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