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吟遊詩人の歌に関する修正.
[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') || (choice == ESCAPE))
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') || (choice == ESCAPE))
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, FALSE);
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
1013                         if (command == -3)
1014                         {
1015                                 if (choose_kamae()) energy_use = 100;
1016                                 else energy_use = 0;
1017                                 p_ptr->update |= (PU_BONUS);
1018                                 p_ptr->redraw |= (PR_ARMOR);
1019                         }
1020                         else if (command == -4)
1021                         {
1022                                 int x, y;
1023
1024                                 if (!get_rep_dir(&dir, FALSE)) return FALSE;
1025                                 y = py + ddy[dir];
1026                                 x = px + ddx[dir];
1027                                 if (cave[y][x].m_idx)
1028                                 {
1029 #ifdef JP
1030                                         if (one_in_(2)) msg_print("¤¢¡¼¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¡ª¡ª¡ª");
1031                                         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");
1032 #else
1033                                         if (one_in_(2)) msg_print("Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!");
1034                                         else msg_print("Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!");
1035 #endif
1036
1037                                         py_attack(y, x, 0);
1038                                         if (cave[y][x].m_idx)
1039                                         {
1040                                                 handle_stuff();
1041                                                 py_attack(y, x, 0);
1042                                         }
1043                                         p_ptr->energy_need += ENERGY_NEED();
1044                                 }
1045                                 else
1046                                 {
1047 #ifdef JP
1048                                         msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£");
1049 #else
1050                                         msg_print("You don't see any monster in this direction");
1051 #endif
1052
1053                                         msg_print(NULL);
1054                                 }
1055                         }
1056                         break;
1057                 }
1058                 case CLASS_MINDCRAFTER:
1059                 case CLASS_FORCETRAINER:
1060                 {
1061                         if (total_friends)
1062                         {
1063 #ifdef JP
1064                                 msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£");
1065 #else
1066                                 msg_print("You need concentration on the pets now.");
1067 #endif
1068                                 return FALSE;
1069                         }
1070 #ifdef JP
1071                         msg_print("¾¯¤·Æ¬¤¬¥Ï¥Ã¥­¥ê¤·¤¿¡£");
1072 #else
1073                         msg_print("You feel your head clear a little.");
1074 #endif
1075
1076                         p_ptr->csp += (3 + p_ptr->lev/20);
1077                         if (p_ptr->csp >= p_ptr->msp)
1078                         {
1079                                 p_ptr->csp = p_ptr->msp;
1080                                 p_ptr->csp_frac = 0;
1081                         }
1082
1083                         /* Redraw mana */
1084                         p_ptr->redraw |= (PR_MANA);
1085                         break;
1086                 }
1087                 case CLASS_TOURIST:
1088                 {
1089                         if (command == -3)
1090                         {
1091                                 if (!get_aim_dir(&dir)) return FALSE;
1092                                 project_length = 1;
1093                                 fire_beam(GF_PHOTO, dir, 1);
1094                         }
1095                         else if (command == -4)
1096                         {
1097                                 if (!identify_fully(FALSE)) return FALSE;
1098                         }
1099                         break;
1100                 }
1101                 case CLASS_IMITATOR:
1102                 {
1103                         handle_stuff();
1104                         if (!do_cmd_mane(TRUE)) return FALSE;
1105                         break;
1106                 }
1107                 case CLASS_BEASTMASTER:
1108                 {
1109                         if (command == -3)
1110                         {
1111                                 if (!get_aim_dir(&dir)) return FALSE;
1112                                 (void)fire_ball_hide(GF_CONTROL_LIVING, dir, p_ptr->lev, 0);
1113                         }
1114                         else if (command == -4)
1115                         {
1116                                 project_hack(GF_CONTROL_LIVING, p_ptr->lev);
1117                         }
1118                         break;
1119                 }
1120                 case CLASS_ARCHER:
1121                 {
1122                         if (!do_cmd_archer()) return FALSE;
1123                         break;
1124                 }
1125                 case CLASS_MAGIC_EATER:
1126                 {
1127                         if (!gain_magic()) return FALSE;
1128                         break;
1129                 }
1130                 case CLASS_BARD:
1131                 {
1132                         /* Singing is already stopped */
1133                         if (!p_ptr->magic_num1[0] && !p_ptr->magic_num1[1]) return FALSE;
1134
1135                         stop_singing();
1136                         energy_use = 10;
1137                         break;
1138                 }
1139                 case CLASS_RED_MAGE:
1140                 {
1141                         handle_stuff();
1142                         do_cmd_cast();
1143                         handle_stuff();
1144                         if (!p_ptr->paralyzed)
1145                                 do_cmd_cast();
1146                         break;
1147                 }
1148                 case CLASS_SAMURAI:
1149                 {
1150                         if (command == -3)
1151                         {
1152                                 int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
1153
1154                                 if (total_friends)
1155                                 {
1156 #ifdef JP
1157                                         msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£");
1158 #else
1159                                         msg_print("You need concentration on the pets now.");
1160 #endif
1161                                         return FALSE;
1162                                 }
1163                                 if (p_ptr->special_defense & KATA_MASK)
1164                                 {
1165 #ifdef JP
1166                                         msg_print("º£¤Ï¹½¤¨¤Ë½¸Ã椷¤Æ¤¤¤ë¡£");
1167 #else
1168                                         msg_print("You need concentration on your form.");
1169 #endif
1170                                         return FALSE;
1171                                 }
1172 #ifdef JP
1173                                 msg_print("Àº¿À¤ò½¸Ã椷¤Æµ¤¹ç¤¤¤òί¤á¤¿¡£");
1174 #else
1175                                 msg_print("You concentrate to charge your power.");
1176 #endif
1177
1178                                 p_ptr->csp += p_ptr->msp / 2;
1179                                 if (p_ptr->csp >= max_csp)
1180                                 {
1181                                         p_ptr->csp = max_csp;
1182                                         p_ptr->csp_frac = 0;
1183                                 }
1184
1185                                 /* Redraw mana */
1186                                 p_ptr->redraw |= (PR_MANA);
1187                         }
1188                         else if (command == -4)
1189                         {
1190                                 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
1191                                 {
1192 #ifdef JP
1193                                         msg_print("Éð´ï¤ò»ý¤¿¤Ê¤¤¤È¤¤¤±¤Þ¤»¤ó¡£");
1194 #else
1195                                         msg_print("You need to wield a weapon.");
1196 #endif
1197                                         return FALSE;
1198                                 }
1199                                 if (choose_kata()) energy_use = 100;
1200                                 else energy_use = 0;
1201                                 p_ptr->update |= (PU_BONUS);
1202                                 p_ptr->redraw |= (PR_ARMOR);
1203                         }
1204                         break;
1205                 }
1206                 case CLASS_BLUE_MAGE:
1207                 {
1208                         if (p_ptr->action == ACTION_LEARN)
1209                         {
1210                                 set_action(ACTION_NONE);
1211                         }
1212                         else
1213                         {
1214                                 set_action(ACTION_LEARN);
1215                         }
1216                         energy_use = 0;
1217                         break;
1218                 }
1219                 case CLASS_CAVALRY:
1220                 {
1221                         char m_name[80];
1222                         monster_type *m_ptr;
1223                         monster_race *r_ptr;
1224                         int rlev;
1225
1226                         if (p_ptr->riding)
1227                         {
1228 #ifdef JP
1229                                 msg_print("º£¤Ï¾èÇÏÃæ¤À¡£");
1230 #else
1231                                 msg_print("You ARE riding.");
1232 #endif
1233                                 return FALSE;
1234                         }
1235                         if (!do_riding(TRUE)) return TRUE;
1236                         m_ptr = &m_list[p_ptr->riding];
1237                         r_ptr = &r_info[m_ptr->r_idx];
1238                         monster_desc(m_name, m_ptr, 0);
1239 #ifdef JP
1240                         msg_format("%s¤Ë¾è¤Ã¤¿¡£",m_name);
1241 #else
1242                         msg_format("You ride on %s.",m_name);
1243 #endif
1244                         if (is_pet(m_ptr)) break;
1245                         rlev = r_ptr->level;
1246                         if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
1247                         if (rlev > 60) rlev = 60+(rlev-60)/2;
1248                         if ((randint1(p_ptr->skill_exp[GINOU_RIDING] / 120 + p_ptr->lev * 2 / 3) > rlev)
1249                             && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle
1250                             && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
1251                             && (rlev < p_ptr->lev * 3 / 2 + randint0(p_ptr->lev / 5)))
1252                         {
1253 #ifdef JP
1254                                 msg_format("%s¤ò¼ê¤Ê¤º¤±¤¿¡£",m_name);
1255 #else
1256                                 msg_format("You tame %s.",m_name);
1257 #endif
1258                                 set_pet(m_ptr);
1259                         }
1260                         else
1261                         {
1262 #ifdef JP
1263                                 msg_format("%s¤Ë¿¶¤êÍî¤È¤µ¤ì¤¿¡ª",m_name);
1264 #else
1265                                 msg_format("You have thrown off by %s.",m_name);
1266 #endif
1267                                 rakuba(1,TRUE);
1268
1269                                 /* Paranoia */
1270                                 /* ÍîÇϽèÍý¤Ë¼ºÇÔ¤·¤Æ¤â¤È¤Ë¤«¤¯¾èÇϲò½ü */
1271                                 p_ptr->riding = 0;
1272                         }
1273                         break;
1274                 }
1275                 case CLASS_BERSERKER:
1276                 {
1277                         if (!word_of_recall()) return FALSE;
1278                         break;
1279                 }
1280                 case CLASS_SMITH:
1281                 {
1282                         if (p_ptr->lev > 29)
1283                         {
1284                                 if (!identify_fully(TRUE)) return FALSE;
1285                         }
1286                         else
1287                         {
1288                                 if (!ident_spell(TRUE)) return FALSE;
1289                         }
1290                         break;
1291                 }
1292                 case CLASS_MIRROR_MASTER:
1293                 {
1294                         if (command == -3)
1295                         {
1296                                 /* Explode all mirrors */
1297                                 remove_all_mirrors(TRUE);
1298                         }
1299                         else if (command == -4)
1300                         {
1301                                 if (total_friends)
1302                                 {
1303 #ifdef JP
1304                                         msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£");
1305 #else
1306                                         msg_print("You need concentration on the pets now.");
1307 #endif
1308                                         return FALSE;
1309                                 }
1310                                 if (is_mirror_grid(&cave[py][px]))
1311                                 {
1312 #ifdef JP
1313                                         msg_print("¾¯¤·Æ¬¤¬¥Ï¥Ã¥­¥ê¤·¤¿¡£");
1314 #else
1315                                         msg_print("You feel your head clear a little.");
1316 #endif
1317
1318                                         p_ptr->csp += (5 + p_ptr->lev * p_ptr->lev / 100);
1319                                         if (p_ptr->csp >= p_ptr->msp)
1320                                         {
1321                                                 p_ptr->csp = p_ptr->msp;
1322                                                 p_ptr->csp_frac = 0;
