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randint() == 1, rand_int() == 0, rand_int() == 1 を全て one_in_()に、
[hengband/hengband.git] / src / racial.c
1 /* File: racial.c */
2
3 /* Purpose: Racial powers (and mutations) */
4
5 /*
6  * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
7  *
8  * This software may be copied and distributed for educational, research, and
9  * not for profit purposes provided that this copyright and statement are
10  * included in all such copies.
11  */
12
13 #include "angband.h"
14
15 /*
16  * Hook to determine if an object is contertible in an arrow/bolt
17  */
18 static bool item_tester_hook_convertible(object_type *o_ptr)
19 {
20         if((o_ptr->tval==TV_JUNK) || (o_ptr->tval==TV_SKELETON)) return TRUE;
21
22         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON)) return TRUE;
23         /* Assume not */
24         return (FALSE);
25 }
26
27
28 /*
29  * do_cmd_cast calls this function if the player's class
30  * is 'archer'.
31  */
32 static bool do_cmd_archer(void)
33 {
34         int ext=0;
35         char ch;
36
37         object_type     forge;
38         object_type     *q_ptr;
39
40         char com[80];
41         char o_name[MAX_NLEN];
42
43         q_ptr = &forge;
44
45         if(p_ptr->lev >= 20)
46 #ifdef JP
47                 sprintf(com, "[S]ÃÆ, [A]Ìð, [B]¥¯¥í¥¹¥Ü¥¦¤ÎÌð :");
48 #else
49                 sprintf(com, "Create [S]hots, Create [A]rrow or Create [B]olt ?");
50 #endif
51         else if(p_ptr->lev >= 10)
52 #ifdef JP
53                 sprintf(com, "[S]ÃÆ, [A]Ìð:");
54 #else
55                 sprintf(com, "Create [S]hots or Create [A]rrow ?");
56 #endif
57         else
58 #ifdef JP
59                 sprintf(com, "[S]ÃÆ:");
60 #else
61                 sprintf(com, "Create [S]hots ?");
62 #endif
63
64         if (p_ptr->confused)
65         {
66 #ifdef JP
67                 msg_print("º®Í𤷤Ƥ롪");
68 #else
69                 msg_print("You are too confused!");
70 #endif
71                 return FALSE;
72         }
73
74         if (p_ptr->blind)
75         {
76 #ifdef JP
77                 msg_print("Ìܤ¬¸«¤¨¤Ê¤¤¡ª");
78 #else
79                 msg_print("You are blind!");
80 #endif
81                 return FALSE;
82         }
83
84         while (TRUE)
85         {
86                 if (!get_com(com, &ch, TRUE))
87                 {
88                         return FALSE;
89                 }
90                 if (ch == 'S' || ch == 's')
91                 {
92                         ext = 1;
93                         break;
94                 }
95                 if ((ch == 'A' || ch == 'a')&&(p_ptr->lev >= 10))
96                 {
97                         ext = 2;
98                         break;
99                 }
100                 if ((ch == 'B' || ch == 'b')&&(p_ptr->lev >= 20))
101                 {
102                         ext = 3;
103                         break;
104                 }
105         }
106
107         /**********Create shots*********/
108         if (ext == 1)
109         {
110                 int x,y, dir;
111                 cave_type *c_ptr;
112
113                 if (!get_rep_dir(&dir, FALSE)) return FALSE;
114                 y = py + ddy[dir];
115                 x = px + ddx[dir];
116                 c_ptr = &cave[y][x];
117                 if (c_ptr->feat == FEAT_RUBBLE)
118                 {
119                         /* Get local object */
120                         q_ptr = &forge;
121
122                         /* Hack -- Give the player some small firestones */
123                         object_prep(q_ptr, lookup_kind(TV_SHOT, m_bonus(1, p_ptr->lev) + 1));
124                         q_ptr->number = (byte)rand_range(15,30);
125                         object_aware(q_ptr);
126                         object_known(q_ptr);
127                         apply_magic(q_ptr, p_ptr->lev, FALSE, FALSE, FALSE, FALSE);
128                         q_ptr->discount = 99;
129
130                         (void)inven_carry(q_ptr);
131
132                         object_desc(o_name, q_ptr, TRUE, 2);
133 #ifdef JP
134                         msg_format("´äÀФòºï¤Ã¤Æ%s¤òºî¤Ã¤¿¡£",o_name);
135 #else
136                         msg_print("You make some ammo.");
137 #endif
138
139                         (void)wall_to_mud(dir);
140                         p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW);
141                         p_ptr->window |= (PW_OVERHEAD);
142                 }
143                 else
144                 {
145 #ifdef JP
146                         msg_print("¤½¤³¤Ë¤Ï´äÀФ¬¤Ê¤¤¡£");
147 #else
148                         msg_print("You need pile of rubble.");
149 #endif
150                 }
151         }
152         /**********Create arrows*********/
153         else if (ext == 2)
154         {
155                 int item;
156
157                 cptr q, s;
158
159                 item_tester_hook = item_tester_hook_convertible;
160
161                 /* Get an item */
162 #ifdef JP
163                 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éºî¤ê¤Þ¤¹¤«¡© ";
164                 s = "ºàÎÁ¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£";
165 #else
166                 q = "Convert which item? ";
167                 s = "You have no item to convert.";
168 #endif
169                 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
170
171                 /* Get the item (in the pack) */
172                 if (item >= 0)
173                 {
174                         q_ptr = &inventory[item];
175                 }
176
177                 /* Get the item (on the floor) */
178                 else
179                 {
180                         q_ptr = &o_list[0 - item];
181                 }       
182
183                 /* Get local object */
184                 q_ptr = &forge;
185
186                 /* Hack -- Give the player some small firestones */
187                 object_prep(q_ptr, lookup_kind(TV_ARROW, m_bonus(1, p_ptr->lev)+ 1));
188                 q_ptr->number = (byte)rand_range(5,10);
189                 object_aware(q_ptr);
190                 object_known(q_ptr);
191                 apply_magic(q_ptr, p_ptr->lev, FALSE, FALSE, FALSE, FALSE);
192
193                 q_ptr->discount = 99;
194
195                 object_desc(o_name, q_ptr, TRUE, 2);
196 #ifdef JP
197                 msg_format("%s¤òºî¤Ã¤¿¡£", o_name);
198 #else
199                 msg_print("You make some ammo.");
200 #endif
201
202                 if (item >= 0)
203                 {
204                         inven_item_increase(item, -1);
205                         inven_item_describe(item);
206                         inven_item_optimize(item);
207                 }
208                 else
209                 {
210                         floor_item_increase(0 - item, -1);
211                         floor_item_describe(0 - item);
212                         floor_item_optimize(0 - item);
213                 }
214                 (void)inven_carry(q_ptr);
215         }
216         /**********Create bolts*********/
217         else if (ext == 3)
218         {
219                 int item;
220
221                 cptr q, s;
222
223                 item_tester_hook = item_tester_hook_convertible;
224
225                 /* Get an item */
226 #ifdef JP
227                 q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éºî¤ê¤Þ¤¹¤«¡© ";
228                 s = "ºàÎÁ¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£";
229 #else
230                 q = "Convert which item? ";
231                 s = "You have no item to convert.";
232 #endif
233                 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
234
235                 /* Get the item (in the pack) */
236                 if (item >= 0)
237                 {
238                         q_ptr = &inventory[item];
239                 }
240
241                 /* Get the item (on the floor) */
242                 else
243                 {
244                         q_ptr = &o_list[0 - item];
245                 }       
246
247                 /* Get local object */
248                 q_ptr = &forge;
249
250                 /* Hack -- Give the player some small firestones */
251                 object_prep(q_ptr, lookup_kind(TV_BOLT, m_bonus(1, p_ptr->lev)+1));
252                 q_ptr->number = (byte)rand_range(4,8);
253                 object_aware(q_ptr);
254                 object_known(q_ptr);
255                 apply_magic(q_ptr, p_ptr->lev, FALSE, FALSE, FALSE, FALSE);
256
257                 q_ptr->discount = 99;
258
259                 object_desc(o_name, q_ptr, TRUE, 2);
260 #ifdef JP
261                 msg_format("%s¤òºî¤Ã¤¿¡£", o_name);
262 #else
263                 msg_print("You make some ammo.");
264 #endif
265
266                 if (item >= 0)
267                 {
268                         inven_item_increase(item, -1);
269                         inven_item_describe(item);
270                         inven_item_optimize(item);
271                 }
272                 else
273                 {
274                         floor_item_increase(0 - item, -1);
275                         floor_item_describe(0 - item);
276                         floor_item_optimize(0 - item);
277                 }
278
279                 (void)inven_carry(q_ptr);
280         }
281         return TRUE;
282 }
283
284 bool gain_magic(void)
285 {
286         int item;
287         int pval;
288         int ext = 0;
289         cptr q, s;
290         object_type *o_ptr;
291         char o_name[MAX_NLEN];
292
293         /* Only accept legal items */
294         item_tester_hook = item_tester_hook_recharge;
295
296         /* Get an item */
297 #ifdef JP
298 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ÎËâÎϤò¼è¤ê¹þ¤ß¤Þ¤¹¤«? ";
299 s = "ËâÎϤò¼è¤ê¹þ¤á¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
300 #else
301         q = "Gain power of which item? ";
302         s = "You have nothing to gain power.";
303 #endif
304
305         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
306
307         /* Get the item (in the pack) */
308         if (item >= 0)
309         {
310                 o_ptr = &inventory[item];
311         }
312
313         /* Get the item (on the floor) */
314         else
315         {
316                 o_ptr = &o_list[0 - item];
317         }
318
319         if (!object_known_p(o_ptr))
320         {
321 #ifdef JP
322                 msg_print("´ÕÄꤵ¤ì¤Æ¤¤¤Ê¤¤¤È¼è¤ê¹þ¤á¤Ê¤¤¡£");
323 #else
324                 msg_print("You need to identify before absorbing.");
325 #endif
326                 return FALSE;
327         }
328
329         if (o_ptr->timeout)
330         {
331 #ifdef JP
332                 msg_print("½¼Å¶Ãæ¤Î¥¢¥¤¥Æ¥à¤Ï¼è¤ê¹þ¤á¤Ê¤¤¡£");
333 #else
334                 msg_print("This item is still charging.");
335 #endif
336                 return FALSE;
337         }
338
339         pval = o_ptr->pval;
340         if (o_ptr->tval == TV_ROD)
341                 ext = 72;
342         else if (o_ptr->tval == TV_WAND)
343                 ext = 36;
344
345         if (o_ptr->tval == TV_ROD)
346         {
347                 p_ptr->magic_num2[o_ptr->sval + ext] += o_ptr->number;
348                 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
349         }
350         else
351         {
352                 int num;
353                 for (num = o_ptr->number; num; num--)
354                 {
355                         int gain_num = pval;
356                         if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
357                         if (p_ptr->magic_num2[o_ptr->sval + ext])
358                         {
359                                 gain_num *= 256;
360                                 gain_num = (gain_num/3 + rand_int(gain_num/3)) / 256;
361                                 if (gain_num < 1) gain_num = 1;
362                         }
363                         p_ptr->magic_num2[o_ptr->sval + ext] += gain_num;
364                         if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
365                         p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
366                         if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
367                         if (p_ptr->magic_num1[o_ptr->sval + ext] > p_ptr->magic_num2[o_ptr->sval + ext] * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = p_ptr->magic_num2[o_ptr->sval + ext] * 0x10000;
368                         if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
369                 }
370         }
371
372         object_desc(o_name, o_ptr, TRUE, 3);
373         /* Message */
374 #ifdef JP
375         msg_format("%s¤ÎËâÎϤò¼è¤ê¹þ¤ó¤À¡£", o_name);
376 #else
377         msg_format("You absorb magic of %s.", o_name);
378 #endif
379
380         /* Eliminate the item (from the pack) */
381         if (item >= 0)
382         {
383                 inven_item_increase(item, -999);
384                 inven_item_describe(item);
385                 inven_item_optimize(item);
386         }
387
388         /* Eliminate the item (from the floor) */
389         else
390         {
391                 floor_item_increase(0 - item, -999);
392                 floor_item_describe(0 - item);
393                 floor_item_optimize(0 - item);
394         }
395         energy_use = 100;
396         return TRUE;
397 }
398
399
400 static bool choose_kamae(void)
401 {
402         char choice;
403         int new_kamae = 0;
404         int i;
405         char buf[80];
406
407         if (p_ptr->confused)
408         {
409 #ifdef JP
410                 msg_print("º®Í𤷤Ƥ¤¤Æ¹½¤¨¤é¤ì¤Ê¤¤¡ª");
411 #else
412                 msg_print("Too confused.");
413 #endif
414                 return FALSE;
415         }
416
417         /* Save screen */
418         screen_save();
419
420 #ifdef JP
421         prt(" a) ¹½¤¨¤ò¤È¤¯", 2, 20);
422 #else
423         prt(" a) No form", 2, 20);
424 #endif
425
426         for (i = 0; i < MAX_KAMAE; i++)
427         {
428                 if (p_ptr->lev >= kamae_shurui[i].min_level)
429                 {
430                         sprintf(buf," %c) %-12s  %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
431                         prt(buf, 3+i, 20);
432                 }
433         }
434
435         prt("", 1, 0);
436 #ifdef JP
437         prt("        ¤É¤Î¹½¤¨¤ò¤È¤ê¤Þ¤¹¤«¡©", 1, 14);
438 #else
439         prt("        Choose Form: ", 1, 14);
440 #endif
441
442         while(1)
443         {
444                 choice = inkey();
445
446                 if (choice == ESCAPE)
447                 {
448                         screen_load();
449                         return FALSE;
450                 }
451                 else if ((choice == 'a') || (choice == 'A') || (choice == ESCAPE))
452                 {
453                         if (p_ptr->action == ACTION_KAMAE)
454                         {
455                                 set_action(ACTION_NONE);
456                         }
457                         else
458 #ifdef JP
459                                 msg_print("¤â¤È¤â¤È¹½¤¨¤Æ¤¤¤Ê¤¤¡£");
460 #else
461                                 msg_print("You are not assuming a posture.");
462 #endif
463                         screen_load();
464                         return TRUE;
465                 }
466                 else if ((choice == 'b') || (choice == 'B'))
467                 {
468                         new_kamae = 0;
469                         break;
470                 }
471                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
472                 {
473                         new_kamae = 1;
474                         break;
475                 }
476                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
477                 {
478                         new_kamae = 2;
479                         break;
480                 }
481                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
482                 {
483                         new_kamae = 3;
484                         break;
485                 }
486         }
487         set_action(ACTION_KAMAE);
488
489         if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
490         {
491 #ifdef JP
492                 msg_print("¹½¤¨Ä¾¤·¤¿¡£");
493 #else
494                 msg_print("You reassume a posture.");
495 #endif
496         }
497         else
498         {
499                 p_ptr->special_defense &= ~(KAMAE_MASK);
500                 p_ptr->update |= (PU_BONUS);
501                 p_ptr->redraw |= (PR_STATE);
502 #ifdef JP
503                 msg_format("%s¤Î¹½¤¨¤ò¤È¤Ã¤¿¡£",kamae_shurui[new_kamae].desc);
504 #else
505                 msg_format("You assume a posture of %s form.",kamae_shurui[new_kamae].desc);
506 #endif
507                 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
508         }
509         p_ptr->redraw |= PR_STATE;
510         screen_load();
511         return TRUE;
512 }
513
514 static bool choose_kata(void)
515 {
516         char choice;
517         int new_kata = 0;
518         int i;
519         char buf[80];
520
521         if (p_ptr->confused)
522         {
523 #ifdef JP
524                 msg_print("º®Í𤷤Ƥ¤¤Æ¹½¤¨¤é¤ì¤Ê¤¤¡ª");
525 #else
526                 msg_print("Too confused.");
527 #endif
528                 return FALSE;
529         }
530
531         if (p_ptr->stun)
532         {
533 #ifdef JP
534                 msg_print("°Õ¼±¤¬¤Ï¤Ã¤­¤ê¤È¤·¤Ê¤¤¡£");
535 #else
536                 msg_print("You are not clear headed");
537 #endif
538                 return FALSE;
539         }
540
541         if (p_ptr->afraid)
542         {
543 #ifdef JP
544                 msg_print("ÂΤ¬¿Ì¤¨¤Æ¹½¤¨¤é¤ì¤Ê¤¤¡ª");
545 #else
546                 msg_print("You are trembling with fear!");
547 #endif
548                 return FALSE;
549         }
550
551         /* Save screen */
552         screen_save();
553
554 #ifdef JP
555         prt(" a) ·¿¤òÊø¤¹", 2, 20);
556 #else
557         prt(" a) No Form", 2, 20);
558 #endif
559
560         for (i = 0; i < MAX_KATA; i++)
561         {
562                 if (p_ptr->lev >= kata_shurui[i].min_level)
563                 {
564 #ifdef JP
565                         sprintf(buf," %c) %s¤Î·¿    %s",I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
566 #else
567                         sprintf(buf," %c) Form of %-12s  %s",I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
568 #endif
569                         prt(buf, 3+i, 20);
570                 }
571         }
572
573         prt("", 1, 0);
574 #ifdef JP
575         prt("        ¤É¤Î·¿¤Ç¹½¤¨¤Þ¤¹¤«¡©", 1, 14);
576 #else
577         prt("        Choose Form: ", 1, 14);
578 #endif
579
580         while(1)
581         {
582                 choice = inkey();
583
584                 if (choice == ESCAPE)
585                 {
586                         screen_load();
587                         return FALSE;
588                 }
589                 else if ((choice == 'a') || (choice == 'A') || (choice == ESCAPE))
590                 {
591                         if (p_ptr->action == ACTION_KATA)
592                         {
593                                 set_action(ACTION_NONE);
