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魔道具術師は「杖」を吸収できないようにする為のHackの副作用で「杖」に
[hengband/hengband.git] / src / racial.c
1 /* File: racial.c */
2
3 /* Purpose: Racial powers (and mutations) */
4
5 /*
6  * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
7  *
8  * This software may be copied and distributed for educational, research, and
9  * not for profit purposes provided that this copyright and statement are
10  * included in all such copies.
11  */
12
13 #include "angband.h"
14
15 /*
16  * Hook to determine if an object is contertible in an arrow/bolt
17  */
18 static bool item_tester_hook_convertible(object_type *o_ptr)
19 {
20         if((o_ptr->tval==TV_JUNK) || (o_ptr->tval==TV_SKELETON)) return TRUE;
21
22         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON)) return TRUE;
23         /* Assume not */
24         return (FALSE);
25 }
26
27
28 /*
29  * do_cmd_cast calls this function if the player's class
30  * is 'archer'.
31  */
32 static bool do_cmd_archer(void)
33 {
34         int ext=0;
35         char ch;
36
37         object_type     forge;
38         object_type     *q_ptr;
39
40         char com[80];
41         char o_name[MAX_NLEN];
42
43         q_ptr = &forge;
44
45         if(p_ptr->lev >= 20)
46 #ifdef JP
47                 sprintf(com, "[S]ÃÆ, [A]Ìð, [B]¥¯¥í¥¹¥Ü¥¦¤ÎÌð :");
48 #else
49                 sprintf(com, "Create [S]hots, Create [A]rrow or Create [B]olt ?");
50 #endif
51         else if(p_ptr->lev >= 10)
52 #ifdef JP
53                 sprintf(com, "[S]ÃÆ, [A]Ìð:");
54 #else
55                 sprintf(com, "Create [S]hots or Create [A]rrow ?");
56 #endif
57         else
58 #ifdef JP
59                 sprintf(com, "[S]ÃÆ:");
60 #else
61                 sprintf(com, "Create [S]hots ?");
62 #endif
63
64         if (p_ptr->confused)
65         {
66 #ifdef JP
67                 msg_print("º®Í𤷤Ƥ롪");
68 #else
69                 msg_print("You are too confused!");
70 #endif
71                 return FALSE;
72         }
73
74         if (p_ptr->blind)
75         {
76 #ifdef JP
77                 msg_print("Ìܤ¬¸«¤¨¤Ê¤¤¡ª");
78 #else
79                 msg_print("You are blind!");
80 #endif
81                 return FALSE;
82         }
83
84         while (TRUE)
85         {
86                 if (!get_com(com, &ch, TRUE))
87                 {
88                         return FALSE;
89                 }
90                 if (ch == 'S' || ch == 's')
91                 {
92                         ext = 1;
93                         break;
94                 }
95                 if ((ch == 'A' || ch == 'a')&&(p_ptr->lev >= 10))
96                 {
97                         ext = 2;
98                         break;
99                 }
100                 if ((ch == 'B' || ch == 'b')&&(p_ptr->lev >= 20))
101                 {
102                         ext = 3;
103                         break;
104                 }
105         }
106
107         /**********Create shots*********/
108         if (ext == 1)
109         {
110                 int x,y, dir;
111                 cave_type *c_ptr;
112
113                 if (!get_rep_dir(&dir, FALSE)) return FALSE;
114                 y = py + ddy[dir];
115                 x = px + ddx[dir];
116                 c_ptr = &cave[y][x];
117                 if (c_ptr->feat == FEAT_RUBBLE)
118                 {
119                         /* Get local object */
120                         q_ptr = &forge;
121
122                         /* Hack -- Give the player some small firestones */
123                         object_prep(q_ptr, lookup_kind(TV_SHOT, m_bonus(1, p_ptr->lev) + 1));
124                         q_ptr->number = (byte)rand_range(15,30);
125                         object_aware(q_ptr);
126                         object_known(q_ptr);
127                         apply_magic(q_ptr, p_ptr->lev, FALSE, FALSE, FALSE, FALSE);
128                         q_ptr->discount = 99;
129
130                         (void)inven_carry(q_ptr);
131
132                         object_desc(o_name, q_ptr, TRUE, 2);
133 #ifdef JP
134                         msg_format("´äÀФòºï¤Ã¤Æ%s¤òºî¤Ã¤¿¡£",o_name);
135 #else
136                         msg_print("You make some ammo.");
137 #endif
138
139                         (void)wall_to_mud(dir);
140                         p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW);
141                         p_ptr->window |= (PW_OVERHEAD);
142                 }
143                 else
144                 {
145 #ifdef JP
146                         msg_print("¤½¤³¤Ë¤Ï´äÀФ¬¤Ê¤¤¡£");
147 #else
148                         msg_print("You need pile of rubble.");
149 #endif
150                 }
151         }
152         /**********Create arrows*********/
153         else if (ext == 2)
154         {
155                 int item;
156
157                 cptr q, s;
158
159                 item_tester_hook = item_tester_hook_convertible;
160
161                 /* Get an item */
162 #ifdef JP
163                 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éºî¤ê¤Þ¤¹¤«¡© ";
164                 s = "ºàÎÁ¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£";
165 #else
166                 q = "Convert which item? ";
167                 s = "You have no item to convert.";
168 #endif
169                 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
170
171                 /* Get the item (in the pack) */
172                 if (item >= 0)
173                 {
174                         q_ptr = &inventory[item];
175                 }
176
177                 /* Get the item (on the floor) */
178                 else
179                 {
180                         q_ptr = &o_list[0 - item];
181                 }       
182
183                 /* Get local object */
184                 q_ptr = &forge;
185
186                 /* Hack -- Give the player some small firestones */
187                 object_prep(q_ptr, lookup_kind(TV_ARROW, m_bonus(1, p_ptr->lev)+ 1));
188                 q_ptr->number = (byte)rand_range(5,10);
189                 object_aware(q_ptr);
190                 object_known(q_ptr);
191                 apply_magic(q_ptr, p_ptr->lev, FALSE, FALSE, FALSE, FALSE);
192
193                 q_ptr->discount = 99;
194
195                 object_desc(o_name, q_ptr, TRUE, 2);
196 #ifdef JP
197                 msg_format("%s¤òºî¤Ã¤¿¡£", o_name);
198 #else
199                 msg_print("You make some ammo.");
200 #endif
201
202                 if (item >= 0)
203                 {
204                         inven_item_increase(item, -1);
205                         inven_item_describe(item);
206                         inven_item_optimize(item);
207                 }
208                 else
209                 {
210                         floor_item_increase(0 - item, -1);
211                         floor_item_describe(0 - item);
212                         floor_item_optimize(0 - item);
213                 }
214                 (void)inven_carry(q_ptr);
215         }
216         /**********Create bolts*********/
217         else if (ext == 3)
218         {
219                 int item;
220
221                 cptr q, s;
222
223                 item_tester_hook = item_tester_hook_convertible;
224
225                 /* Get an item */
226 #ifdef JP
227                 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éºî¤ê¤Þ¤¹¤«¡© ";
228                 s = "ºàÎÁ¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£";
229 #else
230                 q = "Convert which item? ";
231                 s = "You have no item to convert.";
232 #endif
233                 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
234
235                 /* Get the item (in the pack) */
236                 if (item >= 0)
237                 {
238                         q_ptr = &inventory[item];
239                 }
240
241                 /* Get the item (on the floor) */
242                 else
243                 {
244                         q_ptr = &o_list[0 - item];
245                 }       
246
247                 /* Get local object */
248                 q_ptr = &forge;
249
250                 /* Hack -- Give the player some small firestones */
251                 object_prep(q_ptr, lookup_kind(TV_BOLT, m_bonus(1, p_ptr->lev)+1));
252                 q_ptr->number = (byte)rand_range(4,8);
253                 object_aware(q_ptr);
254                 object_known(q_ptr);
255                 apply_magic(q_ptr, p_ptr->lev, FALSE, FALSE, FALSE, FALSE);
256
257                 q_ptr->discount = 99;
258
259                 object_desc(o_name, q_ptr, TRUE, 2);
260 #ifdef JP
261                 msg_format("%s¤òºî¤Ã¤¿¡£", o_name);
262 #else
263                 msg_print("You make some ammo.");
264 #endif
265
266                 if (item >= 0)
267                 {
268                         inven_item_increase(item, -1);
269                         inven_item_describe(item);
270                         inven_item_optimize(item);
271                 }
272                 else
273                 {
274                         floor_item_increase(0 - item, -1);
275                         floor_item_describe(0 - item);
276                         floor_item_optimize(0 - item);
277                 }
278
279                 (void)inven_carry(q_ptr);
280         }
281         return TRUE;
282 }
283
284 bool gain_magic(void)
285 {
286         int item;
287         int pval;
288         int ext = 0;
289         cptr q, s;
290         object_type *o_ptr;
291         char o_name[MAX_NLEN];
292
293         /* Only accept legal items */
294         item_tester_hook = item_tester_hook_recharge;
295
296         /* Get an item */
297 #ifdef JP
298 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ÎËâÎϤò¼è¤ê¹þ¤ß¤Þ¤¹¤«? ";
299 s = "ËâÎϤò¼è¤ê¹þ¤á¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
300 #else
301         q = "Gain power of which item? ";
302         s = "You have nothing to gain power.";
303 #endif
304
305         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
306
307         /* Get the item (in the pack) */
308         if (item >= 0)
309         {
310                 o_ptr = &inventory[item];
311         }
312
313         /* Get the item (on the floor) */
314         else
315         {
316                 o_ptr = &o_list[0 - item];
317         }
318
319         if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
320         {
321 #ifdef JP
322                 msg_print("¤³¤Î¾ó¤Ë¤Ïȯư¤Î°Ù¤ÎǽÎϤϲ¿¤âÈ÷¤ï¤Ã¤Æ¤¤¤Ê¤¤¤è¤¦¤À¡£");
323 #else
324                 msg_print("This staff doesn't have any magical ability.");
325 #endif
326                 return FALSE;
327         }
328
329
330         if (!object_known_p(o_ptr))
331         {
332 #ifdef JP
333                 msg_print("´ÕÄꤵ¤ì¤Æ¤¤¤Ê¤¤¤È¼è¤ê¹þ¤á¤Ê¤¤¡£");
334 #else
335                 msg_print("You need to identify before absorbing.");
336 #endif
337                 return FALSE;
338         }
339
340         if (o_ptr->timeout)
341         {
342 #ifdef JP
343                 msg_print("½¼Å¶Ãæ¤Î¥¢¥¤¥Æ¥à¤Ï¼è¤ê¹þ¤á¤Ê¤¤¡£");
344 #else
345                 msg_print("This item is still charging.");
346 #endif
347                 return FALSE;
348         }
349
350         pval = o_ptr->pval;
351         if (o_ptr->tval == TV_ROD)
352                 ext = 72;
353         else if (o_ptr->tval == TV_WAND)
354                 ext = 36;
355
356         if (o_ptr->tval == TV_ROD)
357         {
358                 p_ptr->magic_num2[o_ptr->sval + ext] += o_ptr->number;
359                 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
360         }
361         else
362         {
363                 int num;
364                 for (num = o_ptr->number; num; num--)
365                 {
366                         int gain_num = pval;
367                         if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
368                         if (p_ptr->magic_num2[o_ptr->sval + ext])
369                         {
370                                 gain_num *= 256;
371                                 gain_num = (gain_num/3 + randint0(gain_num/3)) / 256;
372                                 if (gain_num < 1) gain_num = 1;
373                         }
374                         p_ptr->magic_num2[o_ptr->sval + ext] += gain_num;
375                         if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
376                         p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
377                         if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
378                         if (p_ptr->magic_num1[o_ptr->sval + ext] > p_ptr->magic_num2[o_ptr->sval + ext] * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = p_ptr->magic_num2[o_ptr->sval + ext] * 0x10000;
379                         if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
380                 }
381         }
382
383         object_desc(o_name, o_ptr, TRUE, 3);
384         /* Message */
385 #ifdef JP
386         msg_format("%s¤ÎËâÎϤò¼è¤ê¹þ¤ó¤À¡£", o_name);
387 #else
388         msg_format("You absorb magic of %s.", o_name);
389 #endif
390
391         /* Eliminate the item (from the pack) */
392         if (item >= 0)
393         {
394                 inven_item_increase(item, -999);
395                 inven_item_describe(item);
396                 inven_item_optimize(item);
397         }
398
399         /* Eliminate the item (from the floor) */
400         else
401         {
402                 floor_item_increase(0 - item, -999);
403                 floor_item_describe(0 - item);
404                 floor_item_optimize(0 - item);
405         }
406         energy_use = 100;
407         return TRUE;
408 }
409
410
411 static bool choose_kamae(void)
412 {
413         char choice;
414         int new_kamae = 0;
415         int i;
416         char buf[80];
417
418         if (p_ptr->confused)
419         {
420 #ifdef JP
421                 msg_print("º®Í𤷤Ƥ¤¤Æ¹½¤¨¤é¤ì¤Ê¤¤¡ª");
422 #else
423                 msg_print("Too confused.");
424 #endif
425                 return FALSE;
426         }
427
428         /* Save screen */
429         screen_save();
430
431 #ifdef JP
432         prt(" a) ¹½¤¨¤ò¤È¤¯", 2, 20);
433 #else
434         prt(" a) No form", 2, 20);
435 #endif
436
437         for (i = 0; i < MAX_KAMAE; i++)
438         {
439                 if (p_ptr->lev >= kamae_shurui[i].min_level)
440                 {
441                         sprintf(buf," %c) %-12s  %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
442                         prt(buf, 3+i, 20);
443                 }
444         }
445
446         prt("", 1, 0);
447 #ifdef JP
448         prt("        ¤É¤Î¹½¤¨¤ò¤È¤ê¤Þ¤¹¤«¡©", 1, 14);
449 #else
450         prt("        Choose Form: ", 1, 14);
451 #endif
452
453         while(1)
454         {
455                 choice = inkey();
456
457                 if (choice == ESCAPE)
458                 {
459                         screen_load();
460                         return FALSE;
461                 }
462                 else if ((choice == 'a') || (choice == 'A') || (choice == ESCAPE))
463                 {
464                         if (p_ptr->action == ACTION_KAMAE)
465                         {
466                                 set_action(ACTION_NONE);
467                         }
468                         else
469 #ifdef JP
470                                 msg_print("¤â¤È¤â¤È¹½¤¨¤Æ¤¤¤Ê¤¤¡£");
471 #else
472                                 msg_print("You are not assuming a posture.");
473 #endif
474                         screen_load();
475                         return TRUE;
476                 }
477                 else if ((choice == 'b') || (choice == 'B'))
478                 {
479                         new_kamae = 0;
480                         break;
481                 }
482                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
483                 {
484                         new_kamae = 1;
485                         break;
486                 }
487                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
488                 {
489                         new_kamae = 2;
490                         break;
491                 }
492                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
493                 {
494                         new_kamae = 3;
495                         break;
496                 }
497         }
498         set_action(ACTION_KAMAE);
499
500         if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
501         {
502 #ifdef JP
503                 msg_print("¹½¤¨Ä¾¤·¤¿¡£");
504 #else
505                 msg_print("You reassume a posture.");
506 #endif
507         }
508         else
509         {
510                 p_ptr->special_defense &= ~(KAMAE_MASK);
511                 p_ptr->update |= (PU_BONUS);
512                 p_ptr->redraw |= (PR_STATE);
513 #ifdef JP
514                 msg_format("%s¤Î¹½¤¨¤ò¤È¤Ã¤¿¡£",kamae_shurui[new_kamae].desc);
515 #else
516                 msg_format("You assume a posture of %s form.",kamae_shurui[new_kamae].desc);
517 #endif
518                 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
519         }
520         p_ptr->redraw |= PR_STATE;
521         screen_load();
522         return TRUE;
523 }
524
525 static bool choose_kata(void)
526 {
527         char choice;
528         int new_kata = 0;
529         int i;
530         char buf[80];
531
532         if (p_ptr->confused)
533         {
534 #ifdef JP
535                 msg_print("º®Í𤷤Ƥ¤¤Æ¹½¤¨¤é¤ì¤Ê¤¤¡ª");
536 #else
537                 msg_print("Too confused.");
538 #endif
539                 return FALSE;
540         }
541
542         if (p_ptr->stun)
543         {
544 #ifdef JP
545                 msg_print("°Õ¼±¤¬¤Ï¤Ã¤­¤ê¤È¤·¤Ê¤¤¡£");
546 #else
547                 msg_print("You are not clear headed");
548 #endif
549                 return FALSE;
550         }
551
552         if (p_ptr->afraid)
553         {
554 #ifdef JP
555                 msg_print("ÂΤ¬¿Ì¤¨¤Æ¹½¤¨¤é¤ì¤Ê¤¤¡ª");
556 #else
557                 msg_print("You are trembling with fear!");
558 #endif
559                 return FALSE;
560         }
561
562         /* Save screen */
563         screen_save();
564
565 #ifdef JP
566         prt(" a) ·¿¤òÊø¤¹", 2, 20);
567 #else
568         prt(" a) No Form", 2, 20);
569 #endif
570
571         for (i = 0; i < MAX_KATA; i++)
572         {
573                 if (p_ptr->lev >= kata_shurui[i].min_level)
574                 {
575 #ifdef JP
576                         sprintf(buf," %c) %s¤Î·¿    %s",I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
577 #else
578                         sprintf(buf," %c) Form of %-12s  %s",I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
579 #endif
580                         prt(buf, 3+i, 20);
581                 }
582         }
583
584         prt("", 1, 0);
585 #ifdef JP
586         prt("        ¤É¤Î·¿¤Ç¹½¤¨¤Þ¤¹¤«¡©", 1, 14);
587 #else
588         prt("        Choose Form: ", 1, 14);
589 #endif
590
591         while(1)
592         {
593                 choice = inkey();
594
595                 if (choice == ESCAPE)
596                 {
597                         screen_load();
