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[hengband/hengband.git] / src / racial.c
1 /* File: racial.c */
2
3 /*
4  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
5  *
6  * This software may be copied and distributed for educational, research,
7  * and not for profit purposes provided that this copyright and statement
8  * are included in all such copies.  Other copyrights may also apply.
9  */
10
11 /* Purpose: Racial powers (and mutations) */
12
13 #include "angband.h"
14
15 /*
16  * Hook to determine if an object is contertible in an arrow/bolt
17  */
18 static bool item_tester_hook_convertible(object_type *o_ptr)
19 {
20         if((o_ptr->tval==TV_JUNK) || (o_ptr->tval==TV_SKELETON)) return TRUE;
21
22         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON)) return TRUE;
23         /* Assume not */
24         return (FALSE);
25 }
26
27
28 /*
29  * do_cmd_cast calls this function if the player's class
30  * is 'archer'.
31  */
32 static bool do_cmd_archer(void)
33 {
34         int ext=0;
35         char ch;
36
37         object_type     forge;
38         object_type     *q_ptr;
39
40         char com[80];
41         char o_name[MAX_NLEN];
42
43         q_ptr = &forge;
44
45         if(p_ptr->lev >= 20)
46 #ifdef JP
47                 sprintf(com, "[S]ÃÆ, [A]Ìð, [B]¥¯¥í¥¹¥Ü¥¦¤ÎÌð :");
48 #else
49                 sprintf(com, "Create [S]hots, Create [A]rrow or Create [B]olt ?");
50 #endif
51         else if(p_ptr->lev >= 10)
52 #ifdef JP
53                 sprintf(com, "[S]ÃÆ, [A]Ìð:");
54 #else
55                 sprintf(com, "Create [S]hots or Create [A]rrow ?");
56 #endif
57         else
58 #ifdef JP
59                 sprintf(com, "[S]ÃÆ:");
60 #else
61                 sprintf(com, "Create [S]hots ?");
62 #endif
63
64         if (p_ptr->confused)
65         {
66 #ifdef JP
67                 msg_print("º®Í𤷤Ƥ롪");
68 #else
69                 msg_print("You are too confused!");
70 #endif
71                 return FALSE;
72         }
73
74         if (p_ptr->blind)
75         {
76 #ifdef JP
77                 msg_print("Ìܤ¬¸«¤¨¤Ê¤¤¡ª");
78 #else
79                 msg_print("You are blind!");
80 #endif
81                 return FALSE;
82         }
83
84         while (TRUE)
85         {
86                 if (!get_com(com, &ch, TRUE))
87                 {
88                         return FALSE;
89                 }
90                 if (ch == 'S' || ch == 's')
91                 {
92                         ext = 1;
93                         break;
94                 }
95                 if ((ch == 'A' || ch == 'a')&&(p_ptr->lev >= 10))
96                 {
97                         ext = 2;
98                         break;
99                 }
100                 if ((ch == 'B' || ch == 'b')&&(p_ptr->lev >= 20))
101                 {
102                         ext = 3;
103                         break;
104                 }
105         }
106
107         /**********Create shots*********/
108         if (ext == 1)
109         {
110                 int x,y, dir;
111                 cave_type *c_ptr;
112
113                 if (!get_rep_dir(&dir, FALSE)) return FALSE;
114                 y = py + ddy[dir];
115                 x = px + ddx[dir];
116                 c_ptr = &cave[y][x];
117
118                 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_CAN_DIG))
119                 {
120 #ifdef JP
121                         msg_print("¤½¤³¤Ë¤Ï´äÀФ¬¤Ê¤¤¡£");
122 #else
123                         msg_print("You need pile of rubble.");
124 #endif
125                         return FALSE;
126                 }
127                 else if (!cave_have_flag_grid(c_ptr, FF_CAN_DIG) || !cave_have_flag_grid(c_ptr, FF_HURT_ROCK))
128                 {
129 #ifdef JP
130                         msg_print("¹Å¤¹¤®¤ÆÊø¤»¤Ê¤«¤Ã¤¿¡£");
131 #else
132                         msg_print("You failed to make ammo.");
133 #endif
134                 }
135                 else
136                 {
137                         s16b slot;
138
139                         /* Get local object */
140                         q_ptr = &forge;
141
142                         /* Hack -- Give the player some small firestones */
143                         object_prep(q_ptr, lookup_kind(TV_SHOT, m_bonus(1, p_ptr->lev) + 1));
144                         q_ptr->number = (byte)rand_range(15,30);
145                         object_aware(q_ptr);
146                         object_known(q_ptr);
147                         apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
148                         q_ptr->discount = 99;
149
150                         slot = inven_carry(q_ptr);
151
152                         object_desc(o_name, q_ptr, 0);
153 #ifdef JP
154                         msg_format("%s¤òºî¤Ã¤¿¡£", o_name);
155 #else
156                         msg_print("You make some ammo.");
157 #endif
158
159                         /* Auto-inscription */
160                         if (slot >= 0) autopick_alter_item(slot, FALSE);
161
162                         /* Destroy the wall */
163                         cave_alter_feat(y, x, FF_HURT_ROCK);
164
165                         p_ptr->update |= (PU_FLOW);
166                 }
167         }
168         /**********Create arrows*********/
169         else if (ext == 2)
170         {
171                 int item;
172                 cptr q, s;
173                 s16b slot;
174
175                 item_tester_hook = item_tester_hook_convertible;
176
177                 /* Get an item */
178 #ifdef JP
179                 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éºî¤ê¤Þ¤¹¤«¡© ";
180                 s = "ºàÎÁ¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£";
181 #else
182                 q = "Convert which item? ";
183                 s = "You have no item to convert.";
184 #endif
185                 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
186
187                 /* Get the item (in the pack) */
188                 if (item >= 0)
189                 {
190                         q_ptr = &inventory[item];
191                 }
192
193                 /* Get the item (on the floor) */
194                 else
195                 {
196                         q_ptr = &o_list[0 - item];
197                 }
198
199                 /* Get local object */
200                 q_ptr = &forge;
201
202                 /* Hack -- Give the player some small firestones */
203                 object_prep(q_ptr, lookup_kind(TV_ARROW, m_bonus(1, p_ptr->lev)+ 1));
204                 q_ptr->number = (byte)rand_range(5, 10);
205                 object_aware(q_ptr);
206                 object_known(q_ptr);
207                 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
208
209                 q_ptr->discount = 99;
210
211                 object_desc(o_name, q_ptr, 0);
212 #ifdef JP
213                 msg_format("%s¤òºî¤Ã¤¿¡£", o_name);
214 #else
215                 msg_print("You make some ammo.");
216 #endif
217
218                 if (item >= 0)
219                 {
220                         inven_item_increase(item, -1);
221                         inven_item_describe(item);
222                         inven_item_optimize(item);
223                 }
224                 else
225                 {
226                         floor_item_increase(0 - item, -1);
227                         floor_item_describe(0 - item);
228                         floor_item_optimize(0 - item);
229                 }
230
231                 slot = inven_carry(q_ptr);
232
233                 /* Auto-inscription */
234                 if (slot >= 0) autopick_alter_item(slot, FALSE);
235         }
236         /**********Create bolts*********/
237         else if (ext == 3)
238         {
239                 int item;
240                 cptr q, s;
241                 s16b slot;
242
243                 item_tester_hook = item_tester_hook_convertible;
244
245                 /* Get an item */
246 #ifdef JP
247                 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éºî¤ê¤Þ¤¹¤«¡© ";
248                 s = "ºàÎÁ¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£";
249 #else
250                 q = "Convert which item? ";
251                 s = "You have no item to convert.";
252 #endif
253                 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
254
255                 /* Get the item (in the pack) */
256                 if (item >= 0)
257                 {
258                         q_ptr = &inventory[item];
259                 }
260
261                 /* Get the item (on the floor) */
262                 else
263                 {
264                         q_ptr = &o_list[0 - item];
265                 }
266
267                 /* Get local object */
268                 q_ptr = &forge;
269
270                 /* Hack -- Give the player some small firestones */
271                 object_prep(q_ptr, lookup_kind(TV_BOLT, m_bonus(1, p_ptr->lev)+1));
272                 q_ptr->number = (byte)rand_range(4, 8);
273                 object_aware(q_ptr);
274                 object_known(q_ptr);
275                 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
276
277                 q_ptr->discount = 99;
278
279                 object_desc(o_name, q_ptr, 0);
280 #ifdef JP
281                 msg_format("%s¤òºî¤Ã¤¿¡£", o_name);
282 #else
283                 msg_print("You make some ammo.");
284 #endif
285
286                 if (item >= 0)
287                 {
288                         inven_item_increase(item, -1);
289                         inven_item_describe(item);
290                         inven_item_optimize(item);
291                 }
292                 else
293                 {
294                         floor_item_increase(0 - item, -1);
295                         floor_item_describe(0 - item);
296                         floor_item_optimize(0 - item);
297                 }
298
299                 slot = inven_carry(q_ptr);
300
301                 /* Auto-inscription */
302                 if (slot >= 0) autopick_alter_item(slot, FALSE);
303         }
304         return TRUE;
305 }
306
307 bool gain_magic(void)
308 {
309         int item;
310         int pval;
311         int ext = 0;
312         cptr q, s;
313         object_type *o_ptr;
314         char o_name[MAX_NLEN];
315
316         /* Only accept legal items */
317         item_tester_hook = item_tester_hook_recharge;
318
319         /* Get an item */
320 #ifdef JP
321 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ÎËâÎϤò¼è¤ê¹þ¤ß¤Þ¤¹¤«? ";
322 s = "ËâÎϤò¼è¤ê¹þ¤á¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
323 #else
324         q = "Gain power of which item? ";
325         s = "You have nothing to gain power.";
326 #endif
327
328         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
329
330         /* Get the item (in the pack) */
331         if (item >= 0)
332         {
333                 o_ptr = &inventory[item];
334         }
335
336         /* Get the item (on the floor) */
337         else
338         {
339                 o_ptr = &o_list[0 - item];
340         }
341
342         if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
343         {
344 #ifdef JP
345                 msg_print("¤³¤Î¾ó¤Ë¤Ïȯư¤Î°Ù¤ÎǽÎϤϲ¿¤âÈ÷¤ï¤Ã¤Æ¤¤¤Ê¤¤¤è¤¦¤À¡£");
346 #else
347                 msg_print("This staff doesn't have any magical ability.");
348 #endif
349                 return FALSE;
350         }
351
352
353         if (!object_is_known(o_ptr))
354         {
355 #ifdef JP
356                 msg_print("´ÕÄꤵ¤ì¤Æ¤¤¤Ê¤¤¤È¼è¤ê¹þ¤á¤Ê¤¤¡£");
357 #else
358                 msg_print("You need to identify before absorbing.");
359 #endif
360                 return FALSE;
361         }
362
363         if (o_ptr->timeout)
364         {
365 #ifdef JP
366                 msg_print("½¼Å¶Ãæ¤Î¥¢¥¤¥Æ¥à¤Ï¼è¤ê¹þ¤á¤Ê¤¤¡£");
367 #else
368                 msg_print("This item is still charging.");
369 #endif
370                 return FALSE;
371         }
372
373         pval = o_ptr->pval;
374         if (o_ptr->tval == TV_ROD)
375                 ext = 72;
376         else if (o_ptr->tval == TV_WAND)
377                 ext = 36;
378
379         if (o_ptr->tval == TV_ROD)
380         {
381                 p_ptr->magic_num2[o_ptr->sval + ext] += o_ptr->number;
382                 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
383         }
384         else
385         {
386                 int num;
387                 for (num = o_ptr->number; num; num--)
388                 {
389                         int gain_num = pval;
390                         if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
391                         if (p_ptr->magic_num2[o_ptr->sval + ext])
392                         {
393                                 gain_num *= 256;
394                                 gain_num = (gain_num/3 + randint0(gain_num/3)) / 256;
395                                 if (gain_num < 1) gain_num = 1;
396                         }
397                         p_ptr->magic_num2[o_ptr->sval + ext] += gain_num;
398                         if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
399                         p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
400                         if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
401                         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;
402                         if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
403                 }
404         }
405
406         object_desc(o_name, o_ptr, 0);
407         /* Message */
408 #ifdef JP
409         msg_format("%s¤ÎËâÎϤò¼è¤ê¹þ¤ó¤À¡£", o_name);
410 #else
411         msg_format("You absorb magic of %s.", o_name);
412 #endif
413
414         /* Eliminate the item (from the pack) */
415         if (item >= 0)
416         {
417                 inven_item_increase(item, -999);
418                 inven_item_describe(item);
419                 inven_item_optimize(item);
420         }
421
422         /* Eliminate the item (from the floor) */
423         else
424         {
425                 floor_item_increase(0 - item, -999);
426                 floor_item_describe(0 - item);
427                 floor_item_optimize(0 - item);
428         }
429         energy_use = 100;
430         return TRUE;
431 }
432
433
434 static bool can_do_cmd_cast(void)
435 {
436         if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
437         {
438 #ifdef JP
439                 msg_print("¥À¥ó¥¸¥ç¥ó¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
440 #else
441                 msg_print("The dungeon absorbs all attempted magic!");
442 #endif
443                 msg_print(NULL);
444                 return FALSE;
445         }
446         else if (p_ptr->anti_magic)
447         {
448 #ifdef JP
449                 msg_print("È¿ËâË¡¥Ð¥ê¥¢¤¬ËâË¡¤ò¼ÙË⤷¤¿¡ª");
450 #else
451                 msg_print("An anti-magic shell disrupts your magic!");
452 #endif
453                 return FALSE;
454         }
455         else if (p_ptr->shero)
456         {
457 #ifdef JP
458                 msg_format("¶¸Àï»Î²½¤·¤Æ¤¤¤ÆƬ¤¬²ó¤é¤Ê¤¤¡ª");
459 #else
460                 msg_format("You cannot think directly!");
461 #endif
462                 return FALSE;
463         }
464         else
465                 return TRUE;
466 }
467
468
469 static bool choose_kamae(void)
470 {
471         char choice;
472         int new_kamae = 0;
473         int i;
474         char buf[80];
475
476         if (p_ptr->confused)
477         {
478 #ifdef JP
479                 msg_print("º®Í𤷤Ƥ¤¤Æ¹½¤¨¤é¤ì¤Ê¤¤¡ª");
480 #else
481                 msg_print("Too confused.");
482 #endif
483                 return FALSE;
484         }
485
486         /* Save screen */
487         screen_save();
488
489 #ifdef JP
490         prt(" a) ¹½¤¨¤ò¤È¤¯", 2, 20);
491 #else
492         prt(" a) No form", 2, 20);
493 #endif
494
495         for (i = 0; i < MAX_KAMAE; i++)
496         {
497                 if (p_ptr->lev >= kamae_shurui[i].min_level)
498                 {
499                         sprintf(buf," %c) %-12s  %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
500                         prt(buf, 3+i, 20);
501                 }
502         }
503
504         prt("", 1, 0);
505 #ifdef JP
506         prt("        ¤É¤Î¹½¤¨¤ò¤È¤ê¤Þ¤¹¤«¡©", 1, 14);
507 #else
508         prt("        Choose Form: ", 1, 14);
509 #endif
510
511         while(1)
512         {
513                 choice = inkey();
514
515                 if (choice == ESCAPE)
516                 {
517                         screen_load();
518                         return FALSE;
519                 }
520                 else if ((choice == 'a') || (choice == 'A'))
521                 {
522                         if (p_ptr->action == ACTION_KAMAE)
523                         {
524                                 set_action(ACTION_NONE);
525                         }
526                         else
527 #ifdef JP
528                                 msg_print("¤â¤È¤â¤È¹½¤¨¤Æ¤¤¤Ê¤¤¡£");
529 #else
530                                 msg_print("You are not assuming a posture.");
531 #endif
532                         screen_load();
533                         return TRUE;
534                 }
535                 else if ((choice == 'b') || (choice == 'B'))
536                 {
537                         new_kamae = 0;
538                         break;
539                 }
540                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
541                 {
542                         new_kamae = 1;
543                         break;
544                 }
545                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
546                 {
547                         new_kamae = 2;
548                         break;
549                 }
550                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
551                 {
552                         new_kamae = 3;
553                         break;
554                 }
555         }
556         set_action(ACTION_KAMAE);
557
558         if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
559         {
560 #ifdef JP
561                 msg_print("¹½¤¨Ä¾¤·¤¿¡£");
562 #else
563                 msg_print("You reassume a posture.");
564 #endif
565         }
566         else
567         {
568                 p_ptr->special_defense &= ~(KAMAE_MASK);
569                 p_ptr->update |= (PU_BONUS);
570                 p_ptr->redraw |= (PR_STATE);
571 #ifdef JP
572                 msg_format("%s¤Î¹½¤¨¤ò¤È¤Ã¤¿¡£",kamae_shurui[new_kamae].desc);
573 #else
574                 msg_format("You assume a posture of %s form.",kamae_shurui[new_kamae].desc);
575 #endif
576                 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
577         }
578         p_ptr->redraw |= PR_STATE;
579         screen_load();
580         return TRUE;