594                         }
595                         else
596 #ifdef JP
597                                 msg_print("¤â¤È¤â¤È¹½¤¨¤Æ¤¤¤Ê¤¤¡£");
598 #else
599                                 msg_print("You are not assuming posture.");
600 #endif
601                         screen_load();
602                         return TRUE;
603                 }
604                 else if ((choice == 'b') || (choice == 'B'))
605                 {
606                         new_kata = 0;
607                         break;
608                 }
609                 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
610                 {
611                         new_kata = 1;
612                         break;
613                 }
614                 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
615                 {
616                         new_kata = 2;
617                         break;
618                 }
619                 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
620                 {
621                         new_kata = 3;
622                         break;
623                 }
624         }
625         set_action(ACTION_KATA);
626
627         if (p_ptr->special_defense & (KATA_IAI << new_kata))
628         {
629 #ifdef JP
630                 msg_print("¹½¤¨Ä¾¤·¤¿¡£");
631 #else
632                 msg_print("You reassume a posture.");
633 #endif
634         }
635         else
636         {
637                 p_ptr->special_defense &= ~(KATA_MASK);
638                 p_ptr->update |= (PU_BONUS);
639                 p_ptr->update |= (PU_MONSTERS);
640 #ifdef JP
641                 msg_format("%s¤Î·¿¤Ç¹½¤¨¤¿¡£",kata_shurui[new_kata].desc);
642 #else
643                 msg_format("You assume a posture of %s form.",kata_shurui[new_kata].desc);
644 #endif
645                 p_ptr->special_defense |= (KATA_IAI << new_kata);
646         }
647         p_ptr->redraw |= (PR_STATE);
648         p_ptr->redraw |= (PR_STATUS);
649         screen_load();
650         return TRUE;
651 }
652
653
654 /*
655  * Returns the chance to activate a racial power/mutation
656  */
657 static int racial_chance(s16b min_level, int use_stat, int difficulty)
658 {
659         int i;
660         int val;
661         int sum = 0;
662         int stat = p_ptr->stat_cur[use_stat];
663
664         /* No chance for success */
665         if ((p_ptr->lev < min_level) || p_ptr->confused)
666         {
667                 return (0);
668         }
669
670         if (difficulty == 0) return 100;
671
672         /* Calculate difficulty */
673         if (p_ptr->stun)
674         {
675                 difficulty += p_ptr->stun;
676         }
677         else if (p_ptr->lev > min_level)
678         {
679                 int lev_adj = ((p_ptr->lev - min_level) / 3);
680                 if (lev_adj > 10) lev_adj = 10;
681                 difficulty -= lev_adj;
682         }
683
684         if (difficulty < 5) difficulty = 5;
685
686         /* We only need halfs of the difficulty */
687         difficulty = difficulty / 2;
688
689         for (i = 1; i <= stat; i++)
690         {
691                 val = i - difficulty;
692                 if (val > 0)
693                         sum += (val <= difficulty) ? val : difficulty;
694         }
695
696         if (difficulty == 0)
697                 return (100);
698         else
699                 return (((sum * 100) / difficulty) / stat);
700 }
701
702
703 /* Note: return value indicates that we have succesfully used the power */
704
705 bool racial_aux(s16b min_level, int cost, int use_stat, int difficulty)
706 {
707         bool use_hp = FALSE;
708
709         /* Not enough mana - use hp */
710         if (p_ptr->csp < cost) use_hp = TRUE;
711
712         /* Power is not available yet */
713         if (p_ptr->lev < min_level)
714         {
715 #ifdef JP
716 msg_format("¤³¤ÎǽÎϤò»ÈÍѤ¹¤ë¤Ë¤Ï¥ì¥Ù¥ë %d ¤Ë㤷¤Æ¤¤¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£", min_level);
717 #else
718                 msg_format("You need to attain level %d to use this power.", min_level);
719 #endif
720
721                 energy_use = 0;
722                 return FALSE;
723         }
724
725         /* Too confused */
726         else if (p_ptr->confused)
727         {
728 #ifdef JP
729 msg_print("º®Í𤷤Ƥ¤¤Æ¤½¤ÎǽÎϤϻȤ¨¤Ê¤¤¡£");
730 #else
731                 msg_print("You are too confused to use this power.");
732 #endif
733
734                 energy_use = 0;
735                 return FALSE;
736         }
737
738         /* Risk death? */
739         else if (use_hp && (p_ptr->chp < cost))
740         {
741 #ifdef JP
742 if (!get_check("ËÜÅö¤Ëº£¤Î¿ê¼å¤·¤¿¾õÂ֤Ǥ³¤ÎǽÎϤò»È¤¤¤Þ¤¹¤«¡©"))
743 #else
744                 if (!get_check("Really use the power in your weakened state? "))
745 #endif
746
747                 {
748                         energy_use = 0;
749                         return FALSE;
750                 }
751         }
752
753         /* Else attempt to do it! */
754
755         if (difficulty)
756         {
757                 if (p_ptr->stun)
758                 {
759                         difficulty += p_ptr->stun;
760                 }
761                 else if (p_ptr->lev > min_level)
762                 {
763                         int lev_adj = ((p_ptr->lev - min_level) / 3);
764                         if (lev_adj > 10) lev_adj = 10;
765                         difficulty -= lev_adj;
766                 }
767
768                 if (difficulty < 5) difficulty = 5;
769         }
770
771         /* take time and pay the price */
772         energy_use = 100;
773
774         if (cost)
775         {
776                 if (use_hp)
777                 {
778 #ifdef JP
779                         take_hit(DAMAGE_USELIFE, (cost / 2) + randint(cost / 2),
780                                  "²áÅ٤ν¸Ãæ", -1);
781 #else
782                         take_hit(DAMAGE_USELIFE, (cost / 2) + randint(cost / 2),
783                                  "concentrating too hard", -1);
784 #endif
785
786                 }
787                 else
788                 {
789                         p_ptr->csp -= (cost / 2) + randint(cost / 2);
790                 }
791         }
792
793
794         /* Redraw mana and hp */
795         p_ptr->redraw |= (PR_HP | PR_MANA);
796
797         /* Window stuff */
798         p_ptr->window |= (PW_PLAYER | PW_SPELL);
799
800         /* Success? */
801         if (randint(p_ptr->stat_cur[use_stat]) >=
802             ((difficulty / 2) + randint(difficulty / 2)))
803         {
804                 return TRUE;
805         }
806
807 #ifdef JP
808 msg_print("½¼Ê¬¤Ë½¸Ãæ¤Ç¤­¤Ê¤«¤Ã¤¿¡£");
809 #else
810         msg_print("You've failed to concentrate hard enough.");
811 #endif
812         if (flush_failure) flush();
813
814         return FALSE;
815 }
816
817
818 static bool cmd_racial_power_aux(s32b command)
819 {
820         s16b        plev = p_ptr->lev;
821         int         dir = 0;
822
823         if (command <= -3)
824         {
825                 switch (p_ptr->pclass)
826                 {
827                 case CLASS_WARRIOR:
828                 {
829                         if (racial_aux(40, 75, A_DEX, 35))
830                         {
831                                 int y = 0, x = 0, i;
832                                 cave_type       *c_ptr;
833                                 monster_type    *m_ptr;
834
835                                 for (i = 0; i < 6; i++)
836                                 {
837                                         dir = rand_int(8);
838                                         y = py + ddy_ddd[dir];
839                                         x = px + ddx_ddd[dir];
840                                         c_ptr = &cave[y][x];
841
842                                         /* Get the monster */
843                                         m_ptr = &m_list[c_ptr->m_idx];
844
845                                         /* Hack -- attack monsters */
846                                         if (c_ptr->m_idx)
847                                                 py_attack(y, x, 0);
848                                         else
849                                         {
850 #ifdef JP
851 msg_print("¹¶·â¤¬¶õ¤ò¤­¤Ã¤¿¡£");
852 #else
853                                                 msg_print("You attack the empty air.");
854 #endif
855                                         }
856                                 }
857                         }
858                         break;
859                 }
860                 case CLASS_MAGE:
861                 case CLASS_HIGH_MAGE:
862                 case CLASS_SORCERER:
863                 {
864                         if (racial_aux(25, 1, A_INT, 25))
865                         {
866                                 if (!eat_magic(p_ptr->lev * 2)) return FALSE;
867                         }
868                         break;
869                 }
870                 case CLASS_PRIEST:
871                 {
872                         if (p_ptr->realm1 == REALM_LIFE)
873                         {
874                                 if (racial_aux(35, 70, A_WIS, 50))
875                                 {
876                                         if (!bless_weapon()) return FALSE;
877                                 }
878                         }
879                         else
880                         {
881                                 if (racial_aux(42, 40, A_WIS, 30))
882                                 {
883                                         (void)dispel_monsters(plev * 4);
884                                         turn_monsters(plev * 4);
885                                         banish_monsters(plev * 4);
886                                 }
887                         }
888                         break;
889                 }
890                 case CLASS_ROGUE:
891                 {
892                         if (racial_aux(8, 12, A_DEX, 14))
893                         {
894                                 int x, y;
895
896                                 if (!get_rep_dir(&dir, FALSE)) return FALSE;
897                                 y = py + ddy[dir];
898                                 x = px + ddx[dir];
899                                 if (cave[y][x].m_idx)
900                                 {
901                                         py_attack(y, x, 0);
902                                         if (rand_int(p_ptr->skill_dis) < 7)
903 #ifdef JP
904 msg_print("¤¦¤Þ¤¯Æ¨¤²¤é¤ì¤Ê¤«¤Ã¤¿¡£");
905 #else
906                                                 msg_print("You are failed to run away.");
907 #endif
908                                         else teleport_player(30);
909                                 }
910                                 else
911                                 {
912 #ifdef JP
913 msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£");
914 #else
915                                         msg_print("You don't see any monster in this direction");
916 #endif
917
918                                         msg_print(NULL);
919                                 }
920                         }
921                         break;
922                 }
923                 case CLASS_RANGER:
924                 {
925                         if (racial_aux(15, 20, A_INT, 12))
926                         {
927 #ifdef JP
928 msg_print("Ũ¤òÄ´ºº¤·¤¿...");
929 #else
930                                 msg_print("You examine your foes...");
931 #endif
932
933                                 probing();
934                         }
935                         break;
936                 }
937                 case CLASS_PALADIN:
938                 {
939                         if (p_ptr->realm1 == REALM_LIFE)
940                         {
941                                 if (racial_aux(30, 30, A_WIS, 20))
942                                 {
943                                         if (!get_aim_dir(&dir)) return FALSE;
944                                         fire_beam(GF_HOLY_FIRE, dir, plev * 3);
945                                 }
946                         }
947                         else
948                         {
949                                 if (racial_aux(30, 30, A_WIS, 20))
950                                 {
951                                         if (!get_aim_dir(&dir)) return FALSE;
952                                         fire_beam(GF_HELL_FIRE, dir, plev * 3);
953                                 }
954                         }
955                         break;
956                 }
957                 case CLASS_WARRIOR_MAGE:
958                 {
959                         if (command == -3)
960                         {
961                                 if (racial_aux(25, 0, A_INT, 10))
962                                 {
963                                         if (take_hit(DAMAGE_USELIFE, p_ptr->lev, 
964 #ifdef JP
965 "£È£Ð¤«¤é£Í£Ð¤Ø¤Î̵ËŤÊÊÑ´¹", -1))
966 #else
967 "thoughtless convertion from HP to SP", -1))
968 #endif
969                                         {
970                                                 p_ptr->csp += p_ptr->lev / 5;
971                                                 if (p_ptr->csp > p_ptr->msp)
972                                                 {
973                                                         p_ptr->csp = p_ptr->msp;
974                                                         p_ptr->csp_frac = 0;
975                                                 }
976                                         }
977                                         else
978 #ifdef JP
979 msg_print("ÊÑ´¹¤Ë¼ºÇÔ¤·¤¿¡£");
980 #else
981                                 msg_print("You failed to convert.");
982 #endif
983                                 }
984                         }
985                         else if (command == -4)
986                         {
987                                 if (racial_aux(25, 0, A_INT, 10))
988                                 {
989                                         if (p_ptr->csp >= p_ptr->lev/5)
990                                         {
991                                                 p_ptr->csp -= p_ptr->lev / 5;
992                                                 hp_player(p_ptr->lev);
993                                         }
994                                         else
995 #ifdef JP
996 msg_print("ÊÑ´¹¤Ë¼ºÇÔ¤·¤¿¡£");
997 #else
998                                 msg_print("You failed to convert.");
999 #endif
1000                                 }
1001                         }
1002                         break;
1003                 }
1004                 case CLASS_CHAOS_WARRIOR:
1005                 {
1006                         if (racial_aux(40, 50, A_INT, 25))
1007                         {
1008 #ifdef JP
1009 msg_print("ÊÕ¤ê¤òâˤó¤À...");
1010 #else
1011                                 msg_print("You glare nearby monsters...");
1012 #endif
1013                                 slow_monsters();
1014                                 stun_monsters(p_ptr->lev * 4);
1015                                 confuse_monsters(p_ptr->lev * 4);
1016                                 turn_monsters(p_ptr->lev * 4);
1017                                 stasis_monsters(p_ptr->lev * 4);
1018                         }
1019                         break;
1020                 }
1021                 case CLASS_MONK:
1022                 {
1023                         if (command == -3)
1024                         {
1025                                 if (empty_hands(TRUE) < 2)
1026                                 {
1027 #ifdef JP
1028 msg_print("ÁǼꤸ¤ã¤Ê¤¤¤È¤Ç¤­¤Þ¤»¤ó¡£");
1029 #else
1030                                         msg_print("You need to be bare hands.");
1031 #endif
1032                                         return FALSE;
1033                                 }
1034                                 if (racial_aux(25, 0, A_DEX, 0))
1035                                 {
1036                                         if (choose_kamae()) energy_use = 100;
1037                                         else energy_use = 0;
1038                                         p_ptr->update |= (PU_BONUS);
1039                                         p_ptr->redraw |= (PR_ARMOR);
1040                                 }
1041                         }
1042                         if (command == -4)
1043                         {
1044                                 if (empty_hands(TRUE) < 2)
1045                                 {
1046 #ifdef JP
1047 msg_print("ÁǼꤸ¤ã¤Ê¤¤¤È¤Ç¤­¤Þ¤»¤ó¡£");
1048 #else
1049                                         msg_print("You need to be bare hand.");
1050 #endif
1051                                         return FALSE;
1052                                 }
1053                                 if (racial_aux(30, 30, A_STR, 20))
1054                                 {
1055                                         int x, y;
1056
1057                                         if (!get_rep_dir(&dir, FALSE)) return FALSE;
1058                                         y = py + ddy[dir];
1059                                         x = px + ddx[dir];
1060                                         if (cave[y][x].m_idx)
1061                                         {
1062                                                 if (one_in_(2))
1063 #ifdef JP
1064 msg_print("¤¢¡¼¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¡ª¡ª¡ª");
1065 #else
1066 msg_print("Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!");
1067 #endif
1068                                                 else
1069 #ifdef JP
1070 msg_print("¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¡ª¡ª¡ª");
1071 #else
1072 msg_print("Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!");
1073 #endif
1074                                                 py_attack(y, x, 0);
1075                                                 if (cave[y][x].m_idx)
1076                                                 {
1077                                                         handle_stuff();
1078                                                         py_attack(y, x, 0);
1079                                                 }
1080                                                 p_ptr->energy -= 100;
1081                                         }
1082                                         else
1083                                         {
1084 #ifdef JP
1085 msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£");
1086 #else
1087                                                 msg_print("You don't see any monster in this direction");
1088 #endif
1089
1090                                                 msg_print(NULL);
1091                                         }
1092                                 }
1093                         }
1094                         break;
1095                 }
1096                 case CLASS_MINDCRAFTER:
1097                 case CLASS_FORCETRAINER:
1098                 {
1099                         if (total_friends)
1100                         {
1101 #ifdef JP
