OSDN Git Service

ス、ケヤチホ、ホケス、ィ、ホノスシィ、ヒ・ミ・ー、ャ、「、テ、ソ、ホ、ヌトセ、キ、ソ.
[hengband/hengband.git] / src / racial.c
1 /* File: racial.c */
2
3 /* Purpose: Racial powers (and mutations) */
4
5 /*
6  * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
7  *
8  * This software may be copied and distributed for educational, research, and
9  * not for profit purposes provided that this copyright and statement are
10  * included in all such copies.
11  */
12
13 #include "angband.h"
14
15 /*
16  * Hook to determine if an object is contertible in an arrow/bolt
17  */
18 static bool item_tester_hook_convertible(object_type *o_ptr)
19 {
20         if((o_ptr->tval==TV_JUNK) || (o_ptr->tval==TV_SKELETON)) return TRUE;
21
22         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON)) return TRUE;
23         /* Assume not */
24         return (FALSE);
25 }
26
27
28 /*
29  * do_cmd_cast calls this function if the player's class
30  * is 'archer'.
31  */
32 static bool do_cmd_archer(void)
33 {
34         int ext=0;
35         char ch;
36
37         object_type     forge;
38         object_type     *q_ptr;
39
40         char com[80];
41         char o_name[MAX_NLEN];
42
43         q_ptr = &forge;
44
45         if(p_ptr->lev >= 20)
46 #ifdef JP
47                 sprintf(com, "[S]ÃÆ, [A]Ìð, [B]¥¯¥í¥¹¥Ü¥¦¤ÎÌð :");
48 #else
49                 sprintf(com, "Create [S]hots, Create [A]rrow or Create [B]olt ?");
50 #endif
51         else if(p_ptr->lev >= 10)
52 #ifdef JP
53                 sprintf(com, "[S]ÃÆ, [A]Ìð:");
54 #else
55                 sprintf(com, "Create [S]hots or Create [A]rrow ?");
56 #endif
57         else
58 #ifdef JP
59                 sprintf(com, "[S]ÃÆ:");
60 #else
61                 sprintf(com, "Create [S]hots ?");
62 #endif
63
64         if (p_ptr->confused)
65         {
66 #ifdef JP
67                 msg_print("º®Í𤷤Ƥ롪");
68 #else
69                 msg_print("You are too confused!");
70 #endif
71                 return FALSE;
72         }
73
74         if (p_ptr->blind)
75         {
76 #ifdef JP
77                 msg_print("Ìܤ¬¸«¤¨¤Ê¤¤¡ª");
78 #else
79                 msg_print("You are blind!");
80 #endif
81                 return FALSE;
82         }
83
84         while (TRUE)
85         {
86                 if (!get_com(com, &ch, TRUE))
87                 {
88                         return FALSE;
89                 }
90                 if (ch == 'S' || ch == 's')
91                 {
92                         ext = 1;
93                         break;
94                 }
95                 if ((ch == 'A' || ch == 'a')&&(p_ptr->lev >= 10))
96                 {
97                         ext = 2;
98                         break;
99                 }
100                 if ((ch == 'B' || ch == 'b')&&(p_ptr->lev >= 20))
101                 {
102                         ext = 3;
103                         break;
104                 }
105         }
106
107         /**********Create shots*********/
108         if (ext == 1)
109         {
110                 int x,y, dir;
111                 cave_type *c_ptr;
112
113                 if (!get_rep_dir(&dir, FALSE)) return FALSE;
114                 y = py + ddy[dir];
115                 x = px + ddx[dir];
116                 c_ptr = &cave[y][x];
117                 if (c_ptr->feat == FEAT_RUBBLE)
118                 {
119                         /* Get local object */
120                         q_ptr = &forge;
121
122                         /* Hack -- Give the player some small firestones */
123                         object_prep(q_ptr, lookup_kind(TV_SHOT, m_bonus(1, p_ptr->lev) + 1));
124                         q_ptr->number = (byte)rand_range(15,30);
125                         object_aware(q_ptr);
126                         object_known(q_ptr);
127                         apply_magic(q_ptr, p_ptr->lev, FALSE, FALSE, FALSE, FALSE);
128                         q_ptr->discount = 99;
129
130                         (void)inven_carry(q_ptr);
131
132                         object_desc(o_name, q_ptr, TRUE, 2);
133 #ifdef JP
134                         msg_format("´äÀФòºï¤Ã¤Æ%s¤òºî¤Ã¤¿¡£",o_name);
135 #else
136                         msg_print("You make some ammo.");
137 #endif
138
139                         (void)wall_to_mud(dir);
140                         p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW);
141                         p_ptr->window |= (PW_OVERHEAD);
142                 }
143                 else
144                 {
145 #ifdef JP
146                         msg_print("¤½¤³¤Ë¤Ï´äÀФ¬¤Ê¤¤¡£");
147 #else
148                         msg_print("You need pile of rubble.");
149 #endif
150                 }
151         }
152         /**********Create arrows*********/
153         else if (ext == 2)
154         {
155                 int item;
156
157                 cptr q, s;
158
159                 item_tester_hook = item_tester_hook_convertible;
160
161                 /* Get an item */
162 #ifdef JP
163                 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éºî¤ê¤Þ¤¹¤«¡© ";
164                 s = "ºàÎÁ¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£";
165 #else
166                 q = "Convert which item? ";
167                 s = "You have no item to convert.";
168 #endif
169                 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
170
171                 /* Get the item (in the pack) */
172                 if (item >= 0)
173                 {
174                         q_ptr = &inventory[item];
175                 }
176
177                 /* Get the item (on the floor) */
178                 else
179                 {
180                         q_ptr = &o_list[0 - item];
181                 }       
182
183                 /* Get local object */
184                 q_ptr = &forge;
185
186                 /* Hack -- Give the player some small firestones */
187                 object_prep(q_ptr, lookup_kind(TV_ARROW, m_bonus(1, p_ptr->lev)+ 1));
188                 q_ptr->number = (byte)rand_range(5,10);
189                 object_aware(q_ptr);
190                 object_known(q_ptr);
191                 apply_magic(q_ptr, p_ptr->lev, FALSE, FALSE, FALSE, FALSE);
192
193                 q_ptr->discount = 99;
194
195                 object_desc(o_name, q_ptr, TRUE, 2);
196 #ifdef JP
197                 msg_format("%s¤òºî¤Ã¤¿¡£", o_name);
198 #else
199                 msg_print("You make some ammo.");
200 #endif
201
202                 if (item >= 0)
203                 {
204                         inven_item_increase(item, -1);
205                         inven_item_describe(item);
206                         inven_item_optimize(item);
207                 }
208                 else
209                 {
210                         floor_item_increase(0 - item, -1);
211                         floor_item_describe(0 - item);
212                         floor_item_optimize(0 - item);
213                 }
214                 (void)inven_carry(q_ptr);
215         }
216         /**********Create bolts*********/
217         else if (ext == 3)
218         {
219                 int item;
220
221                 cptr q, s;
222
223                 item_tester_hook = item_tester_hook_convertible;
224
225                 /* Get an item */
226 #ifdef JP
227                 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éºî¤ê¤Þ¤¹¤«¡© ";
228                 s = "ºàÎÁ¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£";
229 #else
230                 q = "Convert which item? ";
231                 s = "You have no item to convert.";
232 #endif
233                 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
234
235                 /* Get the item (in the pack) */
236                 if (item >= 0)
237                 {
238                         q_ptr = &inventory[item];
239                 }
240
241                 /* Get the item (on the floor) */
242                 else
243                 {
244                         q_ptr = &o_list[0 - item];
245                 }       
246
247                 /* Get local object */
248                 q_ptr = &forge;
249
250                 /* Hack -- Give the player some small firestones */
251                 object_prep(q_ptr, lookup_kind(TV_BOLT, m_bonus(1, p_ptr->lev)+1));
252                 q_ptr->number = (byte)rand_range(4,8);
253                 object_aware(q_ptr);
254                 object_known(q_ptr);
255                 apply_magic(q_ptr, p_ptr->lev, FALSE, FALSE, FALSE, FALSE);
256
257                 q_ptr->discount = 99;
258
259                 object_desc(o_name, q_ptr, TRUE, 2);
260 #ifdef JP
261                 msg_format("%s¤òºî¤Ã¤¿¡£", o_name);
262 #else
263                 msg_print("You make some ammo.");
264 #endif
265
266                 if (item >= 0)
267                 {
268                         inven_item_increase(item, -1);
269                         inven_item_describe(item);
270                         inven_item_optimize(item);
271                 }
272                 else
273                 {
274                         floor_item_increase(0 - item, -1);
275                         floor_item_describe(0 - item);
276                         floor_item_optimize(0 - item);
277                 }
278
279                 (void)inven_carry(q_ptr);
280         }
281         return TRUE;
282 }
283
284 bool gain_magic(void)
285 {
286         int item;
287         int pval;
288         int ext = 0;
289         cptr q, s;
290         object_type *o_ptr;
291         char o_name[MAX_NLEN];
292
293         /* Only accept legal items */
294         item_tester_hook = item_tester_hook_recharge;
295
296         /* Get an item */
297 #ifdef JP
298 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ÎËâÎϤò¼è¤ê¹þ¤ß¤Þ¤¹¤«? ";
299 s = "ËâÎϤò¼è¤ê¹þ¤á¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
300 #else
301         q = "Gain power of which item? ";
302         s = "You have nothing to gain power.";
303 #endif
304
305         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
306
307         /* Get the item (in the pack) */
308         if (item >= 0)
309         {
310                 o_ptr = &inventory[item];
311         }
312
313         /* Get the item (on the floor) */
314         else
315         {
316                 o_ptr = &o_list[0 - item];
317         }
318
319         if (!object_known_p(o_ptr))
320         {
321 #ifdef JP
322                 msg_print("´ÕÄꤵ¤ì¤Æ¤¤¤Ê¤¤¤È¼è¤ê¹þ¤á¤Ê¤¤¡£");
323 #else
324                 msg_print("You need to identify before absorbing.");
325 #endif
326                 return FALSE;
327         }
328
329         if (o_ptr->timeout)
330         {
331 #ifdef JP
332                 msg_print("½¼Å¶Ãæ¤Î¥¢¥¤¥Æ¥à¤Ï¼è¤ê¹þ¤á¤Ê¤¤¡£");
333 #else
334                 msg_print("This item is still charging.");
335 #endif
336                 return FALSE;
337         }
338
339         pval = o_ptr->pval;
340         if (o_ptr->tval == TV_ROD)
341                 ext = 72;
342         else if (o_ptr->tval == TV_WAND)
343                 ext = 36;
344
345         if (o_ptr->tval == TV_ROD)
346         {
347                 p_ptr->magic_num2[o_ptr->sval + ext] += o_ptr->number;
348                 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
349         }
350         else
351         {
352                 int num;
353                 for (num = o_ptr->number; num; num--)
354                 {
355                         int gain_num = pval;
356                         if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
357                         if (p_ptr->magic_num2[o_ptr->sval + ext])
358                         {
359                                 gain_num *= 256;
360                                 gain_num = (gain_num/3 + randint0(gain_num/3)) / 256;
361                                 if (gain_num < 1) gain_num = 1;
362                         }
363                         p_ptr->magic_num2[o_ptr->sval + ext] += gain_num;
364                         if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
365                         p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
366                         if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
367                         if (p_ptr->magic_num1[o_ptr->sval + ext] > p_ptr->magic_num2[o_ptr->sval + ext] * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = p_ptr->magic_num2[o_ptr->sval + ext] * 0x10000;
368                         if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
369                 }
370         }
371
372         object_desc(o_name, o_ptr, TRUE, 3);
373         /* Message */
374 #ifdef JP
375         msg_format("%s¤ÎËâÎϤò¼è¤ê¹þ¤ó¤À¡£", o_name);
376 #else
377         msg_format("You absorb magic of %s.", o_name);
378 #endif
379
380         /* Eliminate the item (from the pack) */
381         if (item >= 0)
382         {
383                 inven_item_increase(item, -999);
384                 inven_item_describe(item);
385                 inven_item_optimize(item);
386         }
387
388         /* Eliminate the item (from the floor) */
389         else
390         {
391                 floor_item_increase(0 - item, -999);
392                 floor_item_describe(0 - item);
393                 floor_item_optimize(0 - item);
394         }
395         energy_use = 100;
396         return TRUE;
397 }
398
399
400 static bool choose_kamae(void)
401 {
402         char choice;
403         int new_kamae = 0;
404         int i;
405         char buf[80];
406
407         if (p_ptr->confused)
408         {
409 #ifdef JP
410                 msg_print("º®Í𤷤Ƥ¤¤Æ¹½¤¨¤é¤ì¤Ê¤¤¡ª");
411 #else
412                 msg_print("Too confused.");
413 #endif
414                 return FALSE;
415         }
416
417         /* Save screen */
418         screen_save();
419
420 #ifdef JP
421         prt(" a) ¹½¤¨¤ò¤È¤¯", 2, 20);
422 #else
423         prt(" a) No form", 2, 20);
424 #endif
425
426         for (i = 0; i < MAX_KAMAE; i++)
427         {
428                 if (p_ptr->lev >= kamae_shurui[i].min_level)
429                 {
430                         sprintf(buf," %c) %-12s  %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
431                         prt(buf, 3+i, 20);
432                 }
433         }
434
435         prt("", 1, 0);
436 #ifdef JP
437         prt("        ¤É¤Î¹½¤¨¤ò¤È¤ê¤Þ¤¹¤«¡©", 1, 14);
438 #else
439         prt("        Choose Form: ", 1, 14);
440 #endif
441
442         while(1)
443         {
444                 choice = inkey();
445
446                 if (choice == ESCAPE)
447                 {
448                         screen_load();
449                         return FALSE;
450                 }
451                 else if ((choice == 'a') || (choice == 'A') || (choice == ESCAPE))
452                 {
453                         if (p_ptr->action == ACTION_KAMAE)
454                         {
455                                 set_action(ACTION_NONE);
456                         }
457                         else
458 #ifdef JP
459                                 msg_print("¤â¤È¤â¤È¹½¤¨¤Æ¤¤¤Ê¤¤¡£");
460 #else
461                                 msg_print("You are not assuming a posture.");
462 #endif
463                         screen_load();
464                         return TRUE;
465                 }
466                 else if ((choice == 'b') || (choice == 'B'))
467                 {
468                         new_kamae = 0;
469                         break;
470                 }
471                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
472                 {
473                         new_kamae = 1;
474                         break;
475                 }
476                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
477                 {
478                         new_kamae = 2;
479                         break;
480                 }
481                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
482                 {
483                         new_kamae = 3;
484                         break;
485                 }
486         }
487         set_action(ACTION_KAMAE);
488
489         if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
490         {
491 #ifdef JP
492                 msg_print("¹½¤¨Ä¾¤·¤¿¡£");
493 #else
494                 msg_print("You reassume a posture.");
495 #endif
496         }
497         else
498         {
499                 p_ptr->special_defense &= ~(KAMAE_MASK);
500                 p_ptr->update |= (PU_BONUS);
501                 p_ptr->redraw |= (PR_STATE);
502 #ifdef JP
503                 msg_format("%s¤Î¹½¤¨¤ò¤È¤Ã¤¿¡£",kamae_shurui[new_kamae].desc);
504 #else
505                 msg_format("You assume a posture of %s form.",kamae_shurui[new_kamae].desc);
506 #endif
507                 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
508         }
509         p_ptr->redraw |= PR_STATE;
510         screen_load();
511         return TRUE;
512 }
513
514 static bool choose_kata(void)
515 {
516         char choice;
517         int new_kata = 0;
518         int i;
519         char buf[80];
520
521         if (p_ptr->confused)
522         {
523 #ifdef JP
524                 msg_print("º®Í𤷤Ƥ¤¤Æ¹½¤¨¤é¤ì¤Ê¤¤¡ª");
525 #else
526                 msg_print("Too confused.");
527 #endif
528                 return FALSE;
529         }
530
531         if (p_ptr->stun)
532         {
533 #ifdef JP
534                 msg_print("°Õ¼±¤¬¤Ï¤Ã¤­¤ê¤È¤·¤Ê¤¤¡£");
535 #else
536                 msg_print("You are not clear headed");
537 #endif
538                 return FALSE;
539         }
540
541         if (p_ptr->afraid)
542         {
543 #ifdef JP
544                 msg_print("ÂΤ¬¿Ì¤¨¤Æ¹½¤¨¤é¤ì¤Ê¤¤¡ª");
545 #else
546                 msg_print("You are trembling with fear!");
547 #endif
548                 return FALSE;
549         }
550
551         /* Save screen */
552         screen_save();
553
554 #ifdef JP
555         prt(" a) ·¿¤òÊø¤¹", 2, 20);
556 #else
557         prt(" a) No Form", 2, 20);
558 #endif
559
560         for (i = 0; i < MAX_KATA; i++)
561         {
562                 if (p_ptr->lev >= kata_shurui[i].min_level)
563                 {
564 #ifdef JP
565                         sprintf(buf," %c) %s¤Î·¿    %s",I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
566 #else
567                         sprintf(buf," %c) Form of %-12s  %s",I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
568 #endif
569                         prt(buf, 3+i, 20);
570                 }
571         }
572
573         prt("", 1, 0);
574 #ifdef JP
575         prt("        ¤É¤Î·¿¤Ç¹½¤¨¤Þ¤¹¤«¡©", 1, 14);
576 #else
577         prt("        Choose Form: ", 1, 14);
578 #endif
579
580         while(1)
581         {
582                 choice = inkey();
583
584                 if (choice == ESCAPE)
585                 {
586                         screen_load();
587                         return FALSE;
588                 }
589                 else if ((choice == 'a') || (choice == 'A') || (choice == ESCAPE))
590                 {
591                         if (p_ptr->action == ACTION_KATA)
592                         {
593                                 set_action(ACTION_NONE);
594                         }
595                         else
596 #ifdef JP
597                                 msg_print("¤â¤È¤â¤È¹½¤¨¤Æ¤¤¤Ê¤¤¡£");
