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[hengband/hengband.git] / src / racial.c
1 /* File: racial.c */
2
3 /* Purpose: Racial powers (and mutations) */
4
5 /*
6  * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
7  *
8  * This software may be copied and distributed for educational, research, and
9  * not for profit purposes provided that this copyright and statement are
10  * included in all such copies.
11  */
12
13 #include "angband.h"
14
15 /*
16  * Hook to determine if an object is contertible in an arrow/bolt
17  */
18 static bool item_tester_hook_convertible(object_type *o_ptr)
19 {
20         if((o_ptr->tval==TV_JUNK) || (o_ptr->tval==TV_SKELETON)) return TRUE;
21
22         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON)) return TRUE;
23         /* Assume not */
24         return (FALSE);
25 }
26
27
28 /*
29  * do_cmd_cast calls this function if the player's class
30  * is 'archer'.
31  */
32 static bool do_cmd_archer(void)
33 {
34         int ext=0;
35         char ch;
36
37         object_type     forge;
38         object_type     *q_ptr;
39
40         char com[80];
41         char o_name[MAX_NLEN];
42
43         q_ptr = &forge;
44
45         if(p_ptr->lev >= 20)
46 #ifdef JP
47                 sprintf(com, "[S]ÃÆ, [A]Ìð, [B]¥¯¥í¥¹¥Ü¥¦¤ÎÌð :");
48 #else
49                 sprintf(com, "Create [S]hots, Create [A]rrow or Create [B]olt ?");
50 #endif
51         else if(p_ptr->lev >= 10)
52 #ifdef JP
53                 sprintf(com, "[S]ÃÆ, [A]Ìð:");
54 #else
55                 sprintf(com, "Create [S]hots or Create [A]rrow ?");
56 #endif
57         else
58 #ifdef JP
59                 sprintf(com, "[S]ÃÆ:");
60 #else
61                 sprintf(com, "Create [S]hots ?");
62 #endif
63
64         if (p_ptr->confused)
65         {
66 #ifdef JP
67                 msg_print("º®Í𤷤Ƥ롪");
68 #else
69                 msg_print("You are too confused!");
70 #endif
71                 return FALSE;
72         }
73
74         if (p_ptr->blind)
75         {
76 #ifdef JP
77                 msg_print("Ìܤ¬¸«¤¨¤Ê¤¤¡ª");
78 #else
79                 msg_print("You are blind!");
80 #endif
81                 return FALSE;
82         }
83
84         while (TRUE)
85         {
86                 if (!get_com(com, &ch, TRUE))
87                 {
88                         return FALSE;
89                 }
90                 if (ch == 'S' || ch == 's')
91                 {
92                         ext = 1;
93                         break;
94                 }
95                 if ((ch == 'A' || ch == 'a')&&(p_ptr->lev >= 10))
96                 {
97                         ext = 2;
98                         break;
99                 }
100                 if ((ch == 'B' || ch == 'b')&&(p_ptr->lev >= 20))
101                 {
102                         ext = 3;
103                         break;
104                 }
105         }
106
107         /**********Create shots*********/
108         if (ext == 1)
109         {
110                 int x,y, dir;
111                 cave_type *c_ptr;
112
113                 if (!get_rep_dir(&dir, FALSE)) return FALSE;
114                 y = py + ddy[dir];
115                 x = px + ddx[dir];
116                 c_ptr = &cave[y][x];
117                 if (c_ptr->feat == FEAT_RUBBLE)
118                 {
119                         /* Get local object */
120                         q_ptr = &forge;
121
122                         /* Hack -- Give the player some small firestones */
123                         object_prep(q_ptr, lookup_kind(TV_SHOT, m_bonus(1, p_ptr->lev) + 1));
124                         q_ptr->number = (byte)rand_range(15,30);
125                         object_aware(q_ptr);
126                         object_known(q_ptr);
127                         apply_magic(q_ptr, p_ptr->lev, FALSE, FALSE, FALSE, FALSE);
128                         q_ptr->discount = 99;
129
130                         (void)inven_carry(q_ptr);
131
132                         object_desc(o_name, q_ptr, TRUE, 2);
133 #ifdef JP
134                         msg_format("´äÀФòºï¤Ã¤Æ%s¤òºî¤Ã¤¿¡£",o_name);
135 #else
136                         msg_print("You make some ammo.");
137 #endif
138
139                         (void)wall_to_mud(dir);
140                         p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW);
141                         p_ptr->window |= (PW_OVERHEAD);
142                 }
143                 else
144                 {
145 #ifdef JP
146                         msg_print("¤½¤³¤Ë¤Ï´äÀФ¬¤Ê¤¤¡£");
147 #else
148                         msg_print("You need pile of rubble.");
149 #endif
150                 }
151         }
152         /**********Create arrows*********/
153         else if (ext == 2)
154         {
155                 int item;
156
157                 cptr q, s;
158
159                 item_tester_hook = item_tester_hook_convertible;
160
161                 /* Get an item */
162 #ifdef JP
163                 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éºî¤ê¤Þ¤¹¤«¡© ";
164                 s = "ºàÎÁ¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£";
165 #else
166                 q = "Convert which item? ";
167                 s = "You have no item to convert.";
168 #endif
169                 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
170
171                 /* Get the item (in the pack) */
172                 if (item >= 0)
173                 {
174                         q_ptr = &inventory[item];
175                 }
176
177                 /* Get the item (on the floor) */
178                 else
179                 {
180                         q_ptr = &o_list[0 - item];
181                 }       
182
183                 /* Get local object */
184                 q_ptr = &forge;
185
186                 /* Hack -- Give the player some small firestones */
187                 object_prep(q_ptr, lookup_kind(TV_ARROW, m_bonus(1, p_ptr->lev)+ 1));
188                 q_ptr->number = (byte)rand_range(5,10);
189                 object_aware(q_ptr);
190                 object_known(q_ptr);
191                 apply_magic(q_ptr, p_ptr->lev, FALSE, FALSE, FALSE, FALSE);
192
193                 q_ptr->discount = 99;
194
195                 object_desc(o_name, q_ptr, TRUE, 2);
196 #ifdef JP
197                 msg_format("%s¤òºî¤Ã¤¿¡£", o_name);
198 #else
199                 msg_print("You make some ammo.");
200 #endif
201
202                 if (item >= 0)
203                 {
204                         inven_item_increase(item, -1);
205                         inven_item_describe(item);
206                         inven_item_optimize(item);
207                 }
208                 else
209                 {
210                         floor_item_increase(0 - item, -1);
211                         floor_item_describe(0 - item);
212                         floor_item_optimize(0 - item);
213                 }
214                 (void)inven_carry(q_ptr);
215         }
216         /**********Create bolts*********/
217         else if (ext == 3)
218         {
219                 int item;
220
221                 cptr q, s;
222
223                 item_tester_hook = item_tester_hook_convertible;
224
225                 /* Get an item */
226 #ifdef JP
227                 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éºî¤ê¤Þ¤¹¤«¡© ";
228                 s = "ºàÎÁ¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£";
229 #else
230                 q = "Convert which item? ";
231                 s = "You have no item to convert.";
232 #endif
233                 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
234
235                 /* Get the item (in the pack) */
236                 if (item >= 0)
237                 {
238                         q_ptr = &inventory[item];
239                 }
240
241                 /* Get the item (on the floor) */
242                 else
243                 {
244                         q_ptr = &o_list[0 - item];
245                 }       
246
247                 /* Get local object */
248                 q_ptr = &forge;
249
250                 /* Hack -- Give the player some small firestones */
251                 object_prep(q_ptr, lookup_kind(TV_BOLT, m_bonus(1, p_ptr->lev)+1));
252                 q_ptr->number = (byte)rand_range(4,8);
253                 object_aware(q_ptr);
254                 object_known(q_ptr);
255                 apply_magic(q_ptr, p_ptr->lev, FALSE, FALSE, FALSE, FALSE);
256
257                 q_ptr->discount = 99;
258
259                 object_desc(o_name, q_ptr, TRUE, 2);
260 #ifdef JP
261                 msg_format("%s¤òºî¤Ã¤¿¡£", o_name);
262 #else
263                 msg_print("You make some ammo.");
264 #endif
265
266                 if (item >= 0)
267                 {
268                         inven_item_increase(item, -1);
269                         inven_item_describe(item);
270                         inven_item_optimize(item);
271                 }
272                 else
273                 {
274                         floor_item_increase(0 - item, -1);
275                         floor_item_describe(0 - item);
276                         floor_item_optimize(0 - item);
277                 }
278
279                 (void)inven_carry(q_ptr);
280         }
281         return TRUE;
282 }
283
284 bool gain_magic(void)
285 {
286         int item;
287         int pval;
288         int ext = 0;
289         cptr q, s;
290         object_type *o_ptr;
291         char o_name[MAX_NLEN];
292
293         /* Only accept legal items */
294         item_tester_hook = item_tester_hook_recharge;
295
296         /* Get an item */
297 #ifdef JP
298 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ÎËâÎϤò¼è¤ê¹þ¤ß¤Þ¤¹¤«? ";
299 s = "ËâÎϤò¼è¤ê¹þ¤á¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
300 #else
301         q = "Gain power of which item? ";
302         s = "You have nothing to gain power.";
303 #endif
304
305         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
306
307         /* Get the item (in the pack) */
308         if (item >= 0)
309         {
310                 o_ptr = &inventory[item];
311         }
312
313         /* Get the item (on the floor) */
314         else
315         {
316                 o_ptr = &o_list[0 - item];
317         }
318
319         if (!object_known_p(o_ptr))
320         {
321 #ifdef JP
322                 msg_print("´ÕÄꤵ¤ì¤Æ¤¤¤Ê¤¤¤È¼è¤ê¹þ¤á¤Ê¤¤¡£");
323 #else
324                 msg_print("You need to identify before absorbing.");
325 #endif
326                 return FALSE;
327         }
328
329         if (o_ptr->timeout)
330         {
331 #ifdef JP
332                 msg_print("½¼Å¶Ãæ¤Î¥¢¥¤¥Æ¥à¤Ï¼è¤ê¹þ¤á¤Ê¤¤¡£");
333 #else
334                 msg_print("This item is still charging.");
335 #endif
336                 return FALSE;
337         }
338
339         pval = o_ptr->pval;
340         if (o_ptr->tval == TV_ROD)
341                 ext = 72;
342         else if (o_ptr->tval == TV_WAND)
343                 ext = 36;
344
345         if (o_ptr->tval == TV_ROD)
346         {
347                 p_ptr->magic_num2[o_ptr->sval + ext] += o_ptr->number;
348                 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
349         }
350         else
351         {
352                 int num;
353                 for (num = o_ptr->number; num; num--)
354                 {
355                         int gain_num = pval;
356                         if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
357                         if (p_ptr->magic_num2[o_ptr->sval + ext])
358                         {
359                                 gain_num *= 256;
360                                 gain_num = (gain_num/3 + randint0(gain_num/3)) / 256;
361                                 if (gain_num < 1) gain_num = 1;
362                         }
363                         p_ptr->magic_num2[o_ptr->sval + ext] += gain_num;
364                         if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
365                         p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
366                         if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
367                         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;
368                         if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
369                 }
370         }
371
372         object_desc(o_name, o_ptr, TRUE, 3);
373         /* Message */
374 #ifdef JP
375         msg_format("%s¤ÎËâÎϤò¼è¤ê¹þ¤ó¤À¡£", o_name);
376 #else
377         msg_format("You absorb magic of %s.", o_name);
378 #endif
379
380         /* Eliminate the item (from the pack) */
381         if (item >= 0)
382         {
383                 inven_item_increase(item, -999);
384                 inven_item_describe(item);
385                 inven_item_optimize(item);
386         }
387
388         /* Eliminate the item (from the floor) */
389         else
390         {
391                 floor_item_increase(0 - item, -999);
392                 floor_item_describe(0 - item);
393                 floor_item_optimize(0 - item);
394         }
395         energy_use = 100;
396         return TRUE;
397 }
398
399
400 static bool choose_kamae(void)
401 {
402         char choice;
403         int new_kamae = 0;
404         int i;
405         char buf[80];
406
407         if (p_ptr->confused)
408         {
409 #ifdef JP
410                 msg_print("º®Í𤷤Ƥ¤¤Æ¹½¤¨¤é¤ì¤Ê¤¤¡ª");
411 #else
412                 msg_print("Too confused.");
413 #endif
414                 return FALSE;
415         }
416
417         /* Save screen */
418         screen_save();
419
420 #ifdef JP
421         prt(" a) ¹½¤¨¤ò¤È¤¯", 2, 20);
422 #else
423         prt(" a) No form", 2, 20);
424 #endif
425
426         for (i = 0; i < MAX_KAMAE; i++)
427         {
428                 if (p_ptr->lev >= kamae_shurui[i].min_level)
429                 {
430                         sprintf(buf," %c) %-12s  %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
431                         prt(buf, 3+i, 20);
432                 }
433         }
434
435         prt("", 1, 0);
436 #ifdef JP
437         prt("        ¤É¤Î¹½¤¨¤ò¤È¤ê¤Þ¤¹¤«¡©", 1, 14);
438 #else
439         prt("        Choose Form: ", 1, 14);
440 #endif
441
442         while(1)
443         {
444                 choice = inkey();
445
446                 if (choice == ESCAPE)
447                 {
448                         screen_load();
449                         return FALSE;
450                 }
451                 else if ((choice == 'a') || (choice == 'A') || (choice == ESCAPE))
452                 {
453                         if (p_ptr->action == ACTION_KAMAE)
454                         {
455                                 set_action(ACTION_NONE);
456                         }
457                         else
458 #ifdef JP
459                                 msg_print("¤â¤È¤â¤È¹½¤¨¤Æ¤¤¤Ê¤¤¡£");
460 #else
461                                 msg_print("You are not assuming a posture.");
462 #endif
463                         screen_load();
464                         return TRUE;
465                 }
466                 else if ((choice == 'b') || (choice == 'B'))
467                 {
468                         new_kamae = 0;
469                         break;
470                 }
471                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
472                 {
473                         new_kamae = 1;
474                         break;
475                 }
476                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
477                 {
478                         new_kamae = 2;
479                         break;
480                 }
481                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
482                 {
483                         new_kamae = 3;
484                         break;
485                 }
486         }
487         set_action(ACTION_KAMAE);
488
489         if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
490         {
491 #ifdef JP
492                 msg_print("¹½¤¨Ä¾¤·¤¿¡£");
493 #else
494                 msg_print("You reassume a posture.");
495 #endif
496         }
497         else
498         {
499                 p_ptr->special_defense &= ~(KAMAE_MASK);
500                 p_ptr->update |= (PU_BONUS);
501                 p_ptr->redraw |= (PR_STATE);
502 #ifdef JP
503                 msg_format("%s¤Î¹½¤¨¤ò¤È¤Ã¤¿¡£",kamae_shurui[new_kamae].desc);
504 #else
505                 msg_format("You assume a posture of %s form.",kamae_shurui[new_kamae].desc);
506 #endif
507                 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
508         }
509         p_ptr->redraw |= PR_STATE;
510         screen_load();
511         return TRUE;
512 }
513
514 static bool choose_kata(void)
515 {
516         char choice;
517         int new_kata = 0;
518         int i;
519         char buf[80];
520
521         if (p_ptr->confused)
522         {
523 #ifdef JP
524                 msg_print("º®Í𤷤Ƥ¤¤Æ¹½¤¨¤é¤ì¤Ê¤¤¡ª");
525 #else
526                 msg_print("Too confused.");
527 #endif
528                 return FALSE;
529         }
530
531         if (p_ptr->stun)
532         {
533 #ifdef JP
534                 msg_print("°Õ¼±¤¬¤Ï¤Ã¤­¤ê¤È¤·¤Ê¤¤¡£");
535 #else
536                 msg_print("You are not clear headed");
537 #endif
538                 return FALSE;
539         }
540
541         if (p_ptr->afraid)
542         {
543 #ifdef JP
544                 msg_print("ÂΤ¬¿Ì¤¨¤Æ¹½¤¨¤é¤ì¤Ê¤¤¡ª");
545 #else
546                 msg_print("You are trembling with fear!");
547 #endif
548                 return FALSE;
549         }
550
551         /* Save screen */
552         screen_save();
553
554 #ifdef JP
555         prt(" a) ·¿¤òÊø¤¹", 2, 20);
556 #else
557         prt(" a) No Form", 2, 20);
558 #endif
559
560         for (i = 0; i < MAX_KATA; i++)
561         {
562                 if (p_ptr->lev >= kata_shurui[i].min_level)
563                 {
564 #ifdef JP
565                         sprintf(buf," %c) %s¤Î·¿    %s",I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
566 #else
567                         sprintf(buf," %c) Form of %-12s  %s",I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
568 #endif
569                         prt(buf, 3+i, 20);
570                 }
571         }
572
573         prt("", 1, 0);
574 #ifdef JP
575         prt("        ¤É¤Î·¿¤Ç¹½¤¨¤Þ¤¹¤«¡©", 1, 14);
576 #else
577         prt("        Choose Form: ", 1, 14);
578 #endif
579
580         while(1)
581         {
582                 choice = inkey();
583
584                 if (choice == ESCAPE)
585                 {
586                         screen_load();
587                         return FALSE;
588                 }
589                 else if ((choice == 'a') || (choice == 'A') || (choice == ESCAPE))
590                 {
591                         if (p_ptr->action == ACTION_KATA)
592                         {
593                                 set_action(ACTION_NONE);
594                         }
595                         else
596 #ifdef JP
597                                 msg_print("¤â¤È¤â¤È¹½¤¨¤Æ¤¤¤Ê¤¤¡£");
598 #else
599                                 msg_print("You are not assuming posture.");
