3 /* Purpose: Spell code (part 2) */
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
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.
17 * self-knowledge... idea from nethack. Useful for determining powers and
18 * resistences of items. It saves the screen, clears it, then starts listing
19 * attributes, a screenful at a time. (There are a LOT of attributes to
20 * list. It will probably take 2 or 3 screens for a powerful character whose
21 * using several artifacts...) -CFT
23 * It is now a lot more efficient. -BEN-
25 * See also "identify_fully()".
27 * XXX XXX XXX Use the "show_file()" method, perhaps.
29 void self_knowledge(void)
34 char v_string [8] [128];
35 char s_string [6] [128];
37 u32b f1 = 0L, f2 = 0L, f3 = 0L;
46 int plev = p_ptr->lev;
50 p_ptr->knowledge |= (KNOW_STAT | KNOW_HPRATE);
54 percent = (int)(((long)player_hp[PY_MAX_LEVEL - 1] * 200L) /
56 ((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
59 sprintf(Dummy, "¸½ºß¤ÎÂÎÎÏ¥é¥ó¥¯ : %d/100", percent);
61 sprintf(Dummy, "Your current Life Rating is %d/100.", percent);
64 strcpy(buf[0], Dummy);
68 chg_virtue(V_KNOWLEDGE, 1);
69 chg_virtue(V_ENLIGHTEN, 1);
71 /* Acquire item flags from equipment */
72 for (k = INVEN_RARM; k < INVEN_TOTAL; k++)
76 o_ptr = &inventory[k];
78 /* Skip non-objects */
79 if (!o_ptr->k_idx) continue;
81 /* Extract the flags */
82 object_flags(o_ptr, &t1, &t2, &t3);
91 info[i++] = "ǽÎϤκÇÂçÃÍ";
93 info[i++] = "Limits of maximum stats";
96 for (v_nr = 0; v_nr < 6; v_nr++)
100 sprintf(stat_desc, "%s 18/%d", stat_names[v_nr], p_ptr->stat_max_max[v_nr]-18);
102 strcpy(s_string[v_nr], stat_desc);
104 info[i++] = s_string[v_nr];
109 sprintf(Dummy, "¸½ºß¤Î°À : %s(%ld)", your_alignment(), p_ptr->align);
111 sprintf(Dummy, "Your alighnment : %s(%ld)", your_alignment(), p_ptr->align);
113 strcpy(buf[1], Dummy);
115 for (v_nr = 0; v_nr < 8; v_nr++)
119 int tester = p_ptr->virtues[v_nr];
121 strcpy(v_name, virtue[(p_ptr->vir_types[v_nr])-1]);
124 sprintf(vir_desc, "¤ª¤Ã¤È¡£%s¤Î¾ðÊó¤Ê¤·¡£", v_name);
126 sprintf(vir_desc, "Oops. No info about %s.", v_name);
130 sprintf(vir_desc, "[%s]¤ÎÂÐ¶Ë (%d)",
132 sprintf(vir_desc, "You are the polar opposite of %s (%d).",
135 else if (tester < -80)
137 sprintf(vir_desc, "[%s]¤ÎÂçŨ (%d)",
139 sprintf(vir_desc, "You are an arch-enemy of %s (%d).",
142 else if (tester < -60)
144 sprintf(vir_desc, "[%s]¤Î¶¯Å¨ (%d)",
146 sprintf(vir_desc, "You are a bitter enemy of %s (%d).",
149 else if (tester < -40)
151 sprintf(vir_desc, "[%s]¤ÎŨ (%d)",
153 sprintf(vir_desc, "You are an enemy of %s (%d).",
156 else if (tester < -20)
158 sprintf(vir_desc, "[%s]¤Îºá¼Ô (%d)",
160 sprintf(vir_desc, "You have sinned against %s (%d).",
165 sprintf(vir_desc, "[%s]¤ÎÌÂÆ»¼Ô (%d)",
167 sprintf(vir_desc, "You have strayed from the path of %s (%d).",
170 else if (tester == 0)
172 sprintf(vir_desc, "[%s]¤ÎÃæΩ¼Ô (%d)",
174 sprintf(vir_desc,"You are neutral to %s (%d).",
177 else if (tester < 20)
179 sprintf(vir_desc, "[%s]¤Î¾®ÆÁ¼Ô (%d)",
181 sprintf(vir_desc,"You are somewhat virtuous in %s (%d).",
184 else if (tester < 40)
186 sprintf(vir_desc, "[%s]¤ÎÃæÆÁ¼Ô (%d)",
188 sprintf(vir_desc,"You are virtuous in %s (%d).",
191 else if (tester < 60)
193 sprintf(vir_desc, "[%s]¤Î¹âÆÁ¼Ô (%d)",
195 sprintf(vir_desc,"You are very virtuous in %s (%d).",
198 else if (tester < 80)
200 sprintf(vir_desc, "[%s]¤ÎÇÆ¼Ô (%d)",
202 sprintf(vir_desc,"You are a champion of %s (%d).",
205 else if (tester < 100)
207 sprintf(vir_desc, "[%s]¤Î°ÎÂç¤ÊÇÆ¼Ô (%d)",
209 sprintf(vir_desc,"You are a great champion of %s (%d).",
214 sprintf(vir_desc, "[%s]¤Î¶ñ¸½¼Ô (%d)",
216 sprintf(vir_desc,"You are the living embodiment of %s (%d).",
220 strcpy(v_string[v_nr], vir_desc);
222 info[i++] = v_string[v_nr];
226 /* Racial powers... */
227 if (p_ptr->mimic_form)
229 switch (p_ptr->mimic_form)
232 case MIMIC_DEMON_LORD:
234 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤ÎÃϹö¤«²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤¬¤Ç¤¤ë¡£(%d MP)", 3 * plev, 10+plev/3);
236 sprintf(Dummy, "You can nether breathe, dam. %d (cost %d).", 3 * plev, 10+plev/3);
245 sprintf(Dummy, "¤¢¤Ê¤¿¤ÏŨ¤«¤é %d-%d HP ¤ÎÀ¸Ì¿ÎϤòµÛ¼ý¤Ç¤¤ë¡£(%d MP)",
247 sprintf(Dummy, "You can steal life from a foe, dam. %d-%d (cost %d).",
250 plev + MAX(1, plev / 10), plev + plev * MAX(1, plev / 10), 1 + (plev / 3));
258 switch (p_ptr->prace)
264 info[i++] = "¤¢¤Ê¤¿¤Ï櫤ȥɥ¢¤È³¬Ãʤò´¶ÃΤǤ¤ë¡£(5 MP)";
266 info[i++] = "You can find traps, doors and stairs (cost 5).";
274 info[i++] = "¤¢¤Ê¤¿¤Ï¿©ÎÁ¤òÀ¸À®¤Ç¤¤ë¡£(10 MP)";
276 info[i++] = "You can produce food (cost 10).";
285 sprintf(Dummy, "¤¢¤Ê¤¿¤ÏÈÏ°Ï %d °ÊÆâ¤Ë¥Æ¥ì¥Ý¡¼¥È¤Ç¤¤ë¡£(%d MP)",
287 sprintf(Dummy, "You can teleport, range %d (cost %d).",
290 (1 + plev), (5 + (plev / 5)));
297 info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤò½üµî¤Ç¤¤ë¡£(5 MP)";