598 #else
599                                 msg_print("You are not assuming posture.");
600 #endif
601                         screen_load();
602                         return TRUE;
603                 }
604                 else if ((choice == 'b') || (choice == 'B'))
605                 {
606                         new_kata = 0;
607                         break;
608                 }
609                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
610                 {
611                         new_kata = 1;
612                         break;
613                 }
614                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
615                 {
616                         new_kata = 2;
617                         break;
618                 }
619                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
620                 {
621                         new_kata = 3;
622                         break;
623                 }
624         }
625         set_action(ACTION_KATA);
626
627         if (p_ptr->special_defense & (KATA_IAI << new_kata))
628         {
629 #ifdef JP
630                 msg_print("¹½¤¨Ä¾¤·¤¿¡£");
631 #else
632                 msg_print("You reassume a posture.");
633 #endif
634         }
635         else
636         {
637                 p_ptr->special_defense &= ~(KATA_MASK);
638                 p_ptr->update |= (PU_BONUS);
639                 p_ptr->update |= (PU_MONSTERS);
640 #ifdef JP
641                 msg_format("%s¤Î·¿¤Ç¹½¤¨¤¿¡£",kata_shurui[new_kata].desc);
642 #else
643                 msg_format("You assume a posture of %s form.",kata_shurui[new_kata].desc);
644 #endif
645                 p_ptr->special_defense |= (KATA_IAI << new_kata);
646         }
647         p_ptr->redraw |= (PR_STATE);
648         p_ptr->redraw |= (PR_STATUS);
649         screen_load();
650         return TRUE;
651 }
652
653
654 /*
655  * Returns the chance to activate a racial power/mutation
656  */
657 static int racial_chance(s16b min_level, int use_stat, int difficulty)
658 {
659         int i;
660         int val;
661         int sum = 0;
662         int stat = p_ptr->stat_cur[use_stat];
663
664         /* No chance for success */
665         if ((p_ptr->lev < min_level) || p_ptr->confused)
666         {
667                 return (0);
668         }
669
670         if (difficulty == 0) return 100;
671
672         /* Calculate difficulty */
673         if (p_ptr->stun)
674         {
675                 difficulty += p_ptr->stun;
676         }
677         else if (p_ptr->lev > min_level)
678         {
679                 int lev_adj = ((p_ptr->lev - min_level) / 3);
680                 if (lev_adj > 10) lev_adj = 10;
681                 difficulty -= lev_adj;
682         }
683
684         if (difficulty < 5) difficulty = 5;
685
686         /* We only need halfs of the difficulty */
687         difficulty = difficulty / 2;
688
689         for (i = 1; i <= stat; i++)
690         {
691                 val = i - difficulty;
692                 if (val > 0)
693                         sum += (val <= difficulty) ? val : difficulty;
694         }
695
696         if (difficulty == 0)
697                 return (100);
698         else
699                 return (((sum * 100) / difficulty) / stat);
700 }
701
702
703 /* Note: return value indicates that we have succesfully used the power */
704
705 bool racial_aux(s16b min_level, int cost, int use_stat, int difficulty)
706 {
707         bool use_hp = FALSE;
708
709         /* Not enough mana - use hp */
710         if (p_ptr->csp < cost) use_hp = TRUE;
711
712         /* Power is not available yet */
713         if (p_ptr->lev < min_level)
714         {
715 #ifdef JP
716 msg_format("¤³¤ÎǽÎϤò»ÈÍѤ¹¤ë¤Ë¤Ï¥ì¥Ù¥ë %d ¤Ë㤷¤Æ¤¤¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£", min_level);
717 #else
718                 msg_format("You need to attain level %d to use this power.", min_level);
719 #endif
720
721                 energy_use = 0;
722                 return FALSE;
723         }
724
725         /* Too confused */
726         else if (p_ptr->confused)
727         {
728 #ifdef JP
729 msg_print("º®Í𤷤Ƥ¤¤Æ¤½¤ÎǽÎϤϻȤ¨¤Ê¤¤¡£");
730 #else
731                 msg_print("You are too confused to use this power.");
732 #endif
733
734                 energy_use = 0;
735                 return FALSE;
736         }
737
738         /* Risk death? */
739         else if (use_hp && (p_ptr->chp < cost))
740         {
741 #ifdef JP
742 if (!get_check("ËÜÅö¤Ëº£¤Î¿ê¼å¤·¤¿¾õÂ֤Ǥ³¤ÎǽÎϤò»È¤¤¤Þ¤¹¤«¡©"))
743 #else
744                 if (!get_check("Really use the power in your weakened state? "))
745 #endif
746
747                 {
748                         energy_use = 0;
749                         return FALSE;
750                 }
751         }
752
753         /* Else attempt to do it! */
754
755         if (difficulty)
756         {
757                 if (p_ptr->stun)
758                 {
759                         difficulty += p_ptr->stun;
760                 }
761                 else if (p_ptr->lev > min_level)
762                 {
763                         int lev_adj = ((p_ptr->lev - min_level) / 3);
764                         if (lev_adj > 10) lev_adj = 10;
765                         difficulty -= lev_adj;
766                 }
767
768                 if (difficulty < 5) difficulty = 5;
769         }
770
771         /* take time and pay the price */
772         energy_use = 100;
773
774         if (cost)
775         {
776                 if (use_hp)
777                 {
778 #ifdef JP
779                         take_hit(DAMAGE_USELIFE, (cost / 2) + randint1(cost / 2),
780                                  "²áÅ٤ν¸Ãæ", -1);
781 #else
782                         take_hit(DAMAGE_USELIFE, (cost / 2) + randint1(cost / 2),
783                                  "concentrating too hard", -1);
784 #endif
785
786                 }
787                 else
788                 {
789                         p_ptr->csp -= (cost / 2) + randint1(cost / 2);
790                 }
791         }
792
793
794         /* Redraw mana and hp */
795         p_ptr->redraw |= (PR_HP | PR_MANA);
796
797         /* Window stuff */
798         p_ptr->window |= (PW_PLAYER | PW_SPELL);
799
800         /* Success? */
801         if (randint1(p_ptr->stat_cur[use_stat]) >=
802             ((difficulty / 2) + randint1(difficulty / 2)))
803         {
804                 return TRUE;
805         }
806
807 #ifdef JP
808 msg_print("½¼Ê¬¤Ë½¸Ãæ¤Ç¤­¤Ê¤«¤Ã¤¿¡£");
809 #else
810         msg_print("You've failed to concentrate hard enough.");
811 #endif
812         if (flush_failure) flush();
813
814         return FALSE;
815 }
816
817
818 static bool cmd_racial_power_aux(s32b command)
819 {
820         s16b        plev = p_ptr->lev;
821         int         dir = 0;
822
823         if (command <= -3)
824         {
825                 switch (p_ptr->pclass)
826                 {
827                 case CLASS_WARRIOR:
828                 {
829                         if (racial_aux(40, 75, A_DEX, 35))
830                         {
831                                 int y = 0, x = 0, i;
832                                 cave_type       *c_ptr;
833                                 monster_type    *m_ptr;
834
835                                 for (i = 0; i < 6; i++)
836                                 {
837                                         dir = randint0(8);
838                                         y = py + ddy_ddd[dir];
839                                         x = px + ddx_ddd[dir];
840                                         c_ptr = &cave[y][x];
841
842                                         /* Get the monster */
843                                         m_ptr = &m_list[c_ptr->m_idx];
844
845                                         /* Hack -- attack monsters */
846                                         if (c_ptr->m_idx)
847                                                 py_attack(y, x, 0);
848                                         else
849                                         {
850 #ifdef JP
851 msg_print("¹¶·â¤¬¶õ¤ò¤­¤Ã¤¿¡£");
852 #else
853                                                 msg_print("You attack the empty air.");
854 #endif
855                                         }
856                                 }
857                         }
858                         break;
859                 }
860                 case CLASS_MAGE:
861                 case CLASS_HIGH_MAGE:
862                 case CLASS_SORCERER:
863                 {
864                         if (racial_aux(25, 1, A_INT, 25))
865                         {
866                                 if (!eat_magic(p_ptr->lev * 2)) return FALSE;
867                         }
868                         break;
869                 }
870                 case CLASS_PRIEST:
871                 {
872                         if (p_ptr->realm1 == REALM_LIFE)
873                         {
874                                 if (racial_aux(35, 70, A_WIS, 50))
875                                 {
876                                         if (!bless_weapon()) return FALSE;
877                                 }
878                         }
879                         else
880                         {
881                                 if (racial_aux(42, 40, A_WIS, 30))
882                                 {
883                                         (void)dispel_monsters(plev * 4);
884                                         turn_monsters(plev * 4);
885                                         banish_monsters(plev * 4);
886                                 }
887                         }
888                         break;
889                 }
890                 case CLASS_ROGUE:
891                 {
892                         if (racial_aux(8, 12, A_DEX, 14))
893                         {
894                                 int x, y;
895
896                                 if (!get_rep_dir(&dir, FALSE)) return FALSE;
897                                 y = py + ddy[dir];
898                                 x = px + ddx[dir];
899                                 if (cave[y][x].m_idx)
900                                 {
901                                         py_attack(y, x, 0);
902                                         if (randint0(p_ptr->skill_dis) < 7)
903 #ifdef JP
904 msg_print("¤¦¤Þ¤¯Æ¨¤²¤é¤ì¤Ê¤«¤Ã¤¿¡£");
905 #else
906                                                 msg_print("You are failed to run away.");
907 #endif
908                                         else teleport_player(30);
909                                 }
910                                 else
911                                 {
912 #ifdef JP
913 msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£");
914 #else
915                                         msg_print("You don't see any monster in this direction");
916 #endif
917
918                                         msg_print(NULL);
919                                 }
920                         }
921                         break;
922                 }
923                 case CLASS_RANGER:
924                 {
925                         if (racial_aux(15, 20, A_INT, 12))
926                         {
927 #ifdef JP
928 msg_print("Ũ¤òÄ´ºº¤·¤¿...");
929 #else
930                                 msg_print("You examine your foes...");
931 #endif
932
933                                 probing();
934                         }
935                         break;
936                 }
937                 case CLASS_PALADIN:
938                 {
939                         if (p_ptr->realm1 == REALM_LIFE)
940                         {
941                                 if (racial_aux(30, 30, A_WIS, 20))
942                                 {
943                                         if (!get_aim_dir(&dir)) return FALSE;
944                                         fire_beam(GF_HOLY_FIRE, dir, plev * 3);
945                                 }
946                         }
947                         else
948                         {
949                                 if (racial_aux(30, 30, A_WIS, 20))
950                                 {
951                                         if (!get_aim_dir(&dir)) return FALSE;
952                                         fire_beam(GF_HELL_FIRE, dir, plev * 3);
953                                 }
954                         }
955                         break;
956                 }
957                 case CLASS_WARRIOR_MAGE:
958                 {
959                         if (command == -3)
960                         {
961                                 if (racial_aux(25, 0, A_INT, 10))
962                                 {
963                                         if (take_hit(DAMAGE_USELIFE, p_ptr->lev, 
964 #ifdef JP
965 "£È£Ð¤«¤é£Í£Ð¤Ø¤Î̵ËŤÊÊÑ´¹", -1))
966 #else
967 "thoughtless convertion from HP to SP", -1))
968 #endif
969                                         {
970                                                 p_ptr->csp += p_ptr->lev / 5;
971                                                 if (p_ptr->csp > p_ptr->msp)
972                                                 {
973                                                         p_ptr->csp = p_ptr->msp;
974                                                         p_ptr->csp_frac = 0;
975                                                 }
976                                         }
977                                         else
978 #ifdef JP
979 msg_print("ÊÑ´¹¤Ë¼ºÇÔ¤·¤¿¡£");
980 #else
981                                 msg_print("You failed to convert.");
982 #endif
983                                 }
984                         }
985                         else if (command == -4)
986                         {
987                                 if (racial_aux(25, 0, A_INT, 10))
988                                 {
989                                         if (p_ptr->csp >= p_ptr->lev/5)
990                                         {
991                                                 p_ptr->csp -= p_ptr->lev / 5;
992                                                 hp_player(p_ptr->lev);
993                                         }
994                                         else
995 #ifdef JP
996 msg_print("ÊÑ´¹¤Ë¼ºÇÔ¤·¤¿¡£");
997 #else
998                                 msg_print("You failed to convert.");
999 #endif
1000                                 }
1001                         }
1002                         break;
1003                 }
1004                 case CLASS_CHAOS_WARRIOR:
1005                 {
1006                         if (racial_aux(40, 50, A_INT, 25))
1007                         {
1008 #ifdef JP
1009 msg_print("ÊÕ¤ê¤òâˤó¤À...");
1010 #else
1011                                 msg_print("You glare nearby monsters...");
1012 #endif
1013                                 slow_monsters();
1014                                 stun_monsters(p_ptr->lev * 4);
1015                                 confuse_monsters(p_ptr->lev * 4);
1016                                 turn_monsters(p_ptr->lev * 4);
1017                                 stasis_monsters(p_ptr->lev * 4);
1018                         }
1019                         break;
1020                 }
1021                 case CLASS_MONK:
1022                 {
1023                         if (command == -3)
1024                         {
1025                                 if (empty_hands(TRUE) < 2)
1026                                 {
1027 #ifdef JP
1028 msg_print("ÁǼꤸ¤ã¤Ê¤¤¤È¤Ç¤­¤Þ¤»¤ó¡£");
1029 #else
1030                                         msg_print("You need to be bare hands.");
1031 #endif
1032                                         return FALSE;
1033                                 }
1034                                 if (racial_aux(25, 0, A_DEX, 0))
1035                                 {
1036                                         if (choose_kamae()) energy_use = 100;
1037                                         else energy_use = 0;
1038                                         p_ptr->update |= (PU_BONUS);
1039                                         p_ptr->redraw |= (PR_ARMOR);
1040                                 }
1041                         }
1042                         if (command == -4)
1043                         {
1044                                 if (empty_hands(TRUE) < 2)
1045                                 {
1046 #ifdef JP
1047 msg_print("ÁǼꤸ¤ã¤Ê¤¤¤È¤Ç¤­¤Þ¤»¤ó¡£");
1048 #else
1049                                         msg_print("You need to be bare hand.");
1050 #endif
1051                                         return FALSE;
1052                                 }
1053                                 if (racial_aux(30, 30, A_STR, 20))
1054                                 {
1055                                         int x, y;
1056
1057                                         if (!get_rep_dir(&dir, FALSE)) return FALSE;
1058                                         y = py + ddy[dir];
1059                                         x = px + ddx[dir];
1060                                         if (cave[y][x].m_idx)
1061                                         {
1062                                                 if (one_in_(2))
1063 #ifdef JP
1064 msg_print("¤¢¡¼¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¡ª¡ª¡ª");
1065 #else
1066 msg_print("Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!");
1067 #endif
1068                                                 else
1069 #ifdef JP
1070 msg_print("¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¡ª¡ª¡ª");
1071 #else
1072 msg_print("Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!");
1073 #endif
1074                                                 py_attack(y, x, 0);
1075                                                 if (cave[y][x].m_idx)
1076                                                 {
1077                                                         handle_stuff();
1078                                                         py_attack(y, x, 0);
1079                                                 }
1080                                                 p_ptr->energy_need += ENERGY_NEED();
1081                                         }
1082                                         else
1083                                         {
1084 #ifdef JP
1085 msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£");
1086 #else
1087                                                 msg_print("You don't see any monster in this direction");
1088 #endif
1089
1090                                                 msg_print(NULL);
1091                                         }
1092                                 }
1093                         }
1094                         break;
1095                 }
1096                 case CLASS_MINDCRAFTER:
1097                 case CLASS_FORCETRAINER:
1098                 {
1099                         if (total_friends)
1100                         {
1101 #ifdef JP
1102 msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£");
1103 #else
1104                                 msg_print("You need concentration on the pets now.");
1105 #endif
