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