1102 msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£");
1103 #else
1104                                 msg_print("You need concentration on the pets now.");
1105 #endif
1106                                 return FALSE;
1107                         }
1108                         if (racial_aux(15, 0, A_WIS, 10))
1109                         {
1110 #ifdef JP
1111 msg_print("¾¯¤·Æ¬¤¬¥Ï¥Ã¥­¥ê¤·¤¿¡£");
1112 #else
1113                                 msg_print("You feel your head clear a little.");
1114 #endif
1115
1116                                 p_ptr->csp += (3 + p_ptr->lev/20);
1117                                 if (p_ptr->csp >= p_ptr->msp)
1118                                 {
1119                                         p_ptr->csp = p_ptr->msp;
1120                                         p_ptr->csp_frac = 0;
1121                                 }
1122                         }
1123                         break;
1124                 }
1125                 case CLASS_TOURIST:
1126                 {
1127                         if (command == -3)
1128                         {
1129                                 if (racial_aux(1, 0, A_DEX, 0))
1130                                 {
1131                                         if (!get_aim_dir(&dir)) return FALSE;
1132                                         project_length = 1;
1133                                         fire_beam(GF_PHOTO, dir, 1);
1134                                 }
1135                         }
1136                         else if (command == -4)
1137                         {
1138                                 if (racial_aux(25, 20, A_INT, 20))
1139                                 {
1140                                         if (!identify_fully(FALSE)) return FALSE;
1141                                 }
1142                         }
1143                         break;
1144                 }
1145                 case CLASS_IMITATOR:
1146                 {
1147                         if (racial_aux(30, 100, A_DEX, 30))
1148                         {
1149                                 handle_stuff();
1150                                 if (!do_cmd_mane(TRUE)) return FALSE;
1151                         }
1152                         break;
1153                 }
1154                 case CLASS_BEASTMASTER:
1155                 {
1156                         if (command == -3)
1157                         {
1158                                 if (racial_aux(1, (p_ptr->lev+3) / 4, A_CHR, 10))
1159                                 {
1160                                         if (!get_aim_dir(&dir)) return FALSE;
1161                                         (void)fire_ball_hide(GF_CONTROL_LIVING, dir, p_ptr->lev, 0);
1162                                 }
1163                                 break;
1164                         }
1165                         else if (command == -4)
1166                         {
1167                                 if (racial_aux(30, (p_ptr->lev+20) / 2, A_CHR, 10))
1168                                 {
1169                                         project_hack(GF_CONTROL_LIVING, p_ptr->lev);
1170                                 }
1171                                 break;
1172                         }
1173                 }
1174                 case CLASS_ARCHER:
1175                 {
1176                         if (racial_aux(1, 0, A_DEX, 0))
1177                         {
1178                                 if (!do_cmd_archer()) return FALSE;
1179                         }
1180                         break;
1181                 }
1182                 case CLASS_MAGIC_EATER:
1183                 {
1184                         if (racial_aux(1, 0, A_INT, 0))
1185                         {
1186                                 if (!gain_magic()) return FALSE;
1187                         }
1188                         break;
1189                 }
1190                 case CLASS_BARD:
1191                 {
1192                         if (racial_aux(1, 0, A_CHR, 0))
1193                         {
1194                                 stop_singing();
1195                                 energy_use = 10;
1196                                 return FALSE;
1197                         }
1198                         break;
1199                 }
1200                 case CLASS_RED_MAGE:
1201                 {
1202                         if (racial_aux(48, 60, A_INT, 25))
1203                         {
1204                                 handle_stuff();
1205                                 do_cmd_cast();
1206                                 handle_stuff();
1207                                 if (!p_ptr->paralyzed)
1208                                         do_cmd_cast();
1209                         }
1210                         break;
1211                 }
1212                 case CLASS_SAMURAI:
1213                 {
1214                         if (total_friends)
1215                         {
1216 #ifdef JP
1217 msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£");
1218 #else
1219 msg_print("You need concentration on the pets now.");
1220 #endif
1221                                 return FALSE;
1222                         }
1223                         if (command == -3)
1224                         {
1225                                 if (p_ptr->special_defense & KATA_MASK)
1226                                 {
1227 #ifdef JP
1228 msg_print("º£¤Ï¹½¤¨¤Ë½¸Ã椷¤Æ¤¤¤ë¡£");
1229 #else
1230                                         msg_print("You need concentration on your form.");
1231 #endif
1232                                         return FALSE;
1233                                 }
1234                                 if (racial_aux(1, 0, A_WIS, 0))
1235                                 {
1236                                         int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
1237 #ifdef JP
1238 msg_print("Àº¿À¤ò½¸Ã椷¤Æµ¤¹ç¤¤¤òί¤á¤¿¡£");
1239 #else
1240                                         msg_print("You concentrate to charge your power.");
1241 #endif
1242
1243                                         p_ptr->csp += p_ptr->msp / 2;
1244                                         if (p_ptr->csp >= max_csp)
1245                                         {
1246                                                 p_ptr->csp = max_csp;
1247                                                 p_ptr->csp_frac = 0;
1248                                         }
1249                                 }
1250                         }
1251                         if (command == -4)
1252                         {
1253                                 if (!buki_motteruka(INVEN_RARM))
1254                                 {
1255 #ifdef JP
1256 msg_print("Éð´ï¤ò»ý¤¿¤Ê¤¤¤È¤¤¤±¤Þ¤»¤ó¡£");
1257 #else
1258                                         msg_print("You need to wield a weapon.");
1259 #endif
1260                                         return FALSE;
1261                                 }
1262                                 if (racial_aux(25, 0, A_DEX, 0))
1263                                 {
1264                                         if (choose_kata()) energy_use = 100;
1265                                         else energy_use = 0;
1266                                         p_ptr->update |= (PU_BONUS);
1267                                         p_ptr->redraw |= (PR_ARMOR);
1268                                 }
1269                         }
1270                         break;
1271                 }
1272                 case CLASS_BLUE_MAGE:
1273                 {
1274                         if (racial_aux(1, 0, A_INT, 0))
1275                         {
1276                                 if (p_ptr->action == ACTION_LEARN)
1277                                 {
1278                                         set_action(ACTION_NONE);
1279                                 }
1280                                 else
1281                                 {
1282                                         set_action(ACTION_LEARN);
1283                                 }
1284                                 energy_use = 0;
1285                         }
1286                         break;
1287                 }
1288                 case CLASS_CAVALRY:
1289                 {
1290                         if (racial_aux(10, 0, A_STR, 10))
1291                         {
1292                                 char m_name[80];
1293                                 monster_type *m_ptr;
1294                                 monster_race *r_ptr;
1295                                 int rlev;
1296
1297                                 if (p_ptr->riding)
1298                                 {
1299 #ifdef JP
1300                                         msg_print("º£¤Ï¾èÇÏÃæ¤À¡£");
1301 #else
1302                                         msg_print("You ARE riding.");
1303 #endif
1304                                         return FALSE;
1305                                 }
1306                                 if (!do_riding(TRUE)) return TRUE;
1307                                 m_ptr = &m_list[p_ptr->riding];
1308                                 r_ptr = &r_info[m_ptr->r_idx];
1309                                 monster_desc(m_name, m_ptr, 0);
1310 #ifdef JP
1311                                 msg_format("%s¤Ë¾è¤Ã¤¿¡£",m_name);
1312 #else
1313                                 msg_format("You ride on %s.",m_name);
1314 #endif
1315                                 if (is_pet(m_ptr)) break;
1316                                 rlev = r_ptr->level;
1317                                 if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
1318                                 if (rlev > 60) rlev = 60+(rlev-60)/2;
1319                                 if ((randint(skill_exp[GINOU_RIDING]/120+p_ptr->lev*2/3) > rlev) && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR)) && (rlev < p_ptr->lev*3/2+rand_int(p_ptr->lev/5)))
1320                                 {
1321 #ifdef JP
1322                                         msg_format("%s¤ò¼ê¤Ê¤º¤±¤¿¡£",m_name);
1323 #else
1324                                         msg_format("You tame %s.",m_name);
1325 #endif
1326                                         set_pet(m_ptr);
1327                                 }
1328                                 else
1329                                 {
1330 #ifdef JP
1331                                         msg_format("%s¤Ë¿¶¤êÍî¤È¤µ¤ì¤¿¡ª",m_name);
1332 #else
1333                                         msg_format("You have thrown off by %s.",m_name);
1334 #endif
1335                                         rakuba(1,TRUE);
1336                                 }
1337                         }
1338                         break;
1339                 }
1340                 case CLASS_BERSERKER:
1341                 {
1342                         if (command == -3)
1343                         {
1344                                 if (racial_aux(5, 5, A_DEX, 10))
1345                                 {
1346                                         (void)set_food(PY_FOOD_MAX - 1);
1347                                 }
1348                         }
1349                         else if (command == -4)
1350                         {
1351                                 if (racial_aux(10, 10, A_DEX, 20))
1352                                 {
1353                                         if (!word_of_recall()) return FALSE;
1354                                 }
1355                         }
1356                         break;
1357                 }
1358                 case CLASS_SMITH:
1359                 {
1360                         if (racial_aux(5, 15, A_INT, 20))
1361                         {
1362                                 if (p_ptr->lev > 29)
1363                                 {
1364                                         if (!identify_fully(TRUE)) return FALSE;
1365                                 }
1366                                 else
1367                                 {
1368                                         if (!ident_spell(TRUE)) return FALSE;
1369                                 }
1370                         }
1371                         break;
1372                 }
1373                 case CLASS_MIRROR_MASTER:
1374                 {
1375                         if (command == -3)
1376                         {
1377                           if (racial_aux(1, 0, A_INT, 0)){
1378                             int x,y;
1379                               for( x=0 ; x < cur_wid ;x++){
1380                                 for( y=0 ; y < cur_hgt ;y++){
1381                                   if( cave[y][x].feat == FEAT_MIRROR){
1382                                     cave_set_feat( y , x , FEAT_FLOOR );
1383                                     project(0,2,y,x, p_ptr->lev /2 +5 ,GF_SHARDS,(PROJECT_GRID|PROJECT_ITEM|PROJECT_KILL|PROJECT_JUMP|PROJECT_NO_REF|PROJECT_NO_HANGEKI),-1);
1384                                   }
1385                                 }
1386                               }
1387                           }
1388                         }
1389                         else if (command == -4)
1390                         {
1391                           if (total_friends)
1392                           {
1393 #ifdef JP
1394 msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£");
1395 #else
1396                                 msg_print("You need concentration on the pets now.");
1397 #endif
1398                                   return FALSE;
1399                           }
1400                           if (racial_aux(30, 0, A_INT, 20)){
1401                                 if( cave[py][px].feat == FEAT_MIRROR)
1402                                 {
1403 #ifdef JP
1404 msg_print("¾¯¤·Æ¬¤¬¥Ï¥Ã¥­¥ê¤·¤¿¡£");
1405 #else
1406                                         msg_print("You feel your head clear a little.");
1407 #endif
1408
1409                                         p_ptr->csp += ( 5 + (p_ptr->lev)*(p_ptr->lev)/100);
1410                                         if (p_ptr->csp >= p_ptr->msp)
1411                                         {
1412                                                 p_ptr->csp = p_ptr->msp;
1413                                                 p_ptr->csp_frac = 0;
1414                                         }
1415                                 }
1416                                 else {
1417 #ifdef JP
1418 msg_print("¶À¤Î¾å¤Ç¤Ê¤¤¤È½¸Ãæ¤Ç¤­¤Ê¤¤¡ª");
1419 #else
1420                                         msg_print("Here are not any mirrors!");
1421 #endif
1422
1423                                 }
1424                           }
1425                         }
1426                         break;
1427                 }
1428                 case CLASS_NINJA:
1429                 {
1430                         if (command == -3)
1431                         {
1432                                 if (racial_aux(20, 0, A_DEX, 0))
1433                                 {
1434                                         if (p_ptr->action == ACTION_HAYAGAKE) set_action(ACTION_NONE);
1435                                         else set_action(ACTION_HAYAGAKE);
1436                                         energy_use = 0;
1437                                 }
1438                         }
1439                         break;
1440                 }
1441                 }
1442         }
1443         else if (p_ptr->mimic_form)
1444         {
1445                 switch (p_ptr->mimic_form)
1446                 {
1447                 case MIMIC_DEMON:
1448                 case MIMIC_DEMON_LORD:
1449                         if (racial_aux(15, 10+p_ptr->lev/3, A_CON, 20))
1450                         {
1451                                 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1452                                 if (!get_aim_dir(&dir)) break;
1453 #ifdef JP
1454 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",((type == GF_NETHER) ? "ÃϹö" : "²Ð±ê"));
1455 #else
1456                                 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1457 #endif
1458
1459                                 fire_ball(type, dir, plev * 3,
1460                                     -(plev / 15) - 1);
1461                         }
1462                         break;
1463                 case MIMIC_VAMPIRE:
1464                         if (racial_aux(2, (1 + (plev / 3)), A_CON, 9))
1465                         {
1466                                 int y, x, dummy = 0;
1467                                 cave_type *c_ptr;
1468
1469                                 /* Only works on adjacent monsters */
1470                                 if (!get_rep_dir(&dir,FALSE)) break;   /* was get_aim_dir */
1471                                 y = py + ddy[dir];
1472                                 x = px + ddx[dir];
1473                                 c_ptr = &cave[y][x];
1474
1475                                 if (!c_ptr->m_idx)
1476                                 {
1477 #ifdef JP
1478 msg_print("²¿¤â¤Ê¤¤¾ì½ê¤Ë³ú¤ß¤Ä¤¤¤¿¡ª");
1479 #else
1480                                         msg_print("You bite into thin air!");
1481 #endif
1482
1483                                         break;
1484                                 }
1485
1486 #ifdef JP
1487 msg_print("¤¢¤Ê¤¿¤Ï¥Ë¥ä¥ê¤È¤·¤Æ²ç¤ò¤à¤¤¤¿...");
1488 #else
1489                                 msg_print("You grin and bare your fangs...");
1490 #endif
1491
1492                                 dummy = plev + randint(plev) * MAX(1, plev / 10);   /* Dmg */
1493                                 if (drain_life(dir, dummy))
1494                                 {
1495                                         if (p_ptr->food < PY_FOOD_FULL)
1496                                                 /* No heal if we are "full" */
1497                                                 (void)hp_player(dummy);
1498                                         else
1499 #ifdef JP
1500 msg_print("¤¢¤Ê¤¿¤Ï¶õÊ¢¤Ç¤Ï¤¢¤ê¤Þ¤»¤ó¡£");
1501 #else
1502                                                 msg_print("You were not hungry.");
1503 #endif
1504
1505                                                 /* Gain nutritional sustenance: 150/hp drained */
1506                                                 /* A Food ration gives 5000 food points (by contrast) */
1507                                                 /* Don't ever get more than "Full" this way */
1508                                                 /* But if we ARE Gorged,  it won't cure us */
1509                                                 dummy = p_ptr->food + MIN(5000, 100 * dummy);
1510                                         if (p_ptr->food < PY_FOOD_MAX)   /* Not gorged already */
1511                                                 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
1512                                 }
1513                                 else
1514 #ifdef JP
1515 msg_print("¤²¤§¡£¤Ò¤É¤¤Ì£¤À¡£");
1516 #else
1517                                         msg_print("Yechh. That tastes foul.");
1518 #endif
1519
1520                         }
