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project_p()にフラグを渡すようにしたため、反射しない魔法には全てPROJECT_NO_REFを
[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 (is_good_realm(p_ptr->realm1))
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 (is_good_realm(p_ptr->realm1))
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                                         int gain_sp;
964                                         if ((gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev, 
965 #ifdef JP
966 "£È£Ð¤«¤é£Í£Ð¤Ø¤Î̵ËŤÊÊÑ´¹", -1)))
967 #else
968 "thoughtless convertion from HP to SP", -1)))
969 #endif
970                                         {
971                                                 p_ptr->csp += gain_sp / 5;
972                                                 if (p_ptr->csp > p_ptr->msp)
973                                                 {
974                                                         p_ptr->csp = p_ptr->msp;
975                                                         p_ptr->csp_frac = 0;
976                                                 }
977                                         }
978                                         else
979 #ifdef JP
980 msg_print("ÊÑ´¹¤Ë¼ºÇÔ¤·¤¿¡£");
981 #else
982                                 msg_print("You failed to convert.");
983 #endif
984                                 }
985                         }
986                         else if (command == -4)
987                         {
988                                 if (racial_aux(25, 0, A_INT, 10))
989                                 {
990                                         if (p_ptr->csp >= p_ptr->lev/5)
991                                         {
992                                                 p_ptr->csp -= p_ptr->lev / 5;
993                                                 hp_player(p_ptr->lev);
994                                         }
995                                         else
996 #ifdef JP
997 msg_print("ÊÑ´¹¤Ë¼ºÇÔ¤·¤¿¡£");
998 #else
999                                 msg_print("You failed to convert.");
1000 #endif
1001                                 }
1002                         }
1003                         break;
1004                 }
1005                 case CLASS_CHAOS_WARRIOR:
1006                 {
1007                         if (racial_aux(40, 50, A_INT, 25))
1008                         {
1009 #ifdef JP
1010 msg_print("ÊÕ¤ê¤òâˤó¤À...");
1011 #else
1012                                 msg_print("You glare nearby monsters...");
1013 #endif
1014                                 slow_monsters();
1015                                 stun_monsters(p_ptr->lev * 4);
1016                                 confuse_monsters(p_ptr->lev * 4);
1017                                 turn_monsters(p_ptr->lev * 4);
1018                                 stasis_monsters(p_ptr->lev * 4);
1019                         }
1020                         break;
1021                 }
1022                 case CLASS_MONK:
1023                 {
1024                         if (command == -3)
1025                         {
1026                                 if (empty_hands(TRUE) < 2)
1027                                 {
1028 #ifdef JP
1029 msg_print("ÁǼꤸ¤ã¤Ê¤¤¤È¤Ç¤­¤Þ¤»¤ó¡£");
1030 #else
1031                                         msg_print("You need to be bare hands.");
1032 #endif
1033                                         return FALSE;
1034                                 }
1035                                 if (racial_aux(25, 0, A_DEX, 0))
1036                                 {
1037                                         if (choose_kamae()) energy_use = 100;
1038                                         else energy_use = 0;
1039                                         p_ptr->update |= (PU_BONUS);
1040                                         p_ptr->redraw |= (PR_ARMOR);
1041                                 }
1042                         }
1043                         if (command == -4)
1044                         {
1045                                 if (empty_hands(TRUE) < 2)
1046                                 {
1047 #ifdef JP
1048 msg_print("ÁǼꤸ¤ã¤Ê¤¤¤È¤Ç¤­¤Þ¤»¤ó¡£");
1049 #else
1050                                         msg_print("You need to be bare hand.");
1051 #endif
1052                                         return FALSE;
1053                                 }
1054                                 if (racial_aux(30, 30, A_STR, 20))
1055                                 {
1056                                         int x, y;
1057
1058                                         if (!get_rep_dir(&dir, FALSE)) return FALSE;
1059                                         y = py + ddy[dir];
1060                                         x = px + ddx[dir];
1061                                         if (cave[y][x].m_idx)
1062                                         {
1063                                                 if (one_in_(2))
1064 #ifdef JP
1065 msg_print("¤¢¡¼¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¡ª¡ª¡ª");
1066 #else
1067 msg_print("Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!");
1068 #endif
1069                                                 else
1070 #ifdef JP
1071 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");
1072 #else
1073 msg_print("Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!");
1074 #endif
1075                                                 py_attack(y, x, 0);
1076                                                 if (cave[y][x].m_idx)
1077                                                 {
1078                                                         handle_stuff();
1079                                                         py_attack(y, x, 0);
1080                                                 }
1081                                                 p_ptr->energy_need += ENERGY_NEED();
1082                                         }
1083                                         else
1084                                         {
1085 #ifdef JP
1086 msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£");
1087 #else
1088                                                 msg_print("You don't see any monster in this direction");
1089 #endif
1090
1091                                                 msg_print(NULL);
1092                                         }
1093                                 }
1094                         }
1095                         break;
1096                 }
1097                 case CLASS_MINDCRAFTER:
1098                 case CLASS_FORCETRAINER:
1099                 {
1100                         if (total_friends)
1101                         {
1102 #ifdef JP
1103 msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£");
1104 #else
1105                                 msg_print("You need concentration on the pets now.");
1106 #endif
1107                                 return FALSE;
1108                         }
1109                         if (racial_aux(15, 0, A_WIS, 10))
1110                         {
1111 #ifdef JP
1112 msg_print("¾¯¤·Æ¬¤¬¥Ï¥Ã¥­¥ê¤·¤¿¡£");
1113 #else
1114                                 msg_print("You feel your head clear a little.");
1115 #endif
1116
1117                                 p_ptr->csp += (3 + p_ptr->lev/20);
1118                                 if (p_ptr->csp >= p_ptr->msp)
1119                                 {
1120                                         p_ptr->csp = p_ptr->msp;
1121                                         p_ptr->csp_frac = 0;
1122                                 }
1123                         }
1124                         break;
1125                 }
1126                 case CLASS_TOURIST:
1127                 {
1128                         if (command == -3)
1129                         {
1130                                 if (racial_aux(1, 0, A_DEX, 0))
1131                                 {
1132                                         if (!get_aim_dir(&dir)) return FALSE;
1133                                         project_length = 1;
1134                                         fire_beam(GF_PHOTO, dir, 1);
1135                                 }
1136                         }
1137                         else if (command == -4)
1138                         {
1139                                 if (racial_aux(25, 20, A_INT, 20))
1140                                 {
1141                                         if (!identify_fully(FALSE, FALSE)) return FALSE;
1142                                 }
1143                         }
1144                         break;
1145                 }
1146                 case CLASS_IMITATOR:
1147                 {
1148                         if (racial_aux(30, 100, A_DEX, 30))
1149                         {
1150                                 handle_stuff();
1151                                 if (!do_cmd_mane(TRUE)) return FALSE;
1152                         }
1153                         break;
1154                 }
1155                 case CLASS_BEASTMASTER:
1156                 {
1157                         if (command == -3)
1158                         {
1159                                 if (racial_aux(1, (p_ptr->lev+3) / 4, A_CHR, 10))
1160                                 {
1161                                         if (!get_aim_dir(&dir)) return FALSE;
1162                                         (void)fire_ball_hide(GF_CONTROL_LIVING, dir, p_ptr->lev, 0);
1163                                 }
1164                                 break;
1165                         }
1166                         else if (command == -4)
1167                         {
1168                                 if (racial_aux(30, (p_ptr->lev+20) / 2, A_CHR, 10))
1169                                 {
1170                                         project_hack(GF_CONTROL_LIVING, p_ptr->lev);
1171                                 }
1172                                 break;
1173                         }
1174                 }
1175                 case CLASS_ARCHER:
1176                 {
1177                         if (racial_aux(1, 0, A_DEX, 0))
1178                         {
1179                                 if (!do_cmd_archer()) return FALSE;
1180                         }
1181                         break;
1182                 }
1183                 case CLASS_MAGIC_EATER:
1184                 {
1185                         if (racial_aux(1, 0, A_INT, 0))
1186                         {
1187                                 if (!gain_magic()) return FALSE;
1188                         }
1189                         break;
1190                 }
1191                 case CLASS_BARD:
1192                 {
1193                         if (racial_aux(1, 0, A_CHR, 0))
1194                         {
1195                                 stop_singing();
1196                                 energy_use = 10;
1197                                 return FALSE;
1198                         }
1199                         break;
1200                 }
1201                 case CLASS_RED_MAGE:
1202                 {
1203                         if (racial_aux(48, 20, A_INT, 0))
1204                         {
1205                                 handle_stuff();
1206                                 do_cmd_cast();
1207                                 handle_stuff();
1208                                 if (!p_ptr->paralyzed)
1209                                         do_cmd_cast();
1210                         }
1211                         break;
1212                 }
1213                 case CLASS_SAMURAI:
1214                 {
1215                         if (total_friends)
1216                         {
1217 #ifdef JP
1218 msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£");
1219 #else
1220 msg_print("You need concentration on the pets now.");
1221 #endif
1222                                 return FALSE;
1223                         }
1224                         if (command == -3)
1225                         {
1226                                 if (p_ptr->special_defense & KATA_MASK)
1227                                 {
1228 #ifdef JP
1229 msg_print("º£¤Ï¹½¤¨¤Ë½¸Ã椷¤Æ¤¤¤ë¡£");
1230 #else
1231                                         msg_print("You need concentration on your form.");
1232 #endif
1233                                         return FALSE;
1234                                 }
1235                                 if (racial_aux(1, 0, A_WIS, 0))
1236                                 {
1237                                         int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
1238 #ifdef JP
1239 msg_print("Àº¿À¤ò½¸Ã椷¤Æµ¤¹ç¤¤¤òί¤á¤¿¡£");
1240 #else
1241                                         msg_print("You concentrate to charge your power.");
1242 #endif
1243
1244                                         p_ptr->csp += p_ptr->msp / 2;
1245                                         if (p_ptr->csp >= max_csp)
1246                                         {
1247                                                 p_ptr->csp = max_csp;
1248                                                 p_ptr->csp_frac = 0;
1249                                         }
1250                                 }
1251                         }
1252                         if (command == -4)
1253                         {
1254                                 if (!buki_motteruka(INVEN_RARM))
1255                                 {
1256 #ifdef JP
1257 msg_print("Éð´ï¤ò»ý¤¿¤Ê¤¤¤È¤¤¤±¤Þ¤»¤ó¡£");
1258 #else
1259                                         msg_print("You need to wield a weapon.");
1260 #endif
1261                                         return FALSE;
1262                                 }
1263                                 if (racial_aux(25, 0, A_DEX, 0))
1264                                 {
1265                                         if (choose_kata()) energy_use = 100;
1266                                         else energy_use = 0;
1267                                         p_ptr->update |= (PU_BONUS);
1268                                         p_ptr->redraw |= (PR_ARMOR);
1269                                 }
1270                         }
1271                         break;
1272                 }
1273                 case CLASS_BLUE_MAGE:
1274                 {
1275                         if (racial_aux(1, 0, A_INT, 0))
1276                         {
1277                                 if (p_ptr->action == ACTION_LEARN)
1278                                 {
1279                                         set_action(ACTION_NONE);
1280                                 }
1281                                 else
1282                                 {
1283                                         set_action(ACTION_LEARN);
1284                                 }
1285                                 energy_use = 0;
1286                         }
1287                         break;
1288                 }
1289                 case CLASS_CAVALRY:
1290                 {
1291                         if (racial_aux(10, 0, A_STR, 10))
1292                         {
1293                                 char m_name[80];
1294                                 monster_type *m_ptr;
1295                                 monster_race *r_ptr;