1323                                         }
1324
1325                                         /* Redraw mana */
1326                                         p_ptr->redraw |= (PR_MANA);
1327                                 }
1328                                 else
1329                                 {
1330 #ifdef JP
1331                                         msg_print("¶À¤Î¾å¤Ç¤Ê¤¤¤È½¸Ãæ¤Ç¤­¤Ê¤¤¡ª");
1332 #else
1333                                         msg_print("Here are not any mirrors!");
1334 #endif
1335                                 }
1336                         }
1337                         break;
1338                 }
1339                 case CLASS_NINJA:
1340                 {
1341                         if (p_ptr->action == ACTION_HAYAGAKE) set_action(ACTION_NONE);
1342                         else set_action(ACTION_HAYAGAKE);
1343                         energy_use = 0;
1344                         break;
1345                 }
1346                 }
1347         }
1348         else if (p_ptr->mimic_form)
1349         {
1350                 switch (p_ptr->mimic_form)
1351                 {
1352                 case MIMIC_DEMON:
1353                 case MIMIC_DEMON_LORD:
1354                 {
1355                         int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1356                         if (!get_aim_dir(&dir)) return FALSE;
1357                         if (music_singing_any()) stop_singing();
1358 #ifdef JP
1359                         msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",((type == GF_NETHER) ? "ÃϹö" : "²Ð±ê"));
1360 #else
1361                         msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1362 #endif
1363
1364                         fire_ball(type, dir, plev * 3, -(plev / 15) - 1);
1365                         break;
1366                 }
1367                 case MIMIC_VAMPIRE:
1368                         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
1369                         {
1370 #ifdef JP
1371                                 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤Ê¤¤¡£");
1372 #else
1373                                 msg_print("Something prevent you from attacking.");
1374 #endif
1375                                 return FALSE;
1376                         }
1377                         else
1378                         {
1379                                 int y, x, dummy = 0;
1380                                 cave_type *c_ptr;
1381
1382                                 /* Only works on adjacent monsters */
1383                                 if (!get_rep_dir(&dir, FALSE)) return FALSE;   /* was get_aim_dir */
1384                                 y = py + ddy[dir];
1385                                 x = px + ddx[dir];
1386                                 c_ptr = &cave[y][x];
1387
1388                                 if (music_singing_any()) stop_singing();
1389
1390                                 if (!c_ptr->m_idx)
1391                                 {
1392 #ifdef JP
1393                                         msg_print("²¿¤â¤Ê¤¤¾ì½ê¤Ë³ú¤ß¤Ä¤¤¤¿¡ª");
1394 #else
1395                                         msg_print("You bite into thin air!");
1396 #endif
1397
1398                                         break;
1399                                 }
1400
1401 #ifdef JP
1402                                 msg_print("¤¢¤Ê¤¿¤Ï¥Ë¥ä¥ê¤È¤·¤Æ²ç¤ò¤à¤¤¤¿...");
1403 #else
1404                                 msg_print("You grin and bare your fangs...");
1405 #endif
1406
1407                                 dummy = plev + randint1(plev) * MAX(1, plev / 10);   /* Dmg */
1408                                 if (drain_life(dir, dummy))
1409                                 {
1410                                         if (p_ptr->food < PY_FOOD_FULL)
1411                                                 /* No heal if we are "full" */
1412                                                 (void)hp_player(dummy);
1413                                         else
1414 #ifdef JP
1415                                                 msg_print("¤¢¤Ê¤¿¤Ï¶õÊ¢¤Ç¤Ï¤¢¤ê¤Þ¤»¤ó¡£");
1416 #else
1417                                                 msg_print("You were not hungry.");
1418 #endif
1419
1420                                         /* Gain nutritional sustenance: 150/hp drained */
1421                                         /* A Food ration gives 5000 food points (by contrast) */
1422                                         /* Don't ever get more than "Full" this way */
1423                                         /* But if we ARE Gorged,  it won't cure us */
1424                                         dummy = p_ptr->food + MIN(5000, 100 * dummy);
1425                                         if (p_ptr->food < PY_FOOD_MAX)   /* Not gorged already */
1426                                                 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
1427                                 }
1428                                 else
1429 #ifdef JP
1430                                         msg_print("¤²¤§¡£¤Ò¤É¤¤Ì£¤À¡£");
1431 #else
1432                                         msg_print("Yechh. That tastes foul.");
1433 #endif
1434
1435                         }
1436                         break;
1437                 }
1438         }
1439
1440         else 
1441         {
1442
1443         switch (p_ptr->prace)
1444         {
1445                 case RACE_DWARF:
1446 #ifdef JP
1447                         msg_print("¼þ°Ï¤òÄ´¤Ù¤¿¡£");
1448 #else
1449                         msg_print("You examine your surroundings.");
1450 #endif
1451
1452                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1453                         (void)detect_doors(DETECT_RAD_DEFAULT);
1454                         (void)detect_stairs(DETECT_RAD_DEFAULT);
1455                         break;
1456
1457                 case RACE_HOBBIT:
1458                         {
1459                                 object_type *q_ptr;
1460                                 object_type forge;
1461
1462                                 /* Get local object */
1463                                 q_ptr = &forge;
1464
1465                                 /* Create the food ration */
1466                                 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
1467
1468                                 /* Drop the object from heaven */
1469                                 (void)drop_near(q_ptr, -1, py, px);
1470 #ifdef JP
1471                                 msg_print("¿©»ö¤òÎÁÍý¤·¤Æºî¤Ã¤¿¡£");
1472 #else
1473                                 msg_print("You cook some food.");
1474 #endif
1475
1476                         }
1477                         break;
1478
1479                 case RACE_GNOME:
1480 #ifdef JP
1481                         msg_print("¥Ñ¥Ã¡ª");
1482 #else
1483                         msg_print("Blink!");
1484 #endif
1485
1486                         teleport_player(10, FALSE);
1487                         break;
1488
1489                 case RACE_HALF_ORC:
1490 #ifdef JP
1491                         msg_print("ͦµ¤¤ò½Ð¤·¤¿¡£");
1492 #else
1493                         msg_print("You play tough.");
1494 #endif
1495
1496                         (void)set_afraid(0);
1497                         break;
1498
1499                 case RACE_HALF_TROLL:
1500 #ifdef JP
1501                         msg_print("¤¦¤¬¤¡¤¡¡ª");
1502 #else
1503                         msg_print("RAAAGH!");
1504 #endif
1505
1506                         (void)set_afraid(0);
1507                         (void)set_shero(10 + randint1(plev), FALSE);
1508                         (void)hp_player(30);
1509                         break;
1510
1511                 case RACE_AMBERITE:
1512                         if (command == -1)
1513                         {
1514 #ifdef JP
1515                                 msg_print("¤¢¤Ê¤¿¤ÏÊ⤭¼þ¤ê»Ï¤á¤¿¡£");
1516 #else
1517                                 msg_print("You start walking around. ");
1518 #endif
1519                                 alter_reality();
1520                         }
1521                         else if (command == -2)
1522                         {
1523 #ifdef JP
1524                                 msg_print("¤¢¤Ê¤¿¤Ï¡Ö¥Ñ¥¿¡¼¥ó¡×¤ò¿´¤ËÉÁ¤¤¤Æ¤½¤Î¾å¤òÊ⤤¤¿...");
1525 #else
1526                                 msg_print("You picture the Pattern in your mind and walk it...");
1527 #endif
1528
1529                                 (void)set_poisoned(0);
1530                                 (void)set_image(0);
1531                                 (void)set_stun(0);
1532                                 (void)set_cut(0);
1533                                 (void)set_blind(0);
1534                                 (void)set_afraid(0);
1535                                 (void)do_res_stat(A_STR);
1536                                 (void)do_res_stat(A_INT);
1537                                 (void)do_res_stat(A_WIS);
1538                                 (void)do_res_stat(A_DEX);
1539                                 (void)do_res_stat(A_CON);
1540                                 (void)do_res_stat(A_CHR);
1541                                 (void)restore_level();
1542                         }
1543                         break;
1544
1545                 case RACE_BARBARIAN:
1546 #ifdef JP
1547                         msg_print("¤¦¤©¤©¤ª¤ª¡ª");
1548 #else
1549                         msg_print("Raaagh!");
1550 #endif
1551
1552                         (void)set_afraid(0);
1553                         (void)set_shero(10 + randint1(plev), FALSE);
1554                         (void)hp_player(30);
1555                         break;
1556
1557                 case RACE_HALF_OGRE:
1558 #ifdef JP
1559                         msg_print("Çúȯ¤Î¥ë¡¼¥ó¤ò¿µ½Å¤Ë»Å³Ý¤±¤¿...");
1560 #else
1561                         msg_print("You carefully set an explosive rune...");
1562 #endif
1563
1564                         explosive_rune();
1565                         break;
1566
1567                 case RACE_HALF_GIANT:
1568                         if (!get_aim_dir(&dir)) return FALSE;
1569                         (void)wall_to_mud(dir);
1570                         break;
1571
1572                 case RACE_HALF_TITAN:
1573 #ifdef JP
1574                         msg_print("Ũ¤òÄ´ºº¤·¤¿...");
1575 #else
1576                         msg_print("You examine your foes...");
1577 #endif
1578
1579                         probing();
1580                         break;
1581
1582                 case RACE_CYCLOPS:
1583                         if (!get_aim_dir(&dir)) return FALSE;
1584 #ifdef JP
1585                         msg_print("µðÂç¤Ê´ä¤òÅꤲ¤¿¡£");
1586 #else
1587                         msg_print("You throw a huge boulder.");
1588 #endif
1589
1590                         fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
1591                         break;
1592
1593                 case RACE_YEEK:
1594                         if (!get_aim_dir(&dir)) return FALSE;
1595                         if (music_singing_any()) stop_singing();
1596 #ifdef JP
1597                         msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¶«¤ÓÀ¼¤ò¾å¤²¤¿¡ª");
1598 #else
1599                         msg_print("You make a horrible scream!");
1600 #endif
1601
1602                         (void)fear_monster(dir, plev);
1603                         break;
1604
1605                 case RACE_KLACKON:
1606                         if (!get_aim_dir(&dir)) return FALSE;
1607                         if (music_singing_any()) stop_singing();
1608 #ifdef JP
1609                         msg_print("»À¤òÅǤ¤¤¿¡£");
1610 #else
1611                         msg_print("You spit acid.");
1612 #endif
1613
1614                         if (plev < 25) fire_bolt(GF_ACID, dir, plev);
1615                         else fire_ball(GF_ACID, dir, plev, 2);
1616                         break;
1617
1618                 case RACE_KOBOLD:
1619                         if (!get_aim_dir(&dir)) return FALSE;
1620 #ifdef JP
1621                         msg_print("ÆǤΥÀ¡¼¥Ä¤òÅꤲ¤¿¡£");
1622 #else
1623                         msg_print("You throw a dart of poison.");
1624 #endif
1625
1626                         fire_bolt(GF_POIS, dir, plev);
1627                         break;
1628
1629                 case RACE_NIBELUNG:
1630 #ifdef JP
1631                         msg_print("¼þ°Ï¤òÄ´ºº¤·¤¿¡£");
1632 #else
1633                         msg_print("You examine your surroundings.");
1634 #endif
1635
1636                         (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1637                         (void)detect_doors(DETECT_RAD_DEFAULT);
1638                         (void)detect_stairs(DETECT_RAD_DEFAULT);
1639                         break;
1640
1641                 case RACE_DARK_ELF:
1642                         if (!get_aim_dir(&dir)) return FALSE;
1643 #ifdef JP
1644                         msg_print("¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤òÊü¤Ã¤¿¡£");
1645 #else
1646                         msg_print("You cast a magic missile.");
1647 #endif
1648
1649                         fire_bolt_or_beam(10, GF_MISSILE, dir,
1650                             damroll(3 + ((plev - 1) / 5), 4));
1651                         break;
1652
1653                 case RACE_DRACONIAN:
1654                         {
1655                                 int  Type = (one_in_(3) ? GF_COLD : GF_FIRE);
1656 #ifdef JP
1657                                 cptr Type_desc = ((Type == GF_COLD) ? "Î䵤" : "±ê");
1658 #else
1659                                 cptr Type_desc = ((Type == GF_COLD) ? "cold" : "fire");
1660 #endif
1661
1662                                 if (!get_aim_dir(&dir)) return FALSE;
1663
1664                                 if (randint1(100) < plev)
1665                                 {
1666                                         switch (p_ptr->pclass)
1667                                         {
1668                                                 case CLASS_WARRIOR:
1669                                                 case CLASS_BERSERKER:
1670                                                 case CLASS_RANGER:
1671                                                 case CLASS_TOURIST:
1672                                                 case CLASS_IMITATOR:
1673                                                 case CLASS_ARCHER:
1674                                                 case CLASS_SMITH:
1675                                                         if (one_in_(3))
1676                                                         {
1677                                                                 Type = GF_MISSILE;
1678 #ifdef JP
1679                                                                 Type_desc = "¥¨¥ì¥á¥ó¥È";
1680 #else
1681                                                                 Type_desc = "the elements";
1682 #endif
1683                                                         }
1684                                                         else
1685                                                         {
1686                                                                 Type = GF_SHARDS;
1687 #ifdef JP
1688                                                                 Type_desc = "ÇËÊÒ";
1689 #else
1690                                                                 Type_desc = "shards";
1691 #endif
1692                                                         }
1693                                                         break;
1694                                                 case CLASS_MAGE:
1695                                                 case CLASS_WARRIOR_MAGE:
1696                                                 case CLASS_HIGH_MAGE:
1697                                                 case CLASS_SORCERER:
1698                                                 case CLASS_MAGIC_EATER:
1699                                                 case CLASS_RED_MAGE:
1700                                                 case CLASS_BLUE_MAGE:
1701                                                 case CLASS_MIRROR_MASTER:
1702                                                         if (one_in_(3))
1703                                                         {
1704                                                                 Type = GF_MANA;
1705 #ifdef JP
1706                                                                 Type_desc = "ËâÎÏ";
1707 #else
1708                                                                 Type_desc = "mana";
1709 #endif
1710                                                         }
1711                                                         else
1712                                                         {
1713                                                                 Type = GF_DISENCHANT;
1714 #ifdef JP
1715                                                                 Type_desc = "Îô²½";
1716 #else
1717                                                                 Type_desc = "disenchantment";
1718 #endif
1719                                                         }
1720                                                         break;
1721                                                 case CLASS_CHAOS_WARRIOR:
1722                                                         if (!one_in_(3))
1723                                                         {
1724                                                                 Type = GF_CONFUSION;
1725 #ifdef JP
1726                                                                 Type_desc = "º®Íð";
1727 #else
1728                                                                 Type_desc = "confusion";
1729 #endif
1730                                                         }
1731                                                         else
1732                                                         {
1733                                                                 Type = GF_CHAOS;
1734 #ifdef JP
1735                                                                 Type_desc = "¥«¥ª¥¹";
1736 #else
1737                                                                 Type_desc = "chaos";
1738 #endif
1739                                                         }
1740                                                         break;
1741                                                 case CLASS_MONK:
1742                                                 case CLASS_SAMURAI:
1743                                                 case CLASS_FORCETRAINER:
1744                                                         if (!one_in_(3))
1745                                                         {
1746                                                                 Type = GF_CONFUSION;
1747 #ifdef JP
1748                                                                 Type_desc = "º®Íð";
1749 #else
1750                                                                 Type_desc = "confusion";
1751 #endif
1752                                                         }
1753                                                         else
1754                                                         {
1755                                                                 Type = GF_SOUND;
1756 #ifdef JP
1757                                                                 Type_desc = "¹ì²»";
1758 #else
1759                                                                 Type_desc = "sound";
1760 #endif
1761                                                         }
1762                                                         break;
1763                                                 case CLASS_MINDCRAFTER:
1764                                                         if (!one_in_(3))
1765                                                         {
1766                                                                 Type = GF_CONFUSION;
1767 #ifdef JP
1768                                                                 Type_desc = "º®Íð";
1769 #else
1770                                                                 Type_desc = "confusion";
1771 #endif
1772                                                         }
1773                                                         else
1774                                                         {
1775                                                                 Type = GF_PSI;
1776 #ifdef JP
1777                                                                 Type_desc = "Àº¿À¥¨¥Í¥ë¥®¡¼";
1778 #else
1779                                                                 Type_desc = "mental energy";
1780 #endif
1781                                                         }
1782                                                         break;
1783                                                 case CLASS_PRIEST:
1784                                                 case CLASS_PALADIN:
1785                                                         if (one_in_(3))
1786                                                         {
1787                                                                 Type = GF_HELL_FIRE;
1788 #ifdef JP
1789                                                                 Type_desc = "ÃϹö¤Î¹å²Ð";
1790 #else
1791                                                                 Type_desc = "hellfire";
1792 #endif
1793                                                         }
1794                                                         else
1795                                                         {
1796                                                                 Type = GF_HOLY_FIRE;
1797 #ifdef JP
1798                                                                 Type_desc = "À»¤Ê¤ë±ê";
1799 #else
1800                                                                 Type_desc = "holy fire";
1801 #endif
1802                                                         }
1803                                                         break;
1804                                                 case CLASS_ROGUE:
1805                                                 case CLASS_NINJA:
1806                                                         if (one_in_(3))
1807                                                         {
1808                                                                 Type = GF_DARK;
1809 #ifdef JP
1810                                                                 Type_desc = "°Å¹õ";
1811 #else
1812                                                                 Type_desc = "darkness";
1813 #endif
1814                                                         }
1815                                                         else
1816                                                         {
1817                                                                 Type = GF_POIS;
1818 #ifdef JP
1819                                                                 Type_desc = "ÆÇ";
1820 #else
1821                                                                 Type_desc = "poison";
1822 #endif
1823                                                         }
1824                                                         break;
1825                                                 case CLASS_BARD:
1826                                                         if (!one_in_(3))
1827                                                         {
1828                                                                 Type = GF_SOUND;
1829 #ifdef JP
1830                                                                 Type_desc = "¹ì²»";
1831 #else
1832                                                                 Type_desc = "sound";
1833 #endif
1834                                                         }
1835                                                         else
1836                                                         {
1837                                                                 Type = GF_CONFUSION;
1838 #ifdef JP
1839                                                                 Type_desc = "º®Íð";
1840 #else
1841                                                                 Type_desc = "confusion";
1842 #endif
1843                                                         }
1844                                                         break;
1845                                         }
1846                                 }
1847
1848                                 if (music_singing_any()) stop_singing();
1849
1850 #ifdef JP
1851                                 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", Type_desc);
1852 #else
1853                                 msg_format("You breathe %s.", Type_desc);
1854 #endif
1855
1856                                 fire_ball(Type, dir, plev * 2,
1857                                     -(plev / 15) - 1);
1858                         }
1859                         break;
1860
1861                 case RACE_MIND_FLAYER:
1862                         if (!get_aim_dir(&dir)) return FALSE;
1863 #ifdef JP
1864                         msg_print("¤¢¤Ê¤¿¤Ï½¸Ã椷¡¢Ìܤ¬ÀÖ¤¯µ±¤¤¤¿...");
1865 #else
1866                         msg_print("You concentrate and your eyes glow red...");
1867 #endif
1868
1869                         fire_bolt(GF_PSI, dir, plev);
1870                         break;
1871
1872                 case RACE_IMP:
1873                         if (!get_aim_dir(&dir)) return FALSE;
1874                         if (plev >= 30)
1875                         {
1876 #ifdef JP
1877                                 msg_print("¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë¤òÊü¤Ã¤¿¡£");
1878 #else
1879                                 msg_print("You cast a ball of fire.");
1880 #endif
1881
1882                                 fire_ball(GF_FIRE, dir, plev, 2);
1883                         }
1884                         else
1885                         {
1886 #ifdef JP
1887                                 msg_print("¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È¤òÊü¤Ã¤¿¡£");
1888 #else
1889                                 msg_print("You cast a bolt of fire.");
1890 #endif
1891
1892                                 fire_bolt(GF_FIRE, dir, plev);
1893                         }
1894                         break;
1895
1896                 case RACE_GOLEM:
1897                         (void)set_shield(randint1(20) + 30, FALSE);
1898                         break;
1899
1900                 case RACE_SKELETON:
1901                 case RACE_ZOMBIE:
1902 #ifdef JP
1903                         msg_print("¤¢¤Ê¤¿¤Ï¼º¤Ã¤¿¥¨¥Í¥ë¥®¡¼¤ò¼è¤êÌ᤽¤¦¤È»î¤ß¤¿¡£");
1904 #else
1905                         msg_print("You attempt to restore your lost energies.");
1906 #endif
1907
1908                         (void)restore_level();
1909                         break;
1910
1911                 case RACE_VAMPIRE:
1912                         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
1913                         {
1914 #ifdef JP
1915                                 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤Ê¤¤¡£");
1916 #else
1917                                 msg_print("Something prevent you from attacking.");
1918 #endif
1919                                 return FALSE;
1920                         }
1921                         else
1922                         {
1923                                 int y, x, dummy = 0;
1924                                 cave_type *c_ptr;
1925
1926                                 /* Only works on adjacent monsters */
1927                                 if (!get_rep_dir(&dir,FALSE)) return FALSE;   /* was get_aim_dir */
1928                                 y = py + ddy[dir];
1929                                 x = px + ddx[dir];
1930                                 c_ptr = &cave[y][x];
1931
1932                                 if (music_singing_any()) stop_singing();
1933
1934                                 if (!c_ptr->m_idx)
1935                                 {
1936 #ifdef JP
1937                                         msg_print("²¿¤â¤Ê¤¤¾ì½ê¤Ë³ú¤ß¤Ä¤¤¤¿¡ª");
1938 #else
1939                                         msg_print("You bite into thin air!");
1940 #endif
1941
1942                                         break;
1943                                 }
1944
1945 #ifdef JP
1946                                 msg_print("¤¢¤Ê¤¿¤Ï¥Ë¥ä¥ê¤È¤·¤Æ²ç¤ò¤à¤¤¤¿...");
1947 #else
1948                                 msg_print("You grin and bare your fangs...");
1949 #endif
1950
1951                                 dummy = plev + randint1(plev) * MAX(1, plev / 10);   /* Dmg */
