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熟練度に関する数値が直接指定されていた部分を記号定数化.
[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                 if (c_ptr->feat == FEAT_RUBBLE)
118                 {
119                         /* Get local object */
120                         q_ptr = &forge;
121
122                         /* Hack -- Give the player some small firestones */
123                         object_prep(q_ptr, lookup_kind(TV_SHOT, m_bonus(1, p_ptr->lev) + 1));
124                         q_ptr->number = (byte)rand_range(15,30);
125                         object_aware(q_ptr);
126                         object_known(q_ptr);
127                         apply_magic(q_ptr, p_ptr->lev, FALSE, FALSE, FALSE, FALSE);
128                         q_ptr->discount = 99;
129
130                         (void)inven_carry(q_ptr);
131
132                         object_desc(o_name, q_ptr, TRUE, 2);
133 #ifdef JP
134                         msg_format("´äÀФòºï¤Ã¤Æ%s¤òºî¤Ã¤¿¡£",o_name);
135 #else
136                         msg_print("You make some ammo.");
137 #endif
138
139                         (void)wall_to_mud(dir);
140                         p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW);
141                         p_ptr->window |= (PW_OVERHEAD);
142                 }
143                 else
144                 {
145 #ifdef JP
146                         msg_print("¤½¤³¤Ë¤Ï´äÀФ¬¤Ê¤¤¡£");
147 #else
148                         msg_print("You need pile of rubble.");
149 #endif
150                 }
151         }
152         /**********Create arrows*********/
153         else if (ext == 2)
154         {
155                 int item;
156
157                 cptr q, s;
158
159                 item_tester_hook = item_tester_hook_convertible;
160
161                 /* Get an item */
162 #ifdef JP
163                 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éºî¤ê¤Þ¤¹¤«¡© ";
164                 s = "ºàÎÁ¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£";
165 #else
166                 q = "Convert which item? ";
167                 s = "You have no item to convert.";
168 #endif
169                 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
170
171                 /* Get the item (in the pack) */
172                 if (item >= 0)
173                 {
174                         q_ptr = &inventory[item];
175                 }
176
177                 /* Get the item (on the floor) */
178                 else
179                 {
180                         q_ptr = &o_list[0 - item];
181                 }       
182
183                 /* Get local object */
184                 q_ptr = &forge;
185
186                 /* Hack -- Give the player some small firestones */
187                 object_prep(q_ptr, lookup_kind(TV_ARROW, m_bonus(1, p_ptr->lev)+ 1));
188                 q_ptr->number = (byte)rand_range(5,10);
189                 object_aware(q_ptr);
190                 object_known(q_ptr);
191                 apply_magic(q_ptr, p_ptr->lev, FALSE, FALSE, FALSE, FALSE);
192
193                 q_ptr->discount = 99;
194
195                 object_desc(o_name, q_ptr, TRUE, 2);
196 #ifdef JP
197                 msg_format("%s¤òºî¤Ã¤¿¡£", o_name);
198 #else
199                 msg_print("You make some ammo.");
200 #endif
201
202                 if (item >= 0)
203                 {
204                         inven_item_increase(item, -1);
205                         inven_item_describe(item);
206                         inven_item_optimize(item);
207                 }
208                 else
209                 {
210                         floor_item_increase(0 - item, -1);
211                         floor_item_describe(0 - item);
212                         floor_item_optimize(0 - item);
213                 }
214                 (void)inven_carry(q_ptr);
215         }
216         /**********Create bolts*********/
217         else if (ext == 3)
218         {
219                 int item;
220
221                 cptr q, s;
222
223                 item_tester_hook = item_tester_hook_convertible;
224
225                 /* Get an item */
226 #ifdef JP
227                 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éºî¤ê¤Þ¤¹¤«¡© ";
228                 s = "ºàÎÁ¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£";
229 #else
230                 q = "Convert which item? ";
231                 s = "You have no item to convert.";
232 #endif
233                 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
234
235                 /* Get the item (in the pack) */
236                 if (item >= 0)
237                 {
238                         q_ptr = &inventory[item];
239                 }
240
241                 /* Get the item (on the floor) */
242                 else
243                 {
244                         q_ptr = &o_list[0 - item];
245                 }       
246
247                 /* Get local object */
248                 q_ptr = &forge;
249
250                 /* Hack -- Give the player some small firestones */
251                 object_prep(q_ptr, lookup_kind(TV_BOLT, m_bonus(1, p_ptr->lev)+1));
252                 q_ptr->number = (byte)rand_range(4,8);
253                 object_aware(q_ptr);
254                 object_known(q_ptr);
255                 apply_magic(q_ptr, p_ptr->lev, FALSE, FALSE, FALSE, FALSE);
256
257                 q_ptr->discount = 99;
258
259                 object_desc(o_name, q_ptr, TRUE, 2);
260 #ifdef JP
261                 msg_format("%s¤òºî¤Ã¤¿¡£", o_name);
262 #else
263                 msg_print("You make some ammo.");
264 #endif
265
266                 if (item >= 0)
267                 {
268                         inven_item_increase(item, -1);
269                         inven_item_describe(item);
270                         inven_item_optimize(item);
271                 }
272                 else
273                 {
274                         floor_item_increase(0 - item, -1);
275                         floor_item_describe(0 - item);
276                         floor_item_optimize(0 - item);
277                 }
278
279                 (void)inven_carry(q_ptr);
280         }
281         return TRUE;
282 }
283
284 bool gain_magic(void)
285 {
286         int item;
287         int pval;
288         int ext = 0;
289         cptr q, s;
290         object_type *o_ptr;
291         char o_name[MAX_NLEN];
292
293         /* Only accept legal items */
294         item_tester_hook = item_tester_hook_recharge;
295
296         /* Get an item */
297 #ifdef JP
298 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ÎËâÎϤò¼è¤ê¹þ¤ß¤Þ¤¹¤«? ";
299 s = "ËâÎϤò¼è¤ê¹þ¤á¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
300 #else
301         q = "Gain power of which item? ";
302         s = "You have nothing to gain power.";
303 #endif
304
305         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
306
307         /* Get the item (in the pack) */
308         if (item >= 0)
309         {
310                 o_ptr = &inventory[item];
311         }
312
313         /* Get the item (on the floor) */
314         else
315         {
316                 o_ptr = &o_list[0 - item];
317         }
318
319         if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
320         {
321 #ifdef JP
322                 msg_print("¤³¤Î¾ó¤Ë¤Ïȯư¤Î°Ù¤ÎǽÎϤϲ¿¤âÈ÷¤ï¤Ã¤Æ¤¤¤Ê¤¤¤è¤¦¤À¡£");
323 #else
324                 msg_print("This staff doesn't have any magical ability.");
325 #endif
326                 return FALSE;
327         }
328
329
330         if (!object_known_p(o_ptr))
331         {
332 #ifdef JP
333                 msg_print("´ÕÄꤵ¤ì¤Æ¤¤¤Ê¤¤¤È¼è¤ê¹þ¤á¤Ê¤¤¡£");
334 #else
335                 msg_print("You need to identify before absorbing.");
336 #endif
337                 return FALSE;
338         }
339
340         if (o_ptr->timeout)
341         {
342 #ifdef JP
343                 msg_print("½¼Å¶Ãæ¤Î¥¢¥¤¥Æ¥à¤Ï¼è¤ê¹þ¤á¤Ê¤¤¡£");
344 #else
345                 msg_print("This item is still charging.");
346 #endif
347                 return FALSE;
348         }
349
350         pval = o_ptr->pval;
351         if (o_ptr->tval == TV_ROD)
352                 ext = 72;
353         else if (o_ptr->tval == TV_WAND)
354                 ext = 36;
355
356         if (o_ptr->tval == TV_ROD)
357         {
358                 p_ptr->magic_num2[o_ptr->sval + ext] += o_ptr->number;
359                 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
360         }
361         else
362         {
363                 int num;
364                 for (num = o_ptr->number; num; num--)
365                 {
366                         int gain_num = pval;
367                         if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
368                         if (p_ptr->magic_num2[o_ptr->sval + ext])
369                         {
370                                 gain_num *= 256;
371                                 gain_num = (gain_num/3 + randint0(gain_num/3)) / 256;
372                                 if (gain_num < 1) gain_num = 1;
373                         }
374                         p_ptr->magic_num2[o_ptr->sval + ext] += gain_num;
375                         if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
376                         p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
377                         if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
378                         if (p_ptr->magic_num1[o_ptr->sval + ext] > p_ptr->magic_num2[o_ptr->sval + ext] * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = p_ptr->magic_num2[o_ptr->sval + ext] * 0x10000;
379                         if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
380                 }
381         }
382
383         object_desc(o_name, o_ptr, TRUE, 3);
384         /* Message */
385 #ifdef JP
386         msg_format("%s¤ÎËâÎϤò¼è¤ê¹þ¤ó¤À¡£", o_name);
387 #else
388         msg_format("You absorb magic of %s.", o_name);
389 #endif
390
391         /* Eliminate the item (from the pack) */
392         if (item >= 0)
393         {
394                 inven_item_increase(item, -999);
395                 inven_item_describe(item);
396                 inven_item_optimize(item);
397         }
398
399         /* Eliminate the item (from the floor) */
400         else
401         {
402                 floor_item_increase(0 - item, -999);
403                 floor_item_describe(0 - item);
404                 floor_item_optimize(0 - item);
405         }
406         energy_use = 100;
407         return TRUE;
408 }
409
410
411 static bool choose_kamae(void)
412 {
413         char choice;
414         int new_kamae = 0;
415         int i;
416         char buf[80];
417
418         if (p_ptr->confused)
419         {
420 #ifdef JP
421                 msg_print("º®Í𤷤Ƥ¤¤Æ¹½¤¨¤é¤ì¤Ê¤¤¡ª");
422 #else
423                 msg_print("Too confused.");
424 #endif
425                 return FALSE;
426         }
427
428         /* Save screen */
429         screen_save();
430
431 #ifdef JP
432         prt(" a) ¹½¤¨¤ò¤È¤¯", 2, 20);
433 #else
434         prt(" a) No form", 2, 20);
435 #endif
436
437         for (i = 0; i < MAX_KAMAE; i++)
438         {
439                 if (p_ptr->lev >= kamae_shurui[i].min_level)
440                 {
441                         sprintf(buf," %c) %-12s  %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
442                         prt(buf, 3+i, 20);
443                 }
444         }
445
446         prt("", 1, 0);
447 #ifdef JP
448         prt("        ¤É¤Î¹½¤¨¤ò¤È¤ê¤Þ¤¹¤«¡©", 1, 14);
449 #else
450         prt("        Choose Form: ", 1, 14);
451 #endif
452
453         while(1)
454         {
455                 choice = inkey();
456
457                 if (choice == ESCAPE)
458                 {
459                         screen_load();
460                         return FALSE;
461                 }
462                 else if ((choice == 'a') || (choice == 'A') || (choice == ESCAPE))
463                 {
464                         if (p_ptr->action == ACTION_KAMAE)
465                         {
466                                 set_action(ACTION_NONE);
467                         }
468                         else
469 #ifdef JP
470                                 msg_print("¤â¤È¤â¤È¹½¤¨¤Æ¤¤¤Ê¤¤¡£");
471 #else
472                                 msg_print("You are not assuming a posture.");
473 #endif
474                         screen_load();
475                         return TRUE;
476                 }
477                 else if ((choice == 'b') || (choice == 'B'))
478                 {
479                         new_kamae = 0;
480                         break;
481                 }
482                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
483                 {
484                         new_kamae = 1;
485                         break;
486                 }
487                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
488                 {
489                         new_kamae = 2;
490                         break;
491                 }
492                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
493                 {
494                         new_kamae = 3;
495                         break;
496                 }
497         }
498         set_action(ACTION_KAMAE);
499
500         if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
501         {
502 #ifdef JP
503                 msg_print("¹½¤¨Ä¾¤·¤¿¡£");
504 #else
505                 msg_print("You reassume a posture.");
506 #endif
507         }
508         else
509         {
510                 p_ptr->special_defense &= ~(KAMAE_MASK);
511                 p_ptr->update |= (PU_BONUS);
512                 p_ptr->redraw |= (PR_STATE);
513 #ifdef JP
514                 msg_format("%s¤Î¹½¤¨¤ò¤È¤Ã¤¿¡£",kamae_shurui[new_kamae].desc);
515 #else
516                 msg_format("You assume a posture of %s form.",kamae_shurui[new_kamae].desc);
517 #endif
518                 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
519         }
520         p_ptr->redraw |= PR_STATE;
521         screen_load();
522         return TRUE;
523 }
524
525 static bool choose_kata(void)
526 {
527         char choice;
528         int new_kata = 0;
529         int i;
530         char buf[80];
531
532         if (p_ptr->confused)
533         {
534 #ifdef JP
535                 msg_print("º®Í𤷤Ƥ¤¤Æ¹½¤¨¤é¤ì¤Ê¤¤¡ª");
536 #else
537                 msg_print("Too confused.");
538 #endif
539                 return FALSE;
540         }
541
542         if (p_ptr->stun)
543         {
544 #ifdef JP
545                 msg_print("°Õ¼±¤¬¤Ï¤Ã¤­¤ê¤È¤·¤Ê¤¤¡£");
546 #else
547                 msg_print("You are not clear headed");
548 #endif
549                 return FALSE;
550         }
551
552         if (p_ptr->afraid)
553         {
554 #ifdef JP
555                 msg_print("ÂΤ¬¿Ì¤¨¤Æ¹½¤¨¤é¤ì¤Ê¤¤¡ª");
556 #else
557                 msg_print("You are trembling with fear!");
558 #endif
559                 return FALSE;
560         }
561
562         /* Save screen */
563         screen_save();
564
565 #ifdef JP
566         prt(" a) ·¿¤òÊø¤¹", 2, 20);
567 #else
568         prt(" a) No Form", 2, 20);
569 #endif
570
571         for (i = 0; i < MAX_KATA; i++)
572         {
573                 if (p_ptr->lev >= kata_shurui[i].min_level)
574                 {
575 #ifdef JP
576                         sprintf(buf," %c) %s¤Î·¿    %s",I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
577 #else
578                         sprintf(buf," %c) Form of %-12s  %s",I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
579 #endif
580                         prt(buf, 3+i, 20);
581                 }
582         }
583
584         prt("", 1, 0);
585 #ifdef JP
586         prt("        ¤É¤Î·¿¤Ç¹½¤¨¤Þ¤¹¤«¡©", 1, 14);
587 #else
588         prt("        Choose Form: ", 1, 14);
589 #endif
590
591         while(1)
592         {
593                 choice = inkey();
594
595                 if (choice == ESCAPE)
596                 {
597                         screen_load();
598                         return FALSE;
599                 }
600                 else if ((choice == 'a') || (choice == 'A') || (choice == ESCAPE))
601                 {
602                         if (p_ptr->action == ACTION_KATA)
603                         {
604                                 set_action(ACTION_NONE);
605                         }
606                         else
607 #ifdef JP
608                                 msg_print("¤â¤È¤â¤È¹½¤¨¤Æ¤¤¤Ê¤¤¡£");
609 #else
610                                 msg_print("You are not assuming posture.");
611 #endif
612                         screen_load();
613                         return TRUE;
614                 }
615                 else if ((choice == 'b') || (choice == 'B'))
616                 {
617                         new_kata = 0;
618                         break;
619                 }
620                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
621                 {
622                         new_kata = 1;
623                         break;
624                 }
625                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
626                 {
627                         new_kata = 2;
628                         break;
629                 }
630                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
631                 {
632                         new_kata = 3;
633                         break;
634                 }
635         }
636         set_action(ACTION_KATA);
637
638         if (p_ptr->special_defense & (KATA_IAI << new_kata))
639         {
640 #ifdef JP
641                 msg_print("¹½¤¨Ä¾¤·¤¿¡£");
642 #else
643                 msg_print("You reassume a posture.");
644 #endif
645         }
646         else
647         {
648                 p_ptr->special_defense &= ~(KATA_MASK);
649                 p_ptr->update |= (PU_BONUS);
