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サーペントに乗馬できる複合バグ(1)+(2)+(3)修正。
[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 (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
320         {
321 #ifdef JP
322                 msg_print("¤³¤Î¾ó¤Ë¤Ïȯư¤Î°Ù¤ÎǽÎϤϲ¿¤âÈ÷¤ï¤Ã¤Æ¤¤¤Ê¤¤¤è¤¦¤À¡£");
323 #else
324                 msg_print("This staff doesn't have any magical ability.");
325 #endif
326                 return FALSE;
327         }
328
329
330         if (!object_known_p(o_ptr))
331         {
332 #ifdef JP
333                 msg_print("´ÕÄꤵ¤ì¤Æ¤¤¤Ê¤¤¤È¼è¤ê¹þ¤á¤Ê¤¤¡£");
334 #else
335                 msg_print("You need to identify before absorbing.");
336 #endif
337                 return FALSE;
338         }
339
340         if (o_ptr->timeout)
341         {
342 #ifdef JP
343                 msg_print("½¼Å¶Ãæ¤Î¥¢¥¤¥Æ¥à¤Ï¼è¤ê¹þ¤á¤Ê¤¤¡£");
344 #else
345                 msg_print("This item is still charging.");
346 #endif
347                 return FALSE;
348         }
349
350         pval = o_ptr->pval;
351         if (o_ptr->tval == TV_ROD)
352                 ext = 72;
353         else if (o_ptr->tval == TV_WAND)
354                 ext = 36;
355
356         if (o_ptr->tval == TV_ROD)
357         {
358                 p_ptr->magic_num2[o_ptr->sval + ext] += o_ptr->number;
359                 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
360         }
361         else
362         {
363                 int num;
364                 for (num = o_ptr->number; num; num--)
365                 {
366                         int gain_num = pval;
367                         if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
368                         if (p_ptr->magic_num2[o_ptr->sval + ext])
369                         {
370                                 gain_num *= 256;
371                                 gain_num = (gain_num/3 + randint0(gain_num/3)) / 256;
372                                 if (gain_num < 1) gain_num = 1;
373                         }
374                         p_ptr->magic_num2[o_ptr->sval + ext] += gain_num;
375                         if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
376                         p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
377                         if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
378                         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;
379                         if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
380                 }
381         }
382
383         object_desc(o_name, o_ptr, TRUE, 3);
384         /* Message */
385 #ifdef JP
386         msg_format("%s¤ÎËâÎϤò¼è¤ê¹þ¤ó¤À¡£", o_name);
387 #else
388         msg_format("You absorb magic of %s.", o_name);
389 #endif
390
391         /* Eliminate the item (from the pack) */
392         if (item >= 0)
393         {
394                 inven_item_increase(item, -999);
395                 inven_item_describe(item);
396                 inven_item_optimize(item);
397         }
398
399         /* Eliminate the item (from the floor) */
400         else
401         {
402                 floor_item_increase(0 - item, -999);
403                 floor_item_describe(0 - item);
404                 floor_item_optimize(0 - item);
405         }
406         energy_use = 100;
407         return TRUE;
408 }
409
410
411 static bool choose_kamae(void)
412 {
413         char choice;
414         int new_kamae = 0;
415         int i;
416         char buf[80];
417
418         if (p_ptr->confused)
419         {
420 #ifdef JP
421                 msg_print("º®Í𤷤Ƥ¤¤Æ¹½¤¨¤é¤ì¤Ê¤¤¡ª");
422 #else
423                 msg_print("Too confused.");
424 #endif
425                 return FALSE;
426         }
427
428         /* Save screen */
429         screen_save();
430
431 #ifdef JP
432         prt(" a) ¹½¤¨¤ò¤È¤¯", 2, 20);
433 #else
434         prt(" a) No form", 2, 20);
435 #endif
436
437         for (i = 0; i < MAX_KAMAE; i++)
438         {
439                 if (p_ptr->lev >= kamae_shurui[i].min_level)
440                 {
441                         sprintf(buf," %c) %-12s  %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
442                         prt(buf, 3+i, 20);
443                 }
444         }
445
446         prt("", 1, 0);
447 #ifdef JP
448         prt("        ¤É¤Î¹½¤¨¤ò¤È¤ê¤Þ¤¹¤«¡©", 1, 14);
449 #else
450         prt("        Choose Form: ", 1, 14);
451 #endif
452
453         while(1)
454         {
455                 choice = inkey();
456
457                 if (choice == ESCAPE)
458                 {
459                         screen_load();
460                         return FALSE;
461                 }
462                 else if ((choice == 'a') || (choice == 'A') || (choice == ESCAPE))
463                 {
464                         if (p_ptr->action == ACTION_KAMAE)
465                         {
466                                 set_action(ACTION_NONE);
467                         }
468                         else
469 #ifdef JP
470                                 msg_print("¤â¤È¤â¤È¹½¤¨¤Æ¤¤¤Ê¤¤¡£");
471 #else
472                                 msg_print("You are not assuming a posture.");
473 #endif
474                         screen_load();
475                         return TRUE;
476                 }
477                 else if ((choice == 'b') || (choice == 'B'))
478                 {
479                         new_kamae = 0;
480                         break;
481                 }
482                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
483                 {
484                         new_kamae = 1;
485                         break;
486                 }
487                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
488                 {
489                         new_kamae = 2;
490                         break;
491                 }
492                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
493                 {
494                         new_kamae = 3;
495                         break;
496                 }
497         }
498         set_action(ACTION_KAMAE);
499
500         if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
501         {
502 #ifdef JP
503                 msg_print("¹½¤¨Ä¾¤·¤¿¡£");
504 #else
505                 msg_print("You reassume a posture.");
506 #endif
507         }
508         else
509         {
510                 p_ptr->special_defense &= ~(KAMAE_MASK);
511                 p_ptr->update |= (PU_BONUS);
512                 p_ptr->redraw |= (PR_STATE);
513 #ifdef JP
514                 msg_format("%s¤Î¹½¤¨¤ò¤È¤Ã¤¿¡£",kamae_shurui[new_kamae].desc);
515 #else
516                 msg_format("You assume a posture of %s form.",kamae_shurui[new_kamae].desc);
517 #endif
518                 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
519         }
520         p_ptr->redraw |= PR_STATE;
521         screen_load();
522         return TRUE;
523 }
524
525 static bool choose_kata(void)
526 {
527         char choice;
528         int new_kata = 0;
529         int i;
530         char buf[80];
531
532         if (p_ptr->confused)
533         {
534 #ifdef JP
535                 msg_print("º®Í𤷤Ƥ¤¤Æ¹½¤¨¤é¤ì¤Ê¤¤¡ª");
536 #else
537                 msg_print("Too confused.");
538 #endif
539                 return FALSE;
540         }
541
542         if (p_ptr->stun)
543         {
544 #ifdef JP
545                 msg_print("°Õ¼±¤¬¤Ï¤Ã¤­¤ê¤È¤·¤Ê¤¤¡£");
546 #else
547                 msg_print("You are not clear headed");
548 #endif
549                 return FALSE;
550         }
551
552         if (p_ptr->afraid)
553         {
554 #ifdef JP
555                 msg_print("ÂΤ¬¿Ì¤¨¤Æ¹½¤¨¤é¤ì¤Ê¤¤¡ª");
556 #else
557                 msg_print("You are trembling with fear!");
558 #endif
559                 return FALSE;
560         }
561
562         /* Save screen */
563         screen_save();
564
565 #ifdef JP
566         prt(" a) ·¿¤òÊø¤¹", 2, 20);
567 #else
568         prt(" a) No Form", 2, 20);
569 #endif
570
571         for (i = 0; i < MAX_KATA; i++)
572         {
573                 if (p_ptr->lev >= kata_shurui[i].min_level)
574                 {
575 #ifdef JP
576                         sprintf(buf," %c) %s¤Î·¿    %s",I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
577 #else
578                         sprintf(buf," %c) Form of %-12s  %s",I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
579 #endif
580                         prt(buf, 3+i, 20);
581                 }
582         }
583
584         prt("", 1, 0);
585 #ifdef JP
586         prt("        ¤É¤Î·¿¤Ç¹½¤¨¤Þ¤¹¤«¡©", 1, 14);
587 #else
588         prt("        Choose Form: ", 1, 14);
589 #endif
590
591         while(1)
592         {
593                 choice = inkey();
594
595                 if (choice == ESCAPE)
596                 {
597                         screen_load();
598                         return FALSE;
599                 }
600                 else if ((choice == 'a') || (choice == 'A') || (choice == ESCAPE))
601                 {
602                         if (p_ptr->action == ACTION_KATA)
603                         {
604                                 set_action(ACTION_NONE);
605                         }
606                         else
607 #ifdef JP
608                                 msg_print("¤â¤È¤â¤È¹½¤¨¤Æ¤¤¤Ê¤¤¡£");
609 #else
610                                 msg_print("You are not assuming posture.");
611 #endif
612                         screen_load();
613                         return TRUE;
614                 }
615                 else if ((choice == 'b') || (choice == 'B'))
616                 {
617                         new_kata = 0;
618                         break;
619                 }
620                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
621                 {
622                         new_kata = 1;
623                         break;
624                 }
625                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
626                 {
627                         new_kata = 2;
628                         break;
629                 }
630                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
631                 {
632                         new_kata = 3;
633                         break;
634                 }
635         }
636         set_action(ACTION_KATA);
637
638         if (p_ptr->special_defense & (KATA_IAI << new_kata))
639         {
640 #ifdef JP
641                 msg_print("¹½¤¨Ä¾¤·¤¿¡£");
642 #else
643                 msg_print("You reassume a posture.");
644 #endif
645         }
646         else
647         {
648                 p_ptr->special_defense &= ~(KATA_MASK);
649                 p_ptr->update |= (PU_BONUS);
650                 p_ptr->update |= (PU_MONSTERS);
651 #ifdef JP
652                 msg_format("%s¤Î·¿¤Ç¹½¤¨¤¿¡£",kata_shurui[new_kata].desc);
653 #else
654                 msg_format("You assume a posture of %s form.",kata_shurui[new_kata].desc);
655 #endif
656                 p_ptr->special_defense |= (KATA_IAI << new_kata);
657         }
658         p_ptr->redraw |= (PR_STATE);
659         p_ptr->redraw |= (PR_STATUS);
660         screen_load();
661         return TRUE;
662 }
663
664
665 /*
666  * Returns the chance to activate a racial power/mutation
667  */
668 static int racial_chance(s16b min_level, int use_stat, int difficulty)
669 {
670         int i;
671         int val;
672         int sum = 0;
673         int stat = p_ptr->stat_cur[use_stat];
674
675         /* No chance for success */
676         if ((p_ptr->lev < min_level) || p_ptr->confused)
677         {
678                 return (0);
679         }
680
681         if (difficulty == 0) return 100;
682
683         /* Calculate difficulty */
684         if (p_ptr->stun)
685         {
686                 difficulty += p_ptr->stun;
687         }
688         else if (p_ptr->lev > min_level)
689         {
690                 int lev_adj = ((p_ptr->lev - min_level) / 3);
691                 if (lev_adj > 10) lev_adj = 10;
692                 difficulty -= lev_adj;
693         }
694
695         if (difficulty < 5) difficulty = 5;
696
697         /* We only need halfs of the difficulty */
698         difficulty = difficulty / 2;
699
700         for (i = 1; i <= stat; i++)
701         {
702                 val = i - difficulty;
703                 if (val > 0)
704                         sum += (val <= difficulty) ? val : difficulty;
705         }
706
707         if (difficulty == 0)
708                 return (100);
709         else
710                 return (((sum * 100) / difficulty) / stat);
711 }
712
713
714 /* Note: return value indicates that we have succesfully used the power */
715
716 bool racial_aux(s16b min_level, int cost, int use_stat, int difficulty)
717 {
718         bool use_hp = FALSE;
719
720         /* Not enough mana - use hp */
721         if (p_ptr->csp < cost) use_hp = TRUE;
722
723         /* Power is not available yet */
724         if (p_ptr->lev < min_level)
725         {
726 #ifdef JP
727 msg_format("¤³¤ÎǽÎϤò»ÈÍѤ¹¤ë¤Ë¤Ï¥ì¥Ù¥ë %d ¤Ë㤷¤Æ¤¤¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£", min_level);
728 #else
729                 msg_format("You need to attain level %d to use this power.", min_level);
730 #endif
731
732                 energy_use = 0;
733                 return FALSE;
734         }
735
736         /* Too confused */
737         else if (p_ptr->confused)
738         {
739 #ifdef JP
740 msg_print("º®Í𤷤Ƥ¤¤Æ¤½¤ÎǽÎϤϻȤ¨¤Ê¤¤¡£");
741 #else
742                 msg_print("You are too confused to use this power.");
743 #endif
744
745                 energy_use = 0;
746                 return FALSE;
747         }
748
749         /* Risk death? */
750         else if (use_hp && (p_ptr->chp < cost))
751         {
752 #ifdef JP
753 if (!get_check("ËÜÅö¤Ëº£¤Î¿ê¼å¤·¤¿¾õÂ֤Ǥ³¤ÎǽÎϤò»È¤¤¤Þ¤¹¤«¡©"))
754 #else
755                 if (!get_check("Really use the power in your weakened state? "))
756 #endif
757
758                 {
759                         energy_use = 0;
760                         return FALSE;
761                 }
762         }
763
764         /* Else attempt to do it! */
765
766         if (difficulty)
767         {
768                 if (p_ptr->stun)
769                 {
770                         difficulty += p_ptr->stun;
771                 }
772                 else if (p_ptr->lev > min_level)
773                 {
774                         int lev_adj = ((p_ptr->lev - min_level) / 3);
775                         if (lev_adj > 10) lev_adj = 10;
776                         difficulty -= lev_adj;
777                 }
778
779                 if (difficulty < 5) difficulty = 5;
780         }
781
782         /* take time and pay the price */
783         energy_use = 100;
784
785         if (cost)
786         {
787                 if (use_hp)
788                 {
789 #ifdef JP
790                         take_hit(DAMAGE_USELIFE, (cost / 2) + randint1(cost / 2),
791                                  "²áÅ٤ν¸Ãæ", -1);
792 #else
793                         take_hit(DAMAGE_USELIFE, (cost / 2) + randint1(cost / 2),
794                                  "concentrating too hard", -1);
795 #endif
796
797                 }
798                 else
799                 {
800                         p_ptr->csp -= (cost / 2) + randint1(cost / 2);
801                 }
802         }
803
804
805         /* Redraw mana and hp */
806         p_ptr->redraw |= (PR_HP | PR_MANA);
807
808         /* Window stuff */
809         p_ptr->window |= (PW_PLAYER | PW_SPELL);
810
811         /* Success? */
812         if (randint1(p_ptr->stat_cur[use_stat]) >=
813             ((difficulty / 2) + randint1(difficulty / 2)))
814         {
815                 return TRUE;
816         }
817
818 #ifdef JP
819 msg_print("½¼Ê¬¤Ë½¸Ãæ¤Ç¤­¤Ê¤«¤Ã¤¿¡£");
820 #else
821         msg_print("You've failed to concentrate hard enough.");
822 #endif
823         if (flush_failure) flush();
824
825         return FALSE;
826 }
827
828
829 static bool cmd_racial_power_aux(s32b command)
830 {
831         s16b        plev = p_ptr->lev;
832         int         dir = 0;
833
834         if (command <= -3)
835         {
836                 switch (p_ptr->pclass)
837                 {
838                 case CLASS_WARRIOR:
839                 {
840                         if (racial_aux(40, 75, A_DEX, 35))
841                         {
842                                 int y = 0, x = 0, i;
843                                 cave_type       *c_ptr;
844                                 monster_type    *m_ptr;
845
846                                 for (i = 0; i < 6; i++)
847                                 {
848                                         dir = randint0(8);
849                                         y = py + ddy_ddd[dir];
850                                         x = px + ddx_ddd[dir];
851                                         c_ptr = &cave[y][x];
852
853                                         /* Get the monster */
854                                         m_ptr = &m_list[c_ptr->m_idx];
855
856                                         /* Hack -- attack monsters */
857                                         if (c_ptr->m_idx)
858                                                 py_attack(y, x, 0);
859                                         else
860                                         {
861 #ifdef JP
862 msg_print("¹¶·â¤¬¶õ¤ò¤­¤Ã¤¿¡£");
863 #else
864                                                 msg_print("You attack the empty air.");
865 #endif
866                                         }
867                                 }
868                         }
869                         break;
870                 }
871                 case CLASS_MAGE:
872                 case CLASS_HIGH_MAGE:
873                 case CLASS_SORCERER:
874                 {
875                         if (racial_aux(25, 1, A_INT, 25))
