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