650                 p_ptr->update |= (PU_MONSTERS);
651 #ifdef JP
652                 msg_format("%s¤Î·¿¤Ç¹½¤¨¤¿¡£",kata_shurui[new_kata].desc);
653 #else
654                 msg_format("You assume a posture of %s form.",kata_shurui[new_kata].desc);
655 #endif
656                 p_ptr->special_defense |= (KATA_IAI << new_kata);
657         }
658         p_ptr->redraw |= (PR_STATE);
659         p_ptr->redraw |= (PR_STATUS);
660         screen_load();
661         return TRUE;
662 }
663
664
665 typedef struct power_desc_type power_desc_type;
666
667 struct power_desc_type
668 {
669         char name[40];
670         int  level;
671         int  cost;
672         int  stat;
673         int  fail;
674         int  number;
675 };
676
677
678 /*
679  * Returns the chance to activate a racial power/mutation
680  */
681 static int racial_chance(power_desc_type *pd_ptr)
682 {
683         s16b min_level  = pd_ptr->level;
684         int  difficulty = pd_ptr->fail;
685
686         int i;
687         int val;
688         int sum = 0;
689         int stat = p_ptr->stat_cur[pd_ptr->stat];
690
691         /* No chance for success */
692         if ((p_ptr->lev < min_level) || p_ptr->confused)
693         {
694                 return (0);
695         }
696
697         if (difficulty == 0) return 100;
698
699         /* Calculate difficulty */
700         if (p_ptr->stun)
701         {
702                 difficulty += p_ptr->stun;
703         }
704         else if (p_ptr->lev > min_level)
705         {
706                 int lev_adj = ((p_ptr->lev - min_level) / 3);
707                 if (lev_adj > 10) lev_adj = 10;
708                 difficulty -= lev_adj;
709         }
710
711         if (difficulty < 5) difficulty = 5;
712
713         /* We only need halfs of the difficulty */
714         difficulty = difficulty / 2;
715
716         for (i = 1; i <= stat; i++)
717         {
718                 val = i - difficulty;
719                 if (val > 0)
720                         sum += (val <= difficulty) ? val : difficulty;
721         }
722
723         if (difficulty == 0)
724                 return (100);
725         else
726                 return (((sum * 100) / difficulty) / stat);
727 }
728
729
730 static int  racial_cost;
731 static bool racial_use_hp;
732
733 /*
734  * Note: return value indicates that we have succesfully used the power
735  * 1: Succeeded, 0: Cancelled, -1: Failed
736  */
737 static int racial_aux(power_desc_type *pd_ptr)
738 {
739         s16b min_level  = pd_ptr->level;
740         int  use_stat   = pd_ptr->stat;
741         int  difficulty = pd_ptr->fail;
742
743         racial_cost   = pd_ptr->cost;
744         racial_use_hp = FALSE;
745
746         /* Not enough mana - use hp */
747         if (p_ptr->csp < racial_cost) racial_use_hp = TRUE;
748
749         /* Power is not available yet */
750         if (p_ptr->lev < min_level)
751         {
752 #ifdef JP
753                 msg_format("¤³¤ÎǽÎϤò»ÈÍѤ¹¤ë¤Ë¤Ï¥ì¥Ù¥ë %d ¤Ë㤷¤Æ¤¤¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£", min_level);
754 #else
755                 msg_format("You need to attain level %d to use this power.", min_level);
756 #endif
757
758                 energy_use = 0;
759                 return 0;
760         }
761
762         /* Too confused */
763         else if (p_ptr->confused)
764         {
765 #ifdef JP
766                 msg_print("º®Í𤷤Ƥ¤¤Æ¤½¤ÎǽÎϤϻȤ¨¤Ê¤¤¡£");
767 #else
768                 msg_print("You are too confused to use this power.");
769 #endif
770
771                 energy_use = 0;
772                 return 0;
773         }
774
775         /* Risk death? */
776         else if (racial_use_hp && (p_ptr->chp < racial_cost))
777         {
778 #ifdef JP
779                 if (!get_check("ËÜÅö¤Ëº£¤Î¿ê¼å¤·¤¿¾õÂ֤Ǥ³¤ÎǽÎϤò»È¤¤¤Þ¤¹¤«¡©"))
780 #else
781                 if (!get_check("Really use the power in your weakened state? "))
782 #endif
783                 {
784                         energy_use = 0;
785                         return 0;
786                 }
787         }
788
789         /* Else attempt to do it! */
790
791         if (difficulty)
792         {
793                 if (p_ptr->stun)
794                 {
795                         difficulty += p_ptr->stun;
796                 }
797                 else if (p_ptr->lev > min_level)
798                 {
799                         int lev_adj = ((p_ptr->lev - min_level) / 3);
800                         if (lev_adj > 10) lev_adj = 10;
801                         difficulty -= lev_adj;
802                 }
803
804                 if (difficulty < 5) difficulty = 5;
805         }
806
807         /* take time and pay the price */
808         energy_use = 100;
809
810         /* Success? */
811         if (randint1(p_ptr->stat_cur[use_stat]) >=
812             ((difficulty / 2) + randint1(difficulty / 2)))
813         {
814                 return 1;
815         }
816
817 #ifdef JP
818         msg_print("½¼Ê¬¤Ë½¸Ãæ¤Ç¤­¤Ê¤«¤Ã¤¿¡£");
819 #else
820         msg_print("You've failed to concentrate hard enough.");
821 #endif
822         if (flush_failure) flush();
823
824         return -1;
825 }
826
827
828 static bool cmd_racial_power_aux(s32b command)
829 {
830         s16b        plev = p_ptr->lev;
831         int         dir = 0;
832
833         if (command <= -3)
834         {
835                 switch (p_ptr->pclass)
836                 {
837                 case CLASS_WARRIOR:
838                 {
839                         int y = 0, x = 0, i;
840                         cave_type       *c_ptr;
841                         monster_type    *m_ptr;
842
843                         for (i = 0; i < 6; i++)
844                         {
845                                 dir = randint0(8);
846                                 y = py + ddy_ddd[dir];
847                                 x = px + ddx_ddd[dir];
848                                 c_ptr = &cave[y][x];
849
850                                 /* Get the monster */
851                                 m_ptr = &m_list[c_ptr->m_idx];
852
853                                 /* Hack -- attack monsters */
854                                 if (c_ptr->m_idx)
855                                         py_attack(y, x, 0);
856                                 else
857                                 {
858 #ifdef JP
859                                         msg_print("¹¶·â¤¬¶õ¤ò¤­¤Ã¤¿¡£");
860 #else
861                                         msg_print("You attack the empty air.");
862 #endif
863                                 }
864                         }
865                         break;
866                 }
867                 case CLASS_MAGE:
868                 case CLASS_HIGH_MAGE:
869                 case CLASS_SORCERER:
870                 {
871                         if (!eat_magic(p_ptr->lev * 2)) return FALSE;
872                         break;
873                 }
874                 case CLASS_PRIEST:
875                 {
876                         if (is_good_realm(p_ptr->realm1))
877                         {
878                                 if (!bless_weapon()) return FALSE;
879                         }
880                         else
881                         {
882                                 (void)dispel_monsters(plev * 4);
883                                 turn_monsters(plev * 4);
884                                 banish_monsters(plev * 4);
885                         }
886                         break;
887                 }
888                 case CLASS_ROGUE:
889                 {
890                         int x, y;
891
892                         if (!get_rep_dir(&dir, FALSE)) return FALSE;
893                         y = py + ddy[dir];
894                         x = px + ddx[dir];
895                         if (cave[y][x].m_idx)
896                         {
897                                 py_attack(y, x, 0);
898                                 if (randint0(p_ptr->skill_dis) < 7)
899 #ifdef JP
900                                         msg_print("¤¦¤Þ¤¯Æ¨¤²¤é¤ì¤Ê¤«¤Ã¤¿¡£");
901 #else
902                                         msg_print("You are failed to run away.");
903 #endif
904                                 else teleport_player(30);
905                         }
906                         else
907                         {
908 #ifdef JP
909                                 msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£");
910 #else
911                                 msg_print("You don't see any monster in this direction");
912 #endif
913
914                                 msg_print(NULL);
915                         }
916                         break;
917                 }
918                 case CLASS_RANGER:
919                 {
920 #ifdef JP
921                         msg_print("Ũ¤òÄ´ºº¤·¤¿...");
922 #else
923                         msg_print("You examine your foes...");
924 #endif
925
926                         probing();
927                         break;
928                 }
929                 case CLASS_PALADIN:
930                 {
931                         if (is_good_realm(p_ptr->realm1))
932                         {
933                                 if (!get_aim_dir(&dir)) return FALSE;
934                                 fire_beam(GF_HOLY_FIRE, dir, plev * 3);
935                         }
936                         else
937                         {
938                                 if (!get_aim_dir(&dir)) return FALSE;
939                                 fire_beam(GF_HELL_FIRE, dir, plev * 3);
940                         }
941                         break;
942                 }
943                 case CLASS_WARRIOR_MAGE:
944                 {
945                         if (command == -3)
946                         {
947                                 int gain_sp;
948 #ifdef JP
949                                 if ((gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev, "£È£Ð¤«¤é£Í£Ð¤Ø¤Î̵ËŤÊÊÑ´¹", -1)))
950 #else
951                                 if ((gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev, "thoughtless convertion from HP to SP", -1)))
952 #endif
953                                 {
954                                         p_ptr->csp += gain_sp / 5;
955                                         if (p_ptr->csp > p_ptr->msp)
956                                         {
957                                                 p_ptr->csp = p_ptr->msp;
958                                                 p_ptr->csp_frac = 0;
959                                         }
960                                 }
961                                 else
962 #ifdef JP
963                                         msg_print("ÊÑ´¹¤Ë¼ºÇÔ¤·¤¿¡£");
964 #else
965                                         msg_print("You failed to convert.");
966 #endif
967                         }
968                         else if (command == -4)
969                         {
970                                 if (p_ptr->csp >= p_ptr->lev/5)
971                                 {
972                                         p_ptr->csp -= p_ptr->lev / 5;
973                                         hp_player(p_ptr->lev);
974                                 }
975                                 else
976 #ifdef JP
977                                         msg_print("ÊÑ´¹¤Ë¼ºÇÔ¤·¤¿¡£");
978 #else
979                                         msg_print("You failed to convert.");
980 #endif
981                         }
982                         break;
983                 }
984                 case CLASS_CHAOS_WARRIOR:
985                 {
986 #ifdef JP
987                         msg_print("ÊÕ¤ê¤òâˤó¤À...");
988 #else
989                         msg_print("You glare nearby monsters...");
990 #endif
991                         slow_monsters();
992                         stun_monsters(p_ptr->lev * 4);
993                         confuse_monsters(p_ptr->lev * 4);
994                         turn_monsters(p_ptr->lev * 4);
995                         stasis_monsters(p_ptr->lev * 4);
996                         break;
997                 }
998                 case CLASS_MONK:
999                 {
1000                         if (empty_hands(TRUE) < 2)
1001                         {
1002 #ifdef JP
1003                                 msg_print("ÁǼꤸ¤ã¤Ê¤¤¤È¤Ç¤­¤Þ¤»¤ó¡£");
1004 #else
1005                                 msg_print("You need to be bare hand.");
1006 #endif
1007                                 return FALSE;
1008                         }
1009
1010                         if (command == -3)
1011                         {
1012                                 if (choose_kamae()) energy_use = 100;
1013                                 else energy_use = 0;
1014                                 p_ptr->update |= (PU_BONUS);
1015                                 p_ptr->redraw |= (PR_ARMOR);
1016                         }
1017                         else if (command == -4)
1018                         {
1019                                 int x, y;
1020
1021                                 if (!get_rep_dir(&dir, FALSE)) return FALSE;
1022                                 y = py + ddy[dir];
1023                                 x = px + ddx[dir];
1024                                 if (cave[y][x].m_idx)
1025                                 {
1026 #ifdef JP
1027                                         if (one_in_(2)) msg_print("¤¢¡¼¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¡ª¡ª¡ª");
1028                                         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");
1029 #else
1030                                         if (one_in_(2)) msg_print("Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!");
1031                                         else msg_print("Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!");
1032 #endif
1033
1034                                         py_attack(y, x, 0);
1035                                         if (cave[y][x].m_idx)
1036                                         {
1037                                                 handle_stuff();
1038                                                 py_attack(y, x, 0);
1039                                         }
1040                                         p_ptr->energy_need += ENERGY_NEED();
1041                                 }
1042                                 else
1043                                 {
1044 #ifdef JP
1045                                         msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£");
1046 #else
1047                                         msg_print("You don't see any monster in this direction");
1048 #endif
1049
1050                                         msg_print(NULL);
1051                                 }
1052                         }
1053                         break;
1054                 }
1055                 case CLASS_MINDCRAFTER:
1056                 case CLASS_FORCETRAINER:
1057                 {
1058                         if (total_friends)
1059                         {
1060 #ifdef JP
1061                                 msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£");
1062 #else
1063                                 msg_print("You need concentration on the pets now.");
1064 #endif
1065                                 return FALSE;
1066                         }
1067 #ifdef JP
1068                         msg_print("¾¯¤·Æ¬¤¬¥Ï¥Ã¥­¥ê¤·¤¿¡£");
1069 #else
1070                         msg_print("You feel your head clear a little.");
1071 #endif
1072
1073                         p_ptr->csp += (3 + p_ptr->lev/20);
1074                         if (p_ptr->csp >= p_ptr->msp)
1075                         {
1076                                 p_ptr->csp = p_ptr->msp;
1077                                 p_ptr->csp_frac = 0;
1078                         }
1079                         break;
1080                 }
1081                 case CLASS_TOURIST:
1082                 {
1083                         if (command == -3)
1084                         {
1085                                 if (!get_aim_dir(&dir)) return FALSE;
1086                                 project_length = 1;
1087                                 fire_beam(GF_PHOTO, dir, 1);
1088                         }
1089                         else if (command == -4)
1090                         {
1091                                 if (!identify_fully(FALSE)) return FALSE;
1092                         }
1093                         break;
1094                 }
1095                 case CLASS_IMITATOR:
1096                 {
1097                         handle_stuff();
1098                         if (!do_cmd_mane(TRUE)) return FALSE;
1099                         break;
1100                 }
1101                 case CLASS_BEASTMASTER:
1102                 {
1103                         if (command == -3)
1104                         {
1105                                 if (!get_aim_dir(&dir)) return FALSE;
1106                                 (void)fire_ball_hide(GF_CONTROL_LIVING, dir, p_ptr->lev, 0);
1107                                 break;
1108                         }
1109                         else if (command == -4)
1110                         {
1111                                 project_hack(GF_CONTROL_LIVING, p_ptr->lev);
1112                                 break;
1113                         }
1114                 }
1115                 case CLASS_ARCHER:
1116                 {
1117                         if (!do_cmd_archer()) return FALSE;
1118                         break;
1119                 }
1120                 case CLASS_MAGIC_EATER:
1121                 {
1122                         if (!gain_magic()) return FALSE;
1123                         break;
1124                 }
1125                 case CLASS_BARD:
1126                 {