581 }
582
583 static bool choose_kata(void)
584 {
585         char choice;
586         int new_kata = 0;
587         int i;
588         char buf[80];
589
590         if (p_ptr->confused)
591         {
592 #ifdef JP
593                 msg_print("º®Í𤷤Ƥ¤¤Æ¹½¤¨¤é¤ì¤Ê¤¤¡ª");
594 #else
595                 msg_print("Too confused.");
596 #endif
597                 return FALSE;
598         }
599
600         if (p_ptr->stun)
601         {
602 #ifdef JP
603                 msg_print("°Õ¼±¤¬¤Ï¤Ã¤­¤ê¤È¤·¤Ê¤¤¡£");
604 #else
605                 msg_print("You are not clear headed");
606 #endif
607                 return FALSE;
608         }
609
610         if (p_ptr->afraid)
611         {
612 #ifdef JP
613                 msg_print("ÂΤ¬¿Ì¤¨¤Æ¹½¤¨¤é¤ì¤Ê¤¤¡ª");
614 #else
615                 msg_print("You are trembling with fear!");
616 #endif
617                 return FALSE;
618         }
619
620         /* Save screen */
621         screen_save();
622
623 #ifdef JP
624         prt(" a) ·¿¤òÊø¤¹", 2, 20);
625 #else
626         prt(" a) No Form", 2, 20);
627 #endif
628
629         for (i = 0; i < MAX_KATA; i++)
630         {
631                 if (p_ptr->lev >= kata_shurui[i].min_level)
632                 {
633 #ifdef JP
634                         sprintf(buf," %c) %s¤Î·¿    %s",I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
635 #else
636                         sprintf(buf," %c) Form of %-12s  %s",I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
637 #endif
638                         prt(buf, 3+i, 20);
639                 }
640         }
641
642         prt("", 1, 0);
643 #ifdef JP
644         prt("        ¤É¤Î·¿¤Ç¹½¤¨¤Þ¤¹¤«¡©", 1, 14);
645 #else
646         prt("        Choose Form: ", 1, 14);
647 #endif
648
649         while(1)
650         {
651                 choice = inkey();
652
653                 if (choice == ESCAPE)
654                 {
655                         screen_load();
656                         return FALSE;
657                 }
658                 else if ((choice == 'a') || (choice == 'A'))
659                 {
660                         if (p_ptr->action == ACTION_KATA)
661                         {
662                                 set_action(ACTION_NONE);
663                         }
664                         else
665 #ifdef JP
666                                 msg_print("¤â¤È¤â¤È¹½¤¨¤Æ¤¤¤Ê¤¤¡£");
667 #else
668                                 msg_print("You are not assuming posture.");
669 #endif
670                         screen_load();
671                         return TRUE;
672                 }
673                 else if ((choice == 'b') || (choice == 'B'))
674                 {
675                         new_kata = 0;
676                         break;
677                 }
678                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
679                 {
680                         new_kata = 1;
681                         break;
682                 }
683                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
684                 {
685                         new_kata = 2;
686                         break;
687                 }
688                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
689                 {
690                         new_kata = 3;
691                         break;
692                 }
693         }
694         set_action(ACTION_KATA);
695
696         if (p_ptr->special_defense & (KATA_IAI << new_kata))
697         {
698 #ifdef JP
699                 msg_print("¹½¤¨Ä¾¤·¤¿¡£");
700 #else
701                 msg_print("You reassume a posture.");
702 #endif
703         }
704         else
705         {
706                 p_ptr->special_defense &= ~(KATA_MASK);
707                 p_ptr->update |= (PU_BONUS);
708                 p_ptr->update |= (PU_MONSTERS);
709 #ifdef JP
710                 msg_format("%s¤Î·¿¤Ç¹½¤¨¤¿¡£",kata_shurui[new_kata].desc);
711 #else
712                 msg_format("You assume a posture of %s form.",kata_shurui[new_kata].desc);
713 #endif
714                 p_ptr->special_defense |= (KATA_IAI << new_kata);
715         }
716         p_ptr->redraw |= (PR_STATE);
717         p_ptr->redraw |= (PR_STATUS);
718         screen_load();
719         return TRUE;
720 }
721
722
723 typedef struct power_desc_type power_desc_type;
724
725 struct power_desc_type
726 {
727         char name[40];
728         int  level;
729         int  cost;
730         int  stat;
731         int  fail;
732         int  number;
733 };
734
735
736 /*
737  * Returns the chance to activate a racial power/mutation
738  */
739 static int racial_chance(power_desc_type *pd_ptr)
740 {
741         s16b min_level  = pd_ptr->level;
742         int  difficulty = pd_ptr->fail;
743
744         int i;
745         int val;
746         int sum = 0;
747         int stat = p_ptr->stat_cur[pd_ptr->stat];
748
749         /* No chance for success */
750         if ((p_ptr->lev < min_level) || p_ptr->confused)
751         {
752                 return (0);
753         }
754
755         if (difficulty == 0) return 100;
756
757         /* Calculate difficulty */
758         if (p_ptr->stun)
759         {
760                 difficulty += p_ptr->stun;
761         }
762         else if (p_ptr->lev > min_level)
763         {
764                 int lev_adj = ((p_ptr->lev - min_level) / 3);
765                 if (lev_adj > 10) lev_adj = 10;
766                 difficulty -= lev_adj;
767         }
768
769         if (difficulty < 5) difficulty = 5;
770
771         /* We only need halfs of the difficulty */
772         difficulty = difficulty / 2;
773
774         for (i = 1; i <= stat; i++)
775         {
776                 val = i - difficulty;
777                 if (val > 0)
778                         sum += (val <= difficulty) ? val : difficulty;
779         }
780
781         if (difficulty == 0)
782                 return (100);
783         else
784                 return (((sum * 100) / difficulty) / stat);
785 }
786
787
788 static int  racial_cost;
789
790 /*
791  * Note: return value indicates that we have succesfully used the power
792  * 1: Succeeded, 0: Cancelled, -1: Failed
793  */
794 static int racial_aux(power_desc_type *pd_ptr)
795 {
796         s16b min_level  = pd_ptr->level;
797         int  use_stat   = pd_ptr->stat;
798         int  difficulty = pd_ptr->fail;
799         int  use_hp = 0;
800
801         racial_cost = pd_ptr->cost;
802
803         /* Not enough mana - use hp */
804         if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
805
806         /* Power is not available yet */
807         if (p_ptr->lev < min_level)
808         {
809 #ifdef JP
810                 msg_format("¤³¤ÎǽÎϤò»ÈÍѤ¹¤ë¤Ë¤Ï¥ì¥Ù¥ë %d ¤Ë㤷¤Æ¤¤¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£", min_level);
811 #else
812                 msg_format("You need to attain level %d to use this power.", min_level);
813 #endif
814
815                 energy_use = 0;
816                 return 0;
817         }
818
819         /* Too confused */
820         else if (p_ptr->confused)
821         {
822 #ifdef JP
823                 msg_print("º®Í𤷤Ƥ¤¤Æ¤½¤ÎǽÎϤϻȤ¨¤Ê¤¤¡£");
824 #else
825                 msg_print("You are too confused to use this power.");
826 #endif
827
828                 energy_use = 0;
829                 return 0;
830         }
831
832         /* Risk death? */
833         else if (p_ptr->chp < use_hp)
834         {
835 #ifdef JP
836                 if (!get_check("ËÜÅö¤Ëº£¤Î¿ê¼å¤·¤¿¾õÂ֤Ǥ³¤ÎǽÎϤò»È¤¤¤Þ¤¹¤«¡©"))
837 #else
838                 if (!get_check("Really use the power in your weakened state? "))
839 #endif
840                 {
841                         energy_use = 0;
842                         return 0;
843                 }
844         }
845
846         /* Else attempt to do it! */
847
848         if (difficulty)
849         {
850                 if (p_ptr->stun)
851                 {
852                         difficulty += p_ptr->stun;
853                 }
854                 else if (p_ptr->lev > min_level)
855                 {
856                         int lev_adj = ((p_ptr->lev - min_level) / 3);
857                         if (lev_adj > 10) lev_adj = 10;
858                         difficulty -= lev_adj;
859                 }
860
861                 if (difficulty < 5) difficulty = 5;
862         }
863
864         /* take time and pay the price */
865         energy_use = 100;
866
867         /* Success? */
868         if (randint1(p_ptr->stat_cur[use_stat]) >=
869             ((difficulty / 2) + randint1(difficulty / 2)))
870         {
871                 return 1;
872         }
873
874         if (flush_failure) flush();
875 #ifdef JP
876         msg_print("½¼Ê¬¤Ë½¸Ãæ¤Ç¤­¤Ê¤«¤Ã¤¿¡£");
877 #else
878         msg_print("You've failed to concentrate hard enough.");
879 #endif
880
881         return -1;
882 }
883
884
885
886 void ratial_stop_mouth()
887 {
888         if (music_singing_any()) stop_singing();
889         if (hex_spelling_any()) stop_hex_spell_all();
890 }
891
892
893 static bool cmd_racial_power_aux(s32b command)
894 {
895         s16b        plev = p_ptr->lev;
896         int         dir = 0;
897
898         if (command <= -3)
899         {
900                 switch (p_ptr->pclass)
901                 {
902                 case CLASS_WARRIOR:
903                 {
904                         int y = 0, x = 0, i;
905                         cave_type       *c_ptr;
906
907                         for (i = 0; i < 6; i++)
908                         {
909                                 dir = randint0(8);
910                                 y = py + ddy_ddd[dir];
911                                 x = px + ddx_ddd[dir];
912                                 c_ptr = &cave[y][x];
913
914                                 /* Hack -- attack monsters */
915                                 if (c_ptr->m_idx)
916                                         py_attack(y, x, 0);
917                                 else
918                                 {
919 #ifdef JP
920                                         msg_print("¹¶·â¤¬¶õ¤ò¤­¤Ã¤¿¡£");
921 #else
922                                         msg_print("You attack the empty air.");
923 #endif
924                                 }
925                         }
926                         break;
927                 }
928                 case CLASS_HIGH_MAGE:
929                 if (p_ptr->realm1 == REALM_HEX)
930                 {
931                         bool retval = stop_hex_spell();
932                         if (retval) energy_use = 10;
933                         return (retval);
934                 }
935                 case CLASS_MAGE:
936                 /* case CLASS_HIGH_MAGE: */
937                 case CLASS_SORCERER:
938                 {
939                         if (!eat_magic(p_ptr->lev * 2)) return FALSE;
940                         break;
941                 }
942                 case CLASS_PRIEST:
943                 {
944                         if (is_good_realm(p_ptr->realm1))
945                         {
946                                 if (!bless_weapon()) return FALSE;
947                         }
948                         else
949                         {
950                                 (void)dispel_monsters(plev * 4);
951                                 turn_monsters(plev * 4);
952                                 banish_monsters(plev * 4);
953                         }
954                         break;
955                 }
956                 case CLASS_ROGUE:
957                 {
958                         int x, y;
959
960                         if (!get_rep_dir(&dir, FALSE)) return FALSE;
961                         y = py + ddy[dir];
962                         x = px + ddx[dir];
963                         if (cave[y][x].m_idx)
964                         {
965                                 py_attack(y, x, 0);
966                                 if (randint0(p_ptr->skill_dis) < 7)
967 #ifdef JP
968                                         msg_print("¤¦¤Þ¤¯Æ¨¤²¤é¤ì¤Ê¤«¤Ã¤¿¡£");
969 #else
970                                         msg_print("You are failed to run away.");
971 #endif
972                                 else teleport_player(30, 0L);
973                         }
974                         else
975                         {
976 #ifdef JP
977                                 msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£");
978 #else
979                                 msg_print("You don't see any monster in this direction");
980 #endif
981
982                                 msg_print(NULL);
983                         }
984                         break;
985                 }
986                 case CLASS_RANGER:
987                 case CLASS_SNIPER:
988                 {
989 #ifdef JP
990                         msg_print("Ũ¤òÄ´ºº¤·¤¿...");
991 #else
992                         msg_print("You examine your foes...");
993 #endif
994
995                         probing();
996                         break;
997                 }
998                 case CLASS_PALADIN:
999                 {
1000                         if (!get_aim_dir(&dir)) return FALSE;
1001                         fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
1002                                   dir, plev * 3);
1003                         break;
1004                 }
1005                 case CLASS_WARRIOR_MAGE:
1006                 {
1007                         if (command == -3)
1008                         {
1009 #ifdef JP
1010                                 int gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev, "£È£Ð¤«¤é£Í£Ð¤Ø¤Î̵ËŤÊÊÑ´¹", -1) / 5;
1011 #else
1012                                 int gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev, "thoughtless convertion from HP to SP", -1) / 5;
1013 #endif
1014                                 if (gain_sp)
1015                                 {
1016                                         p_ptr->csp += gain_sp;
1017                                         if (p_ptr->csp > p_ptr->msp)
1018                                         {
1019                                                 p_ptr->csp = p_ptr->msp;
1020                                                 p_ptr->csp_frac = 0;
1021                                         }
1022                                 }
1023                                 else
1024 #ifdef JP
1025                                         msg_print("ÊÑ´¹¤Ë¼ºÇÔ¤·¤¿¡£");
1026 #else
1027                                         msg_print("You failed to convert.");
1028 #endif
1029                         }
1030                         else if (command == -4)
1031                         {
1032                                 if (p_ptr->csp >= p_ptr->lev / 5)
1033                                 {
1034                                         p_ptr->csp -= p_ptr->lev / 5;
1035                                         hp_player(p_ptr->lev);
1036                                 }
1037                                 else
1038 #ifdef JP
1039                                         msg_print("ÊÑ´¹¤Ë¼ºÇÔ¤·¤¿¡£");
1040 #else
1041                                         msg_print("You failed to convert.");
1042 #endif
1043                         }
1044
1045                         /* Redraw mana and hp */
1046                         p_ptr->redraw |= (PR_HP | PR_MANA);
1047
1048                         break;
1049                 }
1050                 case CLASS_CHAOS_WARRIOR:
1051                 {
1052 #ifdef JP
1053                         msg_print("ÊÕ¤ê¤òâˤó¤À...");
1054 #else
1055                         msg_print("You glare nearby monsters...");
1056 #endif
1057                         slow_monsters();
1058                         stun_monsters(p_ptr->lev * 4);
1059                         confuse_monsters(p_ptr->lev * 4);
1060                         turn_monsters(p_ptr->lev * 4);
1061                         stasis_monsters(p_ptr->lev * 4);
1062                         break;
1063                 }
1064                 case CLASS_MONK:
1065                 {
1066                         if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
1067                         {
1068 #ifdef JP
1069                                 msg_print("ÁǼꤸ¤ã¤Ê¤¤¤È¤Ç¤­¤Þ¤»¤ó¡£");
1070 #else
1071                                 msg_print("You need to be bare hand.");
1072 #endif
1073                                 return FALSE;
1074                         }
1075                         if (p_ptr->riding)
1076                         {
1077 #ifdef JP
1078                                 msg_print("¾èÇÏÃæ¤Ï¤Ç¤­¤Þ¤»¤ó¡£");
1079 #else
1080                                 msg_print("You need to get off a pet.");
1081 #endif
1082                                 return FALSE;
1083                         }
1084
1085                         if (command == -3)
1086                         {
1087                                 if (!choose_kamae()) return FALSE;
1088                                 p_ptr->update |= (PU_BONUS);
1089                         }
1090                         else if (command == -4)
1091                         {
1092                                 int x, y;
1093
1094                                 if (!get_rep_dir(&dir, FALSE)) return FALSE;
1095                                 y = py + ddy[dir];
1096                                 x = px + ddx[dir];
1097                                 if (cave[y][x].m_idx)
1098                                 {
1099 #ifdef JP
1100                                         if (one_in_(2)) msg_print("¤¢¡¼¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¡ª¡ª¡ª");
1101                                         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");
1102 #else
1103                                         if (one_in_(2)) msg_print("Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!");
1104                                         else msg_print("Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!");
1105 #endif
1106
1107                                         py_attack(y, x, 0);
1108                                         if (cave[y][x].m_idx)
1109                                         {
1110                                                 handle_stuff();
1111                                                 py_attack(y, x, 0);
1112                                         }
1113                                         p_ptr->energy_need += ENERGY_NEED();
1114                                 }
1115                                 else
1116                                 {
1117 #ifdef JP
1118                                         msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£");
1119 #else
1120                                         msg_print("You don't see any monster in this direction");
1121 #endif
1122
1123                                         msg_print(NULL);