1106                                 return FALSE;
1107                         }
1108                         if (racial_aux(15, 0, A_WIS, 10))
1109                         {
1110 #ifdef JP
1111 msg_print("¾¯¤·Æ¬¤¬¥Ï¥Ã¥­¥ê¤·¤¿¡£");
1112 #else
1113                                 msg_print("You feel your head clear a little.");
1114 #endif
1115
1116                                 p_ptr->csp += (3 + p_ptr->lev/20);
1117                                 if (p_ptr->csp >= p_ptr->msp)
1118                                 {
1119                                         p_ptr->csp = p_ptr->msp;
1120                                         p_ptr->csp_frac = 0;
1121                                 }
1122                         }
1123                         break;
1124                 }
1125                 case CLASS_TOURIST:
1126                 {
1127                         if (command == -3)
1128                         {
1129                                 if (racial_aux(1, 0, A_DEX, 0))
1130                                 {
1131                                         if (!get_aim_dir(&dir)) return FALSE;
1132                                         project_length = 1;
1133                                         fire_beam(GF_PHOTO, dir, 1);
1134                                 }
1135                         }
1136                         else if (command == -4)
1137                         {
1138                                 if (racial_aux(25, 20, A_INT, 20))
1139                                 {
1140                                         if (!identify_fully(FALSE)) return FALSE;
1141                                 }
1142                         }
1143                         break;
1144                 }
1145                 case CLASS_IMITATOR:
1146                 {
1147                         if (racial_aux(30, 100, A_DEX, 30))
1148                         {
1149                                 handle_stuff();
1150                                 if (!do_cmd_mane(TRUE)) return FALSE;
1151                         }
1152                         break;
1153                 }
1154                 case CLASS_BEASTMASTER:
1155                 {
1156                         if (command == -3)
1157                         {
1158                                 if (racial_aux(1, (p_ptr->lev+3) / 4, A_CHR, 10))
1159                                 {
1160                                         if (!get_aim_dir(&dir)) return FALSE;
1161                                         (void)fire_ball_hide(GF_CONTROL_LIVING, dir, p_ptr->lev, 0);
1162                                 }
1163                                 break;
1164                         }
1165                         else if (command == -4)
1166                         {
1167                                 if (racial_aux(30, (p_ptr->lev+20) / 2, A_CHR, 10))
1168                                 {
1169                                         project_hack(GF_CONTROL_LIVING, p_ptr->lev);
1170                                 }
1171                                 break;
1172                         }
1173                 }
1174                 case CLASS_ARCHER:
1175                 {
1176                         if (racial_aux(1, 0, A_DEX, 0))
1177                         {
1178                                 if (!do_cmd_archer()) return FALSE;
1179                         }
1180                         break;
1181                 }
1182                 case CLASS_MAGIC_EATER:
1183                 {
1184                         if (racial_aux(1, 0, A_INT, 0))
1185                         {
1186                                 if (!gain_magic()) return FALSE;
1187                         }
1188                         break;
1189                 }
1190                 case CLASS_BARD:
1191                 {
1192                         if (racial_aux(1, 0, A_CHR, 0))
1193                         {
1194                                 stop_singing();
1195                                 energy_use = 10;
1196                                 return FALSE;
1197                         }
1198                         break;
1199                 }
1200                 case CLASS_RED_MAGE:
1201                 {
1202                         if (racial_aux(48, 20, A_INT, 0))
1203                         {
1204                                 handle_stuff();
1205                                 do_cmd_cast();
1206                                 handle_stuff();
1207                                 if (!p_ptr->paralyzed)
1208                                         do_cmd_cast();
1209                         }
1210                         break;
1211                 }
1212                 case CLASS_SAMURAI:
1213                 {
1214                         if (total_friends)
1215                         {
1216 #ifdef JP
1217 msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£");
1218 #else
1219 msg_print("You need concentration on the pets now.");
1220 #endif
1221                                 return FALSE;
1222                         }
1223                         if (command == -3)
1224                         {
1225                                 if (p_ptr->special_defense & KATA_MASK)
1226                                 {
1227 #ifdef JP
1228 msg_print("º£¤Ï¹½¤¨¤Ë½¸Ã椷¤Æ¤¤¤ë¡£");
1229 #else
1230                                         msg_print("You need concentration on your form.");
1231 #endif
1232                                         return FALSE;
1233                                 }
1234                                 if (racial_aux(1, 0, A_WIS, 0))
1235                                 {
1236                                         int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
1237 #ifdef JP
1238 msg_print("Àº¿À¤ò½¸Ã椷¤Æµ¤¹ç¤¤¤òί¤á¤¿¡£");
1239 #else
1240                                         msg_print("You concentrate to charge your power.");
1241 #endif
1242
1243                                         p_ptr->csp += p_ptr->msp / 2;
1244                                         if (p_ptr->csp >= max_csp)
1245                                         {
1246                                                 p_ptr->csp = max_csp;
1247                                                 p_ptr->csp_frac = 0;
1248                                         }
1249                                 }
1250                         }
1251                         if (command == -4)
1252                         {
1253                                 if (!buki_motteruka(INVEN_RARM))
1254                                 {
1255 #ifdef JP
1256 msg_print("Éð´ï¤ò»ý¤¿¤Ê¤¤¤È¤¤¤±¤Þ¤»¤ó¡£");
1257 #else
1258                                         msg_print("You need to wield a weapon.");
1259 #endif
1260                                         return FALSE;
1261                                 }
1262                                 if (racial_aux(25, 0, A_DEX, 0))
1263                                 {
1264                                         if (choose_kata()) energy_use = 100;
1265                                         else energy_use = 0;
1266                                         p_ptr->update |= (PU_BONUS);
1267                                         p_ptr->redraw |= (PR_ARMOR);
1268                                 }
1269                         }
1270                         break;
1271                 }
1272                 case CLASS_BLUE_MAGE:
1273                 {
1274                         if (racial_aux(1, 0, A_INT, 0))
1275                         {
1276                                 if (p_ptr->action == ACTION_LEARN)
1277                                 {
1278                                         set_action(ACTION_NONE);
1279                                 }
1280                                 else
1281                                 {
1282                                         set_action(ACTION_LEARN);
1283                                 }
1284                                 energy_use = 0;
1285                         }
1286                         break;
1287                 }
1288                 case CLASS_CAVALRY:
1289                 {
1290                         if (racial_aux(10, 0, A_STR, 10))
1291                         {
1292                                 char m_name[80];
1293                                 monster_type *m_ptr;
1294                                 monster_race *r_ptr;
1295                                 int rlev;
1296
1297                                 if (p_ptr->riding)
1298                                 {
1299 #ifdef JP
1300                                         msg_print("º£¤Ï¾èÇÏÃæ¤À¡£");
1301 #else
1302                                         msg_print("You ARE riding.");
1303 #endif
1304                                         return FALSE;
1305                                 }
1306                                 if (!do_riding(TRUE)) return TRUE;
1307                                 m_ptr = &m_list[p_ptr->riding];
1308                                 r_ptr = &r_info[m_ptr->r_idx];
1309                                 monster_desc(m_name, m_ptr, 0);
1310 #ifdef JP
1311                                 msg_format("%s¤Ë¾è¤Ã¤¿¡£",m_name);
1312 #else
1313                                 msg_format("You ride on %s.",m_name);
1314 #endif
1315                                 if (is_pet(m_ptr)) break;
1316                                 rlev = r_ptr->level;
1317                                 if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
1318                                 if (rlev > 60) rlev = 60+(rlev-60)/2;
1319                                 if ((randint1(skill_exp[GINOU_RIDING]/120+p_ptr->lev*2/3) > rlev) && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR)) && (rlev < p_ptr->lev*3/2+randint0(p_ptr->lev/5)))
1320                                 {
1321 #ifdef JP
1322                                         msg_format("%s¤ò¼ê¤Ê¤º¤±¤¿¡£",m_name);
1323 #else
1324                                         msg_format("You tame %s.",m_name);
1325 #endif
1326                                         set_pet(m_ptr);
1327                                 }
1328                                 else
1329                                 {
1330 #ifdef JP
1331                                         msg_format("%s¤Ë¿¶¤êÍî¤È¤µ¤ì¤¿¡ª",m_name);
1332 #else
1333                                         msg_format("You have thrown off by %s.",m_name);
1334 #endif
1335                                         rakuba(1,TRUE);
1336                                 }
1337                         }
1338                         break;
1339                 }
1340                 case CLASS_BERSERKER:
1341                 {
1342                         if (command == -3)
1343                         {
1344                                 if (racial_aux(5, 5, A_DEX, 10))
1345                                 {
1346                                         (void)set_food(PY_FOOD_MAX - 1);
1347                                 }
1348                         }
1349                         else if (command == -4)
1350                         {
1351                                 if (racial_aux(10, 10, A_DEX, 20))
1352                                 {
1353                                         if (!word_of_recall()) return FALSE;
1354                                 }
1355                         }
1356                         break;
1357                 }
1358                 case CLASS_SMITH:
1359                 {
1360                         if (racial_aux(5, 15, A_INT, 20))
1361                         {
1362                                 if (p_ptr->lev > 29)
1363                                 {
1364                                         if (!identify_fully(TRUE)) return FALSE;
1365                                 }
1366                                 else
1367                                 {
1368                                         if (!ident_spell(TRUE)) return FALSE;
1369                                 }
1370                         }
1371                         break;
1372                 }
1373                 case CLASS_MIRROR_MASTER:
1374                 {
1375                         if (command == -3)
1376                         {
1377                           if (racial_aux(1, 0, A_INT, 0)){
1378                             int x,y;
1379                               for( x=0 ; x < cur_wid ;x++){
1380                                 for( y=0 ; y < cur_hgt ;y++){
1381                                   if( cave[y][x].feat == FEAT_MIRROR){
1382                                     cave_set_feat( y , x , FEAT_FLOOR );
1383                                     project(0,2,y,x, p_ptr->lev /2 +5 ,GF_SHARDS,(PROJECT_GRID|PROJECT_ITEM|PROJECT_KILL|PROJECT_JUMP|PROJECT_NO_REF|PROJECT_NO_HANGEKI),-1);
1384                                   }
1385                                 }
1386                               }
1387                           }
1388                         }
1389                         else if (command == -4)
1390                         {
1391                           if (total_friends)
1392                           {
1393 #ifdef JP
1394 msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£");
1395 #else
1396                                 msg_print("You need concentration on the pets now.");
1397 #endif
1398                                   return FALSE;
1399                           }
1400                           if (racial_aux(30, 0, A_INT, 20)){
1401                                 if( cave[py][px].feat == FEAT_MIRROR)
1402                                 {
1403 #ifdef JP
1404 msg_print("¾¯¤·Æ¬¤¬¥Ï¥Ã¥­¥ê¤·¤¿¡£");
1405 #else
1406                                         msg_print("You feel your head clear a little.");
1407 #endif
1408
1409                                         p_ptr->csp += ( 5 + (p_ptr->lev)*(p_ptr->lev)/100);
1410                                         if (p_ptr->csp >= p_ptr->msp)
1411                                         {
1412                                                 p_ptr->csp = p_ptr->msp;
1413                                                 p_ptr->csp_frac = 0;
1414                                         }
1415                                 }
1416                                 else {
1417 #ifdef JP
1418 msg_print("¶À¤Î¾å¤Ç¤Ê¤¤¤È½¸Ãæ¤Ç¤­¤Ê¤¤¡ª");
1419 #else
1420                                         msg_print("Here are not any mirrors!");
1421 #endif
1422
1423                                 }
1424                           }
1425                         }
1426                         break;
1427                 }
1428                 case CLASS_NINJA:
1429                 {
1430                         if (command == -3)
1431                         {
1432                                 if (racial_aux(20, 0, A_DEX, 0))
1433                                 {
1434                                         if (p_ptr->action == ACTION_HAYAGAKE) set_action(ACTION_NONE);
1435                                         else set_action(ACTION_HAYAGAKE);
1436                                         energy_use = 0;
1437                                 }
1438                         }
1439                         break;
1440                 }
1441                 }
1442         }
1443         else if (p_ptr->mimic_form)
1444         {
1445                 switch (p_ptr->mimic_form)
1446                 {
1447                 case MIMIC_DEMON:
1448                 case MIMIC_DEMON_LORD:
1449                         if (racial_aux(15, 10+p_ptr->lev/3, A_CON, 20))
1450                         {
1451                                 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1452                                 if (!get_aim_dir(&dir)) break;
1453 #ifdef JP
1454 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",((type == GF_NETHER) ? "ÃϹö" : "²Ð±ê"));
1455 #else
1456                                 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1457 #endif
1458
1459                                 fire_ball(type, dir, plev * 3,
1460                                     -(plev / 15) - 1);
1461                         }
1462                         break;
1463                 case MIMIC_VAMPIRE:
1464                         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
1465                         {
1466 #ifdef JP
1467                                 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤Ê¤¤¡£");
1468 #else
1469                                 msg_print("Something prevent you from attacking.");
1470 #endif
1471                                 return FALSE;
1472                         }
1473                         if (racial_aux(2, (1 + (plev / 3)), A_CON, 9))
1474                         {
1475                                 int y, x, dummy = 0;
1476                                 cave_type *c_ptr;
1477
1478                                 /* Only works on adjacent monsters */
1479                                 if (!get_rep_dir(&dir,FALSE)) break;   /* was get_aim_dir */
1480                                 y = py + ddy[dir];
1481                                 x = px + ddx[dir];
1482                                 c_ptr = &cave[y][x];
1483
1484                                 if (!c_ptr->m_idx)
1485                                 {
1486 #ifdef JP
1487 msg_print("²¿¤â¤Ê¤¤¾ì½ê¤Ë³ú¤ß¤Ä¤¤¤¿¡ª");
1488 #else
1489                                         msg_print("You bite into thin air!");
1490 #endif
1491
1492                                         break;
1493                                 }
1494
1495 #ifdef JP
1496 msg_print("¤¢¤Ê¤¿¤Ï¥Ë¥ä¥ê¤È¤·¤Æ²ç¤ò¤à¤¤¤¿...");
1497 #else
1498                                 msg_print("You grin and bare your fangs...");
1499 #endif
1500
1501                                 dummy = plev + randint1(plev) * MAX(1, plev / 10);   /* Dmg */
1502                                 if (drain_life(dir, dummy))
1503                                 {
1504                                         if (p_ptr->food < PY_FOOD_FULL)
1505                                                 /* No heal if we are "full" */
1506                                                 (void)hp_player(dummy);
1507                                         else
1508 #ifdef JP
1509 msg_print("¤¢¤Ê¤¿¤Ï¶õÊ¢¤Ç¤Ï¤¢¤ê¤Þ¤»¤ó¡£");
1510 #else
1511                                                 msg_print("You were not hungry.");
1512 #endif
1513
1514                                                 /* Gain nutritional sustenance: 150/hp drained */
1515                                                 /* A Food ration gives 5000 food points (by contrast) */
1516                                                 /* Don't ever get more than "Full" this way */
1517                                                 /* But if we ARE Gorged,  it won't cure us */
1518                                                 dummy = p_ptr->food + MIN(5000, 100 * dummy);
1519                                         if (p_ptr->food < PY_FOOD_MAX)   /* Not gorged already */
1520                                                 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
1521                                 }
1522                                 else
1523 #ifdef JP
1524 msg_print("¤²¤§¡£¤Ò¤É¤¤Ì£¤À¡£");
