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Hengband 108 fix2 revision 4
[hengband/hengband.git] / src / racial.c
1 /* File: racial.c */
2
3 /* Purpose: Racial powers (and mutations) */
4
5 /*
6  * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
7  *
8  * This software may be copied and distributed for educational, research, and
9  * not for profit purposes provided that this copyright and statement are
10  * included in all such copies.
11  */
12
13 #include "angband.h"
14
15 /*
16  * Hook to determine if an object is contertible in an arrow/bolt
17  */
18 static bool item_tester_hook_convertible(object_type *o_ptr)
19 {
20         if((o_ptr->tval==TV_JUNK) || (o_ptr->tval==TV_SKELETON)) return TRUE;
21
22         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON)) return TRUE;
23         /* Assume not */
24         return (FALSE);
25 }
26
27
28 /*
29  * do_cmd_cast calls this function if the player's class
30  * is 'archer'.
31  */
32 static bool do_cmd_archer(void)
33 {
34         int ext=0;
35         char ch;
36
37         object_type     forge;
38         object_type     *q_ptr;
39
40         char com[80];
41         char o_name[MAX_NLEN];
42
43         q_ptr = &forge;
44
45         if(p_ptr->lev >= 20)
46 #ifdef JP
47                 sprintf(com, "[S]ÃÆ, [A]Ìð, [B]¥¯¥í¥¹¥Ü¥¦¤ÎÌð :");
48 #else
49                 sprintf(com, "Create [S]hots, Create [A]rrow or Create [B]olt ?");
50 #endif
51         else if(p_ptr->lev >= 10)
52 #ifdef JP
53                 sprintf(com, "[S]ÃÆ, [A]Ìð:");
54 #else
55                 sprintf(com, "Create [S]hots or Create [A]rrow ?");
56 #endif
57         else
58 #ifdef JP
59                 sprintf(com, "[S]ÃÆ:");
60 #else
61                 sprintf(com, "Create [S]hots ?");
62 #endif
63
64         if (p_ptr->confused)
65         {
66 #ifdef JP
67                 msg_print("º®Í𤷤Ƥ롪");
68 #else
69                 msg_print("You are too confused!");
70 #endif
71                 return FALSE;
72         }
73
74         if (p_ptr->blind)
75         {
76 #ifdef JP
77                 msg_print("Ìܤ¬¸«¤¨¤Ê¤¤¡ª");
78 #else
79                 msg_print("You are blind!");
80 #endif
81                 return FALSE;
82         }
83
84         while (TRUE)
85         {
86                 if (!get_com(com, &ch, TRUE))
87                 {
88                         return FALSE;
89                 }
90                 if (ch == 'S' || ch == 's')
91                 {
92                         ext = 1;
93                         break;
94                 }
95                 if ((ch == 'A' || ch == 'a')&&(p_ptr->lev >= 10))
96                 {
97                         ext = 2;
98                         break;
99                 }
100                 if ((ch == 'B' || ch == 'b')&&(p_ptr->lev >= 20))
101                 {
102                         ext = 3;
103                         break;
104                 }
105         }
106
107         /**********Create shots*********/
108         if (ext == 1)
109         {
110                 int x,y, dir;
111                 cave_type *c_ptr;
112
113                 if (!get_rep_dir(&dir, FALSE)) return FALSE;
114                 y = py + ddy[dir];
115                 x = px + ddx[dir];
116                 c_ptr = &cave[y][x];
117                 if (c_ptr->feat == FEAT_RUBBLE)
118                 {
119                         /* Get local object */
120                         q_ptr = &forge;
121
122                         /* Hack -- Give the player some small firestones */
123                         object_prep(q_ptr, lookup_kind(TV_SHOT, m_bonus(1, p_ptr->lev) + 1));
124                         q_ptr->number = (byte)rand_range(15,30);
125                         object_aware(q_ptr);
126                         object_known(q_ptr);
127                         apply_magic(q_ptr, p_ptr->lev, FALSE, FALSE, FALSE, FALSE);
128                         q_ptr->discount = 99;
129
130                         (void)inven_carry(q_ptr);
131
132                         object_desc(o_name, q_ptr, TRUE, 2);
133 #ifdef JP
134                         msg_format("´äÀФòºï¤Ã¤Æ%s¤òºî¤Ã¤¿¡£",o_name);
135 #else
136                         msg_print("You make some ammo.");
137 #endif
138
139                         (void)wall_to_mud(dir);
140                         p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW);
141                         p_ptr->window |= (PW_OVERHEAD);
142                 }
143                 else
144                 {
145 #ifdef JP
146                         msg_print("¤½¤³¤Ë¤Ï´äÀФ¬¤Ê¤¤¡£");
147 #else
148                         msg_print("You need pile of rubble.");
149 #endif
150                 }
151         }
152         /**********Create arrows*********/
153         else if (ext == 2)
154         {
155                 int item;
156
157                 cptr q, s;
158
159                 item_tester_hook = item_tester_hook_convertible;
160
161                 /* Get an item */
162 #ifdef JP
163                 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éºî¤ê¤Þ¤¹¤«¡© ";
164                 s = "ºàÎÁ¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£";
165 #else
166                 q = "Convert which item? ";
167                 s = "You have no item to convert.";
168 #endif
169                 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
170
171                 /* Get the item (in the pack) */
172                 if (item >= 0)
173                 {
174                         q_ptr = &inventory[item];
175                 }
176
177                 /* Get the item (on the floor) */
178                 else
179                 {
180                         q_ptr = &o_list[0 - item];
181                 }       
182
183                 /* Get local object */
184                 q_ptr = &forge;
185
186                 /* Hack -- Give the player some small firestones */
187                 object_prep(q_ptr, lookup_kind(TV_ARROW, m_bonus(1, p_ptr->lev)+ 1));
188                 q_ptr->number = (byte)rand_range(5,10);
189                 object_aware(q_ptr);
190                 object_known(q_ptr);
191                 apply_magic(q_ptr, p_ptr->lev, FALSE, FALSE, FALSE, FALSE);
192
193                 q_ptr->discount = 99;
194
195                 object_desc(o_name, q_ptr, TRUE, 2);
196 #ifdef JP
197                 msg_format("%s¤òºî¤Ã¤¿¡£", o_name);
198 #else
199                 msg_print("You make some ammo.");
200 #endif
201
202                 if (item >= 0)
203                 {
204                         inven_item_increase(item, -1);
205                         inven_item_describe(item);
206                         inven_item_optimize(item);
207                 }
208                 else
209                 {
210                         floor_item_increase(0 - item, -1);
211                         floor_item_describe(0 - item);
212                         floor_item_optimize(0 - item);
213                 }
214                 (void)inven_carry(q_ptr);
215         }
216         /**********Create bolts*********/
217         else if (ext == 3)
218         {
219                 int item;
220
221                 cptr q, s;
222
223                 item_tester_hook = item_tester_hook_convertible;
224
225                 /* Get an item */
226 #ifdef JP
227                 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éºî¤ê¤Þ¤¹¤«¡© ";
228                 s = "ºàÎÁ¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£";
229 #else
230                 q = "Convert which item? ";
231                 s = "You have no item to convert.";
232 #endif
233                 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
234
235                 /* Get the item (in the pack) */
236                 if (item >= 0)
237                 {
238                         q_ptr = &inventory[item];
239                 }
240
241                 /* Get the item (on the floor) */
242                 else
243                 {
244                         q_ptr = &o_list[0 - item];
245                 }       
246
247                 /* Get local object */
248                 q_ptr = &forge;
249
250                 /* Hack -- Give the player some small firestones */
251                 object_prep(q_ptr, lookup_kind(TV_BOLT, m_bonus(1, p_ptr->lev)+1));
252                 q_ptr->number = (byte)rand_range(4,8);
253                 object_aware(q_ptr);
254                 object_known(q_ptr);
255                 apply_magic(q_ptr, p_ptr->lev, FALSE, FALSE, FALSE, FALSE);
256
257                 q_ptr->discount = 99;
258
259                 object_desc(o_name, q_ptr, TRUE, 2);
260 #ifdef JP
261                 msg_format("%s¤òºî¤Ã¤¿¡£", o_name);
262 #else
263                 msg_print("You make some ammo.");
264 #endif
265
266                 if (item >= 0)
267                 {
268                         inven_item_increase(item, -1);
269                         inven_item_describe(item);
270                         inven_item_optimize(item);
271                 }
272                 else
273                 {
274                         floor_item_increase(0 - item, -1);
275                         floor_item_describe(0 - item);
276                         floor_item_optimize(0 - item);
277                 }
278
279                 (void)inven_carry(q_ptr);
280         }
281         return TRUE;
282 }
283
284 bool gain_magic(void)
285 {
286         int item;
287         int pval;
288         int ext = 0;
289         cptr q, s;
290         object_type *o_ptr;
291         char o_name[MAX_NLEN];
292
293         /* Only accept legal items */
294         item_tester_hook = item_tester_hook_recharge;
295
296         /* Get an item */
297 #ifdef JP
298 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ÎËâÎϤò¼è¤ê¹þ¤ß¤Þ¤¹¤«? ";
299 s = "ËâÎϤò¼è¤ê¹þ¤á¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
300 #else
301         q = "Gain power of which item? ";
302         s = "You have nothing to gain power.";
303 #endif
304
305         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
306
307         /* Get the item (in the pack) */
308         if (item >= 0)
309         {
310                 o_ptr = &inventory[item];
311         }
312
313         /* Get the item (on the floor) */
314         else
315         {
316                 o_ptr = &o_list[0 - item];
317         }
318
319         if (!object_known_p(o_ptr))
320         {
321 #ifdef JP
322                 msg_print("´ÕÄꤵ¤ì¤Æ¤¤¤Ê¤¤¤È¼è¤ê¹þ¤á¤Ê¤¤¡£");
323 #else
324                 msg_print("You need to identify before absorbing.");
325 #endif
326                 return FALSE;
327         }
328
329         if (o_ptr->timeout)
330         {
331 #ifdef JP
332                 msg_print("½¼Å¶Ãæ¤Î¥¢¥¤¥Æ¥à¤Ï¼è¤ê¹þ¤á¤Ê¤¤¡£");
333 #else
334                 msg_print("This item is still charging.");
335 #endif
336                 return FALSE;
337         }
338
339         pval = o_ptr->pval;
340         if (o_ptr->tval == TV_ROD)
341                 ext = 72;
342         else if (o_ptr->tval == TV_WAND)
343                 ext = 36;
344
345         if (o_ptr->tval == TV_ROD)
346         {
347                 p_ptr->magic_num2[o_ptr->sval + ext] += o_ptr->number;
348                 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
349         }
350         else
351         {
352                 int num;
353                 for (num = o_ptr->number; num; num--)
354                 {
355                         int gain_num = pval;
356                         if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
357                         if (p_ptr->magic_num2[o_ptr->sval + ext])
358                         {
359                                 gain_num *= 256;
360                                 gain_num = (gain_num/3 + rand_int(gain_num/3)) / 256;
361                                 if (gain_num < 1) gain_num = 1;
362                         }
363                         p_ptr->magic_num2[o_ptr->sval + ext] += gain_num;
364                         if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
365                         p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
366                         if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
367                         if (p_ptr->magic_num1[o_ptr->sval + ext] > p_ptr->magic_num2[o_ptr->sval + ext] * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = p_ptr->magic_num2[o_ptr->sval + ext] * 0x10000;
368                         if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
369                 }
370         }
371
372         object_desc(o_name, o_ptr, TRUE, 3);
373         /* Message */
374 #ifdef JP
375         msg_format("%s¤ÎËâÎϤò¼è¤ê¹þ¤ó¤À¡£", o_name);
376 #else
377         msg_format("You absorb magic of %s.", o_name);
378 #endif
379
380         /* Eliminate the item (from the pack) */
381         if (item >= 0)
382         {
383                 inven_item_increase(item, -999);
384                 inven_item_describe(item);
385                 inven_item_optimize(item);
386         }
387
388         /* Eliminate the item (from the floor) */
389         else
390         {
391                 floor_item_increase(0 - item, -999);
392                 floor_item_describe(0 - item);
393                 floor_item_optimize(0 - item);
394         }
395         energy_use = 100;
396         return TRUE;
397 }
398
399
400 static bool choose_kamae(void)
401 {
402         char choice;
403         int new_kamae = 0;
404         int i;
405         char buf[80];
406
407         if (p_ptr->confused)
408         {
409 #ifdef JP
410                 msg_print("º®Í𤷤Ƥ¤¤Æ¹½¤¨¤é¤ì¤Ê¤¤¡ª");
411 #else
412                 msg_print("Too confused.");
413 #endif
414                 return FALSE;
415         }
416
417         /* Save screen */
418         screen_save();
419
420 #ifdef JP
421         prt(" a) ¹½¤¨¤ò¤È¤¯", 2, 20);
422 #else
423         prt(" a) No form", 2, 20);
424 #endif
425
426         for (i = 0; i < MAX_KAMAE; i++)
427         {
428                 if (p_ptr->lev >= kamae_shurui[i].min_level)
429                 {
430                         sprintf(buf," %c) %-12s  %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
431                         prt(buf, 3+i, 20);
432                 }
433         }
434
435         prt("", 1, 0);
436 #ifdef JP
437         prt("        ¤É¤Î¹½¤¨¤ò¤È¤ê¤Þ¤¹¤«¡©", 1, 14);
438 #else
439         prt("        Choose Form: ", 1, 14);
440 #endif
441
442         while(1)
443         {
444                 choice = inkey();
445
446                 if (choice == ESCAPE)
447                 {
448                         screen_load();
449                         return FALSE;
450                 }
451                 else if ((choice == 'a') || (choice == 'A') || (choice == ESCAPE))
452                 {
453                         if (p_ptr->action == ACTION_KAMAE)
454                         {
455                                 set_action(ACTION_NONE);
456                         }
457                         else
458 #ifdef JP
459                                 msg_print("¤â¤È¤â¤È¹½¤¨¤Æ¤¤¤Ê¤¤¡£");
460 #else
461                                 msg_print("You are not assuming a posture.");
462 #endif
463                         screen_load();
464                         return TRUE;
465                 }
466                 else if ((choice == 'b') || (choice == 'B'))
467                 {
468                         new_kamae = 0;
469                         break;
470                 }
471                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
472                 {
473                         new_kamae = 1;
474                         break;
475                 }
476                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
477                 {
478                         new_kamae = 2;
479                         break;
480                 }
481                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
482                 {
483                         new_kamae = 3;
484                         break;
485                 }
486         }
487         set_action(ACTION_KAMAE);
488
489         if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
490         {
491 #ifdef JP
492                 msg_print("¹½¤¨Ä¾¤·¤¿¡£");
493 #else
494                 msg_print("You reassume a posture.");
495 #endif
496         }
497         else
498         {
499                 p_ptr->special_defense &= ~(KAMAE_MASK);
500                 p_ptr->update |= (PU_BONUS);
501                 p_ptr->redraw |= (PR_STATE);
502 #ifdef JP
503                 msg_format("%s¤Î¹½¤¨¤ò¤È¤Ã¤¿¡£",kamae_shurui[new_kamae].desc);
504 #else
505                 msg_format("You assume a posture of %s form.",kamae_shurui[new_kamae].desc);
506 #endif
507                 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
508         }
509         p_ptr->redraw |= PR_STATE;
510         screen_load();
511         return TRUE;
512 }
513
514 static bool choose_kata(void)
515 {
516         char choice;
517         int new_kata = 0;
518         int i;
519         char buf[80];
520
521         if (p_ptr->confused)
522         {
523 #ifdef JP
524                 msg_print("º®Í𤷤Ƥ¤¤Æ¹½¤¨¤é¤ì¤Ê¤¤¡ª");
525 #else
526                 msg_print("Too confused.");
527 #endif
528                 return FALSE;
529         }
530
531         if (p_ptr->stun)
532         {
533 #ifdef JP
534                 msg_print("°Õ¼±¤¬¤Ï¤Ã¤­¤ê¤È¤·¤Ê¤¤¡£");
535 #else
536                 msg_print("You are not clear headed");
537 #endif
538                 return FALSE;
539         }
540
541         if (p_ptr->afraid)
542         {
543 #ifdef JP
544                 msg_print("ÂΤ¬¿Ì¤¨¤Æ¹½¤¨¤é¤ì¤Ê¤¤¡ª");
545 #else
546                 msg_print("You are trembling with fear!");
547 #endif
548                 return FALSE;
549         }
550
551         /* Save screen */
552         screen_save();
553
554 #ifdef JP
555         prt(" a) ·¿¤òÊø¤¹", 2, 20);
556 #else
557         prt(" a) No Form", 2, 20);
558 #endif
559
560         for (i = 0; i < MAX_KATA; i++)
561         {
562                 if (p_ptr->lev >= kata_shurui[i].min_level)
563                 {
564 #ifdef JP
565                         sprintf(buf," %c) %s¤Î·¿    %s",I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
566 #else
567                         sprintf(buf," %c) Form of %-12s  %s",I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
568 #endif
569                         prt(buf, 3+i, 20);
570                 }
571         }
572
573         prt("", 1, 0);
574 #ifdef JP
575         prt("        ¤É¤Î·¿¤Ç¹½¤¨¤Þ¤¹¤«¡©", 1, 14);
576 #else
577         prt("        Choose Form: ", 1, 14);
578 #endif
579
580         while(1)
581         {
582                 choice = inkey();
583
584                 if (choice == ESCAPE)
585                 {
586                         screen_load();
587                         return FALSE;
588                 }
589                 else if ((choice == 'a') || (choice == 'A') || (choice == ESCAPE))
590                 {
591                         if (p_ptr->action == ACTION_KATA)
592                         {
593                                 set_action(ACTION_NONE);
594                         }