1521                         break;
1522                 }
1523
1524         }
1525
1526         else 
1527         {
1528
1529         switch (p_ptr->prace)
1530         {
1531                 case RACE_DWARF:
1532                         if (racial_aux(5, 5, A_WIS, 12))
1533                         {
1534 #ifdef JP
1535 msg_print("¼þ°Ï¤òÄ´¤Ù¤¿¡£");
1536 #else
1537                                 msg_print("You examine your surroundings.");
1538 #endif
1539
1540                                 (void)detect_traps(DETECT_RAD_DEFAULT);
1541                                 (void)detect_doors(DETECT_RAD_DEFAULT);
1542                                 (void)detect_stairs(DETECT_RAD_DEFAULT);
1543                         }
1544                         break;
1545
1546                 case RACE_HOBBIT:
1547                         if (racial_aux(15, 10, A_INT, 10))
1548                         {
1549                                 object_type *q_ptr;
1550                                 object_type forge;
1551
1552                                 /* Get local object */
1553                                 q_ptr = &forge;
1554
1555                                 /* Create the food ration */
1556                                 object_prep(q_ptr, 21);
1557
1558                                 /* Drop the object from heaven */
1559                                 (void)drop_near(q_ptr, -1, py, px);
1560 #ifdef JP
1561 msg_print("¿©»ö¤òÎÁÍý¤·¤Æºî¤Ã¤¿¡£");
1562 #else
1563                                 msg_print("You cook some food.");
1564 #endif
1565
1566                         }
1567                         break;
1568
1569                 case RACE_GNOME:
1570                         if (racial_aux(5, 5, A_INT, 12))
1571                         {
1572 #ifdef JP
1573 msg_print("¥Ñ¥Ã¡ª");
1574 #else
1575                                 msg_print("Blink!");
1576 #endif
1577
1578                                 teleport_player(10);
1579                         }
1580                         break;
1581
1582                 case RACE_HALF_ORC:
1583                         if (racial_aux(3, 5, A_WIS,
1584                             ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? 5 : 10)))
1585                         {
1586 #ifdef JP
1587 msg_print("ͦµ¤¤ò½Ð¤·¤¿¡£");
1588 #else
1589                                 msg_print("You play tough.");
1590 #endif
1591
1592                                 (void)set_afraid(0);
1593                         }
1594                         break;
1595
1596                 case RACE_HALF_TROLL:
1597                         if (racial_aux(10, 12, A_STR,
1598                             ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? 6 : 12)))
1599                         {
1600 #ifdef JP
1601 msg_print("¤¦¤¬¤¡¤¡¡ª");
1602 #else
1603                                 msg_print("RAAAGH!");
1604 #endif
1605
1606                                 (void)set_afraid(0);
1607
1608                                 (void)set_shero(10 + randint(plev), FALSE);
1609                                 (void)hp_player(30);
1610                         }
1611                         break;
1612
1613                 case RACE_AMBERITE:
1614                         if (command == -2)
1615                         {
1616                                 if (racial_aux(40, 75, A_WIS, 50))
1617                                 {
1618 #ifdef JP
1619 msg_print("¤¢¤Ê¤¿¤Ï¡Ö¥Ñ¥¿¡¼¥ó¡×¤ò¿´¤ËÉÁ¤¤¤Æ¤½¤Î¾å¤òÊ⤤¤¿...");
1620 #else
1621                                         msg_print("You picture the Pattern in your mind and walk it...");
1622 #endif
1623
1624                                         (void)set_poisoned(0);
1625                                         (void)set_image(0);
1626                                         (void)set_stun(0);
1627                                         (void)set_cut(0);
1628                                         (void)set_blind(0);
1629                                         (void)set_afraid(0);
1630                                         (void)do_res_stat(A_STR);
1631                                         (void)do_res_stat(A_INT);
1632                                         (void)do_res_stat(A_WIS);
1633                                         (void)do_res_stat(A_DEX);
1634                                         (void)do_res_stat(A_CON);
1635                                         (void)do_res_stat(A_CHR);
1636                                         (void)restore_level();
1637                                 }
1638                         }
1639
1640                         else if (command == -1)
1641                         {
1642                                 if (racial_aux(30, 50, A_INT, 50))
1643                                 {
1644                                         /* No effect in arena or quest */
1645                                         if (p_ptr->inside_arena || p_ptr->inside_quest)
1646                                         {
1647 #ifdef JP
1648 msg_print("¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£");
1649 #else
1650                                                 msg_print("There is no effect.");
1651 #endif
1652
1653                                         }
1654                                         else
1655                                         {
1656 #ifdef JP
1657 msg_print("¤¢¤Ê¤¿¤ÏÊ⤭¼þ¤ê»Ï¤á¤¿¡£¼þ°Ï¤¬ÊѲ½¤·¤Æ¤¤¤ë¡£");
1658 #else
1659                                                 msg_print("You start walking around. Your surroundings change.");
1660 #endif
1661
1662
1663                                                 if (autosave_l) do_cmd_save_game(TRUE);
1664
1665                                                 /* Leaving */
1666                                                 p_ptr->leaving = TRUE;
1667                                         }
1668                                 }
1669                         }
1670                         break;
1671
1672                 case RACE_BARBARIAN:
1673                         if (racial_aux(8, 10, A_STR, ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? 6 : 12)))
1674                         {
1675 #ifdef JP
1676 msg_print("¤¦¤©¤©¤ª¤ª¡ª");
1677 #else
1678                                 msg_print("Raaagh!");
1679 #endif
1680
1681                                 (void)set_afraid(0);
1682
1683                                 (void)set_shero(10 + randint(plev), FALSE);
1684                                 (void)hp_player(30);
1685                         }
1686                         break;
1687
1688                 case RACE_HALF_OGRE:
1689                         if (racial_aux(25, 35, A_INT, 15))
1690                         {
1691 #ifdef JP
1692 msg_print("Çúȯ¤Î¥ë¡¼¥ó¤ò¿µ½Å¤Ë»Å³Ý¤±¤¿...");
1693 #else
1694                                 msg_print("You carefully set an explosive rune...");
1695 #endif
1696
1697                                 explosive_rune();
1698                         }
1699                         break;
1700
1701                 case RACE_HALF_GIANT:
1702                         if (racial_aux(20, 10, A_STR, 12))
1703                         {
1704                                 if (!get_aim_dir(&dir)) break;
1705 #ifdef JP
1706 msg_print("ÀФÎÊɤò᤭¤Ä¤±¤¿¡£");
1707 #else
1708                                 msg_print("You bash at a stone wall.");
1709 #endif
1710
1711                                 (void)wall_to_mud(dir);
1712                         }
1713                         break;
1714
1715                 case RACE_HALF_TITAN:
1716                         if (racial_aux(15, 10, A_INT, 12))
1717                         {
1718 #ifdef JP
1719 msg_print("Ũ¤òÄ´ºº¤·¤¿...");
1720 #else
1721                                 msg_print("You examine your foes...");
1722 #endif
1723
1724                                 probing();
1725                         }
1726                         break;
1727
1728                 case RACE_CYCLOPS:
1729                         if (racial_aux(20, 15, A_STR, 12))
1730                         {
1731                                 if (!get_aim_dir(&dir)) break;
1732 #ifdef JP
1733 msg_print("µðÂç¤Ê´ä¤òÅꤲ¤¿¡£");
1734 #else
1735                                 msg_print("You throw a huge boulder.");
1736 #endif
1737
1738                                 fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
1739                         }
1740                         break;
1741
1742                 case RACE_YEEK:
1743                         if (racial_aux(15, 15, A_WIS, 10))
1744                         {
1745                                 if (!get_aim_dir(&dir)) break;
1746 #ifdef JP
1747 msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¶«¤ÓÀ¼¤ò¾å¤²¤¿¡ª");
1748 #else
1749                                 msg_print("You make a horrible scream!");
1750 #endif
1751
1752                                 (void)fear_monster(dir, plev);
1753                         }
1754                         break;
1755
1756                 case RACE_KLACKON:
1757                         if (racial_aux(9, 9, A_DEX, 14))
1758                         {
1759                                 if (!get_aim_dir(&dir)) break;
1760 #ifdef JP
1761 msg_print("»À¤òÅǤ¤¤¿¡£");
1762 #else
1763                                 msg_print("You spit acid.");
1764 #endif
1765
1766                                 if (plev < 25)
1767                                         fire_bolt(GF_ACID, dir, plev);
1768                                 else
1769                                         fire_ball(GF_ACID, dir, plev, 2);
1770                         }
1771                         break;
1772
1773                 case RACE_KOBOLD:
1774                         if (racial_aux(12, 8, A_DEX, 14))
1775                         {
1776                                 if(!get_aim_dir(&dir)) break;
1777 #ifdef JP
1778 msg_print("ÆǤΥÀ¡¼¥Ä¤òÅꤲ¤¿¡£");
1779 #else
1780                                 msg_print("You throw a dart of poison.");
1781 #endif
1782
1783                                 fire_bolt(GF_POIS, dir, plev);
1784                         }
1785                         break;
1786
1787                 case RACE_NIBELUNG:
1788                         if (racial_aux(10, 5, A_WIS, 10))
1789                         {
1790 #ifdef JP
1791 msg_print("¼þ°Ï¤òÄ´ºº¤·¤¿¡£");
1792 #else
1793                                 msg_print("You examine your surroundings.");
1794 #endif
1795
1796                                 (void)detect_traps(DETECT_RAD_DEFAULT);
1797                                 (void)detect_doors(DETECT_RAD_DEFAULT);
1798                                 (void)detect_stairs(DETECT_RAD_DEFAULT);
1799                         }
1800                         break;
1801
1802                 case RACE_DARK_ELF:
1803                         if (racial_aux(2, 2, A_INT, 9))
1804                         {
1805                                 if (!get_aim_dir(&dir)) break;
1806 #ifdef JP
1807 msg_print("¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤òÊü¤Ã¤¿¡£");
1808 #else
1809                                 msg_print("You cast a magic missile.");
1810 #endif
1811
1812                                 fire_bolt_or_beam(10, GF_MISSILE, dir,
1813                                     damroll(3 + ((plev - 1) / 5), 4));
1814                         }
1815                         break;
1816
1817                 case RACE_DRACONIAN:
1818                         if (racial_aux(1, plev, A_CON, 12))
1819                         {
1820                                 int  Type = (one_in_(3) ? GF_COLD : GF_FIRE);
1821 #ifdef JP
1822 cptr Type_desc = ((Type == GF_COLD) ? "Î䵤" : "±ê");
1823 #else
1824                                 cptr Type_desc = ((Type == GF_COLD) ? "cold" : "fire");
1825 #endif
1826
1827
1828                                 if (randint(100) < plev)
1829                                 {
1830                                         switch (p_ptr->pclass)
1831                                         {
1832                                                 case CLASS_WARRIOR:
1833                                                 case CLASS_BERSERKER:
1834                                                 case CLASS_RANGER:
1835                                                 case CLASS_TOURIST:
1836                                                 case CLASS_IMITATOR:
1837                                                 case CLASS_ARCHER:
1838                                                 case CLASS_SMITH:
1839                                                         if (one_in_(3))
1840                                                         {
1841                                                                 Type = GF_MISSILE;
1842 #ifdef JP
1843 Type_desc = "¥¨¥ì¥á¥ó¥È";
1844 #else
1845                                                                 Type_desc = "the elements";
1846 #endif
1847
1848                                                         }
1849                                                         else
1850                                                         {
1851                                                                 Type = GF_SHARDS;
1852 #ifdef JP
1853 Type_desc = "ÇËÊÒ";
1854 #else
1855                                                                 Type_desc = "shards";
1856 #endif
1857
1858                                                         }
1859                                                         break;
1860                                                 case CLASS_MAGE:
1861                                                 case CLASS_WARRIOR_MAGE:
1862                                                 case CLASS_HIGH_MAGE:
1863                                                 case CLASS_SORCERER:
1864                                                 case CLASS_MAGIC_EATER:
1865                                                 case CLASS_RED_MAGE:
1866                                                 case CLASS_BLUE_MAGE:
1867                                                 case CLASS_MIRROR_MASTER:
1868                                                         if (one_in_(3))
1869                                                         {
1870                                                                 Type = GF_MANA;
1871 #ifdef JP
1872 Type_desc = "ËâÎÏ";
1873 #else
1874                                                                 Type_desc = "mana";
1875 #endif
1876
1877                                                         }
1878                                                         else
1879                                                         {
1880                                                                 Type = GF_DISENCHANT;
1881 #ifdef JP
1882 Type_desc = "Îô²½";
1883 #else
1884                                                                 Type_desc = "disenchantment";
1885 #endif
1886
1887                                                         }
1888                                                         break;
1889                                                 case CLASS_CHAOS_WARRIOR:
1890                                                         if (!one_in_(3))
1891                                                         {
1892                                                                 Type = GF_CONFUSION;
1893 #ifdef JP
1894 Type_desc = "º®Íð";
1895 #else
1896                                                                 Type_desc = "confusion";
1897 #endif
1898
1899                                                         }
1900                                                         else
1901                                                         {
1902                                                                 Type = GF_CHAOS;
1903 #ifdef JP
1904 Type_desc = "¥«¥ª¥¹";
1905 #else
1906                                                                 Type_desc = "chaos";
1907 #endif
1908
1909                                                         }
1910                                                         break;
1911                                                 case CLASS_MONK:
1912                                                 case CLASS_SAMURAI:
1913                                                 case CLASS_FORCETRAINER:
1914                                                         if (!one_in_(3))
1915                                                         {
1916                                                                 Type = GF_CONFUSION;
1917 #ifdef JP
1918 Type_desc = "º®Íð";
1919 #else
1920                                                                 Type_desc = "confusion";
1921 #endif
1922
1923                                                         }
1924                                                         else
1925                                                         {
1926                                                                 Type = GF_SOUND;
1927 #ifdef JP
1928 Type_desc = "¹ì²»";
1929 #else
1930                                                                 Type_desc = "sound";
1931 #endif
1932
1933                                                         }
1934                                                         break;
1935                                                 case CLASS_MINDCRAFTER:
1936                                                         if (!one_in_(3))
1937                                                         {
1938                                                                 Type = GF_CONFUSION;
1939 #ifdef JP
1940 Type_desc = "º®Íð";
1941 #else
1942                                                                 Type_desc = "confusion";
1943 #endif
1944
1945                                                         }
1946                                                         else
1947                                                         {
1948                                                                 Type = GF_PSI;
1949 #ifdef JP
1950 Type_desc = "Àº¿À¥¨¥Í¥ë¥®¡¼";
1951 #else
1952                                                                 Type_desc = "mental energy";
1953 #endif
1954
1955                                                         }
1956                                                         break;
1957                                                 case CLASS_PRIEST:
1958                                                 case CLASS_PALADIN:
1959                                                         if (one_in_(3))
1960                                                         {
1961                                                                 Type = GF_HELL_FIRE;
1962 #ifdef JP
1963 Type_desc = "ÃϹö¤Î¹å²Ð";
1964 #else
1965                                                                 Type_desc = "hellfire";
1966 #endif
1967
1968                                                         }
1969                                                         else
1970                                                         {
1971                                                                 Type = GF_HOLY_FIRE;
1972 #ifdef JP
1973 Type_desc = "À»¤Ê¤ë±ê";
1974 #else
1975                                                                 Type_desc = "holy fire";