299 info[i++] = "You can remove fear (cost 5).";
303 case RACE_HALF_TROLL:
306 info[i++] = "¤¢¤Ê¤¿¤Ï¶¸Ë½²½¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(12 MP) ";
308 info[i++] = "You enter berserk fury (cost 12).";
315 info[i++] = "¤¢¤Ê¤¿¤Ï¥·¥ã¥É¥¦¥·¥Õ¥È¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(50 MP)";
317 info[i++] = "You can Shift Shadows (cost 50).";
322 info[i++] = "¤¢¤Ê¤¿¤Ï¡Ö¥Ñ¥¿¡¼¥ó¡×¤ò¿´¤ËÉÁ¤¤¤ÆÊ⤯¤³¤È¤¬¤Ç¤¤ë¡£(75 MP)";
324 info[i++] = "You can mentally Walk the Pattern (cost 75).";
331 info[i++] = "¤¢¤Ê¤¿¤Ï¶¸Ë½²½¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(10 MP) ";
333 info[i++] = "You can enter berserk fury (cost 10).";
340 info[i++] = "¤¢¤Ê¤¿¤ÏÇúȯ¤Î¥ë¡¼¥ó¤ò»Å³Ý¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£(35 MP)";
342 info[i++] = "You can set an Explosive Rune (cost 35).";
346 case RACE_HALF_GIANT:
349 info[i++] = "¤¢¤Ê¤¿¤ÏÀФÎÊɤò²õ¤¹¤³¤È¤¬¤Ç¤¤ë¡£(10 MP)";
351 info[i++] = "You can break stone walls (cost 10).";
355 case RACE_HALF_TITAN:
358 info[i++] = "¤¢¤Ê¤¿¤Ï¥â¥ó¥¹¥¿¡¼¤ò¥¹¥¥ã¥ó¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(20 MP)";
360 info[i++] = "You can probe monsters (cost 20).";
368 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î´äÀФòÅꤲ¤ë¤³¤È¤¬¤Ç¤¤ë¡£(15 MP)",
370 sprintf(Dummy, "You can throw a boulder, dam. %d (cost 15).",
380 info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤò¸Æ¤Óµ¯¤³¤¹¶«¤ÓÀ¼¤òȯ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(15 MP)";
382 info[i++] = "You can make a terrifying scream (cost 15).";
390 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î»À¤ò¿á¤¤«¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£(9 MP)", plev);
392 sprintf(Dummy, "You can spit acid, dam. %d (cost 9).", plev);
403 "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤ÎÆÇÌð¤òÅꤲ¤ë¤³¤È¤¬¤Ç¤¤ë¡£(8 MP)", plev);
405 "You can throw a dart of poison, dam. %d (cost 8).", plev);
415 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤Î¼öʸ¤ò»È¤¨¤ë¡£(2 MP)",
417 sprintf(Dummy, "You can cast a Magic Missile, dam %d (cost 2).",
420 (3 + ((plev-1) / 5)));
426 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤¬¤Ç¤¤ë¡£(%d MP)", 2 * plev, plev);
428 sprintf(Dummy, "You can breathe, dam. %d (cost %d).", 2 * plev, plev);
433 case RACE_MIND_FLAYER:
436 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤ÎÀº¿À¹¶·â¤ò¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(12 MP)", plev);
438 sprintf(Dummy, "You can mind blast your enemies, dam %d (cost 12).", plev);
447 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò»È¤¨¤ë¡£(15 MP)", plev);
449 sprintf(Dummy, "You can cast a Fire Ball, dam. %d (cost 15).", plev);
457 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò»È¤¨¤ë¡£(15 MP)", plev);
459 sprintf(Dummy, "You can cast a Fire Bolt, dam. %d (cost 15).", plev);
468 info[i++] = "¤¢¤Ê¤¿¤Ï d20+30 ¥¿¡¼¥ó¤Î´ÖÈ©¤òÀФËÊѲ½¤µ¤»¤é¤ì¤ë¡£(15 MP)";
470 info[i++] = "You can turn your skin to stone, dur d20+30 (cost 15).";
478 info[i++] = "¤¢¤Ê¤¿¤Ï¼º¤Ã¤¿À¸Ì¿ÎϤò²óÉü¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(30 MP)";
480 info[i++] = "You can restore lost life forces (cost 30).";
488 sprintf(Dummy, "¤¢¤Ê¤¿¤ÏŨ¤«¤é %d-%d HP ¤ÎÀ¸Ì¿ÎϤòµÛ¼ý¤Ç¤¤ë¡£(%d MP)",
490 sprintf(Dummy, "You can steal life from a foe, dam. %d-%d (cost %d).",
493 plev + MAX(1, plev / 10), plev + plev * MAX(1, plev / 10), 1 + (plev / 3));
501 info[i++] = "¤¢¤Ê¤¿¤Ïµã¤¶«¤ó¤ÇŨ¤ò¶²Éݤµ¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£(3 MP)";
503 info[i++] = "You can wail to terrify your enemies (cost 3).";
512 info[i++] = "¤¢¤Ê¤¿¤ÏŨ¤ò̲¤é¤»¤ëËâË¡¤ÎÊ´¤òÅꤲ¤ë¤³¤È¤¬¤Ç¤¤ë¡£(12 MP)";
514 info[i++] = "You can throw magical dust which induces sleep (cost 12).";
521 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤ÎÃϹö¤«²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤¬¤Ç¤¤ë¡£(%d MP)", 3 * plev, 10+plev/3);
523 sprintf(Dummy, "You can breathe nether, dam. %d (cost %d).", 3 * plev, 10+plev/3);
531 info[i++] = "¤¢¤Ê¤¿¤Ï d20+30 ¥¿¡¼¥ó¤Î´Ö²£¤Ë¿¤Ó¤ë¤³¤È¤¬¤Ç¤¤ë¡£(15 MP)";
533 info[i++] = "You can expand horizontally, dur d20+30 (cost 15).";
540 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥ì¥¤¥¬¥ó¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(7 MP)", (plev + 1) / 2);
542 sprintf(Dummy, "You can fire a ray gun with damage %d (cost 7).", (plev+1)/2);
546 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ö¥é¥¹¥¿¡¼¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(13 MP)", plev);
548 sprintf(Dummy, "You can fire a blaster with damage %d (cost 13).", plev);
552 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ð¥º¡¼¥«¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(26 MP)", plev * 2);
554 sprintf(Dummy, "You can fire a bazooka with damage %d (cost 26).", plev * 2);
558 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ó¡¼¥à¥¥ã¥Î¥ó¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(40 MP)", plev * 2);
