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空腹充足の巻物と狂戦士の空腹充足レイシャル廃止。
[hengband/hengband.git] / src / racial.c
1 /* File: racial.c */
2
3 /* Purpose: Racial powers (and mutations) */
4
5 /*
6  * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
7  *
8  * This software may be copied and distributed for educational, research, and
9  * not for profit purposes provided that this copyright and statement are
10  * included in all such copies.
11  */
12
13 #include "angband.h"
14
15 /*
16  * Hook to determine if an object is contertible in an arrow/bolt
17  */
18 static bool item_tester_hook_convertible(object_type *o_ptr)
19 {
20         if((o_ptr->tval==TV_JUNK) || (o_ptr->tval==TV_SKELETON)) return TRUE;
21
22         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON)) return TRUE;
23         /* Assume not */
24         return (FALSE);
25 }
26
27
28 /*
29  * do_cmd_cast calls this function if the player's class
30  * is 'archer'.
31  */
32 static bool do_cmd_archer(void)
33 {
34         int ext=0;
35         char ch;
36
37         object_type     forge;
38         object_type     *q_ptr;
39
40         char com[80];
41         char o_name[MAX_NLEN];
42
43         q_ptr = &forge;
44
45         if(p_ptr->lev >= 20)
46 #ifdef JP
47                 sprintf(com, "[S]ÃÆ, [A]Ìð, [B]¥¯¥í¥¹¥Ü¥¦¤ÎÌð :");
48 #else
49                 sprintf(com, "Create [S]hots, Create [A]rrow or Create [B]olt ?");
50 #endif
51         else if(p_ptr->lev >= 10)
52 #ifdef JP
53                 sprintf(com, "[S]ÃÆ, [A]Ìð:");
54 #else
55                 sprintf(com, "Create [S]hots or Create [A]rrow ?");
56 #endif
57         else
58 #ifdef JP
59                 sprintf(com, "[S]ÃÆ:");
60 #else
61                 sprintf(com, "Create [S]hots ?");
62 #endif
63
64         if (p_ptr->confused)
65         {
66 #ifdef JP
67                 msg_print("º®Í𤷤Ƥ롪");
68 #else
69                 msg_print("You are too confused!");
70 #endif
71                 return FALSE;
72         }
73
74         if (p_ptr->blind)
75         {
76 #ifdef JP
77                 msg_print("Ìܤ¬¸«¤¨¤Ê¤¤¡ª");
78 #else
79                 msg_print("You are blind!");
80 #endif
81                 return FALSE;
82         }
83
84         while (TRUE)
85         {
86                 if (!get_com(com, &ch, TRUE))
87                 {
88                         return FALSE;
89                 }
90                 if (ch == 'S' || ch == 's')
91                 {
92                         ext = 1;
93                         break;
94                 }
95                 if ((ch == 'A' || ch == 'a')&&(p_ptr->lev >= 10))
96                 {
97                         ext = 2;
98                         break;
99                 }
100                 if ((ch == 'B' || ch == 'b')&&(p_ptr->lev >= 20))
101                 {
102                         ext = 3;
103                         break;
104                 }
105         }
106
107         /**********Create shots*********/
108         if (ext == 1)
109         {
110                 int x,y, dir;
111                 cave_type *c_ptr;
112
113                 if (!get_rep_dir(&dir, FALSE)) return FALSE;
114                 y = py + ddy[dir];
115                 x = px + ddx[dir];
116                 c_ptr = &cave[y][x];
117                 if (c_ptr->feat == FEAT_RUBBLE)
118                 {
119                         /* Get local object */
120                         q_ptr = &forge;
121
122                         /* Hack -- Give the player some small firestones */
123                         object_prep(q_ptr, lookup_kind(TV_SHOT, m_bonus(1, p_ptr->lev) + 1));
124                         q_ptr->number = (byte)rand_range(15,30);
125                         object_aware(q_ptr);
126                         object_known(q_ptr);
127                         apply_magic(q_ptr, p_ptr->lev, FALSE, FALSE, FALSE, FALSE);
128                         q_ptr->discount = 99;
129
130                         (void)inven_carry(q_ptr);
131
132                         object_desc(o_name, q_ptr, TRUE, 2);
133 #ifdef JP
134                         msg_format("´äÀФòºï¤Ã¤Æ%s¤òºî¤Ã¤¿¡£",o_name);
135 #else
136                         msg_print("You make some ammo.");
137 #endif
138
139                         (void)wall_to_mud(dir);
140                         p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW);
141                         p_ptr->window |= (PW_OVERHEAD);
142                 }
143                 else
144                 {
145 #ifdef JP
146                         msg_print("¤½¤³¤Ë¤Ï´äÀФ¬¤Ê¤¤¡£");
147 #else
148                         msg_print("You need pile of rubble.");
149 #endif
150                 }
151         }
152         /**********Create arrows*********/
153         else if (ext == 2)
154         {
155                 int item;
156
157                 cptr q, s;
158
159                 item_tester_hook = item_tester_hook_convertible;
160
161                 /* Get an item */
162 #ifdef JP
163                 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éºî¤ê¤Þ¤¹¤«¡© ";
164                 s = "ºàÎÁ¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£";
165 #else
166                 q = "Convert which item? ";
167                 s = "You have no item to convert.";
168 #endif
169                 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
170
171                 /* Get the item (in the pack) */
172                 if (item >= 0)
173                 {
174                         q_ptr = &inventory[item];
175                 }
176
177                 /* Get the item (on the floor) */
178                 else
179                 {
180                         q_ptr = &o_list[0 - item];
181                 }       
182
183                 /* Get local object */
184                 q_ptr = &forge;
185
186                 /* Hack -- Give the player some small firestones */
187                 object_prep(q_ptr, lookup_kind(TV_ARROW, m_bonus(1, p_ptr->lev)+ 1));
188                 q_ptr->number = (byte)rand_range(5,10);
189                 object_aware(q_ptr);
190                 object_known(q_ptr);
191                 apply_magic(q_ptr, p_ptr->lev, FALSE, FALSE, FALSE, FALSE);
192
193                 q_ptr->discount = 99;
194
195                 object_desc(o_name, q_ptr, TRUE, 2);
196 #ifdef JP
197                 msg_format("%s¤òºî¤Ã¤¿¡£", o_name);
198 #else
199                 msg_print("You make some ammo.");
200 #endif
201
202                 if (item >= 0)
203                 {
204                         inven_item_increase(item, -1);
205                         inven_item_describe(item);
206                         inven_item_optimize(item);
207                 }
208                 else
209                 {
210                         floor_item_increase(0 - item, -1);
211                         floor_item_describe(0 - item);
212                         floor_item_optimize(0 - item);
213                 }
214                 (void)inven_carry(q_ptr);
215         }
216         /**********Create bolts*********/
217         else if (ext == 3)
218         {
219                 int item;
220
221                 cptr q, s;
222
223                 item_tester_hook = item_tester_hook_convertible;
224
225                 /* Get an item */
226 #ifdef JP
227                 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éºî¤ê¤Þ¤¹¤«¡© ";
228                 s = "ºàÎÁ¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£";
229 #else
230                 q = "Convert which item? ";
231                 s = "You have no item to convert.";
232 #endif
233                 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
234
235                 /* Get the item (in the pack) */
236                 if (item >= 0)
237                 {
238                         q_ptr = &inventory[item];
239                 }
240
241                 /* Get the item (on the floor) */
242                 else
243                 {
244                         q_ptr = &o_list[0 - item];
245                 }       
246
247                 /* Get local object */
248                 q_ptr = &forge;
249
250                 /* Hack -- Give the player some small firestones */
251                 object_prep(q_ptr, lookup_kind(TV_BOLT, m_bonus(1, p_ptr->lev)+1));
252                 q_ptr->number = (byte)rand_range(4,8);
253                 object_aware(q_ptr);
254                 object_known(q_ptr);
255                 apply_magic(q_ptr, p_ptr->lev, FALSE, FALSE, FALSE, FALSE);
256
257                 q_ptr->discount = 99;
258
259                 object_desc(o_name, q_ptr, TRUE, 2);
260 #ifdef JP
261                 msg_format("%s¤òºî¤Ã¤¿¡£", o_name);
262 #else
263                 msg_print("You make some ammo.");
264 #endif
265
266                 if (item >= 0)
267                 {
268                         inven_item_increase(item, -1);
269                         inven_item_describe(item);
270                         inven_item_optimize(item);
271                 }
272                 else
273                 {
274                         floor_item_increase(0 - item, -1);
275                         floor_item_describe(0 - item);
276                         floor_item_optimize(0 - item);
277                 }
278
279                 (void)inven_carry(q_ptr);
280         }
281         return TRUE;
282 }
283
284 bool gain_magic(void)
285 {
286         int item;
287         int pval;
288         int ext = 0;
289         cptr q, s;
290         object_type *o_ptr;
291         char o_name[MAX_NLEN];
292
293         /* Only accept legal items */
294         item_tester_hook = item_tester_hook_recharge;
295
296         /* Get an item */
297 #ifdef JP
298 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ÎËâÎϤò¼è¤ê¹þ¤ß¤Þ¤¹¤«? ";
299 s = "ËâÎϤò¼è¤ê¹þ¤á¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
300 #else
301         q = "Gain power of which item? ";
302         s = "You have nothing to gain power.";
303 #endif
304
305         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
306
307         /* Get the item (in the pack) */
308         if (item >= 0)
309         {
310                 o_ptr = &inventory[item];
311         }
312
313         /* Get the item (on the floor) */
314         else
315         {
316                 o_ptr = &o_list[0 - item];
317         }
318
319         if (!object_known_p(o_ptr))
320         {
321 #ifdef JP
322                 msg_print("´ÕÄꤵ¤ì¤Æ¤¤¤Ê¤¤¤È¼è¤ê¹þ¤á¤Ê¤¤¡£");
323 #else
324                 msg_print("You need to identify before absorbing.");
325 #endif
326                 return FALSE;
327         }
328
329         if (o_ptr->timeout)
330         {
331 #ifdef JP
332                 msg_print("½¼Å¶Ãæ¤Î¥¢¥¤¥Æ¥à¤Ï¼è¤ê¹þ¤á¤Ê¤¤¡£");
333 #else
334                 msg_print("This item is still charging.");
335 #endif
336                 return FALSE;
337         }
338
339         pval = o_ptr->pval;
340         if (o_ptr->tval == TV_ROD)
341                 ext = 72;
342         else if (o_ptr->tval == TV_WAND)
343                 ext = 36;
344
345         if (o_ptr->tval == TV_ROD)
346         {
347                 p_ptr->magic_num2[o_ptr->sval + ext] += o_ptr->number;
348                 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
349         }
350         else
351         {
352                 int num;
353                 for (num = o_ptr->number; num; num--)
354                 {
355                         int gain_num = pval;
356                         if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
357                         if (p_ptr->magic_num2[o_ptr->sval + ext])
358                         {
359                                 gain_num *= 256;
360                                 gain_num = (gain_num/3 + randint0(gain_num/3)) / 256;
361                                 if (gain_num < 1) gain_num = 1;
362                         }
363                         p_ptr->magic_num2[o_ptr->sval + ext] += gain_num;
364                         if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
365                         p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
366                         if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
367                         if (p_ptr->magic_num1[o_ptr->sval + ext] > p_ptr->magic_num2[o_ptr->sval + ext] * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = p_ptr->magic_num2[o_ptr->sval + ext] * 0x10000;
368                         if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
369                 }
370         }
371
372         object_desc(o_name, o_ptr, TRUE, 3);
373         /* Message */
374 #ifdef JP
375         msg_format("%s¤ÎËâÎϤò¼è¤ê¹þ¤ó¤À¡£", o_name);
376 #else
377         msg_format("You absorb magic of %s.", o_name);
378 #endif
379
380         /* Eliminate the item (from the pack) */
381         if (item >= 0)
382         {
383                 inven_item_increase(item, -999);
384                 inven_item_describe(item);
385                 inven_item_optimize(item);
386         }
387
388         /* Eliminate the item (from the floor) */
389         else
390         {
391                 floor_item_increase(0 - item, -999);
392                 floor_item_describe(0 - item);
393                 floor_item_optimize(0 - item);
394         }
395         energy_use = 100;
396         return TRUE;
397 }
398
399
400 static bool choose_kamae(void)
401 {
402         char choice;
403         int new_kamae = 0;
404         int i;
405         char buf[80];
406
407         if (p_ptr->confused)
408         {
409 #ifdef JP
410                 msg_print("º®Í𤷤Ƥ¤¤Æ¹½¤¨¤é¤ì¤Ê¤¤¡ª");
411 #else
412                 msg_print("Too confused.");
413 #endif
414                 return FALSE;
415         }
416
417         /* Save screen */
418         screen_save();
419
420 #ifdef JP
421         prt(" a) ¹½¤¨¤ò¤È¤¯", 2, 20);
422 #else
423         prt(" a) No form", 2, 20);
424 #endif
425
426         for (i = 0; i < MAX_KAMAE; i++)
427         {
428                 if (p_ptr->lev >= kamae_shurui[i].min_level)
429                 {
430                         sprintf(buf," %c) %-12s  %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
431                         prt(buf, 3+i, 20);
432                 }
433         }
434
435         prt("", 1, 0);
436 #ifdef JP
437         prt("        ¤É¤Î¹½¤¨¤ò¤È¤ê¤Þ¤¹¤«¡©", 1, 14);
438 #else
439         prt("        Choose Form: ", 1, 14);
440 #endif
441
442         while(1)
443         {
444                 choice = inkey();
445
446                 if (choice == ESCAPE)
447                 {
448                         screen_load();
449                         return FALSE;
450                 }
451                 else if ((choice == 'a') || (choice == 'A') || (choice == ESCAPE))
452                 {
453                         if (p_ptr->action == ACTION_KAMAE)
454                         {
455                                 set_action(ACTION_NONE);
456                         }
457                         else
458 #ifdef JP
459                                 msg_print("¤â¤È¤â¤È¹½¤¨¤Æ¤¤¤Ê¤¤¡£");
460 #else
461                                 msg_print("You are not assuming a posture.");
462 #endif
463                         screen_load();
464                         return TRUE;
465                 }
466                 else if ((choice == 'b') || (choice == 'B'))
467                 {
468                         new_kamae = 0;
469                         break;
470                 }
471                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
472                 {
473                         new_kamae = 1;
474                         break;
475                 }
476                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
477                 {
478                         new_kamae = 2;
479                         break;
480                 }
481                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
482                 {
483                         new_kamae = 3;
484                         break;
485                 }
486         }
487         set_action(ACTION_KAMAE);
488
489         if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
490         {
491 #ifdef JP
492                 msg_print("¹½¤¨Ä¾¤·¤¿¡£");
493 #else
494                 msg_print("You reassume a posture.");
495 #endif
496         }
497         else
498         {
499                 p_ptr->special_defense &= ~(KAMAE_MASK);
500                 p_ptr->update |= (PU_BONUS);
501                 p_ptr->redraw |= (PR_STATE);
502 #ifdef JP
503                 msg_format("%s¤Î¹½¤¨¤ò¤È¤Ã¤¿¡£",kamae_shurui[new_kamae].desc);
504 #else
505                 msg_format("You assume a posture of %s form.",kamae_shurui[new_kamae].desc);
506 #endif
507                 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
508         }
509         p_ptr->redraw |= PR_STATE;
510         screen_load();
511         return TRUE;
512 }
513
514 static bool choose_kata(void)
515 {
516         char choice;
517         int new_kata = 0;
518         int i;
519         char buf[80];
520
521         if (p_ptr->confused)
522         {
523 #ifdef JP
524                 msg_print("º®Í𤷤Ƥ¤¤Æ¹½¤¨¤é¤ì¤Ê¤¤¡ª");
525 #else
526                 msg_print("Too confused.");
527 #endif
528                 return FALSE;
529         }
530
531         if (p_ptr->stun)
532         {
533 #ifdef JP
534                 msg_print("°Õ¼±¤¬¤Ï¤Ã¤­¤ê¤È¤·¤Ê¤¤¡£");
535 #else
536                 msg_print("You are not clear headed");
537 #endif
538                 return FALSE;
539         }
540
541         if (p_ptr->afraid)
542         {
543 #ifdef JP
544                 msg_print("ÂΤ¬¿Ì¤¨¤Æ¹½¤¨¤é¤ì¤Ê¤¤¡ª");
545 #else
546                 msg_print("You are trembling with fear!");
547 #endif
548                 return FALSE;
549         }
550
551         /* Save screen */
552         screen_save();
553
554 #ifdef JP
555         prt(" a) ·¿¤òÊø¤¹", 2, 20);
556 #else
557         prt(" a) No Form", 2, 20);
558 #endif
559
560         for (i = 0; i < MAX_KATA; i++)
561         {
562                 if (p_ptr->lev >= kata_shurui[i].min_level)
563                 {
564 #ifdef JP
565                         sprintf(buf," %c) %s¤Î·¿    %s",I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
566 #else
567                         sprintf(buf," %c) Form of %-12s  %s",I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
568 #endif
569                         prt(buf, 3+i, 20);
570                 }
571         }
572
573         prt("", 1, 0);
574 #ifdef JP
575         prt("        ¤É¤Î·¿¤Ç¹½¤¨¤Þ¤¹¤«¡©", 1, 14);
576 #else
577         prt("        Choose Form: ", 1, 14);
578 #endif
579
580         while(1)
581         {
582                 choice = inkey();
583
584                 if (choice == ESCAPE)
585                 {
586                         screen_load();
587                         return FALSE;
588                 }
589                 else if ((choice == 'a') || (choice == 'A') || (choice == ESCAPE))
590                 {
591                         if (p_ptr->action == ACTION_KATA)
592                         {
593                                 set_action(ACTION_NONE);
594                         }