1127                         stop_singing();
1128                         energy_use = 10;
1129                         return FALSE;
1130                 }
1131                 case CLASS_RED_MAGE:
1132                 {
1133                         handle_stuff();
1134                         do_cmd_cast();
1135                         handle_stuff();
1136                         if (!p_ptr->paralyzed)
1137                                 do_cmd_cast();
1138                         break;
1139                 }
1140                 case CLASS_SAMURAI:
1141                 {
1142                         if (command == -3)
1143                         {
1144                                 int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
1145
1146                                 if (total_friends)
1147                                 {
1148 #ifdef JP
1149                                         msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£");
1150 #else
1151                                         msg_print("You need concentration on the pets now.");
1152 #endif
1153                                         return FALSE;
1154                                 }
1155                                 if (p_ptr->special_defense & KATA_MASK)
1156                                 {
1157 #ifdef JP
1158                                         msg_print("º£¤Ï¹½¤¨¤Ë½¸Ã椷¤Æ¤¤¤ë¡£");
1159 #else
1160                                         msg_print("You need concentration on your form.");
1161 #endif
1162                                         return FALSE;
1163                                 }
1164 #ifdef JP
1165                                 msg_print("Àº¿À¤ò½¸Ã椷¤Æµ¤¹ç¤¤¤òί¤á¤¿¡£");
1166 #else
1167                                 msg_print("You concentrate to charge your power.");
1168 #endif
1169
1170                                 p_ptr->csp += p_ptr->msp / 2;
1171                                 if (p_ptr->csp >= max_csp)
1172                                 {
1173                                         p_ptr->csp = max_csp;
1174                                         p_ptr->csp_frac = 0;
1175                                 }
1176                         }
1177                         else if (command == -4)
1178                         {
1179                                 if (!buki_motteruka(INVEN_RARM))
1180                                 {
1181 #ifdef JP
1182                                         msg_print("Éð´ï¤ò»ý¤¿¤Ê¤¤¤È¤¤¤±¤Þ¤»¤ó¡£");
1183 #else
1184                                         msg_print("You need to wield a weapon.");
1185 #endif
1186                                         return FALSE;
1187                                 }
1188                                 if (choose_kata()) energy_use = 100;
1189                                 else energy_use = 0;
1190                                 p_ptr->update |= (PU_BONUS);
1191                                 p_ptr->redraw |= (PR_ARMOR);
1192                         }
1193                         break;
1194                 }
1195                 case CLASS_BLUE_MAGE:
1196                 {
1197                         if (p_ptr->action == ACTION_LEARN)
1198                         {
1199                                 set_action(ACTION_NONE);
1200                         }
1201                         else
1202                         {
1203                                 set_action(ACTION_LEARN);
1204                         }
1205                         energy_use = 0;
1206                         break;
1207                 }
1208                 case CLASS_CAVALRY:
1209                 {
1210                         char m_name[80];
1211                         monster_type *m_ptr;
1212                         monster_race *r_ptr;
1213                         int rlev;
1214
1215                         if (p_ptr->riding)
1216                         {
1217 #ifdef JP
1218                                 msg_print("º£¤Ï¾èÇÏÃæ¤À¡£");
1219 #else
1220                                 msg_print("You ARE riding.");
1221 #endif
1222                                 return FALSE;
1223                         }
1224                         if (!do_riding(TRUE)) return TRUE;
1225                         m_ptr = &m_list[p_ptr->riding];
1226                         r_ptr = &r_info[m_ptr->r_idx];
1227                         monster_desc(m_name, m_ptr, 0);
1228 #ifdef JP
1229                         msg_format("%s¤Ë¾è¤Ã¤¿¡£",m_name);
1230 #else
1231                         msg_format("You ride on %s.",m_name);
1232 #endif
1233                         if (is_pet(m_ptr)) break;
1234                         rlev = r_ptr->level;
1235                         if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
1236                         if (rlev > 60) rlev = 60+(rlev-60)/2;
1237                         if ((randint1(p_ptr->skill_exp[GINOU_RIDING] / 120 + p_ptr->lev * 2 / 3) > rlev)
1238                             && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle
1239                             && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
1240                             && (rlev < p_ptr->lev * 3 / 2 + randint0(p_ptr->lev / 5)))
1241                         {
1242 #ifdef JP
1243                                 msg_format("%s¤ò¼ê¤Ê¤º¤±¤¿¡£",m_name);
1244 #else
1245                                 msg_format("You tame %s.",m_name);
1246 #endif
1247                                 set_pet(m_ptr);
1248                         }
1249                         else
1250                         {
1251 #ifdef JP
1252                                 msg_format("%s¤Ë¿¶¤êÍî¤È¤µ¤ì¤¿¡ª",m_name);
1253 #else
1254                                 msg_format("You have thrown off by %s.",m_name);
1255 #endif
1256                                 rakuba(1,TRUE);
1257
1258                                 /* Paranoia */
1259                                 /* ÍîÇϽèÍý¤Ë¼ºÇÔ¤·¤Æ¤â¤È¤Ë¤«¤¯¾èÇϲò½ü */
1260                                 p_ptr->riding = 0;
1261                         }
1262                         break;
1263                 }
1264                 case CLASS_BERSERKER:
1265                 {
1266                         if (!word_of_recall()) return FALSE;
1267                         break;
1268                 }
1269                 case CLASS_SMITH:
1270                 {
1271                         if (p_ptr->lev > 29)
1272                         {
1273                                 if (!identify_fully(TRUE)) return FALSE;
1274                         }
1275                         else
1276                         {
1277                                 if (!ident_spell(TRUE)) return FALSE;
1278                         }
1279                         break;
1280                 }
1281                 case CLASS_MIRROR_MASTER:
1282                 {
1283                         if (command == -3)
1284                         {
1285                                 int x, y;
1286                                 for (x = 0; x < cur_wid; x++)
1287                                 {
1288                                         for (y = 0; y < cur_hgt; y++)
1289                                         {
1290                                                 if (is_mirror_grid(&cave[y][x]))
1291                                                 {
1292                                                         remove_mirror(y, x);
1293                                                         project(0, 2, y, x, p_ptr->lev / 2 + 5, GF_SHARDS,
1294                                                                 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
1295                                                 }
1296                                         }
1297                                 }
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                                 else
1326                                 {
1327 #ifdef JP
1328                                         msg_print("¶À¤Î¾å¤Ç¤Ê¤¤¤È½¸Ãæ¤Ç¤­¤Ê¤¤¡ª");
1329 #else
1330                                         msg_print("Here are not any mirrors!");
1331 #endif
1332                                 }
1333                         }
1334                         break;
1335                 }
1336                 case CLASS_NINJA:
1337                 {
1338                         if (p_ptr->action == ACTION_HAYAGAKE) set_action(ACTION_NONE);
1339                         else set_action(ACTION_HAYAGAKE);
1340                         energy_use = 0;
1341                         break;
1342                 }
1343                 }
1344         }
1345         else if (p_ptr->mimic_form)
1346         {
1347                 switch (p_ptr->mimic_form)
1348                 {
1349                 case MIMIC_DEMON:
1350                 case MIMIC_DEMON_LORD:
1351                 {
1352                         int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1353                         if (!get_aim_dir(&dir)) return FALSE;
1354 #ifdef JP
1355                         msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",((type == GF_NETHER) ? "ÃϹö" : "²Ð±ê"));
1356 #else
1357                         msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1358 #endif
1359
1360                         fire_ball(type, dir, plev * 3, -(plev / 15) - 1);
1361                         break;
1362                 }
1363                 case MIMIC_VAMPIRE:
1364                         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
1365                         {
1366 #ifdef JP
1367                                 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤Ê¤¤¡£");
1368 #else
1369                                 msg_print("Something prevent you from attacking.");
1370 #endif
1371                                 return FALSE;
1372                         }
1373                         else
1374                         {
1375                                 int y, x, dummy = 0;
1376                                 cave_type *c_ptr;
1377
1378                                 /* Only works on adjacent monsters */
1379                                 if (!get_rep_dir(&dir, FALSE)) return FALSE;   /* was get_aim_dir */
1380                                 y = py + ddy[dir];
1381                                 x = px + ddx[dir];
1382                                 c_ptr = &cave[y][x];
1383
1384                                 if (!c_ptr->m_idx)
1385                                 {
1386 #ifdef JP
1387                                         msg_print("²¿¤â¤Ê¤¤¾ì½ê¤Ë³ú¤ß¤Ä¤¤¤¿¡ª");
1388 #else
1389                                         msg_print("You bite into thin air!");
1390 #endif
1391
1392                                         break;
1393                                 }
1394
1395 #ifdef JP
1396                                 msg_print("¤¢¤Ê¤¿¤Ï¥Ë¥ä¥ê¤È¤·¤Æ²ç¤ò¤à¤¤¤¿...");
1397 #else
1398                                 msg_print("You grin and bare your fangs...");
1399 #endif
1400
1401                                 dummy = plev + randint1(plev) * MAX(1, plev / 10);   /* Dmg */
1402                                 if (drain_life(dir, dummy))
1403                                 {
1404                                         if (p_ptr->food < PY_FOOD_FULL)
1405                                                 /* No heal if we are "full" */
1406                                                 (void)hp_player(dummy);
1407                                         else
1408 #ifdef JP
1409                                                 msg_print("¤¢¤Ê¤¿¤Ï¶õÊ¢¤Ç¤Ï¤¢¤ê¤Þ¤»¤ó¡£");
1410 #else
1411                                                 msg_print("You were not hungry.");
1412 #endif
1413
1414                                         /* Gain nutritional sustenance: 150/hp drained */
1415                                         /* A Food ration gives 5000 food points (by contrast) */
1416                                         /* Don't ever get more than "Full" this way */
1417                                         /* But if we ARE Gorged,  it won't cure us */
1418                                         dummy = p_ptr->food + MIN(5000, 100 * dummy);
1419                                         if (p_ptr->food < PY_FOOD_MAX)   /* Not gorged already */
1420                                                 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
1421                                 }
1422                                 else
1423 #ifdef JP
1424                                         msg_print("¤²¤§¡£¤Ò¤É¤¤Ì£¤À¡£");
1425 #else
1426                                         msg_print("Yechh. That tastes foul.");
1427 #endif
1428
1429                         }
1430                         break;
1431                 }
1432         }
1433
1434         else 
1435         {
1436
1437         switch (p_ptr->prace)
1438         {
1439                 case RACE_DWARF:
1440 #ifdef JP
1441                         msg_print("¼þ°Ï¤òÄ´¤Ù¤¿¡£");
1442 #else
1443                         msg_print("You examine your surroundings.");
1444 #endif
1445
1446                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1447                         (void)detect_doors(DETECT_RAD_DEFAULT);
1448                         (void)detect_stairs(DETECT_RAD_DEFAULT);
1449                         break;
1450
1451                 case RACE_HOBBIT:
1452                         {
1453                                 object_type *q_ptr;
1454                                 object_type forge;
1455
1456                                 /* Get local object */
1457                                 q_ptr = &forge;
1458
1459                                 /* Create the food ration */
1460                                 object_prep(q_ptr, 21);
1461
1462                                 /* Drop the object from heaven */
1463                                 (void)drop_near(q_ptr, -1, py, px);
1464 #ifdef JP
1465                                 msg_print("¿©»ö¤òÎÁÍý¤·¤Æºî¤Ã¤¿¡£");
1466 #else
1467                                 msg_print("You cook some food.");
1468 #endif
1469
1470                         }
1471                         break;
1472
1473                 case RACE_GNOME:
1474 #ifdef JP
1475                         msg_print("¥Ñ¥Ã¡ª");
1476 #else
1477                         msg_print("Blink!");
1478 #endif
1479
1480                         teleport_player(10);
1481                         break;
1482
1483                 case RACE_HALF_ORC:
1484 #ifdef JP
1485                         msg_print("ͦµ¤¤ò½Ð¤·¤¿¡£");
1486 #else
1487                         msg_print("You play tough.");
1488 #endif
1489
1490                         (void)set_afraid(0);
1491                         break;
1492
1493                 case RACE_HALF_TROLL:
1494 #ifdef JP
1495                         msg_print("¤¦¤¬¤¡¤¡¡ª");
1496 #else
1497                         msg_print("RAAAGH!");
1498 #endif
1499
1500                         (void)set_afraid(0);
1501                         (void)set_shero(10 + randint1(plev), FALSE);
1502                         (void)hp_player(30);
1503                         break;
1504
1505                 case RACE_AMBERITE:
1506                         if (command == -1)
1507                         {
1508 #ifdef JP
1509                                 msg_print("¤¢¤Ê¤¿¤ÏÊ⤭¼þ¤ê»Ï¤á¤¿¡£");
1510 #else
1511                                 msg_print("You start walking around. ");
1512 #endif
1513                                 alter_reality();
1514                         }
1515                         else if (command == -2)
1516                         {
1517 #ifdef JP
1518                                 msg_print("¤¢¤Ê¤¿¤Ï¡Ö¥Ñ¥¿¡¼¥ó¡×¤ò¿´¤ËÉÁ¤¤¤Æ¤½¤Î¾å¤òÊ⤤¤¿...");
1519 #else
1520                                 msg_print("You picture the Pattern in your mind and walk it...");
1521 #endif
1522
1523                                 (void)set_poisoned(0);
1524                                 (void)set_image(0);
1525                                 (void)set_stun(0);
1526                                 (void)set_cut(0);
1527                                 (void)set_blind(0);
1528                                 (void)set_afraid(0);
1529                                 (void)do_res_stat(A_STR);
1530                                 (void)do_res_stat(A_INT);
1531                                 (void)do_res_stat(A_WIS);
1532                                 (void)do_res_stat(A_DEX);
1533                                 (void)do_res_stat(A_CON);
1534                                 (void)do_res_stat(A_CHR);
1535                                 (void)restore_level();
1536                         }
1537                         break;
1538
1539                 case RACE_BARBARIAN:
1540 #ifdef JP
1541                         msg_print("¤¦¤©¤©¤ª¤ª¡ª");
1542 #else
1543                         msg_print("Raaagh!");
1544 #endif
1545
1546                         (void)set_afraid(0);
1547                         (void)set_shero(10 + randint1(plev), FALSE);
1548                         (void)hp_player(30);
1549                         break;
1550
1551                 case RACE_HALF_OGRE:
1552 #ifdef JP
1553                         msg_print("Çúȯ¤Î¥ë¡¼¥ó¤ò¿µ½Å¤Ë»Å³Ý¤±¤¿...");
1554 #else
1555                         msg_print("You carefully set an explosive rune...");
1556 #endif
1557
1558                         explosive_rune();
1559                         break;
1560
1561                 case RACE_HALF_GIANT:
1562                         if (!get_aim_dir(&dir)) return FALSE;
1563 #ifdef JP
1564                         msg_print("ÀФÎÊɤò᤭¤Ä¤±¤¿¡£");
1565 #else
1566                         msg_print("You bash at a stone wall.");
1567 #endif
1568
1569                         (void)wall_to_mud(dir);
1570                         break;
1571
1572                 case RACE_HALF_TITAN:
1573 #ifdef JP