1952                                 if (drain_life(dir, dummy))
1953                                 {
1954                                         if (p_ptr->food < PY_FOOD_FULL)
1955                                                 /* No heal if we are "full" */
1956                                                 (void)hp_player(dummy);
1957                                         else
1958 #ifdef JP
1959                                                 msg_print("¤¢¤Ê¤¿¤Ï¶õÊ¢¤Ç¤Ï¤¢¤ê¤Þ¤»¤ó¡£");
1960 #else
1961                                                 msg_print("You were not hungry.");
1962 #endif
1963
1964                                         /* Gain nutritional sustenance: 150/hp drained */
1965                                         /* A Food ration gives 5000 food points (by contrast) */
1966                                         /* Don't ever get more than "Full" this way */
1967                                         /* But if we ARE Gorged,  it won't cure us */
1968                                         dummy = p_ptr->food + MIN(5000, 100 * dummy);
1969                                         if (p_ptr->food < PY_FOOD_MAX)   /* Not gorged already */
1970                                                 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
1971                                 }
1972                                 else
1973 #ifdef JP
1974                                         msg_print("¤²¤§¡£¤Ò¤É¤¤Ì£¤À¡£");
1975 #else
1976                                         msg_print("Yechh. That tastes foul.");
1977 #endif
1978
1979                         }
1980                         break;
1981
1982                 case RACE_SPECTRE:
1983                         if (!get_aim_dir(&dir)) return FALSE;
1984                         if (music_singing_any()) stop_singing();
1985 #ifdef JP
1986                         msg_print("¤¢¤Ê¤¿¤Ï¤ª¤É¤í¤ª¤É¤í¤·¤¤¶«¤ÓÀ¼¤ò¤¢¤²¤¿¡ª");
1987 #else
1988                         msg_print("You emit an eldritch howl!");
1989 #endif
1990
1991                         (void)fear_monster(dir, plev);
1992                         break;
1993
1994                 case RACE_SPRITE:
1995 #ifdef JP
1996                         msg_print("¤¢¤Ê¤¿¤ÏËâË¡¤ÎÊ´¤òÅꤲ¤Ä¤±¤¿...");
1997 #else
1998                         msg_print("You throw some magic dust...");
1999 #endif
2000
2001                         if (plev < 25) sleep_monsters_touch();
2002                         else (void)sleep_monsters();
2003                         break;
2004
2005                 case RACE_DEMON:
2006                         {
2007                                 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
2008                                 if (!get_aim_dir(&dir)) return FALSE;
2009                                 if (music_singing_any()) stop_singing();
2010 #ifdef JP
2011                                 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",((type == GF_NETHER) ? "ÃϹö" : "²Ð±ê"));
2012 #else
2013                                 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
2014 #endif
2015
2016                                 fire_ball(type, dir, plev * 3, -(plev / 15) - 1);
2017                         }
2018                         break;
2019
2020                 case RACE_KUTA:
2021                         (void)set_tsubureru(randint1(20) + 30, FALSE);
2022                         break;
2023
2024                 case RACE_ANDROID:
2025                         if (!get_aim_dir(&dir)) return FALSE;
2026                         if (plev < 10)
2027                         {
2028 #ifdef JP
2029                                 msg_print("¥ì¥¤¥¬¥ó¤òȯ¼Í¤·¤¿¡£");
2030 #else
2031                                 msg_print("You fire your ray gun.");
2032 #endif
2033                                 fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
2034                         }
2035                         else if (plev < 25)
2036                         {
2037 #ifdef JP
2038                                 msg_print("¥Ö¥é¥¹¥¿¡¼¤òȯ¼Í¤·¤¿¡£");
2039 #else
2040                                 msg_print("You fire your blaster.");
2041 #endif
2042                                 fire_bolt(GF_MISSILE, dir, plev);
2043                         }
2044                         else if (plev < 35)
2045                         {
2046 #ifdef JP
2047                                 msg_print("¥Ð¥º¡¼¥«¤òȯ¼Í¤·¤¿¡£");
2048 #else
2049                                 msg_print("You fire your bazooka.");
2050 #endif
2051                                 fire_ball(GF_MISSILE, dir, plev * 2, 2);
2052                         }
2053                         else if (plev < 45)
2054                         {
2055 #ifdef JP
2056                                 msg_print("¥Ó¡¼¥à¥­¥ã¥Î¥ó¤òȯ¼Í¤·¤¿¡£");
2057 #else
2058                                 msg_print("You fire a beam cannon.");
2059 #endif
2060                                 fire_beam(GF_MISSILE, dir, plev * 2);
2061                         }
2062                         else
2063                         {
2064 #ifdef JP
2065                                 msg_print("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡£");
2066 #else
2067                                 msg_print("You fire a rocket.");
2068 #endif
2069                                 fire_rocket(GF_ROCKET, dir, plev * 5, 2);
2070                         }
2071                         break;
2072
2073                 default:
2074 #ifdef JP
2075                         msg_print("¤³¤Î¼ï²¤ÏÆüì¤ÊǽÎϤò»ý¤Ã¤Æ¤¤¤Þ¤»¤ó¡£");
2076 #else
2077                         msg_print("This race has no bonus power.");
2078 #endif
2079
2080                         energy_use = 0;
2081         }
2082         }
2083         return TRUE;
2084 }
2085
2086
2087 /*
2088  * Allow user to choose a power (racial / mutation) to activate
2089  */
2090 void do_cmd_racial_power(void)
2091 {
2092         power_desc_type power_desc[36];
2093         int             num, i = 0;
2094         int             ask = TRUE;
2095         int             lvl = p_ptr->lev;
2096         bool            flag, redraw, cast = FALSE;
2097         bool            warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
2098         char            choice;
2099         char            out_val[160];
2100         int menu_line = (use_menu ? 1 : 0);
2101
2102
2103         for (num = 0; num < 36; num++)
2104         {
2105                 strcpy(power_desc[num].name, "");
2106                 power_desc[num].number = 0;
2107         }
2108
2109         num = 0;
2110
2111         if (p_ptr->confused)
2112         {
2113 #ifdef JP
2114 msg_print("º®Í𤷤Ƥ¤¤ÆÆüìǽÎϤò»È¤¨¤Þ¤»¤ó¡ª");
2115 #else
2116                 msg_print("You are too confused to use any powers!");
2117 #endif
2118
2119                 energy_use = 0;
2120                 return;
2121         }
2122
2123         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
2124         {
2125                 set_action(ACTION_NONE);
2126         }
2127
2128         switch (p_ptr->pclass)
2129         {
2130         case CLASS_WARRIOR:
2131         {
2132 #ifdef JP
2133 strcpy(power_desc[num].name, "·õ¤ÎÉñ¤¤");
2134 #else
2135                 strcpy(power_desc[num].name, "Sword Dancing");
2136 #endif
2137
2138                 power_desc[num].level = 40;
2139                 power_desc[num].cost = 75;
2140                 power_desc[num].stat = A_DEX;
2141                 power_desc[num].fail = 35;
2142                 power_desc[num++].number = -3;
2143                 break;
2144         }
2145         case CLASS_MAGE:
2146         case CLASS_HIGH_MAGE:
2147         case CLASS_SORCERER:
2148         {
2149 #ifdef JP
2150 strcpy(power_desc[num].name, "ËâÎÏ¿©¤¤");
2151 #else
2152                 strcpy(power_desc[num].name, "Eat Magic");
2153 #endif
2154
2155                 power_desc[num].level = 25;
2156                 power_desc[num].cost = 1;
2157                 power_desc[num].stat = A_INT;
2158                 power_desc[num].fail = 25;
2159                 power_desc[num++].number = -3;
2160                 break;
2161         }
2162         case CLASS_PRIEST:
2163         {
2164                 if (is_good_realm(p_ptr->realm1))
2165                 {
2166 #ifdef JP
2167 strcpy(power_desc[num].name, "Éð´ï½ËÊ¡");
2168 #else
2169                         strcpy(power_desc[num].name, "Bless Weapon");
2170 #endif
2171
2172                         power_desc[num].level = 35;
2173                         power_desc[num].cost = 70;
2174                         power_desc[num].stat = A_WIS;
2175                         power_desc[num].fail = 50;
2176                         power_desc[num++].number = -3;
2177                 }
2178                 else
2179                 {
2180 #ifdef JP
2181 strcpy(power_desc[num].name, "¾¤º²");
2182 #else
2183                         strcpy(power_desc[num].name, "Evocation");
2184 #endif
2185
2186                         power_desc[num].level = 42;
2187                         power_desc[num].cost = 40;
2188                         power_desc[num].stat = A_WIS;
2189                         power_desc[num].fail = 35;
2190                         power_desc[num++].number = -3;
2191                 }
2192                 break;
2193         }
2194         case CLASS_ROGUE:
2195         {
2196 #ifdef JP
2197 strcpy(power_desc[num].name, "¥Ò¥Ã¥È¡õ¥¢¥¦¥§¥¤");
2198 #else
2199                 strcpy(power_desc[num].name, "Hit and Away");
2200 #endif
2201
2202                 power_desc[num].level = 8;
2203                 power_desc[num].cost = 12;
2204                 power_desc[num].stat = A_DEX;
2205                 power_desc[num].fail = 14;
2206                 power_desc[num++].number = -3;
2207                 break;
2208         }
2209         case CLASS_RANGER:
2210         {
2211 #ifdef JP
2212 strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼Ä´ºº");
2213 #else
2214                 strcpy(power_desc[num].name, "Probe Monster");
2215 #endif
2216
2217                 power_desc[num].level = 15;
2218                 power_desc[num].cost = 20;
2219                 power_desc[num].stat = A_INT;
2220                 power_desc[num].fail = 12;
2221                 power_desc[num++].number = -3;
2222                 break;
2223         }
2224         case CLASS_PALADIN:
2225         {
2226                 if (is_good_realm(p_ptr->realm1))
2227                 {
2228 #ifdef JP
2229 strcpy(power_desc[num].name, "¥Û¡¼¥ê¡¼¡¦¥é¥ó¥¹");
2230 #else
2231                         strcpy(power_desc[num].name, "Holy Lance");
2232 #endif
2233
2234                         power_desc[num].level = 30;
2235                         power_desc[num].cost = 30;
2236                         power_desc[num].stat = A_WIS;
2237                         power_desc[num].fail = 30;
2238                         power_desc[num++].number = -3;
2239                 }
2240                 else
2241                 {
2242 #ifdef JP
2243 strcpy(power_desc[num].name, "¥Ø¥ë¡¦¥é¥ó¥¹");
2244 #else
2245                         strcpy(power_desc[num].name, "Hell Lance");
2246 #endif
2247
2248                         power_desc[num].level = 30;
2249                         power_desc[num].cost = 30;
2250                         power_desc[num].stat = A_WIS;
2251                         power_desc[num].fail = 30;
2252                         power_desc[num++].number = -3;
2253                 }
2254                 break;
2255         }
2256         case CLASS_WARRIOR_MAGE:
2257         {
2258 #ifdef JP
2259 strcpy(power_desc[num].name, "ÊÑ´¹: £È£Ð¢ª£Í£Ð");
2260 #else
2261                 strcpy(power_desc[num].name, "Convert HP to SP");
2262 #endif
2263
2264                 power_desc[num].level = 25;
2265                 power_desc[num].cost = 0;
2266                 power_desc[num].stat = A_INT;
2267                 power_desc[num].fail = 10;
2268                 power_desc[num++].number = -3;
2269 #ifdef JP
2270 strcpy(power_desc[num].name, "ÊÑ´¹: £Í£Ð¢ª£È£Ð");
2271 #else
2272                 strcpy(power_desc[num].name, "Convert SP to HP");
2273 #endif
2274
2275                 power_desc[num].level = 25;
2276                 power_desc[num].cost = 0;
2277                 power_desc[num].stat = A_INT;
2278                 power_desc[num].fail = 10;
2279                 power_desc[num++].number = -4;
2280                 break;
2281         }
2282         case CLASS_CHAOS_WARRIOR:
2283         {
2284 #ifdef JP
2285 strcpy(power_desc[num].name, "¸¸ÏǤθ÷");
2286 #else
2287                 strcpy(power_desc[num].name, "Confusing Light");
2288 #endif
2289
2290                 power_desc[num].level = 40;
2291                 power_desc[num].cost = 50;
2292                 power_desc[num].stat = A_INT;
2293                 power_desc[num].fail = 25;
2294                 power_desc[num++].number = -3;
2295                 break;
2296         }
2297         case CLASS_MONK:
2298         {
2299 #ifdef JP
2300 strcpy(power_desc[num].name, "¹½¤¨¤ë");
2301 #else
2302                 strcpy(power_desc[num].name, "Assume a Posture");
2303 #endif
2304
2305                 power_desc[num].level = 25;
2306                 power_desc[num].cost = 0;
2307                 power_desc[num].stat = A_DEX;
2308                 power_desc[num].fail = 0;
2309                 power_desc[num++].number = -3;
2310 #ifdef JP
2311 strcpy(power_desc[num].name, "É´Îö·ý");
2312 #else
2313                 strcpy(power_desc[num].name, "Double Attack");
2314 #endif
2315
2316                 power_desc[num].level = 30;
2317                 power_desc[num].cost = 30;
2318                 power_desc[num].stat = A_STR;
2319                 power_desc[num].fail = 20;
2320                 power_desc[num++].number = -4;
2321                 break;
2322         }
2323         case CLASS_MINDCRAFTER:
2324         case CLASS_FORCETRAINER:
2325         {
2326 #ifdef JP
2327 strcpy(power_desc[num].name, "ÌÀ¶À»ß¿å");
2328 #else
2329                 strcpy(power_desc[num].name, "Clear Mind");
2330 #endif
2331
2332                 power_desc[num].level = 15;
2333                 power_desc[num].cost = 0;
2334                 power_desc[num].stat = A_WIS;
2335                 power_desc[num].fail = 10;
2336                 power_desc[num++].number = -3;
2337                 break;