595                         else
596 #ifdef JP
597                                 msg_print("¤â¤È¤â¤È¹½¤¨¤Æ¤¤¤Ê¤¤¡£");
598 #else
599                                 msg_print("You are not assuming posture.");
600 #endif
601                         screen_load();
602                         return TRUE;
603                 }
604                 else if ((choice == 'b') || (choice == 'B'))
605                 {
606                         new_kata = 0;
607                         break;
608                 }
609                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
610                 {
611                         new_kata = 1;
612                         break;
613                 }
614                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
615                 {
616                         new_kata = 2;
617                         break;
618                 }
619                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
620                 {
621                         new_kata = 3;
622                         break;
623                 }
624         }
625         set_action(ACTION_KATA);
626
627         if (p_ptr->special_defense & (KATA_IAI << new_kata))
628         {
629 #ifdef JP
630                 msg_print("¹½¤¨Ä¾¤·¤¿¡£");
631 #else
632                 msg_print("You reassume a posture.");
633 #endif
634         }
635         else
636         {
637                 p_ptr->special_defense &= ~(KATA_MASK);
638                 p_ptr->update |= (PU_BONUS);
639                 p_ptr->update |= (PU_MONSTERS);
640 #ifdef JP
641                 msg_format("%s¤Î·¿¤Ç¹½¤¨¤¿¡£",kata_shurui[new_kata].desc);
642 #else
643                 msg_format("You assume a posture of %s form.",kata_shurui[new_kata].desc);
644 #endif
645                 p_ptr->special_defense |= (KATA_IAI << new_kata);
646         }
647         p_ptr->redraw |= (PR_STATE);
648         p_ptr->redraw |= (PR_STATUS);
649         screen_load();
650         return TRUE;
651 }
652
653
654 /*
655  * Returns the chance to activate a racial power/mutation
656  */
657 static int racial_chance(s16b min_level, int use_stat, int difficulty)
658 {
659         int i;
660         int val;
661         int sum = 0;
662         int stat = p_ptr->stat_cur[use_stat];
663
664         /* No chance for success */
665         if ((p_ptr->lev < min_level) || p_ptr->confused)
666         {
667                 return (0);
668         }
669
670         if (difficulty == 0) return 100;
671
672         /* Calculate difficulty */
673         if (p_ptr->stun)
674         {
675                 difficulty += p_ptr->stun;
676         }
677         else if (p_ptr->lev > min_level)
678         {
679                 int lev_adj = ((p_ptr->lev - min_level) / 3);
680                 if (lev_adj > 10) lev_adj = 10;
681                 difficulty -= lev_adj;
682         }
683
684         if (difficulty < 5) difficulty = 5;
685
686         /* We only need halfs of the difficulty */
687         difficulty = difficulty / 2;
688
689         for (i = 1; i <= stat; i++)
690         {
691                 val = i - difficulty;
692                 if (val > 0)
693                         sum += (val <= difficulty) ? val : difficulty;
694         }
695
696         if (difficulty == 0)
697                 return (100);
698         else
699                 return (((sum * 100) / difficulty) / stat);
700 }
701
702
703 /* Note: return value indicates that we have succesfully used the power */
704
705 bool racial_aux(s16b min_level, int cost, int use_stat, int difficulty)
706 {
707         bool use_hp = FALSE;
708
709         /* Not enough mana - use hp */
710         if (p_ptr->csp < cost) use_hp = TRUE;
711
712         /* Power is not available yet */
713         if (p_ptr->lev < min_level)
714         {
715 #ifdef JP
716 msg_format("¤³¤ÎǽÎϤò»ÈÍѤ¹¤ë¤Ë¤Ï¥ì¥Ù¥ë %d ¤Ë㤷¤Æ¤¤¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£", min_level);
717 #else
718                 msg_format("You need to attain level %d to use this power.", min_level);
719 #endif
720
721                 energy_use = 0;
722                 return FALSE;
723         }
724
725         /* Too confused */
726         else if (p_ptr->confused)
727         {
728 #ifdef JP
729 msg_print("º®Í𤷤Ƥ¤¤Æ¤½¤ÎǽÎϤϻȤ¨¤Ê¤¤¡£");
730 #else
731                 msg_print("You are too confused to use this power.");
732 #endif
733
734                 energy_use = 0;
735                 return FALSE;
736         }
737
738         /* Risk death? */
739         else if (use_hp && (p_ptr->chp < cost))
740         {
741 #ifdef JP
742 if (!get_check("ËÜÅö¤Ëº£¤Î¿ê¼å¤·¤¿¾õÂ֤Ǥ³¤ÎǽÎϤò»È¤¤¤Þ¤¹¤«¡©"))
743 #else
744                 if (!get_check("Really use the power in your weakened state? "))
745 #endif
746
747                 {
748                         energy_use = 0;
749                         return FALSE;
750                 }
751         }
752
753         /* Else attempt to do it! */
754
755         if (difficulty)
756         {
757                 if (p_ptr->stun)
758                 {
759                         difficulty += p_ptr->stun;
760                 }
761                 else if (p_ptr->lev > min_level)
762                 {
763                         int lev_adj = ((p_ptr->lev - min_level) / 3);
764                         if (lev_adj > 10) lev_adj = 10;
765                         difficulty -= lev_adj;
766                 }
767
768                 if (difficulty < 5) difficulty = 5;
769         }
770
771         /* take time and pay the price */
772         energy_use = 100;
773
774         if (cost)
775         {
776                 if (use_hp)
777                 {
778 #ifdef JP
779                         take_hit(DAMAGE_USELIFE, (cost / 2) + randint(cost / 2),
780                                  "²áÅ٤ν¸Ãæ", -1);
781 #else
782                         take_hit(DAMAGE_USELIFE, (cost / 2) + randint(cost / 2),
783                                  "concentrating too hard", -1);
784 #endif
785
786                 }
787                 else
788                 {
789                         p_ptr->csp -= (cost / 2) + randint(cost / 2);
790                 }
791         }
792
793
794         /* Redraw mana and hp */
795         p_ptr->redraw |= (PR_HP | PR_MANA);
796
797         /* Window stuff */
798         p_ptr->window |= (PW_PLAYER | PW_SPELL);
799
800         /* Success? */
801         if (randint(p_ptr->stat_cur[use_stat]) >=
802             ((difficulty / 2) + randint(difficulty / 2)))
803         {
804                 return TRUE;
805         }
806
807 #ifdef JP
808 msg_print("½¼Ê¬¤Ë½¸Ãæ¤Ç¤­¤Ê¤«¤Ã¤¿¡£");
809 #else
810         msg_print("You've failed to concentrate hard enough.");
811 #endif
812         if (flush_failure) flush();
813
814         return FALSE;
815 }
816
817
818 static bool cmd_racial_power_aux(s32b command)
819 {
820         s16b        plev = p_ptr->lev;
821         int         dir = 0;
822
823         if (command <= -3)
824         {
825                 switch (p_ptr->pclass)
826                 {
827                 case CLASS_WARRIOR:
828                 {
829                         if (racial_aux(40, 75, A_DEX, 35))
830                         {
831                                 int y = 0, x = 0, i;
832                                 cave_type       *c_ptr;
833                                 monster_type    *m_ptr;
834
835                                 for (i = 0; i < 6; i++)
836                                 {
837                                         dir = rand_int(8);
838                                         y = py + ddy_ddd[dir];
839                                         x = px + ddx_ddd[dir];
840                                         c_ptr = &cave[y][x];
841
842                                         /* Get the monster */
843                                         m_ptr = &m_list[c_ptr->m_idx];
844
845                                         /* Hack -- attack monsters */
846                                         if (c_ptr->m_idx)
847                                                 py_attack(y, x, 0);
848                                         else
849                                         {
850 #ifdef JP
851 msg_print("¹¶·â¤¬¶õ¤ò¤­¤Ã¤¿¡£");
852 #else
853                                                 msg_print("You attack the empty air.");
854 #endif
855                                         }
856                                 }
857                         }
858                         break;
859                 }
860                 case CLASS_MAGE:
861                 case CLASS_HIGH_MAGE:
862                 case CLASS_SORCERER:
863                 {
864                         if (racial_aux(25, 1, A_INT, 25))
865                         {
866                                 if (!eat_magic(p_ptr->lev * 2)) return FALSE;
867                         }
868                         break;
869                 }
870                 case CLASS_PRIEST:
871                 {
872                         if (p_ptr->realm1 == REALM_LIFE)
873                         {
874                                 if (racial_aux(35, 70, A_WIS, 50))
875                                 {
876                                         if (!bless_weapon()) return FALSE;
877                                 }
878                         }
879                         else
880                         {
881                                 if (racial_aux(42, 40, A_WIS, 30))
882                                 {
883                                         (void)dispel_monsters(plev * 4);
884                                         turn_monsters(plev * 4);
885                                         banish_monsters(plev * 4);
886                                 }
887                         }
888                         break;
889                 }
890                 case CLASS_ROGUE:
891                 {
892                         if (racial_aux(8, 12, A_DEX, 14))
893                         {
894                                 int x, y;
895
896                                 if (!get_rep_dir(&dir, FALSE)) return FALSE;
897                                 y = py + ddy[dir];
898                                 x = px + ddx[dir];
899                                 if (cave[y][x].m_idx)
900                                 {
901                                         py_attack(y, x, 0);
902                                         if (rand_int(p_ptr->skill_dis) < 7)
903 #ifdef JP
904 msg_print("¤¦¤Þ¤¯Æ¨¤²¤é¤ì¤Ê¤«¤Ã¤¿¡£");
905 #else
906                                                 msg_print("You are failed to run away.");
907 #endif
908                                         else teleport_player(30);
909                                 }
910                                 else
911                                 {
912 #ifdef JP
913 msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£");
914 #else
915                                         msg_print("You don't see any monster in this direction");
916 #endif
917
918                                         msg_print(NULL);
919                                 }
920                         }
921                         break;
922                 }
923                 case CLASS_RANGER:
924                 {
925                         if (racial_aux(15, 20, A_INT, 12))
926                         {
927 #ifdef JP
928 msg_print("Ũ¤òÄ´ºº¤·¤¿...");
929 #else
930                                 msg_print("You examine your foes...");
931 #endif
932
933                                 probing();
934                         }
935                         break;
936                 }
937                 case CLASS_PALADIN:
938                 {
939                         if (p_ptr->realm1 == REALM_LIFE)
940                         {
941                                 if (racial_aux(30, 30, A_WIS, 20))
942                                 {
943                                         if (!get_aim_dir(&dir)) return FALSE;
944                                         fire_beam(GF_HOLY_FIRE, dir, plev * 3);
945                                 }
946                         }
947                         else
948                         {
949                                 if (racial_aux(30, 30, A_WIS, 20))
950                                 {
951                                         if (!get_aim_dir(&dir)) return FALSE;
952                                         fire_beam(GF_HELL_FIRE, dir, plev * 3);
953                                 }
954                         }
955                         break;
956                 }
957                 case CLASS_WARRIOR_MAGE:
958                 {
959                         if (command == -3)
960                         {
961                                 if (racial_aux(25, 0, A_INT, 10))
962                                 {
963                                         if (take_hit(DAMAGE_USELIFE, p_ptr->lev, 
964 #ifdef JP
965 "£È£Ð¤«¤é£Í£Ð¤Ø¤Î̵ËŤÊÊÑ´¹", -1))
966 #else
967 "thoughtless convertion from HP to SP", -1))
968 #endif
969                                         {
970                                                 p_ptr->csp += p_ptr->lev / 5;
971                                                 if (p_ptr->csp > p_ptr->msp)
972                                                 {
973                                                         p_ptr->csp = p_ptr->msp;
974                                                         p_ptr->csp_frac = 0;
975                                                 }
976                                         }
977                                         else
978 #ifdef JP
979 msg_print("ÊÑ´¹¤Ë¼ºÇÔ¤·¤¿¡£");
980 #else
981                                 msg_print("You failed to convert.");
982 #endif
983                                 }
984                         }
985                         else if (command == -4)
986                         {
987                                 if (racial_aux(25, 0, A_INT, 10))
988                                 {
989                                         if (p_ptr->csp >= p_ptr->lev/5)
990                                         {
991                                                 p_ptr->csp -= p_ptr->lev / 5;
992                                                 hp_player(p_ptr->lev);
993                                         }
994                                         else
995 #ifdef JP
996 msg_print("ÊÑ´¹¤Ë¼ºÇÔ¤·¤¿¡£");
997 #else
998                                 msg_print("You failed to convert.");
999 #endif
1000                                 }
1001                         }
1002                         break;
1003                 }
1004                 case CLASS_CHAOS_WARRIOR:
1005                 {
1006                         if (racial_aux(40, 50, A_INT, 25))
1007                         {
1008 #ifdef JP
1009 msg_print("ÊÕ¤ê¤òâˤó¤À...");
1010 #else
1011                                 msg_print("You glare nearby monsters...");
1012 #endif
1013                                 slow_monsters();
1014                                 stun_monsters(p_ptr->lev * 4);
1015                                 confuse_monsters(p_ptr->lev * 4);
1016                                 turn_monsters(p_ptr->lev * 4);
1017                                 stasis_monsters(p_ptr->lev * 4);
1018                         }
1019                         break;
1020                 }
1021                 case CLASS_MONK:
1022                 {
1023                         if (command == -3)
1024                         {
1025                                 if (empty_hands(TRUE) < 2)
1026                                 {
1027 #ifdef JP
1028 msg_print("ÁǼꤸ¤ã¤Ê¤¤¤È¤Ç¤­¤Þ¤»¤ó¡£");
1029 #else
1030                                         msg_print("You need to be bare hands.");
1031 #endif
1032                                         return FALSE;
1033                                 }
1034                                 if (racial_aux(25, 0, A_DEX, 0))
1035                                 {
1036                                         if (choose_kamae()) energy_use = 100;
1037                                         else energy_use = 0;
1038                                         p_ptr->update |= (PU_BONUS);
1039                                         p_ptr->redraw |= (PR_ARMOR);
1040                                 }
1041                         }
1042                         if (command == -4)
1043                         {
1044                                 if (empty_hands(TRUE) < 2)
1045                                 {
1046 #ifdef JP
1047 msg_print("ÁǼꤸ¤ã¤Ê¤¤¤È¤Ç¤­¤Þ¤»¤ó¡£");
1048 #else
1049                                         msg_print("You need to be bare hand.");
1050 #endif
1051                                         return FALSE;
1052                                 }
1053                                 if (racial_aux(30, 30, A_STR, 20))
1054                                 {
1055                                         int x, y;
1056
1057                                         if (!get_rep_dir(&dir, FALSE)) return FALSE;
1058                                         y = py + ddy[dir];
1059                                         x = px + ddx[dir];
1060                                         if (cave[y][x].m_idx)
1061                                         {
1062                                                 if (one_in_(2))
1063 #ifdef JP
1064 msg_print("¤¢¡¼¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¡ª¡ª¡ª");
1065 #else
1066 msg_print("Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!");
1067 #endif
1068                                                 else
1069 #ifdef JP
1070 msg_print("¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¡ª¡ª¡ª");
1071 #else
1072 msg_print("Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!");
1073 #endif
1074                                                 py_attack(y, x, 0);
1075                                                 if (cave[y][x].m_idx)
1076                                                 {
1077                                                         handle_stuff();
1078                                                         py_attack(y, x, 0);
1079                                                 }
1080                                                 p_ptr->energy -= 100;
1081                                         }
1082                                         else
1083                                         {
1084 #ifdef JP
1085 msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£");
1086 #else
1087                                                 msg_print("You don't see any monster in this direction");
1088 #endif
1089
1090                                                 msg_print(NULL);
1091                                         }
1092                                 }
1093                         }
1094                         break;
1095                 }
1096                 case CLASS_MINDCRAFTER:
1097                 case CLASS_FORCETRAINER:
1098                 {
1099                         if (total_friends)
1100                         {
1101 #ifdef JP
1102 msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£");