1574                         msg_print("Ũ¤òÄ´ºº¤·¤¿...");
1575 #else
1576                         msg_print("You examine your foes...");
1577 #endif
1578
1579                         probing();
1580                         break;
1581
1582                 case RACE_CYCLOPS:
1583                         if (!get_aim_dir(&dir)) return FALSE;
1584 #ifdef JP
1585                         msg_print("µðÂç¤Ê´ä¤òÅꤲ¤¿¡£");
1586 #else
1587                         msg_print("You throw a huge boulder.");
1588 #endif
1589
1590                         fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
1591                         break;
1592
1593                 case RACE_YEEK:
1594                         if (!get_aim_dir(&dir)) return FALSE;
1595 #ifdef JP
1596                         msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¶«¤ÓÀ¼¤ò¾å¤²¤¿¡ª");
1597 #else
1598                         msg_print("You make a horrible scream!");
1599 #endif
1600
1601                         (void)fear_monster(dir, plev);
1602                         break;
1603
1604                 case RACE_KLACKON:
1605                         if (!get_aim_dir(&dir)) return FALSE;
1606 #ifdef JP
1607                         msg_print("»À¤òÅǤ¤¤¿¡£");
1608 #else
1609                         msg_print("You spit acid.");
1610 #endif
1611
1612                         if (plev < 25) fire_bolt(GF_ACID, dir, plev);
1613                         else fire_ball(GF_ACID, dir, plev, 2);
1614                         break;
1615
1616                 case RACE_KOBOLD:
1617                         if (!get_aim_dir(&dir)) return FALSE;
1618 #ifdef JP
1619                         msg_print("ÆǤΥÀ¡¼¥Ä¤òÅꤲ¤¿¡£");
1620 #else
1621                         msg_print("You throw a dart of poison.");
1622 #endif
1623
1624                         fire_bolt(GF_POIS, dir, plev);
1625                         break;
1626
1627                 case RACE_NIBELUNG:
1628 #ifdef JP
1629                         msg_print("¼þ°Ï¤òÄ´ºº¤·¤¿¡£");
1630 #else
1631                         msg_print("You examine your surroundings.");
1632 #endif
1633
1634                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1635                         (void)detect_doors(DETECT_RAD_DEFAULT);
1636                         (void)detect_stairs(DETECT_RAD_DEFAULT);
1637                         break;
1638
1639                 case RACE_DARK_ELF:
1640                         if (!get_aim_dir(&dir)) return FALSE;
1641 #ifdef JP
1642                         msg_print("¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤òÊü¤Ã¤¿¡£");
1643 #else
1644                         msg_print("You cast a magic missile.");
1645 #endif
1646
1647                         fire_bolt_or_beam(10, GF_MISSILE, dir,
1648                             damroll(3 + ((plev - 1) / 5), 4));
1649                         break;
1650
1651                 case RACE_DRACONIAN:
1652                         {
1653                                 int  Type = (one_in_(3) ? GF_COLD : GF_FIRE);
1654 #ifdef JP
1655                                 cptr Type_desc = ((Type == GF_COLD) ? "Î䵤" : "±ê");
1656 #else
1657                                 cptr Type_desc = ((Type == GF_COLD) ? "cold" : "fire");
1658 #endif
1659
1660                                 if (!get_aim_dir(&dir)) return FALSE;
1661
1662                                 if (randint1(100) < plev)
1663                                 {
1664                                         switch (p_ptr->pclass)
1665                                         {
1666                                                 case CLASS_WARRIOR:
1667                                                 case CLASS_BERSERKER:
1668                                                 case CLASS_RANGER:
1669                                                 case CLASS_TOURIST:
1670                                                 case CLASS_IMITATOR:
1671                                                 case CLASS_ARCHER:
1672                                                 case CLASS_SMITH:
1673                                                         if (one_in_(3))
1674                                                         {
1675                                                                 Type = GF_MISSILE;
1676 #ifdef JP
1677                                                                 Type_desc = "¥¨¥ì¥á¥ó¥È";
1678 #else
1679                                                                 Type_desc = "the elements";
1680 #endif
1681                                                         }
1682                                                         else
1683                                                         {
1684                                                                 Type = GF_SHARDS;
1685 #ifdef JP
1686                                                                 Type_desc = "ÇËÊÒ";
1687 #else
1688                                                                 Type_desc = "shards";
1689 #endif
1690                                                         }
1691                                                         break;
1692                                                 case CLASS_MAGE:
1693                                                 case CLASS_WARRIOR_MAGE:
1694                                                 case CLASS_HIGH_MAGE:
1695                                                 case CLASS_SORCERER:
1696                                                 case CLASS_MAGIC_EATER:
1697                                                 case CLASS_RED_MAGE:
1698                                                 case CLASS_BLUE_MAGE:
1699                                                 case CLASS_MIRROR_MASTER:
1700                                                         if (one_in_(3))
1701                                                         {
1702                                                                 Type = GF_MANA;
1703 #ifdef JP
1704                                                                 Type_desc = "ËâÎÏ";
1705 #else
1706                                                                 Type_desc = "mana";
1707 #endif
1708                                                         }
1709                                                         else
1710                                                         {
1711                                                                 Type = GF_DISENCHANT;
1712 #ifdef JP
1713                                                                 Type_desc = "Îô²½";
1714 #else
1715                                                                 Type_desc = "disenchantment";
1716 #endif
1717                                                         }
1718                                                         break;
1719                                                 case CLASS_CHAOS_WARRIOR:
1720                                                         if (!one_in_(3))
1721                                                         {
1722                                                                 Type = GF_CONFUSION;
1723 #ifdef JP
1724                                                                 Type_desc = "º®Íð";
1725 #else
1726                                                                 Type_desc = "confusion";
1727 #endif
1728                                                         }
1729                                                         else
1730                                                         {
1731                                                                 Type = GF_CHAOS;
1732 #ifdef JP
1733                                                                 Type_desc = "¥«¥ª¥¹";
1734 #else
1735                                                                 Type_desc = "chaos";
1736 #endif
1737                                                         }
1738                                                         break;
1739                                                 case CLASS_MONK:
1740                                                 case CLASS_SAMURAI:
1741                                                 case CLASS_FORCETRAINER:
1742                                                         if (!one_in_(3))
1743                                                         {
1744                                                                 Type = GF_CONFUSION;
1745 #ifdef JP
1746                                                                 Type_desc = "º®Íð";
1747 #else
1748                                                                 Type_desc = "confusion";
1749 #endif
1750                                                         }
1751                                                         else
1752                                                         {
1753                                                                 Type = GF_SOUND;
1754 #ifdef JP
1755                                                                 Type_desc = "¹ì²»";
1756 #else
1757                                                                 Type_desc = "sound";
1758 #endif
1759                                                         }
1760                                                         break;
1761                                                 case CLASS_MINDCRAFTER:
1762                                                         if (!one_in_(3))
1763                                                         {
1764                                                                 Type = GF_CONFUSION;
1765 #ifdef JP
1766                                                                 Type_desc = "º®Íð";
1767 #else
1768                                                                 Type_desc = "confusion";
1769 #endif
1770                                                         }
1771                                                         else
1772                                                         {
1773                                                                 Type = GF_PSI;
1774 #ifdef JP
1775                                                                 Type_desc = "Àº¿À¥¨¥Í¥ë¥®¡¼";
1776 #else
1777                                                                 Type_desc = "mental energy";
1778 #endif
1779                                                         }
1780                                                         break;
1781                                                 case CLASS_PRIEST:
1782                                                 case CLASS_PALADIN:
1783                                                         if (one_in_(3))
1784                                                         {
1785                                                                 Type = GF_HELL_FIRE;
1786 #ifdef JP
1787                                                                 Type_desc = "ÃϹö¤Î¹å²Ð";
1788 #else
1789                                                                 Type_desc = "hellfire";
1790 #endif
1791                                                         }
1792                                                         else
1793                                                         {
1794                                                                 Type = GF_HOLY_FIRE;
1795 #ifdef JP
1796                                                                 Type_desc = "À»¤Ê¤ë±ê";
1797 #else
1798                                                                 Type_desc = "holy fire";
1799 #endif
1800                                                         }
1801                                                         break;
1802                                                 case CLASS_ROGUE:
1803                                                 case CLASS_NINJA:
1804                                                         if (one_in_(3))
1805                                                         {
1806                                                                 Type = GF_DARK;
1807 #ifdef JP
1808                                                                 Type_desc = "°Å¹õ";
1809 #else
1810                                                                 Type_desc = "darkness";
1811 #endif
1812                                                         }
1813                                                         else
1814                                                         {
1815                                                                 Type = GF_POIS;
1816 #ifdef JP
1817                                                                 Type_desc = "ÆÇ";
1818 #else
1819                                                                 Type_desc = "poison";
1820 #endif
1821                                                         }
1822                                                         break;
1823                                                 case CLASS_BARD:
1824                                                         if (!one_in_(3))
1825                                                         {
1826                                                                 Type = GF_SOUND;
1827 #ifdef JP
1828                                                                 Type_desc = "¹ì²»";
1829 #else
1830                                                                 Type_desc = "sound";
1831 #endif
1832                                                         }
1833                                                         else
1834                                                         {
1835                                                                 Type = GF_CONFUSION;
1836 #ifdef JP
1837                                                                 Type_desc = "º®Íð";
1838 #else
1839                                                                 Type_desc = "confusion";
1840 #endif
1841                                                         }
1842                                                         break;
1843                                         }
1844                                 }
1845
1846 #ifdef JP
1847                                 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", Type_desc);
1848 #else
1849                                 msg_format("You breathe %s.", Type_desc);
1850 #endif
1851
1852                                 fire_ball(Type, dir, plev * 2,
1853                                     -(plev / 15) - 1);
1854                         }
1855                         break;
1856
1857                 case RACE_MIND_FLAYER:
1858                         if (!get_aim_dir(&dir)) return FALSE;
1859 #ifdef JP
1860                         msg_print("¤¢¤Ê¤¿¤Ï½¸Ã椷¡¢Ìܤ¬ÀÖ¤¯µ±¤¤¤¿...");
1861 #else
1862                         msg_print("You concentrate and your eyes glow red...");
1863 #endif
1864
1865                         fire_bolt(GF_PSI, dir, plev);
1866                         break;
1867
1868                 case RACE_IMP:
1869                         if (!get_aim_dir(&dir)) return FALSE;
1870                         if (plev >= 30)
1871                         {
1872 #ifdef JP
1873                                 msg_print("¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë¤òÊü¤Ã¤¿¡£");
1874 #else
1875                                 msg_print("You cast a ball of fire.");
1876 #endif
1877
1878                                 fire_ball(GF_FIRE, dir, plev, 2);
1879                         }
1880                         else
1881                         {
1882 #ifdef JP
1883                                 msg_print("¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È¤òÊü¤Ã¤¿¡£");
1884 #else
1885                                 msg_print("You cast a bolt of fire.");
1886 #endif
1887
1888                                 fire_bolt(GF_FIRE, dir, plev);
1889                         }
1890                         break;
1891
1892                 case RACE_GOLEM:
1893                         (void)set_shield(randint1(20) + 30, FALSE);
1894                         break;
1895
1896                 case RACE_SKELETON:
1897                 case RACE_ZOMBIE:
1898 #ifdef JP
1899                         msg_print("¤¢¤Ê¤¿¤Ï¼º¤Ã¤¿¥¨¥Í¥ë¥®¡¼¤ò¼è¤êÌ᤽¤¦¤È»î¤ß¤¿¡£");
1900 #else
1901                         msg_print("You attempt to restore your lost energies.");
1902 #endif
1903
1904                         (void)restore_level();
1905                         break;
1906
1907                 case RACE_VAMPIRE:
1908                         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
1909                         {
1910 #ifdef JP
1911                                 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤Ê¤¤¡£");
1912 #else
1913                                 msg_print("Something prevent you from attacking.");
1914 #endif
1915                                 return FALSE;
1916                         }
1917                         else
1918                         {
1919                                 int y, x, dummy = 0;
1920                                 cave_type *c_ptr;
1921
1922                                 /* Only works on adjacent monsters */
1923                                 if (!get_rep_dir(&dir,FALSE)) return FALSE;   /* was get_aim_dir */
1924                                 y = py + ddy[dir];
1925                                 x = px + ddx[dir];
1926                                 c_ptr = &cave[y][x];
1927
1928                                 if (!c_ptr->m_idx)
1929                                 {
1930 #ifdef JP
1931                                         msg_print("²¿¤â¤Ê¤¤¾ì½ê¤Ë³ú¤ß¤Ä¤¤¤¿¡ª");
1932 #else
1933                                         msg_print("You bite into thin air!");
1934 #endif
1935
1936                                         break;
1937                                 }
1938
1939 #ifdef JP
1940                                 msg_print("¤¢¤Ê¤¿¤Ï¥Ë¥ä¥ê¤È¤·¤Æ²ç¤ò¤à¤¤¤¿...");
1941 #else