600 #endif
601                         screen_load();
602                         return TRUE;
603                 }
604                 else if ((choice == 'b') || (choice == 'B'))
605                 {
606                         new_kata = 0;
607                         break;
608                 }
609                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
610                 {
611                         new_kata = 1;
612                         break;
613                 }
614                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
615                 {
616                         new_kata = 2;
617                         break;
618                 }
619                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
620                 {
621                         new_kata = 3;
622                         break;
623                 }
624         }
625         set_action(ACTION_KATA);
626
627         if (p_ptr->special_defense & (KATA_IAI << new_kata))
628         {
629 #ifdef JP
630                 msg_print("¹½¤¨Ä¾¤·¤¿¡£");
631 #else
632                 msg_print("You reassume a posture.");
633 #endif
634         }
635         else
636         {
637                 p_ptr->special_defense &= ~(KATA_MASK);
638                 p_ptr->update |= (PU_BONUS);
639                 p_ptr->update |= (PU_MONSTERS);
640 #ifdef JP
641                 msg_format("%s¤Î·¿¤Ç¹½¤¨¤¿¡£",kata_shurui[new_kata].desc);
642 #else
643                 msg_format("You assume a posture of %s form.",kata_shurui[new_kata].desc);
644 #endif
645                 p_ptr->special_defense |= (KATA_IAI << new_kata);
646         }
647         p_ptr->redraw |= (PR_STATE);
648         p_ptr->redraw |= (PR_STATUS);
649         screen_load();
650         return TRUE;
651 }
652
653
654 /*
655  * Returns the chance to activate a racial power/mutation
656  */
657 static int racial_chance(s16b min_level, int use_stat, int difficulty)
658 {
659         int i;
660         int val;
661         int sum = 0;
662         int stat = p_ptr->stat_cur[use_stat];
663
664         /* No chance for success */
665         if ((p_ptr->lev < min_level) || p_ptr->confused)
666         {
667                 return (0);
668         }
669
670         if (difficulty == 0) return 100;
671
672         /* Calculate difficulty */
673         if (p_ptr->stun)
674         {
675                 difficulty += p_ptr->stun;
676         }
677         else if (p_ptr->lev > min_level)
678         {
679                 int lev_adj = ((p_ptr->lev - min_level) / 3);
680                 if (lev_adj > 10) lev_adj = 10;
681                 difficulty -= lev_adj;
682         }
683
684         if (difficulty < 5) difficulty = 5;
685
686         /* We only need halfs of the difficulty */
687         difficulty = difficulty / 2;
688
689         for (i = 1; i <= stat; i++)
690         {
691                 val = i - difficulty;
692                 if (val > 0)
693                         sum += (val <= difficulty) ? val : difficulty;
694         }
695
696         if (difficulty == 0)
697                 return (100);
698         else
699                 return (((sum * 100) / difficulty) / stat);
700 }
701
702
703 /* Note: return value indicates that we have succesfully used the power */
704
705 bool racial_aux(s16b min_level, int cost, int use_stat, int difficulty)
706 {
707         bool use_hp = FALSE;
708
709         /* Not enough mana - use hp */
710         if (p_ptr->csp < cost) use_hp = TRUE;
711
712         /* Power is not available yet */
713         if (p_ptr->lev < min_level)
714         {
715 #ifdef JP
716 msg_format("¤³¤ÎǽÎϤò»ÈÍѤ¹¤ë¤Ë¤Ï¥ì¥Ù¥ë %d ¤Ë㤷¤Æ¤¤¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£", min_level);
717 #else
718                 msg_format("You need to attain level %d to use this power.", min_level);
719 #endif
720
721                 energy_use = 0;
722                 return FALSE;
723         }
724
725         /* Too confused */
726         else if (p_ptr->confused)
727         {
728 #ifdef JP
729 msg_print("º®Í𤷤Ƥ¤¤Æ¤½¤ÎǽÎϤϻȤ¨¤Ê¤¤¡£");
730 #else
731                 msg_print("You are too confused to use this power.");
732 #endif
733
734                 energy_use = 0;
735                 return FALSE;
736         }
737
738         /* Risk death? */
739         else if (use_hp && (p_ptr->chp < cost))
740         {
741 #ifdef JP
742 if (!get_check("ËÜÅö¤Ëº£¤Î¿ê¼å¤·¤¿¾õÂ֤Ǥ³¤ÎǽÎϤò»È¤¤¤Þ¤¹¤«¡©"))
743 #else
744                 if (!get_check("Really use the power in your weakened state? "))
745 #endif
746
747                 {
748                         energy_use = 0;
749                         return FALSE;
750                 }
751         }
752
753         /* Else attempt to do it! */
754
755         if (difficulty)
756         {
757                 if (p_ptr->stun)
758                 {
759                         difficulty += p_ptr->stun;
760                 }
761                 else if (p_ptr->lev > min_level)
762                 {
763                         int lev_adj = ((p_ptr->lev - min_level) / 3);
764                         if (lev_adj > 10) lev_adj = 10;
765                         difficulty -= lev_adj;
766                 }
767
768                 if (difficulty < 5) difficulty = 5;
769         }
770
771         /* take time and pay the price */
772         energy_use = 100;
773
774         if (cost)
775         {
776                 if (use_hp)
777                 {
778 #ifdef JP
779                         take_hit(DAMAGE_USELIFE, (cost / 2) + randint1(cost / 2),
780                                  "²áÅ٤ν¸Ãæ", -1);
781 #else
782                         take_hit(DAMAGE_USELIFE, (cost / 2) + randint1(cost / 2),
783                                  "concentrating too hard", -1);
784 #endif
785
786                 }
787                 else
788                 {
789                         p_ptr->csp -= (cost / 2) + randint1(cost / 2);
790                 }
791         }
792
793
794         /* Redraw mana and hp */
795         p_ptr->redraw |= (PR_HP | PR_MANA);
796
797         /* Window stuff */
798         p_ptr->window |= (PW_PLAYER | PW_SPELL);
799
800         /* Success? */
801         if (randint1(p_ptr->stat_cur[use_stat]) >=
802             ((difficulty / 2) + randint1(difficulty / 2)))
803         {
804                 return TRUE;
805         }
806
807 #ifdef JP
808 msg_print("½¼Ê¬¤Ë½¸Ãæ¤Ç¤­¤Ê¤«¤Ã¤¿¡£");
809 #else
810         msg_print("You've failed to concentrate hard enough.");
811 #endif
812         if (flush_failure) flush();
813
814         return FALSE;
815 }
816
817
818 static bool cmd_racial_power_aux(s32b command)
819 {
820         s16b        plev = p_ptr->lev;
821         int         dir = 0;
822
823         if (command <= -3)
824         {
825                 switch (p_ptr->pclass)
826                 {
827                 case CLASS_WARRIOR:
828                 {
829                         if (racial_aux(40, 75, A_DEX, 35))
830                         {
831                                 int y = 0, x = 0, i;
832                                 cave_type       *c_ptr;
833                                 monster_type    *m_ptr;
834
835                                 for (i = 0; i < 6; i++)
836                                 {
837                                         dir = randint0(8);
838                                         y = py + ddy_ddd[dir];
839                                         x = px + ddx_ddd[dir];
840                                         c_ptr = &cave[y][x];
841
842                                         /* Get the monster */
843                                         m_ptr = &m_list[c_ptr->m_idx];
844
845                                         /* Hack -- attack monsters */
846                                         if (c_ptr->m_idx)
847                                                 py_attack(y, x, 0);
848                                         else
849                                         {
850 #ifdef JP
851 msg_print("¹¶·â¤¬¶õ¤ò¤­¤Ã¤¿¡£");
852 #else
853                                                 msg_print("You attack the empty air.");
854 #endif
855                                         }
856                                 }
857                         }
858                         break;
859                 }
860                 case CLASS_MAGE:
861                 case CLASS_HIGH_MAGE:
862                 case CLASS_SORCERER:
863                 {
864                         if (racial_aux(25, 1, A_INT, 25))
865                         {
866                                 if (!eat_magic(p_ptr->lev * 2)) return FALSE;
867                         }
868                         break;
869                 }
870                 case CLASS_PRIEST:
871                 {
872                         if (p_ptr->realm1 == REALM_LIFE)
873                         {
874                                 if (racial_aux(35, 70, A_WIS, 50))
875                                 {
876                                         if (!bless_weapon()) return FALSE;
877                                 }
878                         }
879                         else
880                         {
881                                 if (racial_aux(42, 40, A_WIS, 30))
882                                 {
883                                         (void)dispel_monsters(plev * 4);
884                                         turn_monsters(plev * 4);
885                                         banish_monsters(plev * 4);
886                                 }
887                         }
888                         break;
889                 }
890                 case CLASS_ROGUE:
891                 {
892                         if (racial_aux(8, 12, A_DEX, 14))
893                         {
894                                 int x, y;
895
896                                 if (!get_rep_dir(&dir, FALSE)) return FALSE;
897                                 y = py + ddy[dir];
898                                 x = px + ddx[dir];
899                                 if (cave[y][x].m_idx)
900                                 {
901                                         py_attack(y, x, 0);
902                                         if (randint0(p_ptr->skill_dis) < 7)
903 #ifdef JP
904 msg_print("¤¦¤Þ¤¯Æ¨¤²¤é¤ì¤Ê¤«¤Ã¤¿¡£");
905 #else
906                                                 msg_print("You are failed to run away.");
907 #endif
908                                         else teleport_player(30);
909                                 }
910                                 else
911                                 {
912 #ifdef JP
913 msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£");
914 #else
915                                         msg_print("You don't see any monster in this direction");
916 #endif
917
918                                         msg_print(NULL);
919                                 }
920                         }
921                         break;
922                 }
923                 case CLASS_RANGER:
924                 {
925                         if (racial_aux(15, 20, A_INT, 12))
926                         {
927 #ifdef JP
928 msg_print("Ũ¤òÄ´ºº¤·¤¿...");
929 #else
930                                 msg_print("You examine your foes...");
931 #endif
932
933                                 probing();
934                         }
935                         break;
936                 }
937                 case CLASS_PALADIN:
938                 {
939                         if (p_ptr->realm1 == REALM_LIFE)
940                         {
941                                 if (racial_aux(30, 30, A_WIS, 20))
942                                 {
943                                         if (!get_aim_dir(&dir)) return FALSE;
944                                         fire_beam(GF_HOLY_FIRE, dir, plev * 3);
945                                 }
946                         }
947                         else
948                         {
949                                 if (racial_aux(30, 30, A_WIS, 20))
950                                 {
951                                         if (!get_aim_dir(&dir)) return FALSE;
952                                         fire_beam(GF_HELL_FIRE, dir, plev * 3);
953                                 }
954                         }
955                         break;
956                 }
957                 case CLASS_WARRIOR_MAGE:
958                 {
959                         if (command == -3)
960                         {
961                                 if (racial_aux(25, 0, A_INT, 10))
962                                 {
963                                         if (take_hit(DAMAGE_USELIFE, p_ptr->lev, 
964 #ifdef JP
965 "£È£Ð¤«¤é£Í£Ð¤Ø¤Î̵ËŤÊÊÑ´¹", -1))
966 #else
967 "thoughtless convertion from HP to SP", -1))
968 #endif
969                                         {
970                                                 p_ptr->csp += p_ptr->lev / 5;
971                                                 if (p_ptr->csp > p_ptr->msp)
972                                                 {
973                                                         p_ptr->csp = p_ptr->msp;
974                                                         p_ptr->csp_frac = 0;
975                                                 }
976                                         }
977                                         else
978 #ifdef JP
979 msg_print("ÊÑ´¹¤Ë¼ºÇÔ¤·¤¿¡£");
980 #else
981                                 msg_print("You failed to convert.");
982 #endif
983                                 }
984                         }
985                         else if (command == -4)
986                         {
987                                 if (racial_aux(25, 0, A_INT, 10))
988                                 {
989                                         if (p_ptr->csp >= p_ptr->lev/5)
990                                         {
991                                                 p_ptr->csp -= p_ptr->lev / 5;
992                                                 hp_player(p_ptr->lev);
993                                         }
994                                         else
995 #ifdef JP
996 msg_print("ÊÑ´¹¤Ë¼ºÇÔ¤·¤¿¡£");
997 #else
998                                 msg_print("You failed to convert.");
999 #endif
1000                                 }
1001                         }
1002                         break;
1003                 }
1004                 case CLASS_CHAOS_WARRIOR:
1005                 {
1006                         if (racial_aux(40, 50, A_INT, 25))
1007                         {
1008 #ifdef JP
1009 msg_print("ÊÕ¤ê¤òâˤó¤À...");
1010 #else
1011                                 msg_print("You glare nearby monsters...");
1012 #endif
1013                                 slow_monsters();
1014                                 stun_monsters(p_ptr->lev * 4);
1015                                 confuse_monsters(p_ptr->lev * 4);
1016                                 turn_monsters(p_ptr->lev * 4);
1017                                 stasis_monsters(p_ptr->lev * 4);
1018                         }
1019                         break;
1020                 }
1021                 case CLASS_MONK:
1022                 {
1023                         if (command == -3)
1024                         {
1025                                 if (empty_hands(TRUE) < 2)
1026                                 {
1027 #ifdef JP
1028 msg_print("ÁǼꤸ¤ã¤Ê¤¤¤È¤Ç¤­¤Þ¤»¤ó¡£");
1029 #else
1030                                         msg_print("You need to be bare hands.");
1031 #endif
1032                                         return FALSE;
1033                                 }
1034                                 if (racial_aux(25, 0, A_DEX, 0))
1035                                 {
1036                                         if (choose_kamae()) energy_use = 100;
1037                                         else energy_use = 0;
1038                                         p_ptr->update |= (PU_BONUS);
1039                                         p_ptr->redraw |= (PR_ARMOR);
1040                                 }
1041                         }
1042                         if (command == -4)
1043                         {
1044                                 if (empty_hands(TRUE) < 2)
1045                                 {
1046 #ifdef JP
1047 msg_print("ÁǼꤸ¤ã¤Ê¤¤¤È¤Ç¤­¤Þ¤»¤ó¡£");
1048 #else
1049                                         msg_print("You need to be bare hand.");
1050 #endif
1051                                         return FALSE;
1052                                 }
1053                                 if (racial_aux(30, 30, A_STR, 20))
1054                                 {
1055                                         int x, y;
1056
1057                                         if (!get_rep_dir(&dir, FALSE)) return FALSE;
1058                                         y = py + ddy[dir];
1059                                         x = px + ddx[dir];
1060                                         if (cave[y][x].m_idx)
1061                                         {
1062                                                 if (one_in_(2))
1063 #ifdef JP
1064 msg_print("¤¢¡¼¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¡ª¡ª¡ª");
1065 #else
1066 msg_print("Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!");
1067 #endif
1068                                                 else
1069 #ifdef JP
1070 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");
1071 #else
1072 msg_print("Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!");
1073 #endif
1074                                                 py_attack(y, x, 0);
1075                                                 if (cave[y][x].m_idx)
1076                                                 {
1077                                                         handle_stuff();
1078                                                         py_attack(y, x, 0);
1079                                                 }
1080                                                 p_ptr->energy_need += ENERGY_NEED();
1081                                         }
1082                                         else
1083                                         {
1084 #ifdef JP
1085 msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£");
1086 #else
1087                                                 msg_print("You don't see any monster in this direction");
1088 #endif
1089
1090                                                 msg_print(NULL);
1091                                         }
1092                                 }
1093                         }
1094                         break;
1095                 }
1096                 case CLASS_MINDCRAFTER:
1097                 case CLASS_FORCETRAINER:
1098                 {
1099                         if (total_friends)
1100                         {
1101 #ifdef JP
1102 msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£");
1103 #else
1104                                 msg_print("You need concentration on the pets now.");
1105 #endif
1106                                 return FALSE;
1107                         }
