return 0;
770         }
771
772         /* Too confused */
773         else if (p_ptr->confused)
774         {
775 #ifdef JP
776                 msg_print("º®Í𤷤Ƥ¤¤Æ¤½¤ÎǽÎϤϻȤ¨¤Ê¤¤¡£");
777 #else
778                 msg_print("You are too confused to use this power.");
779 #endif
780
781                 energy_use = 0;
782                 return 0;
783         }
784
785         /* Risk death? */
786         else if (p_ptr->chp < use_hp)
787         {
788 #ifdef JP
789                 if (!get_check("ËÜÅö¤Ëº£¤Î¿ê¼å¤·¤¿¾õÂ֤Ǥ³¤ÎǽÎϤò»È¤¤¤Þ¤¹¤«¡©"))
790 #else
791                 if (!get_check("Really use the power in your weakened state? "))
792 #endif
793                 {
794                         energy_use = 0;
795                         return 0;
796                 }
797         }
798
799         /* Else attempt to do it! */
800
801         if (difficulty)
802         {
803                 if (p_ptr->stun)
804                 {
805                         difficulty += p_ptr->stun;
806                 }
807                 else if (p_ptr->lev > min_level)
808                 {
809                         int lev_adj = ((p_ptr->lev - min_level) / 3);
810                         if (lev_adj > 10) lev_adj = 10;
811                         difficulty -= lev_adj;
812                 }
813
814                 if (difficulty < 5) difficulty = 5;
815         }
816
817         /* take time and pay the price */
818         energy_use = 100;
819
820         /* Success? */
821         if (randint1(p_ptr->stat_cur[use_stat]) >=
822             ((difficulty / 2) + randint1(difficulty / 2)))
823         {
824                 return 1;
825         }
826
827         if (flush_failure) flush();
828 #ifdef JP
829         msg_print("½¼Ê¬¤Ë½¸Ãæ¤Ç¤­¤Ê¤«¤Ã¤¿¡£");
830 #else
831         msg_print("You've failed to concentrate hard enough.");
832 #endif
833
834         return -1;
835 }
836
837
838 static bool cmd_racial_power_aux(s32b command)
839 {
840         s16b        plev = p_ptr->lev;
841         int         dir = 0;
842
843         if (command <= -3)
844         {
845                 switch (p_ptr->pclass)
846                 {
847                 case CLASS_WARRIOR:
848                 {
849                         int y = 0, x = 0, i;
850                         cave_type       *c_ptr;
851
852                         for (i = 0; i < 6; i++)
853                         {
854                                 dir = randint0(8);
855                                 y = py + ddy_ddd[dir];
856                                 x = px + ddx_ddd[dir];
857                                 c_ptr = &cave[y][x];
858
859                                 /* Hack -- attack monsters */
860                                 if (c_ptr->m_idx)
861                                         py_attack(y, x, 0);
862                                 else
863                                 {
864 #ifdef JP
865                                         msg_print("¹¶·â¤¬¶õ¤ò¤­¤Ã¤¿¡£");
866 #else
867                                         msg_print("You attack the empty air.");
868 #endif
869                                 }
870                         }
871                         break;
872                 }
873                 case CLASS_MAGE:
874                 case CLASS_HIGH_MAGE:
875                 case CLASS_SORCERER:
876                 {
877                         if (!eat_magic(p_ptr->lev * 2)) return FALSE;
878                         break;
879                 }
880                 case CLASS_PRIEST:
881                 {
882                         if (is_good_realm(p_ptr->realm1))
883                         {
884                                 if (!bless_weapon()) return FALSE;
885                         }
886                         else
887                         {
888                                 (void)dispel_monsters(plev * 4);
889                                 turn_monsters(plev * 4);
890                                 banish_monsters(plev * 4);
891                         }
892                         break;
893                 }
894                 case CLASS_ROGUE:
895                 {
896                         int x, y;
897
898                         if (!get_rep_dir(&dir, FALSE)) return FALSE;
899                         y = py + ddy[dir];
900                         x = px + ddx[dir];
901                         if (cave[y][x].m_idx)
902                         {
903                                 py_attack(y, x, 0);
904                                 if (randint0(p_ptr->skill_dis) < 7)
905 #ifdef JP
906                                         msg_print("¤¦¤Þ¤¯Æ¨¤²¤é¤ì¤Ê¤«¤Ã¤¿¡£");
907 #else
908                                         msg_print("You are failed to run away.");
909 #endif
910                                 else teleport_player(30, FALSE);
911                         }
912                         else
913                         {
914 #ifdef JP
915                                 msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£");
916 #else
917                                 msg_print("You don't see any monster in this direction");
918 #endif
919
920                                 msg_print(NULL);
921                         }
922                         break;
923                 }
924                 case CLASS_RANGER:
925                 {
926 #ifdef JP
927                         msg_print("Ũ¤òÄ´ºº¤·¤¿...");
928 #else
929                         msg_print("You examine your foes...");
930 #endif
931
932                         probing();
933                         break;
934                 }
935                 case CLASS_PALADIN:
936                 {
937                         if (!get_aim_dir(&dir)) return FALSE;
938                         fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
939                                   dir, plev * 3);
940                         break;
941                 }
942                 case CLASS_WARRIOR_MAGE:
943                 {
944                         if (command == -3)
945                         {
946 #ifdef JP
947                                 int gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev, "£È£Ð¤«¤é£Í£Ð¤Ø¤Î̵ËŤÊÊÑ´¹", -1) / 5;
948 #else
949                                 int gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev, "thoughtless convertion from HP to SP", -1) / 5;
950 #endif
951                                 if (gain_sp)
952                                 {
953                                         p_ptr->csp += gain_sp;
954                                         if (p_ptr->csp > p_ptr->msp)
955                                         {
956                                                 p_ptr->csp = p_ptr->msp;
957                                                 p_ptr->csp_frac = 0;
958                                         }
959                                 }
960                                 else
961 #ifdef JP
962                                         msg_print("ÊÑ´¹¤Ë¼ºÇÔ¤·¤¿¡£");
963 #else
964                                         msg_print("You failed to convert.");
965 #endif
966                         }
967                         else if (command == -4)
968                         {
969                                 if (p_ptr->csp >= p_ptr->lev / 5)
970                                 {
971                                         p_ptr->csp -= p_ptr->lev / 5;
972                                         hp_player(p_ptr->lev);
973                                 }
974                                 else
975 #ifdef JP
976                                         msg_print("ÊÑ´¹¤Ë¼ºÇÔ¤·¤¿¡£");
977 #else
978                                         msg_print("You failed to convert.");
979 #endif
980                         }
981
982                         /* Redraw mana and hp */
983                         p_ptr->redraw |= (PR_HP | PR_MANA);
984
985                         break;
986                 }
987                 case CLASS_CHAOS_WARRIOR:
988                 {
989 #ifdef JP
990                         msg_print("ÊÕ¤ê¤òâˤó¤À...");
991 #else
992                         msg_print("You glare nearby monsters...");
993 #endif
994                         slow_monsters();
995                         stun_monsters(p_ptr->lev * 4);
996                         confuse_monsters(p_ptr->lev * 4);
997                         turn_monsters(p_ptr->lev * 4);
998                         stasis_monsters(p_ptr->lev * 4);
999                         break;
1000                 }
1001                 case CLASS_MONK:
1002                 {
1003                         if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
1004                         {
1005 #ifdef JP
1006                                 msg_print("ÁǼꤸ¤ã¤Ê¤¤¤È¤Ç¤­¤Þ¤»¤ó¡£");
1007 #else
1008                                 msg_print("You need to be bare hand.");
1009 #endif
1010                                 return FALSE;
1011                         }
1012
1013                         if (command == -3)
1014                         {
1015                                 if (choose_kamae()) energy_use = 100;
1016                                 else energy_use = 0;
1017                                 p_ptr->update |= (PU_BONUS);
1018                                 p_ptr->redraw |= (PR_ARMOR);
1019                         }
1020                         else if (command == -4)
1021                         {
1022                                 int x, y;
1023
1024                                 if (!get_rep_dir(&dir, FALSE)) return FALSE;
1025                                 y = py + ddy[dir];
1026                                 x = px + ddx[dir];
1027                                 if (cave[y][x].m_idx)
1028                                 {
1029 #ifdef JP
1030                                         if (one_in_(2)) msg_print("¤¢¡¼¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¡ª¡ª¡ª");
1031                                         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");
1032 #else
1033                                         if (one_in_(2)) msg_print("Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!");
1034                                         else msg_print("Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!");
1035 #endif
1036
1037                                         py_attack(y, x, 0);
1038                                         if (cave[y][x].m_idx)
1039                                         {
1040                                                 handle_stuff();
1041                                                 py_attack(y, x, 0);
1042                                         }
1043                                         p_ptr->energy_need += ENERGY_NEED();
1044                                 }
1045                                 else
1046                                 {
1047 #ifdef JP
1048                                         msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£");
1049 #else
1050                                         msg_print("You don't see any monster in this direction");
1051 #endif
1052
1053                                         msg_print(NULL);
1054                                 }
1055                         }
1056                         break;
1057                 }
1058                 case CLASS_MINDCRAFTER:
1059                 case CLASS_FORCETRAINER:
1060                 {
1061                         if (total_friends)
1062                         {
1063 #ifdef JP
1064                                 msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£");
1065 #else
1066                                 msg_print("You need concentration on the pets now.");
1067 #endif
1068                                 return FALSE;
1069                         }
1070 #ifdef JP
1071                         msg_print("¾¯¤·Æ¬¤¬¥Ï¥Ã¥­¥ê¤·¤¿¡£");
1072 #else
1073                         msg_print("You feel your head clear a little.");
1074 #endif
1075
1076                         p_ptr->csp += (3 + p_ptr->lev/20);
1077                         if (p_ptr->csp >= p_ptr->msp)
1078                         {
1079                                 p_ptr->csp = p_ptr->msp;
1080                                 p_ptr->csp_frac = 0;
1081                         }
1082
1083                         /* Redraw mana */
1084                         p_ptr->redraw |= (PR_MANA);
1085                         break;
1086                 }
1087                 case CLASS_TOURIST:
1088                 {
1089                         if (command == -3)
1090                         {
1091                                 if (!get_aim_dir(&dir)) return FALSE;
1092                                 project_length = 1;
1093                                 fire_beam(GF_PHOTO, dir, 1);
1094                         }
1095                         else if (command == -4)
1096                         {
1097                                 if (!identify_fully(FALSE)) return FALSE;
1098                         }
1099                         break;
1100                 }
1101                 case CLASS_IMITATOR:
1102                 {
1103                         handle_stuff();
1104                         if (!do_cmd_mane(TRUE)) return FALSE;
1105                         break;
1106                 }
1107                 case CLASS_BEASTMASTER:
1108                 {
1109                         if (command == -3)
1110                         {
1111                                 if (!get_aim_dir(&dir)) return FALSE;
1112                                 (void)fire_ball_hide(GF_CONTROL_LIVING, dir, p_ptr->lev, 0);
1113                         }
1114                         else if (command == -4)
1115                         {
1116                                 project_hack(GF_CONTROL_LIVING, p_ptr->lev);
1117                         }
1118                         break;
1119                 }
1120                 case CLASS_ARCHER:
1121                 {
1122                         if (!do_cmd_archer()) return FALSE;
1123                         break;
1124                 }
1125                 case CLASS_MAGIC_EATER:
1126                 {
1127                         if (!gain_magic()) return FALSE;
1128                         break;
1129                 }
1130                 case CLASS_BARD:
1131                 {
1132                         /* Singing is already stopped */
1133                         if (!p_ptr->magic_num1[0] && !p_ptr->magic_num1[1]) return FALSE;
1134
1135                         stop_singing();
1136                         energy_use = 10;
1137                         break;
1138                 }
1139                 case CLASS_RED_MAGE:
1140                 {
1141                         handle_stuff();
1142                         do_cmd_cast();
1143                         handle_stuff();
1144                         if (!p_ptr->paralyzed)
1145                                 do_cmd_cast();
1146                         break;
1147                 }
1148                 case CLASS_SAMURAI:
1149                 {
1150                         if (command == -3)
1151                         {
1152                                 int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
1153
1154                                 if (total_friends)