1942                                 msg_print("You grin and bare your fangs...");
1943 #endif
1944
1945                                 dummy = plev + randint1(plev) * MAX(1, plev / 10);   /* Dmg */
1946                                 if (drain_life(dir, dummy))
1947                                 {
1948                                         if (p_ptr->food < PY_FOOD_FULL)
1949                                                 /* No heal if we are "full" */
1950                                                 (void)hp_player(dummy);
1951                                         else
1952 #ifdef JP
1953                                                 msg_print("¤¢¤Ê¤¿¤Ï¶õÊ¢¤Ç¤Ï¤¢¤ê¤Þ¤»¤ó¡£");
1954 #else
1955                                                 msg_print("You were not hungry.");
1956 #endif
1957
1958                                         /* Gain nutritional sustenance: 150/hp drained */
1959                                         /* A Food ration gives 5000 food points (by contrast) */
1960                                         /* Don't ever get more than "Full" this way */
1961                                         /* But if we ARE Gorged,  it won't cure us */
1962                                         dummy = p_ptr->food + MIN(5000, 100 * dummy);
1963                                         if (p_ptr->food < PY_FOOD_MAX)   /* Not gorged already */
1964                                                 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
1965                                 }
1966                                 else
1967 #ifdef JP
1968                                         msg_print("¤²¤§¡£¤Ò¤É¤¤Ì£¤À¡£");
1969 #else
1970                                         msg_print("Yechh. That tastes foul.");
1971 #endif
1972
1973                         }
1974                         break;
1975
1976                 case RACE_SPECTRE:
1977                         if (!get_aim_dir(&dir)) return FALSE;
1978 #ifdef JP
1979                         msg_print("¤¢¤Ê¤¿¤Ï¤ª¤É¤í¤ª¤É¤í¤·¤¤¶«¤ÓÀ¼¤ò¤¢¤²¤¿¡ª");
1980 #else
1981                         msg_print("You emit an eldritch howl!");
1982 #endif
1983
1984                         (void)fear_monster(dir, plev);
1985                         break;
1986
1987                 case RACE_SPRITE:
1988 #ifdef JP
1989                         msg_print("¤¢¤Ê¤¿¤ÏËâË¡¤ÎÊ´¤òÅꤲ¤Ä¤±¤¿...");
1990 #else
1991                         msg_print("You throw some magic dust...");
1992 #endif
1993
1994                         if (plev < 25) sleep_monsters_touch();
1995                         else (void)sleep_monsters();
1996                         break;
1997
1998                 case RACE_DEMON:
1999                         {
2000                                 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
2001                                 if (!get_aim_dir(&dir)) return FALSE;
2002 #ifdef JP
2003                                 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",((type == GF_NETHER) ? "ÃϹö" : "²Ð±ê"));
2004 #else
2005                                 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
2006 #endif
2007
2008                                 fire_ball(type, dir, plev * 3, -(plev / 15) - 1);
2009                         }
2010                         break;
2011
2012                 case RACE_KUTA:
2013                         (void)set_tsubureru(randint1(20) + 30, FALSE);
2014                         break;
2015
2016                 case RACE_ANDROID:
2017                         if (!get_aim_dir(&dir)) return FALSE;
2018                         if (plev < 10)
2019                         {
2020 #ifdef JP
2021                                 msg_print("¥ì¥¤¥¬¥ó¤òȯ¼Í¤·¤¿¡£");
2022 #else
2023                                 msg_print("You fire your ray gun.");
2024 #endif
2025                                 fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
2026                         }
2027                         else if (plev < 25)
2028                         {
2029 #ifdef JP
2030                                 msg_print("¥Ö¥é¥¹¥¿¡¼¤òȯ¼Í¤·¤¿¡£");
2031 #else
2032                                 msg_print("You fire your blaster.");
2033 #endif
2034                                 fire_bolt(GF_MISSILE, dir, plev);
2035                         }
2036                         else if (plev < 35)
2037                         {
2038 #ifdef JP
2039                                 msg_print("¥Ð¥º¡¼¥«¤òȯ¼Í¤·¤¿¡£");
2040 #else
2041                                 msg_print("You fire your bazooka.");
2042 #endif
2043                                 fire_ball(GF_MISSILE, dir, plev * 2, 2);
2044                         }
2045                         else if (plev < 45)
2046                         {
2047 #ifdef JP
2048                                 msg_print("¥Ó¡¼¥à¥­¥ã¥Î¥ó¤òȯ¼Í¤·¤¿¡£");
2049 #else
2050                                 msg_print("You fire a beam cannon.");
2051 #endif
2052                                 fire_beam(GF_MISSILE, dir, plev * 2);
2053                         }
2054                         else
2055                         {
2056 #ifdef JP
2057                                 msg_print("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡£");
2058 #else
2059                                 msg_print("You fire a rocket.");
2060 #endif
2061                                 fire_ball(GF_ROCKET, dir, plev * 5, 2);
2062                         }
2063                         break;
2064
2065                 default:
2066 #ifdef JP
2067                         msg_print("¤³¤Î¼ï²¤ÏÆüì¤ÊǽÎϤò»ý¤Ã¤Æ¤¤¤Þ¤»¤ó¡£");
2068 #else
2069                         msg_print("This race has no bonus power.");
2070 #endif
2071
2072                         energy_use = 0;
2073         }
2074         }
2075         return TRUE;
2076 }
2077
2078
2079 /*
2080  * Allow user to choose a power (racial / mutation) to activate
2081  */
2082 void do_cmd_racial_power(void)
2083 {
2084         power_desc_type power_desc[36];
2085         int             num, i = 0;
2086         int             ask = TRUE;
2087         int             lvl = p_ptr->lev;
2088         bool            flag, redraw, cast = FALSE;
2089         bool            warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
2090         char            choice;
2091         char            out_val[160];
2092         int menu_line = (use_menu ? 1 : 0);
2093
2094
2095         for (num = 0; num < 36; num++)
2096         {
2097                 strcpy(power_desc[num].name, "");
2098                 power_desc[num].number = 0;
2099         }
2100
2101         num = 0;
2102
2103         if (p_ptr->confused)
2104         {
2105 #ifdef JP
2106 msg_print("º®Í𤷤Ƥ¤¤ÆÆüìǽÎϤò»È¤¨¤Þ¤»¤ó¡ª");
2107 #else
2108                 msg_print("You are too confused to use any powers!");
2109 #endif
2110
2111                 energy_use = 0;
2112                 return;
2113         }
2114
2115         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
2116         {
2117                 set_action(ACTION_NONE);
2118         }
2119
2120         switch (p_ptr->pclass)
2121         {
2122         case CLASS_WARRIOR:
2123         {
2124 #ifdef JP
2125 strcpy(power_desc[num].name, "·õ¤ÎÉñ¤¤");
2126 #else
2127                 strcpy(power_desc[num].name, "Sword Dancing");
2128 #endif
2129
2130                 power_desc[num].level = 40;
2131                 power_desc[num].cost = 75;
2132                 power_desc[num].stat = A_DEX;
2133                 power_desc[num].fail = 35;
2134                 power_desc[num++].number = -3;
2135                 break;
2136         }
2137         case CLASS_MAGE:
2138         case CLASS_HIGH_MAGE:
2139         case CLASS_SORCERER:
2140         {
2141 #ifdef JP
2142 strcpy(power_desc[num].name, "ËâÎÏ¿©¤¤");
2143 #else
2144                 strcpy(power_desc[num].name, "Eat Magic");
2145 #endif
2146
2147                 power_desc[num].level = 25;
2148                 power_desc[num].cost = 1;
2149                 power_desc[num].stat = A_INT;
2150                 power_desc[num].fail = 25;
2151                 power_desc[num++].number = -3;
2152                 break;
2153         }
2154         case CLASS_PRIEST:
2155         {
2156                 if (is_good_realm(p_ptr->realm1))
2157                 {
2158 #ifdef JP
2159 strcpy(power_desc[num].name, "Éð´ï½ËÊ¡");
2160 #else
2161                         strcpy(power_desc[num].name, "Bless Weapon");
2162 #endif
2163
2164                         power_desc[num].level = 35;
2165                         power_desc[num].cost = 70;
2166                         power_desc[num].stat = A_WIS;
2167                         power_desc[num].fail = 50;
2168                         power_desc[num++].number = -3;
2169                 }
2170                 else
2171                 {
2172 #ifdef JP
2173 strcpy(power_desc[num].name, "¾¤º²");
2174 #else
2175                         strcpy(power_desc[num].name, "Evocation");
2176 #endif
2177
2178                         power_desc[num].level = 42;
2179                         power_desc[num].cost = 40;
2180                         power_desc[num].stat = A_WIS;
2181                         power_desc[num].fail = 35;
2182                         power_desc[num++].number = -3;
2183                 }
2184                 break;
2185         }
2186         case CLASS_ROGUE:
2187         {
2188 #ifdef JP
2189 strcpy(power_desc[num].name, "¥Ò¥Ã¥È¡õ¥¢¥¦¥§¥¤");
2190 #else
2191                 strcpy(power_desc[num].name, "Hit and Away");
2192 #endif
2193
2194                 power_desc[num].level = 8;
2195                 power_desc[num].cost = 12;
2196                 power_desc[num].stat = A_DEX;
2197                 power_desc[num].fail = 14;
2198                 power_desc[num++].number = -3;
2199                 break;
2200         }
2201         case CLASS_RANGER:
2202         {
2203 #ifdef JP
2204 strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼Ä´ºº");
2205 #else
2206                 strcpy(power_desc[num].name, "Probe Monster");
2207 #endif
2208
2209                 power_desc[num].level = 15;
2210                 power_desc[num].cost = 20;
2211                 power_desc[num].stat = A_INT;
2212                 power_desc[num].fail = 12;
2213                 power_desc[num++].number = -3;
2214                 break;
2215         }
2216         case CLASS_PALADIN:
2217         {
2218                 if (is_good_realm(p_ptr->realm1))
2219                 {
2220 #ifdef JP
2221 strcpy(power_desc[num].name, "¥Û¡¼¥ê¡¼¡¦¥é¥ó¥¹");
2222 #else
2223                         strcpy(power_desc[num].name, "Holy Lance");
2224 #endif
2225
2226                         power_desc[num].level = 30;
2227                         power_desc[num].cost = 30;
2228                         power_desc[num].stat = A_WIS;
2229                         power_desc[num].fail = 30;
2230                         power_desc[num++].number = -3;
2231                 }
2232                 else
2233                 {
2234 #ifdef JP
2235 strcpy(power_desc[num].name, "¥Ø¥ë¡¦¥é¥ó¥¹");
2236 #else
2237                         strcpy(power_desc[num].name, "Hell Lance");
2238 #endif
2239
2240                         power_desc[num].level = 30;
2241                         power_desc[num].cost = 30;
2242                         power_desc[num].stat = A_WIS;
2243                         power_desc[num].fail = 30;
2244                         power_desc[num++].number = -3;
2245                 }
2246                 break;
2247         }
2248         case CLASS_WARRIOR_MAGE:
2249         {
2250 #ifdef JP
2251 strcpy(power_desc[num].name, "ÊÑ´¹: £È£Ð¢ª£Í£Ð");
2252 #else
2253                 strcpy(power_desc[num].name, "Convert HP to SP");
2254 #endif
2255
2256                 power_desc[num].level = 25;
2257                 power_desc[num].cost = 0;
2258                 power_desc[num].stat = A_INT;
2259                 power_desc[num].fail = 10;
2260                 power_desc[num++].number = -3;
2261 #ifdef JP
2262 strcpy(power_desc[num].name, "ÊÑ´¹: £Í£Ð¢ª£È£Ð");
2263 #else
2264                 strcpy(power_desc[num].name, "Convert SP to HP");
2265 #endif
2266
2267                 power_desc[num].level = 25;
2268                 power_desc[num].cost = 0;
2269                 power_desc[num].stat = A_INT;
2270                 power_desc[num].fail = 10;
2271                 power_desc[num++].number = -4;
2272                 break;
2273         }
2274         case CLASS_CHAOS_WARRIOR:
2275         {
2276 #ifdef JP
2277 strcpy(power_desc[num].name, "¸¸ÏǤθ÷");
2278 #else
2279                 strcpy(power_desc[num].name, "Confusing Light");
2280 #endif
2281
2282                 power_desc[num].level = 40;
2283                 power_desc[num].cost = 50;
2284                 power_desc[num].stat = A_INT;
2285                 power_desc[num].fail = 25;
2286                 power_desc[num++].number = -3;
2287                 break;
2288         }
2289         case CLASS_MONK:
2290         {
2291 #ifdef JP
2292 strcpy(power_desc[num].name, "¹½¤¨¤ë");
2293 #else
2294                 strcpy(power_desc[num].name, "Assume a Posture");
2295 #endif
2296
2297                 power_desc[num].level = 25;
2298                 power_desc[num].cost = 0;
2299                 power_desc[num].stat = A_DEX;
2300                 power_desc[num].fail = 0;
2301                 power_desc[num++].number = -3;
2302 #ifdef JP
2303 strcpy(power_desc[num].name, "É´Îö·ý");
2304 #else
2305                 strcpy(power_desc[num].name, "Double Attack");
2306 #endif
2307
2308                 power_desc[num].level = 30;
2309                 power_desc[num].cost = 30;
2310                 power_desc[num].stat = A_STR;
2311                 power_desc[num].fail = 20;
2312                 power_desc[num++].number = -4;
2313                 break;
2314         }
2315         case CLASS_MINDCRAFTER:
2316         case CLASS_FORCETRAINER:
2317         {
2318 #ifdef JP
2319 strcpy(power_desc[num].name, "ÌÀ¶À»ß¿å");
2320 #else
2321                 strcpy(power_desc[num].name, "Clear Mind");
2322 #endif
2323
2324                 power_desc[num].level = 15;
2325                 power_desc[num].cost = 0;
2326                 power_desc[num].stat = A_WIS;
2327                 power_desc[num].fail = 10;
2328                 power_desc[num++].number = -3;
2329                 break;
2330         }
2331         case CLASS_TOURIST:
2332         {
2333 #ifdef JP
2334 strcpy(power_desc[num].name, "¼Ì¿¿»£±Æ");
2335 #else
2336                 strcpy(power_desc[num].name, "Take a Photograph");
2337 #endif
2338
2339                 power_desc[num].level = 1;
2340                 power_desc[num].cost = 0;
2341                 power_desc[num].stat = A_DEX;
2342                 power_desc[num].fail = 0;
2343                 power_desc[num++].number = -3;
2344 #ifdef JP
2345 strcpy(power_desc[num].name, "¿¿¡¦´ÕÄê");
2346 #else
2347                 strcpy(power_desc[num].name, "Identify True");
2348 #endif
2349
2350                 power_desc[num].level = 25;
2351                 power_desc[num].cost = 20;
2352                 power_desc[num].stat = A_INT;
2353                 power_desc[num].fail = 20;
2354                 power_desc[num++].number = -4;
2355                 break;
2356         }
2357         case CLASS_IMITATOR:
2358         {
2359 #ifdef JP
2360 strcpy(power_desc[num].name, "ÇÜÊÖ¤·");
2361 #else
2362                 strcpy(power_desc[num].name, "Double Revenge");
2363 #endif
2364
2365                 power_desc[num].level = 30;
2366                 power_desc[num].cost = 100;
2367                 power_desc[num].stat = A_DEX;
2368                 power_desc[num].fail = 30;
2369                 power_desc[num++].number = -3;
2370                 break;
2371         }
2372         case CLASS_BEASTMASTER:
2373         {
2374 #ifdef JP
2375 strcpy(power_desc[num].name, "À¸Êª»ÙÇÛ");
2376 #else
2377                 strcpy(power_desc[num].name, "Dominate a Living Thing");
2378 #endif
2379
2380                 power_desc[num].level = 1;
2381                 power_desc[num].cost = (p_ptr->lev+3)/4;
2382                 power_desc[num].stat = A_CHR;
2383                 power_desc[num].fail = 10;
2384                 power_desc[num++].number = -3;
2385 #ifdef JP
2386 strcpy(power_desc[num].name, "¿¿¡¦À¸Êª»ÙÇÛ");
2387 #else
2388                 strcpy(power_desc[num].name, "Dominate Living Things");
2389 #endif
2390
2391                 power_desc[num].level = 30;
2392                 power_desc[num].cost = (p_ptr->lev+20)/2;
2393                 power_desc[num].stat = A_CHR;
2394                 power_desc[num].fail = 10;
2395                 power_desc[num++].number = -4;
2396                 break;
2397         }
2398         case CLASS_ARCHER:
2399         {
2400 #ifdef JP
2401 strcpy(power_desc[num].name, "ÃÆ/Ìð¤ÎÀ½Â¤");
2402 #else
2403                 strcpy(power_desc[num].name, "Create Ammo");
2404 #endif
2405
2406                 power_desc[num].level = 1;
2407                 power_desc[num].cost = 0;
2408                 power_desc[num].stat = A_DEX;
2409                 power_desc[num].fail = 0;
2410                 power_desc[num++].number = -3;
2411                 break;
2412         }
2413         case CLASS_MAGIC_EATER:
2414         {
2415 #ifdef JP
2416 strcpy(power_desc[num].name, "ËâÎϤμè¤ê¹þ¤ß");
2417 #else
2418                 strcpy(power_desc[num].name, "Absorb Magic");
2419 #endif
2420
2421                 power_desc[num].level = 1;
2422                 power_desc[num].cost = 0;
2423                 power_desc[num].stat = A_INT;
2424                 power_desc[num].fail = 0;
2425                 power_desc[num++].number = -3;
2426                 break;
2427         }
2428         case CLASS_BARD:
2429         {
2430 #ifdef JP
2431 strcpy(power_desc[num].name, "²Î¤ò»ß¤á¤ë");
2432 #else
2433                 strcpy(power_desc[num].name, "Stop Singing");
2434 #endif
2435