1296                                 int rlev;
1297
1298                                 if (p_ptr->riding)
1299                                 {
1300 #ifdef JP
1301                                         msg_print("º£¤Ï¾èÇÏÃæ¤À¡£");
1302 #else
1303                                         msg_print("You ARE riding.");
1304 #endif
1305                                         return FALSE;
1306                                 }
1307                                 if (!do_riding(TRUE)) return TRUE;
1308                                 m_ptr = &m_list[p_ptr->riding];
1309                                 r_ptr = &r_info[m_ptr->r_idx];
1310                                 monster_desc(m_name, m_ptr, 0);
1311 #ifdef JP
1312                                 msg_format("%s¤Ë¾è¤Ã¤¿¡£",m_name);
1313 #else
1314                                 msg_format("You ride on %s.",m_name);
1315 #endif
1316                                 if (is_pet(m_ptr)) break;
1317                                 rlev = r_ptr->level;
1318                                 if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
1319                                 if (rlev > 60) rlev = 60+(rlev-60)/2;
1320                                 if ((randint1(p_ptr->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)))
1321                                 {
1322 #ifdef JP
1323                                         msg_format("%s¤ò¼ê¤Ê¤º¤±¤¿¡£",m_name);
1324 #else
1325                                         msg_format("You tame %s.",m_name);
1326 #endif
1327                                         set_pet(m_ptr);
1328                                 }
1329                                 else
1330                                 {
1331 #ifdef JP
1332                                         msg_format("%s¤Ë¿¶¤êÍî¤È¤µ¤ì¤¿¡ª",m_name);
1333 #else
1334                                         msg_format("You have thrown off by %s.",m_name);
1335 #endif
1336                                         rakuba(1,TRUE);
1337                                 }
1338                         }
1339                         break;
1340                 }
1341                 case CLASS_BERSERKER:
1342                 {
1343                         if (command == -3)
1344                         {
1345                                 if (racial_aux(5, 5, A_DEX, 10))
1346                                 {
1347                                         (void)set_food(PY_FOOD_MAX - 1);
1348                                 }
1349                         }
1350                         else if (command == -4)
1351                         {
1352                                 if (racial_aux(10, 10, A_DEX, 20))
1353                                 {
1354                                         if (!word_of_recall()) return FALSE;
1355                                 }
1356                         }
1357                         break;
1358                 }
1359                 case CLASS_SMITH:
1360                 {
1361                         if (racial_aux(5, 15, A_INT, 20))
1362                         {
1363                                 if (p_ptr->lev > 29)
1364                                 {
1365                                         if (!identify_fully(TRUE, FALSE)) return FALSE;
1366                                 }
1367                                 else
1368                                 {
1369                                         if (!ident_spell(TRUE, FALSE)) return FALSE;
1370                                 }
1371                         }
1372                         break;
1373                 }
1374                 case CLASS_MIRROR_MASTER:
1375                 {
1376                         if (command == -3)
1377                         {
1378                           if (racial_aux(1, 0, A_INT, 0)){
1379                             int x,y;
1380                               for( x=0 ; x < cur_wid ;x++){
1381                                 for( y=0 ; y < cur_hgt ;y++){
1382                                   if( (cave[y][x].info & CAVE_IN_MIRROR)){
1383                                     remove_mirror(y,x);
1384                                     project(0,2,y,x, p_ptr->lev /2 +5 ,GF_SHARDS,(PROJECT_GRID|PROJECT_ITEM|PROJECT_KILL|PROJECT_JUMP|PROJECT_NO_HANGEKI),-1);
1385                                   }
1386                                 }
1387                               }
1388                           }
1389                         }
1390                         else if (command == -4)
1391                         {
1392                           if (total_friends)
1393                           {
1394 #ifdef JP
1395 msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£");
1396 #else
1397                                 msg_print("You need concentration on the pets now.");
1398 #endif
1399                                   return FALSE;
1400                           }
1401                           if (racial_aux(30, 0, A_INT, 20)){
1402                                 if( (cave[py][px].info & CAVE_IN_MIRROR))
1403                                 {
1404 #ifdef JP
1405 msg_print("¾¯¤·Æ¬¤¬¥Ï¥Ã¥­¥ê¤·¤¿¡£");
1406 #else
1407                                         msg_print("You feel your head clear a little.");
1408 #endif
1409
1410                                         p_ptr->csp += ( 5 + (p_ptr->lev)*(p_ptr->lev)/100);
1411                                         if (p_ptr->csp >= p_ptr->msp)
1412                                         {
1413                                                 p_ptr->csp = p_ptr->msp;
1414                                                 p_ptr->csp_frac = 0;
1415                                         }
1416                                 }
1417                                 else {
1418 #ifdef JP
1419 msg_print("¶À¤Î¾å¤Ç¤Ê¤¤¤È½¸Ãæ¤Ç¤­¤Ê¤¤¡ª");
1420 #else
1421                                         msg_print("Here are not any mirrors!");
1422 #endif
1423
1424                                 }
1425                           }
1426                         }
1427                         break;
1428                 }
1429                 case CLASS_NINJA:
1430                 {
1431                         if (command == -3)
1432                         {
1433                                 if (racial_aux(20, 0, A_DEX, 0))
1434                                 {
1435                                         if (p_ptr->action == ACTION_HAYAGAKE) set_action(ACTION_NONE);
1436                                         else set_action(ACTION_HAYAGAKE);
1437                                         energy_use = 0;
1438                                 }
1439                         }
1440                         break;
1441                 }
1442                 }
1443         }
1444         else if (p_ptr->mimic_form)
1445         {
1446                 switch (p_ptr->mimic_form)
1447                 {
1448                 case MIMIC_DEMON:
1449                 case MIMIC_DEMON_LORD:
1450                         if (racial_aux(15, 10+p_ptr->lev/3, A_CON, 20))
1451                         {
1452                                 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1453                                 if (!get_aim_dir(&dir)) break;
1454 #ifdef JP
1455 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",((type == GF_NETHER) ? "ÃϹö" : "²Ð±ê"));
1456 #else
1457                                 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1458 #endif
1459
1460                                 fire_ball(type, dir, plev * 3,
1461                                     -(plev / 15) - 1);
1462                         }
1463                         break;
1464                 case MIMIC_VAMPIRE:
1465                         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
1466                         {
1467 #ifdef JP
1468                                 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤Ê¤¤¡£");
1469 #else
1470                                 msg_print("Something prevent you from attacking.");
1471 #endif
1472                                 return FALSE;
1473                         }
1474                         if (racial_aux(2, (1 + (plev / 3)), A_CON, 9))
1475                         {
1476                                 int y, x, dummy = 0;
1477                                 cave_type *c_ptr;
1478
1479                                 /* Only works on adjacent monsters */
1480                                 if (!get_rep_dir(&dir,FALSE)) break;   /* was get_aim_dir */
1481                                 y = py + ddy[dir];
1482                                 x = px + ddx[dir];
1483                                 c_ptr = &cave[y][x];
1484
1485                                 if (!c_ptr->m_idx)
1486                                 {
1487 #ifdef JP
1488 msg_print("²¿¤â¤Ê¤¤¾ì½ê¤Ë³ú¤ß¤Ä¤¤¤¿¡ª");
1489 #else
1490                                         msg_print("You bite into thin air!");
1491 #endif
1492
1493                                         break;
1494                                 }
1495
1496 #ifdef JP
1497 msg_print("¤¢¤Ê¤¿¤Ï¥Ë¥ä¥ê¤È¤·¤Æ²ç¤ò¤à¤¤¤¿...");
1498 #else
1499                                 msg_print("You grin and bare your fangs...");
1500 #endif
1501
1502                                 dummy = plev + randint1(plev) * MAX(1, plev / 10);   /* Dmg */
1503                                 if (drain_life(dir, dummy))
1504                                 {
1505                                         if (p_ptr->food < PY_FOOD_FULL)
1506                                                 /* No heal if we are "full" */
1507                                                 (void)hp_player(dummy);
1508                                         else
1509 #ifdef JP
1510 msg_print("¤¢¤Ê¤¿¤Ï¶õÊ¢¤Ç¤Ï¤¢¤ê¤Þ¤»¤ó¡£");
1511 #else
1512                                                 msg_print("You were not hungry.");
1513 #endif
1514
1515                                                 /* Gain nutritional sustenance: 150/hp drained */
1516                                                 /* A Food ration gives 5000 food points (by contrast) */
1517                                                 /* Don't ever get more than "Full" this way */
1518                                                 /* But if we ARE Gorged,  it won't cure us */
1519                                                 dummy = p_ptr->food + MIN(5000, 100 * dummy);
1520                                         if (p_ptr->food < PY_FOOD_MAX)   /* Not gorged already */
1521                                                 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
1522                                 }
1523                                 else
1524 #ifdef JP
1525 msg_print("¤²¤§¡£¤Ò¤É¤¤Ì£¤À¡£");
1526 #else
1527                                         msg_print("Yechh. That tastes foul.");
1528 #endif
1529
1530                         }
1531                         break;
1532                 }
1533
1534         }
1535
1536         else 
1537         {
1538
1539         switch (p_ptr->prace)
1540         {
1541                 case RACE_DWARF:
1542                         if (racial_aux(5, 5, A_WIS, 12))
1543                         {
1544 #ifdef JP
1545 msg_print("¼þ°Ï¤òÄ´¤Ù¤¿¡£");
1546 #else
1547                                 msg_print("You examine your surroundings.");
1548 #endif
1549
1550                                 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1551                                 (void)detect_doors(DETECT_RAD_DEFAULT);
1552                                 (void)detect_stairs(DETECT_RAD_DEFAULT);
1553                         }
1554                         break;
1555
1556                 case RACE_HOBBIT:
1557                         if (racial_aux(15, 10, A_INT, 10))
1558                         {
1559                                 object_type *q_ptr;
1560                                 object_type forge;
1561
1562                                 /* Get local object */
1563                                 q_ptr = &forge;
1564
1565                                 /* Create the food ration */
1566                                 object_prep(q_ptr, 21);
1567
1568                                 /* Drop the object from heaven */
1569                                 (void)drop_near(q_ptr, -1, py, px);
1570 #ifdef JP
1571 msg_print("¿©»ö¤òÎÁÍý¤·¤Æºî¤Ã¤¿¡£");
1572 #else
1573                                 msg_print("You cook some food.");
1574 #endif
1575
1576                         }
1577                         break;
1578
1579                 case RACE_GNOME:
1580                         if (racial_aux(5, 5, A_INT, 12))
1581                         {
1582 #ifdef JP
1583 msg_print("¥Ñ¥Ã¡ª");
1584 #else
1585                                 msg_print("Blink!");
1586 #endif
1587
1588                                 teleport_player(10);
1589                         }
1590                         break;
1591
1592                 case RACE_HALF_ORC:
1593                         if (racial_aux(3, 5, A_WIS,
1594                             ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? 5 : 10)))
1595                         {
1596 #ifdef JP
1597 msg_print("ͦµ¤¤ò½Ð¤·¤¿¡£");
1598 #else
1599                                 msg_print("You play tough.");
1600 #endif
1601
1602                                 (void)set_afraid(0);
1603                         }
1604                         break;
1605
1606                 case RACE_HALF_TROLL:
1607                         if (racial_aux(10, 12, A_STR,
1608                             ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? 6 : 12)))
1609                         {
1610 #ifdef JP
1611 msg_print("¤¦¤¬¤¡¤¡¡ª");
1612 #else
1613                                 msg_print("RAAAGH!");
1614 #endif
1615
1616                                 (void)set_afraid(0);
1617
1618                                 (void)set_shero(10 + randint1(plev), FALSE);
1619                                 (void)hp_player(30);
1620                         }
1621                         break;
1622
1623                 case RACE_AMBERITE:
1624                         if (command == -2)
1625                         {
1626                                 if (racial_aux(40, 75, A_WIS, 50))
1627                                 {
1628 #ifdef JP
1629 msg_print("¤¢¤Ê¤¿¤Ï¡Ö¥Ñ¥¿¡¼¥ó¡×¤ò¿´¤ËÉÁ¤¤¤Æ¤½¤Î¾å¤òÊ⤤¤¿...");
1630 #else
1631                                         msg_print("You picture the Pattern in your mind and walk it...");
1632 #endif
1633
1634                                         (void)set_poisoned(0);
1635                                         (void)set_image(0);
1636                                         (void)set_stun(0);
1637                                         (void)set_cut(0);
1638                                         (void)set_blind(0);
1639                                         (void)set_afraid(0);
1640                                         (void)do_res_stat(A_STR);
1641                                         (void)do_res_stat(A_INT);
1642                                         (void)do_res_stat(A_WIS);
1643                                         (void)do_res_stat(A_DEX);
1644                                         (void)do_res_stat(A_CON);
1645                                         (void)do_res_stat(A_CHR);