560 sprintf(Dummy, "You can fire a beam cannon with damage %d (cost 40).", plev * 2);
564 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥í¥±¥Ã¥È¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(60 MP)", plev * 5);
566 sprintf(Dummy, "You can fire a rocket with damage %d (cost 60).", plev * 5);
576 switch(p_ptr->pclass)
582 info[i++] = "¤¢¤Ê¤¿¤Ï¥é¥ó¥À¥à¤ÊÊý¸þ¤ËÂФ·¤Æ¿ô²ó¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(75 MP)";
584 info[i++] = "You can attack some random directions at a time (cost 75).";
589 case CLASS_HIGH_MAGE:
594 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥¤¥Æ¥à¤ÎËâÎϤòµÛ¼ý¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(1 MP)";
596 info[i++] = "You can absorb charges from an item (cost 1).";
601 if (p_ptr->realm1 == REALM_LIFE)
606 info[i++] = "¤¢¤Ê¤¿¤ÏÉð´ï¤ò½ËÊ¡¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(70 MP)";
608 info[i++] = "You can bless a weapon (cost 70).";
617 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ¤ê¤Î¤¹¤Ù¤Æ¤Î¥â¥ó¥¹¥¿¡¼¤ò¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(40 MP)";
619 info[i++] = "You can damages all monsters in sight (cost 40).";
628 info[i++] = "¤¢¤Ê¤¿¤Ï¹¶·â¤·¤Æ¨ºÂ¤Ëƨ¤²¤ë¤³¤È¤¬¤Ç¤¤ë¡£(12 MP)";
630 info[i++] = "You can hit a monster and teleport at a time (cost 12).";
638 info[i++] = "¤¢¤Ê¤¿¤Ï²øʪ¤òÄ´ºº¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(20 MP)";
640 info[i++] = "You can prove monsters (cost 20).";
645 if (p_ptr->realm1 == REALM_LIFE)
650 info[i++] = "¤¢¤Ê¤¿¤ÏÀ»¤Ê¤ëÁä¤òÊü¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(30 MP)";
652 info[i++] = "You can fires a holy spear (cost 30).";
661 info[i++] = "¤¢¤Ê¤¿¤ÏÀ¸Ì¿ÎϤò¸º¾¯¤µ¤»¤ëÁä¤òÊü¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(30 MP)";
663 info[i++] = "You can fires a spear which drains vitality (cost 30).";
668 case CLASS_WARRIOR_MAGE:
672 info[i++] = "¤¢¤Ê¤¿¤Ï£È£Ð¤ò£Í£Ð¤ËÊÑ´¹¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
674 info[i++] = "You can convert HP to SP (cost 0).";
677 info[i++] = "¤¢¤Ê¤¿¤Ï£Í£Ð¤ò£È£Ð¤ËÊÑ´¹¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
679 info[i++] = "You can convert SP to HP (cost 0).";
683 case CLASS_CHAOS_WARRIOR:
687 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ°Ï¤Ë²øʪ¤òÏǤ魯¸÷¤òȯÀ¸¤µ¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£(50 MP)";
689 info[i++] = "You can radiate light which confuses nearby monsters (cost 50).";
697 info[i++] = "¤¢¤Ê¤¿¤Ï¹½¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
699 info[i++] = "You can assume a posture of special form (cost 0).";
705 info[i++] = "¤¢¤Ê¤¿¤ÏÄ̾ï¤Î2Çܤι¶·â¤ò¹Ô¤¦¤³¤È¤¬¤Ç¤¤ë¡£(30 MP)";
707 info[i++] = "You can perform double attacks in a time (cost 30).";
711 case CLASS_MINDCRAFTER:
712 case CLASS_FORCETRAINER:
716 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿À¤ò½¸Ã椷¤Æ£Í£Ð¤ò²óÉü¤µ¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
718 info[i++] = "You can concentrate to regenerate your mana (cost 0).";
724 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ì¿¿¤ò»£±Æ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
726 info[i++] = "You can take a photograph (cost 0).";
731 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥¤¥Æ¥à¤ò´°Á´¤Ë´ÕÄꤹ¤ë¤³¤È¤¬¤Ç¤¤ë¡£(20 MP)";
733 info[i++] = "You can *identify* items (cost 20).";
741 info[i++] = "¤¢¤Ê¤¿¤Ï²øʪ¤ÎÆü칶·â¤ò¥À¥á¡¼¥¸2ÇܤǤޤͤ뤳¤È¤¬¤Ç¤¤ë¡£(100 MP)";
743 info[i++] = "You can imitate monster's special attacks with double damage (cost 100).";
747 case CLASS_BEASTMASTER:
749 info[i++] = "¤¢¤Ê¤¿¤Ï1ɤ¤ÎÀ¸Ì¿¤Î¤¢¤ë¥â¥ó¥¹¥¿¡¼¤ò»ÙÇÛ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥ì¥Ù¥ë/4 MP)";
751 info[i++] = "You can dominate a monster (cost level/4).";
756 info[i++] = "¤¢¤Ê¤¿¤Ï»ë³¦Æâ¤ÎÀ¸Ì¿¤Î¤¢¤ë¥â¥ó¥¹¥¿¡¼¤ò»ÙÇÛ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£((¥ì¥Ù¥ë+20)/2 MP)";
758 info[i++] = "You can dominate living monsters in sight (cost (level+20)/4).";
762 case CLASS_MAGIC_EATER:
764 info[i++] = "¤¢¤Ê¤¿¤Ï¾ó/ËâË¡ËÀ/¥í¥Ã¥É¤ÎËâÎϤò¼«Ê¬¤Î¤â¤Î¤Ë¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
766 info[i++] = "You can absorb a staff, wand or rod itself.";
773 info[i++] = "¤¢¤Ê¤¿¤Ï1¥¿¡¼¥ó¤Ë2²óËâË¡¤ò¾§¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£(77 MP)";
775 info[i++] = "You can cast two spells in one time (cost 77).";
782 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿À¤ò½¸Ã椷¤Æµ¤¹ç¤¤¤òί¤á¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
784 info[i++] = "You can concentrate to regenerate your mana.";
790 info[i++] = "¤¢¤Ê¤¿¤ÏÆüì¤Ê·¿¤Ç¹½¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
792 info[i++] = "You can assume a posture of special form.";
796 case CLASS_BLUE_MAGE:
798 info[i++] = "¤¢¤Ê¤¿¤ÏÁê¼ê¤Ë»È¤ï¤ì¤¿ËâË¡¤ò³Ø¤Ö¤³¤È¤¬¤Ç¤¤ë¡£";
800 info[i++] = "You can study spells which your enemy casts on you.";