598                         return FALSE;
599                 }
600                 else if ((choice == 'a') || (choice == 'A') || (choice == ESCAPE))
601                 {
602                         if (p_ptr->action == ACTION_KATA)
603                         {
604                                 set_action(ACTION_NONE);
605                         }
606                         else
607 #ifdef JP
608                                 msg_print("¤â¤È¤â¤È¹½¤¨¤Æ¤¤¤Ê¤¤¡£");
609 #else
610                                 msg_print("You are not assuming posture.");
611 #endif
612                         screen_load();
613                         return TRUE;
614                 }
615                 else if ((choice == 'b') || (choice == 'B'))
616                 {
617                         new_kata = 0;
618                         break;
619                 }
620                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
621                 {
622                         new_kata = 1;
623                         break;
624                 }
625                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
626                 {
627                         new_kata = 2;
628                         break;
629                 }
630                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
631                 {
632                         new_kata = 3;
633                         break;
634                 }
635         }
636         set_action(ACTION_KATA);
637
638         if (p_ptr->special_defense & (KATA_IAI << new_kata))
639         {
640 #ifdef JP
641                 msg_print("¹½¤¨Ä¾¤·¤¿¡£");
642 #else
643                 msg_print("You reassume a posture.");
644 #endif
645         }
646         else
647         {
648                 p_ptr->special_defense &= ~(KATA_MASK);
649                 p_ptr->update |= (PU_BONUS);
650                 p_ptr->update |= (PU_MONSTERS);
651 #ifdef JP
652                 msg_format("%s¤Î·¿¤Ç¹½¤¨¤¿¡£",kata_shurui[new_kata].desc);
653 #else
654                 msg_format("You assume a posture of %s form.",kata_shurui[new_kata].desc);
655 #endif
656                 p_ptr->special_defense |= (KATA_IAI << new_kata);
657         }
658         p_ptr->redraw |= (PR_STATE);
659         p_ptr->redraw |= (PR_STATUS);
660         screen_load();
661         return TRUE;
662 }
663
664
665 /*
666  * Returns the chance to activate a racial power/mutation
667  */
668 static int racial_chance(s16b min_level, int use_stat, int difficulty)
669 {
670         int i;
671         int val;
672         int sum = 0;
673         int stat = p_ptr->stat_cur[use_stat];
674
675         /* No chance for success */
676         if ((p_ptr->lev < min_level) || p_ptr->confused)
677         {
678                 return (0);
679         }
680
681         if (difficulty == 0) return 100;
682
683         /* Calculate difficulty */
684         if (p_ptr->stun)
685         {
686                 difficulty += p_ptr->stun;
687         }
688         else if (p_ptr->lev > min_level)
689         {
690                 int lev_adj = ((p_ptr->lev - min_level) / 3);
691                 if (lev_adj > 10) lev_adj = 10;
692                 difficulty -= lev_adj;
693         }
694
695         if (difficulty < 5) difficulty = 5;
696
697         /* We only need halfs of the difficulty */
698         difficulty = difficulty / 2;
699
700         for (i = 1; i <= stat; i++)
701         {
702                 val = i - difficulty;
703                 if (val > 0)
704                         sum += (val <= difficulty) ? val : difficulty;
705         }
706
707         if (difficulty == 0)
708                 return (100);
709         else
710                 return (((sum * 100) / difficulty) / stat);
711 }
712
713
714 /* Note: return value indicates that we have succesfully used the power */
715
716 bool racial_aux(s16b min_level, int cost, int use_stat, int difficulty)
717 {
718         bool use_hp = FALSE;
719
720         /* Not enough mana - use hp */
721         if (p_ptr->csp < cost) use_hp = TRUE;
722
723         /* Power is not available yet */
724         if (p_ptr->lev < min_level)
725         {
726 #ifdef JP
727 msg_format("¤³¤ÎǽÎϤò»ÈÍѤ¹¤ë¤Ë¤Ï¥ì¥Ù¥ë %d ¤Ë㤷¤Æ¤¤¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£", min_level);
728 #else
729                 msg_format("You need to attain level %d to use this power.", min_level);
730 #endif
731
732                 energy_use = 0;
733                 return FALSE;
734         }
735
736         /* Too confused */
737         else if (p_ptr->confused)
738         {
739 #ifdef JP
740 msg_print("º®Í𤷤Ƥ¤¤Æ¤½¤ÎǽÎϤϻȤ¨¤Ê¤¤¡£");
741 #else
742                 msg_print("You are too confused to use this power.");
743 #endif
744
745                 energy_use = 0;
746                 return FALSE;
747         }
748
749         /* Risk death? */
750         else if (use_hp && (p_ptr->chp < cost))
751         {
752 #ifdef JP
753 if (!get_check("ËÜÅö¤Ëº£¤Î¿ê¼å¤·¤¿¾õÂ֤Ǥ³¤ÎǽÎϤò»È¤¤¤Þ¤¹¤«¡©"))
754 #else
755                 if (!get_check("Really use the power in your weakened state? "))
756 #endif
757
758                 {
759                         energy_use = 0;
760                         return FALSE;
761                 }
762         }
763
764         /* Else attempt to do it! */
765
766         if (difficulty)
767         {
768                 if (p_ptr->stun)
769                 {
770                         difficulty += p_ptr->stun;
771                 }
772                 else if (p_ptr->lev > min_level)
773                 {
774                         int lev_adj = ((p_ptr->lev - min_level) / 3);
775                         if (lev_adj > 10) lev_adj = 10;
776                         difficulty -= lev_adj;
777                 }
778
779                 if (difficulty < 5) difficulty = 5;
780         }
781
782         /* take time and pay the price */
783         energy_use = 100;
784
785         if (cost)
786         {
787                 if (use_hp)
788                 {
789 #ifdef JP
790                         take_hit(DAMAGE_USELIFE, (cost / 2) + randint1(cost / 2),
791                                  "²áÅ٤ν¸Ãæ", -1);
792 #else
793                         take_hit(DAMAGE_USELIFE, (cost / 2) + randint1(cost / 2),
794                                  "concentrating too hard", -1);
795 #endif
796
797                 }
798                 else
799                 {
800                         p_ptr->csp -= (cost / 2) + randint1(cost / 2);
801                 }
802         }
803
804
805         /* Redraw mana and hp */
806         p_ptr->redraw |= (PR_HP | PR_MANA);
807
808         /* Window stuff */
809         p_ptr->window |= (PW_PLAYER | PW_SPELL);
810
811         /* Success? */
812         if (randint1(p_ptr->stat_cur[use_stat]) >=
813             ((difficulty / 2) + randint1(difficulty / 2)))
814         {
815                 return TRUE;
816         }
817
818 #ifdef JP
819 msg_print("½¼Ê¬¤Ë½¸Ãæ¤Ç¤­¤Ê¤«¤Ã¤¿¡£");
820 #else
821         msg_print("You've failed to concentrate hard enough.");
822 #endif
823         if (flush_failure) flush();
824
825         return FALSE;
826 }
827
828
829 static bool cmd_racial_power_aux(s32b command)
830 {
831         s16b        plev = p_ptr->lev;
832         int         dir = 0;
833
834         if (command <= -3)
835         {
836                 switch (p_ptr->pclass)
837                 {
838                 case CLASS_WARRIOR:
839                 {
840                         if (racial_aux(40, 75, A_DEX, 35))
841                         {
842                                 int y = 0, x = 0, i;
843                                 cave_type       *c_ptr;
844                                 monster_type    *m_ptr;
845
846                                 for (i = 0; i < 6; i++)
847                                 {
848                                         dir = randint0(8);
849                                         y = py + ddy_ddd[dir];
850                                         x = px + ddx_ddd[dir];
851                                         c_ptr = &cave[y][x];
852
853                                         /* Get the monster */
854                                         m_ptr = &m_list[c_ptr->m_idx];
855
856                                         /* Hack -- attack monsters */
857                                         if (c_ptr->m_idx)
858                                                 py_attack(y, x, 0);
859                                         else
860                                         {
861 #ifdef JP
862 msg_print("¹¶·â¤¬¶õ¤ò¤­¤Ã¤¿¡£");
863 #else
864                                                 msg_print("You attack the empty air.");
865 #endif
866                                         }
867                                 }
868                         }
869                         break;
870                 }
871                 case CLASS_MAGE:
872                 case CLASS_HIGH_MAGE:
873                 case CLASS_SORCERER:
874                 {
875                         if (racial_aux(25, 1, A_INT, 25))
876                         {
877                                 if (!eat_magic(p_ptr->lev * 2)) return FALSE;
878                         }
879                         break;
880                 }
881                 case CLASS_PRIEST:
882                 {
883                         if (is_good_realm(p_ptr->realm1))
884                         {
885                                 if (racial_aux(35, 70, A_WIS, 50))
886                                 {
887                                         if (!bless_weapon()) return FALSE;
888                                 }
889                         }
890                         else
891                         {
892                                 if (racial_aux(42, 40, A_WIS, 30))
893                                 {
894                                         (void)dispel_monsters(plev * 4);
895                                         turn_monsters(plev * 4);
896                                         banish_monsters(plev * 4);
897                                 }
898                         }
899                         break;
900                 }
901                 case CLASS_ROGUE:
902                 {
903                         if (racial_aux(8, 12, A_DEX, 14))
904                         {
905                                 int x, y;
906
907                                 if (!get_rep_dir(&dir, FALSE)) return FALSE;
908                                 y = py + ddy[dir];
909                                 x = px + ddx[dir];
910                                 if (cave[y][x].m_idx)
911                                 {
912                                         py_attack(y, x, 0);
913                                         if (randint0(p_ptr->skill_dis) < 7)
914 #ifdef JP
915 msg_print("¤¦¤Þ¤¯Æ¨¤²¤é¤ì¤Ê¤«¤Ã¤¿¡£");
916 #else
917                                                 msg_print("You are failed to run away.");
918 #endif
919                                         else teleport_player(30);
920                                 }
921                                 else
922                                 {
923 #ifdef JP
924 msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£");
925 #else
926                                         msg_print("You don't see any monster in this direction");
927 #endif
928
929                                         msg_print(NULL);
930                                 }
931                         }
932                         break;
933                 }
934                 case CLASS_RANGER:
935                 {
936                         if (racial_aux(15, 20, A_INT, 12))
937                         {
938 #ifdef JP
939 msg_print("Ũ¤òÄ´ºº¤·¤¿...");
940 #else
941                                 msg_print("You examine your foes...");
942 #endif
943
944                                 probing();
945                         }
946                         break;
947                 }
948                 case CLASS_PALADIN:
949                 {
950                         if (is_good_realm(p_ptr->realm1))
951                         {
952                                 if (racial_aux(30, 30, A_WIS, 20))
953                                 {
954                                         if (!get_aim_dir(&dir)) return FALSE;
955                                         fire_beam(GF_HOLY_FIRE, dir, plev * 3);
956                                 }
957                         }
958                         else
959                         {
960                                 if (racial_aux(30, 30, A_WIS, 20))
961                                 {
962                                         if (!get_aim_dir(&dir)) return FALSE;
963                                         fire_beam(GF_HELL_FIRE, dir, plev * 3);
964                                 }
965                         }
966                         break;
967                 }
968                 case CLASS_WARRIOR_MAGE:
969                 {
970                         if (command == -3)
971                         {
972                                 if (racial_aux(25, 0, A_INT, 10))
973                                 {
974                                         int gain_sp;
975 #ifdef JP
976                                         if ((gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev, "£È£Ð¤«¤é£Í£Ð¤Ø¤Î̵ËŤÊÊÑ´¹", -1)))
977 #else
978                                         if ((gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev, "thoughtless convertion from HP to SP", -1)))
979 #endif
980                                         {
981                                                 p_ptr->csp += gain_sp / 5;
982                                                 if (p_ptr->csp > p_ptr->msp)
983                                                 {
984                                                         p_ptr->csp = p_ptr->msp;
985                                                         p_ptr->csp_frac = 0;
986                                                 }
987                                         }
988                                         else
989 #ifdef JP
990 msg_print("ÊÑ´¹¤Ë¼ºÇÔ¤·¤¿¡£");
991 #else
992                                 msg_print("You failed to convert.");
993 #endif
994                                 }
995                         }
996                         else if (command == -4)
997                         {
998                                 if (racial_aux(25, 0, A_INT, 10))
999                                 {
1000                                         if (p_ptr->csp >= p_ptr->lev/5)
1001                                         {
1002                                                 p_ptr->csp -= p_ptr->lev / 5;
1003                                                 hp_player(p_ptr->lev);
1004                                         }
1005                                         else
1006 #ifdef JP
1007 msg_print("ÊÑ´¹¤Ë¼ºÇÔ¤·¤¿¡£");
1008 #else
1009                                 msg_print("You failed to convert.");
1010 #endif
1011                                 }
1012                         }
1013                         break;
1014                 }
1015                 case CLASS_CHAOS_WARRIOR:
1016                 {
1017                         if (racial_aux(40, 50, A_INT, 25))
1018                         {
1019 #ifdef JP
1020 msg_print("ÊÕ¤ê¤òâˤó¤À...");
1021 #else
1022                                 msg_print("You glare nearby monsters...");
1023 #endif
1024                                 slow_monsters();
1025                                 stun_monsters(p_ptr->lev * 4);
1026                                 confuse_monsters(p_ptr->lev * 4);
1027                                 turn_monsters(p_ptr->lev * 4);
1028                                 stasis_monsters(p_ptr->lev * 4);
1029                         }
1030                         break;
1031                 }
1032                 case CLASS_MONK:
1033                 {
1034                         if (command == -3)
1035                         {
1036                                 if (empty_hands(TRUE) < 2)
1037                                 {
1038 #ifdef JP
1039 msg_print("ÁǼꤸ¤ã¤Ê¤¤¤È¤Ç¤­¤Þ¤»¤ó¡£");
1040 #else
1041                                         msg_print("You need to be bare hands.");
1042 #endif
1043                                         return FALSE;
1044                                 }
1045                                 if (racial_aux(25, 0, A_DEX, 0))
1046                                 {
1047                                         if (choose_kamae()) energy_use = 100;
1048                                         else energy_use = 0;
1049                                         p_ptr->update |= (PU_BONUS);
1050                                         p_ptr->redraw |= (PR_ARMOR);
1051                                 }
1052                         }
1053                         if (command == -4)
1054                         {
1055                                 if (empty_hands(TRUE) < 2)
1056                                 {
1057 #ifdef JP
1058 msg_print("ÁǼꤸ¤ã¤Ê¤¤¤È¤Ç¤­¤Þ¤»¤ó¡£");
1059 #else
1060                                         msg_print("You need to be bare hand.");
1061 #endif
1062                                         return FALSE;
1063                                 }
1064                                 if (racial_aux(30, 30, A_STR, 20))
1065                                 {
1066                                         int x, y;
1067
1068                                         if (!get_rep_dir(&dir, FALSE)) return FALSE;
1069                                         y = py + ddy[dir];
1070                                         x = px + ddx[dir];
1071                                         if (cave[y][x].m_idx)
1072                                         {
1073                                                 if (one_in_(2))
1074 #ifdef JP
1075 msg_print("¤¢¡¼¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¡ª¡ª¡ª");
1076 #else
1077 msg_print("Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!");
1078 #endif
1079                                                 else
1080 #ifdef JP
1081 msg_print("¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¡ª¡ª¡ª");
1082 #else
1083 msg_print("Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!");
1084 #endif
1085                                                 py_attack(y, x, 0);
1086                                                 if (cave[y][x].m_idx)
1087                                                 {
1088                                                         handle_stuff();
1089                                                         py_attack(y, x, 0);
1090                                                 }
1091                                                 p_ptr->energy_need += ENERGY_NEED();
1092                                         }
1093                                         else
1094                                         {
1095 #ifdef JP
1096 msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£");
1097 #else