1108                         if (racial_aux(15, 0, A_WIS, 10))
1109                         {
1110 #ifdef JP
1111 msg_print("¾¯¤·Æ¬¤¬¥Ï¥Ã¥­¥ê¤·¤¿¡£");
1112 #else
1113                                 msg_print("You feel your head clear a little.");
1114 #endif
1115
1116                                 p_ptr->csp += (3 + p_ptr->lev/20);
1117                                 if (p_ptr->csp >= p_ptr->msp)
1118                                 {
1119                                         p_ptr->csp = p_ptr->msp;
1120                                         p_ptr->csp_frac = 0;
1121                                 }
1122                         }
1123                         break;
1124                 }
1125                 case CLASS_TOURIST:
1126                 {
1127                         if (command == -3)
1128                         {
1129                                 if (racial_aux(1, 0, A_DEX, 0))
1130                                 {
1131                                         if (!get_aim_dir(&dir)) return FALSE;
1132                                         project_length = 1;
1133                                         fire_beam(GF_PHOTO, dir, 1);
1134                                 }
1135                         }
1136                         else if (command == -4)
1137                         {
1138                                 if (racial_aux(25, 20, A_INT, 20))
1139                                 {
1140                                         if (!identify_fully(FALSE)) return FALSE;
1141                                 }
1142                         }
1143                         break;
1144                 }
1145                 case CLASS_IMITATOR:
1146                 {
1147                         if (racial_aux(30, 100, A_DEX, 30))
1148                         {
1149                                 handle_stuff();
1150                                 if (!do_cmd_mane(TRUE)) return FALSE;
1151                         }
1152                         break;
1153                 }
1154                 case CLASS_BEASTMASTER:
1155                 {
1156                         if (command == -3)
1157                         {
1158                                 if (racial_aux(1, (p_ptr->lev+3) / 4, A_CHR, 10))
1159                                 {
1160                                         if (!get_aim_dir(&dir)) return FALSE;
1161                                         (void)fire_ball_hide(GF_CONTROL_LIVING, dir, p_ptr->lev, 0);
1162                                 }
1163                                 break;
1164                         }
1165                         else if (command == -4)
1166                         {
1167                                 if (racial_aux(30, (p_ptr->lev+20) / 2, A_CHR, 10))
1168                                 {
1169                                         project_hack(GF_CONTROL_LIVING, p_ptr->lev);
1170                                 }
1171                                 break;
1172                         }
1173                 }
1174                 case CLASS_ARCHER:
1175                 {
1176                         if (racial_aux(1, 0, A_DEX, 0))
1177                         {
1178                                 if (!do_cmd_archer()) return FALSE;
1179                         }
1180                         break;
1181                 }
1182                 case CLASS_MAGIC_EATER:
1183                 {
1184                         if (racial_aux(1, 0, A_INT, 0))
1185                         {
1186                                 if (!gain_magic()) return FALSE;
1187                         }
1188                         break;
1189                 }
1190                 case CLASS_BARD:
1191                 {
1192                         if (racial_aux(1, 0, A_CHR, 0))
1193                         {
1194                                 stop_singing();
1195                                 energy_use = 10;
1196                                 return FALSE;
1197                         }
1198                         break;
1199                 }
1200                 case CLASS_RED_MAGE:
1201                 {
1202                         if (racial_aux(48, 20, A_INT, 0))
1203                         {
1204                                 handle_stuff();
1205                                 do_cmd_cast();
1206                                 handle_stuff();
1207                                 if (!p_ptr->paralyzed)
1208                                         do_cmd_cast();
1209                         }
1210                         break;
1211                 }
1212                 case CLASS_SAMURAI:
1213                 {
1214                         if (total_friends)
1215                         {
1216 #ifdef JP
1217 msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£");
1218 #else
1219 msg_print("You need concentration on the pets now.");
1220 #endif
1221                                 return FALSE;
1222                         }
1223                         if (command == -3)
1224                         {
1225                                 if (p_ptr->special_defense & KATA_MASK)
1226                                 {
1227 #ifdef JP
1228 msg_print("º£¤Ï¹½¤¨¤Ë½¸Ã椷¤Æ¤¤¤ë¡£");
1229 #else
1230                                         msg_print("You need concentration on your form.");
1231 #endif
1232                                         return FALSE;
1233                                 }
1234                                 if (racial_aux(1, 0, A_WIS, 0))
1235                                 {
1236                                         int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
1237 #ifdef JP
1238 msg_print("Àº¿À¤ò½¸Ã椷¤Æµ¤¹ç¤¤¤òί¤á¤¿¡£");
1239 #else
1240                                         msg_print("You concentrate to charge your power.");
1241 #endif
1242
1243                                         p_ptr->csp += p_ptr->msp / 2;
1244                                         if (p_ptr->csp >= max_csp)
1245                                         {
1246                                                 p_ptr->csp = max_csp;
1247                                                 p_ptr->csp_frac = 0;
1248                                         }
1249                                 }
1250                         }
1251                         if (command == -4)
1252                         {
1253                                 if (!buki_motteruka(INVEN_RARM))
1254                                 {
1255 #ifdef JP
1256 msg_print("Éð´ï¤ò»ý¤¿¤Ê¤¤¤È¤¤¤±¤Þ¤»¤ó¡£");
1257 #else
1258                                         msg_print("You need to wield a weapon.");
1259 #endif
1260                                         return FALSE;
1261                                 }
1262                                 if (racial_aux(25, 0, A_DEX, 0))
1263                                 {
1264                                         if (choose_kata()) energy_use = 100;
1265                                         else energy_use = 0;
1266                                         p_ptr->update |= (PU_BONUS);
1267                                         p_ptr->redraw |= (PR_ARMOR);
1268                                 }
1269                         }
1270                         break;
1271                 }
1272                 case CLASS_BLUE_MAGE:
1273                 {
1274                         if (racial_aux(1, 0, A_INT, 0))
1275                         {
1276                                 if (p_ptr->action == ACTION_LEARN)
1277                                 {
1278                                         set_action(ACTION_NONE);
1279                                 }
1280                                 else
1281                                 {
1282                                         set_action(ACTION_LEARN);
1283                                 }
1284                                 energy_use = 0;
1285                         }
1286                         break;
1287                 }
1288                 case CLASS_CAVALRY:
1289                 {
1290                         if (racial_aux(10, 0, A_STR, 10))
1291                         {
1292                                 char m_name[80];
1293                                 monster_type *m_ptr;
1294                                 monster_race *r_ptr;
1295                                 int rlev;
1296
1297                                 if (p_ptr->riding)
1298                                 {
1299 #ifdef JP
1300                                         msg_print("º£¤Ï¾èÇÏÃæ¤À¡£");
1301 #else
1302                                         msg_print("You ARE riding.");
1303 #endif
1304                                         return FALSE;
1305                                 }
1306                                 if (!do_riding(TRUE)) return TRUE;
1307                                 m_ptr = &m_list[p_ptr->riding];
1308                                 r_ptr = &r_info[m_ptr->r_idx];
1309                                 monster_desc(m_name, m_ptr, 0);
1310 #ifdef JP
1311                                 msg_format("%s¤Ë¾è¤Ã¤¿¡£",m_name);
1312 #else
1313                                 msg_format("You ride on %s.",m_name);
1314 #endif
1315                                 if (is_pet(m_ptr)) break;
1316                                 rlev = r_ptr->level;
1317                                 if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
1318                                 if (rlev > 60) rlev = 60+(rlev-60)/2;
1319                                 if ((randint1(skill_exp[GINOU_RIDING]/120+p_ptr->lev*2/3) > rlev) && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR)) && (rlev < p_ptr->lev*3/2+randint0(p_ptr->lev/5)))
1320                                 {
1321 #ifdef JP
1322                                         msg_format("%s¤ò¼ê¤Ê¤º¤±¤¿¡£",m_name);
1323 #else
1324                                         msg_format("You tame %s.",m_name);
1325 #endif
1326                                         set_pet(m_ptr);
1327                                 }
1328                                 else
1329                                 {
1330 #ifdef JP
1331                                         msg_format("%s¤Ë¿¶¤êÍî¤È¤µ¤ì¤¿¡ª",m_name);
1332 #else
1333                                         msg_format("You have thrown off by %s.",m_name);
1334 #endif
1335                                         rakuba(1,TRUE);
1336                                 }
1337                         }
1338                         break;
1339                 }
1340                 case CLASS_BERSERKER:
1341                 {
1342                         if (command == -3)
1343                         {
1344                                 if (racial_aux(5, 5, A_DEX, 10))
1345                                 {
1346                                         (void)set_food(PY_FOOD_MAX - 1);
1347                                 }
1348                         }
1349                         else if (command == -4)
1350                         {
1351                                 if (racial_aux(10, 10, A_DEX, 20))
1352                                 {
1353                                         if (!word_of_recall()) return FALSE;
1354                                 }
1355                         }
1356                         break;
1357                 }
1358                 case CLASS_SMITH:
1359                 {
1360                         if (racial_aux(5, 15, A_INT, 20))
1361                         {
1362                                 if (p_ptr->lev > 29)
1363                                 {
1364                                         if (!identify_fully(TRUE)) return FALSE;
1365                                 }
1366                                 else
1367                                 {
1368                                         if (!ident_spell(TRUE)) return FALSE;
1369                                 }
1370                         }
1371                         break;
1372                 }
1373                 case CLASS_MIRROR_MASTER:
1374                 {
1375                         if (command == -3)
1376                         {
1377                           if (racial_aux(1, 0, A_INT, 0)){
1378                             int x,y;
1379                               for( x=0 ; x < cur_wid ;x++){
1380                                 for( y=0 ; y < cur_hgt ;y++){
1381                                   if( cave[y][x].feat == FEAT_MIRROR){
1382                                     cave_set_feat( y , x , FEAT_FLOOR );
1383                                     project(0,2,y,x, p_ptr->lev /2 +5 ,GF_SHARDS,(PROJECT_GRID|PROJECT_ITEM|PROJECT_KILL|PROJECT_JUMP|PROJECT_NO_REF|PROJECT_NO_HANGEKI),-1);
1384                                   }
1385                                 }
1386                               }
1387                           }
1388                         }
1389                         else if (command == -4)
1390                         {
1391                           if (total_friends)
1392                           {
1393 #ifdef JP
1394 msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£");
1395 #else
1396                                 msg_print("You need concentration on the pets now.");
1397 #endif
1398                                   return FALSE;
1399                           }
1400                           if (racial_aux(30, 0, A_INT, 20)){
1401                                 if( cave[py][px].feat == FEAT_MIRROR)
1402                                 {
1403 #ifdef JP
1404 msg_print("¾¯¤·Æ¬¤¬¥Ï¥Ã¥­¥ê¤·¤¿¡£");
1405 #else
1406                                         msg_print("You feel your head clear a little.");
1407 #endif
1408
1409                                         p_ptr->csp += ( 5 + (p_ptr->lev)*(p_ptr->lev)/100);
1410                                         if (p_ptr->csp >= p_ptr->msp)
1411                                         {
1412                                                 p_ptr->csp = p_ptr->msp;
1413                                                 p_ptr->csp_frac = 0;
1414                                         }
1415                                 }
1416                                 else {
1417 #ifdef JP
1418 msg_print("¶À¤Î¾å¤Ç¤Ê¤¤¤È½¸Ãæ¤Ç¤­¤Ê¤¤¡ª");
1419 #else
1420                                         msg_print("Here are not any mirrors!");
1421 #endif
1422
1423                                 }
1424                           }
1425                         }
1426                         break;
1427                 }
1428                 case CLASS_NINJA:
1429                 {
1430                         if (command == -3)
1431                         {
1432                                 if (racial_aux(20, 0, A_DEX, 0))
1433                                 {
1434                                         if (p_ptr->action == ACTION_HAYAGAKE) set_action(ACTION_NONE);
1435                                         else set_action(ACTION_HAYAGAKE);
1436                                         energy_use = 0;
1437                                 }
1438                         }
1439                         break;
1440                 }
1441                 }
1442         }
1443         else if (p_ptr->mimic_form)
1444         {
1445                 switch (p_ptr->mimic_form)
1446                 {
1447                 case MIMIC_DEMON:
1448                 case MIMIC_DEMON_LORD:
1449                         if (racial_aux(15, 10+p_ptr->lev/3, A_CON, 20))
1450                         {
1451                                 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1452                                 if (!get_aim_dir(&dir)) break;
1453 #ifdef JP
1454 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",((type == GF_NETHER) ? "ÃϹö" : "²Ð±ê"));
1455 #else
1456                                 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1457 #endif
1458
1459                                 fire_ball(type, dir, plev * 3,
1460                                     -(plev / 15) - 1);
1461                         }
1462                         break;
1463                 case MIMIC_VAMPIRE:
1464                         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
1465                         {
1466 #ifdef JP
1467                                 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤Ê¤¤¡£");
1468 #else
1469                                 msg_print("Something prevent you from attacking.");
1470 #endif
1471                                 return FALSE;
1472                         }
1473                         if (racial_aux(2, (1 + (plev / 3)), A_CON, 9))
1474                         {
1475                                 int y, x, dummy = 0;
1476                                 cave_type *c_ptr;
1477
1478                                 /* Only works on adjacent monsters */
1479                                 if (!get_rep_dir(&dir,FALSE)) break;   /* was get_aim_dir */
1480                                 y = py + ddy[dir];
1481                                 x = px + ddx[dir];
1482                                 c_ptr = &cave[y][x];
1483
1484                                 if (!c_ptr->m_idx)
1485                                 {
1486 #ifdef JP
1487 msg_print("²¿¤â¤Ê¤¤¾ì½ê¤Ë³ú¤ß¤Ä¤¤¤¿¡ª");
1488 #else
1489                                         msg_print("You bite into thin air!");
1490 #endif
1491
1492                                         break;
1493                                 }
1494
1495 #ifdef JP
1496 msg_print("¤¢¤Ê¤¿¤Ï¥Ë¥ä¥ê¤È¤·¤Æ²ç¤ò¤à¤¤¤¿...");
1497 #else
1498                                 msg_print("You grin and bare your fangs...");
1499 #endif
1500
1501                                 dummy = plev + randint1(plev) * MAX(1, plev / 10);   /* Dmg */
1502                                 if (drain_life(dir, dummy))
1503                                 {
1504                                         if (p_ptr->food < PY_FOOD_FULL)
1505                                                 /* No heal if we are "full" */
1506                                                 (void)hp_player(dummy);
1507                                         else
1508 #ifdef JP
1509 msg_print("¤¢¤Ê¤¿¤Ï¶õÊ¢¤Ç¤Ï¤¢¤ê¤Þ¤»¤ó¡£");
1510 #else
1511                                                 msg_print("You were not hungry.");
1512 #endif
1513
1514                                                 /* Gain nutritional sustenance: 150/hp drained */
1515                                                 /* A Food ration gives 5000 food points (by contrast) */
1516                                                 /* Don't ever get more than "Full" this way */
1517                                                 /* But if we ARE Gorged,  it won't cure us */
1518                                                 dummy = p_ptr->food + MIN(5000, 100 * dummy);
1519                                         if (p_ptr->food < PY_FOOD_MAX)   /* Not gorged already */
1520                                                 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
1521                                 }
1522                                 else
1523 #ifdef JP
1524 msg_print("¤²¤§¡£¤Ò¤É¤¤Ì£¤À¡£");
1525 #else