1124                                 }
1125                         }
1126                         break;
1127                 }
1128                 case CLASS_MINDCRAFTER:
1129                 case CLASS_FORCETRAINER:
1130                 {
1131                         if (total_friends)
1132                         {
1133 #ifdef JP
1134                                 msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£");
1135 #else
1136                                 msg_print("You need concentration on the pets now.");
1137 #endif
1138                                 return FALSE;
1139                         }
1140 #ifdef JP
1141                         msg_print("¾¯¤·Æ¬¤¬¥Ï¥Ã¥­¥ê¤·¤¿¡£");
1142 #else
1143                         msg_print("You feel your head clear a little.");
1144 #endif
1145
1146                         p_ptr->csp += (3 + p_ptr->lev/20);
1147                         if (p_ptr->csp >= p_ptr->msp)
1148                         {
1149                                 p_ptr->csp = p_ptr->msp;
1150                                 p_ptr->csp_frac = 0;
1151                         }
1152
1153                         /* Redraw mana */
1154                         p_ptr->redraw |= (PR_MANA);
1155                         break;
1156                 }
1157                 case CLASS_TOURIST:
1158                 {
1159                         if (command == -3)
1160                         {
1161                                 if (!get_aim_dir(&dir)) return FALSE;
1162                                 project_length = 1;
1163                                 fire_beam(GF_PHOTO, dir, 1);
1164                         }
1165                         else if (command == -4)
1166                         {
1167                                 if (!identify_fully(FALSE)) return FALSE;
1168                         }
1169                         break;
1170                 }
1171                 case CLASS_IMITATOR:
1172                 {
1173                         handle_stuff();
1174                         if (!do_cmd_mane(TRUE)) return FALSE;
1175                         break;
1176                 }
1177                 case CLASS_BEASTMASTER:
1178                 {
1179                         if (command == -3)
1180                         {
1181                                 if (!get_aim_dir(&dir)) return FALSE;
1182                                 (void)fire_ball_hide(GF_CONTROL_LIVING, dir, p_ptr->lev, 0);
1183                         }
1184                         else if (command == -4)
1185                         {
1186                                 project_hack(GF_CONTROL_LIVING, p_ptr->lev);
1187                         }
1188                         break;
1189                 }
1190                 case CLASS_ARCHER:
1191                 {
1192                         if (!do_cmd_archer()) return FALSE;
1193                         break;
1194                 }
1195                 case CLASS_MAGIC_EATER:
1196                 {
1197                         if (!gain_magic()) return FALSE;
1198                         break;
1199                 }
1200                 case CLASS_BARD:
1201                 {
1202                         /* Singing is already stopped */
1203                         if (!p_ptr->magic_num1[0] && !p_ptr->magic_num1[1]) return FALSE;
1204
1205                         stop_singing();
1206                         energy_use = 10;
1207                         break;
1208                 }
1209                 case CLASS_RED_MAGE:
1210                 {
1211                         if (!can_do_cmd_cast()) return FALSE;
1212                         handle_stuff();
1213                         do_cmd_cast();
1214                         handle_stuff();
1215                         if (!p_ptr->paralyzed && can_do_cmd_cast())
1216                                 do_cmd_cast();
1217                         break;
1218                 }
1219                 case CLASS_SAMURAI:
1220                 {
1221                         if (command == -3)
1222                         {
1223                                 int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
1224
1225                                 if (total_friends)
1226                                 {
1227 #ifdef JP
1228                                         msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£");
1229 #else
1230                                         msg_print("You need concentration on the pets now.");
1231 #endif
1232                                         return FALSE;
1233                                 }
1234                                 if (p_ptr->special_defense & KATA_MASK)
1235                                 {
1236 #ifdef JP
1237                                         msg_print("º£¤Ï¹½¤¨¤Ë½¸Ã椷¤Æ¤¤¤ë¡£");
1238 #else
1239                                         msg_print("You need concentration on your form.");
1240 #endif
1241                                         return FALSE;
1242                                 }
1243 #ifdef JP
1244                                 msg_print("Àº¿À¤ò½¸Ã椷¤Æµ¤¹ç¤¤¤òί¤á¤¿¡£");
1245 #else
1246                                 msg_print("You concentrate to charge your power.");
1247 #endif
1248
1249                                 p_ptr->csp += p_ptr->msp / 2;
1250                                 if (p_ptr->csp >= max_csp)
1251                                 {
1252                                         p_ptr->csp = max_csp;
1253                                         p_ptr->csp_frac = 0;
1254                                 }
1255
1256                                 /* Redraw mana */
1257                                 p_ptr->redraw |= (PR_MANA);
1258                         }
1259                         else if (command == -4)
1260                         {
1261                                 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
1262                                 {
1263 #ifdef JP
1264                                         msg_print("Éð´ï¤ò»ý¤¿¤Ê¤¤¤È¤¤¤±¤Þ¤»¤ó¡£");
1265 #else
1266                                         msg_print("You need to wield a weapon.");
1267 #endif
1268                                         return FALSE;
1269                                 }
1270                                 if (!choose_kata()) return FALSE;
1271                                 p_ptr->update |= (PU_BONUS);
1272                         }
1273                         break;
1274                 }
1275                 case CLASS_BLUE_MAGE:
1276                 {
1277                         if (p_ptr->action == ACTION_LEARN)
1278                         {
1279                                 set_action(ACTION_NONE);
1280                         }
1281                         else
1282                         {
1283                                 set_action(ACTION_LEARN);
1284                         }
1285                         energy_use = 0;
1286                         break;
1287                 }
1288                 case CLASS_CAVALRY:
1289                 {
1290                         char m_name[80];
1291                         monster_type *m_ptr;
1292                         monster_race *r_ptr;
1293                         int rlev;
1294
1295                         if (p_ptr->riding)
1296                         {
1297 #ifdef JP
1298                                 msg_print("º£¤Ï¾èÇÏÃæ¤À¡£");
1299 #else
1300                                 msg_print("You ARE riding.");
1301 #endif
1302                                 return FALSE;
1303                         }
1304                         if (!do_riding(TRUE)) return TRUE;
1305                         m_ptr = &m_list[p_ptr->riding];
1306                         r_ptr = &r_info[m_ptr->r_idx];
1307                         monster_desc(m_name, m_ptr, 0);
1308 #ifdef JP
1309                         msg_format("%s¤Ë¾è¤Ã¤¿¡£",m_name);
1310 #else
1311                         msg_format("You ride on %s.",m_name);
1312 #endif
1313                         if (is_pet(m_ptr)) break;
1314                         rlev = r_ptr->level;
1315                         if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
1316                         if (rlev > 60) rlev = 60+(rlev-60)/2;
1317                         if ((randint1(p_ptr->skill_exp[GINOU_RIDING] / 120 + p_ptr->lev * 2 / 3) > rlev)
1318                             && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle
1319                             && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
1320                             && (rlev < p_ptr->lev * 3 / 2 + randint0(p_ptr->lev / 5)))
1321                         {
1322 #ifdef JP
1323                                 msg_format("%s¤ò¼ê¤Ê¤º¤±¤¿¡£",m_name);
1324 #else
1325                                 msg_format("You tame %s.",m_name);
1326 #endif
1327                                 set_pet(m_ptr);
1328                         }
1329                         else
1330                         {
1331 #ifdef JP
1332                                 msg_format("%s¤Ë¿¶¤êÍî¤È¤µ¤ì¤¿¡ª",m_name);
1333 #else
1334                                 msg_format("You have thrown off by %s.",m_name);
1335 #endif
1336                                 rakuba(1,TRUE);
1337
1338                                 /* Paranoia */
1339                                 /* ÍîÇϽèÍý¤Ë¼ºÇÔ¤·¤Æ¤â¤È¤Ë¤«¤¯¾èÇϲò½ü */
1340                                 p_ptr->riding = 0;
1341                         }
1342                         break;
1343                 }
1344                 case CLASS_BERSERKER:
1345                 {
1346                         if (!word_of_recall()) return FALSE;
1347                         break;
1348                 }
1349                 case CLASS_SMITH:
1350                 {
1351                         if (p_ptr->lev > 29)
1352                         {
1353                                 if (!identify_fully(TRUE)) return FALSE;
1354                         }
1355                         else
1356                         {
1357                                 if (!ident_spell(TRUE)) return FALSE;
1358                         }
1359                         break;
1360                 }
1361                 case CLASS_MIRROR_MASTER:
1362                 {
1363                         if (command == -3)
1364                         {
1365                                 /* Explode all mirrors */
1366                                 remove_all_mirrors(TRUE);
1367                         }
1368                         else if (command == -4)
1369                         {
1370                                 if (total_friends)
1371                                 {
1372 #ifdef JP
1373                                         msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£");
1374 #else
1375                                         msg_print("You need concentration on the pets now.");
1376 #endif
1377                                         return FALSE;
1378                                 }
1379                                 if (is_mirror_grid(&cave[py][px]))
1380                                 {
1381 #ifdef JP
1382                                         msg_print("¾¯¤·Æ¬¤¬¥Ï¥Ã¥­¥ê¤·¤¿¡£");
1383 #else
1384                                         msg_print("You feel your head clear a little.");
1385 #endif
1386
1387                                         p_ptr->csp += (5 + p_ptr->lev * p_ptr->lev / 100);
1388                                         if (p_ptr->csp >= p_ptr->msp)
1389                                         {
1390                                                 p_ptr->csp = p_ptr->msp;
1391                                                 p_ptr->csp_frac = 0;
1392                                         }
1393
1394                                         /* Redraw mana */
1395                                         p_ptr->redraw |= (PR_MANA);
1396                                 }
1397                                 else
1398                                 {
1399 #ifdef JP
1400                                         msg_print("¶À¤Î¾å¤Ç¤Ê¤¤¤È½¸Ãæ¤Ç¤­¤Ê¤¤¡ª");
1401 #else
1402                                         msg_print("Here are not any mirrors!");
1403 #endif
1404                                 }
1405                         }
1406                         break;
1407                 }
1408                 case CLASS_NINJA:
1409                 {
1410                         if (p_ptr->action == ACTION_HAYAGAKE)
1411                         {
1412                                 set_action(ACTION_NONE);
1413                         }
1414                         else
1415                         {
1416                                 cave_type *c_ptr = &cave[py][px];
1417                                 feature_type *f_ptr = &f_info[c_ptr->feat];
1418
1419                                 if (!have_flag(f_ptr->flags, FF_PROJECT) ||
1420                                     (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
1421                                 {
1422 #ifdef JP
1423                                         msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
1424 #else
1425                                         msg_print("You cannot run in here.");
1426 #endif
1427                                 }
1428                                 else
1429                                 {
1430                                         set_action(ACTION_HAYAGAKE);
1431                                 }
1432                         }
1433
1434
1435                         energy_use = 0;
1436                         break;
1437                 }
1438
1439                 }
1440         }
1441         else if (p_ptr->mimic_form)
1442         {
1443                 switch (p_ptr->mimic_form)
1444                 {
1445                 case MIMIC_DEMON:
1446                 case MIMIC_DEMON_LORD:
1447                 {
1448                         int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1449                         if (!get_aim_dir(&dir)) return FALSE;
1450                         ratial_stop_mouth();
1451 #ifdef JP
1452                         msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",((type == GF_NETHER) ? "ÃϹö" : "²Ð±ê"));
1453 #else
1454                         msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1455 #endif
1456
1457                         fire_ball(type, dir, plev * 3, -(plev / 15) - 1);
1458                         break;
1459                 }
1460                 case MIMIC_VAMPIRE:
1461                         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
1462                         {
1463 #ifdef JP
1464                                 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤Ê¤¤¡£");
1465 #else
1466                                 msg_print("Something prevent you from attacking.");
1467 #endif
1468                                 return FALSE;
1469                         }
1470                         else
1471                         {
1472                                 int y, x, dummy = 0;
1473                                 cave_type *c_ptr;
1474
1475                                 /* Only works on adjacent monsters */
1476                                 if (!get_rep_dir(&dir, FALSE)) return FALSE;   /* was get_aim_dir */
1477                                 y = py + ddy[dir];
1478                                 x = px + ddx[dir];
1479                                 c_ptr = &cave[y][x];
1480
1481                                 ratial_stop_mouth();
1482
1483                                 if (!c_ptr->m_idx)
1484                                 {
1485 #ifdef JP
1486                                         msg_print("²¿¤â¤Ê¤¤¾ì½ê¤Ë³ú¤ß¤Ä¤¤¤¿¡ª");
1487 #else
1488                                         msg_print("You bite into thin air!");
1489 #endif
1490
1491                                         break;
1492                                 }
1493
1494 #ifdef JP
1495                                 msg_print("¤¢¤Ê¤¿¤Ï¥Ë¥ä¥ê¤È¤·¤Æ²ç¤ò¤à¤¤¤¿...");
1496 #else
1497                                 msg_print("You grin and bare your fangs...");
1498 #endif
1499
1500                                 dummy = plev + randint1(plev) * MAX(1, plev / 10);   /* Dmg */
1501                                 if (drain_life(dir, dummy))
1502                                 {
1503                                         if (p_ptr->food < PY_FOOD_FULL)
1504                                                 /* No heal if we are "full" */
1505                                                 (void)hp_player(dummy);
1506                                         else
1507 #ifdef JP
1508                                                 msg_print("¤¢¤Ê¤¿¤Ï¶õÊ¢¤Ç¤Ï¤¢¤ê¤Þ¤»¤ó¡£");
1509 #else
1510                                                 msg_print("You were not hungry.");
1511 #endif
1512
1513                                         /* Gain nutritional sustenance: 150/hp drained */
1514                                         /* A Food ration gives 5000 food points (by contrast) */
1515                                         /* Don't ever get more than "Full" this way */
1516                                         /* But if we ARE Gorged,  it won't cure us */
1517                                         dummy = p_ptr->food + MIN(5000, 100 * dummy);
1518                                         if (p_ptr->food < PY_FOOD_MAX)   /* Not gorged already */
1519                                                 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
1520                                 }
1521                                 else
1522 #ifdef JP
1523                                         msg_print("¤²¤§¡£¤Ò¤É¤¤Ì£¤À¡£");
1524 #else
1525                                         msg_print("Yechh. That tastes foul.");
1526 #endif
1527
1528                         }
1529                         break;
1530                 }
1531         }
1532
1533         else 
1534         {
1535
1536         switch (p_ptr->prace)
1537         {
1538                 case RACE_DWARF:
1539 #ifdef JP
1540                         msg_print("¼þ°Ï¤òÄ´¤Ù¤¿¡£");
1541 #else
1542                         msg_print("You examine your surroundings.");
1543 #endif
1544
1545                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1546                         (void)detect_doors(DETECT_RAD_DEFAULT);
1547                         (void)detect_stairs(DETECT_RAD_DEFAULT);
1548                         break;
1549
1550                 case RACE_HOBBIT:
1551                         {
1552                                 object_type *q_ptr;
1553                                 object_type forge;
1554
1555                                 /* Get local object */
1556                                 q_ptr = &forge;
1557
1558                                 /* Create the food ration */