1646                                         (void)restore_level();
1647                                 }
1648                         }
1649
1650                         else if (command == -1)
1651                         {
1652                                 if (racial_aux(30, 50, A_INT, 50))
1653                                 {
1654                                         /* No effect in arena or quest */
1655                                         if (p_ptr->inside_arena || p_ptr->inside_quest)
1656                                         {
1657 #ifdef JP
1658 msg_print("¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£");
1659 #else
1660                                                 msg_print("There is no effect.");
1661 #endif
1662
1663                                         }
1664                                         else
1665                                         {
1666 #ifdef JP
1667 msg_print("¤¢¤Ê¤¿¤ÏÊ⤭¼þ¤ê»Ï¤á¤¿¡£¼þ°Ï¤¬ÊѲ½¤·¤Æ¤¤¤ë¡£");
1668 #else
1669                                                 msg_print("You start walking around. Your surroundings change.");
1670 #endif
1671
1672
1673                                                 if (autosave_l) do_cmd_save_game(TRUE);
1674
1675                                                 /* Leaving */
1676                                                 p_ptr->leaving = TRUE;
1677                                         }
1678                                 }
1679                         }
1680                         break;
1681
1682                 case RACE_BARBARIAN:
1683                         if (racial_aux(8, 10, A_STR, ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? 6 : 12)))
1684                         {
1685 #ifdef JP
1686 msg_print("¤¦¤©¤©¤ª¤ª¡ª");
1687 #else
1688                                 msg_print("Raaagh!");
1689 #endif
1690
1691                                 (void)set_afraid(0);
1692
1693                                 (void)set_shero(10 + randint1(plev), FALSE);
1694                                 (void)hp_player(30);
1695                         }
1696                         break;
1697
1698                 case RACE_HALF_OGRE:
1699                         if (racial_aux(25, 35, A_INT, 15))
1700                         {
1701 #ifdef JP
1702 msg_print("Çúȯ¤Î¥ë¡¼¥ó¤ò¿µ½Å¤Ë»Å³Ý¤±¤¿...");
1703 #else
1704                                 msg_print("You carefully set an explosive rune...");
1705 #endif
1706
1707                                 explosive_rune();
1708                         }
1709                         break;
1710
1711                 case RACE_HALF_GIANT:
1712                         if (racial_aux(20, 10, A_STR, 12))
1713                         {
1714                                 if (!get_aim_dir(&dir)) break;
1715 #ifdef JP
1716 msg_print("ÀФÎÊɤò᤭¤Ä¤±¤¿¡£");
1717 #else
1718                                 msg_print("You bash at a stone wall.");
1719 #endif
1720
1721                                 (void)wall_to_mud(dir);
1722                         }
1723                         break;
1724
1725                 case RACE_HALF_TITAN:
1726                         if (racial_aux(15, 10, A_INT, 12))
1727                         {
1728 #ifdef JP
1729 msg_print("Ũ¤òÄ´ºº¤·¤¿...");
1730 #else
1731                                 msg_print("You examine your foes...");
1732 #endif
1733
1734                                 probing();
1735                         }
1736                         break;
1737
1738                 case RACE_CYCLOPS:
1739                         if (racial_aux(20, 15, A_STR, 12))
1740                         {
1741                                 if (!get_aim_dir(&dir)) break;
1742 #ifdef JP
1743 msg_print("µðÂç¤Ê´ä¤òÅꤲ¤¿¡£");
1744 #else
1745                                 msg_print("You throw a huge boulder.");
1746 #endif
1747
1748                                 fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
1749                         }
1750                         break;
1751
1752                 case RACE_YEEK:
1753                         if (racial_aux(15, 15, A_WIS, 10))
1754                         {
1755                                 if (!get_aim_dir(&dir)) break;
1756 #ifdef JP
1757 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¶«¤ÓÀ¼¤ò¾å¤²¤¿¡ª");
1758 #else
1759                                 msg_print("You make a horrible scream!");
1760 #endif
1761
1762                                 (void)fear_monster(dir, plev);
1763                         }
1764                         break;
1765
1766                 case RACE_KLACKON:
1767                         if (racial_aux(9, 9, A_DEX, 14))
1768                         {
1769                                 if (!get_aim_dir(&dir)) break;
1770 #ifdef JP
1771 msg_print("»À¤òÅǤ¤¤¿¡£");
1772 #else
1773                                 msg_print("You spit acid.");
1774 #endif
1775
1776                                 if (plev < 25)
1777                                         fire_bolt(GF_ACID, dir, plev);
1778                                 else
1779                                         fire_ball(GF_ACID, dir, plev, 2);
1780                         }
1781                         break;
1782
1783                 case RACE_KOBOLD:
1784                         if (racial_aux(12, 8, A_DEX, 14))
1785                         {
1786                                 if(!get_aim_dir(&dir)) break;
1787 #ifdef JP
1788 msg_print("ÆǤΥÀ¡¼¥Ä¤òÅꤲ¤¿¡£");
1789 #else
1790                                 msg_print("You throw a dart of poison.");
1791 #endif
1792
1793                                 fire_bolt(GF_POIS, dir, plev);
1794                         }
1795                         break;
1796
1797                 case RACE_NIBELUNG:
1798                         if (racial_aux(10, 5, A_WIS, 10))
1799                         {
1800 #ifdef JP
1801 msg_print("¼þ°Ï¤òÄ´ºº¤·¤¿¡£");
1802 #else
1803                                 msg_print("You examine your surroundings.");
1804 #endif
1805
1806                                 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1807                                 (void)detect_doors(DETECT_RAD_DEFAULT);
1808                                 (void)detect_stairs(DETECT_RAD_DEFAULT);
1809                         }
1810                         break;
1811
1812                 case RACE_DARK_ELF:
1813                         if (racial_aux(2, 2, A_INT, 9))
1814                         {
1815                                 if (!get_aim_dir(&dir)) break;
1816 #ifdef JP
1817 msg_print("¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤òÊü¤Ã¤¿¡£");
1818 #else
1819                                 msg_print("You cast a magic missile.");
1820 #endif
1821
1822                                 fire_bolt_or_beam(10, GF_MISSILE, dir,
1823                                     damroll(3 + ((plev - 1) / 5), 4));
1824                         }
1825                         break;
1826
1827                 case RACE_DRACONIAN:
1828                         if (racial_aux(1, plev, A_CON, 12))
1829                         {
1830                                 int  Type = (one_in_(3) ? GF_COLD : GF_FIRE);
1831 #ifdef JP
1832 cptr Type_desc = ((Type == GF_COLD) ? "Î䵤" : "±ê");
1833 #else
1834                                 cptr Type_desc = ((Type == GF_COLD) ? "cold" : "fire");
1835 #endif
1836
1837
1838                                 if (randint1(100) < plev)
1839                                 {
1840                                         switch (p_ptr->pclass)
1841                                         {
1842                                                 case CLASS_WARRIOR:
1843                                                 case CLASS_BERSERKER:
1844                                                 case CLASS_RANGER:
1845                                                 case CLASS_TOURIST:
1846                                                 case CLASS_IMITATOR:
1847                                                 case CLASS_ARCHER:
1848                                                 case CLASS_SMITH:
1849                                                         if (one_in_(3))
1850                                                         {
1851                                                                 Type = GF_MISSILE;
1852 #ifdef JP
1853 Type_desc = "¥¨¥ì¥á¥ó¥È";
1854 #else
1855                                                                 Type_desc = "the elements";
1856 #endif
1857
1858                                                         }
1859                                                         else
1860                                                         {
1861                                                                 Type = GF_SHARDS;
1862 #ifdef JP
1863 Type_desc = "ÇËÊÒ";
1864 #else
1865                                                                 Type_desc = "shards";
1866 #endif
1867
1868                                                         }
1869                                                         break;
1870                                                 case CLASS_MAGE:
1871                                                 case CLASS_WARRIOR_MAGE:
1872                                                 case CLASS_HIGH_MAGE:
1873                                                 case CLASS_SORCERER:
1874                                                 case CLASS_MAGIC_EATER:
1875                                                 case CLASS_RED_MAGE:
1876                                                 case CLASS_BLUE_MAGE:
1877                                                 case CLASS_MIRROR_MASTER:
1878                                                         if (one_in_(3))
1879                                                         {
1880                                                                 Type = GF_MANA;
1881 #ifdef JP
1882 Type_desc = "ËâÎÏ";
1883 #else
1884                                                                 Type_desc = "mana";
1885 #endif
1886
1887                                                         }
1888                                                         else
1889                                                         {
1890                                                                 Type = GF_DISENCHANT;
1891 #ifdef JP
1892 Type_desc = "Îô²½";
1893 #else
1894                                                                 Type_desc = "disenchantment";
1895 #endif
1896
1897                                                         }
1898                                                         break;
1899                                                 case CLASS_CHAOS_WARRIOR:
1900                                                         if (!one_in_(3))
1901                                                         {
1902                                                                 Type = GF_CONFUSION;
1903 #ifdef JP
1904 Type_desc = "º®Íð";
1905 #else
1906                                                                 Type_desc = "confusion";
1907 #endif
1908
1909                                                         }
1910                                                         else
1911                                                         {
1912                                                                 Type = GF_CHAOS;
1913 #ifdef JP
1914 Type_desc = "¥«¥ª¥¹";
1915 #else
1916                                                                 Type_desc = "chaos";
1917 #endif
1918
1919                                                         }
1920                                                         break;
1921                                                 case CLASS_MONK:
1922                                                 case CLASS_SAMURAI:
1923                                                 case CLASS_FORCETRAINER:
1924                                                         if (!one_in_(3))
1925                                                         {
1926                                                                 Type = GF_CONFUSION;
1927 #ifdef JP
1928 Type_desc = "º®Íð";
1929 #else
1930                                                                 Type_desc = "confusion";
1931 #endif
1932
1933                                                         }
1934                                                         else
1935                                                         {
1936                                                                 Type = GF_SOUND;
1937 #ifdef JP
1938 Type_desc = "¹ì²»";
1939 #else
1940                                                                 Type_desc = "sound";
1941 #endif
1942
1943                                                         }
1944                                                         break;
1945                                                 case CLASS_MINDCRAFTER:
1946                                                         if (!one_in_(3))
1947                                                         {
1948                                                                 Type = GF_CONFUSION;
1949 #ifdef JP
1950 Type_desc = "º®Íð";
1951 #else
1952                                                                 Type_desc = "confusion";
1953 #endif
1954
1955                                                         }
1956                                                         else
1957                                                         {
1958                                                                 Type = GF_PSI;
1959 #ifdef JP
1960 Type_desc = "Àº¿À¥¨¥Í¥ë¥®¡¼";
1961 #else
1962                                                                 Type_desc = "mental energy";
1963 #endif
1964
1965                                                         }
1966                                                         break;
1967                                                 case CLASS_PRIEST:
1968                                                 case CLASS_PALADIN:
1969                                                         if (one_in_(3))
1970                                                         {
1971                                                                 Type = GF_HELL_FIRE;
1972 #ifdef JP
1973 Type_desc = "ÃϹö¤Î¹å²Ð";
1974 #else
1975                                                                 Type_desc = "hellfire";
1976 #endif
1977
1978                                                         }
1979                                                         else
1980                                                         {
1981                                                                 Type = GF_HOLY_FIRE;
1982 #ifdef JP
1983 Type_desc = "À»¤Ê¤ë±ê";
1984 #else
1985                                                                 Type_desc = "holy fire";
1986 #endif
1987
1988                                                         }
1989                                                         break;
1990                                                 case CLASS_ROGUE:
1991                                                 case CLASS_NINJA:
1992                                                         if (one_in_(3))
1993                                                         {