1976 #endif
1977
1978                                                         }
1979                                                         break;
1980                                                 case CLASS_ROGUE:
1981                                                 case CLASS_NINJA:
1982                                                         if (one_in_(3))
1983                                                         {
1984                                                                 Type = GF_DARK;
1985 #ifdef JP
1986 Type_desc = "°Å¹õ";
1987 #else
1988                                                                 Type_desc = "darkness";
1989 #endif
1990
1991                                                         }
1992                                                         else
1993                                                         {
1994                                                                 Type = GF_POIS;
1995 #ifdef JP
1996 Type_desc = "ÆÇ";
1997 #else
1998                                                                 Type_desc = "poison";
1999 #endif
2000
2001                                                         }
2002                                                         break;
2003                                                 case CLASS_BARD:
2004                                                         if (!one_in_(3))
2005                                                         {
2006                                                                 Type = GF_SOUND;
2007 #ifdef JP
2008 Type_desc = "¹ì²»";
2009 #else
2010                                                                 Type_desc = "sound";
2011 #endif
2012
2013                                                         }
2014                                                         else
2015                                                         {
2016                                                                 Type = GF_CONFUSION;
2017 #ifdef JP
2018 Type_desc = "º®Íð";
2019 #else
2020                                                                 Type_desc = "confusion";
2021 #endif
2022
2023                                                         }
2024                                                         break;
2025                                         }
2026                                 }
2027
2028                                 if (!get_aim_dir(&dir)) break;
2029 #ifdef JP
2030 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", Type_desc);
2031 #else
2032                                 msg_format("You breathe %s.", Type_desc);
2033 #endif
2034
2035                                 fire_ball(Type, dir, plev * 2,
2036                                     -(plev / 15) - 1);
2037                         }
2038                         break;
2039
2040                 case RACE_MIND_FLAYER:
2041                         if (racial_aux(15, 12, A_INT, 14))
2042                         {
2043                                 if (!get_aim_dir(&dir)) break;
2044                                 else
2045                                 {
2046 #ifdef JP
2047 msg_print("¤¢¤Ê¤¿¤Ï½¸Ã椷¡¢Ìܤ¬ÀÖ¤¯µ±¤¤¤¿...");
2048 #else
2049                                         msg_print("You concentrate and your eyes glow red...");
2050 #endif
2051
2052                                         fire_bolt(GF_PSI, dir, plev);
2053                                 }
2054                         }
2055                         break;
2056
2057                 case RACE_IMP:
2058                         if (racial_aux(9, 15, A_WIS, 15))
2059                         {
2060                                 if (!get_aim_dir(&dir)) break;
2061                                 if (plev >= 30)
2062                                 {
2063 #ifdef JP
2064 msg_print("¥Õ¥¡¥¤¥¢¡¼¥Ü¡¼¥ë¤òÊü¤Ã¤¿¡£");
2065 #else
2066                                         msg_print("You cast a ball of fire.");
2067 #endif
2068
2069                                         fire_ball(GF_FIRE, dir, plev, 2);
2070                                 }
2071                                 else
2072                                 {
2073 #ifdef JP
2074 msg_print("¥Õ¥¡¥¤¥¢¡¼¥Ü¥ë¥È¤òÊü¤Ã¤¿¡£");
2075 #else
2076                                         msg_print("You cast a bolt of fire.");
2077 #endif
2078
2079                                         fire_bolt(GF_FIRE, dir, plev);
2080                                 }
2081                         }
2082                         break;
2083
2084                 case RACE_GOLEM:
2085                         if (racial_aux(20, 15, A_CON, 8))
2086                         {
2087                                 (void)set_shield(randint(20) + 30, FALSE);
2088                         }
2089                         break;
2090
2091                 case RACE_SKELETON:
2092                 case RACE_ZOMBIE:
2093                         if (racial_aux(30, 30, A_WIS, 18))
2094                         {
2095 #ifdef JP
2096 msg_print("¤¢¤Ê¤¿¤Ï¼º¤Ã¤¿¥¨¥Í¥ë¥®¡¼¤ò¼è¤êÌ᤽¤¦¤È»î¤ß¤¿¡£");
2097 #else
2098                                 msg_print("You attempt to restore your lost energies.");
2099 #endif
2100
2101                                 (void)restore_level();
2102                         }
2103                         break;
2104
2105                 case RACE_VAMPIRE:
2106                         if (racial_aux(2, (1 + (plev / 3)), A_CON, 9))
2107                         {
2108                                 int y, x, dummy = 0;
2109                                 cave_type *c_ptr;
2110
2111                                 /* Only works on adjacent monsters */
2112                                 if (!get_rep_dir(&dir,FALSE)) break;   /* was get_aim_dir */
2113                                 y = py + ddy[dir];
2114                                 x = px + ddx[dir];
2115                                 c_ptr = &cave[y][x];
2116
2117                                 if (!c_ptr->m_idx)
2118                                 {
2119 #ifdef JP
2120 msg_print("²¿¤â¤Ê¤¤¾ì½ê¤Ë³ú¤ß¤Ä¤¤¤¿¡ª");
2121 #else
2122                                         msg_print("You bite into thin air!");
2123 #endif
2124
2125                                         break;
2126                                 }
2127
2128 #ifdef JP
2129 msg_print("¤¢¤Ê¤¿¤Ï¥Ë¥ä¥ê¤È¤·¤Æ²ç¤ò¤à¤¤¤¿...");
2130 #else
2131                                 msg_print("You grin and bare your fangs...");
2132 #endif
2133
2134                                 dummy = plev + randint(plev) * MAX(1, plev / 10);   /* Dmg */
2135                                 if (drain_life(dir, dummy))
2136                                 {
2137                                         if (p_ptr->food < PY_FOOD_FULL)
2138                                                 /* No heal if we are "full" */
2139                                                 (void)hp_player(dummy);
2140                                         else
2141 #ifdef JP
2142 msg_print("¤¢¤Ê¤¿¤Ï¶õÊ¢¤Ç¤Ï¤¢¤ê¤Þ¤»¤ó¡£");
2143 #else
2144                                                 msg_print("You were not hungry.");
2145 #endif
2146
2147                                                 /* Gain nutritional sustenance: 150/hp drained */
2148                                                 /* A Food ration gives 5000 food points (by contrast) */
2149                                                 /* Don't ever get more than "Full" this way */
2150                                                 /* But if we ARE Gorged,  it won't cure us */
2151                                                 dummy = p_ptr->food + MIN(5000, 100 * dummy);
2152                                         if (p_ptr->food < PY_FOOD_MAX)   /* Not gorged already */
2153                                                 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
2154                                 }
2155                                 else
2156 #ifdef JP
2157 msg_print("¤²¤§¡£¤Ò¤É¤¤Ì£¤À¡£");
2158 #else
2159                                         msg_print("Yechh. That tastes foul.");
2160 #endif
2161
2162                         }
2163                         break;
2164
2165                 case RACE_SPECTRE:
2166                         if (racial_aux(4, 6, A_INT, 3))
2167                         {
2168 #ifdef JP
2169 msg_print("¤¢¤Ê¤¿¤Ï¤ª¤É¤í¤ª¤É¤í¤·¤¤¶«¤ÓÀ¼¤ò¤¢¤²¤¿¡ª");
2170 #else
2171                                 msg_print("You emit an eldritch howl!");
2172 #endif
2173
2174                                 if (!get_aim_dir(&dir)) break;
2175                                 (void)fear_monster(dir, plev);
2176                         }
2177                         break;
2178
2179                 case RACE_SPRITE:
2180                         if (racial_aux(12, 12, A_INT, 15))
2181                         {
2182 #ifdef JP
2183 msg_print("¤¢¤Ê¤¿¤ÏËâË¡¤ÎÊ´¤òÅꤲ¤Ä¤±¤¿...");
2184 #else
2185                                 msg_print("You throw some magic dust...");
2186 #endif
2187
2188                                 if (plev < 25)
2189                                         sleep_monsters_touch();
2190                                 else
2191                                         (void)sleep_monsters();
2192                         }
2193                         break;
2194
2195                 case RACE_DEMON:
2196                         if (racial_aux(15, 10+p_ptr->lev/3, A_CON, 20))
2197                         {
2198                                 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
2199                                 if (!get_aim_dir(&dir)) break;
2200 #ifdef JP
2201 msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",((type == GF_NETHER) ? "ÃϹö" : "²Ð±ê"));
2202 #else
2203                                 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
2204 #endif
2205
2206                                 fire_ball(type, dir, plev * 3,
2207                                     -(plev / 15) - 1);
2208                         }
2209                         break;
2210
2211                 case RACE_KUTA:
2212                         if (racial_aux(20, 15, A_CHR, 8))
2213                         {
2214                                 (void)set_tsubureru(randint(20) + 30, FALSE);
2215                         }
2216                         break;
2217
2218                 case RACE_ANDROID:
2219                         if (plev < 10)
2220                         {
2221                                 if (racial_aux(1, 7, A_STR, 8))
2222                                 {
2223                                         if (!get_aim_dir(&dir)) return FALSE;
2224 #ifdef JP
2225                                         msg_print("¥ì¥¤¥¬¥ó¤òȯ¼Í¤·¤¿¡£");
2226 #else
2227                                         msg_print("You fire your ray gun.");
2228 #endif
2229                                         fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
2230                                 }
2231                         }
2232                         else if (plev < 25)
2233                         {
2234                                 if (racial_aux(10, 13, A_STR, 10))
2235                                 {
2236                                         if (!get_aim_dir(&dir)) return FALSE;
2237 #ifdef JP
2238                                         msg_print("¥Ö¥é¥¹¥¿¡¼¤òȯ¼Í¤·¤¿¡£");
2239 #else
2240                                         msg_print("You fire your blaster.");
2241 #endif
2242                                         fire_bolt(GF_MISSILE, dir, plev);
2243                                 }
2244                         }
2245                         else if (plev < 35)
2246                         {
2247                                 if (racial_aux(25, 26, A_STR, 12))
2248                                 {
2249                                         if (!get_aim_dir(&dir)) return FALSE;
2250 #ifdef JP
2251                                         msg_print("¥Ð¥º¡¼¥«¤òȯ¼Í¤·¤¿¡£");
2252 #else
2253                                         msg_print("You fire your bazooka.");
2254 #endif
2255                                         fire_ball(GF_MISSILE, dir, plev * 2, 2);
2256                                 }
2257                         }
2258                         else if (plev < 45)
2259                         {
2260                                 if (racial_aux(35, 40, A_STR, 15))
2261                                 {
2262                                         if (!get_aim_dir(&dir)) return FALSE;
2263 #ifdef JP
2264                                         msg_print("¥Ó¡¼¥à¥­¥ã¥Î¥ó¤òȯ¼Í¤·¤¿¡£");
2265 #else
2266                                         msg_print("You fire a beam cannon.");
2267 #endif
2268                                         fire_beam(GF_MISSILE, dir, plev * 2);
2269                                 }
2270                         }
2271                         else
2272                         {
2273                                 if (racial_aux(45, 60, A_STR, 18))
2274                                 {
2275                                         if (!get_aim_dir(&dir)) return FALSE;
2276 #ifdef JP
2277                                         msg_print("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡£");
2278 #else
2279                                         msg_print("You fire a rocket.");
2280 #endif
2281                                         fire_ball(GF_ROCKET, dir, plev * 5, 2);
2282                                 }
2283                         }
2284                         break;
2285
2286                 default:
2287 #ifdef JP
2288 msg_print("¤³¤Î¼ï²¤ÏÆüì¤ÊǽÎϤò»ý¤Ã¤Æ¤¤¤Þ¤»¤ó¡£");
2289 #else
2290                         msg_print("This race has no bonus power.");
2291 #endif
2292
2293                         energy_use = 0;
2294         }
2295         }
2296         return TRUE;
2297 }
2298
2299
2300 typedef struct power_desc_type power_desc_type;
2301
2302 struct power_desc_type
2303 {
2304         char name[40];
2305         int  level;
2306         int  cost;
2307         int  fail;
2308         int  number;
2309 };
2310
2311
2312 /*
2313  * Allow user to choose a power (racial / mutation) to activate
2314  */
2315 void do_cmd_racial_power(void)
2316 {
2317         power_desc_type power_desc[36];
2318         int             num, i = 0;
2319         int             ask = TRUE;
2320         int             lvl = p_ptr->lev;
2321         bool            flag, redraw;
2322         bool            warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
2323         char            choice;
2324         char            out_val[160];
2325         int menu_line = (use_menu ? 1 : 0);
2326
2327
2328         for (num = 0; num < 36; num++)
2329         {
2330                 strcpy(power_desc[num].name, "");
2331                 power_desc[num].number = 0;
2332         }
2333
2334         num = 0;
2335
2336         if (p_ptr->confused)
2337         {
2338 #ifdef JP
2339 msg_print("º®Í𤷤Ƥ¤¤ÆÆüìǽÎϤò»È¤¨¤Þ¤»¤ó¡ª");
2340 #else
2341                 msg_print("You are too confused to use any powers!");
2342 #endif
2343
2344                 energy_use = 0;
2345                 return;
2346         }
2347
2348         if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
2349         {
2350                 set_action(ACTION_NONE);
2351         }
2352
2353         switch (p_ptr->pclass)
2354         {
2355         case CLASS_WARRIOR:
2356         {
2357 #ifdef JP
2358 strcpy(power_desc[num].name, "·õ¤ÎÉñ¤¤");
2359 #else
2360                 strcpy(power_desc[num].name, "Whirl Strike");
2361 #endif
2362
2363                 power_desc[num].level = 40;
2364                 power_desc[num].cost = 75;
2365                 power_desc[num].fail = 100 - racial_chance(40, A_DEX, 35);
2366                 power_desc[num++].number = -3;
2367                 break;
2368         }
2369         case CLASS_MAGE:
2370         case CLASS_HIGH_MAGE:
2371         case CLASS_SORCERER:
2372         {
2373 #ifdef JP
2374 strcpy(power_desc[num].name, "ËâÎÏ¿©¤¤");
2375 #else
2376                 strcpy(power_desc[num].name, "eat magic");
2377 #endif
2378
2379                 power_desc[num].level = 25;
2380                 power_desc[num].cost = 1;
2381                 power_desc[num].fail = 100 - racial_chance(25, A_INT, 25);
2382                 power_desc[num++].number = -3;
2383                 break;
2384         }
2385         case CLASS_PRIEST:
2386         {
2387                 if (p_ptr->realm1 == REALM_LIFE)
2388                 {
2389 #ifdef JP
2390 strcpy(power_desc[num].name, "Éð´ï½ËÊ¡");
2391 #else
2392                         strcpy(power_desc[num].name, "bless weapon");
2393 #endif
2394
2395                         power_desc[num].level = 35;
2396                         power_desc[num].cost = 70;
2397                         power_desc[num].fail = 100 - racial_chance(35, A_WIS, 50);
2398                         power_desc[num++].number = -3;
2399                 }
2400                 else
2401                 {
2402 #ifdef JP
2403 strcpy(power_desc[num].name, "¾¤º²");
2404 #else
2405                         strcpy(power_desc[num].name, "Evocation");
2406 #endif
2407
2408                         power_desc[num].level = 42;
2409                         power_desc[num].cost = 40;
2410                         power_desc[num].fail = 100 - racial_chance(42, A_WIS, 35);
2411                         power_desc[num++].number = -3;
2412                 }
2413                 break;
2414         }
2415         case CLASS_ROGUE:
2416         {
2417 #ifdef JP
2418 strcpy(power_desc[num].name, "¥Ò¥Ã¥È¡õ¥¢¥¦¥§¥¤");
2419 #else
2420                 strcpy(power_desc[num].name, "hit and away");
2421 #endif
2422
2423                 power_desc[num].level = 8;
2424                 power_desc[num].cost = 12;
2425                 power_desc[num].fail = 100 - racial_chance(8, A_DEX, 14);
2426                 power_desc[num++].number = -3;
2427                 break;
2428         }
2429         case CLASS_RANGER:
2430         {
2431 #ifdef JP
2432 strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼Ä´ºº");
2433 #else
2434                 strcpy(power_desc[num].name, "probe monster");
2435 #endif
2436
2437                 power_desc[num].level = 15;
2438                 power_desc[num].cost = 20;
2439                 power_desc[num].fail = 100 - racial_chance(15, A_INT, 12);
2440                 power_desc[num++].number = -3;
2441                 break;
2442         }
2443         case CLASS_PALADIN:
2444         {
2445                 if (p_ptr->realm1 == REALM_LIFE)
2446                 {
2447 #ifdef JP
2448 strcpy(power_desc[num].name, "¥Û¡¼¥ê¡¼¡¦¥é¥ó¥¹");
2449 #else
2450                         strcpy(power_desc[num].name, "holy lance");
2451 #endif
2452
2453                         power_desc[num].level = 30;
2454                         power_desc[num].cost = 30;
2455                         power_desc[num].fail = 100 - racial_chance(30, A_WIS, 30);
2456                         power_desc[num++].number = -3;
2457                 }
2458                 else
2459                 {
2460 #ifdef JP
2461 strcpy(power_desc[num].name, "¥Ø¥ë¡¦¥é¥ó¥¹");
2462 #else