1526                                         msg_print("Yechh. That tastes foul.");
1527 #endif
1528
1529                         }
1530                         break;
1531                 }
1532
1533         }
1534
1535         else 
1536         {
1537
1538         switch (p_ptr->prace)
1539         {
1540                 case RACE_DWARF:
1541                         if (racial_aux(5, 5, A_WIS, 12))
1542                         {
1543 #ifdef JP
1544 msg_print("¼þ°Ï¤òÄ´¤Ù¤¿¡£");
1545 #else
1546                                 msg_print("You examine your surroundings.");
1547 #endif
1548
1549                                 (void)detect_traps(DETECT_RAD_DEFAULT);
1550                                 (void)detect_doors(DETECT_RAD_DEFAULT);
1551                                 (void)detect_stairs(DETECT_RAD_DEFAULT);
1552                         }
1553                         break;
1554
1555                 case RACE_HOBBIT:
1556                         if (racial_aux(15, 10, A_INT, 10))
1557                         {
1558                                 object_type *q_ptr;
1559                                 object_type forge;
1560
1561                                 /* Get local object */
1562                                 q_ptr = &forge;
1563
1564                                 /* Create the food ration */
1565                                 object_prep(q_ptr, 21);
1566
1567                                 /* Drop the object from heaven */
1568                                 (void)drop_near(q_ptr, -1, py, px);
1569 #ifdef JP
1570 msg_print("¿©»ö¤òÎÁÍý¤·¤Æºî¤Ã¤¿¡£");
1571 #else
1572                                 msg_print("You cook some food.");
1573 #endif
1574
1575                         }
1576                         break;
1577
1578                 case RACE_GNOME:
1579                         if (racial_aux(5, 5, A_INT, 12))
1580                         {
1581 #ifdef JP
1582 msg_print("¥Ñ¥Ã¡ª");
1583 #else
1584                                 msg_print("Blink!");
1585 #endif
1586
1587                                 teleport_player(10);
1588                         }
1589                         break;
1590
1591                 case RACE_HALF_ORC:
1592                         if (racial_aux(3, 5, A_WIS,
1593                             ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? 5 : 10)))
1594                         {
1595 #ifdef JP
1596 msg_print("ͦµ¤¤ò½Ð¤·¤¿¡£");
1597 #else
1598                                 msg_print("You play tough.");
1599 #endif
1600
1601                                 (void)set_afraid(0);
1602                         }
1603                         break;
1604
1605                 case RACE_HALF_TROLL:
1606                         if (racial_aux(10, 12, A_STR,
1607                             ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? 6 : 12)))
1608                         {
1609 #ifdef JP
1610 msg_print("¤¦¤¬¤¡¤¡¡ª");
1611 #else
1612                                 msg_print("RAAAGH!");
1613 #endif
1614
1615                                 (void)set_afraid(0);
1616
1617                                 (void)set_shero(10 + randint1(plev), FALSE);
1618                                 (void)hp_player(30);
1619                         }
1620                         break;
1621
1622                 case RACE_AMBERITE:
1623                         if (command == -2)
1624                         {
1625                                 if (racial_aux(40, 75, A_WIS, 50))
1626                                 {
1627 #ifdef JP
1628 msg_print("¤¢¤Ê¤¿¤Ï¡Ö¥Ñ¥¿¡¼¥ó¡×¤ò¿´¤ËÉÁ¤¤¤Æ¤½¤Î¾å¤òÊ⤤¤¿...");
1629 #else
1630                                         msg_print("You picture the Pattern in your mind and walk it...");
1631 #endif
1632
1633                                         (void)set_poisoned(0);
1634                                         (void)set_image(0);
1635                                         (void)set_stun(0);
1636                                         (void)set_cut(0);
1637                                         (void)set_blind(0);
1638                                         (void)set_afraid(0);
1639                                         (void)do_res_stat(A_STR);
1640                                         (void)do_res_stat(A_INT);
1641                                         (void)do_res_stat(A_WIS);
1642                                         (void)do_res_stat(A_DEX);
1643                                         (void)do_res_stat(A_CON);
1644                                         (void)do_res_stat(A_CHR);
1645                                         (void)restore_level();
1646                                 }
1647                         }
1648
1649                         else if (command == -1)
1650                         {
1651                                 if (racial_aux(30, 50, A_INT, 50))
1652                                 {
1653                                         /* No effect in arena or quest */
1654                                         if (p_ptr->inside_arena || p_ptr->inside_quest)
1655                                         {
1656 #ifdef JP
1657 msg_print("¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£");
1658 #else
1659                                                 msg_print("There is no effect.");
1660 #endif
1661
1662                                         }
1663                                         else
1664                                         {
1665 #ifdef JP
1666 msg_print("¤¢¤Ê¤¿¤ÏÊ⤭¼þ¤ê»Ï¤á¤¿¡£¼þ°Ï¤¬ÊѲ½¤·¤Æ¤¤¤ë¡£");
1667 #else
1668                                                 msg_print("You start walking around. Your surroundings change.");
1669 #endif
1670
1671
1672                                                 if (autosave_l) do_cmd_save_game(TRUE);
1673
1674                                                 /* Leaving */
1675                                                 p_ptr->leaving = TRUE;
1676                                         }
1677                                 }
1678                         }
1679                         break;
1680
1681                 case RACE_BARBARIAN:
1682                         if (racial_aux(8, 10, A_STR, ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? 6 : 12)))
1683                         {
1684 #ifdef JP
1685 msg_print("¤¦¤©¤©¤ª¤ª¡ª");
1686 #else
1687                                 msg_print("Raaagh!");
1688 #endif
1689
1690                                 (void)set_afraid(0);
1691
1692                                 (void)set_shero(10 + randint1(plev), FALSE);
1693                                 (void)hp_player(30);
1694                         }
1695                         break;
1696
1697                 case RACE_HALF_OGRE:
1698                         if (racial_aux(25, 35, A_INT, 15))
1699                         {
1700 #ifdef JP
1701 msg_print("Çúȯ¤Î¥ë¡¼¥ó¤ò¿µ½Å¤Ë»Å³Ý¤±¤¿...");
1702 #else
1703                                 msg_print("You carefully set an explosive rune...");
1704 #endif
1705
1706                                 explosive_rune();
1707                         }
1708                         break;
1709
1710                 case RACE_HALF_GIANT:
1711                         if (racial_aux(20, 10, A_STR, 12))
1712                         {
1713                                 if (!get_aim_dir(&dir)) break;
1714 #ifdef JP
1715 msg_print("ÀФÎÊɤò᤭¤Ä¤±¤¿¡£");
1716 #else
1717                                 msg_print("You bash at a stone wall.");
1718 #endif
1719
1720                                 (void)wall_to_mud(dir);
1721                         }
1722                         break;
1723
1724                 case RACE_HALF_TITAN:
1725                         if (racial_aux(15, 10, A_INT, 12))
1726                         {
1727 #ifdef JP
1728 msg_print("Ũ¤òÄ´ºº¤·¤¿...");
1729 #else
1730                                 msg_print("You examine your foes...");
1731 #endif
1732
1733                                 probing();
1734                         }
1735                         break;
1736
1737                 case RACE_CYCLOPS:
1738                         if (racial_aux(20, 15, A_STR, 12))
1739                         {
1740                                 if (!get_aim_dir(&dir)) break;
1741 #ifdef JP
1742 msg_print("µðÂç¤Ê´ä¤òÅꤲ¤¿¡£");
1743 #else
1744                                 msg_print("You throw a huge boulder.");
1745 #endif
1746
1747                                 fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
1748                         }
1749                         break;
1750
1751                 case RACE_YEEK:
1752                         if (racial_aux(15, 15, A_WIS, 10))
1753                         {
1754                                 if (!get_aim_dir(&dir)) break;
1755 #ifdef JP
1756 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¶«¤ÓÀ¼¤ò¾å¤²¤¿¡ª");
1757 #else
1758                                 msg_print("You make a horrible scream!");
1759 #endif
1760
1761                                 (void)fear_monster(dir, plev);
1762                         }
1763                         break;
1764
1765                 case RACE_KLACKON:
1766                         if (racial_aux(9, 9, A_DEX, 14))
1767                         {
1768                                 if (!get_aim_dir(&dir)) break;
1769 #ifdef JP
1770 msg_print("»À¤òÅǤ¤¤¿¡£");
1771 #else
1772                                 msg_print("You spit acid.");
1773 #endif
1774
1775                                 if (plev < 25)
1776                                         fire_bolt(GF_ACID, dir, plev);
1777                                 else
1778                                         fire_ball(GF_ACID, dir, plev, 2);
1779                         }
1780                         break;
1781
1782                 case RACE_KOBOLD:
1783                         if (racial_aux(12, 8, A_DEX, 14))
1784                         {
1785                                 if(!get_aim_dir(&dir)) break;
1786 #ifdef JP
1787 msg_print("ÆǤΥÀ¡¼¥Ä¤òÅꤲ¤¿¡£");
1788 #else
1789                                 msg_print("You throw a dart of poison.");
1790 #endif
1791
1792                                 fire_bolt(GF_POIS, dir, plev);
1793                         }
1794                         break;
1795
1796                 case RACE_NIBELUNG:
1797                         if (racial_aux(10, 5, A_WIS, 10))
1798                         {
1799 #ifdef JP
1800 msg_print("¼þ°Ï¤òÄ´ºº¤·¤¿¡£");
1801 #else
1802                                 msg_print("You examine your surroundings.");
1803 #endif
1804
1805                                 (void)detect_traps(DETECT_RAD_DEFAULT);
1806                                 (void)detect_doors(DETECT_RAD_DEFAULT);
1807                                 (void)detect_stairs(DETECT_RAD_DEFAULT);
1808                         }
1809                         break;
1810
1811                 case RACE_DARK_ELF:
1812                         if (racial_aux(2, 2, A_INT, 9))
1813                         {
1814                                 if (!get_aim_dir(&dir)) break;
1815 #ifdef JP
1816 msg_print("¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤òÊü¤Ã¤¿¡£");
1817 #else
1818                                 msg_print("You cast a magic missile.");
1819 #endif
1820
1821                                 fire_bolt_or_beam(10, GF_MISSILE, dir,
1822                                     damroll(3 + ((plev - 1) / 5), 4));
1823                         }
1824                         break;
1825
1826                 case RACE_DRACONIAN:
1827                         if (racial_aux(1, plev, A_CON, 12))
1828                         {
1829                                 int  Type = (one_in_(3) ? GF_COLD : GF_FIRE);
1830 #ifdef JP
1831 cptr Type_desc = ((Type == GF_COLD) ? "Î䵤" : "±ê");
1832 #else
1833                                 cptr Type_desc = ((Type == GF_COLD) ? "cold" : "fire");
1834 #endif
1835
1836
1837                                 if (randint1(100) < plev)
1838                                 {
1839                                         switch (p_ptr->pclass)
1840                                         {
1841                                                 case CLASS_WARRIOR:
1842                                                 case CLASS_BERSERKER:
1843                                                 case CLASS_RANGER:
1844                                                 case CLASS_TOURIST:
1845                                                 case CLASS_IMITATOR:
1846                                                 case CLASS_ARCHER:
1847                                                 case CLASS_SMITH:
1848                                                         if (one_in_(3))
1849                                                         {
1850                                                                 Type = GF_MISSILE;
1851 #ifdef JP
1852 Type_desc = "¥¨¥ì¥á¥ó¥È";
1853 #else
1854                                                                 Type_desc = "the elements";
1855 #endif
1856
1857                                                         }
1858                                                         else
1859                                                         {
1860                                                                 Type = GF_SHARDS;
1861 #ifdef JP
1862 Type_desc = "ÇËÊÒ";
1863 #else
1864                                                                 Type_desc = "shards";
1865 #endif
1866
1867                                                         }
1868                                                         break;
1869                                                 case CLASS_MAGE:
1870                                                 case CLASS_WARRIOR_MAGE:
1871                                                 case CLASS_HIGH_MAGE:
1872                                                 case CLASS_SORCERER:
1873                                                 case CLASS_MAGIC_EATER:
1874                                                 case CLASS_RED_MAGE:
1875                                                 case CLASS_BLUE_MAGE:
1876                                                 case CLASS_MIRROR_MASTER:
1877                                                         if (one_in_(3))
1878                                                         {
1879                                                                 Type = GF_MANA;
1880 #ifdef JP
1881 Type_desc = "ËâÎÏ";
1882 #else
1883                                                                 Type_desc = "mana";
1884 #endif
1885
1886                                                         }
1887                                                         else
1888                                                         {
1889                                                                 Type = GF_DISENCHANT;
1890 #ifdef JP
1891 Type_desc = "Îô²½";
1892 #else
1893                                                                 Type_desc = "disenchantment";
1894 #endif
1895
1896                                                         }
1897                                                         break;
1898                                                 case CLASS_CHAOS_WARRIOR:
1899                                                         if (!one_in_(3))
1900                                                         {
1901                                                                 Type = GF_CONFUSION;
1902 #ifdef JP
1903 Type_desc = "º®Íð";
1904 #else
1905                                                                 Type_desc = "confusion";
1906 #endif
1907
1908                                                         }
1909                                                         else
1910                                                         {
1911                                                                 Type = GF_CHAOS;
1912 #ifdef JP
1913 Type_desc = "¥«¥ª¥¹";
1914 #else
1915                                                                 Type_desc = "chaos";
1916 #endif
1917
1918                                                         }
1919                                                         break;
1920                                                 case CLASS_MONK:
1921                                                 case CLASS_SAMURAI:
1922                                                 case CLASS_FORCETRAINER:
1923                                                         if (!one_in_(3))
1924                                                         {
1925                                                                 Type = GF_CONFUSION;
1926 #ifdef JP
1927 Type_desc = "º®Íð";
1928 #else
1929                                                                 Type_desc = "confusion";
1930 #endif
1931
1932                                                         }
1933                                                         else
1934                                                         {
1935                                                                 Type = GF_SOUND;
1936 #ifdef JP
1937 Type_desc = "¹ì²»";
1938 #else
1939                                                                 Type_desc = "sound";
1940 #endif
1941
1942                                                         }
1943                                                         break;
1944                                                 case CLASS_MINDCRAFTER:
1945                                                         if (!one_in_(3))
1946                                                         {
1947                                                                 Type = GF_CONFUSION;
1948 #ifdef JP
1949 Type_desc = "º®Íð";
1950 #else
1951                                                                 Type_desc = "confusion";
1952 #endif
1953
1954                                                         }
1955                                                         else
1956                                                         {
1957                                                                 Type = GF_PSI;
1958 #ifdef JP
1959 Type_desc = "Àº¿À¥¨¥Í¥ë¥®¡¼";
1960 #else
1961                                                                 Type_desc = "mental energy";
1962 #endif
1963
1964                                                         }
1965                                                         break;
1966                                                 case CLASS_PRIEST:
1967                                                 case CLASS_PALADIN:
1968                                                         if (one_in_(3))
1969                                                         {
1970                                                                 Type = GF_HELL_FIRE;
1971 #ifdef JP
1972 Type_desc = "ÃϹö¤Î¹å²Ð";
1973 #else
1974                                                                 Type_desc = "hellfire";
1975 #endif
1976
1977                                                         }
1978                                                         else
1979                                                         {
1980                                                                 Type = GF_HOLY_FIRE;
1981 #ifdef JP
