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Add a check of magic castability when we use 'Powerful Activation'
[hengband/hengband.git] / src / racial.c
1 /* File: racial.c */
2
3 /*
4  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
5  *
6  * This software may be copied and distributed for educational, research,
7  * and not for profit purposes provided that this copyright and statement
8  * are included in all such copies.  Other copyrights may also apply.
9  */
10
11 /* Purpose: Racial powers (and mutations) */
12
13 #include "angband.h"
14
15 /*
16  * Hook to determine if an object is contertible in an arrow/bolt
17  */
18 static bool item_tester_hook_convertible(object_type *o_ptr)
19 {
20         if((o_ptr->tval==TV_JUNK) || (o_ptr->tval==TV_SKELETON)) return TRUE;
21
22         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON)) return TRUE;
23         /* Assume not */
24         return (FALSE);
25 }
26
27
28 /*
29  * do_cmd_cast calls this function if the player's class
30  * is 'archer'.
31  */
32 static bool do_cmd_archer(void)
33 {
34         int ext=0;
35         char ch;
36
37         object_type     forge;
38         object_type     *q_ptr;
39
40         char com[80];
41         char o_name[MAX_NLEN];
42
43         q_ptr = &forge;
44
45         if(p_ptr->lev >= 20)
46 #ifdef JP
47                 sprintf(com, "[S]ÃÆ, [A]Ìð, [B]¥¯¥í¥¹¥Ü¥¦¤ÎÌð :");
48 #else
49                 sprintf(com, "Create [S]hots, Create [A]rrow or Create [B]olt ?");
50 #endif
51         else if(p_ptr->lev >= 10)
52 #ifdef JP
53                 sprintf(com, "[S]ÃÆ, [A]Ìð:");
54 #else
55                 sprintf(com, "Create [S]hots or Create [A]rrow ?");
56 #endif
57         else
58 #ifdef JP
59                 sprintf(com, "[S]ÃÆ:");
60 #else
61                 sprintf(com, "Create [S]hots ?");
62 #endif
63
64         if (p_ptr->confused)
65         {
66 #ifdef JP
67                 msg_print("º®Í𤷤Ƥ롪");
68 #else
69                 msg_print("You are too confused!");
70 #endif
71                 return FALSE;
72         }
73
74         if (p_ptr->blind)
75         {
76 #ifdef JP
77                 msg_print("Ìܤ¬¸«¤¨¤Ê¤¤¡ª");
78 #else
79                 msg_print("You are blind!");
80 #endif
81                 return FALSE;
82         }
83
84         while (TRUE)
85         {
86                 if (!get_com(com, &ch, TRUE))
87                 {
88                         return FALSE;
89                 }
90                 if (ch == 'S' || ch == 's')
91                 {
92                         ext = 1;
93                         break;
94                 }
95                 if ((ch == 'A' || ch == 'a')&&(p_ptr->lev >= 10))
96                 {
97                         ext = 2;
98                         break;
99                 }
100                 if ((ch == 'B' || ch == 'b')&&(p_ptr->lev >= 20))
101                 {
102                         ext = 3;
103                         break;
104                 }
105         }
106
107         /**********Create shots*********/
108         if (ext == 1)
109         {
110                 int x,y, dir;
111                 cave_type *c_ptr;
112
113                 if (!get_rep_dir(&dir, FALSE)) return FALSE;
114                 y = py + ddy[dir];
115                 x = px + ddx[dir];
116                 c_ptr = &cave[y][x];
117
118                 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_CAN_DIG))
119                 {
120 #ifdef JP
121                         msg_print("¤½¤³¤Ë¤Ï´äÀФ¬¤Ê¤¤¡£");
122 #else
123                         msg_print("You need pile of rubble.");
124 #endif
125                         return FALSE;
126                 }
127                 else if (!cave_have_flag_grid(c_ptr, FF_CAN_DIG) || !cave_have_flag_grid(c_ptr, FF_HURT_ROCK))
128                 {
129 #ifdef JP
130                         msg_print("¹Å¤¹¤®¤ÆÊø¤»¤Ê¤«¤Ã¤¿¡£");
131 #else
132                         msg_print("You failed to make ammo.");
133 #endif
134                 }
135                 else
136                 {
137                         s16b slot;
138
139                         /* Get local object */
140                         q_ptr = &forge;
141
142                         /* Hack -- Give the player some small firestones */
143                         object_prep(q_ptr, lookup_kind(TV_SHOT, m_bonus(1, p_ptr->lev) + 1));
144                         q_ptr->number = (byte)rand_range(15,30);
145                         object_aware(q_ptr);
146                         object_known(q_ptr);
147                         apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
148                         q_ptr->discount = 99;
149
150                         slot = inven_carry(q_ptr);
151
152                         object_desc(o_name, q_ptr, 0);
153 #ifdef JP
154                         msg_format("%s¤òºî¤Ã¤¿¡£", o_name);
155 #else
156                         msg_print("You make some ammo.");
157 #endif
158
159                         /* Auto-inscription */
160                         if (slot >= 0) autopick_alter_item(slot, FALSE);
161
162                         /* Destroy the wall */
163                         cave_alter_feat(y, x, FF_HURT_ROCK);
164
165                         p_ptr->update |= (PU_FLOW);
166                 }
167         }
168         /**********Create arrows*********/
169         else if (ext == 2)
170         {
171                 int item;
172                 cptr q, s;
173                 s16b slot;
174
175                 item_tester_hook = item_tester_hook_convertible;
176
177                 /* Get an item */
178 #ifdef JP
179                 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éºî¤ê¤Þ¤¹¤«¡© ";
180                 s = "ºàÎÁ¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£";
181 #else
182                 q = "Convert which item? ";
183                 s = "You have no item to convert.";
184 #endif
185                 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
186
187                 /* Get the item (in the pack) */
188                 if (item >= 0)
189                 {
190                         q_ptr = &inventory[item];
191                 }
192
193                 /* Get the item (on the floor) */
194                 else
195                 {
196                         q_ptr = &o_list[0 - item];
197                 }
198
199                 /* Get local object */
200                 q_ptr = &forge;
201
202                 /* Hack -- Give the player some small firestones */
203                 object_prep(q_ptr, lookup_kind(TV_ARROW, m_bonus(1, p_ptr->lev)+ 1));
204                 q_ptr->number = (byte)rand_range(5, 10);
205                 object_aware(q_ptr);
206                 object_known(q_ptr);
207                 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
208
209                 q_ptr->discount = 99;
210
211                 object_desc(o_name, q_ptr, 0);
212 #ifdef JP
213                 msg_format("%s¤òºî¤Ã¤¿¡£", o_name);
214 #else
215                 msg_print("You make some ammo.");
216 #endif
217
218                 if (item >= 0)
219                 {
220                         inven_item_increase(item, -1);
221                         inven_item_describe(item);
222                         inven_item_optimize(item);
223                 }
224                 else
225                 {
226                         floor_item_increase(0 - item, -1);
227                         floor_item_describe(0 - item);
228                         floor_item_optimize(0 - item);
229                 }
230
231                 slot = inven_carry(q_ptr);
232
233                 /* Auto-inscription */
234                 if (slot >= 0) autopick_alter_item(slot, FALSE);
235         }
236         /**********Create bolts*********/
237         else if (ext == 3)
238         {
239                 int item;
240                 cptr q, s;
241                 s16b slot;
242
243                 item_tester_hook = item_tester_hook_convertible;
244
245                 /* Get an item */
246 #ifdef JP
247                 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éºî¤ê¤Þ¤¹¤«¡© ";
248                 s = "ºàÎÁ¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£";
249 #else
250                 q = "Convert which item? ";
251                 s = "You have no item to convert.";
252 #endif
253                 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
254
255                 /* Get the item (in the pack) */
256                 if (item >= 0)
257                 {
258                         q_ptr = &inventory[item];
259                 }
260
261                 /* Get the item (on the floor) */
262                 else
263                 {
264                         q_ptr = &o_list[0 - item];
265                 }
266
267                 /* Get local object */
268                 q_ptr = &forge;
269
270                 /* Hack -- Give the player some small firestones */
271                 object_prep(q_ptr, lookup_kind(TV_BOLT, m_bonus(1, p_ptr->lev)+1));
272                 q_ptr->number = (byte)rand_range(4, 8);
273                 object_aware(q_ptr);
274                 object_known(q_ptr);
275                 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
276
277                 q_ptr->discount = 99;
278
279                 object_desc(o_name, q_ptr, 0);
280 #ifdef JP
281                 msg_format("%s¤òºî¤Ã¤¿¡£", o_name);
282 #else
283                 msg_print("You make some ammo.");
284 #endif
285
286                 if (item >= 0)
287                 {
288                         inven_item_increase(item, -1);
289                         inven_item_describe(item);
290                         inven_item_optimize(item);
291                 }
292                 else
293                 {
294                         floor_item_increase(0 - item, -1);
295                         floor_item_describe(0 - item);
296                         floor_item_optimize(0 - item);
297                 }
298
299                 slot = inven_carry(q_ptr);
300
301                 /* Auto-inscription */
302                 if (slot >= 0) autopick_alter_item(slot, FALSE);
303         }
304         return TRUE;
305 }
306
307 bool gain_magic(void)
308 {
309         int item;
310         int pval;
311         int ext = 0;
312         cptr q, s;
313         object_type *o_ptr;
314         char o_name[MAX_NLEN];
315
316         /* Only accept legal items */
317         item_tester_hook = item_tester_hook_recharge;
318
319         /* Get an item */
320 #ifdef JP
321 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ÎËâÎϤò¼è¤ê¹þ¤ß¤Þ¤¹¤«? ";
322 s = "ËâÎϤò¼è¤ê¹þ¤á¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
323 #else
324         q = "Gain power of which item? ";
325         s = "You have nothing to gain power.";
326 #endif
327
328         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
329
330         /* Get the item (in the pack) */
331         if (item >= 0)
332         {
333                 o_ptr = &inventory[item];
334         }
335
336         /* Get the item (on the floor) */
337         else
338         {
339                 o_ptr = &o_list[0 - item];
340         }
341
342         if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
343         {
344 #ifdef JP
345                 msg_print("¤³¤Î¾ó¤Ë¤Ïȯư¤Î°Ù¤ÎǽÎϤϲ¿¤âÈ÷¤ï¤Ã¤Æ¤¤¤Ê¤¤¤è¤¦¤À¡£");
346 #else
347                 msg_print("This staff doesn't have any magical ability.");
348 #endif
349                 return FALSE;
350         }
351
352
353         if (!object_is_known(o_ptr))
354         {
355 #ifdef JP
356                 msg_print("´ÕÄꤵ¤ì¤Æ¤¤¤Ê¤¤¤È¼è¤ê¹þ¤á¤Ê¤¤¡£");
357 #else
358                 msg_print("You need to identify before absorbing.");
359 #endif
360                 return FALSE;
361         }
362
363         if (o_ptr->timeout)
364         {
365 #ifdef JP
366                 msg_print("½¼Å¶Ãæ¤Î¥¢¥¤¥Æ¥à¤Ï¼è¤ê¹þ¤á¤Ê¤¤¡£");
367 #else
368                 msg_print("This item is still charging.");
369 #endif
370                 return FALSE;
371         }
372
373         pval = o_ptr->pval;
374         if (o_ptr->tval == TV_ROD)
375                 ext = 72;
376         else if (o_ptr->tval == TV_WAND)
377                 ext = 36;
378
379         if (o_ptr->tval == TV_ROD)
380         {
381                 p_ptr->magic_num2[o_ptr->sval + ext] += o_ptr->number;
382                 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
383         }
384         else
385         {
386                 int num;
387                 for (num = o_ptr->number; num; num--)
388                 {
389                         int gain_num = pval;
390                         if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
391                         if (p_ptr->magic_num2[o_ptr->sval + ext])
392                         {
393                                 gain_num *= 256;
394                                 gain_num = (gain_num/3 + randint0(gain_num/3)) / 256;
395                                 if (gain_num < 1) gain_num = 1;
396                         }
397                         p_ptr->magic_num2[o_ptr->sval + ext] += gain_num;
398                         if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
399                         p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
400                         if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
401                         if (p_ptr->magic_num1[o_ptr->sval + ext] > p_ptr->magic_num2[o_ptr->sval + ext] * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = p_ptr->magic_num2[o_ptr->sval + ext] * 0x10000;
402                         if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
403                 }
404         }
405
406         object_desc(o_name, o_ptr, 0);
407         /* Message */
408 #ifdef JP
409         msg_format("%s¤ÎËâÎϤò¼è¤ê¹þ¤ó¤À¡£", o_name);
410 #else
411         msg_format("You absorb magic of %s.", o_name);
412 #endif
413
414         /* Eliminate the item (from the pack) */
415         if (item >= 0)
416         {
417                 inven_item_increase(item, -999);
418                 inven_item_describe(item);
419                 inven_item_optimize(item);
420         }
421
422         /* Eliminate the item (from the floor) */
423         else
424         {
425                 floor_item_increase(0 - item, -999);
426                 floor_item_describe(0 - item);
427                 floor_item_optimize(0 - item);
428         }
429         energy_use = 100;
430         return TRUE;
431 }
432
433
434 static bool can_do_cmd_cast(void)
435 {
436         if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
437         {
438 #ifdef JP
439                 msg_print("¥À¥ó¥¸¥ç¥ó¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
440 #else
441                 msg_print("The dungeon absorbs all attempted magic!");
442 #endif
443                 msg_print(NULL);
444                 return FALSE;
445         }
446         else if (p_ptr->anti_magic)
447         {
448 #ifdef JP
449                 msg_print("È¿ËâË¡¥Ð¥ê¥¢¤¬ËâË¡¤ò¼ÙË⤷¤¿¡ª");
450 #else
451                 msg_print("An anti-magic shell disrupts your magic!");
452 #endif
453                 return FALSE;
454         }
455         else if (p_ptr->shero)
456         {
457 #ifdef JP
458                 msg_format("¶¸Àï»Î²½¤·¤Æ¤¤¤ÆƬ¤¬²ó¤é¤Ê¤¤¡ª");
459 #else
460                 msg_format("You cannot think directly!");
461 #endif
462                 return FALSE;
463         }
464         else
465                 return TRUE;
466 }
467
468
469 static bool choose_kamae(void)
470 {
471         char choice;
472         int new_kamae = 0;
473         int i;
474         char buf[80];
475
476         if (p_ptr->confused)
477         {
478 #ifdef JP
479                 msg_print("º®Í𤷤Ƥ¤¤Æ¹½¤¨¤é¤ì¤Ê¤¤¡ª");
480 #else
481                 msg_print("Too confused.");
482 #endif
483                 return FALSE;
484         }
485
486         /* Save screen */
487         screen_save();
488
489 #ifdef JP
490         prt(" a) ¹½¤¨¤ò¤È¤¯", 2, 20);
491 #else
492         prt(" a) No form", 2, 20);
493 #endif
494
495         for (i = 0; i < MAX_KAMAE; i++)
496         {
497                 if (p_ptr->lev >= kamae_shurui[i].min_level)
498                 {
499                         sprintf(buf," %c) %-12s  %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
500                         prt(buf, 3+i, 20);
501                 }
502         }
503
504         prt("", 1, 0);
505 #ifdef JP
506         prt("        ¤É¤Î¹½¤¨¤ò¤È¤ê¤Þ¤¹¤«¡©", 1, 14);
507 #else
508         prt("        Choose Form: ", 1, 14);
509 #endif
510
511         while(1)
512         {
513                 choice = inkey();
514
515                 if (choice == ESCAPE)
516                 {
517                         screen_load();
518                         return FALSE;
519                 }
520                 else if ((choice == 'a') || (choice == 'A'))
521                 {
522                         if (p_ptr->action == ACTION_KAMAE)
523                         {
524                                 set_action(ACTION_NONE);
525                         }
526                         else
527 #ifdef JP
528                                 msg_print("¤â¤È¤â¤È¹½¤¨¤Æ¤¤¤Ê¤¤¡£");
529 #else
530                                 msg_print("You are not assuming a posture.");
531 #endif
532                         screen_load();
533                         return TRUE;
534                 }
535                 else if ((choice == 'b') || (choice == 'B'))
536                 {
537                         new_kamae = 0;
538                         break;
539                 }
540                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
541                 {
542                         new_kamae = 1;
543                         break;
544                 }
545                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
546                 {
547                         new_kamae = 2;
548                         break;
549                 }
550                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
551                 {
552                         new_kamae = 3;
553                         break;
554                 }
555         }
556         set_action(ACTION_KAMAE);
557
558         if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
559         {
560 #ifdef JP
561                 msg_print("¹½¤¨Ä¾¤·¤¿¡£");
562 #else
563                 msg_print("You reassume a posture.");
564 #endif
565         }
566         else
567         {
568                 p_ptr->special_defense &= ~(KAMAE_MASK);
569                 p_ptr->update |= (PU_BONUS);
570                 p_ptr->redraw |= (PR_STATE);
571 #ifdef JP
572                 msg_format("%s¤Î¹½¤¨¤ò¤È¤Ã¤¿¡£",kamae_shurui[new_kamae].desc);
573 #else
574                 msg_format("You assume a posture of %s form.",kamae_shurui[new_kamae].desc);
575 #endif
576                 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
577         }