1994                                                                 Type = GF_DARK;
1995 #ifdef JP
1996 Type_desc = "°Å¹õ";
1997 #else
1998                                                                 Type_desc = "darkness";
1999 #endif
2000
2001                                                         }
2002                                                         else
2003                                                         {
2004                                                                 Type = GF_POIS;
2005 #ifdef JP
2006 Type_desc = "ÆÇ";
2007 #else
2008                                                                 Type_desc = "poison";
2009 #endif
2010
2011                                                         }
2012                                                         break;
2013                                                 case CLASS_BARD:
2014                                                         if (!one_in_(3))
2015                                                         {
2016                                                                 Type = GF_SOUND;
2017 #ifdef JP
2018 Type_desc = "¹ì²»";
2019 #else
2020                                                                 Type_desc = "sound";
2021 #endif
2022
2023                                                         }
2024                                                         else
2025                                                         {
2026                                                                 Type = GF_CONFUSION;
2027 #ifdef JP
2028 Type_desc = "º®Íð";
2029 #else
2030                                                                 Type_desc = "confusion";
2031 #endif
2032
2033                                                         }
2034                                                         break;
2035                                         }
2036                                 }
2037
2038                                 if (!get_aim_dir(&dir)) break;
2039 #ifdef JP
2040 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", Type_desc);
2041 #else
2042                                 msg_format("You breathe %s.", Type_desc);
2043 #endif
2044
2045                                 fire_ball(Type, dir, plev * 2,
2046                                     -(plev / 15) - 1);
2047                         }
2048                         break;
2049
2050                 case RACE_MIND_FLAYER:
2051                         if (racial_aux(15, 12, A_INT, 14))
2052                         {
2053                                 if (!get_aim_dir(&dir)) break;
2054                                 else
2055                                 {
2056 #ifdef JP
2057 msg_print("¤¢¤Ê¤¿¤Ï½¸Ã椷¡¢Ìܤ¬ÀÖ¤¯µ±¤¤¤¿...");
2058 #else
2059                                         msg_print("You concentrate and your eyes glow red...");
2060 #endif
2061
2062                                         fire_bolt(GF_PSI, dir, plev);
2063                                 }
2064                         }
2065                         break;
2066
2067                 case RACE_IMP:
2068                         if (racial_aux(9, 15, A_WIS, 15))
2069                         {
2070                                 if (!get_aim_dir(&dir)) break;
2071                                 if (plev >= 30)
2072                                 {
2073 #ifdef JP
2074 msg_print("¥Õ¥¡¥¤¥¢¡¼¥Ü¡¼¥ë¤òÊü¤Ã¤¿¡£");
2075 #else
2076                                         msg_print("You cast a ball of fire.");
2077 #endif
2078
2079                                         fire_ball(GF_FIRE, dir, plev, 2);
2080                                 }
2081                                 else
2082                                 {
2083 #ifdef JP
2084 msg_print("¥Õ¥¡¥¤¥¢¡¼¥Ü¥ë¥È¤òÊü¤Ã¤¿¡£");
2085 #else
2086                                         msg_print("You cast a bolt of fire.");
2087 #endif
2088
2089                                         fire_bolt(GF_FIRE, dir, plev);
2090                                 }
2091                         }
2092                         break;
2093
2094                 case RACE_GOLEM:
2095                         if (racial_aux(20, 15, A_CON, 8))
2096                         {
2097                                 (void)set_shield(randint1(20) + 30, FALSE);
2098                         }
2099                         break;
2100
2101                 case RACE_SKELETON:
2102                 case RACE_ZOMBIE:
2103                         if (racial_aux(30, 30, A_WIS, 18))
2104                         {
2105 #ifdef JP
2106 msg_print("¤¢¤Ê¤¿¤Ï¼º¤Ã¤¿¥¨¥Í¥ë¥®¡¼¤ò¼è¤êÌ᤽¤¦¤È»î¤ß¤¿¡£");
2107 #else
2108                                 msg_print("You attempt to restore your lost energies.");
2109 #endif
2110
2111                                 (void)restore_level();
2112                         }
2113                         break;
2114
2115                 case RACE_VAMPIRE:
2116                         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
2117                         {
2118 #ifdef JP
2119                                 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤Ê¤¤¡£");
2120 #else
2121                                 msg_print("Something prevent you from attacking.");
2122 #endif
2123                                 return FALSE;
2124                         }
2125                         if (racial_aux(2, (1 + (plev / 3)), A_CON, 9))
2126                         {
2127                                 int y, x, dummy = 0;
2128                                 cave_type *c_ptr;
2129
2130                                 /* Only works on adjacent monsters */
2131                                 if (!get_rep_dir(&dir,FALSE)) break;   /* was get_aim_dir */
2132                                 y = py + ddy[dir];
2133                                 x = px + ddx[dir];
2134                                 c_ptr = &cave[y][x];
2135
2136                                 if (!c_ptr->m_idx)
2137                                 {
2138 #ifdef JP
2139 msg_print("²¿¤â¤Ê¤¤¾ì½ê¤Ë³ú¤ß¤Ä¤¤¤¿¡ª");
2140 #else
2141                                         msg_print("You bite into thin air!");
2142 #endif
2143
2144                                         break;
2145                                 }
2146
2147 #ifdef JP
2148 msg_print("¤¢¤Ê¤¿¤Ï¥Ë¥ä¥ê¤È¤·¤Æ²ç¤ò¤à¤¤¤¿...");
2149 #else
2150                                 msg_print("You grin and bare your fangs...");
2151 #endif
2152
2153                                 dummy = plev + randint1(plev) * MAX(1, plev / 10);   /* Dmg */
2154                                 if (drain_life(dir, dummy))
2155                                 {
2156                                         if (p_ptr->food < PY_FOOD_FULL)
2157                                                 /* No heal if we are "full" */
2158                                                 (void)hp_player(dummy);
2159                                         else
2160 #ifdef JP
2161 msg_print("¤¢¤Ê¤¿¤Ï¶õÊ¢¤Ç¤Ï¤¢¤ê¤Þ¤»¤ó¡£");
2162 #else
2163                                                 msg_print("You were not hungry.");
2164 #endif
2165
2166                                                 /* Gain nutritional sustenance: 150/hp drained */
2167                                                 /* A Food ration gives 5000 food points (by contrast) */
2168                                                 /* Don't ever get more than "Full" this way */
2169                                                 /* But if we ARE Gorged,  it won't cure us */
2170                                                 dummy = p_ptr->food + MIN(5000, 100 * dummy);
2171                                         if (p_ptr->food < PY_FOOD_MAX)   /* Not gorged already */
2172                                                 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
2173                                 }
2174                                 else
2175 #ifdef JP
2176 msg_print("¤²¤§¡£¤Ò¤É¤¤Ì£¤À¡£");
2177 #else
2178                                         msg_print("Yechh. That tastes foul.");
2179 #endif
2180
2181                         }
2182                         break;
2183
2184                 case RACE_SPECTRE:
2185                         if (racial_aux(4, 6, A_INT, 3))
2186                         {
2187 #ifdef JP
2188 msg_print("¤¢¤Ê¤¿¤Ï¤ª¤É¤í¤ª¤É¤í¤·¤¤¶«¤ÓÀ¼¤ò¤¢¤²¤¿¡ª");
2189 #else
2190                                 msg_print("You emit an eldritch howl!");
2191 #endif
2192
2193                                 if (!get_aim_dir(&dir)) break;
2194                                 (void)fear_monster(dir, plev);
2195                         }
2196                         break;
2197
2198                 case RACE_SPRITE:
2199                         if (racial_aux(12, 12, A_INT, 15))
2200                         {
2201 #ifdef JP
2202 msg_print("¤¢¤Ê¤¿¤ÏËâË¡¤ÎÊ´¤òÅꤲ¤Ä¤±¤¿...");
2203 #else
2204                                 msg_print("You throw some magic dust...");
2205 #endif
2206
2207                                 if (plev < 25)
2208                                         sleep_monsters_touch();
2209                                 else
2210                                         (void)sleep_monsters();
2211                         }
2212                         break;
2213
2214                 case RACE_DEMON:
2215                         if (racial_aux(15, 10+p_ptr->lev/3, A_CON, 20))
2216                         {
2217                                 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
2218                                 if (!get_aim_dir(&dir)) break;
2219 #ifdef JP
2220 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",((type == GF_NETHER) ? "ÃϹö" : "²Ð±ê"));
2221 #else
2222                                 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
2223 #endif
2224
2225                                 fire_ball(type, dir, plev * 3,
2226                                     -(plev / 15) - 1);
2227                         }
2228                         break;
2229
2230                 case RACE_KUTA:
2231                         if (racial_aux(20, 15, A_CHR, 8))
2232                         {
2233                                 (void)set_tsubureru(randint1(20) + 30, FALSE);
2234                         }
2235                         break;
2236
2237                 case RACE_ANDROID:
2238                         if (plev < 10)
2239                         {
2240                                 if (racial_aux(1, 7, A_STR, 8))
2241                                 {
2242                                         if (!get_aim_dir(&dir)) return FALSE;
2243 #ifdef JP
2244                                         msg_print("¥ì¥¤¥¬¥ó¤òȯ¼Í¤·¤¿¡£");
2245 #else
2246                                         msg_print("You fire your ray gun.");
2247 #endif
2248                                         fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
2249                                 }
2250                         }
2251                         else if (plev < 25)
2252                         {
2253                                 if (racial_aux(10, 13, A_STR, 10))
2254                                 {
2255                                         if (!get_aim_dir(&dir)) return FALSE;
2256 #ifdef JP
2257                                         msg_print("¥Ö¥é¥¹¥¿¡¼¤òȯ¼Í¤·¤¿¡£");
2258 #else
2259                                         msg_print("You fire your blaster.");
2260 #endif
2261                                         fire_bolt(GF_MISSILE, dir, plev);
2262                                 }
2263                         }
2264                         else if (plev < 35)
2265                         {
2266                                 if (racial_aux(25, 26, A_STR, 12))
2267                                 {
2268                                         if (!get_aim_dir(&dir)) return FALSE;
2269 #ifdef JP
2270                                         msg_print("¥Ð¥º¡¼¥«¤òȯ¼Í¤·¤¿¡£");
2271 #else
2272                                         msg_print("You fire your bazooka.");
2273 #endif
2274                                         fire_ball(GF_MISSILE, dir, plev * 2, 2);
2275                                 }
2276                         }
2277                         else if (plev < 45)
2278                         {
2279                                 if (racial_aux(35, 40, A_STR, 15))
2280                                 {
2281                                         if (!get_aim_dir(&dir)) return FALSE;
2282 #ifdef JP
2283                                         msg_print("¥Ó¡¼¥à¥­¥ã¥Î¥ó¤òȯ¼Í¤·¤¿¡£");
2284 #else
2285                                         msg_print("You fire a beam cannon.");
2286 #endif
2287                                         fire_beam(GF_MISSILE, dir, plev * 2);
2288                                 }
2289                         }
2290                         else
2291                         {
2292                                 if (racial_aux(45, 60, A_STR, 18))
2293                                 {
2294                                         if (!get_aim_dir(&dir)) return FALSE;
2295 #ifdef JP
2296                                         msg_print("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡£");
2297 #else
2298                                         msg_print("You fire a rocket.");
2299 #endif
2300                                         fire_ball(GF_ROCKET, dir, plev * 5, 2);
2301                                 }
2302                         }
2303                         break;
2304
2305                 default:
2306 #ifdef JP
2307 msg_print("¤³¤Î¼ï²¤ÏÆüì¤ÊǽÎϤò»ý¤Ã¤Æ¤¤¤Þ¤»¤ó¡£");
2308 #else
2309                         msg_print("This race has no bonus power.");
2310 #endif
2311
2312                         energy_use = 0;
2313         }
2314         }
2315         return TRUE;
2316 }
2317
2318
2319 typedef struct power_desc_type power_desc_type;
2320
2321 struct power_desc_type
2322 {
2323         char name[40];
2324         int  level;
2325         int  cost;
2326         int  fail;
2327         int  number;
2328 };
2329
2330
2331 /*
2332  * Allow user to choose a power (racial / mutation) to activate
2333  */
2334 void do_cmd_racial_power(void)
2335 {
2336         power_desc_type power_desc[36];
2337         int             num, i = 0;
2338         int             ask = TRUE;
2339         int             lvl = p_ptr->lev;
2340         bool            flag, redraw;
2341         bool            warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
2342         char            choice;
2343         char            out_val[160];
2344         int menu_line = (use_menu ? 1 : 0);
2345
2346
2347         for (num = 0; num < 36; num++)
2348         {
2349                 strcpy(power_desc[num].name, "");
2350                 power_desc[num].number = 0;
2351         }
2352
2353         num = 0;
2354
2355         if (p_ptr->confused)
2356         {
2357 #ifdef JP
2358 msg_print("º®Í𤷤Ƥ¤¤ÆÆüìǽÎϤò»È¤¨¤Þ¤»¤ó¡ª");
2359 #else
2360                 msg_print("You are too confused to use any powers!");
2361 #endif
2362
2363                 energy_use = 0;
2364                 return;
2365         }
2366
2367         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
2368         {
2369                 set_action(ACTION_NONE);
2370         }
2371
2372         switch (p_ptr->pclass)
2373         {