1103 #else
1104                                 msg_print("You need concentration on the pets now.");
1105 #endif
1106                                 return FALSE;
1107                         }
1108                         if (racial_aux(15, 0, A_WIS, 10))
1109                         {
1110 #ifdef JP
1111 msg_print("¾¯¤·Æ¬¤¬¥Ï¥Ã¥­¥ê¤·¤¿¡£");
1112 #else
1113                                 msg_print("You feel your head clear a little.");
1114 #endif
1115
1116                                 p_ptr->csp += (3 + p_ptr->lev/20);
1117                                 if (p_ptr->csp >= p_ptr->msp)
1118                                 {
1119                                         p_ptr->csp = p_ptr->msp;
1120                                         p_ptr->csp_frac = 0;
1121                                 }
1122                         }
1123                         break;
1124                 }
1125                 case CLASS_TOURIST:
1126                 {
1127                         if (command == -3)
1128                         {
1129                                 if (racial_aux(1, 0, A_DEX, 0))
1130                                 {
1131                                         if (!get_aim_dir(&dir)) return FALSE;
1132                                         project_length = 1;
1133                                         fire_beam(GF_PHOTO, dir, 1);
1134                                 }
1135                         }
1136                         else if (command == -4)
1137                         {
1138                                 if (racial_aux(25, 20, A_INT, 20))
1139                                 {
1140                                         if (!identify_fully(FALSE)) return FALSE;
1141                                 }
1142                         }
1143                         break;
1144                 }
1145                 case CLASS_IMITATOR:
1146                 {
1147                         if (racial_aux(30, 100, A_DEX, 30))
1148                         {
1149                                 handle_stuff();
1150                                 if (!do_cmd_mane(TRUE)) return FALSE;
1151                         }
1152                         break;
1153                 }
1154                 case CLASS_BEASTMASTER:
1155                 {
1156                         if (command == -3)
1157                         {
1158                                 if (racial_aux(1, (p_ptr->lev+3) / 4, A_CHR, 10))
1159                                 {
1160                                         if (!get_aim_dir(&dir)) return FALSE;
1161                                         (void)fire_ball_hide(GF_CONTROL_LIVING, dir, p_ptr->lev, 0);
1162                                 }
1163                                 break;
1164                         }
1165                         else if (command == -4)
1166                         {
1167                                 if (racial_aux(30, (p_ptr->lev+20) / 2, A_CHR, 10))
1168                                 {
1169                                         project_hack(GF_CONTROL_LIVING, p_ptr->lev);
1170                                 }
1171                                 break;
1172                         }
1173                 }
1174                 case CLASS_ARCHER:
1175                 {
1176                         if (racial_aux(1, 0, A_DEX, 0))
1177                         {
1178                                 if (!do_cmd_archer()) return FALSE;
1179                         }
1180                         break;
1181                 }
1182                 case CLASS_MAGIC_EATER:
1183                 {
1184                         if (racial_aux(1, 0, A_INT, 0))
1185                         {
1186                                 if (!gain_magic()) return FALSE;
1187                         }
1188                         break;
1189                 }
1190                 case CLASS_BARD:
1191                 {
1192                         if (racial_aux(1, 0, A_CHR, 0))
1193                         {
1194                                 stop_singing();
1195                                 energy_use = 10;
1196                                 return FALSE;
1197                         }
1198                         break;
1199                 }
1200                 case CLASS_RED_MAGE:
1201                 {
1202                         if (racial_aux(48, 60, A_INT, 25))
1203                         {
1204                                 handle_stuff();
1205                                 do_cmd_cast();
1206                                 handle_stuff();
1207                                 if (!p_ptr->paralyzed)
1208                                         do_cmd_cast();
1209                         }
1210                         break;
1211                 }
1212                 case CLASS_SAMURAI:
1213                 {
1214                         if (total_friends)
1215                         {
1216 #ifdef JP
1217 msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£");
1218 #else
1219 msg_print("You need concentration on the pets now.");
1220 #endif
1221                                 return FALSE;
1222                         }
1223                         if (command == -3)
1224                         {
1225                                 if (p_ptr->special_defense & KATA_MASK)
1226                                 {
1227 #ifdef JP
1228 msg_print("º£¤Ï¹½¤¨¤Ë½¸Ã椷¤Æ¤¤¤ë¡£");
1229 #else
1230                                         msg_print("You need concentration on your form.");
1231 #endif
1232                                         return FALSE;
1233                                 }
1234                                 if (racial_aux(1, 0, A_WIS, 0))
1235                                 {
1236                                         int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
1237 #ifdef JP
1238 msg_print("Àº¿À¤ò½¸Ã椷¤Æµ¤¹ç¤¤¤òί¤á¤¿¡£");
1239 #else
1240                                         msg_print("You concentrate to charge your power.");
1241 #endif
1242
1243                                         p_ptr->csp += p_ptr->msp / 2;
1244                                         if (p_ptr->csp >= max_csp)
1245                                         {
1246                                                 p_ptr->csp = max_csp;
1247                                                 p_ptr->csp_frac = 0;
1248                                         }
1249                                 }
1250                         }
1251                         if (command == -4)
1252                         {
1253                                 if (!buki_motteruka(INVEN_RARM))
1254                                 {
1255 #ifdef JP
1256 msg_print("Éð´ï¤ò»ý¤¿¤Ê¤¤¤È¤¤¤±¤Þ¤»¤ó¡£");
1257 #else
1258                                         msg_print("You need to wield a weapon.");
1259 #endif
1260                                         return FALSE;
1261                                 }
1262                                 if (racial_aux(25, 0, A_DEX, 0))
1263                                 {
1264                                         if (choose_kata()) energy_use = 100;
1265                                         else energy_use = 0;
1266                                         p_ptr->update |= (PU_BONUS);
1267                                         p_ptr->redraw |= (PR_ARMOR);
1268                                 }
1269                         }
1270                         break;
1271                 }
1272                 case CLASS_BLUE_MAGE:
1273                 {
1274                         if (racial_aux(1, 0, A_INT, 0))
1275                         {
1276                                 if (p_ptr->action == ACTION_LEARN)
1277                                 {
1278                                         set_action(ACTION_NONE);
1279                                 }
1280                                 else
1281                                 {
1282                                         set_action(ACTION_LEARN);
1283                                 }
1284                                 energy_use = 0;
1285                         }
1286                         break;
1287                 }
1288                 case CLASS_CAVALRY:
1289                 {
1290                         if (racial_aux(10, 0, A_STR, 10))
1291                         {
1292                                 char m_name[80];
1293                                 monster_type *m_ptr;
1294                                 monster_race *r_ptr;
1295                                 int rlev;
1296
1297                                 if (p_ptr->riding)
1298                                 {
1299 #ifdef JP
1300                                         msg_print("º£¤Ï¾èÇÏÃæ¤À¡£");
1301 #else
1302                                         msg_print("You ARE riding.");
1303 #endif
1304                                         return FALSE;
1305                                 }
1306                                 if (!do_riding(TRUE)) return TRUE;
1307                                 m_ptr = &m_list[p_ptr->riding];
1308                                 r_ptr = &r_info[m_ptr->r_idx];
1309                                 monster_desc(m_name, m_ptr, 0);
1310 #ifdef JP
1311                                 msg_format("%s¤Ë¾è¤Ã¤¿¡£",m_name);
1312 #else
1313                                 msg_format("You ride on %s.",m_name);
1314 #endif
1315                                 if (is_pet(m_ptr)) break;
1316                                 rlev = r_ptr->level;
1317                                 if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
1318                                 if (rlev > 60) rlev = 60+(rlev-60)/2;
1319                                 if ((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)))
1320                                 {
1321 #ifdef JP
1322                                         msg_format("%s¤ò¼ê¤Ê¤º¤±¤¿¡£",m_name);
1323 #else
1324                                         msg_format("You tame %s.",m_name);
1325 #endif
1326                                         set_pet(m_ptr);
1327                                 }
1328                                 else
1329                                 {
1330 #ifdef JP
1331                                         msg_format("%s¤Ë¿¶¤êÍî¤È¤µ¤ì¤¿¡ª",m_name);
1332 #else
1333                                         msg_format("You have thrown off by %s.",m_name);
1334 #endif
1335                                         rakuba(1,TRUE);
1336                                 }
1337                         }
1338                         break;
1339                 }
1340                 case CLASS_BERSERKER:
1341                 {
1342                         if (command == -3)
1343                         {
1344                                 if (racial_aux(5, 5, A_DEX, 10))
1345                                 {
1346                                         (void)set_food(PY_FOOD_MAX - 1);
1347                                 }
1348                         }
1349                         else if (command == -4)
1350                         {
1351                                 if (racial_aux(10, 10, A_DEX, 20))
1352                                 {
1353                                         if (!word_of_recall()) return FALSE;
1354                                 }
1355                         }
1356                         break;
1357                 }
1358                 case CLASS_SMITH:
1359                 {
1360                         if (racial_aux(5, 15, A_INT, 20))
1361                         {
1362                                 if (p_ptr->lev > 29)
1363                                 {
1364                                         if (!identify_fully(TRUE)) return FALSE;
1365                                 }
1366                                 else
1367                                 {
1368                                         if (!ident_spell(TRUE)) return FALSE;
1369                                 }
1370                         }
1371                         break;
1372                 }
1373                 case CLASS_MIRROR_MASTER:
1374                 {
1375                         if (command == -3)
1376                         {
1377                           if (racial_aux(1, 0, A_INT, 0)){
1378                             int x,y;
1379                               for( x=0 ; x < cur_wid ;x++){
1380                                 for( y=0 ; y < cur_hgt ;y++){
1381                                   if( cave[y][x].feat == FEAT_MIRROR){
1382                                     cave_set_feat( y , x , FEAT_FLOOR );
1383                                     project(0,2,y,x, p_ptr->lev /2 +5 ,GF_SHARDS,(PROJECT_GRID|PROJECT_ITEM|PROJECT_KILL|PROJECT_JUMP|PROJECT_NO_REF|PROJECT_NO_HANGEKI),-1);
1384                                   }
1385                                 }
1386                               }
1387                           }
1388                         }
1389                         else if (command == -4)
1390                         {
1391                           if (total_friends)
1392                           {
1393 #ifdef JP
1394 msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£");
1395 #else
1396                                 msg_print("You need concentration on the pets now.");
1397 #endif
1398                                   return FALSE;
1399                           }
1400                           if (racial_aux(30, 0, A_INT, 20)){
1401                                 if( cave[py][px].feat == FEAT_MIRROR)
1402                                 {
1403 #ifdef JP
1404 msg_print("¾¯¤·Æ¬¤¬¥Ï¥Ã¥­¥ê¤·¤¿¡£");
1405 #else
1406                                         msg_print("You feel your head clear a little.");
1407 #endif
1408
1409                                         p_ptr->csp += ( 5 + (p_ptr->lev)*(p_ptr->lev)/100);
1410                                         if (p_ptr->csp >= p_ptr->msp)
1411                                         {
1412                                                 p_ptr->csp = p_ptr->msp;
1413                                                 p_ptr->csp_frac = 0;
1414                                         }
1415                                 }
1416                                 else {
1417 #ifdef JP
1418 msg_print("¶À¤Î¾å¤Ç¤Ê¤¤¤È½¸Ãæ¤Ç¤­¤Ê¤¤¡ª");
1419 #else
1420                                         msg_print("Here are not any mirrors!");
1421 #endif
1422
1423                                 }
1424                           }
1425                         }
1426                         break;
1427                 }
1428                 case CLASS_NINJA:
1429                 {
1430                         if (command == -3)
1431                         {
1432                                 if (racial_aux(20, 0, A_DEX, 0))
1433                                 {
1434                                         if (p_ptr->action == ACTION_HAYAGAKE) set_action(ACTION_NONE);
1435                                         else set_action(ACTION_HAYAGAKE);
1436                                         energy_use = 0;
1437                                 }
1438                         }
1439                         break;
1440                 }
1441                 }
1442         }
1443         else if (p_ptr->mimic_form)
1444         {
1445                 switch (p_ptr->mimic_form)
1446                 {
1447                 case MIMIC_DEMON:
1448                 case MIMIC_DEMON_LORD:
1449                         if (racial_aux(15, 10+p_ptr->lev/3, A_CON, 20))
1450                         {
1451                                 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1452                                 if (!get_aim_dir(&dir)) break;
1453 #ifdef JP
1454 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",((type == GF_NETHER) ? "ÃϹö" : "²Ð±ê"));
1455 #else
1456                                 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1457 #endif
1458
1459                                 fire_ball(type, dir, plev * 3,
1460                                     -(plev / 15) - 1);
1461                         }
1462                         break;
1463                 case MIMIC_VAMPIRE:
1464                         if (racial_aux(2, (1 + (plev / 3)), A_CON, 9))
1465                         {
1466                                 int y, x, dummy = 0;
1467                                 cave_type *c_ptr;
1468
1469                                 /* Only works on adjacent monsters */
1470                                 if (!get_rep_dir(&dir,FALSE)) break;   /* was get_aim_dir */
1471                                 y = py + ddy[dir];
1472                                 x = px + ddx[dir];
1473                                 c_ptr = &cave[y][x];
1474
1475                                 if (!c_ptr->m_idx)
1476                                 {
1477 #ifdef JP
1478 msg_print("²¿¤â¤Ê¤¤¾ì½ê¤Ë³ú¤ß¤Ä¤¤¤¿¡ª");
1479 #else
1480                                         msg_print("You bite into thin air!");
1481 #endif
1482
1483                                         break;
1484                                 }
1485
1486 #ifdef JP
1487 msg_print("¤¢¤Ê¤¿¤Ï¥Ë¥ä¥ê¤È¤·¤Æ²ç¤ò¤à¤¤¤¿...");
1488 #else
1489                                 msg_print("You grin and bare your fangs...");
1490 #endif
1491
1492                                 dummy = plev + randint(plev) * MAX(1, plev / 10);   /* Dmg */
1493                                 if (drain_life(dir, dummy))
1494                                 {
1495                                         if (p_ptr->food < PY_FOOD_FULL)
1496                                                 /* No heal if we are "full" */
1497                                                 (void)hp_player(dummy);
1498                                         else
1499 #ifdef JP
1500 msg_print("¤¢¤Ê¤¿¤Ï¶õÊ¢¤Ç¤Ï¤¢¤ê¤Þ¤»¤ó¡£");
1501 #else
1502                                                 msg_print("You were not hungry.");
1503 #endif
1504
1505                                                 /* Gain nutritional sustenance: 150/hp drained */
1506                                                 /* A Food ration gives 5000 food points (by contrast) */
1507                                                 /* Don't ever get more than "Full" this way */
1508                                                 /* But if we ARE Gorged,  it won't cure us */
1509                                                 dummy = p_ptr->food + MIN(5000, 100 * dummy);
1510                                         if (p_ptr->food < PY_FOOD_MAX)   /* Not gorged already */
1511                                                 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
1512                                 }
1513                                 else
1514 #ifdef JP
1515 msg_print("¤²¤§¡£¤Ò¤É¤¤Ì£¤À¡£");
1516 #else
1517                                         msg_print("Yechh. That tastes foul.");
1518 #endif
1519
1520                         }
1521                         break;
1522                 }
1523
1524         }
1525
1526         else 
1527         {
1528
1529         switch (p_ptr->prace)
1530         {