595                         else
596 #ifdef JP
597                                 msg_print("¤â¤È¤â¤È¹½¤¨¤Æ¤¤¤Ê¤¤¡£");
598 #else
599                                 msg_print("You are not assuming posture.");
600 #endif
601                         screen_load();
602                         return TRUE;
603                 }
604                 else if ((choice == 'b') || (choice == 'B'))
605                 {
606                         new_kata = 0;
607                         break;
608                 }
609                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
610                 {
611                         new_kata = 1;
612                         break;
613                 }
614                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
615                 {
616                         new_kata = 2;
617                         break;
618                 }
619                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
620                 {
621                         new_kata = 3;
622                         break;
623                 }
624         }
625         set_action(ACTION_KATA);
626
627         if (p_ptr->special_defense & (KATA_IAI << new_kata))
628         {
629 #ifdef JP
630                 msg_print("¹½¤¨Ä¾¤·¤¿¡£");
631 #else
632                 msg_print("You reassume a posture.");
633 #endif
634         }
635         else
636         {
637                 p_ptr->special_defense &= ~(KATA_MASK);
638                 p_ptr->update |= (PU_BONUS);
639                 p_ptr->update |= (PU_MONSTERS);
640 #ifdef JP
641                 msg_format("%s¤Î·¿¤Ç¹½¤¨¤¿¡£",kata_shurui[new_kata].desc);
642 #else
643                 msg_format("You assume a posture of %s form.",kata_shurui[new_kata].desc);
644 #endif
645                 p_ptr->special_defense |= (KATA_IAI << new_kata);
646         }
647         p_ptr->redraw |= (PR_STATE);
648         p_ptr->redraw |= (PR_STATUS);
649         screen_load();
650         return TRUE;
651 }
652
653
654 /*
655  * Returns the chance to activate a racial power/mutation
656  */
657 static int racial_chance(s16b min_level, int use_stat, int difficulty)
658 {
659         int i;
660         int val;
661         int sum = 0;
662         int stat = p_ptr->stat_cur[use_stat];
663
664         /* No chance for success */
665         if ((p_ptr->lev < min_level) || p_ptr->confused)
666         {
667                 return (0);
668         }
669
670         if (difficulty == 0) return 100;
671
672         /* Calculate difficulty */
673         if (p_ptr->stun)
674         {
675                 difficulty += p_ptr->stun;
676         }
677         else if (p_ptr->lev > min_level)
678         {
679                 int lev_adj = ((p_ptr->lev - min_level) / 3);
680                 if (lev_adj > 10) lev_adj = 10;
681                 difficulty -= lev_adj;
682         }
683
684         if (difficulty < 5) difficulty = 5;
685
686         /* We only need halfs of the difficulty */
687         difficulty = difficulty / 2;
688
689         for (i = 1; i <= stat; i++)
690         {
691                 val = i - difficulty;
692                 if (val > 0)
693                         sum += (val <= difficulty) ? val : difficulty;
694         }
695
696         if (difficulty == 0)
697                 return (100);
698         else
699                 return (((sum * 100) / difficulty) / stat);
700 }
701
702
703 /* Note: return value indicates that we have succesfully used the power */
704
705 bool racial_aux(s16b min_level, int cost, int use_stat, int difficulty)
706 {
707         bool use_hp = FALSE;
708
709         /* Not enough mana - use hp */
710         if (p_ptr->csp < cost) use_hp = TRUE;
711
712         /* Power is not available yet */
713         if (p_ptr->lev < min_level)
714         {
715 #ifdef JP
716 msg_format("¤³¤ÎǽÎϤò»ÈÍѤ¹¤ë¤Ë¤Ï¥ì¥Ù¥ë %d ¤Ë㤷¤Æ¤¤¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£", min_level);
717 #else
718                 msg_format("You need to attain level %d to use this power.", min_level);
719 #endif
720
721                 energy_use = 0;
722                 return FALSE;
723         }
724
725         /* Too confused */
726         else if (p_ptr->confused)
727         {
728 #ifdef JP
729 msg_print("º®Í𤷤Ƥ¤¤Æ¤½¤ÎǽÎϤϻȤ¨¤Ê¤¤¡£");
730 #else
731                 msg_print("You are too confused to use this power.");
732 #endif
733
734                 energy_use = 0;
735                 return FALSE;
736         }
737
738         /* Risk death? */
739         else if (use_hp && (p_ptr->chp < cost))
740         {
741 #ifdef JP
742 if (!get_check("ËÜÅö¤Ëº£¤Î¿ê¼å¤·¤¿¾õÂ֤Ǥ³¤ÎǽÎϤò»È¤¤¤Þ¤¹¤«¡©"))
743 #else
744                 if (!get_check("Really use the power in your weakened state? "))
745 #endif
746
747                 {
748                         energy_use = 0;
749                         return FALSE;
750                 }
751         }
752
753         /* Else attempt to do it! */
754
755         if (difficulty)
756         {
757                 if (p_ptr->stun)
758                 {
759                         difficulty += p_ptr->stun;
760                 }
761                 else if (p_ptr->lev > min_level)
762                 {
763                         int lev_adj = ((p_ptr->lev - min_level) / 3);
764                         if (lev_adj > 10) lev_adj = 10;
765                         difficulty -= lev_adj;
766                 }
767
768                 if (difficulty < 5) difficulty = 5;
769         }
770
771         /* take time and pay the price */
772         energy_use = 100;
773
774         if (cost)
775         {
776                 if (use_hp)
777                 {
778 #ifdef JP
779                         take_hit(DAMAGE_USELIFE, (cost / 2) + randint1(cost / 2),
780                                  "²áÅ٤ν¸Ãæ", -1);
781 #else
782                         take_hit(DAMAGE_USELIFE, (cost / 2) + randint1(cost / 2),
783                                  "concentrating too hard", -1);
784 #endif
785
786                 }
787                 else
788                 {
789                         p_ptr->csp -= (cost / 2) + randint1(cost / 2);
790                 }
791         }
792
793
794         /* Redraw mana and hp */
795         p_ptr->redraw |= (PR_HP | PR_MANA);
796
797         /* Window stuff */
798         p_ptr->window |= (PW_PLAYER | PW_SPELL);
799
800         /* Success? */
801         if (randint1(p_ptr->stat_cur[use_stat]) >=
802             ((difficulty / 2) + randint1(difficulty / 2)))
803         {
804                 return TRUE;
805         }
806
807 #ifdef JP
808 msg_print("½¼Ê¬¤Ë½¸Ãæ¤Ç¤­¤Ê¤«¤Ã¤¿¡£");
809 #else
810         msg_print("You've failed to concentrate hard enough.");
811 #endif
812         if (flush_failure) flush();
813
814         return FALSE;
815 }
816
817
818 static bool cmd_racial_power_aux(s32b command)
819 {
820         s16b        plev = p_ptr->lev;
821         int         dir = 0;
822
823         if (command <= -3)
824         {
825                 switch (p_ptr->pclass)
826                 {
827                 case CLASS_WARRIOR:
828                 {
829                         if (racial_aux(40, 75, A_DEX, 35))
830                         {
831                                 int y = 0, x = 0, i;
832                                 cave_type       *c_ptr;
833                                 monster_type    *m_ptr;
834
835                                 for (i = 0; i < 6; i++)
836                                 {
837                                         dir = randint0(8);
838                                         y = py + ddy_ddd[dir];
839                                         x = px + ddx_ddd[dir];
840                                         c_ptr = &cave[y][x];
841
842                                         /* Get the monster */
843                                         m_ptr = &m_list[c_ptr->m_idx];
844
845                                         /* Hack -- attack monsters */
846                                         if (c_ptr->m_idx)
847                                                 py_attack(y, x, 0);
848                                         else
849                                         {
850 #ifdef JP
851 msg_print("¹¶·â¤¬¶õ¤ò¤­¤Ã¤¿¡£");
852 #else
853                                                 msg_print("You attack the empty air.");
854 #endif
855                                         }
856                                 }
857                         }
858                         break;
859                 }
860                 case CLASS_MAGE:
861                 case CLASS_HIGH_MAGE:
862                 case CLASS_SORCERER:
863                 {
864                         if (racial_aux(25, 1, A_INT, 25))
865                         {
866                                 if (!eat_magic(p_ptr->lev * 2)) return FALSE;
867                         }
868                         break;
869                 }
870                 case CLASS_PRIEST:
871                 {
872                         if (is_good_realm(p_ptr->realm1))
873                         {
874                                 if (racial_aux(35, 70, A_WIS, 50))
875                                 {
876                                         if (!bless_weapon()) return FALSE;
877                                 }
878                         }
879                         else
880                         {
881                                 if (racial_aux(42, 40, A_WIS, 30))
882                                 {
883                                         (void)dispel_monsters(plev * 4);
884                                         turn_monsters(plev * 4);
885                                         banish_monsters(plev * 4);
886                                 }
887                         }
888                         break;
889                 }
890                 case CLASS_ROGUE:
891                 {
892                         if (racial_aux(8, 12, A_DEX, 14))
893                         {
894                                 int x, y;
895
896                                 if (!get_rep_dir(&dir, FALSE)) return FALSE;
897                                 y = py + ddy[dir];
898                                 x = px + ddx[dir];
899                                 if (cave[y][x].m_idx)
900                                 {
901                                         py_attack(y, x, 0);
902                                         if (randint0(p_ptr->skill_dis) < 7)
903 #ifdef JP
904 msg_print("¤¦¤Þ¤¯Æ¨¤²¤é¤ì¤Ê¤«¤Ã¤¿¡£");
905 #else
906                                                 msg_print("You are failed to run away.");
907 #endif
908                                         else teleport_player(30);
909                                 }
910                                 else
911                                 {
912 #ifdef JP
913 msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£");
914 #else
915                                         msg_print("You don't see any monster in this direction");
916 #endif
917
918                                         msg_print(NULL);
919                                 }
920                         }
921                         break;
922                 }
923                 case CLASS_RANGER:
924                 {
925                         if (racial_aux(15, 20, A_INT, 12))
926                         {
927 #ifdef JP
928 msg_print("Ũ¤òÄ´ºº¤·¤¿...");
929 #else
930                                 msg_print("You examine your foes...");
931 #endif
932
933                                 probing();
934                         }
935                         break;
936                 }
937                 case CLASS_PALADIN:
938                 {
939                         if (is_good_realm(p_ptr->realm1))
940                         {
941                                 if (racial_aux(30, 30, A_WIS, 20))
942                                 {
943                                         if (!get_aim_dir(&dir)) return FALSE;
944                                         fire_beam(GF_HOLY_FIRE, dir, plev * 3);
945                                 }
946                         }
947                         else
948                         {
949                                 if (racial_aux(30, 30, A_WIS, 20))
950                                 {
951                                         if (!get_aim_dir(&dir)) return FALSE;
952                                         fire_beam(GF_HELL_FIRE, dir, plev * 3);
953                                 }
954                         }
955                         break;
956                 }
957                 case CLASS_WARRIOR_MAGE:
958                 {
959                         if (command == -3)
960                         {
961                                 if (racial_aux(25, 0, A_INT, 10))
962                                 {
963                                         int gain_sp;
964                                         if ((gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev, 
965 #ifdef JP
966 "£È£Ð¤«¤é£Í£Ð¤Ø¤Î̵ËŤÊÊÑ´¹", -1)))
967 #else
968 "thoughtless convertion from HP to SP", -1)))
969 #endif
970                                         {
971                                                 p_ptr->csp += gain_sp / 5;
972                                                 if (p_ptr->csp > p_ptr->msp)
973                                                 {
974                                                         p_ptr->csp = p_ptr->msp;
975                                                         p_ptr->csp_frac = 0;
976                                                 }
977                                         }
978                                         else
979 #ifdef JP
980 msg_print("ÊÑ´¹¤Ë¼ºÇÔ¤·¤¿¡£");
981 #else
982                                 msg_print("You failed to convert.");
983 #endif
984                                 }
985                         }
986                         else if (command == -4)
987                         {
988                                 if (racial_aux(25, 0, A_INT, 10))
989                                 {
990                                         if (p_ptr->csp >= p_ptr->lev/5)
991                                         {
992                                                 p_ptr->csp -= p_ptr->lev / 5;
993                                                 hp_player(p_ptr->lev);
994                                         }
995                                         else
996 #ifdef JP
997 msg_print("ÊÑ´¹¤Ë¼ºÇÔ¤·¤¿¡£");
998 #else
999                                 msg_print("You failed to convert.");
1000 #endif
1001                                 }
1002                         }
1003                         break;
1004                 }
1005                 case CLASS_CHAOS_WARRIOR:
1006                 {
1007                         if (racial_aux(40, 50, A_INT, 25))
1008                         {
1009 #ifdef JP
1010 msg_print("ÊÕ¤ê¤òâˤó¤À...");
1011 #else
1012                                 msg_print("You glare nearby monsters...");
1013 #endif
1014                                 slow_monsters();
1015                                 stun_monsters(p_ptr->lev * 4);
1016                                 confuse_monsters(p_ptr->lev * 4);
1017                                 turn_monsters(p_ptr->lev * 4);
1018                                 stasis_monsters(p_ptr->lev * 4);
1019                         }
1020                         break;
1021                 }
1022                 case CLASS_MONK:
1023                 {
1024                         if (command == -3)
1025                         {
1026                                 if (empty_hands(TRUE) < 2)
1027                                 {
1028 #ifdef JP
1029 msg_print("ÁǼꤸ¤ã¤Ê¤¤¤È¤Ç¤­¤Þ¤»¤ó¡£");
1030 #else
1031                                         msg_print("You need to be bare hands.");
1032 #endif
1033                                         return FALSE;
1034                                 }
1035                                 if (racial_aux(25, 0, A_DEX, 0))
1036                                 {
1037                                         if (choose_kamae()) energy_use = 100;
1038                                         else energy_use = 0;
1039                                         p_ptr->update |= (PU_BONUS);
1040                                         p_ptr->redraw |= (PR_ARMOR);
1041                                 }
1042                         }
1043                         if (command == -4)
1044                         {
1045                                 if (empty_hands(TRUE) < 2)
1046                                 {
1047 #ifdef JP
1048 msg_print("ÁǼꤸ¤ã¤Ê¤¤¤È¤Ç¤­¤Þ¤»¤ó¡£");
1049 #else
1050                                         msg_print("You need to be bare hand.");
1051 #endif
1052                                         return FALSE;
1053                                 }
1054                                 if (racial_aux(30, 30, A_STR, 20))
1055                                 {
1056                                         int x, y;
1057
1058                                         if (!get_rep_dir(&dir, FALSE)) return FALSE;
1059                                         y = py + ddy[dir];
1060                                         x = px + ddx[dir];
1061                                         if (cave[y][x].m_idx)
1062                                         {
1063                                                 if (one_in_(2))
1064 #ifdef JP
1065 msg_print("¤¢¡¼¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¡ª¡ª¡ª");
1066 #else
1067 msg_print("Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!");
1068 #endif
1069                                                 else
1070 #ifdef JP
1071 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");
1072 #else
1073 msg_print("Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!");
1074 #endif
1075                                                 py_attack(y, x, 0);
1076                                                 if (cave[y][x].m_idx)
1077                                                 {
1078                                                         handle_stuff();
1079                                                         py_attack(y, x, 0);
1080                                                 }
1081                                                 p_ptr->energy_need += ENERGY_NEED();
1082                                         }
1083                                         else
1084                                         {
1085 #ifdef JP
1086 msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£");
1087 #else
1088                                                 msg_print("You don't see any monster in this direction");
1089 #endif
1090
1091                                                 msg_print(NULL);
1092                                         }
1093                                 }
1094                         }
1095                         break;
1096                 }
1097                 case CLASS_MINDCRAFTER:
1098                 case CLASS_FORCETRAINER:
1099                 {
1100                         if (total_friends)
1101                         {