1155                                 {
1156 #ifdef JP
1157                                         msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£");
1158 #else
1159                                         msg_print("You need concentration on the pets now.");
1160 #endif
1161                                         return FALSE;
1162                                 }
1163                                 if (p_ptr->special_defense & KATA_MASK)
1164                                 {
1165 #ifdef JP
1166                                         msg_print("º£¤Ï¹½¤¨¤Ë½¸Ã椷¤Æ¤¤¤ë¡£");
1167 #else
1168                                         msg_print("You need concentration on your form.");
1169 #endif
1170                                         return FALSE;
1171                                 }
1172 #ifdef JP
1173                                 msg_print("Àº¿À¤ò½¸Ã椷¤Æµ¤¹ç¤¤¤òί¤á¤¿¡£");
1174 #else
1175                                 msg_print("You concentrate to charge your power.");
1176 #endif
1177
1178                                 p_ptr->csp += p_ptr->msp / 2;
1179                                 if (p_ptr->csp >= max_csp)
1180                                 {
1181                                         p_ptr->csp = max_csp;
1182                                         p_ptr->csp_frac = 0;
1183                                 }
1184
1185                                 /* Redraw mana */
1186                                 p_ptr->redraw |= (PR_MANA);
1187                         }
1188                         else if (command == -4)
1189                         {
1190                                 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
1191                                 {
1192 #ifdef JP
1193                                         msg_print("Éð´ï¤ò»ý¤¿¤Ê¤¤¤È¤¤¤±¤Þ¤»¤ó¡£");
1194 #else
1195                                         msg_print("You need to wield a weapon.");
1196 #endif
1197                                         return FALSE;
1198                                 }
1199                                 if (choose_kata()) energy_use = 100;
1200                                 else energy_use = 0;
1201                                 p_ptr->update |= (PU_BONUS);
1202                                 p_ptr->redraw |= (PR_ARMOR);
1203                         }
1204                         break;
1205                 }
1206                 case CLASS_BLUE_MAGE:
1207                 {
1208                         if (p_ptr->action == ACTION_LEARN)
1209                         {
1210                                 set_action(ACTION_NONE);
1211                         }
1212                         else
1213                         {
1214                                 set_action(ACTION_LEARN);
1215                         }
1216                         energy_use = 0;
1217                         break;
1218                 }
1219                 case CLASS_CAVALRY:
1220                 {
1221                         char m_name[80];
1222                         monster_type *m_ptr;
1223                         monster_race *r_ptr;
1224                         int rlev;
1225
1226                         if (p_ptr->riding)
1227                         {
1228 #ifdef JP
1229                                 msg_print("º£¤Ï¾èÇÏÃæ¤À¡£");
1230 #else
1231                                 msg_print("You ARE riding.");
1232 #endif
1233                                 return FALSE;
1234                         }
1235                         if (!do_riding(TRUE)) return TRUE;
1236                         m_ptr = &m_list[p_ptr->riding];
1237                         r_ptr = &r_info[m_ptr->r_idx];
1238                         monster_desc(m_name, m_ptr, 0);
1239 #ifdef JP
1240                         msg_format("%s¤Ë¾è¤Ã¤¿¡£",m_name);
1241 #else
1242                         msg_format("You ride on %s.",m_name);
1243 #endif
1244                         if (is_pet(m_ptr)) break;
1245                         rlev = r_ptr->level;
1246                         if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
1247                         if (rlev > 60) rlev = 60+(rlev-60)/2;
1248                         if ((randint1(p_ptr->skill_exp[GINOU_RIDING] / 120 + p_ptr->lev * 2 / 3) > rlev)
1249                             && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle
1250                             && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
1251                             && (rlev < p_ptr->lev * 3 / 2 + randint0(p_ptr->lev / 5)))
1252                         {
1253 #ifdef JP
1254                                 msg_format("%s¤ò¼ê¤Ê¤º¤±¤¿¡£",m_name);
1255 #else
1256                                 msg_format("You tame %s.",m_name);
1257 #endif
1258                                 set_pet(m_ptr);
1259                         }
1260                         else
1261                         {
1262 #ifdef JP
1263                                 msg_format("%s¤Ë¿¶¤êÍî¤È¤µ¤ì¤¿¡ª",m_name);
1264 #else
1265                                 msg_format("You have thrown off by %s.",m_name);
1266 #endif
1267                                 rakuba(1,TRUE);
1268
1269                                 /* Paranoia */
1270                                 /* ÍîÇϽèÍý¤Ë¼ºÇÔ¤·¤Æ¤â¤È¤Ë¤«¤¯¾èÇϲò½ü */
1271                                 p_ptr->riding = 0;
1272                         }
1273                         break;
1274                 }
1275                 case CLASS_BERSERKER:
1276                 {
1277                         if (!word_of_recall()) return FALSE;
1278                         break;
1279                 }
1280                 case CLASS_SMITH:
1281                 {
1282                         if (p_ptr->lev > 29)
1283                         {
1284                                 if (!identify_fully(TRUE)) return FALSE;
1285                         }
1286                         else
1287                         {
1288                                 if (!ident_spell(TRUE)) return FALSE;
1289                         }
1290                         break;
1291                 }
1292                 case CLASS_MIRROR_MASTER:
1293                 {
1294                         if (command == -3)
1295                         {
1296                                 /* Explode all mirrors */
1297                                 remove_all_mirrors(TRUE);
1298                         }
1299                         else if (command == -4)
1300                         {
1301                                 if (total_friends)
1302                                 {
1303 #ifdef JP
1304                                         msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£");
1305 #else
1306                                         msg_print("You need concentration on the pets now.");
1307 #endif
1308                                         return FALSE;
1309                                 }
1310                                 if (is_mirror_grid(&cave[py][px]))
1311                                 {
1312 #ifdef JP
1313                                         msg_print("¾¯¤·Æ¬¤¬¥Ï¥Ã¥­¥ê¤·¤¿¡£");
1314 #else
1315                                         msg_print("You feel your head clear a little.");
1316 #endif
1317
1318                                         p_ptr->csp += (5 + p_ptr->lev * p_ptr->lev / 100);
1319                                         if (p_ptr->csp >= p_ptr->msp)
1320                                         {
1321                                                 p_ptr->csp = p_ptr->msp;
1322                                                 p_ptr->csp_frac = 0;
1323                                         }
1324
1325                                         /* Redraw mana */
1326                                         p_ptr->redraw |= (PR_MANA);
1327                                 }
1328                                 else
1329                                 {
1330 #ifdef JP
1331                                         msg_print("¶À¤Î¾å¤Ç¤Ê¤¤¤È½¸Ãæ¤Ç¤­¤Ê¤¤¡ª");
1332 #else
1333                                         msg_print("Here are not any mirrors!");
1334 #endif
1335                                 }
1336                         }
1337                         break;
1338                 }
1339                 case CLASS_NINJA:
1340                 {
1341                         if (p_ptr->action == ACTION_HAYAGAKE) set_action(ACTION_NONE);
1342                         else set_action(ACTION_HAYAGAKE);
1343                         energy_use = 0;
1344                         break;
1345                 }
1346                 }
1347         }
1348         else if (p_ptr->mimic_form)
1349         {
1350                 switch (p_ptr->mimic_form)
1351                 {
1352                 case MIMIC_DEMON:
1353                 case MIMIC_DEMON_LORD:
1354                 {
1355                         int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1356                         if (!get_aim_dir(&dir)) return FALSE;
1357 #ifdef JP
1358                         msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",((type == GF_NETHER) ? "ÃϹö" : "²Ð±ê"));
1359 #else
1360                         msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1361 #endif
1362
1363                         fire_ball(type, dir, plev * 3, -(plev / 15) - 1);
1364                         break;
1365                 }
1366                 case MIMIC_VAMPIRE:
1367                         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
1368                         {
1369 #ifdef JP
1370                                 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤Ê¤¤¡£");
1371 #else
1372                                 msg_print("Something prevent you from attacking.");
1373 #endif
1374                                 return FALSE;
1375                         }
1376                         else
1377                         {
1378                                 int y, x, dummy = 0;
1379                                 cave_type *c_ptr;
1380
1381                                 /* Only works on adjacent monsters */
1382                                 if (!get_rep_dir(&dir, FALSE)) return FALSE;   /* was get_aim_dir */
1383                                 y = py + ddy[dir];
1384                                 x = px + ddx[dir];
1385                                 c_ptr = &cave[y][x];
1386
1387                                 if (!c_ptr->m_idx)
1388                                 {
1389 #ifdef JP
1390                                         msg_print("²¿¤â¤Ê¤¤¾ì½ê¤Ë³ú¤ß¤Ä¤¤¤¿¡ª");
1391 #else
1392                                         msg_print("You bite into thin air!");
1393 #endif
1394
1395                                         break;
1396                                 }
1397
1398 #ifdef JP
1399                                 msg_print("¤¢¤Ê¤¿¤Ï¥Ë¥ä¥ê¤È¤·¤Æ²ç¤ò¤à¤¤¤¿...");
1400 #else
1401                                 msg_print("You grin and bare your fangs...");
1402 #endif
1403
1404                                 dummy = plev + randint1(plev) * MAX(1, plev / 10);   /* Dmg */
1405                                 if (drain_life(dir, dummy))
1406                                 {
1407                                         if (p_ptr->food < PY_FOOD_FULL)
1408                                                 /* No heal if we are "full" */
1409                                                 (void)hp_player(dummy);
1410                                         else
1411 #ifdef JP
1412                                                 msg_print("¤¢¤Ê¤¿¤Ï¶õÊ¢¤Ç¤Ï¤¢¤ê¤Þ¤»¤ó¡£");
1413 #else
1414                                                 msg_print("You were not hungry.");
1415 #endif
1416
1417                                         /* Gain nutritional sustenance: 150/hp drained */
1418                                         /* A Food ration gives 5000 food points (by contrast) */
1419                                         /* Don't ever get more than "Full" this way */
1420                                         /* But if we ARE Gorged,  it won't cure us */
1421                                         dummy = p_ptr->food + MIN(5000, 100 * dummy);
1422                                         if (p_ptr->food < PY_FOOD_MAX)   /* Not gorged already */
1423                                                 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
1424                                 }
1425                                 else
1426 #ifdef JP
1427                                         msg_print("¤²¤§¡£¤Ò¤É¤¤Ì£¤À¡£");
1428 #else
1429                                         msg_print("Yechh. That tastes foul.");
1430 #endif
1431
1432                         }
1433                         break;
1434                 }
1435         }
1436
1437         else 
1438         {
1439
1440         switch (p_ptr->prace)
1441         {
1442                 case RACE_DWARF:
1443 #ifdef JP
1444                         msg_print("¼þ°Ï¤òÄ´¤Ù¤¿¡£");
1445 #else
1446                         msg_print("You examine your surroundings.");
1447 #endif
1448
1449                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1450                         (void)detect_doors(DETECT_RAD_DEFAULT);
1451                         (void)detect_stairs(DETECT_RAD_DEFAULT);
1452                         break;
1453
1454                 case RACE_HOBBIT:
1455                         {
1456                                 object_type *q_ptr;
1457                                 object_type forge;
1458
1459                                 /* Get local object */
1460                                 q_ptr = &forge;
1461
1462                                 /* Create the food ration */
1463                                 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
1464
1465                                 /* Drop the object from heaven */
1466                                 (void)drop_near(q_ptr, -1, py, px);
1467 #ifdef JP
1468                                 msg_print("¿©»ö¤òÎÁÍý¤·¤Æºî¤Ã¤¿¡£");
1469 #else
1470                                 msg_print("You cook some food.");
1471 #endif
1472
1473                         }
1474                         break;
1475
1476                 case RACE_GNOME:
1477 #ifdef JP
1478                         msg_print("¥Ñ¥Ã¡ª");
1479 #else
1480                         msg_print("Blink!");
1481 #endif
1482
1483                         teleport_player(10, FALSE);
1484                         break;
1485
1486                 case RACE_HALF_ORC:
1487 #ifdef JP
1488                         msg_print("ͦµ¤¤ò½Ð¤·¤¿¡£");
1489 #else
1490                         msg_print("You play tough.");
1491 #endif
1492
1493                         (void)set_afraid(0);
1494                         break;
1495
1496                 case RACE_HALF_TROLL:
1497 #ifdef JP
1498                         msg_print("¤¦¤¬¤¡¤¡¡ª");
1499 #else
1500                         msg_print("RAAAGH!");
1501 #endif
1502
1503                         (void)set_afraid(0);
1504                         (void)set_shero(10 + randint1(plev), FALSE);
1505                         (void)hp_player(30);
1506                         break;
1507
1508                 case RACE_AMBERITE:
1509                         if (command == -1)
1510                         {
1511 #ifdef JP