2338         }
2339         case CLASS_TOURIST:
2340         {
2341 #ifdef JP
2342 strcpy(power_desc[num].name, "¼Ì¿¿»£±Æ");
2343 #else
2344                 strcpy(power_desc[num].name, "Take a Photograph");
2345 #endif
2346
2347                 power_desc[num].level = 1;
2348                 power_desc[num].cost = 0;
2349                 power_desc[num].stat = A_DEX;
2350                 power_desc[num].fail = 0;
2351                 power_desc[num++].number = -3;
2352 #ifdef JP
2353 strcpy(power_desc[num].name, "¿¿¡¦´ÕÄê");
2354 #else
2355                 strcpy(power_desc[num].name, "Identify True");
2356 #endif
2357
2358                 power_desc[num].level = 25;
2359                 power_desc[num].cost = 20;
2360                 power_desc[num].stat = A_INT;
2361                 power_desc[num].fail = 20;
2362                 power_desc[num++].number = -4;
2363                 break;
2364         }
2365         case CLASS_IMITATOR:
2366         {
2367 #ifdef JP
2368 strcpy(power_desc[num].name, "ÇÜÊÖ¤·");
2369 #else
2370                 strcpy(power_desc[num].name, "Double Revenge");
2371 #endif
2372
2373                 power_desc[num].level = 30;
2374                 power_desc[num].cost = 100;
2375                 power_desc[num].stat = A_DEX;
2376                 power_desc[num].fail = 30;
2377                 power_desc[num++].number = -3;
2378                 break;
2379         }
2380         case CLASS_BEASTMASTER:
2381         {
2382 #ifdef JP
2383 strcpy(power_desc[num].name, "À¸Êª»ÙÇÛ");
2384 #else
2385                 strcpy(power_desc[num].name, "Dominate a Living Thing");
2386 #endif
2387
2388                 power_desc[num].level = 1;
2389                 power_desc[num].cost = (p_ptr->lev+3)/4;
2390                 power_desc[num].stat = A_CHR;
2391                 power_desc[num].fail = 10;
2392                 power_desc[num++].number = -3;
2393 #ifdef JP
2394 strcpy(power_desc[num].name, "¿¿¡¦À¸Êª»ÙÇÛ");
2395 #else
2396                 strcpy(power_desc[num].name, "Dominate Living Things");
2397 #endif
2398
2399                 power_desc[num].level = 30;
2400                 power_desc[num].cost = (p_ptr->lev+20)/2;
2401                 power_desc[num].stat = A_CHR;
2402                 power_desc[num].fail = 10;
2403                 power_desc[num++].number = -4;
2404                 break;
2405         }
2406         case CLASS_ARCHER:
2407         {
2408 #ifdef JP
2409 strcpy(power_desc[num].name, "ÃÆ/Ìð¤ÎÀ½Â¤");
2410 #else
2411                 strcpy(power_desc[num].name, "Create Ammo");
2412 #endif
2413
2414                 power_desc[num].level = 1;
2415                 power_desc[num].cost = 0;
2416                 power_desc[num].stat = A_DEX;
2417                 power_desc[num].fail = 0;
2418                 power_desc[num++].number = -3;
2419                 break;
2420         }
2421         case CLASS_MAGIC_EATER:
2422         {
2423 #ifdef JP
2424 strcpy(power_desc[num].name, "ËâÎϤμè¤ê¹þ¤ß");
2425 #else
2426                 strcpy(power_desc[num].name, "Absorb Magic");
2427 #endif
2428
2429                 power_desc[num].level = 1;
2430                 power_desc[num].cost = 0;
2431                 power_desc[num].stat = A_INT;
2432                 power_desc[num].fail = 0;
2433                 power_desc[num++].number = -3;
2434                 break;
2435         }
2436         case CLASS_BARD:
2437         {
2438 #ifdef JP
2439 strcpy(power_desc[num].name, "²Î¤ò»ß¤á¤ë");
2440 #else
2441                 strcpy(power_desc[num].name, "Stop Singing");
2442 #endif
2443
2444                 power_desc[num].level = 1;
2445                 power_desc[num].cost = 0;
2446                 power_desc[num].stat = A_CHR;
2447                 power_desc[num].fail = 0;
2448                 power_desc[num++].number = -3;
2449                 break;
2450         }
2451         case CLASS_RED_MAGE:
2452         {
2453 #ifdef JP
2454 strcpy(power_desc[num].name, "Ϣ³Ëâ");
2455 #else
2456                 strcpy(power_desc[num].name, "Double Magic");
2457 #endif
2458
2459                 power_desc[num].level = 48;
2460                 power_desc[num].cost = 20;
2461                 power_desc[num].stat = A_INT;
2462                 power_desc[num].fail = 0;
2463                 power_desc[num++].number = -3;
2464                 break;
2465         }
2466         case CLASS_SAMURAI:
2467         {
2468 #ifdef JP
2469 strcpy(power_desc[num].name, "µ¤¹ç¤¤¤¿¤á");
2470 #else
2471                 strcpy(power_desc[num].name, "Concentration");
2472 #endif
2473
2474                 power_desc[num].level = 1;
2475                 power_desc[num].cost = 0;
2476                 power_desc[num].stat = A_WIS;
2477                 power_desc[num].fail = 0;
2478                 power_desc[num++].number = -3;
2479 #ifdef JP
2480 strcpy(power_desc[num].name, "·¿");
2481 #else
2482                 strcpy(power_desc[num].name, "Assume a Posture");
2483 #endif
2484
2485                 power_desc[num].level = 25;
2486                 power_desc[num].cost = 0;
2487                 power_desc[num].stat = A_DEX;
2488                 power_desc[num].fail = 0;
2489                 power_desc[num++].number = -4;
2490                 break;
2491         }
2492         case CLASS_BLUE_MAGE:
2493         {
2494 #ifdef JP
2495 strcpy(power_desc[num].name, "¥é¡¼¥Ë¥ó¥°");
2496 #else
2497                 strcpy(power_desc[num].name, "Learning");
2498 #endif
2499
2500                 power_desc[num].level = 1;
2501                 power_desc[num].cost = 0;
2502                 power_desc[num].stat = A_INT;
2503                 power_desc[num].fail = 0;
2504                 power_desc[num++].number = -3;
2505                 break;
2506         }
2507         case CLASS_CAVALRY:
2508         {
2509 #ifdef JP
2510 strcpy(power_desc[num].name, "¹ÓÇϤʤ餷");
2511 #else
2512                 strcpy(power_desc[num].name, "Rodeo");
2513 #endif
2514
2515                 power_desc[num].level = 10;
2516                 power_desc[num].cost = 0;
2517                 power_desc[num].stat = A_STR;
2518                 power_desc[num].fail = 10;
2519                 power_desc[num++].number = -3;
2520                 break;
2521         }
2522         case CLASS_BERSERKER:
2523         {
2524 #ifdef JP
2525 strcpy(power_desc[num].name, "µ¢´Ô");
2526 #else
2527                 strcpy(power_desc[num].name, "Recall");
2528 #endif
2529
2530                 power_desc[num].level = 10;
2531                 power_desc[num].cost = 10;
2532                 power_desc[num].stat = A_DEX;
2533                 power_desc[num].fail = 20;
2534                 power_desc[num++].number = -3;
2535                 break;
2536         }
2537         case CLASS_MIRROR_MASTER:
2538         {
2539 #ifdef JP
2540 strcpy(power_desc[num].name, "¶À³ä¤ê");
2541 #else
2542                 strcpy(power_desc[num].name, "Break Mirrors");
2543 #endif
2544
2545                 power_desc[num].level = 1;
2546                 power_desc[num].cost = 0;
2547                 power_desc[num].stat = A_INT;
2548                 power_desc[num].fail = 0;
2549                 power_desc[num++].number = -3;
2550 #ifdef JP
2551 strcpy(power_desc[num].name, "ÀÅ¿å");
2552 #else
2553                 strcpy(power_desc[num].name, "Mirror Concentration");
2554 #endif
2555
2556                 power_desc[num].level = 30;
2557                 power_desc[num].cost = 0;
2558                 power_desc[num].stat = A_INT;
2559                 power_desc[num].fail = 20;
2560                 power_desc[num++].number = -4;
2561                 break;
2562         }
2563         case CLASS_SMITH:
2564         {
2565 #ifdef JP
2566 strcpy(power_desc[num].name, "ÌÜÍø¤­");
2567 #else
2568                 strcpy(power_desc[num].name, "Judgment");
2569 #endif
2570
2571                 power_desc[num].level = 5;
2572                 power_desc[num].cost = 15;
2573                 power_desc[num].stat = A_INT;
2574                 power_desc[num].fail = 20;
2575                 power_desc[num++].number = -3;
2576                 break;
2577         }
2578         case CLASS_NINJA:
2579         {
2580 #ifdef JP
2581 strcpy(power_desc[num].name, "®¶î¤±");
2582 #else
2583                 strcpy(power_desc[num].name, "Quick Walk");
2584 #endif
2585
2586                 power_desc[num].level = 20;
2587                 power_desc[num].cost = 0;
2588                 power_desc[num].stat = A_DEX;
2589                 power_desc[num].fail = 0;
2590                 power_desc[num++].number = -3;
2591                 break;
2592         }
2593         default:
2594 #ifdef JP
2595 strcpy(power_desc[0].name, "(¤Ê¤·)");
2596 #else
2597                 strcpy(power_desc[0].name, "(none)");
2598 #endif
2599
2600         }
2601
2602         if (p_ptr->mimic_form)
2603         {
2604                 switch (p_ptr->mimic_form)
2605                 {
2606                 case MIMIC_DEMON:
2607                 case MIMIC_DEMON_LORD:
2608 #ifdef JP
2609 sprintf(power_desc[num].name, "ÃϹö/²Ð±ê¤Î¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 3);
2610 #else
2611                         sprintf(power_desc[num].name, "Nether or Fire Breath (dam %d)", lvl * 3);
2612 #endif
2613
2614                         power_desc[num].level = 15;
2615                         power_desc[num].cost = 10+lvl/3;
2616                         power_desc[num].stat = A_CON;
2617                         power_desc[num].fail = 20;
2618                         power_desc[num++].number = -1;
2619                         break;
2620                 case MIMIC_VAMPIRE:
2621 #ifdef JP
2622 strcpy(power_desc[num].name, "À¸Ì¿Îϵۼý");
2623 #else
2624                         strcpy(power_desc[num].name, "Drain Life");
2625 #endif
2626
2627                         power_desc[num].level = 2;
2628                         power_desc[num].cost = 1 + (lvl / 3);
2629                         power_desc[num].stat = A_CON;
2630                         power_desc[num].fail = 9;
2631                         power_desc[num++].number = -1;
2632                         break;
2633                 }
2634         }
2635         else
2636         {
2637         switch (p_ptr->prace)
2638         {
2639                 case RACE_DWARF:
2640 #ifdef JP
2641 strcpy(power_desc[num].name, "¥É¥¢¤Èæ« ´¶ÃÎ");
2642 #else
2643                         strcpy(power_desc[num].name, "Detect Doors+Traps");
2644 #endif
2645
2646                         power_desc[num].level = 5;
2647                         power_desc[num].cost = 5;
2648                         power_desc[num].stat = A_WIS;
2649                         power_desc[num].fail = 12;
2650                         power_desc[num++].number = -1;
2651                         break;
2652                 case RACE_NIBELUNG:
2653 #ifdef JP
2654 strcpy(power_desc[num].name, "¥É¥¢¤Èæ« ´¶ÃÎ");
2655 #else
2656                         strcpy(power_desc[num].name, "Detect Doors+Traps");
2657 #endif
2658
2659                         power_desc[num].level = 10;
2660                         power_desc[num].cost = 5;
2661                         power_desc[num].stat = A_WIS;
2662                         power_desc[num].fail = 10;
2663                         power_desc[num++].number = -1;
2664                         break;
2665                 case RACE_HOBBIT:
2666 #ifdef JP
2667 strcpy(power_desc[num].name, "¿©ÎÈÀ¸À®");
2668 #else
2669                         strcpy(power_desc[num].name, "Create Food");
2670 #endif
2671
2672                         power_desc[num].level = 15;
2673                         power_desc[num].cost = 10;
2674                         power_desc[num].stat = A_INT;
2675                         power_desc[num].fail = 10;
2676                         power_desc[num++].number = -1;
2677                         break;
2678                 case RACE_GNOME:
2679 #ifdef JP
2680 sprintf(power_desc[num].name, "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È");
2681 #else
2682                         sprintf(power_desc[num].name, "Blink");
2683 #endif
2684
2685                         power_desc[num].level = 5;
2686                         power_desc[num].cost = 5;
2687                         power_desc[num].stat = A_INT;
2688                         power_desc[num].fail = 12;
2689                         power_desc[num++].number = -1;
2690                         break;
2691                 case RACE_HALF_ORC:
2692 #ifdef JP
2693 strcpy(power_desc[num].name, "¶²Éݽüµî");
2694 #else
2695                         strcpy(power_desc[num].name, "Remove Fear");
2696 #endif
2697
2698                         power_desc[num].level = 3;
2699                         power_desc[num].cost = 5;
2700                         power_desc[num].stat = A_WIS;
2701                         power_desc[num].fail = warrior ? 5 : 10;
2702                         power_desc[num++].number = -1;
2703                         break;
2704                 case RACE_HALF_TROLL:
2705 #ifdef JP
2706 strcpy(power_desc[num].name, "¶¸Àï»Î²½");
2707 #else
2708                         strcpy(power_desc[num].name, "Berserk");
2709 #endif
2710
2711                         power_desc[num].level = 10;
2712                         power_desc[num].cost = 12;
2713                         power_desc[num].stat = A_STR;
2714                         power_desc[num].fail = warrior ? 6 : 12;
2715                         power_desc[num++].number = -1;
2716                         break;
2717                 case RACE_BARBARIAN:
2718 #ifdef JP
2719 strcpy(power_desc[num].name, "¶¸Àï»Î²½");
2720 #else
2721                         strcpy(power_desc[num].name, "Berserk");
2722 #endif
2723
2724                         power_desc[num].level = 8;
2725                         power_desc[num].cost = 10;
2726                         power_desc[num].stat = A_STR;
2727                         power_desc[num].fail = warrior ? 6 : 12;
2728                         power_desc[num++].number = -1;
2729                         break;
2730                 case RACE_AMBERITE:
2731 #ifdef JP
2732 strcpy(power_desc[num].name, "¥·¥ã¥É¥¦¡¦¥·¥Õ¥È");
2733 #else
2734                         strcpy(power_desc[num].name, "Shadow Shifting");
2735 #endif
2736
2737                         power_desc[num].level = 30;
2738                         power_desc[num].cost = 50;
2739                         power_desc[num].stat = A_INT;