1102 #ifdef JP
1103 msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£");
1104 #else
1105                                 msg_print("You need concentration on the pets now.");
1106 #endif
1107                                 return FALSE;
1108                         }
1109                         if (racial_aux(15, 0, A_WIS, 10))
1110                         {
1111 #ifdef JP
1112 msg_print("¾¯¤·Æ¬¤¬¥Ï¥Ã¥­¥ê¤·¤¿¡£");
1113 #else
1114                                 msg_print("You feel your head clear a little.");
1115 #endif
1116
1117                                 p_ptr->csp += (3 + p_ptr->lev/20);
1118                                 if (p_ptr->csp >= p_ptr->msp)
1119                                 {
1120                                         p_ptr->csp = p_ptr->msp;
1121                                         p_ptr->csp_frac = 0;
1122                                 }
1123                         }
1124                         break;
1125                 }
1126                 case CLASS_TOURIST:
1127                 {
1128                         if (command == -3)
1129                         {
1130                                 if (racial_aux(1, 0, A_DEX, 0))
1131                                 {
1132                                         if (!get_aim_dir(&dir)) return FALSE;
1133                                         project_length = 1;
1134                                         fire_beam(GF_PHOTO, dir, 1);
1135                                 }
1136                         }
1137                         else if (command == -4)
1138                         {
1139                                 if (racial_aux(25, 20, A_INT, 20))
1140                                 {
1141                                         if (!identify_fully(FALSE)) return FALSE;
1142                                 }
1143                         }
1144                         break;
1145                 }
1146                 case CLASS_IMITATOR:
1147                 {
1148                         if (racial_aux(30, 100, A_DEX, 30))
1149                         {
1150                                 handle_stuff();
1151                                 if (!do_cmd_mane(TRUE)) return FALSE;
1152                         }
1153                         break;
1154                 }
1155                 case CLASS_BEASTMASTER:
1156                 {
1157                         if (command == -3)
1158                         {
1159                                 if (racial_aux(1, (p_ptr->lev+3) / 4, A_CHR, 10))
1160                                 {
1161                                         if (!get_aim_dir(&dir)) return FALSE;
1162                                         (void)fire_ball_hide(GF_CONTROL_LIVING, dir, p_ptr->lev, 0);
1163                                 }
1164                                 break;
1165                         }
1166                         else if (command == -4)
1167                         {
1168                                 if (racial_aux(30, (p_ptr->lev+20) / 2, A_CHR, 10))
1169                                 {
1170                                         project_hack(GF_CONTROL_LIVING, p_ptr->lev);
1171                                 }
1172                                 break;
1173                         }
1174                 }
1175                 case CLASS_ARCHER:
1176                 {
1177                         if (racial_aux(1, 0, A_DEX, 0))
1178                         {
1179                                 if (!do_cmd_archer()) return FALSE;
1180                         }
1181                         break;
1182                 }
1183                 case CLASS_MAGIC_EATER:
1184                 {
1185                         if (racial_aux(1, 0, A_INT, 0))
1186                         {
1187                                 if (!gain_magic()) return FALSE;
1188                         }
1189                         break;
1190                 }
1191                 case CLASS_BARD:
1192                 {
1193                         if (racial_aux(1, 0, A_CHR, 0))
1194                         {
1195                                 stop_singing();
1196                                 energy_use = 10;
1197                                 return FALSE;
1198                         }
1199                         break;
1200                 }
1201                 case CLASS_RED_MAGE:
1202                 {
1203                         if (racial_aux(48, 20, A_INT, 0))
1204                         {
1205                                 handle_stuff();
1206                                 do_cmd_cast();
1207                                 handle_stuff();
1208                                 if (!p_ptr->paralyzed)
1209                                         do_cmd_cast();
1210                         }
1211                         break;
1212                 }
1213                 case CLASS_SAMURAI:
1214                 {
1215                         if (total_friends)
1216                         {
1217 #ifdef JP
1218 msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£");
1219 #else
1220 msg_print("You need concentration on the pets now.");
1221 #endif
1222                                 return FALSE;
1223                         }
1224                         if (command == -3)
1225                         {
1226                                 if (p_ptr->special_defense & KATA_MASK)
1227                                 {
1228 #ifdef JP
1229 msg_print("º£¤Ï¹½¤¨¤Ë½¸Ã椷¤Æ¤¤¤ë¡£");
1230 #else
1231                                         msg_print("You need concentration on your form.");
1232 #endif
1233                                         return FALSE;
1234                                 }
1235                                 if (racial_aux(1, 0, A_WIS, 0))
1236                                 {
1237                                         int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
1238 #ifdef JP
1239 msg_print("Àº¿À¤ò½¸Ã椷¤Æµ¤¹ç¤¤¤òί¤á¤¿¡£");
1240 #else
1241                                         msg_print("You concentrate to charge your power.");
1242 #endif
1243
1244                                         p_ptr->csp += p_ptr->msp / 2;
1245                                         if (p_ptr->csp >= max_csp)
1246                                         {
1247                                                 p_ptr->csp = max_csp;
1248                                                 p_ptr->csp_frac = 0;
1249                                         }
1250                                 }
1251                         }
1252                         if (command == -4)
1253                         {
1254                                 if (!buki_motteruka(INVEN_RARM))
1255                                 {
1256 #ifdef JP
1257 msg_print("Éð´ï¤ò»ý¤¿¤Ê¤¤¤È¤¤¤±¤Þ¤»¤ó¡£");
1258 #else
1259                                         msg_print("You need to wield a weapon.");
1260 #endif
1261                                         return FALSE;
1262                                 }
1263                                 if (racial_aux(25, 0, A_DEX, 0))
1264                                 {
1265                                         if (choose_kata()) energy_use = 100;
1266                                         else energy_use = 0;
1267                                         p_ptr->update |= (PU_BONUS);
1268                                         p_ptr->redraw |= (PR_ARMOR);
1269                                 }
1270                         }
1271                         break;
1272                 }
1273                 case CLASS_BLUE_MAGE:
1274                 {
1275                         if (racial_aux(1, 0, A_INT, 0))
1276                         {
1277                                 if (p_ptr->action == ACTION_LEARN)
1278                                 {
1279                                         set_action(ACTION_NONE);
1280                                 }
1281                                 else
1282                                 {
1283                                         set_action(ACTION_LEARN);
1284                                 }
1285                                 energy_use = 0;
1286                         }
1287                         break;
1288                 }
1289                 case CLASS_CAVALRY:
1290                 {
1291                         if (racial_aux(10, 0, A_STR, 10))
1292                         {
1293                                 char m_name[80];
1294                                 monster_type *m_ptr;
1295                                 monster_race *r_ptr;
1296                                 int rlev;
1297
1298                                 if (p_ptr->riding)
1299                                 {
1300 #ifdef JP
1301                                         msg_print("º£¤Ï¾èÇÏÃæ¤À¡£");
1302 #else
1303                                         msg_print("You ARE riding.");
1304 #endif
1305                                         return FALSE;
1306                                 }
1307                                 if (!do_riding(TRUE)) return TRUE;
1308                                 m_ptr = &m_list[p_ptr->riding];
1309                                 r_ptr = &r_info[m_ptr->r_idx];
1310                                 monster_desc(m_name, m_ptr, 0);
1311 #ifdef JP
1312                                 msg_format("%s¤Ë¾è¤Ã¤¿¡£",m_name);
1313 #else
1314                                 msg_format("You ride on %s.",m_name);
1315 #endif
1316                                 if (is_pet(m_ptr)) break;
1317                                 rlev = r_ptr->level;
1318                                 if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
1319                                 if (rlev > 60) rlev = 60+(rlev-60)/2;
1320                                 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)))
1321                                 {
1322 #ifdef JP
1323                                         msg_format("%s¤ò¼ê¤Ê¤º¤±¤¿¡£",m_name);
1324 #else
1325                                         msg_format("You tame %s.",m_name);
1326 #endif
1327                                         set_pet(m_ptr);
1328                                 }
1329                                 else
1330                                 {
1331 #ifdef JP
1332                                         msg_format("%s¤Ë¿¶¤êÍî¤È¤µ¤ì¤¿¡ª",m_name);
1333 #else
1334                                         msg_format("You have thrown off by %s.",m_name);
1335 #endif
1336                                         rakuba(1,TRUE);
1337                                 }
1338                         }
1339                         break;
1340                 }
1341                 case CLASS_BERSERKER:
1342                 {
1343                         if (command == -3)
1344                         {
1345                                 if (racial_aux(10, 10, A_DEX, 20))
1346                                 {
1347                                         if (!word_of_recall()) return FALSE;
1348                                 }
1349                         }
1350                         break;
1351                 }
1352                 case CLASS_SMITH:
1353                 {
1354                         if (racial_aux(5, 15, A_INT, 20))
1355                         {
1356                                 if (p_ptr->lev > 29)
1357                                 {
1358                                         if (!identify_fully(TRUE)) return FALSE;
1359                                 }
1360                                 else
1361                                 {
1362                                         if (!ident_spell(TRUE)) return FALSE;
1363                                 }
1364                         }
1365                         break;
1366                 }
1367                 case CLASS_MIRROR_MASTER:
1368                 {
1369                         if (command == -3)
1370                         {
1371                           if (racial_aux(1, 0, A_INT, 0)){
1372                             int x,y;
1373                               for( x=0 ; x < cur_wid ;x++){
1374                                 for( y=0 ; y < cur_hgt ;y++){
1375                                   if( is_mirror_grid(&cave[y][x])) {
1376                                     remove_mirror(y,x);
1377                                     project(0,2,y,x, p_ptr->lev /2 +5 ,GF_SHARDS,(PROJECT_GRID|PROJECT_ITEM|PROJECT_KILL|PROJECT_JUMP|PROJECT_NO_HANGEKI),-1);
1378                                   }
1379                                 }
1380                               }
1381                           }
1382                         }
1383                         else if (command == -4)
1384                         {
1385                           if (total_friends)
1386                           {
1387 #ifdef JP
1388 msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£");
1389 #else
1390                                 msg_print("You need concentration on the pets now.");
1391 #endif
1392                                   return FALSE;
1393                           }
1394                           if (racial_aux(30, 0, A_INT, 20)){
1395                                 if( is_mirror_grid(&cave[py][px]))
1396                                 {
1397 #ifdef JP
1398 msg_print("¾¯¤·Æ¬¤¬¥Ï¥Ã¥­¥ê¤·¤¿¡£");
1399 #else
1400                                         msg_print("You feel your head clear a little.");
1401 #endif
1402
1403                                         p_ptr->csp += ( 5 + (p_ptr->lev)*(p_ptr->lev)/100);
1404                                         if (p_ptr->csp >= p_ptr->msp)
1405                                         {
1406                                                 p_ptr->csp = p_ptr->msp;
1407                                                 p_ptr->csp_frac = 0;
1408                                         }
1409                                 }
1410                                 else {
1411 #ifdef JP
1412 msg_print("¶À¤Î¾å¤Ç¤Ê¤¤¤È½¸Ãæ¤Ç¤­¤Ê¤¤¡ª");
1413 #else
1414                                         msg_print("Here are not any mirrors!");
1415 #endif
1416
1417                                 }
1418                           }
1419                         }
1420                         break;
1421                 }
1422                 case CLASS_NINJA:
1423                 {
1424                         if (command == -3)
1425                         {
1426                                 if (racial_aux(20, 0, A_DEX, 0))
1427                                 {
1428                                         if (p_ptr->action == ACTION_HAYAGAKE) set_action(ACTION_NONE);
1429                                         else set_action(ACTION_HAYAGAKE);
1430                                         energy_use = 0;
1431                                 }
1432                         }
1433                         break;
1434                 }
1435                 }
1436         }
1437         else if (p_ptr->mimic_form)
1438         {
1439                 switch (p_ptr->mimic_form)
1440                 {
1441                 case MIMIC_DEMON:
1442                 case MIMIC_DEMON_LORD:
1443                         if (racial_aux(15, 10+p_ptr->lev/3, A_CON, 20))
1444                         {
1445                                 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1446                                 if (!get_aim_dir(&dir)) break;
1447 #ifdef JP
1448 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",((type == GF_NETHER) ? "ÃϹö" : "²Ð±ê"));
1449 #else
1450                                 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1451 #endif
1452
1453                                 fire_ball(type, dir, plev * 3,
1454                                     -(plev / 15) - 1);
1455                         }
1456                         break;
1457                 case MIMIC_VAMPIRE:
1458                         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
1459                         {
1460 #ifdef JP
1461                                 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤Ê¤¤¡£");
1462 #else
1463                                 msg_print("Something prevent you from attacking.");
1464 #endif
1465                                 return FALSE;
1466                         }
1467                         if (racial_aux(2, (1 + (plev / 3)), A_CON, 9))
1468                         {
1469                                 int y, x, dummy = 0;
1470                                 cave_type *c_ptr;
1471
1472                                 /* Only works on adjacent monsters */
1473                                 if (!get_rep_dir(&dir,FALSE)) break;   /* was get_aim_dir */
1474                                 y = py + ddy[dir];
1475                                 x = px + ddx[dir];
1476                                 c_ptr = &cave[y][x];
1477
1478                                 if (!c_ptr->m_idx)
1479                                 {
1480 #ifdef JP
1481 msg_print("²¿¤â¤Ê¤¤¾ì½ê¤Ë³ú¤ß¤Ä¤¤¤¿¡ª");
1482 #else
1483                                         msg_print("You bite into thin air!");
1484 #endif
1485
1486                                         break;
1487                                 }
1488
1489 #ifdef JP
1490 msg_print("¤¢¤Ê¤¿¤Ï¥Ë¥ä¥ê¤È¤·¤Æ²ç¤ò¤à¤¤¤¿...");
1491 #else
1492                                 msg_print("You grin and bare your fangs...");
1493 #endif
1494
1495                                 dummy = plev + randint1(plev) * MAX(1, plev / 10);   /* Dmg */
1496                                 if (drain_life(dir, dummy))
1497                                 {
1498                                         if (p_ptr->food < PY_FOOD_FULL)
1499                                                 /* No heal if we are "full" */
1500                                                 (void)hp_player(dummy);
1501                                         else
1502 #ifdef JP
1503 msg_print("¤¢¤Ê¤¿¤Ï¶õÊ¢¤Ç¤Ï¤¢¤ê¤Þ¤»¤ó¡£");
1504 #else
1505                                                 msg_print("You were not hungry.");
1506 #endif
1507
1508                                                 /* Gain nutritional sustenance: 150/hp drained */
1509                                                 /* A Food ration gives 5000 food points (by contrast) */
1510                                                 /* Don't ever get more than "Full" this way */
1511                                                 /* But if we ARE Gorged,  it won't cure us */
1512                                                 dummy = p_ptr->food + MIN(5000, 100 * dummy);
1513                                         if (p_ptr->food < PY_FOOD_MAX)   /* Not gorged already */
1514                                                 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
1515                                 }
1516                                 else
1517 #ifdef JP
1518 msg_print("¤²¤§¡£¤Ò¤É¤¤Ì£¤À¡£");
1519 #else
1520                                         msg_print("Yechh. That tastes foul.");
1521 #endif
1522
1523                         }
1524                         break;
1525                 }