876                         {
877                                 if (!eat_magic(p_ptr->lev * 2)) return FALSE;
878                         }
879                         break;
880                 }
881                 case CLASS_PRIEST:
882                 {
883                         if (is_good_realm(p_ptr->realm1))
884                         {
885                                 if (racial_aux(35, 70, A_WIS, 50))
886                                 {
887                                         if (!bless_weapon()) return FALSE;
888                                 }
889                         }
890                         else
891                         {
892                                 if (racial_aux(42, 40, A_WIS, 30))
893                                 {
894                                         (void)dispel_monsters(plev * 4);
895                                         turn_monsters(plev * 4);
896                                         banish_monsters(plev * 4);
897                                 }
898                         }
899                         break;
900                 }
901                 case CLASS_ROGUE:
902                 {
903                         if (racial_aux(8, 12, A_DEX, 14))
904                         {
905                                 int x, y;
906
907                                 if (!get_rep_dir(&dir, FALSE)) return FALSE;
908                                 y = py + ddy[dir];
909                                 x = px + ddx[dir];
910                                 if (cave[y][x].m_idx)
911                                 {
912                                         py_attack(y, x, 0);
913                                         if (randint0(p_ptr->skill_dis) < 7)
914 #ifdef JP
915 msg_print("¤¦¤Þ¤¯Æ¨¤²¤é¤ì¤Ê¤«¤Ã¤¿¡£");
916 #else
917                                                 msg_print("You are failed to run away.");
918 #endif
919                                         else teleport_player(30);
920                                 }
921                                 else
922                                 {
923 #ifdef JP
924 msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£");
925 #else
926                                         msg_print("You don't see any monster in this direction");
927 #endif
928
929                                         msg_print(NULL);
930                                 }
931                         }
932                         break;
933                 }
934                 case CLASS_RANGER:
935                 {
936                         if (racial_aux(15, 20, A_INT, 12))
937                         {
938 #ifdef JP
939 msg_print("Ũ¤òÄ´ºº¤·¤¿...");
940 #else
941                                 msg_print("You examine your foes...");
942 #endif
943
944                                 probing();
945                         }
946                         break;
947                 }
948                 case CLASS_PALADIN:
949                 {
950                         if (is_good_realm(p_ptr->realm1))
951                         {
952                                 if (racial_aux(30, 30, A_WIS, 20))
953                                 {
954                                         if (!get_aim_dir(&dir)) return FALSE;
955                                         fire_beam(GF_HOLY_FIRE, dir, plev * 3);
956                                 }
957                         }
958                         else
959                         {
960                                 if (racial_aux(30, 30, A_WIS, 20))
961                                 {
962                                         if (!get_aim_dir(&dir)) return FALSE;
963                                         fire_beam(GF_HELL_FIRE, dir, plev * 3);
964                                 }
965                         }
966                         break;
967                 }
968                 case CLASS_WARRIOR_MAGE:
969                 {
970                         if (command == -3)
971                         {
972                                 if (racial_aux(25, 0, A_INT, 10))
973                                 {
974                                         int gain_sp;
975 #ifdef JP
976                                         if ((gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev, "£È£Ð¤«¤é£Í£Ð¤Ø¤Î̵ËŤÊÊÑ´¹", -1)))
977 #else
978                                         if ((gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev, "thoughtless convertion from HP to SP", -1)))
979 #endif
980                                         {
981                                                 p_ptr->csp += gain_sp / 5;
982                                                 if (p_ptr->csp > p_ptr->msp)
983                                                 {
984                                                         p_ptr->csp = p_ptr->msp;
985                                                         p_ptr->csp_frac = 0;
986                                                 }
987                                         }
988                                         else
989 #ifdef JP
990 msg_print("ÊÑ´¹¤Ë¼ºÇÔ¤·¤¿¡£");
991 #else
992                                 msg_print("You failed to convert.");
993 #endif
994                                 }
995                         }
996                         else if (command == -4)
997                         {
998                                 if (racial_aux(25, 0, A_INT, 10))
999                                 {
1000                                         if (p_ptr->csp >= p_ptr->lev/5)
1001                                         {
1002                                                 p_ptr->csp -= p_ptr->lev / 5;
1003                                                 hp_player(p_ptr->lev);
1004                                         }
1005                                         else
1006 #ifdef JP
1007 msg_print("ÊÑ´¹¤Ë¼ºÇÔ¤·¤¿¡£");
1008 #else
1009                                 msg_print("You failed to convert.");
1010 #endif
1011                                 }
1012                         }
1013                         break;
1014                 }
1015                 case CLASS_CHAOS_WARRIOR:
1016                 {
1017                         if (racial_aux(40, 50, A_INT, 25))
1018                         {
1019 #ifdef JP
1020 msg_print("ÊÕ¤ê¤òâˤó¤À...");
1021 #else
1022                                 msg_print("You glare nearby monsters...");
1023 #endif
1024                                 slow_monsters();
1025                                 stun_monsters(p_ptr->lev * 4);
1026                                 confuse_monsters(p_ptr->lev * 4);
1027                                 turn_monsters(p_ptr->lev * 4);
1028                                 stasis_monsters(p_ptr->lev * 4);
1029                         }
1030                         break;
1031                 }
1032                 case CLASS_MONK:
1033                 {
1034                         if (command == -3)
1035                         {
1036                                 if (empty_hands(TRUE) < 2)
1037                                 {
1038 #ifdef JP
1039 msg_print("ÁǼꤸ¤ã¤Ê¤¤¤È¤Ç¤­¤Þ¤»¤ó¡£");
1040 #else
1041                                         msg_print("You need to be bare hands.");
1042 #endif
1043                                         return FALSE;
1044                                 }
1045                                 if (racial_aux(25, 0, A_DEX, 0))
1046                                 {
1047                                         if (choose_kamae()) energy_use = 100;
1048                                         else energy_use = 0;
1049                                         p_ptr->update |= (PU_BONUS);
1050                                         p_ptr->redraw |= (PR_ARMOR);
1051                                 }
1052                         }
1053                         if (command == -4)
1054                         {
1055                                 if (empty_hands(TRUE) < 2)
1056                                 {
1057 #ifdef JP
1058 msg_print("ÁǼꤸ¤ã¤Ê¤¤¤È¤Ç¤­¤Þ¤»¤ó¡£");
1059 #else
1060                                         msg_print("You need to be bare hand.");
1061 #endif
1062                                         return FALSE;
1063                                 }
1064                                 if (racial_aux(30, 30, A_STR, 20))
1065                                 {
1066                                         int x, y;
1067
1068                                         if (!get_rep_dir(&dir, FALSE)) return FALSE;
1069                                         y = py + ddy[dir];
1070                                         x = px + ddx[dir];
1071                                         if (cave[y][x].m_idx)
1072                                         {
1073                                                 if (one_in_(2))
1074 #ifdef JP
1075 msg_print("¤¢¡¼¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¡ª¡ª¡ª");
1076 #else
1077 msg_print("Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!");
1078 #endif
1079                                                 else
1080 #ifdef JP
1081 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");
1082 #else
1083 msg_print("Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!");
1084 #endif
1085                                                 py_attack(y, x, 0);
1086                                                 if (cave[y][x].m_idx)
1087                                                 {
1088                                                         handle_stuff();
1089                                                         py_attack(y, x, 0);
1090                                                 }
1091                                                 p_ptr->energy_need += ENERGY_NEED();
1092                                         }
1093                                         else
1094                                         {
1095 #ifdef JP
1096 msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£");
1097 #else
1098                                                 msg_print("You don't see any monster in this direction");
1099 #endif
1100
1101                                                 msg_print(NULL);
1102                                         }
1103                                 }
1104                         }
1105                         break;
1106                 }
1107                 case CLASS_MINDCRAFTER:
1108                 case CLASS_FORCETRAINER:
1109                 {
1110                         if (total_friends)
1111                         {
1112 #ifdef JP
1113 msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£");
1114 #else
1115                                 msg_print("You need concentration on the pets now.");
1116 #endif
1117                                 return FALSE;
1118                         }
1119                         if (racial_aux(15, 0, A_WIS, 10))
1120                         {
1121 #ifdef JP
1122 msg_print("¾¯¤·Æ¬¤¬¥Ï¥Ã¥­¥ê¤·¤¿¡£");
1123 #else
1124                                 msg_print("You feel your head clear a little.");
1125 #endif
1126
1127                                 p_ptr->csp += (3 + p_ptr->lev/20);
1128                                 if (p_ptr->csp >= p_ptr->msp)
1129                                 {
1130                                         p_ptr->csp = p_ptr->msp;
1131                                         p_ptr->csp_frac = 0;
1132                                 }
1133                         }
1134                         break;
1135                 }
1136                 case CLASS_TOURIST:
1137                 {
1138                         if (command == -3)
1139                         {
1140                                 if (racial_aux(1, 0, A_DEX, 0))
1141                                 {
1142                                         if (!get_aim_dir(&dir)) return FALSE;
1143                                         project_length = 1;
1144                                         fire_beam(GF_PHOTO, dir, 1);
1145                                 }
1146                         }
1147                         else if (command == -4)
1148                         {
1149                                 if (racial_aux(25, 20, A_INT, 20))
1150                                 {
1151                                         if (!identify_fully(FALSE)) return FALSE;
1152                                 }
1153                         }
1154                         break;
1155                 }
1156                 case CLASS_IMITATOR:
1157                 {
1158                         if (racial_aux(30, 100, A_DEX, 30))
1159                         {
1160                                 handle_stuff();
1161                                 if (!do_cmd_mane(TRUE)) return FALSE;
1162                         }
1163                         break;
1164                 }
1165                 case CLASS_BEASTMASTER:
1166                 {
1167                         if (command == -3)
1168                         {
1169                                 if (racial_aux(1, (p_ptr->lev+3) / 4, A_CHR, 10))
1170                                 {
1171                                         if (!get_aim_dir(&dir)) return FALSE;
1172                                         (void)fire_ball_hide(GF_CONTROL_LIVING, dir, p_ptr->lev, 0);
1173                                 }
1174                                 break;
1175                         }
1176                         else if (command == -4)
1177                         {
1178                                 if (racial_aux(30, (p_ptr->lev+20) / 2, A_CHR, 10))
1179                                 {
1180                                         project_hack(GF_CONTROL_LIVING, p_ptr->lev);
1181                                 }
1182                                 break;
1183                         }
1184                 }
1185                 case CLASS_ARCHER:
1186                 {
1187                         if (racial_aux(1, 0, A_DEX, 0))
1188                         {
1189                                 if (!do_cmd_archer()) return FALSE;
1190                         }
1191                         break;
1192                 }
1193                 case CLASS_MAGIC_EATER:
1194                 {
1195                         if (racial_aux(1, 0, A_INT, 0))
1196                         {
1197                                 if (!gain_magic()) return FALSE;
1198                         }
1199                         break;
1200                 }
1201                 case CLASS_BARD:
1202                 {
1203                         if (racial_aux(1, 0, A_CHR, 0))
1204                         {
1205                                 stop_singing();
1206                                 energy_use = 10;
1207                                 return FALSE;
1208                         }
1209                         break;
1210                 }
1211                 case CLASS_RED_MAGE:
1212                 {
1213                         if (racial_aux(48, 20, A_INT, 0))
1214                         {
1215                                 handle_stuff();
1216                                 do_cmd_cast();
1217                                 handle_stuff();
1218                                 if (!p_ptr->paralyzed)
1219                                         do_cmd_cast();
1220                         }
1221                         break;
1222                 }
1223                 case CLASS_SAMURAI:
1224                 {
1225                         if (total_friends)
1226                         {
1227 #ifdef JP
1228 msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£");
1229 #else
1230 msg_print("You need concentration on the pets now.");
1231 #endif
1232                                 return FALSE;
1233                         }
1234                         if (command == -3)
1235                         {
1236                                 if (p_ptr->special_defense & KATA_MASK)
1237                                 {
1238 #ifdef JP
1239 msg_print("º£¤Ï¹½¤¨¤Ë½¸Ã椷¤Æ¤¤¤ë¡£");
1240 #else
1241                                         msg_print("You need concentration on your form.");
1242 #endif
1243                                         return FALSE;
1244                                 }
1245                                 if (racial_aux(1, 0, A_WIS, 0))
1246                                 {
1247                                         int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
1248 #ifdef JP
1249 msg_print("Àº¿À¤ò½¸Ã椷¤Æµ¤¹ç¤¤¤òί¤á¤¿¡£");
1250 #else
1251                                         msg_print("You concentrate to charge your power.");
1252 #endif
1253
1254                                         p_ptr->csp += p_ptr->msp / 2;
1255                                         if (p_ptr->csp >= max_csp)
1256                                         {
1257                                                 p_ptr->csp = max_csp;
1258                                                 p_ptr->csp_frac = 0;
1259                                         }
1260                                 }
1261                         }
1262                         if (command == -4)
1263                         {
1264                                 if (!buki_motteruka(INVEN_RARM))
1265                                 {
1266 #ifdef JP
1267 msg_print("Éð´ï¤ò»ý¤¿¤Ê¤¤¤È¤¤¤±¤Þ¤»¤ó¡£");
1268 #else
1269                                         msg_print("You need to wield a weapon.");
1270 #endif
1271                                         return FALSE;
1272                                 }
1273                                 if (racial_aux(25, 0, A_DEX, 0))
1274                                 {
1275                                         if (choose_kata()) energy_use = 100;
1276                                         else energy_use = 0;