1098                                                 msg_print("You don't see any monster in this direction");
1099 #endif
1100
1101                                                 msg_print(NULL);
1102                                         }
1103                                 }
1104                         }
1105                         break;
1106                 }
1107                 case CLASS_MINDCRAFTER:
1108                 case CLASS_FORCETRAINER:
1109                 {
1110                         if (total_friends)
1111                         {
1112 #ifdef JP
1113 msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£");
1114 #else
1115                                 msg_print("You need concentration on the pets now.");
1116 #endif
1117                                 return FALSE;
1118                         }
1119                         if (racial_aux(15, 0, A_WIS, 10))
1120                         {
1121 #ifdef JP
1122 msg_print("¾¯¤·Æ¬¤¬¥Ï¥Ã¥­¥ê¤·¤¿¡£");
1123 #else
1124                                 msg_print("You feel your head clear a little.");
1125 #endif
1126
1127                                 p_ptr->csp += (3 + p_ptr->lev/20);
1128                                 if (p_ptr->csp >= p_ptr->msp)
1129                                 {
1130                                         p_ptr->csp = p_ptr->msp;
1131                                         p_ptr->csp_frac = 0;
1132                                 }
1133                         }
1134                         break;
1135                 }
1136                 case CLASS_TOURIST:
1137                 {
1138                         if (command == -3)
1139                         {
1140                                 if (racial_aux(1, 0, A_DEX, 0))
1141                                 {
1142                                         if (!get_aim_dir(&dir)) return FALSE;
1143                                         project_length = 1;
1144                                         fire_beam(GF_PHOTO, dir, 1);
1145                                 }
1146                         }
1147                         else if (command == -4)
1148                         {
1149                                 if (racial_aux(25, 20, A_INT, 20))
1150                                 {
1151                                         if (!identify_fully(FALSE)) return FALSE;
1152                                 }
1153                         }
1154                         break;
1155                 }
1156                 case CLASS_IMITATOR:
1157                 {
1158                         if (racial_aux(30, 100, A_DEX, 30))
1159                         {
1160                                 handle_stuff();
1161                                 if (!do_cmd_mane(TRUE)) return FALSE;
1162                         }
1163                         break;
1164                 }
1165                 case CLASS_BEASTMASTER:
1166                 {
1167                         if (command == -3)
1168                         {
1169                                 if (racial_aux(1, (p_ptr->lev+3) / 4, A_CHR, 10))
1170                                 {
1171                                         if (!get_aim_dir(&dir)) return FALSE;
1172                                         (void)fire_ball_hide(GF_CONTROL_LIVING, dir, p_ptr->lev, 0);
1173                                 }
1174                                 break;
1175                         }
1176                         else if (command == -4)
1177                         {
1178                                 if (racial_aux(30, (p_ptr->lev+20) / 2, A_CHR, 10))
1179                                 {
1180                                         project_hack(GF_CONTROL_LIVING, p_ptr->lev);
1181                                 }
1182                                 break;
1183                         }
1184                 }
1185                 case CLASS_ARCHER:
1186                 {
1187                         if (racial_aux(1, 0, A_DEX, 0))
1188                         {
1189                                 if (!do_cmd_archer()) return FALSE;
1190                         }
1191                         break;
1192                 }
1193                 case CLASS_MAGIC_EATER:
1194                 {
1195                         if (racial_aux(1, 0, A_INT, 0))
1196                         {
1197                                 if (!gain_magic()) return FALSE;
1198                         }
1199                         break;
1200                 }
1201                 case CLASS_BARD:
1202                 {
1203                         if (racial_aux(1, 0, A_CHR, 0))
1204                         {
1205                                 stop_singing();
1206                                 energy_use = 10;
1207                                 return FALSE;
1208                         }
1209                         break;
1210                 }
1211                 case CLASS_RED_MAGE:
1212                 {
1213                         if (racial_aux(48, 20, A_INT, 0))
1214                         {
1215                                 handle_stuff();
1216                                 do_cmd_cast();
1217                                 handle_stuff();
1218                                 if (!p_ptr->paralyzed)
1219                                         do_cmd_cast();
1220                         }
1221                         break;
1222                 }
1223                 case CLASS_SAMURAI:
1224                 {
1225                         if (total_friends)
1226                         {
1227 #ifdef JP
1228 msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£");
1229 #else
1230 msg_print("You need concentration on the pets now.");
1231 #endif
1232                                 return FALSE;
1233                         }
1234                         if (command == -3)
1235                         {
1236                                 if (p_ptr->special_defense & KATA_MASK)
1237                                 {
1238 #ifdef JP
1239 msg_print("º£¤Ï¹½¤¨¤Ë½¸Ã椷¤Æ¤¤¤ë¡£");
1240 #else
1241                                         msg_print("You need concentration on your form.");
1242 #endif
1243                                         return FALSE;
1244                                 }
1245                                 if (racial_aux(1, 0, A_WIS, 0))
1246                                 {
1247                                         int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
1248 #ifdef JP
1249 msg_print("Àº¿À¤ò½¸Ã椷¤Æµ¤¹ç¤¤¤òί¤á¤¿¡£");
1250 #else
1251                                         msg_print("You concentrate to charge your power.");
1252 #endif
1253
1254                                         p_ptr->csp += p_ptr->msp / 2;
1255                                         if (p_ptr->csp >= max_csp)
1256                                         {
1257                                                 p_ptr->csp = max_csp;
1258                                                 p_ptr->csp_frac = 0;
1259                                         }
1260                                 }
1261                         }
1262                         if (command == -4)
1263                         {
1264                                 if (!buki_motteruka(INVEN_RARM))
1265                                 {
1266 #ifdef JP
1267 msg_print("Éð´ï¤ò»ý¤¿¤Ê¤¤¤È¤¤¤±¤Þ¤»¤ó¡£");
1268 #else
1269                                         msg_print("You need to wield a weapon.");
1270 #endif
1271                                         return FALSE;
1272                                 }
1273                                 if (racial_aux(25, 0, A_DEX, 0))
1274                                 {
1275                                         if (choose_kata()) energy_use = 100;
1276                                         else energy_use = 0;
1277                                         p_ptr->update |= (PU_BONUS);
1278                                         p_ptr->redraw |= (PR_ARMOR);
1279                                 }
1280                         }
1281                         break;
1282                 }
1283                 case CLASS_BLUE_MAGE:
1284                 {
1285                         if (racial_aux(1, 0, A_INT, 0))
1286                         {
1287                                 if (p_ptr->action == ACTION_LEARN)
1288                                 {
1289                                         set_action(ACTION_NONE);
1290                                 }
1291                                 else
1292                                 {
1293                                         set_action(ACTION_LEARN);
1294                                 }
1295                                 energy_use = 0;
1296                         }
1297                         break;
1298                 }
1299                 case CLASS_CAVALRY:
1300                 {
1301                         if (racial_aux(10, 0, A_STR, 10))
1302                         {
1303                                 char m_name[80];
1304                                 monster_type *m_ptr;
1305                                 monster_race *r_ptr;
1306                                 int rlev;
1307
1308                                 if (p_ptr->riding)
1309                                 {
1310 #ifdef JP
1311                                         msg_print("º£¤Ï¾èÇÏÃæ¤À¡£");
1312 #else
1313                                         msg_print("You ARE riding.");
1314 #endif
1315                                         return FALSE;
1316                                 }
1317                                 if (!do_riding(TRUE)) return TRUE;
1318                                 m_ptr = &m_list[p_ptr->riding];
1319                                 r_ptr = &r_info[m_ptr->r_idx];
1320                                 monster_desc(m_name, m_ptr, 0);
1321 #ifdef JP
1322                                 msg_format("%s¤Ë¾è¤Ã¤¿¡£",m_name);
1323 #else
1324                                 msg_format("You ride on %s.",m_name);
1325 #endif
1326                                 if (is_pet(m_ptr)) break;
1327                                 rlev = r_ptr->level;
1328                                 if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
1329                                 if (rlev > 60) rlev = 60+(rlev-60)/2;
1330                                 if ((randint1(p_ptr->skill_exp[GINOU_RIDING]/120+p_ptr->lev*2/3) > rlev) && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR)) && (rlev < p_ptr->lev*3/2+randint0(p_ptr->lev/5)))
1331                                 {
1332 #ifdef JP
1333                                         msg_format("%s¤ò¼ê¤Ê¤º¤±¤¿¡£",m_name);
1334 #else
1335                                         msg_format("You tame %s.",m_name);
1336 #endif
1337                                         set_pet(m_ptr);
1338                                 }
1339                                 else
1340                                 {
1341 #ifdef JP
1342                                         msg_format("%s¤Ë¿¶¤êÍî¤È¤µ¤ì¤¿¡ª",m_name);
1343 #else
1344                                         msg_format("You have thrown off by %s.",m_name);
1345 #endif
1346                                         rakuba(1,TRUE);
1347                                 }
1348                         }
1349                         break;
1350                 }
1351                 case CLASS_BERSERKER:
1352                 {
1353                         if (command == -3)
1354                         {
1355                                 if (racial_aux(10, 10, A_DEX, 20))
1356                                 {
1357                                         if (!word_of_recall()) return FALSE;
1358                                 }
1359                         }
1360                         break;
1361                 }
1362                 case CLASS_SMITH:
1363                 {
1364                         if (racial_aux(5, 15, A_INT, 20))
1365                         {
1366                                 if (p_ptr->lev > 29)
1367                                 {
1368                                         if (!identify_fully(TRUE)) return FALSE;
1369                                 }
1370                                 else
1371                                 {
1372                                         if (!ident_spell(TRUE)) return FALSE;
1373                                 }
1374                         }
1375                         break;
1376                 }
1377                 case CLASS_MIRROR_MASTER:
1378                 {
1379                         if (command == -3)
1380                         {
1381                           if (racial_aux(1, 0, A_INT, 0)){
1382                             int x,y;
1383                               for( x=0 ; x < cur_wid ;x++){
1384                                 for( y=0 ; y < cur_hgt ;y++){
1385                                   if( is_mirror_grid(&cave[y][x])) {
1386                                     remove_mirror(y,x);
1387                                     project(0,2,y,x, p_ptr->lev /2 +5 ,GF_SHARDS,(PROJECT_GRID|PROJECT_ITEM|PROJECT_KILL|PROJECT_JUMP|PROJECT_NO_HANGEKI),-1);
1388                                   }
1389                                 }
1390                               }
1391                           }
1392                         }
1393                         else if (command == -4)
1394                         {
1395                           if (total_friends)
1396                           {
1397 #ifdef JP
1398 msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£");
1399 #else
1400                                 msg_print("You need concentration on the pets now.");
1401 #endif
1402                                   return FALSE;
1403                           }
1404                           if (racial_aux(30, 0, A_INT, 20)){
1405                                 if( is_mirror_grid(&cave[py][px]))
1406                                 {
1407 #ifdef JP
1408 msg_print("¾¯¤·Æ¬¤¬¥Ï¥Ã¥­¥ê¤·¤¿¡£");
1409 #else
1410                                         msg_print("You feel your head clear a little.");
1411 #endif
1412
1413                                         p_ptr->csp += ( 5 + (p_ptr->lev)*(p_ptr->lev)/100);
1414                                         if (p_ptr->csp >= p_ptr->msp)
1415                                         {
1416                                                 p_ptr->csp = p_ptr->msp;
1417                                                 p_ptr->csp_frac = 0;
1418                                         }
1419                                 }
1420                                 else {
1421 #ifdef JP
1422 msg_print("¶À¤Î¾å¤Ç¤Ê¤¤¤È½¸Ãæ¤Ç¤­¤Ê¤¤¡ª");
1423 #else
1424                                         msg_print("Here are not any mirrors!");
1425 #endif
1426
1427                                 }
1428                           }
1429                         }
1430                         break;
1431                 }
1432                 case CLASS_NINJA:
1433                 {
1434                         if (command == -3)
1435                         {
1436                                 if (racial_aux(20, 0, A_DEX, 0))
1437                                 {
1438                                         if (p_ptr->action == ACTION_HAYAGAKE) set_action(ACTION_NONE);
1439                                         else set_action(ACTION_HAYAGAKE);
1440                                         energy_use = 0;
1441                                 }
1442                         }
1443                         break;
1444                 }
1445                 }
1446         }
1447         else if (p_ptr->mimic_form)
1448         {
1449                 switch (p_ptr->mimic_form)
1450                 {
1451                 case MIMIC_DEMON:
1452                 case MIMIC_DEMON_LORD:
1453                         if (racial_aux(15, 10+p_ptr->lev/3, A_CON, 20))
1454                         {
1455                                 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1456                                 if (!get_aim_dir(&dir)) break;
1457 #ifdef JP
1458 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",((type == GF_NETHER) ? "ÃϹö" : "²Ð±ê"));
1459 #else
1460                                 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1461 #endif
1462
1463                                 fire_ball(type, dir, plev * 3,
1464                                     -(plev / 15) - 1);
1465                         }
1466                         break;
1467                 case MIMIC_VAMPIRE:
1468                         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
1469                         {
1470 #ifdef JP
1471                                 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤Ê¤¤¡£");
1472 #else
1473                                 msg_print("Something prevent you from attacking.");
1474 #endif
1475                                 return FALSE;
1476                         }
1477                         if (racial_aux(2, (1 + (plev / 3)), A_CON, 9))
1478                         {
1479                                 int y, x, dummy = 0;
1480                                 cave_type *c_ptr;
1481
1482                                 /* Only works on adjacent monsters */
1483                                 if (!get_rep_dir(&dir,FALSE)) break;   /* was get_aim_dir */
1484                                 y = py + ddy[dir];
1485                                 x = px + ddx[dir];
1486                                 c_ptr = &cave[y][x];
1487
1488                                 if (!c_ptr->m_idx)
1489                                 {
1490 #ifdef JP
1491 msg_print("²¿¤â¤Ê¤¤¾ì½ê¤Ë³ú¤ß¤Ä¤¤¤¿¡ª");
1492 #else
1493                                         msg_print("You bite into thin air!");
1494 #endif
1495
1496                                         break;
1497                                 }
1498
1499 #ifdef JP
1500 msg_print("¤¢¤Ê¤¿¤Ï¥Ë¥ä¥ê¤È¤·¤Æ²ç¤ò¤à¤¤¤¿...");
1501 #else
1502                                 msg_print("You grin and bare your fangs...");
1503 #endif
1504
1505                                 dummy = plev + randint1(plev) * MAX(1, plev / 10);   /* Dmg */
1506                                 if (drain_life(dir, dummy))
1507                                 {
1508                                         if (p_ptr->food < PY_FOOD_FULL)
1509                                                 /* No heal if we are "full" */
1510                                                 (void)hp_player(dummy);
1511                                         else
1512 #ifdef JP
1513 msg_print("¤¢¤Ê¤¿¤Ï¶õÊ¢¤Ç¤Ï¤¢¤ê¤Þ¤»¤ó¡£");
1514 #else
1515                                                 msg_print("You were not hungry.");
1516 #endif
1517
1518                                                 /* Gain nutritional sustenance: 150/hp drained */
1519                                                 /* A Food ration gives 5000 food points (by contrast) */
1520                                                 /* Don't ever get more than "Full" this way */
1521                                                 /* But if we ARE Gorged,  it won't cure us */