2740                         power_desc[num].fail = 50;
2741                         power_desc[num++].number = -1;
2742 #ifdef JP
2743 strcpy(power_desc[num].name, "¥Ñ¥¿¡¼¥ó¡¦¥¦¥©¡¼¥¯");
2744 #else
2745                         strcpy(power_desc[num].name, "Pattern Mindwalking");
2746 #endif
2747
2748                         power_desc[num].level = 40;
2749                         power_desc[num].cost = 75;
2750                         power_desc[num].stat = A_WIS;
2751                         power_desc[num].fail = 50;
2752                         power_desc[num++].number = -2;
2753                         break;
2754                 case RACE_HALF_OGRE:
2755 #ifdef JP
2756 strcpy(power_desc[num].name, "Çúȯ¤Î¥ë¡¼¥ó");
2757 #else
2758                         strcpy(power_desc[num].name, "Explosive Rune");
2759 #endif
2760
2761                         power_desc[num].level = 25;
2762                         power_desc[num].cost = 35;
2763                         power_desc[num].stat = A_INT;
2764                         power_desc[num].fail = 15;
2765                         power_desc[num++].number = -1;
2766                         break;
2767                 case RACE_HALF_GIANT:
2768 #ifdef JP
2769 strcpy(power_desc[num].name, "´äÀÐÍϲò");
2770 #else
2771                         strcpy(power_desc[num].name, "Stone to Mud");
2772 #endif
2773
2774                         power_desc[num].level = 20;
2775                         power_desc[num].cost = 10;
2776                         power_desc[num].stat = A_STR;
2777                         power_desc[num].fail = 12;
2778                         power_desc[num++].number = -1;
2779                         break;
2780                 case RACE_HALF_TITAN:
2781 #ifdef JP
2782 strcpy(power_desc[num].name, "¥¹¥­¥ã¥ó¡¦¥â¥ó¥¹¥¿¡¼");
2783 #else
2784                         strcpy(power_desc[num].name, "Probing");
2785 #endif
2786
2787                         power_desc[num].level = 15;
2788                         power_desc[num].cost = 10;
2789                         power_desc[num].stat = A_INT;
2790                         power_desc[num].fail = 12;
2791                         power_desc[num++].number = -1;
2792                         break;
2793                 case RACE_CYCLOPS:
2794 #ifdef JP
2795 sprintf(power_desc[num].name, "´äÀÐÅꤲ¡Ê¥À¥á¡¼¥¸ %d¡Ë", (3 * lvl) / 2);
2796 #else
2797                         sprintf(power_desc[num].name, "Throw Boulder (dam %d)", (3 * lvl) / 2);
2798 #endif
2799
2800                         power_desc[num].level = 20;
2801                         power_desc[num].cost = 15;
2802                         power_desc[num].stat = A_STR;
2803                         power_desc[num].fail = 12;
2804                         power_desc[num++].number = -1;
2805                         break;
2806                 case RACE_YEEK:
2807 #ifdef JP
2808 strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼¶²¹²");
2809 #else
2810                         strcpy(power_desc[num].name, "Scare Monster");
2811 #endif
2812
2813                         power_desc[num].level = 15;
2814                         power_desc[num].cost = 15;
2815                         power_desc[num].stat = A_WIS;
2816                         power_desc[num].fail = 10;
2817                         power_desc[num++].number = -1;
2818                         break;
2819                 case RACE_SPECTRE:
2820 #ifdef JP
2821 strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼¶²¹²");
2822 #else
2823                         strcpy(power_desc[num].name, "Scare Monster");
2824 #endif
2825
2826                         power_desc[num].level = 4;
2827                         power_desc[num].cost = 6;
2828                         power_desc[num].stat = A_INT;
2829                         power_desc[num].fail = 3;
2830                         power_desc[num++].number = -1;
2831                         break;
2832                 case RACE_KLACKON:
2833 #ifdef JP
2834 sprintf(power_desc[num].name, "»À¤ÎÂà(¥À¥á¡¼¥¸ %d)", lvl);
2835 #else
2836                         sprintf(power_desc[num].name, "Spit Acid (dam %d)", lvl);
2837 #endif
2838
2839                         power_desc[num].level = 9;
2840                         power_desc[num].cost = 9;
2841                         power_desc[num].stat = A_DEX;
2842                         power_desc[num].fail = 14;
2843                         power_desc[num++].number = -1;
2844                         break;
2845                 case RACE_KOBOLD:
2846 #ifdef JP
2847 sprintf(power_desc[num].name, "ÆǤΥÀ¡¼¥Ä (¥À¥á¡¼¥¸ %d)", lvl);
2848 #else
2849                         sprintf(power_desc[num].name, "Poison Dart (dam %d)", lvl);
2850 #endif
2851
2852                         power_desc[num].level = 12;
2853                         power_desc[num].cost = 8;
2854                         power_desc[num].stat = A_DEX;
2855                         power_desc[num].fail = 14;
2856                         power_desc[num++].number = -1;
2857                         break;
2858                 case RACE_DARK_ELF:
2859 #ifdef JP
2860 sprintf(power_desc[num].name, "¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë (¥À¥á¡¼¥¸ %dd%d)", 3 + ((lvl - 1) / 5), 4);
2861 #else
2862                         sprintf(power_desc[num].name, "Magic Missile (dm %dd%d)", 3 + ((lvl - 1) / 5), 4);
2863 #endif
2864
2865                         power_desc[num].level = 2;
2866                         power_desc[num].cost = 2;
2867                         power_desc[num].stat = A_INT;
2868                         power_desc[num].fail = 9;
2869                         power_desc[num++].number = -1;
2870                         break;
2871                 case RACE_DRACONIAN:
2872 #ifdef JP
2873 sprintf(power_desc[num].name, "¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 2);
2874 #else
2875                         sprintf(power_desc[num].name, "Breath Weapon (dam %d)", lvl * 2);
2876 #endif
2877
2878                         power_desc[num].level = 1;
2879                         power_desc[num].cost = lvl;
2880                         power_desc[num].stat = A_CON;
2881                         power_desc[num].fail = 12;
2882                         power_desc[num++].number = -1;
2883                         break;
2884                 case RACE_MIND_FLAYER:
2885 #ifdef JP
2886 sprintf(power_desc[num].name, "Àº¿À¹¶·â (¥À¥á¡¼¥¸ %d)", lvl);
2887 #else
2888                         sprintf(power_desc[num].name, "Mind Blast (dam %d)", lvl);
2889 #endif
2890
2891                         power_desc[num].level = 15;
2892                         power_desc[num].cost = 12;
2893                         power_desc[num].stat = A_INT;
2894                         power_desc[num].fail = 14;
2895                         power_desc[num++].number = -1;
2896                         break;
2897                 case RACE_IMP:
2898 #ifdef JP
2899 sprintf(power_desc[num].name, "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È/¥Ü¡¼¥ë (¥À¥á¡¼¥¸ %d)", lvl);
2900 #else
2901                         sprintf(power_desc[num].name, "Fire Bolt/Ball (dam %d)", lvl);
2902 #endif
2903
2904                         power_desc[num].level = 9;
2905                         power_desc[num].cost = 15;
2906                         power_desc[num].stat = A_WIS;
2907                         power_desc[num].fail = 15;
2908                         power_desc[num++].number = -1;
2909                         break;
2910                 case RACE_GOLEM:
2911 #ifdef JP
2912 strcpy(power_desc[num].name, "È©Àв½ (´ü´Ö 1d20+30)");
2913 #else
2914                         strcpy(power_desc[num].name, "Stone Skin (dur 1d20+30)");
2915 #endif
2916
2917                         power_desc[num].level = 20;
2918                         power_desc[num].cost = 15;
2919                         power_desc[num].stat = A_CON;
2920                         power_desc[num].fail = 8;
2921                         power_desc[num++].number = -1;
2922                         break;
2923                 case RACE_SKELETON:
2924                 case RACE_ZOMBIE:
2925 #ifdef JP
2926 strcpy(power_desc[num].name, "·Ð¸³ÃÍÉü³è");
2927 #else
2928                         strcpy(power_desc[num].name, "Restore Life");
2929 #endif
2930
2931                         power_desc[num].level = 30;
2932                         power_desc[num].cost = 30;
2933                         power_desc[num].stat = A_WIS;
2934                         power_desc[num].fail = 18;
2935                         power_desc[num++].number = -1;
2936                         break;
2937                 case RACE_VAMPIRE:
2938 #ifdef JP
2939 strcpy(power_desc[num].name, "À¸Ì¿Îϵۼý");
2940 #else
2941                         strcpy(power_desc[num].name, "Drain Life");
2942 #endif
2943
2944                         power_desc[num].level = 2;
2945                         power_desc[num].cost = 1 + (lvl / 3);
2946                         power_desc[num].stat = A_CON;
2947                         power_desc[num].fail = 9;
2948                         power_desc[num++].number = -1;
2949                         break;
2950                 case RACE_SPRITE:
2951 #ifdef JP
2952 strcpy(power_desc[num].name, "̲¤êÊ´");
2953 #else
2954                         strcpy(power_desc[num].name, "Sleeping Dust");
2955 #endif
2956
2957                         power_desc[num].level = 12;
2958                         power_desc[num].cost = 12;
2959                         power_desc[num].stat = A_INT;
2960                         power_desc[num].fail = 15;
2961                         power_desc[num++].number = -1;
2962                         break;
2963                 case RACE_DEMON:
2964 #ifdef JP
2965 sprintf(power_desc[num].name, "ÃϹö/²Ð±ê¤Î¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 3);
2966 #else
2967                         sprintf(power_desc[num].name, "Nether or Fire Breath (dam %d)", lvl * 3);
2968 #endif
2969
2970                         power_desc[num].level = 15;
2971                         power_desc[num].cost = 10+lvl/3;
2972                         power_desc[num].stat = A_CON;
2973                         power_desc[num].fail = 20;
2974                         power_desc[num++].number = -1;
2975                         break;
2976                 case RACE_KUTA:
2977 #ifdef JP
2978 strcpy(power_desc[num].name, "²£¤Ë¿­¤Ó¤ë");
2979 #else
2980                         strcpy(power_desc[num].name, "Expand Horizontally (dur 30+1d20)");
2981 #endif
2982
2983                         power_desc[num].level = 20;
2984                         power_desc[num].cost = 15;
2985                         power_desc[num].stat = A_CHR;
2986                         power_desc[num].fail = 8;
2987                         power_desc[num++].number = -1;
2988                         break;
2989                 case RACE_ANDROID:
2990                         if (p_ptr->lev < 10)
2991                         {
2992 #ifdef JP
2993 strcpy(power_desc[num].name, "¥ì¥¤¥¬¥ó");
2994 #else
2995                                 strcpy(power_desc[num].name, "Ray Gun");
2996 #endif
2997
2998                                 power_desc[num].level = 1;
2999                                 power_desc[num].cost = 7;
3000                                 power_desc[num].fail = 8;
3001                         }
3002                         else if (p_ptr->lev < 25)
3003                         {
3004 #ifdef JP
3005 strcpy(power_desc[num].name, "¥Ö¥é¥¹¥¿¡¼");
3006 #else
3007                                 strcpy(power_desc[num].name, "Blaster");
3008 #endif
3009
3010                                 power_desc[num].level = 10;
3011                                 power_desc[num].cost = 13;
3012                                 power_desc[num].fail = 10;
3013                         }
3014                         else if (p_ptr->lev < 35)
3015                         {
3016 #ifdef JP
3017 strcpy(power_desc[num].name, "¥Ð¥º¡¼¥«");
3018 #else
3019                                 strcpy(power_desc[num].name, "Bazooka");
3020 #endif
3021
3022                                 power_desc[num].level = 25;
3023                                 power_desc[num].cost = 26;
3024                                 power_desc[num].fail = 12;
3025                         }
3026                         else if (p_ptr->lev < 45)
3027                         {
3028 #ifdef JP
3029 strcpy(power_desc[num].name, "¥Ó¡¼¥à¥­¥ã¥Î¥ó");
3030 #else
3031                                 strcpy(power_desc[num].name, "Beam Cannon");
3032 #endif
3033
3034                                 power_desc[num].level = 35;
3035                                 power_desc[num].cost = 40;
3036                                 power_desc[num].fail = 15;
3037                         }
3038                         else
3039                         {
3040 #ifdef JP
3041 strcpy(power_desc[num].name, "¥í¥±¥Ã¥È");
3042 #else
3043                                 strcpy(power_desc[num].name, "Rocket");
3044 #endif
3045
3046                                 power_desc[num].level = 45;
3047                                 power_desc[num].cost = 60;
3048                                 power_desc[num].fail = 18;
3049                         }
3050                         power_desc[num].stat = A_STR;
3051                         power_desc[num++].number = -1;
3052                         break;
3053                 default:
3054                 {
3055                         break;
3056                 }
3057         }
3058         }
3059
3060         if (p_ptr->muta1)
3061         {
3062                 if (p_ptr->muta1 & MUT1_SPIT_ACID)
3063                 {
3064 #ifdef JP
3065 strcpy(power_desc[num].name, "»À¤ÎÂÃ");
3066 #else
3067                         strcpy(power_desc[num].name, "Spit Acid");
3068 #endif
3069
3070                         power_desc[num].level = 9;
3071                         power_desc[num].cost = 9;
3072                         power_desc[num].stat = A_DEX;
3073                         power_desc[num].fail = 15;
3074                         power_desc[num++].number = MUT1_SPIT_ACID;
3075                 }
3076
3077                 if (p_ptr->muta1 & MUT1_BR_FIRE)
3078                 {
3079 #ifdef JP
3080 strcpy(power_desc[num].name, "±ê¤Î¥Ö¥ì¥¹");
3081 #else
3082                         strcpy(power_desc[num].name, "Fire Breath");