1277                                         p_ptr->update |= (PU_BONUS);
1278                                         p_ptr->redraw |= (PR_ARMOR);
1279                                 }
1280                         }
1281                         break;
1282                 }
1283                 case CLASS_BLUE_MAGE:
1284                 {
1285                         if (racial_aux(1, 0, A_INT, 0))
1286                         {
1287                                 if (p_ptr->action == ACTION_LEARN)
1288                                 {
1289                                         set_action(ACTION_NONE);
1290                                 }
1291                                 else
1292                                 {
1293                                         set_action(ACTION_LEARN);
1294                                 }
1295                                 energy_use = 0;
1296                         }
1297                         break;
1298                 }
1299                 case CLASS_CAVALRY:
1300                 {
1301                         if (racial_aux(10, 0, A_STR, 10))
1302                         {
1303                                 char m_name[80];
1304                                 monster_type *m_ptr;
1305                                 monster_race *r_ptr;
1306                                 int rlev;
1307
1308                                 if (p_ptr->riding)
1309                                 {
1310 #ifdef JP
1311                                         msg_print("º£¤Ï¾èÇÏÃæ¤À¡£");
1312 #else
1313                                         msg_print("You ARE riding.");
1314 #endif
1315                                         return FALSE;
1316                                 }
1317                                 if (!do_riding(TRUE)) return TRUE;
1318                                 m_ptr = &m_list[p_ptr->riding];
1319                                 r_ptr = &r_info[m_ptr->r_idx];
1320                                 monster_desc(m_name, m_ptr, 0);
1321 #ifdef JP
1322                                 msg_format("%s¤Ë¾è¤Ã¤¿¡£",m_name);
1323 #else
1324                                 msg_format("You ride on %s.",m_name);
1325 #endif
1326                                 if (is_pet(m_ptr)) break;
1327                                 rlev = r_ptr->level;
1328                                 if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
1329                                 if (rlev > 60) rlev = 60+(rlev-60)/2;
1330                                 if ((randint1(p_ptr->skill_exp[GINOU_RIDING]/120+p_ptr->lev*2/3) > rlev) && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR)) && (rlev < p_ptr->lev*3/2+randint0(p_ptr->lev/5)))
1331                                 {
1332 #ifdef JP
1333                                         msg_format("%s¤ò¼ê¤Ê¤º¤±¤¿¡£",m_name);
1334 #else
1335                                         msg_format("You tame %s.",m_name);
1336 #endif
1337                                         set_pet(m_ptr);
1338                                 }
1339                                 else
1340                                 {
1341 #ifdef JP
1342                                         msg_format("%s¤Ë¿¶¤êÍî¤È¤µ¤ì¤¿¡ª",m_name);
1343 #else
1344                                         msg_format("You have thrown off by %s.",m_name);
1345 #endif
1346                                         rakuba(1,TRUE);
1347
1348                                         /* Paranoia */
1349                                         /* ÍîÇϽèÍý¤Ë¼ºÇÔ¤·¤Æ¤â¤È¤Ë¤«¤¯¾èÇϲò½ü */
1350                                         p_ptr->riding = 0;
1351                                 }
1352                         }
1353                         break;
1354                 }
1355                 case CLASS_BERSERKER:
1356                 {
1357                         if (command == -3)
1358                         {
1359                                 if (racial_aux(10, 10, A_DEX, 20))
1360                                 {
1361                                         if (!word_of_recall()) return FALSE;
1362                                 }
1363                         }
1364                         break;
1365                 }
1366                 case CLASS_SMITH:
1367                 {
1368                         if (racial_aux(5, 15, A_INT, 20))
1369                         {
1370                                 if (p_ptr->lev > 29)
1371                                 {
1372                                         if (!identify_fully(TRUE)) return FALSE;
1373                                 }
1374                                 else
1375                                 {
1376                                         if (!ident_spell(TRUE)) return FALSE;
1377                                 }
1378                         }
1379                         break;
1380                 }
1381                 case CLASS_MIRROR_MASTER:
1382                 {
1383                         if (command == -3)
1384                         {
1385                           if (racial_aux(1, 0, A_INT, 0)){
1386                             int x,y;
1387                               for( x=0 ; x < cur_wid ;x++){
1388                                 for( y=0 ; y < cur_hgt ;y++){
1389                                   if( is_mirror_grid(&cave[y][x])) {
1390                                     remove_mirror(y,x);
1391                                     project(0,2,y,x, p_ptr->lev /2 +5 ,GF_SHARDS,(PROJECT_GRID|PROJECT_ITEM|PROJECT_KILL|PROJECT_JUMP|PROJECT_NO_HANGEKI),-1);
1392                                   }
1393                                 }
1394                               }
1395                           }
1396                         }
1397                         else if (command == -4)
1398                         {
1399                           if (total_friends)
1400                           {
1401 #ifdef JP
1402 msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£");
1403 #else
1404                                 msg_print("You need concentration on the pets now.");
1405 #endif
1406                                   return FALSE;
1407                           }
1408                           if (racial_aux(30, 0, A_INT, 20)){
1409                                 if( is_mirror_grid(&cave[py][px]))
1410                                 {
1411 #ifdef JP
1412 msg_print("¾¯¤·Æ¬¤¬¥Ï¥Ã¥­¥ê¤·¤¿¡£");
1413 #else
1414                                         msg_print("You feel your head clear a little.");
1415 #endif
1416
1417                                         p_ptr->csp += ( 5 + (p_ptr->lev)*(p_ptr->lev)/100);
1418                                         if (p_ptr->csp >= p_ptr->msp)
1419                                         {
1420                                                 p_ptr->csp = p_ptr->msp;
1421                                                 p_ptr->csp_frac = 0;
1422                                         }
1423                                 }
1424                                 else {
1425 #ifdef JP
1426 msg_print("¶À¤Î¾å¤Ç¤Ê¤¤¤È½¸Ãæ¤Ç¤­¤Ê¤¤¡ª");
1427 #else
1428                                         msg_print("Here are not any mirrors!");
1429 #endif
1430
1431                                 }
1432                           }
1433                         }
1434                         break;
1435                 }
1436                 case CLASS_NINJA:
1437                 {
1438                         if (command == -3)
1439                         {
1440                                 if (racial_aux(20, 0, A_DEX, 0))
1441                                 {
1442                                         if (p_ptr->action == ACTION_HAYAGAKE) set_action(ACTION_NONE);
1443                                         else set_action(ACTION_HAYAGAKE);
1444                                         energy_use = 0;
1445                                 }
1446                         }
1447                         break;
1448                 }
1449                 }
1450         }
1451         else if (p_ptr->mimic_form)
1452         {
1453                 switch (p_ptr->mimic_form)
1454                 {
1455                 case MIMIC_DEMON:
1456                 case MIMIC_DEMON_LORD:
1457                         if (racial_aux(15, 10+p_ptr->lev/3, A_CON, 20))
1458                         {
1459                                 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1460                                 if (!get_aim_dir(&dir)) break;
1461 #ifdef JP
1462 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",((type == GF_NETHER) ? "ÃϹö" : "²Ð±ê"));
1463 #else
1464                                 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1465 #endif
1466
1467                                 fire_ball(type, dir, plev * 3,
1468                                     -(plev / 15) - 1);
1469                         }
1470                         break;
1471                 case MIMIC_VAMPIRE:
1472                         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
1473                         {
1474 #ifdef JP
1475                                 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤Ê¤¤¡£");
1476 #else
1477                                 msg_print("Something prevent you from attacking.");
1478 #endif
1479                                 return FALSE;
1480                         }
1481                         if (racial_aux(2, (1 + (plev / 3)), A_CON, 9))
1482                         {
1483                                 int y, x, dummy = 0;
1484                                 cave_type *c_ptr;
1485
1486                                 /* Only works on adjacent monsters */
1487                                 if (!get_rep_dir(&dir,FALSE)) break;   /* was get_aim_dir */
1488                                 y = py + ddy[dir];
1489                                 x = px + ddx[dir];
1490                                 c_ptr = &cave[y][x];
1491
1492                                 if (!c_ptr->m_idx)
1493                                 {
1494 #ifdef JP
1495 msg_print("²¿¤â¤Ê¤¤¾ì½ê¤Ë³ú¤ß¤Ä¤¤¤¿¡ª");
1496 #else
1497                                         msg_print("You bite into thin air!");
1498 #endif
1499
1500                                         break;
1501                                 }
1502
1503 #ifdef JP
1504 msg_print("¤¢¤Ê¤¿¤Ï¥Ë¥ä¥ê¤È¤·¤Æ²ç¤ò¤à¤¤¤¿...");
1505 #else
1506                                 msg_print("You grin and bare your fangs...");
1507 #endif
1508
1509                                 dummy = plev + randint1(plev) * MAX(1, plev / 10);   /* Dmg */
1510                                 if (drain_life(dir, dummy))
1511                                 {
1512                                         if (p_ptr->food < PY_FOOD_FULL)
1513                                                 /* No heal if we are "full" */
1514                                                 (void)hp_player(dummy);
1515                                         else
1516 #ifdef JP
1517 msg_print("¤¢¤Ê¤¿¤Ï¶õÊ¢¤Ç¤Ï¤¢¤ê¤Þ¤»¤ó¡£");
1518 #else
1519                                                 msg_print("You were not hungry.");
1520 #endif
1521
1522                                                 /* Gain nutritional sustenance: 150/hp drained */
1523                                                 /* A Food ration gives 5000 food points (by contrast) */
1524                                                 /* Don't ever get more than "Full" this way */
1525                                                 /* But if we ARE Gorged,  it won't cure us */
1526                                                 dummy = p_ptr->food + MIN(5000, 100 * dummy);
1527                                         if (p_ptr->food < PY_FOOD_MAX)   /* Not gorged already */
1528                                                 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
1529                                 }
1530                                 else
1531 #ifdef JP
1532 msg_print("¤²¤§¡£¤Ò¤É¤¤Ì£¤À¡£");
1533 #else
1534                                         msg_print("Yechh. That tastes foul.");
1535 #endif
1536
1537                         }
1538                         break;
1539                 }
1540
1541         }
1542
1543         else 
1544         {
1545
1546         switch (p_ptr->prace)
1547         {
1548                 case RACE_DWARF:
1549                         if (racial_aux(5, 5, A_WIS, 12))
1550                         {
1551 #ifdef JP
1552 msg_print("¼þ°Ï¤òÄ´¤Ù¤¿¡£");
1553 #else
1554                                 msg_print("You examine your surroundings.");
1555 #endif
1556
1557                                 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1558                                 (void)detect_doors(DETECT_RAD_DEFAULT);
1559                                 (void)detect_stairs(DETECT_RAD_DEFAULT);
1560                         }
1561                         break;
1562
1563                 case RACE_HOBBIT:
1564                         if (racial_aux(15, 10, A_INT, 10))
1565                         {
1566                                 object_type *q_ptr;
1567                                 object_type forge;
1568
1569                                 /* Get local object */
1570                                 q_ptr = &forge;
1571
1572                                 /* Create the food ration */
1573                                 object_prep(q_ptr, 21);
1574
1575                                 /* Drop the object from heaven */
1576                                 (void)drop_near(q_ptr, -1, py, px);
1577 #ifdef JP
1578 msg_print("¿©»ö¤òÎÁÍý¤·¤Æºî¤Ã¤¿¡£");
1579 #else
1580                                 msg_print("You cook some food.");
1581 #endif
1582
1583                         }
1584                         break;
1585
1586                 case RACE_GNOME:
1587                         if (racial_aux(5, 5, A_INT, 12))
1588                         {
1589 #ifdef JP
1590 msg_print("¥Ñ¥Ã¡ª");
1591 #else
1592                                 msg_print("Blink!");
1593 #endif
1594
1595                                 teleport_player(10);
1596                         }
1597                         break;
1598
1599                 case RACE_HALF_ORC:
1600                         if (racial_aux(3, 5, A_WIS,
1601                             ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? 5 : 10)))
1602                         {
1603 #ifdef JP
1604 msg_print("ͦµ¤¤ò½Ð¤·¤¿¡£");
1605 #else
1606                                 msg_print("You play tough.");
1607 #endif
1608
1609                                 (void)set_afraid(0);
1610                         }
1611                         break;
1612
1613                 case RACE_HALF_TROLL:
1614                         if (racial_aux(10, 12, A_STR,
1615                             ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? 6 : 12)))
1616                         {
1617 #ifdef JP
1618 msg_print("¤¦¤¬¤¡¤¡¡ª");
1619 #else
1620                                 msg_print("RAAAGH!");
1621 #endif
1622
1623                                 (void)set_afraid(0);
1624
1625                                 (void)set_shero(10 + randint1(plev), FALSE);
1626                                 (void)hp_player(30);
1627                         }
1628                         break;
1629
1630                 case RACE_AMBERITE:
1631                         if (command == -2)
1632                         {
1633                                 if (racial_aux(40, 75, A_WIS, 50))
1634                                 {
1635 #ifdef JP
1636 msg_print("¤¢¤Ê¤¿¤Ï¡Ö¥Ñ¥¿¡¼¥ó¡×¤ò¿´¤ËÉÁ¤¤¤Æ¤½¤Î¾å¤òÊ⤤¤¿...");
1637 #else
1638                                         msg_print("You picture the Pattern in your mind and walk it...");
1639 #endif
1640
1641                                         (void)set_poisoned(0);
1642                                         (void)set_image(0);
1643                                         (void)set_stun(0);
1644                                         (void)set_cut(0);
1645                                         (void)set_blind(0);
1646                                         (void)set_afraid(0);
1647                                         (void)do_res_stat(A_STR);
1648                                         (void)do_res_stat(A_INT);
1649                                         (void)do_res_stat(A_WIS);
1650                                         (void)do_res_stat(A_DEX);
1651                                         (void)do_res_stat(A_CON);
1652                                         (void)do_res_stat(A_CHR);
1653                                         (void)restore_level();
1654                                 }
1655                         }
1656
1657                         else if (command == -1)
1658                         {
1659                                 if (racial_aux(30, 50, A_INT, 50))
1660                                 {
1661 #ifdef JP
1662                                         msg_print("¤¢¤Ê¤¿¤ÏÊ⤭¼þ¤ê»Ï¤á¤¿¡£");
1663 #else
1664                                         msg_print("You start walking around. ");
1665 #endif
1666                                         alter_reality();
1667                                 }
1668                         }
1669                         break;
1670
1671                 case RACE_BARBARIAN:
1672                         if (racial_aux(8, 10, A_STR, ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? 6 : 12)))
1673                         {
1674 #ifdef JP
1675 msg_print("¤¦¤©¤©¤ª¤ª¡ª");
1676 #else
1677                                 msg_print("Raaagh!");
1678 #endif
1679
1680                                 (void)set_afraid(0);
1681
1682                                 (void)set_shero(10 + randint1(plev), FALSE);
1683                                 (void)hp_player(30);
1684                         }