1531                 case RACE_DWARF:
1532                         if (racial_aux(5, 5, A_WIS, 12))
1533                         {
1534 #ifdef JP
1535 msg_print("¼þ°Ï¤òÄ´¤Ù¤¿¡£");
1536 #else
1537                                 msg_print("You examine your surroundings.");
1538 #endif
1539
1540                                 (void)detect_traps(DETECT_RAD_DEFAULT);
1541                                 (void)detect_doors(DETECT_RAD_DEFAULT);
1542                                 (void)detect_stairs(DETECT_RAD_DEFAULT);
1543                         }
1544                         break;
1545
1546                 case RACE_HOBBIT:
1547                         if (racial_aux(15, 10, A_INT, 10))
1548                         {
1549                                 object_type *q_ptr;
1550                                 object_type forge;
1551
1552                                 /* Get local object */
1553                                 q_ptr = &forge;
1554
1555                                 /* Create the food ration */
1556                                 object_prep(q_ptr, 21);
1557
1558 #ifdef USE_SCRIPT
1559                                 q_ptr->python = object_create_callback(q_ptr);
1560 #endif /* USE_SCRIPT */
1561
1562                                 /* Drop the object from heaven */
1563                                 (void)drop_near(q_ptr, -1, py, px);
1564 #ifdef JP
1565 msg_print("¿©»ö¤òÎÁÍý¤·¤Æºî¤Ã¤¿¡£");
1566 #else
1567                                 msg_print("You cook some food.");
1568 #endif
1569
1570                         }
1571                         break;
1572
1573                 case RACE_GNOME:
1574                         if (racial_aux(5, 5, A_INT, 12))
1575                         {
1576 #ifdef JP
1577 msg_print("¥Ñ¥Ã¡ª");
1578 #else
1579                                 msg_print("Blink!");
1580 #endif
1581
1582                                 teleport_player(10);
1583                         }
1584                         break;
1585
1586                 case RACE_HALF_ORC:
1587                         if (racial_aux(3, 5, A_WIS,
1588                             ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? 5 : 10)))
1589                         {
1590 #ifdef JP
1591 msg_print("ͦµ¤¤ò½Ð¤·¤¿¡£");
1592 #else
1593                                 msg_print("You play tough.");
1594 #endif
1595
1596                                 (void)set_afraid(0);
1597                         }
1598                         break;
1599
1600                 case RACE_HALF_TROLL:
1601                         if (racial_aux(10, 12, A_STR,
1602                             ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? 6 : 12)))
1603                         {
1604 #ifdef JP
1605 msg_print("¤¦¤¬¤¡¤¡¡ª");
1606 #else
1607                                 msg_print("RAAAGH!");
1608 #endif
1609
1610                                 (void)set_afraid(0);
1611
1612                                 (void)set_shero(10 + randint(plev), FALSE);
1613                                 (void)hp_player(30);
1614                         }
1615                         break;
1616
1617                 case RACE_AMBERITE:
1618                         if (command == -2)
1619                         {
1620                                 if (racial_aux(40, 75, A_WIS, 50))
1621                                 {
1622 #ifdef JP
1623 msg_print("¤¢¤Ê¤¿¤Ï¡Ö¥Ñ¥¿¡¼¥ó¡×¤ò¿´¤ËÉÁ¤¤¤Æ¤½¤Î¾å¤òÊ⤤¤¿...");
1624 #else
1625                                         msg_print("You picture the Pattern in your mind and walk it...");
1626 #endif
1627
1628                                         (void)set_poisoned(0);
1629                                         (void)set_image(0);
1630                                         (void)set_stun(0);
1631                                         (void)set_cut(0);
1632                                         (void)set_blind(0);
1633                                         (void)set_afraid(0);
1634                                         (void)do_res_stat(A_STR);
1635                                         (void)do_res_stat(A_INT);
1636                                         (void)do_res_stat(A_WIS);
1637                                         (void)do_res_stat(A_DEX);
1638                                         (void)do_res_stat(A_CON);
1639                                         (void)do_res_stat(A_CHR);
1640                                         (void)restore_level();
1641                                 }
1642                         }
1643
1644                         else if (command == -1)
1645                         {
1646                                 if (racial_aux(30, 50, A_INT, 50))
1647                                 {
1648                                         /* No effect in arena or quest */
1649                                         if (p_ptr->inside_arena || p_ptr->inside_quest)
1650                                         {
1651 #ifdef JP
1652 msg_print("¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£");
1653 #else
1654                                                 msg_print("There is no effect.");
1655 #endif
1656
1657                                         }
1658                                         else
1659                                         {
1660 #ifdef JP
1661 msg_print("¤¢¤Ê¤¿¤ÏÊ⤭¼þ¤ê»Ï¤á¤¿¡£¼þ°Ï¤¬ÊѲ½¤·¤Æ¤¤¤ë¡£");
1662 #else
1663                                                 msg_print("You start walking around. Your surroundings change.");
1664 #endif
1665
1666
1667                                                 if (autosave_l) do_cmd_save_game(TRUE);
1668
1669                                                 /* Leaving */
1670                                                 p_ptr->leaving = TRUE;
1671                                         }
1672                                 }
1673                         }
1674                         break;
1675
1676                 case RACE_BARBARIAN:
1677                         if (racial_aux(8, 10, A_STR, ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? 6 : 12)))
1678                         {
1679 #ifdef JP
1680 msg_print("¤¦¤©¤©¤ª¤ª¡ª");
1681 #else
1682                                 msg_print("Raaagh!");
1683 #endif
1684
1685                                 (void)set_afraid(0);
1686
1687                                 (void)set_shero(10 + randint(plev), FALSE);
1688                                 (void)hp_player(30);
1689                         }
1690                         break;
1691
1692                 case RACE_HALF_OGRE:
1693                         if (racial_aux(25, 35, A_INT, 15))
1694                         {
1695 #ifdef JP
1696 msg_print("Çúȯ¤Î¥ë¡¼¥ó¤ò¿µ½Å¤Ë»Å³Ý¤±¤¿...");
1697 #else
1698                                 msg_print("You carefully set an explosive rune...");
1699 #endif
1700
1701                                 explosive_rune();
1702                         }
1703                         break;
1704
1705                 case RACE_HALF_GIANT:
1706                         if (racial_aux(20, 10, A_STR, 12))
1707                         {
1708                                 if (!get_aim_dir(&dir)) break;
1709 #ifdef JP
1710 msg_print("ÀФÎÊɤò᤭¤Ä¤±¤¿¡£");
1711 #else
1712                                 msg_print("You bash at a stone wall.");
1713 #endif
1714
1715                                 (void)wall_to_mud(dir);
1716                         }
1717                         break;
1718
1719                 case RACE_HALF_TITAN:
1720                         if (racial_aux(15, 10, A_INT, 12))
1721                         {
1722 #ifdef JP
1723 msg_print("Ũ¤òÄ´ºº¤·¤¿...");
1724 #else
1725                                 msg_print("You examine your foes...");
1726 #endif
1727
1728                                 probing();
1729                         }
1730                         break;
1731
1732                 case RACE_CYCLOPS:
1733                         if (racial_aux(20, 15, A_STR, 12))
1734                         {
1735                                 if (!get_aim_dir(&dir)) break;
1736 #ifdef JP
1737 msg_print("µðÂç¤Ê´ä¤òÅꤲ¤¿¡£");
1738 #else
1739                                 msg_print("You throw a huge boulder.");
1740 #endif
1741
1742                                 fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
1743                         }
1744                         break;
1745
1746                 case RACE_YEEK:
1747                         if (racial_aux(15, 15, A_WIS, 10))
1748                         {
1749                                 if (!get_aim_dir(&dir)) break;
1750 #ifdef JP
1751 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¶«¤ÓÀ¼¤ò¾å¤²¤¿¡ª");
1752 #else
1753                                 msg_print("You make a horrible scream!");
1754 #endif
1755
1756                                 (void)fear_monster(dir, plev);
1757                         }
1758                         break;
1759
1760                 case RACE_KLACKON:
1761                         if (racial_aux(9, 9, A_DEX, 14))
1762                         {
1763                                 if (!get_aim_dir(&dir)) break;
1764 #ifdef JP
1765 msg_print("»À¤òÅǤ¤¤¿¡£");
1766 #else
1767                                 msg_print("You spit acid.");
1768 #endif
1769
1770                                 if (plev < 25)
1771                                         fire_bolt(GF_ACID, dir, plev);
1772                                 else
1773                                         fire_ball(GF_ACID, dir, plev, 2);
1774                         }
1775                         break;
1776
1777                 case RACE_KOBOLD:
1778                         if (racial_aux(12, 8, A_DEX, 14))
1779                         {
1780                                 if(!get_aim_dir(&dir)) break;
1781 #ifdef JP
1782 msg_print("ÆǤΥÀ¡¼¥Ä¤òÅꤲ¤¿¡£");
1783 #else
1784                                 msg_print("You throw a dart of poison.");
1785 #endif
1786
1787                                 fire_bolt(GF_POIS, dir, plev);
1788                         }
1789                         break;
1790
1791                 case RACE_NIBELUNG:
1792                         if (racial_aux(10, 5, A_WIS, 10))
1793                         {
1794 #ifdef JP
1795 msg_print("¼þ°Ï¤òÄ´ºº¤·¤¿¡£");
1796 #else
1797                                 msg_print("You examine your surroundings.");
1798 #endif
1799
1800                                 (void)detect_traps(DETECT_RAD_DEFAULT);
1801                                 (void)detect_doors(DETECT_RAD_DEFAULT);
1802                                 (void)detect_stairs(DETECT_RAD_DEFAULT);
1803                         }
1804                         break;
1805
1806                 case RACE_DARK_ELF:
1807                         if (racial_aux(2, 2, A_INT, 9))
1808                         {
1809                                 if (!get_aim_dir(&dir)) break;
1810 #ifdef JP
1811 msg_print("¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤òÊü¤Ã¤¿¡£");
1812 #else
1813                                 msg_print("You cast a magic missile.");
1814 #endif
1815
1816                                 fire_bolt_or_beam(10, GF_MISSILE, dir,
1817                                     damroll(3 + ((plev - 1) / 5), 4));
1818                         }
1819                         break;
1820
1821                 case RACE_DRACONIAN:
1822                         if (racial_aux(1, plev, A_CON, 12))
1823                         {
1824                                 int  Type = ((randint(3) == 1) ? GF_COLD : GF_FIRE);
1825 #ifdef JP
1826 cptr Type_desc = ((Type == GF_COLD) ? "Î䵤" : "±ê");
1827 #else
1828                                 cptr Type_desc = ((Type == GF_COLD) ? "cold" : "fire");
1829 #endif
1830
1831
1832                                 if (randint(100) < plev)
1833                                 {
1834                                         switch (p_ptr->pclass)
1835                                         {
1836                                                 case CLASS_WARRIOR:
1837                                                 case CLASS_BERSERKER:
1838                                                 case CLASS_RANGER:
1839                                                 case CLASS_TOURIST:
1840                                                 case CLASS_IMITATOR:
1841                                                 case CLASS_ARCHER:
1842                                                 case CLASS_SMITH:
1843                                                         if (randint(3) == 1)
1844                                                         {
1845                                                                 Type = GF_MISSILE;
1846 #ifdef JP
1847 Type_desc = "¥¨¥ì¥á¥ó¥È";
1848 #else
1849                                                                 Type_desc = "the elements";
1850 #endif
1851
1852                                                         }
1853                                                         else
1854                                                         {
1855                                                                 Type = GF_SHARDS;
1856 #ifdef JP
1857 Type_desc = "ÇËÊÒ";
1858 #else
1859                                                                 Type_desc = "shards";
1860 #endif
1861
1862                                                         }
1863                                                         break;
1864                                                 case CLASS_MAGE:
1865                                                 case CLASS_WARRIOR_MAGE:
1866                                                 case CLASS_HIGH_MAGE:
1867                                                 case CLASS_SORCERER:
1868                                                 case CLASS_MAGIC_EATER:
1869                                                 case CLASS_RED_MAGE:
1870                                                 case CLASS_BLUE_MAGE:
1871                                                 case CLASS_MIRROR_MASTER:
1872                                                         if (randint(3) == 1)
1873                                                         {
1874                                                                 Type = GF_MANA;
1875 #ifdef JP
1876 Type_desc = "ËâÎÏ";
1877 #else
1878                                                                 Type_desc = "mana";
1879 #endif
1880
1881                                                         }
1882                                                         else
1883                                                         {
1884                                                                 Type = GF_DISENCHANT;
1885 #ifdef JP
1886 Type_desc = "Îô²½";
1887 #else
1888                                                                 Type_desc = "disenchantment";
1889 #endif
1890
1891                                                         }
1892                                                         break;
1893                                                 case CLASS_CHAOS_WARRIOR:
1894                                                         if (randint(3) != 1)
1895                                                         {
1896                                                                 Type = GF_CONFUSION;
1897 #ifdef JP
1898 Type_desc = "º®Íð";
1899 #else
1900                                                                 Type_desc = "confusion";
1901 #endif
1902
1903                                                         }
1904                                                         else
1905                                                         {
1906                                                                 Type = GF_CHAOS;
1907 #ifdef JP
1908 Type_desc = "¥«¥ª¥¹";
1909 #else
1910                                                                 Type_desc = "chaos";
1911 #endif
1912
1913                                                         }
1914                                                         break;
1915                                                 case CLASS_MONK:
1916                                                 case CLASS_SAMURAI:
1917                                                 case CLASS_FORCETRAINER:
1918                                                         if (randint(3) != 1)
1919                                                         {
1920                                                                 Type = GF_CONFUSION;
1921 #ifdef JP
1922 Type_desc = "º®Íð";
1923 #else
1924                                                                 Type_desc = "confusion";
1925 #endif
1926
1927                                                         }
1928                                                         else
1929                                                         {
1930                                                                 Type = GF_SOUND;
1931 #ifdef JP
1932 Type_desc = "¹ì²»";
1933 #else
1934                                                                 Type_desc = "sound";
1935 #endif
1936
1937                                                         }
1938                                                         break;
1939                                                 case CLASS_MINDCRAFTER:
1940                                                         if (randint(3) != 1)
1941                                                         {
1942                                                                 Type = GF_CONFUSION;
1943 #ifdef JP
1944 Type_desc = "º®Íð";
1945 #else
1946                                                                 Type_desc = "confusion";
1947 #endif
1948
1949                                                         }
1950                                                         else
1951                                                         {
1952                                                                 Type = GF_PSI;
1953 #ifdef JP
1954 Type_desc = "Àº¿À¥¨¥Í¥ë¥®¡¼";
1955 #else
1956                                                                 Type_desc = "mental energy";
1957 #endif
1958
1959                                                         }
1960                                                         break;
1961                                                 case CLASS_PRIEST:
1962                                                 case CLASS_PALADIN:
1963                                                         if (randint(3) == 1)
1964                                                         {
1965                                                                 Type = GF_HELL_FIRE;
1966 #ifdef JP
1967 Type_desc = "ÃϹö¤Î¹å²Ð";
1968 #else
1969                                                                 Type_desc = "hellfire";
1970 #endif
1971
1972                                                         }
1973                                                         else
1974                                                         {
1975                                                                 Type = GF_HOLY_FIRE;
1976 #ifdef JP
1977 Type_desc = "À»¤Ê¤ë±ê";
1978 #else
1979                                                                 Type_desc = "holy fire";