807 info[i++] = "¤¢¤Ê¤¿¤Ï¥â¥ó¥¹¥¿¡¼¤Ë¾è¤Ã¤Æ̵ÍýÌðÍý¥Ú¥Ã¥È¤Ë¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
809 info[i++] = "You can ride on a hostile monster forcibly to turn it into pet.";
813 case CLASS_BERSERKER:
817 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Ç¶õÊ¢¤òËþ¤¿¤¹¤³¤È¤¬¤Ç¤¤ë¡£";
819 info[i++] = "You can satisfy hunger.";
825 info[i++] = "¤¢¤Ê¤¿¤Ï³¹¤È¥À¥ó¥¸¥ç¥ó¤Î´Ö¤ò¹Ô¤Í褹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
827 info[i++] = "You can travel between town and the depths.";
831 case CLASS_MIRROR_MASTER:
833 info[i++] = "¤¢¤Ê¤¿¤Ï¶À¤òºî¤ê½Ð¤¹¤³¤È¤¬¤Ç¤¤ë¡£(2 MP)";
835 info[i++] = "You can create a Mirror (cost 2).";
838 info[i++] = "¤¢¤Ê¤¿¤Ï¶À¤ò³ä¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
840 info[i++] = "You can break distant Mirrors (cost 0).";
847 info[i++] = "¤¢¤Ê¤¿¤ÏÁÇÁ᤯°ÜÆ°¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
849 info[i++] = "You can walk extremery fast.";
857 if (p_ptr->muta1 & MUT1_SPIT_ACID)
860 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤ò¿á¤¤«¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX1)";
862 info[i++] = "You can spit acid (dam lvl).";
866 if (p_ptr->muta1 & MUT1_BR_FIRE)
869 info[i++] = "¤¢¤Ê¤¿¤Ï±ê¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
871 info[i++] = "You can breathe fire (dam lvl * 2).";
875 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
878 info[i++] = "¤¢¤Ê¤¿¤ÎâˤߤϺÅ̲¸ú²Ì¤ò¤â¤Ä¡£";
880 info[i++] = "Your gaze is hypnotic.";
884 if (p_ptr->muta1 & MUT1_TELEKINES)
887 info[i++] = "¤¢¤Ê¤¿¤ÏÇ°Æ°ÎϤò¤â¤Ã¤Æ¤¤¤ë¡£";
889 info[i++] = "You are telekinetic.";
893 if (p_ptr->muta1 & MUT1_VTELEPORT)
896 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»×¤Ç¥Æ¥ì¥Ý¡¼¥È¤Ç¤¤ë¡£";
898 info[i++] = "You can teleport at will.";
902 if (p_ptr->muta1 & MUT1_MIND_BLST)
905 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿À¹¶·â¤ò¹Ô¤¨¤ë¡£(¥À¥á¡¼¥¸ 3¡Á12d3)";
907 info[i++] = "You can Mind Blast your enemies (3 to 12d3 dam).";
911 if (p_ptr->muta1 & MUT1_RADIATION)
914 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»×¤Ç¶¯¤¤Êü¼ÍÀþ¤òȯÀ¸¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
916 info[i++] = "You can emit hard radiation at will (dam lvl * 2).";
920 if (p_ptr->muta1 & MUT1_VAMPIRISM)
923 info[i++] = "¤¢¤Ê¤¿¤ÏµÛ·ìµ´¤Î¤è¤¦¤ËŨ¤«¤éÀ¸Ì¿ÎϤòµÛ¼ý¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
925 info[i++] = "You can drain life from a foe like a vampire (dam lvl * 2).";
929 if (p_ptr->muta1 & MUT1_SMELL_MET)
932 info[i++] = "¤¢¤Ê¤¿¤Ï¶á¤¯¤Ë¤¢¤ëµ®¶â°¤ò¤«¤®Ê¬¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
934 info[i++] = "You can smell nearby precious metal.";
938 if (p_ptr->muta1 & MUT1_SMELL_MON)
941 info[i++] = "¤¢¤Ê¤¿¤Ï¶á¤¯¤Î¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò¤«¤®Ê¬¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
943 info[i++] = "You can smell nearby monsters.";
947 if (p_ptr->muta1 & MUT1_BLINK)
950 info[i++] = "¤¢¤Ê¤¿¤Ïû¤¤µ÷Î¥¤ò¥Æ¥ì¥Ý¡¼¥È¤Ç¤¤ë¡£";
952 info[i++] = "You can teleport yourself short distances.";
956 if (p_ptr->muta1 & MUT1_EAT_ROCK)
959 info[i++] = "¤¢¤Ê¤¿¤Ï¹Å¤¤´ä¤ò¿©¤Ù¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
961 info[i++] = "You can consume solid rock.";
965 if (p_ptr->muta1 & MUT1_SWAP_POS)
968 info[i++] = "¤¢¤Ê¤¿¤Ï¾¤Î¼Ô¤È¾ì½ê¤òÆþ¤ìÂؤï¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
970 info[i++] = "You can switch locations with another being.";
974 if (p_ptr->muta1 & MUT1_SHRIEK)
977 info[i++] = "¤¢¤Ê¤¿¤Ï¿È¤ÎÌÓ¤â¤è¤À¤Ä¶«¤ÓÀ¼¤òȯ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
979 info[i++] = "You can emit a horrible shriek (dam 2 * lvl).";
983 if (p_ptr->muta1 & MUT1_ILLUMINE)
986 info[i++] = "¤¢¤Ê¤¿¤ÏÌÀ¤ë¤¤¸÷¤òÊü¤Ä¤³¤È¤¬¤Ç¤¤ë¡£";
988 info[i++] = "You can emit bright light.";
992 if (p_ptr->muta1 & MUT1_DET_CURSE)
995 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤ÊËâË¡¤Î´í¸±¤ò´¶¤¸¤È¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
997 info[i++] = "You can feel the danger of evil magic.";
1001 if (p_ptr->muta1 & MUT1_BERSERK)
1004 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»×¤Ç¶¸ÍðÀïÆ®¾õÂ֤ˤʤ뤳¤È¤¬¤Ç¤¤ë¡£";
1006 info[i++] = "You can drive yourself into a berserk frenzy.";
1010 if (p_ptr->muta1 & MUT1_POLYMORPH)
1013 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»Ö¤ÇÊѲ½¤Ç¤¤ë¡£";
1015 info[i++] = "You can polymorph yourself at will.";
1019 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
1022 info[i++] = "¤¢¤Ê¤¿¤ÏÄ̾異¥¤¥Æ¥à¤ò¶â¤ËÊѤ¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1024 info[i++] = "You can turn ordinary items to gold.";
1028 if (p_ptr->muta1 & MUT1_GROW_MOLD)
1031 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ°Ï¤Ë¥¥Î¥³¤òÀ¸¤ä¤¹¤³¤È¤¬¤Ç¤¤ë¡£";
1033 info[i++] = "You can cause mold to grow near you.";
1037 if (p_ptr->muta1 & MUT1_RESIST)