1522                                                 dummy = p_ptr->food + MIN(5000, 100 * dummy);
1523                                         if (p_ptr->food < PY_FOOD_MAX)   /* Not gorged already */
1524                                                 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
1525                                 }
1526                                 else
1527 #ifdef JP
1528 msg_print("¤²¤§¡£¤Ò¤É¤¤Ì£¤À¡£");
1529 #else
1530                                         msg_print("Yechh. That tastes foul.");
1531 #endif
1532
1533                         }
1534                         break;
1535                 }
1536
1537         }
1538
1539         else 
1540         {
1541
1542         switch (p_ptr->prace)
1543         {
1544                 case RACE_DWARF:
1545                         if (racial_aux(5, 5, A_WIS, 12))
1546                         {
1547 #ifdef JP
1548 msg_print("¼þ°Ï¤òÄ´¤Ù¤¿¡£");
1549 #else
1550                                 msg_print("You examine your surroundings.");
1551 #endif
1552
1553                                 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1554                                 (void)detect_doors(DETECT_RAD_DEFAULT);
1555                                 (void)detect_stairs(DETECT_RAD_DEFAULT);
1556                         }
1557                         break;
1558
1559                 case RACE_HOBBIT:
1560                         if (racial_aux(15, 10, A_INT, 10))
1561                         {
1562                                 object_type *q_ptr;
1563                                 object_type forge;
1564
1565                                 /* Get local object */
1566                                 q_ptr = &forge;
1567
1568                                 /* Create the food ration */
1569                                 object_prep(q_ptr, 21);
1570
1571                                 /* Drop the object from heaven */
1572                                 (void)drop_near(q_ptr, -1, py, px);
1573 #ifdef JP
1574 msg_print("¿©»ö¤òÎÁÍý¤·¤Æºî¤Ã¤¿¡£");
1575 #else
1576                                 msg_print("You cook some food.");
1577 #endif
1578
1579                         }
1580                         break;
1581
1582                 case RACE_GNOME:
1583                         if (racial_aux(5, 5, A_INT, 12))
1584                         {
1585 #ifdef JP
1586 msg_print("¥Ñ¥Ã¡ª");
1587 #else
1588                                 msg_print("Blink!");
1589 #endif
1590
1591                                 teleport_player(10);
1592                         }
1593                         break;
1594
1595                 case RACE_HALF_ORC:
1596                         if (racial_aux(3, 5, A_WIS,
1597                             ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? 5 : 10)))
1598                         {
1599 #ifdef JP
1600 msg_print("ͦµ¤¤ò½Ð¤·¤¿¡£");
1601 #else
1602                                 msg_print("You play tough.");
1603 #endif
1604
1605                                 (void)set_afraid(0);
1606                         }
1607                         break;
1608
1609                 case RACE_HALF_TROLL:
1610                         if (racial_aux(10, 12, A_STR,
1611                             ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? 6 : 12)))
1612                         {
1613 #ifdef JP
1614 msg_print("¤¦¤¬¤¡¤¡¡ª");
1615 #else
1616                                 msg_print("RAAAGH!");
1617 #endif
1618
1619                                 (void)set_afraid(0);
1620
1621                                 (void)set_shero(10 + randint1(plev), FALSE);
1622                                 (void)hp_player(30);
1623                         }
1624                         break;
1625
1626                 case RACE_AMBERITE:
1627                         if (command == -2)
1628                         {
1629                                 if (racial_aux(40, 75, A_WIS, 50))
1630                                 {
1631 #ifdef JP
1632 msg_print("¤¢¤Ê¤¿¤Ï¡Ö¥Ñ¥¿¡¼¥ó¡×¤ò¿´¤ËÉÁ¤¤¤Æ¤½¤Î¾å¤òÊ⤤¤¿...");
1633 #else
1634                                         msg_print("You picture the Pattern in your mind and walk it...");
1635 #endif
1636
1637                                         (void)set_poisoned(0);
1638                                         (void)set_image(0);
1639                                         (void)set_stun(0);
1640                                         (void)set_cut(0);
1641                                         (void)set_blind(0);
1642                                         (void)set_afraid(0);
1643                                         (void)do_res_stat(A_STR);
1644                                         (void)do_res_stat(A_INT);
1645                                         (void)do_res_stat(A_WIS);
1646                                         (void)do_res_stat(A_DEX);
1647                                         (void)do_res_stat(A_CON);
1648                                         (void)do_res_stat(A_CHR);
1649                                         (void)restore_level();
1650                                 }
1651                         }
1652
1653                         else if (command == -1)
1654                         {
1655                                 if (racial_aux(30, 50, A_INT, 50))
1656                                 {
1657 #ifdef JP
1658                                         msg_print("¤¢¤Ê¤¿¤ÏÊ⤭¼þ¤ê»Ï¤á¤¿¡£");
1659 #else
1660                                         msg_print("You start walking around. ");
1661 #endif
1662                                         alter_reality();
1663                                 }
1664                         }
1665                         break;
1666
1667                 case RACE_BARBARIAN:
1668                         if (racial_aux(8, 10, A_STR, ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? 6 : 12)))
1669                         {
1670 #ifdef JP
1671 msg_print("¤¦¤©¤©¤ª¤ª¡ª");
1672 #else
1673                                 msg_print("Raaagh!");
1674 #endif
1675
1676                                 (void)set_afraid(0);
1677
1678                                 (void)set_shero(10 + randint1(plev), FALSE);
1679                                 (void)hp_player(30);
1680                         }
1681                         break;
1682
1683                 case RACE_HALF_OGRE:
1684                         if (racial_aux(25, 35, A_INT, 15))
1685                         {
1686 #ifdef JP
1687 msg_print("Çúȯ¤Î¥ë¡¼¥ó¤ò¿µ½Å¤Ë»Å³Ý¤±¤¿...");
1688 #else
1689                                 msg_print("You carefully set an explosive rune...");
1690 #endif
1691
1692                                 explosive_rune();
1693                         }
1694                         break;
1695
1696                 case RACE_HALF_GIANT:
1697                         if (racial_aux(20, 10, A_STR, 12))
1698                         {
1699                                 if (!get_aim_dir(&dir)) break;
1700 #ifdef JP
1701 msg_print("ÀФÎÊɤò᤭¤Ä¤±¤¿¡£");
1702 #else
1703                                 msg_print("You bash at a stone wall.");
1704 #endif
1705
1706                                 (void)wall_to_mud(dir);
1707                         }
1708                         break;
1709
1710                 case RACE_HALF_TITAN:
1711                         if (racial_aux(15, 10, A_INT, 12))
1712                         {
1713 #ifdef JP
1714 msg_print("Ũ¤òÄ´ºº¤·¤¿...");
1715 #else
1716                                 msg_print("You examine your foes...");
1717 #endif
1718
1719                                 probing();
1720                         }
1721                         break;
1722
1723                 case RACE_CYCLOPS:
1724                         if (racial_aux(20, 15, A_STR, 12))
1725                         {
1726                                 if (!get_aim_dir(&dir)) break;
1727 #ifdef JP
1728 msg_print("µðÂç¤Ê´ä¤òÅꤲ¤¿¡£");
1729 #else
1730                                 msg_print("You throw a huge boulder.");
1731 #endif
1732
1733                                 fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
1734                         }
1735                         break;
1736
1737                 case RACE_YEEK:
1738                         if (racial_aux(15, 15, A_WIS, 10))
1739                         {
1740                                 if (!get_aim_dir(&dir)) break;
1741 #ifdef JP
1742 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¶«¤ÓÀ¼¤ò¾å¤²¤¿¡ª");
1743 #else
1744                                 msg_print("You make a horrible scream!");
1745 #endif
1746
1747                                 (void)fear_monster(dir, plev);
1748                         }
1749                         break;
1750
1751                 case RACE_KLACKON:
1752                         if (racial_aux(9, 9, A_DEX, 14))
1753                         {
1754                                 if (!get_aim_dir(&dir)) break;
1755 #ifdef JP
1756 msg_print("»À¤òÅǤ¤¤¿¡£");
1757 #else
1758                                 msg_print("You spit acid.");
1759 #endif
1760
1761                                 if (plev < 25)
1762                                         fire_bolt(GF_ACID, dir, plev);
1763                                 else
1764                                         fire_ball(GF_ACID, dir, plev, 2);
1765                         }
1766                         break;
1767
1768                 case RACE_KOBOLD:
1769                         if (racial_aux(12, 8, A_DEX, 14))
1770                         {
1771                                 if(!get_aim_dir(&dir)) break;
1772 #ifdef JP
1773 msg_print("ÆǤΥÀ¡¼¥Ä¤òÅꤲ¤¿¡£");
1774 #else
1775                                 msg_print("You throw a dart of poison.");
1776 #endif
1777
1778                                 fire_bolt(GF_POIS, dir, plev);
1779                         }
1780                         break;
1781
1782                 case RACE_NIBELUNG:
1783                         if (racial_aux(10, 5, A_WIS, 10))
1784                         {
1785 #ifdef JP
1786 msg_print("¼þ°Ï¤òÄ´ºº¤·¤¿¡£");
1787 #else
1788                                 msg_print("You examine your surroundings.");
1789 #endif
1790
1791                                 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1792                                 (void)detect_doors(DETECT_RAD_DEFAULT);
1793                                 (void)detect_stairs(DETECT_RAD_DEFAULT);
1794                         }
1795                         break;
1796
1797                 case RACE_DARK_ELF:
1798                         if (racial_aux(2, 2, A_INT, 9))
1799                         {
1800                                 if (!get_aim_dir(&dir)) break;
1801 #ifdef JP
1802 msg_print("¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤òÊü¤Ã¤¿¡£");
1803 #else
1804                                 msg_print("You cast a magic missile.");
1805 #endif
1806
1807                                 fire_bolt_or_beam(10, GF_MISSILE, dir,
1808                                     damroll(3 + ((plev - 1) / 5), 4));
1809                         }
1810                         break;
1811
1812                 case RACE_DRACONIAN:
1813                         if (racial_aux(1, plev, A_CON, 12))
1814                         {
1815                                 int  Type = (one_in_(3) ? GF_COLD : GF_FIRE);
1816 #ifdef JP
1817 cptr Type_desc = ((Type == GF_COLD) ? "Î䵤" : "±ê");
1818 #else
1819                                 cptr Type_desc = ((Type == GF_COLD) ? "cold" : "fire");
1820 #endif
1821
1822
1823                                 if (randint1(100) < plev)
1824                                 {
1825                                         switch (p_ptr->pclass)
1826                                         {
1827                                                 case CLASS_WARRIOR:
1828                                                 case CLASS_BERSERKER:
1829                                                 case CLASS_RANGER:
1830                                                 case CLASS_TOURIST:
1831                                                 case CLASS_IMITATOR:
1832                                                 case CLASS_ARCHER:
1833                                                 case CLASS_SMITH:
1834                                                         if (one_in_(3))
1835                                                         {
1836                                                                 Type = GF_MISSILE;
1837 #ifdef JP
1838 Type_desc = "¥¨¥ì¥á¥ó¥È";
1839 #else
1840                                                                 Type_desc = "the elements";
1841 #endif
1842
1843                                                         }
1844                                                         else
1845                                                         {
1846                                                                 Type = GF_SHARDS;
1847 #ifdef JP
1848 Type_desc = "ÇËÊÒ";
1849 #else
1850                                                                 Type_desc = "shards";
1851 #endif
1852
1853                                                         }
1854                                                         break;
1855                                                 case CLASS_MAGE:
1856                                                 case CLASS_WARRIOR_MAGE:
1857                                                 case CLASS_HIGH_MAGE:
1858                                                 case CLASS_SORCERER:
1859                                                 case CLASS_MAGIC_EATER:
1860                                                 case CLASS_RED_MAGE:
1861                                                 case CLASS_BLUE_MAGE:
1862                                                 case CLASS_MIRROR_MASTER:
1863                                                         if (one_in_(3))
1864                                                         {
1865                                                                 Type = GF_MANA;
1866 #ifdef JP
1867 Type_desc = "ËâÎÏ";
1868 #else
1869                                                                 Type_desc = "mana";
1870 #endif
1871
1872                                                         }
1873                                                         else
1874                                                         {
1875                                                                 Type = GF_DISENCHANT;
1876 #ifdef JP
1877 Type_desc = "Îô²½";
1878 #else
1879                                                                 Type_desc = "disenchantment";
1880 #endif
1881
1882                                                         }
1883                                                         break;
1884                                                 case CLASS_CHAOS_WARRIOR:
1885                                                         if (!one_in_(3))
1886                                                         {
1887                                                                 Type = GF_CONFUSION;
1888 #ifdef JP
1889 Type_desc = "º®Íð";
1890 #else
1891                                                                 Type_desc = "confusion";
1892 #endif
1893
1894                                                         }
1895                                                         else
1896                                                         {
1897                                                                 Type = GF_CHAOS;
1898 #ifdef JP
1899 Type_desc = "¥«¥ª¥¹";
1900 #else
1901                                                                 Type_desc = "chaos";
1902 #endif
1903
1904                                                         }
1905                                                         break;
1906                                                 case CLASS_MONK:
1907                                                 case CLASS_SAMURAI:
1908                                                 case CLASS_FORCETRAINER:
1909                                                         if (!one_in_(3))
1910                                                         {
1911                                                                 Type = GF_CONFUSION;
1912 #ifdef JP
1913 Type_desc = "º®Íð";
1914 #else
1915                                                                 Type_desc = "confusion";
1916 #endif
1917
1918                                                         }
1919                                                         else
1920                                                         {
1921                                                                 Type = GF_SOUND;
1922 #ifdef JP
1923 Type_desc = "¹ì²»";
1924 #else
1925                                                                 Type_desc = "sound";
1926 #endif
1927
1928                                                         }
1929                                                         break;
1930                                                 case CLASS_MINDCRAFTER:
1931                                                         if (!one_in_(3))
1932                                                         {
1933                                                                 Type = GF_CONFUSION;
1934 #ifdef JP
1935 Type_desc = "º®Íð";
1936 #else
1937                                                                 Type_desc = "confusion";
1938 #endif
1939
1940                                                         }
1941                                                         else
1942                                                         {
1943                                                                 Type = GF_PSI;
1944 #ifdef JP
1945 Type_desc = "Àº¿À¥¨¥Í¥ë¥®¡¼";
1946 #else
1947                                                                 Type_desc = "mental energy";
1948 #endif
1949
1950                                                         }
1951                                                         break;
1952                                                 case CLASS_PRIEST:
1953                                                 case CLASS_PALADIN:
1954                                                         if (one_in_(3))
1955                                                         {
1956                                                                 Type = GF_HELL_FIRE;
1957 #ifdef JP
1958 Type_desc = "ÃϹö¤Î¹å²Ð";
1959 #else
1960                                                                 Type_desc = "hellfire";
1961 #endif
1962
1963                                                         }
1964                                                         else
1965                                                         {
1966                                                                 Type = GF_HOLY_FIRE;
1967 #ifdef JP
1968 Type_desc = "À»¤Ê¤ë±ê";
1969 #else
1970                                                                 Type_desc = "holy fire";
1971 #endif
1972
1973                                                         }
1974                                                         break;