1982 Type_desc = "À»¤Ê¤ë±ê";
1983 #else
1984                                                                 Type_desc = "holy fire";
1985 #endif
1986
1987                                                         }
1988                                                         break;
1989                                                 case CLASS_ROGUE:
1990                                                 case CLASS_NINJA:
1991                                                         if (one_in_(3))
1992                                                         {
1993                                                                 Type = GF_DARK;
1994 #ifdef JP
1995 Type_desc = "°Å¹õ";
1996 #else
1997                                                                 Type_desc = "darkness";
1998 #endif
1999
2000                                                         }
2001                                                         else
2002                                                         {
2003                                                                 Type = GF_POIS;
2004 #ifdef JP
2005 Type_desc = "ÆÇ";
2006 #else
2007                                                                 Type_desc = "poison";
2008 #endif
2009
2010                                                         }
2011                                                         break;
2012                                                 case CLASS_BARD:
2013                                                         if (!one_in_(3))
2014                                                         {
2015                                                                 Type = GF_SOUND;
2016 #ifdef JP
2017 Type_desc = "¹ì²»";
2018 #else
2019                                                                 Type_desc = "sound";
2020 #endif
2021
2022                                                         }
2023                                                         else
2024                                                         {
2025                                                                 Type = GF_CONFUSION;
2026 #ifdef JP
2027 Type_desc = "º®Íð";
2028 #else
2029                                                                 Type_desc = "confusion";
2030 #endif
2031
2032                                                         }
2033                                                         break;
2034                                         }
2035                                 }
2036
2037                                 if (!get_aim_dir(&dir)) break;
2038 #ifdef JP
2039 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", Type_desc);
2040 #else
2041                                 msg_format("You breathe %s.", Type_desc);
2042 #endif
2043
2044                                 fire_ball(Type, dir, plev * 2,
2045                                     -(plev / 15) - 1);
2046                         }
2047                         break;
2048
2049                 case RACE_MIND_FLAYER:
2050                         if (racial_aux(15, 12, A_INT, 14))
2051                         {
2052                                 if (!get_aim_dir(&dir)) break;
2053                                 else
2054                                 {
2055 #ifdef JP
2056 msg_print("¤¢¤Ê¤¿¤Ï½¸Ã椷¡¢Ìܤ¬ÀÖ¤¯µ±¤¤¤¿...");
2057 #else
2058                                         msg_print("You concentrate and your eyes glow red...");
2059 #endif
2060
2061                                         fire_bolt(GF_PSI, dir, plev);
2062                                 }
2063                         }
2064                         break;
2065
2066                 case RACE_IMP:
2067                         if (racial_aux(9, 15, A_WIS, 15))
2068                         {
2069                                 if (!get_aim_dir(&dir)) break;
2070                                 if (plev >= 30)
2071                                 {
2072 #ifdef JP
2073 msg_print("¥Õ¥¡¥¤¥¢¡¼¥Ü¡¼¥ë¤òÊü¤Ã¤¿¡£");
2074 #else
2075                                         msg_print("You cast a ball of fire.");
2076 #endif
2077
2078                                         fire_ball(GF_FIRE, dir, plev, 2);
2079                                 }
2080                                 else
2081                                 {
2082 #ifdef JP
2083 msg_print("¥Õ¥¡¥¤¥¢¡¼¥Ü¥ë¥È¤òÊü¤Ã¤¿¡£");
2084 #else
2085                                         msg_print("You cast a bolt of fire.");
2086 #endif
2087
2088                                         fire_bolt(GF_FIRE, dir, plev);
2089                                 }
2090                         }
2091                         break;
2092
2093                 case RACE_GOLEM:
2094                         if (racial_aux(20, 15, A_CON, 8))
2095                         {
2096                                 (void)set_shield(randint1(20) + 30, FALSE);
2097                         }
2098                         break;
2099
2100                 case RACE_SKELETON:
2101                 case RACE_ZOMBIE:
2102                         if (racial_aux(30, 30, A_WIS, 18))
2103                         {
2104 #ifdef JP
2105 msg_print("¤¢¤Ê¤¿¤Ï¼º¤Ã¤¿¥¨¥Í¥ë¥®¡¼¤ò¼è¤êÌ᤽¤¦¤È»î¤ß¤¿¡£");
2106 #else
2107                                 msg_print("You attempt to restore your lost energies.");
2108 #endif
2109
2110                                 (void)restore_level();
2111                         }
2112                         break;
2113
2114                 case RACE_VAMPIRE:
2115                         if (racial_aux(2, (1 + (plev / 3)), A_CON, 9))
2116                         {
2117                                 int y, x, dummy = 0;
2118                                 cave_type *c_ptr;
2119
2120                                 /* Only works on adjacent monsters */
2121                                 if (!get_rep_dir(&dir,FALSE)) break;   /* was get_aim_dir */
2122                                 y = py + ddy[dir];
2123                                 x = px + ddx[dir];
2124                                 c_ptr = &cave[y][x];
2125
2126                                 if (!c_ptr->m_idx)
2127                                 {
2128 #ifdef JP
2129 msg_print("²¿¤â¤Ê¤¤¾ì½ê¤Ë³ú¤ß¤Ä¤¤¤¿¡ª");
2130 #else
2131                                         msg_print("You bite into thin air!");
2132 #endif
2133
2134                                         break;
2135                                 }
2136
2137 #ifdef JP
2138 msg_print("¤¢¤Ê¤¿¤Ï¥Ë¥ä¥ê¤È¤·¤Æ²ç¤ò¤à¤¤¤¿...");
2139 #else
2140                                 msg_print("You grin and bare your fangs...");
2141 #endif
2142
2143                                 dummy = plev + randint1(plev) * MAX(1, plev / 10);   /* Dmg */
2144                                 if (drain_life(dir, dummy))
2145                                 {
2146                                         if (p_ptr->food < PY_FOOD_FULL)
2147                                                 /* No heal if we are "full" */
2148                                                 (void)hp_player(dummy);
2149                                         else
2150 #ifdef JP
2151 msg_print("¤¢¤Ê¤¿¤Ï¶õÊ¢¤Ç¤Ï¤¢¤ê¤Þ¤»¤ó¡£");
2152 #else
2153                                                 msg_print("You were not hungry.");
2154 #endif
2155
2156                                                 /* Gain nutritional sustenance: 150/hp drained */
2157                                                 /* A Food ration gives 5000 food points (by contrast) */
2158                                                 /* Don't ever get more than "Full" this way */
2159                                                 /* But if we ARE Gorged,  it won't cure us */
2160                                                 dummy = p_ptr->food + MIN(5000, 100 * dummy);
2161                                         if (p_ptr->food < PY_FOOD_MAX)   /* Not gorged already */
2162                                                 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
2163                                 }
2164                                 else
2165 #ifdef JP
2166 msg_print("¤²¤§¡£¤Ò¤É¤¤Ì£¤À¡£");
2167 #else
2168                                         msg_print("Yechh. That tastes foul.");
2169 #endif
2170
2171                         }
2172                         break;
2173
2174                 case RACE_SPECTRE:
2175                         if (racial_aux(4, 6, A_INT, 3))
2176                         {
2177 #ifdef JP
2178 msg_print("¤¢¤Ê¤¿¤Ï¤ª¤É¤í¤ª¤É¤í¤·¤¤¶«¤ÓÀ¼¤ò¤¢¤²¤¿¡ª");
2179 #else
2180                                 msg_print("You emit an eldritch howl!");
2181 #endif
2182
2183                                 if (!get_aim_dir(&dir)) break;
2184                                 (void)fear_monster(dir, plev);
2185                         }
2186                         break;
2187
2188                 case RACE_SPRITE:
2189                         if (racial_aux(12, 12, A_INT, 15))
2190                         {
2191 #ifdef JP
2192 msg_print("¤¢¤Ê¤¿¤ÏËâË¡¤ÎÊ´¤òÅꤲ¤Ä¤±¤¿...");
2193 #else
2194                                 msg_print("You throw some magic dust...");
2195 #endif
2196
2197                                 if (plev < 25)
2198                                         sleep_monsters_touch();
2199                                 else
2200                                         (void)sleep_monsters();
2201                         }
2202                         break;
2203
2204                 case RACE_DEMON:
2205                         if (racial_aux(15, 10+p_ptr->lev/3, A_CON, 20))
2206                         {
2207                                 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
2208                                 if (!get_aim_dir(&dir)) break;
2209 #ifdef JP
2210 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",((type == GF_NETHER) ? "ÃϹö" : "²Ð±ê"));
2211 #else
2212                                 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
2213 #endif
2214
2215                                 fire_ball(type, dir, plev * 3,
2216                                     -(plev / 15) - 1);
2217                         }
2218                         break;
2219
2220                 case RACE_KUTA:
2221                         if (racial_aux(20, 15, A_CHR, 8))
2222                         {
2223                                 (void)set_tsubureru(randint1(20) + 30, FALSE);
2224                         }
2225                         break;
2226
2227                 case RACE_ANDROID:
2228                         if (plev < 10)
2229                         {
2230                                 if (racial_aux(1, 7, A_STR, 8))
2231                                 {
2232                                         if (!get_aim_dir(&dir)) return FALSE;
2233 #ifdef JP
2234                                         msg_print("¥ì¥¤¥¬¥ó¤òȯ¼Í¤·¤¿¡£");
2235 #else
2236                                         msg_print("You fire your ray gun.");
2237 #endif
2238                                         fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
2239                                 }
2240                         }
2241                         else if (plev < 25)
2242                         {
2243                                 if (racial_aux(10, 13, A_STR, 10))
2244                                 {
2245                                         if (!get_aim_dir(&dir)) return FALSE;
2246 #ifdef JP
2247                                         msg_print("¥Ö¥é¥¹¥¿¡¼¤òȯ¼Í¤·¤¿¡£");
2248 #else
2249                                         msg_print("You fire your blaster.");
2250 #endif
2251                                         fire_bolt(GF_MISSILE, dir, plev);
2252                                 }
2253                         }
2254                         else if (plev < 35)
2255                         {
2256                                 if (racial_aux(25, 26, A_STR, 12))
2257                                 {
2258                                         if (!get_aim_dir(&dir)) return FALSE;
2259 #ifdef JP
2260                                         msg_print("¥Ð¥º¡¼¥«¤òȯ¼Í¤·¤¿¡£");
2261 #else
2262                                         msg_print("You fire your bazooka.");
2263 #endif
2264                                         fire_ball(GF_MISSILE, dir, plev * 2, 2);
2265                                 }
2266                         }
2267                         else if (plev < 45)
2268                         {
2269                                 if (racial_aux(35, 40, A_STR, 15))
2270                                 {
2271                                         if (!get_aim_dir(&dir)) return FALSE;
2272 #ifdef JP
2273                                         msg_print("¥Ó¡¼¥à¥­¥ã¥Î¥ó¤òȯ¼Í¤·¤¿¡£");
2274 #else
2275                                         msg_print("You fire a beam cannon.");
2276 #endif
2277                                         fire_beam(GF_MISSILE, dir, plev * 2);
2278                                 }
2279                         }
2280                         else
2281                         {
2282                                 if (racial_aux(45, 60, A_STR, 18))
2283                                 {
2284                                         if (!get_aim_dir(&dir)) return FALSE;
2285 #ifdef JP
2286                                         msg_print("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡£");
2287 #else
2288                                         msg_print("You fire a rocket.");
2289 #endif
2290                                         fire_ball(GF_ROCKET, dir, plev * 5, 2);
2291                                 }
2292                         }
2293                         break;
2294
2295                 default:
2296 #ifdef JP
2297 msg_print("¤³¤Î¼ï²¤ÏÆüì¤ÊǽÎϤò»ý¤Ã¤Æ¤¤¤Þ¤»¤ó¡£");
2298 #else
2299                         msg_print("This race has no bonus power.");
2300 #endif
2301
2302                         energy_use = 0;
2303         }
2304         }
2305         return TRUE;
2306 }
2307
2308
2309 typedef struct power_desc_type power_desc_type;
2310
2311 struct power_desc_type
2312 {
2313         char name[40];
2314         int  level;
2315         int  cost;
2316         int  fail;
2317         int  number;
2318 };
2319
2320
2321 /*
2322  * Allow user to choose a power (racial / mutation) to activate
2323  */
2324 void do_cmd_racial_power(void)
2325 {
2326         power_desc_type power_desc[36];
2327         int             num, i = 0;
2328         int             ask = TRUE;
2329         int             lvl = p_ptr->lev;
2330         bool            flag, redraw;
2331         bool            warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
2332         char            choice;
2333         char            out_val[160];
2334         int menu_line = (use_menu ? 1 : 0);
2335
2336
2337         for (num = 0; num < 36; num++)
2338         {
2339                 strcpy(power_desc[num].name, "");
2340                 power_desc[num].number = 0;
2341         }
2342
2343         num = 0;
2344
2345         if (p_ptr->confused)
2346         {
2347 #ifdef JP
2348 msg_print("º®Í𤷤Ƥ¤¤ÆÆüìǽÎϤò»È¤¨¤Þ¤»¤ó¡ª");
2349 #else
2350                 msg_print("You are too confused to use any powers!");
2351 #endif
2352
2353                 energy_use = 0;
2354                 return;
2355         }
2356
2357         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
2358         {
2359                 set_action(ACTION_NONE);
2360         }
2361
2362         switch (p_ptr->pclass)
2363         {
2364         case CLASS_WARRIOR:
2365         {
2366 #ifdef JP
2367 strcpy(power_desc[num].name, "·õ¤ÎÉñ¤¤");
2368 #else
2369                 strcpy(power_desc[num].name, "Sword Dancing");
2370 #endif
2371
2372                 power_desc[num].level = 40;
2373                 power_desc[num].cost = 75;
2374                 power_desc[num].fail = 100 - racial_chance(40, A_DEX, 35);
2375                 power_desc[num++].number = -3;
2376                 break;
2377         }
2378         case CLASS_MAGE:
2379         case CLASS_HIGH_MAGE:
2380         case CLASS_SORCERER:
2381         {
2382 #ifdef JP
2383 strcpy(power_desc[num].name, "ËâÎÏ¿©¤¤");
2384 #else
2385                 strcpy(power_desc[num].name, "Eat Magic");
2386 #endif
2387
2388                 power_desc[num].level = 25;
2389                 power_desc[num].cost = 1;
2390                 power_desc[num].fail = 100 - racial_chance(25, A_INT, 25);
2391                 power_desc[num++].number = -3;
2392                 break;
2393         }
2394         case CLASS_PRIEST:
2395         {
2396                 if (p_ptr->realm1 == REALM_LIFE)
2397                 {
2398 #ifdef JP
2399 strcpy(power_desc[num].name, "Éð´ï½ËÊ¡");
2400 #else
2401                         strcpy(power_desc[num].name, "Bless Weapon");
2402 #endif
2403
2404                         power_desc[num].level = 35;
2405                         power_desc[num].cost = 70;
2406                         power_desc[num].fail = 100 - racial_chance(35, A_WIS, 50);
2407                         power_desc[num++].number = -3;
2408                 }
2409                 else
2410                 {
2411 #ifdef JP
2412 strcpy(power_desc[num].name, "¾¤º²");
2413 #else
2414                         strcpy(power_desc[num].name, "Evocation");
2415 #endif
2416
2417                         power_desc[num].level = 42;
2418                         power_desc[num].cost = 40;
2419                         power_desc[num].fail = 100 - racial_chance(42, A_WIS, 35);
2420                         power_desc[num++].number = -3;
2421                 }
2422                 break;
2423         }
2424         case CLASS_ROGUE:
2425         {
2426 #ifdef JP
2427 strcpy(power_desc[num].name, "¥Ò¥Ã¥È¡õ¥¢¥¦¥§¥¤");
2428 #else
2429                 strcpy(power_desc[num].name, "Hit and Away");
2430 #endif
2431
2432                 power_desc[num].level = 8;
2433                 power_desc[num].cost = 12;
2434                 power_desc[num].fail = 100 - racial_chance(8, A_DEX, 14);
2435                 power_desc[num++].number = -3;
2436                 break;
2437         }
2438         case CLASS_RANGER:
2439         {
2440 #ifdef JP
2441 strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼Ä´ºº");
2442 #else
2443                 strcpy(power_desc[num].name, "Probe Monster");
2444 #endif
2445
2446                 power_desc[num].level = 15;
2447                 power_desc[num].cost = 20;
2448                 power_desc[num].fail = 100 - racial_chance(15, A_INT, 12);
2449                 power_desc[num++].number = -3;
2450                 break;
2451         }
2452         case CLASS_PALADIN:
2453         {
2454                 if (p_ptr->realm1 == REALM_LIFE)
2455                 {
2456 #ifdef JP
2457 strcpy(power_desc[num].name, "¥Û¡¼¥ê¡¼¡¦¥é¥ó¥¹");
2458 #else
2459                         strcpy(power_desc[num].name, "Holy Lance");
2460 #endif
2461
2462                         power_desc[num].level = 30;
2463                         power_desc[num].cost = 30;
2464                         power_desc[num].fail = 100 - racial_chance(30, A_WIS, 30);
2465                         power_desc[num++].number = -3;
2466                 }
2467                 else
2468                 {
2469 #ifdef JP