1040 info[i++] = "¤¢¤Ê¤¿¤Ï¸µÁǤι¶·â¤ËÂФ·¤Æ¿È¤ò¹Å¤¯¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1042 info[i++] = "You can harden yourself to the ravages of the elements.";
1046 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
1049 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ°Ï¤Î¥À¥ó¥¸¥ç¥ó¤òÊø²õ¤µ¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1051 info[i++] = "You can bring down the dungeon around your ears.";
1055 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
1058 info[i++] = "¤¢¤Ê¤¿¤ÏËâË¡¤Î¥¨¥Í¥ë¥®¡¼¤ò¼«Ê¬¤Îʪ¤È¤·¤Æ»ÈÍѤǤ¤ë¡£";
1060 info[i++] = "You can consume magic energy for your own use.";
1064 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
1067 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Ë±Æ¶Á¤òÍ¿¤¨¤ëËâË¡¤ÎÎϤò´¶¤¸¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1069 info[i++] = "You can feel the strength of the magics affecting you.";
1073 if (p_ptr->muta1 & MUT1_STERILITY)
1076 info[i++] = "¤¢¤Ê¤¿¤Ï½¸ÃÄŪÀ¸¿£ÉÔǽ¤òµ¯¤³¤¹¤³¤È¤¬¤Ç¤¤ë¡£";
1078 info[i++] = "You can cause mass impotence.";
1082 if (p_ptr->muta1 & MUT1_PANIC_HIT)
1085 info[i++] = "¤¢¤Ê¤¿¤Ï¹¶·â¤·¤¿¸å¿È¤ò¼é¤ë¤¿¤áƨ¤²¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1087 info[i++] = "You can run for your life after hitting something.";
1091 if (p_ptr->muta1 & MUT1_DAZZLE)
1094 info[i++] = "¤¢¤Ê¤¿¤Ïº®Íð¤ÈÌÕÌܤò°ú¤µ¯¤³¤¹Êü¼Íǽ¤òȯÀ¸¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£ ";
1096 info[i++] = "You can emit confusing, blinding radiation.";
1100 if (p_ptr->muta1 & MUT1_LASER_EYE)
1103 info[i++] = "¤¢¤Ê¤¿¤ÏÌܤ«¤é¥ì¡¼¥¶¡¼¸÷Àþ¤òȯ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
1105 info[i++] = "Your eyes can fire laser beams (dam 2 * lvl).";
1109 if (p_ptr->muta1 & MUT1_RECALL)
1112 info[i++] = "¤¢¤Ê¤¿¤Ï³¹¤È¥À¥ó¥¸¥ç¥ó¤Î´Ö¤ò¹Ô¤Í褹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1114 info[i++] = "You can travel between town and the depths.";
1118 if (p_ptr->muta1 & MUT1_BANISH)
1121 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¥â¥ó¥¹¥¿¡¼¤òÃϹö¤ËÍî¤È¤¹¤³¤È¤¬¤Ç¤¤ë¡£";
1123 info[i++] = "You can send evil creatures directly to Hell.";
1127 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
1130 info[i++] = "¤¢¤Ê¤¿¤ÏŨ¤ò¿¨¤Ã¤ÆÅà¤é¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX3)";
1132 info[i++] = "You can freeze things with a touch (dam 3 * lvl).";
1136 if (p_ptr->muta1 & MUT1_LAUNCHER)
1139 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥¤¥Æ¥à¤òÎ϶¯¤¯Åꤲ¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1141 info[i++] = "You can hurl objects with great force.";
1149 if (p_ptr->muta2 & MUT2_BERS_RAGE)
1152 info[i++] = "¤¢¤Ê¤¿¤Ï¶¸Àï»Î²½¤Îȯºî¤òµ¯¤³¤¹¡£";
1154 info[i++] = "You are subject to berserker fits.";
1158 if (p_ptr->muta2 & MUT2_COWARDICE)
1161 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹²²É¤ˤʤ롣";
1163 info[i++] = "You are subject to cowardice.";
1167 if (p_ptr->muta2 & MUT2_RTELEPORT)
1170 info[i++] = "¤¢¤Ê¤¿¤Ï¥é¥ó¥À¥à¤Ë¥Æ¥ì¥Ý¡¼¥È¤¹¤ë¡£";
1172 info[i++] = "You are teleporting randomly.";
1176 if (p_ptr->muta2 & MUT2_ALCOHOL)
1179 info[i++] = "¤¢¤Ê¤¿¤ÎÂΤϥ¢¥ë¥³¡¼¥ë¤òʬÈ礹¤ë¡£";
1181 info[i++] = "Your body produces alcohol.";
1185 if (p_ptr->muta2 & MUT2_HALLU)
1188 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸³Ð¤ò°ú¤µ¯¤³¤¹Àº¿ÀºøÍð¤Ë¿¯¤µ¤ì¤Æ¤¤¤ë¡£";
1190 info[i++] = "You have a hallucinatory insanity.";
1194 if (p_ptr->muta2 & MUT2_FLATULENT)
1197 info[i++] = "¤¢¤Ê¤¿¤ÏÀ©¸æ¤Ç¤¤Ê¤¤¶¯Îõ¤ÊÕû¤ò¤³¤¯¡£";
1199 info[i++] = "You are subject to uncontrollable flatulence.";
1203 if (p_ptr->muta2 & MUT2_PROD_MANA)
1206 info[i++] = "¤¢¤Ê¤¿¤ÏÀ©¸æÉÔǽ¤ÊËâË¡¤Î¥¨¥Í¥ë¥®¡¼¤òȯ¤·¤Æ¤¤¤ë¡£";
1208 info[i++] = "You are producing magical energy uncontrollably.";
1212 if (p_ptr->muta2 & MUT2_ATT_DEMON)
1215 info[i++] = "¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤ò°ú¤¤Ä¤±¤ë¡£";
1217 info[i++] = "You attract demons.";
1221 if (p_ptr->muta2 & MUT2_SCOR_TAIL)
1224 info[i++] = "¤¢¤Ê¤¿¤Ï¥µ¥½¥ê¤Î¿¬Èø¤¬À¸¤¨¤Æ¤¤¤ë¡£(ÆÇ¡¢¥À¥á¡¼¥¸ 3d7)";
1226 info[i++] = "You have a scorpion tail (poison, 3d7).";
1230 if (p_ptr->muta2 & MUT2_HORNS)
1233 info[i++] = "¤¢¤Ê¤¿¤Ï³Ñ¤¬À¸¤¨¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 2d6)";
1235 info[i++] = "You have horns (dam. 2d6).";
1239 if (p_ptr->muta2 & MUT2_BEAK)
1242 info[i++] = "¤¢¤Ê¤¿¤Ï¥¯¥Á¥Ð¥·¤¬À¸¤¨¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 2d4)";
1244 info[i++] = "You have a beak (dam. 2d4).";
1248 if (p_ptr->muta2 & MUT2_SPEED_FLUX)
1251 info[i++] = "¤¢¤Ê¤¿¤Ï¥é¥ó¥À¥à¤ËÁ᤯ư¤¤¤¿¤êÃÙ¤¯Æ°¤¤¤¿¤ê¤¹¤ë¡£";
1253 info[i++] = "You move faster or slower randomly.";
1257 if (p_ptr->muta2 & MUT2_BANISH_ALL)
1260 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹¶á¤¯¤Î¥â¥ó¥¹¥¿¡¼¤ò¾ÃÌǤµ¤»¤ë¡£";
1262 info[i++] = "You sometimes cause nearby creatures to vanish.";
1266 if (p_ptr->muta2 & MUT2_EAT_LIGHT)
1269 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹¼þ°Ï¤Î¸÷¤òµÛ¼ý¤·¤Æ±ÉÍܤˤ¹¤ë¡£";