1526
1527         }
1528
1529         else 
1530         {
1531
1532         switch (p_ptr->prace)
1533         {
1534                 case RACE_DWARF:
1535                         if (racial_aux(5, 5, A_WIS, 12))
1536                         {
1537 #ifdef JP
1538 msg_print("¼þ°Ï¤òÄ´¤Ù¤¿¡£");
1539 #else
1540                                 msg_print("You examine your surroundings.");
1541 #endif
1542
1543                                 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1544                                 (void)detect_doors(DETECT_RAD_DEFAULT);
1545                                 (void)detect_stairs(DETECT_RAD_DEFAULT);
1546                         }
1547                         break;
1548
1549                 case RACE_HOBBIT:
1550                         if (racial_aux(15, 10, A_INT, 10))
1551                         {
1552                                 object_type *q_ptr;
1553                                 object_type forge;
1554
1555                                 /* Get local object */
1556                                 q_ptr = &forge;
1557
1558                                 /* Create the food ration */
1559                                 object_prep(q_ptr, 21);
1560
1561                                 /* Drop the object from heaven */
1562                                 (void)drop_near(q_ptr, -1, py, px);
1563 #ifdef JP
1564 msg_print("¿©»ö¤òÎÁÍý¤·¤Æºî¤Ã¤¿¡£");
1565 #else
1566                                 msg_print("You cook some food.");
1567 #endif
1568
1569                         }
1570                         break;
1571
1572                 case RACE_GNOME:
1573                         if (racial_aux(5, 5, A_INT, 12))
1574                         {
1575 #ifdef JP
1576 msg_print("¥Ñ¥Ã¡ª");
1577 #else
1578                                 msg_print("Blink!");
1579 #endif
1580
1581                                 teleport_player(10);
1582                         }
1583                         break;
1584
1585                 case RACE_HALF_ORC:
1586                         if (racial_aux(3, 5, A_WIS,
1587                             ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? 5 : 10)))
1588                         {
1589 #ifdef JP
1590 msg_print("ͦµ¤¤ò½Ð¤·¤¿¡£");
1591 #else
1592                                 msg_print("You play tough.");
1593 #endif
1594
1595                                 (void)set_afraid(0);
1596                         }
1597                         break;
1598
1599                 case RACE_HALF_TROLL:
1600                         if (racial_aux(10, 12, A_STR,
1601                             ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? 6 : 12)))
1602                         {
1603 #ifdef JP
1604 msg_print("¤¦¤¬¤¡¤¡¡ª");
1605 #else
1606                                 msg_print("RAAAGH!");
1607 #endif
1608
1609                                 (void)set_afraid(0);
1610
1611                                 (void)set_shero(10 + randint1(plev), FALSE);
1612                                 (void)hp_player(30);
1613                         }
1614                         break;
1615
1616                 case RACE_AMBERITE:
1617                         if (command == -2)
1618                         {
1619                                 if (racial_aux(40, 75, A_WIS, 50))
1620                                 {
1621 #ifdef JP
1622 msg_print("¤¢¤Ê¤¿¤Ï¡Ö¥Ñ¥¿¡¼¥ó¡×¤ò¿´¤ËÉÁ¤¤¤Æ¤½¤Î¾å¤òÊ⤤¤¿...");
1623 #else
1624                                         msg_print("You picture the Pattern in your mind and walk it...");
1625 #endif
1626
1627                                         (void)set_poisoned(0);
1628                                         (void)set_image(0);
1629                                         (void)set_stun(0);
1630                                         (void)set_cut(0);
1631                                         (void)set_blind(0);
1632                                         (void)set_afraid(0);
1633                                         (void)do_res_stat(A_STR);
1634                                         (void)do_res_stat(A_INT);
1635                                         (void)do_res_stat(A_WIS);
1636                                         (void)do_res_stat(A_DEX);
1637                                         (void)do_res_stat(A_CON);
1638                                         (void)do_res_stat(A_CHR);
1639                                         (void)restore_level();
1640                                 }
1641                         }
1642
1643                         else if (command == -1)
1644                         {
1645                                 if (racial_aux(30, 50, A_INT, 50))
1646                                 {
1647                                         /* No effect in arena or quest */
1648                                         if (p_ptr->inside_arena || p_ptr->inside_quest)
1649                                         {
1650 #ifdef JP
1651 msg_print("¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£");
1652 #else
1653                                                 msg_print("There is no effect.");
1654 #endif
1655
1656                                         }
1657                                         else
1658                                         {
1659 #ifdef JP
1660 msg_print("¤¢¤Ê¤¿¤ÏÊ⤭¼þ¤ê»Ï¤á¤¿¡£¼þ°Ï¤¬ÊѲ½¤·¤Æ¤¤¤ë¡£");
1661 #else
1662                                                 msg_print("You start walking around. Your surroundings change.");
1663 #endif
1664
1665
1666                                                 if (autosave_l) do_cmd_save_game(TRUE);
1667
1668                                                 /* Leaving */
1669                                                 p_ptr->leaving = TRUE;
1670                                         }
1671                                 }
1672                         }
1673                         break;
1674
1675                 case RACE_BARBARIAN:
1676                         if (racial_aux(8, 10, A_STR, ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? 6 : 12)))
1677                         {
1678 #ifdef JP
1679 msg_print("¤¦¤©¤©¤ª¤ª¡ª");
1680 #else
1681                                 msg_print("Raaagh!");
1682 #endif
1683
1684                                 (void)set_afraid(0);
1685
1686                                 (void)set_shero(10 + randint1(plev), FALSE);
1687                                 (void)hp_player(30);
1688                         }
1689                         break;
1690
1691                 case RACE_HALF_OGRE:
1692                         if (racial_aux(25, 35, A_INT, 15))
1693                         {
1694 #ifdef JP
1695 msg_print("Çúȯ¤Î¥ë¡¼¥ó¤ò¿µ½Å¤Ë»Å³Ý¤±¤¿...");
1696 #else
1697                                 msg_print("You carefully set an explosive rune...");
1698 #endif
1699
1700                                 explosive_rune();
1701                         }
1702                         break;
1703
1704                 case RACE_HALF_GIANT:
1705                         if (racial_aux(20, 10, A_STR, 12))
1706                         {
1707                                 if (!get_aim_dir(&dir)) break;
1708 #ifdef JP
1709 msg_print("ÀФÎÊɤò᤭¤Ä¤±¤¿¡£");
1710 #else
1711                                 msg_print("You bash at a stone wall.");
1712 #endif
1713
1714                                 (void)wall_to_mud(dir);
1715                         }
1716                         break;
1717
1718                 case RACE_HALF_TITAN:
1719                         if (racial_aux(15, 10, A_INT, 12))
1720                         {
1721 #ifdef JP
1722 msg_print("Ũ¤òÄ´ºº¤·¤¿...");
1723 #else
1724                                 msg_print("You examine your foes...");
1725 #endif
1726
1727                                 probing();
1728                         }
1729                         break;
1730
1731                 case RACE_CYCLOPS:
1732                         if (racial_aux(20, 15, A_STR, 12))
1733                         {
1734                                 if (!get_aim_dir(&dir)) break;
1735 #ifdef JP
1736 msg_print("µðÂç¤Ê´ä¤òÅꤲ¤¿¡£");
1737 #else
1738                                 msg_print("You throw a huge boulder.");
1739 #endif
1740
1741                                 fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
1742                         }
1743                         break;
1744
1745                 case RACE_YEEK:
1746                         if (racial_aux(15, 15, A_WIS, 10))
1747                         {
1748                                 if (!get_aim_dir(&dir)) break;
1749 #ifdef JP
1750 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¶«¤ÓÀ¼¤ò¾å¤²¤¿¡ª");
1751 #else
1752                                 msg_print("You make a horrible scream!");
1753 #endif
1754
1755                                 (void)fear_monster(dir, plev);
1756                         }
1757                         break;
1758
1759                 case RACE_KLACKON:
1760                         if (racial_aux(9, 9, A_DEX, 14))
1761                         {
1762                                 if (!get_aim_dir(&dir)) break;
1763 #ifdef JP
1764 msg_print("»À¤òÅǤ¤¤¿¡£");
1765 #else
1766                                 msg_print("You spit acid.");
1767 #endif
1768
1769                                 if (plev < 25)
1770                                         fire_bolt(GF_ACID, dir, plev);
1771                                 else
1772                                         fire_ball(GF_ACID, dir, plev, 2);
1773                         }
1774                         break;
1775
1776                 case RACE_KOBOLD:
1777                         if (racial_aux(12, 8, A_DEX, 14))
1778                         {
1779                                 if(!get_aim_dir(&dir)) break;
1780 #ifdef JP
1781 msg_print("ÆǤΥÀ¡¼¥Ä¤òÅꤲ¤¿¡£");
1782 #else
1783                                 msg_print("You throw a dart of poison.");
1784 #endif
1785
1786                                 fire_bolt(GF_POIS, dir, plev);
1787                         }
1788                         break;
1789
1790                 case RACE_NIBELUNG:
1791                         if (racial_aux(10, 5, A_WIS, 10))
1792                         {
1793 #ifdef JP
1794 msg_print("¼þ°Ï¤òÄ´ºº¤·¤¿¡£");
1795 #else
1796                                 msg_print("You examine your surroundings.");
1797 #endif
1798
1799                                 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1800                                 (void)detect_doors(DETECT_RAD_DEFAULT);
1801                                 (void)detect_stairs(DETECT_RAD_DEFAULT);
1802                         }
1803                         break;
1804
1805                 case RACE_DARK_ELF:
1806                         if (racial_aux(2, 2, A_INT, 9))
1807                         {
1808                                 if (!get_aim_dir(&dir)) break;
1809 #ifdef JP
1810 msg_print("¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤òÊü¤Ã¤¿¡£");
1811 #else
1812                                 msg_print("You cast a magic missile.");
1813 #endif
1814
1815                                 fire_bolt_or_beam(10, GF_MISSILE, dir,
1816                                     damroll(3 + ((plev - 1) / 5), 4));
1817                         }
1818                         break;
1819
1820                 case RACE_DRACONIAN:
1821                         if (racial_aux(1, plev, A_CON, 12))
1822                         {
1823                                 int  Type = (one_in_(3) ? GF_COLD : GF_FIRE);
1824 #ifdef JP
1825 cptr Type_desc = ((Type == GF_COLD) ? "Î䵤" : "±ê");
1826 #else
1827                                 cptr Type_desc = ((Type == GF_COLD) ? "cold" : "fire");
1828 #endif
1829
1830
1831                                 if (randint1(100) < plev)
1832                                 {
1833                                         switch (p_ptr->pclass)
1834                                         {
1835                                                 case CLASS_WARRIOR:
1836                                                 case CLASS_BERSERKER:
1837                                                 case CLASS_RANGER:
1838                                                 case CLASS_TOURIST:
1839                                                 case CLASS_IMITATOR:
1840                                                 case CLASS_ARCHER:
1841                                                 case CLASS_SMITH:
1842                                                         if (one_in_(3))
1843                                                         {
1844                                                                 Type = GF_MISSILE;
1845 #ifdef JP
1846 Type_desc = "¥¨¥ì¥á¥ó¥È";
1847 #else
1848                                                                 Type_desc = "the elements";
1849 #endif
1850
1851                                                         }
1852                                                         else
1853                                                         {
1854                                                                 Type = GF_SHARDS;
1855 #ifdef JP
1856 Type_desc = "ÇËÊÒ";
1857 #else
1858                                                                 Type_desc = "shards";
1859 #endif
1860
1861                                                         }
1862                                                         break;
1863                                                 case CLASS_MAGE:
1864                                                 case CLASS_WARRIOR_MAGE:
1865                                                 case CLASS_HIGH_MAGE:
1866                                                 case CLASS_SORCERER:
1867                                                 case CLASS_MAGIC_EATER:
1868                                                 case CLASS_RED_MAGE:
1869                                                 case CLASS_BLUE_MAGE:
1870                                                 case CLASS_MIRROR_MASTER:
1871                                                         if (one_in_(3))
1872                                                         {
1873                                                                 Type = GF_MANA;
1874 #ifdef JP
1875 Type_desc = "ËâÎÏ";
1876 #else
1877                                                                 Type_desc = "mana";
1878 #endif
1879
1880                                                         }
1881                                                         else
1882                                                         {
1883                                                                 Type = GF_DISENCHANT;
1884 #ifdef JP
1885 Type_desc = "Îô²½";
1886 #else
1887                                                                 Type_desc = "disenchantment";
1888 #endif
1889
1890                                                         }
1891                                                         break;
1892                                                 case CLASS_CHAOS_WARRIOR:
1893                                                         if (!one_in_(3))
1894                                                         {
1895                                                                 Type = GF_CONFUSION;
1896 #ifdef JP
1897 Type_desc = "º®Íð";
1898 #else
1899                                                                 Type_desc = "confusion";
1900 #endif
1901
1902                                                         }
1903                                                         else
1904                                                         {
1905                                                                 Type = GF_CHAOS;
1906 #ifdef JP
1907 Type_desc = "¥«¥ª¥¹";
1908 #else
1909                                                                 Type_desc = "chaos";
1910 #endif
1911
1912                                                         }
1913                                                         break;
1914                                                 case CLASS_MONK:
1915                                                 case CLASS_SAMURAI:
1916                                                 case CLASS_FORCETRAINER:
1917                                                         if (!one_in_(3))
1918                                                         {
1919                                                                 Type = GF_CONFUSION;
1920 #ifdef JP
1921 Type_desc = "º®Íð";
1922 #else
1923                                                                 Type_desc = "confusion";
1924 #endif
1925
1926                                                         }
1927                                                         else
1928                                                         {
1929                                                                 Type = GF_SOUND;
1930 #ifdef JP
1931 Type_desc = "¹ì²»";
1932 #else
1933                                                                 Type_desc = "sound";
1934 #endif
1935
1936                                                         }
1937                                                         break;
1938                                                 case CLASS_MINDCRAFTER:
1939                                                         if (!one_in_(3))
1940                                                         {
1941                                                                 Type = GF_CONFUSION;
1942 #ifdef JP
1943 Type_desc = "º®Íð";
1944 #else
1945                                                                 Type_desc = "confusion";
1946 #endif
1947
1948                                                         }
1949                                                         else
1950                                                         {
1951                                                                 Type = GF_PSI;
1952 #ifdef JP
1953 Type_desc = "Àº¿À¥¨¥Í¥ë¥®¡¼";
1954 #else
1955                                                                 Type_desc = "mental energy";
1956 #endif
1957
1958                                                         }
1959                                                         break;
1960                                                 case CLASS_PRIEST:
1961                                                 case CLASS_PALADIN:
1962                                                         if (one_in_(3))
1963                                                         {
1964                                                                 Type = GF_HELL_FIRE;
1965 #ifdef JP
1966 Type_desc = "ÃϹö¤Î¹å²Ð";
1967 #else
1968                                                                 Type_desc = "hellfire";
1969 #endif
1970
1971                                                         }
1972                                                         else
1973                                                         {
1974                                                                 Type = GF_HOLY_FIRE;
1975 #ifdef JP
1976 Type_desc = "À»¤Ê¤ë±ê";
1977 #else
1978                                                                 Type_desc = "holy fire";
1979 #endif