1525 #else
1526                                         msg_print("Yechh. That tastes foul.");
1527 #endif
1528
1529                         }
1530                         break;
1531                 }
1532
1533         }
1534
1535         else 
1536         {
1537
1538         switch (p_ptr->prace)
1539         {
1540                 case RACE_DWARF:
1541                         if (racial_aux(5, 5, A_WIS, 12))
1542                         {
1543 #ifdef JP
1544 msg_print("¼þ°Ï¤òÄ´¤Ù¤¿¡£");
1545 #else
1546                                 msg_print("You examine your surroundings.");
1547 #endif
1548
1549                                 (void)detect_traps(DETECT_RAD_DEFAULT);
1550                                 (void)detect_doors(DETECT_RAD_DEFAULT);
1551                                 (void)detect_stairs(DETECT_RAD_DEFAULT);
1552                         }
1553                         break;
1554
1555                 case RACE_HOBBIT:
1556                         if (racial_aux(15, 10, A_INT, 10))
1557                         {
1558                                 object_type *q_ptr;
1559                                 object_type forge;
1560
1561                                 /* Get local object */
1562                                 q_ptr = &forge;
1563
1564                                 /* Create the food ration */
1565                                 object_prep(q_ptr, 21);
1566
1567                                 /* Drop the object from heaven */
1568                                 (void)drop_near(q_ptr, -1, py, px);
1569 #ifdef JP
1570 msg_print("¿©»ö¤òÎÁÍý¤·¤Æºî¤Ã¤¿¡£");
1571 #else
1572                                 msg_print("You cook some food.");
1573 #endif
1574
1575                         }
1576                         break;
1577
1578                 case RACE_GNOME:
1579                         if (racial_aux(5, 5, A_INT, 12))
1580                         {
1581 #ifdef JP
1582 msg_print("¥Ñ¥Ã¡ª");
1583 #else
1584                                 msg_print("Blink!");
1585 #endif
1586
1587                                 teleport_player(10);
1588                         }
1589                         break;
1590
1591                 case RACE_HALF_ORC:
1592                         if (racial_aux(3, 5, A_WIS,
1593                             ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? 5 : 10)))
1594                         {
1595 #ifdef JP
1596 msg_print("ͦµ¤¤ò½Ð¤·¤¿¡£");
1597 #else
1598                                 msg_print("You play tough.");
1599 #endif
1600
1601                                 (void)set_afraid(0);
1602                         }
1603                         break;
1604
1605                 case RACE_HALF_TROLL:
1606                         if (racial_aux(10, 12, A_STR,
1607                             ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? 6 : 12)))
1608                         {
1609 #ifdef JP
1610 msg_print("¤¦¤¬¤¡¤¡¡ª");
1611 #else
1612                                 msg_print("RAAAGH!");
1613 #endif
1614
1615                                 (void)set_afraid(0);
1616
1617                                 (void)set_shero(10 + randint1(plev), FALSE);
1618                                 (void)hp_player(30);
1619                         }
1620                         break;
1621
1622                 case RACE_AMBERITE:
1623                         if (command == -2)
1624                         {
1625                                 if (racial_aux(40, 75, A_WIS, 50))
1626                                 {
1627 #ifdef JP
1628 msg_print("¤¢¤Ê¤¿¤Ï¡Ö¥Ñ¥¿¡¼¥ó¡×¤ò¿´¤ËÉÁ¤¤¤Æ¤½¤Î¾å¤òÊ⤤¤¿...");
1629 #else
1630                                         msg_print("You picture the Pattern in your mind and walk it...");
1631 #endif
1632
1633                                         (void)set_poisoned(0);
1634                                         (void)set_image(0);
1635                                         (void)set_stun(0);
1636                                         (void)set_cut(0);
1637                                         (void)set_blind(0);
1638                                         (void)set_afraid(0);
1639                                         (void)do_res_stat(A_STR);
1640                                         (void)do_res_stat(A_INT);
1641                                         (void)do_res_stat(A_WIS);
1642                                         (void)do_res_stat(A_DEX);
1643                                         (void)do_res_stat(A_CON);
1644                                         (void)do_res_stat(A_CHR);
1645                                         (void)restore_level();
1646                                 }
1647                         }
1648
1649                         else if (command == -1)
1650                         {
1651                                 if (racial_aux(30, 50, A_INT, 50))
1652                                 {
1653                                         /* No effect in arena or quest */
1654                                         if (p_ptr->inside_arena || p_ptr->inside_quest)
1655                                         {
1656 #ifdef JP
1657 msg_print("¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£");
1658 #else
1659                                                 msg_print("There is no effect.");
1660 #endif
1661
1662                                         }
1663                                         else
1664                                         {
1665 #ifdef JP
1666 msg_print("¤¢¤Ê¤¿¤ÏÊ⤭¼þ¤ê»Ï¤á¤¿¡£¼þ°Ï¤¬ÊѲ½¤·¤Æ¤¤¤ë¡£");
1667 #else
1668                                                 msg_print("You start walking around. Your surroundings change.");
1669 #endif
1670
1671
1672                                                 if (autosave_l) do_cmd_save_game(TRUE);
1673
1674                                                 /* Leaving */
1675                                                 p_ptr->leaving = TRUE;
1676                                         }
1677                                 }
1678                         }
1679                         break;
1680
1681                 case RACE_BARBARIAN:
1682                         if (racial_aux(8, 10, A_STR, ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? 6 : 12)))
1683                         {
1684 #ifdef JP
1685 msg_print("¤¦¤©¤©¤ª¤ª¡ª");
1686 #else
1687                                 msg_print("Raaagh!");
1688 #endif
1689
1690                                 (void)set_afraid(0);
1691
1692                                 (void)set_shero(10 + randint1(plev), FALSE);
1693                                 (void)hp_player(30);
1694                         }
1695                         break;
1696
1697                 case RACE_HALF_OGRE:
1698                         if (racial_aux(25, 35, A_INT, 15))
1699                         {
1700 #ifdef JP
1701 msg_print("Çúȯ¤Î¥ë¡¼¥ó¤ò¿µ½Å¤Ë»Å³Ý¤±¤¿...");
1702 #else
1703                                 msg_print("You carefully set an explosive rune...");
1704 #endif
1705
1706                                 explosive_rune();
1707                         }
1708                         break;
1709
1710                 case RACE_HALF_GIANT:
1711                         if (racial_aux(20, 10, A_STR, 12))
1712                         {
1713                                 if (!get_aim_dir(&dir)) break;
1714 #ifdef JP
1715 msg_print("ÀФÎÊɤò᤭¤Ä¤±¤¿¡£");
1716 #else
1717                                 msg_print("You bash at a stone wall.");
1718 #endif
1719
1720                                 (void)wall_to_mud(dir);
1721                         }
1722                         break;
1723
1724                 case RACE_HALF_TITAN:
1725                         if (racial_aux(15, 10, A_INT, 12))
1726                         {
1727 #ifdef JP
1728 msg_print("Ũ¤òÄ´ºº¤·¤¿...");
1729 #else
1730                                 msg_print("You examine your foes...");
1731 #endif
1732
1733                                 probing();
1734                         }
1735                         break;
1736
1737                 case RACE_CYCLOPS:
1738                         if (racial_aux(20, 15, A_STR, 12))
1739                         {
1740                                 if (!get_aim_dir(&dir)) break;
1741 #ifdef JP
1742 msg_print("µðÂç¤Ê´ä¤òÅꤲ¤¿¡£");
1743 #else
1744                                 msg_print("You throw a huge boulder.");
1745 #endif
1746
1747                                 fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
1748                         }
1749                         break;
1750
1751                 case RACE_YEEK:
1752                         if (racial_aux(15, 15, A_WIS, 10))
1753                         {
1754                                 if (!get_aim_dir(&dir)) break;
1755 #ifdef JP
1756 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¶«¤ÓÀ¼¤ò¾å¤²¤¿¡ª");
1757 #else
1758                                 msg_print("You make a horrible scream!");
1759 #endif
1760
1761                                 (void)fear_monster(dir, plev);
1762                         }
1763                         break;
1764
1765                 case RACE_KLACKON:
1766                         if (racial_aux(9, 9, A_DEX, 14))
1767                         {
1768                                 if (!get_aim_dir(&dir)) break;
1769 #ifdef JP
1770 msg_print("»À¤òÅǤ¤¤¿¡£");
1771 #else
1772                                 msg_print("You spit acid.");
1773 #endif
1774
1775                                 if (plev < 25)
1776                                         fire_bolt(GF_ACID, dir, plev);
1777                                 else
1778                                         fire_ball(GF_ACID, dir, plev, 2);
1779                         }
1780                         break;
1781
1782                 case RACE_KOBOLD:
1783                         if (racial_aux(12, 8, A_DEX, 14))
1784                         {
1785                                 if(!get_aim_dir(&dir)) break;
1786 #ifdef JP
1787 msg_print("ÆǤΥÀ¡¼¥Ä¤òÅꤲ¤¿¡£");
1788 #else
1789                                 msg_print("You throw a dart of poison.");
1790 #endif
1791
1792                                 fire_bolt(GF_POIS, dir, plev);
1793                         }
1794                         break;
1795
1796                 case RACE_NIBELUNG:
1797                         if (racial_aux(10, 5, A_WIS, 10))
1798                         {
1799 #ifdef JP
1800 msg_print("¼þ°Ï¤òÄ´ºº¤·¤¿¡£");
1801 #else
1802                                 msg_print("You examine your surroundings.");
1803 #endif
1804
1805                                 (void)detect_traps(DETECT_RAD_DEFAULT);
1806                                 (void)detect_doors(DETECT_RAD_DEFAULT);
1807                                 (void)detect_stairs(DETECT_RAD_DEFAULT);
1808                         }
1809                         break;
1810
1811                 case RACE_DARK_ELF:
1812                         if (racial_aux(2, 2, A_INT, 9))
1813                         {
1814                                 if (!get_aim_dir(&dir)) break;
1815 #ifdef JP
1816 msg_print("¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤òÊü¤Ã¤¿¡£");
1817 #else
1818                                 msg_print("You cast a magic missile.");
1819 #endif
1820
1821                                 fire_bolt_or_beam(10, GF_MISSILE, dir,
1822                                     damroll(3 + ((plev - 1) / 5), 4));
1823                         }
1824                         break;
1825
1826                 case RACE_DRACONIAN:
1827                         if (racial_aux(1, plev, A_CON, 12))
1828                         {
1829                                 int  Type = (one_in_(3) ? GF_COLD : GF_FIRE);
1830 #ifdef JP
1831 cptr Type_desc = ((Type == GF_COLD) ? "Î䵤" : "±ê");
1832 #else
1833                                 cptr Type_desc = ((Type == GF_COLD) ? "cold" : "fire");
1834 #endif
1835
1836
1837                                 if (randint1(100) < plev)
1838                                 {
1839                                         switch (p_ptr->pclass)
1840                                         {
1841                                                 case CLASS_WARRIOR:
1842                                                 case CLASS_BERSERKER:
1843                                                 case CLASS_RANGER:
1844                                                 case CLASS_TOURIST:
1845                                                 case CLASS_IMITATOR:
1846                                                 case CLASS_ARCHER:
1847                                                 case CLASS_SMITH:
1848                                                         if (one_in_(3))
1849                                                         {
1850                                                                 Type = GF_MISSILE;
1851 #ifdef JP
1852 Type_desc = "¥¨¥ì¥á¥ó¥È";
1853 #else
1854                                                                 Type_desc = "the elements";
1855 #endif
1856
1857                                                         }
1858                                                         else
1859                                                         {
1860                                                                 Type = GF_SHARDS;
1861 #ifdef JP
1862 Type_desc = "ÇËÊÒ";
1863 #else
1864                                                                 Type_desc = "shards";
1865 #endif
1866
1867                                                         }
1868                                                         break;
1869                                                 case CLASS_MAGE:
1870                                                 case CLASS_WARRIOR_MAGE:
1871                                                 case CLASS_HIGH_MAGE:
1872                                                 case CLASS_SORCERER:
1873                                                 case CLASS_MAGIC_EATER:
1874                                                 case CLASS_RED_MAGE:
1875                                                 case CLASS_BLUE_MAGE:
1876                                                 case CLASS_MIRROR_MASTER:
1877                                                         if (one_in_(3))
1878                                                         {
1879                                                                 Type = GF_MANA;
1880 #ifdef JP
1881 Type_desc = "ËâÎÏ";
1882 #else
1883                                                                 Type_desc = "mana";
1884 #endif
1885
1886                                                         }
1887                                                         else
1888                                                         {
1889                                                                 Type = GF_DISENCHANT;
1890 #ifdef JP
1891 Type_desc = "Îô²½";
1892 #else
1893                                                                 Type_desc = "disenchantment";
1894 #endif
1895
1896                                                         }
1897                                                         break;
1898                                                 case CLASS_CHAOS_WARRIOR:
1899                                                         if (!one_in_(3))
1900                                                         {
1901                                                                 Type = GF_CONFUSION;
1902 #ifdef JP
1903 Type_desc = "º®Íð";
1904 #else
1905                                                                 Type_desc = "confusion";
1906 #endif
1907
1908                                                         }
1909                                                         else
1910                                                         {
1911                                                                 Type = GF_CHAOS;
1912 #ifdef JP
1913 Type_desc = "¥«¥ª¥¹";
1914 #else
1915                                                                 Type_desc = "chaos";
1916 #endif
1917
1918                                                         }
1919                                                         break;
1920                                                 case CLASS_MONK:
1921                                                 case CLASS_SAMURAI:
1922                                                 case CLASS_FORCETRAINER:
1923                                                         if (!one_in_(3))
1924                                                         {
1925                                                                 Type = GF_CONFUSION;
1926 #ifdef JP
1927 Type_desc = "º®Íð";
1928 #else
1929                                                                 Type_desc = "confusion";
1930 #endif
1931
1932                                                         }
1933                                                         else
1934                                                         {
1935                                                                 Type = GF_SOUND;
1936 #ifdef JP
1937 Type_desc = "¹ì²»";
1938 #else
1939                                                                 Type_desc = "sound";
1940 #endif
1941
1942                                                         }
1943                                                         break;
1944                                                 case CLASS_MINDCRAFTER:
1945                                                         if (!one_in_(3))
1946                                                         {
1947                                                                 Type = GF_CONFUSION;
1948 #ifdef JP
1949 Type_desc = "º®Íð";
1950 #else
1951                                                                 Type_desc = "confusion";
1952 #endif
1953
1954                                                         }
1955                                                         else
1956                                                         {
1957                                                                 Type = GF_PSI;
1958 #ifdef JP
1959 Type_desc = "Àº¿À¥¨¥Í¥ë¥®¡¼";
1960 #else
1961                                                                 Type_desc = "mental energy";
1962 #endif
1963
1964                                                         }
1965                                                         break;
1966                                                 case CLASS_PRIEST:
1967                                                 case CLASS_PALADIN:
1968                                                         if (one_in_(3))
1969                                                         {
1970                                                                 Type = GF_HELL_FIRE;
1971 #ifdef JP
1972 Type_desc = "ÃϹö¤Î¹å²Ð";
1973 #else
1974                                                                 Type_desc = "hellfire";
1975 #endif
1976
1977                                                         }
1978                                                         else
1979                                                         {
1980                                                                 Type = GF_HOLY_FIRE;
1981 #ifdef JP
1982 Type_desc = "À»¤Ê¤ë±ê";
1983 #else