2470 strcpy(power_desc[num].name, "¥Ø¥ë¡¦¥é¥ó¥¹");
2471 #else
2472                         strcpy(power_desc[num].name, "Hell Lance");
2473 #endif
2474
2475                         power_desc[num].level = 30;
2476                         power_desc[num].cost = 30;
2477                         power_desc[num].fail = 100 - racial_chance(30, A_WIS, 30);
2478                         power_desc[num++].number = -3;
2479                 }
2480                 break;
2481         }
2482         case CLASS_WARRIOR_MAGE:
2483         {
2484 #ifdef JP
2485 strcpy(power_desc[num].name, "ÊÑ´¹: £È£Ð¢ª£Í£Ð");
2486 #else
2487                 strcpy(power_desc[num].name, "Convert HP to SP");
2488 #endif
2489
2490                 power_desc[num].level = 25;
2491                 power_desc[num].cost = 0;
2492                 power_desc[num].fail = 100 - racial_chance(25, A_INT, 10);
2493                 power_desc[num++].number = -3;
2494 #ifdef JP
2495 strcpy(power_desc[num].name, "ÊÑ´¹: £Í£Ð¢ª£È£Ð");
2496 #else
2497                 strcpy(power_desc[num].name, "Convert SP to HP");
2498 #endif
2499
2500                 power_desc[num].level = 25;
2501                 power_desc[num].cost = 0;
2502                 power_desc[num].fail = 100 - racial_chance(25, A_INT, 10);
2503                 power_desc[num++].number = -4;
2504                 break;
2505         }
2506         case CLASS_CHAOS_WARRIOR:
2507         {
2508 #ifdef JP
2509 strcpy(power_desc[num].name, "¸¸ÏǤθ÷");
2510 #else
2511                 strcpy(power_desc[num].name, "Confusing Light");
2512 #endif
2513
2514                 power_desc[num].level = 40;
2515                 power_desc[num].cost = 50;
2516                 power_desc[num].fail = 100 - racial_chance(40, A_INT, 25);
2517                 power_desc[num++].number = -3;
2518                 break;
2519         }
2520         case CLASS_MONK:
2521         {
2522 #ifdef JP
2523 strcpy(power_desc[num].name, "¹½¤¨¤ë");
2524 #else
2525                 strcpy(power_desc[num].name, "Assume a Posture");
2526 #endif
2527
2528                 power_desc[num].level = 25;
2529                 power_desc[num].cost = 0;
2530                 power_desc[num].fail = 100 - racial_chance(20, A_DEX, 0);
2531                 power_desc[num++].number = -3;
2532 #ifdef JP
2533 strcpy(power_desc[num].name, "É´Îö·ý");
2534 #else
2535                 strcpy(power_desc[num].name, "Double Attack");
2536 #endif
2537
2538                 power_desc[num].level = 30;
2539                 power_desc[num].cost = 30;
2540                 power_desc[num].fail = 100 - racial_chance(20, A_STR, 20);
2541                 power_desc[num++].number = -4;
2542                 break;
2543         }
2544         case CLASS_MINDCRAFTER:
2545         case CLASS_FORCETRAINER:
2546         {
2547 #ifdef JP
2548 strcpy(power_desc[num].name, "ÌÀ¶À»ß¿å");
2549 #else
2550                 strcpy(power_desc[num].name, "Clear Mind");
2551 #endif
2552
2553                 power_desc[num].level = 15;
2554                 power_desc[num].cost = 0;
2555                 power_desc[num].fail = 100 - racial_chance(15, A_WIS, 10);
2556                 power_desc[num++].number = -3;
2557                 break;
2558         }
2559         case CLASS_TOURIST:
2560         {
2561 #ifdef JP
2562 strcpy(power_desc[num].name, "¼Ì¿¿»£±Æ");
2563 #else
2564                 strcpy(power_desc[num].name, "Take a Photograph");
2565 #endif
2566
2567                 power_desc[num].level = 1;
2568                 power_desc[num].cost = 0;
2569                 power_desc[num].fail = 100 - racial_chance(1, A_DEX, 0);
2570                 power_desc[num++].number = -3;
2571 #ifdef JP
2572 strcpy(power_desc[num].name, "¿¿¡¦´ÕÄê");
2573 #else
2574                 strcpy(power_desc[num].name, "Identify True");
2575 #endif
2576
2577                 power_desc[num].level = 25;
2578                 power_desc[num].cost = 20;
2579                 power_desc[num].fail = 100 - racial_chance(25, A_INT, 20);
2580                 power_desc[num++].number = -4;
2581                 break;
2582         }
2583         case CLASS_IMITATOR:
2584         {
2585 #ifdef JP
2586 strcpy(power_desc[num].name, "ÇÜÊÖ¤·");
2587 #else
2588                 strcpy(power_desc[num].name, "Double Revenge");
2589 #endif
2590
2591                 power_desc[num].level = 30;
2592                 power_desc[num].cost = 100;
2593                 power_desc[num].fail = 100 - racial_chance(30, A_DEX, 30);
2594                 power_desc[num++].number = -3;
2595                 break;
2596         }
2597         case CLASS_BEASTMASTER:
2598         {
2599 #ifdef JP
2600 strcpy(power_desc[num].name, "À¸Êª»ÙÇÛ");
2601 #else
2602                 strcpy(power_desc[num].name, "Dominate a Living Thing");
2603 #endif
2604
2605                 power_desc[num].level = 1;
2606                 power_desc[num].cost = (p_ptr->lev+3)/4;
2607                 power_desc[num].fail = 100 - racial_chance(1, A_CHR, 10);
2608                 power_desc[num++].number = -3;
2609 #ifdef JP
2610 strcpy(power_desc[num].name, "¿¿¡¦À¸Êª»ÙÇÛ");
2611 #else
2612                 strcpy(power_desc[num].name, "Dominate Living Things");
2613 #endif
2614
2615                 power_desc[num].level = 30;
2616                 power_desc[num].cost = (p_ptr->lev+20)/2;
2617                 power_desc[num].fail = 100 - racial_chance(30, A_CHR, 10);
2618                 power_desc[num++].number = -4;
2619                 break;
2620         }
2621         case CLASS_ARCHER:
2622         {
2623 #ifdef JP
2624 strcpy(power_desc[num].name, "ÃÆ/Ìð¤ÎÀ½Â¤");
2625 #else
2626                 strcpy(power_desc[num].name, "Create Ammo");
2627 #endif
2628
2629                 power_desc[num].level = 1;
2630                 power_desc[num].cost = 0;
2631                 power_desc[num].fail = 100 - racial_chance(0, A_DEX, 0);
2632                 power_desc[num++].number = -3;
2633                 break;
2634         }
2635         case CLASS_MAGIC_EATER:
2636         {
2637 #ifdef JP
2638 strcpy(power_desc[num].name, "ËâÎϤμè¤ê¹þ¤ß");
2639 #else
2640                 strcpy(power_desc[num].name, "Absorb Magic");
2641 #endif
2642
2643                 power_desc[num].level = 1;
2644                 power_desc[num].cost = 0;
2645                 power_desc[num].fail = 100 - racial_chance(0, A_INT, 0);
2646                 power_desc[num++].number = -3;
2647                 break;
2648         }
2649         case CLASS_BARD:
2650         {
2651 #ifdef JP
2652 strcpy(power_desc[num].name, "²Î¤ò»ß¤á¤ë");
2653 #else
2654                 strcpy(power_desc[num].name, "Stop Singing");
2655 #endif
2656
2657                 power_desc[num].level = 1;
2658                 power_desc[num].cost = 0;
2659                 power_desc[num].fail = 100 - racial_chance(0, A_CHR, 0);
2660                 power_desc[num++].number = -3;
2661                 break;
2662         }
2663         case CLASS_RED_MAGE:
2664         {
2665 #ifdef JP
2666 strcpy(power_desc[num].name, "Ϣ³Ëâ");
2667 #else
2668                 strcpy(power_desc[num].name, "Double Magic");
2669 #endif
2670
2671                 power_desc[num].level = 48;
2672                 power_desc[num].cost = 20;
2673                 power_desc[num].fail = 100 - racial_chance(48, A_INT, 0);
2674                 power_desc[num++].number = -3;
2675                 break;
2676         }
2677         case CLASS_SAMURAI:
2678         {
2679 #ifdef JP
2680 strcpy(power_desc[num].name, "µ¤¹ç¤¤¤¿¤á");
2681 #else
2682                 strcpy(power_desc[num].name, "Concentration");
2683 #endif
2684
2685                 power_desc[num].level = 1;
2686                 power_desc[num].cost = 0;
2687                 power_desc[num].fail = 100 - racial_chance(1, A_WIS, 0);
2688                 power_desc[num++].number = -3;
2689 #ifdef JP
2690 strcpy(power_desc[num].name, "·¿");
2691 #else
2692                 strcpy(power_desc[num].name, "Assume a Posture");
2693 #endif
2694
2695                 power_desc[num].level = 25;
2696                 power_desc[num].cost = 0;
2697                 power_desc[num].fail = 100 - racial_chance(25, A_DEX, 0);
2698                 power_desc[num++].number = -4;
2699                 break;
2700         }
2701         case CLASS_BLUE_MAGE:
2702         {
2703 #ifdef JP
2704 strcpy(power_desc[num].name, "¥é¡¼¥Ë¥ó¥°");
2705 #else
2706                 strcpy(power_desc[num].name, "Learning");
2707 #endif
2708
2709                 power_desc[num].level = 1;
2710                 power_desc[num].cost = 0;
2711                 power_desc[num].fail = 100 - racial_chance(1, A_INT, 0);
2712                 power_desc[num++].number = -3;
2713                 break;
2714         }
2715         case CLASS_CAVALRY:
2716         {
2717 #ifdef JP
2718 strcpy(power_desc[num].name, "¹ÓÇϤʤ餷");
2719 #else
2720                 strcpy(power_desc[num].name, "Rodeo");
2721 #endif
2722
2723                 power_desc[num].level = 10;
2724                 power_desc[num].cost = 0;
2725                 power_desc[num].fail = 100 - racial_chance(10, A_STR, 10);
2726                 power_desc[num++].number = -3;
2727                 break;
2728         }
2729         case CLASS_BERSERKER:
2730         {
2731 #ifdef JP
2732 strcpy(power_desc[num].name, "¶õÊ¢½¼Â­");
2733 #else
2734                 strcpy(power_desc[num].name, "Satisfy Hunger");
2735 #endif
2736
2737                 power_desc[num].level = 5;
2738                 power_desc[num].cost = 5;
2739                 power_desc[num].fail = 100 - racial_chance(5, A_DEX, 10);
2740                 power_desc[num++].number = -3;
2741 #ifdef JP
2742 strcpy(power_desc[num].name, "µ¢´Ô");
2743 #else
2744                 strcpy(power_desc[num].name, "Recall");
2745 #endif
2746
2747                 power_desc[num].level = 10;
2748                 power_desc[num].cost = 10;
2749                 power_desc[num].fail = 100 - racial_chance(10, A_DEX, 20);
2750                 power_desc[num++].number = -4;
2751                 break;
2752         }
2753         case CLASS_MIRROR_MASTER:
2754         {
2755 #ifdef JP
2756 strcpy(power_desc[num].name, "¶À³ä¤ê");
2757 #else
2758                 strcpy(power_desc[num].name, "Break Mirrors");
2759 #endif
2760
2761                 power_desc[num].level = 1;
2762                 power_desc[num].cost = 0;
2763                 power_desc[num].fail = 100 - racial_chance(1, A_INT, 0);
2764                 power_desc[num++].number = -3;
2765 #ifdef JP
2766 strcpy(power_desc[num].name, "ÀÅ¿å");
2767 #else
2768                 strcpy(power_desc[num].name, "Mirror Concentration");
2769 #endif
2770
2771                 power_desc[num].level = 30;
2772                 power_desc[num].cost = 0;
2773                 power_desc[num].fail = 100 - racial_chance(30, A_INT, 20);
2774                 power_desc[num++].number = -4;
2775                 break;
2776         }
2777         case CLASS_SMITH:
2778         {
2779 #ifdef JP
2780 strcpy(power_desc[num].name, "ÌÜÍø¤­");
2781 #else
2782                 strcpy(power_desc[num].name, "Judgment");
2783 #endif
2784
2785                 power_desc[num].level = 5;
2786                 power_desc[num].cost = 15;
2787                 power_desc[num].fail = 100 - racial_chance(5, A_INT, 20);
2788                 power_desc[num++].number = -3;
2789                 break;
2790         }
2791         case CLASS_NINJA:
2792         {
2793 #ifdef JP
2794 strcpy(power_desc[num].name, "®¶î¤±");
2795 #else
2796                 strcpy(power_desc[num].name, "Quick Walk");
2797 #endif
2798
2799                 power_desc[num].level = 20;
2800                 power_desc[num].cost = 0;
2801                 power_desc[num].fail = 100 - racial_chance(20, A_DEX, 0);
2802                 power_desc[num++].number = -3;
2803                 break;
2804         }
2805         default:
2806 #ifdef JP
2807 strcpy(power_desc[0].name, "(¤Ê¤·)");
2808 #else
2809                 strcpy(power_desc[0].name, "(none)");
2810 #endif
2811
2812         }
2813
2814         if (p_ptr->mimic_form)
2815         {
2816                 switch (p_ptr->mimic_form)
2817                 {
2818                 case MIMIC_DEMON:
2819                 case MIMIC_DEMON_LORD:
2820 #ifdef JP
2821 sprintf(power_desc[num].name, "ÃϹö/²Ð±ê¤Î¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 3);
2822 #else
2823                         sprintf(power_desc[num].name, "Nether or Fire Breath (dam %d)", lvl * 3);
2824 #endif
2825
2826                         power_desc[num].level = 15;
2827                         power_desc[num].cost = 10+lvl/3;
2828                         power_desc[num].fail = 100 - racial_chance(15, A_CON, 20);
2829                         power_desc[num++].number = -1;
2830                         break;
2831                 case MIMIC_VAMPIRE:
2832 #ifdef JP
2833 strcpy(power_desc[num].name, "À¸Ì¿Îϵۼý");
2834 #else
2835                         strcpy(power_desc[num].name, "Drain Life");
2836 #endif
2837
2838                         power_desc[num].level = 2;
2839                         power_desc[num].cost = 1 + (lvl / 3);
2840                         power_desc[num].fail = 100 - racial_chance(2, A_CON, 9);
2841                         power_desc[num++].number = -1;
2842                         break;
2843                 }
2844         }
2845         else
2846         {
2847         switch (p_ptr->prace)
2848         {
2849                 case RACE_DWARF:
2850 #ifdef JP
2851 strcpy(power_desc[num].name, "¥É¥¢¤Èæ« ´¶ÃÎ");
2852 #else
2853                         strcpy(power_desc[num].name, "Detect Doors+Traps");
2854 #endif
2855
2856                         power_desc[num].level = 5;
2857                         power_desc[num].cost = 5;
2858                         power_desc[num].fail = 100 - racial_chance(5, A_WIS, 12);
2859                         power_desc[num++].number = -1;
2860                         break;
2861                 case RACE_NIBELUNG:
2862 #ifdef JP
2863 strcpy(power_desc[num].name, "¥É¥¢¤Èæ« ´¶ÃÎ");
2864 #else
2865                         strcpy(power_desc[num].name, "Detect Doors+Traps");
2866 #endif
2867
2868                         power_desc[num].level = 10;
2869                         power_desc[num].cost = 5;
2870                         power_desc[num].fail = 100 - racial_chance(10, A_WIS, 10);
2871                         power_desc[num++].number = -1;
2872                         break;
2873                 case RACE_HOBBIT:
2874 #ifdef JP
2875 strcpy(power_desc[num].name, "¿©ÎÈÀ¸À®");
2876 #else
2877                         strcpy(power_desc[num].name, "Create Food");
2878 #endif
2879
2880                         power_desc[num].level = 15;
2881                         power_desc[num].cost = 10;
2882                         power_desc[num].fail = 100 - racial_chance(15, A_INT, 10);
2883                         power_desc[num++].number = -1;
2884                         break;
2885                 case RACE_GNOME:
2886 #ifdef JP
2887 sprintf(power_desc[num].name, "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È");
2888 #else
2889                         sprintf(power_desc[num].name, "Blink");
2890 #endif
2891
2892                         power_desc[num].level = 5;
2893                         power_desc[num].cost = 5;
2894                         power_desc[num].fail = 100 - racial_chance(5, A_INT, 12);
2895                         power_desc[num++].number = -1;
2896                         break;
2897                 case RACE_HALF_ORC:
2898 #ifdef JP
2899 strcpy(power_desc[num].name, "¶²Éݽüµî");
2900 #else
2901                         strcpy(power_desc[num].name, "Remove Fear");
2902 #endif
2903
2904                         power_desc[num].level = 3;
2905                         power_desc[num].cost = 5;
2906                         power_desc[num].fail = 100 - racial_chance(3, A_WIS, (warrior ? 5 : 10));
2907                         power_desc[num++].number = -1;
2908                         break;
2909                 case RACE_HALF_TROLL:
2910 #ifdef JP
2911 strcpy(power_desc[num].name, "¶¸Àï»Î²½");
2912 #else
2913                         strcpy(power_desc[num].name, "Berserk");
2914 #endif
2915
2916                         power_desc[num].level = 10;
2917                         power_desc[num].cost = 12;
2918                         power_desc[num].fail = 100 - racial_chance(10, A_STR, (warrior ? 6 : 12));
2919                         power_desc[num++].number = -1;
2920                         break;
2921                 case RACE_BARBARIAN:
2922 #ifdef JP
2923 strcpy(power_desc[num].name, "¶¸Àï»Î²½");
2924 #else
2925                         strcpy(power_desc[num].name, "Berserk");
2926 #endif
2927
2928                         power_desc[num].level = 8;
2929                         power_desc[num].cost = 10;
2930                         power_desc[num].fail = 100 - racial_chance(8, A_STR, (warrior ? 6 : 12));
2931                         power_desc[num++].number = -1;
2932                         break;
2933                 case RACE_AMBERITE:
2934 #ifdef JP
2935 strcpy(power_desc[num].name, "¥·¥ã¥É¥¦¡¦¥·¥Õ¥È");
2936 #else
2937                         strcpy(power_desc[num].name, "Shadow Shifting");
2938 #endif
2939
2940                         power_desc[num].level = 30;
2941                         power_desc[num].cost = 50;
2942                         power_desc[num].fail = 100 - racial_chance(30, A_INT, 50);
2943                         power_desc[num++].number = -1;
2944 #ifdef JP
2945 strcpy(power_desc[num].name, "¥Ñ¥¿¡¼¥ó¡¦¥¦¥©¡¼¥¯");
2946 #else
2947                         strcpy(power_desc[num].name, "Pattern Mindwalking");
2948 #endif
2949
2950                         power_desc[num].level = 40;
2951                         power_desc[num].cost = 75;
2952                         power_desc[num].fail = 100 - racial_chance(40, A_WIS, 50);
2953                         power_desc[num++].number = -2;
2954                         break;
2955                 case RACE_HALF_OGRE:
2956 #ifdef JP
2957 strcpy(power_desc[num].name, "Çúȯ¤Î¥ë¡¼¥ó");
2958 #else
2959                         strcpy(power_desc[num].name, "Explosive Rune");
2960 #endif
2961
2962                         power_desc[num].level = 25;
2963                         power_desc[num].cost = 35;
2964                         power_desc[num].fail = 100 - racial_chance(25, A_INT, 15);
2965                         power_desc[num++].number = -1;
2966                         break;
2967                 case RACE_HALF_GIANT:
2968 #ifdef JP
2969 strcpy(power_desc[num].name, "´äÀÐÍϲò");
2970 #else
2971                         strcpy(power_desc[num].name, "Stone to Mud");
2972 #endif
2973
2974                         power_desc[num].level = 20;
2975                         power_desc[num].cost = 10;
2976                         power_desc[num].fail = 100 - racial_chance(20, A_STR, 12);
2977                         power_desc[num++].number = -1;
2978                         break;
2979                 case RACE_HALF_TITAN:
2980 #ifdef JP
2981 strcpy(power_desc[num].name, "¥¹¥­¥ã¥ó¡¦¥â¥ó¥¹¥¿¡¼");
2982 #else
2983                         strcpy(power_desc[num].name, "Probing");
2984 #endif
2985
2986                         power_desc[num].level = 15;
2987                         power_desc[num].cost = 10;