1512                                 msg_print("¤¢¤Ê¤¿¤ÏÊ⤭¼þ¤ê»Ï¤á¤¿¡£");
1513 #else
1514                                 msg_print("You start walking around. ");
1515 #endif
1516                                 alter_reality();
1517                         }
1518                         else if (command == -2)
1519                         {
1520 #ifdef JP
1521                                 msg_print("¤¢¤Ê¤¿¤Ï¡Ö¥Ñ¥¿¡¼¥ó¡×¤ò¿´¤ËÉÁ¤¤¤Æ¤½¤Î¾å¤òÊ⤤¤¿...");
1522 #else
1523                                 msg_print("You picture the Pattern in your mind and walk it...");
1524 #endif
1525
1526                                 (void)set_poisoned(0);
1527                                 (void)set_image(0);
1528                                 (void)set_stun(0);
1529                                 (void)set_cut(0);
1530                                 (void)set_blind(0);
1531                                 (void)set_afraid(0);
1532                                 (void)do_res_stat(A_STR);
1533                                 (void)do_res_stat(A_INT);
1534                                 (void)do_res_stat(A_WIS);
1535                                 (void)do_res_stat(A_DEX);
1536                                 (void)do_res_stat(A_CON);
1537                                 (void)do_res_stat(A_CHR);
1538                                 (void)restore_level();
1539                         }
1540                         break;
1541
1542                 case RACE_BARBARIAN:
1543 #ifdef JP
1544                         msg_print("¤¦¤©¤©¤ª¤ª¡ª");
1545 #else
1546                         msg_print("Raaagh!");
1547 #endif
1548
1549                         (void)set_afraid(0);
1550                         (void)set_shero(10 + randint1(plev), FALSE);
1551                         (void)hp_player(30);
1552                         break;
1553
1554                 case RACE_HALF_OGRE:
1555 #ifdef JP
1556                         msg_print("Çúȯ¤Î¥ë¡¼¥ó¤ò¿µ½Å¤Ë»Å³Ý¤±¤¿...");
1557 #else
1558                         msg_print("You carefully set an explosive rune...");
1559 #endif
1560
1561                         explosive_rune();
1562                         break;
1563
1564                 case RACE_HALF_GIANT:
1565                         if (!get_aim_dir(&dir)) return FALSE;
1566                         (void)wall_to_mud(dir);
1567                         break;
1568
1569                 case RACE_HALF_TITAN:
1570 #ifdef JP
1571                         msg_print("Ũ¤òÄ´ºº¤·¤¿...");
1572 #else
1573                         msg_print("You examine your foes...");
1574 #endif
1575
1576                         probing();
1577                         break;
1578
1579                 case RACE_CYCLOPS:
1580                         if (!get_aim_dir(&dir)) return FALSE;
1581 #ifdef JP
1582                         msg_print("µðÂç¤Ê´ä¤òÅꤲ¤¿¡£");
1583 #else
1584                         msg_print("You throw a huge boulder.");
1585 #endif
1586
1587                         fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
1588                         break;
1589
1590                 case RACE_YEEK:
1591                         if (!get_aim_dir(&dir)) return FALSE;
1592 #ifdef JP
1593                         msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¶«¤ÓÀ¼¤ò¾å¤²¤¿¡ª");
1594 #else
1595                         msg_print("You make a horrible scream!");
1596 #endif
1597
1598                         (void)fear_monster(dir, plev);
1599                         break;
1600
1601                 case RACE_KLACKON:
1602                         if (!get_aim_dir(&dir)) return FALSE;
1603 #ifdef JP
1604                         msg_print("»À¤òÅǤ¤¤¿¡£");
1605 #else
1606                         msg_print("You spit acid.");
1607 #endif
1608
1609                         if (plev < 25) fire_bolt(GF_ACID, dir, plev);
1610                         else fire_ball(GF_ACID, dir, plev, 2);
1611                         break;
1612
1613                 case RACE_KOBOLD:
1614                         if (!get_aim_dir(&dir)) return FALSE;
1615 #ifdef JP
1616                         msg_print("ÆǤΥÀ¡¼¥Ä¤òÅꤲ¤¿¡£");
1617 #else
1618                         msg_print("You throw a dart of poison.");
1619 #endif
1620
1621                         fire_bolt(GF_POIS, dir, plev);
1622                         break;
1623
1624                 case RACE_NIBELUNG:
1625 #ifdef JP
1626                         msg_print("¼þ°Ï¤òÄ´ºº¤·¤¿¡£");
1627 #else
1628                         msg_print("You examine your surroundings.");
1629 #endif
1630
1631                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1632                         (void)detect_doors(DETECT_RAD_DEFAULT);
1633                         (void)detect_stairs(DETECT_RAD_DEFAULT);
1634                         break;
1635
1636                 case RACE_DARK_ELF:
1637                         if (!get_aim_dir(&dir)) return FALSE;
1638 #ifdef JP
1639                         msg_print("¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤òÊü¤Ã¤¿¡£");
1640 #else
1641                         msg_print("You cast a magic missile.");
1642 #endif
1643
1644                         fire_bolt_or_beam(10, GF_MISSILE, dir,
1645                             damroll(3 + ((plev - 1) / 5), 4));
1646                         break;
1647
1648                 case RACE_DRACONIAN:
1649                         {
1650                                 int  Type = (one_in_(3) ? GF_COLD : GF_FIRE);
1651 #ifdef JP
1652                                 cptr Type_desc = ((Type == GF_COLD) ? "Î䵤" : "±ê");
1653 #else
1654                                 cptr Type_desc = ((Type == GF_COLD) ? "cold" : "fire");
1655 #endif
1656
1657                                 if (!get_aim_dir(&dir)) return FALSE;
1658
1659                                 if (randint1(100) < plev)
1660                                 {
1661                                         switch (p_ptr->pclass)
1662                                         {
1663                                                 case CLASS_WARRIOR:
1664                                                 case CLASS_BERSERKER:
1665                                                 case CLASS_RANGER:
1666                                                 case CLASS_TOURIST:
1667                                                 case CLASS_IMITATOR:
1668                                                 case CLASS_ARCHER:
1669                                                 case CLASS_SMITH:
1670                                                         if (one_in_(3))
1671                                                         {
1672                                                                 Type = GF_MISSILE;
1673 #ifdef JP
1674                                                                 Type_desc = "¥¨¥ì¥á¥ó¥È";
1675 #else
1676                                                                 Type_desc = "the elements";
1677 #endif
1678                                                         }
1679                                                         else
1680                                                         {
1681                                                                 Type = GF_SHARDS;
1682 #ifdef JP
1683                                                                 Type_desc = "ÇËÊÒ";
1684 #else
1685                                                                 Type_desc = "shards";
1686 #endif
1687                                                         }
1688                                                         break;
1689                                                 case CLASS_MAGE:
1690                                                 case CLASS_WARRIOR_MAGE:
1691                                                 case CLASS_HIGH_MAGE:
1692                                                 case CLASS_SORCERER:
1693                                                 case CLASS_MAGIC_EATER:
1694                                                 case CLASS_RED_MAGE:
1695                                                 case CLASS_BLUE_MAGE:
1696                                                 case CLASS_MIRROR_MASTER:
1697                                                         if (one_in_(3))
1698                                                         {
1699                                                                 Type = GF_MANA;
1700 #ifdef JP
1701                                                                 Type_desc = "ËâÎÏ";
1702 #else
1703                                                                 Type_desc = "mana";
1704 #endif
1705                                                         }
1706                                                         else
1707                                                         {
1708                                                                 Type = GF_DISENCHANT;
1709 #ifdef JP
1710                                                                 Type_desc = "Îô²½";
1711 #else
1712                                                                 Type_desc = "disenchantment";
1713 #endif
1714                                                         }
1715                                                         break;
1716                                                 case CLASS_CHAOS_WARRIOR:
1717                                                         if (!one_in_(3))
1718                                                         {
1719                                                                 Type = GF_CONFUSION;
1720 #ifdef JP
1721                                                                 Type_desc = "º®Íð";
1722 #else
1723                                                                 Type_desc = "confusion";
1724 #endif
1725                                                         }
1726                                                         else
1727                                                         {
1728                                                                 Type = GF_CHAOS;
1729 #ifdef JP
1730                                                                 Type_desc = "¥«¥ª¥¹";
1731 #else
1732                                                                 Type_desc = "chaos";
1733 #endif
1734                                                         }
1735                                                         break;
1736                                                 case CLASS_MONK:
1737                                                 case CLASS_SAMURAI:
1738                                                 case CLASS_FORCETRAINER:
1739                                                         if (!one_in_(3))
1740                                                         {
1741                                                                 Type = GF_CONFUSION;
1742 #ifdef JP
1743                                                                 Type_desc = "º®Íð";
1744 #else
1745                                                                 Type_desc = "confusion";
1746 #endif
1747                                                         }
1748                                                         else
1749                                                         {
1750                                                                 Type = GF_SOUND;
1751 #ifdef JP
1752                                                                 Type_desc = "¹ì²»";
1753 #else
1754                                                                 Type_desc = "sound";
1755 #endif
1756                                                         }
1757                                                         break;
1758                                                 case CLASS_MINDCRAFTER:
1759                                                         if (!one_in_(3))
1760                                                         {
1761                                                                 Type = GF_CONFUSION;
1762 #ifdef JP
1763                                                                 Type_desc = "º®Íð";
1764 #else
1765                                                                 Type_desc = "confusion";
1766 #endif
1767                                                         }
1768                                                         else
1769                                                         {
1770                                                                 Type = GF_PSI;
1771 #ifdef JP
1772                                                                 Type_desc = "Àº¿À¥¨¥Í¥ë¥®¡¼";
1773 #else
1774                                                                 Type_desc = "mental energy";
1775 #endif
1776                                                         }
1777                                                         break;
1778                                                 case CLASS_PRIEST:
1779                                                 case CLASS_PALADIN:
1780                                                         if (one_in_(3))
1781                                                         {
1782                                                                 Type = GF_HELL_FIRE;
1783 #ifdef JP
1784                                                                 Type_desc = "ÃϹö¤Î¹å²Ð";
1785 #else
1786                                                                 Type_desc = "hellfire";
1787 #endif
1788                                                         }
1789                                                         else
1790                                                         {
1791                                                                 Type = GF_HOLY_FIRE;
1792 #ifdef JP
1793                                                                 Type_desc = "À»¤Ê¤ë±ê";
1794 #else
1795                                                                 Type_desc = "holy fire";
1796 #endif
1797                                                         }
1798                                                         break;
1799                                                 case CLASS_ROGUE:
1800                                                 case CLASS_NINJA:
1801                                                         if (one_in_(3))
1802                                                         {
1803                                                                 Type = GF_DARK;
1804 #ifdef JP
1805                                                                 Type_desc = "°Å¹õ";
1806 #else
1807                                                                 Type_desc = "darkness";
1808 #endif
1809                                                         }
1810                                                         else
1811                                                         {
1812                                                                 Type = GF_POIS;
1813 #ifdef JP
1814                                                                 Type_desc = "ÆÇ";
1815 #else
1816                                                                 Type_desc = "poison";
1817 #endif
1818                                                         }
1819                                                         break;
1820                                                 case CLASS_BARD:
1821                                                         if (!one_in_(3))
1822                                                         {
1823                                                                 Type = GF_SOUND;
1824 #ifdef JP
1825                                                                 Type_desc = "¹ì²»";
1826 #else
1827                                                                 Type_desc = "sound";
1828 #endif
1829                                                         }
1830                                                         else
1831                                                         {
1832                                                                 Type = GF_CONFUSION;
1833 #ifdef JP
1834                                                                 Type_desc = "º®Íð";
1835 #else
1836                                                                 Type_desc = "confusion";
1837 #endif
1838                                                         }
1839                                                         break;
1840                                         }
1841                                 }
1842
1843 #ifdef JP
1844                                 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", Type_desc);
1845 #else
1846                                 msg_format("You breathe %s.", Type_desc);
1847 #endif
1848
1849                                 fire_ball(Type, dir, plev * 2,
1850                                     -(plev / 15) - 1);
1851                         }
1852                         break;
1853
1854                 case RACE_MIND_FLAYER:
1855                         if (!get_aim_dir(&dir)) return FALSE;
1856 #ifdef JP
1857                         msg_print("¤¢¤Ê¤¿¤Ï½¸Ã椷¡¢Ìܤ¬ÀÖ¤¯µ±¤¤¤¿...");
1858 #else
1859                         msg_print("You concentrate and your eyes glow red...");
1860 #endif
1861
1862                         fire_bolt(GF_PSI, dir, plev);
1863                         break;
1864
1865                 case RACE_IMP:
1866                         if (!get_aim_dir(&dir)) return FALSE;
1867                         if (plev >= 30)
1868                         {
1869 #ifdef JP
1870                                 msg_print("¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë¤òÊü¤Ã¤¿¡£");
1871 #else
1872                                 msg_print("You cast a ball of fire.");
1873 #endif
1874
1875                                 fire_ball(GF_FIRE, dir, plev, 2);
1876                         }
1877                         else
1878                         {
1879 #ifdef JP
1880                                 msg_print("¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È¤òÊü¤Ã¤¿¡£");
1881 #else
1882                                 msg_print("You cast a bolt of fire.");
1883 #endif
1884
1885                                 fire_bolt(GF_FIRE, dir, plev);
1886                         }
1887                         break;
1888
1889                 case RACE_GOLEM:
1890                         (void)set_shield(randint1(20) + 30, FALSE);
1891                         break;
1892
1893                 case RACE_SKELETON:
1894                 case RACE_ZOMBIE:
1895 #ifdef JP
1896                         msg_print("¤¢¤Ê¤¿¤Ï¼º¤Ã¤¿¥¨¥Í¥ë¥®¡¼¤ò¼è¤êÌ᤽¤¦¤È»î¤ß¤¿¡£");
1897 #else
1898                         msg_print("You attempt to restore your lost energies.");
1899 #endif
1900
1901                         (void)restore_level();
1902                         break;
1903
1904                 case RACE_VAMPIRE:
1905                         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
1906                         {
1907 #ifdef JP
1908                                 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤Ê¤¤¡£");
1909 #else
1910                                 msg_print("Something prevent you from attacking.");
1911 #endif
1912                                 return FALSE;
1913                         }
1914                         else
1915                         {
1916                                 int y, x, dummy = 0;
1917                                 cave_type *c_ptr;
1918
1919                                 /* Only works on adjacent monsters */
1920                                 if (!get_rep_dir(&dir,FALSE)) return FALSE;   /* was get_aim_dir */
1921                                 y = py + ddy[dir];
1922                                 x = px + ddx[dir];
1923                                 c_ptr = &cave[y][x];
1924
1925                                 if (!c_ptr->m_idx)
1926                                 {
1927 #ifdef JP
1928                                         msg_print("²¿¤â¤Ê¤¤¾ì½ê¤Ë³ú¤ß¤Ä¤¤¤¿¡ª");
1929 #else
1930                                         msg_print("You bite into thin air!");
1931 #endif
1932
1933                                         break;
1934                                 }
1935
1936 #ifdef JP
1937                                 msg_print("¤¢¤Ê¤¿¤Ï¥Ë¥ä¥ê¤È¤·¤Æ²ç¤ò¤à¤¤¤¿...");
1938 #else
1939                                 msg_print("You grin and bare your fangs...");
1940 #endif
1941
1942                                 dummy = plev + randint1(plev) * MAX(1, plev / 10);   /* Dmg */
1943                                 if (drain_life(dir, dummy))
1944                                 {
1945                                         if (p_ptr->food < PY_FOOD_FULL)
1946                                                 /* No heal if we are "full" */
1947                                                 (void)hp_player(dummy);
1948                                         else
1949 #ifdef JP
1950                                                 msg_print("¤¢¤Ê¤¿¤Ï¶õÊ¢¤Ç¤Ï¤¢¤ê¤Þ¤»¤ó¡£");
1951 #else
1952                                                 msg_print("You were not hungry.");
1953 #endif
1954
1955                                         /* Gain nutritional sustenance: 150/hp drained */
1956                                         /* A Food ration gives 5000 food points (by contrast) */
1957                                         /* Don't ever get more than "Full" this way */
1958                                         /* But if we ARE Gorged,  it won't cure us */
1959                                         dummy = p_ptr->food + MIN(5000, 100 * dummy);
1960                                         if (p_ptr->food < PY_FOOD_MAX)   /* Not gorged already */
1961                                                 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
1962                                 }
1963                                 else
1964 #ifdef JP
1965                                         msg_print("¤²¤§¡£¤Ò¤É¤¤Ì£¤À¡£");
1966 #else
1967                                         msg_print("Yechh. That tastes foul.");
1968 #endif
1969
1970                         }
1971                         break;
1972
1973                 case RACE_SPECTRE:
1974                         if (!get_aim_dir(&dir)) return FALSE;
1975 #ifdef JP
1976                         msg_print("¤¢¤Ê¤¿¤Ï¤ª¤É¤í¤ª¤É¤í¤·¤¤¶«¤ÓÀ¼¤ò¤¢¤²¤¿¡ª");
1977 #else
1978                         msg_print("You emit an eldritch howl!");
1979 #endif
1980
1981                         (void)fear_monster(dir, plev);
1982                         break;
1983
1984                 case RACE_SPRITE:
1985 #ifdef JP
1986                         msg_print("¤¢¤Ê¤¿¤ÏËâË¡¤ÎÊ´¤òÅꤲ¤Ä¤±¤¿...");
1987 #else
1988                         msg_print("You throw some magic dust...");
1989 #endif
1990
1991                         if (plev < 25) sleep_monsters_touch();
1992                         else (void)sleep_monsters();
1993                         break;
1994
1995                 case RACE_DEMON:
1996                         {
1997                                 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1998                                 if (!get_aim_dir(&dir)) return FALSE;
1999 #ifdef JP
2000                                 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",((type == GF_NETHER) ? "ÃϹö" : "²Ð±ê"));
2001 #else
2002                                 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
2003 #endif
2004
2005                                 fire_ball(type, dir, plev * 3, -(plev / 15) - 1);
2006                         }
2007                         break;
2008
2009                 case RACE_KUTA:
2010                         (void)set_tsubureru(randint1(20) + 30, FALSE);
2011                         break;
2012
2013                 case RACE_ANDROID:
2014                         if (!get_aim_dir(&dir)) return FALSE;
2015                         if (plev < 10)
2016                         {
2017 #ifdef JP
2018                                 msg_print("¥ì¥¤¥¬¥ó¤òȯ¼Í¤·¤¿¡£");
2019 #else
2020                                 msg_print("You fire your ray gun.");
2021 #endif
2022                                 fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
2023                         }
2024                         else if (plev < 25)
2025                         {
2026 #ifdef JP
2027                                 msg_print("¥Ö¥é¥¹¥¿¡¼¤òȯ¼Í¤·¤¿¡£");
2028 #else
2029                                 msg_print("You fire your blaster.");
2030 #endif
2031                                 fire_bolt(GF_MISSILE, dir, plev);
2032                         }
2033                         else if (plev < 35)
2034                         {
2035 #ifdef JP
2036                                 msg_print("¥Ð¥º¡¼¥«¤òȯ¼Í¤·¤¿¡£");
2037 #else
2038                                 msg_print("You fire your bazooka.");
2039 #endif
2040                                 fire_ball(GF_MISSILE, dir, plev * 2, 2);
2041                         }
2042                         else if (plev < 45)
2043                         {
2044 #ifdef JP
2045                                 msg_print("¥Ó¡¼¥à¥­¥ã¥Î¥ó¤òȯ¼Í¤·¤¿¡£");
2046 #else
2047                                 msg_print("You fire a beam cannon.");
2048 #endif
2049                                 fire_beam(GF_MISSILE, dir, plev * 2);
2050                         }
2051                         else
2052                         {
2053 #ifdef JP
2054                                 msg_print("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡£");
2055 #else
2056                                 msg_print("You fire a rocket.");
2057 #endif
2058                                 fire_rocket(GF_ROCKET, dir, plev * 5, 2);
2059                         }
2060                         break;
2061
2062                 default:
2063 #ifdef JP
2064                         msg_print("¤³¤Î¼ï²¤ÏÆüì¤ÊǽÎϤò»ý¤Ã¤Æ¤¤¤Þ¤»¤ó¡£");
2065 #else
2066                         msg_print("This race has no bonus power.");
2067 #endif
2068
2069                         energy_use = 0;
2070         }
2071         }
2072         return TRUE;
2073 }
2074
2075
2076 /*
2077  * Allow user to choose a power (racial / mutation) to activate
2078  */
2079 void do_cmd_racial_power(void)
2080 {
2081         power_desc_type power_desc[36];
2082         int             num, i = 0;
2083         int             ask = TRUE;
2084         int             lvl = p_ptr->lev;
2085         bool            flag, redraw, cast = FALSE;
2086         bool            warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
2087         char            choice;
2088         char            out_val[160];
2089         int menu_line = (use_menu ? 1 : 0);
2090
2091
2092         for (num = 0; num < 36; num++)
2093         {
2094                 strcpy(power_desc[num].name, "");
2095                 power_desc[num].number = 0;
2096         }
2097
2098         num = 0;
2099
2100         if (p_ptr->confused)
2101         {
2102 #ifdef JP
2103 msg_print("º®Í𤷤Ƥ¤¤ÆÆüìǽÎϤò»È¤¨¤Þ¤»¤ó¡ª");
2104 #else
2105                 msg_print("You are too confused to use any powers!");
2106 #endif
2107
2108                 energy_use = 0;
2109                 return;
2110         }
2111
2112         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
2113         {
2114                 set_action(ACTION_NONE);
2115         }
2116
2117         switch (p_ptr->pclass)
2118         {
2119         case CLASS_WARRIOR:
2120         {
2121 #ifdef JP
2122 strcpy(power_desc[num].name, "·õ¤ÎÉñ¤¤");
2123 #else
2124                 strcpy(power_desc[num].name, "Sword Dancing");
2125 #endif
2126
2127                 power_desc[num].level = 40;
2128                 power_desc[num].cost = 75;
2129                 power_desc[num].stat = A_DEX;
2130                 power_desc[num].fail = 35;
2131                 power_desc[num++].number = -3;
2132                 break;
2133         }
2134         case CLASS_MAGE:
2135         case CLASS_HIGH_MAGE:
2136         case CLASS_SORCERER:
2137         {
2138 #ifdef JP
2139 strcpy(power_desc[num].name, "ËâÎÏ¿©¤¤");
2140 #else
2141                 strcpy(power_desc[num].name, "Eat Magic");
2142 #endif
2143
2144                 power_desc[num].level = 25;
2145                 power_desc[num].cost = 1;
2146                 power_desc[num].stat = A_INT;
2147                 power_desc[num].fail = 25;
2148                 power_desc[num++].number = -3;
2149                 break;
2150         }
2151         case CLASS_PRIEST:
2152         {
2153                 if (is_good_realm(p_ptr->realm1))
2154                 {
2155 #ifdef JP
2156 strcpy(power_desc[num].name, "Éð´ï½ËÊ¡");
2157 #else
2158                         strcpy(power_desc[num].name, "Bless Weapon");
2159 #endif
2160
2161                         power_desc[num].level = 35;
2162                         power_desc[num].cost = 70;
2163                         power_desc[num].stat = A_WIS;
2164                         power_desc[num].fail = 50;
2165                         power_desc[num++].number = -3;
2166                 }
2167                 else
2168                 {
2169 #ifdef JP
2170 strcpy(power_desc[num].name, "¾¤º²");
2171 #else
2172                         strcpy(power_desc[num].name, "Evocation");
2173 #endif
2174
2175                         power_desc[num].level = 42;
2176                         power_desc[num].cost = 40;
2177                         power_desc[num].stat = A_WIS;
2178                         power_desc[num].fail = 35;
2179                         power_desc[num++].number = -3;
2180                 }
2181                 break;
2182         }
2183         case CLASS_ROGUE:
2184         {
2185 #ifdef JP
2186 strcpy(power_desc[num].name, "¥Ò¥Ã¥È¡õ¥¢¥¦¥§¥¤");
2187 #else
2188                 strcpy(power_desc[num].name, "Hit and Away");
2189 #endif
2190
2191                 power_desc[num].level = 8;
2192                 power_desc[num].cost = 12;
2193                 power_desc[num].stat = A_DEX;
2194                 power_desc[num].fail = 14;
2195                 power_desc[num++].number = -3;
2196                 break;
2197         }
2198         case CLASS_RANGER:
2199         {
2200 #ifdef JP
2201 strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼Ä´ºº");
2202 #else
2203                 strcpy(power_desc[num].name, "Probe Monster");
2204 #endif
2205
2206                 power_desc[num].level = 15;
2207                 power_desc[num].cost = 20;
2208                 power_desc[num].stat = A_INT;
2209                 power_desc[num].fail = 12;
2210                 power_desc[num++].number = -3;
2211                 break;