578         p_ptr->redraw |= PR_STATE;
579         screen_load();
580         return TRUE;
581 }
582
583 static bool choose_kata(void)
584 {
585         char choice;
586         int new_kata = 0;
587         int i;
588         char buf[80];
589
590         if (p_ptr->confused)
591         {
592 #ifdef JP
593                 msg_print("º®Í𤷤Ƥ¤¤Æ¹½¤¨¤é¤ì¤Ê¤¤¡ª");
594 #else
595                 msg_print("Too confused.");
596 #endif
597                 return FALSE;
598         }
599
600         if (p_ptr->stun)
601         {
602 #ifdef JP
603                 msg_print("°Õ¼±¤¬¤Ï¤Ã¤­¤ê¤È¤·¤Ê¤¤¡£");
604 #else
605                 msg_print("You are not clear headed");
606 #endif
607                 return FALSE;
608         }
609
610         if (p_ptr->afraid)
611         {
612 #ifdef JP
613                 msg_print("ÂΤ¬¿Ì¤¨¤Æ¹½¤¨¤é¤ì¤Ê¤¤¡ª");
614 #else
615                 msg_print("You are trembling with fear!");
616 #endif
617                 return FALSE;
618         }
619
620         /* Save screen */
621         screen_save();
622
623 #ifdef JP
624         prt(" a) ·¿¤òÊø¤¹", 2, 20);
625 #else
626         prt(" a) No Form", 2, 20);
627 #endif
628
629         for (i = 0; i < MAX_KATA; i++)
630         {
631                 if (p_ptr->lev >= kata_shurui[i].min_level)
632                 {
633 #ifdef JP
634                         sprintf(buf," %c) %s¤Î·¿    %s",I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
635 #else
636                         sprintf(buf," %c) Form of %-12s  %s",I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
637 #endif
638                         prt(buf, 3+i, 20);
639                 }
640         }
641
642         prt("", 1, 0);
643 #ifdef JP
644         prt("        ¤É¤Î·¿¤Ç¹½¤¨¤Þ¤¹¤«¡©", 1, 14);
645 #else
646         prt("        Choose Form: ", 1, 14);
647 #endif
648
649         while(1)
650         {
651                 choice = inkey();
652
653                 if (choice == ESCAPE)
654                 {
655                         screen_load();
656                         return FALSE;
657                 }
658                 else if ((choice == 'a') || (choice == 'A'))
659                 {
660                         if (p_ptr->action == ACTION_KATA)
661                         {
662                                 set_action(ACTION_NONE);
663                         }
664                         else
665 #ifdef JP
666                                 msg_print("¤â¤È¤â¤È¹½¤¨¤Æ¤¤¤Ê¤¤¡£");
667 #else
668                                 msg_print("You are not assuming posture.");
669 #endif
670                         screen_load();
671                         return TRUE;
672                 }
673                 else if ((choice == 'b') || (choice == 'B'))
674                 {
675                         new_kata = 0;
676                         break;
677                 }
678                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
679                 {
680                         new_kata = 1;
681                         break;
682                 }
683                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
684                 {
685                         new_kata = 2;
686                         break;
687                 }
688                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
689                 {
690                         new_kata = 3;
691                         break;
692                 }
693         }
694         set_action(ACTION_KATA);
695
696         if (p_ptr->special_defense & (KATA_IAI << new_kata))
697         {
698 #ifdef JP
699                 msg_print("¹½¤¨Ä¾¤·¤¿¡£");
700 #else
701                 msg_print("You reassume a posture.");
702 #endif
703         }
704         else
705         {
706                 p_ptr->special_defense &= ~(KATA_MASK);
707                 p_ptr->update |= (PU_BONUS);
708                 p_ptr->update |= (PU_MONSTERS);
709 #ifdef JP
710                 msg_format("%s¤Î·¿¤Ç¹½¤¨¤¿¡£",kata_shurui[new_kata].desc);
711 #else
712                 msg_format("You assume a posture of %s form.",kata_shurui[new_kata].desc);
713 #endif
714                 p_ptr->special_defense |= (KATA_IAI << new_kata);
715         }
716         p_ptr->redraw |= (PR_STATE);
717         p_ptr->redraw |= (PR_STATUS);
718         screen_load();
719         return TRUE;
720 }
721
722
723 typedef struct power_desc_type power_desc_type;
724
725 struct power_desc_type
726 {
727         char name[40];
728         int  level;
729         int  cost;
730         int  stat;
731         int  fail;
732         int  number;
733 };
734
735
736 /*
737  * Returns the chance to activate a racial power/mutation
738  */
739 static int racial_chance(power_desc_type *pd_ptr)
740 {
741         s16b min_level  = pd_ptr->level;
742         int  difficulty = pd_ptr->fail;
743
744         int i;
745         int val;
746         int sum = 0;
747         int stat = p_ptr->stat_cur[pd_ptr->stat];
748
749         /* No chance for success */
750         if ((p_ptr->lev < min_level) || p_ptr->confused)
751         {
752                 return (0);
753         }
754
755         if (difficulty == 0) return 100;
756
757         /* Calculate difficulty */
758         if (p_ptr->stun)
759         {
760                 difficulty += p_ptr->stun;
761         }
762         else if (p_ptr->lev > min_level)
763         {
764                 int lev_adj = ((p_ptr->lev - min_level) / 3);
765                 if (lev_adj > 10) lev_adj = 10;
766                 difficulty -= lev_adj;
767         }
768
769         if (difficulty < 5) difficulty = 5;
770
771         /* We only need halfs of the difficulty */
772         difficulty = difficulty / 2;
773
774         for (i = 1; i <= stat; i++)
775         {
776                 val = i - difficulty;
777                 if (val > 0)
778                         sum += (val <= difficulty) ? val : difficulty;
779         }
780
781         if (difficulty == 0)
782                 return (100);
783         else
784                 return (((sum * 100) / difficulty) / stat);
785 }
786
787
788 static int  racial_cost;
789
790 /*
791  * Note: return value indicates that we have succesfully used the power
792  * 1: Succeeded, 0: Cancelled, -1: Failed
793  */
794 static int racial_aux(power_desc_type *pd_ptr)
795 {
796         s16b min_level  = pd_ptr->level;
797         int  use_stat   = pd_ptr->stat;
798         int  difficulty = pd_ptr->fail;
799         int  use_hp = 0;
800
801         racial_cost = pd_ptr->cost;
802
803         /* Not enough mana - use hp */
804         if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
805
806         /* Power is not available yet */
807         if (p_ptr->lev < min_level)
808         {
809 #ifdef JP
810                 msg_format("¤³¤ÎǽÎϤò»ÈÍѤ¹¤ë¤Ë¤Ï¥ì¥Ù¥ë %d ¤Ë㤷¤Æ¤¤¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£", min_level);
811 #else
812                 msg_format("You need to attain level %d to use this power.", min_level);
813 #endif
814
815                 energy_use = 0;
816                 return 0;
817         }
818
819         /* Too confused */
820         else if (p_ptr->confused)
821         {
822 #ifdef JP
823                 msg_print("º®Í𤷤Ƥ¤¤Æ¤½¤ÎǽÎϤϻȤ¨¤Ê¤¤¡£");
824 #else
825                 msg_print("You are too confused to use this power.");
826 #endif
827
828                 energy_use = 0;
829                 return 0;
830         }
831
832         /* Risk death? */
833         else if (p_ptr->chp < use_hp)
834         {
835 #ifdef JP
836                 if (!get_check("ËÜÅö¤Ëº£¤Î¿ê¼å¤·¤¿¾õÂ֤Ǥ³¤ÎǽÎϤò»È¤¤¤Þ¤¹¤«¡©"))
837 #else
838                 if (!get_check("Really use the power in your weakened state? "))
839 #endif
840                 {
841                         energy_use = 0;
842                         return 0;
843                 }
844         }
845
846         /* Else attempt to do it! */
847
848         if (difficulty)
849         {
850                 if (p_ptr->stun)
851                 {
852                         difficulty += p_ptr->stun;
853                 }
854                 else if (p_ptr->lev > min_level)
855                 {
856                         int lev_adj = ((p_ptr->lev - min_level) / 3);
857                         if (lev_adj > 10) lev_adj = 10;
858                         difficulty -= lev_adj;
859                 }
860
861                 if (difficulty < 5) difficulty = 5;
862         }
863
864         /* take time and pay the price */
865         energy_use = 100;
866
867         /* Success? */
868         if (randint1(p_ptr->stat_cur[use_stat]) >=
869             ((difficulty / 2) + randint1(difficulty / 2)))
870         {
871                 return 1;
872         }
873
874         if (flush_failure) flush();
875 #ifdef JP
876         msg_print("½¼Ê¬¤Ë½¸Ãæ¤Ç¤­¤Ê¤«¤Ã¤¿¡£");
877 #else
878         msg_print("You've failed to concentrate hard enough.");
879 #endif
880
881         return -1;
882 }
883
884
885
886 void ratial_stop_mouth()
887 {
888         if (music_singing_any()) stop_singing();
889         if (hex_spelling_any()) stop_hex_spell_all();
890 }
891
892
893 static bool cmd_racial_power_aux(s32b command)
894 {
895         s16b        plev = p_ptr->lev;
896         int         dir = 0;
897
898         if (command <= -3)
899         {
900                 switch (p_ptr->pclass)
901                 {
902                 case CLASS_WARRIOR:
903                 {
904                         int y = 0, x = 0, i;
905                         cave_type       *c_ptr;
906
907                         for (i = 0; i < 6; i++)
908                         {
909                                 dir = randint0(8);
910                                 y = py + ddy_ddd[dir];
911                                 x = px + ddx_ddd[dir];
912                                 c_ptr = &cave[y][x];
913
914                                 /* Hack -- attack monsters */
915                                 if (c_ptr->m_idx)
916                                         py_attack(y, x, 0);
917                                 else
918                                 {
919 #ifdef JP
920                                         msg_print("¹¶·â¤¬¶õ¤ò¤­¤Ã¤¿¡£");
921 #else
922                                         msg_print("You attack the empty air.");
923 #endif
924                                 }
925                         }
926                         break;
927                 }
928                 case CLASS_HIGH_MAGE:
929                 if (p_ptr->realm1 == REALM_HEX)
930                 {
931                         bool retval = stop_hex_spell();
932                         if (retval) energy_use = 10;
933                         return (retval);
934                 }
935                 case CLASS_MAGE:
936                 /* case CLASS_HIGH_MAGE: */
937                 case CLASS_SORCERER:
938                 {
939                         if (!eat_magic(p_ptr->lev * 2)) return FALSE;
940                         break;
941                 }
942                 case CLASS_PRIEST:
943                 {
944                         if (is_good_realm(p_ptr->realm1))
945                         {
946                                 if (!bless_weapon()) return FALSE;
947                         }
948                         else
949                         {
950                                 (void)dispel_monsters(plev * 4);
951                                 turn_monsters(plev * 4);
952                                 banish_monsters(plev * 4);
953                         }
954                         break;
955                 }
956                 case CLASS_ROGUE:
957                 {
958                         int x, y;
959
960                         if (!get_rep_dir(&dir, FALSE)) return FALSE;
961                         y = py + ddy[dir];
962                         x = px + ddx[dir];
963                         if (cave[y][x].m_idx)
964                         {
965                                 py_attack(y, x, 0);
966                                 if (randint0(p_ptr->skill_dis) < 7)
967 #ifdef JP
968                                         msg_print("¤¦¤Þ¤¯Æ¨¤²¤é¤ì¤Ê¤«¤Ã¤¿¡£");
969 #else
970                                         msg_print("You are failed to run away.");
971 #endif
972                                 else teleport_player(30, 0L);
973                         }
974                         else
975                         {
976 #ifdef JP
977                                 msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£");
978 #else
979                                 msg_print("You don't see any monster in this direction");
980 #endif
981
982                                 msg_print(NULL);
983                         }
984                         break;
985                 }
986                 case CLASS_RANGER:
987                 case CLASS_SNIPER:
988                 {
989 #ifdef JP
990                         msg_print("Ũ¤òÄ´ºº¤·¤¿...");
991 #else
992                         msg_print("You examine your foes...");
993 #endif
994
995                         probing();
996                         break;
997                 }
998                 case CLASS_PALADIN:
999                 {
1000                         if (!get_aim_dir(&dir)) return FALSE;
1001                         fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
1002                                   dir, plev * 3);
1003                         break;
1004                 }
1005                 case CLASS_WARRIOR_MAGE:
1006                 {
1007                         if (command == -3)
1008                         {
1009 #ifdef JP
1010                                 int gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev, "£È£Ð¤«¤é£Í£Ð¤Ø¤Î̵ËŤÊÊÑ´¹", -1) / 5;
1011 #else
1012                                 int gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev, "thoughtless convertion from HP to SP", -1) / 5;
1013 #endif
1014                                 if (gain_sp)
1015                                 {
1016                                         p_ptr->csp += gain_sp;
1017                                         if (p_ptr->csp > p_ptr->msp)
1018                                         {
1019                                                 p_ptr->csp = p_ptr->msp;
1020                                                 p_ptr->csp_frac = 0;
1021                                         }
1022                                 }
1023                                 else
1024 #ifdef JP
1025                                         msg_print("ÊÑ´¹¤Ë¼ºÇÔ¤·¤¿¡£");
1026 #else
1027                                         msg_print("You failed to convert.");
1028 #endif
1029                         }
1030                         else if (command == -4)
1031                         {
1032                                 if (p_ptr->csp >= p_ptr->lev / 5)
1033                                 {
1034                                         p_ptr->csp -= p_ptr->lev / 5;
1035                                         hp_player(p_ptr->lev);
1036                                 }
1037                                 else
1038 #ifdef JP
1039                                         msg_print("ÊÑ´¹¤Ë¼ºÇÔ¤·¤¿¡£");
1040 #else
1041                                         msg_print("You failed to convert.");
1042 #endif
1043                         }
1044
1045                         /* Redraw mana and hp */
1046                         p_ptr->redraw |= (PR_HP | PR_MANA);
1047
1048                         break;
1049                 }
1050                 case CLASS_CHAOS_WARRIOR:
1051                 {
1052 #ifdef JP
1053                         msg_print("ÊÕ¤ê¤òâˤó¤À...");
1054 #else
1055                         msg_print("You glare nearby monsters...");
1056 #endif
1057                         slow_monsters(p_ptr->lev);
1058                         stun_monsters(p_ptr->lev * 4);
1059                         confuse_monsters(p_ptr->lev * 4);
1060                         turn_monsters(p_ptr->lev * 4);
1061                         stasis_monsters(p_ptr->lev * 4);
1062                         break;
1063                 }
1064                 case CLASS_MONK:
1065                 {
1066                         if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
1067                         {
1068 #ifdef JP
1069                                 msg_print("ÁǼꤸ¤ã¤Ê¤¤¤È¤Ç¤­¤Þ¤»¤ó¡£");
1070 #else
1071                                 msg_print("You need to be bare hand.");
1072 #endif
1073                                 return FALSE;
1074                         }
1075                         if (p_ptr->riding)
1076                         {
1077 #ifdef JP
1078                                 msg_print("¾èÇÏÃæ¤Ï¤Ç¤­¤Þ¤»¤ó¡£");
1079 #else
1080                                 msg_print("You need to get off a pet.");
1081 #endif
1082                                 return FALSE;
1083                         }
1084
1085                         if (command == -3)
1086                         {
1087                                 if (!choose_kamae()) return FALSE;
1088                                 p_ptr->update |= (PU_BONUS);
1089                         }
1090                         else if (command == -4)
1091                         {
1092                                 int x, y;
1093
1094                                 if (!get_rep_dir(&dir, FALSE)) return FALSE;
1095                                 y = py + ddy[dir];
1096                                 x = px + ddx[dir];
1097                                 if (cave[y][x].m_idx)
1098                                 {
1099 #ifdef JP
1100                                         if (one_in_(2)) msg_print("¤¢¡¼¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¡ª¡ª¡ª");
1101                                         else msg_print("¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¡ª¡ª¡ª");
1102 #else
1103                                         if (one_in_(2)) msg_print("Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!");
1104                                         else msg_print("Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!");
1105 #endif
1106
1107                                         py_attack(y, x, 0);
1108                                         if (cave[y][x].m_idx)
1109                                         {
1110                                                 handle_stuff();
1111                                                 py_attack(y, x, 0);
1112                                         }
1113                                         p_ptr->energy_need += ENERGY_NEED();
1114                                 }
1115                                 else
1116                                 {
1117 #ifdef JP
1118                                         msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£");
1119 #else
1120                                         msg_print("You don't see any monster in this direction");
1121 #endif
1122
1123                                         msg_print(NULL);