1975                                                 case CLASS_ROGUE:
1976                                                 case CLASS_NINJA:
1977                                                         if (one_in_(3))
1978                                                         {
1979                                                                 Type = GF_DARK;
1980 #ifdef JP
1981 Type_desc = "°Å¹õ";
1982 #else
1983                                                                 Type_desc = "darkness";
1984 #endif
1985
1986                                                         }
1987                                                         else
1988                                                         {
1989                                                                 Type = GF_POIS;
1990 #ifdef JP
1991 Type_desc = "ÆÇ";
1992 #else
1993                                                                 Type_desc = "poison";
1994 #endif
1995
1996                                                         }
1997                                                         break;
1998                                                 case CLASS_BARD:
1999                                                         if (!one_in_(3))
2000                                                         {
2001                                                                 Type = GF_SOUND;
2002 #ifdef JP
2003 Type_desc = "¹ì²»";
2004 #else
2005                                                                 Type_desc = "sound";
2006 #endif
2007
2008                                                         }
2009                                                         else
2010                                                         {
2011                                                                 Type = GF_CONFUSION;
2012 #ifdef JP
2013 Type_desc = "º®Íð";
2014 #else
2015                                                                 Type_desc = "confusion";
2016 #endif
2017
2018                                                         }
2019                                                         break;
2020                                         }
2021                                 }
2022
2023                                 if (!get_aim_dir(&dir)) break;
2024 #ifdef JP
2025 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", Type_desc);
2026 #else
2027                                 msg_format("You breathe %s.", Type_desc);
2028 #endif
2029
2030                                 fire_ball(Type, dir, plev * 2,
2031                                     -(plev / 15) - 1);
2032                         }
2033                         break;
2034
2035                 case RACE_MIND_FLAYER:
2036                         if (racial_aux(15, 12, A_INT, 14))
2037                         {
2038                                 if (!get_aim_dir(&dir)) break;
2039                                 else
2040                                 {
2041 #ifdef JP
2042 msg_print("¤¢¤Ê¤¿¤Ï½¸Ã椷¡¢Ìܤ¬ÀÖ¤¯µ±¤¤¤¿...");
2043 #else
2044                                         msg_print("You concentrate and your eyes glow red...");
2045 #endif
2046
2047                                         fire_bolt(GF_PSI, dir, plev);
2048                                 }
2049                         }
2050                         break;
2051
2052                 case RACE_IMP:
2053                         if (racial_aux(9, 15, A_WIS, 15))
2054                         {
2055                                 if (!get_aim_dir(&dir)) break;
2056                                 if (plev >= 30)
2057                                 {
2058 #ifdef JP
2059 msg_print("¥Õ¥¡¥¤¥¢¡¼¥Ü¡¼¥ë¤òÊü¤Ã¤¿¡£");
2060 #else
2061                                         msg_print("You cast a ball of fire.");
2062 #endif
2063
2064                                         fire_ball(GF_FIRE, dir, plev, 2);
2065                                 }
2066                                 else
2067                                 {
2068 #ifdef JP
2069 msg_print("¥Õ¥¡¥¤¥¢¡¼¥Ü¥ë¥È¤òÊü¤Ã¤¿¡£");
2070 #else
2071                                         msg_print("You cast a bolt of fire.");
2072 #endif
2073
2074                                         fire_bolt(GF_FIRE, dir, plev);
2075                                 }
2076                         }
2077                         break;
2078
2079                 case RACE_GOLEM:
2080                         if (racial_aux(20, 15, A_CON, 8))
2081                         {
2082                                 (void)set_shield(randint1(20) + 30, FALSE);
2083                         }
2084                         break;
2085
2086                 case RACE_SKELETON:
2087                 case RACE_ZOMBIE:
2088                         if (racial_aux(30, 30, A_WIS, 18))
2089                         {
2090 #ifdef JP
2091 msg_print("¤¢¤Ê¤¿¤Ï¼º¤Ã¤¿¥¨¥Í¥ë¥®¡¼¤ò¼è¤êÌ᤽¤¦¤È»î¤ß¤¿¡£");
2092 #else
2093                                 msg_print("You attempt to restore your lost energies.");
2094 #endif
2095
2096                                 (void)restore_level();
2097                         }
2098                         break;
2099
2100                 case RACE_VAMPIRE:
2101                         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
2102                         {
2103 #ifdef JP
2104                                 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤Ê¤¤¡£");
2105 #else
2106                                 msg_print("Something prevent you from attacking.");
2107 #endif
2108                                 return FALSE;
2109                         }
2110                         if (racial_aux(2, (1 + (plev / 3)), A_CON, 9))
2111                         {
2112                                 int y, x, dummy = 0;
2113                                 cave_type *c_ptr;
2114
2115                                 /* Only works on adjacent monsters */
2116                                 if (!get_rep_dir(&dir,FALSE)) break;   /* was get_aim_dir */
2117                                 y = py + ddy[dir];
2118                                 x = px + ddx[dir];
2119                                 c_ptr = &cave[y][x];
2120
2121                                 if (!c_ptr->m_idx)
2122                                 {
2123 #ifdef JP
2124 msg_print("²¿¤â¤Ê¤¤¾ì½ê¤Ë³ú¤ß¤Ä¤¤¤¿¡ª");
2125 #else
2126                                         msg_print("You bite into thin air!");
2127 #endif
2128
2129                                         break;
2130                                 }
2131
2132 #ifdef JP
2133 msg_print("¤¢¤Ê¤¿¤Ï¥Ë¥ä¥ê¤È¤·¤Æ²ç¤ò¤à¤¤¤¿...");
2134 #else
2135                                 msg_print("You grin and bare your fangs...");
2136 #endif
2137
2138                                 dummy = plev + randint1(plev) * MAX(1, plev / 10);   /* Dmg */
2139                                 if (drain_life(dir, dummy))
2140                                 {
2141                                         if (p_ptr->food < PY_FOOD_FULL)
2142                                                 /* No heal if we are "full" */
2143                                                 (void)hp_player(dummy);
2144                                         else
2145 #ifdef JP
2146 msg_print("¤¢¤Ê¤¿¤Ï¶õÊ¢¤Ç¤Ï¤¢¤ê¤Þ¤»¤ó¡£");
2147 #else
2148                                                 msg_print("You were not hungry.");
2149 #endif
2150
2151                                                 /* Gain nutritional sustenance: 150/hp drained */
2152                                                 /* A Food ration gives 5000 food points (by contrast) */
2153                                                 /* Don't ever get more than "Full" this way */
2154                                                 /* But if we ARE Gorged,  it won't cure us */
2155                                                 dummy = p_ptr->food + MIN(5000, 100 * dummy);
2156                                         if (p_ptr->food < PY_FOOD_MAX)   /* Not gorged already */
2157                                                 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
2158                                 }
2159                                 else
2160 #ifdef JP
2161 msg_print("¤²¤§¡£¤Ò¤É¤¤Ì£¤À¡£");
2162 #else
2163                                         msg_print("Yechh. That tastes foul.");
2164 #endif
2165
2166                         }
2167                         break;
2168
2169                 case RACE_SPECTRE:
2170                         if (racial_aux(4, 6, A_INT, 3))
2171                         {
2172 #ifdef JP
2173 msg_print("¤¢¤Ê¤¿¤Ï¤ª¤É¤í¤ª¤É¤í¤·¤¤¶«¤ÓÀ¼¤ò¤¢¤²¤¿¡ª");
2174 #else
2175                                 msg_print("You emit an eldritch howl!");
2176 #endif
2177
2178                                 if (!get_aim_dir(&dir)) break;
2179                                 (void)fear_monster(dir, plev);
2180                         }
2181                         break;
2182
2183                 case RACE_SPRITE:
2184                         if (racial_aux(12, 12, A_INT, 15))
2185                         {
2186 #ifdef JP
2187 msg_print("¤¢¤Ê¤¿¤ÏËâË¡¤ÎÊ´¤òÅꤲ¤Ä¤±¤¿...");
2188 #else
2189                                 msg_print("You throw some magic dust...");
2190 #endif
2191
2192                                 if (plev < 25)
2193                                         sleep_monsters_touch();
2194                                 else
2195                                         (void)sleep_monsters();
2196                         }
2197                         break;
2198
2199                 case RACE_DEMON:
2200                         if (racial_aux(15, 10+p_ptr->lev/3, A_CON, 20))
2201                         {
2202                                 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
2203                                 if (!get_aim_dir(&dir)) break;
2204 #ifdef JP
2205 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",((type == GF_NETHER) ? "ÃϹö" : "²Ð±ê"));
2206 #else
2207                                 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
2208 #endif
2209
2210                                 fire_ball(type, dir, plev * 3,
2211                                     -(plev / 15) - 1);
2212                         }
2213                         break;
2214
2215                 case RACE_KUTA:
2216                         if (racial_aux(20, 15, A_CHR, 8))
2217                         {
2218                                 (void)set_tsubureru(randint1(20) + 30, FALSE);
2219                         }
2220                         break;
2221
2222                 case RACE_ANDROID:
2223                         if (plev < 10)
2224                         {
2225                                 if (racial_aux(1, 7, A_STR, 8))
2226                                 {
2227                                         if (!get_aim_dir(&dir)) return FALSE;
2228 #ifdef JP
2229                                         msg_print("¥ì¥¤¥¬¥ó¤òȯ¼Í¤·¤¿¡£");
2230 #else
2231                                         msg_print("You fire your ray gun.");
2232 #endif
2233                                         fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
2234                                 }
2235                         }
2236                         else if (plev < 25)
2237                         {
2238                                 if (racial_aux(10, 13, A_STR, 10))
2239                                 {
2240                                         if (!get_aim_dir(&dir)) return FALSE;
2241 #ifdef JP
2242                                         msg_print("¥Ö¥é¥¹¥¿¡¼¤òȯ¼Í¤·¤¿¡£");
2243 #else
2244                                         msg_print("You fire your blaster.");
2245 #endif
2246                                         fire_bolt(GF_MISSILE, dir, plev);
2247                                 }
2248                         }
2249                         else if (plev < 35)
2250                         {
2251                                 if (racial_aux(25, 26, A_STR, 12))
2252                                 {
2253                                         if (!get_aim_dir(&dir)) return FALSE;
2254 #ifdef JP
2255                                         msg_print("¥Ð¥º¡¼¥«¤òȯ¼Í¤·¤¿¡£");
2256 #else
2257                                         msg_print("You fire your bazooka.");
2258 #endif
2259                                         fire_ball(GF_MISSILE, dir, plev * 2, 2);
2260                                 }
2261                         }
2262                         else if (plev < 45)
2263                         {
2264                                 if (racial_aux(35, 40, A_STR, 15))
2265                                 {
2266                                         if (!get_aim_dir(&dir)) return FALSE;
2267 #ifdef JP
2268                                         msg_print("¥Ó¡¼¥à¥­¥ã¥Î¥ó¤òȯ¼Í¤·¤¿¡£");
2269 #else
2270                                         msg_print("You fire a beam cannon.");
2271 #endif
2272                                         fire_beam(GF_MISSILE, dir, plev * 2);
2273                                 }
2274                         }
2275                         else
2276                         {
2277                                 if (racial_aux(45, 60, A_STR, 18))
2278                                 {
2279                                         if (!get_aim_dir(&dir)) return FALSE;
2280 #ifdef JP
2281                                         msg_print("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡£");
2282 #else
2283                                         msg_print("You fire a rocket.");
2284 #endif
2285                                         fire_ball(GF_ROCKET, dir, plev * 5, 2);
2286                                 }
2287                         }
2288                         break;
2289
2290                 default:
2291 #ifdef JP
2292 msg_print("¤³¤Î¼ï²¤ÏÆüì¤ÊǽÎϤò»ý¤Ã¤Æ¤¤¤Þ¤»¤ó¡£");
2293 #else
2294                         msg_print("This race has no bonus power.");
2295 #endif
2296
2297                         energy_use = 0;
2298         }
2299         }
2300         return TRUE;
2301 }
2302
2303
2304 typedef struct power_desc_type power_desc_type;
2305
2306 struct power_desc_type
2307 {
2308         char name[40];
2309         int  level;
2310         int  cost;
2311         int  fail;
2312         int  number;
2313 };
2314
2315
2316 /*
2317  * Allow user to choose a power (racial / mutation) to activate
2318  */
2319 void do_cmd_racial_power(void)
2320 {
2321         power_desc_type power_desc[36];
2322         int             num, i = 0;
2323         int             ask = TRUE;
2324         int             lvl = p_ptr->lev;
2325         bool            flag, redraw;
2326         bool            warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
2327         char            choice;
2328         char            out_val[160];
2329         int menu_line = (use_menu ? 1 : 0);
2330
2331
2332         for (num = 0; num < 36; num++)
2333         {
2334                 strcpy(power_desc[num].name, "");
2335                 power_desc[num].number = 0;
2336         }
2337
2338         num = 0;
2339
2340         if (p_ptr->confused)
2341         {
2342 #ifdef JP
2343 msg_print("º®Í𤷤Ƥ¤¤ÆÆüìǽÎϤò»È¤¨¤Þ¤»¤ó¡ª");
2344 #else
2345                 msg_print("You are too confused to use any powers!");
2346 #endif
2347
2348                 energy_use = 0;
2349                 return;
2350         }
2351
2352         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
2353         {
2354                 set_action(ACTION_NONE);
2355         }
2356
2357         switch (p_ptr->pclass)
2358         {
2359         case CLASS_WARRIOR:
2360         {
2361 #ifdef JP
2362 strcpy(power_desc[num].name, "·õ¤ÎÉñ¤¤");
2363 #else
2364                 strcpy(power_desc[num].name, "Sword Dancing");
2365 #endif
2366
2367                 power_desc[num].level = 40;
2368                 power_desc[num].cost = 75;
2369                 power_desc[num].fail = 100 - racial_chance(40, A_DEX, 35);
2370                 power_desc[num++].number = -3;
2371                 break;
2372         }
2373         case CLASS_MAGE:
2374         case CLASS_HIGH_MAGE:
2375         case CLASS_SORCERER:
2376         {
2377 #ifdef JP
2378 strcpy(power_desc[num].name, "ËâÎÏ¿©¤¤");
2379 #else
2380                 strcpy(power_desc[num].name, "Eat Magic");
2381 #endif
2382
2383                 power_desc[num].level = 25;
2384                 power_desc[num].cost = 1;
2385                 power_desc[num].fail = 100 - racial_chance(25, A_INT, 25);
2386                 power_desc[num++].number = -3;
2387                 break;
2388         }
2389         case CLASS_PRIEST:
2390         {
2391                 if (is_good_realm(p_ptr->realm1))
2392                 {
2393 #ifdef JP
2394 strcpy(power_desc[num].name, "Éð´ï½ËÊ¡");
2395 #else
2396                         strcpy(power_desc[num].name, "Bless Weapon");
2397 #endif
2398
2399                         power_desc[num].level = 35;
2400                         power_desc[num].cost = 70;
2401                         power_desc[num].fail = 100 - racial_chance(35, A_WIS, 50);
2402                         power_desc[num++].number = -3;
2403                 }
2404                 else
2405                 {
2406 #ifdef JP
2407 strcpy(power_desc[num].name, "¾¤º²");
2408 #else
2409                         strcpy(power_desc[num].name, "Evocation");
2410 #endif
2411
2412                         power_desc[num].level = 42;
2413                         power_desc[num].cost = 40;
2414                         power_desc[num].fail = 100 - racial_chance(42, A_WIS, 35);
2415                         power_desc[num++].number = -3;
2416                 }
2417                 break;
2418         }
2419         case CLASS_ROGUE:
2420         {
2421 #ifdef JP
2422 strcpy(power_desc[num].name, "¥Ò¥Ã¥È¡õ¥¢¥¦¥§¥¤");
2423 #else
2424                 strcpy(power_desc[num].name, "Hit and Away");
2425 #endif
2426
2427                 power_desc[num].level = 8;
2428                 power_desc[num].cost = 12;
2429                 power_desc[num].fail = 100 - racial_chance(8, A_DEX, 14);
2430                 power_desc[num++].number = -3;
2431                 break;
2432         }
2433         case CLASS_RANGER:
2434         {
2435 #ifdef JP
2436 strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼Ä´ºº");
2437 #else
2438                 strcpy(power_desc[num].name, "Probe Monster");
2439 #endif
2440
2441                 power_desc[num].level = 15;
2442                 power_desc[num].cost = 20;
2443                 power_desc[num].fail = 100 - racial_chance(15, A_INT, 12);
2444                 power_desc[num++].number = -3;
2445                 break;
2446         }
2447         case CLASS_PALADIN:
2448         {
2449                 if (is_good_realm(p_ptr->realm1))
2450                 {
2451 #ifdef JP
2452 strcpy(power_desc[num].name, "¥Û¡¼¥ê¡¼¡¦¥é¥ó¥¹");
2453 #else
2454                         strcpy(power_desc[num].name, "Holy Lance");
2455 #endif
2456
2457                         power_desc[num].level = 30;
2458                         power_desc[num].cost = 30;