2212         }
2213         case CLASS_PALADIN:
2214         {
2215                 if (is_good_realm(p_ptr->realm1))
2216                 {
2217 #ifdef JP
2218 strcpy(power_desc[num].name, "¥Û¡¼¥ê¡¼¡¦¥é¥ó¥¹");
2219 #else
2220                         strcpy(power_desc[num].name, "Holy Lance");
2221 #endif
2222
2223                         power_desc[num].level = 30;
2224                         power_desc[num].cost = 30;
2225                         power_desc[num].stat = A_WIS;
2226                         power_desc[num].fail = 30;
2227                         power_desc[num++].number = -3;
2228                 }
2229                 else
2230                 {
2231 #ifdef JP
2232 strcpy(power_desc[num].name, "¥Ø¥ë¡¦¥é¥ó¥¹");
2233 #else
2234                         strcpy(power_desc[num].name, "Hell Lance");
2235 #endif
2236
2237                         power_desc[num].level = 30;
2238                         power_desc[num].cost = 30;
2239                         power_desc[num].stat = A_WIS;
2240                         power_desc[num].fail = 30;
2241                         power_desc[num++].number = -3;
2242                 }
2243                 break;
2244         }
2245         case CLASS_WARRIOR_MAGE:
2246         {
2247 #ifdef JP
2248 strcpy(power_desc[num].name, "ÊÑ´¹: £È£Ð¢ª£Í£Ð");
2249 #else
2250                 strcpy(power_desc[num].name, "Convert HP to SP");
2251 #endif
2252
2253                 power_desc[num].level = 25;
2254                 power_desc[num].cost = 0;
2255                 power_desc[num].stat = A_INT;
2256                 power_desc[num].fail = 10;
2257                 power_desc[num++].number = -3;
2258 #ifdef JP
2259 strcpy(power_desc[num].name, "ÊÑ´¹: £Í£Ð¢ª£È£Ð");
2260 #else
2261                 strcpy(power_desc[num].name, "Convert SP to HP");
2262 #endif
2263
2264                 power_desc[num].level = 25;
2265                 power_desc[num].cost = 0;
2266                 power_desc[num].stat = A_INT;
2267                 power_desc[num].fail = 10;
2268                 power_desc[num++].number = -4;
2269                 break;
2270         }
2271         case CLASS_CHAOS_WARRIOR:
2272         {
2273 #ifdef JP
2274 strcpy(power_desc[num].name, "¸¸ÏǤθ÷");
2275 #else
2276                 strcpy(power_desc[num].name, "Confusing Light");
2277 #endif
2278
2279                 power_desc[num].level = 40;
2280                 power_desc[num].cost = 50;
2281                 power_desc[num].stat = A_INT;
2282                 power_desc[num].fail = 25;
2283                 power_desc[num++].number = -3;
2284                 break;
2285         }
2286         case CLASS_MONK:
2287         {
2288 #ifdef JP
2289 strcpy(power_desc[num].name, "¹½¤¨¤ë");
2290 #else
2291                 strcpy(power_desc[num].name, "Assume a Posture");
2292 #endif
2293
2294                 power_desc[num].level = 25;
2295                 power_desc[num].cost = 0;
2296                 power_desc[num].stat = A_DEX;
2297                 power_desc[num].fail = 0;
2298                 power_desc[num++].number = -3;
2299 #ifdef JP
2300 strcpy(power_desc[num].name, "É´Îö·ý");
2301 #else
2302                 strcpy(power_desc[num].name, "Double Attack");
2303 #endif
2304
2305                 power_desc[num].level = 30;
2306                 power_desc[num].cost = 30;
2307                 power_desc[num].stat = A_STR;
2308                 power_desc[num].fail = 20;
2309                 power_desc[num++].number = -4;
2310                 break;
2311         }
2312         case CLASS_MINDCRAFTER:
2313         case CLASS_FORCETRAINER:
2314         {
2315 #ifdef JP
2316 strcpy(power_desc[num].name, "ÌÀ¶À»ß¿å");
2317 #else
2318                 strcpy(power_desc[num].name, "Clear Mind");
2319 #endif
2320
2321                 power_desc[num].level = 15;
2322                 power_desc[num].cost = 0;
2323                 power_desc[num].stat = A_WIS;
2324                 power_desc[num].fail = 10;
2325                 power_desc[num++].number = -3;
2326                 break;
2327         }
2328         case CLASS_TOURIST:
2329         {
2330 #ifdef JP
2331 strcpy(power_desc[num].name, "¼Ì¿¿»£±Æ");
2332 #else
2333                 strcpy(power_desc[num].name, "Take a Photograph");
2334 #endif
2335
2336                 power_desc[num].level = 1;
2337                 power_desc[num].cost = 0;
2338                 power_desc[num].stat = A_DEX;
2339                 power_desc[num].fail = 0;
2340                 power_desc[num++].number = -3;
2341 #ifdef JP
2342 strcpy(power_desc[num].name, "¿¿¡¦´ÕÄê");
2343 #else
2344                 strcpy(power_desc[num].name, "Identify True");
2345 #endif
2346
2347                 power_desc[num].level = 25;
2348                 power_desc[num].cost = 20;
2349                 power_desc[num].stat = A_INT;
2350                 power_desc[num].fail = 20;
2351                 power_desc[num++].number = -4;
2352                 break;
2353         }
2354         case CLASS_IMITATOR:
2355         {
2356 #ifdef JP
2357 strcpy(power_desc[num].name, "ÇÜÊÖ¤·");
2358 #else
2359                 strcpy(power_desc[num].name, "Double Revenge");
2360 #endif
2361
2362                 power_desc[num].level = 30;
2363                 power_desc[num].cost = 100;
2364                 power_desc[num].stat = A_DEX;
2365                 power_desc[num].fail = 30;
2366                 power_desc[num++].number = -3;
2367                 break;
2368         }
2369         case CLASS_BEASTMASTER:
2370         {
2371 #ifdef JP
2372 strcpy(power_desc[num].name, "À¸Êª»ÙÇÛ");
2373 #else
2374                 strcpy(power_desc[num].name, "Dominate a Living Thing");
2375 #endif
2376
2377                 power_desc[num].level = 1;
2378                 power_desc[num].cost = (p_ptr->lev+3)/4;
2379                 power_desc[num].stat = A_CHR;
2380                 power_desc[num].fail = 10;
2381                 power_desc[num++].number = -3;
2382 #ifdef JP
2383 strcpy(power_desc[num].name, "¿¿¡¦À¸Êª»ÙÇÛ");
2384 #else
2385                 strcpy(power_desc[num].name, "Dominate Living Things");
2386 #endif
2387
2388                 power_desc[num].level = 30;
2389                 power_desc[num].cost = (p_ptr->lev+20)/2;
2390                 power_desc[num].stat = A_CHR;
2391                 power_desc[num].fail = 10;
2392                 power_desc[num++].number = -4;
2393                 break;
2394         }
2395         case CLASS_ARCHER:
2396         {
2397 #ifdef JP
2398 strcpy(power_desc[num].name, "ÃÆ/Ìð¤ÎÀ½Â¤");
2399 #else
2400                 strcpy(power_desc[num].name, "Create Ammo");
2401 #endif
2402
2403                 power_desc[num].level = 1;
2404                 power_desc[num].cost = 0;
2405                 power_desc[num].stat = A_DEX;
2406                 power_desc[num].fail = 0;
2407                 power_desc[num++].number = -3;
2408                 break;
2409         }
2410         case CLASS_MAGIC_EATER:
2411         {
2412 #ifdef JP
2413 strcpy(power_desc[num].name, "ËâÎϤμè¤ê¹þ¤ß");
2414 #else
2415                 strcpy(power_desc[num].name, "Absorb Magic");
2416 #endif
2417
2418                 power_desc[num].level = 1;
2419                 power_desc[num].cost = 0;
2420                 power_desc[num].stat = A_INT;
2421                 power_desc[num].fail = 0;
2422                 power_desc[num++].number = -3;
2423                 break;
2424         }
2425         case CLASS_BARD:
2426         {
2427 #ifdef JP
2428 strcpy(power_desc[num].name, "²Î¤ò»ß¤á¤ë");
2429 #else
2430                 strcpy(power_desc[num].name, "Stop Singing");
2431 #endif
2432
2433                 power_desc[num].level = 1;
2434                 power_desc[num].cost = 0;
2435                 power_desc[num].stat = A_CHR;
2436                 power_desc[num].fail = 0;
2437                 power_desc[num++].number = -3;
2438                 break;
2439         }
2440         case CLASS_RED_MAGE:
2441         {
2442 #ifdef JP
2443 strcpy(power_desc[num].name, "Ϣ³Ëâ");
2444 #else
2445                 strcpy(power_desc[num].name, "Double Magic");
2446 #endif
2447
2448                 power_desc[num].level = 48;
2449                 power_desc[num].cost = 20;
2450                 power_desc[num].stat = A_INT;
2451                 power_desc[num].fail = 0;
2452                 power_desc[num++].number = -3;
2453                 break;
2454         }
2455         case CLASS_SAMURAI:
2456         {
2457 #ifdef JP
2458 strcpy(power_desc[num].name, "µ¤¹ç¤¤¤¿¤á");
2459 #else
2460                 strcpy(power_desc[num].name, "Concentration");
2461 #endif
2462
2463                 power_desc[num].level = 1;
2464                 power_desc[num].cost = 0;
2465                 power_desc[num].stat = A_WIS;
2466                 power_desc[num].fail = 0;
2467                 power_desc[num++].number = -3;
2468 #ifdef JP
2469 strcpy(power_desc[num].name, "·¿");
2470 #else
2471                 strcpy(power_desc[num].name, "Assume a Posture");
2472 #endif
2473
2474                 power_desc[num].level = 25;
2475                 power_desc[num].cost = 0;
2476                 power_desc[num].stat = A_DEX;
2477                 power_desc[num].fail = 0;
2478                 power_desc[num++].number = -4;
2479                 break;
2480         }
2481         case CLASS_BLUE_MAGE:
2482         {
2483 #ifdef JP
2484 strcpy(power_desc[num].name, "¥é¡¼¥Ë¥ó¥°");
2485 #else
2486                 strcpy(power_desc[num].name, "Learning");
2487 #endif
2488
2489                 power_desc[num].level = 1;
2490                 power_desc[num].cost = 0;
2491                 power_desc[num].stat = A_INT;
2492                 power_desc[num].fail = 0;
2493                 power_desc[num++].number = -3;
2494                 break;
2495         }
2496         case CLASS_CAVALRY:
2497         {
2498 #ifdef JP
2499 strcpy(power_desc[num].name, "¹ÓÇϤʤ餷");
2500 #else
2501                 strcpy(power_desc[num].name, "Rodeo");
2502 #endif
2503
2504                 power_desc[num].level = 10;
2505                 power_desc[num].cost = 0;
2506                 power_desc[num].stat = A_STR;
2507                 power_desc[num].fail = 10;
2508                 power_desc[num++].number = -3;
2509                 break;
2510         }
2511         case CLASS_BERSERKER:
2512         {
2513 #ifdef JP
2514 strcpy(power_desc[num].name, "µ¢´Ô");
2515 #else
2516                 strcpy(power_desc[num].name, "Recall");
2517 #endif
2518
2519                 power_desc[num].level = 10;
2520                 power_desc[num].cost = 10;
2521                 power_desc[num].stat = A_DEX;
2522                 power_desc[num].fail = 20;
2523                 power_desc[num++].number = -3;
2524                 break;
2525         }
2526         case CLASS_MIRROR_MASTER:
2527         {
2528 #ifdef JP
2529 strcpy(power_desc[num].name, "¶À³ä¤ê");
2530 #else
2531                 strcpy(power_desc[num].name, "Break Mirrors");
2532 #endif
2533
2534                 power_desc[num].level = 1;
2535                 power_desc[num].cost = 0;
2536                 power_desc[num].stat = A_INT;
2537                 power_desc[num].fail = 0;
2538                 power_desc[num++].number = -3;
2539 #ifdef JP
2540 strcpy(power_desc[num].name, "ÀÅ¿å");
2541 #else
2542                 strcpy(power_desc[num].name, "Mirror Concentration");
2543 #endif
2544
2545                 power_desc[num].level = 30;
2546                 power_desc[num].cost = 0;
2547                 power_desc[num].stat = A_INT;
2548                 power_desc[num].fail = 20;
2549                 power_desc[num++].number = -4;
2550                 break;
2551         }
2552         case CLASS_SMITH:
2553         {
2554 #ifdef JP
2555 strcpy(power_desc[num].name, "ÌÜÍø¤­");
2556 #else
2557                 strcpy(power_desc[num].name, "Judgment");
2558 #endif
2559
2560                 power_desc[num].level = 5;
2561                 power_desc[num].cost = 15;
2562                 power_desc[num].stat = A_INT;
2563                 power_desc[num].fail = 20;
2564                 power_desc[num++].number = -3;
2565                 break;
2566         }
2567         case CLASS_NINJA:
2568         {
2569 #ifdef JP
2570 strcpy(power_desc[num].name, "®¶î¤±");
2571 #else
2572                 strcpy(power_desc[num].name, "Quick Walk");
2573 #endif
2574
2575                 power_desc[num].level = 20;
2576                 power_desc[num].cost = 0;
2577                 power_desc[num].stat = A_DEX;
2578                 power_desc[num].fail = 0;
2579                 power_desc[num++].number = -3;
2580                 break;
2581         }
2582         default:
2583 #ifdef JP
2584 strcpy(power_desc[0].name, "(¤Ê¤·)");
2585 #else
2586                 strcpy(power_desc[0].name, "(none)");
2587 #endif
2588
2589         }
2590
2591         if (p_ptr->mimic_form)
2592         {
2593                 switch (p_ptr->mimic_form)
2594                 {
2595                 case MIMIC_DEMON:
2596                 case MIMIC_DEMON_LORD:
2597 #ifdef JP
2598 sprintf(power_desc[num].name, "ÃϹö/²Ð±ê¤Î¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 3);
2599 #else
2600                         sprintf(power_desc[num].name, "Nether or Fire Breath (dam %d)", lvl * 3);
2601 #endif
2602
2603                         power_desc[num].level = 15;
2604                         power_desc[num].cost = 10+lvl/3;
2605                         power_desc[num].stat = A_CON;
2606                         power_desc[num].fail = 20;
2607                         power_desc[num++].number = -1;
2608                         break;
2609                 case MIMIC_VAMPIRE:
2610 #ifdef JP
2611 strcpy(power_desc[num].name, "À¸Ì¿Îϵۼý");
2612 #else
2613                         strcpy(power_desc[num].name, "Drain Life");
2614 #endif
2615
2616                         power_desc[num].level = 2;
2617                         power_desc[num].cost = 1 + (lvl / 3);
2618                         power_desc[num].stat = A_CON;
2619                         power_desc[num].fail = 9;
2620                         power_desc[num++].number = -1;
2621                         break;
2622                 }
2623         }
2624         else
2625         {
2626         switch (p_ptr->prace)
2627         {
2628                 case RACE_DWARF:
2629 #ifdef JP
2630 strcpy(power_desc[num].name, "¥É¥¢¤Èæ« ´¶ÃÎ");
2631 #else
2632                         strcpy(power_desc[num].name, "Detect Doors+Traps");
2633 #endif
2634
2635                         power_desc[num].level = 5;
2636                         power_desc[num].cost = 5;
2637                         power_desc[num].stat = A_WIS;
2638                         power_desc[num].fail = 12;
2639                         power_desc[num++].number = -1;
2640                         break;
2641                 case RACE_NIBELUNG:
2642 #ifdef JP
2643 strcpy(power_desc[num].name, "¥É¥¢¤Èæ« ´¶ÃÎ");
2644 #else
2645                         strcpy(power_desc[num].name, "Detect Doors+Traps");
2646 #endif
2647
2648                         power_desc[num].level = 10;
2649                         power_desc[num].cost = 5;
2650                         power_desc[num].stat = A_WIS;
2651                         power_desc[num].fail = 10;
2652                         power_desc[num++].number = -1;
2653                         break;
2654                 case RACE_HOBBIT:
2655 #ifdef JP