1271 info[i++] = "You sometimes feed off of the light around you.";
1275 if (p_ptr->muta2 & MUT2_TRUNK)
1278 info[i++] = "¤¢¤Ê¤¿¤Ï¾Ý¤Î¤è¤¦¤ÊÉ¡¤ò»ý¤Ã¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 1d4)";
1280 info[i++] = "You have an elephantine trunk (dam 1d4).";
1284 if (p_ptr->muta2 & MUT2_ATT_ANIMAL)
1287 info[i++] = "¤¢¤Ê¤¿¤Ïưʪ¤ò°ú¤¤Ä¤±¤ë¡£";
1289 info[i++] = "You attract animals.";
1293 if (p_ptr->muta2 & MUT2_TENTACLES)
1296 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¿¨¼ê¤ò»ý¤Ã¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 2d5)";
1298 info[i++] = "You have evil looking tentacles (dam 2d5).";
1302 if (p_ptr->muta2 & MUT2_RAW_CHAOS)
1305 info[i++] = "¤¢¤Ê¤¿¤Ï¤·¤Ð¤·¤Ð½ã¥«¥ª¥¹¤ËÊñ¤Þ¤ì¤ë¡£";
1307 info[i++] = "You occasionally are surrounded with raw chaos.";
1311 if (p_ptr->muta2 & MUT2_NORMALITY)
1314 info[i++] = "¤¢¤Ê¤¿¤ÏÊÑ°Û¤·¤Æ¤¤¤¿¤¬¡¢²óÉü¤·¤Æ¤¤Æ¤¤¤ë¡£";
1316 info[i++] = "You may be mutated, but you're recovering.";
1320 if (p_ptr->muta2 & MUT2_WRAITH)
1323 info[i++] = "¤¢¤Ê¤¿¤ÎÆùÂΤÏÍ©Â⽤·¤¿¤ê¼ÂÂ⽤·¤¿¤ê¤¹¤ë¡£";
1325 info[i++] = "You fade in and out of physical reality.";
1329 if (p_ptr->muta2 & MUT2_POLY_WOUND)
1332 info[i++] = "¤¢¤Ê¤¿¤Î·ò¹¯¤Ï¥«¥ª¥¹¤ÎÎϤ˱ƶÁ¤ò¼õ¤±¤ë¡£";
1334 info[i++] = "Your health is subject to chaotic forces.";
1338 if (p_ptr->muta2 & MUT2_WASTING)
1341 info[i++] = "¤¢¤Ê¤¿¤Ï¿ê¼å¤¹¤ë¶²¤í¤·¤¤Éµ¤¤Ë¤«¤«¤Ã¤Æ¤¤¤ë¡£";
1343 info[i++] = "You have a horrible wasting disease.";
1347 if (p_ptr->muta2 & MUT2_ATT_DRAGON)
1350 info[i++] = "¤¢¤Ê¤¿¤Ï¥É¥é¥´¥ó¤ò°ú¤¤Ä¤±¤ë¡£";
1352 info[i++] = "You attract dragons.";
1356 if (p_ptr->muta2 & MUT2_WEIRD_MIND)
1359 info[i++] = "¤¢¤Ê¤¿¤ÎÀº¿À¤Ï¥é¥ó¥À¥à¤Ë³ÈÂ礷¤¿¤ê½Ì¾®¤·¤¿¤ê¤·¤Æ¤¤¤ë¡£";
1361 info[i++] = "Your mind randomly expands and contracts.";
1365 if (p_ptr->muta2 & MUT2_NAUSEA)
1368 info[i++] = "¤¢¤Ê¤¿¤Î°ß¤ÏÈó¾ï¤ËÍî¤ÁÃ夤¬¤Ê¤¤¡£";
1370 info[i++] = "You have a seriously upset stomach.";
1374 if (p_ptr->muta2 & MUT2_CHAOS_GIFT)
1377 info[i++] = "¤¢¤Ê¤¿¤Ï¥«¥ª¥¹¤Î¼é¸î°Ë⤫¤éË«Èþ¤ò¤¦¤±¤È¤ë¡£";
1379 info[i++] = "Chaos deities give you gifts.";
1383 if (p_ptr->muta2 & MUT2_WALK_SHAD)
1386 info[i++] = "¤¢¤Ê¤¿¤Ï¤·¤Ð¤·¤Ð¾¤Î¡Ö±Æ¡×¤Ë̤¤¹þ¤à¡£";
1388 info[i++] = "You occasionally stumble into other shadows.";
1392 if (p_ptr->muta2 & MUT2_WARNING)
1395 info[i++] = "¤¢¤Ê¤¿¤ÏŨ¤Ë´Ø¤¹¤ë·Ù¹ð¤ò´¶¤¸¤ë¡£";
1397 info[i++] = "You receive warnings about your foes.";
1401 if (p_ptr->muta2 & MUT2_INVULN)
1404 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹É餱ÃΤ餺¤Êµ¤Ê¬¤Ë¤Ê¤ë¡£";
1406 info[i++] = "You occasionally feel invincible.";
1410 if (p_ptr->muta2 & MUT2_SP_TO_HP)
1413 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹·ì¤¬¶ÚÆù¤Ë¤É¤Ã¤Èή¤ì¤ë¡£";
1415 info[i++] = "Your blood sometimes rushes to your muscles.";
1419 if (p_ptr->muta2 & MUT2_HP_TO_SP)
1422 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹Æ¬¤Ë·ì¤¬¤É¤Ã¤Èή¤ì¤ë¡£";
1424 info[i++] = "Your blood sometimes rushes to your head.";
1428 if (p_ptr->muta2 & MUT2_DISARM)
1431 info[i++] = "¤¢¤Ê¤¿¤Ï¤è¤¯¤Ä¤Þ¤Å¤¤¤Æʪ¤òÍî¤È¤¹¡£";
1433 info[i++] = "You occasionally stumble and drop things.";
1441 if (p_ptr->muta3 & MUT3_HYPER_STR)
1444 info[i++] = "¤¢¤Ê¤¿¤ÏĶ¿ÍŪ¤Ë¶¯¤¤¡£(ÏÓÎÏ+4)";
1446 info[i++] = "You are superhumanly strong (+4 STR).";
1450 if (p_ptr->muta3 & MUT3_PUNY)
1453 info[i++] = "¤¢¤Ê¤¿¤Ïµõ¼å¤À¡£(ÏÓÎÏ-4)";
1455 info[i++] = "You are puny (-4 STR).";
1459 if (p_ptr->muta3 & MUT3_HYPER_INT)
1462 info[i++] = "¤¢¤Ê¤¿¤ÎǾ¤ÏÀ¸ÂÎ¥³¥ó¥Ô¥å¡¼¥¿¤À¡£(ÃÎǽ¡õ¸¤µ+4)";
1464 info[i++] = "Your brain is a living computer (+4 INT/WIS).";
1468 if (p_ptr->muta3 & MUT3_MORONIC)
1471 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿ÀÇö¼å¤À¡£(ÃÎǽ¡õ¸¤µ-4)";
1473 info[i++] = "You are moronic (-4 INT/WIS).";
1477 if (p_ptr->muta3 & MUT3_RESILIENT)
1480 info[i++] = "¤¢¤Ê¤¿¤ÏÈó¾ï¤Ë¥¿¥Õ¤À¡£(Âѵ×+4)";
1482 info[i++] = "You are very resilient (+4 CON).";
1486 if (p_ptr->muta3 & MUT3_XTRA_FAT)
1489 info[i++] = "¤¢¤Ê¤¿¤Ï¶Ëü¤ËÂÀ¤Ã¤Æ¤¤¤ë¡£(Âѵ×+2,¥¹¥Ô¡¼¥É-2)";
1491 info[i++] = "You are extremely fat (+2 CON, -2 speed).";
1495 if (p_ptr->muta3 & MUT3_ALBINO)
1498 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥ë¥Ó¥Î¤À¡£(Âѵ×-4)";
1500 info[i++] = "You are albino (-4 CON).";
1504 if (p_ptr->muta3 & MUT3_FLESH_ROT)
1507 info[i++] = "¤¢¤Ê¤¿¤ÎÆùÂΤÏÉåÇÔ¤·¤Æ¤¤¤ë¡£(Âѵ×-2,Ì¥ÎÏ-1)";
1509 info[i++] = "Your flesh is rotting (-2 CON, -1 CHR).";
1513 if (p_ptr->muta3 & MUT3_SILLY_VOI)
1516 info[i++] = "¤¢¤Ê¤¿¤ÎÀ¼¤Ï´ÖÈ´¤±¤Ê¥¡¼¥¡¼À¼¤À¡£(Ì¥ÎÏ-4)";
1518 info[i++] = "Your voice is a silly squeak (-4 CHR).";
1522 if (p_ptr->muta3 & MUT3_BLANK_FAC)
1525 info[i++] = "¤¢¤Ê¤¿¤Ï¤Î¤Ã¤Ú¤é¤Ü¤¦¤À¡£(Ì¥ÎÏ-1)";
1527 info[i++] = "Your face is featureless (-1 CHR).";
1531 if (p_ptr->muta3 & MUT3_ILL_NORM)
1534 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸±Æ¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
1536 info[i++] = "Your appearance is masked with illusion.";
1540 if (p_ptr->muta3 & MUT3_XTRA_EYES)