2436                 power_desc[num].level = 1;
2437                 power_desc[num].cost = 0;
2438                 power_desc[num].stat = A_CHR;
2439                 power_desc[num].fail = 0;
2440                 power_desc[num++].number = -3;
2441                 break;
2442         }
2443         case CLASS_RED_MAGE:
2444         {
2445 #ifdef JP
2446 strcpy(power_desc[num].name, "Ϣ³Ëâ");
2447 #else
2448                 strcpy(power_desc[num].name, "Double Magic");
2449 #endif
2450
2451                 power_desc[num].level = 48;
2452                 power_desc[num].cost = 20;
2453                 power_desc[num].stat = A_INT;
2454                 power_desc[num].fail = 0;
2455                 power_desc[num++].number = -3;
2456                 break;
2457         }
2458         case CLASS_SAMURAI:
2459         {
2460 #ifdef JP
2461 strcpy(power_desc[num].name, "µ¤¹ç¤¤¤¿¤á");
2462 #else
2463                 strcpy(power_desc[num].name, "Concentration");
2464 #endif
2465
2466                 power_desc[num].level = 1;
2467                 power_desc[num].cost = 0;
2468                 power_desc[num].stat = A_WIS;
2469                 power_desc[num].fail = 0;
2470                 power_desc[num++].number = -3;
2471 #ifdef JP
2472 strcpy(power_desc[num].name, "·¿");
2473 #else
2474                 strcpy(power_desc[num].name, "Assume a Posture");
2475 #endif
2476
2477                 power_desc[num].level = 25;
2478                 power_desc[num].cost = 0;
2479                 power_desc[num].stat = A_DEX;
2480                 power_desc[num].fail = 0;
2481                 power_desc[num++].number = -4;
2482                 break;
2483         }
2484         case CLASS_BLUE_MAGE:
2485         {
2486 #ifdef JP
2487 strcpy(power_desc[num].name, "¥é¡¼¥Ë¥ó¥°");
2488 #else
2489                 strcpy(power_desc[num].name, "Learning");
2490 #endif
2491
2492                 power_desc[num].level = 1;
2493                 power_desc[num].cost = 0;
2494                 power_desc[num].stat = A_INT;
2495                 power_desc[num].fail = 0;
2496                 power_desc[num++].number = -3;
2497                 break;
2498         }
2499         case CLASS_CAVALRY:
2500         {
2501 #ifdef JP
2502 strcpy(power_desc[num].name, "¹ÓÇϤʤ餷");
2503 #else
2504                 strcpy(power_desc[num].name, "Rodeo");
2505 #endif
2506
2507                 power_desc[num].level = 10;
2508                 power_desc[num].cost = 0;
2509                 power_desc[num].stat = A_STR;
2510                 power_desc[num].fail = 10;
2511                 power_desc[num++].number = -3;
2512                 break;
2513         }
2514         case CLASS_BERSERKER:
2515         {
2516 #ifdef JP
2517 strcpy(power_desc[num].name, "µ¢´Ô");
2518 #else
2519                 strcpy(power_desc[num].name, "Recall");
2520 #endif
2521
2522                 power_desc[num].level = 10;
2523                 power_desc[num].cost = 10;
2524                 power_desc[num].stat = A_DEX;
2525                 power_desc[num].fail = 20;
2526                 power_desc[num++].number = -3;
2527                 break;
2528         }
2529         case CLASS_MIRROR_MASTER:
2530         {
2531 #ifdef JP
2532 strcpy(power_desc[num].name, "¶À³ä¤ê");
2533 #else
2534                 strcpy(power_desc[num].name, "Break Mirrors");
2535 #endif
2536
2537                 power_desc[num].level = 1;
2538                 power_desc[num].cost = 0;
2539                 power_desc[num].stat = A_INT;
2540                 power_desc[num].fail = 0;
2541                 power_desc[num++].number = -3;
2542 #ifdef JP
2543 strcpy(power_desc[num].name, "ÀÅ¿å");
2544 #else
2545                 strcpy(power_desc[num].name, "Mirror Concentration");
2546 #endif
2547
2548                 power_desc[num].level = 30;
2549                 power_desc[num].cost = 0;
2550                 power_desc[num].stat = A_INT;
2551                 power_desc[num].fail = 20;
2552                 power_desc[num++].number = -4;
2553                 break;
2554         }
2555         case CLASS_SMITH:
2556         {
2557 #ifdef JP
2558 strcpy(power_desc[num].name, "ÌÜÍø¤­");
2559 #else
2560                 strcpy(power_desc[num].name, "Judgment");
2561 #endif
2562
2563                 power_desc[num].level = 5;
2564                 power_desc[num].cost = 15;
2565                 power_desc[num].stat = A_INT;
2566                 power_desc[num].fail = 20;
2567                 power_desc[num++].number = -3;
2568                 break;
2569         }
2570         case CLASS_NINJA:
2571         {
2572 #ifdef JP
2573 strcpy(power_desc[num].name, "®¶î¤±");
2574 #else
2575                 strcpy(power_desc[num].name, "Quick Walk");
2576 #endif
2577
2578                 power_desc[num].level = 20;
2579                 power_desc[num].cost = 0;
2580                 power_desc[num].stat = A_DEX;
2581                 power_desc[num].fail = 0;
2582                 power_desc[num++].number = -3;
2583                 break;
2584         }
2585         default:
2586 #ifdef JP
2587 strcpy(power_desc[0].name, "(¤Ê¤·)");
2588 #else
2589                 strcpy(power_desc[0].name, "(none)");
2590 #endif
2591
2592         }
2593
2594         if (p_ptr->mimic_form)
2595         {
2596                 switch (p_ptr->mimic_form)
2597                 {
2598                 case MIMIC_DEMON:
2599                 case MIMIC_DEMON_LORD:
2600 #ifdef JP
2601 sprintf(power_desc[num].name, "ÃϹö/²Ð±ê¤Î¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 3);
2602 #else
2603                         sprintf(power_desc[num].name, "Nether or Fire Breath (dam %d)", lvl * 3);
2604 #endif
2605
2606                         power_desc[num].level = 15;
2607                         power_desc[num].cost = 10+lvl/3;
2608                         power_desc[num].stat = A_CON;
2609                         power_desc[num].fail = 20;
2610                         power_desc[num++].number = -1;
2611                         break;
2612                 case MIMIC_VAMPIRE:
2613 #ifdef JP
2614 strcpy(power_desc[num].name, "À¸Ì¿Îϵۼý");
2615 #else
2616                         strcpy(power_desc[num].name, "Drain Life");
2617 #endif
2618
2619                         power_desc[num].level = 2;
2620                         power_desc[num].cost = 1 + (lvl / 3);
2621                         power_desc[num].stat = A_CON;
2622                         power_desc[num].fail = 9;
2623                         power_desc[num++].number = -1;
2624                         break;
2625                 }
2626         }
2627         else
2628         {
2629         switch (p_ptr->prace)
2630         {
2631                 case RACE_DWARF:
2632 #ifdef JP
2633 strcpy(power_desc[num].name, "¥É¥¢¤Èæ« ´¶ÃÎ");
2634 #else
2635                         strcpy(power_desc[num].name, "Detect Doors+Traps");
2636 #endif
2637
2638                         power_desc[num].level = 5;
2639                         power_desc[num].cost = 5;
2640                         power_desc[num].stat = A_WIS;
2641                         power_desc[num].fail = 12;
2642                         power_desc[num++].number = -1;
2643                         break;
2644                 case RACE_NIBELUNG:
2645 #ifdef JP
2646 strcpy(power_desc[num].name, "¥É¥¢¤Èæ« ´¶ÃÎ");
2647 #else
2648                         strcpy(power_desc[num].name, "Detect Doors+Traps");
2649 #endif
2650
2651                         power_desc[num].level = 10;
2652                         power_desc[num].cost = 5;
2653                         power_desc[num].stat = A_WIS;
2654                         power_desc[num].fail = 10;
2655                         power_desc[num++].number = -1;
2656                         break;
2657                 case RACE_HOBBIT:
2658 #ifdef JP
2659 strcpy(power_desc[num].name, "¿©ÎÈÀ¸À®");
2660 #else
2661                         strcpy(power_desc[num].name, "Create Food");
2662 #endif
2663
2664                         power_desc[num].level = 15;
2665                         power_desc[num].cost = 10;
2666                         power_desc[num].stat = A_INT;
2667                         power_desc[num].fail = 10;
2668                         power_desc[num++].number = -1;
2669                         break;
2670                 case RACE_GNOME:
2671 #ifdef JP
2672 sprintf(power_desc[num].name, "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È");
2673 #else
2674                         sprintf(power_desc[num].name, "Blink");
2675 #endif
2676
2677                         power_desc[num].level = 5;
2678                         power_desc[num].cost = 5;
2679                         power_desc[num].stat = A_INT;
2680                         power_desc[num].fail = 12;
2681                         power_desc[num++].number = -1;
2682                         break;
2683                 case RACE_HALF_ORC:
2684 #ifdef JP
2685 strcpy(power_desc[num].name, "¶²Éݽüµî");
2686 #else
2687                         strcpy(power_desc[num].name, "Remove Fear");
2688 #endif
2689
2690                         power_desc[num].level = 3;
2691                         power_desc[num].cost = 5;
2692                         power_desc[num].stat = A_WIS;
2693                         power_desc[num].fail = warrior ? 5 : 10;
2694                         power_desc[num++].number = -1;
2695                         break;
2696                 case RACE_HALF_TROLL:
2697 #ifdef JP
2698 strcpy(power_desc[num].name, "¶¸Àï»Î²½");
2699 #else
2700                         strcpy(power_desc[num].name, "Berserk");
2701 #endif
2702
2703                         power_desc[num].level = 10;
2704                         power_desc[num].cost = 12;
2705                         power_desc[num].stat = A_STR;
2706                         power_desc[num].fail = warrior ? 6 : 12;
2707                         power_desc[num++].number = -1;
2708                         break;
2709                 case RACE_BARBARIAN:
2710 #ifdef JP
2711 strcpy(power_desc[num].name, "¶¸Àï»Î²½");
2712 #else
2713                         strcpy(power_desc[num].name, "Berserk");
2714 #endif
2715
2716                         power_desc[num].level = 8;
2717                         power_desc[num].cost = 10;
2718                         power_desc[num].stat = A_STR;
2719                         power_desc[num].fail = warrior ? 6 : 12;
2720                         power_desc[num++].number = -1;
2721                         break;
2722                 case RACE_AMBERITE:
2723 #ifdef JP
2724 strcpy(power_desc[num].name, "¥·¥ã¥É¥¦¡¦¥·¥Õ¥È");
2725 #else
2726                         strcpy(power_desc[num].name, "Shadow Shifting");
2727 #endif
2728
2729                         power_desc[num].level = 30;
2730                         power_desc[num].cost = 50;
2731                         power_desc[num].stat = A_INT;
2732                         power_desc[num].fail = 50;
2733                         power_desc[num++].number = -1;
2734 #ifdef JP
2735 strcpy(power_desc[num].name, "¥Ñ¥¿¡¼¥ó¡¦¥¦¥©¡¼¥¯");
2736 #else
2737                         strcpy(power_desc[num].name, "Pattern Mindwalking");
2738 #endif
2739
2740                         power_desc[num].level = 40;
2741                         power_desc[num].cost = 75;
2742                         power_desc[num].stat = A_WIS;
2743                         power_desc[num].fail = 50;
2744                         power_desc[num++].number = -2;
2745                         break;
2746                 case RACE_HALF_OGRE:
2747 #ifdef JP
2748 strcpy(power_desc[num].name, "Çúȯ¤Î¥ë¡¼¥ó");
2749 #else
2750                         strcpy(power_desc[num].name, "Explosive Rune");
2751 #endif
2752
2753                         power_desc[num].level = 25;
2754                         power_desc[num].cost = 35;
2755                         power_desc[num].stat = A_INT;
2756                         power_desc[num].fail = 15;
2757                         power_desc[num++].number = -1;
2758                         break;
2759                 case RACE_HALF_GIANT:
2760 #ifdef JP
2761 strcpy(power_desc[num].name, "´äÀÐÍϲò");
2762 #else
2763                         strcpy(power_desc[num].name, "Stone to Mud");
2764 #endif
2765
2766                         power_desc[num].level = 20;
2767                         power_desc[num].cost = 10;
2768                         power_desc[num].stat = A_STR;
2769                         power_desc[num].fail = 12;
2770                         power_desc[num++].number = -1;
2771                         break;
2772                 case RACE_HALF_TITAN:
2773 #ifdef JP
2774 strcpy(power_desc[num].name, "¥¹¥­¥ã¥ó¡¦¥â¥ó¥¹¥¿¡¼");
2775 #else
2776                         strcpy(power_desc[num].name, "Probing");
2777 #endif
2778
2779                         power_desc[num].level = 15;
2780                         power_desc[num].cost = 10;
2781                         power_desc[num].stat = A_INT;
2782                         power_desc[num].fail = 12;
2783                         power_desc[num++].number = -1;
2784                         break;
2785                 case RACE_CYCLOPS:
2786 #ifdef JP
2787 sprintf(power_desc[num].name, "´äÀÐÅꤲ¡Ê¥À¥á¡¼¥¸ %d¡Ë", (3 * lvl) / 2);
2788 #else
2789                         sprintf(power_desc[num].name, "Throw Boulder (dam %d)", (3 * lvl) / 2);
2790 #endif
2791
2792                         power_desc[num].level = 20;
2793                         power_desc[num].cost = 15;
2794                         power_desc[num].stat = A_STR;
2795                         power_desc[num].fail = 12;
2796                         power_desc[num++].number = -1;
2797                         break;
2798                 case RACE_YEEK:
2799 #ifdef JP
2800 strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼¶²¹²");
2801 #else
2802                         strcpy(power_desc[num].name, "Scare Monster");
2803 #endif
2804
2805                         power_desc[num].level = 15;
2806                         power_desc[num].cost = 15;
2807                         power_desc[num].stat = A_WIS;
2808                         power_desc[num].fail = 10;
2809                         power_desc[num++].number = -1;
2810                         break;
2811                 case RACE_SPECTRE:
2812 #ifdef JP
2813 strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼¶²¹²");
2814 #else
2815                         strcpy(power_desc[num].name, "Scare Monster");
2816 #endif
2817
2818                         power_desc[num].level = 4;
2819                         power_desc[num].cost = 6;
2820                         power_desc[num].stat = A_INT;
2821                         power_desc[num].fail = 3;
2822                         power_desc[num++].number = -1;
2823                         break;
2824                 case RACE_KLACKON:
2825 #ifdef JP
2826 sprintf(power_desc[num].name, "»À¤ÎÂà(¥À¥á¡¼¥¸ %d)", lvl);
2827 #else
2828                         sprintf(power_desc[num].name, "Spit Acid (dam %d)", lvl);
2829 #endif
2830
2831                         power_desc[num].level = 9;
2832                         power_desc[num].cost = 9;
2833                         power_desc[num].stat = A_DEX;
2834                         power_desc[num].fail = 14;
2835                         power_desc[num++].number = -1;
2836                         break;
2837                 case RACE_KOBOLD:
2838 #ifdef JP
2839 sprintf(power_desc[num].name, "ÆǤΥÀ¡¼¥Ä (¥À¥á¡¼¥¸ %d)", lvl);
2840 #else
2841                         sprintf(power_desc[num].name, "Poison Dart (dam %d)", lvl);
2842 #endif
2843
2844                         power_desc[num].level = 12;
2845                         power_desc[num].cost = 8;
2846                         power_desc[num].stat = A_DEX;
2847                         power_desc[num].fail = 14;
2848                         power_desc[num++].number = -1;
2849                         break;
2850                 case RACE_DARK_ELF:
2851 #ifdef JP
2852 sprintf(power_desc[num].name, "¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë (¥À¥á¡¼¥¸ %dd%d)", 3 + ((lvl - 1) / 5), 4);
2853 #else
2854                         sprintf(power_desc[num].name, "Magic Missile (dm %dd%d)", 3 + ((lvl - 1) / 5), 4);
2855 #endif
2856
2857                         power_desc[num].level = 2;
2858                         power_desc[num].cost = 2;
2859                         power_desc[num].stat = A_INT;
2860                         power_desc[num].fail = 9;
2861                         power_desc[num++].number = -1;
2862                         break;
2863                 case RACE_DRACONIAN:
2864 #ifdef JP
2865 sprintf(power_desc[num].name, "¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 2);
2866 #else
2867                         sprintf(power_desc[num].name, "Breath Weapon (dam %d)", lvl * 2);
2868 #endif
2869
2870                         power_desc[num].level = 1;
2871                         power_desc[num].cost = lvl;
2872                         power_desc[num].stat = A_CON;
2873                         power_desc[num].fail = 12;
2874                         power_desc[num++].number = -1;
2875                         break;
2876                 case RACE_MIND_FLAYER:
2877 #ifdef JP
2878 sprintf(power_desc[num].name, "Àº¿À¹¶·â (¥À¥á¡¼¥¸ %d)", lvl);
2879 #else
2880                         sprintf(power_desc[num].name, "Mind Blast (dam %d)", lvl);
2881 #endif
2882
2883                         power_desc[num].level = 15;
2884                         power_desc[num].cost = 12;
2885                         power_desc[num].stat = A_INT;
2886                         power_desc[num].fail = 14;
2887                         power_desc[num++].number = -1;
2888                         break;
2889                 case RACE_IMP:
2890 #ifdef JP
2891 sprintf(power_desc[num].name, "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È/¥Ü¡¼¥ë (¥À¥á¡¼¥¸ %d)", lvl);
2892 #else
2893                         sprintf(power_desc[num].name, "Fire Bolt/Ball (dam %d)", lvl);
2894 #endif
2895
