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