1543 info[i++] = "¤¢¤Ê¤¿¤Ï;ʬ¤ËÆó¤Ä¤ÎÌܤò»ý¤Ã¤Æ¤¤¤ë¡£(õº÷+15)";
1545 info[i++] = "You have an extra pair of eyes (+15 search).";
1549 if (p_ptr->muta3 & MUT3_MAGIC_RES)
1552 info[i++] = "¤¢¤Ê¤¿¤ÏËâË¡¤Ø¤ÎÂÑÀ¤ò¤â¤Ã¤Æ¤¤¤ë¡£";
1554 info[i++] = "You are resistant to magic.";
1558 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
1561 info[i++] = "¤¢¤Ê¤¿¤ÏÊѤʲ»¤òȯ¤·¤Æ¤¤¤ë¡£(±£Ì©-3)";
1563 info[i++] = "You make a lot of strange noise (-3 stealth).";
1567 if (p_ptr->muta3 & MUT3_INFRAVIS)
1570 info[i++] = "¤¢¤Ê¤¿¤ÏÁÇÀ²¤é¤·¤¤ÀÖ³°Àþ»ëÎϤò»ý¤Ã¤Æ¤¤¤ë¡£(+3)";
1572 info[i++] = "You have remarkable infravision (+3).";
1576 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
1579 info[i++] = "¤¢¤Ê¤¿¤Ï;ʬ¤ËÆóËܤΤ¬À¸¤¨¤Æ¤¤¤ë¡£(²Ã®+3)";
1581 info[i++] = "You have an extra pair of legs (+3 speed).";
1585 if (p_ptr->muta3 & MUT3_SHORT_LEG)
1588 info[i++] = "¤¢¤Ê¤¿¤Î¤Ïû¤¤Æ͵¯¤À¡£(²Ã®-3)";
1590 info[i++] = "Your legs are short stubs (-3 speed).";
1594 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
1597 info[i++] = "¤¢¤Ê¤¿¤Î·ì´É¤Ë¤ÏÅÅή¤¬Î®¤ì¤Æ¤¤¤ë¡£";
1599 info[i++] = "Electricity is running through your veins.";
1603 if (p_ptr->muta3 & MUT3_FIRE_BODY)
1606 info[i++] = "¤¢¤Ê¤¿¤ÎÂΤϱê¤Ë¤Ä¤Ä¤Þ¤ì¤Æ¤¤¤ë¡£";
1608 info[i++] = "Your body is enveloped in flames.";
1611 if (p_ptr->muta3 & MUT3_WART_SKIN)
1614 info[i++] = "¤¢¤Ê¤¿¤ÎÈ©¤Ï¥¤¥Ü¤ËÈï¤ï¤ì¤Æ¤¤¤ë¡£(Ì¥ÎÏ-2, AC+5)";
1616 info[i++] = "Your skin is covered with warts (-2 CHR, +5 AC).";
1620 if (p_ptr->muta3 & MUT3_SCALES)
1623 info[i++] = "¤¢¤Ê¤¿¤ÎÈ©¤ÏÎڤˤʤäƤ¤¤ë¡£(Ì¥ÎÏ-1, AC+10)";
1625 info[i++] = "Your skin has turned into scales (-1 CHR, +10 AC).";
1629 if (p_ptr->muta3 & MUT3_IRON_SKIN)
1632 info[i++] = "¤¢¤Ê¤¿¤ÎÈ©¤ÏÅ´¤Ç¤Ç¤¤Æ¤¤¤ë¡£(´ïÍÑ-1, AC+25)";
1634 info[i++] = "Your skin is made of steel (-1 DEX, +25 AC).";
1638 if (p_ptr->muta3 & MUT3_WINGS)
1641 info[i++] = "¤¢¤Ê¤¿¤Ï±©¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
1643 info[i++] = "You have wings.";
1647 if (p_ptr->muta3 & MUT3_FEARLESS)
1651 if (p_ptr->muta3 & MUT3_REGEN)
1655 if (p_ptr->muta3 & MUT3_ESP)
1659 if (p_ptr->muta3 & MUT3_LIMBER)
1662 info[i++] = "¤¢¤Ê¤¿¤ÎÂΤÏÈó¾ï¤Ë¤·¤Ê¤ä¤«¤À¡£(´ïÍÑ+3)";
1664 info[i++] = "Your body is very limber (+3 DEX).";
1668 if (p_ptr->muta3 & MUT3_ARTHRITIS)
1671 info[i++] = "¤¢¤Ê¤¿¤Ï¤¤¤Ä¤â´ØÀá¤ËÄˤߤò´¶¤¸¤Æ¤¤¤ë¡£(´ïÍÑ-3)";
1673 info[i++] = "Your joints ache constantly (-3 DEX).";
1677 if (((p_ptr->muta3 & MUT3_VULN_ELEM) || (p_ptr->special_defense & KATA_KOUKIJIN))
1678 && !(p_ptr->immune_acid && p_ptr->immune_elec && p_ptr->immune_fire && p_ptr->immune_cold))
1681 info[i++] = "¤¢¤Ê¤¿¤Ï¸µÁǤι¶·â¤Ë¼å¤¤¡£";
1683 info[i++] = "You are susceptible to damage from the elements.";
1687 if (p_ptr->muta3 & MUT3_MOTION)
1690 info[i++] = "¤¢¤Ê¤¿¤ÎÆ°ºî¤ÏÀµ³Î¤ÇÎ϶¯¤¤¡£(±£Ì©+1)";
1692 info[i++] = "Your movements are precise and forceful (+1 STL).";
1696 if (p_ptr->muta3 & MUT3_GOOD_LUCK)
1699 info[i++] = "¤¢¤Ê¤¿¤ÏÇò¤¤¥ª¡¼¥é¤Ë¤Ä¤Ä¤Þ¤ì¤Æ¤¤¤ë¡£";
1701 info[i++] = "There is a white aura surrounding you.";
1704 if (p_ptr->muta3 & MUT3_BAD_LUCK)
1707 info[i++] = "¤¢¤Ê¤¿¤Ï¹õ¤¤¥ª¡¼¥é¤Ë¤Ä¤Ä¤Þ¤ì¤Æ¤¤¤ë¡£";
1709 info[i++] = "There is a black aura surrounding you.";
1717 info[i++] = "¤¢¤Ê¤¿¤ÏÌܤ¬¸«¤¨¤Ê¤¤¡£";
1719 info[i++] = "You cannot see.";
1723 if (p_ptr->confused)
1726 info[i++] = "¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£";
1728 info[i++] = "You are confused.";
1735 info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
1737 info[i++] = "You are terrified.";
1744 info[i++] = "¤¢¤Ê¤¿¤Ï½Ð·ì¤·¤Æ¤¤¤ë¡£";
1746 info[i++] = "You are bleeding.";
1753 info[i++] = "¤¢¤Ê¤¿¤Ï¤â¤¦¤í¤¦¤È¤·¤Æ¤¤¤ë¡£";
1755 info[i++] = "You are stunned.";
1759 if (p_ptr->poisoned)
1762 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
1764 info[i++] = "You are poisoned.";
1771 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸³Ð¤ò¸«¤Æ¤¤¤ë¡£";
1773 info[i++] = "You are hallucinating.";
1777 if (p_ptr->aggravate)
1780 info[i++] = "¤¢¤Ê¤¿¤Ï¥â¥ó¥¹¥¿¡¼¤òÅܤ餻¤Æ¤¤¤ë¡£";
1782 info[i++] = "You aggravate monsters.";
1786 if (p_ptr->teleport)
1789 info[i++] = "¤¢¤Ê¤¿¤Î°ÌÃ֤ϤҤ¸¤ç¤¦¤ËÉÔ°ÂÄê¤À¡£";
1791 info[i++] = "Your position is very uncertain.";
1798 info[i++] = "¤¢¤Ê¤¿¤Ï¸øÀµ¤µ¤ò´¶¤¸¤Æ¤¤¤ë¡£";
1800 info[i++] = "You feel rightous.";
1807 info[i++] = "¤¢¤Ê¤¿¤Ï¥Ò¡¼¥í¡¼µ¤Ê¬¤À¡£";
1809 info[i++] = "You feel heroic.";
1816 info[i++] = "¤¢¤Ê¤¿¤ÏÀïÆ®¶¸¤À¡£";
1818 info[i++] = "You are in a battle rage.";
1822 if (p_ptr->protevil)
1825 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¤ë¸ºß¤«¤é¼é¤é¤ì¤Æ¤¤¤ë¡£";
1827 info[i++] = "You are protected from evil.";
1834 info[i++] = "¤¢¤Ê¤¿¤Ï¿ÀÈë¤Î¥·¡¼¥ë¥É¤Ç¼é¤é¤ì¤Æ¤¤¤ë¡£";
1836 info[i++] = "You are protected by a mystic shield.";
1843 info[i++] = "¤¢¤Ê¤¿¤Ï¸½ºß½ý¤Ä¤«¤Ê¤¤¡£";
1845 info[i++] = "You are temporarily invulnerable.";
1849 if (p_ptr->wraith_form)
1852 info[i++] = "¤¢¤Ê¤¿¤Ï°ì»þŪ¤ËÍ©Â⽤·¤Æ¤¤¤ë¡£";