1685                         break;
1686
1687                 case RACE_HALF_OGRE:
1688                         if (racial_aux(25, 35, A_INT, 15))
1689                         {
1690 #ifdef JP
1691 msg_print("Çúȯ¤Î¥ë¡¼¥ó¤ò¿µ½Å¤Ë»Å³Ý¤±¤¿...");
1692 #else
1693                                 msg_print("You carefully set an explosive rune...");
1694 #endif
1695
1696                                 explosive_rune();
1697                         }
1698                         break;
1699
1700                 case RACE_HALF_GIANT:
1701                         if (racial_aux(20, 10, A_STR, 12))
1702                         {
1703                                 if (!get_aim_dir(&dir)) break;
1704 #ifdef JP
1705 msg_print("ÀФÎÊɤò᤭¤Ä¤±¤¿¡£");
1706 #else
1707                                 msg_print("You bash at a stone wall.");
1708 #endif
1709
1710                                 (void)wall_to_mud(dir);
1711                         }
1712                         break;
1713
1714                 case RACE_HALF_TITAN:
1715                         if (racial_aux(15, 10, A_INT, 12))
1716                         {
1717 #ifdef JP
1718 msg_print("Ũ¤òÄ´ºº¤·¤¿...");
1719 #else
1720                                 msg_print("You examine your foes...");
1721 #endif
1722
1723                                 probing();
1724                         }
1725                         break;
1726
1727                 case RACE_CYCLOPS:
1728                         if (racial_aux(20, 15, A_STR, 12))
1729                         {
1730                                 if (!get_aim_dir(&dir)) break;
1731 #ifdef JP
1732 msg_print("µðÂç¤Ê´ä¤òÅꤲ¤¿¡£");
1733 #else
1734                                 msg_print("You throw a huge boulder.");
1735 #endif
1736
1737                                 fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
1738                         }
1739                         break;
1740
1741                 case RACE_YEEK:
1742                         if (racial_aux(15, 15, A_WIS, 10))
1743                         {
1744                                 if (!get_aim_dir(&dir)) break;
1745 #ifdef JP
1746 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¶«¤ÓÀ¼¤ò¾å¤²¤¿¡ª");
1747 #else
1748                                 msg_print("You make a horrible scream!");
1749 #endif
1750
1751                                 (void)fear_monster(dir, plev);
1752                         }
1753                         break;
1754
1755                 case RACE_KLACKON:
1756                         if (racial_aux(9, 9, A_DEX, 14))
1757                         {
1758                                 if (!get_aim_dir(&dir)) break;
1759 #ifdef JP
1760 msg_print("»À¤òÅǤ¤¤¿¡£");
1761 #else
1762                                 msg_print("You spit acid.");
1763 #endif
1764
1765                                 if (plev < 25)
1766                                         fire_bolt(GF_ACID, dir, plev);
1767                                 else
1768                                         fire_ball(GF_ACID, dir, plev, 2);
1769                         }
1770                         break;
1771
1772                 case RACE_KOBOLD:
1773                         if (racial_aux(12, 8, A_DEX, 14))
1774                         {
1775                                 if(!get_aim_dir(&dir)) break;
1776 #ifdef JP
1777 msg_print("ÆǤΥÀ¡¼¥Ä¤òÅꤲ¤¿¡£");
1778 #else
1779                                 msg_print("You throw a dart of poison.");
1780 #endif
1781
1782                                 fire_bolt(GF_POIS, dir, plev);
1783                         }
1784                         break;
1785
1786                 case RACE_NIBELUNG:
1787                         if (racial_aux(10, 5, A_WIS, 10))
1788                         {
1789 #ifdef JP
1790 msg_print("¼þ°Ï¤òÄ´ºº¤·¤¿¡£");
1791 #else
1792                                 msg_print("You examine your surroundings.");
1793 #endif
1794
1795                                 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1796                                 (void)detect_doors(DETECT_RAD_DEFAULT);
1797                                 (void)detect_stairs(DETECT_RAD_DEFAULT);
1798                         }
1799                         break;
1800
1801                 case RACE_DARK_ELF:
1802                         if (racial_aux(2, 2, A_INT, 9))
1803                         {
1804                                 if (!get_aim_dir(&dir)) break;
1805 #ifdef JP
1806 msg_print("¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤òÊü¤Ã¤¿¡£");
1807 #else
1808                                 msg_print("You cast a magic missile.");
1809 #endif
1810
1811                                 fire_bolt_or_beam(10, GF_MISSILE, dir,
1812                                     damroll(3 + ((plev - 1) / 5), 4));
1813                         }
1814                         break;
1815
1816                 case RACE_DRACONIAN:
1817                         if (racial_aux(1, plev, A_CON, 12))
1818                         {
1819                                 int  Type = (one_in_(3) ? GF_COLD : GF_FIRE);
1820 #ifdef JP
1821 cptr Type_desc = ((Type == GF_COLD) ? "Î䵤" : "±ê");
1822 #else
1823                                 cptr Type_desc = ((Type == GF_COLD) ? "cold" : "fire");
1824 #endif
1825
1826
1827                                 if (randint1(100) < plev)
1828                                 {
1829                                         switch (p_ptr->pclass)
1830                                         {
1831                                                 case CLASS_WARRIOR:
1832                                                 case CLASS_BERSERKER:
1833                                                 case CLASS_RANGER:
1834                                                 case CLASS_TOURIST:
1835                                                 case CLASS_IMITATOR:
1836                                                 case CLASS_ARCHER:
1837                                                 case CLASS_SMITH:
1838                                                         if (one_in_(3))
1839                                                         {
1840                                                                 Type = GF_MISSILE;
1841 #ifdef JP
1842 Type_desc = "¥¨¥ì¥á¥ó¥È";
1843 #else
1844                                                                 Type_desc = "the elements";
1845 #endif
1846
1847                                                         }
1848                                                         else
1849                                                         {
1850                                                                 Type = GF_SHARDS;
1851 #ifdef JP
1852 Type_desc = "ÇËÊÒ";
1853 #else
1854                                                                 Type_desc = "shards";
1855 #endif
1856
1857                                                         }
1858                                                         break;
1859                                                 case CLASS_MAGE:
1860                                                 case CLASS_WARRIOR_MAGE:
1861                                                 case CLASS_HIGH_MAGE:
1862                                                 case CLASS_SORCERER:
1863                                                 case CLASS_MAGIC_EATER:
1864                                                 case CLASS_RED_MAGE:
1865                                                 case CLASS_BLUE_MAGE:
1866                                                 case CLASS_MIRROR_MASTER:
1867                                                         if (one_in_(3))
1868                                                         {
1869                                                                 Type = GF_MANA;
1870 #ifdef JP
1871 Type_desc = "ËâÎÏ";
1872 #else
1873                                                                 Type_desc = "mana";
1874 #endif
1875
1876                                                         }
1877                                                         else
1878                                                         {
1879                                                                 Type = GF_DISENCHANT;
1880 #ifdef JP
1881 Type_desc = "Îô²½";
1882 #else
1883                                                                 Type_desc = "disenchantment";
1884 #endif
1885
1886                                                         }
1887                                                         break;
1888                                                 case CLASS_CHAOS_WARRIOR:
1889                                                         if (!one_in_(3))
1890                                                         {
1891                                                                 Type = GF_CONFUSION;
1892 #ifdef JP
1893 Type_desc = "º®Íð";
1894 #else
1895                                                                 Type_desc = "confusion";
1896 #endif
1897
1898                                                         }
1899                                                         else
1900                                                         {
1901                                                                 Type = GF_CHAOS;
1902 #ifdef JP
1903 Type_desc = "¥«¥ª¥¹";
1904 #else
1905                                                                 Type_desc = "chaos";
1906 #endif
1907
1908                                                         }
1909                                                         break;
1910                                                 case CLASS_MONK:
1911                                                 case CLASS_SAMURAI:
1912                                                 case CLASS_FORCETRAINER:
1913                                                         if (!one_in_(3))
1914                                                         {
1915                                                                 Type = GF_CONFUSION;
1916 #ifdef JP
1917 Type_desc = "º®Íð";
1918 #else
1919                                                                 Type_desc = "confusion";
1920 #endif
1921
1922                                                         }
1923                                                         else
1924                                                         {
1925                                                                 Type = GF_SOUND;
1926 #ifdef JP
1927 Type_desc = "¹ì²»";
1928 #else
1929                                                                 Type_desc = "sound";
1930 #endif
1931
1932                                                         }
1933                                                         break;
1934                                                 case CLASS_MINDCRAFTER:
1935                                                         if (!one_in_(3))
1936                                                         {
1937                                                                 Type = GF_CONFUSION;
1938 #ifdef JP
1939 Type_desc = "º®Íð";
1940 #else
1941                                                                 Type_desc = "confusion";
1942 #endif
1943
1944                                                         }
1945                                                         else
1946                                                         {
1947                                                                 Type = GF_PSI;
1948 #ifdef JP
1949 Type_desc = "Àº¿À¥¨¥Í¥ë¥®¡¼";
1950 #else
1951                                                                 Type_desc = "mental energy";
1952 #endif
1953
1954                                                         }
1955                                                         break;
1956                                                 case CLASS_PRIEST:
1957                                                 case CLASS_PALADIN:
1958                                                         if (one_in_(3))
1959                                                         {
1960                                                                 Type = GF_HELL_FIRE;
1961 #ifdef JP
1962 Type_desc = "ÃϹö¤Î¹å²Ð";
1963 #else
1964                                                                 Type_desc = "hellfire";
1965 #endif
1966
1967                                                         }
1968                                                         else
1969                                                         {
1970                                                                 Type = GF_HOLY_FIRE;
1971 #ifdef JP
1972 Type_desc = "À»¤Ê¤ë±ê";
1973 #else
1974                                                                 Type_desc = "holy fire";
1975 #endif
1976
1977                                                         }
1978                                                         break;
1979                                                 case CLASS_ROGUE:
1980                                                 case CLASS_NINJA:
1981                                                         if (one_in_(3))
1982                                                         {
1983                                                                 Type = GF_DARK;
1984 #ifdef JP
1985 Type_desc = "°Å¹õ";
1986 #else
1987                                                                 Type_desc = "darkness";
1988 #endif
1989
1990                                                         }
1991                                                         else
1992                                                         {
1993                                                                 Type = GF_POIS;
1994 #ifdef JP
1995 Type_desc = "ÆÇ";
1996 #else
1997                                                                 Type_desc = "poison";
1998 #endif
1999
2000                                                         }
2001                                                         break;
2002                                                 case CLASS_BARD:
2003                                                         if (!one_in_(3))
2004                                                         {
2005                                                                 Type = GF_SOUND;
2006 #ifdef JP
2007 Type_desc = "¹ì²»";
2008 #else
2009                                                                 Type_desc = "sound";
2010 #endif
2011
2012                                                         }
2013                                                         else
2014                                                         {
2015                                                                 Type = GF_CONFUSION;
2016 #ifdef JP
2017 Type_desc = "º®Íð";
2018 #else
2019                                                                 Type_desc = "confusion";
2020 #endif
2021
2022                                                         }
2023                                                         break;
2024                                         }
2025                                 }
2026
2027                                 if (!get_aim_dir(&dir)) break;
2028 #ifdef JP
2029 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", Type_desc);
2030 #else
2031                                 msg_format("You breathe %s.", Type_desc);
2032 #endif
2033
2034                                 fire_ball(Type, dir, plev * 2,
2035                                     -(plev / 15) - 1);
2036                         }
2037                         break;
2038
2039                 case RACE_MIND_FLAYER:
2040                         if (racial_aux(15, 12, A_INT, 14))
2041                         {
2042                                 if (!get_aim_dir(&dir)) break;
2043                                 else
2044                                 {
2045 #ifdef JP
2046 msg_print("¤¢¤Ê¤¿¤Ï½¸Ã椷¡¢Ìܤ¬ÀÖ¤¯µ±¤¤¤¿...");
2047 #else
2048                                         msg_print("You concentrate and your eyes glow red...");
2049 #endif
2050
2051                                         fire_bolt(GF_PSI, dir, plev);
2052                                 }
2053                         }
2054                         break;
2055
2056                 case RACE_IMP:
2057                         if (racial_aux(9, 15, A_WIS, 15))
2058                         {
2059                                 if (!get_aim_dir(&dir)) break;
2060                                 if (plev >= 30)
2061                                 {
2062 #ifdef JP
2063 msg_print("¥Õ¥¡¥¤¥¢¡¼¥Ü¡¼¥ë¤òÊü¤Ã¤¿¡£");
2064 #else
2065                                         msg_print("You cast a ball of fire.");
2066 #endif
2067
2068                                         fire_ball(GF_FIRE, dir, plev, 2);
2069                                 }
2070                                 else
2071                                 {
2072 #ifdef JP
2073 msg_print("¥Õ¥¡¥¤¥¢¡¼¥Ü¥ë¥È¤òÊü¤Ã¤¿¡£");
2074 #else
2075                                         msg_print("You cast a bolt of fire.");
2076 #endif
2077
2078                                         fire_bolt(GF_FIRE, dir, plev);
2079                                 }
2080                         }
2081                         break;
2082
2083                 case RACE_GOLEM:
2084                         if (racial_aux(20, 15, A_CON, 8))
2085                         {
2086                                 (void)set_shield(randint1(20) + 30, FALSE);
2087                         }
2088                         break;
2089
2090                 case RACE_SKELETON:
2091                 case RACE_ZOMBIE:
2092                         if (racial_aux(30, 30, A_WIS, 18))
2093                         {
2094 #ifdef JP
2095 msg_print("¤¢¤Ê¤¿¤Ï¼º¤Ã¤¿¥¨¥Í¥ë¥®¡¼¤ò¼è¤êÌ᤽¤¦¤È»î¤ß¤¿¡£");
2096 #else
2097                                 msg_print("You attempt to restore your lost energies.");
2098 #endif
2099
2100                                 (void)restore_level();