2459                         power_desc[num].fail = 100 - racial_chance(30, A_WIS, 30);
2460                         power_desc[num++].number = -3;
2461                 }
2462                 else
2463                 {
2464 #ifdef JP
2465 strcpy(power_desc[num].name, "¥Ø¥ë¡¦¥é¥ó¥¹");
2466 #else
2467                         strcpy(power_desc[num].name, "Hell Lance");
2468 #endif
2469
2470                         power_desc[num].level = 30;
2471                         power_desc[num].cost = 30;
2472                         power_desc[num].fail = 100 - racial_chance(30, A_WIS, 30);
2473                         power_desc[num++].number = -3;
2474                 }
2475                 break;
2476         }
2477         case CLASS_WARRIOR_MAGE:
2478         {
2479 #ifdef JP
2480 strcpy(power_desc[num].name, "ÊÑ´¹: £È£Ð¢ª£Í£Ð");
2481 #else
2482                 strcpy(power_desc[num].name, "Convert HP to SP");
2483 #endif
2484
2485                 power_desc[num].level = 25;
2486                 power_desc[num].cost = 0;
2487                 power_desc[num].fail = 100 - racial_chance(25, A_INT, 10);
2488                 power_desc[num++].number = -3;
2489 #ifdef JP
2490 strcpy(power_desc[num].name, "ÊÑ´¹: £Í£Ð¢ª£È£Ð");
2491 #else
2492                 strcpy(power_desc[num].name, "Convert SP to HP");
2493 #endif
2494
2495                 power_desc[num].level = 25;
2496                 power_desc[num].cost = 0;
2497                 power_desc[num].fail = 100 - racial_chance(25, A_INT, 10);
2498                 power_desc[num++].number = -4;
2499                 break;
2500         }
2501         case CLASS_CHAOS_WARRIOR:
2502         {
2503 #ifdef JP
2504 strcpy(power_desc[num].name, "¸¸ÏǤθ÷");
2505 #else
2506                 strcpy(power_desc[num].name, "Confusing Light");
2507 #endif
2508
2509                 power_desc[num].level = 40;
2510                 power_desc[num].cost = 50;
2511                 power_desc[num].fail = 100 - racial_chance(40, A_INT, 25);
2512                 power_desc[num++].number = -3;
2513                 break;
2514         }
2515         case CLASS_MONK:
2516         {
2517 #ifdef JP
2518 strcpy(power_desc[num].name, "¹½¤¨¤ë");
2519 #else
2520                 strcpy(power_desc[num].name, "Assume a Posture");
2521 #endif
2522
2523                 power_desc[num].level = 25;
2524                 power_desc[num].cost = 0;
2525                 power_desc[num].fail = 100 - racial_chance(25, A_DEX, 0);
2526                 power_desc[num++].number = -3;
2527 #ifdef JP
2528 strcpy(power_desc[num].name, "É´Îö·ý");
2529 #else
2530                 strcpy(power_desc[num].name, "Double Attack");
2531 #endif
2532
2533                 power_desc[num].level = 30;
2534                 power_desc[num].cost = 30;
2535                 power_desc[num].fail = 100 - racial_chance(30, A_STR, 20);
2536                 power_desc[num++].number = -4;
2537                 break;
2538         }
2539         case CLASS_MINDCRAFTER:
2540         case CLASS_FORCETRAINER:
2541         {
2542 #ifdef JP
2543 strcpy(power_desc[num].name, "ÌÀ¶À»ß¿å");
2544 #else
2545                 strcpy(power_desc[num].name, "Clear Mind");
2546 #endif
2547
2548                 power_desc[num].level = 15;
2549                 power_desc[num].cost = 0;
2550                 power_desc[num].fail = 100 - racial_chance(15, A_WIS, 10);
2551                 power_desc[num++].number = -3;
2552                 break;
2553         }
2554         case CLASS_TOURIST:
2555         {
2556 #ifdef JP
2557 strcpy(power_desc[num].name, "¼Ì¿¿»£±Æ");
2558 #else
2559                 strcpy(power_desc[num].name, "Take a Photograph");
2560 #endif
2561
2562                 power_desc[num].level = 1;
2563                 power_desc[num].cost = 0;
2564                 power_desc[num].fail = 100 - racial_chance(1, A_DEX, 0);
2565                 power_desc[num++].number = -3;
2566 #ifdef JP
2567 strcpy(power_desc[num].name, "¿¿¡¦´ÕÄê");
2568 #else
2569                 strcpy(power_desc[num].name, "Identify True");
2570 #endif
2571
2572                 power_desc[num].level = 25;
2573                 power_desc[num].cost = 20;
2574                 power_desc[num].fail = 100 - racial_chance(25, A_INT, 20);
2575                 power_desc[num++].number = -4;
2576                 break;
2577         }
2578         case CLASS_IMITATOR:
2579         {
2580 #ifdef JP
2581 strcpy(power_desc[num].name, "ÇÜÊÖ¤·");
2582 #else
2583                 strcpy(power_desc[num].name, "Double Revenge");
2584 #endif
2585
2586                 power_desc[num].level = 30;
2587                 power_desc[num].cost = 100;
2588                 power_desc[num].fail = 100 - racial_chance(30, A_DEX, 30);
2589                 power_desc[num++].number = -3;
2590                 break;
2591         }
2592         case CLASS_BEASTMASTER:
2593         {
2594 #ifdef JP
2595 strcpy(power_desc[num].name, "À¸Êª»ÙÇÛ");
2596 #else
2597                 strcpy(power_desc[num].name, "Dominate a Living Thing");
2598 #endif
2599
2600                 power_desc[num].level = 1;
2601                 power_desc[num].cost = (p_ptr->lev+3)/4;
2602                 power_desc[num].fail = 100 - racial_chance(1, A_CHR, 10);
2603                 power_desc[num++].number = -3;
2604 #ifdef JP
2605 strcpy(power_desc[num].name, "¿¿¡¦À¸Êª»ÙÇÛ");
2606 #else
2607                 strcpy(power_desc[num].name, "Dominate Living Things");
2608 #endif
2609
2610                 power_desc[num].level = 30;
2611                 power_desc[num].cost = (p_ptr->lev+20)/2;
2612                 power_desc[num].fail = 100 - racial_chance(30, A_CHR, 10);
2613                 power_desc[num++].number = -4;
2614                 break;
2615         }
2616         case CLASS_ARCHER:
2617         {
2618 #ifdef JP
2619 strcpy(power_desc[num].name, "ÃÆ/Ìð¤ÎÀ½Â¤");
2620 #else
2621                 strcpy(power_desc[num].name, "Create Ammo");
2622 #endif
2623
2624                 power_desc[num].level = 1;
2625                 power_desc[num].cost = 0;
2626                 power_desc[num].fail = 100 - racial_chance(0, A_DEX, 0);
2627                 power_desc[num++].number = -3;
2628                 break;
2629         }
2630         case CLASS_MAGIC_EATER:
2631         {
2632 #ifdef JP
2633 strcpy(power_desc[num].name, "ËâÎϤμè¤ê¹þ¤ß");
2634 #else
2635                 strcpy(power_desc[num].name, "Absorb Magic");
2636 #endif
2637
2638                 power_desc[num].level = 1;
2639                 power_desc[num].cost = 0;
2640                 power_desc[num].fail = 100 - racial_chance(0, A_INT, 0);
2641                 power_desc[num++].number = -3;
2642                 break;
2643         }
2644         case CLASS_BARD:
2645         {
2646 #ifdef JP
2647 strcpy(power_desc[num].name, "²Î¤ò»ß¤á¤ë");
2648 #else
2649                 strcpy(power_desc[num].name, "Stop Singing");
2650 #endif
2651
2652                 power_desc[num].level = 1;
2653                 power_desc[num].cost = 0;
2654                 power_desc[num].fail = 100 - racial_chance(0, A_CHR, 0);
2655                 power_desc[num++].number = -3;
2656                 break;
2657         }
2658         case CLASS_RED_MAGE:
2659         {
2660 #ifdef JP
2661 strcpy(power_desc[num].name, "Ϣ³Ëâ");
2662 #else
2663                 strcpy(power_desc[num].name, "Double Magic");
2664 #endif
2665
2666                 power_desc[num].level = 48;
2667                 power_desc[num].cost = 20;
2668                 power_desc[num].fail = 100 - racial_chance(48, A_INT, 0);
2669                 power_desc[num++].number = -3;
2670                 break;
2671         }
2672         case CLASS_SAMURAI:
2673         {
2674 #ifdef JP
2675 strcpy(power_desc[num].name, "µ¤¹ç¤¤¤¿¤á");
2676 #else
2677                 strcpy(power_desc[num].name, "Concentration");
2678 #endif
2679
2680                 power_desc[num].level = 1;
2681                 power_desc[num].cost = 0;
2682                 power_desc[num].fail = 100 - racial_chance(1, A_WIS, 0);
2683                 power_desc[num++].number = -3;
2684 #ifdef JP
2685 strcpy(power_desc[num].name, "·¿");
2686 #else
2687                 strcpy(power_desc[num].name, "Assume a Posture");
2688 #endif
2689
2690                 power_desc[num].level = 25;
2691                 power_desc[num].cost = 0;
2692                 power_desc[num].fail = 100 - racial_chance(25, A_DEX, 0);
2693                 power_desc[num++].number = -4;
2694                 break;
2695         }
2696         case CLASS_BLUE_MAGE:
2697         {
2698 #ifdef JP
2699 strcpy(power_desc[num].name, "¥é¡¼¥Ë¥ó¥°");
2700 #else
2701                 strcpy(power_desc[num].name, "Learning");
2702 #endif
2703
2704                 power_desc[num].level = 1;
2705                 power_desc[num].cost = 0;
2706                 power_desc[num].fail = 100 - racial_chance(1, A_INT, 0);
2707                 power_desc[num++].number = -3;
2708                 break;
2709         }
2710         case CLASS_CAVALRY:
2711         {
2712 #ifdef JP
2713 strcpy(power_desc[num].name, "¹ÓÇϤʤ餷");
2714 #else
2715                 strcpy(power_desc[num].name, "Rodeo");
2716 #endif
2717
2718                 power_desc[num].level = 10;
2719                 power_desc[num].cost = 0;
2720                 power_desc[num].fail = 100 - racial_chance(10, A_STR, 10);
2721                 power_desc[num++].number = -3;
2722                 break;
2723         }
2724         case CLASS_BERSERKER:
2725         {
2726 #ifdef JP
2727 strcpy(power_desc[num].name, "µ¢´Ô");
2728 #else
2729                 strcpy(power_desc[num].name, "Recall");
2730 #endif
2731
2732                 power_desc[num].level = 10;
2733                 power_desc[num].cost = 10;
2734                 power_desc[num].fail = 100 - racial_chance(10, A_DEX, 20);
2735                 power_desc[num++].number = -3;
2736                 break;
2737         }
2738         case CLASS_MIRROR_MASTER:
2739         {
2740 #ifdef JP
2741 strcpy(power_desc[num].name, "¶À³ä¤ê");
2742 #else
2743                 strcpy(power_desc[num].name, "Break Mirrors");
2744 #endif
2745
2746                 power_desc[num].level = 1;
2747                 power_desc[num].cost = 0;
2748                 power_desc[num].fail = 100 - racial_chance(1, A_INT, 0);
2749                 power_desc[num++].number = -3;
2750 #ifdef JP
2751 strcpy(power_desc[num].name, "ÀÅ¿å");
2752 #else
2753                 strcpy(power_desc[num].name, "Mirror Concentration");
2754 #endif
2755
2756                 power_desc[num].level = 30;
2757                 power_desc[num].cost = 0;
2758                 power_desc[num].fail = 100 - racial_chance(30, A_INT, 20);
2759                 power_desc[num++].number = -4;
2760                 break;
2761         }
2762         case CLASS_SMITH:
2763         {
2764 #ifdef JP
2765 strcpy(power_desc[num].name, "ÌÜÍø¤­");
2766 #else
2767                 strcpy(power_desc[num].name, "Judgment");
2768 #endif
2769
2770                 power_desc[num].level = 5;
2771                 power_desc[num].cost = 15;
2772                 power_desc[num].fail = 100 - racial_chance(5, A_INT, 20);
2773                 power_desc[num++].number = -3;
2774                 break;
2775         }
2776         case CLASS_NINJA:
2777         {
2778 #ifdef JP
2779 strcpy(power_desc[num].name, "®¶î¤±");
2780 #else
2781                 strcpy(power_desc[num].name, "Quick Walk");
2782 #endif
2783
2784                 power_desc[num].level = 20;
2785                 power_desc[num].cost = 0;
2786                 power_desc[num].fail = 100 - racial_chance(20, A_DEX, 0);
2787                 power_desc[num++].number = -3;
2788                 break;
2789         }
2790         default:
2791 #ifdef JP
2792 strcpy(power_desc[0].name, "(¤Ê¤·)");
2793 #else
2794                 strcpy(power_desc[0].name, "(none)");
2795 #endif
2796
2797         }
2798
2799         if (p_ptr->mimic_form)
2800         {
2801                 switch (p_ptr->mimic_form)
2802                 {
2803                 case MIMIC_DEMON:
2804                 case MIMIC_DEMON_LORD:
2805 #ifdef JP
2806 sprintf(power_desc[num].name, "ÃϹö/²Ð±ê¤Î¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 3);
2807 #else
2808                         sprintf(power_desc[num].name, "Nether or Fire Breath (dam %d)", lvl * 3);
2809 #endif
2810
2811                         power_desc[num].level = 15;
2812                         power_desc[num].cost = 10+lvl/3;
2813                         power_desc[num].fail = 100 - racial_chance(15, A_CON, 20);
2814                         power_desc[num++].number = -1;
2815                         break;
2816                 case MIMIC_VAMPIRE:
2817 #ifdef JP
2818 strcpy(power_desc[num].name, "À¸Ì¿Îϵۼý");
2819 #else
2820                         strcpy(power_desc[num].name, "Drain Life");
2821 #endif
2822
2823                         power_desc[num].level = 2;
2824                         power_desc[num].cost = 1 + (lvl / 3);
2825                         power_desc[num].fail = 100 - racial_chance(2, A_CON, 9);
2826                         power_desc[num++].number = -1;
2827                         break;
2828                 }
2829         }
2830         else
2831         {
2832         switch (p_ptr->prace)
2833         {
2834                 case RACE_DWARF:
2835 #ifdef JP
2836 strcpy(power_desc[num].name, "¥É¥¢¤Èæ« ´¶ÃÎ");
2837 #else
2838                         strcpy(power_desc[num].name, "Detect Doors+Traps");
2839 #endif
2840
2841                         power_desc[num].level = 5;
2842                         power_desc[num].cost = 5;
2843                         power_desc[num].fail = 100 - racial_chance(5, A_WIS, 12);
2844                         power_desc[num++].number = -1;
2845                         break;
2846                 case RACE_NIBELUNG:
2847 #ifdef JP
2848 strcpy(power_desc[num].name, "¥É¥¢¤Èæ« ´¶ÃÎ");
2849 #else
2850                         strcpy(power_desc[num].name, "Detect Doors+Traps");
2851 #endif
2852
2853                         power_desc[num].level = 10;
2854                         power_desc[num].cost = 5;
2855                         power_desc[num].fail = 100 - racial_chance(10, A_WIS, 10);
2856                         power_desc[num++].number = -1;
2857                         break;
2858                 case RACE_HOBBIT:
2859 #ifdef JP
2860 strcpy(power_desc[num].name, "¿©ÎÈÀ¸À®");
2861 #else
2862                         strcpy(power_desc[num].name, "Create Food");
2863 #endif
2864
2865                         power_desc[num].level = 15;
2866                         power_desc[num].cost = 10;
2867                         power_desc[num].fail = 100 - racial_chance(15, A_INT, 10);
2868                         power_desc[num++].number = -1;
2869                         break;
2870                 case RACE_GNOME:
2871 #ifdef JP
2872 sprintf(power_desc[num].name, "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È");
2873 #else
2874                         sprintf(power_desc[num].name, "Blink");
2875 #endif
2876
2877                         power_desc[num].level = 5;
2878                         power_desc[num].cost = 5;
2879                         power_desc[num].fail = 100 - racial_chance(5, A_INT, 12);
2880                         power_desc[num++].number = -1;
2881                         break;
2882                 case RACE_HALF_ORC:
2883 #ifdef JP
2884 strcpy(power_desc[num].name, "¶²Éݽüµî");
2885 #else
2886                         strcpy(power_desc[num].name, "Remove Fear");
2887 #endif
2888
2889                         power_desc[num].level = 3;
2890                         power_desc[num].cost = 5;
2891                         power_desc[num].fail = 100 - racial_chance(3, A_WIS, (warrior ? 5 : 10));
2892                         power_desc[num++].number = -1;
2893                         break;
2894                 case RACE_HALF_TROLL:
2895 #ifdef JP
2896 strcpy(power_desc[num].name, "¶¸Àï»Î²½");
2897 #else
2898                         strcpy(power_desc[num].name, "Berserk");
2899 #endif
2900
2901                         power_desc[num].level = 10;
2902                         power_desc[num].cost = 12;
2903                         power_desc[num].fail = 100 - racial_chance(10, A_STR, (warrior ? 6 : 12));
2904                         power_desc[num++].number = -1;
2905                         break;
2906                 case RACE_BARBARIAN:
2907 #ifdef JP
2908 strcpy(power_desc[num].name, "¶¸Àï»Î²½");
2909 #else
2910                         strcpy(power_desc[num].name, "Berserk");
2911 #endif
2912
2913                         power_desc[num].level = 8;
2914                         power_desc[num].cost = 10;
2915                         power_desc[num].fail = 100 - racial_chance(8, A_STR, (warrior ? 6 : 12));
2916                         power_desc[num++].number = -1;
2917                         break;
2918                 case RACE_AMBERITE:
2919 #ifdef JP
2920 strcpy(power_desc[num].name, "¥·¥ã¥É¥¦¡¦¥·¥Õ¥È");
2921 #else
2922                         strcpy(power_desc[num].name, "Shadow Shifting");
2923 #endif
2924
2925                         power_desc[num].level = 30;
2926                         power_desc[num].cost = 50;
2927                         power_desc[num].fail = 100 - racial_chance(30, A_INT, 50);
2928                         power_desc[num++].number = -1;
2929 #ifdef JP
2930 strcpy(power_desc[num].name, "¥Ñ¥¿¡¼¥ó¡¦¥¦¥©¡¼¥¯");
2931 #else
2932                         strcpy(power_desc[num].name, "Pattern Mindwalking");
2933 #endif
2934
2935                         power_desc[num].level = 40;
2936                         power_desc[num].cost = 75;
2937                         power_desc[num].fail = 100 - racial_chance(40, A_WIS, 50);
2938                         power_desc[num++].number = -2;
2939                         break;
2940                 case RACE_HALF_OGRE:
2941 #ifdef JP
2942 strcpy(power_desc[num].name, "Çúȯ¤Î¥ë¡¼¥ó");
2943 #else
2944                         strcpy(power_desc[num].name, "Explosive Rune");
2945 #endif
2946
2947                         power_desc[num].level = 25;
2948                         power_desc[num].cost = 35;
2949                         power_desc[num].fail = 100 - racial_chance(25, A_INT, 15);
2950                         power_desc[num++].number = -1;
2951                         break;
2952                 case RACE_HALF_GIANT:
2953 #ifdef JP
2954 strcpy(power_desc[num].name, "´äÀÐÍϲò");
2955 #else
2956                         strcpy(power_desc[num].name, "Stone to Mud");
2957 #endif
2958
2959                         power_desc[num].level = 20;
2960                         power_desc[num].cost = 10;
2961                         power_desc[num].fail = 100 - racial_chance(20, A_STR, 12);
2962                         power_desc[num++].number = -1;
2963                         break;
2964                 case RACE_HALF_TITAN:
2965 #ifdef JP
2966 strcpy(power_desc[num].name, "¥¹¥­¥ã¥ó¡¦¥â¥ó¥¹¥¿¡¼");
2967 #else
2968                         strcpy(power_desc[num].name, "Probing");
2969 #endif
2970
2971                         power_desc[num].level = 15;
2972                         power_desc[num].cost = 10;
2973                         power_desc[num].fail = 100 - racial_chance(15, A_INT, 12);
