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