1559                                 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
1560
1561                                 /* Drop the object from heaven */
1562                                 (void)drop_near(q_ptr, -1, py, px);
1563 #ifdef JP
1564                                 msg_print("¿©»ö¤òÎÁÍý¤·¤Æºî¤Ã¤¿¡£");
1565 #else
1566                                 msg_print("You cook some food.");
1567 #endif
1568
1569                         }
1570                         break;
1571
1572                 case RACE_GNOME:
1573 #ifdef JP
1574                         msg_print("¥Ñ¥Ã¡ª");
1575 #else
1576                         msg_print("Blink!");
1577 #endif
1578
1579                         teleport_player(10, 0L);
1580                         break;
1581
1582                 case RACE_HALF_ORC:
1583 #ifdef JP
1584                         msg_print("ͦµ¤¤ò½Ð¤·¤¿¡£");
1585 #else
1586                         msg_print("You play tough.");
1587 #endif
1588
1589                         (void)set_afraid(0);
1590                         break;
1591
1592                 case RACE_HALF_TROLL:
1593 #ifdef JP
1594                         msg_print("¤¦¤¬¤¡¤¡¡ª");
1595 #else
1596                         msg_print("RAAAGH!");
1597 #endif
1598
1599                         (void)set_afraid(0);
1600                         (void)set_shero(10 + randint1(plev), FALSE);
1601                         (void)hp_player(30);
1602                         break;
1603
1604                 case RACE_AMBERITE:
1605                         if (command == -1)
1606                         {
1607 #ifdef JP
1608                                 msg_print("¤¢¤Ê¤¿¤ÏÊ⤭¼þ¤ê»Ï¤á¤¿¡£");
1609 #else
1610                                 msg_print("You start walking around. ");
1611 #endif
1612                                 alter_reality();
1613                         }
1614                         else if (command == -2)
1615                         {
1616 #ifdef JP
1617                                 msg_print("¤¢¤Ê¤¿¤Ï¡Ö¥Ñ¥¿¡¼¥ó¡×¤ò¿´¤ËÉÁ¤¤¤Æ¤½¤Î¾å¤òÊ⤤¤¿...");
1618 #else
1619                                 msg_print("You picture the Pattern in your mind and walk it...");
1620 #endif
1621
1622                                 (void)set_poisoned(0);
1623                                 (void)set_image(0);
1624                                 (void)set_stun(0);
1625                                 (void)set_cut(0);
1626                                 (void)set_blind(0);
1627                                 (void)set_afraid(0);
1628                                 (void)do_res_stat(A_STR);
1629                                 (void)do_res_stat(A_INT);
1630                                 (void)do_res_stat(A_WIS);
1631                                 (void)do_res_stat(A_DEX);
1632                                 (void)do_res_stat(A_CON);
1633                                 (void)do_res_stat(A_CHR);
1634                                 (void)restore_level();
1635                         }
1636                         break;
1637
1638                 case RACE_BARBARIAN:
1639 #ifdef JP
1640                         msg_print("¤¦¤©¤©¤ª¤ª¡ª");
1641 #else
1642                         msg_print("Raaagh!");
1643 #endif
1644
1645                         (void)set_afraid(0);
1646                         (void)set_shero(10 + randint1(plev), FALSE);
1647                         (void)hp_player(30);
1648                         break;
1649
1650                 case RACE_HALF_OGRE:
1651 #ifdef JP
1652                         msg_print("Çúȯ¤Î¥ë¡¼¥ó¤ò¿µ½Å¤Ë»Å³Ý¤±¤¿...");
1653 #else
1654                         msg_print("You carefully set an explosive rune...");
1655 #endif
1656
1657                         explosive_rune();
1658                         break;
1659
1660                 case RACE_HALF_GIANT:
1661                         if (!get_aim_dir(&dir)) return FALSE;
1662                         (void)wall_to_mud(dir);
1663                         break;
1664
1665                 case RACE_HALF_TITAN:
1666 #ifdef JP
1667                         msg_print("Ũ¤òÄ´ºº¤·¤¿...");
1668 #else
1669                         msg_print("You examine your foes...");
1670 #endif
1671
1672                         probing();
1673                         break;
1674
1675                 case RACE_CYCLOPS:
1676                         if (!get_aim_dir(&dir)) return FALSE;
1677 #ifdef JP
1678                         msg_print("µðÂç¤Ê´ä¤òÅꤲ¤¿¡£");
1679 #else
1680                         msg_print("You throw a huge boulder.");
1681 #endif
1682
1683                         fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
1684                         break;
1685
1686                 case RACE_YEEK:
1687                         if (!get_aim_dir(&dir)) return FALSE;
1688                         ratial_stop_mouth();
1689 #ifdef JP
1690                         msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¶«¤ÓÀ¼¤ò¾å¤²¤¿¡ª");
1691 #else
1692                         msg_print("You make a horrible scream!");
1693 #endif
1694
1695                         (void)fear_monster(dir, plev);
1696                         break;
1697
1698                 case RACE_KLACKON:
1699                         if (!get_aim_dir(&dir)) return FALSE;
1700                         ratial_stop_mouth();
1701 #ifdef JP
1702                         msg_print("»À¤òÅǤ¤¤¿¡£");
1703 #else
1704                         msg_print("You spit acid.");
1705 #endif
1706
1707                         if (plev < 25) fire_bolt(GF_ACID, dir, plev);
1708                         else fire_ball(GF_ACID, dir, plev, 2);
1709                         break;
1710
1711                 case RACE_KOBOLD:
1712                         if (!get_aim_dir(&dir)) return FALSE;
1713 #ifdef JP
1714                         msg_print("ÆǤΥÀ¡¼¥Ä¤òÅꤲ¤¿¡£");
1715 #else
1716                         msg_print("You throw a dart of poison.");
1717 #endif
1718
1719                         fire_bolt(GF_POIS, dir, plev);
1720                         break;
1721
1722                 case RACE_NIBELUNG:
1723 #ifdef JP
1724                         msg_print("¼þ°Ï¤òÄ´ºº¤·¤¿¡£");
1725 #else
1726                         msg_print("You examine your surroundings.");
1727 #endif
1728
1729                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1730                         (void)detect_doors(DETECT_RAD_DEFAULT);
1731                         (void)detect_stairs(DETECT_RAD_DEFAULT);
1732                         break;
1733
1734                 case RACE_DARK_ELF:
1735                         if (!get_aim_dir(&dir)) return FALSE;
1736 #ifdef JP
1737                         msg_print("¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤òÊü¤Ã¤¿¡£");
1738 #else
1739                         msg_print("You cast a magic missile.");
1740 #endif
1741
1742                         fire_bolt_or_beam(10, GF_MISSILE, dir,
1743                             damroll(3 + ((plev - 1) / 5), 4));
1744                         break;
1745
1746                 case RACE_DRACONIAN:
1747                         {
1748                                 int  Type = (one_in_(3) ? GF_COLD : GF_FIRE);
1749 #ifdef JP
1750                                 cptr Type_desc = ((Type == GF_COLD) ? "Î䵤" : "±ê");
1751 #else
1752                                 cptr Type_desc = ((Type == GF_COLD) ? "cold" : "fire");
1753 #endif
1754
1755                                 if (!get_aim_dir(&dir)) return FALSE;
1756
1757                                 if (randint1(100) < plev)
1758                                 {
1759                                         switch (p_ptr->pclass)
1760                                         {
1761                                                 case CLASS_WARRIOR:
1762                                                 case CLASS_BERSERKER:
1763                                                 case CLASS_RANGER:
1764                                                 case CLASS_TOURIST:
1765                                                 case CLASS_IMITATOR:
1766                                                 case CLASS_ARCHER:
1767                                                 case CLASS_SMITH:
1768                                                         if (one_in_(3))
1769                                                         {
1770                                                                 Type = GF_MISSILE;
1771 #ifdef JP
1772                                                                 Type_desc = "¥¨¥ì¥á¥ó¥È";
1773 #else
1774                                                                 Type_desc = "the elements";
1775 #endif
1776                                                         }
1777                                                         else
1778                                                         {
1779                                                                 Type = GF_SHARDS;
1780 #ifdef JP
1781                                                                 Type_desc = "ÇËÊÒ";
1782 #else
1783                                                                 Type_desc = "shards";
1784 #endif
1785                                                         }
1786                                                         break;
1787                                                 case CLASS_MAGE:
1788                                                 case CLASS_WARRIOR_MAGE:
1789                                                 case CLASS_HIGH_MAGE:
1790                                                 case CLASS_SORCERER:
1791                                                 case CLASS_MAGIC_EATER:
1792                                                 case CLASS_RED_MAGE:
1793                                                 case CLASS_BLUE_MAGE:
1794                                                 case CLASS_MIRROR_MASTER:
1795                                                         if (one_in_(3))
1796                                                         {
1797                                                                 Type = GF_MANA;
1798 #ifdef JP
1799                                                                 Type_desc = "ËâÎÏ";
1800 #else
1801                                                                 Type_desc = "mana";
1802 #endif
1803                                                         }
1804                                                         else
1805                                                         {
1806                                                                 Type = GF_DISENCHANT;
1807 #ifdef JP
1808                                                                 Type_desc = "Îô²½";
1809 #else
1810                                                                 Type_desc = "disenchantment";
1811 #endif
1812                                                         }
1813                                                         break;
1814                                                 case CLASS_CHAOS_WARRIOR:
1815                                                         if (!one_in_(3))
1816                                                         {
1817                                                                 Type = GF_CONFUSION;
1818 #ifdef JP
1819                                                                 Type_desc = "º®Íð";
1820 #else
1821                                                                 Type_desc = "confusion";
1822 #endif
1823                                                         }
1824                                                         else
1825                                                         {
1826                                                                 Type = GF_CHAOS;
1827 #ifdef JP
1828                                                                 Type_desc = "¥«¥ª¥¹";
1829 #else
1830                                                                 Type_desc = "chaos";
1831 #endif
1832                                                         }
1833                                                         break;
1834                                                 case CLASS_MONK:
1835                                                 case CLASS_SAMURAI:
1836                                                 case CLASS_FORCETRAINER:
1837                                                         if (!one_in_(3))
1838                                                         {
1839                                                                 Type = GF_CONFUSION;
1840 #ifdef JP
1841                                                                 Type_desc = "º®Íð";
1842 #else
1843                                                                 Type_desc = "confusion";
1844 #endif
1845                                                         }
1846                                                         else
1847                                                         {
1848                                                                 Type = GF_SOUND;
1849 #ifdef JP
1850                                                                 Type_desc = "¹ì²»";
1851 #else
1852                                                                 Type_desc = "sound";
1853 #endif
1854                                                         }
1855                                                         break;
1856                                                 case CLASS_MINDCRAFTER:
1857                                                         if (!one_in_(3))
1858                                                         {
1859                                                                 Type = GF_CONFUSION;
1860 #ifdef JP
1861                                                                 Type_desc = "º®Íð";
1862 #else
1863                                                                 Type_desc = "confusion";
1864 #endif
1865                                                         }
1866                                                         else
1867                                                         {
1868                                                                 Type = GF_PSI;
1869 #ifdef JP
1870                                                                 Type_desc = "Àº¿À¥¨¥Í¥ë¥®¡¼";
1871 #else
1872                                                                 Type_desc = "mental energy";
1873 #endif
1874                                                         }
1875                                                         break;
1876                                                 case CLASS_PRIEST:
1877                                                 case CLASS_PALADIN:
1878                                                         if (one_in_(3))
1879                                                         {
1880                                                                 Type = GF_HELL_FIRE;
1881 #ifdef JP
1882                                                                 Type_desc = "ÃϹö¤Î¹å²Ð";
1883 #else
1884                                                                 Type_desc = "hellfire";
1885 #endif
1886                                                         }
1887                                                         else
1888                                                         {
1889                                                                 Type = GF_HOLY_FIRE;
1890 #ifdef JP
1891                                                                 Type_desc = "À»¤Ê¤ë±ê";
1892 #else
1893                                                                 Type_desc = "holy fire";
1894 #endif
1895                                                         }
1896                                                         break;
1897                                                 case CLASS_ROGUE:
1898                                                 case CLASS_NINJA:
1899                                                         if (one_in_(3))
1900                                                         {
1901                                                                 Type = GF_DARK;
1902 #ifdef JP
1903                                                                 Type_desc = "°Å¹õ";
1904 #else
1905                                                                 Type_desc = "darkness";
1906 #endif
1907                                                         }
1908                                                         else
1909                                                         {
1910                                                                 Type = GF_POIS;
1911 #ifdef JP
1912                                                                 Type_desc = "ÆÇ";
1913 #else
1914                                                                 Type_desc = "poison";
1915 #endif
1916                                                         }
1917                                                         break;
1918                                                 case CLASS_BARD:
1919                                                         if (!one_in_(3))
1920                                                         {
1921                                                                 Type = GF_SOUND;
1922 #ifdef JP
1923                                                                 Type_desc = "¹ì²»";
1924 #else
1925                                                                 Type_desc = "sound";
1926 #endif
1927                                                         }
1928                                                         else
1929                                                         {
1930                                                                 Type = GF_CONFUSION;
1931 #ifdef JP
1932                                                                 Type_desc = "º®Íð";
1933 #else
1934                                                                 Type_desc = "confusion";
1935 #endif
1936                                                         }
1937                                                         break;
1938                                         }
1939                                 }
1940
1941                                 ratial_stop_mouth();
1942
1943 #ifdef JP
1944                                 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", Type_desc);
1945 #else
1946                                 msg_format("You breathe %s.", Type_desc);
1947 #endif
1948
1949                                 fire_ball(Type, dir, plev * 2,
1950                                     -(plev / 15) - 1);
1951                         }
1952                         break;
1953
1954                 case RACE_MIND_FLAYER:
1955                         if (!get_aim_dir(&dir)) return FALSE;
1956 #ifdef JP
1957                         msg_print("¤¢¤Ê¤¿¤Ï½¸Ã椷¡¢Ìܤ¬ÀÖ¤¯µ±¤¤¤¿...");