2463                         strcpy(power_desc[num].name, "hell lance");
2464 #endif
2465
2466                         power_desc[num].level = 30;
2467                         power_desc[num].cost = 30;
2468                         power_desc[num].fail = 100 - racial_chance(30, A_WIS, 30);
2469                         power_desc[num++].number = -3;
2470                 }
2471                 break;
2472         }
2473         case CLASS_WARRIOR_MAGE:
2474         {
2475 #ifdef JP
2476 strcpy(power_desc[num].name, "ÊÑ´¹: £È£Ð¢ª£Í£Ð");
2477 #else
2478                 strcpy(power_desc[num].name, "convert HP to SP");
2479 #endif
2480
2481                 power_desc[num].level = 25;
2482                 power_desc[num].cost = 0;
2483                 power_desc[num].fail = 100 - racial_chance(25, A_INT, 10);
2484                 power_desc[num++].number = -3;
2485 #ifdef JP
2486 strcpy(power_desc[num].name, "ÊÑ´¹: £Í£Ð¢ª£È£Ð");
2487 #else
2488                 strcpy(power_desc[num].name, "convert SP to HP");
2489 #endif
2490
2491                 power_desc[num].level = 25;
2492                 power_desc[num].cost = 0;
2493                 power_desc[num].fail = 100 - racial_chance(25, A_INT, 10);
2494                 power_desc[num++].number = -4;
2495                 break;
2496         }
2497         case CLASS_CHAOS_WARRIOR:
2498         {
2499 #ifdef JP
2500 strcpy(power_desc[num].name, "¸¸ÏǤθ÷");
2501 #else
2502                 strcpy(power_desc[num].name, "Confusing Light");
2503 #endif
2504
2505                 power_desc[num].level = 40;
2506                 power_desc[num].cost = 50;
2507                 power_desc[num].fail = 100 - racial_chance(40, A_INT, 25);
2508                 power_desc[num++].number = -3;
2509                 break;
2510         }
2511         case CLASS_MONK:
2512         {
2513 #ifdef JP
2514 strcpy(power_desc[num].name, "¹½¤¨¤ë");
2515 #else
2516                 strcpy(power_desc[num].name, "asuume a posture");
2517 #endif
2518
2519                 power_desc[num].level = 25;
2520                 power_desc[num].cost = 0;
2521                 power_desc[num].fail = 100 - racial_chance(20, A_DEX, 0);
2522                 power_desc[num++].number = -3;
2523 #ifdef JP
2524 strcpy(power_desc[num].name, "É´Îö·ý");
2525 #else
2526                 strcpy(power_desc[num].name, "Double Attack");
2527 #endif
2528
2529                 power_desc[num].level = 30;
2530                 power_desc[num].cost = 30;
2531                 power_desc[num].fail = 100 - racial_chance(20, A_STR, 20);
2532                 power_desc[num++].number = -4;
2533                 break;
2534         }
2535         case CLASS_MINDCRAFTER:
2536         case CLASS_FORCETRAINER:
2537         {
2538 #ifdef JP
2539 strcpy(power_desc[num].name, "ÌÀ¶À»ß¿å");
2540 #else
2541                 strcpy(power_desc[num].name, "Clear Mind");
2542 #endif
2543
2544                 power_desc[num].level = 15;
2545                 power_desc[num].cost = 0;
2546                 power_desc[num].fail = 100 - racial_chance(15, A_WIS, 10);
2547                 power_desc[num++].number = -3;
2548                 break;
2549         }
2550         case CLASS_TOURIST:
2551         {
2552 #ifdef JP
2553 strcpy(power_desc[num].name, "¼Ì¿¿»£±Æ");
2554 #else
2555                 strcpy(power_desc[num].name, "take a photograph");
2556 #endif
2557
2558                 power_desc[num].level = 1;
2559                 power_desc[num].cost = 0;
2560                 power_desc[num].fail = 100 - racial_chance(1, A_DEX, 0);
2561                 power_desc[num++].number = -3;
2562 #ifdef JP
2563 strcpy(power_desc[num].name, "¿¿¡¦´ÕÄê");
2564 #else
2565                 strcpy(power_desc[num].name, "Identify True");
2566 #endif
2567
2568                 power_desc[num].level = 25;
2569                 power_desc[num].cost = 20;
2570                 power_desc[num].fail = 100 - racial_chance(25, A_INT, 20);
2571                 power_desc[num++].number = -4;
2572                 break;
2573         }
2574         case CLASS_IMITATOR:
2575         {
2576 #ifdef JP
2577 strcpy(power_desc[num].name, "ÇÜÊÖ¤·");
2578 #else
2579                 strcpy(power_desc[num].name, "Double Revenge");
2580 #endif
2581
2582                 power_desc[num].level = 30;
2583                 power_desc[num].cost = 100;
2584                 power_desc[num].fail = 100 - racial_chance(30, A_DEX, 30);
2585                 power_desc[num++].number = -3;
2586                 break;
2587         }
2588         case CLASS_BEASTMASTER:
2589         {
2590 #ifdef JP
2591 strcpy(power_desc[num].name, "À¸Êª»ÙÇÛ");
2592 #else
2593                 strcpy(power_desc[num].name, "dominate a living thing");
2594 #endif
2595
2596                 power_desc[num].level = 1;
2597                 power_desc[num].cost = (p_ptr->lev+3)/4;
2598                 power_desc[num].fail = 100 - racial_chance(1, A_CHR, 10);
2599                 power_desc[num++].number = -3;
2600 #ifdef JP
2601 strcpy(power_desc[num].name, "¿¿¡¦À¸Êª»ÙÇÛ");
2602 #else
2603                 strcpy(power_desc[num].name, "dominate living things");
2604 #endif
2605
2606                 power_desc[num].level = 30;
2607                 power_desc[num].cost = (p_ptr->lev+20)/2;
2608                 power_desc[num].fail = 100 - racial_chance(30, A_CHR, 10);
2609                 power_desc[num++].number = -4;
2610                 break;
2611         }
2612         case CLASS_ARCHER:
2613         {
2614 #ifdef JP
2615 strcpy(power_desc[num].name, "ÃÆ/Ìð¤ÎÀ½Â¤");
2616 #else
2617                 strcpy(power_desc[num].name, "create ammo");
2618 #endif
2619
2620                 power_desc[num].level = 1;
2621                 power_desc[num].cost = 0;
2622                 power_desc[num].fail = 100 - racial_chance(0, A_DEX, 0);
2623                 power_desc[num++].number = -3;
2624                 break;
2625         }
2626         case CLASS_MAGIC_EATER:
2627         {
2628 #ifdef JP
2629 strcpy(power_desc[num].name, "ËâÎϤμè¤ê¹þ¤ß");
2630 #else
2631                 strcpy(power_desc[num].name, "absorb magic");
2632 #endif
2633
2634                 power_desc[num].level = 1;
2635                 power_desc[num].cost = 0;
2636                 power_desc[num].fail = 100 - racial_chance(0, A_INT, 0);
2637                 power_desc[num++].number = -3;
2638                 break;
2639         }
2640         case CLASS_BARD:
2641         {
2642 #ifdef JP
2643 strcpy(power_desc[num].name, "²Î¤ò»ß¤á¤ë");
2644 #else
2645                 strcpy(power_desc[num].name, "stop singing");
2646 #endif
2647
2648                 power_desc[num].level = 1;
2649                 power_desc[num].cost = 0;
2650                 power_desc[num].fail = 100 - racial_chance(0, A_CHR, 0);
2651                 power_desc[num++].number = -3;
2652                 break;
2653         }
2654         case CLASS_RED_MAGE:
2655         {
2656 #ifdef JP
2657 strcpy(power_desc[num].name, "Ϣ³Ëâ");
2658 #else
2659                 strcpy(power_desc[num].name, "Double Magic");
2660 #endif
2661
2662                 power_desc[num].level = 48;
2663                 power_desc[num].cost = 60;
2664                 power_desc[num].fail = 100 - racial_chance(48, A_INT, 25);
2665                 power_desc[num++].number = -3;
2666                 break;
2667         }
2668         case CLASS_SAMURAI:
2669         {
2670 #ifdef JP
2671 strcpy(power_desc[num].name, "µ¤¹ç¤¤¤¿¤á");
2672 #else
2673                 strcpy(power_desc[num].name, "Concentration");
2674 #endif
2675
2676                 power_desc[num].level = 1;
2677                 power_desc[num].cost = 0;
2678                 power_desc[num].fail = 100 - racial_chance(1, A_WIS, 0);
2679                 power_desc[num++].number = -3;
2680 #ifdef JP
2681 strcpy(power_desc[num].name, "·¿");
2682 #else
2683                 strcpy(power_desc[num].name, "assume a posture");
2684 #endif
2685
2686                 power_desc[num].level = 25;
2687                 power_desc[num].cost = 0;
2688                 power_desc[num].fail = 100 - racial_chance(25, A_DEX, 0);
2689                 power_desc[num++].number = -4;
2690                 break;
2691         }
2692         case CLASS_BLUE_MAGE:
2693         {
2694 #ifdef JP
2695 strcpy(power_desc[num].name, "¥é¡¼¥Ë¥ó¥°");
2696 #else
2697                 strcpy(power_desc[num].name, "Learning");
2698 #endif
2699
2700                 power_desc[num].level = 1;
2701                 power_desc[num].cost = 0;
2702                 power_desc[num].fail = 100 - racial_chance(1, A_INT, 0);
2703                 power_desc[num++].number = -3;
2704                 break;
2705         }
2706         case CLASS_CAVALRY:
2707         {
2708 #ifdef JP
2709 strcpy(power_desc[num].name, "¹ÓÇϤʤ餷");
2710 #else
2711                 strcpy(power_desc[num].name, "Rodeo");
2712 #endif
2713
2714                 power_desc[num].level = 10;
2715                 power_desc[num].cost = 0;
2716                 power_desc[num].fail = 100 - racial_chance(10, A_STR, 10);
2717                 power_desc[num++].number = -3;
2718                 break;
2719         }
2720         case CLASS_BERSERKER:
2721         {
2722 #ifdef JP
2723 strcpy(power_desc[num].name, "¶õÊ¢½¼Â­");
2724 #else
2725                 strcpy(power_desc[num].name, "satisfy hunger");
2726 #endif
2727
2728                 power_desc[num].level = 5;
2729                 power_desc[num].cost = 5;
2730                 power_desc[num].fail = 100 - racial_chance(5, A_DEX, 10);
2731                 power_desc[num++].number = -3;
2732 #ifdef JP
2733 strcpy(power_desc[num].name, "µ¢´Ô");
2734 #else
2735                 strcpy(power_desc[num].name, "Recall");
2736 #endif
2737
2738                 power_desc[num].level = 10;
2739                 power_desc[num].cost = 10;
2740                 power_desc[num].fail = 100 - racial_chance(10, A_DEX, 20);
2741                 power_desc[num++].number = -4;
2742                 break;
2743         }
2744         case CLASS_MIRROR_MASTER:
2745         {
2746 #ifdef JP
2747 strcpy(power_desc[num].name, "¶À³ä¤ê");
2748 #else
2749                 strcpy(power_desc[num].name, "break mirrors");
2750 #endif
2751
2752                 power_desc[num].level = 1;
2753                 power_desc[num].cost = 0;
2754                 power_desc[num].fail = 100 - racial_chance(1, A_INT, 0);
2755                 power_desc[num++].number = -3;
2756 #ifdef JP
2757 strcpy(power_desc[num].name, "ÀÅ¿å");
2758 #else
2759                 strcpy(power_desc[num].name, "Clear mind");
2760 #endif
2761
2762                 power_desc[num].level = 30;
2763                 power_desc[num].cost = 0;
2764                 power_desc[num].fail = 100 - racial_chance(30, A_INT, 20);
2765                 power_desc[num++].number = -4;
2766                 break;
2767         }
2768         case CLASS_SMITH:
2769         {
2770 #ifdef JP
2771 strcpy(power_desc[num].name, "ÌÜÍø¤­");
2772 #else
2773                 strcpy(power_desc[num].name, "Judgment");
2774 #endif
2775
2776                 power_desc[num].level = 5;
2777                 power_desc[num].cost = 15;
2778                 power_desc[num].fail = 100 - racial_chance(5, A_INT, 20);
2779                 power_desc[num++].number = -3;
2780                 break;
2781         }
2782         case CLASS_NINJA:
2783         {
2784 #ifdef JP
2785 strcpy(power_desc[num].name, "®¶î¤±");
2786 #else
2787                 strcpy(power_desc[num].name, "Quick Walk");
2788 #endif
2789
2790                 power_desc[num].level = 20;
2791                 power_desc[num].cost = 0;
2792                 power_desc[num].fail = 100 - racial_chance(20, A_DEX, 0);
2793                 power_desc[num++].number = -3;
2794                 break;
2795         }
2796         default:
2797 #ifdef JP
2798 strcpy(power_desc[0].name, "(¤Ê¤·)");
2799 #else
2800                 strcpy(power_desc[0].name, "(none)");
2801 #endif
2802
2803         }
2804
2805         if (p_ptr->mimic_form)
2806         {
2807                 switch (p_ptr->mimic_form)
2808                 {
2809                 case MIMIC_DEMON:
2810                 case MIMIC_DEMON_LORD:
2811 #ifdef JP
2812 sprintf(power_desc[num].name, "ÃϹö/²Ð±ê¤Î¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 3);
2813 #else
2814                         sprintf(power_desc[num].name, "nether or fire breath (dam %d)", lvl * 3);
2815 #endif
2816
2817                         power_desc[num].level = 15;
2818                         power_desc[num].cost = 10+lvl/3;
2819                         power_desc[num].fail = 100 - racial_chance(15, A_CON, 20);
2820                         power_desc[num++].number = -1;
2821                         break;
2822                 case MIMIC_VAMPIRE:
2823 #ifdef JP
2824 strcpy(power_desc[num].name, "À¸Ì¿Îϵۼý");
2825 #else
2826                         strcpy(power_desc[num].name, "drain life");
2827 #endif
2828
2829                         power_desc[num].level = 2;
2830                         power_desc[num].cost = 1 + (lvl / 3);
2831                         power_desc[num].fail = 100 - racial_chance(2, A_CON, 9);
2832                         power_desc[num++].number = -1;
2833                         break;
2834                 }
2835         }
2836         else
2837         {
2838         switch (p_ptr->prace)
2839         {
2840                 case RACE_DWARF:
2841 #ifdef JP
2842 strcpy(power_desc[num].name, "¥É¥¢¤Èæ« ´¶ÃÎ");
2843 #else
2844                         strcpy(power_desc[num].name, "detect doors+traps");
2845 #endif
2846
2847                         power_desc[num].level = 5;
2848                         power_desc[num].cost = 5;
2849                         power_desc[num].fail = 100 - racial_chance(5, A_WIS, 12);
2850                         power_desc[num++].number = -1;
2851                         break;
2852                 case RACE_NIBELUNG:
2853 #ifdef JP
2854 strcpy(power_desc[num].name, "¥É¥¢¤Èæ« ´¶ÃÎ");
2855 #else
2856                         strcpy(power_desc[num].name, "detect doors+traps");
2857 #endif
2858
2859                         power_desc[num].level = 10;
2860                         power_desc[num].cost = 5;
2861                         power_desc[num].fail = 100 - racial_chance(10, A_WIS, 10);
2862                         power_desc[num++].number = -1;
2863                         break;
2864                 case RACE_HOBBIT:
2865 #ifdef JP
2866 strcpy(power_desc[num].name, "¿©ÎÈÀ¸À®");
2867 #else
2868                         strcpy(power_desc[num].name, "create food");
2869 #endif
2870
2871                         power_desc[num].level = 15;
2872                         power_desc[num].cost = 10;
2873                         power_desc[num].fail = 100 - racial_chance(15, A_INT, 10);
2874                         power_desc[num++].number = -1;
2875                         break;
2876                 case RACE_GNOME:
2877 #ifdef JP
2878 sprintf(power_desc[num].name, "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È");
2879 #else
2880                         sprintf(power_desc[num].name, "Blink");
2881 #endif
2882
2883                         power_desc[num].level = 5;
2884                         power_desc[num].cost = 5;
2885                         power_desc[num].fail = 100 - racial_chance(5, A_INT, 12);
2886                         power_desc[num++].number = -1;
2887                         break;
2888                 case RACE_HALF_ORC:
2889 #ifdef JP
2890 strcpy(power_desc[num].name, "¶²Éݽüµî");
2891 #else
2892                         strcpy(power_desc[num].name, "remove fear");
2893 #endif
2894
2895                         power_desc[num].level = 3;
2896                         power_desc[num].cost = 5;
2897                         power_desc[num].fail = 100 - racial_chance(3, A_WIS, (warrior ? 5 : 10));
2898                         power_desc[num++].number = -1;
2899                         break;
2900                 case RACE_HALF_TROLL:
2901 #ifdef JP
2902 strcpy(power_desc[num].name, "¶¸Àï»Î²½");
2903 #else
2904                         strcpy(power_desc[num].name, "berserk");
2905 #endif
2906
2907                         power_desc[num].level = 10;
2908                         power_desc[num].cost = 12;
2909                         power_desc[num].fail = 100 - racial_chance(10, A_STR, (warrior ? 6 : 12));
2910                         power_desc[num++].number = -1;
2911                         break;
2912                 case RACE_BARBARIAN:
2913 #ifdef JP
2914 strcpy(power_desc[num].name, "¶¸Àï»Î²½");
2915 #else
2916                         strcpy(power_desc[num].name, "berserk");
2917 #endif
2918
2919                         power_desc[num].level = 8;
2920                         power_desc[num].cost = 10;
2921                         power_desc[num].fail = 100 - racial_chance(8, A_STR, (warrior ? 6 : 12));
2922                         power_desc[num++].number = -1;
2923                         break;
2924                 case RACE_AMBERITE:
2925 #ifdef JP
2926 strcpy(power_desc[num].name, "¥·¥ã¥É¥¦¡¦¥·¥Õ¥È");
2927 #else
2928                         strcpy(power_desc[num].name, "Shadow Shifting");
2929 #endif
2930
2931                         power_desc[num].level = 30;
2932                         power_desc[num].cost = 50;
2933                         power_desc[num].fail = 100 - racial_chance(30, A_INT, 50);
2934                         power_desc[num++].number = -1;
2935 #ifdef JP
2936 strcpy(power_desc[num].name, "¥Ñ¥¿¡¼¥ó¡¦¥¦¥©¡¼¥¯");
2937 #else
2938                         strcpy(power_desc[num].name, "Pattern Mindwalking");
2939 #endif
2940
2941                         power_desc[num].level = 40;
2942                         power_desc[num].cost = 75;
2943                         power_desc[num].fail = 100 - racial_chance(40, A_WIS, 50);
2944                         power_desc[num++].number = -2;
2945                         break;
2946                 case RACE_HALF_OGRE:
2947 #ifdef JP
2948 strcpy(power_desc[num].name, "Çúȯ¤Î¥ë¡¼¥ó");
2949 #else
2950                         strcpy(power_desc[num].name, "explosive rune");
2951 #endif
2952
2953                         power_desc[num].level = 25;
2954                         power_desc[num].cost = 35;
2955                         power_desc[num].fail = 100 - racial_chance(25, A_INT, 15);
2956                         power_desc[num++].number = -1;
2957                         break;
2958                 case RACE_HALF_GIANT:
2959 #ifdef JP
2960 strcpy(power_desc[num].name, "´äÀÐÍϲò");
2961 #else
2962                         strcpy(power_desc[num].name, "stone to mud");
2963 #endif
2964
2965                         power_desc[num].level = 20;
2966                         power_desc[num].cost = 10;
2967                         power_desc[num].fail = 100 - racial_chance(20, A_STR, 12);
2968                         power_desc[num++].number = -1;
2969                         break;
2970                 case RACE_HALF_TITAN:
2971 #ifdef JP
2972 strcpy(power_desc[num].name, "¥¹¥­¥ã¥ó¡¦¥â¥ó¥¹¥¿¡¼");
2973 #else
2974                         strcpy(power_desc[num].name, "probing");
2975 #endif
2976
2977                         power_desc[num].level = 15;
2978                         power_desc[num].cost = 10;
2979                         power_desc[num].fail = 100 - racial_chance(15, A_INT, 12);