2101                         }
2102                         break;
2103
2104                 case RACE_VAMPIRE:
2105                         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
2106                         {
2107 #ifdef JP
2108                                 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤Ê¤¤¡£");
2109 #else
2110                                 msg_print("Something prevent you from attacking.");
2111 #endif
2112                                 return FALSE;
2113                         }
2114                         if (racial_aux(2, (1 + (plev / 3)), A_CON, 9))
2115                         {
2116                                 int y, x, dummy = 0;
2117                                 cave_type *c_ptr;
2118
2119                                 /* Only works on adjacent monsters */
2120                                 if (!get_rep_dir(&dir,FALSE)) break;   /* was get_aim_dir */
2121                                 y = py + ddy[dir];
2122                                 x = px + ddx[dir];
2123                                 c_ptr = &cave[y][x];
2124
2125                                 if (!c_ptr->m_idx)
2126                                 {
2127 #ifdef JP
2128 msg_print("²¿¤â¤Ê¤¤¾ì½ê¤Ë³ú¤ß¤Ä¤¤¤¿¡ª");
2129 #else
2130                                         msg_print("You bite into thin air!");
2131 #endif
2132
2133                                         break;
2134                                 }
2135
2136 #ifdef JP
2137 msg_print("¤¢¤Ê¤¿¤Ï¥Ë¥ä¥ê¤È¤·¤Æ²ç¤ò¤à¤¤¤¿...");
2138 #else
2139                                 msg_print("You grin and bare your fangs...");
2140 #endif
2141
2142                                 dummy = plev + randint1(plev) * MAX(1, plev / 10);   /* Dmg */
2143                                 if (drain_life(dir, dummy))
2144                                 {
2145                                         if (p_ptr->food < PY_FOOD_FULL)
2146                                                 /* No heal if we are "full" */
2147                                                 (void)hp_player(dummy);
2148                                         else
2149 #ifdef JP
2150 msg_print("¤¢¤Ê¤¿¤Ï¶õÊ¢¤Ç¤Ï¤¢¤ê¤Þ¤»¤ó¡£");
2151 #else
2152                                                 msg_print("You were not hungry.");
2153 #endif
2154
2155                                                 /* Gain nutritional sustenance: 150/hp drained */
2156                                                 /* A Food ration gives 5000 food points (by contrast) */
2157                                                 /* Don't ever get more than "Full" this way */
2158                                                 /* But if we ARE Gorged,  it won't cure us */
2159                                                 dummy = p_ptr->food + MIN(5000, 100 * dummy);
2160                                         if (p_ptr->food < PY_FOOD_MAX)   /* Not gorged already */
2161                                                 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
2162                                 }
2163                                 else
2164 #ifdef JP
2165 msg_print("¤²¤§¡£¤Ò¤É¤¤Ì£¤À¡£");
2166 #else
2167                                         msg_print("Yechh. That tastes foul.");
2168 #endif
2169
2170                         }
2171                         break;
2172
2173                 case RACE_SPECTRE:
2174                         if (racial_aux(4, 6, A_INT, 3))
2175                         {
2176 #ifdef JP
2177 msg_print("¤¢¤Ê¤¿¤Ï¤ª¤É¤í¤ª¤É¤í¤·¤¤¶«¤ÓÀ¼¤ò¤¢¤²¤¿¡ª");
2178 #else
2179                                 msg_print("You emit an eldritch howl!");
2180 #endif
2181
2182                                 if (!get_aim_dir(&dir)) break;
2183                                 (void)fear_monster(dir, plev);
2184                         }
2185                         break;
2186
2187                 case RACE_SPRITE:
2188                         if (racial_aux(12, 12, A_INT, 15))
2189                         {
2190 #ifdef JP
2191 msg_print("¤¢¤Ê¤¿¤ÏËâË¡¤ÎÊ´¤òÅꤲ¤Ä¤±¤¿...");
2192 #else
2193                                 msg_print("You throw some magic dust...");
2194 #endif
2195
2196                                 if (plev < 25)
2197                                         sleep_monsters_touch();
2198                                 else
2199                                         (void)sleep_monsters();
2200                         }
2201                         break;
2202
2203                 case RACE_DEMON:
2204                         if (racial_aux(15, 10+p_ptr->lev/3, A_CON, 20))
2205                         {
2206                                 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
2207                                 if (!get_aim_dir(&dir)) break;
2208 #ifdef JP
2209 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",((type == GF_NETHER) ? "ÃϹö" : "²Ð±ê"));
2210 #else
2211                                 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
2212 #endif
2213
2214                                 fire_ball(type, dir, plev * 3,
2215                                     -(plev / 15) - 1);
2216                         }
2217                         break;
2218
2219                 case RACE_KUTA:
2220                         if (racial_aux(20, 15, A_CHR, 8))
2221                         {
2222                                 (void)set_tsubureru(randint1(20) + 30, FALSE);
2223                         }
2224                         break;
2225
2226                 case RACE_ANDROID:
2227                         if (plev < 10)
2228                         {
2229                                 if (racial_aux(1, 7, A_STR, 8))
2230                                 {
2231                                         if (!get_aim_dir(&dir)) return FALSE;
2232 #ifdef JP
2233                                         msg_print("¥ì¥¤¥¬¥ó¤òȯ¼Í¤·¤¿¡£");
2234 #else
2235                                         msg_print("You fire your ray gun.");
2236 #endif
2237                                         fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
2238                                 }
2239                         }
2240                         else if (plev < 25)
2241                         {
2242                                 if (racial_aux(10, 13, A_STR, 10))
2243                                 {
2244                                         if (!get_aim_dir(&dir)) return FALSE;
2245 #ifdef JP
2246                                         msg_print("¥Ö¥é¥¹¥¿¡¼¤òȯ¼Í¤·¤¿¡£");
2247 #else
2248                                         msg_print("You fire your blaster.");
2249 #endif
2250                                         fire_bolt(GF_MISSILE, dir, plev);
2251                                 }
2252                         }
2253                         else if (plev < 35)
2254                         {
2255                                 if (racial_aux(25, 26, A_STR, 12))
2256                                 {
2257                                         if (!get_aim_dir(&dir)) return FALSE;
2258 #ifdef JP
2259                                         msg_print("¥Ð¥º¡¼¥«¤òȯ¼Í¤·¤¿¡£");
2260 #else
2261                                         msg_print("You fire your bazooka.");
2262 #endif
2263                                         fire_ball(GF_MISSILE, dir, plev * 2, 2);
2264                                 }
2265                         }
2266                         else if (plev < 45)
2267                         {
2268                                 if (racial_aux(35, 40, A_STR, 15))
2269                                 {
2270                                         if (!get_aim_dir(&dir)) return FALSE;
2271 #ifdef JP
2272                                         msg_print("¥Ó¡¼¥à¥­¥ã¥Î¥ó¤òȯ¼Í¤·¤¿¡£");
2273 #else
2274                                         msg_print("You fire a beam cannon.");
2275 #endif
2276                                         fire_beam(GF_MISSILE, dir, plev * 2);
2277                                 }
2278                         }
2279                         else
2280                         {
2281                                 if (racial_aux(45, 60, A_STR, 18))
2282                                 {
2283                                         if (!get_aim_dir(&dir)) return FALSE;
2284 #ifdef JP
2285                                         msg_print("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡£");
2286 #else
2287                                         msg_print("You fire a rocket.");
2288 #endif
2289                                         fire_ball(GF_ROCKET, dir, plev * 5, 2);
2290                                 }
2291                         }
2292                         break;
2293
2294                 default:
2295 #ifdef JP
2296 msg_print("¤³¤Î¼ï²¤ÏÆüì¤ÊǽÎϤò»ý¤Ã¤Æ¤¤¤Þ¤»¤ó¡£");
2297 #else
2298                         msg_print("This race has no bonus power.");
2299 #endif
2300
2301                         energy_use = 0;
2302         }
2303         }
2304         return TRUE;
2305 }
2306
2307
2308 typedef struct power_desc_type power_desc_type;
2309
2310 struct power_desc_type
2311 {
2312         char name[40];
2313         int  level;
2314         int  cost;
2315         int  fail;
2316         int  number;
2317 };
2318
2319
2320 /*
2321  * Allow user to choose a power (racial / mutation) to activate
2322  */
2323 void do_cmd_racial_power(void)
2324 {
2325         power_desc_type power_desc[36];
2326         int             num, i = 0;
2327         int             ask = TRUE;
2328         int             lvl = p_ptr->lev;
2329         bool            flag, redraw;
2330         bool            warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
2331         char            choice;
2332         char            out_val[160];
2333         int menu_line = (use_menu ? 1 : 0);
2334
2335
2336         for (num = 0; num < 36; num++)
2337         {
2338                 strcpy(power_desc[num].name, "");
2339                 power_desc[num].number = 0;
2340         }
2341
2342         num = 0;
2343
2344         if (p_ptr->confused)
2345         {
2346 #ifdef JP
2347 msg_print("º®Í𤷤Ƥ¤¤ÆÆüìǽÎϤò»È¤¨¤Þ¤»¤ó¡ª");
2348 #else
2349                 msg_print("You are too confused to use any powers!");
2350 #endif
2351
2352                 energy_use = 0;
2353                 return;
2354         }
2355
2356         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
2357         {
2358                 set_action(ACTION_NONE);
2359         }
2360
2361         switch (p_ptr->pclass)
2362         {
2363         case CLASS_WARRIOR:
2364         {
2365 #ifdef JP
2366 strcpy(power_desc[num].name, "·õ¤ÎÉñ¤¤");
2367 #else
2368                 strcpy(power_desc[num].name, "Sword Dancing");
2369 #endif
2370
2371                 power_desc[num].level = 40;
2372                 power_desc[num].cost = 75;
2373                 power_desc[num].fail = 100 - racial_chance(40, A_DEX, 35);
2374                 power_desc[num++].number = -3;
2375                 break;
2376         }
2377         case CLASS_MAGE:
2378         case CLASS_HIGH_MAGE:
2379         case CLASS_SORCERER:
2380         {
2381 #ifdef JP
2382 strcpy(power_desc[num].name, "ËâÎÏ¿©¤¤");
2383 #else
2384                 strcpy(power_desc[num].name, "Eat Magic");
2385 #endif
2386
2387                 power_desc[num].level = 25;
2388                 power_desc[num].cost = 1;
2389                 power_desc[num].fail = 100 - racial_chance(25, A_INT, 25);
2390                 power_desc[num++].number = -3;
2391                 break;
2392         }
2393         case CLASS_PRIEST:
2394         {
2395                 if (is_good_realm(p_ptr->realm1))
2396                 {
2397 #ifdef JP
2398 strcpy(power_desc[num].name, "Éð´ï½ËÊ¡");
2399 #else
2400                         strcpy(power_desc[num].name, "Bless Weapon");
2401 #endif
2402
2403                         power_desc[num].level = 35;
2404                         power_desc[num].cost = 70;
2405                         power_desc[num].fail = 100 - racial_chance(35, A_WIS, 50);
2406                         power_desc[num++].number = -3;
2407                 }
2408                 else
2409                 {
2410 #ifdef JP
2411 strcpy(power_desc[num].name, "¾¤º²");
2412 #else
2413                         strcpy(power_desc[num].name, "Evocation");
2414 #endif
2415
2416                         power_desc[num].level = 42;
2417                         power_desc[num].cost = 40;
2418                         power_desc[num].fail = 100 - racial_chance(42, A_WIS, 35);
2419                         power_desc[num++].number = -3;
2420                 }
2421                 break;
2422         }
2423         case CLASS_ROGUE:
2424         {
2425 #ifdef JP
2426 strcpy(power_desc[num].name, "¥Ò¥Ã¥È¡õ¥¢¥¦¥§¥¤");
2427 #else
2428                 strcpy(power_desc[num].name, "Hit and Away");
2429 #endif
2430
2431                 power_desc[num].level = 8;
2432                 power_desc[num].cost = 12;
2433                 power_desc[num].fail = 100 - racial_chance(8, A_DEX, 14);
2434                 power_desc[num++].number = -3;
2435                 break;
2436         }
2437         case CLASS_RANGER:
2438         {
2439 #ifdef JP
2440 strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼Ä´ºº");
2441 #else
2442                 strcpy(power_desc[num].name, "Probe Monster");
2443 #endif
2444
2445                 power_desc[num].level = 15;
2446                 power_desc[num].cost = 20;
2447                 power_desc[num].fail = 100 - racial_chance(15, A_INT, 12);
2448                 power_desc[num++].number = -3;
2449                 break;
2450         }
2451         case CLASS_PALADIN:
2452         {
2453                 if (is_good_realm(p_ptr->realm1))
2454                 {
2455 #ifdef JP
2456 strcpy(power_desc[num].name, "¥Û¡¼¥ê¡¼¡¦¥é¥ó¥¹");
2457 #else
2458                         strcpy(power_desc[num].name, "Holy Lance");
2459 #endif
2460
2461                         power_desc[num].level = 30;
2462                         power_desc[num].cost = 30;
2463                         power_desc[num].fail = 100 - racial_chance(30, A_WIS, 30);
2464                         power_desc[num++].number = -3;
2465                 }
2466                 else
2467                 {
2468 #ifdef JP
2469 strcpy(power_desc[num].name, "¥Ø¥ë¡¦¥é¥ó¥¹");
2470 #else
2471                         strcpy(power_desc[num].name, "Hell Lance");
2472 #endif
2473
2474                         power_desc[num].level = 30;
2475                         power_desc[num].cost = 30;
2476                         power_desc[num].fail = 100 - racial_chance(30, A_WIS, 30);
2477                         power_desc[num++].number = -3;
2478                 }
2479                 break;
2480         }
2481         case CLASS_WARRIOR_MAGE:
2482         {
2483 #ifdef JP
2484 strcpy(power_desc[num].name, "ÊÑ´¹: £È£Ð¢ª£Í£Ð");
2485 #else
2486                 strcpy(power_desc[num].name, "Convert HP to SP");
2487 #endif
2488
2489                 power_desc[num].level = 25;
2490                 power_desc[num].cost = 0;
2491                 power_desc[num].fail = 100 - racial_chance(25, A_INT, 10);
2492                 power_desc[num++].number = -3;
2493 #ifdef JP
2494 strcpy(power_desc[num].name, "ÊÑ´¹: £Í£Ð¢ª£È£Ð");
2495 #else
2496                 strcpy(power_desc[num].name, "Convert SP to HP");
2497 #endif
2498
2499                 power_desc[num].level = 25;
2500                 power_desc[num].cost = 0;
2501                 power_desc[num].fail = 100 - racial_chance(25, A_INT, 10);
2502                 power_desc[num++].number = -4;
2503                 break;
2504         }
2505         case CLASS_CHAOS_WARRIOR:
2506         {
2507 #ifdef JP
2508 strcpy(power_desc[num].name, "¸¸ÏǤθ÷");
2509 #else
2510                 strcpy(power_desc[num].name, "Confusing Light");
2511 #endif
2512
2513                 power_desc[num].level = 40;
2514                 power_desc[num].cost = 50;
2515                 power_desc[num].fail = 100 - racial_chance(40, A_INT, 25);
2516                 power_desc[num++].number = -3;
2517                 break;
2518         }
2519         case CLASS_MONK:
2520         {
2521 #ifdef JP
2522 strcpy(power_desc[num].name, "¹½¤¨¤ë");
2523 #else
2524                 strcpy(power_desc[num].name, "Assume a Posture");
2525 #endif
2526
2527                 power_desc[num].level = 25;
2528                 power_desc[num].cost = 0;
2529                 power_desc[num].fail = 100 - racial_chance(25, A_DEX, 0);
2530                 power_desc[num++].number = -3;
2531 #ifdef JP
2532 strcpy(power_desc[num].name, "É´Îö·ý");
2533 #else
2534                 strcpy(power_desc[num].name, "Double Attack");
2535 #endif
2536
2537                 power_desc[num].level = 30;
2538                 power_desc[num].cost = 30;
2539                 power_desc[num].fail = 100 - racial_chance(30, A_STR, 20);
2540                 power_desc[num++].number = -4;
2541                 break;
2542         }
2543         case CLASS_MINDCRAFTER:
2544         case CLASS_FORCETRAINER:
2545         {
2546 #ifdef JP
2547 strcpy(power_desc[num].name, "ÌÀ¶À»ß¿å");
2548 #else
2549                 strcpy(power_desc[num].name, "Clear Mind");
2550 #endif
2551
2552                 power_desc[num].level = 15;
2553                 power_desc[num].cost = 0;
2554                 power_desc[num].fail = 100 - racial_chance(15, A_WIS, 10);
2555                 power_desc[num++].number = -3;
2556                 break;
2557         }
2558         case CLASS_TOURIST:
2559         {
2560 #ifdef JP
2561 strcpy(power_desc[num].name, "¼Ì¿¿»£±Æ");
2562 #else
2563                 strcpy(power_desc[num].name, "Take a Photograph");
2564 #endif
2565
2566                 power_desc[num].level = 1;
2567                 power_desc[num].cost = 0;
2568                 power_desc[num].fail = 100 - racial_chance(1, A_DEX, 0);