1980
1981                                                         }
1982                                                         break;
1983                                                 case CLASS_ROGUE:
1984                                                 case CLASS_NINJA:
1985                                                         if (one_in_(3))
1986                                                         {
1987                                                                 Type = GF_DARK;
1988 #ifdef JP
1989 Type_desc = "°Å¹õ";
1990 #else
1991                                                                 Type_desc = "darkness";
1992 #endif
1993
1994                                                         }
1995                                                         else
1996                                                         {
1997                                                                 Type = GF_POIS;
1998 #ifdef JP
1999 Type_desc = "ÆÇ";
2000 #else
2001                                                                 Type_desc = "poison";
2002 #endif
2003
2004                                                         }
2005                                                         break;
2006                                                 case CLASS_BARD:
2007                                                         if (!one_in_(3))
2008                                                         {
2009                                                                 Type = GF_SOUND;
2010 #ifdef JP
2011 Type_desc = "¹ì²»";
2012 #else
2013                                                                 Type_desc = "sound";
2014 #endif
2015
2016                                                         }
2017                                                         else
2018                                                         {
2019                                                                 Type = GF_CONFUSION;
2020 #ifdef JP
2021 Type_desc = "º®Íð";
2022 #else
2023                                                                 Type_desc = "confusion";
2024 #endif
2025
2026                                                         }
2027                                                         break;
2028                                         }
2029                                 }
2030
2031                                 if (!get_aim_dir(&dir)) break;
2032 #ifdef JP
2033 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", Type_desc);
2034 #else
2035                                 msg_format("You breathe %s.", Type_desc);
2036 #endif
2037
2038                                 fire_ball(Type, dir, plev * 2,
2039                                     -(plev / 15) - 1);
2040                         }
2041                         break;
2042
2043                 case RACE_MIND_FLAYER:
2044                         if (racial_aux(15, 12, A_INT, 14))
2045                         {
2046                                 if (!get_aim_dir(&dir)) break;
2047                                 else
2048                                 {
2049 #ifdef JP
2050 msg_print("¤¢¤Ê¤¿¤Ï½¸Ã椷¡¢Ìܤ¬ÀÖ¤¯µ±¤¤¤¿...");
2051 #else
2052                                         msg_print("You concentrate and your eyes glow red...");
2053 #endif
2054
2055                                         fire_bolt(GF_PSI, dir, plev);
2056                                 }
2057                         }
2058                         break;
2059
2060                 case RACE_IMP:
2061                         if (racial_aux(9, 15, A_WIS, 15))
2062                         {
2063                                 if (!get_aim_dir(&dir)) break;
2064                                 if (plev >= 30)
2065                                 {
2066 #ifdef JP
2067 msg_print("¥Õ¥¡¥¤¥¢¡¼¥Ü¡¼¥ë¤òÊü¤Ã¤¿¡£");
2068 #else
2069                                         msg_print("You cast a ball of fire.");
2070 #endif
2071
2072                                         fire_ball(GF_FIRE, dir, plev, 2);
2073                                 }
2074                                 else
2075                                 {
2076 #ifdef JP
2077 msg_print("¥Õ¥¡¥¤¥¢¡¼¥Ü¥ë¥È¤òÊü¤Ã¤¿¡£");
2078 #else
2079                                         msg_print("You cast a bolt of fire.");
2080 #endif
2081
2082                                         fire_bolt(GF_FIRE, dir, plev);
2083                                 }
2084                         }
2085                         break;
2086
2087                 case RACE_GOLEM:
2088                         if (racial_aux(20, 15, A_CON, 8))
2089                         {
2090                                 (void)set_shield(randint1(20) + 30, FALSE);
2091                         }
2092                         break;
2093
2094                 case RACE_SKELETON:
2095                 case RACE_ZOMBIE:
2096                         if (racial_aux(30, 30, A_WIS, 18))
2097                         {
2098 #ifdef JP
2099 msg_print("¤¢¤Ê¤¿¤Ï¼º¤Ã¤¿¥¨¥Í¥ë¥®¡¼¤ò¼è¤êÌ᤽¤¦¤È»î¤ß¤¿¡£");
2100 #else
2101                                 msg_print("You attempt to restore your lost energies.");
2102 #endif
2103
2104                                 (void)restore_level();
2105                         }
2106                         break;
2107
2108                 case RACE_VAMPIRE:
2109                         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
2110                         {
2111 #ifdef JP
2112                                 msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤Ê¤¤¡£");
2113 #else
2114                                 msg_print("Something prevent you from attacking.");
2115 #endif
2116                                 return FALSE;
2117                         }
2118                         if (racial_aux(2, (1 + (plev / 3)), A_CON, 9))
2119                         {
2120                                 int y, x, dummy = 0;
2121                                 cave_type *c_ptr;
2122
2123                                 /* Only works on adjacent monsters */
2124                                 if (!get_rep_dir(&dir,FALSE)) break;   /* was get_aim_dir */
2125                                 y = py + ddy[dir];
2126                                 x = px + ddx[dir];
2127                                 c_ptr = &cave[y][x];
2128
2129                                 if (!c_ptr->m_idx)
2130                                 {
2131 #ifdef JP
2132 msg_print("²¿¤â¤Ê¤¤¾ì½ê¤Ë³ú¤ß¤Ä¤¤¤¿¡ª");
2133 #else
2134                                         msg_print("You bite into thin air!");
2135 #endif
2136
2137                                         break;
2138                                 }
2139
2140 #ifdef JP
2141 msg_print("¤¢¤Ê¤¿¤Ï¥Ë¥ä¥ê¤È¤·¤Æ²ç¤ò¤à¤¤¤¿...");
2142 #else
2143                                 msg_print("You grin and bare your fangs...");
2144 #endif
2145
2146                                 dummy = plev + randint1(plev) * MAX(1, plev / 10);   /* Dmg */
2147                                 if (drain_life(dir, dummy))
2148                                 {
2149                                         if (p_ptr->food < PY_FOOD_FULL)
2150                                                 /* No heal if we are "full" */
2151                                                 (void)hp_player(dummy);
2152                                         else
2153 #ifdef JP
2154 msg_print("¤¢¤Ê¤¿¤Ï¶õÊ¢¤Ç¤Ï¤¢¤ê¤Þ¤»¤ó¡£");
2155 #else
2156                                                 msg_print("You were not hungry.");
2157 #endif
2158
2159                                                 /* Gain nutritional sustenance: 150/hp drained */
2160                                                 /* A Food ration gives 5000 food points (by contrast) */
2161                                                 /* Don't ever get more than "Full" this way */
2162                                                 /* But if we ARE Gorged,  it won't cure us */
2163                                                 dummy = p_ptr->food + MIN(5000, 100 * dummy);
2164                                         if (p_ptr->food < PY_FOOD_MAX)   /* Not gorged already */
2165                                                 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
2166                                 }
2167                                 else
2168 #ifdef JP
2169 msg_print("¤²¤§¡£¤Ò¤É¤¤Ì£¤À¡£");
2170 #else
2171                                         msg_print("Yechh. That tastes foul.");
2172 #endif
2173
2174                         }
2175                         break;
2176
2177                 case RACE_SPECTRE:
2178                         if (racial_aux(4, 6, A_INT, 3))
2179                         {
2180 #ifdef JP
2181 msg_print("¤¢¤Ê¤¿¤Ï¤ª¤É¤í¤ª¤É¤í¤·¤¤¶«¤ÓÀ¼¤ò¤¢¤²¤¿¡ª");
2182 #else
2183                                 msg_print("You emit an eldritch howl!");
2184 #endif
2185
2186                                 if (!get_aim_dir(&dir)) break;
2187                                 (void)fear_monster(dir, plev);
2188                         }
2189                         break;
2190
2191                 case RACE_SPRITE:
2192                         if (racial_aux(12, 12, A_INT, 15))
2193                         {
2194 #ifdef JP
2195 msg_print("¤¢¤Ê¤¿¤ÏËâË¡¤ÎÊ´¤òÅꤲ¤Ä¤±¤¿...");
2196 #else
2197                                 msg_print("You throw some magic dust...");
2198 #endif
2199
2200                                 if (plev < 25)
2201                                         sleep_monsters_touch();
2202                                 else
2203                                         (void)sleep_monsters();
2204                         }
2205                         break;
2206
2207                 case RACE_DEMON:
2208                         if (racial_aux(15, 10+p_ptr->lev/3, A_CON, 20))
2209                         {
2210                                 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
2211                                 if (!get_aim_dir(&dir)) break;
2212 #ifdef JP
2213 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",((type == GF_NETHER) ? "ÃϹö" : "²Ð±ê"));
2214 #else
2215                                 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
2216 #endif
2217
2218                                 fire_ball(type, dir, plev * 3,
2219                                     -(plev / 15) - 1);
2220                         }
2221                         break;
2222
2223                 case RACE_KUTA:
2224                         if (racial_aux(20, 15, A_CHR, 8))
2225                         {
2226                                 (void)set_tsubureru(randint1(20) + 30, FALSE);
2227                         }
2228                         break;
2229
2230                 case RACE_ANDROID:
2231                         if (plev < 10)
2232                         {
2233                                 if (racial_aux(1, 7, A_STR, 8))
2234                                 {
2235                                         if (!get_aim_dir(&dir)) return FALSE;
2236 #ifdef JP
2237                                         msg_print("¥ì¥¤¥¬¥ó¤òȯ¼Í¤·¤¿¡£");
2238 #else
2239                                         msg_print("You fire your ray gun.");
2240 #endif
2241                                         fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
2242                                 }
2243                         }
2244                         else if (plev < 25)
2245                         {
2246                                 if (racial_aux(10, 13, A_STR, 10))
2247                                 {
2248                                         if (!get_aim_dir(&dir)) return FALSE;
2249 #ifdef JP
2250                                         msg_print("¥Ö¥é¥¹¥¿¡¼¤òȯ¼Í¤·¤¿¡£");
2251 #else
2252                                         msg_print("You fire your blaster.");
2253 #endif
2254                                         fire_bolt(GF_MISSILE, dir, plev);
2255                                 }
2256                         }
2257                         else if (plev < 35)
2258                         {
2259                                 if (racial_aux(25, 26, A_STR, 12))
2260                                 {
2261                                         if (!get_aim_dir(&dir)) return FALSE;
2262 #ifdef JP
2263                                         msg_print("¥Ð¥º¡¼¥«¤òȯ¼Í¤·¤¿¡£");
2264 #else
2265                                         msg_print("You fire your bazooka.");
2266 #endif
2267                                         fire_ball(GF_MISSILE, dir, plev * 2, 2);
2268                                 }
2269                         }
2270                         else if (plev < 45)
2271                         {
2272                                 if (racial_aux(35, 40, A_STR, 15))
2273                                 {
2274                                         if (!get_aim_dir(&dir)) return FALSE;
2275 #ifdef JP
2276                                         msg_print("¥Ó¡¼¥à¥­¥ã¥Î¥ó¤òȯ¼Í¤·¤¿¡£");
2277 #else
2278                                         msg_print("You fire a beam cannon.");
2279 #endif
2280                                         fire_beam(GF_MISSILE, dir, plev * 2);
2281                                 }
2282                         }
2283                         else
2284                         {
2285                                 if (racial_aux(45, 60, A_STR, 18))
2286                                 {
2287                                         if (!get_aim_dir(&dir)) return FALSE;
2288 #ifdef JP
2289                                         msg_print("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡£");
2290 #else
2291                                         msg_print("You fire a rocket.");
2292 #endif
2293                                         fire_ball(GF_ROCKET, dir, plev * 5, 2);
2294                                 }
2295                         }
2296                         break;
2297
2298                 default:
2299 #ifdef JP
2300 msg_print("¤³¤Î¼ï²¤ÏÆüì¤ÊǽÎϤò»ý¤Ã¤Æ¤¤¤Þ¤»¤ó¡£");
2301 #else
2302                         msg_print("This race has no bonus power.");
2303 #endif
2304
2305                         energy_use = 0;
2306         }
2307         }
2308         return TRUE;
2309 }
2310
2311
2312 typedef struct power_desc_type power_desc_type;
2313
2314 struct power_desc_type
2315 {
2316         char name[40];
2317         int  level;
2318         int  cost;
2319         int  fail;
2320         int  number;
2321 };
2322
2323
2324 /*
2325  * Allow user to choose a power (racial / mutation) to activate
2326  */
2327 void do_cmd_racial_power(void)
2328 {
2329         power_desc_type power_desc[36];
2330         int             num, i = 0;
2331         int             ask = TRUE;
2332         int             lvl = p_ptr->lev;
2333         bool            flag, redraw;
2334         bool            warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
2335         char            choice;
2336         char            out_val[160];
2337         int menu_line = (use_menu ? 1 : 0);
2338
2339
2340         for (num = 0; num < 36; num++)
2341         {
2342                 strcpy(power_desc[num].name, "");
2343                 power_desc[num].number = 0;
2344         }
2345
2346         num = 0;
2347
2348         if (p_ptr->confused)
2349         {
2350 #ifdef JP
2351 msg_print("º®Í𤷤Ƥ¤¤ÆÆüìǽÎϤò»È¤¨¤Þ¤»¤ó¡ª");
2352 #else
2353                 msg_print("You are too confused to use any powers!");
2354 #endif
2355
2356                 energy_use = 0;
2357                 return;
2358         }
2359
2360         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
2361         {
2362                 set_action(ACTION_NONE);
2363         }
2364
2365         switch (p_ptr->pclass)
2366         {
2367         case CLASS_WARRIOR:
2368         {
2369 #ifdef JP
2370 strcpy(power_desc[num].name, "·õ¤ÎÉñ¤¤");
2371 #else
2372                 strcpy(power_desc[num].name, "Sword Dancing");
2373 #endif
2374
2375                 power_desc[num].level = 40;
2376                 power_desc[num].cost = 75;
2377                 power_desc[num].fail = 100 - racial_chance(40, A_DEX, 35);
2378                 power_desc[num++].number = -3;
2379                 break;
2380         }
2381         case CLASS_MAGE:
2382         case CLASS_HIGH_MAGE:
2383         case CLASS_SORCERER:
2384         {
2385 #ifdef JP
2386 strcpy(power_desc[num].name, "ËâÎÏ¿©¤¤");
2387 #else
2388                 strcpy(power_desc[num].name, "Eat Magic");
2389 #endif
2390
2391                 power_desc[num].level = 25;
2392                 power_desc[num].cost = 1;
2393                 power_desc[num].fail = 100 - racial_chance(25, A_INT, 25);
2394                 power_desc[num++].number = -3;
2395                 break;
2396         }
2397         case CLASS_PRIEST:
2398         {
2399                 if (is_good_realm(p_ptr->realm1))
2400                 {
2401 #ifdef JP
2402 strcpy(power_desc[num].name, "Éð´ï½ËÊ¡");
2403 #else
2404                         strcpy(power_desc[num].name, "Bless Weapon");
2405 #endif
2406
2407                         power_desc[num].level = 35;
2408                         power_desc[num].cost = 70;
2409                         power_desc[num].fail = 100 - racial_chance(35, A_WIS, 50);
2410                         power_desc[num++].number = -3;
2411                 }
2412                 else
2413                 {
2414 #ifdef JP
2415 strcpy(power_desc[num].name, "¾¤º²");
2416 #else
2417                         strcpy(power_desc[num].name, "Evocation");
2418 #endif
2419
2420                         power_desc[num].level = 42;
2421                         power_desc[num].cost = 40;
2422                         power_desc[num].fail = 100 - racial_chance(42, A_WIS, 35);
2423                         power_desc[num++].number = -3;
2424                 }
2425                 break;
2426         }
2427         case CLASS_ROGUE:
2428         {
2429 #ifdef JP
2430 strcpy(power_desc[num].name, "¥Ò¥Ã¥È¡õ¥¢¥¦¥§¥¤");
2431 #else
2432                 strcpy(power_desc[num].name, "Hit and Away");
2433 #endif
2434
2435                 power_desc[num].level = 8;
2436                 power_desc[num].cost = 12;
2437                 power_desc[num].fail = 100 - racial_chance(8, A_DEX, 14);
2438                 power_desc[num++].number = -3;
2439                 break;
2440         }
2441         case CLASS_RANGER:
2442         {
2443 #ifdef JP
2444 strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼Ä´ºº");
2445 #else
2446                 strcpy(power_desc[num].name, "Probe Monster");
2447 #endif
2448
2449                 power_desc[num].level = 15;
2450                 power_desc[num].cost = 20;
2451                 power_desc[num].fail = 100 - racial_chance(15, A_INT, 12);
2452                 power_desc[num++].number = -3;
2453                 break;
2454         }
2455         case CLASS_PALADIN:
2456         {
2457                 if (is_good_realm(p_ptr->realm1))
2458                 {
2459 #ifdef JP
2460 strcpy(power_desc[num].name, "¥Û¡¼¥ê¡¼¡¦¥é¥ó¥¹");
2461 #else
2462                         strcpy(power_desc[num].name, "Holy Lance");
2463 #endif
2464
2465                         power_desc[num].level = 30;