1984                                                                 Type_desc = "holy fire";
1985 #endif
1986
1987                                                         }
1988                                                         break;
1989                                                 case CLASS_ROGUE:
1990                                                 case CLASS_NINJA:
1991                                                         if (one_in_(3))
1992                                                         {
1993                                                                 Type = GF_DARK;
1994 #ifdef JP
1995 Type_desc = "°Å¹õ";
1996 #else
1997                                                                 Type_desc = "darkness";
1998 #endif
1999
2000                                                         }
2001                                                         else
2002                                                         {
2003                                                                 Type = GF_POIS;
2004 #ifdef JP
2005 Type_desc = "ÆÇ";
2006 #else
2007                                                                 Type_desc = "poison";
2008 #endif
2009
2010                                                         }
2011                                                         break;
2012                                                 case CLASS_BARD:
2013                                                         if (!one_in_(3))
2014                                                         {
2015                                                                 Type = GF_SOUND;
2016 #ifdef JP
2017 Type_desc = "¹ì²»";
2018 #else
2019                                                                 Type_desc = "sound";
2020 #endif
2021
2022                                                         }
2023                                                         else
2024                                                         {
2025                                                                 Type = GF_CONFUSION;
2026 #ifdef JP
2027 Type_desc = "º®Íð";
2028 #else
2029                                                                 Type_desc = "confusion";
2030 #endif
2031
2032                                                         }
2033                                                         break;
2034                                         }
2035                                 }
2036
2037                                 if (!get_aim_dir(&dir)) break;
2038 #ifdef JP
2039 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", Type_desc);
2040 #else
2041                                 msg_format("You breathe %s.", Type_desc);
2042 #endif
2043
2044                                 fire_ball(Type, dir, plev * 2,
2045                                     -(plev / 15) - 1);
2046                         }
2047                         break;
2048
2049                 case RACE_MIND_FLAYER:
2050                         if (racial_aux(15, 12, A_INT, 14))
2051                         {
2052                                 if (!get_aim_dir(&dir)) break;
2053                                 else
2054                                 {
2055 #ifdef JP
2056 msg_print("¤¢¤Ê¤¿¤Ï½¸Ã椷¡¢Ìܤ¬ÀÖ¤¯µ±¤¤¤¿...");
2057 #else
2058                                         msg_print("You concentrate and your eyes glow red...");
2059 #endif
2060
2061                                         fire_bolt(GF_PSI, dir, plev);
2062                                 }
2063                         }
2064                         break;
2065
2066                 case RACE_IMP:
2067                         if (racial_aux(9, 15, A_WIS, 15))
2068                         {
2069                                 if (!get_aim_dir(&dir)) break;
2070                                 if (plev >= 30)
2071                                 {
2072 #ifdef JP
2073 msg_print("¥Õ¥¡¥¤¥¢¡¼¥Ü¡¼¥ë¤òÊü¤Ã¤¿¡£");
2074 #else
2075                                         msg_print("You cast a ball of fire.");
2076 #endif
2077
2078                                         fire_ball(GF_FIRE, dir, plev, 2);
2079                                 }
2080                                 else
2081                                 {
2082 #ifdef JP
2083 msg_print("¥Õ¥¡¥¤¥¢¡¼¥Ü¥ë¥È¤òÊü¤Ã¤¿¡£");
2084 #else
2085                                         msg_print("You cast a bolt of fire.");
2086 #endif
2087
2088                                         fire_bolt(GF_FIRE, dir, plev);
2089                                 }
2090                         }
2091                         break;
2092
2093                 case RACE_GOLEM:
2094                         if (racial_aux(20, 15, A_CON, 8))
2095                         {
2096                                 (void)set_shield(randint1(20) + 30, FALSE);
2097                         }
2098                         break;
2099
2100                 case RACE_SKELETON:
2101                 case RACE_ZOMBIE:
2102                         if (racial_aux(30, 30, A_WIS, 18))
2103                         {
2104 #ifdef JP
2105 msg_print("¤¢¤Ê¤¿¤Ï¼º¤Ã¤¿¥¨¥Í¥ë¥®¡¼¤ò¼è¤êÌ᤽¤¦¤È»î¤ß¤¿¡£");
2106 #else
2107                                 msg_print("You attempt to restore your lost energies.");
2108 #endif
2109
2110                                 (void)restore_level();
2111                         }
2112                         break;
2113
2114                 case RACE_VAMPIRE:
2115                         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
2116                         {
2117 #ifdef JP
2118                                 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤Ê¤¤¡£");
2119 #else
2120                                 msg_print("Something prevent you from attacking.");
2121 #endif
2122                                 return FALSE;
2123                         }
2124                         if (racial_aux(2, (1 + (plev / 3)), A_CON, 9))
2125                         {
2126                                 int y, x, dummy = 0;
2127                                 cave_type *c_ptr;
2128
2129                                 /* Only works on adjacent monsters */
2130                                 if (!get_rep_dir(&dir,FALSE)) break;   /* was get_aim_dir */
2131                                 y = py + ddy[dir];
2132                                 x = px + ddx[dir];
2133                                 c_ptr = &cave[y][x];
2134
2135                                 if (!c_ptr->m_idx)
2136                                 {
2137 #ifdef JP
2138 msg_print("²¿¤â¤Ê¤¤¾ì½ê¤Ë³ú¤ß¤Ä¤¤¤¿¡ª");
2139 #else
2140                                         msg_print("You bite into thin air!");
2141 #endif
2142
2143                                         break;
2144                                 }
2145
2146 #ifdef JP
2147 msg_print("¤¢¤Ê¤¿¤Ï¥Ë¥ä¥ê¤È¤·¤Æ²ç¤ò¤à¤¤¤¿...");
2148 #else
2149                                 msg_print("You grin and bare your fangs...");
2150 #endif
2151
2152                                 dummy = plev + randint1(plev) * MAX(1, plev / 10);   /* Dmg */
2153                                 if (drain_life(dir, dummy))
2154                                 {
2155                                         if (p_ptr->food < PY_FOOD_FULL)
2156                                                 /* No heal if we are "full" */
2157                                                 (void)hp_player(dummy);
2158                                         else
2159 #ifdef JP
2160 msg_print("¤¢¤Ê¤¿¤Ï¶õÊ¢¤Ç¤Ï¤¢¤ê¤Þ¤»¤ó¡£");
2161 #else
2162                                                 msg_print("You were not hungry.");
2163 #endif
2164
2165                                                 /* Gain nutritional sustenance: 150/hp drained */
2166                                                 /* A Food ration gives 5000 food points (by contrast) */
2167                                                 /* Don't ever get more than "Full" this way */
2168                                                 /* But if we ARE Gorged,  it won't cure us */
2169                                                 dummy = p_ptr->food + MIN(5000, 100 * dummy);
2170                                         if (p_ptr->food < PY_FOOD_MAX)   /* Not gorged already */
2171                                                 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
2172                                 }
2173                                 else
2174 #ifdef JP
2175 msg_print("¤²¤§¡£¤Ò¤É¤¤Ì£¤À¡£");
2176 #else
2177                                         msg_print("Yechh. That tastes foul.");
2178 #endif
2179
2180                         }
2181                         break;
2182
2183                 case RACE_SPECTRE:
2184                         if (racial_aux(4, 6, A_INT, 3))
2185                         {
2186 #ifdef JP
2187 msg_print("¤¢¤Ê¤¿¤Ï¤ª¤É¤í¤ª¤É¤í¤·¤¤¶«¤ÓÀ¼¤ò¤¢¤²¤¿¡ª");
2188 #else
2189                                 msg_print("You emit an eldritch howl!");
2190 #endif
2191
2192                                 if (!get_aim_dir(&dir)) break;
2193                                 (void)fear_monster(dir, plev);
2194                         }
2195                         break;
2196
2197                 case RACE_SPRITE:
2198                         if (racial_aux(12, 12, A_INT, 15))
2199                         {
2200 #ifdef JP
2201 msg_print("¤¢¤Ê¤¿¤ÏËâË¡¤ÎÊ´¤òÅꤲ¤Ä¤±¤¿...");
2202 #else
2203                                 msg_print("You throw some magic dust...");
2204 #endif
2205
2206                                 if (plev < 25)
2207                                         sleep_monsters_touch();
2208                                 else
2209                                         (void)sleep_monsters();
2210                         }
2211                         break;
2212
2213                 case RACE_DEMON:
2214                         if (racial_aux(15, 10+p_ptr->lev/3, A_CON, 20))
2215                         {
2216                                 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
2217                                 if (!get_aim_dir(&dir)) break;
2218 #ifdef JP
2219 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",((type == GF_NETHER) ? "ÃϹö" : "²Ð±ê"));
2220 #else
2221                                 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
2222 #endif
2223
2224                                 fire_ball(type, dir, plev * 3,
2225                                     -(plev / 15) - 1);
2226                         }
2227                         break;
2228
2229                 case RACE_KUTA:
2230                         if (racial_aux(20, 15, A_CHR, 8))
2231                         {
2232                                 (void)set_tsubureru(randint1(20) + 30, FALSE);
2233                         }
2234                         break;
2235
2236                 case RACE_ANDROID:
2237                         if (plev < 10)
2238                         {
2239                                 if (racial_aux(1, 7, A_STR, 8))
2240                                 {
2241                                         if (!get_aim_dir(&dir)) return FALSE;
2242 #ifdef JP
2243                                         msg_print("¥ì¥¤¥¬¥ó¤òȯ¼Í¤·¤¿¡£");
2244 #else
2245                                         msg_print("You fire your ray gun.");
2246 #endif
2247                                         fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
2248                                 }
2249                         }
2250                         else if (plev < 25)
2251                         {
2252                                 if (racial_aux(10, 13, A_STR, 10))
2253                                 {
2254                                         if (!get_aim_dir(&dir)) return FALSE;
2255 #ifdef JP
2256                                         msg_print("¥Ö¥é¥¹¥¿¡¼¤òȯ¼Í¤·¤¿¡£");
2257 #else
2258                                         msg_print("You fire your blaster.");
2259 #endif
2260                                         fire_bolt(GF_MISSILE, dir, plev);
2261                                 }
2262                         }
2263                         else if (plev < 35)
2264                         {
2265                                 if (racial_aux(25, 26, A_STR, 12))
2266                                 {
2267                                         if (!get_aim_dir(&dir)) return FALSE;
2268 #ifdef JP
2269                                         msg_print("¥Ð¥º¡¼¥«¤òȯ¼Í¤·¤¿¡£");
2270 #else
2271                                         msg_print("You fire your bazooka.");
2272 #endif
2273                                         fire_ball(GF_MISSILE, dir, plev * 2, 2);
2274                                 }
2275                         }
2276                         else if (plev < 45)
2277                         {
2278                                 if (racial_aux(35, 40, A_STR, 15))
2279                                 {
2280                                         if (!get_aim_dir(&dir)) return FALSE;
2281 #ifdef JP
2282                                         msg_print("¥Ó¡¼¥à¥­¥ã¥Î¥ó¤òȯ¼Í¤·¤¿¡£");
2283 #else
2284                                         msg_print("You fire a beam cannon.");
2285 #endif
2286                                         fire_beam(GF_MISSILE, dir, plev * 2);
2287                                 }
2288                         }
2289                         else
2290                         {
2291                                 if (racial_aux(45, 60, A_STR, 18))
2292                                 {
2293                                         if (!get_aim_dir(&dir)) return FALSE;
2294 #ifdef JP
2295                                         msg_print("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡£");
2296 #else
2297                                         msg_print("You fire a rocket.");
2298 #endif
2299                                         fire_ball(GF_ROCKET, dir, plev * 5, 2);
2300                                 }
2301                         }
2302                         break;
2303
2304                 default:
2305 #ifdef JP
2306 msg_print("¤³¤Î¼ï²¤ÏÆüì¤ÊǽÎϤò»ý¤Ã¤Æ¤¤¤Þ¤»¤ó¡£");
2307 #else
2308                         msg_print("This race has no bonus power.");
2309 #endif
2310
2311                         energy_use = 0;
2312         }
2313         }
2314         return TRUE;
2315 }
2316
2317
2318 typedef struct power_desc_type power_desc_type;
2319
2320 struct power_desc_type
2321 {
2322         char name[40];
2323         int  level;
2324         int  cost;
2325         int  fail;
2326         int  number;
2327 };
2328
2329
2330 /*
2331  * Allow user to choose a power (racial / mutation) to activate
2332  */
2333 void do_cmd_racial_power(void)
2334 {
2335         power_desc_type power_desc[36];
2336         int             num, i = 0;
2337         int             ask = TRUE;
2338         int             lvl = p_ptr->lev;
2339         bool            flag, redraw;
2340         bool            warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
2341         char            choice;
2342         char            out_val[160];
2343         int menu_line = (use_menu ? 1 : 0);
2344
2345
2346         for (num = 0; num < 36; num++)
2347         {
2348                 strcpy(power_desc[num].name, "");
2349                 power_desc[num].number = 0;
2350         }
2351
2352         num = 0;
2353
2354         if (p_ptr->confused)
2355         {
2356 #ifdef JP
2357 msg_print("º®Í𤷤Ƥ¤¤ÆÆüìǽÎϤò»È¤¨¤Þ¤»¤ó¡ª");
2358 #else
2359                 msg_print("You are too confused to use any powers!");
2360 #endif
2361
2362                 energy_use = 0;
2363                 return;
2364         }
2365
2366         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
2367         {
2368                 set_action(ACTION_NONE);
2369         }
2370
2371         switch (p_ptr->pclass)
2372         {
2373         case CLASS_WARRIOR:
2374         {
2375 #ifdef JP
2376 strcpy(power_desc[num].name, "·õ¤ÎÉñ¤¤");
2377 #else
2378                 strcpy(power_desc[num].name, "Sword Dancing");
2379 #endif
2380
2381                 power_desc[num].level = 40;
2382                 power_desc[num].cost = 75;
2383                 power_desc[num].fail = 100 - racial_chance(40, A_DEX, 35);
2384                 power_desc[num++].number = -3;
2385                 break;
2386         }
2387         case CLASS_MAGE:
2388         case CLASS_HIGH_MAGE:
2389         case CLASS_SORCERER:
2390         {
2391 #ifdef JP
2392 strcpy(power_desc[num].name, "ËâÎÏ¿©¤¤");
2393 #else
2394                 strcpy(power_desc[num].name, "Eat Magic");
2395 #endif
2396
2397                 power_desc[num].level = 25;
2398                 power_desc[num].cost = 1;
2399                 power_desc[num].fail = 100 - racial_chance(25, A_INT, 25);
2400                 power_desc[num++].number = -3;
2401                 break;
2402         }
2403         case CLASS_PRIEST:
2404         {
2405                 if (p_ptr->realm1 == REALM_LIFE)
2406                 {
2407 #ifdef JP
2408 strcpy(power_desc[num].name, "Éð´ï½ËÊ¡");
2409 #else
2410                         strcpy(power_desc[num].name, "Bless Weapon");
2411 #endif
2412
2413                         power_desc[num].level = 35;
2414                         power_desc[num].cost = 70;
2415                         power_desc[num].fail = 100 - racial_chance(35, A_WIS, 50);
2416                         power_desc[num++].number = -3;
2417                 }
2418                 else
2419                 {
2420 #ifdef JP
2421 strcpy(power_desc[num].name, "¾¤º²");
2422 #else
2423                         strcpy(power_desc[num].name, "Evocation");
2424 #endif
2425
2426                         power_desc[num].level = 42;
2427                         power_desc[num].cost = 40;
2428                         power_desc[num].fail = 100 - racial_chance(42, A_WIS, 35);
2429                         power_desc[num++].number = -3;
2430                 }
2431                 break;
2432         }
2433         case CLASS_ROGUE:
2434         {
2435 #ifdef JP
2436 strcpy(power_desc[num].name, "¥Ò¥Ã¥È¡õ¥¢¥¦¥§¥¤");
2437 #else
2438                 strcpy(power_desc[num].name, "Hit and Away");
2439 #endif
2440
2441                 power_desc[num].level = 8;
2442                 power_desc[num].cost = 12;
2443                 power_desc[num].fail = 100 - racial_chance(8, A_DEX, 14);
2444                 power_desc[num++].number = -3;
2445                 break;
2446         }
2447         case CLASS_RANGER:
2448         {
2449 #ifdef JP
2450 strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼Ä´ºº");
2451 #else
2452                 strcpy(power_desc[num].name, "Probe Monster");
2453 #endif
2454
2455                 power_desc[num].level = 15;
2456                 power_desc[num].cost = 20;
2457                 power_desc[num].fail = 100 - racial_chance(15, A_INT, 12);
2458                 power_desc[num++].number = -3;
2459                 break;
2460         }
2461         case CLASS_PALADIN:
2462         {
2463                 if (p_ptr->realm1 == REALM_LIFE)
2464                 {
2465 #ifdef JP
2466 strcpy(power_desc[num].name, "¥Û¡¼¥ê¡¼¡¦¥é¥ó¥¹");
2467 #else
2468                         strcpy(power_desc[num].name, "Holy Lance");
2469 #endif
2470