2896                         power_desc[num].level = 9;
2897                         power_desc[num].cost = 15;
2898                         power_desc[num].stat = A_WIS;
2899                         power_desc[num].fail = 15;
2900                         power_desc[num++].number = -1;
2901                         break;
2902                 case RACE_GOLEM:
2903 #ifdef JP
2904 strcpy(power_desc[num].name, "È©Àв½ (´ü´Ö 1d20+30)");
2905 #else
2906                         strcpy(power_desc[num].name, "Stone Skin (dur 1d20+30)");
2907 #endif
2908
2909                         power_desc[num].level = 20;
2910                         power_desc[num].cost = 15;
2911                         power_desc[num].stat = A_CON;
2912                         power_desc[num].fail = 8;
2913                         power_desc[num++].number = -1;
2914                         break;
2915                 case RACE_SKELETON:
2916                 case RACE_ZOMBIE:
2917 #ifdef JP
2918 strcpy(power_desc[num].name, "·Ð¸³ÃÍÉü³è");
2919 #else
2920                         strcpy(power_desc[num].name, "Restore Life");
2921 #endif
2922
2923                         power_desc[num].level = 30;
2924                         power_desc[num].cost = 30;
2925                         power_desc[num].stat = A_WIS;
2926                         power_desc[num].fail = 18;
2927                         power_desc[num++].number = -1;
2928                         break;
2929                 case RACE_VAMPIRE:
2930 #ifdef JP
2931 strcpy(power_desc[num].name, "À¸Ì¿Îϵۼý");
2932 #else
2933                         strcpy(power_desc[num].name, "Drain Life");
2934 #endif
2935
2936                         power_desc[num].level = 2;
2937                         power_desc[num].cost = 1 + (lvl / 3);
2938                         power_desc[num].stat = A_CON;
2939                         power_desc[num].fail = 9;
2940                         power_desc[num++].number = -1;
2941                         break;
2942                 case RACE_SPRITE:
2943 #ifdef JP
2944 strcpy(power_desc[num].name, "̲¤êÊ´");
2945 #else
2946                         strcpy(power_desc[num].name, "Sleeping Dust");
2947 #endif
2948
2949                         power_desc[num].level = 12;
2950                         power_desc[num].cost = 12;
2951                         power_desc[num].stat = A_INT;
2952                         power_desc[num].fail = 15;
2953                         power_desc[num++].number = -1;
2954                         break;
2955                 case RACE_DEMON:
2956 #ifdef JP
2957 sprintf(power_desc[num].name, "ÃϹö/²Ð±ê¤Î¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 3);
2958 #else
2959                         sprintf(power_desc[num].name, "Nether or Fire Breath (dam %d)", lvl * 3);
2960 #endif
2961
2962                         power_desc[num].level = 15;
2963                         power_desc[num].cost = 10+lvl/3;
2964                         power_desc[num].stat = A_CON;
2965                         power_desc[num].fail = 20;
2966                         power_desc[num++].number = -1;
2967                         break;
2968                 case RACE_KUTA:
2969 #ifdef JP
2970 strcpy(power_desc[num].name, "²£¤Ë¿­¤Ó¤ë");
2971 #else
2972                         strcpy(power_desc[num].name, "Expand Horizontally (dur 30+1d20)");
2973 #endif
2974
2975                         power_desc[num].level = 20;
2976                         power_desc[num].cost = 15;
2977                         power_desc[num].stat = A_CHR;
2978                         power_desc[num].fail = 8;
2979                         power_desc[num++].number = -1;
2980                         break;
2981                 case RACE_ANDROID:
2982                         if (p_ptr->lev < 10)
2983                         {
2984 #ifdef JP
2985 strcpy(power_desc[num].name, "¥ì¥¤¥¬¥ó");
2986 #else
2987                                 strcpy(power_desc[num].name, "Ray Gun");
2988 #endif
2989
2990                                 power_desc[num].level = 1;
2991                                 power_desc[num].cost = 7;
2992                                 power_desc[num].fail = 8;
2993                         }
2994                         else if (p_ptr->lev < 25)
2995                         {
2996 #ifdef JP
2997 strcpy(power_desc[num].name, "¥Ö¥é¥¹¥¿¡¼");
2998 #else
2999                                 strcpy(power_desc[num].name, "Blaster");
3000 #endif
3001
3002                                 power_desc[num].level = 10;
3003                                 power_desc[num].cost = 13;
3004                                 power_desc[num].fail = 10;
3005                         }
3006                         else if (p_ptr->lev < 35)
3007                         {
3008 #ifdef JP
3009 strcpy(power_desc[num].name, "¥Ð¥º¡¼¥«");
3010 #else
3011                                 strcpy(power_desc[num].name, "Bazooka");
3012 #endif
3013
3014                                 power_desc[num].level = 25;
3015                                 power_desc[num].cost = 26;
3016                                 power_desc[num].fail = 12;
3017                         }
3018                         else if (p_ptr->lev < 45)
3019                         {
3020 #ifdef JP
3021 strcpy(power_desc[num].name, "¥Ó¡¼¥à¥­¥ã¥Î¥ó");
3022 #else
3023                                 strcpy(power_desc[num].name, "Beam Cannon");
3024 #endif
3025
3026                                 power_desc[num].level = 35;
3027                                 power_desc[num].cost = 40;
3028                                 power_desc[num].fail = 15;
3029                         }
3030                         else
3031                         {
3032 #ifdef JP
3033 strcpy(power_desc[num].name, "¥í¥±¥Ã¥È");
3034 #else
3035                                 strcpy(power_desc[num].name, "Rocket");
3036 #endif
3037
3038                                 power_desc[num].level = 45;
3039                                 power_desc[num].cost = 60;
3040                                 power_desc[num].fail = 18;
3041                         }
3042                         power_desc[num].stat = A_STR;
3043                         power_desc[num++].number = -1;
3044                         break;
3045                 default:
3046                 {
3047                         break;
3048                 }
3049         }
3050         }
3051
3052         if (p_ptr->muta1)
3053         {
3054                 if (p_ptr->muta1 & MUT1_SPIT_ACID)
3055                 {
3056 #ifdef JP
3057 strcpy(power_desc[num].name, "»À¤ÎÂÃ");
3058 #else
3059                         strcpy(power_desc[num].name, "Spit Acid");
3060 #endif
3061
3062                         power_desc[num].level = 9;
3063                         power_desc[num].cost = 9;
3064                         power_desc[num].stat = A_DEX;
3065                         power_desc[num].fail = 15;
3066                         power_desc[num++].number = MUT1_SPIT_ACID;
3067                 }
3068
3069                 if (p_ptr->muta1 & MUT1_BR_FIRE)
3070                 {
3071 #ifdef JP
3072 strcpy(power_desc[num].name, "±ê¤Î¥Ö¥ì¥¹");
3073 #else
3074                         strcpy(power_desc[num].name, "Fire Breath");
3075 #endif
3076
3077                         power_desc[num].level = 20;
3078                         power_desc[num].cost = lvl;
3079                         power_desc[num].stat = A_CON;
3080                         power_desc[num].fail = 18;
3081                         power_desc[num++].number = MUT1_BR_FIRE;
3082                 }
3083
3084                 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
3085                 {
3086 #ifdef JP
3087 strcpy(power_desc[num].name, "ºÅ̲âˤß");
3088 #else
3089                         strcpy(power_desc[num].name, "Hypnotic Gaze");
3090 #endif
3091
3092                         power_desc[num].level = 12;
3093                         power_desc[num].cost = 12;
3094                         power_desc[num].stat = A_CHR;
3095                         power_desc[num].fail = 18;
3096                         power_desc[num++].number = MUT1_HYPN_GAZE;
3097                 }
3098
3099                 if (p_ptr->muta1 & MUT1_TELEKINES)
3100                 {
3101 #ifdef JP
3102 strcpy(power_desc[num].name, "Ç°Æ°ÎÏ");
3103 #else
3104                         strcpy(power_desc[num].name, "Telekinesis");
3105 #endif
3106
3107                         power_desc[num].level = 9;
3108                         power_desc[num].cost = 9;
3109                         power_desc[num].stat = A_WIS;
3110                         power_desc[num].fail = 14;
3111                         power_desc[num++].number = MUT1_TELEKINES;
3112                 }
3113
3114                 if (p_ptr->muta1 & MUT1_VTELEPORT)
3115                 {
3116 #ifdef JP
3117 strcpy(power_desc[num].name, "¥Æ¥ì¥Ý¡¼¥È");
3118 #else
3119                         strcpy(power_desc[num].name, "Teleport");
3120 #endif
3121
3122                         power_desc[num].level = 7;
3123                         power_desc[num].cost = 7;
3124                         power_desc[num].stat = A_WIS;
3125                         power_desc[num].fail = 15;
3126                         power_desc[num++].number = MUT1_VTELEPORT;
3127                 }
3128
3129                 if (p_ptr->muta1 & MUT1_MIND_BLST)
3130                 {
3131 #ifdef JP
3132 strcpy(power_desc[num].name, "Àº¿À¹¶·â");
3133 #else
3134                         strcpy(power_desc[num].name, "Mind Blast");
3135 #endif
3136
3137                         power_desc[num].level = 5;
3138                         power_desc[num].cost = 3;
3139                         power_desc[num].stat = A_WIS;
3140                         power_desc[num].fail = 15;
3141                         power_desc[num++].number = MUT1_MIND_BLST;
3142                 }
3143
3144                 if (p_ptr->muta1 & MUT1_RADIATION)
3145                 {
3146 #ifdef JP
3147 strcpy(power_desc[num].name, "Êü¼Íǽ");
3148 #else
3149                         strcpy(power_desc[num].name, "Emit Radiation");
3150 #endif
3151
3152                         power_desc[num].level = 15;
3153                         power_desc[num].cost = 15;
3154                         power_desc[num].stat = A_CON;
3155                         power_desc[num].fail = 14;
3156                         power_desc[num++].number = MUT1_RADIATION;
3157                 }
3158
3159                 if (p_ptr->muta1 & MUT1_VAMPIRISM)
3160                 {
3161 #ifdef JP
3162 strcpy(power_desc[num].name, "µÛ·ì¥É¥ì¥¤¥ó");
3163 #else
3164                         strcpy(power_desc[num].name, "Vampiric Drain");
3165 #endif
3166
3167                         power_desc[num].level = 2;
3168                         power_desc[num].cost = (1 + (lvl / 3));
3169                         power_desc[num].stat = A_CON;
3170                         power_desc[num].fail = 9;
3171                         power_desc[num++].number = MUT1_VAMPIRISM;
3172                 }
3173
3174                 if (p_ptr->muta1 & MUT1_SMELL_MET)
3175                 {
3176 #ifdef JP
3177 strcpy(power_desc[num].name, "¶â°Ó̳Ð");
3178 #else
3179                         strcpy(power_desc[num].name, "Smell Metal");
3180 #endif
3181
3182                         power_desc[num].level = 3;
3183                         power_desc[num].cost = 2;
3184                         power_desc[num].stat = A_INT;
3185                         power_desc[num].fail = 12;
3186                         power_desc[num++].number = MUT1_SMELL_MET;
3187                 }
3188
3189                 if (p_ptr->muta1 & MUT1_SMELL_MON)
3190                 {
3191 #ifdef JP
3192 strcpy(power_desc[num].name, "Ũ½­Ó̳Ð");
3193 #else
3194                         strcpy(power_desc[num].name, "Smell Monsters");
3195 #endif
3196
3197                         power_desc[num].level = 5;
3198                         power_desc[num].cost = 4;
3199                         power_desc[num].stat = A_INT;
3200                         power_desc[num].fail = 15;
3201                         power_desc[num++].number = MUT1_SMELL_MON;
3202                 }
3203
3204                 if (p_ptr->muta1 & MUT1_BLINK)
3205                 {
3206 #ifdef JP
3207 strcpy(power_desc[num].name, "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È");
3208 #else
3209                         strcpy(power_desc[num].name, "Blink");
3210 #endif
3211
3212                         power_desc[num].level = 3;
3213                         power_desc[num].cost = 3;
3214                         power_desc[num].stat = A_WIS;
3215                         power_desc[num].fail = 12;
3216                         power_desc[num++].number = MUT1_BLINK;
3217                 }
3218
3219                 if (p_ptr->muta1 & MUT1_EAT_ROCK)
3220                 {
3221 #ifdef JP
3222 strcpy(power_desc[num].name, "´ä¿©¤¤");
3223 #else
3224                         strcpy(power_desc[num].name, "Eat Rock");
3225 #endif
3226
3227                         power_desc[num].level = 8;
3228                         power_desc[num].cost = 12;
3229                         power_desc[num].stat = A_CON;
3230                         power_desc[num].fail = 18;
3231                         power_desc[num++].number = MUT1_EAT_ROCK;
3232                 }
3233
3234                 if (p_ptr->muta1 & MUT1_SWAP_POS)
3235                 {
3236 #ifdef JP
3237 strcpy(power_desc[num].name, "°ÌÃÖ¸ò´¹");
3238 #else
3239                         strcpy(power_desc[num].name, "Swap Position");
3240 #endif
3241
3242                         power_desc[num].level = 15;
3243                         power_desc[num].cost = 12;
3244                         power_desc[num].stat = A_DEX;
3245                         power_desc[num].fail = 16;
3246                         power_desc[num++].number = MUT1_SWAP_POS;
3247                 }
3248
3249                 if (p_ptr->muta1 & MUT1_SHRIEK)
3250                 {
3251 #ifdef JP
3252 strcpy(power_desc[num].name, "¶«¤Ó");
3253 #else
3254                         strcpy(power_desc[num].name, "Shriek");
3255 #endif
3256
3257                         power_desc[num].level = 20;
3258                         power_desc[num].cost = 14;
3259                         power_desc[num].stat = A_CON;
3260                         power_desc[num].fail = 16;
3261                         power_desc[num++].number = MUT1_SHRIEK;
3262                 }
3263
3264                 if (p_ptr->muta1 & MUT1_ILLUMINE)
3265                 {
3266 #ifdef JP
3267 strcpy(power_desc[num].name, "¾ÈÌÀ");
3268 #else
3269                         strcpy(power_desc[num].name, "Illuminate");
3270 #endif
3271
3272                         power_desc[num].level = 3;
3273                         power_desc[num].cost = 2;
3274                         power_desc[num].stat = A_INT;
3275                         power_desc[num].fail = 10;
3276                         power_desc[num++].number = MUT1_ILLUMINE;
3277                 }
3278
3279                 if (p_ptr->muta1 & MUT1_DET_CURSE)
3280                 {
3281 #ifdef JP
3282 strcpy(power_desc[num].name, "¼ö¤¤´¶ÃÎ");
3283 #else
3284                         strcpy(power_desc[num].name, "Detect Curses");
3285 #endif
3286
3287                         power_desc[num].level = 7;
3288                         power_desc[num].cost = 14;
3289                         power_desc[num].stat = A_WIS;
3290                         power_desc[num].fail = 14;
3291                         power_desc[num++].number = MUT1_DET_CURSE;
3292                 }
3293
3294                 if (p_ptr->muta1 & MUT1_BERSERK)
3295                 {
3296 #ifdef JP
3297 strcpy(power_desc[num].name, "¶¸Àï»Î²½");
3298 #else
3299                         strcpy(power_desc[num].name, "Berserk");
3300 #endif
3301
3302                         power_desc[num].level = 8;
3303                         power_desc[num].cost = 8;
3304                         power_desc[num].stat = A_STR;
3305                         power_desc[num].fail = 14;
3306                         power_desc[num++].number = MUT1_BERSERK;
3307                 }
3308
3309                 if (p_ptr->muta1 & MUT1_POLYMORPH)
3310                 {
3311 #ifdef JP
3312 strcpy(power_desc[num].name, "ÊÑ¿È");
3313 #else
3314                         strcpy(power_desc[num].name, "Polymorph");
3315 #endif
3316
3317                         power_desc[num].level = 18;
3318                         power_desc[num].cost = 20;
3319                         power_desc[num].stat = A_CON;
3320                         power_desc[num].fail = 18;
3321                         power_desc[num++].number = MUT1_POLYMORPH;
3322                 }
3323
3324                 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
3325                 {
3326 #ifdef JP
3327 strcpy(power_desc[num].name, "¥ß¥À¥¹¤Î¼ê");
3328 #else
3329                         strcpy(power_desc[num].name, "Midas Touch");
3330 #endif
3331
3332                         power_desc[num].level = 10;
3333                         power_desc[num].cost = 5;
3334                         power_desc[num].stat = A_INT;
3335                         power_desc[num].fail = 12;
3336                         power_desc[num++].number = MUT1_MIDAS_TCH;
3337                 }
3338
3339                 if (p_ptr->muta1 & MUT1_GROW_MOLD)
3340                 {
3341 #ifdef JP
3342 strcpy(power_desc[num].name, "¥«¥ÓȯÀ¸");
3343 #else
3344                         strcpy(power_desc[num].name, "Grow Mold");
3345 #endif
3346
3347                         power_desc[num].level = 1;
3348                         power_desc[num].cost = 6;
3349                         power_desc[num].stat = A_CON;
3350                         power_desc[num].fail = 14;
3351                         power_desc[num++].number = MUT1_GROW_MOLD;
3352                 }
3353
3354                 if (p_ptr->muta1 & MUT1_RESIST)
3355                 {
3356 #ifdef JP
3357 strcpy(power_desc[num].name, "¥¨¥ì¥á¥ó¥ÈÂÑÀ­");