1124                                 }
1125                         }
1126                         break;
1127                 }
1128                 case CLASS_MINDCRAFTER:
1129                 case CLASS_FORCETRAINER:
1130                 {
1131                         if (total_friends)
1132                         {
1133 #ifdef JP
1134                                 msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£");
1135 #else
1136                                 msg_print("You need concentration on the pets now.");
1137 #endif
1138                                 return FALSE;
1139                         }
1140 #ifdef JP
1141                         msg_print("¾¯¤·Æ¬¤¬¥Ï¥Ã¥­¥ê¤·¤¿¡£");
1142 #else
1143                         msg_print("You feel your head clear a little.");
1144 #endif
1145
1146                         p_ptr->csp += (3 + p_ptr->lev/20);
1147                         if (p_ptr->csp >= p_ptr->msp)
1148                         {
1149                                 p_ptr->csp = p_ptr->msp;
1150                                 p_ptr->csp_frac = 0;
1151                         }
1152
1153                         /* Redraw mana */
1154                         p_ptr->redraw |= (PR_MANA);
1155                         break;
1156                 }
1157                 case CLASS_TOURIST:
1158                 {
1159                         if (command == -3)
1160                         {
1161                                 if (!get_aim_dir(&dir)) return FALSE;
1162                                 project_length = 1;
1163                                 fire_beam(GF_PHOTO, dir, 1);
1164                         }
1165                         else if (command == -4)
1166                         {
1167                                 if (!identify_fully(FALSE)) return FALSE;
1168                         }
1169                         break;
1170                 }
1171                 case CLASS_IMITATOR:
1172                 {
1173                         handle_stuff();
1174                         if (!do_cmd_mane(TRUE)) return FALSE;
1175                         break;
1176                 }
1177                 case CLASS_BEASTMASTER:
1178                 {
1179                         if (command == -3)
1180                         {
1181                                 if (!get_aim_dir(&dir)) return FALSE;
1182                                 (void)fire_ball_hide(GF_CONTROL_LIVING, dir, p_ptr->lev, 0);
1183                         }
1184                         else if (command == -4)
1185                         {
1186                                 project_hack(GF_CONTROL_LIVING, p_ptr->lev);
1187                         }
1188                         break;
1189                 }
1190                 case CLASS_ARCHER:
1191                 {
1192                         if (!do_cmd_archer()) return FALSE;
1193                         break;
1194                 }
1195                 case CLASS_MAGIC_EATER:
1196                 {
1197                         if (command == -3) {
1198                                 if (!gain_magic()) return FALSE;
1199                         } else if (command == -4) {
1200                                 if (!can_do_cmd_cast()) return FALSE;
1201                                 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
1202                         }
1203                         break;
1204                 }
1205                 case CLASS_BARD:
1206                 {
1207                         /* Singing is already stopped */
1208                         if (!p_ptr->magic_num1[0] && !p_ptr->magic_num1[1]) return FALSE;
1209
1210                         stop_singing();
1211                         energy_use = 10;
1212                         break;
1213                 }
1214                 case CLASS_RED_MAGE:
1215                 {
1216                         if (!can_do_cmd_cast()) return FALSE;
1217                         handle_stuff();
1218                         do_cmd_cast();
1219                         handle_stuff();
1220                         if (!p_ptr->paralyzed && can_do_cmd_cast())
1221                                 do_cmd_cast();
1222                         break;
1223                 }
1224                 case CLASS_SAMURAI:
1225                 {
1226                         if (command == -3)
1227                         {
1228                                 int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
1229
1230                                 if (total_friends)
1231                                 {
1232 #ifdef JP
1233                                         msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£");
1234 #else
1235                                         msg_print("You need concentration on the pets now.");
1236 #endif
1237                                         return FALSE;
1238                                 }
1239                                 if (p_ptr->special_defense & KATA_MASK)
1240                                 {
1241 #ifdef JP
1242                                         msg_print("º£¤Ï¹½¤¨¤Ë½¸Ã椷¤Æ¤¤¤ë¡£");
1243 #else
1244                                         msg_print("You need concentration on your form.");
1245 #endif
1246                                         return FALSE;
1247                                 }
1248 #ifdef JP
1249                                 msg_print("Àº¿À¤ò½¸Ã椷¤Æµ¤¹ç¤¤¤òί¤á¤¿¡£");
1250 #else
1251                                 msg_print("You concentrate to charge your power.");
1252 #endif
1253
1254                                 p_ptr->csp += p_ptr->msp / 2;
1255                                 if (p_ptr->csp >= max_csp)
1256                                 {
1257                                         p_ptr->csp = max_csp;
1258                                         p_ptr->csp_frac = 0;
1259                                 }
1260
1261                                 /* Redraw mana */
1262                                 p_ptr->redraw |= (PR_MANA);
1263                         }
1264                         else if (command == -4)
1265                         {
1266                                 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
1267                                 {
1268 #ifdef JP
1269                                         msg_print("Éð´ï¤ò»ý¤¿¤Ê¤¤¤È¤¤¤±¤Þ¤»¤ó¡£");
1270 #else
1271                                         msg_print("You need to wield a weapon.");
1272 #endif
1273                                         return FALSE;
1274                                 }
1275                                 if (!choose_kata()) return FALSE;
1276                                 p_ptr->update |= (PU_BONUS);
1277                         }
1278                         break;
1279                 }
1280                 case CLASS_BLUE_MAGE:
1281                 {
1282                         if (p_ptr->action == ACTION_LEARN)
1283                         {
1284                                 set_action(ACTION_NONE);
1285                         }
1286                         else
1287                         {
1288                                 set_action(ACTION_LEARN);
1289                         }
1290                         energy_use = 0;
1291                         break;
1292                 }
1293                 case CLASS_CAVALRY:
1294                 {
1295                         char m_name[80];
1296                         monster_type *m_ptr;
1297                         monster_race *r_ptr;
1298                         int rlev;
1299
1300                         if (p_ptr->riding)
1301                         {
1302 #ifdef JP
1303                                 msg_print("º£¤Ï¾èÇÏÃæ¤À¡£");
1304 #else
1305                                 msg_print("You ARE riding.");
1306 #endif
1307                                 return FALSE;
1308                         }
1309                         if (!do_riding(TRUE)) return TRUE;
1310                         m_ptr = &m_list[p_ptr->riding];
1311                         r_ptr = &r_info[m_ptr->r_idx];
1312                         monster_desc(m_name, m_ptr, 0);
1313 #ifdef JP
1314                         msg_format("%s¤Ë¾è¤Ã¤¿¡£",m_name);
1315 #else
1316                         msg_format("You ride on %s.",m_name);
1317 #endif
1318                         if (is_pet(m_ptr)) break;
1319                         rlev = r_ptr->level;
1320                         if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
1321                         if (rlev > 60) rlev = 60+(rlev-60)/2;
1322                         if ((randint1(p_ptr->skill_exp[GINOU_RIDING] / 120 + p_ptr->lev * 2 / 3) > rlev)
1323                             && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle
1324                             && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
1325                             && (rlev < p_ptr->lev * 3 / 2 + randint0(p_ptr->lev / 5)))
1326                         {
1327 #ifdef JP
1328                                 msg_format("%s¤ò¼ê¤Ê¤º¤±¤¿¡£",m_name);
1329 #else
1330                                 msg_format("You tame %s.",m_name);
1331 #endif
1332                                 set_pet(m_ptr);
1333                         }
1334                         else
1335                         {
1336 #ifdef JP
1337                                 msg_format("%s¤Ë¿¶¤êÍî¤È¤µ¤ì¤¿¡ª",m_name);
1338 #else
1339                                 msg_format("You have thrown off by %s.",m_name);
1340 #endif
1341                                 rakuba(1,TRUE);
1342
1343                                 /* Paranoia */
1344                                 /* ÍîÇϽèÍý¤Ë¼ºÇÔ¤·¤Æ¤â¤È¤Ë¤«¤¯¾èÇϲò½ü */
1345                                 p_ptr->riding = 0;
1346                         }
1347                         break;
1348                 }
1349                 case CLASS_BERSERKER:
1350                 {
1351                         if (!word_of_recall()) return FALSE;
1352                         break;
1353                 }
1354                 case CLASS_SMITH:
1355                 {
1356                         if (p_ptr->lev > 29)
1357                         {
1358                                 if (!identify_fully(TRUE)) return FALSE;
1359                         }
1360                         else
1361                         {
1362                                 if (!ident_spell(TRUE)) return FALSE;
1363                         }
1364                         break;
1365                 }
1366                 case CLASS_MIRROR_MASTER:
1367                 {
1368                         if (command == -3)
1369                         {
1370                                 /* Explode all mirrors */
1371                                 remove_all_mirrors(TRUE);
1372                         }
1373                         else if (command == -4)
1374                         {
1375                                 if (total_friends)
1376                                 {
1377 #ifdef JP
1378                                         msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£");
1379 #else
1380                                         msg_print("You need concentration on the pets now.");
1381 #endif
1382                                         return FALSE;
1383                                 }
1384                                 if (is_mirror_grid(&cave[py][px]))
1385                                 {
1386 #ifdef JP
1387                                         msg_print("¾¯¤·Æ¬¤¬¥Ï¥Ã¥­¥ê¤·¤¿¡£");
1388 #else
1389                                         msg_print("You feel your head clear a little.");
1390 #endif
1391
1392                                         p_ptr->csp += (5 + p_ptr->lev * p_ptr->lev / 100);
1393                                         if (p_ptr->csp >= p_ptr->msp)
1394                                         {
1395                                                 p_ptr->csp = p_ptr->msp;
1396                                                 p_ptr->csp_frac = 0;
1397                                         }
1398
1399                                         /* Redraw mana */
1400                                         p_ptr->redraw |= (PR_MANA);
1401                                 }
1402                                 else
1403                                 {
1404 #ifdef JP
1405                                         msg_print("¶À¤Î¾å¤Ç¤Ê¤¤¤È½¸Ãæ¤Ç¤­¤Ê¤¤¡ª");
1406 #else
1407                                         msg_print("Here are not any mirrors!");
1408 #endif
1409                                 }
1410                         }
1411                         break;
1412                 }
1413                 case CLASS_NINJA:
1414                 {
1415                         if (p_ptr->action == ACTION_HAYAGAKE)
1416                         {
1417                                 set_action(ACTION_NONE);
1418                         }
1419                         else
1420                         {
1421                                 cave_type *c_ptr = &cave[py][px];
1422                                 feature_type *f_ptr = &f_info[c_ptr->feat];
1423
1424                                 if (!have_flag(f_ptr->flags, FF_PROJECT) ||
1425                                     (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
1426                                 {
1427 #ifdef JP
1428                                         msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
1429 #else
1430                                         msg_print("You cannot run in here.");
1431 #endif
1432                                 }
1433                                 else
1434                                 {
1435                                         set_action(ACTION_HAYAGAKE);
1436                                 }
1437                         }
1438
1439
1440                         energy_use = 0;
1441                         break;
1442                 }
1443
1444                 }
1445         }
1446         else if (p_ptr->mimic_form)
1447         {
1448                 switch (p_ptr->mimic_form)
1449                 {
1450                 case MIMIC_DEMON:
1451                 case MIMIC_DEMON_LORD:
1452                 {
1453                         int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1454                         if (!get_aim_dir(&dir)) return FALSE;
1455                         ratial_stop_mouth();
1456 #ifdef JP
1457                         msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",((type == GF_NETHER) ? "ÃϹö" : "²Ð±ê"));
1458 #else
1459                         msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1460 #endif
1461
1462                         fire_ball(type, dir, plev * 3, -(plev / 15) - 1);
1463                         break;
1464                 }
1465                 case MIMIC_VAMPIRE:
1466                         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
1467                         {
1468 #ifdef JP
1469                                 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤Ê¤¤¡£");
1470 #else
1471                                 msg_print("Something prevent you from attacking.");
1472 #endif
1473                                 return FALSE;
1474                         }
1475                         else
1476                         {
1477                                 int y, x, dummy = 0;
1478                                 cave_type *c_ptr;
1479
1480                                 /* Only works on adjacent monsters */
1481                                 if (!get_rep_dir(&dir, FALSE)) return FALSE;   /* was get_aim_dir */
1482                                 y = py + ddy[dir];
1483                                 x = px + ddx[dir];
1484                                 c_ptr = &cave[y][x];
1485
1486                                 ratial_stop_mouth();
1487
1488                                 if (!c_ptr->m_idx)
1489                                 {
1490 #ifdef JP
1491                                         msg_print("²¿¤â¤Ê¤¤¾ì½ê¤Ë³ú¤ß¤Ä¤¤¤¿¡ª");
1492 #else
1493                                         msg_print("You bite into thin air!");
1494 #endif
1495
1496                                         break;
1497                                 }
1498
1499 #ifdef JP
1500                                 msg_print("¤¢¤Ê¤¿¤Ï¥Ë¥ä¥ê¤È¤·¤Æ²ç¤ò¤à¤¤¤¿...");
1501 #else
1502                                 msg_print("You grin and bare your fangs...");
1503 #endif
1504
1505                                 dummy = plev + randint1(plev) * MAX(1, plev / 10);   /* Dmg */
1506                                 if (drain_life(dir, dummy))
1507                                 {
1508                                         if (p_ptr->food < PY_FOOD_FULL)
1509                                                 /* No heal if we are "full" */
1510                                                 (void)hp_player(dummy);
1511                                         else
1512 #ifdef JP
1513                                                 msg_print("¤¢¤Ê¤¿¤Ï¶õÊ¢¤Ç¤Ï¤¢¤ê¤Þ¤»¤ó¡£");
1514 #else
1515                                                 msg_print("You were not hungry.");
1516 #endif
1517
1518                                         /* Gain nutritional sustenance: 150/hp drained */
1519                                         /* A Food ration gives 5000 food points (by contrast) */
1520                                         /* Don't ever get more than "Full" this way */
1521                                         /* But if we ARE Gorged,  it won't cure us */
1522                                         dummy = p_ptr->food + MIN(5000, 100 * dummy);
1523                                         if (p_ptr->food < PY_FOOD_MAX)   /* Not gorged already */
1524                                                 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
1525                                 }
1526                                 else
1527 #ifdef JP
1528                                         msg_print("¤²¤§¡£¤Ò¤É¤¤Ì£¤À¡£");
1529 #else
1530                                         msg_print("Yechh. That tastes foul.");
1531 #endif
1532
1533                         }
1534                         break;
1535                 }
1536         }
1537
1538         else 
1539         {
1540
1541         switch (p_ptr->prace)
1542         {
1543                 case RACE_DWARF:
1544 #ifdef JP
1545                         msg_print("¼þ°Ï¤òÄ´¤Ù¤¿¡£");
1546 #else
1547                         msg_print("You examine your surroundings.");
1548 #endif
1549
1550                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1551                         (void)detect_doors(DETECT_RAD_DEFAULT);
1552                         (void)detect_stairs(DETECT_RAD_DEFAULT);
1553                         break;
1554
1555                 case RACE_HOBBIT:
1556                         {
1557                                 object_type *q_ptr;