1980 #endif
1981
1982                                                         }
1983                                                         break;
1984                                                 case CLASS_ROGUE:
1985                                                 case CLASS_NINJA:
1986                                                         if (randint(3) == 1)
1987                                                         {
1988                                                                 Type = GF_DARK;
1989 #ifdef JP
1990 Type_desc = "°Å¹õ";
1991 #else
1992                                                                 Type_desc = "darkness";
1993 #endif
1994
1995                                                         }
1996                                                         else
1997                                                         {
1998                                                                 Type = GF_POIS;
1999 #ifdef JP
2000 Type_desc = "ÆÇ";
2001 #else
2002                                                                 Type_desc = "poison";
2003 #endif
2004
2005                                                         }
2006                                                         break;
2007                                                 case CLASS_BARD:
2008                                                         if (randint(3) != 1)
2009                                                         {
2010                                                                 Type = GF_SOUND;
2011 #ifdef JP
2012 Type_desc = "¹ì²»";
2013 #else
2014                                                                 Type_desc = "sound";
2015 #endif
2016
2017                                                         }
2018                                                         else
2019                                                         {
2020                                                                 Type = GF_CONFUSION;
2021 #ifdef JP
2022 Type_desc = "º®Íð";
2023 #else
2024                                                                 Type_desc = "confusion";
2025 #endif
2026
2027                                                         }
2028                                                         break;
2029                                         }
2030                                 }
2031
2032                                 if (!get_aim_dir(&dir)) break;
2033 #ifdef JP
2034 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", Type_desc);
2035 #else
2036                                 msg_format("You breathe %s.", Type_desc);
2037 #endif
2038
2039                                 fire_ball(Type, dir, plev * 2,
2040                                     -(plev / 15) - 1);
2041                         }
2042                         break;
2043
2044                 case RACE_MIND_FLAYER:
2045                         if (racial_aux(15, 12, A_INT, 14))
2046                         {
2047                                 if (!get_aim_dir(&dir)) break;
2048                                 else
2049                                 {
2050 #ifdef JP
2051 msg_print("¤¢¤Ê¤¿¤Ï½¸Ã椷¡¢Ìܤ¬ÀÖ¤¯µ±¤¤¤¿...");
2052 #else
2053                                         msg_print("You concentrate and your eyes glow red...");
2054 #endif
2055
2056                                         fire_bolt(GF_PSI, dir, plev);
2057                                 }
2058                         }
2059                         break;
2060
2061                 case RACE_IMP:
2062                         if (racial_aux(9, 15, A_WIS, 15))
2063                         {
2064                                 if (!get_aim_dir(&dir)) break;
2065                                 if (plev >= 30)
2066                                 {
2067 #ifdef JP
2068 msg_print("¥Õ¥¡¥¤¥¢¡¼¥Ü¡¼¥ë¤òÊü¤Ã¤¿¡£");
2069 #else
2070                                         msg_print("You cast a ball of fire.");
2071 #endif
2072
2073                                         fire_ball(GF_FIRE, dir, plev, 2);
2074                                 }
2075                                 else
2076                                 {
2077 #ifdef JP
2078 msg_print("¥Õ¥¡¥¤¥¢¡¼¥Ü¥ë¥È¤òÊü¤Ã¤¿¡£");
2079 #else
2080                                         msg_print("You cast a bolt of fire.");
2081 #endif
2082
2083                                         fire_bolt(GF_FIRE, dir, plev);
2084                                 }
2085                         }
2086                         break;
2087
2088                 case RACE_GOLEM:
2089                         if (racial_aux(20, 15, A_CON, 8))
2090                         {
2091                                 (void)set_shield(randint(20) + 30, FALSE);
2092                         }
2093                         break;
2094
2095                 case RACE_SKELETON:
2096                 case RACE_ZOMBIE:
2097                         if (racial_aux(30, 30, A_WIS, 18))
2098                         {
2099 #ifdef JP
2100 msg_print("¤¢¤Ê¤¿¤Ï¼º¤Ã¤¿¥¨¥Í¥ë¥®¡¼¤ò¼è¤êÌ᤽¤¦¤È»î¤ß¤¿¡£");
2101 #else
2102                                 msg_print("You attempt to restore your lost energies.");
2103 #endif
2104
2105                                 (void)restore_level();
2106                         }
2107                         break;
2108
2109                 case RACE_VAMPIRE:
2110                         if (racial_aux(2, (1 + (plev / 3)), A_CON, 9))
2111                         {
2112                                 int y, x, dummy = 0;
2113                                 cave_type *c_ptr;
2114
2115                                 /* Only works on adjacent monsters */
2116                                 if (!get_rep_dir(&dir,FALSE)) break;   /* was get_aim_dir */
2117                                 y = py + ddy[dir];
2118                                 x = px + ddx[dir];
2119                                 c_ptr = &cave[y][x];
2120
2121                                 if (!c_ptr->m_idx)
2122                                 {
2123 #ifdef JP
2124 msg_print("²¿¤â¤Ê¤¤¾ì½ê¤Ë³ú¤ß¤Ä¤¤¤¿¡ª");
2125 #else
2126                                         msg_print("You bite into thin air!");
2127 #endif
2128
2129                                         break;
2130                                 }
2131
2132 #ifdef JP
2133 msg_print("¤¢¤Ê¤¿¤Ï¥Ë¥ä¥ê¤È¤·¤Æ²ç¤ò¤à¤¤¤¿...");
2134 #else
2135                                 msg_print("You grin and bare your fangs...");
2136 #endif
2137
2138                                 dummy = plev + randint(plev) * MAX(1, plev / 10);   /* Dmg */
2139                                 if (drain_life(dir, dummy))
2140                                 {
2141                                         if (p_ptr->food < PY_FOOD_FULL)
2142                                                 /* No heal if we are "full" */
2143                                                 (void)hp_player(dummy);
2144                                         else
2145 #ifdef JP
2146 msg_print("¤¢¤Ê¤¿¤Ï¶õÊ¢¤Ç¤Ï¤¢¤ê¤Þ¤»¤ó¡£");
2147 #else
2148                                                 msg_print("You were not hungry.");
2149 #endif
2150
2151                                                 /* Gain nutritional sustenance: 150/hp drained */
2152                                                 /* A Food ration gives 5000 food points (by contrast) */
2153                                                 /* Don't ever get more than "Full" this way */
2154                                                 /* But if we ARE Gorged,  it won't cure us */
2155                                                 dummy = p_ptr->food + MIN(5000, 100 * dummy);
2156                                         if (p_ptr->food < PY_FOOD_MAX)   /* Not gorged already */
2157                                                 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
2158                                 }
2159                                 else
2160 #ifdef JP
2161 msg_print("¤²¤§¡£¤Ò¤É¤¤Ì£¤À¡£");
2162 #else
2163                                         msg_print("Yechh. That tastes foul.");
2164 #endif
2165
2166                         }
2167                         break;
2168
2169                 case RACE_SPECTRE:
2170                         if (racial_aux(4, 6, A_INT, 3))
2171                         {
2172 #ifdef JP
2173 msg_print("¤¢¤Ê¤¿¤Ï¤ª¤É¤í¤ª¤É¤í¤·¤¤¶«¤ÓÀ¼¤ò¤¢¤²¤¿¡ª");
2174 #else
2175                                 msg_print("You emit an eldritch howl!");
2176 #endif
2177
2178                                 if (!get_aim_dir(&dir)) break;
2179                                 (void)fear_monster(dir, plev);
2180                         }
2181                         break;
2182
2183                 case RACE_SPRITE:
2184                         if (racial_aux(12, 12, A_INT, 15))
2185                         {
2186 #ifdef JP
2187 msg_print("¤¢¤Ê¤¿¤ÏËâË¡¤ÎÊ´¤òÅꤲ¤Ä¤±¤¿...");
2188 #else
2189                                 msg_print("You throw some magic dust...");
2190 #endif
2191
2192                                 if (plev < 25)
2193                                         sleep_monsters_touch();
2194                                 else
2195                                         (void)sleep_monsters();
2196                         }
2197                         break;
2198
2199                 case RACE_DEMON:
2200                         if (racial_aux(15, 10+p_ptr->lev/3, A_CON, 20))
2201                         {
2202                                 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
2203                                 if (!get_aim_dir(&dir)) break;
2204 #ifdef JP
2205 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",((type == GF_NETHER) ? "ÃϹö" : "²Ð±ê"));
2206 #else
2207                                 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
2208 #endif
2209
2210                                 fire_ball(type, dir, plev * 3,
2211                                     -(plev / 15) - 1);
2212                         }
2213                         break;
2214
2215                 case RACE_KUTA:
2216                         if (racial_aux(20, 15, A_CHR, 8))
2217                         {
2218                                 (void)set_tsubureru(randint(20) + 30, FALSE);
2219                         }
2220                         break;
2221
2222                 case RACE_ANDROID:
2223                         if (plev < 10)
2224                         {
2225                                 if (racial_aux(1, 7, A_STR, 8))
2226                                 {
2227                                         if (!get_aim_dir(&dir)) return FALSE;
2228 #ifdef JP
2229                                         msg_print("¥ì¥¤¥¬¥ó¤òȯ¼Í¤·¤¿¡£");
2230 #else
2231                                         msg_print("You fire your ray gun.");
2232 #endif
2233                                         fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
2234                                 }
2235                         }
2236                         else if (plev < 25)
2237                         {
2238                                 if (racial_aux(10, 13, A_STR, 10))
2239                                 {
2240                                         if (!get_aim_dir(&dir)) return FALSE;
2241 #ifdef JP
2242                                         msg_print("¥Ö¥é¥¹¥¿¡¼¤òȯ¼Í¤·¤¿¡£");
2243 #else
2244                                         msg_print("You fire your blaster.");
2245 #endif
2246                                         fire_bolt(GF_MISSILE, dir, plev);
2247                                 }
2248                         }
2249                         else if (plev < 35)
2250                         {
2251                                 if (racial_aux(25, 26, A_STR, 12))
2252                                 {
2253                                         if (!get_aim_dir(&dir)) return FALSE;
2254 #ifdef JP
2255                                         msg_print("¥Ð¥º¡¼¥«¤òȯ¼Í¤·¤¿¡£");
2256 #else
2257                                         msg_print("You fire your bazooka.");
2258 #endif
2259                                         fire_ball(GF_MISSILE, dir, plev * 2, 2);
2260                                 }
2261                         }
2262                         else if (plev < 45)
2263                         {
2264                                 if (racial_aux(35, 40, A_STR, 15))
2265                                 {
2266                                         if (!get_aim_dir(&dir)) return FALSE;
2267 #ifdef JP
2268                                         msg_print("¥Ó¡¼¥à¥­¥ã¥Î¥ó¤òȯ¼Í¤·¤¿¡£");
2269 #else
2270                                         msg_print("You fire a beam cannon.");
2271 #endif
2272                                         fire_beam(GF_MISSILE, dir, plev * 2);
2273                                 }
2274                         }
2275                         else
2276                         {
2277                                 if (racial_aux(45, 60, A_STR, 18))
2278                                 {
2279                                         if (!get_aim_dir(&dir)) return FALSE;
2280 #ifdef JP
2281                                         msg_print("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡£");
2282 #else
2283                                         msg_print("You fire a rocket.");
2284 #endif
2285                                         fire_ball(GF_ROCKET, dir, plev * 5, 2);
2286                                 }
2287                         }
2288                         break;
2289
2290                 default:
2291 #ifdef JP
2292 msg_print("¤³¤Î¼ï²¤ÏÆüì¤ÊǽÎϤò»ý¤Ã¤Æ¤¤¤Þ¤»¤ó¡£");
2293 #else
2294                         msg_print("This race has no bonus power.");
2295 #endif
2296
2297                         energy_use = 0;
2298         }
2299         }
2300         return TRUE;
2301 }
2302
2303
2304 typedef struct power_desc_type power_desc_type;
2305
2306 struct power_desc_type
2307 {
2308         char name[40];
2309         int  level;
2310         int  cost;
2311         int  fail;
2312         int  number;
2313 };
2314
2315
2316 /*
2317  * Allow user to choose a power (racial / mutation) to activate
2318  */
2319 void do_cmd_racial_power(void)
2320 {
2321         power_desc_type power_desc[36];
2322         int             num, i = 0;
2323         int             ask = TRUE;
2324         int             lvl = p_ptr->lev;
2325         bool            flag, redraw;
2326         bool            warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
2327         char            choice;
2328         char            out_val[160];
2329         int menu_line = (use_menu ? 1 : 0);
2330
2331
2332         for (num = 0; num < 36; num++)
2333         {
2334                 strcpy(power_desc[num].name, "");
2335                 power_desc[num].number = 0;
2336         }
2337
2338         num = 0;
2339
2340         if (p_ptr->confused)
2341         {
2342 #ifdef JP
2343 msg_print("º®Í𤷤Ƥ¤¤ÆÆüìǽÎϤò»È¤¨¤Þ¤»¤ó¡ª");
2344 #else
2345                 msg_print("You are too confused to use any powers!");
2346 #endif
2347
2348                 energy_use = 0;
2349                 return;
2350         }
2351
2352         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
2353         {
2354                 set_action(ACTION_NONE);
2355         }
2356
2357         switch (p_ptr->pclass)
2358         {
2359         case CLASS_WARRIOR:
2360         {
2361 #ifdef JP
2362 strcpy(power_desc[num].name, "·õ¤ÎÉñ¤¤");
2363 #else
2364                 strcpy(power_desc[num].name, "Whirl Strike");
2365 #endif
2366
2367                 power_desc[num].level = 40;
2368                 power_desc[num].cost = 75;
2369                 power_desc[num].fail = 100 - racial_chance(40, A_DEX, 35);
2370                 power_desc[num++].number = -3;
2371                 break;
2372         }
2373         case CLASS_MAGE:
2374         case CLASS_HIGH_MAGE:
2375         case CLASS_SORCERER:
2376         {
2377 #ifdef JP
2378 strcpy(power_desc[num].name, "ËâÎÏ¿©¤¤");
2379 #else
2380                 strcpy(power_desc[num].name, "eat magic");
2381 #endif
2382
2383                 power_desc[num].level = 25;
2384                 power_desc[num].cost = 1;
2385                 power_desc[num].fail = 100 - racial_chance(25, A_INT, 25);
2386                 power_desc[num++].number = -3;
2387                 break;
2388         }
2389         case CLASS_PRIEST:
2390         {
2391                 if (p_ptr->realm1 == REALM_LIFE)
2392                 {
2393 #ifdef JP
2394 strcpy(power_desc[num].name, "Éð´ï½ËÊ¡");
2395 #else
2396                         strcpy(power_desc[num].name, "bless weapon");
2397 #endif
2398
2399                         power_desc[num].level = 35;
2400                         power_desc[num].cost = 70;
2401                         power_desc[num].fail = 100 - racial_chance(35, A_WIS, 50);
2402                         power_desc[num++].number = -3;
2403                 }
2404                 else
2405                 {
2406 #ifdef JP
2407 strcpy(power_desc[num].name, "¾¤º²");
2408 #else
2409                         strcpy(power_desc[num].name, "Evocation");
2410 #endif
2411
2412                         power_desc[num].level = 42;
2413                         power_desc[num].cost = 40;
2414                         power_desc[num].fail = 100 - racial_chance(42, A_WIS, 35);
2415                         power_desc[num++].number = -3;
2416                 }
2417                 break;
2418         }
2419         case CLASS_ROGUE:
2420         {
2421 #ifdef JP
2422 strcpy(power_desc[num].name, "¥Ò¥Ã¥È¡õ¥¢¥¦¥§¥¤");
2423 #else
2424                 strcpy(power_desc[num].name, "hit and away");
2425 #endif
2426
2427                 power_desc[num].level = 8;
2428                 power_desc[num].cost = 12;
2429                 power_desc[num].fail = 100 - racial_chance(8, A_DEX, 14);
2430                 power_desc[num++].number = -3;
2431                 break;
2432         }
2433         case CLASS_RANGER:
2434         {
2435 #ifdef JP
2436 strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼Ä´ºº");
2437 #else
2438                 strcpy(power_desc[num].name, "probe monster");
2439 #endif
2440
2441                 power_desc[num].level = 15;
2442                 power_desc[num].cost = 20;
2443                 power_desc[num].fail = 100 - racial_chance(15, A_INT, 12);
2444                 power_desc[num++].number = -3;
2445                 break;
2446         }
2447         case CLASS_PALADIN:
2448         {
2449                 if (p_ptr->realm1 == REALM_LIFE)
2450                 {
2451 #ifdef JP
2452 strcpy(power_desc[num].name, "¥Û¡¼¥ê¡¼¡¦¥é¥ó¥¹");
2453 #else
2454                         strcpy(power_desc[num].name, "holy lance");
2455 #endif
2456
2457                         power_desc[num].level = 30;
2458                         power_desc[num].cost = 30;
2459                         power_desc[num].fail = 100 - racial_chance(30, A_WIS, 30);
2460                         power_desc[num++].number = -3;
2461                 }
2462                 else
2463                 {
2464 #ifdef JP
2465 strcpy(power_desc[num].name, "¥Ø¥ë¡¦¥é¥ó¥¹");
2466 #else