2471                         power_desc[num].level = 30;
2472                         power_desc[num].cost = 30;
2473                         power_desc[num].fail = 100 - racial_chance(30, A_WIS, 30);
2474                         power_desc[num++].number = -3;
2475                 }
2476                 else
2477                 {
2478 #ifdef JP
2479 strcpy(power_desc[num].name, "¥Ø¥ë¡¦¥é¥ó¥¹");
2480 #else
2481                         strcpy(power_desc[num].name, "Hell Lance");
2482 #endif
2483
2484                         power_desc[num].level = 30;
2485                         power_desc[num].cost = 30;
2486                         power_desc[num].fail = 100 - racial_chance(30, A_WIS, 30);
2487                         power_desc[num++].number = -3;
2488                 }
2489                 break;
2490         }
2491         case CLASS_WARRIOR_MAGE:
2492         {
2493 #ifdef JP
2494 strcpy(power_desc[num].name, "ÊÑ´¹: £È£Ð¢ª£Í£Ð");
2495 #else
2496                 strcpy(power_desc[num].name, "Convert HP to SP");
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 = -3;
2503 #ifdef JP
2504 strcpy(power_desc[num].name, "ÊÑ´¹: £Í£Ð¢ª£È£Ð");
2505 #else
2506                 strcpy(power_desc[num].name, "Convert SP to HP");
2507 #endif
2508
2509                 power_desc[num].level = 25;
2510                 power_desc[num].cost = 0;
2511                 power_desc[num].fail = 100 - racial_chance(25, A_INT, 10);
2512                 power_desc[num++].number = -4;
2513                 break;
2514         }
2515         case CLASS_CHAOS_WARRIOR:
2516         {
2517 #ifdef JP
2518 strcpy(power_desc[num].name, "¸¸ÏǤθ÷");
2519 #else
2520                 strcpy(power_desc[num].name, "Confusing Light");
2521 #endif
2522
2523                 power_desc[num].level = 40;
2524                 power_desc[num].cost = 50;
2525                 power_desc[num].fail = 100 - racial_chance(40, A_INT, 25);
2526                 power_desc[num++].number = -3;
2527                 break;
2528         }
2529         case CLASS_MONK:
2530         {
2531 #ifdef JP
2532 strcpy(power_desc[num].name, "¹½¤¨¤ë");
2533 #else
2534                 strcpy(power_desc[num].name, "Assume a Posture");
2535 #endif
2536
2537                 power_desc[num].level = 25;
2538                 power_desc[num].cost = 0;
2539                 power_desc[num].fail = 100 - racial_chance(25, A_DEX, 0);
2540                 power_desc[num++].number = -3;
2541 #ifdef JP
2542 strcpy(power_desc[num].name, "É´Îö·ý");
2543 #else
2544                 strcpy(power_desc[num].name, "Double Attack");
2545 #endif
2546
2547                 power_desc[num].level = 30;
2548                 power_desc[num].cost = 30;
2549                 power_desc[num].fail = 100 - racial_chance(20, A_STR, 20);
2550                 power_desc[num++].number = -4;
2551                 break;
2552         }
2553         case CLASS_MINDCRAFTER:
2554         case CLASS_FORCETRAINER:
2555         {
2556 #ifdef JP
2557 strcpy(power_desc[num].name, "ÌÀ¶À»ß¿å");
2558 #else
2559                 strcpy(power_desc[num].name, "Clear Mind");
2560 #endif
2561
2562                 power_desc[num].level = 15;
2563                 power_desc[num].cost = 0;
2564                 power_desc[num].fail = 100 - racial_chance(15, A_WIS, 10);
2565                 power_desc[num++].number = -3;
2566                 break;
2567         }
2568         case CLASS_TOURIST:
2569         {
2570 #ifdef JP
2571 strcpy(power_desc[num].name, "¼Ì¿¿»£±Æ");
2572 #else
2573                 strcpy(power_desc[num].name, "Take a Photograph");
2574 #endif
2575
2576                 power_desc[num].level = 1;
2577                 power_desc[num].cost = 0;
2578                 power_desc[num].fail = 100 - racial_chance(1, A_DEX, 0);
2579                 power_desc[num++].number = -3;
2580 #ifdef JP
2581 strcpy(power_desc[num].name, "¿¿¡¦´ÕÄê");
2582 #else
2583                 strcpy(power_desc[num].name, "Identify True");
2584 #endif
2585
2586                 power_desc[num].level = 25;
2587                 power_desc[num].cost = 20;
2588                 power_desc[num].fail = 100 - racial_chance(25, A_INT, 20);
2589                 power_desc[num++].number = -4;
2590                 break;
2591         }
2592         case CLASS_IMITATOR:
2593         {
2594 #ifdef JP
2595 strcpy(power_desc[num].name, "ÇÜÊÖ¤·");
2596 #else
2597                 strcpy(power_desc[num].name, "Double Revenge");
2598 #endif
2599
2600                 power_desc[num].level = 30;
2601                 power_desc[num].cost = 100;
2602                 power_desc[num].fail = 100 - racial_chance(30, A_DEX, 30);
2603                 power_desc[num++].number = -3;
2604                 break;
2605         }
2606         case CLASS_BEASTMASTER:
2607         {
2608 #ifdef JP
2609 strcpy(power_desc[num].name, "À¸Êª»ÙÇÛ");
2610 #else
2611                 strcpy(power_desc[num].name, "Dominate a Living Thing");
2612 #endif
2613
2614                 power_desc[num].level = 1;
2615                 power_desc[num].cost = (p_ptr->lev+3)/4;
2616                 power_desc[num].fail = 100 - racial_chance(1, A_CHR, 10);
2617                 power_desc[num++].number = -3;
2618 #ifdef JP
2619 strcpy(power_desc[num].name, "¿¿¡¦À¸Êª»ÙÇÛ");
2620 #else
2621                 strcpy(power_desc[num].name, "Dominate Living Things");
2622 #endif
2623
2624                 power_desc[num].level = 30;
2625                 power_desc[num].cost = (p_ptr->lev+20)/2;
2626                 power_desc[num].fail = 100 - racial_chance(30, A_CHR, 10);
2627                 power_desc[num++].number = -4;
2628                 break;
2629         }
2630         case CLASS_ARCHER:
2631         {
2632 #ifdef JP
2633 strcpy(power_desc[num].name, "ÃÆ/Ìð¤ÎÀ½Â¤");
2634 #else
2635                 strcpy(power_desc[num].name, "Create Ammo");
2636 #endif
2637
2638                 power_desc[num].level = 1;
2639                 power_desc[num].cost = 0;
2640                 power_desc[num].fail = 100 - racial_chance(0, A_DEX, 0);
2641                 power_desc[num++].number = -3;
2642                 break;
2643         }
2644         case CLASS_MAGIC_EATER:
2645         {
2646 #ifdef JP
2647 strcpy(power_desc[num].name, "ËâÎϤμè¤ê¹þ¤ß");
2648 #else
2649                 strcpy(power_desc[num].name, "Absorb Magic");
2650 #endif
2651
2652                 power_desc[num].level = 1;
2653                 power_desc[num].cost = 0;
2654                 power_desc[num].fail = 100 - racial_chance(0, A_INT, 0);
2655                 power_desc[num++].number = -3;
2656                 break;
2657         }
2658         case CLASS_BARD:
2659         {
2660 #ifdef JP
2661 strcpy(power_desc[num].name, "²Î¤ò»ß¤á¤ë");
2662 #else
2663                 strcpy(power_desc[num].name, "Stop Singing");
2664 #endif
2665
2666                 power_desc[num].level = 1;
2667                 power_desc[num].cost = 0;
2668                 power_desc[num].fail = 100 - racial_chance(0, A_CHR, 0);
2669                 power_desc[num++].number = -3;
2670                 break;
2671         }
2672         case CLASS_RED_MAGE:
2673         {
2674 #ifdef JP
2675 strcpy(power_desc[num].name, "Ϣ³Ëâ");
2676 #else
2677                 strcpy(power_desc[num].name, "Double Magic");
2678 #endif
2679
2680                 power_desc[num].level = 48;
2681                 power_desc[num].cost = 20;
2682                 power_desc[num].fail = 100 - racial_chance(48, A_INT, 0);
2683                 power_desc[num++].number = -3;
2684                 break;
2685         }
2686         case CLASS_SAMURAI:
2687         {
2688 #ifdef JP
2689 strcpy(power_desc[num].name, "µ¤¹ç¤¤¤¿¤á");
2690 #else
2691                 strcpy(power_desc[num].name, "Concentration");
2692 #endif
2693
2694                 power_desc[num].level = 1;
2695                 power_desc[num].cost = 0;
2696                 power_desc[num].fail = 100 - racial_chance(1, A_WIS, 0);
2697                 power_desc[num++].number = -3;
2698 #ifdef JP
2699 strcpy(power_desc[num].name, "·¿");
2700 #else
2701                 strcpy(power_desc[num].name, "Assume a Posture");
2702 #endif
2703
2704                 power_desc[num].level = 25;
2705                 power_desc[num].cost = 0;
2706                 power_desc[num].fail = 100 - racial_chance(25, A_DEX, 0);
2707                 power_desc[num++].number = -4;
2708                 break;
2709         }
2710         case CLASS_BLUE_MAGE:
2711         {
2712 #ifdef JP
2713 strcpy(power_desc[num].name, "¥é¡¼¥Ë¥ó¥°");
2714 #else
2715                 strcpy(power_desc[num].name, "Learning");
2716 #endif
2717
2718                 power_desc[num].level = 1;
2719                 power_desc[num].cost = 0;
2720                 power_desc[num].fail = 100 - racial_chance(1, A_INT, 0);
2721                 power_desc[num++].number = -3;
2722                 break;
2723         }
2724         case CLASS_CAVALRY:
2725         {
2726 #ifdef JP
2727 strcpy(power_desc[num].name, "¹ÓÇϤʤ餷");
2728 #else
2729                 strcpy(power_desc[num].name, "Rodeo");
2730 #endif
2731
2732                 power_desc[num].level = 10;
2733                 power_desc[num].cost = 0;
2734                 power_desc[num].fail = 100 - racial_chance(10, A_STR, 10);
2735                 power_desc[num++].number = -3;
2736                 break;
2737         }
2738         case CLASS_BERSERKER:
2739         {
2740 #ifdef JP
2741 strcpy(power_desc[num].name, "¶õÊ¢½¼Â­");
2742 #else
2743                 strcpy(power_desc[num].name, "Satisfy Hunger");
2744 #endif
2745
2746                 power_desc[num].level = 5;
2747                 power_desc[num].cost = 5;
2748                 power_desc[num].fail = 100 - racial_chance(5, A_DEX, 10);
2749                 power_desc[num++].number = -3;
2750 #ifdef JP
2751 strcpy(power_desc[num].name, "µ¢´Ô");
2752 #else
2753                 strcpy(power_desc[num].name, "Recall");
2754 #endif
2755
2756                 power_desc[num].level = 10;
2757                 power_desc[num].cost = 10;
2758                 power_desc[num].fail = 100 - racial_chance(10, A_DEX, 20);
2759                 power_desc[num++].number = -4;
2760                 break;
2761         }
2762         case CLASS_MIRROR_MASTER:
2763         {
2764 #ifdef JP
2765 strcpy(power_desc[num].name, "¶À³ä¤ê");
2766 #else
2767                 strcpy(power_desc[num].name, "Break Mirrors");
2768 #endif
2769
2770                 power_desc[num].level = 1;
2771                 power_desc[num].cost = 0;
2772                 power_desc[num].fail = 100 - racial_chance(1, A_INT, 0);
2773                 power_desc[num++].number = -3;
2774 #ifdef JP
2775 strcpy(power_desc[num].name, "ÀÅ¿å");
2776 #else
2777                 strcpy(power_desc[num].name, "Mirror Concentration");
2778 #endif
2779
2780                 power_desc[num].level = 30;
2781                 power_desc[num].cost = 0;
2782                 power_desc[num].fail = 100 - racial_chance(30, A_INT, 20);
2783                 power_desc[num++].number = -4;
2784                 break;
2785         }
2786         case CLASS_SMITH:
2787         {
2788 #ifdef JP
2789 strcpy(power_desc[num].name, "ÌÜÍø¤­");
2790 #else
2791                 strcpy(power_desc[num].name, "Judgment");
2792 #endif
2793
2794                 power_desc[num].level = 5;
2795                 power_desc[num].cost = 15;
2796                 power_desc[num].fail = 100 - racial_chance(5, A_INT, 20);
2797                 power_desc[num++].number = -3;
2798                 break;
2799         }
2800         case CLASS_NINJA:
2801         {
2802 #ifdef JP
2803 strcpy(power_desc[num].name, "®¶î¤±");
2804 #else
2805                 strcpy(power_desc[num].name, "Quick Walk");
2806 #endif
2807
2808                 power_desc[num].level = 20;
2809                 power_desc[num].cost = 0;
2810                 power_desc[num].fail = 100 - racial_chance(20, A_DEX, 0);
2811                 power_desc[num++].number = -3;
2812                 break;
2813         }
2814         default:
2815 #ifdef JP
2816 strcpy(power_desc[0].name, "(¤Ê¤·)");
2817 #else
2818                 strcpy(power_desc[0].name, "(none)");
2819 #endif
2820
2821         }
2822
2823         if (p_ptr->mimic_form)
2824         {
2825                 switch (p_ptr->mimic_form)
2826                 {
2827                 case MIMIC_DEMON:
2828                 case MIMIC_DEMON_LORD:
2829 #ifdef JP
2830 sprintf(power_desc[num].name, "ÃϹö/²Ð±ê¤Î¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 3);
2831 #else
2832                         sprintf(power_desc[num].name, "Nether or Fire Breath (dam %d)", lvl * 3);
2833 #endif
2834
2835                         power_desc[num].level = 15;
2836                         power_desc[num].cost = 10+lvl/3;
2837                         power_desc[num].fail = 100 - racial_chance(15, A_CON, 20);
2838                         power_desc[num++].number = -1;
2839                         break;
2840                 case MIMIC_VAMPIRE:
2841 #ifdef JP
2842 strcpy(power_desc[num].name, "À¸Ì¿Îϵۼý");
2843 #else
2844                         strcpy(power_desc[num].name, "Drain Life");
2845 #endif
2846
2847                         power_desc[num].level = 2;
2848                         power_desc[num].cost = 1 + (lvl / 3);
2849                         power_desc[num].fail = 100 - racial_chance(2, A_CON, 9);
2850                         power_desc[num++].number = -1;
2851                         break;
2852                 }
2853         }
2854         else
2855         {
2856         switch (p_ptr->prace)
2857         {
2858                 case RACE_DWARF:
2859 #ifdef JP
2860 strcpy(power_desc[num].name, "¥É¥¢¤Èæ« ´¶ÃÎ");
2861 #else
2862                         strcpy(power_desc[num].name, "Detect Doors+Traps");
2863 #endif
2864
2865                         power_desc[num].level = 5;
2866                         power_desc[num].cost = 5;
2867                         power_desc[num].fail = 100 - racial_chance(5, A_WIS, 12);
2868                         power_desc[num++].number = -1;
2869                         break;
2870                 case RACE_NIBELUNG:
2871 #ifdef JP
2872 strcpy(power_desc[num].name, "¥É¥¢¤Èæ« ´¶ÃÎ");
2873 #else
2874                         strcpy(power_desc[num].name, "Detect Doors+Traps");
2875 #endif
2876
2877                         power_desc[num].level = 10;
2878                         power_desc[num].cost = 5;
2879                         power_desc[num].fail = 100 - racial_chance(10, A_WIS, 10);
2880                         power_desc[num++].number = -1;
2881                         break;
2882                 case RACE_HOBBIT:
2883 #ifdef JP
2884 strcpy(power_desc[num].name, "¿©ÎÈÀ¸À®");
2885 #else
2886                         strcpy(power_desc[num].name, "Create Food");
2887 #endif
2888
2889                         power_desc[num].level = 15;
2890                         power_desc[num].cost = 10;
2891                         power_desc[num].fail = 100 - racial_chance(15, A_INT, 10);
2892                         power_desc[num++].number = -1;
2893                         break;
2894                 case RACE_GNOME:
2895 #ifdef JP
2896 sprintf(power_desc[num].name, "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È");
2897 #else
2898                         sprintf(power_desc[num].name, "Blink");
2899 #endif
2900
2901                         power_desc[num].level = 5;
2902                         power_desc[num].cost = 5;
2903                         power_desc[num].fail = 100 - racial_chance(5, A_INT, 12);
2904                         power_desc[num++].number = -1;
2905                         break;
2906                 case RACE_HALF_ORC:
2907 #ifdef JP
2908 strcpy(power_desc[num].name, "¶²Éݽüµî");
2909 #else
2910                         strcpy(power_desc[num].name, "Remove Fear");
2911 #endif
2912
2913                         power_desc[num].level = 3;
2914                         power_desc[num].cost = 5;
2915                         power_desc[num].fail = 100 - racial_chance(3, A_WIS, (warrior ? 5 : 10));
2916                         power_desc[num++].number = -1;
2917                         break;
2918                 case RACE_HALF_TROLL:
2919 #ifdef JP
2920 strcpy(power_desc[num].name, "¶¸Àï»Î²½");
2921 #else
2922                         strcpy(power_desc[num].name, "Berserk");
2923 #endif
2924
2925                         power_desc[num].level = 10;
2926                         power_desc[num].cost = 12;
2927                         power_desc[num].fail = 100 - racial_chance(10, A_STR, (warrior ? 6 : 12));
2928                         power_desc[num++].number = -1;
2929                         break;
2930                 case RACE_BARBARIAN:
2931 #ifdef JP
2932 strcpy(power_desc[num].name, "¶¸Àï»Î²½");
2933 #else
2934                         strcpy(power_desc[num].name, "Berserk");
2935 #endif
2936
2937                         power_desc[num].level = 8;
2938                         power_desc[num].cost = 10;
2939                         power_desc[num].fail = 100 - racial_chance(8, A_STR, (warrior ? 6 : 12));
2940                         power_desc[num++].number = -1;
2941                         break;
2942                 case RACE_AMBERITE:
2943 #ifdef JP
2944 strcpy(power_desc[num].name, "¥·¥ã¥É¥¦¡¦¥·¥Õ¥È");
2945 #else
2946                         strcpy(power_desc[num].name, "Shadow Shifting");
2947 #endif
2948
2949                         power_desc[num].level = 30;
2950                         power_desc[num].cost = 50;
2951                         power_desc[num].fail = 100 - racial_chance(30, A_INT, 50);
2952                         power_desc[num++].number = -1;
2953 #ifdef JP
2954 strcpy(power_desc[num].name, "¥Ñ¥¿¡¼¥ó¡¦¥¦¥©¡¼¥¯");
2955 #else
2956                         strcpy(power_desc[num].name, "Pattern Mindwalking");
2957 #endif
2958
2959                         power_desc[num].level = 40;
2960                         power_desc[num].cost = 75;
2961                         power_desc[num].fail = 100 - racial_chance(40, A_WIS, 50);
2962                         power_desc[num++].number = -2;
2963                         break;
2964                 case RACE_HALF_OGRE:
2965 #ifdef JP
2966 strcpy(power_desc[num].name, "Çúȯ¤Î¥ë¡¼¥ó");
2967 #else
2968                         strcpy(power_desc[num].name, "Explosive Rune");
2969 #endif
2970
2971                         power_desc[num].level = 25;
2972                         power_desc[num].cost = 35;
2973                         power_desc[num].fail = 100 - racial_chance(25, A_INT, 15);
2974                         power_desc[num++].number = -1;
2975                         break;
2976                 case RACE_HALF_GIANT:
2977 #ifdef JP
2978 strcpy(power_desc[num].name, "´äÀÐÍϲò");
2979 #else
2980                         strcpy(power_desc[num].name, "Stone to Mud");
2981 #endif
2982
2983                         power_desc[num].level = 20;
2984                         power_desc[num].cost = 10;
2985                         power_desc[num].fail = 100 - racial_chance(20, A_STR, 12);
2986                         power_desc[num++].number = -1;
2987                         break;
2988                 case RACE_HALF_TITAN:
2989 #ifdef JP
2990 strcpy(power_desc[num].name, "¥¹¥­¥ã¥ó¡¦¥â¥ó¥¹¥¿¡¼");
2991 #else
2992                         strcpy(power_desc[num].name, "Probing");
2993 #endif
2994