2988                         power_desc[num].fail = 100 - racial_chance(15, A_INT, 12);
2989                         power_desc[num++].number = -1;
2990                         break;
2991                 case RACE_CYCLOPS:
2992 #ifdef JP
2993 sprintf(power_desc[num].name, "´äÀÐÅꤲ¡Ê¥À¥á¡¼¥¸ %d¡Ë", (3 * lvl) / 2);
2994 #else
2995                         sprintf(power_desc[num].name, "Throw Boulder (dam %d)", (3 * lvl) / 2);
2996 #endif
2997
2998                         power_desc[num].level = 20;
2999                         power_desc[num].cost = 15;
3000                         power_desc[num].fail = 100 - racial_chance(20, A_STR, 12);
3001                         power_desc[num++].number = -1;
3002                         break;
3003                 case RACE_YEEK:
3004 #ifdef JP
3005 strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼¶²¹²");
3006 #else
3007                         strcpy(power_desc[num].name, "Scare Monster");
3008 #endif
3009
3010                         power_desc[num].level = 15;
3011                         power_desc[num].cost = 15;
3012                         power_desc[num].fail = 100 - racial_chance(15, A_WIS, 10);
3013                         power_desc[num++].number = -1;
3014                         break;
3015                 case RACE_SPECTRE:
3016 #ifdef JP
3017 strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼¶²¹²");
3018 #else
3019                         strcpy(power_desc[num].name, "Scare Monster");
3020 #endif
3021
3022                         power_desc[num].level = 4;
3023                         power_desc[num].cost = 6;
3024                         power_desc[num].fail = 100 - racial_chance(4, A_INT, 3);
3025                         power_desc[num++].number = -1;
3026                         break;
3027                 case RACE_KLACKON:
3028 #ifdef JP
3029 sprintf(power_desc[num].name, "»À¤ÎÂà(¥À¥á¡¼¥¸ %d)", lvl);
3030 #else
3031                         sprintf(power_desc[num].name, "Spit Acid (dam %d)", lvl);
3032 #endif
3033
3034                         power_desc[num].level = 9;
3035                         power_desc[num].cost = 9;
3036                         power_desc[num].fail = 100 - racial_chance(9, A_DEX, 14);
3037                         power_desc[num++].number = -1;
3038                         break;
3039                 case RACE_KOBOLD:
3040 #ifdef JP
3041 sprintf(power_desc[num].name, "ÆǤΥÀ¡¼¥Ä (¥À¥á¡¼¥¸ %d)", lvl);
3042 #else
3043                         sprintf(power_desc[num].name, "Poison Dart (dam %d)", lvl);
3044 #endif
3045
3046                         power_desc[num].level = 12;
3047                         power_desc[num].cost = 8;
3048                         power_desc[num].fail = 100 - racial_chance(12, A_DEX, 14);
3049                         power_desc[num++].number = -1;
3050                         break;
3051                 case RACE_DARK_ELF:
3052 #ifdef JP
3053 sprintf(power_desc[num].name, "¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë (¥À¥á¡¼¥¸ %dd%d)", 3 + ((lvl - 1) / 5), 4);
3054 #else
3055                         sprintf(power_desc[num].name, "Magic Missile (dm %dd%d)", 3 + ((lvl - 1) / 5), 4);
3056 #endif
3057
3058                         power_desc[num].level = 2;
3059                         power_desc[num].cost = 2;
3060                         power_desc[num].fail = 100 - racial_chance(2, A_INT, 9);
3061                         power_desc[num++].number = -1;
3062                         break;
3063                 case RACE_DRACONIAN:
3064 #ifdef JP
3065 sprintf(power_desc[num].name, "¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 2);
3066 #else
3067                         sprintf(power_desc[num].name, "Breath Weapon (dam %d)", lvl * 2);
3068 #endif
3069
3070                         power_desc[num].level = 1;
3071                         power_desc[num].cost = lvl;
3072                         power_desc[num].fail = 100 - racial_chance(1, A_CON, 12);
3073                         power_desc[num++].number = -1;
3074                         break;
3075                 case RACE_MIND_FLAYER:
3076 #ifdef JP
3077 sprintf(power_desc[num].name, "Àº¿À¹¶·â (¥À¥á¡¼¥¸ %d)", lvl);
3078 #else
3079                         sprintf(power_desc[num].name, "Mind Blast (dam %d)", lvl);
3080 #endif
3081
3082                         power_desc[num].level = 15;
3083                         power_desc[num].cost = 12;
3084                         power_desc[num].fail = 100 - racial_chance(15, A_INT, 14);
3085                         power_desc[num++].number = -1;
3086                         break;
3087                 case RACE_IMP:
3088 #ifdef JP
3089 sprintf(power_desc[num].name, "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È/¥Ü¡¼¥ë (¥À¥á¡¼¥¸ %d)", lvl);
3090 #else
3091                         sprintf(power_desc[num].name, "Fire Bolt/Ball (dam %d)", lvl);
3092 #endif
3093
3094                         power_desc[num].level = 9;
3095                         power_desc[num].cost = 15;
3096                         power_desc[num].fail = 100 - racial_chance(9, A_WIS, 15);
3097                         power_desc[num++].number = -1;
3098                         break;
3099                 case RACE_GOLEM:
3100 #ifdef JP
3101 strcpy(power_desc[num].name, "È©Àв½ (´ü´Ö 1d20+30)");
3102 #else
3103                         strcpy(power_desc[num].name, "Stone Skin (dur 1d20+30)");
3104 #endif
3105
3106                         power_desc[num].level = 20;
3107                         power_desc[num].cost = 15;
3108                         power_desc[num].fail = 100 - racial_chance(20, A_CON, 8);
3109                         power_desc[num++].number = -1;
3110                         break;
3111                 case RACE_SKELETON:
3112                 case RACE_ZOMBIE:
3113 #ifdef JP
3114 strcpy(power_desc[num].name, "·Ð¸³ÃÍÉü³è");
3115 #else
3116                         strcpy(power_desc[num].name, "Restore Life");
3117 #endif
3118
3119                         power_desc[num].level = 30;
3120                         power_desc[num].cost = 30;
3121                         power_desc[num].fail = 100 - racial_chance(30, A_WIS, 18);
3122                         power_desc[num++].number = -1;
3123                         break;
3124                 case RACE_VAMPIRE:
3125 #ifdef JP
3126 strcpy(power_desc[num].name, "À¸Ì¿Îϵۼý");
3127 #else
3128                         strcpy(power_desc[num].name, "Drain Life");
3129 #endif
3130
3131                         power_desc[num].level = 2;
3132                         power_desc[num].cost = 1 + (lvl / 3);
3133                         power_desc[num].fail = 100 - racial_chance(2, A_CON, 9);
3134                         power_desc[num++].number = -1;
3135                         break;
3136                 case RACE_SPRITE:
3137 #ifdef JP
3138 strcpy(power_desc[num].name, "̲¤êÊ´");
3139 #else
3140                         strcpy(power_desc[num].name, "Sleeping Dust");
3141 #endif
3142
3143                         power_desc[num].level = 12;
3144                         power_desc[num].cost = 12;
3145                         power_desc[num].fail = 100 - racial_chance(12, A_INT, 15);
3146                         power_desc[num++].number = -1;
3147                         break;
3148                 case RACE_DEMON:
3149 #ifdef JP
3150 sprintf(power_desc[num].name, "ÃϹö/²Ð±ê¤Î¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 3);
3151 #else
3152                         sprintf(power_desc[num].name, "Nether or Fire Breath (dam %d)", lvl * 3);
3153 #endif
3154
3155                         power_desc[num].level = 15;
3156                         power_desc[num].cost = 10+lvl/3;
3157                         power_desc[num].fail = 100 - racial_chance(15, A_CON, 20);
3158                         power_desc[num++].number = -1;
3159                         break;
3160                 case RACE_KUTA:
3161 #ifdef JP
3162 strcpy(power_desc[num].name, "²£¤Ë¿­¤Ó¤ë");
3163 #else
3164                         strcpy(power_desc[num].name, "Expand Horizontally (dur 30+1d20)");
3165 #endif
3166
3167                         power_desc[num].level = 20;
3168                         power_desc[num].cost = 15;
3169                         power_desc[num].fail = 100 - racial_chance(15, A_CHR, 8);
3170                         power_desc[num++].number = -1;
3171                         break;
3172                 case RACE_ANDROID:
3173                         if (p_ptr->lev < 10)
3174                         {
3175 #ifdef JP
3176 strcpy(power_desc[num].name, "¥ì¥¤¥¬¥ó");
3177 #else
3178                                 strcpy(power_desc[num].name, "Ray Gun");
3179 #endif
3180
3181                                 power_desc[num].level = 1;
3182                                 power_desc[num].cost = 7;
3183                                 power_desc[num].fail = 100 - racial_chance(1, A_STR, 8);
3184                         }
3185                         else if (p_ptr->lev < 25)
3186                         {
3187 #ifdef JP
3188 strcpy(power_desc[num].name, "¥Ö¥é¥¹¥¿¡¼");
3189 #else
3190                                 strcpy(power_desc[num].name, "Blaster");
3191 #endif
3192
3193                                 power_desc[num].level = 10;
3194                                 power_desc[num].cost = 13;
3195                                 power_desc[num].fail = 100 - racial_chance(10, A_STR, 10);
3196                         }
3197                         else if (p_ptr->lev < 35)
3198                         {
3199 #ifdef JP
3200 strcpy(power_desc[num].name, "¥Ð¥º¡¼¥«");
3201 #else
3202                                 strcpy(power_desc[num].name, "Bazooka");
3203 #endif
3204
3205                                 power_desc[num].level = 25;
3206                                 power_desc[num].cost = 26;
3207                                 power_desc[num].fail = 100 - racial_chance(25, A_STR, 12);
3208                         }
3209                         else if (p_ptr->lev < 45)
3210                         {
3211 #ifdef JP
3212 strcpy(power_desc[num].name, "¥Ó¡¼¥à¥­¥ã¥Î¥ó");
3213 #else
3214                                 strcpy(power_desc[num].name, "Beam Cannon");
3215 #endif
3216
3217                                 power_desc[num].level = 35;
3218                                 power_desc[num].cost = 40;
3219                                 power_desc[num].fail = 100 - racial_chance(35, A_STR, 15);
3220                         }
3221                         else
3222                         {
3223 #ifdef JP
3224 strcpy(power_desc[num].name, "¥í¥±¥Ã¥È");
3225 #else
3226                                 strcpy(power_desc[num].name, "Rocket");
3227 #endif
3228
3229                                 power_desc[num].level = 45;
3230                                 power_desc[num].cost = 60;
3231                                 power_desc[num].fail = 100 - racial_chance(45, A_STR, 18);
3232                         }
3233                         power_desc[num++].number = -1;
3234                         break;
3235                 default:
3236                 {
3237                         break;
3238                 }
3239         }
3240         }
3241
3242         if (p_ptr->muta1)
3243         {
3244                 if (p_ptr->muta1 & MUT1_SPIT_ACID)
3245                 {
3246 #ifdef JP
3247 strcpy(power_desc[num].name, "»À¤ÎÂÃ");
3248 #else
3249                         strcpy(power_desc[num].name, "Spit Acid");
3250 #endif
3251
3252                         power_desc[num].level = 9;
3253                         power_desc[num].cost = 9;
3254                         power_desc[num].fail = 100 - racial_chance(9, A_DEX, 15);
3255                         power_desc[num++].number = MUT1_SPIT_ACID;
3256                 }
3257
3258                 if (p_ptr->muta1 & MUT1_BR_FIRE)
3259                 {
3260 #ifdef JP
3261 strcpy(power_desc[num].name, "±ê¤Î¥Ö¥ì¥¹");
3262 #else
3263                         strcpy(power_desc[num].name, "Fire Breath");
3264 #endif
3265
3266                         power_desc[num].level = 20;
3267                         power_desc[num].cost = lvl;
3268                         power_desc[num].fail = 100 - racial_chance(20, A_CON, 18);
3269                         power_desc[num++].number = MUT1_BR_FIRE;
3270                 }
3271
3272                 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
3273                 {
3274 #ifdef JP
3275 strcpy(power_desc[num].name, "ºÅ̲âˤß");
3276 #else
3277                         strcpy(power_desc[num].name, "Hypnotic Gaze");
3278 #endif
3279
3280                         power_desc[num].level = 12;
3281                         power_desc[num].cost = 12;
3282                         power_desc[num].fail = 100 - racial_chance(12, A_CHR, 18);
3283                         power_desc[num++].number = MUT1_HYPN_GAZE;
3284                 }
3285
3286                 if (p_ptr->muta1 & MUT1_TELEKINES)
3287                 {
3288 #ifdef JP
3289 strcpy(power_desc[num].name, "Ç°Æ°ÎÏ");
3290 #else
3291                         strcpy(power_desc[num].name, "Telekinesis");
3292 #endif
3293
3294                         power_desc[num].level = 9;
3295                         power_desc[num].cost = 9;
3296                         power_desc[num].fail = 100 - racial_chance(9, A_WIS, 14);
3297                         power_desc[num++].number = MUT1_TELEKINES;
3298                 }
3299
3300                 if (p_ptr->muta1 & MUT1_VTELEPORT)
3301                 {
3302 #ifdef JP
3303 strcpy(power_desc[num].name, "¥Æ¥ì¥Ý¡¼¥È");
3304 #else
3305                         strcpy(power_desc[num].name, "Teleport");
3306 #endif
3307
3308                         power_desc[num].level = 7;
3309                         power_desc[num].cost = 7;
3310                         power_desc[num].fail = 100 - racial_chance(7, A_WIS, 15);
3311                         power_desc[num++].number = MUT1_VTELEPORT;
3312                 }
3313
3314                 if (p_ptr->muta1 & MUT1_MIND_BLST)
3315                 {
3316 #ifdef JP
3317 strcpy(power_desc[num].name, "Àº¿À¹¶·â");
3318 #else
3319                         strcpy(power_desc[num].name, "Mind Blast");
3320 #endif
3321
3322                         power_desc[num].level = 5;
3323                         power_desc[num].cost = 3;
3324                         power_desc[num].fail = 100 - racial_chance(5, A_WIS, 15);
3325                         power_desc[num++].number = MUT1_MIND_BLST;
3326                 }
3327
3328                 if (p_ptr->muta1 & MUT1_RADIATION)
3329                 {
3330 #ifdef JP
3331 strcpy(power_desc[num].name, "Êü¼Íǽ");
3332 #else
3333                         strcpy(power_desc[num].name, "Emit Radiation");
3334 #endif
3335
3336                         power_desc[num].level = 15;
3337                         power_desc[num].cost = 15;
3338                         power_desc[num].fail = 100 - racial_chance(15, A_CON, 14);
3339                         power_desc[num++].number = MUT1_RADIATION;
3340                 }
3341
3342                 if (p_ptr->muta1 & MUT1_VAMPIRISM)
3343                 {
3344 #ifdef JP
3345 strcpy(power_desc[num].name, "µÛ·ì¥É¥ì¥¤¥ó");
3346 #else
3347                         strcpy(power_desc[num].name, "Vampiric Drain");
3348 #endif
3349
3350                         power_desc[num].level = 2;
3351                         power_desc[num].cost = (1 + (lvl / 3));
3352                         power_desc[num].fail = 100 - racial_chance(2, A_CON, 9);
3353                         power_desc[num++].number = MUT1_VAMPIRISM;
3354                 }
3355
3356                 if (p_ptr->muta1 & MUT1_SMELL_MET)
3357                 {
3358 #ifdef JP
3359 strcpy(power_desc[num].name, "¶â°Ó̳Ð");
3360 #else
3361                         strcpy(power_desc[num].name, "Smell Metal");
3362 #endif
3363
3364                         power_desc[num].level = 3;
3365                         power_desc[num].cost = 2;
3366                         power_desc[num].fail = 100 - racial_chance(3, A_INT, 12);
3367                         power_desc[num++].number = MUT1_SMELL_MET;
3368                 }
3369
3370                 if (p_ptr->muta1 & MUT1_SMELL_MON)
3371                 {
3372 #ifdef JP
3373 strcpy(power_desc[num].name, "Ũ½­Ó̳Ð");
3374 #else
3375                         strcpy(power_desc[num].name, "Smell Monsters");
3376 #endif
3377
3378                         power_desc[num].level = 5;
3379                         power_desc[num].cost = 4;
3380                         power_desc[num].fail = 100 - racial_chance(5, A_INT, 15);
3381                         power_desc[num++].number = MUT1_SMELL_MON;
3382                 }
3383
3384                 if (p_ptr->muta1 & MUT1_BLINK)
3385                 {
3386 #ifdef JP
3387 strcpy(power_desc[num].name, "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È");
3388 #else
3389                         strcpy(power_desc[num].name, "Blink");
3390 #endif
3391
3392                         power_desc[num].level = 3;
3393                         power_desc[num].cost = 3;
3394                         power_desc[num].fail = 100 - racial_chance(3, A_WIS, 12);
3395                         power_desc[num++].number = MUT1_BLINK;
3396                 }
3397
3398                 if (p_ptr->muta1 & MUT1_EAT_ROCK)
3399                 {
3400 #ifdef JP
3401 strcpy(power_desc[num].name, "´ä¿©¤¤");
3402 #else
3403                         strcpy(power_desc[num].name, "Eat Rock");
3404 #endif
3405
3406                         power_desc[num].level = 8;
3407                         power_desc[num].cost = 12;
3408                         power_desc[num].fail = 100 - racial_chance(8, A_CON, 18);
3409                         power_desc[num++].number = MUT1_EAT_ROCK;
3410                 }
3411
3412                 if (p_ptr->muta1 & MUT1_SWAP_POS)
3413                 {
3414 #ifdef JP
3415 strcpy(power_desc[num].name, "°ÌÃÖ¸ò´¹");
3416 #else
3417                         strcpy(power_desc[num].name, "Swap Position");
3418 #endif
3419
3420                         power_desc[num].level = 15;
3421                         power_desc[num].cost = 12;
3422                         power_desc[num].fail = 100 - racial_chance(15, A_DEX, 16);
3423                         power_desc[num++].number = MUT1_SWAP_POS;
3424                 }
3425
3426                 if (p_ptr->muta1 & MUT1_SHRIEK)
3427                 {
3428 #ifdef JP
3429 strcpy(power_desc[num].name, "¶«¤Ó");
3430 #else
3431                         strcpy(power_desc[num].name, "Shriek");
3432 #endif
3433
3434                         power_desc[num].level = 20;
3435                         power_desc[num].cost = 14;
3436                         power_desc[num].fail = 100 - racial_chance(20, A_CON, 16);
3437                         power_desc[num++].number = MUT1_SHRIEK;
3438                 }
3439
3440                 if (p_ptr->muta1 & MUT1_ILLUMINE)
3441                 {
3442 #ifdef JP
3443 strcpy(power_desc[num].name, "¾ÈÌÀ");
3444 #else
3445                         strcpy(power_desc[num].name, "Illuminate");
3446 #endif
3447
3448                         power_desc[num].level = 3;
3449                         power_desc[num].cost = 2;
3450                         power_desc[num].fail = 100 - racial_chance(3, A_INT, 10);