2467                         strcpy(power_desc[num].name, "hell lance");
2468 #endif
2469
2470                         power_desc[num].level = 30;
2471                         power_desc[num].cost = 30;
2472                         power_desc[num].fail = 100 - racial_chance(30, A_WIS, 30);
2473                         power_desc[num++].number = -3;
2474                 }
2475                 break;
2476         }
2477         case CLASS_WARRIOR_MAGE:
2478         {
2479 #ifdef JP
2480 strcpy(power_desc[num].name, "ÊÑ´¹: £È£Ð¢ª£Í£Ð");
2481 #else
2482                 strcpy(power_desc[num].name, "convert HP to SP");
2483 #endif
2484
2485                 power_desc[num].level = 25;
2486                 power_desc[num].cost = 0;
2487                 power_desc[num].fail = 100 - racial_chance(25, A_INT, 10);
2488                 power_desc[num++].number = -3;
2489 #ifdef JP
2490 strcpy(power_desc[num].name, "ÊÑ´¹: £Í£Ð¢ª£È£Ð");
2491 #else
2492                 strcpy(power_desc[num].name, "convert SP to HP");
2493 #endif
2494
2495                 power_desc[num].level = 25;
2496                 power_desc[num].cost = 0;
2497                 power_desc[num].fail = 100 - racial_chance(25, A_INT, 10);
2498                 power_desc[num++].number = -4;
2499                 break;
2500         }
2501         case CLASS_CHAOS_WARRIOR:
2502         {
2503 #ifdef JP
2504 strcpy(power_desc[num].name, "¸¸ÏǤθ÷");
2505 #else
2506                 strcpy(power_desc[num].name, "Confusing Light");
2507 #endif
2508
2509                 power_desc[num].level = 40;
2510                 power_desc[num].cost = 50;
2511                 power_desc[num].fail = 100 - racial_chance(40, A_INT, 25);
2512                 power_desc[num++].number = -3;
2513                 break;
2514         }
2515         case CLASS_MONK:
2516         {
2517 #ifdef JP
2518 strcpy(power_desc[num].name, "¹½¤¨¤ë");
2519 #else
2520                 strcpy(power_desc[num].name, "asuume a posture");
2521 #endif
2522
2523                 power_desc[num].level = 25;
2524                 power_desc[num].cost = 0;
2525                 power_desc[num].fail = 100 - racial_chance(20, A_DEX, 0);
2526                 power_desc[num++].number = -3;
2527 #ifdef JP
2528 strcpy(power_desc[num].name, "É´Îö·ý");
2529 #else
2530                 strcpy(power_desc[num].name, "Double Attack");
2531 #endif
2532
2533                 power_desc[num].level = 30;
2534                 power_desc[num].cost = 30;
2535                 power_desc[num].fail = 100 - racial_chance(20, A_STR, 20);
2536                 power_desc[num++].number = -4;
2537                 break;
2538         }
2539         case CLASS_MINDCRAFTER:
2540         case CLASS_FORCETRAINER:
2541         {
2542 #ifdef JP
2543 strcpy(power_desc[num].name, "ÌÀ¶À»ß¿å");
2544 #else
2545                 strcpy(power_desc[num].name, "Clear Mind");
2546 #endif
2547
2548                 power_desc[num].level = 15;
2549                 power_desc[num].cost = 0;
2550                 power_desc[num].fail = 100 - racial_chance(15, A_WIS, 10);
2551                 power_desc[num++].number = -3;
2552                 break;
2553         }
2554         case CLASS_TOURIST:
2555         {
2556 #ifdef JP
2557 strcpy(power_desc[num].name, "¼Ì¿¿»£±Æ");
2558 #else
2559                 strcpy(power_desc[num].name, "take a photograph");
2560 #endif
2561
2562                 power_desc[num].level = 1;
2563                 power_desc[num].cost = 0;
2564                 power_desc[num].fail = 100 - racial_chance(1, A_DEX, 0);
2565                 power_desc[num++].number = -3;
2566 #ifdef JP
2567 strcpy(power_desc[num].name, "¿¿¡¦´ÕÄê");
2568 #else
2569                 strcpy(power_desc[num].name, "Identify True");
2570 #endif
2571
2572                 power_desc[num].level = 25;
2573                 power_desc[num].cost = 20;
2574                 power_desc[num].fail = 100 - racial_chance(25, A_INT, 20);
2575                 power_desc[num++].number = -4;
2576                 break;
2577         }
2578         case CLASS_IMITATOR:
2579         {
2580 #ifdef JP
2581 strcpy(power_desc[num].name, "ÇÜÊÖ¤·");
2582 #else
2583                 strcpy(power_desc[num].name, "Double Revenge");
2584 #endif
2585
2586                 power_desc[num].level = 30;
2587                 power_desc[num].cost = 100;
2588                 power_desc[num].fail = 100 - racial_chance(30, A_DEX, 30);
2589                 power_desc[num++].number = -3;
2590                 break;
2591         }
2592         case CLASS_BEASTMASTER:
2593         {
2594 #ifdef JP
2595 strcpy(power_desc[num].name, "À¸Êª»ÙÇÛ");
2596 #else
2597                 strcpy(power_desc[num].name, "dominate a living thing");
2598 #endif
2599
2600                 power_desc[num].level = 1;
2601                 power_desc[num].cost = (p_ptr->lev+3)/4;
2602                 power_desc[num].fail = 100 - racial_chance(1, A_CHR, 10);
2603                 power_desc[num++].number = -3;
2604 #ifdef JP
2605 strcpy(power_desc[num].name, "¿¿¡¦À¸Êª»ÙÇÛ");
2606 #else
2607                 strcpy(power_desc[num].name, "dominate living things");
2608 #endif
2609
2610                 power_desc[num].level = 30;
2611                 power_desc[num].cost = (p_ptr->lev+20)/2;
2612                 power_desc[num].fail = 100 - racial_chance(30, A_CHR, 10);
2613                 power_desc[num++].number = -4;
2614                 break;
2615         }
2616         case CLASS_ARCHER:
2617         {
2618 #ifdef JP
2619 strcpy(power_desc[num].name, "ÃÆ/Ìð¤ÎÀ½Â¤");
2620 #else
2621                 strcpy(power_desc[num].name, "create ammo");
2622 #endif
2623
2624                 power_desc[num].level = 1;
2625                 power_desc[num].cost = 0;
2626                 power_desc[num].fail = 100 - racial_chance(0, A_DEX, 0);
2627                 power_desc[num++].number = -3;
2628                 break;
2629         }
2630         case CLASS_MAGIC_EATER:
2631         {
2632 #ifdef JP
2633 strcpy(power_desc[num].name, "ËâÎϤμè¤ê¹þ¤ß");
2634 #else
2635                 strcpy(power_desc[num].name, "absorb magic");
2636 #endif
2637
2638                 power_desc[num].level = 1;
2639                 power_desc[num].cost = 0;
2640                 power_desc[num].fail = 100 - racial_chance(0, A_INT, 0);
2641                 power_desc[num++].number = -3;
2642                 break;
2643         }
2644         case CLASS_BARD:
2645         {
2646 #ifdef JP
2647 strcpy(power_desc[num].name, "²Î¤ò»ß¤á¤ë");
2648 #else
2649                 strcpy(power_desc[num].name, "stop singing");
2650 #endif
2651
2652                 power_desc[num].level = 1;
2653                 power_desc[num].cost = 0;
2654                 power_desc[num].fail = 100 - racial_chance(0, A_CHR, 0);
2655                 power_desc[num++].number = -3;
2656                 break;
2657         }
2658         case CLASS_RED_MAGE:
2659         {
2660 #ifdef JP
2661 strcpy(power_desc[num].name, "Ϣ³Ëâ");
2662 #else
2663                 strcpy(power_desc[num].name, "Double Magic");
2664 #endif
2665
2666                 power_desc[num].level = 48;
2667                 power_desc[num].cost = 60;
2668                 power_desc[num].fail = 100 - racial_chance(48, A_INT, 25);
2669                 power_desc[num++].number = -3;
2670                 break;
2671         }
2672         case CLASS_SAMURAI:
2673         {
2674 #ifdef JP
2675 strcpy(power_desc[num].name, "µ¤¹ç¤¤¤¿¤á");
2676 #else
2677                 strcpy(power_desc[num].name, "Concentration");
2678 #endif
2679
2680                 power_desc[num].level = 1;
2681                 power_desc[num].cost = 0;
2682                 power_desc[num].fail = 100 - racial_chance(1, A_WIS, 0);
2683                 power_desc[num++].number = -3;
2684 #ifdef JP
2685 strcpy(power_desc[num].name, "·¿");
2686 #else
2687                 strcpy(power_desc[num].name, "assume a posture");
2688 #endif
2689
2690                 power_desc[num].level = 25;
2691                 power_desc[num].cost = 0;
2692                 power_desc[num].fail = 100 - racial_chance(25, A_DEX, 0);
2693                 power_desc[num++].number = -4;
2694                 break;
2695         }
2696         case CLASS_BLUE_MAGE:
2697         {
2698 #ifdef JP
2699 strcpy(power_desc[num].name, "¥é¡¼¥Ë¥ó¥°");
2700 #else
2701                 strcpy(power_desc[num].name, "Learning");
2702 #endif
2703
2704                 power_desc[num].level = 1;
2705                 power_desc[num].cost = 0;
2706                 power_desc[num].fail = 100 - racial_chance(1, A_INT, 0);
2707                 power_desc[num++].number = -3;
2708                 break;
2709         }
2710         case CLASS_CAVALRY:
2711         {
2712 #ifdef JP
2713 strcpy(power_desc[num].name, "¹ÓÇϤʤ餷");
2714 #else
2715                 strcpy(power_desc[num].name, "Rodeo");
2716 #endif
2717
2718                 power_desc[num].level = 10;
2719                 power_desc[num].cost = 0;
2720                 power_desc[num].fail = 100 - racial_chance(10, A_STR, 10);
2721                 power_desc[num++].number = -3;
2722                 break;
2723         }
2724         case CLASS_BERSERKER:
2725         {
2726 #ifdef JP
2727 strcpy(power_desc[num].name, "¶õÊ¢½¼Â­");
2728 #else
2729                 strcpy(power_desc[num].name, "satisfy hunger");
2730 #endif
2731
2732                 power_desc[num].level = 5;
2733                 power_desc[num].cost = 5;
2734                 power_desc[num].fail = 100 - racial_chance(5, A_DEX, 10);
2735                 power_desc[num++].number = -3;
2736 #ifdef JP
2737 strcpy(power_desc[num].name, "µ¢´Ô");
2738 #else
2739                 strcpy(power_desc[num].name, "Recall");
2740 #endif
2741
2742                 power_desc[num].level = 10;
2743                 power_desc[num].cost = 10;
2744                 power_desc[num].fail = 100 - racial_chance(10, A_DEX, 20);
2745                 power_desc[num++].number = -4;
2746                 break;
2747         }
2748         case CLASS_MIRROR_MASTER:
2749         {
2750 #ifdef JP
2751 strcpy(power_desc[num].name, "¶À³ä¤ê");
2752 #else
2753                 strcpy(power_desc[num].name, "break mirrors");
2754 #endif
2755
2756                 power_desc[num].level = 1;
2757                 power_desc[num].cost = 0;
2758                 power_desc[num].fail = 100 - racial_chance(1, A_INT, 0);
2759                 power_desc[num++].number = -3;
2760 #ifdef JP
2761 strcpy(power_desc[num].name, "ÀÅ¿å");
2762 #else
2763                 strcpy(power_desc[num].name, "Clear mind");
2764 #endif
2765
2766                 power_desc[num].level = 30;
2767                 power_desc[num].cost = 0;
2768                 power_desc[num].fail = 100 - racial_chance(30, A_INT, 20);
2769                 power_desc[num++].number = -4;
2770                 break;
2771         }
2772         case CLASS_SMITH:
2773         {
2774 #ifdef JP
2775 strcpy(power_desc[num].name, "ÌÜÍø¤­");
2776 #else
2777                 strcpy(power_desc[num].name, "Judgment");
2778 #endif
2779
2780                 power_desc[num].level = 5;
2781                 power_desc[num].cost = 15;
2782                 power_desc[num].fail = 100 - racial_chance(5, A_INT, 20);
2783                 power_desc[num++].number = -3;
2784                 break;
2785         }
2786         case CLASS_NINJA:
2787         {
2788 #ifdef JP
2789 strcpy(power_desc[num].name, "®¶î¤±");
2790 #else
2791                 strcpy(power_desc[num].name, "Quick Walk");
2792 #endif
2793
2794                 power_desc[num].level = 20;
2795                 power_desc[num].cost = 0;
2796                 power_desc[num].fail = 100 - racial_chance(20, A_DEX, 0);
2797                 power_desc[num++].number = -3;
2798                 break;
2799         }
2800         default:
2801 #ifdef JP
2802 strcpy(power_desc[0].name, "(¤Ê¤·)");
2803 #else
2804                 strcpy(power_desc[0].name, "(none)");
2805 #endif
2806
2807         }
2808
2809         if (p_ptr->mimic_form)
2810         {
2811                 switch (p_ptr->mimic_form)
2812                 {
2813                 case MIMIC_DEMON:
2814                 case MIMIC_DEMON_LORD:
2815 #ifdef JP
2816 sprintf(power_desc[num].name, "ÃϹö/²Ð±ê¤Î¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 3);
2817 #else
2818                         sprintf(power_desc[num].name, "nether or fire breath (dam %d)", lvl * 3);
2819 #endif
2820
2821                         power_desc[num].level = 15;
2822                         power_desc[num].cost = 10+lvl/3;
2823                         power_desc[num].fail = 100 - racial_chance(15, A_CON, 20);
2824                         power_desc[num++].number = -1;
2825                         break;
2826                 case MIMIC_VAMPIRE:
2827 #ifdef JP
2828 strcpy(power_desc[num].name, "À¸Ì¿Îϵۼý");
2829 #else
2830                         strcpy(power_desc[num].name, "drain life");
2831 #endif
2832
2833                         power_desc[num].level = 2;
2834                         power_desc[num].cost = 1 + (lvl / 3);
2835                         power_desc[num].fail = 100 - racial_chance(2, A_CON, 9);
2836                         power_desc[num++].number = -1;
2837                         break;
2838                 }
2839         }
2840         else
2841         {
2842         switch (p_ptr->prace)
2843         {
2844                 case RACE_DWARF:
2845 #ifdef JP
2846 strcpy(power_desc[num].name, "¥É¥¢¤Èæ« ´¶ÃÎ");
2847 #else
2848                         strcpy(power_desc[num].name, "detect doors+traps");
2849 #endif
2850
2851                         power_desc[num].level = 5;
2852                         power_desc[num].cost = 5;
2853                         power_desc[num].fail = 100 - racial_chance(5, A_WIS, 12);
2854                         power_desc[num++].number = -1;
2855                         break;
2856                 case RACE_NIBELUNG:
2857 #ifdef JP
2858 strcpy(power_desc[num].name, "¥É¥¢¤Èæ« ´¶ÃÎ");
2859 #else
2860                         strcpy(power_desc[num].name, "detect doors+traps");
2861 #endif
2862
2863                         power_desc[num].level = 10;
2864                         power_desc[num].cost = 5;
2865                         power_desc[num].fail = 100 - racial_chance(10, A_WIS, 10);
2866                         power_desc[num++].number = -1;
2867                         break;
2868                 case RACE_HOBBIT:
2869 #ifdef JP
2870 strcpy(power_desc[num].name, "¿©ÎÈÀ¸À®");
2871 #else
2872                         strcpy(power_desc[num].name, "create food");
2873 #endif
2874
2875                         power_desc[num].level = 15;
2876                         power_desc[num].cost = 10;
2877                         power_desc[num].fail = 100 - racial_chance(15, A_INT, 10);
2878                         power_desc[num++].number = -1;
2879                         break;
2880                 case RACE_GNOME:
2881 #ifdef JP
2882 sprintf(power_desc[num].name, "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È");
2883 #else
2884                         sprintf(power_desc[num].name, "Blink");
2885 #endif
2886
2887                         power_desc[num].level = 5;
2888                         power_desc[num].cost = 5;
2889                         power_desc[num].fail = 100 - racial_chance(5, A_INT, 12);
2890                         power_desc[num++].number = -1;
2891                         break;
2892                 case RACE_HALF_ORC:
2893 #ifdef JP
2894 strcpy(power_desc[num].name, "¶²Éݽüµî");
2895 #else
2896                         strcpy(power_desc[num].name, "remove fear");
2897 #endif
2898
2899                         power_desc[num].level = 3;
2900                         power_desc[num].cost = 5;
2901                         power_desc[num].fail = 100 - racial_chance(3, A_WIS, (warrior ? 5 : 10));
2902                         power_desc[num++].number = -1;
2903                         break;
2904                 case RACE_HALF_TROLL:
2905 #ifdef JP
2906 strcpy(power_desc[num].name, "¶¸Àï»Î²½");
2907 #else
2908                         strcpy(power_desc[num].name, "berserk");
2909 #endif
2910
2911                         power_desc[num].level = 10;
2912                         power_desc[num].cost = 12;
2913                         power_desc[num].fail = 100 - racial_chance(10, A_STR, (warrior ? 6 : 12));
2914                         power_desc[num++].number = -1;
2915                         break;
2916                 case RACE_BARBARIAN:
2917 #ifdef JP
2918 strcpy(power_desc[num].name, "¶¸Àï»Î²½");
2919 #else
2920                         strcpy(power_desc[num].name, "berserk");
2921 #endif
2922
2923                         power_desc[num].level = 8;
2924                         power_desc[num].cost = 10;
2925                         power_desc[num].fail = 100 - racial_chance(8, A_STR, (warrior ? 6 : 12));
2926                         power_desc[num++].number = -1;
2927                         break;
2928                 case RACE_AMBERITE:
2929 #ifdef JP
2930 strcpy(power_desc[num].name, "¥·¥ã¥É¥¦¡¦¥·¥Õ¥È");
2931 #else
2932                         strcpy(power_desc[num].name, "Shadow Shifting");
2933 #endif
2934
2935                         power_desc[num].level = 30;
2936                         power_desc[num].cost = 50;
2937                         power_desc[num].fail = 100 - racial_chance(30, A_INT, 50);
2938                         power_desc[num++].number = -1;
2939 #ifdef JP
2940 strcpy(power_desc[num].name, "¥Ñ¥¿¡¼¥ó¡¦¥¦¥©¡¼¥¯");
2941 #else
2942                         strcpy(power_desc[num].name, "Pattern Mindwalking");
2943 #endif
2944
2945                         power_desc[num].level = 40;
2946                         power_desc[num].cost = 75;
2947                         power_desc[num].fail = 100 - racial_chance(40, A_WIS, 50);
2948                         power_desc[num++].number = -2;
2949                         break;
2950                 case RACE_HALF_OGRE:
2951 #ifdef JP
2952 strcpy(power_desc[num].name, "Çúȯ¤Î¥ë¡¼¥ó");
2953 #else
2954                         strcpy(power_desc[num].name, "explosive rune");
2955 #endif
2956
2957                         power_desc[num].level = 25;
2958                         power_desc[num].cost = 35;
2959                         power_desc[num].fail = 100 - racial_chance(25, A_INT, 15);
2960                         power_desc[num++].number = -1;
2961                         break;
2962                 case RACE_HALF_GIANT:
2963 #ifdef JP
2964 strcpy(power_desc[num].name, "´äÀÐÍϲò");
2965 #else
2966                         strcpy(power_desc[num].name, "stone to mud");
2967 #endif
2968
2969                         power_desc[num].level = 20;
2970                         power_desc[num].cost = 10;
2971                         power_desc[num].fail = 100 - racial_chance(20, A_STR, 12);
2972                         power_desc[num++].number = -1;
2973                         break;
2974                 case RACE_HALF_TITAN:
2975 #ifdef JP
2976 strcpy(power_desc[num].name, "¥¹¥­¥ã¥ó¡¦¥â¥ó¥¹¥¿¡¼");
2977 #else
2978                         strcpy(power_desc[num].name, "probing");
2979 #endif
2980
2981                         power_desc[num].level = 15;
2982                         power_desc[num].cost = 10;
2983                         power_desc[num].fail = 100 - racial_chance(15, A_INT, 12);