2569                 power_desc[num++].number = -3;
2570 #ifdef JP
2571 strcpy(power_desc[num].name, "¿¿¡¦´ÕÄê");
2572 #else
2573                 strcpy(power_desc[num].name, "Identify True");
2574 #endif
2575
2576                 power_desc[num].level = 25;
2577                 power_desc[num].cost = 20;
2578                 power_desc[num].fail = 100 - racial_chance(25, A_INT, 20);
2579                 power_desc[num++].number = -4;
2580                 break;
2581         }
2582         case CLASS_IMITATOR:
2583         {
2584 #ifdef JP
2585 strcpy(power_desc[num].name, "ÇÜÊÖ¤·");
2586 #else
2587                 strcpy(power_desc[num].name, "Double Revenge");
2588 #endif
2589
2590                 power_desc[num].level = 30;
2591                 power_desc[num].cost = 100;
2592                 power_desc[num].fail = 100 - racial_chance(30, A_DEX, 30);
2593                 power_desc[num++].number = -3;
2594                 break;
2595         }
2596         case CLASS_BEASTMASTER:
2597         {
2598 #ifdef JP
2599 strcpy(power_desc[num].name, "À¸Êª»ÙÇÛ");
2600 #else
2601                 strcpy(power_desc[num].name, "Dominate a Living Thing");
2602 #endif
2603
2604                 power_desc[num].level = 1;
2605                 power_desc[num].cost = (p_ptr->lev+3)/4;
2606                 power_desc[num].fail = 100 - racial_chance(1, A_CHR, 10);
2607                 power_desc[num++].number = -3;
2608 #ifdef JP
2609 strcpy(power_desc[num].name, "¿¿¡¦À¸Êª»ÙÇÛ");
2610 #else
2611                 strcpy(power_desc[num].name, "Dominate Living Things");
2612 #endif
2613
2614                 power_desc[num].level = 30;
2615                 power_desc[num].cost = (p_ptr->lev+20)/2;
2616                 power_desc[num].fail = 100 - racial_chance(30, A_CHR, 10);
2617                 power_desc[num++].number = -4;
2618                 break;
2619         }
2620         case CLASS_ARCHER:
2621         {
2622 #ifdef JP
2623 strcpy(power_desc[num].name, "ÃÆ/Ìð¤ÎÀ½Â¤");
2624 #else
2625                 strcpy(power_desc[num].name, "Create Ammo");
2626 #endif
2627
2628                 power_desc[num].level = 1;
2629                 power_desc[num].cost = 0;
2630                 power_desc[num].fail = 100 - racial_chance(0, A_DEX, 0);
2631                 power_desc[num++].number = -3;
2632                 break;
2633         }
2634         case CLASS_MAGIC_EATER:
2635         {
2636 #ifdef JP
2637 strcpy(power_desc[num].name, "ËâÎϤμè¤ê¹þ¤ß");
2638 #else
2639                 strcpy(power_desc[num].name, "Absorb Magic");
2640 #endif
2641
2642                 power_desc[num].level = 1;
2643                 power_desc[num].cost = 0;
2644                 power_desc[num].fail = 100 - racial_chance(0, A_INT, 0);
2645                 power_desc[num++].number = -3;
2646                 break;
2647         }
2648         case CLASS_BARD:
2649         {
2650 #ifdef JP
2651 strcpy(power_desc[num].name, "²Î¤ò»ß¤á¤ë");
2652 #else
2653                 strcpy(power_desc[num].name, "Stop Singing");
2654 #endif
2655
2656                 power_desc[num].level = 1;
2657                 power_desc[num].cost = 0;
2658                 power_desc[num].fail = 100 - racial_chance(0, A_CHR, 0);
2659                 power_desc[num++].number = -3;
2660                 break;
2661         }
2662         case CLASS_RED_MAGE:
2663         {
2664 #ifdef JP
2665 strcpy(power_desc[num].name, "Ϣ³Ëâ");
2666 #else
2667                 strcpy(power_desc[num].name, "Double Magic");
2668 #endif
2669
2670                 power_desc[num].level = 48;
2671                 power_desc[num].cost = 20;
2672                 power_desc[num].fail = 100 - racial_chance(48, A_INT, 0);
2673                 power_desc[num++].number = -3;
2674                 break;
2675         }
2676         case CLASS_SAMURAI:
2677         {
2678 #ifdef JP
2679 strcpy(power_desc[num].name, "µ¤¹ç¤¤¤¿¤á");
2680 #else
2681                 strcpy(power_desc[num].name, "Concentration");
2682 #endif
2683
2684                 power_desc[num].level = 1;
2685                 power_desc[num].cost = 0;
2686                 power_desc[num].fail = 100 - racial_chance(1, A_WIS, 0);
2687                 power_desc[num++].number = -3;
2688 #ifdef JP
2689 strcpy(power_desc[num].name, "·¿");
2690 #else
2691                 strcpy(power_desc[num].name, "Assume a Posture");
2692 #endif
2693
2694                 power_desc[num].level = 25;
2695                 power_desc[num].cost = 0;
2696                 power_desc[num].fail = 100 - racial_chance(25, A_DEX, 0);
2697                 power_desc[num++].number = -4;
2698                 break;
2699         }
2700         case CLASS_BLUE_MAGE:
2701         {
2702 #ifdef JP
2703 strcpy(power_desc[num].name, "¥é¡¼¥Ë¥ó¥°");
2704 #else
2705                 strcpy(power_desc[num].name, "Learning");
2706 #endif
2707
2708                 power_desc[num].level = 1;
2709                 power_desc[num].cost = 0;
2710                 power_desc[num].fail = 100 - racial_chance(1, A_INT, 0);
2711                 power_desc[num++].number = -3;
2712                 break;
2713         }
2714         case CLASS_CAVALRY:
2715         {
2716 #ifdef JP
2717 strcpy(power_desc[num].name, "¹ÓÇϤʤ餷");
2718 #else
2719                 strcpy(power_desc[num].name, "Rodeo");
2720 #endif
2721
2722                 power_desc[num].level = 10;
2723                 power_desc[num].cost = 0;
2724                 power_desc[num].fail = 100 - racial_chance(10, A_STR, 10);
2725                 power_desc[num++].number = -3;
2726                 break;
2727         }
2728         case CLASS_BERSERKER:
2729         {
2730 #ifdef JP
2731 strcpy(power_desc[num].name, "µ¢´Ô");
2732 #else
2733                 strcpy(power_desc[num].name, "Recall");
2734 #endif
2735
2736                 power_desc[num].level = 10;
2737                 power_desc[num].cost = 10;
2738                 power_desc[num].fail = 100 - racial_chance(10, A_DEX, 20);
2739                 power_desc[num++].number = -3;
2740                 break;
2741         }
2742         case CLASS_MIRROR_MASTER:
2743         {
2744 #ifdef JP
2745 strcpy(power_desc[num].name, "¶À³ä¤ê");
2746 #else
2747                 strcpy(power_desc[num].name, "Break Mirrors");
2748 #endif
2749
2750                 power_desc[num].level = 1;
2751                 power_desc[num].cost = 0;
2752                 power_desc[num].fail = 100 - racial_chance(1, A_INT, 0);
2753                 power_desc[num++].number = -3;
2754 #ifdef JP
2755 strcpy(power_desc[num].name, "ÀÅ¿å");
2756 #else
2757                 strcpy(power_desc[num].name, "Mirror Concentration");
2758 #endif
2759
2760                 power_desc[num].level = 30;
2761                 power_desc[num].cost = 0;
2762                 power_desc[num].fail = 100 - racial_chance(30, A_INT, 20);
2763                 power_desc[num++].number = -4;
2764                 break;
2765         }
2766         case CLASS_SMITH:
2767         {
2768 #ifdef JP
2769 strcpy(power_desc[num].name, "ÌÜÍø¤­");
2770 #else
2771                 strcpy(power_desc[num].name, "Judgment");
2772 #endif
2773
2774                 power_desc[num].level = 5;
2775                 power_desc[num].cost = 15;
2776                 power_desc[num].fail = 100 - racial_chance(5, A_INT, 20);
2777                 power_desc[num++].number = -3;
2778                 break;
2779         }
2780         case CLASS_NINJA:
2781         {
2782 #ifdef JP
2783 strcpy(power_desc[num].name, "®¶î¤±");
2784 #else
2785                 strcpy(power_desc[num].name, "Quick Walk");
2786 #endif
2787
2788                 power_desc[num].level = 20;
2789                 power_desc[num].cost = 0;
2790                 power_desc[num].fail = 100 - racial_chance(20, A_DEX, 0);
2791                 power_desc[num++].number = -3;
2792                 break;
2793         }
2794         default:
2795 #ifdef JP
2796 strcpy(power_desc[0].name, "(¤Ê¤·)");
2797 #else
2798                 strcpy(power_desc[0].name, "(none)");
2799 #endif
2800
2801         }
2802
2803         if (p_ptr->mimic_form)
2804         {
2805                 switch (p_ptr->mimic_form)
2806                 {
2807                 case MIMIC_DEMON:
2808                 case MIMIC_DEMON_LORD:
2809 #ifdef JP
2810 sprintf(power_desc[num].name, "ÃϹö/²Ð±ê¤Î¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 3);
2811 #else
2812                         sprintf(power_desc[num].name, "Nether or Fire Breath (dam %d)", lvl * 3);
2813 #endif
2814
2815                         power_desc[num].level = 15;
2816                         power_desc[num].cost = 10+lvl/3;
2817                         power_desc[num].fail = 100 - racial_chance(15, A_CON, 20);
2818                         power_desc[num++].number = -1;
2819                         break;
2820                 case MIMIC_VAMPIRE:
2821 #ifdef JP
2822 strcpy(power_desc[num].name, "À¸Ì¿Îϵۼý");
2823 #else
2824                         strcpy(power_desc[num].name, "Drain Life");
2825 #endif
2826
2827                         power_desc[num].level = 2;
2828                         power_desc[num].cost = 1 + (lvl / 3);
2829                         power_desc[num].fail = 100 - racial_chance(2, A_CON, 9);
2830                         power_desc[num++].number = -1;
2831                         break;
2832                 }
2833         }
2834         else
2835         {
2836         switch (p_ptr->prace)
2837         {
2838                 case RACE_DWARF:
2839 #ifdef JP
2840 strcpy(power_desc[num].name, "¥É¥¢¤Èæ« ´¶ÃÎ");
2841 #else
2842                         strcpy(power_desc[num].name, "Detect Doors+Traps");
2843 #endif
2844
2845                         power_desc[num].level = 5;
2846                         power_desc[num].cost = 5;
2847                         power_desc[num].fail = 100 - racial_chance(5, A_WIS, 12);
2848                         power_desc[num++].number = -1;
2849                         break;
2850                 case RACE_NIBELUNG:
2851 #ifdef JP
2852 strcpy(power_desc[num].name, "¥É¥¢¤Èæ« ´¶ÃÎ");
2853 #else
2854                         strcpy(power_desc[num].name, "Detect Doors+Traps");
2855 #endif
2856
2857                         power_desc[num].level = 10;
2858                         power_desc[num].cost = 5;
2859                         power_desc[num].fail = 100 - racial_chance(10, A_WIS, 10);
2860                         power_desc[num++].number = -1;
2861                         break;
2862                 case RACE_HOBBIT:
2863 #ifdef JP
2864 strcpy(power_desc[num].name, "¿©ÎÈÀ¸À®");
2865 #else
2866                         strcpy(power_desc[num].name, "Create Food");
2867 #endif
2868
2869                         power_desc[num].level = 15;
2870                         power_desc[num].cost = 10;
2871                         power_desc[num].fail = 100 - racial_chance(15, A_INT, 10);
2872                         power_desc[num++].number = -1;
2873                         break;
2874                 case RACE_GNOME:
2875 #ifdef JP
2876 sprintf(power_desc[num].name, "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È");
2877 #else
2878                         sprintf(power_desc[num].name, "Blink");
2879 #endif
2880
2881                         power_desc[num].level = 5;
2882                         power_desc[num].cost = 5;
2883                         power_desc[num].fail = 100 - racial_chance(5, A_INT, 12);
2884                         power_desc[num++].number = -1;
2885                         break;
2886                 case RACE_HALF_ORC:
2887 #ifdef JP
2888 strcpy(power_desc[num].name, "¶²Éݽüµî");
2889 #else
2890                         strcpy(power_desc[num].name, "Remove Fear");
2891 #endif
2892
2893                         power_desc[num].level = 3;
2894                         power_desc[num].cost = 5;
2895                         power_desc[num].fail = 100 - racial_chance(3, A_WIS, (warrior ? 5 : 10));
2896                         power_desc[num++].number = -1;
2897                         break;
2898                 case RACE_HALF_TROLL:
2899 #ifdef JP
2900 strcpy(power_desc[num].name, "¶¸Àï»Î²½");
2901 #else
2902                         strcpy(power_desc[num].name, "Berserk");
2903 #endif
2904
2905                         power_desc[num].level = 10;
2906                         power_desc[num].cost = 12;
2907                         power_desc[num].fail = 100 - racial_chance(10, A_STR, (warrior ? 6 : 12));
2908                         power_desc[num++].number = -1;
2909                         break;
2910                 case RACE_BARBARIAN:
2911 #ifdef JP
2912 strcpy(power_desc[num].name, "¶¸Àï»Î²½");
2913 #else
2914                         strcpy(power_desc[num].name, "Berserk");
2915 #endif
2916
2917                         power_desc[num].level = 8;
2918                         power_desc[num].cost = 10;
2919                         power_desc[num].fail = 100 - racial_chance(8, A_STR, (warrior ? 6 : 12));
2920                         power_desc[num++].number = -1;
2921                         break;
2922                 case RACE_AMBERITE:
2923 #ifdef JP
2924 strcpy(power_desc[num].name, "¥·¥ã¥É¥¦¡¦¥·¥Õ¥È");
2925 #else
2926                         strcpy(power_desc[num].name, "Shadow Shifting");
2927 #endif
2928
2929                         power_desc[num].level = 30;
2930                         power_desc[num].cost = 50;
2931                         power_desc[num].fail = 100 - racial_chance(30, A_INT, 50);
2932                         power_desc[num++].number = -1;
2933 #ifdef JP
2934 strcpy(power_desc[num].name, "¥Ñ¥¿¡¼¥ó¡¦¥¦¥©¡¼¥¯");
2935 #else
2936                         strcpy(power_desc[num].name, "Pattern Mindwalking");
2937 #endif
2938
2939                         power_desc[num].level = 40;
2940                         power_desc[num].cost = 75;
2941                         power_desc[num].fail = 100 - racial_chance(40, A_WIS, 50);
2942                         power_desc[num++].number = -2;
2943                         break;
2944                 case RACE_HALF_OGRE:
2945 #ifdef JP
2946 strcpy(power_desc[num].name, "Çúȯ¤Î¥ë¡¼¥ó");
2947 #else
2948                         strcpy(power_desc[num].name, "Explosive Rune");
2949 #endif
2950
2951                         power_desc[num].level = 25;
2952                         power_desc[num].cost = 35;
2953                         power_desc[num].fail = 100 - racial_chance(25, A_INT, 15);
2954                         power_desc[num++].number = -1;
2955                         break;
2956                 case RACE_HALF_GIANT:
2957 #ifdef JP
2958 strcpy(power_desc[num].name, "´äÀÐÍϲò");
2959 #else
2960                         strcpy(power_desc[num].name, "Stone to Mud");
2961 #endif
2962
2963                         power_desc[num].level = 20;
2964                         power_desc[num].cost = 10;
2965                         power_desc[num].fail = 100 - racial_chance(20, A_STR, 12);
2966                         power_desc[num++].number = -1;
2967                         break;
2968                 case RACE_HALF_TITAN:
2969 #ifdef JP
2970 strcpy(power_desc[num].name, "¥¹¥­¥ã¥ó¡¦¥â¥ó¥¹¥¿¡¼");
2971 #else
2972                         strcpy(power_desc[num].name, "Probing");
2973 #endif
2974
2975                         power_desc[num].level = 15;
2976                         power_desc[num].cost = 10;
2977                         power_desc[num].fail = 100 - racial_chance(15, A_INT, 12);
2978                         power_desc[num++].number = -1;
2979                         break;
2980                 case RACE_CYCLOPS:
2981 #ifdef JP
2982 sprintf(power_desc[num].name, "´äÀÐÅꤲ¡Ê¥À¥á¡¼¥¸ %d¡Ë", (3 * lvl) / 2);
2983 #else
2984                         sprintf(power_desc[num].name, "Throw Boulder (dam %d)", (3 * lvl) / 2);
2985 #endif
2986
2987                         power_desc[num].level = 20;
2988                         power_desc[num].cost = 15;
2989                         power_desc[num].fail = 100 - racial_chance(20, A_STR, 12);
2990                         power_desc[num++].number = -1;
2991                         break;
2992                 case RACE_YEEK:
2993 #ifdef JP
2994 strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼¶²¹²");
2995 #else
2996                         strcpy(power_desc[num].name, "Scare Monster");
2997 #endif
2998
2999                         power_desc[num].level = 15;
3000                         power_desc[num].cost = 15;
3001                         power_desc[num].fail = 100 - racial_chance(15, A_WIS, 10);
3002                         power_desc[num++].number = -1;
3003                         break;
3004                 case RACE_SPECTRE:
3005 #ifdef JP
3006 strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼¶²¹²");
3007 #else
3008                         strcpy(power_desc[num].name, "Scare Monster");
3009 #endif
3010
3011                         power_desc[num].level = 4;
3012                         power_desc[num].cost = 6;
3013                         power_desc[num].fail = 100 - racial_chance(4, A_INT, 3);
3014                         power_desc[num++].number = -1;
3015                         break;
3016                 case RACE_KLACKON:
3017 #ifdef JP
3018 sprintf(power_desc[num].name, "»À¤ÎÂà(¥À¥á¡¼¥¸ %d)", lvl);
3019 #else
3020                         sprintf(power_desc[num].name, "Spit Acid (dam %d)", lvl);
3021 #endif
3022
3023                         power_desc[num].level = 9;
3024                         power_desc[num].cost = 9;
3025                         power_desc[num].fail = 100 - racial_chance(9, A_DEX, 14);
3026                         power_desc[num++].number = -1;
3027                         break;
3028                 case RACE_KOBOLD:
3029 #ifdef JP
3030 sprintf(power_desc[num].name, "ÆǤΥÀ¡¼¥Ä (¥À¥á¡¼¥¸ %d)", lvl);
3031 #else
3032                         sprintf(power_desc[num].name, "Poison Dart (dam %d)", lvl);
3033 #endif
3034
3035                         power_desc[num].level = 12;
3036                         power_desc[num].cost = 8;