1558                                 object_type forge;
1559
1560                                 /* Get local object */
1561                                 q_ptr = &forge;
1562
1563                                 /* Create the food ration */
1564                                 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
1565
1566                                 /* Drop the object from heaven */
1567                                 (void)drop_near(q_ptr, -1, py, px);
1568 #ifdef JP
1569                                 msg_print("¿©»ö¤òÎÁÍý¤·¤Æºî¤Ã¤¿¡£");
1570 #else
1571                                 msg_print("You cook some food.");
1572 #endif
1573
1574                         }
1575                         break;
1576
1577                 case RACE_GNOME:
1578 #ifdef JP
1579                         msg_print("¥Ñ¥Ã¡ª");
1580 #else
1581                         msg_print("Blink!");
1582 #endif
1583
1584                         teleport_player(10, 0L);
1585                         break;
1586
1587                 case RACE_HALF_ORC:
1588 #ifdef JP
1589                         msg_print("ͦµ¤¤ò½Ð¤·¤¿¡£");
1590 #else
1591                         msg_print("You play tough.");
1592 #endif
1593
1594                         (void)set_afraid(0);
1595                         break;
1596
1597                 case RACE_HALF_TROLL:
1598 #ifdef JP
1599                         msg_print("¤¦¤¬¤¡¤¡¡ª");
1600 #else
1601                         msg_print("RAAAGH!");
1602 #endif
1603
1604                         (void)set_afraid(0);
1605                         (void)set_shero(10 + randint1(plev), FALSE);
1606                         (void)hp_player(30);
1607                         break;
1608
1609                 case RACE_AMBERITE:
1610                         if (command == -1)
1611                         {
1612 #ifdef JP
1613                                 msg_print("¤¢¤Ê¤¿¤ÏÊ⤭¼þ¤ê»Ï¤á¤¿¡£");
1614 #else
1615                                 msg_print("You start walking around. ");
1616 #endif
1617                                 alter_reality();
1618                         }
1619                         else if (command == -2)
1620                         {
1621 #ifdef JP
1622                                 msg_print("¤¢¤Ê¤¿¤Ï¡Ö¥Ñ¥¿¡¼¥ó¡×¤ò¿´¤ËÉÁ¤¤¤Æ¤½¤Î¾å¤òÊ⤤¤¿...");
1623 #else
1624                                 msg_print("You picture the Pattern in your mind and walk it...");
1625 #endif
1626
1627                                 (void)set_poisoned(0);
1628                                 (void)set_image(0);
1629                                 (void)set_stun(0);
1630                                 (void)set_cut(0);
1631                                 (void)set_blind(0);
1632                                 (void)set_afraid(0);
1633                                 (void)do_res_stat(A_STR);
1634                                 (void)do_res_stat(A_INT);
1635                                 (void)do_res_stat(A_WIS);
1636                                 (void)do_res_stat(A_DEX);
1637                                 (void)do_res_stat(A_CON);
1638                                 (void)do_res_stat(A_CHR);
1639                                 (void)restore_level();
1640                         }
1641                         break;
1642
1643                 case RACE_BARBARIAN:
1644 #ifdef JP
1645                         msg_print("¤¦¤©¤©¤ª¤ª¡ª");
1646 #else
1647                         msg_print("Raaagh!");
1648 #endif
1649
1650                         (void)set_afraid(0);
1651                         (void)set_shero(10 + randint1(plev), FALSE);
1652                         (void)hp_player(30);
1653                         break;
1654
1655                 case RACE_HALF_OGRE:
1656 #ifdef JP
1657                         msg_print("Çúȯ¤Î¥ë¡¼¥ó¤ò¿µ½Å¤Ë»Å³Ý¤±¤¿...");
1658 #else
1659                         msg_print("You carefully set an explosive rune...");
1660 #endif
1661
1662                         explosive_rune();
1663                         break;
1664
1665                 case RACE_HALF_GIANT:
1666                         if (!get_aim_dir(&dir)) return FALSE;
1667                         (void)wall_to_mud(dir, 20 + randint1(30));
1668                         break;
1669
1670                 case RACE_HALF_TITAN:
1671 #ifdef JP
1672                         msg_print("Ũ¤òÄ´ºº¤·¤¿...");
1673 #else
1674                         msg_print("You examine your foes...");
1675 #endif
1676
1677                         probing();
1678                         break;
1679
1680                 case RACE_CYCLOPS:
1681                         if (!get_aim_dir(&dir)) return FALSE;
1682 #ifdef JP
1683                         msg_print("µðÂç¤Ê´ä¤òÅꤲ¤¿¡£");
1684 #else
1685                         msg_print("You throw a huge boulder.");
1686 #endif
1687
1688                         fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
1689                         break;
1690
1691                 case RACE_YEEK:
1692                         if (!get_aim_dir(&dir)) return FALSE;
1693                         ratial_stop_mouth();
1694 #ifdef JP
1695                         msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¶«¤ÓÀ¼¤ò¾å¤²¤¿¡ª");
1696 #else
1697                         msg_print("You make a horrible scream!");
1698 #endif
1699
1700                         (void)fear_monster(dir, plev);
1701                         break;
1702
1703                 case RACE_KLACKON:
1704                         if (!get_aim_dir(&dir)) return FALSE;
1705                         ratial_stop_mouth();
1706 #ifdef JP
1707                         msg_print("»À¤òÅǤ¤¤¿¡£");
1708 #else
1709                         msg_print("You spit acid.");
1710 #endif
1711
1712                         if (plev < 25) fire_bolt(GF_ACID, dir, plev);
1713                         else fire_ball(GF_ACID, dir, plev, 2);
1714                         break;
1715
1716                 case RACE_KOBOLD:
1717                         if (!get_aim_dir(&dir)) return FALSE;
1718 #ifdef JP
1719                         msg_print("ÆǤΥÀ¡¼¥Ä¤òÅꤲ¤¿¡£");
1720 #else
1721                         msg_print("You throw a dart of poison.");
1722 #endif
1723
1724                         fire_bolt(GF_POIS, dir, plev);
1725                         break;
1726
1727                 case RACE_NIBELUNG:
1728 #ifdef JP
1729                         msg_print("¼þ°Ï¤òÄ´ºº¤·¤¿¡£");
1730 #else
1731                         msg_print("You examine your surroundings.");
1732 #endif
1733
1734                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1735                         (void)detect_doors(DETECT_RAD_DEFAULT);
1736                         (void)detect_stairs(DETECT_RAD_DEFAULT);
1737                         break;
1738
1739                 case RACE_DARK_ELF:
1740                         if (!get_aim_dir(&dir)) return FALSE;
1741 #ifdef JP
1742                         msg_print("¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤òÊü¤Ã¤¿¡£");
1743 #else
1744                         msg_print("You cast a magic missile.");
1745 #endif
1746
1747                         fire_bolt_or_beam(10, GF_MISSILE, dir,
1748                             damroll(3 + ((plev - 1) / 5), 4));
1749                         break;
1750
1751                 case RACE_DRACONIAN:
1752                         {
1753                                 int  Type = (one_in_(3) ? GF_COLD : GF_FIRE);
1754 #ifdef JP
1755                                 cptr Type_desc = ((Type == GF_COLD) ? "Î䵤" : "±ê");
1756 #else
1757                                 cptr Type_desc = ((Type == GF_COLD) ? "cold" : "fire");
1758 #endif
1759
1760                                 if (!get_aim_dir(&dir)) return FALSE;
1761
1762                                 if (randint1(100) < plev)
1763                                 {
1764                                         switch (p_ptr->pclass)
1765                                         {
1766                                                 case CLASS_WARRIOR:
1767                                                 case CLASS_BERSERKER:
1768                                                 case CLASS_RANGER:
1769                                                 case CLASS_TOURIST:
1770                                                 case CLASS_IMITATOR:
1771                                                 case CLASS_ARCHER:
1772                                                 case CLASS_SMITH:
1773                                                         if (one_in_(3))
1774                                                         {
1775                                                                 Type = GF_MISSILE;
1776 #ifdef JP
1777                                                                 Type_desc = "¥¨¥ì¥á¥ó¥È";
1778 #else
1779                                                                 Type_desc = "the elements";
1780 #endif
1781                                                         }
1782                                                         else
1783                                                         {
1784                                                                 Type = GF_SHARDS;
1785 #ifdef JP
1786                                                                 Type_desc = "ÇËÊÒ";
1787 #else
1788                                                                 Type_desc = "shards";
1789 #endif
1790                                                         }
1791                                                         break;
1792                                                 case CLASS_MAGE:
1793                                                 case CLASS_WARRIOR_MAGE:
1794                                                 case CLASS_HIGH_MAGE:
1795                                                 case CLASS_SORCERER:
1796                                                 case CLASS_MAGIC_EATER:
1797                                                 case CLASS_RED_MAGE:
1798                                                 case CLASS_BLUE_MAGE:
1799                                                 case CLASS_MIRROR_MASTER:
1800                                                         if (one_in_(3))
1801                                                         {
1802                                                                 Type = GF_MANA;
1803 #ifdef JP
1804                                                                 Type_desc = "ËâÎÏ";
1805 #else
1806                                                                 Type_desc = "mana";
1807 #endif
1808                                                         }
1809                                                         else
1810                                                         {
1811                                                                 Type = GF_DISENCHANT;
1812 #ifdef JP
1813                                                                 Type_desc = "Îô²½";
1814 #else
1815                                                                 Type_desc = "disenchantment";
1816 #endif
1817                                                         }
1818                                                         break;
1819                                                 case CLASS_CHAOS_WARRIOR:
1820                                                         if (!one_in_(3))
1821                                                         {
1822                                                                 Type = GF_CONFUSION;
1823 #ifdef JP
1824                                                                 Type_desc = "º®Íð";
1825 #else
1826                                                                 Type_desc = "confusion";
1827 #endif
1828                                                         }
1829                                                         else
1830                                                         {
1831                                                                 Type = GF_CHAOS;
1832 #ifdef JP
1833                                                                 Type_desc = "¥«¥ª¥¹";
1834 #else
1835                                                                 Type_desc = "chaos";
1836 #endif
1837                                                         }
1838                                                         break;
1839                                                 case CLASS_MONK:
1840                                                 case CLASS_SAMURAI:
1841                                                 case CLASS_FORCETRAINER:
1842                                                         if (!one_in_(3))
1843                                                         {
1844                                                                 Type = GF_CONFUSION;
1845 #ifdef JP
1846                                                                 Type_desc = "º®Íð";
1847 #else
1848                                                                 Type_desc = "confusion";
1849 #endif
1850                                                         }
1851                                                         else
1852                                                         {
1853                                                                 Type = GF_SOUND;
1854 #ifdef JP
1855                                                                 Type_desc = "¹ì²»";
1856 #else
1857                                                                 Type_desc = "sound";
1858 #endif
1859                                                         }
1860                                                         break;
1861                                                 case CLASS_MINDCRAFTER:
1862                                                         if (!one_in_(3))
1863                                                         {
1864                                                                 Type = GF_CONFUSION;
1865 #ifdef JP
1866                                                                 Type_desc = "º®Íð";
1867 #else
1868                                                                 Type_desc = "confusion";
1869 #endif
1870                                                         }
1871                                                         else
1872                                                         {
1873                                                                 Type = GF_PSI;
1874 #ifdef JP
1875                                                                 Type_desc = "Àº¿À¥¨¥Í¥ë¥®¡¼";
1876 #else
1877                                                                 Type_desc = "mental energy";
1878 #endif
1879                                                         }
1880                                                         break;
1881                                                 case CLASS_PRIEST:
1882                                                 case CLASS_PALADIN:
1883                                                         if (one_in_(3))
1884                                                         {
1885                                                                 Type = GF_HELL_FIRE;
1886 #ifdef JP
1887                                                                 Type_desc = "ÃϹö¤Î¹å²Ð";
1888 #else
1889                                                                 Type_desc = "hellfire";
1890 #endif
1891                                                         }
1892                                                         else
1893                                                         {
1894                                                                 Type = GF_HOLY_FIRE;
1895 #ifdef JP
1896                                                                 Type_desc = "À»¤Ê¤ë±ê";
1897 #else
1898                                                                 Type_desc = "holy fire";
1899 #endif
1900                                                         }
1901                                                         break;
1902                                                 case CLASS_ROGUE:
1903                                                 case CLASS_NINJA:
1904                                                         if (one_in_(3))
1905                                                         {
1906                                                                 Type = GF_DARK;
1907 #ifdef JP
1908                                                                 Type_desc = "°Å¹õ";
1909 #else
1910                                                                 Type_desc = "darkness";
1911 #endif
1912                                                         }
1913                                                         else
1914                                                         {
1915                                                                 Type = GF_POIS;
1916 #ifdef JP
1917                                                                 Type_desc = "ÆÇ";
1918 #else
1919                                                                 Type_desc = "poison";
1920 #endif
1921                                                         }
1922                                                         break;
1923                                                 case CLASS_BARD:
1924                                                         if (!one_in_(3))
1925                                                         {
1926                                                                 Type = GF_SOUND;
1927 #ifdef JP
1928                                                                 Type_desc = "¹ì²»";
1929 #else
1930                                                                 Type_desc = "sound";
1931 #endif
1932                                                         }
1933                                                         else
1934                                                         {
1935                                                                 Type = GF_CONFUSION;
1936 #ifdef JP
1937                                                                 Type_desc = "º®Íð";
1938 #else
1939                                                                 Type_desc = "confusion";
1940 #endif
1941                                                         }
1942                                                         break;
1943                                         }
1944                                 }
1945
1946                                 ratial_stop_mouth();
1947
1948 #ifdef JP
1949                                 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", Type_desc);
1950 #else
1951                                 msg_format("You breathe %s.", Type_desc);
1952 #endif
1953
1954                                 fire_ball(Type, dir, plev * 2,
1955                                     -(plev / 15) - 1);
1956                         }
1957                         break;
1958
1959                 case RACE_MIND_FLAYER:
1960                         if (!get_aim_dir(&dir)) return FALSE;