1958 #else
1959                         msg_print("You concentrate and your eyes glow red...");
1960 #endif
1961
1962                         fire_bolt(GF_PSI, dir, plev);
1963                         break;
1964
1965                 case RACE_IMP:
1966                         if (!get_aim_dir(&dir)) return FALSE;
1967                         if (plev >= 30)
1968                         {
1969 #ifdef JP
1970                                 msg_print("¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë¤òÊü¤Ã¤¿¡£");
1971 #else
1972                                 msg_print("You cast a ball of fire.");
1973 #endif
1974
1975                                 fire_ball(GF_FIRE, dir, plev, 2);
1976                         }
1977                         else
1978                         {
1979 #ifdef JP
1980                                 msg_print("¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È¤òÊü¤Ã¤¿¡£");
1981 #else
1982                                 msg_print("You cast a bolt of fire.");
1983 #endif
1984
1985                                 fire_bolt(GF_FIRE, dir, plev);
1986                         }
1987                         break;
1988
1989                 case RACE_GOLEM:
1990                         (void)set_shield(randint1(20) + 30, FALSE);
1991                         break;
1992
1993                 case RACE_SKELETON:
1994                 case RACE_ZOMBIE:
1995 #ifdef JP
1996                         msg_print("¤¢¤Ê¤¿¤Ï¼º¤Ã¤¿¥¨¥Í¥ë¥®¡¼¤ò¼è¤êÌ᤽¤¦¤È»î¤ß¤¿¡£");
1997 #else
1998                         msg_print("You attempt to restore your lost energies.");
1999 #endif
2000
2001                         (void)restore_level();
2002                         break;
2003
2004                 case RACE_VAMPIRE:
2005                         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
2006                         {
2007 #ifdef JP
2008                                 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤Ê¤¤¡£");
2009 #else
2010                                 msg_print("Something prevent you from attacking.");
2011 #endif
2012                                 return FALSE;
2013                         }
2014                         else
2015                         {
2016                                 int y, x, dummy = 0;
2017                                 cave_type *c_ptr;
2018
2019                                 /* Only works on adjacent monsters */
2020                                 if (!get_rep_dir(&dir,FALSE)) return FALSE;   /* was get_aim_dir */
2021                                 y = py + ddy[dir];
2022                                 x = px + ddx[dir];
2023                                 c_ptr = &cave[y][x];
2024
2025                                 ratial_stop_mouth();
2026
2027                                 if (!c_ptr->m_idx)
2028                                 {
2029 #ifdef JP
2030                                         msg_print("²¿¤â¤Ê¤¤¾ì½ê¤Ë³ú¤ß¤Ä¤¤¤¿¡ª");
2031 #else
2032                                         msg_print("You bite into thin air!");
2033 #endif
2034
2035                                         break;
2036                                 }
2037
2038 #ifdef JP
2039                                 msg_print("¤¢¤Ê¤¿¤Ï¥Ë¥ä¥ê¤È¤·¤Æ²ç¤ò¤à¤¤¤¿...");
2040 #else
2041                                 msg_print("You grin and bare your fangs...");
2042 #endif
2043
2044                                 dummy = plev + randint1(plev) * MAX(1, plev / 10);   /* Dmg */
2045                                 if (drain_life(dir, dummy))
2046                                 {
2047                                         if (p_ptr->food < PY_FOOD_FULL)
2048                                                 /* No heal if we are "full" */
2049                                                 (void)hp_player(dummy);
2050                                         else
2051 #ifdef JP
2052                                                 msg_print("¤¢¤Ê¤¿¤Ï¶õÊ¢¤Ç¤Ï¤¢¤ê¤Þ¤»¤ó¡£");
2053 #else
2054                                                 msg_print("You were not hungry.");
2055 #endif
2056
2057                                         /* Gain nutritional sustenance: 150/hp drained */
2058                                         /* A Food ration gives 5000 food points (by contrast) */
2059                                         /* Don't ever get more than "Full" this way */
2060                                         /* But if we ARE Gorged,  it won't cure us */
2061                                         dummy = p_ptr->food + MIN(5000, 100 * dummy);
2062                                         if (p_ptr->food < PY_FOOD_MAX)   /* Not gorged already */
2063                                                 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
2064                                 }
2065                                 else
2066 #ifdef JP
2067                                         msg_print("¤²¤§¡£¤Ò¤É¤¤Ì£¤À¡£");
2068 #else
2069                                         msg_print("Yechh. That tastes foul.");
2070 #endif
2071
2072                         }
2073                         break;
2074
2075                 case RACE_SPECTRE:
2076                         if (!get_aim_dir(&dir)) return FALSE;
2077                         ratial_stop_mouth();
2078 #ifdef JP
2079                         msg_print("¤¢¤Ê¤¿¤Ï¤ª¤É¤í¤ª¤É¤í¤·¤¤¶«¤ÓÀ¼¤ò¤¢¤²¤¿¡ª");
2080 #else
2081                         msg_print("You emit an eldritch howl!");
2082 #endif
2083
2084                         (void)fear_monster(dir, plev);
2085                         break;
2086
2087                 case RACE_SPRITE:
2088 #ifdef JP
2089                         msg_print("¤¢¤Ê¤¿¤ÏËâË¡¤ÎÊ´¤òÅꤲ¤Ä¤±¤¿...");
2090 #else
2091                         msg_print("You throw some magic dust...");
2092 #endif
2093
2094                         if (plev < 25) sleep_monsters_touch();
2095                         else (void)sleep_monsters();
2096                         break;
2097
2098                 case RACE_DEMON:
2099                         {
2100                                 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
2101                                 if (!get_aim_dir(&dir)) return FALSE;
2102                                 ratial_stop_mouth();
2103 #ifdef JP
2104                                 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",((type == GF_NETHER) ? "ÃϹö" : "²Ð±ê"));
2105 #else
2106                                 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
2107 #endif
2108
2109                                 fire_ball(type, dir, plev * 3, -(plev / 15) - 1);
2110                         }
2111                         break;
2112
2113                 case RACE_KUTAR:
2114                         (void)set_tsubureru(randint1(20) + 30, FALSE);
2115                         break;
2116
2117                 case RACE_ANDROID:
2118                         if (!get_aim_dir(&dir)) return FALSE;
2119                         if (plev < 10)
2120                         {
2121 #ifdef JP
2122                                 msg_print("¥ì¥¤¥¬¥ó¤òȯ¼Í¤·¤¿¡£");
2123 #else
2124                                 msg_print("You fire your ray gun.");
2125 #endif
2126                                 fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
2127                         }
2128                         else if (plev < 25)
2129                         {
2130 #ifdef JP
2131                                 msg_print("¥Ö¥é¥¹¥¿¡¼¤òȯ¼Í¤·¤¿¡£");
2132 #else
2133                                 msg_print("You fire your blaster.");
2134 #endif
2135                                 fire_bolt(GF_MISSILE, dir, plev);
2136                         }
2137                         else if (plev < 35)
2138                         {
2139 #ifdef JP
2140                                 msg_print("¥Ð¥º¡¼¥«¤òȯ¼Í¤·¤¿¡£");
2141 #else
2142                                 msg_print("You fire your bazooka.");
2143 #endif
2144                                 fire_ball(GF_MISSILE, dir, plev * 2, 2);
2145                         }
2146                         else if (plev < 45)
2147                         {
2148 #ifdef JP
2149                                 msg_print("¥Ó¡¼¥à¥­¥ã¥Î¥ó¤òȯ¼Í¤·¤¿¡£");
2150 #else
2151                                 msg_print("You fire a beam cannon.");
2152 #endif
2153                                 fire_beam(GF_MISSILE, dir, plev * 2);
2154                         }
2155                         else
2156                         {
2157 #ifdef JP
2158                                 msg_print("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡£");
2159 #else
2160                                 msg_print("You fire a rocket.");
2161 #endif
2162                                 fire_rocket(GF_ROCKET, dir, plev * 5, 2);
2163                         }
2164                         break;
2165
2166                 default:
2167 #ifdef JP
2168                         msg_print("¤³¤Î¼ï²¤ÏÆüì¤ÊǽÎϤò»ý¤Ã¤Æ¤¤¤Þ¤»¤ó¡£");
2169 #else
2170                         msg_print("This race has no bonus power.");
2171 #endif
2172
2173                         energy_use = 0;
2174         }
2175         }
2176         return TRUE;
2177 }
2178
2179
2180 /*
2181  * Allow user to choose a power (racial / mutation) to activate
2182  */
2183 void do_cmd_racial_power(void)
2184 {
2185         power_desc_type power_desc[36];
2186         int             num, i = 0;
2187         int             ask = TRUE;
2188         int             lvl = p_ptr->lev;
2189         bool            flag, redraw, cast = FALSE;
2190         bool            warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
2191         char            choice;
2192         char            out_val[160];
2193         int menu_line = (use_menu ? 1 : 0);
2194
2195
2196         for (num = 0; num < 36; num++)
2197         {
2198                 strcpy(power_desc[num].name, "");
2199                 power_desc[num].number = 0;
2200         }
2201
2202         num = 0;
2203
2204         if (p_ptr->confused)
2205         {
2206 #ifdef JP
2207 msg_print("º®Í𤷤Ƥ¤¤ÆÆüìǽÎϤò»È¤¨¤Þ¤»¤ó¡ª");
2208 #else
2209                 msg_print("You are too confused to use any powers!");
2210 #endif
2211
2212                 energy_use = 0;
2213                 return;
2214         }
2215
2216         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
2217         {
2218                 set_action(ACTION_NONE);
2219         }
2220
2221         switch (p_ptr->pclass)
2222         {
2223         case CLASS_WARRIOR:
2224         {
2225 #ifdef JP
2226 strcpy(power_desc[num].name, "·õ¤ÎÉñ¤¤");
2227 #else
2228                 strcpy(power_desc[num].name, "Sword Dancing");
2229 #endif
2230
2231                 power_desc[num].level = 40;
2232                 power_desc[num].cost = 75;
2233                 power_desc[num].stat = A_DEX;
2234                 power_desc[num].fail = 35;
2235                 power_desc[num++].number = -3;
2236                 break;
2237         }
2238         case CLASS_HIGH_MAGE:
2239         if (p_ptr->realm1 == REALM_HEX)
2240         {
2241 #ifdef JP
2242                 strcpy(power_desc[num].name, "±Ó¾§¤ò¤ä¤á¤ë");
2243 #else
2244                 strcpy(power_desc[num].name, "Stop spelling");
2245 #endif
2246                 power_desc[num].level = 1;
2247                 power_desc[num].cost = 0;
2248                 power_desc[num].stat = A_INT;
2249                 power_desc[num].fail = 0;
2250                 power_desc[num++].number = -3;
2251                 break;
2252         }
2253         case CLASS_MAGE:
2254         /* case CLASS_HIGH_MAGE: */
2255         case CLASS_SORCERER:
2256         {
2257 #ifdef JP
2258 strcpy(power_desc[num].name, "ËâÎÏ¿©¤¤");
2259 #else
2260                 strcpy(power_desc[num].name, "Eat Magic");
2261 #endif
2262
2263                 power_desc[num].level = 25;
2264                 power_desc[num].cost = 1;
2265                 power_desc[num].stat = A_INT;
2266                 power_desc[num].fail = 25;
2267                 power_desc[num++].number = -3;
2268                 break;
2269         }
2270         case CLASS_PRIEST:
2271         {
2272                 if (is_good_realm(p_ptr->realm1))
2273                 {
2274 #ifdef JP
2275 strcpy(power_desc[num].name, "Éð´ï½ËÊ¡");
2276 #else
2277                         strcpy(power_desc[num].name, "Bless Weapon");
2278 #endif
2279
2280                         power_desc[num].level = 35;
2281                         power_desc[num].cost = 70;
2282                         power_desc[num].stat = A_WIS;
2283                         power_desc[num].fail = 50;
2284                         power_desc[num++].number = -3;
2285                 }
2286                 else
2287                 {
2288 #ifdef JP
2289 strcpy(power_desc[num].name, "¾¤º²");
2290 #else
2291                         strcpy(power_desc[num].name, "Evocation");
2292 #endif
2293
2294                         power_desc[num].level = 42;
2295                         power_desc[num].cost = 40;
2296                         power_desc[num].stat = A_WIS;
2297                         power_desc[num].fail = 35;
2298                         power_desc[num++].number = -3;
2299                 }
2300                 break;
2301         }
2302         case CLASS_ROGUE:
2303         {
2304 #ifdef JP
2305 strcpy(power_desc[num].name, "¥Ò¥Ã¥È¡õ¥¢¥¦¥§¥¤");
2306 #else
2307                 strcpy(power_desc[num].name, "Hit and Away");
2308 #endif
2309
2310                 power_desc[num].level = 8;
2311                 power_desc[num].cost = 12;
2312                 power_desc[num].stat = A_DEX;
2313                 power_desc[num].fail = 14;
2314                 power_desc[num++].number = -3;
2315                 break;
2316         }
2317         case CLASS_RANGER:
2318         case CLASS_SNIPER:
2319         {
2320 #ifdef JP
2321 strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼Ä´ºº");
2322 #else
2323                 strcpy(power_desc[num].name, "Probe Monster");
2324 #endif
2325
2326                 power_desc[num].level = 15;
2327                 power_desc[num].cost = 20;
2328                 power_desc[num].stat = A_INT;
2329                 power_desc[num].fail = 12;
2330                 power_desc[num++].number = -3;
2331                 break;
2332         }
2333         case CLASS_PALADIN:
2334         {
2335                 if (is_good_realm(p_ptr->realm1))
2336                 {
2337 #ifdef JP
2338 strcpy(power_desc[num].name, "¥Û¡¼¥ê¡¼¡¦¥é¥ó¥¹");
2339 #else
2340                         strcpy(power_desc[num].name, "Holy Lance");
2341 #endif
2342
2343                         power_desc[num].level = 30;
2344                         power_desc[num].cost = 30;
2345                         power_desc[num].stat = A_WIS;
2346                         power_desc[num].fail = 30;
2347                         power_desc[num++].number = -3;
2348                 }
2349                 else
2350                 {
2351 #ifdef JP
2352 strcpy(power_desc[num].name, "¥Ø¥ë¡¦¥é¥ó¥¹");
2353 #else
2354                         strcpy(power_desc[num].name, "Hell Lance");
2355 #endif
2356
2357                         power_desc[num].level = 30;
2358                         power_desc[num].cost = 30;
2359                         power_desc[num].stat = A_WIS;
2360                         power_desc[num].fail = 30;
2361                         power_desc[num++].number = -3;
2362                 }
2363                 break;
2364         }
2365         case CLASS_WARRIOR_MAGE:
2366         {
2367 #ifdef JP
2368 strcpy(power_desc[num].name, "ÊÑ´¹: £È£Ð¢ª£Í£Ð");
2369 #else
2370                 strcpy(power_desc[num].name, "Convert HP to SP");
2371 #endif
2372
2373                 power_desc[num].level = 25;
2374                 power_desc[num].cost = 0;
2375                 power_desc[num].stat = A_INT;
2376                 power_desc[num].fail = 10;
2377                 power_desc[num++].number = -3;
2378 #ifdef JP
2379 strcpy(power_desc[num].name, "ÊÑ´¹: £Í£Ð¢ª£È£Ð");
2380 #else
2381                 strcpy(power_desc[num].name, "Convert SP to HP");
2382 #endif
2383
2384                 power_desc[num].level = 25;
2385                 power_desc[num].cost = 0;
2386                 power_desc[num].stat = A_INT;
2387                 power_desc[num].fail = 10;
2388                 power_desc[num++].number = -4;
2389                 break;
2390         }
2391         case CLASS_CHAOS_WARRIOR:
2392         {
2393 #ifdef JP
2394 strcpy(power_desc[num].name, "¸¸ÏǤθ÷");
2395 #else
2396                 strcpy(power_desc[num].name, "Confusing Light");
2397 #endif
2398
2399                 power_desc[num].level = 40;
2400                 power_desc[num].cost = 50;
2401                 power_desc[num].stat = A_INT;
2402                 power_desc[num].fail = 25;
2403                 power_desc[num++].number = -3;
2404                 break;
2405         }
2406         case CLASS_MONK:
2407         {
2408 #ifdef JP
2409 strcpy(power_desc[num].name, "¹½¤¨¤ë");
2410 #else
2411                 strcpy(power_desc[num].name, "Assume a Posture");
2412 #endif
2413
2414                 power_desc[num].level = 25;
2415                 power_desc[num].cost = 0;
2416                 power_desc[num].stat = A_DEX;
2417                 power_desc[num].fail = 0;
2418                 power_desc[num++].number = -3;
2419 #ifdef JP
2420 strcpy(power_desc[num].name, "É´Îö·ý");
2421 #else
2422                 strcpy(power_desc[num].name, "Double Attack");
2423 #endif
2424
2425                 power_desc[num].level = 30;
2426                 power_desc[num].cost = 30;
2427                 power_desc[num].stat = A_STR;
2428                 power_desc[num].fail = 20;
2429                 power_desc[num++].number = -4;
2430                 break;
2431         }
2432         case CLASS_MINDCRAFTER:
2433         case CLASS_FORCETRAINER:
2434         {
2435 #ifdef JP
2436 strcpy(power_desc[num].name, "ÌÀ¶À»ß¿å");
2437 #else
2438                 strcpy(power_desc[num].name, "Clear Mind");
2439 #endif
2440
2441                 power_desc[num].level = 15;
2442                 power_desc[num].cost = 0;
2443                 power_desc[num].stat = A_WIS;
2444                 power_desc[num].fail = 10;
2445                 power_desc[num++].number = -3;
2446                 break;
2447         }
2448         case CLASS_TOURIST:
2449         {
2450 #ifdef JP
2451 strcpy(power_desc[num].name, "¼Ì¿¿»£±Æ");
2452 #else
2453                 strcpy(power_desc[num].name, "Take a Photograph");
2454 #endif
2455
2456                 power_desc[num].level = 1;
2457                 power_desc[num].cost = 0;
2458                 power_desc[num].stat = A_DEX;
2459                 power_desc[num].fail = 0;
2460                 power_desc[num++].number = -3;
2461 #ifdef JP
2462 strcpy(power_desc[num].name, "¿¿¡¦´ÕÄê");
2463 #else
2464                 strcpy(power_desc[num].name, "Identify True");
