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