2974                         power_desc[num++].number = -1;
2975                         break;
2976                 case RACE_CYCLOPS:
2977 #ifdef JP
2978 sprintf(power_desc[num].name, "´äÀÐÅꤲ¡Ê¥À¥á¡¼¥¸ %d¡Ë", (3 * lvl) / 2);
2979 #else
2980                         sprintf(power_desc[num].name, "Throw Boulder (dam %d)", (3 * lvl) / 2);
2981 #endif
2982
2983                         power_desc[num].level = 20;
2984                         power_desc[num].cost = 15;
2985                         power_desc[num].fail = 100 - racial_chance(20, A_STR, 12);
2986                         power_desc[num++].number = -1;
2987                         break;
2988                 case RACE_YEEK:
2989 #ifdef JP
2990 strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼¶²¹²");
2991 #else
2992                         strcpy(power_desc[num].name, "Scare Monster");
2993 #endif
2994
2995                         power_desc[num].level = 15;
2996                         power_desc[num].cost = 15;
2997                         power_desc[num].fail = 100 - racial_chance(15, A_WIS, 10);
2998                         power_desc[num++].number = -1;
2999                         break;
3000                 case RACE_SPECTRE:
3001 #ifdef JP
3002 strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼¶²¹²");
3003 #else
3004                         strcpy(power_desc[num].name, "Scare Monster");
3005 #endif
3006
3007                         power_desc[num].level = 4;
3008                         power_desc[num].cost = 6;
3009                         power_desc[num].fail = 100 - racial_chance(4, A_INT, 3);
3010                         power_desc[num++].number = -1;
3011                         break;
3012                 case RACE_KLACKON:
3013 #ifdef JP
3014 sprintf(power_desc[num].name, "»À¤ÎÂà(¥À¥á¡¼¥¸ %d)", lvl);
3015 #else
3016                         sprintf(power_desc[num].name, "Spit Acid (dam %d)", lvl);
3017 #endif
3018
3019                         power_desc[num].level = 9;
3020                         power_desc[num].cost = 9;
3021                         power_desc[num].fail = 100 - racial_chance(9, A_DEX, 14);
3022                         power_desc[num++].number = -1;
3023                         break;
3024                 case RACE_KOBOLD:
3025 #ifdef JP
3026 sprintf(power_desc[num].name, "ÆǤΥÀ¡¼¥Ä (¥À¥á¡¼¥¸ %d)", lvl);
3027 #else
3028                         sprintf(power_desc[num].name, "Poison Dart (dam %d)", lvl);
3029 #endif
3030
3031                         power_desc[num].level = 12;
3032                         power_desc[num].cost = 8;
3033                         power_desc[num].fail = 100 - racial_chance(12, A_DEX, 14);
3034                         power_desc[num++].number = -1;
3035                         break;
3036                 case RACE_DARK_ELF:
3037 #ifdef JP
3038 sprintf(power_desc[num].name, "¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë (¥À¥á¡¼¥¸ %dd%d)", 3 + ((lvl - 1) / 5), 4);
3039 #else
3040                         sprintf(power_desc[num].name, "Magic Missile (dm %dd%d)", 3 + ((lvl - 1) / 5), 4);
3041 #endif
3042
3043                         power_desc[num].level = 2;
3044                         power_desc[num].cost = 2;
3045                         power_desc[num].fail = 100 - racial_chance(2, A_INT, 9);
3046                         power_desc[num++].number = -1;
3047                         break;
3048                 case RACE_DRACONIAN:
3049 #ifdef JP
3050 sprintf(power_desc[num].name, "¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 2);
3051 #else
3052                         sprintf(power_desc[num].name, "Breath Weapon (dam %d)", lvl * 2);
3053 #endif
3054
3055                         power_desc[num].level = 1;
3056                         power_desc[num].cost = lvl;
3057                         power_desc[num].fail = 100 - racial_chance(1, A_CON, 12);
3058                         power_desc[num++].number = -1;
3059                         break;
3060                 case RACE_MIND_FLAYER:
3061 #ifdef JP
3062 sprintf(power_desc[num].name, "Àº¿À¹¶·â (¥À¥á¡¼¥¸ %d)", lvl);
3063 #else
3064                         sprintf(power_desc[num].name, "Mind Blast (dam %d)", lvl);
3065 #endif
3066
3067                         power_desc[num].level = 15;
3068                         power_desc[num].cost = 12;
3069                         power_desc[num].fail = 100 - racial_chance(15, A_INT, 14);
3070                         power_desc[num++].number = -1;
3071                         break;
3072                 case RACE_IMP:
3073 #ifdef JP
3074 sprintf(power_desc[num].name, "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È/¥Ü¡¼¥ë (¥À¥á¡¼¥¸ %d)", lvl);
3075 #else
3076                         sprintf(power_desc[num].name, "Fire Bolt/Ball (dam %d)", lvl);
3077 #endif
3078
3079                         power_desc[num].level = 9;
3080                         power_desc[num].cost = 15;
3081                         power_desc[num].fail = 100 - racial_chance(9, A_WIS, 15);
3082                         power_desc[num++].number = -1;
3083                         break;
3084                 case RACE_GOLEM:
3085 #ifdef JP
3086 strcpy(power_desc[num].name, "È©Àв½ (´ü´Ö 1d20+30)");
3087 #else
3088                         strcpy(power_desc[num].name, "Stone Skin (dur 1d20+30)");
3089 #endif
3090
3091                         power_desc[num].level = 20;
3092                         power_desc[num].cost = 15;
3093                         power_desc[num].fail = 100 - racial_chance(20, A_CON, 8);
3094                         power_desc[num++].number = -1;
3095                         break;
3096                 case RACE_SKELETON:
3097                 case RACE_ZOMBIE:
3098 #ifdef JP
3099 strcpy(power_desc[num].name, "·Ð¸³ÃÍÉü³è");
3100 #else
3101                         strcpy(power_desc[num].name, "Restore Life");
3102 #endif
3103
3104                         power_desc[num].level = 30;
3105                         power_desc[num].cost = 30;
3106                         power_desc[num].fail = 100 - racial_chance(30, A_WIS, 18);
3107                         power_desc[num++].number = -1;
3108                         break;
3109                 case RACE_VAMPIRE:
3110 #ifdef JP
3111 strcpy(power_desc[num].name, "À¸Ì¿Îϵۼý");
3112 #else
3113                         strcpy(power_desc[num].name, "Drain Life");
3114 #endif
3115
3116                         power_desc[num].level = 2;
3117                         power_desc[num].cost = 1 + (lvl / 3);
3118                         power_desc[num].fail = 100 - racial_chance(2, A_CON, 9);
3119                         power_desc[num++].number = -1;
3120                         break;
3121                 case RACE_SPRITE:
3122 #ifdef JP
3123 strcpy(power_desc[num].name, "̲¤êÊ´");
3124 #else
3125                         strcpy(power_desc[num].name, "Sleeping Dust");
3126 #endif
3127
3128                         power_desc[num].level = 12;
3129                         power_desc[num].cost = 12;
3130                         power_desc[num].fail = 100 - racial_chance(12, A_INT, 15);
3131                         power_desc[num++].number = -1;
3132                         break;
3133                 case RACE_DEMON:
3134 #ifdef JP
3135 sprintf(power_desc[num].name, "ÃϹö/²Ð±ê¤Î¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 3);
3136 #else
3137                         sprintf(power_desc[num].name, "Nether or Fire Breath (dam %d)", lvl * 3);
3138 #endif
3139
3140                         power_desc[num].level = 15;
3141                         power_desc[num].cost = 10+lvl/3;
3142                         power_desc[num].fail = 100 - racial_chance(15, A_CON, 20);
3143                         power_desc[num++].number = -1;
3144                         break;
3145                 case RACE_KUTA:
3146 #ifdef JP
3147 strcpy(power_desc[num].name, "²£¤Ë¿­¤Ó¤ë");
3148 #else
3149                         strcpy(power_desc[num].name, "Expand Horizontally (dur 30+1d20)");
3150 #endif
3151
3152                         power_desc[num].level = 20;
3153                         power_desc[num].cost = 15;
3154                         power_desc[num].fail = 100 - racial_chance(15, A_CHR, 8);
3155                         power_desc[num++].number = -1;
3156                         break;
3157                 case RACE_ANDROID:
3158                         if (p_ptr->lev < 10)
3159                         {
3160 #ifdef JP
3161 strcpy(power_desc[num].name, "¥ì¥¤¥¬¥ó");
3162 #else
3163                                 strcpy(power_desc[num].name, "Ray Gun");
3164 #endif
3165
3166                                 power_desc[num].level = 1;
3167                                 power_desc[num].cost = 7;
3168                                 power_desc[num].fail = 100 - racial_chance(1, A_STR, 8);
3169                         }
3170                         else if (p_ptr->lev < 25)
3171                         {
3172 #ifdef JP
3173 strcpy(power_desc[num].name, "¥Ö¥é¥¹¥¿¡¼");
3174 #else
3175                                 strcpy(power_desc[num].name, "Blaster");
3176 #endif
3177
3178                                 power_desc[num].level = 10;
3179                                 power_desc[num].cost = 13;
3180                                 power_desc[num].fail = 100 - racial_chance(10, A_STR, 10);
3181                         }
3182                         else if (p_ptr->lev < 35)
3183                         {
3184 #ifdef JP
3185 strcpy(power_desc[num].name, "¥Ð¥º¡¼¥«");
3186 #else
3187                                 strcpy(power_desc[num].name, "Bazooka");
3188 #endif
3189
3190                                 power_desc[num].level = 25;
3191                                 power_desc[num].cost = 26;
3192                                 power_desc[num].fail = 100 - racial_chance(25, A_STR, 12);
3193                         }
3194                         else if (p_ptr->lev < 45)
3195                         {
3196 #ifdef JP
3197 strcpy(power_desc[num].name, "¥Ó¡¼¥à¥­¥ã¥Î¥ó");
3198 #else
3199                                 strcpy(power_desc[num].name, "Beam Cannon");
3200 #endif
3201
3202                                 power_desc[num].level = 35;
3203                                 power_desc[num].cost = 40;
3204                                 power_desc[num].fail = 100 - racial_chance(35, A_STR, 15);
3205                         }
3206                         else
3207                         {
3208 #ifdef JP
3209 strcpy(power_desc[num].name, "¥í¥±¥Ã¥È");
3210 #else
3211                                 strcpy(power_desc[num].name, "Rocket");
3212 #endif
3213
3214                                 power_desc[num].level = 45;
3215                                 power_desc[num].cost = 60;
3216                                 power_desc[num].fail = 100 - racial_chance(45, A_STR, 18);
3217                         }
3218                         power_desc[num++].number = -1;
3219                         break;
3220                 default:
3221                 {
3222                         break;
3223                 }
3224         }
3225         }
3226
3227         if (p_ptr->muta1)
3228         {
3229                 if (p_ptr->muta1 & MUT1_SPIT_ACID)
3230                 {
3231 #ifdef JP
3232 strcpy(power_desc[num].name, "»À¤ÎÂÃ");
3233 #else
3234                         strcpy(power_desc[num].name, "Spit Acid");
3235 #endif
3236
3237                         power_desc[num].level = 9;
3238                         power_desc[num].cost = 9;
3239                         power_desc[num].fail = 100 - racial_chance(9, A_DEX, 15);
3240                         power_desc[num++].number = MUT1_SPIT_ACID;
3241                 }
3242
3243                 if (p_ptr->muta1 & MUT1_BR_FIRE)
3244                 {
3245 #ifdef JP
3246 strcpy(power_desc[num].name, "±ê¤Î¥Ö¥ì¥¹");
3247 #else
3248                         strcpy(power_desc[num].name, "Fire Breath");
3249 #endif
3250
3251                         power_desc[num].level = 20;
3252                         power_desc[num].cost = lvl;
3253                         power_desc[num].fail = 100 - racial_chance(20, A_CON, 18);
3254                         power_desc[num++].number = MUT1_BR_FIRE;
3255                 }
3256
3257                 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
3258                 {
3259 #ifdef JP
3260 strcpy(power_desc[num].name, "ºÅ̲âˤß");
3261 #else
3262                         strcpy(power_desc[num].name, "Hypnotic Gaze");
3263 #endif
3264
3265                         power_desc[num].level = 12;
3266                         power_desc[num].cost = 12;
3267                         power_desc[num].fail = 100 - racial_chance(12, A_CHR, 18);
3268                         power_desc[num++].number = MUT1_HYPN_GAZE;
3269                 }
3270
3271                 if (p_ptr->muta1 & MUT1_TELEKINES)
3272                 {
3273 #ifdef JP
3274 strcpy(power_desc[num].name, "Ç°Æ°ÎÏ");
3275 #else
3276                         strcpy(power_desc[num].name, "Telekinesis");
3277 #endif
3278
3279                         power_desc[num].level = 9;
3280                         power_desc[num].cost = 9;
3281                         power_desc[num].fail = 100 - racial_chance(9, A_WIS, 14);
3282                         power_desc[num++].number = MUT1_TELEKINES;
3283                 }
3284
3285                 if (p_ptr->muta1 & MUT1_VTELEPORT)
3286                 {
3287 #ifdef JP
3288 strcpy(power_desc[num].name, "¥Æ¥ì¥Ý¡¼¥È");
3289 #else
3290                         strcpy(power_desc[num].name, "Teleport");
3291 #endif
3292
3293                         power_desc[num].level = 7;
3294                         power_desc[num].cost = 7;
3295                         power_desc[num].fail = 100 - racial_chance(7, A_WIS, 15);
3296                         power_desc[num++].number = MUT1_VTELEPORT;
3297                 }
3298
3299                 if (p_ptr->muta1 & MUT1_MIND_BLST)
3300                 {
3301 #ifdef JP
3302 strcpy(power_desc[num].name, "Àº¿À¹¶·â");
3303 #else
3304                         strcpy(power_desc[num].name, "Mind Blast");
3305 #endif
3306
3307                         power_desc[num].level = 5;
3308                         power_desc[num].cost = 3;
3309                         power_desc[num].fail = 100 - racial_chance(5, A_WIS, 15);
3310                         power_desc[num++].number = MUT1_MIND_BLST;
3311                 }
3312
3313                 if (p_ptr->muta1 & MUT1_RADIATION)
3314                 {
3315 #ifdef JP
3316 strcpy(power_desc[num].name, "Êü¼Íǽ");
3317 #else
3318                         strcpy(power_desc[num].name, "Emit Radiation");
3319 #endif
3320
3321                         power_desc[num].level = 15;
3322                         power_desc[num].cost = 15;
3323                         power_desc[num].fail = 100 - racial_chance(15, A_CON, 14);
3324                         power_desc[num++].number = MUT1_RADIATION;
3325                 }
3326
3327                 if (p_ptr->muta1 & MUT1_VAMPIRISM)
3328                 {
3329 #ifdef JP
3330 strcpy(power_desc[num].name, "µÛ·ì¥É¥ì¥¤¥ó");
3331 #else
3332                         strcpy(power_desc[num].name, "Vampiric Drain");
3333 #endif
3334
3335                         power_desc[num].level = 2;
3336                         power_desc[num].cost = (1 + (lvl / 3));
3337                         power_desc[num].fail = 100 - racial_chance(2, A_CON, 9);
3338                         power_desc[num++].number = MUT1_VAMPIRISM;
3339                 }
3340
3341                 if (p_ptr->muta1 & MUT1_SMELL_MET)
3342                 {
3343 #ifdef JP
3344 strcpy(power_desc[num].name, "¶â°Ó̳Ð");
3345 #else
3346                         strcpy(power_desc[num].name, "Smell Metal");
3347 #endif
3348
3349                         power_desc[num].level = 3;
3350                         power_desc[num].cost = 2;
3351                         power_desc[num].fail = 100 - racial_chance(3, A_INT, 12);
3352                         power_desc[num++].number = MUT1_SMELL_MET;
3353                 }
3354
3355                 if (p_ptr->muta1 & MUT1_SMELL_MON)
3356                 {
3357 #ifdef JP
3358 strcpy(power_desc[num].name, "Ũ½­Ó̳Ð");
3359 #else
3360                         strcpy(power_desc[num].name, "Smell Monsters");
3361 #endif
3362
3363                         power_desc[num].level = 5;
3364                         power_desc[num].cost = 4;
3365                         power_desc[num].fail = 100 - racial_chance(5, A_INT, 15);
3366                         power_desc[num++].number = MUT1_SMELL_MON;
3367                 }
3368
3369                 if (p_ptr->muta1 & MUT1_BLINK)
3370                 {
3371 #ifdef JP
3372 strcpy(power_desc[num].name, "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È");
3373 #else
3374                         strcpy(power_desc[num].name, "Blink");
3375 #endif
3376
3377                         power_desc[num].level = 3;
3378                         power_desc[num].cost = 3;
3379                         power_desc[num].fail = 100 - racial_chance(3, A_WIS, 12);
3380                         power_desc[num++].number = MUT1_BLINK;
3381                 }
3382
3383                 if (p_ptr->muta1 & MUT1_EAT_ROCK)
3384                 {
3385 #ifdef JP
3386 strcpy(power_desc[num].name, "´ä¿©¤¤");
3387 #else
3388                         strcpy(power_desc[num].name, "Eat Rock");
3389 #endif
3390
3391                         power_desc[num].level = 8;
3392                         power_desc[num].cost = 12;
3393                         power_desc[num].fail = 100 - racial_chance(8, A_CON, 18);
3394                         power_desc[num++].number = MUT1_EAT_ROCK;
3395                 }
3396
3397                 if (p_ptr->muta1 & MUT1_SWAP_POS)
3398                 {
3399 #ifdef JP
3400 strcpy(power_desc[num].name, "°ÌÃÖ¸ò´¹");
3401 #else
3402                         strcpy(power_desc[num].name, "Swap Position");
3403 #endif
3404
3405                         power_desc[num].level = 15;
3406                         power_desc[num].cost = 12;
3407                         power_desc[num].fail = 100 - racial_chance(15, A_DEX, 16);
3408                         power_desc[num++].number = MUT1_SWAP_POS;
3409                 }
3410
3411                 if (p_ptr->muta1 & MUT1_SHRIEK)
3412                 {
3413 #ifdef JP
3414 strcpy(power_desc[num].name, "¶«¤Ó");
3415 #else
3416                         strcpy(power_desc[num].name, "Shriek");
3417 #endif
3418
3419                         power_desc[num].level = 20;
3420                         power_desc[num].cost = 14;
3421                         power_desc[num].fail = 100 - racial_chance(20, A_CON, 16);
3422                         power_desc[num++].number = MUT1_SHRIEK;
3423                 }
3424
3425                 if (p_ptr->muta1 & MUT1_ILLUMINE)
3426                 {
3427 #ifdef JP
3428 strcpy(power_desc[num].name, "¾ÈÌÀ");
3429 #else
3430                         strcpy(power_desc[num].name, "Illuminate");
3431 #endif
3432
3433                         power_desc[num].level = 3;
3434                         power_desc[num].cost = 2;
3435                         power_desc[num].fail = 100 - racial_chance(3, A_INT, 10);
3436                         power_desc[num++].number = MUT1_ILLUMINE;