2995                         power_desc[num].level = 15;
2996                         power_desc[num].cost = 10;
2997                         power_desc[num].fail = 100 - racial_chance(15, A_INT, 12);
2998                         power_desc[num++].number = -1;
2999                         break;
3000                 case RACE_CYCLOPS:
3001 #ifdef JP
3002 sprintf(power_desc[num].name, "´äÀÐÅꤲ¡Ê¥À¥á¡¼¥¸ %d¡Ë", (3 * lvl) / 2);
3003 #else
3004                         sprintf(power_desc[num].name, "Throw Boulder (dam %d)", (3 * lvl) / 2);
3005 #endif
3006
3007                         power_desc[num].level = 20;
3008                         power_desc[num].cost = 15;
3009                         power_desc[num].fail = 100 - racial_chance(20, A_STR, 12);
3010                         power_desc[num++].number = -1;
3011                         break;
3012                 case RACE_YEEK:
3013 #ifdef JP
3014 strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼¶²¹²");
3015 #else
3016                         strcpy(power_desc[num].name, "Scare Monster");
3017 #endif
3018
3019                         power_desc[num].level = 15;
3020                         power_desc[num].cost = 15;
3021                         power_desc[num].fail = 100 - racial_chance(15, A_WIS, 10);
3022                         power_desc[num++].number = -1;
3023                         break;
3024                 case RACE_SPECTRE:
3025 #ifdef JP
3026 strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼¶²¹²");
3027 #else
3028                         strcpy(power_desc[num].name, "Scare Monster");
3029 #endif
3030
3031                         power_desc[num].level = 4;
3032                         power_desc[num].cost = 6;
3033                         power_desc[num].fail = 100 - racial_chance(4, A_INT, 3);
3034                         power_desc[num++].number = -1;
3035                         break;
3036                 case RACE_KLACKON:
3037 #ifdef JP
3038 sprintf(power_desc[num].name, "»À¤ÎÂà(¥À¥á¡¼¥¸ %d)", lvl);
3039 #else
3040                         sprintf(power_desc[num].name, "Spit Acid (dam %d)", lvl);
3041 #endif
3042
3043                         power_desc[num].level = 9;
3044                         power_desc[num].cost = 9;
3045                         power_desc[num].fail = 100 - racial_chance(9, A_DEX, 14);
3046                         power_desc[num++].number = -1;
3047                         break;
3048                 case RACE_KOBOLD:
3049 #ifdef JP
3050 sprintf(power_desc[num].name, "ÆǤΥÀ¡¼¥Ä (¥À¥á¡¼¥¸ %d)", lvl);
3051 #else
3052                         sprintf(power_desc[num].name, "Poison Dart (dam %d)", lvl);
3053 #endif
3054
3055                         power_desc[num].level = 12;
3056                         power_desc[num].cost = 8;
3057                         power_desc[num].fail = 100 - racial_chance(12, A_DEX, 14);
3058                         power_desc[num++].number = -1;
3059                         break;
3060                 case RACE_DARK_ELF:
3061 #ifdef JP
3062 sprintf(power_desc[num].name, "¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë (¥À¥á¡¼¥¸ %dd%d)", 3 + ((lvl - 1) / 5), 4);
3063 #else
3064                         sprintf(power_desc[num].name, "Magic Missile (dm %dd%d)", 3 + ((lvl - 1) / 5), 4);
3065 #endif
3066
3067                         power_desc[num].level = 2;
3068                         power_desc[num].cost = 2;
3069                         power_desc[num].fail = 100 - racial_chance(2, A_INT, 9);
3070                         power_desc[num++].number = -1;
3071                         break;
3072                 case RACE_DRACONIAN:
3073 #ifdef JP
3074 sprintf(power_desc[num].name, "¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 2);
3075 #else
3076                         sprintf(power_desc[num].name, "Breath Weapon (dam %d)", lvl * 2);
3077 #endif
3078
3079                         power_desc[num].level = 1;
3080                         power_desc[num].cost = lvl;
3081                         power_desc[num].fail = 100 - racial_chance(1, A_CON, 12);
3082                         power_desc[num++].number = -1;
3083                         break;
3084                 case RACE_MIND_FLAYER:
3085 #ifdef JP
3086 sprintf(power_desc[num].name, "Àº¿À¹¶·â (¥À¥á¡¼¥¸ %d)", lvl);
3087 #else
3088                         sprintf(power_desc[num].name, "Mind Blast (dam %d)", lvl);
3089 #endif
3090
3091                         power_desc[num].level = 15;
3092                         power_desc[num].cost = 12;
3093                         power_desc[num].fail = 100 - racial_chance(15, A_INT, 14);
3094                         power_desc[num++].number = -1;
3095                         break;
3096                 case RACE_IMP:
3097 #ifdef JP
3098 sprintf(power_desc[num].name, "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È/¥Ü¡¼¥ë (¥À¥á¡¼¥¸ %d)", lvl);
3099 #else
3100                         sprintf(power_desc[num].name, "Fire Bolt/Ball (dam %d)", lvl);
3101 #endif
3102
3103                         power_desc[num].level = 9;
3104                         power_desc[num].cost = 15;
3105                         power_desc[num].fail = 100 - racial_chance(9, A_WIS, 15);
3106                         power_desc[num++].number = -1;
3107                         break;
3108                 case RACE_GOLEM:
3109 #ifdef JP
3110 strcpy(power_desc[num].name, "È©Àв½ (´ü´Ö 1d20+30)");
3111 #else
3112                         strcpy(power_desc[num].name, "Stone Skin (dur 1d20+30)");
3113 #endif
3114
3115                         power_desc[num].level = 20;
3116                         power_desc[num].cost = 15;
3117                         power_desc[num].fail = 100 - racial_chance(20, A_CON, 8);
3118                         power_desc[num++].number = -1;
3119                         break;
3120                 case RACE_SKELETON:
3121                 case RACE_ZOMBIE:
3122 #ifdef JP
3123 strcpy(power_desc[num].name, "·Ð¸³ÃÍÉü³è");
3124 #else
3125                         strcpy(power_desc[num].name, "Restore Life");
3126 #endif
3127
3128                         power_desc[num].level = 30;
3129                         power_desc[num].cost = 30;
3130                         power_desc[num].fail = 100 - racial_chance(30, A_WIS, 18);
3131                         power_desc[num++].number = -1;
3132                         break;
3133                 case RACE_VAMPIRE:
3134 #ifdef JP
3135 strcpy(power_desc[num].name, "À¸Ì¿Îϵۼý");
3136 #else
3137                         strcpy(power_desc[num].name, "Drain Life");
3138 #endif
3139
3140                         power_desc[num].level = 2;
3141                         power_desc[num].cost = 1 + (lvl / 3);
3142                         power_desc[num].fail = 100 - racial_chance(2, A_CON, 9);
3143                         power_desc[num++].number = -1;
3144                         break;
3145                 case RACE_SPRITE:
3146 #ifdef JP
3147 strcpy(power_desc[num].name, "̲¤êÊ´");
3148 #else
3149                         strcpy(power_desc[num].name, "Sleeping Dust");
3150 #endif
3151
3152                         power_desc[num].level = 12;
3153                         power_desc[num].cost = 12;
3154                         power_desc[num].fail = 100 - racial_chance(12, A_INT, 15);
3155                         power_desc[num++].number = -1;
3156                         break;
3157                 case RACE_DEMON:
3158 #ifdef JP
3159 sprintf(power_desc[num].name, "ÃϹö/²Ð±ê¤Î¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 3);
3160 #else
3161                         sprintf(power_desc[num].name, "Nether or Fire Breath (dam %d)", lvl * 3);
3162 #endif
3163
3164                         power_desc[num].level = 15;
3165                         power_desc[num].cost = 10+lvl/3;
3166                         power_desc[num].fail = 100 - racial_chance(15, A_CON, 20);
3167                         power_desc[num++].number = -1;
3168                         break;
3169                 case RACE_KUTA:
3170 #ifdef JP
3171 strcpy(power_desc[num].name, "²£¤Ë¿­¤Ó¤ë");
3172 #else
3173                         strcpy(power_desc[num].name, "Expand Horizontally (dur 30+1d20)");
3174 #endif
3175
3176                         power_desc[num].level = 20;
3177                         power_desc[num].cost = 15;
3178                         power_desc[num].fail = 100 - racial_chance(15, A_CHR, 8);
3179                         power_desc[num++].number = -1;
3180                         break;
3181                 case RACE_ANDROID:
3182                         if (p_ptr->lev < 10)
3183                         {
3184 #ifdef JP
3185 strcpy(power_desc[num].name, "¥ì¥¤¥¬¥ó");
3186 #else
3187                                 strcpy(power_desc[num].name, "Ray Gun");
3188 #endif
3189
3190                                 power_desc[num].level = 1;
3191                                 power_desc[num].cost = 7;
3192                                 power_desc[num].fail = 100 - racial_chance(1, A_STR, 8);
3193                         }
3194                         else if (p_ptr->lev < 25)
3195                         {
3196 #ifdef JP
3197 strcpy(power_desc[num].name, "¥Ö¥é¥¹¥¿¡¼");
3198 #else
3199                                 strcpy(power_desc[num].name, "Blaster");
3200 #endif
3201
3202                                 power_desc[num].level = 10;
3203                                 power_desc[num].cost = 13;
3204                                 power_desc[num].fail = 100 - racial_chance(10, A_STR, 10);
3205                         }
3206                         else if (p_ptr->lev < 35)
3207                         {
3208 #ifdef JP
3209 strcpy(power_desc[num].name, "¥Ð¥º¡¼¥«");
3210 #else
3211                                 strcpy(power_desc[num].name, "Bazooka");
3212 #endif
3213
3214                                 power_desc[num].level = 25;
3215                                 power_desc[num].cost = 26;
3216                                 power_desc[num].fail = 100 - racial_chance(25, A_STR, 12);
3217                         }
3218                         else if (p_ptr->lev < 45)
3219                         {
3220 #ifdef JP
3221 strcpy(power_desc[num].name, "¥Ó¡¼¥à¥­¥ã¥Î¥ó");
3222 #else
3223                                 strcpy(power_desc[num].name, "Beam Cannon");
3224 #endif
3225
3226                                 power_desc[num].level = 35;
3227                                 power_desc[num].cost = 40;
3228                                 power_desc[num].fail = 100 - racial_chance(35, A_STR, 15);
3229                         }
3230                         else
3231                         {
3232 #ifdef JP
3233 strcpy(power_desc[num].name, "¥í¥±¥Ã¥È");
3234 #else
3235                                 strcpy(power_desc[num].name, "Rocket");
3236 #endif
3237
3238                                 power_desc[num].level = 45;
3239                                 power_desc[num].cost = 60;
3240                                 power_desc[num].fail = 100 - racial_chance(45, A_STR, 18);
3241                         }
3242                         power_desc[num++].number = -1;
3243                         break;
3244                 default:
3245                 {
3246                         break;
3247                 }
3248         }
3249         }
3250
3251         if (p_ptr->muta1)
3252         {
3253                 if (p_ptr->muta1 & MUT1_SPIT_ACID)
3254                 {
3255 #ifdef JP
3256 strcpy(power_desc[num].name, "»À¤ÎÂÃ");
3257 #else
3258                         strcpy(power_desc[num].name, "Spit Acid");
3259 #endif
3260
3261                         power_desc[num].level = 9;
3262                         power_desc[num].cost = 9;
3263                         power_desc[num].fail = 100 - racial_chance(9, A_DEX, 15);
3264                         power_desc[num++].number = MUT1_SPIT_ACID;
3265                 }
3266
3267                 if (p_ptr->muta1 & MUT1_BR_FIRE)
3268                 {
3269 #ifdef JP
3270 strcpy(power_desc[num].name, "±ê¤Î¥Ö¥ì¥¹");
3271 #else
3272                         strcpy(power_desc[num].name, "Fire Breath");
3273 #endif
3274
3275                         power_desc[num].level = 20;
3276                         power_desc[num].cost = lvl;
3277                         power_desc[num].fail = 100 - racial_chance(20, A_CON, 18);
3278                         power_desc[num++].number = MUT1_BR_FIRE;
3279                 }
3280
3281                 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
3282                 {
3283 #ifdef JP
3284 strcpy(power_desc[num].name, "ºÅ̲âˤß");
3285 #else
3286                         strcpy(power_desc[num].name, "Hypnotic Gaze");
3287 #endif
3288
3289                         power_desc[num].level = 12;
3290                         power_desc[num].cost = 12;
3291                         power_desc[num].fail = 100 - racial_chance(12, A_CHR, 18);
3292                         power_desc[num++].number = MUT1_HYPN_GAZE;
3293                 }
3294
3295                 if (p_ptr->muta1 & MUT1_TELEKINES)
3296                 {
3297 #ifdef JP
3298 strcpy(power_desc[num].name, "Ç°Æ°ÎÏ");
3299 #else
3300                         strcpy(power_desc[num].name, "Telekinesis");
3301 #endif
3302
3303                         power_desc[num].level = 9;
3304                         power_desc[num].cost = 9;
3305                         power_desc[num].fail = 100 - racial_chance(9, A_WIS, 14);
3306                         power_desc[num++].number = MUT1_TELEKINES;
3307                 }
3308
3309                 if (p_ptr->muta1 & MUT1_VTELEPORT)
3310                 {
3311 #ifdef JP
3312 strcpy(power_desc[num].name, "¥Æ¥ì¥Ý¡¼¥È");
3313 #else
3314                         strcpy(power_desc[num].name, "Teleport");
3315 #endif
3316
3317                         power_desc[num].level = 7;
3318                         power_desc[num].cost = 7;
3319                         power_desc[num].fail = 100 - racial_chance(7, A_WIS, 15);
3320                         power_desc[num++].number = MUT1_VTELEPORT;
3321                 }
3322
3323                 if (p_ptr->muta1 & MUT1_MIND_BLST)
3324                 {
3325 #ifdef JP
3326 strcpy(power_desc[num].name, "Àº¿À¹¶·â");
3327 #else
3328                         strcpy(power_desc[num].name, "Mind Blast");
3329 #endif
3330
3331                         power_desc[num].level = 5;
3332                         power_desc[num].cost = 3;
3333                         power_desc[num].fail = 100 - racial_chance(5, A_WIS, 15);
3334                         power_desc[num++].number = MUT1_MIND_BLST;
3335                 }
3336
3337                 if (p_ptr->muta1 & MUT1_RADIATION)
3338                 {
3339 #ifdef JP
3340 strcpy(power_desc[num].name, "Êü¼Íǽ");
3341 #else
3342                         strcpy(power_desc[num].name, "Emit Radiation");
3343 #endif
3344
3345                         power_desc[num].level = 15;
3346                         power_desc[num].cost = 15;
3347                         power_desc[num].fail = 100 - racial_chance(15, A_CON, 14);
3348                         power_desc[num++].number = MUT1_RADIATION;
3349                 }
3350
3351                 if (p_ptr->muta1 & MUT1_VAMPIRISM)
3352                 {
3353 #ifdef JP
3354 strcpy(power_desc[num].name, "µÛ·ì¥É¥ì¥¤¥ó");
3355 #else
3356                         strcpy(power_desc[num].name, "Vampiric Drain");
3357 #endif
3358
3359                         power_desc[num].level = 2;
3360                         power_desc[num].cost = (1 + (lvl / 3));
3361                         power_desc[num].fail = 100 - racial_chance(2, A_CON, 9);
3362                         power_desc[num++].number = MUT1_VAMPIRISM;
3363                 }
3364
3365                 if (p_ptr->muta1 & MUT1_SMELL_MET)
3366                 {
3367 #ifdef JP
3368 strcpy(power_desc[num].name, "¶â°Ó̳Ð");
3369 #else
3370                         strcpy(power_desc[num].name, "Smell Metal");
3371 #endif
3372
3373                         power_desc[num].level = 3;
3374                         power_desc[num].cost = 2;
3375                         power_desc[num].fail = 100 - racial_chance(3, A_INT, 12);
3376                         power_desc[num++].number = MUT1_SMELL_MET;
3377                 }
3378
3379                 if (p_ptr->muta1 & MUT1_SMELL_MON)
3380                 {
3381 #ifdef JP
3382 strcpy(power_desc[num].name, "Ũ½­Ó̳Ð");
3383 #else
3384                         strcpy(power_desc[num].name, "Smell Monsters");
3385 #endif
3386
3387                         power_desc[num].level = 5;
3388                         power_desc[num].cost = 4;
3389                         power_desc[num].fail = 100 - racial_chance(5, A_INT, 15);
3390                         power_desc[num++].number = MUT1_SMELL_MON;
3391                 }
3392
3393                 if (p_ptr->muta1 & MUT1_BLINK)
3394                 {
3395 #ifdef JP
3396 strcpy(power_desc[num].name, "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È");
3397 #else
3398                         strcpy(power_desc[num].name, "Blink");
3399 #endif
3400
3401                         power_desc[num].level = 3;
3402                         power_desc[num].cost = 3;
3403                         power_desc[num].fail = 100 - racial_chance(3, A_WIS, 12);
3404                         power_desc[num++].number = MUT1_BLINK;
3405                 }
3406
3407                 if (p_ptr->muta1 & MUT1_EAT_ROCK)
3408                 {
3409 #ifdef JP
3410 strcpy(power_desc[num].name, "´ä¿©¤¤");
3411 #else
3412                         strcpy(power_desc[num].name, "Eat Rock");
3413 #endif
3414
3415                         power_desc[num].level = 8;
3416                         power_desc[num].cost = 12;
3417                         power_desc[num].fail = 100 - racial_chance(8, A_CON, 18);
3418                         power_desc[num++].number = MUT1_EAT_ROCK;
3419                 }
3420
3421                 if (p_ptr->muta1 & MUT1_SWAP_POS)
3422                 {
3423 #ifdef JP
3424 strcpy(power_desc[num].name, "°ÌÃÖ¸ò´¹");
3425 #else
3426                         strcpy(power_desc[num].name, "Swap Position");
3427 #endif
3428
3429                         power_desc[num].level = 15;
3430                         power_desc[num].cost = 12;
3431                         power_desc[num].fail = 100 - racial_chance(15, A_DEX, 16);
3432                         power_desc[num++].number = MUT1_SWAP_POS;
3433                 }
3434
3435                 if (p_ptr->muta1 & MUT1_SHRIEK)
3436                 {
3437 #ifdef JP
3438 strcpy(power_desc[num].name, "¶«¤Ó");
3439 #else
3440                         strcpy(power_desc[num].name, "Shriek");
3441 #endif
3442
3443                         power_desc[num].level = 20;
3444                         power_desc[num].cost = 14;
3445                         power_desc[num].fail = 100 - racial_chance(20, A_CON, 16);
3446                         power_desc[num++].number = MUT1_SHRIEK;
3447                 }
3448
3449                 if (p_ptr->muta1 & MUT1_ILLUMINE)
3450                 {
3451 #ifdef JP
3452 strcpy(power_desc[num].name, "¾ÈÌÀ");
3453 #else
3454                         strcpy(power_desc[num].name, "Illuminate");
3455 #endif
3456
3457                         power_desc[num].level = 3;
3458                         power_desc[num].cost = 2;
3459                         power_desc[num].fail = 100 - racial_chance(3, A_INT, 10);