2465 #endif
2466
2467                 power_desc[num].level = 25;
2468                 power_desc[num].cost = 20;
2469                 power_desc[num].stat = A_INT;
2470                 power_desc[num].fail = 20;
2471                 power_desc[num++].number = -4;
2472                 break;
2473         }
2474         case CLASS_IMITATOR:
2475         {
2476 #ifdef JP
2477 strcpy(power_desc[num].name, "ÇÜÊÖ¤·");
2478 #else
2479                 strcpy(power_desc[num].name, "Double Revenge");
2480 #endif
2481
2482                 power_desc[num].level = 30;
2483                 power_desc[num].cost = 100;
2484                 power_desc[num].stat = A_DEX;
2485                 power_desc[num].fail = 30;
2486                 power_desc[num++].number = -3;
2487                 break;
2488         }
2489         case CLASS_BEASTMASTER:
2490         {
2491 #ifdef JP
2492 strcpy(power_desc[num].name, "À¸Êª»ÙÇÛ");
2493 #else
2494                 strcpy(power_desc[num].name, "Dominate a Living Thing");
2495 #endif
2496
2497                 power_desc[num].level = 1;
2498                 power_desc[num].cost = (p_ptr->lev+3)/4;
2499                 power_desc[num].stat = A_CHR;
2500                 power_desc[num].fail = 10;
2501                 power_desc[num++].number = -3;
2502 #ifdef JP
2503 strcpy(power_desc[num].name, "¿¿¡¦À¸Êª»ÙÇÛ");
2504 #else
2505                 strcpy(power_desc[num].name, "Dominate Living Things");
2506 #endif
2507
2508                 power_desc[num].level = 30;
2509                 power_desc[num].cost = (p_ptr->lev+20)/2;
2510                 power_desc[num].stat = A_CHR;
2511                 power_desc[num].fail = 10;
2512                 power_desc[num++].number = -4;
2513                 break;
2514         }
2515         case CLASS_ARCHER:
2516         {
2517 #ifdef JP
2518 strcpy(power_desc[num].name, "ÃÆ/Ìð¤ÎÀ½Â¤");
2519 #else
2520                 strcpy(power_desc[num].name, "Create Ammo");
2521 #endif
2522
2523                 power_desc[num].level = 1;
2524                 power_desc[num].cost = 0;
2525                 power_desc[num].stat = A_DEX;
2526                 power_desc[num].fail = 0;
2527                 power_desc[num++].number = -3;
2528                 break;
2529         }
2530         case CLASS_MAGIC_EATER:
2531         {
2532 #ifdef JP
2533 strcpy(power_desc[num].name, "ËâÎϤμè¤ê¹þ¤ß");
2534 #else
2535                 strcpy(power_desc[num].name, "Absorb Magic");
2536 #endif
2537
2538                 power_desc[num].level = 1;
2539                 power_desc[num].cost = 0;
2540                 power_desc[num].stat = A_INT;
2541                 power_desc[num].fail = 0;
2542                 power_desc[num++].number = -3;
2543                 break;
2544         }
2545         case CLASS_BARD:
2546         {
2547 #ifdef JP
2548 strcpy(power_desc[num].name, "²Î¤ò»ß¤á¤ë");
2549 #else
2550                 strcpy(power_desc[num].name, "Stop Singing");
2551 #endif
2552
2553                 power_desc[num].level = 1;
2554                 power_desc[num].cost = 0;
2555                 power_desc[num].stat = A_CHR;
2556                 power_desc[num].fail = 0;
2557                 power_desc[num++].number = -3;
2558                 break;
2559         }
2560         case CLASS_RED_MAGE:
2561         {
2562 #ifdef JP
2563 strcpy(power_desc[num].name, "Ϣ³Ëâ");
2564 #else
2565                 strcpy(power_desc[num].name, "Double Magic");
2566 #endif
2567
2568                 power_desc[num].level = 48;
2569                 power_desc[num].cost = 20;
2570                 power_desc[num].stat = A_INT;
2571                 power_desc[num].fail = 0;
2572                 power_desc[num++].number = -3;
2573                 break;
2574         }
2575         case CLASS_SAMURAI:
2576         {
2577 #ifdef JP
2578 strcpy(power_desc[num].name, "µ¤¹ç¤¤¤¿¤á");
2579 #else
2580                 strcpy(power_desc[num].name, "Concentration");
2581 #endif
2582
2583                 power_desc[num].level = 1;
2584                 power_desc[num].cost = 0;
2585                 power_desc[num].stat = A_WIS;
2586                 power_desc[num].fail = 0;
2587                 power_desc[num++].number = -3;
2588 #ifdef JP
2589 strcpy(power_desc[num].name, "·¿");
2590 #else
2591                 strcpy(power_desc[num].name, "Assume a Posture");
2592 #endif
2593
2594                 power_desc[num].level = 25;
2595                 power_desc[num].cost = 0;
2596                 power_desc[num].stat = A_DEX;
2597                 power_desc[num].fail = 0;
2598                 power_desc[num++].number = -4;
2599                 break;
2600         }
2601         case CLASS_BLUE_MAGE:
2602         {
2603 #ifdef JP
2604 strcpy(power_desc[num].name, "¥é¡¼¥Ë¥ó¥°");
2605 #else
2606                 strcpy(power_desc[num].name, "Learning");
2607 #endif
2608
2609                 power_desc[num].level = 1;
2610                 power_desc[num].cost = 0;
2611                 power_desc[num].stat = A_INT;
2612                 power_desc[num].fail = 0;
2613                 power_desc[num++].number = -3;
2614                 break;
2615         }
2616         case CLASS_CAVALRY:
2617         {
2618 #ifdef JP
2619 strcpy(power_desc[num].name, "¹ÓÇϤʤ餷");
2620 #else
2621                 strcpy(power_desc[num].name, "Rodeo");
2622 #endif
2623
2624                 power_desc[num].level = 10;
2625                 power_desc[num].cost = 0;
2626                 power_desc[num].stat = A_STR;
2627                 power_desc[num].fail = 10;
2628                 power_desc[num++].number = -3;
2629                 break;
2630         }
2631         case CLASS_BERSERKER:
2632         {
2633 #ifdef JP
2634 strcpy(power_desc[num].name, "µ¢´Ô");
2635 #else
2636                 strcpy(power_desc[num].name, "Recall");
2637 #endif
2638
2639                 power_desc[num].level = 10;
2640                 power_desc[num].cost = 10;
2641                 power_desc[num].stat = A_DEX;
2642                 power_desc[num].fail = 20;
2643                 power_desc[num++].number = -3;
2644                 break;
2645         }
2646         case CLASS_MIRROR_MASTER:
2647         {
2648 #ifdef JP
2649 strcpy(power_desc[num].name, "¶À³ä¤ê");
2650 #else
2651                 strcpy(power_desc[num].name, "Break Mirrors");
2652 #endif
2653
2654                 power_desc[num].level = 1;
2655                 power_desc[num].cost = 0;
2656                 power_desc[num].stat = A_INT;
2657                 power_desc[num].fail = 0;
2658                 power_desc[num++].number = -3;
2659 #ifdef JP
2660 strcpy(power_desc[num].name, "ÀÅ¿å");
2661 #else
2662                 strcpy(power_desc[num].name, "Mirror Concentration");
2663 #endif
2664
2665                 power_desc[num].level = 30;
2666                 power_desc[num].cost = 0;
2667                 power_desc[num].stat = A_INT;
2668                 power_desc[num].fail = 20;
2669                 power_desc[num++].number = -4;
2670                 break;
2671         }
2672         case CLASS_SMITH:
2673         {
2674 #ifdef JP
2675 strcpy(power_desc[num].name, "ÌÜÍø¤­");
2676 #else
2677                 strcpy(power_desc[num].name, "Judgment");
2678 #endif
2679
2680                 power_desc[num].level = 5;
2681                 power_desc[num].cost = 15;
2682                 power_desc[num].stat = A_INT;
2683                 power_desc[num].fail = 20;
2684                 power_desc[num++].number = -3;
2685                 break;
2686         }
2687         case CLASS_NINJA:
2688         {
2689 #ifdef JP
2690 strcpy(power_desc[num].name, "®¶î¤±");
2691 #else
2692                 strcpy(power_desc[num].name, "Quick Walk");
2693 #endif
2694
2695                 power_desc[num].level = 20;
2696                 power_desc[num].cost = 0;
2697                 power_desc[num].stat = A_DEX;
2698                 power_desc[num].fail = 0;
2699                 power_desc[num++].number = -3;
2700                 break;
2701         }
2702         default:
2703 #ifdef JP
2704 strcpy(power_desc[0].name, "(¤Ê¤·)");
2705 #else
2706                 strcpy(power_desc[0].name, "(none)");
2707 #endif
2708
2709         }
2710
2711         if (p_ptr->mimic_form)
2712         {
2713                 switch (p_ptr->mimic_form)
2714                 {
2715                 case MIMIC_DEMON:
2716                 case MIMIC_DEMON_LORD:
2717 #ifdef JP
2718 sprintf(power_desc[num].name, "ÃϹö/²Ð±ê¤Î¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 3);
2719 #else
2720                         sprintf(power_desc[num].name, "Nether or Fire Breath (dam %d)", lvl * 3);
2721 #endif
2722
2723                         power_desc[num].level = 15;
2724                         power_desc[num].cost = 10+lvl/3;
2725                         power_desc[num].stat = A_CON;
2726                         power_desc[num].fail = 20;
2727                         power_desc[num++].number = -1;
2728                         break;
2729                 case MIMIC_VAMPIRE:
2730 #ifdef JP
2731 strcpy(power_desc[num].name, "À¸Ì¿Îϵۼý");
2732 #else
2733                         strcpy(power_desc[num].name, "Drain Life");
2734 #endif
2735
2736                         power_desc[num].level = 2;
2737                         power_desc[num].cost = 1 + (lvl / 3);
2738                         power_desc[num].stat = A_CON;
2739                         power_desc[num].fail = 9;
2740                         power_desc[num++].number = -1;
2741                         break;
2742                 }
2743         }
2744         else
2745         {
2746         switch (p_ptr->prace)
2747         {
2748                 case RACE_DWARF:
2749 #ifdef JP
2750 strcpy(power_desc[num].name, "¥É¥¢¤Èæ« ´¶ÃÎ");
2751 #else
2752                         strcpy(power_desc[num].name, "Detect Doors+Traps");
2753 #endif
2754
2755                         power_desc[num].level = 5;
2756                         power_desc[num].cost = 5;
2757                         power_desc[num].stat = A_WIS;
2758                         power_desc[num].fail = 12;
2759                         power_desc[num++].number = -1;
2760                         break;
2761                 case RACE_NIBELUNG:
2762 #ifdef JP
2763 strcpy(power_desc[num].name, "¥É¥¢¤Èæ« ´¶ÃÎ");
2764 #else
2765                         strcpy(power_desc[num].name, "Detect Doors+Traps");
2766 #endif
2767
2768                         power_desc[num].level = 10;
2769                         power_desc[num].cost = 5;
2770                         power_desc[num].stat = A_WIS;
2771                         power_desc[num].fail = 10;
2772                         power_desc[num++].number = -1;
2773                         break;
2774                 case RACE_HOBBIT:
2775 #ifdef JP
2776 strcpy(power_desc[num].name, "¿©ÎÈÀ¸À®");
2777 #else
2778                         strcpy(power_desc[num].name, "Create Food");
2779 #endif
2780
2781                         power_desc[num].level = 15;
2782                         power_desc[num].cost = 10;
2783                         power_desc[num].stat = A_INT;
2784                         power_desc[num].fail = 10;
2785                         power_desc[num++].number = -1;
2786                         break;
2787                 case RACE_GNOME:
2788 #ifdef JP
2789 sprintf(power_desc[num].name, "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È");
2790 #else
2791                         sprintf(power_desc[num].name, "Blink");
2792 #endif
2793
2794                         power_desc[num].level = 5;
2795                         power_desc[num].cost = 5;
2796                         power_desc[num].stat = A_INT;
2797                         power_desc[num].fail = 12;
2798                         power_desc[num++].number = -1;
2799                         break;
2800                 case RACE_HALF_ORC:
2801 #ifdef JP
2802 strcpy(power_desc[num].name, "¶²Éݽüµî");
2803 #else
2804                         strcpy(power_desc[num].name, "Remove Fear");
2805 #endif
2806
2807                         power_desc[num].level = 3;
2808                         power_desc[num].cost = 5;
2809                         power_desc[num].stat = A_WIS;
2810                         power_desc[num].fail = warrior ? 5 : 10;
2811                         power_desc[num++].number = -1;
2812                         break;
2813                 case RACE_HALF_TROLL:
2814 #ifdef JP
2815 strcpy(power_desc[num].name, "¶¸Àï»Î²½");
2816 #else
2817                         strcpy(power_desc[num].name, "Berserk");
2818 #endif
2819
2820                         power_desc[num].level = 10;
2821                         power_desc[num].cost = 12;
2822                         power_desc[num].stat = A_STR;
2823                         power_desc[num].fail = warrior ? 6 : 12;
2824                         power_desc[num++].number = -1;
2825                         break;
2826                 case RACE_BARBARIAN:
2827 #ifdef JP
2828 strcpy(power_desc[num].name, "¶¸Àï»Î²½");
2829 #else
2830                         strcpy(power_desc[num].name, "Berserk");
2831 #endif
2832
2833                         power_desc[num].level = 8;
2834                         power_desc[num].cost = 10;
2835                         power_desc[num].stat = A_STR;
2836                         power_desc[num].fail = warrior ? 6 : 12;
2837                         power_desc[num++].number = -1;
2838                         break;
2839                 case RACE_AMBERITE:
2840 #ifdef JP
2841 strcpy(power_desc[num].name, "¥·¥ã¥É¥¦¡¦¥·¥Õ¥È");
2842 #else
2843                         strcpy(power_desc[num].name, "Shadow Shifting");
2844 #endif
2845
2846                         power_desc[num].level = 30;
2847                         power_desc[num].cost = 50;
2848                         power_desc[num].stat = A_INT;
2849                         power_desc[num].fail = 50;
2850                         power_desc[num++].number = -1;
2851 #ifdef JP
2852 strcpy(power_desc[num].name, "¥Ñ¥¿¡¼¥ó¡¦¥¦¥©¡¼¥¯");
2853 #else
2854                         strcpy(power_desc[num].name, "Pattern Mindwalking");
2855 #endif
2856
2857                         power_desc[num].level = 40;
2858                         power_desc[num].cost = 75;
2859                         power_desc[num].stat = A_WIS;
2860                         power_desc[num].fail = 50;
2861                         power_desc[num++].number = -2;
2862                         break;
2863                 case RACE_HALF_OGRE:
2864 #ifdef JP
2865 strcpy(power_desc[num].name, "Çúȯ¤Î¥ë¡¼¥ó");
2866 #else
2867                         strcpy(power_desc[num].name, "Explosive Rune");
2868 #endif
2869
2870                         power_desc[num].level = 25;
2871                         power_desc[num].cost = 35;
2872                         power_desc[num].stat = A_INT;
2873                         power_desc[num].fail = 15;
2874                         power_desc[num++].number = -1;
2875                         break;
2876                 case RACE_HALF_GIANT:
2877 #ifdef JP
2878 strcpy(power_desc[num].name, "´äÀÐÍϲò");
2879 #else
2880                         strcpy(power_desc[num].name, "Stone to Mud");
2881 #endif
2882
2883                         power_desc[num].level = 20;
2884                         power_desc[num].cost = 10;
2885                         power_desc[num].stat = A_STR;
2886                         power_desc[num].fail = 12;
2887                         power_desc[num++].number = -1;
2888                         break;
2889                 case RACE_HALF_TITAN:
2890 #ifdef JP
2891 strcpy(power_desc[num].name, "¥¹¥­¥ã¥ó¡¦¥â¥ó¥¹¥¿¡¼");
2892 #else
2893                         strcpy(power_desc[num].name, "Probing");
2894 #endif
2895
2896                         power_desc[num].level = 15;
2897                         power_desc[num].cost = 10;
2898                         power_desc[num].stat = A_INT;
2899                         power_desc[num].fail = 12;
2900                         power_desc[num++].number = -1;
2901                         break;
2902                 case RACE_CYCLOPS:
2903 #ifdef JP
2904 sprintf(power_desc[num].name, "´äÀÐÅꤲ¡Ê¥À¥á¡¼¥¸ %d¡Ë", (3 * lvl) / 2);
2905 #else
2906                         sprintf(power_desc[num].name, "Throw Boulder (dam %d)", (3 * lvl) / 2);
2907 #endif
2908
2909                         power_desc[num].level = 20;
2910                         power_desc[num].cost = 15;
2911                         power_desc[num].stat = A_STR;
2912                         power_desc[num].fail = 12;
2913                         power_desc[num++].number = -1;
2914                         break;
2915                 case RACE_YEEK:
2916 #ifdef JP
2917 strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼¶²¹²");
2918 #else
2919                         strcpy(power_desc[num].name, "Scare Monster");
2920 #endif
2921
2922                         power_desc[num].level = 15;
2923                         power_desc[num].cost = 15;
2924                         power_desc[num].stat = A_WIS;
2925                         power_desc[num].fail = 10;
2926                         power_desc[num++].number = -1;
2927                         break;
2928                 case RACE_SPECTRE:
2929 #ifdef JP
2930 strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼¶²¹²");
2931 #else
2932                         strcpy(power_desc[num].name, "Scare Monster");
2933 #endif
2934
2935                         power_desc[num].level = 4;
2936                         power_desc[num].cost = 6;
2937                         power_desc[num].stat = A_INT;
2938                         power_desc[num].fail = 3;
2939                         power_desc[num++].number = -1;
2940                         break;
2941                 case RACE_KLACKON:
2942 #ifdef JP
2943 sprintf(power_desc[num].name, "»À¤ÎÂà(¥À¥á¡¼¥¸ %d)", lvl);
2944 #else
2945                         sprintf(power_desc[num].name, "Spit Acid (dam %d)", lvl);
2946 #endif
2947
2948                         power_desc[num].level = 9;
2949                         power_desc[num].cost = 9;
2950                         power_desc[num].stat = A_DEX;
2951                         power_desc[num].fail = 14;
2952                         power_desc[num++].number = -1;
2953                         break;
2954                 case RACE_KOBOLD:
2955 #ifdef JP
2956 sprintf(power_desc[num].name, "ÆǤΥÀ¡¼¥Ä (¥À¥á¡¼¥¸ %d)", lvl);
2957 #else
2958                         sprintf(power_desc[num].name, "Poison Dart (dam %d)", lvl);
2959 #endif
2960
2961                         power_desc[num].level = 12;
2962                         power_desc[num].cost = 8;
2963                         power_desc[num].stat = A_DEX;
2964                         power_desc[num].fail = 14;
2965                         power_desc[num++].number = -1;
2966                         break;
2967                 case RACE_DARK_ELF:
2968 #ifdef JP
2969 sprintf(power_desc[num].name, "¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë (¥À¥á¡¼¥¸ %dd%d)", 3 + ((lvl - 1) / 5), 4);