3437                 }
3438
3439                 if (p_ptr->muta1 & MUT1_DET_CURSE)
3440                 {
3441 #ifdef JP
3442 strcpy(power_desc[num].name, "¼ö¤¤´¶ÃÎ");
3443 #else
3444                         strcpy(power_desc[num].name, "Detect Curses");
3445 #endif
3446
3447                         power_desc[num].level = 7;
3448                         power_desc[num].cost = 14;
3449                         power_desc[num].fail = 100 - racial_chance(7, A_WIS, 14);
3450                         power_desc[num++].number = MUT1_DET_CURSE;
3451                 }
3452
3453                 if (p_ptr->muta1 & MUT1_BERSERK)
3454                 {
3455 #ifdef JP
3456 strcpy(power_desc[num].name, "¶¸Àï»Î²½");
3457 #else
3458                         strcpy(power_desc[num].name, "Berserk");
3459 #endif
3460
3461                         power_desc[num].level = 8;
3462                         power_desc[num].cost = 8;
3463                         power_desc[num].fail = 100 - racial_chance(8, A_STR, 14);
3464                         power_desc[num++].number = MUT1_BERSERK;
3465                 }
3466
3467                 if (p_ptr->muta1 & MUT1_POLYMORPH)
3468                 {
3469 #ifdef JP
3470 strcpy(power_desc[num].name, "ÊÑ¿È");
3471 #else
3472                         strcpy(power_desc[num].name, "Polymorph");
3473 #endif
3474
3475                         power_desc[num].level = 18;
3476                         power_desc[num].cost = 20;
3477                         power_desc[num].fail = 100 - racial_chance(18, A_CON, 18);
3478                         power_desc[num++].number = MUT1_POLYMORPH;
3479                 }
3480
3481                 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
3482                 {
3483 #ifdef JP
3484 strcpy(power_desc[num].name, "¥ß¥À¥¹¤Î¼ê");
3485 #else
3486                         strcpy(power_desc[num].name, "Midas Touch");
3487 #endif
3488
3489                         power_desc[num].level = 10;
3490                         power_desc[num].cost = 5;
3491                         power_desc[num].fail = 100 - racial_chance(10, A_INT, 12);
3492                         power_desc[num++].number = MUT1_MIDAS_TCH;
3493                 }
3494
3495                 if (p_ptr->muta1 & MUT1_GROW_MOLD)
3496                 {
3497 #ifdef JP
3498 strcpy(power_desc[num].name, "¥«¥ÓȯÀ¸");
3499 #else
3500                         strcpy(power_desc[num].name, "Grow Mold");
3501 #endif
3502
3503                         power_desc[num].level = 1;
3504                         power_desc[num].cost = 6;
3505                         power_desc[num].fail = 100 - racial_chance(1, A_CON, 14);
3506                         power_desc[num++].number = MUT1_GROW_MOLD;
3507                 }
3508
3509                 if (p_ptr->muta1 & MUT1_RESIST)
3510                 {
3511 #ifdef JP
3512 strcpy(power_desc[num].name, "¥¨¥ì¥á¥ó¥ÈÂÑÀ­");
3513 #else
3514                         strcpy(power_desc[num].name, "Resist Elements");
3515 #endif
3516
3517                         power_desc[num].level = 10;
3518                         power_desc[num].cost = 12;
3519                         power_desc[num].fail = 100 - racial_chance(10, A_CON, 12);
3520                         power_desc[num++].number = MUT1_RESIST;
3521                 }
3522
3523                 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
3524                 {
3525 #ifdef JP
3526 strcpy(power_desc[num].name, "ÃÏ¿Ì");
3527 #else
3528                         strcpy(power_desc[num].name, "Earthquake");
3529 #endif
3530
3531                         power_desc[num].level = 12;
3532                         power_desc[num].cost = 12;
3533                         power_desc[num].fail = 100 - racial_chance(12, A_STR, 16);
3534                         power_desc[num++].number = MUT1_EARTHQUAKE;
3535                 }
3536
3537                 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
3538                 {
3539 #ifdef JP
3540 strcpy(power_desc[num].name, "ËâÎÏ¿©¤¤");
3541 #else
3542                         strcpy(power_desc[num].name, "Eat Magic");
3543 #endif
3544
3545                         power_desc[num].level = 17;
3546                         power_desc[num].cost = 1;
3547                         power_desc[num].fail = 100 - racial_chance(17, A_WIS, 15);
3548                         power_desc[num++].number = MUT1_EAT_MAGIC;
3549                 }
3550
3551                 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
3552                 {
3553 #ifdef JP
3554 strcpy(power_desc[num].name, "ËâÎÏ´¶ÃÎ");
3555 #else
3556                         strcpy(power_desc[num].name, "Weigh Magic");
3557 #endif
3558
3559                         power_desc[num].level = 6;
3560                         power_desc[num].cost = 6;
3561                         power_desc[num].fail = 100 - racial_chance(6, A_INT, 10);
3562                         power_desc[num++].number = MUT1_WEIGH_MAG;
3563                 }
3564
3565                 if (p_ptr->muta1 & MUT1_STERILITY)
3566                 {
3567 #ifdef JP
3568 strcpy(power_desc[num].name, "Áý¿£ÁË»ß");
3569 #else
3570                         strcpy(power_desc[num].name, "Sterilize");
3571 #endif
3572
3573                         power_desc[num].level = 12;
3574                         power_desc[num].cost = 23;
3575                         power_desc[num].fail = 100 - racial_chance(12, A_CHR, 15);
3576                         power_desc[num++].number = MUT1_STERILITY;
3577                 }
3578
3579                 if (p_ptr->muta1 & MUT1_PANIC_HIT)
3580                 {
3581 #ifdef JP
3582 strcpy(power_desc[num].name, "¥Ò¥Ã¥È¡õ¥¢¥¦¥§¥¤");
3583 #else
3584                         strcpy(power_desc[num].name, "Panic Hit");
3585 #endif
3586
3587                         power_desc[num].level = 10;
3588                         power_desc[num].cost = 12;
3589                         power_desc[num].fail = 100 - racial_chance(10, A_DEX, 14);
3590                         power_desc[num++].number = MUT1_PANIC_HIT;
3591                 }
3592
3593                 if (p_ptr->muta1 & MUT1_DAZZLE)
3594                 {
3595 #ifdef JP
3596 strcpy(power_desc[num].name, "âÁÏÇ");
3597 #else
3598                         strcpy(power_desc[num].name, "Dazzle");
3599 #endif
3600
3601                         power_desc[num].level = 7;
3602                         power_desc[num].cost = 15;
3603                         power_desc[num].fail = 100 - racial_chance(7, A_CHR, 8);
3604                         power_desc[num++].number = MUT1_DAZZLE;
3605                 }
3606
3607                 if (p_ptr->muta1 & MUT1_LASER_EYE)
3608                 {
3609 #ifdef JP
3610 strcpy(power_desc[num].name, "¥ì¡¼¥¶¡¼¡¦¥¢¥¤");
3611 #else
3612                         strcpy(power_desc[num].name, "Laser Eye");
3613 #endif
3614
3615                         power_desc[num].level = 7;
3616                         power_desc[num].cost = 10;
3617                         power_desc[num].fail = 100 - racial_chance(7, A_WIS, 9);
3618                         power_desc[num++].number = MUT1_LASER_EYE;
3619                 }
3620
3621                 if (p_ptr->muta1 & MUT1_RECALL)
3622                 {
3623 #ifdef JP
3624 strcpy(power_desc[num].name, "µ¢´Ô");
3625 #else
3626                         strcpy(power_desc[num].name, "Recall");
3627 #endif
3628
3629                         power_desc[num].level = 17;
3630                         power_desc[num].cost = 50;
3631                         power_desc[num].fail = 100 - racial_chance(17, A_INT, 16);
3632                         power_desc[num++].number = MUT1_RECALL;
3633                 }
3634
3635                 if (p_ptr->muta1 & MUT1_BANISH)
3636                 {
3637 #ifdef JP
3638 strcpy(power_desc[num].name, "¼Ù°­¾ÃÌÇ");
3639 #else
3640                         strcpy(power_desc[num].name, "Banish Evil");
3641 #endif
3642
3643                         power_desc[num].level = 25;
3644                         power_desc[num].cost = 25;
3645                         power_desc[num].fail = 100 - racial_chance(25, A_WIS, 18);
3646                         power_desc[num++].number = MUT1_BANISH;
3647                 }
3648
3649                 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
3650                 {
3651 #ifdef JP
3652 strcpy(power_desc[num].name, "Åà·ë¤Î¼ê");
3653 #else
3654                         strcpy(power_desc[num].name, "Cold Touch");
3655 #endif
3656
3657                         power_desc[num].level = 2;
3658                         power_desc[num].cost = 2;
3659                         power_desc[num].fail = 100 - racial_chance(2, A_CON, 11);
3660                         power_desc[num++].number = MUT1_COLD_TOUCH;
3661                 }
3662
3663                 if (p_ptr->muta1 & MUT1_LAUNCHER)
3664                 {
3665 #ifdef JP
3666 strcpy(power_desc[num].name, "¥¢¥¤¥Æ¥àÅꤲ");
3667 #else
3668                         strcpy(power_desc[num].name, "Throw Object");
3669 #endif
3670
3671                         power_desc[num].level = 1;
3672                         power_desc[num].cost = lvl;
3673                         power_desc[num].fail = 100 - racial_chance(1, A_STR, 6);
3674                         /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
3675                         power_desc[num++].number = 3;
3676                 }
3677         }
3678
3679         /* Nothing chosen yet */
3680         flag = FALSE;
3681
3682         /* No redraw yet */
3683         redraw = FALSE;
3684
3685         /* Build a prompt */
3686 #ifdef JP
3687 (void) strnfmt(out_val, 78, "(ÆüìǽÎÏ %c-%c, *'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎÆüìǽÎϤò»È¤¤¤Þ¤¹¤«¡©",
3688 #else
3689         (void)strnfmt(out_val, 78, "(Powers %c-%c, *=List, ESC=exit) Use which power? ",
3690 #endif
3691
3692                 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
3693
3694 #ifdef ALLOW_REPEAT
3695 if (!repeat_pull(&i) || i<0 || i>=num) {
3696 #endif /* ALLOW_REPEAT */
3697         if (use_menu) screen_save();
3698          /* Get a spell from the user */
3699
3700         choice = (always_show_list || use_menu) ? ESCAPE:1;
3701         while (!flag)
3702         {
3703                 if( choice==ESCAPE ) choice = ' '; 
3704                 else if( !get_com(out_val, &choice, FALSE) )break; 
3705
3706                 if (use_menu && choice != ' ')
3707                 {
3708                         switch(choice)
3709                         {
3710                                 case '0':
3711                                 {
3712                                         screen_load();
3713                                         energy_use = 0;
3714                                         return;
3715                                         break;
3716                                 }
3717
3718                                 case '8':
3719                                 case 'k':
3720                                 case 'K':
3721                                 {
3722                                         menu_line += (num - 1);
3723                                         break;
3724                                 }
3725
3726                                 case '2':
3727                                 case 'j':
3728                                 case 'J':
3729                                 {
3730                                         menu_line++;
3731                                         break;
3732                                 }
3733
3734                                 case '6':
3735                                 case 'l':
3736                                 case 'L':
3737                                 case '4':
3738                                 case 'h':
3739                                 case 'H':
3740                                 {
3741                                         if (menu_line > 18)
3742                                                 menu_line -= 18;
3743                                         else if (menu_line+18 <= num)
3744                                                 menu_line += 18;
3745                                         break;
3746                                 }
3747
3748                                 case 'x':
3749                                 case 'X':
3750                                 case '\r':
3751                                 {
3752                                         i = menu_line - 1;
3753                                         ask = FALSE;
3754                                         break;
3755                                 }
3756                         }
3757                         if (menu_line > num) menu_line -= num;
3758                 }
3759                 /* Request redraw */
3760                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
3761                 {
3762                         /* Show the list */
3763                         if (!redraw || use_menu)
3764                         {
3765                                 byte y = 1, x = 0;
3766                                 int ctr = 0;
3767                                 char dummy[80];
3768                                 char letter;
3769                                 int x1, y1;
3770
3771                                 strcpy(dummy, "");
3772
3773                                 /* Show list */
3774                                 redraw = TRUE;
3775
3776                                 /* Save the screen */
3777                                 if (!use_menu) screen_save();
3778
3779                                 /* Print header(s) */
3780                                 if (num < 18)
3781 #ifdef JP
3782 prt("                            Lv   MP ¼ºÎ¨", y++, x);
3783 #else
3784                                         prt("                            Lv Cost Fail", y++, x);
3785 #endif
3786
3787                                 else
3788 #ifdef JP
3789 prt("                            Lv   MP ¼ºÎ¨                            Lv   MP ¼ºÎ¨", y++, x);
3790 #else
3791                                         prt("                            Lv Cost Fail                            Lv Cost Fail", y++, x);
3792 #endif
3793
3794
3795                                 /* Print list */
3796                                 while (ctr < num)
3797                                 {
3798                                         x1 = ((ctr < 18) ? x : x + 40);
3799                                         y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
3800
3801                                         if (use_menu)
3802                                         {
3803 #ifdef JP
3804                                                 if (ctr == (menu_line-1)) strcpy(dummy, " ¡Õ ");
3805 #else
3806                                                 if (ctr == (menu_line-1)) strcpy(dummy, " >  ");
3807 #endif
3808                                                 else strcpy(dummy, "    ");
3809                                         }
3810                                         else
3811                                         {
3812                                                 /* letter/number for power selection */
3813                                                 if (ctr < 26)
3814                                                         letter = I2A(ctr);
3815                                                 else
3816                                                         letter = '0' + ctr - 26;
3817                                                 sprintf(dummy, " %c) ",letter);
3818                                         }
3819                                         strcat(dummy, format("%-23.23s %2d %4d %3d%%", power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost, power_desc[ctr].fail));
3820                                         prt(dummy, y1, x1);
3821                                         ctr++;
3822                                 }
3823                         }
3824
3825                         /* Hide the list */
3826                         else
3827                         {
3828                                 /* Hide list */
3829                                 redraw = FALSE;
3830
3831                                 /* Restore the screen */
3832                                 screen_load();
3833                         }
3834
3835                         /* Redo asking */
3836                         continue;
3837                 }
3838
3839                 if (!use_menu)
3840                 {
3841                         if (choice == '\r' && num == 1)
3842                         {
3843                                 choice = 'a';
3844                         }
3845
3846                         if (isalpha(choice))
3847                         {
3848                                 /* Note verify */
3849                                 ask = (isupper(choice));
3850
3851                                 /* Lowercase */
3852                                 if (ask) choice = tolower(choice);
3853
3854                                 /* Extract request */
3855                                 i = (islower(choice) ? A2I(choice) : -1);
3856                         }
3857                         else
3858                         {
3859                                 ask = FALSE; /* Can't uppercase digits */
3860
3861                                 i = choice - '0' + 26;
3862                         }
3863                 }
3864
3865                 /* Totally Illegal */
3866                 if ((i < 0) || (i >= num))
3867                 {
3868                         bell();
3869                         continue;
3870                 }
3871
3872                 /* Verify it */
3873                 if (ask)
3874                 {
3875                         char tmp_val[160];
3876
3877                         /* Prompt */
3878 #ifdef JP
3879 (void) strnfmt(tmp_val, 78, "%s¤ò»È¤¤¤Þ¤¹¤«¡© ", power_desc[i].name);
3880 #else
3881                         (void)strnfmt(tmp_val, 78, "Use %s? ", power_desc[i].name);
3882 #endif
3883
3884
3885                         /* Belay that order */
3886                         if (!get_check(tmp_val)) continue;
3887                 }
3888
3889                 /* Stop the loop */
3890                 flag = TRUE;
3891         }
3892
3893         /* Restore the screen */
3894         if (redraw) screen_load();
3895
3896         /* Abort if needed */
3897         if (!flag)
3898         {
3899                 energy_use = 0;
3900                 return;
3901         }
3902 #ifdef ALLOW_REPEAT
3903         repeat_push(i);
3904         } /*if (!repeat_pull(&i) || ...)*/
3905 #endif /* ALLOW_REPEAT */
3906         if (power_desc[i].number < 0)
3907         {
3908                 if (!cmd_racial_power_aux(power_desc[i].number)) energy_use = 0;
3909         }
3910         else
3911         {
3912                 mutation_power_aux(power_desc[i].number);
3913         }
3914
3915         /* Redraw mana and hp */
3916         p_ptr->redraw |= (PR_HP | PR_MANA);
3917
3918         /* Window stuff */
3919         p_ptr->window |= (PW_PLAYER | PW_SPELL);
3920
3921         /* Success */
3922         return;
3923 }