2980                         power_desc[num++].number = -1;
2981                         break;
2982                 case RACE_CYCLOPS:
2983 #ifdef JP
2984 sprintf(power_desc[num].name, "´äÀÐÅꤲ¡Ê¥À¥á¡¼¥¸ %d¡Ë", (3 * lvl) / 2);
2985 #else
2986                         sprintf(power_desc[num].name, "throw boulder (dam %d)", (3 * lvl) / 2);
2987 #endif
2988
2989                         power_desc[num].level = 20;
2990                         power_desc[num].cost = 15;
2991                         power_desc[num].fail = 100 - racial_chance(20, A_STR, 12);
2992                         power_desc[num++].number = -1;
2993                         break;
2994                 case RACE_YEEK:
2995 #ifdef JP
2996 strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼¶²¹²");
2997 #else
2998                         strcpy(power_desc[num].name, "scare monster");
2999 #endif
3000
3001                         power_desc[num].level = 15;
3002                         power_desc[num].cost = 15;
3003                         power_desc[num].fail = 100 - racial_chance(15, A_WIS, 10);
3004                         power_desc[num++].number = -1;
3005                         break;
3006                 case RACE_SPECTRE:
3007 #ifdef JP
3008 strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼¶²¹²");
3009 #else
3010                         strcpy(power_desc[num].name, "scare monster");
3011 #endif
3012
3013                         power_desc[num].level = 4;
3014                         power_desc[num].cost = 6;
3015                         power_desc[num].fail = 100 - racial_chance(4, A_INT, 3);
3016                         power_desc[num++].number = -1;
3017                         break;
3018                 case RACE_KLACKON:
3019 #ifdef JP
3020 sprintf(power_desc[num].name, "»À¤ÎÂà(¥À¥á¡¼¥¸ %d)", lvl);
3021 #else
3022                         sprintf(power_desc[num].name, "spit acid (dam %d)", lvl);
3023 #endif
3024
3025                         power_desc[num].level = 9;
3026                         power_desc[num].cost = 9;
3027                         power_desc[num].fail = 100 - racial_chance(9, A_DEX, 14);
3028                         power_desc[num++].number = -1;
3029                         break;
3030                 case RACE_KOBOLD:
3031 #ifdef JP
3032 sprintf(power_desc[num].name, "ÆǤΥÀ¡¼¥Ä (¥À¥á¡¼¥¸ %d)", lvl);
3033 #else
3034                         sprintf(power_desc[num].name, "poison dart (dam %d)", lvl);
3035 #endif
3036
3037                         power_desc[num].level = 12;
3038                         power_desc[num].cost = 8;
3039                         power_desc[num].fail = 100 - racial_chance(12, A_DEX, 14);
3040                         power_desc[num++].number = -1;
3041                         break;
3042                 case RACE_DARK_ELF:
3043 #ifdef JP
3044 sprintf(power_desc[num].name, "¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë (¥À¥á¡¼¥¸ %dd%d)", 3 + ((lvl - 1) / 5), 4);
3045 #else
3046                         sprintf(power_desc[num].name, "magic missile (dm %dd%d)", 3 + ((lvl - 1) / 5), 4);
3047 #endif
3048
3049                         power_desc[num].level = 2;
3050                         power_desc[num].cost = 2;
3051                         power_desc[num].fail = 100 - racial_chance(2, A_INT, 9);
3052                         power_desc[num++].number = -1;
3053                         break;
3054                 case RACE_DRACONIAN:
3055 #ifdef JP
3056 sprintf(power_desc[num].name, "¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 2);
3057 #else
3058                         sprintf(power_desc[num].name, "breath weapon (dam %d)", lvl * 2);
3059 #endif
3060
3061                         power_desc[num].level = 1;
3062                         power_desc[num].cost = lvl;
3063                         power_desc[num].fail = 100 - racial_chance(1, A_CON, 12);
3064                         power_desc[num++].number = -1;
3065                         break;
3066                 case RACE_MIND_FLAYER:
3067 #ifdef JP
3068 sprintf(power_desc[num].name, "Àº¿À¹¶·â (¥À¥á¡¼¥¸ %d)", lvl);
3069 #else
3070                         sprintf(power_desc[num].name, "mind blast (dam %d)", lvl);
3071 #endif
3072
3073                         power_desc[num].level = 15;
3074                         power_desc[num].cost = 12;
3075                         power_desc[num].fail = 100 - racial_chance(15, A_INT, 14);
3076                         power_desc[num++].number = -1;
3077                         break;
3078                 case RACE_IMP:
3079 #ifdef JP
3080 sprintf(power_desc[num].name, "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È/¥Ü¡¼¥ë (¥À¥á¡¼¥¸ %d)", lvl);
3081 #else
3082                         sprintf(power_desc[num].name, "fire bolt/ball (dam %d)", lvl);
3083 #endif
3084
3085                         power_desc[num].level = 9;
3086                         power_desc[num].cost = 15;
3087                         power_desc[num].fail = 100 - racial_chance(9, A_WIS, 15);
3088                         power_desc[num++].number = -1;
3089                         break;
3090                 case RACE_GOLEM:
3091 #ifdef JP
3092 strcpy(power_desc[num].name, "È©Àв½ (´ü´Ö 1d20+30)");
3093 #else
3094                         strcpy(power_desc[num].name, "stone skin (dur 1d20+30)");
3095 #endif
3096
3097                         power_desc[num].level = 20;
3098                         power_desc[num].cost = 15;
3099                         power_desc[num].fail = 100 - racial_chance(20, A_CON, 8);
3100                         power_desc[num++].number = -1;
3101                         break;
3102                 case RACE_SKELETON:
3103                 case RACE_ZOMBIE:
3104 #ifdef JP
3105 strcpy(power_desc[num].name, "·Ð¸³ÃÍÉü³è");
3106 #else
3107                         strcpy(power_desc[num].name, "restore life");
3108 #endif
3109
3110                         power_desc[num].level = 30;
3111                         power_desc[num].cost = 30;
3112                         power_desc[num].fail = 100 - racial_chance(30, A_WIS, 18);
3113                         power_desc[num++].number = -1;
3114                         break;
3115                 case RACE_VAMPIRE:
3116 #ifdef JP
3117 strcpy(power_desc[num].name, "À¸Ì¿Îϵۼý");
3118 #else
3119                         strcpy(power_desc[num].name, "drain life");
3120 #endif
3121
3122                         power_desc[num].level = 2;
3123                         power_desc[num].cost = 1 + (lvl / 3);
3124                         power_desc[num].fail = 100 - racial_chance(2, A_CON, 9);
3125                         power_desc[num++].number = -1;
3126                         break;
3127                 case RACE_SPRITE:
3128 #ifdef JP
3129 strcpy(power_desc[num].name, "̲¤êÊ´");
3130 #else
3131                         strcpy(power_desc[num].name, "sleeping dust");
3132 #endif
3133
3134                         power_desc[num].level = 12;
3135                         power_desc[num].cost = 12;
3136                         power_desc[num].fail = 100 - racial_chance(12, A_INT, 15);
3137                         power_desc[num++].number = -1;
3138                         break;
3139                 case RACE_DEMON:
3140 #ifdef JP
3141 sprintf(power_desc[num].name, "ÃϹö/²Ð±ê¤Î¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 3);
3142 #else
3143                         sprintf(power_desc[num].name, "nether or fire breath (dam %d)", lvl * 3);
3144 #endif
3145
3146                         power_desc[num].level = 15;
3147                         power_desc[num].cost = 10+lvl/3;
3148                         power_desc[num].fail = 100 - racial_chance(15, A_CON, 20);
3149                         power_desc[num++].number = -1;
3150                         break;
3151                 case RACE_KUTA:
3152 #ifdef JP
3153 strcpy(power_desc[num].name, "²£¤Ë¿­¤Ó¤ë");
3154 #else
3155                         strcpy(power_desc[num].name, "expand horizontally (dur 30+1d20)");
3156 #endif
3157
3158                         power_desc[num].level = 20;
3159                         power_desc[num].cost = 15;
3160                         power_desc[num].fail = 100 - racial_chance(15, A_CHR, 8);
3161                         power_desc[num++].number = -1;
3162                         break;
3163                 case RACE_ANDROID:
3164                         if (p_ptr->lev < 10)
3165                         {
3166 #ifdef JP
3167 strcpy(power_desc[num].name, "¥ì¥¤¥¬¥ó");
3168 #else
3169                                 strcpy(power_desc[num].name, "ray gun");
3170 #endif
3171
3172                                 power_desc[num].level = 1;
3173                                 power_desc[num].cost = 7;
3174                                 power_desc[num].fail = 100 - racial_chance(1, A_STR, 8);
3175                         }
3176                         else if (p_ptr->lev < 25)
3177                         {
3178 #ifdef JP
3179 strcpy(power_desc[num].name, "¥Ö¥é¥¹¥¿¡¼");
3180 #else
3181                                 strcpy(power_desc[num].name, "blaster");
3182 #endif
3183
3184                                 power_desc[num].level = 10;
3185                                 power_desc[num].cost = 13;
3186                                 power_desc[num].fail = 100 - racial_chance(10, A_STR, 10);
3187                         }
3188                         else if (p_ptr->lev < 35)
3189                         {
3190 #ifdef JP
3191 strcpy(power_desc[num].name, "¥Ð¥º¡¼¥«");
3192 #else
3193                                 strcpy(power_desc[num].name, "bazooka");
3194 #endif
3195
3196                                 power_desc[num].level = 25;
3197                                 power_desc[num].cost = 26;
3198                                 power_desc[num].fail = 100 - racial_chance(25, A_STR, 12);
3199                         }
3200                         else if (p_ptr->lev < 45)
3201                         {
3202 #ifdef JP
3203 strcpy(power_desc[num].name, "¥Ó¡¼¥à¥­¥ã¥Î¥ó");
3204 #else
3205                                 strcpy(power_desc[num].name, "beam cannon");
3206 #endif
3207
3208                                 power_desc[num].level = 35;
3209                                 power_desc[num].cost = 40;
3210                                 power_desc[num].fail = 100 - racial_chance(35, A_STR, 15);
3211                         }
3212                         else
3213                         {
3214 #ifdef JP
3215 strcpy(power_desc[num].name, "¥í¥±¥Ã¥È");
3216 #else
3217                                 strcpy(power_desc[num].name, "rocket");
3218 #endif
3219
3220                                 power_desc[num].level = 45;
3221                                 power_desc[num].cost = 60;
3222                                 power_desc[num].fail = 100 - racial_chance(45, A_STR, 18);
3223                         }
3224                         power_desc[num++].number = -1;
3225                         break;
3226                 default:
3227                 {
3228                         break;
3229                 }
3230         }
3231         }
3232
3233         if (p_ptr->muta1)
3234         {
3235                 if (p_ptr->muta1 & MUT1_SPIT_ACID)
3236                 {
3237 #ifdef JP
3238 strcpy(power_desc[num].name, "»À¤ÎÂÃ");
3239 #else
3240                         strcpy(power_desc[num].name, "spit acid");
3241 #endif
3242
3243                         power_desc[num].level = 9;
3244                         power_desc[num].cost = 9;
3245                         power_desc[num].fail = 100 - racial_chance(9, A_DEX, 15);
3246                         power_desc[num++].number = MUT1_SPIT_ACID;
3247                 }
3248
3249                 if (p_ptr->muta1 & MUT1_BR_FIRE)
3250                 {
3251 #ifdef JP
3252 strcpy(power_desc[num].name, "±ê¤Î¥Ö¥ì¥¹");
3253 #else
3254                         strcpy(power_desc[num].name, "fire breath");
3255 #endif
3256
3257                         power_desc[num].level = 20;
3258                         power_desc[num].cost = lvl;
3259                         power_desc[num].fail = 100 - racial_chance(20, A_CON, 18);
3260                         power_desc[num++].number = MUT1_BR_FIRE;
3261                 }
3262
3263                 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
3264                 {
3265 #ifdef JP
3266 strcpy(power_desc[num].name, "ºÅ̲âˤß");
3267 #else
3268                         strcpy(power_desc[num].name, "hypnotic gaze");
3269 #endif
3270
3271                         power_desc[num].level = 12;
3272                         power_desc[num].cost = 12;
3273                         power_desc[num].fail = 100 - racial_chance(12, A_CHR, 18);
3274                         power_desc[num++].number = MUT1_HYPN_GAZE;
3275                 }
3276
3277                 if (p_ptr->muta1 & MUT1_TELEKINES)
3278                 {
3279 #ifdef JP
3280 strcpy(power_desc[num].name, "Ç°Æ°ÎÏ");
3281 #else
3282                         strcpy(power_desc[num].name, "telekinesis");
3283 #endif
3284
3285                         power_desc[num].level = 9;
3286                         power_desc[num].cost = 9;
3287                         power_desc[num].fail = 100 - racial_chance(9, A_WIS, 14);
3288                         power_desc[num++].number = MUT1_TELEKINES;
3289                 }
3290
3291                 if (p_ptr->muta1 & MUT1_VTELEPORT)
3292                 {
3293 #ifdef JP
3294 strcpy(power_desc[num].name, "¥Æ¥ì¥Ý¡¼¥È");
3295 #else
3296                         strcpy(power_desc[num].name, "teleport");
3297 #endif
3298
3299                         power_desc[num].level = 7;
3300                         power_desc[num].cost = 7;
3301                         power_desc[num].fail = 100 - racial_chance(7, A_WIS, 15);
3302                         power_desc[num++].number = MUT1_VTELEPORT;
3303                 }
3304
3305                 if (p_ptr->muta1 & MUT1_MIND_BLST)
3306                 {
3307 #ifdef JP
3308 strcpy(power_desc[num].name, "Àº¿À¹¶·â");
3309 #else
3310                         strcpy(power_desc[num].name, "mind blast");
3311 #endif
3312
3313                         power_desc[num].level = 5;
3314                         power_desc[num].cost = 3;
3315                         power_desc[num].fail = 100 - racial_chance(5, A_WIS, 15);
3316                         power_desc[num++].number = MUT1_MIND_BLST;
3317                 }
3318
3319                 if (p_ptr->muta1 & MUT1_RADIATION)
3320                 {
3321 #ifdef JP
3322 strcpy(power_desc[num].name, "Êü¼Íǽ");
3323 #else
3324                         strcpy(power_desc[num].name, "emit radiation");
3325 #endif
3326
3327                         power_desc[num].level = 15;
3328                         power_desc[num].cost = 15;
3329                         power_desc[num].fail = 100 - racial_chance(15, A_CON, 14);
3330                         power_desc[num++].number = MUT1_RADIATION;
3331                 }
3332
3333                 if (p_ptr->muta1 & MUT1_VAMPIRISM)
3334                 {
3335 #ifdef JP
3336 strcpy(power_desc[num].name, "µÛ·ì¥É¥ì¥¤¥ó");
3337 #else
3338                         strcpy(power_desc[num].name, "vampiric drain");
3339 #endif
3340
3341                         power_desc[num].level = 2;
3342                         power_desc[num].cost = (1 + (lvl / 3));
3343                         power_desc[num].fail = 100 - racial_chance(2, A_CON, 9);
3344                         power_desc[num++].number = MUT1_VAMPIRISM;
3345                 }
3346
3347                 if (p_ptr->muta1 & MUT1_SMELL_MET)
3348                 {
3349 #ifdef JP
3350 strcpy(power_desc[num].name, "¶â°Ó̳Ð");
3351 #else
3352                         strcpy(power_desc[num].name, "smell metal");
3353 #endif
3354
3355                         power_desc[num].level = 3;
3356                         power_desc[num].cost = 2;
3357                         power_desc[num].fail = 100 - racial_chance(3, A_INT, 12);
3358                         power_desc[num++].number = MUT1_SMELL_MET;
3359                 }
3360
3361                 if (p_ptr->muta1 & MUT1_SMELL_MON)
3362                 {
3363 #ifdef JP
3364 strcpy(power_desc[num].name, "Ũ½­Ó̳Ð");
3365 #else
3366                         strcpy(power_desc[num].name, "smell monsters");
3367 #endif
3368
3369                         power_desc[num].level = 5;
3370                         power_desc[num].cost = 4;
3371                         power_desc[num].fail = 100 - racial_chance(5, A_INT, 15);
3372                         power_desc[num++].number = MUT1_SMELL_MON;
3373                 }
3374
3375                 if (p_ptr->muta1 & MUT1_BLINK)
3376                 {
3377 #ifdef JP
3378 strcpy(power_desc[num].name, "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È");
3379 #else
3380                         strcpy(power_desc[num].name, "blink");
3381 #endif
3382
3383                         power_desc[num].level = 3;
3384                         power_desc[num].cost = 3;
3385                         power_desc[num].fail = 100 - racial_chance(3, A_WIS, 12);
3386                         power_desc[num++].number = MUT1_BLINK;
3387                 }
3388
3389                 if (p_ptr->muta1 & MUT1_EAT_ROCK)
3390                 {
3391 #ifdef JP
3392 strcpy(power_desc[num].name, "´ä¿©¤¤");
3393 #else
3394                         strcpy(power_desc[num].name, "eat rock");
3395 #endif
3396
3397                         power_desc[num].level = 8;
3398                         power_desc[num].cost = 12;
3399                         power_desc[num].fail = 100 - racial_chance(8, A_CON, 18);
3400                         power_desc[num++].number = MUT1_EAT_ROCK;
3401                 }
3402
3403                 if (p_ptr->muta1 & MUT1_SWAP_POS)
3404                 {
3405 #ifdef JP
3406 strcpy(power_desc[num].name, "°ÌÃÖ¸ò´¹");
3407 #else
3408                         strcpy(power_desc[num].name, "swap position");
3409 #endif
3410
3411                         power_desc[num].level = 15;
3412                         power_desc[num].cost = 12;
3413                         power_desc[num].fail = 100 - racial_chance(15, A_DEX, 16);
3414                         power_desc[num++].number = MUT1_SWAP_POS;
3415                 }
3416
3417                 if (p_ptr->muta1 & MUT1_SHRIEK)
3418                 {
3419 #ifdef JP
3420 strcpy(power_desc[num].name, "¶«¤Ó");
3421 #else
3422                         strcpy(power_desc[num].name, "shriek");
3423 #endif
3424
3425                         power_desc[num].level = 20;
3426                         power_desc[num].cost = 14;
3427                         power_desc[num].fail = 100 - racial_chance(20, A_CON, 16);
3428                         power_desc[num++].number = MUT1_SHRIEK;
3429                 }
3430
3431                 if (p_ptr->muta1 & MUT1_ILLUMINE)
3432                 {
3433 #ifdef JP
3434 strcpy(power_desc[num].name, "¾ÈÌÀ");
3435 #else
3436                         strcpy(power_desc[num].name, "illuminate");
3437 #endif
3438
3439                         power_desc[num].level = 3;
3440                         power_desc[num].cost = 2;
3441                         power_desc[num].fail = 100 - racial_chance(3, A_INT, 10);
3442                         power_desc[num++].number = MUT1_ILLUMINE;