2970 #else
2971                         sprintf(power_desc[num].name, "Magic Missile (dm %dd%d)", 3 + ((lvl - 1) / 5), 4);
2972 #endif
2973
2974                         power_desc[num].level = 2;
2975                         power_desc[num].cost = 2;
2976                         power_desc[num].stat = A_INT;
2977                         power_desc[num].fail = 9;
2978                         power_desc[num++].number = -1;
2979                         break;
2980                 case RACE_DRACONIAN:
2981 #ifdef JP
2982 sprintf(power_desc[num].name, "¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 2);
2983 #else
2984                         sprintf(power_desc[num].name, "Breath Weapon (dam %d)", lvl * 2);
2985 #endif
2986
2987                         power_desc[num].level = 1;
2988                         power_desc[num].cost = lvl;
2989                         power_desc[num].stat = A_CON;
2990                         power_desc[num].fail = 12;
2991                         power_desc[num++].number = -1;
2992                         break;
2993                 case RACE_MIND_FLAYER:
2994 #ifdef JP
2995 sprintf(power_desc[num].name, "Àº¿À¹¶·â (¥À¥á¡¼¥¸ %d)", lvl);
2996 #else
2997                         sprintf(power_desc[num].name, "Mind Blast (dam %d)", lvl);
2998 #endif
2999
3000                         power_desc[num].level = 15;
3001                         power_desc[num].cost = 12;
3002                         power_desc[num].stat = A_INT;
3003                         power_desc[num].fail = 14;
3004                         power_desc[num++].number = -1;
3005                         break;
3006                 case RACE_IMP:
3007 #ifdef JP
3008 sprintf(power_desc[num].name, "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È/¥Ü¡¼¥ë (¥À¥á¡¼¥¸ %d)", lvl);
3009 #else
3010                         sprintf(power_desc[num].name, "Fire Bolt/Ball (dam %d)", lvl);
3011 #endif
3012
3013                         power_desc[num].level = 9;
3014                         power_desc[num].cost = 15;
3015                         power_desc[num].stat = A_WIS;
3016                         power_desc[num].fail = 15;
3017                         power_desc[num++].number = -1;
3018                         break;
3019                 case RACE_GOLEM:
3020 #ifdef JP
3021 strcpy(power_desc[num].name, "È©Àв½ (´ü´Ö 1d20+30)");
3022 #else
3023                         strcpy(power_desc[num].name, "Stone Skin (dur 1d20+30)");
3024 #endif
3025
3026                         power_desc[num].level = 20;
3027                         power_desc[num].cost = 15;
3028                         power_desc[num].stat = A_CON;
3029                         power_desc[num].fail = 8;
3030                         power_desc[num++].number = -1;
3031                         break;
3032                 case RACE_SKELETON:
3033                 case RACE_ZOMBIE:
3034 #ifdef JP
3035 strcpy(power_desc[num].name, "·Ð¸³ÃÍÉü³è");
3036 #else
3037                         strcpy(power_desc[num].name, "Restore Life");
3038 #endif
3039
3040                         power_desc[num].level = 30;
3041                         power_desc[num].cost = 30;
3042                         power_desc[num].stat = A_WIS;
3043                         power_desc[num].fail = 18;
3044                         power_desc[num++].number = -1;
3045                         break;
3046                 case RACE_VAMPIRE:
3047 #ifdef JP
3048 strcpy(power_desc[num].name, "À¸Ì¿Îϵۼý");
3049 #else
3050                         strcpy(power_desc[num].name, "Drain Life");
3051 #endif
3052
3053                         power_desc[num].level = 2;
3054                         power_desc[num].cost = 1 + (lvl / 3);
3055                         power_desc[num].stat = A_CON;
3056                         power_desc[num].fail = 9;
3057                         power_desc[num++].number = -1;
3058                         break;
3059                 case RACE_SPRITE:
3060 #ifdef JP
3061 strcpy(power_desc[num].name, "̲¤êÊ´");
3062 #else
3063                         strcpy(power_desc[num].name, "Sleeping Dust");
3064 #endif
3065
3066                         power_desc[num].level = 12;
3067                         power_desc[num].cost = 12;
3068                         power_desc[num].stat = A_INT;
3069                         power_desc[num].fail = 15;
3070                         power_desc[num++].number = -1;
3071                         break;
3072                 case RACE_DEMON:
3073 #ifdef JP
3074 sprintf(power_desc[num].name, "ÃϹö/²Ð±ê¤Î¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 3);
3075 #else
3076                         sprintf(power_desc[num].name, "Nether or Fire Breath (dam %d)", lvl * 3);
3077 #endif
3078
3079                         power_desc[num].level = 15;
3080                         power_desc[num].cost = 10+lvl/3;
3081                         power_desc[num].stat = A_CON;
3082                         power_desc[num].fail = 20;
3083                         power_desc[num++].number = -1;
3084                         break;
3085                 case RACE_KUTAR:
3086 #ifdef JP
3087 strcpy(power_desc[num].name, "²£¤Ë¿­¤Ó¤ë");
3088 #else
3089                         strcpy(power_desc[num].name, "Expand Horizontally (dur 30+1d20)");
3090 #endif
3091
3092                         power_desc[num].level = 20;
3093                         power_desc[num].cost = 15;
3094                         power_desc[num].stat = A_CHR;
3095                         power_desc[num].fail = 8;
3096                         power_desc[num++].number = -1;
3097                         break;
3098                 case RACE_ANDROID:
3099                         if (p_ptr->lev < 10)
3100                         {
3101 #ifdef JP
3102 strcpy(power_desc[num].name, "¥ì¥¤¥¬¥ó");
3103 #else
3104                                 strcpy(power_desc[num].name, "Ray Gun");
3105 #endif
3106
3107                                 power_desc[num].level = 1;
3108                                 power_desc[num].cost = 7;
3109                                 power_desc[num].fail = 8;
3110                         }
3111                         else if (p_ptr->lev < 25)
3112                         {
3113 #ifdef JP
3114 strcpy(power_desc[num].name, "¥Ö¥é¥¹¥¿¡¼");
3115 #else
3116                                 strcpy(power_desc[num].name, "Blaster");
3117 #endif
3118
3119                                 power_desc[num].level = 10;
3120                                 power_desc[num].cost = 13;
3121                                 power_desc[num].fail = 10;
3122                         }
3123                         else if (p_ptr->lev < 35)
3124                         {
3125 #ifdef JP
3126 strcpy(power_desc[num].name, "¥Ð¥º¡¼¥«");
3127 #else
3128                                 strcpy(power_desc[num].name, "Bazooka");
3129 #endif
3130
3131                                 power_desc[num].level = 25;
3132                                 power_desc[num].cost = 26;
3133                                 power_desc[num].fail = 12;
3134                         }
3135                         else if (p_ptr->lev < 45)
3136                         {
3137 #ifdef JP
3138 strcpy(power_desc[num].name, "¥Ó¡¼¥à¥­¥ã¥Î¥ó");
3139 #else
3140                                 strcpy(power_desc[num].name, "Beam Cannon");
3141 #endif
3142
3143                                 power_desc[num].level = 35;
3144                                 power_desc[num].cost = 40;
3145                                 power_desc[num].fail = 15;
3146                         }
3147                         else
3148                         {
3149 #ifdef JP
3150 strcpy(power_desc[num].name, "¥í¥±¥Ã¥È");
3151 #else
3152                                 strcpy(power_desc[num].name, "Rocket");
3153 #endif
3154
3155                                 power_desc[num].level = 45;
3156                                 power_desc[num].cost = 60;
3157                                 power_desc[num].fail = 18;
3158                         }
3159                         power_desc[num].stat = A_STR;
3160                         power_desc[num++].number = -1;
3161                         break;
3162                 default:
3163                 {
3164                         break;
3165                 }
3166         }
3167         }
3168
3169         if (p_ptr->muta1)
3170         {
3171                 if (p_ptr->muta1 & MUT1_SPIT_ACID)
3172                 {
3173 #ifdef JP
3174 strcpy(power_desc[num].name, "»À¤ÎÂÃ");
3175 #else
3176                         strcpy(power_desc[num].name, "Spit Acid");
3177 #endif
3178
3179                         power_desc[num].level = 9;
3180                         power_desc[num].cost = 9;
3181                         power_desc[num].stat = A_DEX;
3182                         power_desc[num].fail = 15;
3183                         power_desc[num++].number = MUT1_SPIT_ACID;
3184                 }
3185
3186                 if (p_ptr->muta1 & MUT1_BR_FIRE)
3187                 {
3188 #ifdef JP
3189 strcpy(power_desc[num].name, "±ê¤Î¥Ö¥ì¥¹");
3190 #else
3191                         strcpy(power_desc[num].name, "Fire Breath");
3192 #endif
3193
3194                         power_desc[num].level = 20;
3195                         power_desc[num].cost = lvl;
3196                         power_desc[num].stat = A_CON;
3197                         power_desc[num].fail = 18;
3198                         power_desc[num++].number = MUT1_BR_FIRE;
3199                 }
3200
3201                 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
3202                 {
3203 #ifdef JP
3204 strcpy(power_desc[num].name, "ºÅ̲âˤß");
3205 #else
3206                         strcpy(power_desc[num].name, "Hypnotic Gaze");
3207 #endif
3208
3209                         power_desc[num].level = 12;
3210                         power_desc[num].cost = 12;
3211                         power_desc[num].stat = A_CHR;
3212                         power_desc[num].fail = 18;
3213                         power_desc[num++].number = MUT1_HYPN_GAZE;
3214                 }
3215
3216                 if (p_ptr->muta1 & MUT1_TELEKINES)
3217                 {
3218 #ifdef JP
3219 strcpy(power_desc[num].name, "Ç°Æ°ÎÏ");
3220 #else
3221                         strcpy(power_desc[num].name, "Telekinesis");
3222 #endif
3223
3224                         power_desc[num].level = 9;
3225                         power_desc[num].cost = 9;
3226                         power_desc[num].stat = A_WIS;
3227                         power_desc[num].fail = 14;
3228                         power_desc[num++].number = MUT1_TELEKINES;
3229                 }
3230
3231                 if (p_ptr->muta1 & MUT1_VTELEPORT)
3232                 {
3233 #ifdef JP
3234 strcpy(power_desc[num].name, "¥Æ¥ì¥Ý¡¼¥È");
3235 #else
3236                         strcpy(power_desc[num].name, "Teleport");
3237 #endif
3238
3239                         power_desc[num].level = 7;
3240                         power_desc[num].cost = 7;
3241                         power_desc[num].stat = A_WIS;
3242                         power_desc[num].fail = 15;
3243                         power_desc[num++].number = MUT1_VTELEPORT;
3244                 }
3245
3246                 if (p_ptr->muta1 & MUT1_MIND_BLST)
3247                 {
3248 #ifdef JP
3249 strcpy(power_desc[num].name, "Àº¿À¹¶·â");
3250 #else
3251                         strcpy(power_desc[num].name, "Mind Blast");
3252 #endif
3253
3254                         power_desc[num].level = 5;
3255                         power_desc[num].cost = 3;
3256                         power_desc[num].stat = A_WIS;
3257                         power_desc[num].fail = 15;
3258                         power_desc[num++].number = MUT1_MIND_BLST;
3259                 }
3260
3261                 if (p_ptr->muta1 & MUT1_RADIATION)
3262                 {
3263 #ifdef JP
3264 strcpy(power_desc[num].name, "Êü¼Íǽ");
3265 #else
3266                         strcpy(power_desc[num].name, "Emit Radiation");
3267 #endif
3268
3269                         power_desc[num].level = 15;
3270                         power_desc[num].cost = 15;
3271                         power_desc[num].stat = A_CON;
3272                         power_desc[num].fail = 14;
3273                         power_desc[num++].number = MUT1_RADIATION;
3274                 }
3275
3276                 if (p_ptr->muta1 & MUT1_VAMPIRISM)
3277                 {
3278 #ifdef JP
3279 strcpy(power_desc[num].name, "µÛ·ì¥É¥ì¥¤¥ó");
3280 #else
3281                         strcpy(power_desc[num].name, "Vampiric Drain");
3282 #endif
3283
3284                         power_desc[num].level = 2;
3285                         power_desc[num].cost = (1 + (lvl / 3));
3286                         power_desc[num].stat = A_CON;
3287                         power_desc[num].fail = 9;
3288                         power_desc[num++].number = MUT1_VAMPIRISM;
3289                 }
3290
3291                 if (p_ptr->muta1 & MUT1_SMELL_MET)
3292                 {
3293 #ifdef JP
3294 strcpy(power_desc[num].name, "¶â°Ó̳Ð");
3295 #else
3296                         strcpy(power_desc[num].name, "Smell Metal");
3297 #endif
3298
3299                         power_desc[num].level = 3;
3300                         power_desc[num].cost = 2;
3301                         power_desc[num].stat = A_INT;
3302                         power_desc[num].fail = 12;
3303                         power_desc[num++].number = MUT1_SMELL_MET;
3304                 }
3305
3306                 if (p_ptr->muta1 & MUT1_SMELL_MON)
3307                 {
3308 #ifdef JP
3309 strcpy(power_desc[num].name, "Ũ½­Ó̳Ð");
3310 #else
3311                         strcpy(power_desc[num].name, "Smell Monsters");
3312 #endif
3313
3314                         power_desc[num].level = 5;
3315                         power_desc[num].cost = 4;
3316                         power_desc[num].stat = A_INT;
3317                         power_desc[num].fail = 15;
3318                         power_desc[num++].number = MUT1_SMELL_MON;
3319                 }
3320
3321                 if (p_ptr->muta1 & MUT1_BLINK)
3322                 {
3323 #ifdef JP
3324 strcpy(power_desc[num].name, "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È");
3325 #else
3326                         strcpy(power_desc[num].name, "Blink");
3327 #endif
3328
3329                         power_desc[num].level = 3;
3330                         power_desc[num].cost = 3;
3331                         power_desc[num].stat = A_WIS;
3332                         power_desc[num].fail = 12;
3333                         power_desc[num++].number = MUT1_BLINK;
3334                 }
3335
3336                 if (p_ptr->muta1 & MUT1_EAT_ROCK)
3337                 {
3338 #ifdef JP
3339 strcpy(power_desc[num].name, "´ä¿©¤¤");
3340 #else
3341                         strcpy(power_desc[num].name, "Eat Rock");
3342 #endif
3343
3344                         power_desc[num].level = 8;
3345                         power_desc[num].cost = 12;
3346                         power_desc[num].stat = A_CON;
3347                         power_desc[num].fail = 18;
3348                         power_desc[num++].number = MUT1_EAT_ROCK;
3349                 }
3350
3351                 if (p_ptr->muta1 & MUT1_SWAP_POS)
3352                 {
3353 #ifdef JP
3354 strcpy(power_desc[num].name, "°ÌÃÖ¸ò´¹");
3355 #else
3356                         strcpy(power_desc[num].name, "Swap Position");
3357 #endif
3358
3359                         power_desc[num].level = 15;
3360                         power_desc[num].cost = 12;
3361                         power_desc[num].stat = A_DEX;
3362                         power_desc[num].fail = 16;
3363                         power_desc[num++].number = MUT1_SWAP_POS;
3364                 }
3365
3366                 if (p_ptr->muta1 & MUT1_SHRIEK)
3367                 {
3368 #ifdef JP
3369 strcpy(power_desc[num].name, "¶«¤Ó");
3370 #else
3371                         strcpy(power_desc[num].name, "Shriek");
3372 #endif
3373
3374                         power_desc[num].level = 20;
3375                         power_desc[num].cost = 14;
3376                         power_desc[num].stat = A_CON;
3377                         power_desc[num].fail = 16;
3378                         power_desc[num++].number = MUT1_SHRIEK;
3379                 }
3380
3381                 if (p_ptr->muta1 & MUT1_ILLUMINE)
3382                 {
3383 #ifdef JP
3384 strcpy(power_desc[num].name, "¾ÈÌÀ");
3385 #else
3386                         strcpy(power_desc[num].name, "Illuminate");
3387 #endif
3388
3389                         power_desc[num].level = 3;
3390                         power_desc[num].cost = 2;
3391                         power_desc[num].stat = A_INT;
3392                         power_desc[num].fail = 10;
3393                         power_desc[num++].number = MUT1_ILLUMINE;
3394                 }
3395
3396                 if (p_ptr->muta1 & MUT1_DET_CURSE)
3397                 {
3398 #ifdef JP
3399 strcpy(power_desc[num].name, "¼ö¤¤´¶ÃÎ");
3400 #else
3401                         strcpy(power_desc[num].name, "Detect Curses");
3402 #endif
3403
3404                         power_desc[num].level = 7;
3405                         power_desc[num].cost = 14;
3406                         power_desc[num].stat = A_WIS;
3407                         power_desc[num].fail = 14;
3408                         power_desc[num++].number = MUT1_DET_CURSE;
3409                 }
3410
3411                 if (p_ptr->muta1 & MUT1_BERSERK)
3412                 {
3413 #ifdef JP
3414 strcpy(power_desc[num].name, "¶¸Àï»Î²½");
3415 #else
3416                         strcpy(power_desc[num].name, "Berserk");
3417 #endif
3418
3419                         power_desc[num].level = 8;
3420                         power_desc[num].cost = 8;
3421                         power_desc[num].stat = A_STR;
3422                         power_desc[num].fail = 14;
3423                         power_desc[num++].number = MUT1_BERSERK;
3424                 }
3425
3426                 if (p_ptr->muta1 & MUT1_POLYMORPH)
3427                 {
3428 #ifdef JP
3429 strcpy(power_desc[num].name, "ÊÑ¿È");
3430 #else
3431                         strcpy(power_desc[num].name, "Polymorph");
3432 #endif
3433
3434                         power_desc[num].level = 18;
3435                         power_desc[num].cost = 20;
3436                         power_desc[num].stat = A_CON;
3437                         power_desc[num].fail = 18;
3438                         power_desc[num++].number = MUT1_POLYMORPH;
3439                 }
3440
3441                 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
3442                 {
3443 #ifdef JP
3444 strcpy(power_desc[num].name, "¥ß¥À¥¹¤Î¼ê");
3445 #else
3446                         strcpy(power_desc[num].name, "Midas Touch");
3447 #endif
3448
3449                         power_desc[num].level = 10;