3358 #else
3359                         strcpy(power_desc[num].name, "Resist Elements");
3360 #endif
3361
3362                         power_desc[num].level = 10;
3363                         power_desc[num].cost = 12;
3364                         power_desc[num].stat = A_CON;
3365                         power_desc[num].fail = 12;
3366                         power_desc[num++].number = MUT1_RESIST;
3367                 }
3368
3369                 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
3370                 {
3371 #ifdef JP
3372 strcpy(power_desc[num].name, "ÃÏ¿Ì");
3373 #else
3374                         strcpy(power_desc[num].name, "Earthquake");
3375 #endif
3376
3377                         power_desc[num].level = 12;
3378                         power_desc[num].cost = 12;
3379                         power_desc[num].stat = A_STR;
3380                         power_desc[num].fail = 16;
3381                         power_desc[num++].number = MUT1_EARTHQUAKE;
3382                 }
3383
3384                 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
3385                 {
3386 #ifdef JP
3387 strcpy(power_desc[num].name, "ËâÎÏ¿©¤¤");
3388 #else
3389                         strcpy(power_desc[num].name, "Eat Magic");
3390 #endif
3391
3392                         power_desc[num].level = 17;
3393                         power_desc[num].cost = 1;
3394                         power_desc[num].stat = A_WIS;
3395                         power_desc[num].fail = 15;
3396                         power_desc[num++].number = MUT1_EAT_MAGIC;
3397                 }
3398
3399                 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
3400                 {
3401 #ifdef JP
3402 strcpy(power_desc[num].name, "ËâÎÏ´¶ÃÎ");
3403 #else
3404                         strcpy(power_desc[num].name, "Weigh Magic");
3405 #endif
3406
3407                         power_desc[num].level = 6;
3408                         power_desc[num].cost = 6;
3409                         power_desc[num].stat = A_INT;
3410                         power_desc[num].fail = 10;
3411                         power_desc[num++].number = MUT1_WEIGH_MAG;
3412                 }
3413
3414                 if (p_ptr->muta1 & MUT1_STERILITY)
3415                 {
3416 #ifdef JP
3417 strcpy(power_desc[num].name, "Áý¿£ÁË»ß");
3418 #else
3419                         strcpy(power_desc[num].name, "Sterilize");
3420 #endif
3421
3422                         power_desc[num].level = 12;
3423                         power_desc[num].cost = 23;
3424                         power_desc[num].stat = A_CHR;
3425                         power_desc[num].fail = 15;
3426                         power_desc[num++].number = MUT1_STERILITY;
3427                 }
3428
3429                 if (p_ptr->muta1 & MUT1_PANIC_HIT)
3430                 {
3431 #ifdef JP
3432 strcpy(power_desc[num].name, "¥Ò¥Ã¥È¡õ¥¢¥¦¥§¥¤");
3433 #else
3434                         strcpy(power_desc[num].name, "Panic Hit");
3435 #endif
3436
3437                         power_desc[num].level = 10;
3438                         power_desc[num].cost = 12;
3439                         power_desc[num].stat = A_DEX;
3440                         power_desc[num].fail = 14;
3441                         power_desc[num++].number = MUT1_PANIC_HIT;
3442                 }
3443
3444                 if (p_ptr->muta1 & MUT1_DAZZLE)
3445                 {
3446 #ifdef JP
3447 strcpy(power_desc[num].name, "âÁÏÇ");
3448 #else
3449                         strcpy(power_desc[num].name, "Dazzle");
3450 #endif
3451
3452                         power_desc[num].level = 7;
3453                         power_desc[num].cost = 15;
3454                         power_desc[num].stat = A_CHR;
3455                         power_desc[num].fail = 8;
3456                         power_desc[num++].number = MUT1_DAZZLE;
3457                 }
3458
3459                 if (p_ptr->muta1 & MUT1_LASER_EYE)
3460                 {
3461 #ifdef JP
3462 strcpy(power_desc[num].name, "¥ì¡¼¥¶¡¼¡¦¥¢¥¤");
3463 #else
3464                         strcpy(power_desc[num].name, "Laser Eye");
3465 #endif
3466
3467                         power_desc[num].level = 7;
3468                         power_desc[num].cost = 10;
3469                         power_desc[num].stat = A_WIS;
3470                         power_desc[num].fail = 9;
3471                         power_desc[num++].number = MUT1_LASER_EYE;
3472                 }
3473
3474                 if (p_ptr->muta1 & MUT1_RECALL)
3475                 {
3476 #ifdef JP
3477 strcpy(power_desc[num].name, "µ¢´Ô");
3478 #else
3479                         strcpy(power_desc[num].name, "Recall");
3480 #endif
3481
3482                         power_desc[num].level = 17;
3483                         power_desc[num].cost = 50;
3484                         power_desc[num].stat = A_INT;
3485                         power_desc[num].fail = 16;
3486                         power_desc[num++].number = MUT1_RECALL;
3487                 }
3488
3489                 if (p_ptr->muta1 & MUT1_BANISH)
3490                 {
3491 #ifdef JP
3492 strcpy(power_desc[num].name, "¼Ù°­¾ÃÌÇ");
3493 #else
3494                         strcpy(power_desc[num].name, "Banish Evil");
3495 #endif
3496
3497                         power_desc[num].level = 25;
3498                         power_desc[num].cost = 25;
3499                         power_desc[num].stat = A_WIS;
3500                         power_desc[num].fail = 18;
3501                         power_desc[num++].number = MUT1_BANISH;
3502                 }
3503
3504                 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
3505                 {
3506 #ifdef JP
3507 strcpy(power_desc[num].name, "Åà·ë¤Î¼ê");
3508 #else
3509                         strcpy(power_desc[num].name, "Cold Touch");
3510 #endif
3511
3512                         power_desc[num].level = 2;
3513                         power_desc[num].cost = 2;
3514                         power_desc[num].stat = A_CON;
3515                         power_desc[num].fail = 11;
3516                         power_desc[num++].number = MUT1_COLD_TOUCH;
3517                 }
3518
3519                 if (p_ptr->muta1 & MUT1_LAUNCHER)
3520                 {
3521 #ifdef JP
3522 strcpy(power_desc[num].name, "¥¢¥¤¥Æ¥àÅꤲ");
3523 #else
3524                         strcpy(power_desc[num].name, "Throw Object");
3525 #endif
3526
3527                         power_desc[num].level = 1;
3528                         power_desc[num].cost = lvl;
3529                         power_desc[num].stat = A_STR;
3530                         power_desc[num].fail = 6;
3531                         /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
3532                         power_desc[num++].number = 3;
3533                 }
3534         }
3535
3536         /* Nothing chosen yet */
3537         flag = FALSE;
3538
3539         /* No redraw yet */
3540         redraw = FALSE;
3541
3542         /* Build a prompt */
3543 #ifdef JP
3544 (void) strnfmt(out_val, 78, "(ÆüìǽÎÏ %c-%c, *'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎÆüìǽÎϤò»È¤¤¤Þ¤¹¤«¡©",
3545 #else
3546         (void)strnfmt(out_val, 78, "(Powers %c-%c, *=List, ESC=exit) Use which power? ",
3547 #endif
3548
3549                 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
3550
3551 #ifdef ALLOW_REPEAT
3552 if (!repeat_pull(&i) || i<0 || i>=num) {
3553 #endif /* ALLOW_REPEAT */
3554         if (use_menu) screen_save();
3555          /* Get a spell from the user */
3556
3557         choice = (always_show_list || use_menu) ? ESCAPE:1;
3558         while (!flag)
3559         {
3560                 if( choice==ESCAPE ) choice = ' '; 
3561                 else if( !get_com(out_val, &choice, FALSE) )break; 
3562
3563                 if (use_menu && choice != ' ')
3564                 {
3565                         switch(choice)
3566                         {
3567                                 case '0':
3568                                 {
3569                                         screen_load();
3570                                         energy_use = 0;
3571                                         return;
3572                                 }
3573
3574                                 case '8':
3575                                 case 'k':
3576                                 case 'K':
3577                                 {
3578                                         menu_line += (num - 1);
3579                                         break;
3580                                 }
3581
3582                                 case '2':
3583                                 case 'j':
3584                                 case 'J':
3585                                 {
3586                                         menu_line++;
3587                                         break;
3588                                 }
3589
3590                                 case '6':
3591                                 case 'l':
3592                                 case 'L':
3593                                 case '4':
3594                                 case 'h':
3595                                 case 'H':
3596                                 {
3597                                         if (menu_line > 18)
3598                                                 menu_line -= 18;
3599                                         else if (menu_line+18 <= num)
3600                                                 menu_line += 18;
3601                                         break;
3602                                 }
3603
3604                                 case 'x':
3605                                 case 'X':
3606                                 case '\r':
3607                                 {
3608                                         i = menu_line - 1;
3609                                         ask = FALSE;
3610                                         break;
3611                                 }
3612                         }
3613                         if (menu_line > num) menu_line -= num;
3614                 }
3615                 /* Request redraw */
3616                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
3617                 {
3618                         /* Show the list */
3619                         if (!redraw || use_menu)
3620                         {
3621                                 byte y = 1, x = 0;
3622                                 int ctr = 0;
3623                                 char dummy[80];
3624                                 char letter;
3625                                 int x1, y1;
3626
3627                                 strcpy(dummy, "");
3628
3629                                 /* Show list */
3630                                 redraw = TRUE;
3631
3632                                 /* Save the screen */
3633                                 if (!use_menu) screen_save();
3634
3635                                 /* Print header(s) */
3636                                 if (num < 18)
3637 #ifdef JP
3638 prt("                            Lv   MP ¼ºÎ¨", y++, x);
3639 #else
3640                                         prt("                            Lv Cost Fail", y++, x);
3641 #endif
3642
3643                                 else
3644 #ifdef JP
3645 prt("                            Lv   MP ¼ºÎ¨                            Lv   MP ¼ºÎ¨", y++, x);
3646 #else
3647                                         prt("                            Lv Cost Fail                            Lv Cost Fail", y++, x);
3648 #endif
3649
3650
3651                                 /* Print list */
3652                                 while (ctr < num)
3653                                 {
3654                                         x1 = ((ctr < 18) ? x : x + 40);
3655                                         y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
3656
3657                                         if (use_menu)
3658                                         {
3659 #ifdef JP
3660                                                 if (ctr == (menu_line-1)) strcpy(dummy, " ¡Õ ");
3661 #else
3662                                                 if (ctr == (menu_line-1)) strcpy(dummy, " >  ");
3663 #endif
3664                                                 else strcpy(dummy, "    ");
3665                                         }
3666                                         else
3667                                         {
3668                                                 /* letter/number for power selection */
3669                                                 if (ctr < 26)
3670                                                         letter = I2A(ctr);
3671                                                 else
3672                                                         letter = '0' + ctr - 26;
3673                                                 sprintf(dummy, " %c) ",letter);
3674                                         }
3675                                         strcat(dummy, format("%-23.23s %2d %4d %3d%%",
3676                                                 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
3677                                                 100 - racial_chance(&power_desc[ctr])));
3678                                         prt(dummy, y1, x1);
3679                                         ctr++;
3680                                 }
3681                         }
3682
3683                         /* Hide the list */
3684                         else
3685                         {
3686                                 /* Hide list */
3687                                 redraw = FALSE;
3688
3689                                 /* Restore the screen */
3690                                 screen_load();
3691                         }
3692
3693                         /* Redo asking */
3694                         continue;
3695                 }
3696
3697                 if (!use_menu)
3698                 {
3699                         if (choice == '\r' && num == 1)
3700                         {
3701                                 choice = 'a';
3702                         }
3703
3704                         if (isalpha(choice))
3705                         {
3706                                 /* Note verify */
3707                                 ask = (isupper(choice));
3708
3709                                 /* Lowercase */
3710                                 if (ask) choice = tolower(choice);
3711
3712                                 /* Extract request */
3713                                 i = (islower(choice) ? A2I(choice) : -1);
3714                         }
3715                         else
3716                         {
3717                                 ask = FALSE; /* Can't uppercase digits */
3718
3719                                 i = choice - '0' + 26;
3720                         }
3721                 }
3722
3723                 /* Totally Illegal */
3724                 if ((i < 0) || (i >= num))
3725                 {
3726                         bell();
3727                         continue;
3728                 }
3729
3730                 /* Verify it */
3731                 if (ask)
3732                 {
3733                         char tmp_val[160];
3734
3735                         /* Prompt */
3736 #ifdef JP
3737 (void) strnfmt(tmp_val, 78, "%s¤ò»È¤¤¤Þ¤¹¤«¡© ", power_desc[i].name);
3738 #else
3739                         (void)strnfmt(tmp_val, 78, "Use %s? ", power_desc[i].name);
3740 #endif
3741
3742
3743                         /* Belay that order */
3744                         if (!get_check(tmp_val)) continue;
3745                 }
3746
3747                 /* Stop the loop */
3748                 flag = TRUE;
3749         }
3750
3751         /* Restore the screen */
3752         if (redraw) screen_load();
3753
3754         /* Abort if needed */
3755         if (!flag)
3756         {
3757                 energy_use = 0;
3758                 return;
3759         }
3760 #ifdef ALLOW_REPEAT
3761         repeat_push(i);
3762         } /*if (!repeat_pull(&i) || ...)*/
3763 #endif /* ALLOW_REPEAT */
3764         switch (racial_aux(&power_desc[i]))
3765         {
3766         case 1:
3767                 if (power_desc[i].number < 0)
3768                         cast = cmd_racial_power_aux(power_desc[i].number);
3769                 else
3770                         cast = mutation_power_aux(power_desc[i].number);
3771                 break;
3772         case 0:
3773                 cast = FALSE;
3774                 break;
3775         case -1:
3776                 cast = TRUE;
3777                 break;
3778         }
3779
3780         if (cast)
3781         {
3782                 if (racial_cost)
3783                 {
3784                         if (racial_use_hp)
3785                         {
3786 #ifdef JP
3787                                 take_hit(DAMAGE_USELIFE, (racial_cost / 2) + randint1(racial_cost / 2),
3788                                          "²áÅ٤ν¸Ãæ", -1);
3789 #else
3790                                 take_hit(DAMAGE_USELIFE, (racial_cost / 2) + randint1(racial_cost / 2),
3791                                          "concentrating too hard", -1);
3792 #endif
3793                         }
3794                         else
3795                         {
3796                                 p_ptr->csp -= (racial_cost / 2) + randint1(racial_cost / 2);
3797                         }
3798
3799                         /* Redraw mana and hp */
3800                         p_ptr->redraw |= (PR_HP | PR_MANA);
3801
3802                         /* Window stuff */
3803                         p_ptr->window |= (PW_PLAYER | PW_SPELL);
3804                 }
3805         }
3806         else energy_use = 0;
3807
3808         /* Success */
3809         return;
3810 }