3037                         power_desc[num].fail = 100 - racial_chance(12, A_DEX, 14);
3038                         power_desc[num++].number = -1;
3039                         break;
3040                 case RACE_DARK_ELF:
3041 #ifdef JP
3042 sprintf(power_desc[num].name, "¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë (¥À¥á¡¼¥¸ %dd%d)", 3 + ((lvl - 1) / 5), 4);
3043 #else
3044                         sprintf(power_desc[num].name, "Magic Missile (dm %dd%d)", 3 + ((lvl - 1) / 5), 4);
3045 #endif
3046
3047                         power_desc[num].level = 2;
3048                         power_desc[num].cost = 2;
3049                         power_desc[num].fail = 100 - racial_chance(2, A_INT, 9);
3050                         power_desc[num++].number = -1;
3051                         break;
3052                 case RACE_DRACONIAN:
3053 #ifdef JP
3054 sprintf(power_desc[num].name, "¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 2);
3055 #else
3056                         sprintf(power_desc[num].name, "Breath Weapon (dam %d)", lvl * 2);
3057 #endif
3058
3059                         power_desc[num].level = 1;
3060                         power_desc[num].cost = lvl;
3061                         power_desc[num].fail = 100 - racial_chance(1, A_CON, 12);
3062                         power_desc[num++].number = -1;
3063                         break;
3064                 case RACE_MIND_FLAYER:
3065 #ifdef JP
3066 sprintf(power_desc[num].name, "Àº¿À¹¶·â (¥À¥á¡¼¥¸ %d)", lvl);
3067 #else
3068                         sprintf(power_desc[num].name, "Mind Blast (dam %d)", lvl);
3069 #endif
3070
3071                         power_desc[num].level = 15;
3072                         power_desc[num].cost = 12;
3073                         power_desc[num].fail = 100 - racial_chance(15, A_INT, 14);
3074                         power_desc[num++].number = -1;
3075                         break;
3076                 case RACE_IMP:
3077 #ifdef JP
3078 sprintf(power_desc[num].name, "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È/¥Ü¡¼¥ë (¥À¥á¡¼¥¸ %d)", lvl);
3079 #else
3080                         sprintf(power_desc[num].name, "Fire Bolt/Ball (dam %d)", lvl);
3081 #endif
3082
3083                         power_desc[num].level = 9;
3084                         power_desc[num].cost = 15;
3085                         power_desc[num].fail = 100 - racial_chance(9, A_WIS, 15);
3086                         power_desc[num++].number = -1;
3087                         break;
3088                 case RACE_GOLEM:
3089 #ifdef JP
3090 strcpy(power_desc[num].name, "È©Àв½ (´ü´Ö 1d20+30)");
3091 #else
3092                         strcpy(power_desc[num].name, "Stone Skin (dur 1d20+30)");
3093 #endif
3094
3095                         power_desc[num].level = 20;
3096                         power_desc[num].cost = 15;
3097                         power_desc[num].fail = 100 - racial_chance(20, A_CON, 8);
3098                         power_desc[num++].number = -1;
3099                         break;
3100                 case RACE_SKELETON:
3101                 case RACE_ZOMBIE:
3102 #ifdef JP
3103 strcpy(power_desc[num].name, "·Ð¸³ÃÍÉü³è");
3104 #else
3105                         strcpy(power_desc[num].name, "Restore Life");
3106 #endif
3107
3108                         power_desc[num].level = 30;
3109                         power_desc[num].cost = 30;
3110                         power_desc[num].fail = 100 - racial_chance(30, A_WIS, 18);
3111                         power_desc[num++].number = -1;
3112                         break;
3113                 case RACE_VAMPIRE:
3114 #ifdef JP
3115 strcpy(power_desc[num].name, "À¸Ì¿Îϵۼý");
3116 #else
3117                         strcpy(power_desc[num].name, "Drain Life");
3118 #endif
3119
3120                         power_desc[num].level = 2;
3121                         power_desc[num].cost = 1 + (lvl / 3);
3122                         power_desc[num].fail = 100 - racial_chance(2, A_CON, 9);
3123                         power_desc[num++].number = -1;
3124                         break;
3125                 case RACE_SPRITE:
3126 #ifdef JP
3127 strcpy(power_desc[num].name, "̲¤êÊ´");
3128 #else
3129                         strcpy(power_desc[num].name, "Sleeping Dust");
3130 #endif
3131
3132                         power_desc[num].level = 12;
3133                         power_desc[num].cost = 12;
3134                         power_desc[num].fail = 100 - racial_chance(12, A_INT, 15);
3135                         power_desc[num++].number = -1;
3136                         break;
3137                 case RACE_DEMON:
3138 #ifdef JP
3139 sprintf(power_desc[num].name, "ÃϹö/²Ð±ê¤Î¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 3);
3140 #else
3141                         sprintf(power_desc[num].name, "Nether or Fire Breath (dam %d)", lvl * 3);
3142 #endif
3143
3144                         power_desc[num].level = 15;
3145                         power_desc[num].cost = 10+lvl/3;
3146                         power_desc[num].fail = 100 - racial_chance(15, A_CON, 20);
3147                         power_desc[num++].number = -1;
3148                         break;
3149                 case RACE_KUTA:
3150 #ifdef JP
3151 strcpy(power_desc[num].name, "²£¤Ë¿­¤Ó¤ë");
3152 #else
3153                         strcpy(power_desc[num].name, "Expand Horizontally (dur 30+1d20)");
3154 #endif
3155
3156                         power_desc[num].level = 20;
3157                         power_desc[num].cost = 15;
3158                         power_desc[num].fail = 100 - racial_chance(15, A_CHR, 8);
3159                         power_desc[num++].number = -1;
3160                         break;
3161                 case RACE_ANDROID:
3162                         if (p_ptr->lev < 10)
3163                         {
3164 #ifdef JP
3165 strcpy(power_desc[num].name, "¥ì¥¤¥¬¥ó");
3166 #else
3167                                 strcpy(power_desc[num].name, "Ray Gun");
3168 #endif
3169
3170                                 power_desc[num].level = 1;
3171                                 power_desc[num].cost = 7;
3172                                 power_desc[num].fail = 100 - racial_chance(1, A_STR, 8);
3173                         }
3174                         else if (p_ptr->lev < 25)
3175                         {
3176 #ifdef JP
3177 strcpy(power_desc[num].name, "¥Ö¥é¥¹¥¿¡¼");
3178 #else
3179                                 strcpy(power_desc[num].name, "Blaster");
3180 #endif
3181
3182                                 power_desc[num].level = 10;
3183                                 power_desc[num].cost = 13;
3184                                 power_desc[num].fail = 100 - racial_chance(10, A_STR, 10);
3185                         }
3186                         else if (p_ptr->lev < 35)
3187                         {
3188 #ifdef JP
3189 strcpy(power_desc[num].name, "¥Ð¥º¡¼¥«");
3190 #else
3191                                 strcpy(power_desc[num].name, "Bazooka");
3192 #endif
3193
3194                                 power_desc[num].level = 25;
3195                                 power_desc[num].cost = 26;
3196                                 power_desc[num].fail = 100 - racial_chance(25, A_STR, 12);
3197                         }
3198                         else if (p_ptr->lev < 45)
3199                         {
3200 #ifdef JP
3201 strcpy(power_desc[num].name, "¥Ó¡¼¥à¥­¥ã¥Î¥ó");
3202 #else
3203                                 strcpy(power_desc[num].name, "Beam Cannon");
3204 #endif
3205
3206                                 power_desc[num].level = 35;
3207                                 power_desc[num].cost = 40;
3208                                 power_desc[num].fail = 100 - racial_chance(35, A_STR, 15);
3209                         }
3210                         else
3211                         {
3212 #ifdef JP
3213 strcpy(power_desc[num].name, "¥í¥±¥Ã¥È");
3214 #else
3215                                 strcpy(power_desc[num].name, "Rocket");
3216 #endif
3217
3218                                 power_desc[num].level = 45;
3219                                 power_desc[num].cost = 60;
3220                                 power_desc[num].fail = 100 - racial_chance(45, A_STR, 18);
3221                         }
3222                         power_desc[num++].number = -1;
3223                         break;
3224                 default:
3225                 {
3226                         break;
3227                 }
3228         }
3229         }
3230
3231         if (p_ptr->muta1)
3232         {
3233                 if (p_ptr->muta1 & MUT1_SPIT_ACID)
3234                 {
3235 #ifdef JP
3236 strcpy(power_desc[num].name, "»À¤ÎÂÃ");
3237 #else
3238                         strcpy(power_desc[num].name, "Spit Acid");
3239 #endif
3240
3241                         power_desc[num].level = 9;
3242                         power_desc[num].cost = 9;
3243                         power_desc[num].fail = 100 - racial_chance(9, A_DEX, 15);
3244                         power_desc[num++].number = MUT1_SPIT_ACID;
3245                 }
3246
3247                 if (p_ptr->muta1 & MUT1_BR_FIRE)
3248                 {
3249 #ifdef JP
3250 strcpy(power_desc[num].name, "±ê¤Î¥Ö¥ì¥¹");
3251 #else
3252                         strcpy(power_desc[num].name, "Fire Breath");
3253 #endif
3254
3255                         power_desc[num].level = 20;
3256                         power_desc[num].cost = lvl;
3257                         power_desc[num].fail = 100 - racial_chance(20, A_CON, 18);
3258                         power_desc[num++].number = MUT1_BR_FIRE;
3259                 }
3260
3261                 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
3262                 {
3263 #ifdef JP
3264 strcpy(power_desc[num].name, "ºÅ̲âˤß");
3265 #else
3266                         strcpy(power_desc[num].name, "Hypnotic Gaze");
3267 #endif
3268
3269                         power_desc[num].level = 12;
3270                         power_desc[num].cost = 12;
3271                         power_desc[num].fail = 100 - racial_chance(12, A_CHR, 18);
3272                         power_desc[num++].number = MUT1_HYPN_GAZE;
3273                 }
3274
3275                 if (p_ptr->muta1 & MUT1_TELEKINES)
3276                 {
3277 #ifdef JP
3278 strcpy(power_desc[num].name, "Ç°Æ°ÎÏ");
3279 #else
3280                         strcpy(power_desc[num].name, "Telekinesis");
3281 #endif
3282
3283                         power_desc[num].level = 9;
3284                         power_desc[num].cost = 9;
3285                         power_desc[num].fail = 100 - racial_chance(9, A_WIS, 14);
3286                         power_desc[num++].number = MUT1_TELEKINES;
3287                 }
3288
3289                 if (p_ptr->muta1 & MUT1_VTELEPORT)
3290                 {
3291 #ifdef JP
3292 strcpy(power_desc[num].name, "¥Æ¥ì¥Ý¡¼¥È");
3293 #else
3294                         strcpy(power_desc[num].name, "Teleport");
3295 #endif
3296
3297                         power_desc[num].level = 7;
3298                         power_desc[num].cost = 7;
3299                         power_desc[num].fail = 100 - racial_chance(7, A_WIS, 15);
3300                         power_desc[num++].number = MUT1_VTELEPORT;
3301                 }
3302
3303                 if (p_ptr->muta1 & MUT1_MIND_BLST)
3304                 {
3305 #ifdef JP
3306 strcpy(power_desc[num].name, "Àº¿À¹¶·â");
3307 #else
3308                         strcpy(power_desc[num].name, "Mind Blast");
3309 #endif
3310
3311                         power_desc[num].level = 5;
3312                         power_desc[num].cost = 3;
3313                         power_desc[num].fail = 100 - racial_chance(5, A_WIS, 15);
3314                         power_desc[num++].number = MUT1_MIND_BLST;
3315                 }
3316
3317                 if (p_ptr->muta1 & MUT1_RADIATION)
3318                 {
3319 #ifdef JP
3320 strcpy(power_desc[num].name, "Êü¼Íǽ");
3321 #else
3322                         strcpy(power_desc[num].name, "Emit Radiation");
3323 #endif
3324
3325                         power_desc[num].level = 15;
3326                         power_desc[num].cost = 15;
3327                         power_desc[num].fail = 100 - racial_chance(15, A_CON, 14);
3328                         power_desc[num++].number = MUT1_RADIATION;
3329                 }
3330
3331                 if (p_ptr->muta1 & MUT1_VAMPIRISM)
3332                 {
3333 #ifdef JP
3334 strcpy(power_desc[num].name, "µÛ·ì¥É¥ì¥¤¥ó");
3335 #else
3336                         strcpy(power_desc[num].name, "Vampiric Drain");
3337 #endif
3338
3339                         power_desc[num].level = 2;
3340                         power_desc[num].cost = (1 + (lvl / 3));
3341                         power_desc[num].fail = 100 - racial_chance(2, A_CON, 9);
3342                         power_desc[num++].number = MUT1_VAMPIRISM;
3343                 }
3344
3345                 if (p_ptr->muta1 & MUT1_SMELL_MET)
3346                 {
3347 #ifdef JP
3348 strcpy(power_desc[num].name, "¶â°Ó̳Ð");
3349 #else
3350                         strcpy(power_desc[num].name, "Smell Metal");
3351 #endif
3352
3353                         power_desc[num].level = 3;
3354                         power_desc[num].cost = 2;
3355                         power_desc[num].fail = 100 - racial_chance(3, A_INT, 12);
3356                         power_desc[num++].number = MUT1_SMELL_MET;
3357                 }
3358
3359                 if (p_ptr->muta1 & MUT1_SMELL_MON)
3360                 {
3361 #ifdef JP
3362 strcpy(power_desc[num].name, "Ũ½­Ó̳Ð");
3363 #else
3364                         strcpy(power_desc[num].name, "Smell Monsters");
3365 #endif
3366
3367                         power_desc[num].level = 5;
3368                         power_desc[num].cost = 4;
3369                         power_desc[num].fail = 100 - racial_chance(5, A_INT, 15);
3370                         power_desc[num++].number = MUT1_SMELL_MON;
3371                 }
3372
3373                 if (p_ptr->muta1 & MUT1_BLINK)
3374                 {
3375 #ifdef JP
3376 strcpy(power_desc[num].name, "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È");
3377 #else
3378                         strcpy(power_desc[num].name, "Blink");
3379 #endif
3380
3381                         power_desc[num].level = 3;
3382                         power_desc[num].cost = 3;
3383                         power_desc[num].fail = 100 - racial_chance(3, A_WIS, 12);
3384                         power_desc[num++].number = MUT1_BLINK;
3385                 }
3386
3387                 if (p_ptr->muta1 & MUT1_EAT_ROCK)
3388                 {
3389 #ifdef JP
3390 strcpy(power_desc[num].name, "´ä¿©¤¤");
3391 #else
3392                         strcpy(power_desc[num].name, "Eat Rock");
3393 #endif
3394
3395                         power_desc[num].level = 8;
3396                         power_desc[num].cost = 12;
3397                         power_desc[num].fail = 100 - racial_chance(8, A_CON, 18);
3398                         power_desc[num++].number = MUT1_EAT_ROCK;
3399                 }
3400
3401                 if (p_ptr->muta1 & MUT1_SWAP_POS)
3402                 {
3403 #ifdef JP
3404 strcpy(power_desc[num].name, "°ÌÃÖ¸ò´¹");
3405 #else
3406                         strcpy(power_desc[num].name, "Swap Position");
3407 #endif
3408
3409                         power_desc[num].level = 15;
3410                         power_desc[num].cost = 12;
3411                         power_desc[num].fail = 100 - racial_chance(15, A_DEX, 16);
3412                         power_desc[num++].number = MUT1_SWAP_POS;
3413                 }
3414
3415                 if (p_ptr->muta1 & MUT1_SHRIEK)
3416                 {
3417 #ifdef JP
3418 strcpy(power_desc[num].name, "¶«¤Ó");
3419 #else
3420                         strcpy(power_desc[num].name, "Shriek");
3421 #endif
3422
3423                         power_desc[num].level = 20;
3424                         power_desc[num].cost = 14;
3425                         power_desc[num].fail = 100 - racial_chance(20, A_CON, 16);
3426                         power_desc[num++].number = MUT1_SHRIEK;
3427                 }
3428
3429                 if (p_ptr->muta1 & MUT1_ILLUMINE)
3430                 {
3431 #ifdef JP
3432 strcpy(power_desc[num].name, "¾ÈÌÀ");
3433 #else
3434                         strcpy(power_desc[num].name, "Illuminate");
3435 #endif
3436
3437                         power_desc[num].level = 3;
3438                         power_desc[num].cost = 2;
3439                         power_desc[num].fail = 100 - racial_chance(3, A_INT, 10);
3440                         power_desc[num++].number = MUT1_ILLUMINE;
3441                 }
3442
3443                 if (p_ptr->muta1 & MUT1_DET_CURSE)
3444                 {
3445 #ifdef JP
3446 strcpy(power_desc[num].name, "¼ö¤¤´¶ÃÎ");
3447 #else
3448                         strcpy(power_desc[num].name, "Detect Curses");
3449 #endif
3450
3451                         power_desc[num].level = 7;
3452                         power_desc[num].cost = 14;
3453                         power_desc[num].fail = 100 - racial_chance(7, A_WIS, 14);
3454                         power_desc[num++].number = MUT1_DET_CURSE;
3455                 }
3456
3457                 if (p_ptr->muta1 & MUT1_BERSERK)
3458                 {
3459 #ifdef JP
3460 strcpy(power_desc[num].name, "¶¸Àï»Î²½");
3461 #else
3462                         strcpy(power_desc[num].name, "Berserk");
3463 #endif
3464
3465                         power_desc[num].level = 8;
3466                         power_desc[num].cost = 8;
3467                         power_desc[num].fail = 100 - racial_chance(8, A_STR, 14);
3468                         power_desc[num++].number = MUT1_BERSERK;
3469                 }
3470
3471                 if (p_ptr->muta1 & MUT1_POLYMORPH)
3472                 {
3473 #ifdef JP
3474 strcpy(power_desc[num].name, "ÊÑ¿È");
3475 #else