3450                         power_desc[num].cost = 5;
3451                         power_desc[num].stat = A_INT;
3452                         power_desc[num].fail = 12;
3453                         power_desc[num++].number = MUT1_MIDAS_TCH;
3454                 }
3455
3456                 if (p_ptr->muta1 & MUT1_GROW_MOLD)
3457                 {
3458 #ifdef JP
3459 strcpy(power_desc[num].name, "¥«¥ÓȯÀ¸");
3460 #else
3461                         strcpy(power_desc[num].name, "Grow Mold");
3462 #endif
3463
3464                         power_desc[num].level = 1;
3465                         power_desc[num].cost = 6;
3466                         power_desc[num].stat = A_CON;
3467                         power_desc[num].fail = 14;
3468                         power_desc[num++].number = MUT1_GROW_MOLD;
3469                 }
3470
3471                 if (p_ptr->muta1 & MUT1_RESIST)
3472                 {
3473 #ifdef JP
3474 strcpy(power_desc[num].name, "¥¨¥ì¥á¥ó¥ÈÂÑÀ­");
3475 #else
3476                         strcpy(power_desc[num].name, "Resist Elements");
3477 #endif
3478
3479                         power_desc[num].level = 10;
3480                         power_desc[num].cost = 12;
3481                         power_desc[num].stat = A_CON;
3482                         power_desc[num].fail = 12;
3483                         power_desc[num++].number = MUT1_RESIST;
3484                 }
3485
3486                 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
3487                 {
3488 #ifdef JP
3489 strcpy(power_desc[num].name, "ÃÏ¿Ì");
3490 #else
3491                         strcpy(power_desc[num].name, "Earthquake");
3492 #endif
3493
3494                         power_desc[num].level = 12;
3495                         power_desc[num].cost = 12;
3496                         power_desc[num].stat = A_STR;
3497                         power_desc[num].fail = 16;
3498                         power_desc[num++].number = MUT1_EARTHQUAKE;
3499                 }
3500
3501                 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
3502                 {
3503 #ifdef JP
3504 strcpy(power_desc[num].name, "ËâÎÏ¿©¤¤");
3505 #else
3506                         strcpy(power_desc[num].name, "Eat Magic");
3507 #endif
3508
3509                         power_desc[num].level = 17;
3510                         power_desc[num].cost = 1;
3511                         power_desc[num].stat = A_WIS;
3512                         power_desc[num].fail = 15;
3513                         power_desc[num++].number = MUT1_EAT_MAGIC;
3514                 }
3515
3516                 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
3517                 {
3518 #ifdef JP
3519 strcpy(power_desc[num].name, "ËâÎÏ´¶ÃÎ");
3520 #else
3521                         strcpy(power_desc[num].name, "Weigh Magic");
3522 #endif
3523
3524                         power_desc[num].level = 6;
3525                         power_desc[num].cost = 6;
3526                         power_desc[num].stat = A_INT;
3527                         power_desc[num].fail = 10;
3528                         power_desc[num++].number = MUT1_WEIGH_MAG;
3529                 }
3530
3531                 if (p_ptr->muta1 & MUT1_STERILITY)
3532                 {
3533 #ifdef JP
3534 strcpy(power_desc[num].name, "Áý¿£ÁË»ß");
3535 #else
3536                         strcpy(power_desc[num].name, "Sterilize");
3537 #endif
3538
3539                         power_desc[num].level = 12;
3540                         power_desc[num].cost = 23;
3541                         power_desc[num].stat = A_CHR;
3542                         power_desc[num].fail = 15;
3543                         power_desc[num++].number = MUT1_STERILITY;
3544                 }
3545
3546                 if (p_ptr->muta1 & MUT1_PANIC_HIT)
3547                 {
3548 #ifdef JP
3549 strcpy(power_desc[num].name, "¥Ò¥Ã¥È¡õ¥¢¥¦¥§¥¤");
3550 #else
3551                         strcpy(power_desc[num].name, "Panic Hit");
3552 #endif
3553
3554                         power_desc[num].level = 10;
3555                         power_desc[num].cost = 12;
3556                         power_desc[num].stat = A_DEX;
3557                         power_desc[num].fail = 14;
3558                         power_desc[num++].number = MUT1_PANIC_HIT;
3559                 }
3560
3561                 if (p_ptr->muta1 & MUT1_DAZZLE)
3562                 {
3563 #ifdef JP
3564 strcpy(power_desc[num].name, "âÁÏÇ");
3565 #else
3566                         strcpy(power_desc[num].name, "Dazzle");
3567 #endif
3568
3569                         power_desc[num].level = 7;
3570                         power_desc[num].cost = 15;
3571                         power_desc[num].stat = A_CHR;
3572                         power_desc[num].fail = 8;
3573                         power_desc[num++].number = MUT1_DAZZLE;
3574                 }
3575
3576                 if (p_ptr->muta1 & MUT1_LASER_EYE)
3577                 {
3578 #ifdef JP
3579 strcpy(power_desc[num].name, "¥ì¡¼¥¶¡¼¡¦¥¢¥¤");
3580 #else
3581                         strcpy(power_desc[num].name, "Laser Eye");
3582 #endif
3583
3584                         power_desc[num].level = 7;
3585                         power_desc[num].cost = 10;
3586                         power_desc[num].stat = A_WIS;
3587                         power_desc[num].fail = 9;
3588                         power_desc[num++].number = MUT1_LASER_EYE;
3589                 }
3590
3591                 if (p_ptr->muta1 & MUT1_RECALL)
3592                 {
3593 #ifdef JP
3594 strcpy(power_desc[num].name, "µ¢´Ô");
3595 #else
3596                         strcpy(power_desc[num].name, "Recall");
3597 #endif
3598
3599                         power_desc[num].level = 17;
3600                         power_desc[num].cost = 50;
3601                         power_desc[num].stat = A_INT;
3602                         power_desc[num].fail = 16;
3603                         power_desc[num++].number = MUT1_RECALL;
3604                 }
3605
3606                 if (p_ptr->muta1 & MUT1_BANISH)
3607                 {
3608 #ifdef JP
3609 strcpy(power_desc[num].name, "¼Ù°­¾ÃÌÇ");
3610 #else
3611                         strcpy(power_desc[num].name, "Banish Evil");
3612 #endif
3613
3614                         power_desc[num].level = 25;
3615                         power_desc[num].cost = 25;
3616                         power_desc[num].stat = A_WIS;
3617                         power_desc[num].fail = 18;
3618                         power_desc[num++].number = MUT1_BANISH;
3619                 }
3620
3621                 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
3622                 {
3623 #ifdef JP
3624 strcpy(power_desc[num].name, "Åà·ë¤Î¼ê");
3625 #else
3626                         strcpy(power_desc[num].name, "Cold Touch");
3627 #endif
3628
3629                         power_desc[num].level = 2;
3630                         power_desc[num].cost = 2;
3631                         power_desc[num].stat = A_CON;
3632                         power_desc[num].fail = 11;
3633                         power_desc[num++].number = MUT1_COLD_TOUCH;
3634                 }
3635
3636                 if (p_ptr->muta1 & MUT1_LAUNCHER)
3637                 {
3638 #ifdef JP
3639 strcpy(power_desc[num].name, "¥¢¥¤¥Æ¥àÅꤲ");
3640 #else
3641                         strcpy(power_desc[num].name, "Throw Object");
3642 #endif
3643
3644                         power_desc[num].level = 1;
3645                         power_desc[num].cost = lvl;
3646                         power_desc[num].stat = A_STR;
3647                         power_desc[num].fail = 6;
3648                         /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
3649                         power_desc[num++].number = 3;
3650                 }
3651         }
3652
3653         /* Nothing chosen yet */
3654         flag = FALSE;
3655
3656         /* No redraw yet */
3657         redraw = FALSE;
3658
3659         /* Build a prompt */
3660 #ifdef JP
3661 (void) strnfmt(out_val, 78, "(ÆüìǽÎÏ %c-%c, *'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎÆüìǽÎϤò»È¤¤¤Þ¤¹¤«¡©",
3662 #else
3663         (void)strnfmt(out_val, 78, "(Powers %c-%c, *=List, ESC=exit) Use which power? ",
3664 #endif
3665
3666                 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
3667
3668 #ifdef ALLOW_REPEAT
3669 if (!repeat_pull(&i) || i<0 || i>=num) {
3670 #endif /* ALLOW_REPEAT */
3671         if (use_menu) screen_save();
3672          /* Get a spell from the user */
3673
3674         choice = (always_show_list || use_menu) ? ESCAPE:1;
3675         while (!flag)
3676         {
3677                 if( choice==ESCAPE ) choice = ' '; 
3678                 else if( !get_com(out_val, &choice, FALSE) )break; 
3679
3680                 if (use_menu && choice != ' ')
3681                 {
3682                         switch(choice)
3683                         {
3684                                 case '0':
3685                                 {
3686                                         screen_load();
3687                                         energy_use = 0;
3688                                         return;
3689                                 }
3690
3691                                 case '8':
3692                                 case 'k':
3693                                 case 'K':
3694                                 {
3695                                         menu_line += (num - 1);
3696                                         break;
3697                                 }
3698
3699                                 case '2':
3700                                 case 'j':
3701                                 case 'J':
3702                                 {
3703                                         menu_line++;
3704                                         break;
3705                                 }
3706
3707                                 case '6':
3708                                 case 'l':
3709                                 case 'L':
3710                                 case '4':
3711                                 case 'h':
3712                                 case 'H':
3713                                 {
3714                                         if (menu_line > 18)
3715                                                 menu_line -= 18;
3716                                         else if (menu_line+18 <= num)
3717                                                 menu_line += 18;
3718                                         break;
3719                                 }
3720
3721                                 case 'x':
3722                                 case 'X':
3723                                 case '\r':
3724                                 {
3725                                         i = menu_line - 1;
3726                                         ask = FALSE;
3727                                         break;
3728                                 }
3729                         }
3730                         if (menu_line > num) menu_line -= num;
3731                 }
3732                 /* Request redraw */
3733                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
3734                 {
3735                         /* Show the list */
3736                         if (!redraw || use_menu)
3737                         {
3738                                 byte y = 1, x = 0;
3739                                 int ctr = 0;
3740                                 char dummy[80];
3741                                 char letter;
3742                                 int x1, y1;
3743
3744                                 strcpy(dummy, "");
3745
3746                                 /* Show list */
3747                                 redraw = TRUE;
3748
3749                                 /* Save the screen */
3750                                 if (!use_menu) screen_save();
3751
3752                                 /* Print header(s) */
3753                                 if (num < 18)
3754 #ifdef JP
3755 prt("                            Lv   MP ¼ºÎ¨", y++, x);
3756 #else
3757                                         prt("                            Lv Cost Fail", y++, x);
3758 #endif
3759
3760                                 else
3761 #ifdef JP
3762 prt("                            Lv   MP ¼ºÎ¨                            Lv   MP ¼ºÎ¨", y++, x);
3763 #else
3764                                         prt("                            Lv Cost Fail                            Lv Cost Fail", y++, x);
3765 #endif
3766
3767
3768                                 /* Print list */
3769                                 while (ctr < num)
3770                                 {
3771                                         x1 = ((ctr < 18) ? x : x + 40);
3772                                         y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
3773
3774                                         if (use_menu)
3775                                         {
3776 #ifdef JP
3777                                                 if (ctr == (menu_line-1)) strcpy(dummy, " ¡Õ ");
3778 #else
3779                                                 if (ctr == (menu_line-1)) strcpy(dummy, " >  ");
3780 #endif
3781                                                 else strcpy(dummy, "    ");
3782                                         }
3783                                         else
3784                                         {
3785                                                 /* letter/number for power selection */
3786                                                 if (ctr < 26)
3787                                                         letter = I2A(ctr);
3788                                                 else
3789                                                         letter = '0' + ctr - 26;
3790                                                 sprintf(dummy, " %c) ",letter);
3791                                         }
3792                                         strcat(dummy, format("%-23.23s %2d %4d %3d%%",
3793                                                 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
3794                                                 100 - racial_chance(&power_desc[ctr])));
3795                                         prt(dummy, y1, x1);
3796                                         ctr++;
3797                                 }
3798                         }
3799
3800                         /* Hide the list */
3801                         else
3802                         {
3803                                 /* Hide list */
3804                                 redraw = FALSE;
3805
3806                                 /* Restore the screen */
3807                                 screen_load();
3808                         }
3809
3810                         /* Redo asking */
3811                         continue;
3812                 }
3813
3814                 if (!use_menu)
3815                 {
3816                         if (choice == '\r' && num == 1)
3817                         {
3818                                 choice = 'a';
3819                         }
3820
3821                         if (isalpha(choice))
3822                         {
3823                                 /* Note verify */
3824                                 ask = (isupper(choice));
3825
3826                                 /* Lowercase */
3827                                 if (ask) choice = tolower(choice);
3828
3829                                 /* Extract request */
3830                                 i = (islower(choice) ? A2I(choice) : -1);
3831                         }
3832                         else
3833                         {
3834                                 ask = FALSE; /* Can't uppercase digits */
3835
3836                                 i = choice - '0' + 26;
3837                         }
3838                 }
3839
3840                 /* Totally Illegal */
3841                 if ((i < 0) || (i >= num))
3842                 {
3843                         bell();
3844                         continue;
3845                 }
3846
3847                 /* Verify it */
3848                 if (ask)
3849                 {
3850                         char tmp_val[160];
3851
3852                         /* Prompt */
3853 #ifdef JP
3854 (void) strnfmt(tmp_val, 78, "%s¤ò»È¤¤¤Þ¤¹¤«¡© ", power_desc[i].name);
3855 #else
3856                         (void)strnfmt(tmp_val, 78, "Use %s? ", power_desc[i].name);
3857 #endif
3858
3859
3860                         /* Belay that order */
3861                         if (!get_check(tmp_val)) continue;
3862                 }
3863
3864                 /* Stop the loop */
3865                 flag = TRUE;
3866         }
3867
3868         /* Restore the screen */
3869         if (redraw) screen_load();
3870
3871         /* Abort if needed */
3872         if (!flag)
3873         {
3874                 energy_use = 0;
3875                 return;
3876         }
3877 #ifdef ALLOW_REPEAT
3878         repeat_push(i);
3879         } /*if (!repeat_pull(&i) || ...)*/
3880 #endif /* ALLOW_REPEAT */
3881         switch (racial_aux(&power_desc[i]))
3882         {
3883         case 1:
3884                 if (power_desc[i].number < 0)
3885                         cast = cmd_racial_power_aux(power_desc[i].number);
3886                 else
3887                         cast = mutation_power_aux(power_desc[i].number);
3888                 break;
3889         case 0:
3890                 cast = FALSE;
3891                 break;
3892         case -1:
3893                 cast = TRUE;
3894                 break;
3895         }
3896
3897         if (cast)
3898         {
3899                 if (racial_cost)
3900                 {
3901                         int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
3902
3903                         /* If mana is not enough, player consumes hit point! */
3904                         if (p_ptr->csp < actual_racial_cost)
3905                         {
3906                                 actual_racial_cost -= p_ptr->csp;
3907                                 p_ptr->csp = 0;
3908 #ifdef JP
3909                                 take_hit(DAMAGE_USELIFE, actual_racial_cost, "²áÅ٤ν¸Ãæ", -1);
3910 #else
3911                                 take_hit(DAMAGE_USELIFE, actual_racial_cost, "concentrating too hard", -1);
3912 #endif
3913                         }
3914                         else p_ptr->csp -= actual_racial_cost;
3915
3916                         /* Redraw mana and hp */
3917                         p_ptr->redraw |= (PR_HP | PR_MANA);
3918
3919                         /* Window stuff */
3920                         p_ptr->window |= (PW_PLAYER | PW_SPELL);
3921                 }
3922         }
3923         else energy_use = 0;
3924
3925         /* Success */
3926         return;
3927 }