3083 #endif
3084
3085                         power_desc[num].level = 20;
3086                         power_desc[num].cost = lvl;
3087                         power_desc[num].stat = A_CON;
3088                         power_desc[num].fail = 18;
3089                         power_desc[num++].number = MUT1_BR_FIRE;
3090                 }
3091
3092                 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
3093                 {
3094 #ifdef JP
3095 strcpy(power_desc[num].name, "ºÅ̲âˤß");
3096 #else
3097                         strcpy(power_desc[num].name, "Hypnotic Gaze");
3098 #endif
3099
3100                         power_desc[num].level = 12;
3101                         power_desc[num].cost = 12;
3102                         power_desc[num].stat = A_CHR;
3103                         power_desc[num].fail = 18;
3104                         power_desc[num++].number = MUT1_HYPN_GAZE;
3105                 }
3106
3107                 if (p_ptr->muta1 & MUT1_TELEKINES)
3108                 {
3109 #ifdef JP
3110 strcpy(power_desc[num].name, "Ç°Æ°ÎÏ");
3111 #else
3112                         strcpy(power_desc[num].name, "Telekinesis");
3113 #endif
3114
3115                         power_desc[num].level = 9;
3116                         power_desc[num].cost = 9;
3117                         power_desc[num].stat = A_WIS;
3118                         power_desc[num].fail = 14;
3119                         power_desc[num++].number = MUT1_TELEKINES;
3120                 }
3121
3122                 if (p_ptr->muta1 & MUT1_VTELEPORT)
3123                 {
3124 #ifdef JP
3125 strcpy(power_desc[num].name, "¥Æ¥ì¥Ý¡¼¥È");
3126 #else
3127                         strcpy(power_desc[num].name, "Teleport");
3128 #endif
3129
3130                         power_desc[num].level = 7;
3131                         power_desc[num].cost = 7;
3132                         power_desc[num].stat = A_WIS;
3133                         power_desc[num].fail = 15;
3134                         power_desc[num++].number = MUT1_VTELEPORT;
3135                 }
3136
3137                 if (p_ptr->muta1 & MUT1_MIND_BLST)
3138                 {
3139 #ifdef JP
3140 strcpy(power_desc[num].name, "Àº¿À¹¶·â");
3141 #else
3142                         strcpy(power_desc[num].name, "Mind Blast");
3143 #endif
3144
3145                         power_desc[num].level = 5;
3146                         power_desc[num].cost = 3;
3147                         power_desc[num].stat = A_WIS;
3148                         power_desc[num].fail = 15;
3149                         power_desc[num++].number = MUT1_MIND_BLST;
3150                 }
3151
3152                 if (p_ptr->muta1 & MUT1_RADIATION)
3153                 {
3154 #ifdef JP
3155 strcpy(power_desc[num].name, "Êü¼Íǽ");
3156 #else
3157                         strcpy(power_desc[num].name, "Emit Radiation");
3158 #endif
3159
3160                         power_desc[num].level = 15;
3161                         power_desc[num].cost = 15;
3162                         power_desc[num].stat = A_CON;
3163                         power_desc[num].fail = 14;
3164                         power_desc[num++].number = MUT1_RADIATION;
3165                 }
3166
3167                 if (p_ptr->muta1 & MUT1_VAMPIRISM)
3168                 {
3169 #ifdef JP
3170 strcpy(power_desc[num].name, "µÛ·ì¥É¥ì¥¤¥ó");
3171 #else
3172                         strcpy(power_desc[num].name, "Vampiric Drain");
3173 #endif
3174
3175                         power_desc[num].level = 2;
3176                         power_desc[num].cost = (1 + (lvl / 3));
3177                         power_desc[num].stat = A_CON;
3178                         power_desc[num].fail = 9;
3179                         power_desc[num++].number = MUT1_VAMPIRISM;
3180                 }
3181
3182                 if (p_ptr->muta1 & MUT1_SMELL_MET)
3183                 {
3184 #ifdef JP
3185 strcpy(power_desc[num].name, "¶â°Ó̳Ð");
3186 #else
3187                         strcpy(power_desc[num].name, "Smell Metal");
3188 #endif
3189
3190                         power_desc[num].level = 3;
3191                         power_desc[num].cost = 2;
3192                         power_desc[num].stat = A_INT;
3193                         power_desc[num].fail = 12;
3194                         power_desc[num++].number = MUT1_SMELL_MET;
3195                 }
3196
3197                 if (p_ptr->muta1 & MUT1_SMELL_MON)
3198                 {
3199 #ifdef JP
3200 strcpy(power_desc[num].name, "Ũ½­Ó̳Ð");
3201 #else
3202                         strcpy(power_desc[num].name, "Smell Monsters");
3203 #endif
3204
3205                         power_desc[num].level = 5;
3206                         power_desc[num].cost = 4;
3207                         power_desc[num].stat = A_INT;
3208                         power_desc[num].fail = 15;
3209                         power_desc[num++].number = MUT1_SMELL_MON;
3210                 }
3211
3212                 if (p_ptr->muta1 & MUT1_BLINK)
3213                 {
3214 #ifdef JP
3215 strcpy(power_desc[num].name, "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È");
3216 #else
3217                         strcpy(power_desc[num].name, "Blink");
3218 #endif
3219
3220                         power_desc[num].level = 3;
3221                         power_desc[num].cost = 3;
3222                         power_desc[num].stat = A_WIS;
3223                         power_desc[num].fail = 12;
3224                         power_desc[num++].number = MUT1_BLINK;
3225                 }
3226
3227                 if (p_ptr->muta1 & MUT1_EAT_ROCK)
3228                 {
3229 #ifdef JP
3230 strcpy(power_desc[num].name, "´ä¿©¤¤");
3231 #else
3232                         strcpy(power_desc[num].name, "Eat Rock");
3233 #endif
3234
3235                         power_desc[num].level = 8;
3236                         power_desc[num].cost = 12;
3237                         power_desc[num].stat = A_CON;
3238                         power_desc[num].fail = 18;
3239                         power_desc[num++].number = MUT1_EAT_ROCK;
3240                 }
3241
3242                 if (p_ptr->muta1 & MUT1_SWAP_POS)
3243                 {
3244 #ifdef JP
3245 strcpy(power_desc[num].name, "°ÌÃÖ¸ò´¹");
3246 #else
3247                         strcpy(power_desc[num].name, "Swap Position");
3248 #endif
3249
3250                         power_desc[num].level = 15;
3251                         power_desc[num].cost = 12;
3252                         power_desc[num].stat = A_DEX;
3253                         power_desc[num].fail = 16;
3254                         power_desc[num++].number = MUT1_SWAP_POS;
3255                 }
3256
3257                 if (p_ptr->muta1 & MUT1_SHRIEK)
3258                 {
3259 #ifdef JP
3260 strcpy(power_desc[num].name, "¶«¤Ó");
3261 #else
3262                         strcpy(power_desc[num].name, "Shriek");
3263 #endif
3264
3265                         power_desc[num].level = 20;
3266                         power_desc[num].cost = 14;
3267                         power_desc[num].stat = A_CON;
3268                         power_desc[num].fail = 16;
3269                         power_desc[num++].number = MUT1_SHRIEK;
3270                 }
3271
3272                 if (p_ptr->muta1 & MUT1_ILLUMINE)
3273                 {
3274 #ifdef JP
3275 strcpy(power_desc[num].name, "¾ÈÌÀ");
3276 #else
3277                         strcpy(power_desc[num].name, "Illuminate");
3278 #endif
3279
3280                         power_desc[num].level = 3;
3281                         power_desc[num].cost = 2;
3282                         power_desc[num].stat = A_INT;
3283                         power_desc[num].fail = 10;
3284                         power_desc[num++].number = MUT1_ILLUMINE;
3285                 }
3286
3287                 if (p_ptr->muta1 & MUT1_DET_CURSE)
3288                 {
3289 #ifdef JP
3290 strcpy(power_desc[num].name, "¼ö¤¤´¶ÃÎ");
3291 #else
3292                         strcpy(power_desc[num].name, "Detect Curses");
3293 #endif
3294
3295                         power_desc[num].level = 7;
3296                         power_desc[num].cost = 14;
3297                         power_desc[num].stat = A_WIS;
3298                         power_desc[num].fail = 14;
3299                         power_desc[num++].number = MUT1_DET_CURSE;
3300                 }
3301
3302                 if (p_ptr->muta1 & MUT1_BERSERK)
3303                 {
3304 #ifdef JP
3305 strcpy(power_desc[num].name, "¶¸Àï»Î²½");
3306 #else
3307                         strcpy(power_desc[num].name, "Berserk");
3308 #endif
3309
3310                         power_desc[num].level = 8;
3311                         power_desc[num].cost = 8;
3312                         power_desc[num].stat = A_STR;
3313                         power_desc[num].fail = 14;
3314                         power_desc[num++].number = MUT1_BERSERK;
3315                 }
3316
3317                 if (p_ptr->muta1 & MUT1_POLYMORPH)
3318                 {
3319 #ifdef JP
3320 strcpy(power_desc[num].name, "ÊÑ¿È");
3321 #else
3322                         strcpy(power_desc[num].name, "Polymorph");
3323 #endif
3324
3325                         power_desc[num].level = 18;
3326                         power_desc[num].cost = 20;
3327                         power_desc[num].stat = A_CON;
3328                         power_desc[num].fail = 18;
3329                         power_desc[num++].number = MUT1_POLYMORPH;
3330                 }
3331
3332                 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
3333                 {
3334 #ifdef JP
3335 strcpy(power_desc[num].name, "¥ß¥À¥¹¤Î¼ê");
3336 #else
3337                         strcpy(power_desc[num].name, "Midas Touch");
3338 #endif
3339
3340                         power_desc[num].level = 10;
3341                         power_desc[num].cost = 5;
3342                         power_desc[num].stat = A_INT;
3343                         power_desc[num].fail = 12;
3344                         power_desc[num++].number = MUT1_MIDAS_TCH;
3345                 }
3346
3347                 if (p_ptr->muta1 & MUT1_GROW_MOLD)
3348                 {
3349 #ifdef JP
3350 strcpy(power_desc[num].name, "¥«¥ÓȯÀ¸");
3351 #else
3352                         strcpy(power_desc[num].name, "Grow Mold");
3353 #endif
3354
3355                         power_desc[num].level = 1;
3356                         power_desc[num].cost = 6;
3357                         power_desc[num].stat = A_CON;
3358                         power_desc[num].fail = 14;
3359                         power_desc[num++].number = MUT1_GROW_MOLD;
3360                 }
3361
3362                 if (p_ptr->muta1 & MUT1_RESIST)
3363                 {
3364 #ifdef JP
3365 strcpy(power_desc[num].name, "¥¨¥ì¥á¥ó¥ÈÂÑÀ­");
3366 #else
3367                         strcpy(power_desc[num].name, "Resist Elements");
3368 #endif
3369
3370                         power_desc[num].level = 10;
3371                         power_desc[num].cost = 12;
3372                         power_desc[num].stat = A_CON;
3373                         power_desc[num].fail = 12;
3374                         power_desc[num++].number = MUT1_RESIST;
3375                 }
3376
3377                 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
3378                 {
3379 #ifdef JP
3380 strcpy(power_desc[num].name, "ÃÏ¿Ì");
3381 #else
3382                         strcpy(power_desc[num].name, "Earthquake");
3383 #endif
3384
3385                         power_desc[num].level = 12;
3386                         power_desc[num].cost = 12;
3387                         power_desc[num].stat = A_STR;
3388                         power_desc[num].fail = 16;
3389                         power_desc[num++].number = MUT1_EARTHQUAKE;
3390                 }
3391
3392                 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
3393                 {
3394 #ifdef JP
3395 strcpy(power_desc[num].name, "ËâÎÏ¿©¤¤");
3396 #else
3397                         strcpy(power_desc[num].name, "Eat Magic");
3398 #endif
3399
3400                         power_desc[num].level = 17;
3401                         power_desc[num].cost = 1;
3402                         power_desc[num].stat = A_WIS;
3403                         power_desc[num].fail = 15;
3404                         power_desc[num++].number = MUT1_EAT_MAGIC;
3405                 }
3406
3407                 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
3408                 {
3409 #ifdef JP
3410 strcpy(power_desc[num].name, "ËâÎÏ´¶ÃÎ");
3411 #else
3412                         strcpy(power_desc[num].name, "Weigh Magic");
3413 #endif
3414
3415                         power_desc[num].level = 6;
3416                         power_desc[num].cost = 6;
3417                         power_desc[num].stat = A_INT;
3418                         power_desc[num].fail = 10;
3419                         power_desc[num++].number = MUT1_WEIGH_MAG;
3420                 }
3421
3422                 if (p_ptr->muta1 & MUT1_STERILITY)
3423                 {
3424 #ifdef JP
3425 strcpy(power_desc[num].name, "Áý¿£ÁË»ß");
3426 #else
3427                         strcpy(power_desc[num].name, "Sterilize");
3428 #endif
3429
3430                         power_desc[num].level = 12;
3431                         power_desc[num].cost = 23;
3432                         power_desc[num].stat = A_CHR;
3433                         power_desc[num].fail = 15;
3434                         power_desc[num++].number = MUT1_STERILITY;
3435                 }
3436
3437                 if (p_ptr->muta1 & MUT1_PANIC_HIT)
3438                 {
3439 #ifdef JP
3440 strcpy(power_desc[num].name, "¥Ò¥Ã¥È¡õ¥¢¥¦¥§¥¤");
3441 #else
3442                         strcpy(power_desc[num].name, "Panic Hit");
3443 #endif
3444
3445                         power_desc[num].level = 10;
3446                         power_desc[num].cost = 12;
3447                         power_desc[num].stat = A_DEX;
3448                         power_desc[num].fail = 14;
3449                         power_desc[num++].number = MUT1_PANIC_HIT;
3450                 }
3451
3452                 if (p_ptr->muta1 & MUT1_DAZZLE)
3453                 {
3454 #ifdef JP
3455 strcpy(power_desc[num].name, "âÁÏÇ");
3456 #else
3457                         strcpy(power_desc[num].name, "Dazzle");
3458 #endif
3459
3460                         power_desc[num].level = 7;