3476                         strcpy(power_desc[num].name, "Polymorph");
3477 #endif
3478
3479                         power_desc[num].level = 18;
3480                         power_desc[num].cost = 20;
3481                         power_desc[num].fail = 100 - racial_chance(18, A_CON, 18);
3482                         power_desc[num++].number = MUT1_POLYMORPH;
3483                 }
3484
3485                 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
3486                 {
3487 #ifdef JP
3488 strcpy(power_desc[num].name, "¥ß¥À¥¹¤Î¼ê");
3489 #else
3490                         strcpy(power_desc[num].name, "Midas Touch");
3491 #endif
3492
3493                         power_desc[num].level = 10;
3494                         power_desc[num].cost = 5;
3495                         power_desc[num].fail = 100 - racial_chance(10, A_INT, 12);
3496                         power_desc[num++].number = MUT1_MIDAS_TCH;
3497                 }
3498
3499                 if (p_ptr->muta1 & MUT1_GROW_MOLD)
3500                 {
3501 #ifdef JP
3502 strcpy(power_desc[num].name, "¥«¥ÓȯÀ¸");
3503 #else
3504                         strcpy(power_desc[num].name, "Grow Mold");
3505 #endif
3506
3507                         power_desc[num].level = 1;
3508                         power_desc[num].cost = 6;
3509                         power_desc[num].fail = 100 - racial_chance(1, A_CON, 14);
3510                         power_desc[num++].number = MUT1_GROW_MOLD;
3511                 }
3512
3513                 if (p_ptr->muta1 & MUT1_RESIST)
3514                 {
3515 #ifdef JP
3516 strcpy(power_desc[num].name, "¥¨¥ì¥á¥ó¥ÈÂÑÀ­");
3517 #else
3518                         strcpy(power_desc[num].name, "Resist Elements");
3519 #endif
3520
3521                         power_desc[num].level = 10;
3522                         power_desc[num].cost = 12;
3523                         power_desc[num].fail = 100 - racial_chance(10, A_CON, 12);
3524                         power_desc[num++].number = MUT1_RESIST;
3525                 }
3526
3527                 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
3528                 {
3529 #ifdef JP
3530 strcpy(power_desc[num].name, "ÃÏ¿Ì");
3531 #else
3532                         strcpy(power_desc[num].name, "Earthquake");
3533 #endif
3534
3535                         power_desc[num].level = 12;
3536                         power_desc[num].cost = 12;
3537                         power_desc[num].fail = 100 - racial_chance(12, A_STR, 16);
3538                         power_desc[num++].number = MUT1_EARTHQUAKE;
3539                 }
3540
3541                 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
3542                 {
3543 #ifdef JP
3544 strcpy(power_desc[num].name, "ËâÎÏ¿©¤¤");
3545 #else
3546                         strcpy(power_desc[num].name, "Eat Magic");
3547 #endif
3548
3549                         power_desc[num].level = 17;
3550                         power_desc[num].cost = 1;
3551                         power_desc[num].fail = 100 - racial_chance(17, A_WIS, 15);
3552                         power_desc[num++].number = MUT1_EAT_MAGIC;
3553                 }
3554
3555                 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
3556                 {
3557 #ifdef JP
3558 strcpy(power_desc[num].name, "ËâÎÏ´¶ÃÎ");
3559 #else
3560                         strcpy(power_desc[num].name, "Weigh Magic");
3561 #endif
3562
3563                         power_desc[num].level = 6;
3564                         power_desc[num].cost = 6;
3565                         power_desc[num].fail = 100 - racial_chance(6, A_INT, 10);
3566                         power_desc[num++].number = MUT1_WEIGH_MAG;
3567                 }
3568
3569                 if (p_ptr->muta1 & MUT1_STERILITY)
3570                 {
3571 #ifdef JP
3572 strcpy(power_desc[num].name, "Áý¿£ÁË»ß");
3573 #else
3574                         strcpy(power_desc[num].name, "Sterilize");
3575 #endif
3576
3577                         power_desc[num].level = 12;
3578                         power_desc[num].cost = 23;
3579                         power_desc[num].fail = 100 - racial_chance(12, A_CHR, 15);
3580                         power_desc[num++].number = MUT1_STERILITY;
3581                 }
3582
3583                 if (p_ptr->muta1 & MUT1_PANIC_HIT)
3584                 {
3585 #ifdef JP
3586 strcpy(power_desc[num].name, "¥Ò¥Ã¥È¡õ¥¢¥¦¥§¥¤");
3587 #else
3588                         strcpy(power_desc[num].name, "Panic Hit");
3589 #endif
3590
3591                         power_desc[num].level = 10;
3592                         power_desc[num].cost = 12;
3593                         power_desc[num].fail = 100 - racial_chance(10, A_DEX, 14);
3594                         power_desc[num++].number = MUT1_PANIC_HIT;
3595                 }
3596
3597                 if (p_ptr->muta1 & MUT1_DAZZLE)
3598                 {
3599 #ifdef JP
3600 strcpy(power_desc[num].name, "âÁÏÇ");
3601 #else
3602                         strcpy(power_desc[num].name, "Dazzle");
3603 #endif
3604
3605                         power_desc[num].level = 7;
3606                         power_desc[num].cost = 15;
3607                         power_desc[num].fail = 100 - racial_chance(7, A_CHR, 8);
3608                         power_desc[num++].number = MUT1_DAZZLE;
3609                 }
3610
3611                 if (p_ptr->muta1 & MUT1_LASER_EYE)
3612                 {
3613 #ifdef JP
3614 strcpy(power_desc[num].name, "¥ì¡¼¥¶¡¼¡¦¥¢¥¤");
3615 #else
3616                         strcpy(power_desc[num].name, "Laser Eye");
3617 #endif
3618
3619                         power_desc[num].level = 7;
3620                         power_desc[num].cost = 10;
3621                         power_desc[num].fail = 100 - racial_chance(7, A_WIS, 9);
3622                         power_desc[num++].number = MUT1_LASER_EYE;
3623                 }
3624
3625                 if (p_ptr->muta1 & MUT1_RECALL)
3626                 {
3627 #ifdef JP
3628 strcpy(power_desc[num].name, "µ¢´Ô");
3629 #else
3630                         strcpy(power_desc[num].name, "Recall");
3631 #endif
3632
3633                         power_desc[num].level = 17;
3634                         power_desc[num].cost = 50;
3635                         power_desc[num].fail = 100 - racial_chance(17, A_INT, 16);
3636                         power_desc[num++].number = MUT1_RECALL;
3637                 }
3638
3639                 if (p_ptr->muta1 & MUT1_BANISH)
3640                 {
3641 #ifdef JP
3642 strcpy(power_desc[num].name, "¼Ù°­¾ÃÌÇ");
3643 #else
3644                         strcpy(power_desc[num].name, "Banish Evil");
3645 #endif
3646
3647                         power_desc[num].level = 25;
3648                         power_desc[num].cost = 25;
3649                         power_desc[num].fail = 100 - racial_chance(25, A_WIS, 18);
3650                         power_desc[num++].number = MUT1_BANISH;
3651                 }
3652
3653                 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
3654                 {
3655 #ifdef JP
3656 strcpy(power_desc[num].name, "Åà·ë¤Î¼ê");
3657 #else
3658                         strcpy(power_desc[num].name, "Cold Touch");
3659 #endif
3660
3661                         power_desc[num].level = 2;
3662                         power_desc[num].cost = 2;
3663                         power_desc[num].fail = 100 - racial_chance(2, A_CON, 11);
3664                         power_desc[num++].number = MUT1_COLD_TOUCH;
3665                 }
3666
3667                 if (p_ptr->muta1 & MUT1_LAUNCHER)
3668                 {
3669 #ifdef JP
3670 strcpy(power_desc[num].name, "¥¢¥¤¥Æ¥àÅꤲ");
3671 #else
3672                         strcpy(power_desc[num].name, "Throw Object");
3673 #endif
3674
3675                         power_desc[num].level = 1;
3676                         power_desc[num].cost = lvl;
3677                         power_desc[num].fail = 100 - racial_chance(1, A_STR, 6);
3678                         /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
3679                         power_desc[num++].number = 3;
3680                 }
3681         }
3682
3683         /* Nothing chosen yet */
3684         flag = FALSE;
3685
3686         /* No redraw yet */
3687         redraw = FALSE;
3688
3689         /* Build a prompt */
3690 #ifdef JP
3691 (void) strnfmt(out_val, 78, "(ÆüìǽÎÏ %c-%c, *'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎÆüìǽÎϤò»È¤¤¤Þ¤¹¤«¡©",
3692 #else
3693         (void)strnfmt(out_val, 78, "(Powers %c-%c, *=List, ESC=exit) Use which power? ",
3694 #endif
3695
3696                 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
3697
3698 #ifdef ALLOW_REPEAT
3699 if (!repeat_pull(&i) || i<0 || i>=num) {
3700 #endif /* ALLOW_REPEAT */
3701         if (use_menu) screen_save();
3702          /* Get a spell from the user */
3703
3704         choice = (always_show_list || use_menu) ? ESCAPE:1;
3705         while (!flag)
3706         {
3707                 if( choice==ESCAPE ) choice = ' '; 
3708                 else if( !get_com(out_val, &choice, FALSE) )break; 
3709
3710                 if (use_menu && choice != ' ')
3711                 {
3712                         switch(choice)
3713                         {
3714                                 case '0':
3715                                 {
3716                                         screen_load();
3717                                         energy_use = 0;
3718                                         return;
3719                                         break;
3720                                 }
3721
3722                                 case '8':
3723                                 case 'k':
3724                                 case 'K':
3725                                 {
3726                                         menu_line += (num - 1);
3727                                         break;
3728                                 }
3729
3730                                 case '2':
3731                                 case 'j':
3732                                 case 'J':
3733                                 {
3734                                         menu_line++;
3735                                         break;
3736                                 }
3737
3738                                 case '6':
3739                                 case 'l':
3740                                 case 'L':
3741                                 case '4':
3742                                 case 'h':
3743                                 case 'H':
3744                                 {
3745                                         if (menu_line > 18)
3746                                                 menu_line -= 18;
3747                                         else if (menu_line+18 <= num)
3748                                                 menu_line += 18;
3749                                         break;
3750                                 }
3751
3752                                 case 'x':
3753                                 case 'X':
3754                                 case '\r':
3755                                 {
3756                                         i = menu_line - 1;
3757                                         ask = FALSE;
3758                                         break;
3759                                 }
3760                         }
3761                         if (menu_line > num) menu_line -= num;
3762                 }
3763                 /* Request redraw */
3764                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
3765                 {
3766                         /* Show the list */
3767                         if (!redraw || use_menu)
3768                         {
3769                                 byte y = 1, x = 0;
3770                                 int ctr = 0;
3771                                 char dummy[80];
3772                                 char letter;
3773                                 int x1, y1;
3774
3775                                 strcpy(dummy, "");
3776
3777                                 /* Show list */
3778                                 redraw = TRUE;
3779
3780                                 /* Save the screen */
3781                                 if (!use_menu) screen_save();
3782
3783                                 /* Print header(s) */
3784                                 if (num < 18)
3785 #ifdef JP
3786 prt("                            Lv   MP ¼ºÎ¨", y++, x);
3787 #else
3788                                         prt("                            Lv Cost Fail", y++, x);
3789 #endif
3790
3791                                 else
3792 #ifdef JP
3793 prt("                            Lv   MP ¼ºÎ¨                            Lv   MP ¼ºÎ¨", y++, x);
3794 #else
3795                                         prt("                            Lv Cost Fail                            Lv Cost Fail", y++, x);
3796 #endif
3797
3798
3799                                 /* Print list */
3800                                 while (ctr < num)
3801                                 {
3802                                         x1 = ((ctr < 18) ? x : x + 40);
3803                                         y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
3804
3805                                         if (use_menu)
3806                                         {
3807 #ifdef JP
3808                                                 if (ctr == (menu_line-1)) strcpy(dummy, " ¡Õ ");
3809 #else
3810                                                 if (ctr == (menu_line-1)) strcpy(dummy, " >  ");
3811 #endif
3812                                                 else strcpy(dummy, "    ");
3813                                         }
3814                                         else
3815                                         {
3816                                                 /* letter/number for power selection */
3817                                                 if (ctr < 26)
3818                                                         letter = I2A(ctr);
3819                                                 else
3820                                                         letter = '0' + ctr - 26;
3821                                                 sprintf(dummy, " %c) ",letter);
3822                                         }
3823                                         strcat(dummy, format("%-23.23s %2d %4d %3d%%", power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost, power_desc[ctr].fail));
3824                                         prt(dummy, y1, x1);
3825                                         ctr++;
3826                                 }
3827                         }
3828
3829                         /* Hide the list */
3830                         else
3831                         {
3832                                 /* Hide list */
3833                                 redraw = FALSE;
3834
3835                                 /* Restore the screen */
3836                                 screen_load();
3837                         }
3838
3839                         /* Redo asking */
3840                         continue;
3841                 }
3842
3843                 if (!use_menu)
3844                 {
3845                         if (choice == '\r' && num == 1)
3846                         {
3847                                 choice = 'a';
3848                         }
3849
3850                         if (isalpha(choice))
3851                         {
3852                                 /* Note verify */
3853                                 ask = (isupper(choice));
3854
3855                                 /* Lowercase */
3856                                 if (ask) choice = tolower(choice);
3857
3858                                 /* Extract request */
3859                                 i = (islower(choice) ? A2I(choice) : -1);
3860                         }
3861                         else
3862                         {
3863                                 ask = FALSE; /* Can't uppercase digits */
3864
3865                                 i = choice - '0' + 26;
3866                         }
3867                 }
3868
3869                 /* Totally Illegal */
3870                 if ((i < 0) || (i >= num))
3871                 {
3872                         bell();
3873                         continue;
3874                 }
3875
3876                 /* Verify it */
3877                 if (ask)
3878                 {
3879                         char tmp_val[160];
3880
3881                         /* Prompt */
3882 #ifdef JP
3883 (void) strnfmt(tmp_val, 78, "%s¤ò»È¤¤¤Þ¤¹¤«¡© ", power_desc[i].name);
3884 #else
3885                         (void)strnfmt(tmp_val, 78, "Use %s? ", power_desc[i].name);
3886 #endif
3887
3888
3889                         /* Belay that order */
3890                         if (!get_check(tmp_val)) continue;
3891                 }
3892
3893                 /* Stop the loop */
3894                 flag = TRUE;
3895         }
3896
3897         /* Restore the screen */
3898         if (redraw) screen_load();
3899
3900         /* Abort if needed */
3901         if (!flag)
3902         {
3903                 energy_use = 0;
3904                 return;
3905         }
3906 #ifdef ALLOW_REPEAT
3907         repeat_push(i);
3908         } /*if (!repeat_pull(&i) || ...)*/
3909 #endif /* ALLOW_REPEAT */
3910         if (power_desc[i].number < 0)
3911         {
3912                 if (!cmd_racial_power_aux(power_desc[i].number)) energy_use = 0;
3913         }
3914         else
3915         {
3916                 mutation_power_aux(power_desc[i].number);
3917         }
3918
3919         /* Redraw mana and hp */
3920         p_ptr->redraw |= (PR_HP | PR_MANA);
3921
3922         /* Window stuff */
3923         p_ptr->window |= (PW_PLAYER | PW_SPELL);
3924
3925         /* Success */
3926         return;
3927 }