3443                 }
3444
3445                 if (p_ptr->muta1 & MUT1_DET_CURSE)
3446                 {
3447 #ifdef JP
3448 strcpy(power_desc[num].name, "¼ö¤¤´¶ÃÎ");
3449 #else
3450                         strcpy(power_desc[num].name, "detect curses");
3451 #endif
3452
3453                         power_desc[num].level = 7;
3454                         power_desc[num].cost = 14;
3455                         power_desc[num].fail = 100 - racial_chance(7, A_WIS, 14);
3456                         power_desc[num++].number = MUT1_DET_CURSE;
3457                 }
3458
3459                 if (p_ptr->muta1 & MUT1_BERSERK)
3460                 {
3461 #ifdef JP
3462 strcpy(power_desc[num].name, "¶¸Àï»Î²½");
3463 #else
3464                         strcpy(power_desc[num].name, "berserk");
3465 #endif
3466
3467                         power_desc[num].level = 8;
3468                         power_desc[num].cost = 8;
3469                         power_desc[num].fail = 100 - racial_chance(8, A_STR, 14);
3470                         power_desc[num++].number = MUT1_BERSERK;
3471                 }
3472
3473                 if (p_ptr->muta1 & MUT1_POLYMORPH)
3474                 {
3475 #ifdef JP
3476 strcpy(power_desc[num].name, "ÊÑ¿È");
3477 #else
3478                         strcpy(power_desc[num].name, "polymorph");
3479 #endif
3480
3481                         power_desc[num].level = 18;
3482                         power_desc[num].cost = 20;
3483                         power_desc[num].fail = 100 - racial_chance(18, A_CON, 18);
3484                         power_desc[num++].number = MUT1_POLYMORPH;
3485                 }
3486
3487                 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
3488                 {
3489 #ifdef JP
3490 strcpy(power_desc[num].name, "¥ß¥À¥¹¤Î¼ê");
3491 #else
3492                         strcpy(power_desc[num].name, "midas touch");
3493 #endif
3494
3495                         power_desc[num].level = 10;
3496                         power_desc[num].cost = 5;
3497                         power_desc[num].fail = 100 - racial_chance(10, A_INT, 12);
3498                         power_desc[num++].number = MUT1_MIDAS_TCH;
3499                 }
3500
3501                 if (p_ptr->muta1 & MUT1_GROW_MOLD)
3502                 {
3503 #ifdef JP
3504 strcpy(power_desc[num].name, "¥«¥ÓȯÀ¸");
3505 #else
3506                         strcpy(power_desc[num].name, "grow mold");
3507 #endif
3508
3509                         power_desc[num].level = 1;
3510                         power_desc[num].cost = 6;
3511                         power_desc[num].fail = 100 - racial_chance(1, A_CON, 14);
3512                         power_desc[num++].number = MUT1_GROW_MOLD;
3513                 }
3514
3515                 if (p_ptr->muta1 & MUT1_RESIST)
3516                 {
3517 #ifdef JP
3518 strcpy(power_desc[num].name, "¥¨¥ì¥á¥ó¥ÈÂÑÀ­");
3519 #else
3520                         strcpy(power_desc[num].name, "resist elements");
3521 #endif
3522
3523                         power_desc[num].level = 10;
3524                         power_desc[num].cost = 12;
3525                         power_desc[num].fail = 100 - racial_chance(10, A_CON, 12);
3526                         power_desc[num++].number = MUT1_RESIST;
3527                 }
3528
3529                 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
3530                 {
3531 #ifdef JP
3532 strcpy(power_desc[num].name, "ÃÏ¿Ì");
3533 #else
3534                         strcpy(power_desc[num].name, "earthquake");
3535 #endif
3536
3537                         power_desc[num].level = 12;
3538                         power_desc[num].cost = 12;
3539                         power_desc[num].fail = 100 - racial_chance(12, A_STR, 16);
3540                         power_desc[num++].number = MUT1_EARTHQUAKE;
3541                 }
3542
3543                 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
3544                 {
3545 #ifdef JP
3546 strcpy(power_desc[num].name, "ËâÎÏ¿©¤¤");
3547 #else
3548                         strcpy(power_desc[num].name, "eat magic");
3549 #endif
3550
3551                         power_desc[num].level = 17;
3552                         power_desc[num].cost = 1;
3553                         power_desc[num].fail = 100 - racial_chance(17, A_WIS, 15);
3554                         power_desc[num++].number = MUT1_EAT_MAGIC;
3555                 }
3556
3557                 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
3558                 {
3559 #ifdef JP
3560 strcpy(power_desc[num].name, "ËâÎÏ´¶ÃÎ");
3561 #else
3562                         strcpy(power_desc[num].name, "weigh magic");
3563 #endif
3564
3565                         power_desc[num].level = 6;
3566                         power_desc[num].cost = 6;
3567                         power_desc[num].fail = 100 - racial_chance(6, A_INT, 10);
3568                         power_desc[num++].number = MUT1_WEIGH_MAG;
3569                 }
3570
3571                 if (p_ptr->muta1 & MUT1_STERILITY)
3572                 {
3573 #ifdef JP
3574 strcpy(power_desc[num].name, "Áý¿£ÁË»ß");
3575 #else
3576                         strcpy(power_desc[num].name, "sterilize");
3577 #endif
3578
3579                         power_desc[num].level = 12;
3580                         power_desc[num].cost = 23;
3581                         power_desc[num].fail = 100 - racial_chance(12, A_CHR, 15);
3582                         power_desc[num++].number = MUT1_STERILITY;
3583                 }
3584
3585                 if (p_ptr->muta1 & MUT1_PANIC_HIT)
3586                 {
3587 #ifdef JP
3588 strcpy(power_desc[num].name, "¥Ò¥Ã¥È¡õ¥¢¥¦¥§¥¤");
3589 #else
3590                         strcpy(power_desc[num].name, "panic hit");
3591 #endif
3592
3593                         power_desc[num].level = 10;
3594                         power_desc[num].cost = 12;
3595                         power_desc[num].fail = 100 - racial_chance(10, A_DEX, 14);
3596                         power_desc[num++].number = MUT1_PANIC_HIT;
3597                 }
3598
3599                 if (p_ptr->muta1 & MUT1_DAZZLE)
3600                 {
3601 #ifdef JP
3602 strcpy(power_desc[num].name, "âÁÏÇ");
3603 #else
3604                         strcpy(power_desc[num].name, "dazzle");
3605 #endif
3606
3607                         power_desc[num].level = 7;
3608                         power_desc[num].cost = 15;
3609                         power_desc[num].fail = 100 - racial_chance(7, A_CHR, 8);
3610                         power_desc[num++].number = MUT1_DAZZLE;
3611                 }
3612
3613                 if (p_ptr->muta1 & MUT1_LASER_EYE)
3614                 {
3615 #ifdef JP
3616 strcpy(power_desc[num].name, "¥ì¡¼¥¶¡¼¡¦¥¢¥¤");
3617 #else
3618                         strcpy(power_desc[num].name, "laser eye");
3619 #endif
3620
3621                         power_desc[num].level = 7;
3622                         power_desc[num].cost = 10;
3623                         power_desc[num].fail = 100 - racial_chance(7, A_WIS, 9);
3624                         power_desc[num++].number = MUT1_LASER_EYE;
3625                 }
3626
3627                 if (p_ptr->muta1 & MUT1_RECALL)
3628                 {
3629 #ifdef JP
3630 strcpy(power_desc[num].name, "µ¢´Ô");
3631 #else
3632                         strcpy(power_desc[num].name, "recall");
3633 #endif
3634
3635                         power_desc[num].level = 17;
3636                         power_desc[num].cost = 50;
3637                         power_desc[num].fail = 100 - racial_chance(17, A_INT, 16);
3638                         power_desc[num++].number = MUT1_RECALL;
3639                 }
3640
3641                 if (p_ptr->muta1 & MUT1_BANISH)
3642                 {
3643 #ifdef JP
3644 strcpy(power_desc[num].name, "¼Ù°­¾ÃÌÇ");
3645 #else
3646                         strcpy(power_desc[num].name, "banish evil");
3647 #endif
3648
3649                         power_desc[num].level = 25;
3650                         power_desc[num].cost = 25;
3651                         power_desc[num].fail = 100 - racial_chance(25, A_WIS, 18);
3652                         power_desc[num++].number = MUT1_BANISH;
3653                 }
3654
3655                 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
3656                 {
3657 #ifdef JP
3658 strcpy(power_desc[num].name, "Åà·ë¤Î¼ê");
3659 #else
3660                         strcpy(power_desc[num].name, "cold touch");
3661 #endif
3662
3663                         power_desc[num].level = 2;
3664                         power_desc[num].cost = 2;
3665                         power_desc[num].fail = 100 - racial_chance(2, A_CON, 11);
3666                         power_desc[num++].number = MUT1_COLD_TOUCH;
3667                 }
3668
3669                 if (p_ptr->muta1 & MUT1_LAUNCHER)
3670                 {
3671 #ifdef JP
3672 strcpy(power_desc[num].name, "¥¢¥¤¥Æ¥àÅꤲ");
3673 #else
3674                         strcpy(power_desc[num].name, "throw object");
3675 #endif
3676
3677                         power_desc[num].level = 1;
3678                         power_desc[num].cost = lvl;
3679                         power_desc[num].fail = 100 - racial_chance(1, A_STR, 6);
3680                         /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
3681                         power_desc[num++].number = 3;
3682                 }
3683         }
3684
3685         /* Nothing chosen yet */
3686         flag = FALSE;
3687
3688         /* No redraw yet */
3689         redraw = FALSE;
3690
3691         /* Build a prompt */
3692 #ifdef JP
3693 (void) strnfmt(out_val, 78, "(ÆüìǽÎÏ %c-%c, *'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎÆüìǽÎϤò»È¤¤¤Þ¤¹¤«¡©",
3694 #else
3695         (void)strnfmt(out_val, 78, "(Powers %c-%c, *=List, ESC=exit) Use which power? ",
3696 #endif
3697
3698                 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
3699
3700 #ifdef ALLOW_REPEAT
3701 if (!repeat_pull(&i) || i<0 || i>=num) {
3702 #endif /* ALLOW_REPEAT */
3703         if (use_menu) screen_save();
3704          /* Get a spell from the user */
3705
3706         choice = (always_show_list || use_menu) ? ESCAPE:1;
3707         while (!flag)
3708         {
3709                 if( choice==ESCAPE ) choice = ' '; 
3710                 else if( !get_com(out_val, &choice, FALSE) )break; 
3711
3712                 if (use_menu && choice != ' ')
3713                 {
3714                         switch(choice)
3715                         {
3716                                 case '0':
3717                                 {
3718                                         screen_load();
3719                                         energy_use = 0;
3720                                         return;
3721                                         break;
3722                                 }
3723
3724                                 case '8':
3725                                 case 'k':
3726                                 case 'K':
3727                                 {
3728                                         menu_line += (num - 1);
3729                                         break;
3730                                 }
3731
3732                                 case '2':
3733                                 case 'j':
3734                                 case 'J':
3735                                 {
3736                                         menu_line++;
3737                                         break;
3738                                 }
3739
3740                                 case '6':
3741                                 case 'l':
3742                                 case 'L':
3743                                 case '4':
3744                                 case 'h':
3745                                 case 'H':
3746                                 {
3747                                         if (menu_line > 18)
3748                                                 menu_line -= 18;
3749                                         else if (menu_line+18 <= num)
3750                                                 menu_line += 18;
3751                                         break;
3752                                 }
3753
3754                                 case 'x':
3755                                 case 'X':
3756                                 case '\r':
3757                                 {
3758                                         i = menu_line - 1;
3759                                         ask = FALSE;
3760                                         break;
3761                                 }
3762                         }
3763                         if (menu_line > num) menu_line -= num;
3764                 }
3765                 /* Request redraw */
3766                 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
3767                 {
3768                         /* Show the list */
3769                         if (!redraw || use_menu)
3770                         {
3771                                 byte y = 1, x = 0;
3772                                 int ctr = 0;
3773                                 char dummy[80];
3774                                 char letter;
3775                                 int x1, y1;
3776
3777                                 strcpy(dummy, "");
3778
3779                                 /* Show list */
3780                                 redraw = TRUE;
3781
3782                                 /* Save the screen */
3783                                 if (!use_menu) screen_save();
3784
3785                                 /* Print header(s) */
3786                                 if (num < 18)
3787 #ifdef JP
3788 prt("                            Lv   MP ¼ºÎ¨", y++, x);
3789 #else
3790                                         prt("                            Lv Cost Fail", y++, x);
3791 #endif
3792
3793                                 else
3794 #ifdef JP
3795 prt("                            Lv   MP ¼ºÎ¨                            Lv   MP ¼ºÎ¨", y++, x);
3796 #else
3797                                         prt("                            Lv Cost Fail                            Lv Cost Fail", y++, x);
3798 #endif
3799
3800
3801                                 /* Print list */
3802                                 while (ctr < num)
3803                                 {
3804                                         x1 = ((ctr < 18) ? x : x + 40);
3805                                         y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
3806
3807                                         if (use_menu)
3808                                         {
3809 #ifdef JP
3810                                                 if (ctr == (menu_line-1)) strcpy(dummy, " ¡Õ ");
3811 #else
3812                                                 if (ctr == (menu_line-1)) strcpy(dummy, " >  ");
3813 #endif
3814                                                 else strcpy(dummy, "    ");
3815                                         }
3816                                         else
3817                                         {
3818                                                 /* letter/number for power selection */
3819                                                 if (ctr < 26)
3820                                                         letter = I2A(ctr);
3821                                                 else
3822                                                         letter = '0' + ctr - 26;
3823                                                 sprintf(dummy, " %c) ",letter);
3824                                         }
3825                                         strcat(dummy, format("%-23.23s %2d %4d %3d%%", power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost, power_desc[ctr].fail));
3826                                         prt(dummy, y1, x1);
3827                                         ctr++;
3828                                 }
3829                         }
3830
3831                         /* Hide the list */
3832                         else
3833                         {
3834                                 /* Hide list */
3835                                 redraw = FALSE;
3836
3837                                 /* Restore the screen */
3838                                 screen_load();
3839                         }
3840
3841                         /* Redo asking */
3842                         continue;
3843                 }
3844
3845                 if (!use_menu)
3846                 {
3847                         if (choice == '\r' && num == 1)
3848                         {
3849                                 choice = 'a';
3850                         }
3851
3852                         if (isalpha(choice))
3853                         {
3854                                 /* Note verify */
3855                                 ask = (isupper(choice));
3856
3857                                 /* Lowercase */
3858                                 if (ask) choice = tolower(choice);
3859
3860                                 /* Extract request */
3861                                 i = (islower(choice) ? A2I(choice) : -1);
3862                         }
3863                         else
3864                         {
3865                                 ask = FALSE; /* Can't uppercase digits */
3866
3867                                 i = choice - '0' + 26;
3868                         }
3869                 }
3870
3871                 /* Totally Illegal */
3872                 if ((i < 0) || (i >= num))
3873                 {
3874                         bell();
3875                         continue;
3876                 }
3877
3878                 /* Verify it */
3879                 if (ask)
3880                 {
3881                         char tmp_val[160];
3882
3883                         /* Prompt */
3884 #ifdef JP
3885 (void) strnfmt(tmp_val, 78, "%s¤ò»È¤¤¤Þ¤¹¤«¡© ", power_desc[i].name);
3886 #else
3887                         (void)strnfmt(tmp_val, 78, "Use %s? ", power_desc[i].name);
3888 #endif
3889
3890
3891                         /* Belay that order */
3892                         if (!get_check(tmp_val)) continue;
3893                 }
3894
3895                 /* Stop the loop */
3896                 flag = TRUE;
3897         }
3898
3899         /* Restore the screen */
3900         if (redraw) screen_load();
3901
3902         /* Abort if needed */
3903         if (!flag)
3904         {
3905                 energy_use = 0;
3906                 return;
3907         }
3908 #ifdef ALLOW_REPEAT
3909         repeat_push(i);
3910         } /*if (!repeat_pull(&i) || ...)*/
3911 #endif /* ALLOW_REPEAT */
3912         if (power_desc[i].number < 0)
3913         {
3914                 if (!cmd_racial_power_aux(power_desc[i].number)) energy_use = 0;
3915         }
3916         else
3917         {
3918                 mutation_power_aux(power_desc[i].number);
3919         }
3920
3921         /* Redraw mana and hp */
3922         p_ptr->redraw |= (PR_HP | PR_MANA);
3923
3924         /* Window stuff */
3925         p_ptr->window |= (PW_PLAYER | PW_SPELL);
3926
3927         /* Success */
3928         return;
3929 }