2374         case CLASS_WARRIOR:
2375         {
2376 #ifdef JP
2377 strcpy(power_desc[num].name, "·õ¤ÎÉñ¤¤");
2378 #else
2379                 strcpy(power_desc[num].name, "Sword Dancing");
2380 #endif
2381
2382                 power_desc[num].level = 40;
2383                 power_desc[num].cost = 75;
2384                 power_desc[num].fail = 100 - racial_chance(40, A_DEX, 35);
2385                 power_desc[num++].number = -3;
2386                 break;
2387         }
2388         case CLASS_MAGE:
2389         case CLASS_HIGH_MAGE:
2390         case CLASS_SORCERER:
2391         {
2392 #ifdef JP
2393 strcpy(power_desc[num].name, "ËâÎÏ¿©¤¤");
2394 #else
2395                 strcpy(power_desc[num].name, "Eat Magic");
2396 #endif
2397
2398                 power_desc[num].level = 25;
2399                 power_desc[num].cost = 1;
2400                 power_desc[num].fail = 100 - racial_chance(25, A_INT, 25);
2401                 power_desc[num++].number = -3;
2402                 break;
2403         }
2404         case CLASS_PRIEST:
2405         {
2406                 if (is_good_realm(p_ptr->realm1))
2407                 {
2408 #ifdef JP
2409 strcpy(power_desc[num].name, "Éð´ï½ËÊ¡");
2410 #else
2411                         strcpy(power_desc[num].name, "Bless Weapon");
2412 #endif
2413
2414                         power_desc[num].level = 35;
2415                         power_desc[num].cost = 70;
2416                         power_desc[num].fail = 100 - racial_chance(35, A_WIS, 50);
2417                         power_desc[num++].number = -3;
2418                 }
2419                 else
2420                 {
2421 #ifdef JP
2422 strcpy(power_desc[num].name, "¾¤º²");
2423 #else
2424                         strcpy(power_desc[num].name, "Evocation");
2425 #endif
2426
2427                         power_desc[num].level = 42;
2428                         power_desc[num].cost = 40;
2429                         power_desc[num].fail = 100 - racial_chance(42, A_WIS, 35);
2430                         power_desc[num++].number = -3;
2431                 }
2432                 break;
2433         }
2434         case CLASS_ROGUE:
2435         {
2436 #ifdef JP
2437 strcpy(power_desc[num].name, "¥Ò¥Ã¥È¡õ¥¢¥¦¥§¥¤");
2438 #else
2439                 strcpy(power_desc[num].name, "Hit and Away");
2440 #endif
2441
2442                 power_desc[num].level = 8;
2443                 power_desc[num].cost = 12;
2444                 power_desc[num].fail = 100 - racial_chance(8, A_DEX, 14);
2445                 power_desc[num++].number = -3;
2446                 break;
2447         }
2448         case CLASS_RANGER:
2449         {
2450 #ifdef JP
2451 strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼Ä´ºº");
2452 #else
2453                 strcpy(power_desc[num].name, "Probe Monster");
2454 #endif
2455
2456                 power_desc[num].level = 15;
2457                 power_desc[num].cost = 20;
2458                 power_desc[num].fail = 100 - racial_chance(15, A_INT, 12);
2459                 power_desc[num++].number = -3;
2460                 break;
2461         }
2462         case CLASS_PALADIN:
2463         {
2464                 if (is_good_realm(p_ptr->realm1))
2465                 {
2466 #ifdef JP
2467 strcpy(power_desc[num].name, "¥Û¡¼¥ê¡¼¡¦¥é¥ó¥¹");
2468 #else
2469                         strcpy(power_desc[num].name, "Holy Lance");
2470 #endif
2471
2472                         power_desc[num].level = 30;
2473                         power_desc[num].cost = 30;
2474                         power_desc[num].fail = 100 - racial_chance(30, A_WIS, 30);
2475                         power_desc[num++].number = -3;
2476                 }
2477                 else
2478                 {
2479 #ifdef JP
2480 strcpy(power_desc[num].name, "¥Ø¥ë¡¦¥é¥ó¥¹");
2481 #else
2482                         strcpy(power_desc[num].name, "Hell Lance");
2483 #endif
2484
2485                         power_desc[num].level = 30;
2486                         power_desc[num].cost = 30;
2487                         power_desc[num].fail = 100 - racial_chance(30, A_WIS, 30);
2488                         power_desc[num++].number = -3;
2489                 }
2490                 break;
2491         }
2492         case CLASS_WARRIOR_MAGE:
2493         {
2494 #ifdef JP
2495 strcpy(power_desc[num].name, "ÊÑ´¹: £È£Ð¢ª£Í£Ð");
2496 #else
2497                 strcpy(power_desc[num].name, "Convert HP to SP");
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 = -3;
2504 #ifdef JP
2505 strcpy(power_desc[num].name, "ÊÑ´¹: £Í£Ð¢ª£È£Ð");
2506 #else
2507                 strcpy(power_desc[num].name, "Convert SP to HP");
2508 #endif
2509
2510                 power_desc[num].level = 25;
2511                 power_desc[num].cost = 0;
2512                 power_desc[num].fail = 100 - racial_chance(25, A_INT, 10);
2513                 power_desc[num++].number = -4;
2514                 break;
2515         }
2516         case CLASS_CHAOS_WARRIOR:
2517         {
2518 #ifdef JP
2519 strcpy(power_desc[num].name, "¸¸ÏǤθ÷");
2520 #else
2521                 strcpy(power_desc[num].name, "Confusing Light");
2522 #endif
2523
2524                 power_desc[num].level = 40;
2525                 power_desc[num].cost = 50;
2526                 power_desc[num].fail = 100 - racial_chance(40, A_INT, 25);
2527                 power_desc[num++].number = -3;
2528                 break;
2529         }
2530         case CLASS_MONK:
2531         {
2532 #ifdef JP
2533 strcpy(power_desc[num].name, "¹½¤¨¤ë");
2534 #else
2535                 strcpy(power_desc[num].name, "Assume a Posture");
2536 #endif
2537
2538                 power_desc[num].level = 25;
2539                 power_desc[num].cost = 0;
2540                 power_desc[num].fail = 100 - racial_chance(25, A_DEX, 0);
2541                 power_desc[num++].number = -3;
2542 #ifdef JP
2543 strcpy(power_desc[num].name, "É´Îö·ý");
2544 #else
2545                 strcpy(power_desc[num].name, "Double Attack");
2546 #endif
2547
2548                 power_desc[num].level = 30;
2549                 power_desc[num].cost = 30;
2550                 power_desc[num].fail = 100 - racial_chance(30, A_STR, 20);
2551                 power_desc[num++].number = -4;
2552                 break;
2553         }
2554         case CLASS_MINDCRAFTER:
2555         case CLASS_FORCETRAINER:
2556         {
2557 #ifdef JP
2558 strcpy(power_desc[num].name, "ÌÀ¶À»ß¿å");
2559 #else
2560                 strcpy(power_desc[num].name, "Clear Mind");
2561 #endif
2562
2563                 power_desc[num].level = 15;
2564                 power_desc[num].cost = 0;
2565                 power_desc[num].fail = 100 - racial_chance(15, A_WIS, 10);
2566                 power_desc[num++].number = -3;
2567                 break;
2568         }
2569         case CLASS_TOURIST:
2570         {
2571 #ifdef JP
2572 strcpy(power_desc[num].name, "¼Ì¿¿»£±Æ");
2573 #else
2574                 strcpy(power_desc[num].name, "Take a Photograph");
2575 #endif
2576
2577                 power_desc[num].level = 1;
2578                 power_desc[num].cost = 0;
2579                 power_desc[num].fail = 100 - racial_chance(1, A_DEX, 0);
2580                 power_desc[num++].number = -3;
2581 #ifdef JP
2582 strcpy(power_desc[num].name, "¿¿¡¦´ÕÄê");
2583 #else
2584                 strcpy(power_desc[num].name, "Identify True");
2585 #endif
2586
2587                 power_desc[num].level = 25;
2588                 power_desc[num].cost = 20;
2589                 power_desc[num].fail = 100 - racial_chance(25, A_INT, 20);
2590                 power_desc[num++].number = -4;
2591                 break;
2592         }
2593         case CLASS_IMITATOR:
2594         {
2595 #ifdef JP
2596 strcpy(power_desc[num].name, "ÇÜÊÖ¤·");
2597 #else
2598                 strcpy(power_desc[num].name, "Double Revenge");
2599 #endif
2600
2601                 power_desc[num].level = 30;
2602                 power_desc[num].cost = 100;
2603                 power_desc[num].fail = 100 - racial_chance(30, A_DEX, 30);
2604                 power_desc[num++].number = -3;
2605                 break;
2606         }
2607         case CLASS_BEASTMASTER:
2608         {
2609 #ifdef JP
2610 strcpy(power_desc[num].name, "À¸Êª»ÙÇÛ");
2611 #else
2612                 strcpy(power_desc[num].name, "Dominate a Living Thing");
2613 #endif
2614
2615                 power_desc[num].level = 1;
2616                 power_desc[num].cost = (p_ptr->lev+3)/4;
2617                 power_desc[num].fail = 100 - racial_chance(1, A_CHR, 10);
2618                 power_desc[num++].number = -3;
2619 #ifdef JP
2620 strcpy(power_desc[num].name, "¿¿¡¦À¸Êª»ÙÇÛ");
2621 #else
2622                 strcpy(power_desc[num].name, "Dominate Living Things");
2623 #endif
2624
2625                 power_desc[num].level = 30;
2626                 power_desc[num].cost = (p_ptr->lev+20)/2;
2627                 power_desc[num].fail = 100 - racial_chance(30, A_CHR, 10);
2628                 power_desc[num++].number = -4;
2629                 break;
2630         }
2631         case CLASS_ARCHER:
2632         {
2633 #ifdef JP
2634 strcpy(power_desc[num].name, "ÃÆ/Ìð¤ÎÀ½Â¤");
2635 #else
2636                 strcpy(power_desc[num].name, "Create Ammo");
2637 #endif
2638
2639                 power_desc[num].level = 1;
2640                 power_desc[num].cost = 0;
2641                 power_desc[num].fail = 100 - racial_chance(0, A_DEX, 0);
2642                 power_desc[num++].number = -3;
2643                 break;
2644         }
2645         case CLASS_MAGIC_EATER:
2646         {
2647 #ifdef JP
2648 strcpy(power_desc[num].name, "ËâÎϤμè¤ê¹þ¤ß");
2649 #else
2650                 strcpy(power_desc[num].name, "Absorb Magic");
2651 #endif
2652
2653                 power_desc[num].level = 1;
2654                 power_desc[num].cost = 0;
2655                 power_desc[num].fail = 100 - racial_chance(0, A_INT, 0);
2656                 power_desc[num++].number = -3;
2657                 break;
2658         }
2659         case CLASS_BARD:
2660         {
2661 #ifdef JP
2662 strcpy(power_desc[num].name, "²Î¤ò»ß¤á¤ë");
2663 #else
2664                 strcpy(power_desc[num].name, "Stop Singing");
2665 #endif
2666
2667                 power_desc[num].level = 1;
2668                 power_desc[num].cost = 0;
2669                 power_desc[num].fail = 100 - racial_chance(0, A_CHR, 0);
2670                 power_desc[num++].number = -3;
2671                 break;
2672         }
2673         case CLASS_RED_MAGE:
2674         {
2675 #ifdef JP
2676 strcpy(power_desc[num].name, "Ϣ³Ëâ");
2677 #else
2678                 strcpy(power_desc[num].name, "Double Magic");
2679 #endif
2680
2681                 power_desc[num].level = 48;
2682                 power_desc[num].cost = 20;
2683                 power_desc[num].fail = 100 - racial_chance(48, A_INT, 0);
2684                 power_desc[num++].number = -3;
2685                 break;
2686         }
2687         case CLASS_SAMURAI:
2688         {
2689 #ifdef JP
2690 strcpy(power_desc[num].name, "µ¤¹ç¤¤¤¿¤á");
2691 #else
2692                 strcpy(power_desc[num].name, "Concentration");
2693 #endif
2694
2695                 power_desc[num].level = 1;
2696                 power_desc[num].cost = 0;
2697                 power_desc[num].fail = 100 - racial_chance(1, A_WIS, 0);
2698                 power_desc[num++].number = -3;
2699 #ifdef JP
2700 strcpy(power_desc[num].name, "·¿");
2701 #else
2702                 strcpy(power_desc[num].name, "Assume a Posture");
2703 #endif
2704
2705                 power_desc[num].level = 25;
2706                 power_desc[num].cost = 0;
2707                 power_desc[num].fail = 100 - racial_chance(25, A_DEX, 0);
2708                 power_desc[num++].number = -4;
2709                 break;
2710         }
2711         case CLASS_BLUE_MAGE:
2712         {
2713 #ifdef JP
2714 strcpy(power_desc[num].name, "¥é¡¼¥Ë¥ó¥°");
2715 #else
2716                 strcpy(power_desc[num].name, "Learning");
2717 #endif
2718
2719                 power_desc[num].level = 1;
2720                 power_desc[num].cost = 0;
2721                 power_desc[num].fail = 100 - racial_chance(1, A_INT, 0);
2722                 power_desc[num++].number = -3;
2723                 break;
2724         }
2725         case CLASS_CAVALRY:
2726         {
2727 #ifdef JP
2728 strcpy(power_desc[num].name, "¹ÓÇϤʤ餷");
2729 #else
2730                 strcpy(power_desc[num].name, "Rodeo");
2731 #endif
2732
2733                 power_desc[num].level = 10;
2734                 power_desc[num].cost = 0;
2735                 power_desc[num].fail = 100 - racial_chance(10, A_STR, 10);
2736                 power_desc[num++].number = -3;
2737                 break;
2738         }
2739         case CLASS_BERSERKER:
2740         {
2741 #ifdef JP
2742 strcpy(power_desc[num].name, "¶õÊ¢½¼Â­");
2743 #else
2744                 strcpy(power_desc[num].name, "Satisfy Hunger");
2745 #endif
2746
2747                 power_desc[num].level = 5;
2748                 power_desc[num].cost = 5;
2749                 power_desc[num].fail = 100 - racial_chance(5, A_DEX, 10);
2750                 power_desc[num++].number = -3;
2751 #ifdef JP
2752 strcpy(power_desc[num].name, "µ¢´Ô");
2753 #else
2754                 strcpy(power_desc[num].name, "Recall");
2755 #endif
2756
2757                 power_desc[num].level = 10;
2758                 power_desc[num].cost = 10;
2759                 power_desc[num].fail = 100 - racial_chance(10, A_DEX, 20);
2760                 power_desc[num++].number = -4;
2761                 break;
2762         }
2763         case CLASS_MIRROR_MASTER:
2764         {
2765 #ifdef JP
2766 strcpy(power_desc[num].name, "¶À³ä¤ê");
2767 #else
2768                 strcpy(power_desc[num].name, "Break Mirrors");
2769 #endif
2770
2771                 power_desc[num].level = 1;
2772                 power_desc[num].cost = 0;
2773                 power_desc[num].fail = 100 - racial_chance(1, A_INT, 0);
2774                 power_desc[num++].number = -3;
2775 #ifdef JP
2776 strcpy(power_desc[num].name, "ÀÅ¿å");
2777 #else
2778                 strcpy(power_desc[num].name, "Mirror Concentration");
2779 #endif
2780
2781                 power_desc[num].level = 30;
2782                 power_desc[num].cost = 0;
2783                 power_desc[num].fail = 100 - racial_chance(30, A_INT, 20);
2784                 power_desc[num++].number = -4;
2785                 break;
2786         }
2787         case CLASS_SMITH:
2788         {
2789 #ifdef JP
2790 strcpy(power_desc[num].name, "ÌÜÍø¤­");
2791 #else
2792                 strcpy(power_desc[num].name, "Judgment");
2793 #endif
2794
2795                 power_desc[num].level = 5;
2796                 power_desc[num].cost = 15;
2797                 power_desc[num].fail = 100 - racial_chance(5, A_INT, 20);
2798                 power_desc[num++].number = -3;
2799                 break;
2800         }
2801         case CLASS_NINJA:
2802         {
2803 #ifdef JP
2804 strcpy(power_desc[num].name, "®¶î¤±");
2805 #else
2806                 strcpy(power_desc[num].name, "Quick Walk");
2807 #endif
2808
2809                 power_desc[num].level = 20;
2810                 power_desc[num].cost = 0;
2811                 power_desc[num].fail = 100 - racial_chance(20, A_DEX, 0);
2812                 power_desc[num++].number = -3;