3460                         power_desc[num++].number = MUT1_ILLUMINE;
3461                 }
3462
3463                 if (p_ptr->muta1 & MUT1_DET_CURSE)
3464                 {
3465 #ifdef JP
3466 strcpy(power_desc[num].name, "¼ö¤¤´¶ÃÎ");
3467 #else
3468                         strcpy(power_desc[num].name, "Detect Curses");
3469 #endif
3470
3471                         power_desc[num].level = 7;
3472                         power_desc[num].cost = 14;
3473                         power_desc[num].fail = 100 - racial_chance(7, A_WIS, 14);
3474                         power_desc[num++].number = MUT1_DET_CURSE;
3475                 }
3476
3477                 if (p_ptr->muta1 & MUT1_BERSERK)
3478                 {
3479 #ifdef JP
3480 strcpy(power_desc[num].name, "¶¸Àï»Î²½");
3481 #else
3482                         strcpy(power_desc[num].name, "Berserk");
3483 #endif
3484
3485                         power_desc[num].level = 8;
3486                         power_desc[num].cost = 8;
3487                         power_desc[num].fail = 100 - racial_chance(8, A_STR, 14);
3488                         power_desc[num++].number = MUT1_BERSERK;
3489                 }
3490
3491                 if (p_ptr->muta1 & MUT1_POLYMORPH)
3492                 {
3493 #ifdef JP
3494 strcpy(power_desc[num].name, "ÊÑ¿È");
3495 #else
3496                         strcpy(power_desc[num].name, "Polymorph");
3497 #endif
3498
3499                         power_desc[num].level = 18;
3500                         power_desc[num].cost = 20;
3501                         power_desc[num].fail = 100 - racial_chance(18, A_CON, 18);
3502                         power_desc[num++].number = MUT1_POLYMORPH;
3503                 }
3504
3505                 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
3506                 {
3507 #ifdef JP
3508 strcpy(power_desc[num].name, "¥ß¥À¥¹¤Î¼ê");
3509 #else
3510                         strcpy(power_desc[num].name, "Midas Touch");
3511 #endif
3512
3513                         power_desc[num].level = 10;
3514                         power_desc[num].cost = 5;
3515                         power_desc[num].fail = 100 - racial_chance(10, A_INT, 12);
3516                         power_desc[num++].number = MUT1_MIDAS_TCH;
3517                 }
3518
3519                 if (p_ptr->muta1 & MUT1_GROW_MOLD)
3520                 {
3521 #ifdef JP
3522 strcpy(power_desc[num].name, "¥«¥ÓȯÀ¸");
3523 #else
3524                         strcpy(power_desc[num].name, "Grow Mold");
3525 #endif
3526
3527                         power_desc[num].level = 1;
3528                         power_desc[num].cost = 6;
3529                         power_desc[num].fail = 100 - racial_chance(1, A_CON, 14);
3530                         power_desc[num++].number = MUT1_GROW_MOLD;
3531                 }
3532
3533                 if (p_ptr->muta1 & MUT1_RESIST)
3534                 {
3535 #ifdef JP
3536 strcpy(power_desc[num].name, "¥¨¥ì¥á¥ó¥ÈÂÑÀ­");
3537 #else
3538                         strcpy(power_desc[num].name, "Resist Elements");
3539 #endif
3540
3541                         power_desc[num].level = 10;
3542                         power_desc[num].cost = 12;
3543                         power_desc[num].fail = 100 - racial_chance(10, A_CON, 12);
3544                         power_desc[num++].number = MUT1_RESIST;
3545                 }
3546
3547                 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
3548                 {
3549 #ifdef JP
3550 strcpy(power_desc[num].name, "ÃÏ¿Ì");
3551 #else
3552                         strcpy(power_desc[num].name, "Earthquake");
3553 #endif
3554
3555                         power_desc[num].level = 12;
3556                         power_desc[num].cost = 12;
3557                         power_desc[num].fail = 100 - racial_chance(12, A_STR, 16);
3558                         power_desc[num++].number = MUT1_EARTHQUAKE;
3559                 }
3560
3561                 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
3562                 {
3563 #ifdef JP
3564 strcpy(power_desc[num].name, "ËâÎÏ¿©¤¤");
3565 #else
3566                         strcpy(power_desc[num].name, "Eat Magic");
3567 #endif
3568
3569                         power_desc[num].level = 17;
3570                         power_desc[num].cost = 1;
3571                         power_desc[num].fail = 100 - racial_chance(17, A_WIS, 15);
3572                         power_desc[num++].number = MUT1_EAT_MAGIC;
3573                 }
3574
3575                 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
3576                 {
3577 #ifdef JP
3578 strcpy(power_desc[num].name, "ËâÎÏ´¶ÃÎ");
3579 #else
3580                         strcpy(power_desc[num].name, "Weigh Magic");
3581 #endif
3582
3583                         power_desc[num].level = 6;
3584                         power_desc[num].cost = 6;
3585                         power_desc[num].fail = 100 - racial_chance(6, A_INT, 10);
3586                         power_desc[num++].number = MUT1_WEIGH_MAG;
3587                 }
3588
3589                 if (p_ptr->muta1 & MUT1_STERILITY)
3590                 {
3591 #ifdef JP
3592 strcpy(power_desc[num].name, "Áý¿£ÁË»ß");
3593 #else
3594                         strcpy(power_desc[num].name, "Sterilize");
3595 #endif
3596
3597                         power_desc[num].level = 12;
3598                         power_desc[num].cost = 23;
3599                         power_desc[num].fail = 100 - racial_chance(12, A_CHR, 15);
3600                         power_desc[num++].number = MUT1_STERILITY;
3601                 }
3602
3603                 if (p_ptr->muta1 & MUT1_PANIC_HIT)
3604                 {
3605 #ifdef JP
3606 strcpy(power_desc[num].name, "¥Ò¥Ã¥È¡õ¥¢¥¦¥§¥¤");
3607 #else
3608                         strcpy(power_desc[num].name, "Panic Hit");
3609 #endif
3610
3611                         power_desc[num].level = 10;
3612                         power_desc[num].cost = 12;
3613                         power_desc[num].fail = 100 - racial_chance(10, A_DEX, 14);
3614                         power_desc[num++].number = MUT1_PANIC_HIT;
3615                 }
3616
3617                 if (p_ptr->muta1 & MUT1_DAZZLE)
3618                 {
3619 #ifdef JP
3620 strcpy(power_desc[num].name, "âÁÏÇ");
3621 #else
3622                         strcpy(power_desc[num].name, "Dazzle");
3623 #endif
3624
3625                         power_desc[num].level = 7;
3626                         power_desc[num].cost = 15;
3627                         power_desc[num].fail = 100 - racial_chance(7, A_CHR, 8);
3628                         power_desc[num++].number = MUT1_DAZZLE;
3629                 }
3630
3631                 if (p_ptr->muta1 & MUT1_LASER_EYE)
3632                 {
3633 #ifdef JP
3634 strcpy(power_desc[num].name, "¥ì¡¼¥¶¡¼¡¦¥¢¥¤");
3635 #else
3636                         strcpy(power_desc[num].name, "Laser Eye");
3637 #endif
3638
3639                         power_desc[num].level = 7;
3640                         power_desc[num].cost = 10;
3641                         power_desc[num].fail = 100 - racial_chance(7, A_WIS, 9);
3642                         power_desc[num++].number = MUT1_LASER_EYE;
3643                 }
3644
3645                 if (p_ptr->muta1 & MUT1_RECALL)
3646                 {
3647 #ifdef JP
3648 strcpy(power_desc[num].name, "µ¢´Ô");
3649 #else
3650                         strcpy(power_desc[num].name, "Recall");
3651 #endif
3652
3653                         power_desc[num].level = 17;
3654                         power_desc[num].cost = 50;
3655                         power_desc[num].fail = 100 - racial_chance(17, A_INT, 16);
3656                         power_desc[num++].number = MUT1_RECALL;
3657                 }
3658
3659                 if (p_ptr->muta1 & MUT1_BANISH)
3660                 {
3661 #ifdef JP
3662 strcpy(power_desc[num].name, "¼Ù°­¾ÃÌÇ");
3663 #else
3664                         strcpy(power_desc[num].name, "Banish Evil");
3665 #endif
3666
3667                         power_desc[num].level = 25;
3668                         power_desc[num].cost = 25;
3669                         power_desc[num].fail = 100 - racial_chance(25, A_WIS, 18);
3670                         power_desc[num++].number = MUT1_BANISH;
3671                 }
3672
3673                 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
3674                 {
3675 #ifdef JP
3676 strcpy(power_desc[num].name, "Åà·ë¤Î¼ê");
3677 #else
3678                         strcpy(power_desc[num].name, "Cold Touch");
3679 #endif
3680
3681                         power_desc[num].level = 2;
3682                         power_desc[num].cost = 2;
3683                         power_desc[num].fail = 100 - racial_chance(2, A_CON, 11);
3684                         power_desc[num++].number = MUT1_COLD_TOUCH;
3685                 }
3686
3687                 if (p_ptr->muta1 & MUT1_LAUNCHER)
3688                 {
3689 #ifdef JP
3690 strcpy(power_desc[num].name, "¥¢¥¤¥Æ¥àÅꤲ");
3691 #else
3692                         strcpy(power_desc[num].name, "Throw Object");
3693 #endif
3694
3695                         power_desc[num].level = 1;
3696                         power_desc[num].cost = lvl;
3697                         power_desc[num].fail = 100 - racial_chance(1, A_STR, 6);
3698                         /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
3699                         power_desc[num++].number = 3;
3700                 }
3701         }
3702
3703         /* Nothing chosen yet */
3704         flag = FALSE;
3705
3706         /* No redraw yet */
3707         redraw = FALSE;
3708
3709         /* Build a prompt */
3710 #ifdef JP
3711 (void) strnfmt(out_val, 78, "(ÆüìǽÎÏ %c-%c, *'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎÆüìǽÎϤò»È¤¤¤Þ¤¹¤«¡©",
3712 #else
3713         (void)strnfmt(out_val, 78, "(Powers %c-%c, *=List, ESC=exit) Use which power? ",
3714 #endif
3715
3716                 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
3717
3718 #ifdef ALLOW_REPEAT
3719 if (!repeat_pull(&i) || i<0 || i>=num) {
3720 #endif /* ALLOW_REPEAT */
3721         if (use_menu) screen_save();
3722          /* Get a spell from the user */
3723
3724         choice = (always_show_list || use_menu) ? ESCAPE:1;
3725         while (!flag)
3726         {
3727                 if( choice==ESCAPE ) choice = ' '; 
3728                 else if( !get_com(out_val, &choice, FALSE) )break; 
3729
3730                 if (use_menu && choice != ' ')
3731                 {
3732                         switch(choice)
3733                         {
3734                                 case '0':
3735                                 {
3736                                         screen_load();
3737                                         energy_use = 0;
3738                                         return;
3739                                         break;
3740                                 }
3741
3742                                 case '8':
3743                                 case 'k':
3744                                 case 'K':
3745                                 {
3746                                         menu_line += (num - 1);
3747                                         break;
3748                                 }
3749
3750                                 case '2':
3751                                 case 'j':
3752                                 case 'J':
3753                                 {
3754                                         menu_line++;
3755                                         break;
3756                                 }
3757
3758                                 case '6':
3759                                 case 'l':
3760                                 case 'L':
3761                                 case '4':
3762                                 case 'h':
3763                                 case 'H':
3764                                 {
3765                                         if (menu_line > 18)
3766                                                 menu_line -= 18;
3767                                         else if (menu_line+18 <= num)
3768                                                 menu_line += 18;
3769                                         break;
3770                                 }
3771
3772                                 case 'x':
3773                                 case 'X':
3774                                 case '\r':
3775                                 {
3776                                         i = menu_line - 1;
3777                                         ask = FALSE;
3778                                         break;
3779                                 }
3780                         }
3781                         if (menu_line > num) menu_line -= num;
3782                 }
3783                 /* Request redraw */
3784                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
3785                 {
3786                         /* Show the list */
3787                         if (!redraw || use_menu)
3788                         {
3789                                 byte y = 1, x = 0;
3790                                 int ctr = 0;
3791                                 char dummy[80];
3792                                 char letter;
3793                                 int x1, y1;
3794
3795                                 strcpy(dummy, "");
3796
3797                                 /* Show list */
3798                                 redraw = TRUE;
3799
3800                                 /* Save the screen */
3801                                 if (!use_menu) screen_save();
3802
3803                                 /* Print header(s) */
3804                                 if (num < 18)
3805 #ifdef JP
3806 prt("                            Lv   MP ¼ºÎ¨", y++, x);
3807 #else
3808                                         prt("                            Lv Cost Fail", y++, x);
3809 #endif
3810
3811                                 else
3812 #ifdef JP
3813 prt("                            Lv   MP ¼ºÎ¨                            Lv   MP ¼ºÎ¨", y++, x);
3814 #else
3815                                         prt("                            Lv Cost Fail                            Lv Cost Fail", y++, x);
3816 #endif
3817
3818
3819                                 /* Print list */
3820                                 while (ctr < num)
3821                                 {
3822                                         x1 = ((ctr < 18) ? x : x + 40);
3823                                         y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
3824
3825                                         if (use_menu)
3826                                         {
3827 #ifdef JP
3828                                                 if (ctr == (menu_line-1)) strcpy(dummy, " ¡Õ ");
3829 #else
3830                                                 if (ctr == (menu_line-1)) strcpy(dummy, " >  ");
3831 #endif
3832                                                 else strcpy(dummy, "    ");
3833                                         }
3834                                         else
3835                                         {
3836                                                 /* letter/number for power selection */
3837                                                 if (ctr < 26)
3838                                                         letter = I2A(ctr);
3839                                                 else
3840                                                         letter = '0' + ctr - 26;
3841                                                 sprintf(dummy, " %c) ",letter);
3842                                         }
3843                                         strcat(dummy, format("%-23.23s %2d %4d %3d%%", power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost, power_desc[ctr].fail));
3844                                         prt(dummy, y1, x1);
3845                                         ctr++;
3846                                 }
3847                         }
3848
3849                         /* Hide the list */
3850                         else
3851                         {
3852                                 /* Hide list */
3853                                 redraw = FALSE;
3854
3855                                 /* Restore the screen */
3856                                 screen_load();
3857                         }
3858
3859                         /* Redo asking */
3860                         continue;
3861                 }
3862
3863                 if (!use_menu)
3864                 {
3865                         if (choice == '\r' && num == 1)
3866                         {
3867                                 choice = 'a';
3868                         }
3869
3870                         if (isalpha(choice))
3871                         {
3872                                 /* Note verify */
3873                                 ask = (isupper(choice));
3874
3875                                 /* Lowercase */
3876                                 if (ask) choice = tolower(choice);
3877
3878                                 /* Extract request */
3879                                 i = (islower(choice) ? A2I(choice) : -1);
3880                         }
3881                         else
3882                         {
3883                                 ask = FALSE; /* Can't uppercase digits */
3884
3885                                 i = choice - '0' + 26;
3886                         }
3887                 }
3888
3889                 /* Totally Illegal */
3890                 if ((i < 0) || (i >= num))
3891                 {
3892                         bell();
3893                         continue;
3894                 }
3895
3896                 /* Verify it */
3897                 if (ask)
3898                 {
3899                         char tmp_val[160];
3900
3901                         /* Prompt */
3902 #ifdef JP
3903 (void) strnfmt(tmp_val, 78, "%s¤ò»È¤¤¤Þ¤¹¤«¡© ", power_desc[i].name);
3904 #else
3905                         (void)strnfmt(tmp_val, 78, "Use %s? ", power_desc[i].name);
3906 #endif
3907
3908
3909                         /* Belay that order */
3910                         if (!get_check(tmp_val)) continue;
3911                 }
3912
3913                 /* Stop the loop */
3914                 flag = TRUE;
3915         }
3916
3917         /* Restore the screen */
3918         if (redraw) screen_load();
3919
3920         /* Abort if needed */
3921         if (!flag)
3922         {
3923                 energy_use = 0;
3924                 return;
3925         }
3926 #ifdef ALLOW_REPEAT
3927         repeat_push(i);
3928         } /*if (!repeat_pull(&i) || ...)*/
3929 #endif /* ALLOW_REPEAT */
3930         if (power_desc[i].number < 0)
3931         {
3932                 if (!cmd_racial_power_aux(power_desc[i].number)) energy_use = 0;
3933         }
3934         else
3935         {
3936                 mutation_power_aux(power_desc[i].number);
3937         }
3938
3939         /* Redraw mana and hp */
3940         p_ptr->redraw |= (PR_HP | PR_MANA);
3941
3942         /* Window stuff */
3943         p_ptr->window |= (PW_PLAYER | PW_SPELL);
3944
3945         /* Success */
3946         return;
3947 }