2466                         power_desc[num].cost = 30;
2467                         power_desc[num].fail = 100 - racial_chance(30, A_WIS, 30);
2468                         power_desc[num++].number = -3;
2469                 }
2470                 else
2471                 {
2472 #ifdef JP
2473 strcpy(power_desc[num].name, "¥Ø¥ë¡¦¥é¥ó¥¹");
2474 #else
2475                         strcpy(power_desc[num].name, "Hell Lance");
2476 #endif
2477
2478                         power_desc[num].level = 30;
2479                         power_desc[num].cost = 30;
2480                         power_desc[num].fail = 100 - racial_chance(30, A_WIS, 30);
2481                         power_desc[num++].number = -3;
2482                 }
2483                 break;
2484         }
2485         case CLASS_WARRIOR_MAGE:
2486         {
2487 #ifdef JP
2488 strcpy(power_desc[num].name, "ÊÑ´¹: £È£Ð¢ª£Í£Ð");
2489 #else
2490                 strcpy(power_desc[num].name, "Convert HP to SP");
2491 #endif
2492
2493                 power_desc[num].level = 25;
2494                 power_desc[num].cost = 0;
2495                 power_desc[num].fail = 100 - racial_chance(25, A_INT, 10);
2496                 power_desc[num++].number = -3;
2497 #ifdef JP
2498 strcpy(power_desc[num].name, "ÊÑ´¹: £Í£Ð¢ª£È£Ð");
2499 #else
2500                 strcpy(power_desc[num].name, "Convert SP to HP");
2501 #endif
2502
2503                 power_desc[num].level = 25;
2504                 power_desc[num].cost = 0;
2505                 power_desc[num].fail = 100 - racial_chance(25, A_INT, 10);
2506                 power_desc[num++].number = -4;
2507                 break;
2508         }
2509         case CLASS_CHAOS_WARRIOR:
2510         {
2511 #ifdef JP
2512 strcpy(power_desc[num].name, "¸¸ÏǤθ÷");
2513 #else
2514                 strcpy(power_desc[num].name, "Confusing Light");
2515 #endif
2516
2517                 power_desc[num].level = 40;
2518                 power_desc[num].cost = 50;
2519                 power_desc[num].fail = 100 - racial_chance(40, A_INT, 25);
2520                 power_desc[num++].number = -3;
2521                 break;
2522         }
2523         case CLASS_MONK:
2524         {
2525 #ifdef JP
2526 strcpy(power_desc[num].name, "¹½¤¨¤ë");
2527 #else
2528                 strcpy(power_desc[num].name, "Assume a Posture");
2529 #endif
2530
2531                 power_desc[num].level = 25;
2532                 power_desc[num].cost = 0;
2533                 power_desc[num].fail = 100 - racial_chance(25, A_DEX, 0);
2534                 power_desc[num++].number = -3;
2535 #ifdef JP
2536 strcpy(power_desc[num].name, "É´Îö·ý");
2537 #else
2538                 strcpy(power_desc[num].name, "Double Attack");
2539 #endif
2540
2541                 power_desc[num].level = 30;
2542                 power_desc[num].cost = 30;
2543                 power_desc[num].fail = 100 - racial_chance(30, A_STR, 20);
2544                 power_desc[num++].number = -4;
2545                 break;
2546         }
2547         case CLASS_MINDCRAFTER:
2548         case CLASS_FORCETRAINER:
2549         {
2550 #ifdef JP
2551 strcpy(power_desc[num].name, "ÌÀ¶À»ß¿å");
2552 #else
2553                 strcpy(power_desc[num].name, "Clear Mind");
2554 #endif
2555
2556                 power_desc[num].level = 15;
2557                 power_desc[num].cost = 0;
2558                 power_desc[num].fail = 100 - racial_chance(15, A_WIS, 10);
2559                 power_desc[num++].number = -3;
2560                 break;
2561         }
2562         case CLASS_TOURIST:
2563         {
2564 #ifdef JP
2565 strcpy(power_desc[num].name, "¼Ì¿¿»£±Æ");
2566 #else
2567                 strcpy(power_desc[num].name, "Take a Photograph");
2568 #endif
2569
2570                 power_desc[num].level = 1;
2571                 power_desc[num].cost = 0;
2572                 power_desc[num].fail = 100 - racial_chance(1, A_DEX, 0);
2573                 power_desc[num++].number = -3;
2574 #ifdef JP
2575 strcpy(power_desc[num].name, "¿¿¡¦´ÕÄê");
2576 #else
2577                 strcpy(power_desc[num].name, "Identify True");
2578 #endif
2579
2580                 power_desc[num].level = 25;
2581                 power_desc[num].cost = 20;
2582                 power_desc[num].fail = 100 - racial_chance(25, A_INT, 20);
2583                 power_desc[num++].number = -4;
2584                 break;
2585         }
2586         case CLASS_IMITATOR:
2587         {
2588 #ifdef JP
2589 strcpy(power_desc[num].name, "ÇÜÊÖ¤·");
2590 #else
2591                 strcpy(power_desc[num].name, "Double Revenge");
2592 #endif
2593
2594                 power_desc[num].level = 30;
2595                 power_desc[num].cost = 100;
2596                 power_desc[num].fail = 100 - racial_chance(30, A_DEX, 30);
2597                 power_desc[num++].number = -3;
2598                 break;
2599         }
2600         case CLASS_BEASTMASTER:
2601         {
2602 #ifdef JP
2603 strcpy(power_desc[num].name, "À¸Êª»ÙÇÛ");
2604 #else
2605                 strcpy(power_desc[num].name, "Dominate a Living Thing");
2606 #endif
2607
2608                 power_desc[num].level = 1;
2609                 power_desc[num].cost = (p_ptr->lev+3)/4;
2610                 power_desc[num].fail = 100 - racial_chance(1, A_CHR, 10);
2611                 power_desc[num++].number = -3;
2612 #ifdef JP
2613 strcpy(power_desc[num].name, "¿¿¡¦À¸Êª»ÙÇÛ");
2614 #else
2615                 strcpy(power_desc[num].name, "Dominate Living Things");
2616 #endif
2617
2618                 power_desc[num].level = 30;
2619                 power_desc[num].cost = (p_ptr->lev+20)/2;
2620                 power_desc[num].fail = 100 - racial_chance(30, A_CHR, 10);
2621                 power_desc[num++].number = -4;
2622                 break;
2623         }
2624         case CLASS_ARCHER:
2625         {
2626 #ifdef JP
2627 strcpy(power_desc[num].name, "ÃÆ/Ìð¤ÎÀ½Â¤");
2628 #else
2629                 strcpy(power_desc[num].name, "Create Ammo");
2630 #endif
2631
2632                 power_desc[num].level = 1;
2633                 power_desc[num].cost = 0;
2634                 power_desc[num].fail = 100 - racial_chance(0, A_DEX, 0);
2635                 power_desc[num++].number = -3;
2636                 break;
2637         }
2638         case CLASS_MAGIC_EATER:
2639         {
2640 #ifdef JP
2641 strcpy(power_desc[num].name, "ËâÎϤμè¤ê¹þ¤ß");
2642 #else
2643                 strcpy(power_desc[num].name, "Absorb Magic");
2644 #endif
2645
2646                 power_desc[num].level = 1;
2647                 power_desc[num].cost = 0;
2648                 power_desc[num].fail = 100 - racial_chance(0, A_INT, 0);
2649                 power_desc[num++].number = -3;
2650                 break;
2651         }
2652         case CLASS_BARD:
2653         {
2654 #ifdef JP
2655 strcpy(power_desc[num].name, "²Î¤ò»ß¤á¤ë");
2656 #else
2657                 strcpy(power_desc[num].name, "Stop Singing");
2658 #endif
2659
2660                 power_desc[num].level = 1;
2661                 power_desc[num].cost = 0;
2662                 power_desc[num].fail = 100 - racial_chance(0, A_CHR, 0);
2663                 power_desc[num++].number = -3;
2664                 break;
2665         }
2666         case CLASS_RED_MAGE:
2667         {
2668 #ifdef JP
2669 strcpy(power_desc[num].name, "Ϣ³Ëâ");
2670 #else
2671                 strcpy(power_desc[num].name, "Double Magic");
2672 #endif
2673
2674                 power_desc[num].level = 48;
2675                 power_desc[num].cost = 20;
2676                 power_desc[num].fail = 100 - racial_chance(48, A_INT, 0);
2677                 power_desc[num++].number = -3;
2678                 break;
2679         }
2680         case CLASS_SAMURAI:
2681         {
2682 #ifdef JP
2683 strcpy(power_desc[num].name, "µ¤¹ç¤¤¤¿¤á");
2684 #else
2685                 strcpy(power_desc[num].name, "Concentration");
2686 #endif
2687
2688                 power_desc[num].level = 1;
2689                 power_desc[num].cost = 0;
2690                 power_desc[num].fail = 100 - racial_chance(1, A_WIS, 0);
2691                 power_desc[num++].number = -3;
2692 #ifdef JP
2693 strcpy(power_desc[num].name, "·¿");
2694 #else
2695                 strcpy(power_desc[num].name, "Assume a Posture");
2696 #endif
2697
2698                 power_desc[num].level = 25;
2699                 power_desc[num].cost = 0;
2700                 power_desc[num].fail = 100 - racial_chance(25, A_DEX, 0);
2701                 power_desc[num++].number = -4;
2702                 break;
2703         }
2704         case CLASS_BLUE_MAGE:
2705         {
2706 #ifdef JP
2707 strcpy(power_desc[num].name, "¥é¡¼¥Ë¥ó¥°");
2708 #else
2709                 strcpy(power_desc[num].name, "Learning");
2710 #endif
2711
2712                 power_desc[num].level = 1;
2713                 power_desc[num].cost = 0;
2714                 power_desc[num].fail = 100 - racial_chance(1, A_INT, 0);
2715                 power_desc[num++].number = -3;
2716                 break;
2717         }
2718         case CLASS_CAVALRY:
2719         {
2720 #ifdef JP
2721 strcpy(power_desc[num].name, "¹ÓÇϤʤ餷");
2722 #else
2723                 strcpy(power_desc[num].name, "Rodeo");
2724 #endif
2725
2726                 power_desc[num].level = 10;
2727                 power_desc[num].cost = 0;
2728                 power_desc[num].fail = 100 - racial_chance(10, A_STR, 10);
2729                 power_desc[num++].number = -3;
2730                 break;
2731         }
2732         case CLASS_BERSERKER:
2733         {
2734 #ifdef JP
2735 strcpy(power_desc[num].name, "µ¢´Ô");
2736 #else
2737                 strcpy(power_desc[num].name, "Recall");
2738 #endif
2739
2740                 power_desc[num].level = 10;
2741                 power_desc[num].cost = 10;
2742                 power_desc[num].fail = 100 - racial_chance(10, A_DEX, 20);
2743                 power_desc[num++].number = -4;
2744                 break;
2745         }
2746         case CLASS_MIRROR_MASTER:
2747         {
2748 #ifdef JP
2749 strcpy(power_desc[num].name, "¶À³ä¤ê");
2750 #else
2751                 strcpy(power_desc[num].name, "Break Mirrors");
2752 #endif
2753
2754                 power_desc[num].level = 1;
2755                 power_desc[num].cost = 0;
2756                 power_desc[num].fail = 100 - racial_chance(1, A_INT, 0);
2757                 power_desc[num++].number = -3;
2758 #ifdef JP
2759 strcpy(power_desc[num].name, "ÀÅ¿å");
2760 #else
2761                 strcpy(power_desc[num].name, "Mirror Concentration");
2762 #endif
2763
2764                 power_desc[num].level = 30;
2765                 power_desc[num].cost = 0;
2766                 power_desc[num].fail = 100 - racial_chance(30, A_INT, 20);
2767                 power_desc[num++].number = -4;
2768                 break;
2769         }
2770         case CLASS_SMITH:
2771         {
2772 #ifdef JP
2773 strcpy(power_desc[num].name, "ÌÜÍø¤­");
2774 #else
2775                 strcpy(power_desc[num].name, "Judgment");
2776 #endif
2777
2778                 power_desc[num].level = 5;
2779                 power_desc[num].cost = 15;
2780                 power_desc[num].fail = 100 - racial_chance(5, A_INT, 20);
2781                 power_desc[num++].number = -3;
2782                 break;
2783         }
2784         case CLASS_NINJA:
2785         {
2786 #ifdef JP
2787 strcpy(power_desc[num].name, "®¶î¤±");
2788 #else
2789                 strcpy(power_desc[num].name, "Quick Walk");
2790 #endif
2791
2792                 power_desc[num].level = 20;
2793                 power_desc[num].cost = 0;
2794                 power_desc[num].fail = 100 - racial_chance(20, A_DEX, 0);
2795                 power_desc[num++].number = -3;
2796                 break;
2797         }
2798         default:
2799 #ifdef JP
2800 strcpy(power_desc[0].name, "(¤Ê¤·)");
2801 #else
2802                 strcpy(power_desc[0].name, "(none)");
2803 #endif
2804
2805         }
2806
2807         if (p_ptr->mimic_form)
2808         {
2809                 switch (p_ptr->mimic_form)
2810                 {
2811                 case MIMIC_DEMON:
2812                 case MIMIC_DEMON_LORD:
2813 #ifdef JP
2814 sprintf(power_desc[num].name, "ÃϹö/²Ð±ê¤Î¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 3);
2815 #else
2816                         sprintf(power_desc[num].name, "Nether or Fire Breath (dam %d)", lvl * 3);
2817 #endif
2818
2819                         power_desc[num].level = 15;
2820                         power_desc[num].cost = 10+lvl/3;
2821                         power_desc[num].fail = 100 - racial_chance(15, A_CON, 20);
2822                         power_desc[num++].number = -1;
2823                         break;
2824                 case MIMIC_VAMPIRE:
2825 #ifdef JP
2826 strcpy(power_desc[num].name, "À¸Ì¿Îϵۼý");
2827 #else
2828                         strcpy(power_desc[num].name, "Drain Life");
2829 #endif
2830
2831                         power_desc[num].level = 2;
2832                         power_desc[num].cost = 1 + (lvl / 3);
2833                         power_desc[num].fail = 100 - racial_chance(2, A_CON, 9);
2834                         power_desc[num++].number = -1;
2835                         break;
2836                 }
2837         }
2838         else
2839         {
2840         switch (p_ptr->prace)
2841         {
2842                 case RACE_DWARF:
2843 #ifdef JP
2844 strcpy(power_desc[num].name, "¥É¥¢¤Èæ« ´¶ÃÎ");
2845 #else
2846                         strcpy(power_desc[num].name, "Detect Doors+Traps");
2847 #endif
2848
2849                         power_desc[num].level = 5;
2850                         power_desc[num].cost = 5;
2851                         power_desc[num].fail = 100 - racial_chance(5, A_WIS, 12);
2852                         power_desc[num++].number = -1;
2853                         break;
2854                 case RACE_NIBELUNG:
2855 #ifdef JP
2856 strcpy(power_desc[num].name, "¥É¥¢¤Èæ« ´¶ÃÎ");
2857 #else
2858                         strcpy(power_desc[num].name, "Detect Doors+Traps");
2859 #endif
2860
2861                         power_desc[num].level = 10;
2862                         power_desc[num].cost = 5;
2863                         power_desc[num].fail = 100 - racial_chance(10, A_WIS, 10);
2864                         power_desc[num++].number = -1;
2865                         break;
2866                 case RACE_HOBBIT:
2867 #ifdef JP
2868 strcpy(power_desc[num].name, "¿©ÎÈÀ¸À®");
2869 #else
2870                         strcpy(power_desc[num].name, "Create Food");
2871 #endif
2872
2873                         power_desc[num].level = 15;
2874                         power_desc[num].cost = 10;
2875                         power_desc[num].fail = 100 - racial_chance(15, A_INT, 10);
2876                         power_desc[num++].number = -1;
2877                         break;
2878                 case RACE_GNOME:
2879 #ifdef JP
2880 sprintf(power_desc[num].name, "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È");
2881 #else
2882                         sprintf(power_desc[num].name, "Blink");
2883 #endif
2884
2885                         power_desc[num].level = 5;
2886                         power_desc[num].cost = 5;
2887                         power_desc[num].fail = 100 - racial_chance(5, A_INT, 12);
2888                         power_desc[num++].number = -1;
2889                         break;
2890                 case RACE_HALF_ORC:
2891 #ifdef JP
2892 strcpy(power_desc[num].name, "¶²Éݽüµî");
2893 #else
2894                         strcpy(power_desc[num].name, "Remove Fear");
2895 #endif
2896
2897                         power_desc[num].level = 3;
2898                         power_desc[num].cost = 5;
2899                         power_desc[num].fail = 100 - racial_chance(3, A_WIS, (warrior ? 5 : 10));
2900                         power_desc[num++].number = -1;
2901                         break;
2902                 case RACE_HALF_TROLL:
2903 #ifdef JP
2904 strcpy(power_desc[num].name, "¶¸Àï»Î²½");
2905 #else
2906                         strcpy(power_desc[num].name, "Berserk");
2907 #endif
2908
2909                         power_desc[num].level = 10;
2910                         power_desc[num].cost = 12;
2911                         power_desc[num].fail = 100 - racial_chance(10, A_STR, (warrior ? 6 : 12));
2912                         power_desc[num++].number = -1;
2913                         break;
2914                 case RACE_BARBARIAN:
2915 #ifdef JP
2916 strcpy(power_desc[num].name, "¶¸Àï»Î²½");
2917 #else
2918                         strcpy(power_desc[num].name, "Berserk");
2919 #endif
2920
2921                         power_desc[num].level = 8;
2922                         power_desc[num].cost = 10;
2923                         power_desc[num].fail = 100 - racial_chance(8, A_STR, (warrior ? 6 : 12));
2924                         power_desc[num++].number = -1;
2925                         break;
2926                 case RACE_AMBERITE:
2927 #ifdef JP
2928 strcpy(power_desc[num].name, "¥·¥ã¥É¥¦¡¦¥·¥Õ¥È");
2929 #else
2930                         strcpy(power_desc[num].name, "Shadow Shifting");
2931 #endif
2932
2933                         power_desc[num].level = 30;
2934                         power_desc[num].cost = 50;
2935                         power_desc[num].fail = 100 - racial_chance(30, A_INT, 50);
2936                         power_desc[num++].number = -1;
2937 #ifdef JP
2938 strcpy(power_desc[num].name, "¥Ñ¥¿¡¼¥ó¡¦¥¦¥©¡¼¥¯");
2939 #else
2940                         strcpy(power_desc[num].name, "Pattern Mindwalking");
2941 #endif
2942
2943                         power_desc[num].level = 40;
2944                         power_desc[num].cost = 75;
2945                         power_desc[num].fail = 100 - racial_chance(40, A_WIS, 50);
2946                         power_desc[num++].number = -2;
2947                         break;
2948                 case RACE_HALF_OGRE:
2949 #ifdef JP
2950 strcpy(power_desc[num].name, "Çúȯ¤Î¥ë¡¼¥ó");
2951 #else
2952                         strcpy(power_desc[num].name, "Explosive Rune");
2953 #endif
2954
2955                         power_desc[num].level = 25;
2956                         power_desc[num].cost = 35;
2957                         power_desc[num].fail = 100 - racial_chance(25, A_INT, 15);
2958                         power_desc[num++].number = -1;
2959                         break;
2960                 case RACE_HALF_GIANT:
2961 #ifdef JP
2962 strcpy(power_desc[num].name, "´äÀÐÍϲò");
2963 #else
2964                         strcpy(power_desc[num].name, "Stone to Mud");
2965 #endif
2966
2967                         power_desc[num].level = 20;
2968                         power_desc[num].cost = 10;
2969                         power_desc[num].fail = 100 - racial_chance(20, A_STR, 12);
2970                         power_desc[num++].number = -1;
2971                         break;
2972                 case RACE_HALF_TITAN:
2973 #ifdef JP
2974 strcpy(power_desc[num].name, "¥¹¥­¥ã¥ó¡¦¥â¥ó¥¹¥¿¡¼");
2975 #else
2976                         strcpy(power_desc[num].name, "Probing");
2977 #endif
2978
2979                         power_desc[num].level = 15;
2980                         power_desc[num].cost = 10;