2984                         power_desc[num++].number = -1;
2985                         break;
2986                 case RACE_CYCLOPS:
2987 #ifdef JP
2988 sprintf(power_desc[num].name, "´äÀÐÅꤲ¡Ê¥À¥á¡¼¥¸ %d¡Ë", (3 * lvl) / 2);
2989 #else
2990                         sprintf(power_desc[num].name, "throw boulder (dam %d)", (3 * lvl) / 2);
2991 #endif
2992
2993                         power_desc[num].level = 20;
2994                         power_desc[num].cost = 15;
2995                         power_desc[num].fail = 100 - racial_chance(20, A_STR, 12);
2996                         power_desc[num++].number = -1;
2997                         break;
2998                 case RACE_YEEK:
2999 #ifdef JP
3000 strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼¶²¹²");
3001 #else
3002                         strcpy(power_desc[num].name, "scare monster");
3003 #endif
3004
3005                         power_desc[num].level = 15;
3006                         power_desc[num].cost = 15;
3007                         power_desc[num].fail = 100 - racial_chance(15, A_WIS, 10);
3008                         power_desc[num++].number = -1;
3009                         break;
3010                 case RACE_SPECTRE:
3011 #ifdef JP
3012 strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼¶²¹²");
3013 #else
3014                         strcpy(power_desc[num].name, "scare monster");
3015 #endif
3016
3017                         power_desc[num].level = 4;
3018                         power_desc[num].cost = 6;
3019                         power_desc[num].fail = 100 - racial_chance(4, A_INT, 3);
3020                         power_desc[num++].number = -1;
3021                         break;
3022                 case RACE_KLACKON:
3023 #ifdef JP
3024 sprintf(power_desc[num].name, "»À¤ÎÂà(¥À¥á¡¼¥¸ %d)", lvl);
3025 #else
3026                         sprintf(power_desc[num].name, "spit acid (dam %d)", lvl);
3027 #endif
3028
3029                         power_desc[num].level = 9;
3030                         power_desc[num].cost = 9;
3031                         power_desc[num].fail = 100 - racial_chance(9, A_DEX, 14);
3032                         power_desc[num++].number = -1;
3033                         break;
3034                 case RACE_KOBOLD:
3035 #ifdef JP
3036 sprintf(power_desc[num].name, "ÆǤΥÀ¡¼¥Ä (¥À¥á¡¼¥¸ %d)", lvl);
3037 #else
3038                         sprintf(power_desc[num].name, "poison dart (dam %d)", lvl);
3039 #endif
3040
3041                         power_desc[num].level = 12;
3042                         power_desc[num].cost = 8;
3043                         power_desc[num].fail = 100 - racial_chance(12, A_DEX, 14);
3044                         power_desc[num++].number = -1;
3045                         break;
3046                 case RACE_DARK_ELF:
3047 #ifdef JP
3048 sprintf(power_desc[num].name, "¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë (¥À¥á¡¼¥¸ %dd%d)", 3 + ((lvl - 1) / 5), 4);
3049 #else
3050                         sprintf(power_desc[num].name, "magic missile (dm %dd%d)", 3 + ((lvl - 1) / 5), 4);
3051 #endif
3052
3053                         power_desc[num].level = 2;
3054                         power_desc[num].cost = 2;
3055                         power_desc[num].fail = 100 - racial_chance(2, A_INT, 9);
3056                         power_desc[num++].number = -1;
3057                         break;
3058                 case RACE_DRACONIAN:
3059 #ifdef JP
3060 sprintf(power_desc[num].name, "¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 2);
3061 #else
3062                         sprintf(power_desc[num].name, "breath weapon (dam %d)", lvl * 2);
3063 #endif
3064
3065                         power_desc[num].level = 1;
3066                         power_desc[num].cost = lvl;
3067                         power_desc[num].fail = 100 - racial_chance(1, A_CON, 12);
3068                         power_desc[num++].number = -1;
3069                         break;
3070                 case RACE_MIND_FLAYER:
3071 #ifdef JP
3072 sprintf(power_desc[num].name, "Àº¿À¹¶·â (¥À¥á¡¼¥¸ %d)", lvl);
3073 #else
3074                         sprintf(power_desc[num].name, "mind blast (dam %d)", lvl);
3075 #endif
3076
3077                         power_desc[num].level = 15;
3078                         power_desc[num].cost = 12;
3079                         power_desc[num].fail = 100 - racial_chance(15, A_INT, 14);
3080                         power_desc[num++].number = -1;
3081                         break;
3082                 case RACE_IMP:
3083 #ifdef JP
3084 sprintf(power_desc[num].name, "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È/¥Ü¡¼¥ë (¥À¥á¡¼¥¸ %d)", lvl);
3085 #else
3086                         sprintf(power_desc[num].name, "fire bolt/ball (dam %d)", lvl);
3087 #endif
3088
3089                         power_desc[num].level = 9;
3090                         power_desc[num].cost = 15;
3091                         power_desc[num].fail = 100 - racial_chance(9, A_WIS, 15);
3092                         power_desc[num++].number = -1;
3093                         break;
3094                 case RACE_GOLEM:
3095 #ifdef JP
3096 strcpy(power_desc[num].name, "È©Àв½ (´ü´Ö 1d20+30)");
3097 #else
3098                         strcpy(power_desc[num].name, "stone skin (dur 1d20+30)");
3099 #endif
3100
3101                         power_desc[num].level = 20;
3102                         power_desc[num].cost = 15;
3103                         power_desc[num].fail = 100 - racial_chance(20, A_CON, 8);
3104                         power_desc[num++].number = -1;
3105                         break;
3106                 case RACE_SKELETON:
3107                 case RACE_ZOMBIE:
3108 #ifdef JP
3109 strcpy(power_desc[num].name, "·Ð¸³ÃÍÉü³è");
3110 #else
3111                         strcpy(power_desc[num].name, "restore life");
3112 #endif
3113
3114                         power_desc[num].level = 30;
3115                         power_desc[num].cost = 30;
3116                         power_desc[num].fail = 100 - racial_chance(30, A_WIS, 18);
3117                         power_desc[num++].number = -1;
3118                         break;
3119                 case RACE_VAMPIRE:
3120 #ifdef JP
3121 strcpy(power_desc[num].name, "À¸Ì¿Îϵۼý");
3122 #else
3123                         strcpy(power_desc[num].name, "drain life");
3124 #endif
3125
3126                         power_desc[num].level = 2;
3127                         power_desc[num].cost = 1 + (lvl / 3);
3128                         power_desc[num].fail = 100 - racial_chance(2, A_CON, 9);
3129                         power_desc[num++].number = -1;
3130                         break;
3131                 case RACE_SPRITE:
3132 #ifdef JP
3133 strcpy(power_desc[num].name, "̲¤êÊ´");
3134 #else
3135                         strcpy(power_desc[num].name, "sleeping dust");
3136 #endif
3137
3138                         power_desc[num].level = 12;
3139                         power_desc[num].cost = 12;
3140                         power_desc[num].fail = 100 - racial_chance(12, A_INT, 15);
3141                         power_desc[num++].number = -1;
3142                         break;
3143                 case RACE_DEMON:
3144 #ifdef JP
3145 sprintf(power_desc[num].name, "ÃϹö/²Ð±ê¤Î¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 3);
3146 #else
3147                         sprintf(power_desc[num].name, "nether or fire breath (dam %d)", lvl * 3);
3148 #endif
3149
3150                         power_desc[num].level = 15;
3151                         power_desc[num].cost = 10+lvl/3;
3152                         power_desc[num].fail = 100 - racial_chance(15, A_CON, 20);
3153                         power_desc[num++].number = -1;
3154                         break;
3155                 case RACE_KUTA:
3156 #ifdef JP
3157 strcpy(power_desc[num].name, "²£¤Ë¿­¤Ó¤ë");
3158 #else
3159                         strcpy(power_desc[num].name, "expand horizontally (dur 30+1d20)");
3160 #endif
3161
3162                         power_desc[num].level = 20;
3163                         power_desc[num].cost = 15;
3164                         power_desc[num].fail = 100 - racial_chance(15, A_CHR, 8);
3165                         power_desc[num++].number = -1;
3166                         break;
3167                 case RACE_ANDROID:
3168                         if (p_ptr->lev < 10)
3169                         {
3170 #ifdef JP
3171 strcpy(power_desc[num].name, "¥ì¥¤¥¬¥ó");
3172 #else
3173                                 strcpy(power_desc[num].name, "ray gun");
3174 #endif
3175
3176                                 power_desc[num].level = 1;
3177                                 power_desc[num].cost = 7;
3178                                 power_desc[num].fail = 100 - racial_chance(1, A_STR, 8);
3179                         }
3180                         else if (p_ptr->lev < 25)
3181                         {
3182 #ifdef JP
3183 strcpy(power_desc[num].name, "¥Ö¥é¥¹¥¿¡¼");
3184 #else
3185                                 strcpy(power_desc[num].name, "blaster");
3186 #endif
3187
3188                                 power_desc[num].level = 10;
3189                                 power_desc[num].cost = 13;
3190                                 power_desc[num].fail = 100 - racial_chance(10, A_STR, 10);
3191                         }
3192                         else if (p_ptr->lev < 35)
3193                         {
3194 #ifdef JP
3195 strcpy(power_desc[num].name, "¥Ð¥º¡¼¥«");
3196 #else
3197                                 strcpy(power_desc[num].name, "bazooka");
3198 #endif
3199
3200                                 power_desc[num].level = 25;
3201                                 power_desc[num].cost = 26;
3202                                 power_desc[num].fail = 100 - racial_chance(25, A_STR, 12);
3203                         }
3204                         else if (p_ptr->lev < 45)
3205                         {
3206 #ifdef JP
3207 strcpy(power_desc[num].name, "¥Ó¡¼¥à¥­¥ã¥Î¥ó");
3208 #else
3209                                 strcpy(power_desc[num].name, "beam cannon");
3210 #endif
3211
3212                                 power_desc[num].level = 35;
3213                                 power_desc[num].cost = 40;
3214                                 power_desc[num].fail = 100 - racial_chance(35, A_STR, 15);
3215                         }
3216                         else
3217                         {
3218 #ifdef JP
3219 strcpy(power_desc[num].name, "¥í¥±¥Ã¥È");
3220 #else
3221                                 strcpy(power_desc[num].name, "rocket");
3222 #endif
3223
3224                                 power_desc[num].level = 45;
3225                                 power_desc[num].cost = 60;
3226                                 power_desc[num].fail = 100 - racial_chance(45, A_STR, 18);
3227                         }
3228                         power_desc[num++].number = -1;
3229                         break;
3230                 default:
3231                 {
3232                         break;
3233                 }
3234         }
3235         }
3236
3237         if (p_ptr->muta1)
3238         {
3239                 if (p_ptr->muta1 & MUT1_SPIT_ACID)
3240                 {
3241 #ifdef JP
3242 strcpy(power_desc[num].name, "»À¤ÎÂÃ");
3243 #else
3244                         strcpy(power_desc[num].name, "spit acid");
3245 #endif
3246
3247                         power_desc[num].level = 9;
3248                         power_desc[num].cost = 9;
3249                         power_desc[num].fail = 100 - racial_chance(9, A_DEX, 15);
3250                         power_desc[num++].number = MUT1_SPIT_ACID;
3251                 }
3252
3253                 if (p_ptr->muta1 & MUT1_BR_FIRE)
3254                 {
3255 #ifdef JP
3256 strcpy(power_desc[num].name, "±ê¤Î¥Ö¥ì¥¹");
3257 #else
3258                         strcpy(power_desc[num].name, "fire breath");
3259 #endif
3260
3261                         power_desc[num].level = 20;
3262                         power_desc[num].cost = lvl;
3263                         power_desc[num].fail = 100 - racial_chance(20, A_CON, 18);
3264                         power_desc[num++].number = MUT1_BR_FIRE;
3265                 }
3266
3267                 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
3268                 {
3269 #ifdef JP
3270 strcpy(power_desc[num].name, "ºÅ̲âˤß");
3271 #else
3272                         strcpy(power_desc[num].name, "hypnotic gaze");
3273 #endif
3274
3275                         power_desc[num].level = 12;
3276                         power_desc[num].cost = 12;
3277                         power_desc[num].fail = 100 - racial_chance(12, A_CHR, 18);
3278                         power_desc[num++].number = MUT1_HYPN_GAZE;
3279                 }
3280
3281                 if (p_ptr->muta1 & MUT1_TELEKINES)
3282                 {
3283 #ifdef JP
3284 strcpy(power_desc[num].name, "Ç°Æ°ÎÏ");
3285 #else
3286                         strcpy(power_desc[num].name, "telekinesis");
3287 #endif
3288
3289                         power_desc[num].level = 9;
3290                         power_desc[num].cost = 9;
3291                         power_desc[num].fail = 100 - racial_chance(9, A_WIS, 14);
3292                         power_desc[num++].number = MUT1_TELEKINES;
3293                 }
3294
3295                 if (p_ptr->muta1 & MUT1_VTELEPORT)
3296                 {
3297 #ifdef JP
3298 strcpy(power_desc[num].name, "¥Æ¥ì¥Ý¡¼¥È");
3299 #else
3300                         strcpy(power_desc[num].name, "teleport");
3301 #endif
3302
3303                         power_desc[num].level = 7;
3304                         power_desc[num].cost = 7;
3305                         power_desc[num].fail = 100 - racial_chance(7, A_WIS, 15);
3306                         power_desc[num++].number = MUT1_VTELEPORT;
3307                 }
3308
3309                 if (p_ptr->muta1 & MUT1_MIND_BLST)
3310                 {
3311 #ifdef JP
3312 strcpy(power_desc[num].name, "Àº¿À¹¶·â");
3313 #else
3314                         strcpy(power_desc[num].name, "mind blast");
3315 #endif
3316
3317                         power_desc[num].level = 5;
3318                         power_desc[num].cost = 3;
3319                         power_desc[num].fail = 100 - racial_chance(5, A_WIS, 15);
3320                         power_desc[num++].number = MUT1_MIND_BLST;
3321                 }
3322
3323                 if (p_ptr->muta1 & MUT1_RADIATION)
3324                 {
3325 #ifdef JP
3326 strcpy(power_desc[num].name, "Êü¼Íǽ");
3327 #else
3328                         strcpy(power_desc[num].name, "emit radiation");
3329 #endif
3330
3331                         power_desc[num].level = 15;
3332                         power_desc[num].cost = 15;
3333                         power_desc[num].fail = 100 - racial_chance(15, A_CON, 14);
3334                         power_desc[num++].number = MUT1_RADIATION;
3335                 }
3336
3337                 if (p_ptr->muta1 & MUT1_VAMPIRISM)
3338                 {
3339 #ifdef JP
3340 strcpy(power_desc[num].name, "µÛ·ì¥É¥ì¥¤¥ó");
3341 #else
3342                         strcpy(power_desc[num].name, "vampiric drain");
3343 #endif
3344
3345                         power_desc[num].level = 2;
3346                         power_desc[num].cost = (1 + (lvl / 3));
3347                         power_desc[num].fail = 100 - racial_chance(2, A_CON, 9);
3348                         power_desc[num++].number = MUT1_VAMPIRISM;
3349                 }
3350
3351                 if (p_ptr->muta1 & MUT1_SMELL_MET)
3352                 {
3353 #ifdef JP
3354 strcpy(power_desc[num].name, "¶â°Ó̳Ð");
3355 #else
3356                         strcpy(power_desc[num].name, "smell metal");
3357 #endif
3358
3359                         power_desc[num].level = 3;
3360                         power_desc[num].cost = 2;
3361                         power_desc[num].fail = 100 - racial_chance(3, A_INT, 12);
3362                         power_desc[num++].number = MUT1_SMELL_MET;
3363                 }
3364
3365                 if (p_ptr->muta1 & MUT1_SMELL_MON)
3366                 {
3367 #ifdef JP
3368 strcpy(power_desc[num].name, "Ũ½­Ó̳Ð");
3369 #else
3370                         strcpy(power_desc[num].name, "smell monsters");
3371 #endif
3372
3373                         power_desc[num].level = 5;
3374                         power_desc[num].cost = 4;
3375                         power_desc[num].fail = 100 - racial_chance(5, A_INT, 15);
3376                         power_desc[num++].number = MUT1_SMELL_MON;
3377                 }
3378
3379                 if (p_ptr->muta1 & MUT1_BLINK)
3380                 {
3381 #ifdef JP
3382 strcpy(power_desc[num].name, "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È");
3383 #else
3384                         strcpy(power_desc[num].name, "blink");
3385 #endif
3386
3387                         power_desc[num].level = 3;
3388                         power_desc[num].cost = 3;
3389                         power_desc[num].fail = 100 - racial_chance(3, A_WIS, 12);
3390                         power_desc[num++].number = MUT1_BLINK;
3391                 }
3392
3393                 if (p_ptr->muta1 & MUT1_EAT_ROCK)
3394                 {
3395 #ifdef JP
3396 strcpy(power_desc[num].name, "´ä¿©¤¤");
3397 #else
3398                         strcpy(power_desc[num].name, "eat rock");
3399 #endif
3400
3401                         power_desc[num].level = 8;
3402                         power_desc[num].cost = 12;
3403                         power_desc[num].fail = 100 - racial_chance(8, A_CON, 18);
3404                         power_desc[num++].number = MUT1_EAT_ROCK;
3405                 }
3406
3407                 if (p_ptr->muta1 & MUT1_SWAP_POS)
3408                 {
3409 #ifdef JP
3410 strcpy(power_desc[num].name, "°ÌÃÖ¸ò´¹");
3411 #else
3412                         strcpy(power_desc[num].name, "swap position");
3413 #endif
3414
3415                         power_desc[num].level = 15;
3416                         power_desc[num].cost = 12;
3417                         power_desc[num].fail = 100 - racial_chance(15, A_DEX, 16);
3418                         power_desc[num++].number = MUT1_SWAP_POS;
3419                 }
3420
3421                 if (p_ptr->muta1 & MUT1_SHRIEK)
3422                 {
3423 #ifdef JP
3424 strcpy(power_desc[num].name, "¶«¤Ó");
3425 #else
3426                         strcpy(power_desc[num].name, "shriek");
3427 #endif
3428
3429                         power_desc[num].level = 20;
3430                         power_desc[num].cost = 14;
3431                         power_desc[num].fail = 100 - racial_chance(20, A_CON, 16);
3432                         power_desc[num++].number = MUT1_SHRIEK;
3433                 }
3434
3435                 if (p_ptr->muta1 & MUT1_ILLUMINE)
3436                 {
3437 #ifdef JP
3438 strcpy(power_desc[num].name, "¾ÈÌÀ");
3439 #else
3440                         strcpy(power_desc[num].name, "illuminate");
3441 #endif
3442
3443                         power_desc[num].level = 3;
3444                         power_desc[num].cost = 2;
3445                         power_desc[num].fail = 100 - racial_chance(3, A_INT, 10);
3446                         power_desc[num++].number = MUT1_ILLUMINE;