1961 #ifdef JP
1962                         msg_print("¤¢¤Ê¤¿¤Ï½¸Ã椷¡¢Ìܤ¬ÀÖ¤¯µ±¤¤¤¿...");
1963 #else
1964                         msg_print("You concentrate and your eyes glow red...");
1965 #endif
1966
1967                         fire_bolt(GF_PSI, dir, plev);
1968                         break;
1969
1970                 case RACE_IMP:
1971                         if (!get_aim_dir(&dir)) return FALSE;
1972                         if (plev >= 30)
1973                         {
1974 #ifdef JP
1975                                 msg_print("¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë¤òÊü¤Ã¤¿¡£");
1976 #else
1977                                 msg_print("You cast a ball of fire.");
1978 #endif
1979
1980                                 fire_ball(GF_FIRE, dir, plev, 2);
1981                         }
1982                         else
1983                         {
1984 #ifdef JP
1985                                 msg_print("¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È¤òÊü¤Ã¤¿¡£");
1986 #else
1987                                 msg_print("You cast a bolt of fire.");
1988 #endif
1989
1990                                 fire_bolt(GF_FIRE, dir, plev);
1991                         }
1992                         break;
1993
1994                 case RACE_GOLEM:
1995                         (void)set_shield(randint1(20) + 30, FALSE);
1996                         break;
1997
1998                 case RACE_SKELETON:
1999                 case RACE_ZOMBIE:
2000 #ifdef JP
2001                         msg_print("¤¢¤Ê¤¿¤Ï¼º¤Ã¤¿¥¨¥Í¥ë¥®¡¼¤ò¼è¤êÌ᤽¤¦¤È»î¤ß¤¿¡£");
2002 #else
2003                         msg_print("You attempt to restore your lost energies.");
2004 #endif
2005
2006                         (void)restore_level();
2007                         break;
2008
2009                 case RACE_VAMPIRE:
2010                         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
2011                         {
2012 #ifdef JP
2013                                 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤Ê¤¤¡£");
2014 #else
2015                                 msg_print("Something prevent you from attacking.");
2016 #endif
2017                                 return FALSE;
2018                         }
2019                         else
2020                         {
2021                                 int y, x, dummy = 0;
2022                                 cave_type *c_ptr;
2023
2024                                 /* Only works on adjacent monsters */
2025                                 if (!get_rep_dir(&dir,FALSE)) return FALSE;   /* was get_aim_dir */
2026                                 y = py + ddy[dir];
2027                                 x = px + ddx[dir];
2028                                 c_ptr = &cave[y][x];
2029
2030                                 ratial_stop_mouth();
2031
2032                                 if (!c_ptr->m_idx)
2033                                 {
2034 #ifdef JP
2035                                         msg_print("²¿¤â¤Ê¤¤¾ì½ê¤Ë³ú¤ß¤Ä¤¤¤¿¡ª");
2036 #else
2037                                         msg_print("You bite into thin air!");
2038 #endif
2039
2040                                         break;
2041                                 }
2042
2043 #ifdef JP
2044                                 msg_print("¤¢¤Ê¤¿¤Ï¥Ë¥ä¥ê¤È¤·¤Æ²ç¤ò¤à¤¤¤¿...");
2045 #else
2046                                 msg_print("You grin and bare your fangs...");
2047 #endif
2048
2049                                 dummy = plev + randint1(plev) * MAX(1, plev / 10);   /* Dmg */
2050                                 if (drain_life(dir, dummy))
2051                                 {
2052                                         if (p_ptr->food < PY_FOOD_FULL)
2053                                                 /* No heal if we are "full" */
2054                                                 (void)hp_player(dummy);
2055                                         else
2056 #ifdef JP
2057                                                 msg_print("¤¢¤Ê¤¿¤Ï¶õÊ¢¤Ç¤Ï¤¢¤ê¤Þ¤»¤ó¡£");
2058 #else
2059                                                 msg_print("You were not hungry.");
2060 #endif
2061
2062                                         /* Gain nutritional sustenance: 150/hp drained */
2063                                         /* A Food ration gives 5000 food points (by contrast) */
2064                                         /* Don't ever get more than "Full" this way */
2065                                         /* But if we ARE Gorged,  it won't cure us */
2066                                         dummy = p_ptr->food + MIN(5000, 100 * dummy);
2067                                         if (p_ptr->food < PY_FOOD_MAX)   /* Not gorged already */
2068                                                 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
2069                                 }
2070                                 else
2071 #ifdef JP
2072                                         msg_print("¤²¤§¡£¤Ò¤É¤¤Ì£¤À¡£");
2073 #else
2074                                         msg_print("Yechh. That tastes foul.");
2075 #endif
2076
2077                         }
2078                         break;
2079
2080                 case RACE_SPECTRE:
2081                         if (!get_aim_dir(&dir)) return FALSE;
2082                         ratial_stop_mouth();
2083 #ifdef JP
2084                         msg_print("¤¢¤Ê¤¿¤Ï¤ª¤É¤í¤ª¤É¤í¤·¤¤¶«¤ÓÀ¼¤ò¤¢¤²¤¿¡ª");
2085 #else
2086                         msg_print("You emit an eldritch howl!");
2087 #endif
2088
2089                         (void)fear_monster(dir, plev);
2090                         break;
2091
2092                 case RACE_SPRITE:
2093 #ifdef JP
2094                         msg_print("¤¢¤Ê¤¿¤ÏËâË¡¤ÎÊ´¤òÅꤲ¤Ä¤±¤¿...");
2095 #else
2096                         msg_print("You throw some magic dust...");
2097 #endif
2098
2099                         if (plev < 25) sleep_monsters_touch();
2100                         else (void)sleep_monsters(plev);
2101                         break;
2102
2103                 case RACE_DEMON:
2104                         {
2105                                 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
2106                                 if (!get_aim_dir(&dir)) return FALSE;
2107                                 ratial_stop_mouth();
2108 #ifdef JP
2109                                 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",((type == GF_NETHER) ? "ÃϹö" : "²Ð±ê"));
2110 #else
2111                                 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
2112 #endif
2113
2114                                 fire_ball(type, dir, plev * 3, -(plev / 15) - 1);
2115                         }
2116                         break;
2117
2118                 case RACE_KUTAR:
2119                         (void)set_tsubureru(randint1(20) + 30, FALSE);
2120                         break;
2121
2122                 case RACE_ANDROID:
2123                         if (!get_aim_dir(&dir)) return FALSE;
2124                         if (plev < 10)
2125                         {
2126 #ifdef JP
2127                                 msg_print("¥ì¥¤¥¬¥ó¤òȯ¼Í¤·¤¿¡£");
2128 #else
2129                                 msg_print("You fire your ray gun.");
2130 #endif
2131                                 fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
2132                         }
2133                         else if (plev < 25)
2134                         {
2135 #ifdef JP
2136                                 msg_print("¥Ö¥é¥¹¥¿¡¼¤òȯ¼Í¤·¤¿¡£");
2137 #else
2138                                 msg_print("You fire your blaster.");
2139 #endif
2140                                 fire_bolt(GF_MISSILE, dir, plev);
2141                         }
2142                         else if (plev < 35)
2143                         {
2144 #ifdef JP
2145                                 msg_print("¥Ð¥º¡¼¥«¤òȯ¼Í¤·¤¿¡£");
2146 #else
2147                                 msg_print("You fire your bazooka.");
2148 #endif
2149                                 fire_ball(GF_MISSILE, dir, plev * 2, 2);
2150                         }
2151                         else if (plev < 45)
2152                         {
2153 #ifdef JP
2154                                 msg_print("¥Ó¡¼¥à¥­¥ã¥Î¥ó¤òȯ¼Í¤·¤¿¡£");
2155 #else
2156                                 msg_print("You fire a beam cannon.");
2157 #endif
2158                                 fire_beam(GF_MISSILE, dir, plev * 2);
2159                         }
2160                         else
2161                         {
2162 #ifdef JP
2163                                 msg_print("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡£");
2164 #else
2165                                 msg_print("You fire a rocket.");
2166 #endif
2167                                 fire_rocket(GF_ROCKET, dir, plev * 5, 2);
2168                         }
2169                         break;
2170
2171                 default:
2172 #ifdef JP
2173                         msg_print("¤³¤Î¼ï²¤ÏÆüì¤ÊǽÎϤò»ý¤Ã¤Æ¤¤¤Þ¤»¤ó¡£");
2174 #else
2175                         msg_print("This race has no bonus power.");
2176 #endif
2177
2178                         energy_use = 0;
2179         }
2180         }
2181         return TRUE;
2182 }
2183
2184
2185 /*
2186  * Allow user to choose a power (racial / mutation) to activate
2187  */
2188 void do_cmd_racial_power(void)
2189 {
2190         power_desc_type power_desc[36];
2191         int             num, i = 0;
2192         int             ask = TRUE;
2193         int             lvl = p_ptr->lev;
2194         bool            flag, redraw, cast = FALSE;
2195         bool            warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
2196         char            choice;
2197         char            out_val[160];
2198         int menu_line = (use_menu ? 1 : 0);
2199
2200
2201         for (num = 0; num < 36; num++)
2202         {
2203                 strcpy(power_desc[num].name, "");
2204                 power_desc[num].number = 0;
2205         }
2206
2207         num = 0;
2208
2209         if (p_ptr->confused)
2210         {
2211 #ifdef JP
2212 msg_print("º®Í𤷤Ƥ¤¤ÆÆüìǽÎϤò»È¤¨¤Þ¤»¤ó¡ª");
2213 #else
2214                 msg_print("You are too confused to use any powers!");
2215 #endif
2216
2217                 energy_use = 0;
2218                 return;
2219         }
2220
2221         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
2222         {
2223                 set_action(ACTION_NONE);
2224         }
2225
2226         switch (p_ptr->pclass)
2227         {
2228         case CLASS_WARRIOR:
2229         {
2230 #ifdef JP
2231 strcpy(power_desc[num].name, "·õ¤ÎÉñ¤¤");
2232 #else
2233                 strcpy(power_desc[num].name, "Sword Dancing");
2234 #endif
2235
2236                 power_desc[num].level = 40;
2237                 power_desc[num].cost = 75;
2238                 power_desc[num].stat = A_DEX;
2239                 power_desc[num].fail = 35;
2240                 power_desc[num++].number = -3;
2241                 break;
2242         }
2243         case CLASS_HIGH_MAGE:
2244         if (p_ptr->realm1 == REALM_HEX)
2245         {
2246 #ifdef JP
2247                 strcpy(power_desc[num].name, "±Ó¾§¤ò¤ä¤á¤ë");
2248 #else
2249                 strcpy(power_desc[num].name, "Stop spelling");
2250 #endif
2251                 power_desc[num].level = 1;
2252                 power_desc[num].cost = 0;
2253                 power_desc[num].stat = A_INT;
2254                 power_desc[num].fail = 0;
2255                 power_desc[num++].number = -3;
2256                 break;
2257         }
2258         case CLASS_MAGE:
2259         /* case CLASS_HIGH_MAGE: */
2260         case CLASS_SORCERER:
2261         {
2262 #ifdef JP
2263 strcpy(power_desc[num].name, "ËâÎÏ¿©¤¤");
2264 #else
2265                 strcpy(power_desc[num].name, "Eat Magic");
2266 #endif
2267
2268                 power_desc[num].level = 25;
2269                 power_desc[num].cost = 1;
2270                 power_desc[num].stat = A_INT;
2271                 power_desc[num].fail = 25;
2272                 power_desc[num++].number = -3;
2273                 break;
2274         }
2275         case CLASS_PRIEST:
2276         {
2277                 if (is_good_realm(p_ptr->realm1))
2278                 {
2279 #ifdef JP
2280 strcpy(power_desc[num].name, "Éð´ï½ËÊ¡");
2281 #else
2282                         strcpy(power_desc[num].name, "Bless Weapon");
2283 #endif
2284
2285                         power_desc[num].level = 35;
2286                         power_desc[num].cost = 70;
2287                         power_desc[num].stat = A_WIS;
2288                         power_desc[num].fail = 50;
2289                         power_desc[num++].number = -3;
2290                 }
2291                 else
2292                 {
2293 #ifdef JP
2294 strcpy(power_desc[num].name, "¾¤º²");
2295 #else
2296                         strcpy(power_desc[num].name, "Evocation");
2297 #endif
2298
2299                         power_desc[num].level = 42;
2300                         power_desc[num].cost = 40;
2301                         power_desc[num].stat = A_WIS;
2302                         power_desc[num].fail = 35;
2303                         power_desc[num++].number = -3;
2304                 }
2305                 break;
2306         }
2307         case CLASS_ROGUE:
2308         {
2309 #ifdef JP
2310 strcpy(power_desc[num].name, "¥Ò¥Ã¥È¡õ¥¢¥¦¥§¥¤");
2311 #else
2312                 strcpy(power_desc[num].name, "Hit and Away");
2313 #endif
2314
2315                 power_desc[num].level = 8;
2316                 power_desc[num].cost = 12;
2317                 power_desc[num].stat = A_DEX;
2318                 power_desc[num].fail = 14;
2319                 power_desc[num++].number = -3;
2320                 break;
2321         }
2322         case CLASS_RANGER:
2323         case CLASS_SNIPER:
2324         {
2325 #ifdef JP
2326 strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼Ä´ºº");
2327 #else
2328                 strcpy(power_desc[num].name, "Probe Monster");
2329 #endif
2330
2331                 power_desc[num].level = 15;
2332                 power_desc[num].cost = 20;
2333                 power_desc[num].stat = A_INT;
2334                 power_desc[num].fail = 12;
2335                 power_desc[num++].number = -3;
2336                 break;
2337         }
2338         case CLASS_PALADIN:
2339         {
2340                 if (is_good_realm(p_ptr->realm1))
2341                 {
2342 #ifdef JP
2343 strcpy(power_desc[num].name, "¥Û¡¼¥ê¡¼¡¦¥é¥ó¥¹");
2344 #else
2345                         strcpy(power_desc[num].name, "Holy Lance");
2346 #endif
2347
2348                         power_desc[num].level = 30;
2349                         power_desc[num].cost = 30;
2350                         power_desc[num].stat = A_WIS;
2351                         power_desc[num].fail = 30;
2352                         power_desc[num++].number = -3;
2353                 }
2354                 else
2355                 {
2356 #ifdef JP
2357 strcpy(power_desc[num].name, "¥Ø¥ë¡¦¥é¥ó¥¹");
2358 #else
2359                         strcpy(power_desc[num].name, "Hell Lance");
2360 #endif
2361
2362                         power_desc[num].level = 30;
2363                         power_desc[num].cost = 30;
2364                         power_desc[num].stat = A_WIS;
2365                         power_desc[num].fail = 30;
2366                         power_desc[num++].number = -3;
2367                 }
2368                 break;
2369         }
2370         case CLASS_WARRIOR_MAGE:
2371         {
2372 #ifdef JP
2373 strcpy(power_desc[num].name, "ÊÑ´¹: £È£Ð¢ª£Í£Ð");
2374 #else
2375                 strcpy(power_desc[num].name, "Convert HP to SP");
2376 #endif
2377
2378                 power_desc[num].level = 25;
2379                 power_desc[num].cost = 0;
2380                 power_desc[num].stat = A_INT;
2381                 power_desc[num].fail = 10;
2382                 power_desc[num++].number = -3;
2383 #ifdef JP
2384 strcpy(power_desc[num].name, "ÊÑ´¹: £Í£Ð¢ª£È£Ð");
2385 #else
2386                 strcpy(power_desc[num].name, "Convert SP to HP");
2387 #endif
2388
2389                 power_desc[num].level = 25;
2390                 power_desc[num].cost = 0;
2391                 power_desc[num].stat = A_INT;
2392                 power_desc[num].fail = 10;
2393                 power_desc[num++].number = -4;
2394                 break;
2395         }
2396         case CLASS_CHAOS_WARRIOR:
2397         {
2398 #ifdef JP
2399 strcpy(power_desc[num].name, "¸¸ÏǤθ÷");
2400 #else
2401                 strcpy(power_desc[num].name, "Confusing Light");
2402 #endif
2403
2404                 power_desc[num].level = 40;
2405                 power_desc[num].cost = 50;
2406                 power_desc[num].stat = A_INT;
2407                 power_desc[num].fail = 25;
2408                 power_desc[num++].number = -3;
2409                 break;
2410         }
2411         case CLASS_MONK:
2412         {
2413 #ifdef JP
2414 strcpy(power_desc[num].name, "¹½¤¨¤ë");
2415 #else
2416                 strcpy(power_desc[num].name, "Assume a Posture");
2417 #endif
2418
2419                 power_desc[num].level = 25;
2420                 power_desc[num].cost = 0;
2421                 power_desc[num].stat = A_DEX;
2422                 power_desc[num].fail = 0;
2423                 power_desc[num++].number = -3;
2424 #ifdef JP
2425 strcpy(power_desc[num].name, "É´Îö·ý");
2426 #else
2427                 strcpy(power_desc[num].name, "Double Attack");
2428 #endif
2429
2430                 power_desc[num].level = 30;
2431                 power_desc[num].cost = 30;
2432                 power_desc[num].stat = A_STR;
2433                 power_desc[num].fail = 20;
2434                 power_desc[num++].number = -4;
2435                 break;
2436         }
2437         case CLASS_MINDCRAFTER:
2438         case CLASS_FORCETRAINER:
2439         {
2440 #ifdef JP
2441 strcpy(power_desc[num].name, "ÌÀ¶À»ß¿å");
2442 #else
2443                 strcpy(power_desc[num].name, "Clear Mind");
2444 #endif
2445
2446                 power_desc[num].level = 15;
2447                 power_desc[num].cost = 0;
2448                 power_desc[num].stat = A_WIS;
2449                 power_desc[num].fail = 10;
2450                 power_desc[num++].number = -3;
2451                 break;
2452         }
2453         case CLASS_TOURIST:
2454         {
2455 #ifdef JP
2456 strcpy(power_desc[num].name, "¼Ì¿¿»£±Æ");
2457 #else
2458                 strcpy(power_desc[num].name, "Take a Photograph");
2459 #endif
2460
2461                 power_desc[num].level = 1;
2462                 power_desc[num].cost = 0;
2463                 power_desc[num].stat = A_DEX;
2464                 power_desc[num].fail = 0;
2465                 power_desc[num++].number = -3;
2466 #ifdef JP
2467 strcpy(power_desc[num].name, "¿¿¡¦´ÕÄê");
2468 #else
2469                 strcpy(power_desc[num].name, "Identify True");