2813                 break;
2814         }
2815         default:
2816 #ifdef JP
2817 strcpy(power_desc[0].name, "(¤Ê¤·)");
2818 #else
2819                 strcpy(power_desc[0].name, "(none)");
2820 #endif
2821
2822         }
2823
2824         if (p_ptr->mimic_form)
2825         {
2826                 switch (p_ptr->mimic_form)
2827                 {
2828                 case MIMIC_DEMON:
2829                 case MIMIC_DEMON_LORD:
2830 #ifdef JP
2831 sprintf(power_desc[num].name, "ÃϹö/²Ð±ê¤Î¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 3);
2832 #else
2833                         sprintf(power_desc[num].name, "Nether or Fire Breath (dam %d)", lvl * 3);
2834 #endif
2835
2836                         power_desc[num].level = 15;
2837                         power_desc[num].cost = 10+lvl/3;
2838                         power_desc[num].fail = 100 - racial_chance(15, A_CON, 20);
2839                         power_desc[num++].number = -1;
2840                         break;
2841                 case MIMIC_VAMPIRE:
2842 #ifdef JP
2843 strcpy(power_desc[num].name, "À¸Ì¿Îϵۼý");
2844 #else
2845                         strcpy(power_desc[num].name, "Drain Life");
2846 #endif
2847
2848                         power_desc[num].level = 2;
2849                         power_desc[num].cost = 1 + (lvl / 3);
2850                         power_desc[num].fail = 100 - racial_chance(2, A_CON, 9);
2851                         power_desc[num++].number = -1;
2852                         break;
2853                 }
2854         }
2855         else
2856         {
2857         switch (p_ptr->prace)
2858         {
2859                 case RACE_DWARF:
2860 #ifdef JP
2861 strcpy(power_desc[num].name, "¥É¥¢¤Èæ« ´¶ÃÎ");
2862 #else
2863                         strcpy(power_desc[num].name, "Detect Doors+Traps");
2864 #endif
2865
2866                         power_desc[num].level = 5;
2867                         power_desc[num].cost = 5;
2868                         power_desc[num].fail = 100 - racial_chance(5, A_WIS, 12);
2869                         power_desc[num++].number = -1;
2870                         break;
2871                 case RACE_NIBELUNG:
2872 #ifdef JP
2873 strcpy(power_desc[num].name, "¥É¥¢¤Èæ« ´¶ÃÎ");
2874 #else
2875                         strcpy(power_desc[num].name, "Detect Doors+Traps");
2876 #endif
2877
2878                         power_desc[num].level = 10;
2879                         power_desc[num].cost = 5;
2880                         power_desc[num].fail = 100 - racial_chance(10, A_WIS, 10);
2881                         power_desc[num++].number = -1;
2882                         break;
2883                 case RACE_HOBBIT:
2884 #ifdef JP
2885 strcpy(power_desc[num].name, "¿©ÎÈÀ¸À®");
2886 #else
2887                         strcpy(power_desc[num].name, "Create Food");
2888 #endif
2889
2890                         power_desc[num].level = 15;
2891                         power_desc[num].cost = 10;
2892                         power_desc[num].fail = 100 - racial_chance(15, A_INT, 10);
2893                         power_desc[num++].number = -1;
2894                         break;
2895                 case RACE_GNOME:
2896 #ifdef JP
2897 sprintf(power_desc[num].name, "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È");
2898 #else
2899                         sprintf(power_desc[num].name, "Blink");
2900 #endif
2901
2902                         power_desc[num].level = 5;
2903                         power_desc[num].cost = 5;
2904                         power_desc[num].fail = 100 - racial_chance(5, A_INT, 12);
2905                         power_desc[num++].number = -1;
2906                         break;
2907                 case RACE_HALF_ORC:
2908 #ifdef JP
2909 strcpy(power_desc[num].name, "¶²Éݽüµî");
2910 #else
2911                         strcpy(power_desc[num].name, "Remove Fear");
2912 #endif
2913
2914                         power_desc[num].level = 3;
2915                         power_desc[num].cost = 5;
2916                         power_desc[num].fail = 100 - racial_chance(3, A_WIS, (warrior ? 5 : 10));
2917                         power_desc[num++].number = -1;
2918                         break;
2919                 case RACE_HALF_TROLL:
2920 #ifdef JP
2921 strcpy(power_desc[num].name, "¶¸Àï»Î²½");
2922 #else
2923                         strcpy(power_desc[num].name, "Berserk");
2924 #endif
2925
2926                         power_desc[num].level = 10;
2927                         power_desc[num].cost = 12;
2928                         power_desc[num].fail = 100 - racial_chance(10, A_STR, (warrior ? 6 : 12));
2929                         power_desc[num++].number = -1;
2930                         break;
2931                 case RACE_BARBARIAN:
2932 #ifdef JP
2933 strcpy(power_desc[num].name, "¶¸Àï»Î²½");
2934 #else
2935                         strcpy(power_desc[num].name, "Berserk");
2936 #endif
2937
2938                         power_desc[num].level = 8;
2939                         power_desc[num].cost = 10;
2940                         power_desc[num].fail = 100 - racial_chance(8, A_STR, (warrior ? 6 : 12));
2941                         power_desc[num++].number = -1;
2942                         break;
2943                 case RACE_AMBERITE:
2944 #ifdef JP
2945 strcpy(power_desc[num].name, "¥·¥ã¥É¥¦¡¦¥·¥Õ¥È");
2946 #else
2947                         strcpy(power_desc[num].name, "Shadow Shifting");
2948 #endif
2949
2950                         power_desc[num].level = 30;
2951                         power_desc[num].cost = 50;
2952                         power_desc[num].fail = 100 - racial_chance(30, A_INT, 50);
2953                         power_desc[num++].number = -1;
2954 #ifdef JP
2955 strcpy(power_desc[num].name, "¥Ñ¥¿¡¼¥ó¡¦¥¦¥©¡¼¥¯");
2956 #else
2957                         strcpy(power_desc[num].name, "Pattern Mindwalking");
2958 #endif
2959
2960                         power_desc[num].level = 40;
2961                         power_desc[num].cost = 75;
2962                         power_desc[num].fail = 100 - racial_chance(40, A_WIS, 50);
2963                         power_desc[num++].number = -2;
2964                         break;
2965                 case RACE_HALF_OGRE:
2966 #ifdef JP
2967 strcpy(power_desc[num].name, "Çúȯ¤Î¥ë¡¼¥ó");
2968 #else
2969                         strcpy(power_desc[num].name, "Explosive Rune");
2970 #endif
2971
2972                         power_desc[num].level = 25;
2973                         power_desc[num].cost = 35;
2974                         power_desc[num].fail = 100 - racial_chance(25, A_INT, 15);
2975                         power_desc[num++].number = -1;
2976                         break;
2977                 case RACE_HALF_GIANT:
2978 #ifdef JP
2979 strcpy(power_desc[num].name, "´äÀÐÍϲò");
2980 #else
2981                         strcpy(power_desc[num].name, "Stone to Mud");
2982 #endif
2983
2984                         power_desc[num].level = 20;
2985                         power_desc[num].cost = 10;
2986                         power_desc[num].fail = 100 - racial_chance(20, A_STR, 12);
2987                         power_desc[num++].number = -1;
2988                         break;
2989                 case RACE_HALF_TITAN:
2990 #ifdef JP
2991 strcpy(power_desc[num].name, "¥¹¥­¥ã¥ó¡¦¥â¥ó¥¹¥¿¡¼");
2992 #else
2993                         strcpy(power_desc[num].name, "Probing");
2994 #endif
2995
2996                         power_desc[num].level = 15;
2997                         power_desc[num].cost = 10;
2998                         power_desc[num].fail = 100 - racial_chance(15, A_INT, 12);
2999                         power_desc[num++].number = -1;
3000                         break;
3001                 case RACE_CYCLOPS:
3002 #ifdef JP
3003 sprintf(power_desc[num].name, "´äÀÐÅꤲ¡Ê¥À¥á¡¼¥¸ %d¡Ë", (3 * lvl) / 2);
3004 #else
3005                         sprintf(power_desc[num].name, "Throw Boulder (dam %d)", (3 * lvl) / 2);
3006 #endif
3007
3008                         power_desc[num].level = 20;
3009                         power_desc[num].cost = 15;
3010                         power_desc[num].fail = 100 - racial_chance(20, A_STR, 12);
3011                         power_desc[num++].number = -1;
3012                         break;
3013                 case RACE_YEEK:
3014 #ifdef JP
3015 strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼¶²¹²");
3016 #else
3017                         strcpy(power_desc[num].name, "Scare Monster");
3018 #endif
3019
3020                         power_desc[num].level = 15;
3021                         power_desc[num].cost = 15;
3022                         power_desc[num].fail = 100 - racial_chance(15, A_WIS, 10);
3023                         power_desc[num++].number = -1;
3024                         break;
3025                 case RACE_SPECTRE:
3026 #ifdef JP
3027 strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼¶²¹²");
3028 #else
3029                         strcpy(power_desc[num].name, "Scare Monster");
3030 #endif
3031
3032                         power_desc[num].level = 4;
3033                         power_desc[num].cost = 6;
3034                         power_desc[num].fail = 100 - racial_chance(4, A_INT, 3);
3035                         power_desc[num++].number = -1;
3036                         break;
3037                 case RACE_KLACKON:
3038 #ifdef JP
3039 sprintf(power_desc[num].name, "»À¤ÎÂà(¥À¥á¡¼¥¸ %d)", lvl);
3040 #else
3041                         sprintf(power_desc[num].name, "Spit Acid (dam %d)", lvl);
3042 #endif
3043
3044                         power_desc[num].level = 9;
3045                         power_desc[num].cost = 9;
3046                         power_desc[num].fail = 100 - racial_chance(9, A_DEX, 14);
3047                         power_desc[num++].number = -1;
3048                         break;
3049                 case RACE_KOBOLD:
3050 #ifdef JP
3051 sprintf(power_desc[num].name, "ÆǤΥÀ¡¼¥Ä (¥À¥á¡¼¥¸ %d)", lvl);
3052 #else
3053                         sprintf(power_desc[num].name, "Poison Dart (dam %d)", lvl);
3054 #endif
3055
3056                         power_desc[num].level = 12;
3057                         power_desc[num].cost = 8;
3058                         power_desc[num].fail = 100 - racial_chance(12, A_DEX, 14);
3059                         power_desc[num++].number = -1;
3060                         break;
3061                 case RACE_DARK_ELF:
3062 #ifdef JP
3063 sprintf(power_desc[num].name, "¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë (¥À¥á¡¼¥¸ %dd%d)", 3 + ((lvl - 1) / 5), 4);
3064 #else
3065                         sprintf(power_desc[num].name, "Magic Missile (dm %dd%d)", 3 + ((lvl - 1) / 5), 4);
3066 #endif
3067
3068                         power_desc[num].level = 2;
3069                         power_desc[num].cost = 2;
3070                         power_desc[num].fail = 100 - racial_chance(2, A_INT, 9);
3071                         power_desc[num++].number = -1;
3072                         break;
3073                 case RACE_DRACONIAN:
3074 #ifdef JP
3075 sprintf(power_desc[num].name, "¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 2);
3076 #else
3077                         sprintf(power_desc[num].name, "Breath Weapon (dam %d)", lvl * 2);
3078 #endif
3079
3080                         power_desc[num].level = 1;
3081                         power_desc[num].cost = lvl;
3082                         power_desc[num].fail = 100 - racial_chance(1, A_CON, 12);
3083                         power_desc[num++].number = -1;
3084                         break;
3085                 case RACE_MIND_FLAYER:
3086 #ifdef JP
3087 sprintf(power_desc[num].name, "Àº¿À¹¶·â (¥À¥á¡¼¥¸ %d)", lvl);
3088 #else
3089                         sprintf(power_desc[num].name, "Mind Blast (dam %d)", lvl);
3090 #endif
3091
3092                         power_desc[num].level = 15;
3093                         power_desc[num].cost = 12;
3094                         power_desc[num].fail = 100 - racial_chance(15, A_INT, 14);
3095                         power_desc[num++].number = -1;
3096                         break;
3097                 case RACE_IMP:
3098 #ifdef JP
3099 sprintf(power_desc[num].name, "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È/¥Ü¡¼¥ë (¥À¥á¡¼¥¸ %d)", lvl);
3100 #else
3101                         sprintf(power_desc[num].name, "Fire Bolt/Ball (dam %d)", lvl);
3102 #endif
3103
3104                         power_desc[num].level = 9;
3105                         power_desc[num].cost = 15;
3106                         power_desc[num].fail = 100 - racial_chance(9, A_WIS, 15);
3107                         power_desc[num++].number = -1;
3108                         break;
3109                 case RACE_GOLEM:
3110 #ifdef JP
3111 strcpy(power_desc[num].name, "È©Àв½ (´ü´Ö 1d20+30)");
3112 #else
3113                         strcpy(power_desc[num].name, "Stone Skin (dur 1d20+30)");
3114 #endif
3115
3116                         power_desc[num].level = 20;
3117                         power_desc[num].cost = 15;
3118                         power_desc[num].fail = 100 - racial_chance(20, A_CON, 8);
3119                         power_desc[num++].number = -1;
3120                         break;
3121                 case RACE_SKELETON:
3122                 case RACE_ZOMBIE:
3123 #ifdef JP
3124 strcpy(power_desc[num].name, "·Ð¸³ÃÍÉü³è");
3125 #else
3126                         strcpy(power_desc[num].name, "Restore Life");
3127 #endif
3128
3129                         power_desc[num].level = 30;
3130                         power_desc[num].cost = 30;
3131                         power_desc[num].fail = 100 - racial_chance(30, A_WIS, 18);
3132                         power_desc[num++].number = -1;
3133                         break;
3134                 case RACE_VAMPIRE:
3135 #ifdef JP
3136 strcpy(power_desc[num].name, "À¸Ì¿Îϵۼý");
3137 #else
3138                         strcpy(power_desc[num].name, "Drain Life");
3139 #endif
3140
3141                         power_desc[num].level = 2;
3142                         power_desc[num].cost = 1 + (lvl / 3);
3143                         power_desc[num].fail = 100 - racial_chance(2, A_CON, 9);
3144                         power_desc[num++].number = -1;
3145                         break;
3146                 case RACE_SPRITE:
3147 #ifdef JP
3148 strcpy(power_desc[num].name, "̲¤êÊ´");
3149 #else
3150                         strcpy(power_desc[num].name, "Sleeping Dust");
3151 #endif
3152
3153                         power_desc[num].level = 12;
3154                         power_desc[num].cost = 12;
3155                         power_desc[num].fail = 100 - racial_chance(12, A_INT, 15);
3156                         power_desc[num++].number = -1;
3157                         break;
3158                 case RACE_DEMON:
3159 #ifdef JP
3160 sprintf(power_desc[num].name, "ÃϹö/²Ð±ê¤Î¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 3);
3161 #else
3162                         sprintf(power_desc[num].name, "Nether or Fire Breath (dam %d)", lvl * 3);
3163 #endif
3164
3165                         power_desc[num].level = 15;
3166                         power_desc[num].cost = 10+lvl/3;
3167                         power_desc[num].fail = 100 - racial_chance(15, A_CON, 20);
3168                         power_desc[num++].number = -1;
3169                         break;
3170                 case RACE_KUTA:
3171 #ifdef JP
3172 strcpy(power_desc[num].name, "²£¤Ë¿­¤Ó¤ë");
3173 #else
3174                         strcpy(power_desc[num].name, "Expand Horizontally (dur 30+1d20)");
3175 #endif
3176
3177                         power_desc[num].level = 20;
3178                         power_desc[num].cost = 15;
3179                         power_desc[num].fail = 100 - racial_chance(15, A_CHR, 8);
3180                         power_desc[num++].number = -1;
3181                         break;
3182                 case RACE_ANDROID:
3183                         if (p_ptr->lev < 10)
3184                         {
3185 #ifdef JP
3186 strcpy(power_desc[num].name, "¥ì¥¤¥¬¥ó");
3187 #else
3188                                 strcpy(power_desc[num].name, "Ray Gun");
3189 #endif
3190
3191                                 power_desc[num].level = 1;
3192                                 power_desc[num].cost = 7;
3193                                 power_desc[num].fail = 100 - racial_chance(1, A_STR, 8);
3194                         }
3195                         else if (p_ptr->lev < 25)
3196                         {
3197 #ifdef JP
3198 strcpy(power_desc[num].name, "¥Ö¥é¥¹¥¿¡¼");
3199 #else
3200                                 strcpy(power_desc[num].name, "Blaster");
3201 #endif
3202
3203                                 power_desc[num].level = 10;
3204                                 power_desc[num].cost = 13;
3205                                 power_desc[num].fail = 100 - racial_chance(10, A_STR, 10);
3206                         }
3207                         else if (p_ptr->lev < 35)
3208                         {
3209 #ifdef JP
3210 strcpy(power_desc[num].name, "¥Ð¥º¡¼¥«");
3211 #else
3212                                 strcpy(power_desc[num].name, "Bazooka");
3213 #endif
3214
3215                                 power_desc[num].level = 25;
3216                                 power_desc[num].cost = 26;
3217                                 power_desc[num].fail = 100 - racial_chance(25, A_STR, 12);
3218                         }
3219                         else if (p_ptr->lev < 45)
3220                         {
3221 #ifdef JP
3222 strcpy(power_desc[num].name, "¥Ó¡¼¥à¥­¥ã¥Î¥ó");
3223 #else
3224                                 strcpy(power_desc[num].name, "Beam Cannon");
3225 #endif
3226
3227                                 power_desc[num].level = 35;
3228                                 power_desc[num].cost = 40;
3229                                 power_desc[num].fail = 100 - racial_chance(35, A_STR, 15);
3230                         }
3231                         else
3232                         {
3233 #ifdef JP
3234 strcpy(power_desc[num].name, "¥í¥±¥Ã¥È");
3235 #else
3236                                 strcpy(power_desc[num].name, "Rocket");
3237 #endif
3238
3239                                 power_desc[num].level = 45;
3240                                 power_desc[num].cost = 60;
3241                                 power_desc[num].fail = 100 - racial_chance(45, A_STR, 18);
3242                         }
3243                         power_desc[num++].number = -1;
3244                         break;
3245                 default:
3246                 {
3247                         break;
3248                 }
3249         }
3250         }
3251
3252         if (p_ptr->muta1)
3253         {
3254                 if (p_ptr->muta1 & MUT1_SPIT_ACID)
3255                 {
3256 #ifdef JP
3257 strcpy(power_desc[num].name, "»À¤ÎÂÃ");
3258 #else
3259                         strcpy(power_desc[num].name, "Spit Acid");
3260 #endif
3261
3262                         power_desc[num].level = 9;
3263                         power_desc[num].cost = 9;
3264                         power_desc[num].fail = 100 - racial_chance(9, A_DEX, 15);
3265                         power_desc[num++].number = MUT1_SPIT_ACID;
3266                 }
3267
3268                 if (p_ptr->muta1 & MUT1_BR_FIRE)
3269                 {
3270 #ifdef JP
3271 strcpy(power_desc[num].name, "±ê¤Î¥Ö¥ì¥¹");
3272 #else
3273                         strcpy(power_desc[num].name, "Fire Breath");
3274 #endif
3275
3276                         power_desc[num].level = 20;
3277                         power_desc[num].cost = lvl;
3278                         power_desc[num].fail = 100 - racial_chance(20, A_CON, 18);
3279                         power_desc[num++].number = MUT1_BR_FIRE;
3280                 }
3281
3282                 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
3283                 {
3284 #ifdef JP
3285 strcpy(power_desc[num].name, "ºÅ̲âˤß");
3286 #else
3287                         strcpy(power_desc[num].name, "Hypnotic Gaze");
3288 #endif
3289
3290                         power_desc[num].level = 12;
3291                         power_desc[num].cost = 12;
3292                         power_desc[num].fail = 100 - racial_chance(12, A_CHR, 18);
3293                         power_desc[num++].number = MUT1_HYPN_GAZE;
3294                 }
3295
3296                 if (p_ptr->muta1 & MUT1_TELEKINES)
3297                 {
3298 #ifdef JP
3299 strcpy(power_desc[num].name, "Ç°Æ°ÎÏ");
3300 #else
3301                         strcpy(power_desc[num].name, "Telekinesis");
3302 #endif
3303
3304                         power_desc[num].level = 9;
3305                         power_desc[num].cost = 9;
3306                         power_desc[num].fail = 100 - racial_chance(9, A_WIS, 14);
3307                         power_desc[num++].number = MUT1_TELEKINES;
3308                 }
3309
3310                 if (p_ptr->muta1 & MUT1_VTELEPORT)
3311                 {
3312 #ifdef JP
3313 strcpy(power_desc[num].name, "¥Æ¥ì¥Ý¡¼¥È");
3314 #else
3315                         strcpy(power_desc[num].name, "Teleport");
3316 #endif
3317
3318                         power_desc[num].level = 7;
3319                         power_desc[num].cost = 7;
3320                         power_desc[num].fail = 100 - racial_chance(7, A_WIS, 15);
3321                         power_desc[num++].number = MUT1_VTELEPORT;
3322                 }
3323
3324                 if (p_ptr->muta1 & MUT1_MIND_BLST)
3325                 {
3326 #ifdef JP
3327 strcpy(power_desc[num].name, "Àº¿À¹¶·â");
3328 #else
3329                         strcpy(power_desc[num].name, "Mind Blast");
3330 #endif
3331
3332                         power_desc[num].level = 5;
3333                         power_desc[num].cost = 3;
3334                         power_desc[num].fail = 100 - racial_chance(5, A_WIS, 15);
3335                         power_desc[num++].number = MUT1_MIND_BLST;
3336                 }
3337
3338                 if (p_ptr->muta1 & MUT1_RADIATION)
3339                 {
3340 #ifdef JP
3341 strcpy(power_desc[num].name, "Êü¼Íǽ");
3342 #else
3343                         strcpy(power_desc[num].name, "Emit Radiation");
3344 #endif
3345
3346                         power_desc[num].level = 15;
3347                         power_desc[num].cost = 15;
3348                         power_desc[num].fail = 100 - racial_chance(15, A_CON, 14);
3349                         power_desc[num++].number = MUT1_RADIATION;
3350                 }
3351
3352                 if (p_ptr->muta1 & MUT1_VAMPIRISM)
3353                 {
3354 #ifdef JP
3355 strcpy(power_desc[num].name, "µÛ·ì¥É¥ì¥¤¥ó");
3356 #else
3357                         strcpy(power_desc[num].name, "Vampiric Drain");
3358 #endif
3359
3360                         power_desc[num].level = 2;
3361                         power_desc[num].cost = (1 + (lvl / 3));
3362                         power_desc[num].fail = 100 - racial_chance(2, A_CON, 9);
3363                         power_desc[num++].number = MUT1_VAMPIRISM;
3364                 }
3365
3366                 if (p_ptr->muta1 & MUT1_SMELL_MET)
3367                 {
3368 #ifdef JP
3369 strcpy(power_desc[num].name, "¶â°Ó̳Ð");
3370 #else
3371                         strcpy(power_desc[num].name, "Smell Metal");
3372 #endif
3373
3374                         power_desc[num].level = 3;
3375                         power_desc[num].cost = 2;
3376                         power_desc[num].fail = 100 - racial_chance(3, A_INT, 12);
3377                         power_desc[num++].number = MUT1_SMELL_MET;
3378                 }
3379
3380                 if (p_ptr->muta1 & MUT1_SMELL_MON)
3381                 {
3382 #ifdef JP
3383 strcpy(power_desc[num].name, "Ũ½­Ó̳Ð");
3384 #else
3385                         strcpy(power_desc[num].name, "Smell Monsters");
3386 #endif
3387
3388                         power_desc[num].level = 5;
3389                         power_desc[num].cost = 4;
3390                         power_desc[num].fail = 100 - racial_chance(5, A_INT, 15);
3391                         power_desc[num++].number = MUT1_SMELL_MON;
3392                 }
3393
3394                 if (p_ptr->muta1 & MUT1_BLINK)
3395                 {
3396 #ifdef JP
3397 strcpy(power_desc[num].name, "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È");
3398 #else
3399                         strcpy(power_desc[num].name, "Blink");
3400 #endif
3401
3402                         power_desc[num].level = 3;
3403                         power_desc[num].cost = 3;
3404                         power_desc[num].fail = 100 - racial_chance(3, A_WIS, 12);
3405                         power_desc[num++].number = MUT1_BLINK;
3406                 }
3407
3408                 if (p_ptr->muta1 & MUT1_EAT_ROCK)
3409                 {
3410 #ifdef JP
3411 strcpy(power_desc[num].name, "´ä¿©¤¤");
3412 #else
3413                         strcpy(power_desc[num].name, "Eat Rock");
3414 #endif
3415
3416                         power_desc[num].level = 8;
3417                         power_desc[num].cost = 12;
3418                         power_desc[num].fail = 100 - racial_chance(8, A_CON, 18);
3419                         power_desc[num++].number = MUT1_EAT_ROCK;
3420                 }
3421
3422                 if (p_ptr->muta1 & MUT1_SWAP_POS)
3423                 {
3424 #ifdef JP
3425 strcpy(power_desc[num].name, "°ÌÃÖ¸ò´¹");
3426 #else
3427                         strcpy(power_desc[num].name, "Swap Position");
3428 #endif
3429
3430                         power_desc[num].level = 15;
3431                         power_desc[num].cost = 12;
3432                         power_desc[num].fail = 100 - racial_chance(15, A_DEX, 16);
3433                         power_desc[num++].number = MUT1_SWAP_POS;
3434                 }
3435
3436                 if (p_ptr->muta1 & MUT1_SHRIEK)
3437                 {
3438 #ifdef JP
3439 strcpy(power_desc[num].name, "¶«¤Ó");
3440 #else
3441                         strcpy(power_desc[num].name, "Shriek");
3442 #endif
3443
3444                         power_desc[num].level = 20;
3445                         power_desc[num].cost = 14;
3446                         power_desc[num].fail = 100 - racial_chance(20, A_CON, 16);
3447                         power_desc[num++].number = MUT1_SHRIEK;
3448                 }
3449
3450                 if (p_ptr->muta1 & MUT1_ILLUMINE)
3451                 {
3452 #ifdef JP
3453 strcpy(power_desc[num].name, "¾ÈÌÀ");
3454 #else
3455                         strcpy(power_desc[num].name, "Illuminate");
3456 #endif
3457
3458                         power_desc[num].level = 3;
3459                         power_desc[num].cost = 2;
3460                         power_desc[num].fail = 100 - racial_chance(3, A_INT, 10);
3461                         power_desc[num++].number = MUT1_ILLUMINE;
3462                 }
3463
3464                 if (p_ptr->muta1 & MUT1_DET_CURSE)
3465                 {
3466 #ifdef JP
3467 strcpy(power_desc[num].name, "¼ö¤¤´¶ÃÎ");
3468 #else
3469                         strcpy(power_desc[num].name, "Detect Curses");
3470 #endif
3471
3472                         power_desc[num].level = 7;
3473                         power_desc[num].cost = 14;
3474                         power_desc[num].fail = 100 - racial_chance(7, A_WIS, 14);
3475                         power_desc[num++].number = MUT1_DET_CURSE;
3476                 }
3477
3478                 if (p_ptr->muta1 & MUT1_BERSERK)
3479                 {
3480 #ifdef JP
3481 strcpy(power_desc[num].name, "¶¸Àï»Î²½");
3482 #else
3483                         strcpy(power_desc[num].name, "Berserk");
3484 #endif
3485
3486                         power_desc[num].level = 8;
3487                         power_desc[num].cost = 8;
3488                         power_desc[num].fail = 100 - racial_chance(8, A_STR, 14);
3489                         power_desc[num++].number = MUT1_BERSERK;
3490                 }
3491
3492                 if (p_ptr->muta1 & MUT1_POLYMORPH)
3493                 {
3494 #ifdef JP
3495 strcpy(power_desc[num].name, "ÊÑ¿È");
3496 #else
3497                         strcpy(power_desc[num].name, "Polymorph");
3498 #endif
3499
3500                         power_desc[num].level = 18;
3501                         power_desc[num].cost = 20;
3502                         power_desc[num].fail = 100 - racial_chance(18, A_CON, 18);
3503                         power_desc[num++].number = MUT1_POLYMORPH;
3504                 }
3505
3506                 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
3507                 {
3508 #ifdef JP
3509 strcpy(power_desc[num].name, "¥ß¥À¥¹¤Î¼ê");
3510 #else
3511                         strcpy(power_desc[num].name, "Midas Touch");
3512 #endif
3513
3514                         power_desc[num].level = 10;
3515                         power_desc[num].cost = 5;
3516                         power_desc[num].fail = 100 - racial_chance(10, A_INT, 12);
3517                         power_desc[num++].number = MUT1_MIDAS_TCH;
3518                 }
3519
3520                 if (p_ptr->muta1 & MUT1_GROW_MOLD)
3521                 {
3522 #ifdef JP
3523 strcpy(power_desc[num].name, "¥«¥ÓȯÀ¸");
3524 #else
3525                         strcpy(power_desc[num].name, "Grow Mold");
3526 #endif
3527
3528                         power_desc[num].level = 1;
3529                         power_desc[num].cost = 6;
3530                         power_desc[num].fail = 100 - racial_chance(1, A_CON, 14);
3531                         power_desc[num++].number = MUT1_GROW_MOLD;
3532                 }
3533
3534                 if (p_ptr->muta1 & MUT1_RESIST)
3535                 {
3536 #ifdef JP
3537 strcpy(power_desc[num].name, "¥¨¥ì¥á¥ó¥ÈÂÑÀ­");
3538 #else
3539                         strcpy(power_desc[num].name, "Resist Elements");
3540 #endif
3541
3542                         power_desc[num].level = 10;
3543                         power_desc[num].cost = 12;
3544                         power_desc[num].fail = 100 - racial_chance(10, A_CON, 12);
3545                         power_desc[num++].number = MUT1_RESIST;
3546                 }
3547
3548                 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
3549                 {
3550 #ifdef JP
3551 strcpy(power_desc[num].name, "ÃÏ¿Ì");
3552 #else
3553                         strcpy(power_desc[num].name, "Earthquake");
3554 #endif
3555
3556                         power_desc[num].level = 12;
3557                         power_desc[num].cost = 12;
3558                         power_desc[num].fail = 100 - racial_chance(12, A_STR, 16);
3559                         power_desc[num++].number = MUT1_EARTHQUAKE;
3560                 }
3561