3461                         power_desc[num].cost = 15;
3462                         power_desc[num].stat = A_CHR;
3463                         power_desc[num].fail = 8;
3464                         power_desc[num++].number = MUT1_DAZZLE;
3465                 }
3466
3467                 if (p_ptr->muta1 & MUT1_LASER_EYE)
3468                 {
3469 #ifdef JP
3470 strcpy(power_desc[num].name, "¥ì¡¼¥¶¡¼¡¦¥¢¥¤");
3471 #else
3472                         strcpy(power_desc[num].name, "Laser Eye");
3473 #endif
3474
3475                         power_desc[num].level = 7;
3476                         power_desc[num].cost = 10;
3477                         power_desc[num].stat = A_WIS;
3478                         power_desc[num].fail = 9;
3479                         power_desc[num++].number = MUT1_LASER_EYE;
3480                 }
3481
3482                 if (p_ptr->muta1 & MUT1_RECALL)
3483                 {
3484 #ifdef JP
3485 strcpy(power_desc[num].name, "µ¢´Ô");
3486 #else
3487                         strcpy(power_desc[num].name, "Recall");
3488 #endif
3489
3490                         power_desc[num].level = 17;
3491                         power_desc[num].cost = 50;
3492                         power_desc[num].stat = A_INT;
3493                         power_desc[num].fail = 16;
3494                         power_desc[num++].number = MUT1_RECALL;
3495                 }
3496
3497                 if (p_ptr->muta1 & MUT1_BANISH)
3498                 {
3499 #ifdef JP
3500 strcpy(power_desc[num].name, "¼Ù°­¾ÃÌÇ");
3501 #else
3502                         strcpy(power_desc[num].name, "Banish Evil");
3503 #endif
3504
3505                         power_desc[num].level = 25;
3506                         power_desc[num].cost = 25;
3507                         power_desc[num].stat = A_WIS;
3508                         power_desc[num].fail = 18;
3509                         power_desc[num++].number = MUT1_BANISH;
3510                 }
3511
3512                 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
3513                 {
3514 #ifdef JP
3515 strcpy(power_desc[num].name, "Åà·ë¤Î¼ê");
3516 #else
3517                         strcpy(power_desc[num].name, "Cold Touch");
3518 #endif
3519
3520                         power_desc[num].level = 2;
3521                         power_desc[num].cost = 2;
3522                         power_desc[num].stat = A_CON;
3523                         power_desc[num].fail = 11;
3524                         power_desc[num++].number = MUT1_COLD_TOUCH;
3525                 }
3526
3527                 if (p_ptr->muta1 & MUT1_LAUNCHER)
3528                 {
3529 #ifdef JP
3530 strcpy(power_desc[num].name, "¥¢¥¤¥Æ¥àÅꤲ");
3531 #else
3532                         strcpy(power_desc[num].name, "Throw Object");
3533 #endif
3534
3535                         power_desc[num].level = 1;
3536                         power_desc[num].cost = lvl;
3537                         power_desc[num].stat = A_STR;
3538                         power_desc[num].fail = 6;
3539                         /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
3540                         power_desc[num++].number = 3;
3541                 }
3542         }
3543
3544         /* Nothing chosen yet */
3545         flag = FALSE;
3546
3547         /* No redraw yet */
3548         redraw = FALSE;
3549
3550         /* Build a prompt */
3551 #ifdef JP
3552 (void) strnfmt(out_val, 78, "(ÆüìǽÎÏ %c-%c, *'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎÆüìǽÎϤò»È¤¤¤Þ¤¹¤«¡©",
3553 #else
3554         (void)strnfmt(out_val, 78, "(Powers %c-%c, *=List, ESC=exit) Use which power? ",
3555 #endif
3556
3557                 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
3558
3559 #ifdef ALLOW_REPEAT
3560 if (!repeat_pull(&i) || i<0 || i>=num) {
3561 #endif /* ALLOW_REPEAT */
3562         if (use_menu) screen_save();
3563          /* Get a spell from the user */
3564
3565         choice = (always_show_list || use_menu) ? ESCAPE:1;
3566         while (!flag)
3567         {
3568                 if( choice==ESCAPE ) choice = ' '; 
3569                 else if( !get_com(out_val, &choice, FALSE) )break; 
3570
3571                 if (use_menu && choice != ' ')
3572                 {
3573                         switch(choice)
3574                         {
3575                                 case '0':
3576                                 {
3577                                         screen_load();
3578                                         energy_use = 0;
3579                                         return;
3580                                 }
3581
3582                                 case '8':
3583                                 case 'k':
3584                                 case 'K':
3585                                 {
3586                                         menu_line += (num - 1);
3587                                         break;
3588                                 }
3589
3590                                 case '2':
3591                                 case 'j':
3592                                 case 'J':
3593                                 {
3594                                         menu_line++;
3595                                         break;
3596                                 }
3597
3598                                 case '6':
3599                                 case 'l':
3600                                 case 'L':
3601                                 case '4':
3602                                 case 'h':
3603                                 case 'H':
3604                                 {
3605                                         if (menu_line > 18)
3606                                                 menu_line -= 18;
3607                                         else if (menu_line+18 <= num)
3608                                                 menu_line += 18;
3609                                         break;
3610                                 }
3611
3612                                 case 'x':
3613                                 case 'X':
3614                                 case '\r':
3615                                 {
3616                                         i = menu_line - 1;
3617                                         ask = FALSE;
3618                                         break;
3619                                 }
3620                         }
3621                         if (menu_line > num) menu_line -= num;
3622                 }
3623                 /* Request redraw */
3624                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
3625                 {
3626                         /* Show the list */
3627                         if (!redraw || use_menu)
3628                         {
3629                                 byte y = 1, x = 0;
3630                                 int ctr = 0;
3631                                 char dummy[80];
3632                                 char letter;
3633                                 int x1, y1;
3634
3635                                 strcpy(dummy, "");
3636
3637                                 /* Show list */
3638                                 redraw = TRUE;
3639
3640                                 /* Save the screen */
3641                                 if (!use_menu) screen_save();
3642
3643                                 /* Print header(s) */
3644                                 if (num < 18)
3645 #ifdef JP
3646 prt("                            Lv   MP ¼ºÎ¨", y++, x);
3647 #else
3648                                         prt("                            Lv Cost Fail", y++, x);
3649 #endif
3650
3651                                 else
3652 #ifdef JP
3653 prt("                            Lv   MP ¼ºÎ¨                            Lv   MP ¼ºÎ¨", y++, x);
3654 #else
3655                                         prt("                            Lv Cost Fail                            Lv Cost Fail", y++, x);
3656 #endif
3657
3658
3659                                 /* Print list */
3660                                 while (ctr < num)
3661                                 {
3662                                         x1 = ((ctr < 18) ? x : x + 40);
3663                                         y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
3664
3665                                         if (use_menu)
3666                                         {
3667 #ifdef JP
3668                                                 if (ctr == (menu_line-1)) strcpy(dummy, " ¡Õ ");
3669 #else
3670                                                 if (ctr == (menu_line-1)) strcpy(dummy, " >  ");
3671 #endif
3672                                                 else strcpy(dummy, "    ");
3673                                         }
3674                                         else
3675                                         {
3676                                                 /* letter/number for power selection */
3677                                                 if (ctr < 26)
3678                                                         letter = I2A(ctr);
3679                                                 else
3680                                                         letter = '0' + ctr - 26;
3681                                                 sprintf(dummy, " %c) ",letter);
3682                                         }
3683                                         strcat(dummy, format("%-23.23s %2d %4d %3d%%",
3684                                                 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
3685                                                 100 - racial_chance(&power_desc[ctr])));
3686                                         prt(dummy, y1, x1);
3687                                         ctr++;
3688                                 }
3689                         }
3690
3691                         /* Hide the list */
3692                         else
3693                         {
3694                                 /* Hide list */
3695                                 redraw = FALSE;
3696
3697                                 /* Restore the screen */
3698                                 screen_load();
3699                         }
3700
3701                         /* Redo asking */
3702                         continue;
3703                 }
3704
3705                 if (!use_menu)
3706                 {
3707                         if (choice == '\r' && num == 1)
3708                         {
3709                                 choice = 'a';
3710                         }
3711
3712                         if (isalpha(choice))
3713                         {
3714                                 /* Note verify */
3715                                 ask = (isupper(choice));
3716
3717                                 /* Lowercase */
3718                                 if (ask) choice = tolower(choice);
3719
3720                                 /* Extract request */
3721                                 i = (islower(choice) ? A2I(choice) : -1);
3722                         }
3723                         else
3724                         {
3725                                 ask = FALSE; /* Can't uppercase digits */
3726
3727                                 i = choice - '0' + 26;
3728                         }
3729                 }
3730
3731                 /* Totally Illegal */
3732                 if ((i < 0) || (i >= num))
3733                 {
3734                         bell();
3735                         continue;
3736                 }
3737
3738                 /* Verify it */
3739                 if (ask)
3740                 {
3741                         char tmp_val[160];
3742
3743                         /* Prompt */
3744 #ifdef JP
3745 (void) strnfmt(tmp_val, 78, "%s¤ò»È¤¤¤Þ¤¹¤«¡© ", power_desc[i].name);
3746 #else
3747                         (void)strnfmt(tmp_val, 78, "Use %s? ", power_desc[i].name);
3748 #endif
3749
3750
3751                         /* Belay that order */
3752                         if (!get_check(tmp_val)) continue;
3753                 }
3754
3755                 /* Stop the loop */
3756                 flag = TRUE;
3757         }
3758
3759         /* Restore the screen */
3760         if (redraw) screen_load();
3761
3762         /* Abort if needed */
3763         if (!flag)
3764         {
3765                 energy_use = 0;
3766                 return;
3767         }
3768 #ifdef ALLOW_REPEAT
3769         repeat_push(i);
3770         } /*if (!repeat_pull(&i) || ...)*/
3771 #endif /* ALLOW_REPEAT */
3772         switch (racial_aux(&power_desc[i]))
3773         {
3774         case 1:
3775                 if (power_desc[i].number < 0)
3776                         cast = cmd_racial_power_aux(power_desc[i].number);
3777                 else
3778                         cast = mutation_power_aux(power_desc[i].number);
3779                 break;
3780         case 0:
3781                 cast = FALSE;
3782                 break;
3783         case -1:
3784                 cast = TRUE;
3785                 break;
3786         }
3787
3788         if (cast)
3789         {
3790                 if (racial_cost)
3791                 {
3792                         int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
3793
3794                         /* If mana is not enough, player consumes hit point! */
3795                         if (p_ptr->csp < actual_racial_cost)
3796                         {
3797                                 actual_racial_cost -= p_ptr->csp;
3798                                 p_ptr->csp = 0;
3799 #ifdef JP
3800                                 take_hit(DAMAGE_USELIFE, actual_racial_cost, "²áÅ٤ν¸Ãæ", -1);
3801 #else
3802                                 take_hit(DAMAGE_USELIFE, actual_racial_cost, "concentrating too hard", -1);
3803 #endif
3804                         }
3805                         else p_ptr->csp -= actual_racial_cost;
3806
3807                         /* Redraw mana and hp */
3808                         p_ptr->redraw |= (PR_HP | PR_MANA);
3809
3810                         /* Window stuff */
3811                         p_ptr->window |= (PW_PLAYER | PW_SPELL);
3812                 }
3813         }
3814         else energy_use = 0;
3815
3816         /* Success */
3817         return;
3818 }