2656 strcpy(power_desc[num].name, "¿©ÎÈÀ¸À®");
2657 #else
2658                         strcpy(power_desc[num].name, "Create Food");
2659 #endif
2660
2661                         power_desc[num].level = 15;
2662                         power_desc[num].cost = 10;
2663                         power_desc[num].stat = A_INT;
2664                         power_desc[num].fail = 10;
2665                         power_desc[num++].number = -1;
2666                         break;
2667                 case RACE_GNOME:
2668 #ifdef JP
2669 sprintf(power_desc[num].name, "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È");
2670 #else
2671                         sprintf(power_desc[num].name, "Blink");
2672 #endif
2673
2674                         power_desc[num].level = 5;
2675                         power_desc[num].cost = 5;
2676                         power_desc[num].stat = A_INT;
2677                         power_desc[num].fail = 12;
2678                         power_desc[num++].number = -1;
2679                         break;
2680                 case RACE_HALF_ORC:
2681 #ifdef JP
2682 strcpy(power_desc[num].name, "¶²Éݽüµî");
2683 #else
2684                         strcpy(power_desc[num].name, "Remove Fear");
2685 #endif
2686
2687                         power_desc[num].level = 3;
2688                         power_desc[num].cost = 5;
2689                         power_desc[num].stat = A_WIS;
2690                         power_desc[num].fail = warrior ? 5 : 10;
2691                         power_desc[num++].number = -1;
2692                         break;
2693                 case RACE_HALF_TROLL:
2694 #ifdef JP
2695 strcpy(power_desc[num].name, "¶¸Àï»Î²½");
2696 #else
2697                         strcpy(power_desc[num].name, "Berserk");
2698 #endif
2699
2700                         power_desc[num].level = 10;
2701                         power_desc[num].cost = 12;
2702                         power_desc[num].stat = A_STR;
2703                         power_desc[num].fail = warrior ? 6 : 12;
2704                         power_desc[num++].number = -1;
2705                         break;
2706                 case RACE_BARBARIAN:
2707 #ifdef JP
2708 strcpy(power_desc[num].name, "¶¸Àï»Î²½");
2709 #else
2710                         strcpy(power_desc[num].name, "Berserk");
2711 #endif
2712
2713                         power_desc[num].level = 8;
2714                         power_desc[num].cost = 10;
2715                         power_desc[num].stat = A_STR;
2716                         power_desc[num].fail = warrior ? 6 : 12;
2717                         power_desc[num++].number = -1;
2718                         break;
2719                 case RACE_AMBERITE:
2720 #ifdef JP
2721 strcpy(power_desc[num].name, "¥·¥ã¥É¥¦¡¦¥·¥Õ¥È");
2722 #else
2723                         strcpy(power_desc[num].name, "Shadow Shifting");
2724 #endif
2725
2726                         power_desc[num].level = 30;
2727                         power_desc[num].cost = 50;
2728                         power_desc[num].stat = A_INT;
2729                         power_desc[num].fail = 50;
2730                         power_desc[num++].number = -1;
2731 #ifdef JP
2732 strcpy(power_desc[num].name, "¥Ñ¥¿¡¼¥ó¡¦¥¦¥©¡¼¥¯");
2733 #else
2734                         strcpy(power_desc[num].name, "Pattern Mindwalking");
2735 #endif
2736
2737                         power_desc[num].level = 40;
2738                         power_desc[num].cost = 75;
2739                         power_desc[num].stat = A_WIS;
2740                         power_desc[num].fail = 50;
2741                         power_desc[num++].number = -2;
2742                         break;
2743                 case RACE_HALF_OGRE:
2744 #ifdef JP
2745 strcpy(power_desc[num].name, "Çúȯ¤Î¥ë¡¼¥ó");
2746 #else
2747                         strcpy(power_desc[num].name, "Explosive Rune");
2748 #endif
2749
2750                         power_desc[num].level = 25;
2751                         power_desc[num].cost = 35;
2752                         power_desc[num].stat = A_INT;
2753                         power_desc[num].fail = 15;
2754                         power_desc[num++].number = -1;
2755                         break;
2756                 case RACE_HALF_GIANT:
2757 #ifdef JP
2758 strcpy(power_desc[num].name, "´äÀÐÍϲò");
2759 #else
2760                         strcpy(power_desc[num].name, "Stone to Mud");
2761 #endif
2762
2763                         power_desc[num].level = 20;
2764                         power_desc[num].cost = 10;
2765                         power_desc[num].stat = A_STR;
2766                         power_desc[num].fail = 12;
2767                         power_desc[num++].number = -1;
2768                         break;
2769                 case RACE_HALF_TITAN:
2770 #ifdef JP
2771 strcpy(power_desc[num].name, "¥¹¥­¥ã¥ó¡¦¥â¥ó¥¹¥¿¡¼");
2772 #else
2773                         strcpy(power_desc[num].name, "Probing");
2774 #endif
2775
2776                         power_desc[num].level = 15;
2777                         power_desc[num].cost = 10;
2778                         power_desc[num].stat = A_INT;
2779                         power_desc[num].fail = 12;
2780                         power_desc[num++].number = -1;
2781                         break;
2782                 case RACE_CYCLOPS:
2783 #ifdef JP
2784 sprintf(power_desc[num].name, "´äÀÐÅꤲ¡Ê¥À¥á¡¼¥¸ %d¡Ë", (3 * lvl) / 2);
2785 #else
2786                         sprintf(power_desc[num].name, "Throw Boulder (dam %d)", (3 * lvl) / 2);
2787 #endif
2788
2789                         power_desc[num].level = 20;
2790                         power_desc[num].cost = 15;
2791                         power_desc[num].stat = A_STR;
2792                         power_desc[num].fail = 12;
2793                         power_desc[num++].number = -1;
2794                         break;
2795                 case RACE_YEEK:
2796 #ifdef JP
2797 strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼¶²¹²");
2798 #else
2799                         strcpy(power_desc[num].name, "Scare Monster");
2800 #endif
2801
2802                         power_desc[num].level = 15;
2803                         power_desc[num].cost = 15;
2804                         power_desc[num].stat = A_WIS;
2805                         power_desc[num].fail = 10;
2806                         power_desc[num++].number = -1;
2807                         break;
2808                 case RACE_SPECTRE:
2809 #ifdef JP
2810 strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼¶²¹²");
2811 #else
2812                         strcpy(power_desc[num].name, "Scare Monster");
2813 #endif
2814
2815                         power_desc[num].level = 4;
2816                         power_desc[num].cost = 6;
2817                         power_desc[num].stat = A_INT;
2818                         power_desc[num].fail = 3;
2819                         power_desc[num++].number = -1;
2820                         break;
2821                 case RACE_KLACKON:
2822 #ifdef JP
2823 sprintf(power_desc[num].name, "»À¤ÎÂà(¥À¥á¡¼¥¸ %d)", lvl);
2824 #else
2825                         sprintf(power_desc[num].name, "Spit Acid (dam %d)", lvl);
2826 #endif
2827
2828                         power_desc[num].level = 9;
2829                         power_desc[num].cost = 9;
2830                         power_desc[num].stat = A_DEX;
2831                         power_desc[num].fail = 14;
2832                         power_desc[num++].number = -1;
2833                         break;
2834                 case RACE_KOBOLD:
2835 #ifdef JP
2836 sprintf(power_desc[num].name, "ÆǤΥÀ¡¼¥Ä (¥À¥á¡¼¥¸ %d)", lvl);
2837 #else
2838                         sprintf(power_desc[num].name, "Poison Dart (dam %d)", lvl);
2839 #endif
2840
2841                         power_desc[num].level = 12;
2842                         power_desc[num].cost = 8;
2843                         power_desc[num].stat = A_DEX;
2844                         power_desc[num].fail = 14;
2845                         power_desc[num++].number = -1;
2846                         break;
2847                 case RACE_DARK_ELF:
2848 #ifdef JP
2849 sprintf(power_desc[num].name, "¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë (¥À¥á¡¼¥¸ %dd%d)", 3 + ((lvl - 1) / 5), 4);
2850 #else
2851                         sprintf(power_desc[num].name, "Magic Missile (dm %dd%d)", 3 + ((lvl - 1) / 5), 4);
2852 #endif
2853
2854                         power_desc[num].level = 2;
2855                         power_desc[num].cost = 2;
2856                         power_desc[num].stat = A_INT;
2857                         power_desc[num].fail = 9;
2858                         power_desc[num++].number = -1;
2859                         break;
2860                 case RACE_DRACONIAN:
2861 #ifdef JP
2862 sprintf(power_desc[num].name, "¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 2);
2863 #else
2864                         sprintf(power_desc[num].name, "Breath Weapon (dam %d)", lvl * 2);
2865 #endif
2866
2867                         power_desc[num].level = 1;
2868                         power_desc[num].cost = lvl;
2869                         power_desc[num].stat = A_CON;
2870                         power_desc[num].fail = 12;
2871                         power_desc[num++].number = -1;
2872                         break;
2873                 case RACE_MIND_FLAYER:
2874 #ifdef JP
2875 sprintf(power_desc[num].name, "Àº¿À¹¶·â (¥À¥á¡¼¥¸ %d)", lvl);
2876 #else
2877                         sprintf(power_desc[num].name, "Mind Blast (dam %d)", lvl);
2878 #endif
2879
2880                         power_desc[num].level = 15;
2881                         power_desc[num].cost = 12;
2882                         power_desc[num].stat = A_INT;
2883                         power_desc[num].fail = 14;
2884                         power_desc[num++].number = -1;
2885                         break;
2886                 case RACE_IMP:
2887 #ifdef JP
2888 sprintf(power_desc[num].name, "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È/¥Ü¡¼¥ë (¥À¥á¡¼¥¸ %d)", lvl);
2889 #else
2890                         sprintf(power_desc[num].name, "Fire Bolt/Ball (dam %d)", lvl);
2891 #endif
2892
2893                         power_desc[num].level = 9;
2894                         power_desc[num].cost = 15;
2895                         power_desc[num].stat = A_WIS;
2896                         power_desc[num].fail = 15;
2897                         power_desc[num++].number = -1;
2898                         break;
2899                 case RACE_GOLEM:
2900 #ifdef JP
2901 strcpy(power_desc[num].name, "È©Àв½ (´ü´Ö 1d20+30)");
2902 #else
2903                         strcpy(power_desc[num].name, "Stone Skin (dur 1d20+30)");
2904 #endif
2905
2906                         power_desc[num].level = 20;
2907                         power_desc[num].cost = 15;
2908                         power_desc[num].stat = A_CON;
2909                         power_desc[num].fail = 8;
2910                         power_desc[num++].number = -1;
2911                         break;
2912                 case RACE_SKELETON:
2913                 case RACE_ZOMBIE:
2914 #ifdef JP
2915 strcpy(power_desc[num].name, "·Ð¸³ÃÍÉü³è");
2916 #else
2917                         strcpy(power_desc[num].name, "Restore Life");
2918 #endif
2919
2920                         power_desc[num].level = 30;
2921                         power_desc[num].cost = 30;
2922                         power_desc[num].stat = A_WIS;
2923                         power_desc[num].fail = 18;
2924                         power_desc[num++].number = -1;
2925                         break;
2926                 case RACE_VAMPIRE:
2927 #ifdef JP
2928 strcpy(power_desc[num].name, "À¸Ì¿Îϵۼý");
2929 #else
2930                         strcpy(power_desc[num].name, "Drain Life");
2931 #endif
2932
2933                         power_desc[num].level = 2;
2934                         power_desc[num].cost = 1 + (lvl / 3);
2935                         power_desc[num].stat = A_CON;
2936                         power_desc[num].fail = 9;
2937                         power_desc[num++].number = -1;
2938                         break;
2939                 case RACE_SPRITE:
2940 #ifdef JP
2941 strcpy(power_desc[num].name, "̲¤êÊ´");
2942 #else
2943                         strcpy(power_desc[num].name, "Sleeping Dust");
2944 #endif
2945
2946                         power_desc[num].level = 12;
2947                         power_desc[num].cost = 12;
2948                         power_desc[num].stat = A_INT;
2949                         power_desc[num].fail = 15;
2950                         power_desc[num++].number = -1;
2951                         break;
2952                 case RACE_DEMON:
2953 #ifdef JP
2954 sprintf(power_desc[num].name, "ÃϹö/²Ð±ê¤Î¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 3);
2955 #else
2956                         sprintf(power_desc[num].name, "Nether or Fire Breath (dam %d)", lvl * 3);
2957 #endif
2958
2959                         power_desc[num].level = 15;
2960                         power_desc[num].cost = 10+lvl/3;
2961                         power_desc[num].stat = A_CON;
2962                         power_desc[num].fail = 20;
2963                         power_desc[num++].number = -1;
2964                         break;
2965                 case RACE_KUTA:
2966 #ifdef JP
2967 strcpy(power_desc[num].name, "²£¤Ë¿­¤Ó¤ë");
2968 #else
2969                         strcpy(power_desc[num].name, "Expand Horizontally (dur 30+1d20)");
2970 #endif
2971
2972                         power_desc[num].level = 20;
2973                         power_desc[num].cost = 15;
2974                         power_desc[num].stat = A_CHR;
2975                         power_desc[num].fail = 8;
2976                         power_desc[num++].number = -1;
2977                         break;
2978                 case RACE_ANDROID:
2979                         if (p_ptr->lev < 10)
2980                         {
2981 #ifdef JP
2982 strcpy(power_desc[num].name, "¥ì¥¤¥¬¥ó");
2983 #else
2984                                 strcpy(power_desc[num].name, "Ray Gun");
2985 #endif
2986
2987                                 power_desc[num].level = 1;
2988                                 power_desc[num].cost = 7;
2989                                 power_desc[num].fail = 8;
2990                         }
2991                         else if (p_ptr->lev < 25)
2992                         {
2993 #ifdef JP
2994 strcpy(power_desc[num].name, "¥Ö¥é¥¹¥¿¡¼");
2995 #else
2996                                 strcpy(power_desc[num].name, "Blaster");
2997 #endif
2998
2999                                 power_desc[num].level = 10;
3000                                 power_desc[num].cost = 13;
3001                                 power_desc[num].fail = 10;
3002                         }
3003                         else if (p_ptr->lev < 35)
3004                         {
3005 #ifdef JP
3006 strcpy(power_desc[num].name, "¥Ð¥º¡¼¥«");
3007 #else
3008                                 strcpy(power_desc[num].name, "Bazooka");
3009 #endif
3010
3011                                 power_desc[num].level = 25;
3012                                 power_desc[num].cost = 26;
3013                                 power_desc[num].fail = 12;
3014                         }
3015                         else if (p_ptr->lev < 45)
3016                         {
