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