2470 #endif
2471
2472                 power_desc[num].level = 25;
2473                 power_desc[num].cost = 20;
2474                 power_desc[num].stat = A_INT;
2475                 power_desc[num].fail = 20;
2476                 power_desc[num++].number = -4;
2477                 break;
2478         }
2479         case CLASS_IMITATOR:
2480         {
2481 #ifdef JP
2482 strcpy(power_desc[num].name, "ÇÜÊÖ¤·");
2483 #else
2484                 strcpy(power_desc[num].name, "Double Revenge");
2485 #endif
2486
2487                 power_desc[num].level = 30;
2488                 power_desc[num].cost = 100;
2489                 power_desc[num].stat = A_DEX;
2490                 power_desc[num].fail = 30;
2491                 power_desc[num++].number = -3;
2492                 break;
2493         }
2494         case CLASS_BEASTMASTER:
2495         {
2496 #ifdef JP
2497 strcpy(power_desc[num].name, "À¸Êª»ÙÇÛ");
2498 #else
2499                 strcpy(power_desc[num].name, "Dominate a Living Thing");
2500 #endif
2501
2502                 power_desc[num].level = 1;
2503                 power_desc[num].cost = (p_ptr->lev+3)/4;
2504                 power_desc[num].stat = A_CHR;
2505                 power_desc[num].fail = 10;
2506                 power_desc[num++].number = -3;
2507 #ifdef JP
2508 strcpy(power_desc[num].name, "¿¿¡¦À¸Êª»ÙÇÛ");
2509 #else
2510                 strcpy(power_desc[num].name, "Dominate Living Things");
2511 #endif
2512
2513                 power_desc[num].level = 30;
2514                 power_desc[num].cost = (p_ptr->lev+20)/2;
2515                 power_desc[num].stat = A_CHR;
2516                 power_desc[num].fail = 10;
2517                 power_desc[num++].number = -4;
2518                 break;
2519         }
2520         case CLASS_ARCHER:
2521         {
2522 #ifdef JP
2523 strcpy(power_desc[num].name, "ÃÆ/Ìð¤ÎÀ½Â¤");
2524 #else
2525                 strcpy(power_desc[num].name, "Create Ammo");
2526 #endif
2527
2528                 power_desc[num].level = 1;
2529                 power_desc[num].cost = 0;
2530                 power_desc[num].stat = A_DEX;
2531                 power_desc[num].fail = 0;
2532                 power_desc[num++].number = -3;
2533                 break;
2534         }
2535         case CLASS_MAGIC_EATER:
2536         {
2537 #ifdef JP
2538 strcpy(power_desc[num].name, "ËâÎϤμè¤ê¹þ¤ß");
2539 #else
2540                 strcpy(power_desc[num].name, "Absorb Magic");
2541 #endif
2542
2543                 power_desc[num].level = 1;
2544                 power_desc[num].cost = 0;
2545                 power_desc[num].stat = A_INT;
2546                 power_desc[num].fail = 0;
2547                 power_desc[num++].number = -3;
2548
2549                 strcpy(power_desc[num].name, _("¶¯ÎÏȯư", "Powerful Activation"));
2550                 power_desc[num].level = 10;
2551                 power_desc[num].cost = 10 + (lvl - 10) / 2;
2552                 power_desc[num].stat = A_INT;
2553                 power_desc[num].fail = 0;
2554                 power_desc[num++].number = -4;
2555                 break;
2556         }
2557         case CLASS_BARD:
2558         {
2559 #ifdef JP
2560 strcpy(power_desc[num].name, "²Î¤ò»ß¤á¤ë");
2561 #else
2562                 strcpy(power_desc[num].name, "Stop Singing");
2563 #endif
2564
2565                 power_desc[num].level = 1;
2566                 power_desc[num].cost = 0;
2567                 power_desc[num].stat = A_CHR;
2568                 power_desc[num].fail = 0;
2569                 power_desc[num++].number = -3;
2570                 break;
2571         }
2572         case CLASS_RED_MAGE:
2573         {
2574 #ifdef JP
2575 strcpy(power_desc[num].name, "Ϣ³Ëâ");
2576 #else
2577                 strcpy(power_desc[num].name, "Double Magic");
2578 #endif
2579
2580                 power_desc[num].level = 48;
2581                 power_desc[num].cost = 20;
2582                 power_desc[num].stat = A_INT;
2583                 power_desc[num].fail = 0;
2584                 power_desc[num++].number = -3;
2585                 break;
2586         }
2587         case CLASS_SAMURAI:
2588         {
2589 #ifdef JP
2590 strcpy(power_desc[num].name, "µ¤¹ç¤¤¤¿¤á");
2591 #else
2592                 strcpy(power_desc[num].name, "Concentration");
2593 #endif
2594
2595                 power_desc[num].level = 1;
2596                 power_desc[num].cost = 0;
2597                 power_desc[num].stat = A_WIS;
2598                 power_desc[num].fail = 0;
2599                 power_desc[num++].number = -3;
2600 #ifdef JP
2601 strcpy(power_desc[num].name, "·¿");
2602 #else
2603                 strcpy(power_desc[num].name, "Assume a Posture");
2604 #endif
2605
2606                 power_desc[num].level = 25;
2607                 power_desc[num].cost = 0;
2608                 power_desc[num].stat = A_DEX;
2609                 power_desc[num].fail = 0;
2610                 power_desc[num++].number = -4;
2611                 break;
2612         }
2613         case CLASS_BLUE_MAGE:
2614         {
2615 #ifdef JP
2616 strcpy(power_desc[num].name, "¥é¡¼¥Ë¥ó¥°");
2617 #else
2618                 strcpy(power_desc[num].name, "Learning");
2619 #endif
2620
2621                 power_desc[num].level = 1;
2622                 power_desc[num].cost = 0;
2623                 power_desc[num].stat = A_INT;
2624                 power_desc[num].fail = 0;
2625                 power_desc[num++].number = -3;
2626                 break;
2627         }
2628         case CLASS_CAVALRY:
2629         {
2630 #ifdef JP
2631 strcpy(power_desc[num].name, "¹ÓÇϤʤ餷");
2632 #else
2633                 strcpy(power_desc[num].name, "Rodeo");
2634 #endif
2635
2636                 power_desc[num].level = 10;
2637                 power_desc[num].cost = 0;
2638                 power_desc[num].stat = A_STR;
2639                 power_desc[num].fail = 10;
2640                 power_desc[num++].number = -3;
2641                 break;
2642         }
2643         case CLASS_BERSERKER:
2644         {
2645 #ifdef JP
2646 strcpy(power_desc[num].name, "µ¢´Ô");
2647 #else
2648                 strcpy(power_desc[num].name, "Recall");
2649 #endif
2650
2651                 power_desc[num].level = 10;
2652                 power_desc[num].cost = 10;
2653                 power_desc[num].stat = A_DEX;
2654                 power_desc[num].fail = 20;
2655                 power_desc[num++].number = -3;
2656                 break;
2657         }
2658         case CLASS_MIRROR_MASTER:
2659         {
2660 #ifdef JP
2661 strcpy(power_desc[num].name, "¶À³ä¤ê");
2662 #else
2663                 strcpy(power_desc[num].name, "Break Mirrors");
2664 #endif
2665
2666                 power_desc[num].level = 1;
2667                 power_desc[num].cost = 0;
2668                 power_desc[num].stat = A_INT;
2669                 power_desc[num].fail = 0;
2670                 power_desc[num++].number = -3;
2671 #ifdef JP
2672 strcpy(power_desc[num].name, "ÀÅ¿å");
2673 #else
2674                 strcpy(power_desc[num].name, "Mirror Concentration");
2675 #endif
2676
2677                 power_desc[num].level = 30;
2678                 power_desc[num].cost = 0;
2679                 power_desc[num].stat = A_INT;
2680                 power_desc[num].fail = 20;
2681                 power_desc[num++].number = -4;
2682                 break;
2683         }
2684         case CLASS_SMITH:
2685         {
2686 #ifdef JP
2687 strcpy(power_desc[num].name, "ÌÜÍø¤­");
2688 #else
2689                 strcpy(power_desc[num].name, "Judgment");
2690 #endif
2691
2692                 power_desc[num].level = 5;
2693                 power_desc[num].cost = 15;
2694                 power_desc[num].stat = A_INT;
2695                 power_desc[num].fail = 20;
2696                 power_desc[num++].number = -3;
2697                 break;
2698         }
2699         case CLASS_NINJA:
2700         {
2701 #ifdef JP
2702 strcpy(power_desc[num].name, "®¶î¤±");
2703 #else
2704                 strcpy(power_desc[num].name, "Quick Walk");
2705 #endif
2706
2707                 power_desc[num].level = 20;
2708                 power_desc[num].cost = 0;
2709                 power_desc[num].stat = A_DEX;
2710                 power_desc[num].fail = 0;
2711                 power_desc[num++].number = -3;
2712                 break;
2713         }
2714         default:
2715 #ifdef JP
2716 strcpy(power_desc[0].name, "(¤Ê¤·)");
2717 #else
2718                 strcpy(power_desc[0].name, "(none)");
2719 #endif
2720
2721         }
2722
2723         if (p_ptr->mimic_form)
2724         {
2725                 switch (p_ptr->mimic_form)
2726                 {
2727                 case MIMIC_DEMON:
2728                 case MIMIC_DEMON_LORD:
2729 #ifdef JP
2730 sprintf(power_desc[num].name, "ÃϹö/²Ð±ê¤Î¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 3);
2731 #else
2732                         sprintf(power_desc[num].name, "Nether or Fire Breath (dam %d)", lvl * 3);
2733 #endif
2734
2735                         power_desc[num].level = 15;
2736                         power_desc[num].cost = 10+lvl/3;
2737                         power_desc[num].stat = A_CON;
2738                         power_desc[num].fail = 20;
2739                         power_desc[num++].number = -1;
2740                         break;
2741                 case MIMIC_VAMPIRE:
2742 #ifdef JP
2743 strcpy(power_desc[num].name, "À¸Ì¿Îϵۼý");
2744 #else
2745                         strcpy(power_desc[num].name, "Drain Life");
2746 #endif
2747
2748                         power_desc[num].level = 2;
2749                         power_desc[num].cost = 1 + (lvl / 3);
2750                         power_desc[num].stat = A_CON;
2751                         power_desc[num].fail = 9;
2752                         power_desc[num++].number = -1;
2753                         break;
2754                 }
2755         }
2756         else
2757         {
2758         switch (p_ptr->prace)
2759         {
2760                 case RACE_DWARF:
2761 #ifdef JP
2762 strcpy(power_desc[num].name, "¥É¥¢¤Èæ« ´¶ÃÎ");
2763 #else
2764                         strcpy(power_desc[num].name, "Detect Doors+Traps");
2765 #endif
2766
2767                         power_desc[num].level = 5;
2768                         power_desc[num].cost = 5;
2769                         power_desc[num].stat = A_WIS;
2770                         power_desc[num].fail = 12;
2771                         power_desc[num++].number = -1;
2772                         break;
2773                 case RACE_NIBELUNG:
2774 #ifdef JP
2775 strcpy(power_desc[num].name, "¥É¥¢¤Èæ« ´¶ÃÎ");
2776 #else
2777                         strcpy(power_desc[num].name, "Detect Doors+Traps");
2778 #endif
2779
2780                         power_desc[num].level = 10;
2781                         power_desc[num].cost = 5;
2782                         power_desc[num].stat = A_WIS;
2783                         power_desc[num].fail = 10;
2784                         power_desc[num++].number = -1;
2785                         break;
2786                 case RACE_HOBBIT:
2787 #ifdef JP
2788 strcpy(power_desc[num].name, "¿©ÎÈÀ¸À®");
2789 #else
2790                         strcpy(power_desc[num].name, "Create Food");
2791 #endif
2792
2793                         power_desc[num].level = 15;
2794                         power_desc[num].cost = 10;
2795                         power_desc[num].stat = A_INT;
2796                         power_desc[num].fail = 10;
2797                         power_desc[num++].number = -1;
2798                         break;
2799                 case RACE_GNOME:
2800 #ifdef JP
2801 sprintf(power_desc[num].name, "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È");
2802 #else
2803                         sprintf(power_desc[num].name, "Blink");
2804 #endif
2805
2806                         power_desc[num].level = 5;
2807                         power_desc[num].cost = 5;
2808                         power_desc[num].stat = A_INT;
2809                         power_desc[num].fail = 12;
2810                         power_desc[num++].number = -1;
2811                         break;
2812                 case RACE_HALF_ORC:
2813 #ifdef JP
2814 strcpy(power_desc[num].name, "¶²Éݽüµî");
2815 #else
2816                         strcpy(power_desc[num].name, "Remove Fear");
2817 #endif
2818
2819                         power_desc[num].level = 3;
2820                         power_desc[num].cost = 5;
2821                         power_desc[num].stat = A_WIS;
2822                         power_desc[num].fail = warrior ? 5 : 10;
2823                         power_desc[num++].number = -1;
2824                         break;
2825                 case RACE_HALF_TROLL:
2826 #ifdef JP
2827 strcpy(power_desc[num].name, "¶¸Àï»Î²½");
2828 #else
2829                         strcpy(power_desc[num].name, "Berserk");
2830 #endif
2831
2832                         power_desc[num].level = 10;
2833                         power_desc[num].cost = 12;
2834                         power_desc[num].stat = A_STR;
2835                         power_desc[num].fail = warrior ? 6 : 12;
2836                         power_desc[num++].number = -1;
2837                         break;
2838                 case RACE_BARBARIAN:
2839 #ifdef JP
2840 strcpy(power_desc[num].name, "¶¸Àï»Î²½");
2841 #else
2842                         strcpy(power_desc[num].name, "Berserk");
2843 #endif
2844
2845                         power_desc[num].level = 8;
2846                         power_desc[num].cost = 10;
2847                         power_desc[num].stat = A_STR;
2848                         power_desc[num].fail = warrior ? 6 : 12;
2849                         power_desc[num++].number = -1;
2850                         break;
2851                 case RACE_AMBERITE:
2852 #ifdef JP
2853 strcpy(power_desc[num].name, "¥·¥ã¥É¥¦¡¦¥·¥Õ¥È");
2854 #else
2855                         strcpy(power_desc[num].name, "Shadow Shifting");
2856 #endif
2857
2858                         power_desc[num].level = 30;
2859                         power_desc[num].cost = 50;
2860                         power_desc[num].stat = A_INT;
2861                         power_desc[num].fail = 50;
2862                         power_desc[num++].number = -1;
2863 #ifdef JP
2864 strcpy(power_desc[num].name, "¥Ñ¥¿¡¼¥ó¡¦¥¦¥©¡¼¥¯");
2865 #else
2866                         strcpy(power_desc[num].name, "Pattern Mindwalking");
2867 #endif
2868
2869                         power_desc[num].level = 40;
2870                         power_desc[num].cost = 75;
2871                         power_desc[num].stat = A_WIS;
2872                         power_desc[num].fail = 50;
2873                         power_desc[num++].number = -2;
2874                         break;
2875                 case RACE_HALF_OGRE:
2876 #ifdef JP
2877 strcpy(power_desc[num].name, "Çúȯ¤Î¥ë¡¼¥ó");
2878 #else
2879                         strcpy(power_desc[num].name, "Explosive Rune");
2880 #endif
2881
2882                         power_desc[num].level = 25;
2883                         power_desc[num].cost = 35;
2884                         power_desc[num].stat = A_INT;
2885                         power_desc[num].fail = 15;
2886                         power_desc[num++].number = -1;
2887                         break;
2888                 case RACE_HALF_GIANT:
2889 #ifdef JP
2890 strcpy(power_desc[num].name, "´äÀÐÍϲò");
2891 #else
2892                         strcpy(power_desc[num].name, "Stone to Mud");
2893 #endif
2894
2895                         power_desc[num].level = 20;
2896                         power_desc[num].cost = 10;
2897                         power_desc[num].stat = A_STR;
2898                         power_desc[num].fail = 12;
2899                         power_desc[num++].number = -1;
2900                         break;
2901                 case RACE_HALF_TITAN:
2902 #ifdef JP
2903 strcpy(power_desc[num].name, "¥¹¥­¥ã¥ó¡¦¥â¥ó¥¹¥¿¡¼");
2904 #else
2905                         strcpy(power_desc[num].name, "Probing");
2906 #endif
2907
2908                         power_desc[num].level = 15;
2909                         power_desc[num].cost = 10;
2910                         power_desc[num].stat = A_INT;
2911                         power_desc[num].fail = 12;
2912                         power_desc[num++].number = -1;
2913                         break;
2914                 case RACE_CYCLOPS:
2915 #ifdef JP
2916 sprintf(power_desc[num].name, "´äÀÐÅꤲ¡Ê¥À¥á¡¼¥¸ %d¡Ë", (3 * lvl) / 2);
2917 #else
2918                         sprintf(power_desc[num].name, "Throw Boulder (dam %d)", (3 * lvl) / 2);
2919 #endif
2920
2921                         power_desc[num].level = 20;
2922                         power_desc[num].cost = 15;
2923                         power_desc[num].stat = A_STR;
2924                         power_desc[num].fail = 12;
2925                         power_desc[num++].number = -1;
2926                         break;
2927                 case RACE_YEEK:
2928 #ifdef JP
2929 strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼¶²¹²");
2930 #else
2931                         strcpy(power_desc[num].name, "Scare Monster");
2932 #endif
2933
2934                         power_desc[num].level = 15;
2935                         power_desc[num].cost = 15;
2936                         power_desc[num].stat = A_WIS;
2937                         power_desc[num].fail = 10;
2938                         power_desc[num++].number = -1;
2939                         break;
2940                 case RACE_SPECTRE:
2941 #ifdef JP
2942 strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼¶²¹²");
2943 #else
2944                         strcpy(power_desc[num].name, "Scare Monster");
2945 #endif
2946
2947                         power_desc[num].level = 4;
2948                         power_desc[num].cost = 6;
2949                         power_desc[num].stat = A_INT;
2950                         power_desc[num].fail = 3;
2951                         power_desc[num++].number = -1;
2952                         break;
2953                 case RACE_KLACKON:
2954 #ifdef JP
2955 sprintf(power_desc[num].name, "»À¤ÎÂà(¥À¥á¡¼¥¸ %d)", lvl);
2956 #else
2957                         sprintf(power_desc[num].name, "Spit Acid (dam %d)", lvl);
2958 #endif
2959
2960                         power_desc[num].level = 9;
2961                         power_desc[num].cost = 9;
2962                         power_desc[num].stat = A_DEX;
2963                         power_desc[num].fail = 14;
2964                         power_desc[num++].number = -1;
2965                         break;
2966                 case RACE_KOBOLD:
2967 #ifdef JP
2968 sprintf(power_desc[num].name, "ÆǤΥÀ¡¼¥Ä (¥À¥á¡¼¥¸ %d)", lvl);
2969 #else
2970                         sprintf(power_desc[num].name, "Poison Dart (dam %d)", lvl);
2971 #endif
2972
2973                         power_desc[num].level = 12;
2974                         power_desc[num].cost = 8;
2975                         power_desc[num].stat = A_DEX;
2976                         power_desc[num].fail = 14;