3451                         power_desc[num++].number = MUT1_ILLUMINE;
3452                 }
3453
3454                 if (p_ptr->muta1 & MUT1_DET_CURSE)
3455                 {
3456 #ifdef JP
3457 strcpy(power_desc[num].name, "¼ö¤¤´¶ÃÎ");
3458 #else
3459                         strcpy(power_desc[num].name, "Detect Curses");
3460 #endif
3461
3462                         power_desc[num].level = 7;
3463                         power_desc[num].cost = 14;
3464                         power_desc[num].fail = 100 - racial_chance(7, A_WIS, 14);
3465                         power_desc[num++].number = MUT1_DET_CURSE;
3466                 }
3467
3468                 if (p_ptr->muta1 & MUT1_BERSERK)
3469                 {
3470 #ifdef JP
3471 strcpy(power_desc[num].name, "¶¸Àï»Î²½");
3472 #else
3473                         strcpy(power_desc[num].name, "Berserk");
3474 #endif
3475
3476                         power_desc[num].level = 8;
3477                         power_desc[num].cost = 8;
3478                         power_desc[num].fail = 100 - racial_chance(8, A_STR, 14);
3479                         power_desc[num++].number = MUT1_BERSERK;
3480                 }
3481
3482                 if (p_ptr->muta1 & MUT1_POLYMORPH)
3483                 {
3484 #ifdef JP
3485 strcpy(power_desc[num].name, "ÊÑ¿È");
3486 #else
3487                         strcpy(power_desc[num].name, "Polymorph");
3488 #endif
3489
3490                         power_desc[num].level = 18;
3491                         power_desc[num].cost = 20;
3492                         power_desc[num].fail = 100 - racial_chance(18, A_CON, 18);
3493                         power_desc[num++].number = MUT1_POLYMORPH;
3494                 }
3495
3496                 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
3497                 {
3498 #ifdef JP
3499 strcpy(power_desc[num].name, "¥ß¥À¥¹¤Î¼ê");
3500 #else
3501                         strcpy(power_desc[num].name, "Midas Touch");
3502 #endif
3503
3504                         power_desc[num].level = 10;
3505                         power_desc[num].cost = 5;
3506                         power_desc[num].fail = 100 - racial_chance(10, A_INT, 12);
3507                         power_desc[num++].number = MUT1_MIDAS_TCH;
3508                 }
3509
3510                 if (p_ptr->muta1 & MUT1_GROW_MOLD)
3511                 {
3512 #ifdef JP
3513 strcpy(power_desc[num].name, "¥«¥ÓȯÀ¸");
3514 #else
3515                         strcpy(power_desc[num].name, "Grow Mold");
3516 #endif
3517
3518                         power_desc[num].level = 1;
3519                         power_desc[num].cost = 6;
3520                         power_desc[num].fail = 100 - racial_chance(1, A_CON, 14);
3521                         power_desc[num++].number = MUT1_GROW_MOLD;
3522                 }
3523
3524                 if (p_ptr->muta1 & MUT1_RESIST)
3525                 {
3526 #ifdef JP
3527 strcpy(power_desc[num].name, "¥¨¥ì¥á¥ó¥ÈÂÑÀ­");
3528 #else
3529                         strcpy(power_desc[num].name, "Resist Elements");
3530 #endif
3531
3532                         power_desc[num].level = 10;
3533                         power_desc[num].cost = 12;
3534                         power_desc[num].fail = 100 - racial_chance(10, A_CON, 12);
3535                         power_desc[num++].number = MUT1_RESIST;
3536                 }
3537
3538                 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
3539                 {
3540 #ifdef JP
3541 strcpy(power_desc[num].name, "ÃÏ¿Ì");
3542 #else
3543                         strcpy(power_desc[num].name, "Earthquake");
3544 #endif
3545
3546                         power_desc[num].level = 12;
3547                         power_desc[num].cost = 12;
3548                         power_desc[num].fail = 100 - racial_chance(12, A_STR, 16);
3549                         power_desc[num++].number = MUT1_EARTHQUAKE;
3550                 }
3551
3552                 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
3553                 {
3554 #ifdef JP
3555 strcpy(power_desc[num].name, "ËâÎÏ¿©¤¤");
3556 #else
3557                         strcpy(power_desc[num].name, "Eat Magic");
3558 #endif
3559
3560                         power_desc[num].level = 17;
3561                         power_desc[num].cost = 1;
3562                         power_desc[num].fail = 100 - racial_chance(17, A_WIS, 15);
3563                         power_desc[num++].number = MUT1_EAT_MAGIC;
3564                 }
3565
3566                 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
3567                 {
3568 #ifdef JP
3569 strcpy(power_desc[num].name, "ËâÎÏ´¶ÃÎ");
3570 #else
3571                         strcpy(power_desc[num].name, "Weigh Magic");
3572 #endif
3573
3574                         power_desc[num].level = 6;
3575                         power_desc[num].cost = 6;
3576                         power_desc[num].fail = 100 - racial_chance(6, A_INT, 10);
3577                         power_desc[num++].number = MUT1_WEIGH_MAG;
3578                 }
3579
3580                 if (p_ptr->muta1 & MUT1_STERILITY)
3581                 {
3582 #ifdef JP
3583 strcpy(power_desc[num].name, "Áý¿£ÁË»ß");
3584 #else
3585                         strcpy(power_desc[num].name, "Sterilize");
3586 #endif
3587
3588                         power_desc[num].level = 12;
3589                         power_desc[num].cost = 23;
3590                         power_desc[num].fail = 100 - racial_chance(12, A_CHR, 15);
3591                         power_desc[num++].number = MUT1_STERILITY;
3592                 }
3593
3594                 if (p_ptr->muta1 & MUT1_PANIC_HIT)
3595                 {
3596 #ifdef JP
3597 strcpy(power_desc[num].name, "¥Ò¥Ã¥È¡õ¥¢¥¦¥§¥¤");
3598 #else
3599                         strcpy(power_desc[num].name, "Panic Hit");
3600 #endif
3601
3602                         power_desc[num].level = 10;
3603                         power_desc[num].cost = 12;
3604                         power_desc[num].fail = 100 - racial_chance(10, A_DEX, 14);
3605                         power_desc[num++].number = MUT1_PANIC_HIT;
3606                 }
3607
3608                 if (p_ptr->muta1 & MUT1_DAZZLE)
3609                 {
3610 #ifdef JP
3611 strcpy(power_desc[num].name, "âÁÏÇ");
3612 #else
3613                         strcpy(power_desc[num].name, "Dazzle");
3614 #endif
3615
3616                         power_desc[num].level = 7;
3617                         power_desc[num].cost = 15;
3618                         power_desc[num].fail = 100 - racial_chance(7, A_CHR, 8);
3619                         power_desc[num++].number = MUT1_DAZZLE;
3620                 }
3621
3622                 if (p_ptr->muta1 & MUT1_LASER_EYE)
3623                 {
3624 #ifdef JP
3625 strcpy(power_desc[num].name, "¥ì¡¼¥¶¡¼¡¦¥¢¥¤");
3626 #else
3627                         strcpy(power_desc[num].name, "Laser Eye");
3628 #endif
3629
3630                         power_desc[num].level = 7;
3631                         power_desc[num].cost = 10;
3632                         power_desc[num].fail = 100 - racial_chance(7, A_WIS, 9);
3633                         power_desc[num++].number = MUT1_LASER_EYE;
3634                 }
3635
3636                 if (p_ptr->muta1 & MUT1_RECALL)
3637                 {
3638 #ifdef JP
3639 strcpy(power_desc[num].name, "µ¢´Ô");
3640 #else
3641                         strcpy(power_desc[num].name, "Recall");
3642 #endif
3643
3644                         power_desc[num].level = 17;
3645                         power_desc[num].cost = 50;
3646                         power_desc[num].fail = 100 - racial_chance(17, A_INT, 16);
3647                         power_desc[num++].number = MUT1_RECALL;
3648                 }
3649
3650                 if (p_ptr->muta1 & MUT1_BANISH)
3651                 {
3652 #ifdef JP
3653 strcpy(power_desc[num].name, "¼Ù°­¾ÃÌÇ");
3654 #else
3655                         strcpy(power_desc[num].name, "Banish Evil");
3656 #endif
3657
3658                         power_desc[num].level = 25;
3659                         power_desc[num].cost = 25;
3660                         power_desc[num].fail = 100 - racial_chance(25, A_WIS, 18);
3661                         power_desc[num++].number = MUT1_BANISH;
3662                 }
3663
3664                 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
3665                 {
3666 #ifdef JP
3667 strcpy(power_desc[num].name, "Åà·ë¤Î¼ê");
3668 #else
3669                         strcpy(power_desc[num].name, "Cold Touch");
3670 #endif
3671
3672                         power_desc[num].level = 2;
3673                         power_desc[num].cost = 2;
3674                         power_desc[num].fail = 100 - racial_chance(2, A_CON, 11);
3675                         power_desc[num++].number = MUT1_COLD_TOUCH;
3676                 }
3677
3678                 if (p_ptr->muta1 & MUT1_LAUNCHER)
3679                 {
3680 #ifdef JP
3681 strcpy(power_desc[num].name, "¥¢¥¤¥Æ¥àÅꤲ");
3682 #else
3683                         strcpy(power_desc[num].name, "Throw Object");
3684 #endif
3685
3686                         power_desc[num].level = 1;
3687                         power_desc[num].cost = lvl;
3688                         power_desc[num].fail = 100 - racial_chance(1, A_STR, 6);
3689                         /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
3690                         power_desc[num++].number = 3;
3691                 }
3692         }
3693
3694         /* Nothing chosen yet */
3695         flag = FALSE;
3696
3697         /* No redraw yet */
3698         redraw = FALSE;
3699
3700         /* Build a prompt */
3701 #ifdef JP
3702 (void) strnfmt(out_val, 78, "(ÆüìǽÎÏ %c-%c, *'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎÆüìǽÎϤò»È¤¤¤Þ¤¹¤«¡©",
3703 #else
3704         (void)strnfmt(out_val, 78, "(Powers %c-%c, *=List, ESC=exit) Use which power? ",
3705 #endif
3706
3707                 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
3708
3709 #ifdef ALLOW_REPEAT
3710 if (!repeat_pull(&i) || i<0 || i>=num) {
3711 #endif /* ALLOW_REPEAT */
3712         if (use_menu) screen_save();
3713          /* Get a spell from the user */
3714
3715         choice = (always_show_list || use_menu) ? ESCAPE:1;
3716         while (!flag)
3717         {
3718                 if( choice==ESCAPE ) choice = ' '; 
3719                 else if( !get_com(out_val, &choice, FALSE) )break; 
3720
3721                 if (use_menu && choice != ' ')
3722                 {
3723                         switch(choice)
3724                         {
3725                                 case '0':
3726                                 {
3727                                         screen_load();
3728                                         energy_use = 0;
3729                                         return;
3730                                         break;
3731                                 }
3732
3733                                 case '8':
3734                                 case 'k':
3735                                 case 'K':
3736                                 {
3737                                         menu_line += (num - 1);
3738                                         break;
3739                                 }
3740
3741                                 case '2':
3742                                 case 'j':
3743                                 case 'J':
3744                                 {
3745                                         menu_line++;
3746                                         break;
3747                                 }
3748
3749                                 case '6':
3750                                 case 'l':
3751                                 case 'L':
3752                                 case '4':
3753                                 case 'h':
3754                                 case 'H':
3755                                 {
3756                                         if (menu_line > 18)
3757                                                 menu_line -= 18;
3758                                         else if (menu_line+18 <= num)
3759                                                 menu_line += 18;
3760                                         break;
3761                                 }
3762
3763                                 case 'x':
3764                                 case 'X':
3765                                 case '\r':
3766                                 {
3767                                         i = menu_line - 1;
3768                                         ask = FALSE;
3769                                         break;
3770                                 }
3771                         }
3772                         if (menu_line > num) menu_line -= num;
3773                 }
3774                 /* Request redraw */
3775                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
3776                 {
3777                         /* Show the list */
3778                         if (!redraw || use_menu)
3779                         {
3780                                 byte y = 1, x = 0;
3781                                 int ctr = 0;
3782                                 char dummy[80];
3783                                 char letter;
3784                                 int x1, y1;
3785
3786                                 strcpy(dummy, "");
3787
3788                                 /* Show list */
3789                                 redraw = TRUE;
3790
3791                                 /* Save the screen */
3792                                 if (!use_menu) screen_save();
3793
3794                                 /* Print header(s) */
3795                                 if (num < 18)
3796 #ifdef JP
3797 prt("                            Lv   MP ¼ºÎ¨", y++, x);
3798 #else
3799                                         prt("                            Lv Cost Fail", y++, x);
3800 #endif
3801
3802                                 else
3803 #ifdef JP
3804 prt("                            Lv   MP ¼ºÎ¨                            Lv   MP ¼ºÎ¨", y++, x);
3805 #else
3806                                         prt("                            Lv Cost Fail                            Lv Cost Fail", y++, x);
3807 #endif
3808
3809
3810                                 /* Print list */
3811                                 while (ctr < num)
3812                                 {
3813                                         x1 = ((ctr < 18) ? x : x + 40);
3814                                         y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
3815
3816                                         if (use_menu)
3817                                         {
3818 #ifdef JP
3819                                                 if (ctr == (menu_line-1)) strcpy(dummy, " ¡Õ ");
3820 #else
3821                                                 if (ctr == (menu_line-1)) strcpy(dummy, " >  ");
3822 #endif
3823                                                 else strcpy(dummy, "    ");
3824                                         }
3825                                         else
3826                                         {
3827                                                 /* letter/number for power selection */
3828                                                 if (ctr < 26)
3829                                                         letter = I2A(ctr);
3830                                                 else
3831                                                         letter = '0' + ctr - 26;
3832                                                 sprintf(dummy, " %c) ",letter);
3833                                         }
3834                                         strcat(dummy, format("%-23.23s %2d %4d %3d%%", power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost, power_desc[ctr].fail));
3835                                         prt(dummy, y1, x1);
3836                                         ctr++;
3837                                 }
3838                         }
3839
3840                         /* Hide the list */
3841                         else
3842                         {
3843                                 /* Hide list */
3844                                 redraw = FALSE;
3845
3846                                 /* Restore the screen */
3847                                 screen_load();
3848                         }
3849
3850                         /* Redo asking */
3851                         continue;
3852                 }
3853
3854                 if (!use_menu)
3855                 {
3856                         if (choice == '\r' && num == 1)
3857                         {
3858                                 choice = 'a';
3859                         }
3860
3861                         if (isalpha(choice))
3862                         {
3863                                 /* Note verify */
3864                                 ask = (isupper(choice));
3865
3866                                 /* Lowercase */
3867                                 if (ask) choice = tolower(choice);
3868
3869                                 /* Extract request */
3870                                 i = (islower(choice) ? A2I(choice) : -1);
3871                         }
3872                         else
3873                         {
3874                                 ask = FALSE; /* Can't uppercase digits */
3875
3876                                 i = choice - '0' + 26;
3877                         }
3878                 }
3879
3880                 /* Totally Illegal */
3881                 if ((i < 0) || (i >= num))
3882                 {
3883                         bell();
3884                         continue;
3885                 }
3886
3887                 /* Verify it */
3888                 if (ask)
3889                 {
3890                         char tmp_val[160];
3891
3892                         /* Prompt */
3893 #ifdef JP
3894 (void) strnfmt(tmp_val, 78, "%s¤ò»È¤¤¤Þ¤¹¤«¡© ", power_desc[i].name);
3895 #else
3896                         (void)strnfmt(tmp_val, 78, "Use %s? ", power_desc[i].name);
3897 #endif
3898
3899
3900                         /* Belay that order */
3901                         if (!get_check(tmp_val)) continue;
3902                 }
3903
3904                 /* Stop the loop */
3905                 flag = TRUE;
3906         }
3907
3908         /* Restore the screen */
3909         if (redraw) screen_load();
3910
3911         /* Abort if needed */
3912         if (!flag)
3913         {
3914                 energy_use = 0;
3915                 return;
3916         }
3917 #ifdef ALLOW_REPEAT
3918         repeat_push(i);
3919         } /*if (!repeat_pull(&i) || ...)*/
3920 #endif /* ALLOW_REPEAT */
3921         if (power_desc[i].number < 0)
3922         {
3923                 if (!cmd_racial_power_aux(power_desc[i].number)) energy_use = 0;
3924         }
3925         else
3926         {
3927                 mutation_power_aux(power_desc[i].number);
3928         }
3929
3930         /* Redraw mana and hp */
3931         p_ptr->redraw |= (PR_HP | PR_MANA);
3932
3933         /* Window stuff */
3934         p_ptr->window |= (PW_PLAYER | PW_SPELL);
3935
3936         /* Success */
3937         return;
3938 }