3447                 }
3448
3449                 if (p_ptr->muta1 & MUT1_DET_CURSE)
3450                 {
3451 #ifdef JP
3452 strcpy(power_desc[num].name, "¼ö¤¤´¶ÃÎ");
3453 #else
3454                         strcpy(power_desc[num].name, "detect curses");
3455 #endif
3456
3457                         power_desc[num].level = 7;
3458                         power_desc[num].cost = 14;
3459                         power_desc[num].fail = 100 - racial_chance(7, A_WIS, 14);
3460                         power_desc[num++].number = MUT1_DET_CURSE;
3461                 }
3462
3463                 if (p_ptr->muta1 & MUT1_BERSERK)
3464                 {
3465 #ifdef JP
3466 strcpy(power_desc[num].name, "¶¸Àï»Î²½");
3467 #else
3468                         strcpy(power_desc[num].name, "berserk");
3469 #endif
3470
3471                         power_desc[num].level = 8;
3472                         power_desc[num].cost = 8;
3473                         power_desc[num].fail = 100 - racial_chance(8, A_STR, 14);
3474                         power_desc[num++].number = MUT1_BERSERK;
3475                 }
3476
3477                 if (p_ptr->muta1 & MUT1_POLYMORPH)
3478                 {
3479 #ifdef JP
3480 strcpy(power_desc[num].name, "ÊÑ¿È");
3481 #else
3482                         strcpy(power_desc[num].name, "polymorph");
3483 #endif
3484
3485                         power_desc[num].level = 18;
3486                         power_desc[num].cost = 20;
3487                         power_desc[num].fail = 100 - racial_chance(18, A_CON, 18);
3488                         power_desc[num++].number = MUT1_POLYMORPH;
3489                 }
3490
3491                 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
3492                 {
3493 #ifdef JP
3494 strcpy(power_desc[num].name, "¥ß¥À¥¹¤Î¼ê");
3495 #else
3496                         strcpy(power_desc[num].name, "midas touch");
3497 #endif
3498
3499                         power_desc[num].level = 10;
3500                         power_desc[num].cost = 5;
3501                         power_desc[num].fail = 100 - racial_chance(10, A_INT, 12);
3502                         power_desc[num++].number = MUT1_MIDAS_TCH;
3503                 }
3504
3505                 if (p_ptr->muta1 & MUT1_GROW_MOLD)
3506                 {
3507 #ifdef JP
3508 strcpy(power_desc[num].name, "¥«¥ÓȯÀ¸");
3509 #else
3510                         strcpy(power_desc[num].name, "grow mold");
3511 #endif
3512
3513                         power_desc[num].level = 1;
3514                         power_desc[num].cost = 6;
3515                         power_desc[num].fail = 100 - racial_chance(1, A_CON, 14);
3516                         power_desc[num++].number = MUT1_GROW_MOLD;
3517                 }
3518
3519                 if (p_ptr->muta1 & MUT1_RESIST)
3520                 {
3521 #ifdef JP
3522 strcpy(power_desc[num].name, "¥¨¥ì¥á¥ó¥ÈÂÑÀ­");
3523 #else
3524                         strcpy(power_desc[num].name, "resist elements");
3525 #endif
3526
3527                         power_desc[num].level = 10;
3528                         power_desc[num].cost = 12;
3529                         power_desc[num].fail = 100 - racial_chance(10, A_CON, 12);
3530                         power_desc[num++].number = MUT1_RESIST;
3531                 }
3532
3533                 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
3534                 {
3535 #ifdef JP
3536 strcpy(power_desc[num].name, "ÃÏ¿Ì");
3537 #else
3538                         strcpy(power_desc[num].name, "earthquake");
3539 #endif
3540
3541                         power_desc[num].level = 12;
3542                         power_desc[num].cost = 12;
3543                         power_desc[num].fail = 100 - racial_chance(12, A_STR, 16);
3544                         power_desc[num++].number = MUT1_EARTHQUAKE;
3545                 }
3546
3547                 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
3548                 {
3549 #ifdef JP
3550 strcpy(power_desc[num].name, "ËâÎÏ¿©¤¤");
3551 #else
3552                         strcpy(power_desc[num].name, "eat magic");
3553 #endif
3554
3555                         power_desc[num].level = 17;
3556                         power_desc[num].cost = 1;
3557                         power_desc[num].fail = 100 - racial_chance(17, A_WIS, 15);
3558                         power_desc[num++].number = MUT1_EAT_MAGIC;
3559                 }
3560
3561                 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
3562                 {
3563 #ifdef JP
3564 strcpy(power_desc[num].name, "ËâÎÏ´¶ÃÎ");
3565 #else
3566                         strcpy(power_desc[num].name, "weigh magic");
3567 #endif
3568
3569                         power_desc[num].level = 6;
3570                         power_desc[num].cost = 6;
3571                         power_desc[num].fail = 100 - racial_chance(6, A_INT, 10);
3572                         power_desc[num++].number = MUT1_WEIGH_MAG;
3573                 }
3574
3575                 if (p_ptr->muta1 & MUT1_STERILITY)
3576                 {
3577 #ifdef JP
3578 strcpy(power_desc[num].name, "Áý¿£ÁË»ß");
3579 #else
3580                         strcpy(power_desc[num].name, "sterilize");
3581 #endif
3582
3583                         power_desc[num].level = 12;
3584                         power_desc[num].cost = 23;
3585                         power_desc[num].fail = 100 - racial_chance(12, A_CHR, 15);
3586                         power_desc[num++].number = MUT1_STERILITY;
3587                 }
3588
3589                 if (p_ptr->muta1 & MUT1_PANIC_HIT)
3590                 {
3591 #ifdef JP
3592 strcpy(power_desc[num].name, "¥Ò¥Ã¥È¡õ¥¢¥¦¥§¥¤");
3593 #else
3594                         strcpy(power_desc[num].name, "panic hit");
3595 #endif
3596
3597                         power_desc[num].level = 10;
3598                         power_desc[num].cost = 12;
3599                         power_desc[num].fail = 100 - racial_chance(10, A_DEX, 14);
3600                         power_desc[num++].number = MUT1_PANIC_HIT;
3601                 }
3602
3603                 if (p_ptr->muta1 & MUT1_DAZZLE)
3604                 {
3605 #ifdef JP
3606 strcpy(power_desc[num].name, "âÁÏÇ");
3607 #else
3608                         strcpy(power_desc[num].name, "dazzle");
3609 #endif
3610
3611                         power_desc[num].level = 7;
3612                         power_desc[num].cost = 15;
3613                         power_desc[num].fail = 100 - racial_chance(7, A_CHR, 8);
3614                         power_desc[num++].number = MUT1_DAZZLE;
3615                 }
3616
3617                 if (p_ptr->muta1 & MUT1_LASER_EYE)
3618                 {
3619 #ifdef JP
3620 strcpy(power_desc[num].name, "¥ì¡¼¥¶¡¼¡¦¥¢¥¤");
3621 #else
3622                         strcpy(power_desc[num].name, "laser eye");
3623 #endif
3624
3625                         power_desc[num].level = 7;
3626                         power_desc[num].cost = 10;
3627                         power_desc[num].fail = 100 - racial_chance(7, A_WIS, 9);
3628                         power_desc[num++].number = MUT1_LASER_EYE;
3629                 }
3630
3631                 if (p_ptr->muta1 & MUT1_RECALL)
3632                 {
3633 #ifdef JP
3634 strcpy(power_desc[num].name, "µ¢´Ô");
3635 #else
3636                         strcpy(power_desc[num].name, "recall");
3637 #endif
3638
3639                         power_desc[num].level = 17;
3640                         power_desc[num].cost = 50;
3641                         power_desc[num].fail = 100 - racial_chance(17, A_INT, 16);
3642                         power_desc[num++].number = MUT1_RECALL;
3643                 }
3644
3645                 if (p_ptr->muta1 & MUT1_BANISH)
3646                 {
3647 #ifdef JP
3648 strcpy(power_desc[num].name, "¼Ù°­¾ÃÌÇ");
3649 #else
3650                         strcpy(power_desc[num].name, "banish evil");
3651 #endif
3652
3653                         power_desc[num].level = 25;
3654                         power_desc[num].cost = 25;
3655                         power_desc[num].fail = 100 - racial_chance(25, A_WIS, 18);
3656                         power_desc[num++].number = MUT1_BANISH;
3657                 }
3658
3659                 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
3660                 {
3661 #ifdef JP
3662 strcpy(power_desc[num].name, "Åà·ë¤Î¼ê");
3663 #else
3664                         strcpy(power_desc[num].name, "cold touch");
3665 #endif
3666
3667                         power_desc[num].level = 2;
3668                         power_desc[num].cost = 2;
3669                         power_desc[num].fail = 100 - racial_chance(2, A_CON, 11);
3670                         power_desc[num++].number = MUT1_COLD_TOUCH;
3671                 }
3672
3673                 if (p_ptr->muta1 & MUT1_LAUNCHER)
3674                 {
3675 #ifdef JP
3676 strcpy(power_desc[num].name, "¥¢¥¤¥Æ¥àÅꤲ");
3677 #else
3678                         strcpy(power_desc[num].name, "throw object");
3679 #endif
3680
3681                         power_desc[num].level = 1;
3682                         power_desc[num].cost = lvl;
3683                         power_desc[num].fail = 100 - racial_chance(1, A_STR, 6);
3684                         /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
3685                         power_desc[num++].number = 3;
3686                 }
3687         }
3688
3689         /* Nothing chosen yet */
3690         flag = FALSE;
3691
3692         /* No redraw yet */
3693         redraw = FALSE;
3694
3695         /* Build a prompt */
3696 #ifdef JP
3697 (void) strnfmt(out_val, 78, "(ÆüìǽÎÏ %c-%c, *'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎÆüìǽÎϤò»È¤¤¤Þ¤¹¤«¡©",
3698 #else
3699         (void)strnfmt(out_val, 78, "(Powers %c-%c, *=List, ESC=exit) Use which power? ",
3700 #endif
3701
3702                 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
3703
3704 #ifdef ALLOW_REPEAT
3705 if (!repeat_pull(&i) || i<0 || i>=num) {
3706 #endif /* ALLOW_REPEAT */
3707         if (use_menu) screen_save();
3708          /* Get a spell from the user */
3709
3710         choice = (always_show_list || use_menu) ? ESCAPE:1;
3711         while (!flag)
3712         {
3713                 if( choice==ESCAPE ) choice = ' '; 
3714                 else if( !get_com(out_val, &choice, FALSE) )break; 
3715
3716                 if (use_menu && choice != ' ')
3717                 {
3718                         switch(choice)
3719                         {
3720                                 case '0':
3721                                 {
3722                                         screen_load();
3723                                         energy_use = 0;
3724                                         return;
3725                                         break;
3726                                 }
3727
3728                                 case '8':
3729                                 case 'k':
3730                                 case 'K':
3731                                 {
3732                                         menu_line += (num - 1);
3733                                         break;
3734                                 }
3735
3736                                 case '2':
3737                                 case 'j':
3738                                 case 'J':
3739                                 {
3740                                         menu_line++;
3741                                         break;
3742                                 }
3743
3744                                 case '6':
3745                                 case 'l':
3746                                 case 'L':
3747                                 case '4':
3748                                 case 'h':
3749                                 case 'H':
3750                                 {
3751                                         if (menu_line > 18)
3752                                                 menu_line -= 18;
3753                                         else if (menu_line+18 <= num)
3754                                                 menu_line += 18;
3755                                         break;
3756                                 }
3757
3758                                 case 'x':
3759                                 case 'X':
3760                                 case '\r':
3761                                 {
3762                                         i = menu_line - 1;
3763                                         ask = FALSE;
3764                                         break;
3765                                 }
3766                         }
3767                         if (menu_line > num) menu_line -= num;
3768                 }
3769                 /* Request redraw */
3770                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
3771                 {
3772                         /* Show the list */
3773                         if (!redraw || use_menu)
3774                         {
3775                                 byte y = 1, x = 0;
3776                                 int ctr = 0;
3777                                 char dummy[80];
3778                                 char letter;
3779                                 int x1, y1;
3780
3781                                 strcpy(dummy, "");
3782
3783                                 /* Show list */
3784                                 redraw = TRUE;
3785
3786                                 /* Save the screen */
3787                                 if (!use_menu) screen_save();
3788
3789                                 /* Print header(s) */
3790                                 if (num < 18)
3791 #ifdef JP
3792 prt("                            Lv   MP ¼ºÎ¨", y++, x);
3793 #else
3794                                         prt("                            Lv Cost Fail", y++, x);
3795 #endif
3796
3797                                 else
3798 #ifdef JP
3799 prt("                            Lv   MP ¼ºÎ¨                            Lv   MP ¼ºÎ¨", y++, x);
3800 #else
3801                                         prt("                            Lv Cost Fail                            Lv Cost Fail", y++, x);
3802 #endif
3803
3804
3805                                 /* Print list */
3806                                 while (ctr < num)
3807                                 {
3808                                         x1 = ((ctr < 18) ? x : x + 40);
3809                                         y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
3810
3811                                         if (use_menu)
3812                                         {
3813 #ifdef JP
3814                                                 if (ctr == (menu_line-1)) strcpy(dummy, " ¡Õ ");
3815 #else
3816                                                 if (ctr == (menu_line-1)) strcpy(dummy, " >  ");
3817 #endif
3818                                                 else strcpy(dummy, "    ");
3819                                         }
3820                                         else
3821                                         {
3822                                                 /* letter/number for power selection */
3823                                                 if (ctr < 26)
3824                                                         letter = I2A(ctr);
3825                                                 else
3826                                                         letter = '0' + ctr - 26;
3827                                                 sprintf(dummy, " %c) ",letter);
3828                                         }
3829                                         strcat(dummy, format("%-23.23s %2d %4d %3d%%", power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost, power_desc[ctr].fail));
3830                                         prt(dummy, y1, x1);
3831                                         ctr++;
3832                                 }
3833                         }
3834
3835                         /* Hide the list */
3836                         else
3837                         {
3838                                 /* Hide list */
3839                                 redraw = FALSE;
3840
3841                                 /* Restore the screen */
3842                                 screen_load();
3843                         }
3844
3845                         /* Redo asking */
3846                         continue;
3847                 }
3848
3849                 if (!use_menu)
3850                 {
3851                         if (choice == '\r' && num == 1)
3852                         {
3853                                 choice = 'a';
3854                         }
3855
3856                         if (isalpha(choice))
3857                         {
3858                                 /* Note verify */
3859                                 ask = (isupper(choice));
3860
3861                                 /* Lowercase */
3862                                 if (ask) choice = tolower(choice);
3863
3864                                 /* Extract request */
3865                                 i = (islower(choice) ? A2I(choice) : -1);
3866                         }
3867                         else
3868                         {
3869                                 ask = FALSE; /* Can't uppercase digits */
3870
3871                                 i = choice - '0' + 26;
3872                         }
3873                 }
3874
3875                 /* Totally Illegal */
3876                 if ((i < 0) || (i >= num))
3877                 {
3878                         bell();
3879                         continue;
3880                 }
3881
3882                 /* Verify it */
3883                 if (ask)
3884                 {
3885                         char tmp_val[160];
3886
3887                         /* Prompt */
3888 #ifdef JP
3889 (void) strnfmt(tmp_val, 78, "%s¤ò»È¤¤¤Þ¤¹¤«¡© ", power_desc[i].name);
3890 #else
3891                         (void)strnfmt(tmp_val, 78, "Use %s? ", power_desc[i].name);
3892 #endif
3893
3894
3895                         /* Belay that order */
3896                         if (!get_check(tmp_val)) continue;
3897                 }
3898
3899                 /* Stop the loop */
3900                 flag = TRUE;
3901         }
3902
3903         /* Restore the screen */
3904         if (redraw) screen_load();
3905
3906         /* Abort if needed */
3907         if (!flag)
3908         {
3909                 energy_use = 0;
3910                 return;
3911         }
3912 #ifdef ALLOW_REPEAT
3913         repeat_push(i);
3914         } /*if (!repeat_pull(&i) || ...)*/
3915 #endif /* ALLOW_REPEAT */
3916         if (power_desc[i].number < 0)
3917         {
3918                 if (!cmd_racial_power_aux(power_desc[i].number)) energy_use = 0;
3919         }
3920         else
3921         {
3922                 mutation_power_aux(power_desc[i].number);
3923         }
3924
3925         /* Redraw mana and hp */
3926         p_ptr->redraw |= (PR_HP | PR_MANA);
3927
3928         /* Window stuff */
3929         p_ptr->window |= (PW_PLAYER | PW_SPELL);
3930
3931         /* Success */
3932         return;
3933 }