3562                 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
3563                 {
3564 #ifdef JP
3565 strcpy(power_desc[num].name, "ËâÎÏ¿©¤¤");
3566 #else
3567                         strcpy(power_desc[num].name, "Eat Magic");
3568 #endif
3569
3570                         power_desc[num].level = 17;
3571                         power_desc[num].cost = 1;
3572                         power_desc[num].fail = 100 - racial_chance(17, A_WIS, 15);
3573                         power_desc[num++].number = MUT1_EAT_MAGIC;
3574                 }
3575
3576                 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
3577                 {
3578 #ifdef JP
3579 strcpy(power_desc[num].name, "ËâÎÏ´¶ÃÎ");
3580 #else
3581                         strcpy(power_desc[num].name, "Weigh Magic");
3582 #endif
3583
3584                         power_desc[num].level = 6;
3585                         power_desc[num].cost = 6;
3586                         power_desc[num].fail = 100 - racial_chance(6, A_INT, 10);
3587                         power_desc[num++].number = MUT1_WEIGH_MAG;
3588                 }
3589
3590                 if (p_ptr->muta1 & MUT1_STERILITY)
3591                 {
3592 #ifdef JP
3593 strcpy(power_desc[num].name, "Áý¿£ÁË»ß");
3594 #else
3595                         strcpy(power_desc[num].name, "Sterilize");
3596 #endif
3597
3598                         power_desc[num].level = 12;
3599                         power_desc[num].cost = 23;
3600                         power_desc[num].fail = 100 - racial_chance(12, A_CHR, 15);
3601                         power_desc[num++].number = MUT1_STERILITY;
3602                 }
3603
3604                 if (p_ptr->muta1 & MUT1_PANIC_HIT)
3605                 {
3606 #ifdef JP
3607 strcpy(power_desc[num].name, "¥Ò¥Ã¥È¡õ¥¢¥¦¥§¥¤");
3608 #else
3609                         strcpy(power_desc[num].name, "Panic Hit");
3610 #endif
3611
3612                         power_desc[num].level = 10;
3613                         power_desc[num].cost = 12;
3614                         power_desc[num].fail = 100 - racial_chance(10, A_DEX, 14);
3615                         power_desc[num++].number = MUT1_PANIC_HIT;
3616                 }
3617
3618                 if (p_ptr->muta1 & MUT1_DAZZLE)
3619                 {
3620 #ifdef JP
3621 strcpy(power_desc[num].name, "âÁÏÇ");
3622 #else
3623                         strcpy(power_desc[num].name, "Dazzle");
3624 #endif
3625
3626                         power_desc[num].level = 7;
3627                         power_desc[num].cost = 15;
3628                         power_desc[num].fail = 100 - racial_chance(7, A_CHR, 8);
3629                         power_desc[num++].number = MUT1_DAZZLE;
3630                 }
3631
3632                 if (p_ptr->muta1 & MUT1_LASER_EYE)
3633                 {
3634 #ifdef JP
3635 strcpy(power_desc[num].name, "¥ì¡¼¥¶¡¼¡¦¥¢¥¤");
3636 #else
3637                         strcpy(power_desc[num].name, "Laser Eye");
3638 #endif
3639
3640                         power_desc[num].level = 7;
3641                         power_desc[num].cost = 10;
3642                         power_desc[num].fail = 100 - racial_chance(7, A_WIS, 9);
3643                         power_desc[num++].number = MUT1_LASER_EYE;
3644                 }
3645
3646                 if (p_ptr->muta1 & MUT1_RECALL)
3647                 {
3648 #ifdef JP
3649 strcpy(power_desc[num].name, "µ¢´Ô");
3650 #else
3651                         strcpy(power_desc[num].name, "Recall");
3652 #endif
3653
3654                         power_desc[num].level = 17;
3655                         power_desc[num].cost = 50;
3656                         power_desc[num].fail = 100 - racial_chance(17, A_INT, 16);
3657                         power_desc[num++].number = MUT1_RECALL;
3658                 }
3659
3660                 if (p_ptr->muta1 & MUT1_BANISH)
3661                 {
3662 #ifdef JP
3663 strcpy(power_desc[num].name, "¼Ù°­¾ÃÌÇ");
3664 #else
3665                         strcpy(power_desc[num].name, "Banish Evil");
3666 #endif
3667
3668                         power_desc[num].level = 25;
3669                         power_desc[num].cost = 25;
3670                         power_desc[num].fail = 100 - racial_chance(25, A_WIS, 18);
3671                         power_desc[num++].number = MUT1_BANISH;
3672                 }
3673
3674                 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
3675                 {
3676 #ifdef JP
3677 strcpy(power_desc[num].name, "Åà·ë¤Î¼ê");
3678 #else
3679                         strcpy(power_desc[num].name, "Cold Touch");
3680 #endif
3681
3682                         power_desc[num].level = 2;
3683                         power_desc[num].cost = 2;
3684                         power_desc[num].fail = 100 - racial_chance(2, A_CON, 11);
3685                         power_desc[num++].number = MUT1_COLD_TOUCH;
3686                 }
3687
3688                 if (p_ptr->muta1 & MUT1_LAUNCHER)
3689                 {
3690 #ifdef JP
3691 strcpy(power_desc[num].name, "¥¢¥¤¥Æ¥àÅꤲ");
3692 #else
3693                         strcpy(power_desc[num].name, "Throw Object");
3694 #endif
3695
3696                         power_desc[num].level = 1;
3697                         power_desc[num].cost = lvl;
3698                         power_desc[num].fail = 100 - racial_chance(1, A_STR, 6);
3699                         /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
3700                         power_desc[num++].number = 3;
3701                 }
3702         }
3703
3704         /* Nothing chosen yet */
3705         flag = FALSE;
3706
3707         /* No redraw yet */
3708         redraw = FALSE;
3709
3710         /* Build a prompt */
3711 #ifdef JP
3712 (void) strnfmt(out_val, 78, "(ÆüìǽÎÏ %c-%c, *'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎÆüìǽÎϤò»È¤¤¤Þ¤¹¤«¡©",
3713 #else
3714         (void)strnfmt(out_val, 78, "(Powers %c-%c, *=List, ESC=exit) Use which power? ",
3715 #endif
3716
3717                 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
3718
3719 #ifdef ALLOW_REPEAT
3720 if (!repeat_pull(&i) || i<0 || i>=num) {
3721 #endif /* ALLOW_REPEAT */
3722         if (use_menu) screen_save();
3723          /* Get a spell from the user */
3724
3725         choice = (always_show_list || use_menu) ? ESCAPE:1;
3726         while (!flag)
3727         {
3728                 if( choice==ESCAPE ) choice = ' '; 
3729                 else if( !get_com(out_val, &choice, FALSE) )break; 
3730
3731                 if (use_menu && choice != ' ')
3732                 {
3733                         switch(choice)
3734                         {
3735                                 case '0':
3736                                 {
3737                                         screen_load();
3738                                         energy_use = 0;
3739                                         return;
3740                                         break;
3741                                 }
3742
3743                                 case '8':
3744                                 case 'k':
3745                                 case 'K':
3746                                 {
3747                                         menu_line += (num - 1);
3748                                         break;
3749                                 }
3750
3751                                 case '2':
3752                                 case 'j':
3753                                 case 'J':
3754                                 {
3755                                         menu_line++;
3756                                         break;
3757                                 }
3758
3759                                 case '6':
3760                                 case 'l':
3761                                 case 'L':
3762                                 case '4':
3763                                 case 'h':
3764                                 case 'H':
3765                                 {
3766                                         if (menu_line > 18)
3767                                                 menu_line -= 18;
3768                                         else if (menu_line+18 <= num)
3769                                                 menu_line += 18;
3770                                         break;
3771                                 }
3772
3773                                 case 'x':
3774                                 case 'X':
3775                                 case '\r':
3776                                 {
3777                                         i = menu_line - 1;
3778                                         ask = FALSE;
3779                                         break;
3780                                 }
3781                         }
3782                         if (menu_line > num) menu_line -= num;
3783                 }
3784                 /* Request redraw */
3785                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
3786                 {
3787                         /* Show the list */
3788                         if (!redraw || use_menu)
3789                         {
3790                                 byte y = 1, x = 0;
3791                                 int ctr = 0;
3792                                 char dummy[80];
3793                                 char letter;
3794                                 int x1, y1;
3795
3796                                 strcpy(dummy, "");
3797
3798                                 /* Show list */
3799                                 redraw = TRUE;
3800
3801                                 /* Save the screen */
3802                                 if (!use_menu) screen_save();
3803
3804                                 /* Print header(s) */
3805                                 if (num < 18)
3806 #ifdef JP
3807 prt("                            Lv   MP ¼ºÎ¨", y++, x);
3808 #else
3809                                         prt("                            Lv Cost Fail", y++, x);
3810 #endif
3811
3812                                 else
3813 #ifdef JP
3814 prt("                            Lv   MP ¼ºÎ¨                            Lv   MP ¼ºÎ¨", y++, x);
3815 #else
3816                                         prt("                            Lv Cost Fail                            Lv Cost Fail", y++, x);
3817 #endif
3818
3819
3820                                 /* Print list */
3821                                 while (ctr < num)
3822                                 {
3823                                         x1 = ((ctr < 18) ? x : x + 40);
3824                                         y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
3825
3826                                         if (use_menu)
3827                                         {
3828 #ifdef JP
3829                                                 if (ctr == (menu_line-1)) strcpy(dummy, " ¡Õ ");
3830 #else
3831                                                 if (ctr == (menu_line-1)) strcpy(dummy, " >  ");
3832 #endif
3833                                                 else strcpy(dummy, "    ");
3834                                         }
3835                                         else
3836                                         {
3837                                                 /* letter/number for power selection */
3838                                                 if (ctr < 26)
3839                                                         letter = I2A(ctr);
3840                                                 else
3841                                                         letter = '0' + ctr - 26;
3842                                                 sprintf(dummy, " %c) ",letter);
3843                                         }
3844                                         strcat(dummy, format("%-23.23s %2d %4d %3d%%", power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost, power_desc[ctr].fail));
3845                                         prt(dummy, y1, x1);
3846                                         ctr++;
3847                                 }
3848                         }
3849
3850                         /* Hide the list */
3851                         else
3852                         {
3853                                 /* Hide list */
3854                                 redraw = FALSE;
3855
3856                                 /* Restore the screen */
3857                                 screen_load();
3858                         }
3859
3860                         /* Redo asking */
3861                         continue;
3862                 }
3863
3864                 if (!use_menu)
3865                 {
3866                         if (choice == '\r' && num == 1)
3867                         {
3868                                 choice = 'a';
3869                         }
3870
3871                         if (isalpha(choice))
3872                         {
3873                                 /* Note verify */
3874                                 ask = (isupper(choice));
3875
3876                                 /* Lowercase */
3877                                 if (ask) choice = tolower(choice);
3878
3879                                 /* Extract request */
3880                                 i = (islower(choice) ? A2I(choice) : -1);
3881                         }
3882                         else
3883                         {
3884                                 ask = FALSE; /* Can't uppercase digits */
3885
3886                                 i = choice - '0' + 26;
3887                         }
3888                 }
3889
3890                 /* Totally Illegal */
3891                 if ((i < 0) || (i >= num))
3892                 {
3893                         bell();
3894                         continue;
3895                 }
3896
3897                 /* Verify it */
3898                 if (ask)
3899                 {
3900                         char tmp_val[160];
3901
3902                         /* Prompt */
3903 #ifdef JP
3904 (void) strnfmt(tmp_val, 78, "%s¤ò»È¤¤¤Þ¤¹¤«¡© ", power_desc[i].name);
3905 #else
3906                         (void)strnfmt(tmp_val, 78, "Use %s? ", power_desc[i].name);
3907 #endif
3908
3909
3910                         /* Belay that order */
3911                         if (!get_check(tmp_val)) continue;
3912                 }
3913
3914                 /* Stop the loop */
3915                 flag = TRUE;
3916         }
3917
3918         /* Restore the screen */
3919         if (redraw) screen_load();
3920
3921         /* Abort if needed */
3922         if (!flag)
3923         {
3924                 energy_use = 0;
3925                 return;
3926         }
3927 #ifdef ALLOW_REPEAT
3928         repeat_push(i);
3929         } /*if (!repeat_pull(&i) || ...)*/
3930 #endif /* ALLOW_REPEAT */
3931         if (power_desc[i].number < 0)
3932         {
3933                 if (!cmd_racial_power_aux(power_desc[i].number)) energy_use = 0;
3934         }
3935         else
3936         {
3937                 mutation_power_aux(power_desc[i].number);
3938         }
3939
3940         /* Redraw mana and hp */
3941         p_ptr->redraw |= (PR_HP | PR_MANA);
3942
3943         /* Window stuff */
3944         p_ptr->window |= (PW_PLAYER | PW_SPELL);
3945
3946         /* Success */
3947         return;
3948 }