2981                         power_desc[num].fail = 100 - racial_chance(15, A_INT, 12);
2982                         power_desc[num++].number = -1;
2983                         break;
2984                 case RACE_CYCLOPS:
2985 #ifdef JP
2986 sprintf(power_desc[num].name, "´äÀÐÅꤲ¡Ê¥À¥á¡¼¥¸ %d¡Ë", (3 * lvl) / 2);
2987 #else
2988                         sprintf(power_desc[num].name, "Throw Boulder (dam %d)", (3 * lvl) / 2);
2989 #endif
2990
2991                         power_desc[num].level = 20;
2992                         power_desc[num].cost = 15;
2993                         power_desc[num].fail = 100 - racial_chance(20, A_STR, 12);
2994                         power_desc[num++].number = -1;
2995                         break;
2996                 case RACE_YEEK:
2997 #ifdef JP
2998 strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼¶²¹²");
2999 #else
3000                         strcpy(power_desc[num].name, "Scare Monster");
3001 #endif
3002
3003                         power_desc[num].level = 15;
3004                         power_desc[num].cost = 15;
3005                         power_desc[num].fail = 100 - racial_chance(15, A_WIS, 10);
3006                         power_desc[num++].number = -1;
3007                         break;
3008                 case RACE_SPECTRE:
3009 #ifdef JP
3010 strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼¶²¹²");
3011 #else
3012                         strcpy(power_desc[num].name, "Scare Monster");
3013 #endif
3014
3015                         power_desc[num].level = 4;
3016                         power_desc[num].cost = 6;
3017                         power_desc[num].fail = 100 - racial_chance(4, A_INT, 3);
3018                         power_desc[num++].number = -1;
3019                         break;
3020                 case RACE_KLACKON:
3021 #ifdef JP
3022 sprintf(power_desc[num].name, "»À¤ÎÂà(¥À¥á¡¼¥¸ %d)", lvl);
3023 #else
3024                         sprintf(power_desc[num].name, "Spit Acid (dam %d)", lvl);
3025 #endif
3026
3027                         power_desc[num].level = 9;
3028                         power_desc[num].cost = 9;
3029                         power_desc[num].fail = 100 - racial_chance(9, A_DEX, 14);
3030                         power_desc[num++].number = -1;
3031                         break;
3032                 case RACE_KOBOLD:
3033 #ifdef JP
3034 sprintf(power_desc[num].name, "ÆǤΥÀ¡¼¥Ä (¥À¥á¡¼¥¸ %d)", lvl);
3035 #else
3036                         sprintf(power_desc[num].name, "Poison Dart (dam %d)", lvl);
3037 #endif
3038
3039                         power_desc[num].level = 12;
3040                         power_desc[num].cost = 8;
3041                         power_desc[num].fail = 100 - racial_chance(12, A_DEX, 14);
3042                         power_desc[num++].number = -1;
3043                         break;
3044                 case RACE_DARK_ELF:
3045 #ifdef JP
3046 sprintf(power_desc[num].name, "¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë (¥À¥á¡¼¥¸ %dd%d)", 3 + ((lvl - 1) / 5), 4);
3047 #else
3048                         sprintf(power_desc[num].name, "Magic Missile (dm %dd%d)", 3 + ((lvl - 1) / 5), 4);
3049 #endif
3050
3051                         power_desc[num].level = 2;
3052                         power_desc[num].cost = 2;
3053                         power_desc[num].fail = 100 - racial_chance(2, A_INT, 9);
3054                         power_desc[num++].number = -1;
3055                         break;
3056                 case RACE_DRACONIAN:
3057 #ifdef JP
3058 sprintf(power_desc[num].name, "¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 2);
3059 #else
3060                         sprintf(power_desc[num].name, "Breath Weapon (dam %d)", lvl * 2);
3061 #endif
3062
3063                         power_desc[num].level = 1;
3064                         power_desc[num].cost = lvl;
3065                         power_desc[num].fail = 100 - racial_chance(1, A_CON, 12);
3066                         power_desc[num++].number = -1;
3067                         break;
3068                 case RACE_MIND_FLAYER:
3069 #ifdef JP
3070 sprintf(power_desc[num].name, "Àº¿À¹¶·â (¥À¥á¡¼¥¸ %d)", lvl);
3071 #else
3072                         sprintf(power_desc[num].name, "Mind Blast (dam %d)", lvl);
3073 #endif
3074
3075                         power_desc[num].level = 15;
3076                         power_desc[num].cost = 12;
3077                         power_desc[num].fail = 100 - racial_chance(15, A_INT, 14);
3078                         power_desc[num++].number = -1;
3079                         break;
3080                 case RACE_IMP:
3081 #ifdef JP
3082 sprintf(power_desc[num].name, "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È/¥Ü¡¼¥ë (¥À¥á¡¼¥¸ %d)", lvl);
3083 #else
3084                         sprintf(power_desc[num].name, "Fire Bolt/Ball (dam %d)", lvl);
3085 #endif
3086
3087                         power_desc[num].level = 9;
3088                         power_desc[num].cost = 15;
3089                         power_desc[num].fail = 100 - racial_chance(9, A_WIS, 15);
3090                         power_desc[num++].number = -1;
3091                         break;
3092                 case RACE_GOLEM:
3093 #ifdef JP
3094 strcpy(power_desc[num].name, "È©Àв½ (´ü´Ö 1d20+30)");
3095 #else
3096                         strcpy(power_desc[num].name, "Stone Skin (dur 1d20+30)");
3097 #endif
3098
3099                         power_desc[num].level = 20;
3100                         power_desc[num].cost = 15;
3101                         power_desc[num].fail = 100 - racial_chance(20, A_CON, 8);
3102                         power_desc[num++].number = -1;
3103                         break;
3104                 case RACE_SKELETON:
3105                 case RACE_ZOMBIE:
3106 #ifdef JP
3107 strcpy(power_desc[num].name, "·Ð¸³ÃÍÉü³è");
3108 #else
3109                         strcpy(power_desc[num].name, "Restore Life");
3110 #endif
3111
3112                         power_desc[num].level = 30;
3113                         power_desc[num].cost = 30;
3114                         power_desc[num].fail = 100 - racial_chance(30, A_WIS, 18);
3115                         power_desc[num++].number = -1;
3116                         break;
3117                 case RACE_VAMPIRE:
3118 #ifdef JP
3119 strcpy(power_desc[num].name, "À¸Ì¿Îϵۼý");
3120 #else
3121                         strcpy(power_desc[num].name, "Drain Life");
3122 #endif
3123
3124                         power_desc[num].level = 2;
3125                         power_desc[num].cost = 1 + (lvl / 3);
3126                         power_desc[num].fail = 100 - racial_chance(2, A_CON, 9);
3127                         power_desc[num++].number = -1;
3128                         break;
3129                 case RACE_SPRITE:
3130 #ifdef JP
3131 strcpy(power_desc[num].name, "̲¤êÊ´");
3132 #else
3133                         strcpy(power_desc[num].name, "Sleeping Dust");
3134 #endif
3135
3136                         power_desc[num].level = 12;
3137                         power_desc[num].cost = 12;
3138                         power_desc[num].fail = 100 - racial_chance(12, A_INT, 15);
3139                         power_desc[num++].number = -1;
3140                         break;
3141                 case RACE_DEMON:
3142 #ifdef JP
3143 sprintf(power_desc[num].name, "ÃϹö/²Ð±ê¤Î¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 3);
3144 #else
3145                         sprintf(power_desc[num].name, "Nether or Fire Breath (dam %d)", lvl * 3);
3146 #endif
3147
3148                         power_desc[num].level = 15;
3149                         power_desc[num].cost = 10+lvl/3;
3150                         power_desc[num].fail = 100 - racial_chance(15, A_CON, 20);
3151                         power_desc[num++].number = -1;
3152                         break;
3153                 case RACE_KUTA:
3154 #ifdef JP
3155 strcpy(power_desc[num].name, "²£¤Ë¿­¤Ó¤ë");
3156 #else
3157                         strcpy(power_desc[num].name, "Expand Horizontally (dur 30+1d20)");
3158 #endif
3159
3160                         power_desc[num].level = 20;
3161                         power_desc[num].cost = 15;
3162                         power_desc[num].fail = 100 - racial_chance(15, A_CHR, 8);
3163                         power_desc[num++].number = -1;
3164                         break;
3165                 case RACE_ANDROID:
3166                         if (p_ptr->lev < 10)
3167                         {
3168 #ifdef JP
3169 strcpy(power_desc[num].name, "¥ì¥¤¥¬¥ó");
3170 #else
3171                                 strcpy(power_desc[num].name, "Ray Gun");
3172 #endif
3173
3174                                 power_desc[num].level = 1;
3175                                 power_desc[num].cost = 7;
3176                                 power_desc[num].fail = 100 - racial_chance(1, A_STR, 8);
3177                         }
3178                         else if (p_ptr->lev < 25)
3179                         {
3180 #ifdef JP
3181 strcpy(power_desc[num].name, "¥Ö¥é¥¹¥¿¡¼");
3182 #else
3183                                 strcpy(power_desc[num].name, "Blaster");
3184 #endif
3185
3186                                 power_desc[num].level = 10;
3187                                 power_desc[num].cost = 13;
3188                                 power_desc[num].fail = 100 - racial_chance(10, A_STR, 10);
3189                         }
3190                         else if (p_ptr->lev < 35)
3191                         {
3192 #ifdef JP
3193 strcpy(power_desc[num].name, "¥Ð¥º¡¼¥«");
3194 #else
3195                                 strcpy(power_desc[num].name, "Bazooka");
3196 #endif
3197
3198                                 power_desc[num].level = 25;
3199                                 power_desc[num].cost = 26;
3200                                 power_desc[num].fail = 100 - racial_chance(25, A_STR, 12);
3201                         }
3202                         else if (p_ptr->lev < 45)
3203                         {
3204 #ifdef JP
3205 strcpy(power_desc[num].name, "¥Ó¡¼¥à¥­¥ã¥Î¥ó");
3206 #else
3207                                 strcpy(power_desc[num].name, "Beam Cannon");
3208 #endif
3209
3210                                 power_desc[num].level = 35;
3211                                 power_desc[num].cost = 40;
3212                                 power_desc[num].fail = 100 - racial_chance(35, A_STR, 15);
3213                         }
3214                         else
3215                         {
3216 #ifdef JP
3217 strcpy(power_desc[num].name, "¥í¥±¥Ã¥È");
3218 #else
3219                                 strcpy(power_desc[num].name, "Rocket");
3220 #endif
3221
3222                                 power_desc[num].level = 45;
3223                                 power_desc[num].cost = 60;
3224                                 power_desc[num].fail = 100 - racial_chance(45, A_STR, 18);
3225                         }
3226                         power_desc[num++].number = -1;
3227                         break;
3228                 default:
3229                 {
3230                         break;
3231                 }
3232         }
3233         }
3234
3235         if (p_ptr->muta1)
3236         {
3237                 if (p_ptr->muta1 & MUT1_SPIT_ACID)
3238                 {
3239 #ifdef JP
3240 strcpy(power_desc[num].name, "»À¤ÎÂÃ");
3241 #else
3242                         strcpy(power_desc[num].name, "Spit Acid");
3243 #endif
3244
3245                         power_desc[num].level = 9;
3246                         power_desc[num].cost = 9;
3247                         power_desc[num].fail = 100 - racial_chance(9, A_DEX, 15);
3248                         power_desc[num++].number = MUT1_SPIT_ACID;
3249                 }
3250
3251                 if (p_ptr->muta1 & MUT1_BR_FIRE)
3252                 {
3253 #ifdef JP
3254 strcpy(power_desc[num].name, "±ê¤Î¥Ö¥ì¥¹");
3255 #else
3256                         strcpy(power_desc[num].name, "Fire Breath");
3257 #endif
3258
3259                         power_desc[num].level = 20;
3260                         power_desc[num].cost = lvl;
3261                         power_desc[num].fail = 100 - racial_chance(20, A_CON, 18);
3262                         power_desc[num++].number = MUT1_BR_FIRE;
3263                 }
3264
3265                 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
3266                 {
3267 #ifdef JP
3268 strcpy(power_desc[num].name, "ºÅ̲âˤß");
3269 #else
3270                         strcpy(power_desc[num].name, "Hypnotic Gaze");
3271 #endif
3272
3273                         power_desc[num].level = 12;
3274                         power_desc[num].cost = 12;
3275                         power_desc[num].fail = 100 - racial_chance(12, A_CHR, 18);
3276                         power_desc[num++].number = MUT1_HYPN_GAZE;
3277                 }
3278
3279                 if (p_ptr->muta1 & MUT1_TELEKINES)
3280                 {
3281 #ifdef JP
3282 strcpy(power_desc[num].name, "Ç°Æ°ÎÏ");
3283 #else
3284                         strcpy(power_desc[num].name, "Telekinesis");
3285 #endif
3286
3287                         power_desc[num].level = 9;
3288                         power_desc[num].cost = 9;
3289                         power_desc[num].fail = 100 - racial_chance(9, A_WIS, 14);
3290                         power_desc[num++].number = MUT1_TELEKINES;
3291                 }
3292
3293                 if (p_ptr->muta1 & MUT1_VTELEPORT)
3294                 {
3295 #ifdef JP
3296 strcpy(power_desc[num].name, "¥Æ¥ì¥Ý¡¼¥È");
3297 #else
3298                         strcpy(power_desc[num].name, "Teleport");
3299 #endif
3300
3301                         power_desc[num].level = 7;
3302                         power_desc[num].cost = 7;
3303                         power_desc[num].fail = 100 - racial_chance(7, A_WIS, 15);
3304                         power_desc[num++].number = MUT1_VTELEPORT;
3305                 }
3306
3307                 if (p_ptr->muta1 & MUT1_MIND_BLST)
3308                 {
3309 #ifdef JP
3310 strcpy(power_desc[num].name, "Àº¿À¹¶·â");
3311 #else
3312                         strcpy(power_desc[num].name, "Mind Blast");
3313 #endif
3314
3315                         power_desc[num].level = 5;
3316                         power_desc[num].cost = 3;
3317                         power_desc[num].fail = 100 - racial_chance(5, A_WIS, 15);
3318                         power_desc[num++].number = MUT1_MIND_BLST;
3319                 }
3320
3321                 if (p_ptr->muta1 & MUT1_RADIATION)
3322                 {
3323 #ifdef JP
3324 strcpy(power_desc[num].name, "Êü¼Íǽ");
3325 #else
3326                         strcpy(power_desc[num].name, "Emit Radiation");
3327 #endif
3328
3329                         power_desc[num].level = 15;
3330                         power_desc[num].cost = 15;
3331                         power_desc[num].fail = 100 - racial_chance(15, A_CON, 14);
3332                         power_desc[num++].number = MUT1_RADIATION;
3333                 }
3334
3335                 if (p_ptr->muta1 & MUT1_VAMPIRISM)
3336                 {
3337 #ifdef JP
3338 strcpy(power_desc[num].name, "µÛ·ì¥É¥ì¥¤¥ó");
3339 #else
3340                         strcpy(power_desc[num].name, "Vampiric Drain");
3341 #endif
3342
3343                         power_desc[num].level = 2;
3344                         power_desc[num].cost = (1 + (lvl / 3));
3345                         power_desc[num].fail = 100 - racial_chance(2, A_CON, 9);
3346                         power_desc[num++].number = MUT1_VAMPIRISM;
3347                 }
3348
3349                 if (p_ptr->muta1 & MUT1_SMELL_MET)
3350                 {
3351 #ifdef JP
3352 strcpy(power_desc[num].name, "¶â°Ó̳Ð");
3353 #else
3354                         strcpy(power_desc[num].name, "Smell Metal");
3355 #endif
3356
3357                         power_desc[num].level = 3;
3358                         power_desc[num].cost = 2;
3359                         power_desc[num].fail = 100 - racial_chance(3, A_INT, 12);
3360                         power_desc[num++].number = MUT1_SMELL_MET;
3361                 }
3362
3363                 if (p_ptr->muta1 & MUT1_SMELL_MON)
3364                 {
3365 #ifdef JP
3366 strcpy(power_desc[num].name, "Ũ½­Ó̳Ð");
3367 #else
3368                         strcpy(power_desc[num].name, "Smell Monsters");
3369 #endif
3370
3371                         power_desc[num].level = 5;
3372                         power_desc[num].cost = 4;
3373                         power_desc[num].fail = 100 - racial_chance(5, A_INT, 15);
3374                         power_desc[num++].number = MUT1_SMELL_MON;
3375                 }
3376
3377                 if (p_ptr->muta1 & MUT1_BLINK)
3378                 {
3379 #ifdef JP
3380 strcpy(power_desc[num].name, "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È");
3381 #else
3382                         strcpy(power_desc[num].name, "Blink");
3383 #endif
3384
3385                         power_desc[num].level = 3;
3386                         power_desc[num].cost = 3;
3387                         power_desc[num].fail = 100 - racial_chance(3, A_WIS, 12);
3388                         power_desc[num++].number = MUT1_BLINK;
3389                 }
3390
3391                 if (p_ptr->muta1 & MUT1_EAT_ROCK)
3392                 {
3393 #ifdef JP
3394 strcpy(power_desc[num].name, "´ä¿©¤¤");
3395 #else
3396                         strcpy(power_desc[num].name, "Eat Rock");
3397 #endif
3398
3399                         power_desc[num].level = 8;
3400                         power_desc[num].cost = 12;
3401                         power_desc[num].fail = 100 - racial_chance(8, A_CON, 18);
3402                         power_desc[num++].number = MUT1_EAT_ROCK;
3403                 }
3404
3405                 if (p_ptr->muta1 & MUT1_SWAP_POS)
3406                 {
3407 #ifdef JP
3408 strcpy(power_desc[num].name, "°ÌÃÖ¸ò´¹");
3409 #else
3410                         strcpy(power_desc[num].name, "Swap Position");
3411 #endif
3412
3413                         power_desc[num].level = 15;
3414                         power_desc[num].cost = 12;
3415                         power_desc[num].fail = 100 - racial_chance(15, A_DEX, 16);
3416                         power_desc[num++].number = MUT1_SWAP_POS;
3417                 }
3418
3419                 if (p_ptr->muta1 & MUT1_SHRIEK)
3420                 {
3421 #ifdef JP
3422 strcpy(power_desc[num].name, "¶«¤Ó");
3423 #else
3424                         strcpy(power_desc[num].name, "Shriek");
3425 #endif
3426
3427                         power_desc[num].level = 20;
3428                         power_desc[num].cost = 14;
3429                         power_desc[num].fail = 100 - racial_chance(20, A_CON, 16);
3430                         power_desc[num++].number = MUT1_SHRIEK;
3431                 }
3432
3433                 if (p_ptr->muta1 & MUT1_ILLUMINE)
3434                 {
3435 #ifdef JP
3436 strcpy(power_desc[num].name, "¾ÈÌÀ");
3437 #else
3438                         strcpy(power_desc[num].name, "Illuminate");
3439 #endif
3440
3441                         power_desc[num].level = 3;
3442                         power_desc[num].cost = 2;
3443                         power_desc[num].fail = 100 - racial_chance(3, A_INT, 10);
3444                         power_desc[num++].number = MUT1_ILLUMINE;