2977                         power_desc[num++].number = -1;
2978                         break;
2979                 case RACE_DARK_ELF:
2980 #ifdef JP
2981 sprintf(power_desc[num].name, "¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë (¥À¥á¡¼¥¸ %dd%d)", 3 + ((lvl - 1) / 5), 4);
2982 #else
2983                         sprintf(power_desc[num].name, "Magic Missile (dm %dd%d)", 3 + ((lvl - 1) / 5), 4);
2984 #endif
2985
2986                         power_desc[num].level = 2;
2987                         power_desc[num].cost = 2;
2988                         power_desc[num].stat = A_INT;
2989                         power_desc[num].fail = 9;
2990                         power_desc[num++].number = -1;
2991                         break;
2992                 case RACE_DRACONIAN:
2993 #ifdef JP
2994 sprintf(power_desc[num].name, "¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 2);
2995 #else
2996                         sprintf(power_desc[num].name, "Breath Weapon (dam %d)", lvl * 2);
2997 #endif
2998
2999                         power_desc[num].level = 1;
3000                         power_desc[num].cost = lvl;
3001                         power_desc[num].stat = A_CON;
3002                         power_desc[num].fail = 12;
3003                         power_desc[num++].number = -1;
3004                         break;
3005                 case RACE_MIND_FLAYER:
3006 #ifdef JP
3007 sprintf(power_desc[num].name, "Àº¿À¹¶·â (¥À¥á¡¼¥¸ %d)", lvl);
3008 #else
3009                         sprintf(power_desc[num].name, "Mind Blast (dam %d)", lvl);
3010 #endif
3011
3012                         power_desc[num].level = 15;
3013                         power_desc[num].cost = 12;
3014                         power_desc[num].stat = A_INT;
3015                         power_desc[num].fail = 14;
3016                         power_desc[num++].number = -1;
3017                         break;
3018                 case RACE_IMP:
3019 #ifdef JP
3020 sprintf(power_desc[num].name, "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È/¥Ü¡¼¥ë (¥À¥á¡¼¥¸ %d)", lvl);
3021 #else
3022                         sprintf(power_desc[num].name, "Fire Bolt/Ball (dam %d)", lvl);
3023 #endif
3024
3025                         power_desc[num].level = 9;
3026                         power_desc[num].cost = 15;
3027                         power_desc[num].stat = A_WIS;
3028                         power_desc[num].fail = 15;
3029                         power_desc[num++].number = -1;
3030                         break;
3031                 case RACE_GOLEM:
3032 #ifdef JP
3033 strcpy(power_desc[num].name, "È©Àв½ (´ü´Ö 1d20+30)");
3034 #else
3035                         strcpy(power_desc[num].name, "Stone Skin (dur 1d20+30)");
3036 #endif
3037
3038                         power_desc[num].level = 20;
3039                         power_desc[num].cost = 15;
3040                         power_desc[num].stat = A_CON;
3041                         power_desc[num].fail = 8;
3042                         power_desc[num++].number = -1;
3043                         break;
3044                 case RACE_SKELETON:
3045                 case RACE_ZOMBIE:
3046 #ifdef JP
3047 strcpy(power_desc[num].name, "·Ð¸³ÃÍÉü³è");
3048 #else
3049                         strcpy(power_desc[num].name, "Restore Life");
3050 #endif
3051
3052                         power_desc[num].level = 30;
3053                         power_desc[num].cost = 30;
3054                         power_desc[num].stat = A_WIS;
3055                         power_desc[num].fail = 18;
3056                         power_desc[num++].number = -1;
3057                         break;
3058                 case RACE_VAMPIRE:
3059 #ifdef JP
3060 strcpy(power_desc[num].name, "À¸Ì¿Îϵۼý");
3061 #else
3062                         strcpy(power_desc[num].name, "Drain Life");
3063 #endif
3064
3065                         power_desc[num].level = 2;
3066                         power_desc[num].cost = 1 + (lvl / 3);
3067                         power_desc[num].stat = A_CON;
3068                         power_desc[num].fail = 9;
3069                         power_desc[num++].number = -1;
3070                         break;
3071                 case RACE_SPRITE:
3072 #ifdef JP
3073 strcpy(power_desc[num].name, "̲¤êÊ´");
3074 #else
3075                         strcpy(power_desc[num].name, "Sleeping Dust");
3076 #endif
3077
3078                         power_desc[num].level = 12;
3079                         power_desc[num].cost = 12;
3080                         power_desc[num].stat = A_INT;
3081                         power_desc[num].fail = 15;
3082                         power_desc[num++].number = -1;
3083                         break;
3084                 case RACE_DEMON:
3085 #ifdef JP
3086 sprintf(power_desc[num].name, "ÃϹö/²Ð±ê¤Î¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 3);
3087 #else
3088                         sprintf(power_desc[num].name, "Nether or Fire Breath (dam %d)", lvl * 3);
3089 #endif
3090
3091                         power_desc[num].level = 15;
3092                         power_desc[num].cost = 10+lvl/3;
3093                         power_desc[num].stat = A_CON;
3094                         power_desc[num].fail = 20;
3095                         power_desc[num++].number = -1;
3096                         break;
3097                 case RACE_KUTAR:
3098 #ifdef JP
3099 strcpy(power_desc[num].name, "²£¤Ë¿­¤Ó¤ë");
3100 #else
3101                         strcpy(power_desc[num].name, "Expand Horizontally (dur 30+1d20)");
3102 #endif
3103
3104                         power_desc[num].level = 20;
3105                         power_desc[num].cost = 15;
3106                         power_desc[num].stat = A_CHR;
3107                         power_desc[num].fail = 8;
3108                         power_desc[num++].number = -1;
3109                         break;
3110                 case RACE_ANDROID:
3111                         if (p_ptr->lev < 10)
3112                         {
3113 #ifdef JP
3114 strcpy(power_desc[num].name, "¥ì¥¤¥¬¥ó");
3115 #else
3116                                 strcpy(power_desc[num].name, "Ray Gun");
3117 #endif
3118
3119                                 power_desc[num].level = 1;
3120                                 power_desc[num].cost = 7;
3121                                 power_desc[num].fail = 8;
3122                         }
3123                         else if (p_ptr->lev < 25)
3124                         {
3125 #ifdef JP
3126 strcpy(power_desc[num].name, "¥Ö¥é¥¹¥¿¡¼");
3127 #else
3128                                 strcpy(power_desc[num].name, "Blaster");
3129 #endif
3130
3131                                 power_desc[num].level = 10;
3132                                 power_desc[num].cost = 13;
3133                                 power_desc[num].fail = 10;
3134                         }
3135                         else if (p_ptr->lev < 35)
3136                         {
3137 #ifdef JP
3138 strcpy(power_desc[num].name, "¥Ð¥º¡¼¥«");
3139 #else
3140                                 strcpy(power_desc[num].name, "Bazooka");
3141 #endif
3142
3143                                 power_desc[num].level = 25;
3144                                 power_desc[num].cost = 26;
3145                                 power_desc[num].fail = 12;
3146                         }
3147                         else if (p_ptr->lev < 45)
3148                         {
3149 #ifdef JP
3150 strcpy(power_desc[num].name, "¥Ó¡¼¥à¥­¥ã¥Î¥ó");
3151 #else
3152                                 strcpy(power_desc[num].name, "Beam Cannon");
3153 #endif
3154
3155                                 power_desc[num].level = 35;
3156                                 power_desc[num].cost = 40;
3157                                 power_desc[num].fail = 15;
3158                         }
3159                         else
3160                         {
3161 #ifdef JP
3162 strcpy(power_desc[num].name, "¥í¥±¥Ã¥È");
3163 #else
3164                                 strcpy(power_desc[num].name, "Rocket");
3165 #endif
3166
3167                                 power_desc[num].level = 45;
3168                                 power_desc[num].cost = 60;
3169                                 power_desc[num].fail = 18;
3170                         }
3171                         power_desc[num].stat = A_STR;
3172                         power_desc[num++].number = -1;
3173                         break;
3174                 default:
3175                 {
3176                         break;
3177                 }
3178         }
3179         }
3180
3181         if (p_ptr->muta1)
3182         {
3183                 if (p_ptr->muta1 & MUT1_SPIT_ACID)
3184                 {
3185 #ifdef JP
3186 strcpy(power_desc[num].name, "»À¤ÎÂÃ");
3187 #else
3188                         strcpy(power_desc[num].name, "Spit Acid");
3189 #endif
3190
3191                         power_desc[num].level = 9;
3192                         power_desc[num].cost = 9;
3193                         power_desc[num].stat = A_DEX;
3194                         power_desc[num].fail = 15;
3195                         power_desc[num++].number = MUT1_SPIT_ACID;
3196                 }
3197
3198                 if (p_ptr->muta1 & MUT1_BR_FIRE)
3199                 {
3200 #ifdef JP
3201 strcpy(power_desc[num].name, "±ê¤Î¥Ö¥ì¥¹");
3202 #else
3203                         strcpy(power_desc[num].name, "Fire Breath");
3204 #endif
3205
3206                         power_desc[num].level = 20;
3207                         power_desc[num].cost = lvl;
3208                         power_desc[num].stat = A_CON;
3209                         power_desc[num].fail = 18;
3210                         power_desc[num++].number = MUT1_BR_FIRE;
3211                 }
3212
3213                 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
3214                 {
3215 #ifdef JP
3216 strcpy(power_desc[num].name, "ºÅ̲âˤß");
3217 #else
3218                         strcpy(power_desc[num].name, "Hypnotic Gaze");
3219 #endif
3220
3221                         power_desc[num].level = 12;
3222                         power_desc[num].cost = 12;
3223                         power_desc[num].stat = A_CHR;
3224                         power_desc[num].fail = 18;
3225                         power_desc[num++].number = MUT1_HYPN_GAZE;
3226                 }
3227
3228                 if (p_ptr->muta1 & MUT1_TELEKINES)
3229                 {
3230 #ifdef JP
3231 strcpy(power_desc[num].name, "Ç°Æ°ÎÏ");
3232 #else
3233                         strcpy(power_desc[num].name, "Telekinesis");
3234 #endif
3235
3236                         power_desc[num].level = 9;
3237                         power_desc[num].cost = 9;
3238                         power_desc[num].stat = A_WIS;
3239                         power_desc[num].fail = 14;
3240                         power_desc[num++].number = MUT1_TELEKINES;
3241                 }
3242
3243                 if (p_ptr->muta1 & MUT1_VTELEPORT)
3244                 {
3245 #ifdef JP
3246 strcpy(power_desc[num].name, "¥Æ¥ì¥Ý¡¼¥È");
3247 #else
3248                         strcpy(power_desc[num].name, "Teleport");
3249 #endif
3250
3251                         power_desc[num].level = 7;
3252                         power_desc[num].cost = 7;
3253                         power_desc[num].stat = A_WIS;
3254                         power_desc[num].fail = 15;
3255                         power_desc[num++].number = MUT1_VTELEPORT;
3256                 }
3257
3258                 if (p_ptr->muta1 & MUT1_MIND_BLST)
3259                 {
3260 #ifdef JP
3261 strcpy(power_desc[num].name, "Àº¿À¹¶·â");
3262 #else
3263                         strcpy(power_desc[num].name, "Mind Blast");
3264 #endif
3265
3266                         power_desc[num].level = 5;
3267                         power_desc[num].cost = 3;
3268                         power_desc[num].stat = A_WIS;
3269                         power_desc[num].fail = 15;
3270                         power_desc[num++].number = MUT1_MIND_BLST;
3271                 }
3272
3273                 if (p_ptr->muta1 & MUT1_RADIATION)
3274                 {
3275 #ifdef JP
3276 strcpy(power_desc[num].name, "Êü¼Íǽ");
3277 #else
3278                         strcpy(power_desc[num].name, "Emit Radiation");
3279 #endif
3280
3281                         power_desc[num].level = 15;
3282                         power_desc[num].cost = 15;
3283                         power_desc[num].stat = A_CON;
3284                         power_desc[num].fail = 14;
3285                         power_desc[num++].number = MUT1_RADIATION;
3286                 }
3287
3288                 if (p_ptr->muta1 & MUT1_VAMPIRISM)
3289                 {
3290 #ifdef JP
3291 strcpy(power_desc[num].name, "µÛ·ì¥É¥ì¥¤¥ó");
3292 #else
3293                         strcpy(power_desc[num].name, "Vampiric Drain");
3294 #endif
3295
3296                         power_desc[num].level = 2;
3297                         power_desc[num].cost = (1 + (lvl / 3));
3298                         power_desc[num].stat = A_CON;
3299                         power_desc[num].fail = 9;
3300                         power_desc[num++].number = MUT1_VAMPIRISM;
3301                 }
3302
3303                 if (p_ptr->muta1 & MUT1_SMELL_MET)
3304                 {
3305 #ifdef JP
3306 strcpy(power_desc[num].name, "¶â°Ó̳Ð");
3307 #else
3308                         strcpy(power_desc[num].name, "Smell Metal");
3309 #endif
3310
3311                         power_desc[num].level = 3;
3312                         power_desc[num].cost = 2;
3313                         power_desc[num].stat = A_INT;
3314                         power_desc[num].fail = 12;
3315                         power_desc[num++].number = MUT1_SMELL_MET;
3316                 }
3317
3318                 if (p_ptr->muta1 & MUT1_SMELL_MON)
3319                 {
3320 #ifdef JP
3321 strcpy(power_desc[num].name, "Ũ½­Ó̳Ð");
3322 #else
3323                         strcpy(power_desc[num].name, "Smell Monsters");
3324 #endif
3325
3326                         power_desc[num].level = 5;
3327                         power_desc[num].cost = 4;
3328                         power_desc[num].stat = A_INT;
3329                         power_desc[num].fail = 15;
3330                         power_desc[num++].number = MUT1_SMELL_MON;
3331                 }
3332
3333                 if (p_ptr->muta1 & MUT1_BLINK)
3334                 {
3335 #ifdef JP
3336 strcpy(power_desc[num].name, "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È");
3337 #else
3338                         strcpy(power_desc[num].name, "Blink");
3339 #endif
3340
3341                         power_desc[num].level = 3;
3342                         power_desc[num].cost = 3;
3343                         power_desc[num].stat = A_WIS;
3344                         power_desc[num].fail = 12;
3345                         power_desc[num++].number = MUT1_BLINK;
3346                 }
3347
3348                 if (p_ptr->muta1 & MUT1_EAT_ROCK)
3349                 {
3350 #ifdef JP
3351 strcpy(power_desc[num].name, "´ä¿©¤¤");
3352 #else
3353                         strcpy(power_desc[num].name, "Eat Rock");
3354 #endif
3355
3356                         power_desc[num].level = 8;
3357                         power_desc[num].cost = 12;
3358                         power_desc[num].stat = A_CON;
3359                         power_desc[num].fail = 18;
3360                         power_desc[num++].number = MUT1_EAT_ROCK;
3361                 }
3362
3363                 if (p_ptr->muta1 & MUT1_SWAP_POS)
3364                 {
3365 #ifdef JP
3366 strcpy(power_desc[num].name, "°ÌÃÖ¸ò´¹");
3367 #else
3368                         strcpy(power_desc[num].name, "Swap Position");
3369 #endif
3370
3371                         power_desc[num].level = 15;
3372                         power_desc[num].cost = 12;
3373                         power_desc[num].stat = A_DEX;
3374                         power_desc[num].fail = 16;
3375                         power_desc[num++].number = MUT1_SWAP_POS;
3376                 }
3377
3378                 if (p_ptr->muta1 & MUT1_SHRIEK)
3379                 {
3380 #ifdef JP
3381 strcpy(power_desc[num].name, "¶«¤Ó");
3382 #else
3383                         strcpy(power_desc[num].name, "Shriek");
3384 #endif
3385
3386                         power_desc[num].level = 20;
3387                         power_desc[num].cost = 14;
3388                         power_desc[num].stat = A_CON;
3389                         power_desc[num].fail = 16;
3390                         power_desc[num++].number = MUT1_SHRIEK;
3391                 }
3392
3393                 if (p_ptr->muta1 & MUT1_ILLUMINE)
3394                 {
3395 #ifdef JP
3396 strcpy(power_desc[num].name, "¾ÈÌÀ");
3397 #else
3398                         strcpy(power_desc[num].name, "Illuminate");
3399 #endif
3400
3401                         power_desc[num].level = 3;
3402                         power_desc[num].cost = 2;
3403                         power_desc[num].stat = A_INT;
3404                         power_desc[num].fail = 10;
3405                         power_desc[num++].number = MUT1_ILLUMINE;
3406                 }
3407
3408                 if (p_ptr->muta1 & MUT1_DET_CURSE)
3409                 {
3410 #ifdef JP
3411 strcpy(power_desc[num].name, "¼ö¤¤´¶ÃÎ");
3412 #else
3413                         strcpy(power_desc[num].name, "Detect Curses");
3414 #endif
3415
3416                         power_desc[num].level = 7;
3417                         power_desc[num].cost = 14;
3418                         power_desc[num].stat = A_WIS;
3419                         power_desc[num].fail = 14;
3420                         power_desc[num++].number = MUT1_DET_CURSE;
3421                 }
3422
3423                 if (p_ptr->muta1 & MUT1_BERSERK)
3424                 {
3425 #ifdef JP
3426 strcpy(power_desc[num].name, "¶¸Àï»Î²½");
3427 #else
3428                         strcpy(power_desc[num].name, "Berserk");
3429 #endif
3430
3431                         power_desc[num].level = 8;
3432                         power_desc[num].cost = 8;
3433                         power_desc[num].stat = A_STR;
3434                         power_desc[num].fail = 14;
3435                         power_desc[num++].number = MUT1_BERSERK;
3436                 }
3437
3438                 if (p_ptr->muta1 & MUT1_POLYMORPH)
3439                 {
3440 #ifdef JP
3441 strcpy(power_desc[num].name, "ÊÑ¿È");
3442 #else
3443                         strcpy(power_desc[num].name, "Polymorph");
3444 #endif
3445
3446                         power_desc[num].level = 18;
3447                         power_desc[num].cost = 20;
3448                         power_desc[num].stat = A_CON;
3449                         power_desc[num].fail = 18;
3450                         power_desc[num++].number = MUT1_POLYMORPH;
3451                 }
3452
3453                 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
3454                 {
3455 #ifdef JP
3456 strcpy(power_desc[num].name, "¥ß¥À¥¹¤Î¼ê");
3457 #else
