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