3445                 }
3446
3447                 if (p_ptr->muta1 & MUT1_DET_CURSE)
3448                 {
3449 #ifdef JP
3450 strcpy(power_desc[num].name, "¼ö¤¤´¶ÃÎ");
3451 #else
3452                         strcpy(power_desc[num].name, "Detect Curses");
3453 #endif
3454
3455                         power_desc[num].level = 7;
3456                         power_desc[num].cost = 14;
3457                         power_desc[num].fail = 100 - racial_chance(7, A_WIS, 14);
3458                         power_desc[num++].number = MUT1_DET_CURSE;
3459                 }
3460
3461                 if (p_ptr->muta1 & MUT1_BERSERK)
3462                 {
3463 #ifdef JP
3464 strcpy(power_desc[num].name, "¶¸Àï»Î²½");
3465 #else
3466                         strcpy(power_desc[num].name, "Berserk");
3467 #endif
3468
3469                         power_desc[num].level = 8;
3470                         power_desc[num].cost = 8;
3471                         power_desc[num].fail = 100 - racial_chance(8, A_STR, 14);
3472                         power_desc[num++].number = MUT1_BERSERK;
3473                 }
3474
3475                 if (p_ptr->muta1 & MUT1_POLYMORPH)
3476                 {
3477 #ifdef JP
3478 strcpy(power_desc[num].name, "ÊÑ¿È");
3479 #else
3480                         strcpy(power_desc[num].name, "Polymorph");
3481 #endif
3482
3483                         power_desc[num].level = 18;
3484                         power_desc[num].cost = 20;
3485                         power_desc[num].fail = 100 - racial_chance(18, A_CON, 18);
3486                         power_desc[num++].number = MUT1_POLYMORPH;
3487                 }
3488
3489                 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
3490                 {
3491 #ifdef JP
3492 strcpy(power_desc[num].name, "¥ß¥À¥¹¤Î¼ê");
3493 #else
3494                         strcpy(power_desc[num].name, "Midas Touch");
3495 #endif
3496
3497                         power_desc[num].level = 10;
3498                         power_desc[num].cost = 5;
3499                         power_desc[num].fail = 100 - racial_chance(10, A_INT, 12);
3500                         power_desc[num++].number = MUT1_MIDAS_TCH;
3501                 }
3502
3503                 if (p_ptr->muta1 & MUT1_GROW_MOLD)
3504                 {
3505 #ifdef JP
3506 strcpy(power_desc[num].name, "¥«¥ÓȯÀ¸");
3507 #else
3508                         strcpy(power_desc[num].name, "Grow Mold");
3509 #endif
3510
3511                         power_desc[num].level = 1;
3512                         power_desc[num].cost = 6;
3513                         power_desc[num].fail = 100 - racial_chance(1, A_CON, 14);
3514                         power_desc[num++].number = MUT1_GROW_MOLD;
3515                 }
3516
3517                 if (p_ptr->muta1 & MUT1_RESIST)
3518                 {
3519 #ifdef JP
3520 strcpy(power_desc[num].name, "¥¨¥ì¥á¥ó¥ÈÂÑÀ­");
3521 #else
3522                         strcpy(power_desc[num].name, "Resist Elements");
3523 #endif
3524
3525                         power_desc[num].level = 10;
3526                         power_desc[num].cost = 12;
3527                         power_desc[num].fail = 100 - racial_chance(10, A_CON, 12);
3528                         power_desc[num++].number = MUT1_RESIST;
3529                 }
3530
3531                 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
3532                 {
3533 #ifdef JP
3534 strcpy(power_desc[num].name, "ÃÏ¿Ì");
3535 #else
3536                         strcpy(power_desc[num].name, "Earthquake");
3537 #endif
3538
3539                         power_desc[num].level = 12;
3540                         power_desc[num].cost = 12;
3541                         power_desc[num].fail = 100 - racial_chance(12, A_STR, 16);
3542                         power_desc[num++].number = MUT1_EARTHQUAKE;
3543                 }
3544
3545                 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
3546                 {
3547 #ifdef JP
3548 strcpy(power_desc[num].name, "ËâÎÏ¿©¤¤");
3549 #else
3550                         strcpy(power_desc[num].name, "Eat Magic");
3551 #endif
3552
3553                         power_desc[num].level = 17;
3554                         power_desc[num].cost = 1;
3555                         power_desc[num].fail = 100 - racial_chance(17, A_WIS, 15);
3556                         power_desc[num++].number = MUT1_EAT_MAGIC;
3557                 }
3558
3559                 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
3560                 {
3561 #ifdef JP
3562 strcpy(power_desc[num].name, "ËâÎÏ´¶ÃÎ");
3563 #else
3564                         strcpy(power_desc[num].name, "Weigh Magic");
3565 #endif
3566
3567                         power_desc[num].level = 6;
3568                         power_desc[num].cost = 6;
3569                         power_desc[num].fail = 100 - racial_chance(6, A_INT, 10);
3570                         power_desc[num++].number = MUT1_WEIGH_MAG;
3571                 }
3572
3573                 if (p_ptr->muta1 & MUT1_STERILITY)
3574                 {
3575 #ifdef JP
3576 strcpy(power_desc[num].name, "Áý¿£ÁË»ß");
3577 #else
3578                         strcpy(power_desc[num].name, "Sterilize");
3579 #endif
3580
3581                         power_desc[num].level = 12;
3582                         power_desc[num].cost = 23;
3583                         power_desc[num].fail = 100 - racial_chance(12, A_CHR, 15);
3584                         power_desc[num++].number = MUT1_STERILITY;
3585                 }
3586
3587                 if (p_ptr->muta1 & MUT1_PANIC_HIT)
3588                 {
3589 #ifdef JP
3590 strcpy(power_desc[num].name, "¥Ò¥Ã¥È¡õ¥¢¥¦¥§¥¤");
3591 #else
3592                         strcpy(power_desc[num].name, "Panic Hit");
3593 #endif
3594
3595                         power_desc[num].level = 10;
3596                         power_desc[num].cost = 12;
3597                         power_desc[num].fail = 100 - racial_chance(10, A_DEX, 14);
3598                         power_desc[num++].number = MUT1_PANIC_HIT;
3599                 }
3600
3601                 if (p_ptr->muta1 & MUT1_DAZZLE)
3602                 {
3603 #ifdef JP
3604 strcpy(power_desc[num].name, "âÁÏÇ");
3605 #else
3606                         strcpy(power_desc[num].name, "Dazzle");
3607 #endif
3608
3609                         power_desc[num].level = 7;
3610                         power_desc[num].cost = 15;
3611                         power_desc[num].fail = 100 - racial_chance(7, A_CHR, 8);
3612                         power_desc[num++].number = MUT1_DAZZLE;
3613                 }
3614
3615                 if (p_ptr->muta1 & MUT1_LASER_EYE)
3616                 {
3617 #ifdef JP
3618 strcpy(power_desc[num].name, "¥ì¡¼¥¶¡¼¡¦¥¢¥¤");
3619 #else
3620                         strcpy(power_desc[num].name, "Laser Eye");
3621 #endif
3622
3623                         power_desc[num].level = 7;
3624                         power_desc[num].cost = 10;
3625                         power_desc[num].fail = 100 - racial_chance(7, A_WIS, 9);
3626                         power_desc[num++].number = MUT1_LASER_EYE;
3627                 }
3628
3629                 if (p_ptr->muta1 & MUT1_RECALL)
3630                 {
3631 #ifdef JP
3632 strcpy(power_desc[num].name, "µ¢´Ô");
3633 #else
3634                         strcpy(power_desc[num].name, "Recall");
3635 #endif
3636
3637                         power_desc[num].level = 17;
3638                         power_desc[num].cost = 50;
3639                         power_desc[num].fail = 100 - racial_chance(17, A_INT, 16);
3640                         power_desc[num++].number = MUT1_RECALL;
3641                 }
3642
3643                 if (p_ptr->muta1 & MUT1_BANISH)
3644                 {
3645 #ifdef JP
3646 strcpy(power_desc[num].name, "¼Ù°­¾ÃÌÇ");
3647 #else
3648                         strcpy(power_desc[num].name, "Banish Evil");
3649 #endif
3650
3651                         power_desc[num].level = 25;
3652                         power_desc[num].cost = 25;
3653                         power_desc[num].fail = 100 - racial_chance(25, A_WIS, 18);
3654                         power_desc[num++].number = MUT1_BANISH;
3655                 }
3656
3657                 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
3658                 {
3659 #ifdef JP
3660 strcpy(power_desc[num].name, "Åà·ë¤Î¼ê");
3661 #else
3662                         strcpy(power_desc[num].name, "Cold Touch");
3663 #endif
3664
3665                         power_desc[num].level = 2;
3666                         power_desc[num].cost = 2;
3667                         power_desc[num].fail = 100 - racial_chance(2, A_CON, 11);
3668                         power_desc[num++].number = MUT1_COLD_TOUCH;
3669                 }
3670
3671                 if (p_ptr->muta1 & MUT1_LAUNCHER)
3672                 {
3673 #ifdef JP
3674 strcpy(power_desc[num].name, "¥¢¥¤¥Æ¥àÅꤲ");
3675 #else
3676                         strcpy(power_desc[num].name, "Throw Object");
3677 #endif
3678
3679                         power_desc[num].level = 1;
3680                         power_desc[num].cost = lvl;
3681                         power_desc[num].fail = 100 - racial_chance(1, A_STR, 6);
3682                         /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
3683                         power_desc[num++].number = 3;
3684                 }
3685         }
3686
3687         /* Nothing chosen yet */
3688         flag = FALSE;
3689
3690         /* No redraw yet */
3691         redraw = FALSE;
3692
3693         /* Build a prompt */
3694 #ifdef JP
3695 (void) strnfmt(out_val, 78, "(ÆüìǽÎÏ %c-%c, *'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎÆüìǽÎϤò»È¤¤¤Þ¤¹¤«¡©",
3696 #else
3697         (void)strnfmt(out_val, 78, "(Powers %c-%c, *=List, ESC=exit) Use which power? ",
3698 #endif
3699
3700                 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
3701
3702 #ifdef ALLOW_REPEAT
3703 if (!repeat_pull(&i) || i<0 || i>=num) {
3704 #endif /* ALLOW_REPEAT */
3705         if (use_menu) screen_save();
3706          /* Get a spell from the user */
3707
3708         choice = (always_show_list || use_menu) ? ESCAPE:1;
3709         while (!flag)
3710         {
3711                 if( choice==ESCAPE ) choice = ' '; 
3712                 else if( !get_com(out_val, &choice, FALSE) )break; 
3713
3714                 if (use_menu && choice != ' ')
3715                 {
3716                         switch(choice)
3717                         {
3718                                 case '0':
3719                                 {
3720                                         screen_load();
3721                                         energy_use = 0;
3722                                         return;
3723                                         break;
3724                                 }
3725
3726                                 case '8':
3727                                 case 'k':
3728                                 case 'K':
3729                                 {
3730                                         menu_line += (num - 1);
3731                                         break;
3732                                 }
3733
3734                                 case '2':
3735                                 case 'j':
3736                                 case 'J':
3737                                 {
3738                                         menu_line++;
3739                                         break;
3740                                 }
3741
3742                                 case '6':
3743                                 case 'l':
3744                                 case 'L':
3745                                 case '4':
3746                                 case 'h':
3747                                 case 'H':
3748                                 {
3749                                         if (menu_line > 18)
3750                                                 menu_line -= 18;
3751                                         else if (menu_line+18 <= num)
3752                                                 menu_line += 18;
3753                                         break;
3754                                 }
3755
3756                                 case 'x':
3757                                 case 'X':
3758                                 case '\r':
3759                                 {
3760                                         i = menu_line - 1;
3761                                         ask = FALSE;
3762                                         break;
3763                                 }
3764                         }
3765                         if (menu_line > num) menu_line -= num;
3766                 }
3767                 /* Request redraw */
3768                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
3769                 {
3770                         /* Show the list */
3771                         if (!redraw || use_menu)
3772                         {
3773                                 byte y = 1, x = 0;
3774                                 int ctr = 0;
3775                                 char dummy[80];
3776                                 char letter;
3777                                 int x1, y1;
3778
3779                                 strcpy(dummy, "");
3780
3781                                 /* Show list */
3782                                 redraw = TRUE;
3783
3784                                 /* Save the screen */
3785                                 if (!use_menu) screen_save();
3786
3787                                 /* Print header(s) */
3788                                 if (num < 18)
3789 #ifdef JP
3790 prt("                            Lv   MP ¼ºÎ¨", y++, x);
3791 #else
3792                                         prt("                            Lv Cost Fail", y++, x);
3793 #endif
3794
3795                                 else
3796 #ifdef JP
3797 prt("                            Lv   MP ¼ºÎ¨                            Lv   MP ¼ºÎ¨", y++, x);
3798 #else
3799                                         prt("                            Lv Cost Fail                            Lv Cost Fail", y++, x);
3800 #endif
3801
3802
3803                                 /* Print list */
3804                                 while (ctr < num)
3805                                 {
3806                                         x1 = ((ctr < 18) ? x : x + 40);
3807                                         y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
3808
3809                                         if (use_menu)
3810                                         {
3811 #ifdef JP
3812                                                 if (ctr == (menu_line-1)) strcpy(dummy, " ¡Õ ");
3813 #else
3814                                                 if (ctr == (menu_line-1)) strcpy(dummy, " >  ");
3815 #endif
3816                                                 else strcpy(dummy, "    ");
3817                                         }
3818                                         else
3819                                         {
3820                                                 /* letter/number for power selection */
3821                                                 if (ctr < 26)
3822                                                         letter = I2A(ctr);
3823                                                 else
3824                                                         letter = '0' + ctr - 26;
3825                                                 sprintf(dummy, " %c) ",letter);
3826                                         }
3827                                         strcat(dummy, format("%-23.23s %2d %4d %3d%%", power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost, power_desc[ctr].fail));
3828                                         prt(dummy, y1, x1);
3829                                         ctr++;
3830                                 }
3831                         }
3832
3833                         /* Hide the list */
3834                         else
3835                         {
3836                                 /* Hide list */
3837                                 redraw = FALSE;
3838
3839                                 /* Restore the screen */
3840                                 screen_load();
3841                         }
3842
3843                         /* Redo asking */
3844                         continue;
3845                 }
3846
3847                 if (!use_menu)
3848                 {
3849                         if (choice == '\r' && num == 1)
3850                         {
3851                                 choice = 'a';
3852                         }
3853
3854                         if (isalpha(choice))
3855                         {
3856                                 /* Note verify */
3857                                 ask = (isupper(choice));
3858
3859                                 /* Lowercase */
3860                                 if (ask) choice = tolower(choice);
3861
3862                                 /* Extract request */
3863                                 i = (islower(choice) ? A2I(choice) : -1);
3864                         }
3865                         else
3866                         {
3867                                 ask = FALSE; /* Can't uppercase digits */
3868
3869                                 i = choice - '0' + 26;
3870                         }
3871                 }
3872
3873                 /* Totally Illegal */
3874                 if ((i < 0) || (i >= num))
3875                 {
3876                         bell();
3877                         continue;
3878                 }
3879
3880                 /* Verify it */
3881                 if (ask)
3882                 {
3883                         char tmp_val[160];
3884
3885                         /* Prompt */
3886 #ifdef JP
3887 (void) strnfmt(tmp_val, 78, "%s¤ò»È¤¤¤Þ¤¹¤«¡© ", power_desc[i].name);
3888 #else
3889                         (void)strnfmt(tmp_val, 78, "Use %s? ", power_desc[i].name);
3890 #endif
3891
3892
3893                         /* Belay that order */
3894                         if (!get_check(tmp_val)) continue;
3895                 }
3896
3897                 /* Stop the loop */
3898                 flag = TRUE;
3899         }
3900
3901         /* Restore the screen */
3902         if (redraw) screen_load();
3903
3904         /* Abort if needed */
3905         if (!flag)
3906         {
3907                 energy_use = 0;
3908                 return;
3909         }
3910 #ifdef ALLOW_REPEAT
3911         repeat_push(i);
3912         } /*if (!repeat_pull(&i) || ...)*/
3913 #endif /* ALLOW_REPEAT */
3914         if (power_desc[i].number < 0)
3915         {
3916                 if (!cmd_racial_power_aux(power_desc[i].number)) energy_use = 0;
3917         }
3918         else
3919         {
3920                 mutation_power_aux(power_desc[i].number);
3921         }
3922
3923         /* Redraw mana and hp */
3924         p_ptr->redraw |= (PR_HP | PR_MANA);
3925
3926         /* Window stuff */
3927         p_ptr->window |= (PW_PLAYER | PW_SPELL);
3928
3929         /* Success */
3930         return;
3931 }