3458                         strcpy(power_desc[num].name, "Midas Touch");
3459 #endif
3460
3461                         power_desc[num].level = 10;
3462                         power_desc[num].cost = 5;
3463                         power_desc[num].stat = A_INT;
3464                         power_desc[num].fail = 12;
3465                         power_desc[num++].number = MUT1_MIDAS_TCH;
3466                 }
3467
3468                 if (p_ptr->muta1 & MUT1_GROW_MOLD)
3469                 {
3470 #ifdef JP
3471 strcpy(power_desc[num].name, "¥«¥ÓȯÀ¸");
3472 #else
3473                         strcpy(power_desc[num].name, "Grow Mold");
3474 #endif
3475
3476                         power_desc[num].level = 1;
3477                         power_desc[num].cost = 6;
3478                         power_desc[num].stat = A_CON;
3479                         power_desc[num].fail = 14;
3480                         power_desc[num++].number = MUT1_GROW_MOLD;
3481                 }
3482
3483                 if (p_ptr->muta1 & MUT1_RESIST)
3484                 {
3485 #ifdef JP
3486 strcpy(power_desc[num].name, "¥¨¥ì¥á¥ó¥ÈÂÑÀ­");
3487 #else
3488                         strcpy(power_desc[num].name, "Resist Elements");
3489 #endif
3490
3491                         power_desc[num].level = 10;
3492                         power_desc[num].cost = 12;
3493                         power_desc[num].stat = A_CON;
3494                         power_desc[num].fail = 12;
3495                         power_desc[num++].number = MUT1_RESIST;
3496                 }
3497
3498                 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
3499                 {
3500 #ifdef JP
3501 strcpy(power_desc[num].name, "ÃÏ¿Ì");
3502 #else
3503                         strcpy(power_desc[num].name, "Earthquake");
3504 #endif
3505
3506                         power_desc[num].level = 12;
3507                         power_desc[num].cost = 12;
3508                         power_desc[num].stat = A_STR;
3509                         power_desc[num].fail = 16;
3510                         power_desc[num++].number = MUT1_EARTHQUAKE;
3511                 }
3512
3513                 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
3514                 {
3515 #ifdef JP
3516 strcpy(power_desc[num].name, "ËâÎÏ¿©¤¤");
3517 #else
3518                         strcpy(power_desc[num].name, "Eat Magic");
3519 #endif
3520
3521                         power_desc[num].level = 17;
3522                         power_desc[num].cost = 1;
3523                         power_desc[num].stat = A_WIS;
3524                         power_desc[num].fail = 15;
3525                         power_desc[num++].number = MUT1_EAT_MAGIC;
3526                 }
3527
3528                 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
3529                 {
3530 #ifdef JP
3531 strcpy(power_desc[num].name, "ËâÎÏ´¶ÃÎ");
3532 #else
3533                         strcpy(power_desc[num].name, "Weigh Magic");
3534 #endif
3535
3536                         power_desc[num].level = 6;
3537                         power_desc[num].cost = 6;
3538                         power_desc[num].stat = A_INT;
3539                         power_desc[num].fail = 10;
3540                         power_desc[num++].number = MUT1_WEIGH_MAG;
3541                 }
3542
3543                 if (p_ptr->muta1 & MUT1_STERILITY)
3544                 {
3545 #ifdef JP
3546 strcpy(power_desc[num].name, "Áý¿£ÁË»ß");
3547 #else
3548                         strcpy(power_desc[num].name, "Sterilize");
3549 #endif
3550
3551                         power_desc[num].level = 12;
3552                         power_desc[num].cost = 23;
3553                         power_desc[num].stat = A_CHR;
3554                         power_desc[num].fail = 15;
3555                         power_desc[num++].number = MUT1_STERILITY;
3556                 }
3557
3558                 if (p_ptr->muta1 & MUT1_PANIC_HIT)
3559                 {
3560 #ifdef JP
3561 strcpy(power_desc[num].name, "¥Ò¥Ã¥È¡õ¥¢¥¦¥§¥¤");
3562 #else
3563                         strcpy(power_desc[num].name, "Panic Hit");
3564 #endif
3565
3566                         power_desc[num].level = 10;
3567                         power_desc[num].cost = 12;
3568                         power_desc[num].stat = A_DEX;
3569                         power_desc[num].fail = 14;
3570                         power_desc[num++].number = MUT1_PANIC_HIT;
3571                 }
3572
3573                 if (p_ptr->muta1 & MUT1_DAZZLE)
3574                 {
3575 #ifdef JP
3576 strcpy(power_desc[num].name, "âÁÏÇ");
3577 #else
3578                         strcpy(power_desc[num].name, "Dazzle");
3579 #endif
3580
3581                         power_desc[num].level = 7;
3582                         power_desc[num].cost = 15;
3583                         power_desc[num].stat = A_CHR;
3584                         power_desc[num].fail = 8;
3585                         power_desc[num++].number = MUT1_DAZZLE;
3586                 }
3587
3588                 if (p_ptr->muta1 & MUT1_LASER_EYE)
3589                 {
3590 #ifdef JP
3591 strcpy(power_desc[num].name, "¥ì¡¼¥¶¡¼¡¦¥¢¥¤");
3592 #else
3593                         strcpy(power_desc[num].name, "Laser Eye");
3594 #endif
3595
3596                         power_desc[num].level = 7;
3597                         power_desc[num].cost = 10;
3598                         power_desc[num].stat = A_WIS;
3599                         power_desc[num].fail = 9;
3600                         power_desc[num++].number = MUT1_LASER_EYE;
3601                 }
3602
3603                 if (p_ptr->muta1 & MUT1_RECALL)
3604                 {
3605 #ifdef JP
3606 strcpy(power_desc[num].name, "µ¢´Ô");
3607 #else
3608                         strcpy(power_desc[num].name, "Recall");
3609 #endif
3610
3611                         power_desc[num].level = 17;
3612                         power_desc[num].cost = 50;
3613                         power_desc[num].stat = A_INT;
3614                         power_desc[num].fail = 16;
3615                         power_desc[num++].number = MUT1_RECALL;
3616                 }
3617
3618                 if (p_ptr->muta1 & MUT1_BANISH)
3619                 {
3620 #ifdef JP
3621 strcpy(power_desc[num].name, "¼Ù°­¾ÃÌÇ");
3622 #else
3623                         strcpy(power_desc[num].name, "Banish Evil");
3624 #endif
3625
3626                         power_desc[num].level = 25;
3627                         power_desc[num].cost = 25;
3628                         power_desc[num].stat = A_WIS;
3629                         power_desc[num].fail = 18;
3630                         power_desc[num++].number = MUT1_BANISH;
3631                 }
3632
3633                 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
3634                 {
3635 #ifdef JP
3636 strcpy(power_desc[num].name, "Åà·ë¤Î¼ê");
3637 #else
3638                         strcpy(power_desc[num].name, "Cold Touch");
3639 #endif
3640
3641                         power_desc[num].level = 2;
3642                         power_desc[num].cost = 2;
3643                         power_desc[num].stat = A_CON;
3644                         power_desc[num].fail = 11;
3645                         power_desc[num++].number = MUT1_COLD_TOUCH;
3646                 }
3647
3648                 if (p_ptr->muta1 & MUT1_LAUNCHER)
3649                 {
3650 #ifdef JP
3651 strcpy(power_desc[num].name, "¥¢¥¤¥Æ¥àÅꤲ");
3652 #else
3653                         strcpy(power_desc[num].name, "Throw Object");
3654 #endif
3655
3656                         power_desc[num].level = 1;
3657                         power_desc[num].cost = lvl;
3658                         power_desc[num].stat = A_STR;
3659                         power_desc[num].fail = 6;
3660                         /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
3661                         power_desc[num++].number = 3;
3662                 }
3663         }
3664
3665         /* Nothing chosen yet */
3666         flag = FALSE;
3667
3668         /* No redraw yet */
3669         redraw = FALSE;
3670
3671         /* Build a prompt */
3672 #ifdef JP
3673 (void) strnfmt(out_val, 78, "(ÆüìǽÎÏ %c-%c, *'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎÆüìǽÎϤò»È¤¤¤Þ¤¹¤«¡©",
3674 #else
3675         (void)strnfmt(out_val, 78, "(Powers %c-%c, *=List, ESC=exit) Use which power? ",
3676 #endif
3677
3678                 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
3679
3680 #ifdef ALLOW_REPEAT
3681 if (!repeat_pull(&i) || i<0 || i>=num) {
3682 #endif /* ALLOW_REPEAT */
3683         if (use_menu) screen_save();
3684          /* Get a spell from the user */
3685
3686         choice = (always_show_list || use_menu) ? ESCAPE:1;
3687         while (!flag)
3688         {
3689                 if( choice==ESCAPE ) choice = ' '; 
3690                 else if( !get_com(out_val, &choice, FALSE) )break; 
3691
3692                 if (use_menu && choice != ' ')
3693                 {
3694                         switch(choice)
3695                         {
3696                                 case '0':
3697                                 {
3698                                         screen_load();
3699                                         energy_use = 0;
3700                                         return;
3701                                 }
3702
3703                                 case '8':
3704                                 case 'k':
3705                                 case 'K':
3706                                 {
3707                                         menu_line += (num - 1);
3708                                         break;
3709                                 }
3710
3711                                 case '2':
3712                                 case 'j':
3713                                 case 'J':
3714                                 {
3715                                         menu_line++;
3716                                         break;
3717                                 }
3718
3719                                 case '6':
3720                                 case 'l':
3721                                 case 'L':
3722                                 case '4':
3723                                 case 'h':
3724                                 case 'H':
3725                                 {
3726                                         if (menu_line > 18)
3727                                                 menu_line -= 18;
3728                                         else if (menu_line+18 <= num)
3729                                                 menu_line += 18;
3730                                         break;
3731                                 }
3732
3733                                 case 'x':
3734                                 case 'X':
3735                                 case '\r':
3736                                 {
3737                                         i = menu_line - 1;
3738                                         ask = FALSE;
3739                                         break;
3740                                 }
3741                         }
3742                         if (menu_line > num) menu_line -= num;
3743                 }
3744                 /* Request redraw */
3745                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
3746                 {
3747                         /* Show the list */
3748                         if (!redraw || use_menu)
3749                         {
3750                                 byte y = 1, x = 0;
3751                                 int ctr = 0;
3752                                 char dummy[80];
3753                                 char letter;
3754                                 int x1, y1;
3755
3756                                 strcpy(dummy, "");
3757
3758                                 /* Show list */
3759                                 redraw = TRUE;
3760
3761                                 /* Save the screen */
3762                                 if (!use_menu) screen_save();
3763
3764                                 /* Print header(s) */
3765                                 if (num < 18)
3766 #ifdef JP
3767 prt("                            Lv   MP ¼ºÎ¨", y++, x);
3768 #else
3769                                         prt("                            Lv Cost Fail", y++, x);
3770 #endif
3771
3772                                 else
3773 #ifdef JP
3774 prt("                            Lv   MP ¼ºÎ¨                            Lv   MP ¼ºÎ¨", y++, x);
3775 #else
3776                                         prt("                            Lv Cost Fail                            Lv Cost Fail", y++, x);
3777 #endif
3778
3779
3780                                 /* Print list */
3781                                 while (ctr < num)
3782                                 {
3783                                         x1 = ((ctr < 18) ? x : x + 40);
3784                                         y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
3785
3786                                         if (use_menu)
3787                                         {
3788 #ifdef JP
3789                                                 if (ctr == (menu_line-1)) strcpy(dummy, " ¡Õ ");
3790 #else
3791                                                 if (ctr == (menu_line-1)) strcpy(dummy, " >  ");
3792 #endif
3793                                                 else strcpy(dummy, "    ");
3794                                         }
3795                                         else
3796                                         {
3797                                                 /* letter/number for power selection */
3798                                                 if (ctr < 26)
3799                                                         letter = I2A(ctr);
3800                                                 else
3801                                                         letter = '0' + ctr - 26;
3802                                                 sprintf(dummy, " %c) ",letter);
3803                                         }
3804                                         strcat(dummy, format("%-23.23s %2d %4d %3d%%",
3805                                                 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
3806                                                 100 - racial_chance(&power_desc[ctr])));
3807                                         prt(dummy, y1, x1);
3808                                         ctr++;
3809                                 }
3810                         }
3811
3812                         /* Hide the list */
3813                         else
3814                         {
3815                                 /* Hide list */
3816                                 redraw = FALSE;
3817
3818                                 /* Restore the screen */
3819                                 screen_load();
3820                         }
3821
3822                         /* Redo asking */
3823                         continue;
3824                 }
3825
3826                 if (!use_menu)
3827                 {
3828                         if (choice == '\r' && num == 1)
3829                         {
3830                                 choice = 'a';
3831                         }
3832
3833                         if (isalpha(choice))
3834                         {
3835                                 /* Note verify */
3836                                 ask = (isupper(choice));
3837
3838                                 /* Lowercase */
3839                                 if (ask) choice = tolower(choice);
3840
3841                                 /* Extract request */
3842                                 i = (islower(choice) ? A2I(choice) : -1);
3843                         }
3844                         else
3845                         {
3846                                 ask = FALSE; /* Can't uppercase digits */
3847
3848                                 i = choice - '0' + 26;
3849                         }
3850                 }
3851
3852                 /* Totally Illegal */
3853                 if ((i < 0) || (i >= num))
3854                 {
3855                         bell();
3856                         continue;
3857                 }
3858
3859                 /* Verify it */
3860                 if (ask)
3861                 {
3862                         char tmp_val[160];
3863
3864                         /* Prompt */
3865 #ifdef JP
3866 (void) strnfmt(tmp_val, 78, "%s¤ò»È¤¤¤Þ¤¹¤«¡© ", power_desc[i].name);
3867 #else
3868                         (void)strnfmt(tmp_val, 78, "Use %s? ", power_desc[i].name);
3869 #endif
3870
3871
3872                         /* Belay that order */
3873                         if (!get_check(tmp_val)) continue;
3874                 }
3875
3876                 /* Stop the loop */
3877                 flag = TRUE;
3878         }
3879
3880         /* Restore the screen */
3881         if (redraw) screen_load();
3882
3883         /* Abort if needed */
3884         if (!flag)
3885         {
3886                 energy_use = 0;
3887                 return;
3888         }
3889 #ifdef ALLOW_REPEAT
3890         repeat_push(i);
3891         } /*if (!repeat_pull(&i) || ...)*/
3892 #endif /* ALLOW_REPEAT */
3893         switch (racial_aux(&power_desc[i]))
3894         {
3895         case 1:
3896                 if (power_desc[i].number < 0)
3897                         cast = cmd_racial_power_aux(power_desc[i].number);
3898                 else
3899                         cast = mutation_power_aux(power_desc[i].number);
3900                 break;
3901         case 0:
3902                 cast = FALSE;
3903                 break;
3904         case -1:
3905                 cast = TRUE;
3906                 break;
3907         }
3908
3909         if (cast)
3910         {
3911                 if (racial_cost)
3912                 {
3913                         int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
3914
3915                         /* If mana is not enough, player consumes hit point! */
3916                         if (p_ptr->csp < actual_racial_cost)
3917                         {
3918                                 actual_racial_cost -= p_ptr->csp;
3919                                 p_ptr->csp = 0;
3920 #ifdef JP
3921                                 take_hit(DAMAGE_USELIFE, actual_racial_cost, "²áÅ٤ν¸Ãæ", -1);
3922 #else
3923                                 take_hit(DAMAGE_USELIFE, actual_racial_cost, "concentrating too hard", -1);
3924 #endif
3925                         }
3926                         else p_ptr->csp -= actual_racial_cost;
3927
3928                         /* Redraw mana and hp */
3929                         p_ptr->redraw |= (PR_HP | PR_MANA);
3930
3931                         /* Window stuff */
3932                         p_ptr->window |= (PW_PLAYER | PW_SPELL);
3933                 }
3934         }
3935         else energy_use = 0;
3936
3937         /* Success */
3938         return;
3939 }