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