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