3017 #ifdef JP
3018 strcpy(power_desc[num].name, "¥Ó¡¼¥à¥­¥ã¥Î¥ó");
3019 #else
3020                                 strcpy(power_desc[num].name, "Beam Cannon");
3021 #endif
3022
3023                                 power_desc[num].level = 35;
3024                                 power_desc[num].cost = 40;
3025                                 power_desc[num].fail = 15;
3026                         }
3027                         else
3028                         {
3029 #ifdef JP
3030 strcpy(power_desc[num].name, "¥í¥±¥Ã¥È");
3031 #else
3032                                 strcpy(power_desc[num].name, "Rocket");
3033 #endif
3034
3035                                 power_desc[num].level = 45;
3036                                 power_desc[num].cost = 60;
3037                                 power_desc[num].fail = 18;
3038                         }
3039                         power_desc[num].stat = A_STR;
3040                         power_desc[num++].number = -1;
3041                         break;
3042                 default:
3043                 {
3044                         break;
3045                 }
3046         }
3047         }
3048
3049         if (p_ptr->muta1)
3050         {
3051                 if (p_ptr->muta1 & MUT1_SPIT_ACID)
3052                 {
3053 #ifdef JP
3054 strcpy(power_desc[num].name, "»À¤ÎÂÃ");
3055 #else
3056                         strcpy(power_desc[num].name, "Spit Acid");
3057 #endif
3058
3059                         power_desc[num].level = 9;
3060                         power_desc[num].cost = 9;
3061                         power_desc[num].stat = A_DEX;
3062                         power_desc[num].fail = 15;
3063                         power_desc[num++].number = MUT1_SPIT_ACID;
3064                 }
3065
3066                 if (p_ptr->muta1 & MUT1_BR_FIRE)
3067                 {
3068 #ifdef JP
3069 strcpy(power_desc[num].name, "±ê¤Î¥Ö¥ì¥¹");
3070 #else
3071                         strcpy(power_desc[num].name, "Fire Breath");
3072 #endif
3073
3074                         power_desc[num].level = 20;
3075                         power_desc[num].cost = lvl;
3076                         power_desc[num].stat = A_CON;
3077                         power_desc[num].fail = 18;
3078                         power_desc[num++].number = MUT1_BR_FIRE;
3079                 }
3080
3081                 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
3082                 {
3083 #ifdef JP
3084 strcpy(power_desc[num].name, "ºÅ̲âˤß");
3085 #else
3086                         strcpy(power_desc[num].name, "Hypnotic Gaze");
3087 #endif
3088
3089                         power_desc[num].level = 12;
3090                         power_desc[num].cost = 12;
3091                         power_desc[num].stat = A_CHR;
3092                         power_desc[num].fail = 18;
3093                         power_desc[num++].number = MUT1_HYPN_GAZE;
3094                 }
3095
3096                 if (p_ptr->muta1 & MUT1_TELEKINES)
3097                 {
3098 #ifdef JP
3099 strcpy(power_desc[num].name, "Ç°Æ°ÎÏ");
3100 #else
3101                         strcpy(power_desc[num].name, "Telekinesis");
3102 #endif
3103
3104                         power_desc[num].level = 9;
3105                         power_desc[num].cost = 9;
3106                         power_desc[num].stat = A_WIS;
3107                         power_desc[num].fail = 14;
3108                         power_desc[num++].number = MUT1_TELEKINES;
3109                 }
3110
3111                 if (p_ptr->muta1 & MUT1_VTELEPORT)
3112                 {
3113 #ifdef JP
3114 strcpy(power_desc[num].name, "¥Æ¥ì¥Ý¡¼¥È");
3115 #else
3116                         strcpy(power_desc[num].name, "Teleport");
3117 #endif
3118
3119                         power_desc[num].level = 7;
3120                         power_desc[num].cost = 7;
3121                         power_desc[num].stat = A_WIS;
3122                         power_desc[num].fail = 15;
3123                         power_desc[num++].number = MUT1_VTELEPORT;
3124                 }
3125
3126                 if (p_ptr->muta1 & MUT1_MIND_BLST)
3127                 {
3128 #ifdef JP
3129 strcpy(power_desc[num].name, "Àº¿À¹¶·â");
3130 #else
3131                         strcpy(power_desc[num].name, "Mind Blast");
3132 #endif
3133
3134                         power_desc[num].level = 5;
3135                         power_desc[num].cost = 3;
3136                         power_desc[num].stat = A_WIS;
3137                         power_desc[num].fail = 15;
3138                         power_desc[num++].number = MUT1_MIND_BLST;
3139                 }
3140
3141                 if (p_ptr->muta1 & MUT1_RADIATION)
3142                 {
3143 #ifdef JP
3144 strcpy(power_desc[num].name, "Êü¼Íǽ");
3145 #else
3146                         strcpy(power_desc[num].name, "Emit Radiation");
3147 #endif
3148
3149                         power_desc[num].level = 15;
3150                         power_desc[num].cost = 15;
3151                         power_desc[num].stat = A_CON;
3152                         power_desc[num].fail = 14;
3153                         power_desc[num++].number = MUT1_RADIATION;
3154                 }
3155
3156                 if (p_ptr->muta1 & MUT1_VAMPIRISM)
3157                 {
3158 #ifdef JP
3159 strcpy(power_desc[num].name, "µÛ·ì¥É¥ì¥¤¥ó");
3160 #else
3161                         strcpy(power_desc[num].name, "Vampiric Drain");
3162 #endif
3163
3164                         power_desc[num].level = 2;
3165                         power_desc[num].cost = (1 + (lvl / 3));
3166                         power_desc[num].stat = A_CON;
3167                         power_desc[num].fail = 9;
3168                         power_desc[num++].number = MUT1_VAMPIRISM;
3169                 }
3170
3171                 if (p_ptr->muta1 & MUT1_SMELL_MET)
3172                 {
3173 #ifdef JP
3174 strcpy(power_desc[num].name, "¶â°Ó̳Ð");
3175 #else
3176                         strcpy(power_desc[num].name, "Smell Metal");
3177 #endif
3178
3179                         power_desc[num].level = 3;
3180                         power_desc[num].cost = 2;
3181                         power_desc[num].stat = A_INT;
3182                         power_desc[num].fail = 12;
3183                         power_desc[num++].number = MUT1_SMELL_MET;
3184                 }
3185
3186                 if (p_ptr->muta1 & MUT1_SMELL_MON)
3187                 {
3188 #ifdef JP
3189 strcpy(power_desc[num].name, "Ũ½­Ó̳Ð");
3190 #else
3191                         strcpy(power_desc[num].name, "Smell Monsters");
3192 #endif
3193
3194                         power_desc[num].level = 5;
3195                         power_desc[num].cost = 4;
3196                         power_desc[num].stat = A_INT;
3197                         power_desc[num].fail = 15;
3198                         power_desc[num++].number = MUT1_SMELL_MON;
3199                 }
3200
3201                 if (p_ptr->muta1 & MUT1_BLINK)
3202                 {
3203 #ifdef JP
3204 strcpy(power_desc[num].name, "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È");
3205 #else
3206                         strcpy(power_desc[num].name, "Blink");
3207 #endif
3208
3209                         power_desc[num].level = 3;
3210                         power_desc[num].cost = 3;
3211                         power_desc[num].stat = A_WIS;
3212                         power_desc[num].fail = 12;
3213                         power_desc[num++].number = MUT1_BLINK;
3214                 }
3215
3216                 if (p_ptr->muta1 & MUT1_EAT_ROCK)
3217                 {
3218 #ifdef JP
3219 strcpy(power_desc[num].name, "´ä¿©¤¤");
3220 #else
3221                         strcpy(power_desc[num].name, "Eat Rock");
3222 #endif
3223
3224                         power_desc[num].level = 8;
3225                         power_desc[num].cost = 12;
3226                         power_desc[num].stat = A_CON;
3227                         power_desc[num].fail = 18;
3228                         power_desc[num++].number = MUT1_EAT_ROCK;
3229                 }
3230
3231                 if (p_ptr->muta1 & MUT1_SWAP_POS)
3232                 {
3233 #ifdef JP
3234 strcpy(power_desc[num].name, "°ÌÃÖ¸ò´¹");
3235 #else
3236                         strcpy(power_desc[num].name, "Swap Position");
3237 #endif
3238
3239                         power_desc[num].level = 15;
3240                         power_desc[num].cost = 12;
3241                         power_desc[num].stat = A_DEX;
3242                         power_desc[num].fail = 16;
3243                         power_desc[num++].number = MUT1_SWAP_POS;
3244                 }
3245
3246                 if (p_ptr->muta1 & MUT1_SHRIEK)
3247                 {
3248 #ifdef JP
3249 strcpy(power_desc[num].name, "¶«¤Ó");
3250 #else
3251                         strcpy(power_desc[num].name, "Shriek");
3252 #endif
3253
3254                         power_desc[num].level = 20;
3255                         power_desc[num].cost = 14;
3256                         power_desc[num].stat = A_CON;
3257                         power_desc[num].fail = 16;
3258                         power_desc[num++].number = MUT1_SHRIEK;
3259                 }
3260
3261                 if (p_ptr->muta1 & MUT1_ILLUMINE)
3262                 {
3263 #ifdef JP
3264 strcpy(power_desc[num].name, "¾ÈÌÀ");
3265 #else
3266                         strcpy(power_desc[num].name, "Illuminate");
3267 #endif
3268
3269                         power_desc[num].level = 3;
3270                         power_desc[num].cost = 2;
3271                         power_desc[num].stat = A_INT;
3272                         power_desc[num].fail = 10;
3273                         power_desc[num++].number = MUT1_ILLUMINE;
3274                 }
3275
3276                 if (p_ptr->muta1 & MUT1_DET_CURSE)
3277                 {
3278 #ifdef JP
3279 strcpy(power_desc[num].name, "¼ö¤¤´¶ÃÎ");
3280 #else
3281                         strcpy(power_desc[num].name, "Detect Curses");
3282 #endif
3283
3284                         power_desc[num].level = 7;
3285                         power_desc[num].cost = 14;
3286                         power_desc[num].stat = A_WIS;
3287                         power_desc[num].fail = 14;
3288                         power_desc[num++].number = MUT1_DET_CURSE;
3289                 }
3290
3291                 if (p_ptr->muta1 & MUT1_BERSERK)
3292                 {
3293 #ifdef JP
3294 strcpy(power_desc[num].name, "¶¸Àï»Î²½");
3295 #else
3296                         strcpy(power_desc[num].name, "Berserk");
3297 #endif
3298
3299                         power_desc[num].level = 8;
3300                         power_desc[num].cost = 8;
3301                         power_desc[num].stat = A_STR;
3302                         power_desc[num].fail = 14;
3303                         power_desc[num++].number = MUT1_BERSERK;
3304                 }
3305
3306                 if (p_ptr->muta1 & MUT1_POLYMORPH)
3307                 {
3308 #ifdef JP
3309 strcpy(power_desc[num].name, "ÊÑ¿È");
3310 #else
3311                         strcpy(power_desc[num].name, "Polymorph");
3312 #endif
3313
3314                         power_desc[num].level = 18;
3315                         power_desc[num].cost = 20;
3316                         power_desc[num].stat = A_CON;
3317                         power_desc[num].fail = 18;
3318                         power_desc[num++].number = MUT1_POLYMORPH;
3319                 }
3320
3321                 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
3322                 {
3323 #ifdef JP
3324 strcpy(power_desc[num].name, "¥ß¥À¥¹¤Î¼ê");
3325 #else
3326                         strcpy(power_desc[num].name, "Midas Touch");
3327 #endif
3328
3329                         power_desc[num].level = 10;
3330                         power_desc[num].cost = 5;
3331                         power_desc[num].stat = A_INT;
3332                         power_desc[num].fail = 12;
3333                         power_desc[num++].number = MUT1_MIDAS_TCH;
3334                 }
3335
3336                 if (p_ptr->muta1 & MUT1_GROW_MOLD)
3337                 {
3338 #ifdef JP
3339 strcpy(power_desc[num].name, "¥«¥ÓȯÀ¸");
3340 #else
3341                         strcpy(power_desc[num].name, "Grow Mold");
3342 #endif
3343
3344                         power_desc[num].level = 1;
3345                         power_desc[num].cost = 6;
3346                         power_desc[num].stat = A_CON;
3347                         power_desc[num].fail = 14;
3348                         power_desc[num++].number = MUT1_GROW_MOLD;
3349                 }
3350
3351                 if (p_ptr->muta1 & MUT1_RESIST)
3352                 {
3353 #ifdef JP
3354 strcpy(power_desc[num].name, "¥¨¥ì¥á¥ó¥ÈÂÑÀ­");
3355 #else
3356                         strcpy(power_desc[num].name, "Resist Elements");
3357 #endif
3358
3359                         power_desc[num].level = 10;
3360                         power_desc[num].cost = 12;
3361                         power_desc[num].stat = A_CON;
3362                         power_desc[num].fail = 12;
3363                         power_desc[num++].number = MUT1_RESIST;
3364                 }
3365
3366                 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
3367                 {
3368 #ifdef JP
3369 strcpy(power_desc[num].name, "ÃÏ¿Ì");
3370 #else
3371                         strcpy(power_desc[num].name, "Earthquake");
3372 #endif
3373
3374                         power_desc[num].level = 12;
3375                         power_desc[num].cost = 12;
3376                         power_desc[num].stat = A_STR;
3377                         power_desc[num].fail = 16;
3378                         power_desc[num++].number = MUT1_EARTHQUAKE;
3379                 }
3380
3381                 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
3382                 {
3383 #ifdef JP
3384 strcpy(power_desc[num].name, "ËâÎÏ¿©¤¤");
3385 #else
3386                         strcpy(power_desc[num].name, "Eat Magic");
3387 #endif
3388
3389                         power_desc[num].level = 17;
3390                         power_desc[num].cost = 1;
3391                         power_desc[num].stat = A_WIS;
3392                         power_desc[num].fail = 15;
3393                         power_desc[num++].number = MUT1_EAT_MAGIC;
3394                 }
3395
3396                 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
3397                 {
3398 #ifdef JP
3399 strcpy(power_desc[num].name, "ËâÎÏ´¶ÃÎ");
3400 #else
3401                         strcpy(power_desc[num].name, "Weigh Magic");
3402 #endif
3403
3404                         power_desc[num].level = 6;
3405                         power_desc[num].cost = 6;
3406                         power_desc[num].stat = A_INT;
3407                         power_desc[num].fail = 10;
3408                         power_desc[num++].number = MUT1_WEIGH_MAG;
3409                 }
3410
3411                 if (p_ptr->muta1 & MUT1_STERILITY)
3412                 {
3413 #ifdef JP
3414 strcpy(power_desc[num].name, "Áý¿£ÁË»ß");
3415 #else
3416                         strcpy(power_desc[num].name, "Sterilize");
3417 #endif
3418
3419                         power_desc[num].level = 12;
3420                         power_desc[num].cost = 23;
3421                         power_desc[num].stat = A_CHR;
3422                         power_desc[num].fail = 15;
3423                         power_desc[num++].number = MUT1_STERILITY;
3424                 }
3425
3426                 if (p_ptr->muta1 & MUT1_PANIC_HIT)
3427                 {
3428 #ifdef JP
3429 strcpy(power_desc[num].name, "¥Ò¥Ã¥È¡õ¥¢¥¦¥§¥¤");
3430 #else
3431                         strcpy(power_desc[num].name, "Panic Hit");
3432 #endif
3433
3434                         power_desc[num].level = 10;
3435                         power_desc[num].cost = 12;
3436                         power_desc[num].stat = A_DEX;
3437                         power_desc[num].fail = 14;
3438                         power_desc[num++].number = MUT1_PANIC_HIT;
3439                 }
3440
3441                 if (p_ptr->muta1 & MUT1_DAZZLE)
3442                 {
3443 #ifdef JP
3444 strcpy(power_desc[num].name, "âÁÏÇ");
3445 #else
3446                         strcpy(power_desc[num].name, "Dazzle");
3447 #endif
3448
3449                         power_desc[num].level = 7;
3450                         power_desc[num].cost = 15;
3451                         power_desc[num].stat = A_CHR;
3452                         power_desc[num].fail = 8;
3453                         power_desc[num++].number = MUT1_DAZZLE;
3454                 }
3455
3456                 if (p_ptr->muta1 & MUT1_LASER_EYE)
3457                 {
3458 #ifdef JP
3459 strcpy(power_desc[num].name, "¥ì¡¼¥¶¡¼¡¦¥¢¥¤");
3460 #else
3461                         strcpy(power_desc[num].name, "Laser Eye");
3462 #endif
3463
3464                         power_desc[num].level = 7;
3465                         power_desc[num].cost = 10;
3466                         power_desc[num].stat = A_WIS;
3467                         power_desc[num].fail = 9;
3468                         power_desc[num++].number = MUT1_LASER_EYE;
3469                 }
3470
3471                 if (p_ptr->muta1 & MUT1_RECALL)
3472                 {
3473 #ifdef JP
3474 strcpy(power_desc[num].name, "µ¢´Ô");
3475 #else
3476                         strcpy(power_desc[num].name, "Recall");
3477 #endif
3478
3479                         power_desc[num].level = 17;
3480                         power_desc[num].cost = 50;
3481                         power_desc[num].stat = A_INT;
3482                         power_desc[num].fail = 16;
3483                         power_desc[num++].number = MUT1_RECALL;
3484                 }
3485
3486                 if (p_ptr->muta1 & MUT1_BANISH)
3487                 {
3488 #ifdef JP
3489 strcpy(power_desc[num].name, "¼Ù°­¾ÃÌÇ");
3490 #else
3491                         strcpy(power_desc[num].name, "Banish Evil");
3492 #endif
3493
3494                         power_desc[num].level = 25;
3495                         power_desc[num].cost = 25;
3496                         power_desc[num].stat = A_WIS;
3497                         power_desc[num].fail = 18;
3498                         power_desc[num++].number = MUT1_BANISH;
3499                 }
3500
3501                 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
3502                 {
3503 #ifdef JP
3504 strcpy(power_desc[num].name, "Åà·ë¤Î¼ê");
3505 #else
3506                         strcpy(power_desc[num].name, "Cold Touch");
3507 #endif
3508
3509                         power_desc[num].level = 2;
3510                         power_desc[num].cost = 2;
3511                         power_desc[num].stat = A_CON;
3512                         power_desc[num].fail = 11;
3513                         power_desc[num++].number = MUT1_COLD_TOUCH;
3514                 }
3515
3516                 if (p_ptr->muta1 & MUT1_LAUNCHER)
3517                 {
3518 #ifdef JP
3519 strcpy(power_desc[num].name, "¥¢¥¤¥Æ¥àÅꤲ");
3520 #else
3521                         strcpy(power_desc[num].name, "Throw Object");
3522 #endif
3523
3524                         power_desc[num].level = 1;
3525                         power_desc[num].cost = lvl;
3526                         power_desc[num].stat = A_STR;
3527                         power_desc[num].fail = 6;
3528                         /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
3529                         power_desc[num++].number = 3;
3530                 }
3531         }
3532
3533         /* Nothing chosen yet */
3534         flag = FALSE;
3535
3536         /* No redraw yet */
3537         redraw = FALSE;
3538
3539         /* Build a prompt */
3540 #ifdef JP
3541 (void) strnfmt(out_val, 78, "(ÆüìǽÎÏ %c-%c, *'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎÆüìǽÎϤò»È¤¤¤Þ¤¹¤«¡©",
3542 #else
3543         (void)strnfmt(out_val, 78, "(Powers %c-%c, *=List, ESC=exit) Use which power? ",
3544 #endif
3545
3546                 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
3547
3548 #ifdef ALLOW_REPEAT
3549 if (!repeat_pull(&i) || i<0 || i>=num) {
3550 #endif /* ALLOW_REPEAT */
3551         if (use_menu) screen_save();
3552          /* Get a spell from the user */
3553
3554         choice = (always_show_list || use_menu) ? ESCAPE:1;
3555         while (!flag)
3556         {
3557                 if( choice==ESCAPE ) choice = ' '; 
3558                 else if( !get_com(out_val, &choice, FALSE) )break; 
3559
3560                 if (use_menu && choice != ' ')
3561                 {
3562                         switch(choice)
3563                         {
3564                                 case '0':
3565                                 {
3566                                         screen_load();
3567                                         energy_use = 0;
3568                                         return;
3569                                 }
3570
3571                                 case '8':
3572                                 case 'k':
3573                                 case 'K':
3574                                 {
3575                                         menu_line += (num - 1);
3576                                         break;
3577                                 }
3578
3579                                 case '2':
3580                                 case 'j':
3581                                 case 'J':
3582                                 {
3583                                         menu_line++;
3584                                         break;
3585                                 }
3586
3587                                 case '6':
3588                                 case 'l':
3589                                 case 'L':
3590                                 case '4':
3591                                 case 'h':
3592                                 case 'H':
3593                                 {
3594                                         if (menu_line > 18)
3595                                                 menu_line -= 18;
3596                                         else if (menu_line+18 <= num)
3597                                                 menu_line += 18;
3598                                         break;
3599                                 }
3600
3601                                 case 'x':
3602                                 case 'X':
3603                                 case '\r':
3604                                 {
3605                                         i = menu_line - 1;
3606                                         ask = FALSE;
3607                                         break;
3608                                 }
3609                         }
3610                         if (menu_line > num) menu_line -= num;
3611                 }
3612                 /* Request redraw */
3613                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
3614                 {
3615                         /* Show the list */
3616                         if (!redraw || use_menu)
3617                         {
3618                                 byte y = 1, x = 0;
3619                                 int ctr = 0;
3620                                 char dummy[80];
3621                                 char letter;
3622                                 int x1, y1;
3623
3624                                 strcpy(dummy, "");
3625
3626                                 /* Show list */
3627                                 redraw = TRUE;
3628
3629                                 /* Save the screen */
3630                                 if (!use_menu) screen_save();
3631
3632                                 /* Print header(s) */
3633                                 if (num < 18)
3634 #ifdef JP
3635 prt("                            Lv   MP ¼ºÎ¨", y++, x);
3636 #else
3637                                         prt("                            Lv Cost Fail", y++, x);
3638 #endif
3639
3640                                 else
3641 #ifdef JP
3642 prt("                            Lv   MP ¼ºÎ¨                            Lv   MP ¼ºÎ¨", y++, x);
3643 #else
3644                                         prt("                            Lv Cost Fail                            Lv Cost Fail", y++, x);
3645 #endif
3646
3647
3648                                 /* Print list */
3649                                 while (ctr < num)
3650                                 {
3651                                         x1 = ((ctr < 18) ? x : x + 40);
3652                                         y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
3653
3654                                         if (use_menu)
3655                                         {
3656 #ifdef JP
3657                                                 if (ctr == (menu_line-1)) strcpy(dummy, " ¡Õ ");
3658 #else
3659                                                 if (ctr == (menu_line-1)) strcpy(dummy, " >  ");
3660 #endif
3661                                                 else strcpy(dummy, "    ");
3662                                         }
3663                                         else
3664                                         {
3665                                                 /* letter/number for power selection */
3666                                                 if (ctr < 26)
3667                                                         letter = I2A(ctr);
3668                                                 else
3669                                                         letter = '0' + ctr - 26;
3670                                                 sprintf(dummy, " %c) ",letter);
3671                                         }
3672                                         strcat(dummy, format("%-23.23s %2d %4d %3d%%",
3673                                                 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
3674                                                 100 - racial_chance(&power_desc[ctr])));
3675                                         prt(dummy, y1, x1);
3676                                         ctr++;
3677                                 }
3678                         }
3679
3680                         /* Hide the list */
3681                         else
3682                         {
3683                                 /* Hide list */
3684                                 redraw = FALSE;
3685
3686                                 /* Restore the screen */
3687                                 screen_load();
3688                         }
3689
3690                         /* Redo asking */
3691                         continue;
3692                 }
3693
3694                 if (!use_menu)
3695                 {
3696                         if (choice == '\r' && num == 1)
3697                         {
3698                                 choice = 'a';
3699                         }
3700
3701                         if (isalpha(choice))
3702                         {
3703                                 /* Note verify */
3704                                 ask = (isupper(choice));
3705
3706                                 /* Lowercase */
3707                                 if (ask) choice = tolower(choice);
3708
3709                                 /* Extract request */
3710                                 i = (islower(choice) ? A2I(choice) : -1);
3711                         }
3712                         else
3713                         {
3714                                 ask = FALSE; /* Can't uppercase digits */
3715
3716                                 i = choice - '0' + 26;
3717                         }
3718                 }
3719
3720                 /* Totally Illegal */
3721                 if ((i < 0) || (i >= num))
3722                 {
3723                         bell();
3724                         continue;
3725                 }
3726
3727                 /* Verify it */
3728                 if (ask)
3729                 {
3730                         char tmp_val[160];
3731
3732                         /* Prompt */
3733 #ifdef JP
3734 (void) strnfmt(tmp_val, 78, "%s¤ò»È¤¤¤Þ¤¹¤«¡© ", power_desc[i].name);
3735 #else
3736                         (void)strnfmt(tmp_val, 78, "Use %s? ", power_desc[i].name);
3737 #endif
3738
3739
3740                         /* Belay that order */
3741                         if (!get_check(tmp_val)) continue;
3742                 }
3743
3744                 /* Stop the loop */
3745                 flag = TRUE;
3746         }
3747
3748         /* Restore the screen */
3749         if (redraw) screen_load();
3750
3751         /* Abort if needed */
3752         if (!flag)
3753         {
3754                 energy_use = 0;
3755                 return;
3756         }
3757 #ifdef ALLOW_REPEAT
3758         repeat_push(i);
3759         } /*if (!repeat_pull(&i) || ...)*/
3760 #endif /* ALLOW_REPEAT */
3761         switch (racial_aux(&power_desc[i]))
3762         {
3763         case 1:
3764                 if (power_desc[i].number < 0)
3765                         cast = cmd_racial_power_aux(power_desc[i].number);
3766                 else
3767                         cast = mutation_power_aux(power_desc[i].number);
3768                 break;
3769         case 0:
3770                 cast = FALSE;
3771                 break;
3772         case -1:
3773                 cast = TRUE;
3774                 break;
3775         }
3776
3777         if (cast)
3778         {
3779                 if (racial_cost)
3780                 {
3781                         int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
3782
3783                         /* If mana is not enough, player consumes hit point! */
3784                         if (p_ptr->csp < actual_racial_cost)
3785                         {
3786                                 actual_racial_cost -= p_ptr->csp;
3787                                 p_ptr->csp = 0;
3788 #ifdef JP
3789                                 take_hit(DAMAGE_USELIFE, actual_racial_cost, "²áÅ٤ν¸Ãæ", -1);
3790 #else
3791                                 take_hit(DAMAGE_USELIFE, actual_racial_cost, "concentrating too hard", -1);
3792 #endif
3793                         }
3794                         else p_ptr->csp -= actual_racial_cost;
3795
3796                         /* Redraw mana and hp */
3797                         p_ptr->redraw |= (PR_HP | PR_MANA);
3798
3799                         /* Window stuff */
3800                         p_ptr->window |= (PW_PLAYER | PW_SPELL);
3801                 }
3802         }
3803         else energy_use = 0;
3804
3805         /* Success */
3806         return;
3807 }