1854 info[i++] = "You are temporarily incorporeal.";
1858 if (p_ptr->special_attack & ATTACK_CONFUSE)
1861 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÀÖ¤¯µ±¤¤¤Æ¤¤¤ë¡£";
1863 info[i++] = "Your hands are glowing dull red.";
1867 if (p_ptr->special_attack & ATTACK_FIRE)
1870 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤Ï²Ð±ê¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
1872 info[i++] = "You can strike enemy with flame.";
1876 if (p_ptr->special_attack & ATTACK_COLD)
1879 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÎ䵤¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
1881 info[i++] = "You can strike enemy with cold.";
1885 if (p_ptr->special_attack & ATTACK_ACID)
1888 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤Ï»À¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
1890 info[i++] = "You can strike enemy with acid.";
1894 if (p_ptr->special_attack & ATTACK_ELEC)
1897 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÅÅ·â¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
1899 info[i++] = "You can strike enemy with electoric shock.";
1903 if (p_ptr->special_attack & ATTACK_POIS)
1906 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÆǤËʤ¤ï¤ì¤Æ¤¤¤ë¡£";
1908 info[i++] = "You can strike enemy with poison.";
1912 if (p_ptr->special_attack & ATTACK_CONFUSE)
1915 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÀÖ¤¯µ±¤¤¤Æ¤¤¤ë¡£";
1917 info[i++] = "Your hands are glowing dull red.";
1921 if (p_ptr->special_attack & ATTACK_CONFUSE)
1924 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÀÖ¤¯µ±¤¤¤Æ¤¤¤ë¡£";
1926 info[i++] = "Your hands are glowing dull red.";
1930 switch (p_ptr->action)
1934 info[i++] = "¤¢¤Ê¤¿¤Ï¤Ò¤¸¤ç¤¦¤ËÃí°Õ¿¼¤¯¼þ°Ï¤ò¸«ÅϤ·¤Æ¤¤¤ë¡£";
1936 info[i++] = "You are looking around very carefully.";
1940 if (p_ptr->new_spells)
1943 info[i++] = "¤¢¤Ê¤¿¤Ï¼öʸ¤äµ§¤ê¤ò³Ø¤Ö¤³¤È¤¬¤Ç¤¤ë¡£";
1945 info[i++] = "You can learn some spells/prayers.";
1949 if (p_ptr->word_recall)
1952 info[i++] = "¤¢¤Ê¤¿¤Ï¤¹¤°¤Ëµ¢´Ô¤¹¤ë¤À¤í¤¦¡£";
1954 info[i++] = "You will soon be recalled.";
1958 if (p_ptr->see_infra)
1961 info[i++] = "¤¢¤Ê¤¿¤ÎÆ·¤ÏÀÖ³°Àþ¤ËÉÒ´¶¤Ç¤¢¤ë¡£";
1963 info[i++] = "Your eyes are sensitive to infrared light.";
1970 info[i++] = "¤¢¤Ê¤¿¤ÏÆ©ÌÀ¤Ê¥â¥ó¥¹¥¿¡¼¤ò¸«¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1972 info[i++] = "You can see invisible creatures.";
1979 info[i++] = "¤¢¤Ê¤¿¤ÏÈô¤Ö¤³¤È¤¬¤Ç¤¤ë¡£";
1981 info[i++] = "You can fly.";
1985 if (p_ptr->free_act)
1988 info[i++] = "¤¢¤Ê¤¿¤ÏËãáãÃΤ餺¤Î¸ú²Ì¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
1990 info[i++] = "You have free action.";
1994 if (p_ptr->regenerate)
1997 info[i++] = "¤¢¤Ê¤¿¤ÏÁÇÁ᤯ÂÎÎϤò²óÉü¤¹¤ë¡£";
1999 info[i++] = "You regenerate quickly.";
2003 if (p_ptr->slow_digest)
2006 info[i++] = "¤¢¤Ê¤¿¤Ï¿©Íߤ¬¾¯¤Ê¤¤¡£";
2008 info[i++] = "Your appetite is small.";
2012 if (p_ptr->telepathy)
2015 info[i++] = "¤¢¤Ê¤¿¤ÏĶǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2017 info[i++] = "You have ESP.";
2021 if (p_ptr->hold_life)
2024 info[i++] = "¤¢¤Ê¤¿¤Ï¼«¸Ê¤ÎÀ¸Ì¿ÎϤò¤·¤Ã¤«¤ê¤È°Ý»ý¤¹¤ë¡£";
2026 info[i++] = "You have a firm hold on your life force.";
2033 info[i++] = "¤¢¤Ê¤¿¤ÏÌð¤ä¥Ü¥ë¥È¤òÈ¿¼Í¤¹¤ë¡£";
2035 info[i++] = "You reflect arrows and bolts.";
2042 info[i++] = "¤¢¤Ê¤¿¤Ï±ê¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2044 info[i++] = "You are surrounded with a fiery aura.";
2051 info[i++] = "¤¢¤Ê¤¿¤ÏÅŵ¤¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2053 info[i++] = "You are surrounded with electricity.";
2060 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2062 info[i++] = "You are surrounded with a coldly aura.";
2066 if (p_ptr->anti_magic)
2069 info[i++] = "¤¢¤Ê¤¿¤ÏÈ¿ËâË¡¥·¡¼¥ë¥É¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2071 info[i++] = "You are surrounded by an anti-magic shell.";
2075 if (p_ptr->anti_tele)
2078 info[i++] = "¤¢¤Ê¤¿¤Ï¥Æ¥ì¥Ý¡¼¥È¤Ç¤¤Ê¤¤¡£";
2080 info[i++] = "You cannot teleport.";
2087 info[i++] = "¤¢¤Ê¤¿¤Î¿ÈÂΤϸ÷¤Ã¤Æ¤¤¤ë¡£";
2089 info[i++] = "You are carrying a permanent light.";
2096 info[i++] = "¤¢¤Ê¤¿¤Ï¹ÔÆ°¤ÎÁ°¤Ë´í¸±¤ò»¡ÃΤ¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
2098 info[i++] = "You will be warn before dangerous action.";
2102 if (p_ptr->dec_mana)
2105 info[i++] = "¤¢¤Ê¤¿¤Ï¾¯¤Ê¤¤¾ÃÈñËâÎϤÇËâË¡¤ò¾§¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
2107 info[i++] = "You can cast spell with fewer mana.";
2111 if (p_ptr->easy_spell)
2114 info[i++] = "¤¢¤Ê¤¿¤ÏÄ㤤¼ºÇÔΨ¤ÇËâË¡¤ò¾§¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
2116 info[i++] = "Fail rate of your magic is decreased.";
2120 if (p_ptr->heavy_spell)
2123 info[i++] = "¤¢¤Ê¤¿¤Ï¹â¤¤¼ºÇÔΨ¤ÇËâË¡¤ò¾§¤¨¤Ê¤±¤ì¤Ð¤¤¤±¤Ê¤¤¡£";
2125 info[i++] = "Fail rate of your magic is incresed.";
2129 if (p_ptr->mighty_throw)
2132 info[i++] = "¤¢¤Ê¤¿¤Ï¶¯¤¯Êª¤òÅꤲ¤ë¡£";
2134 info[i++] = "You can throw objects powerfully.";
2139 if (p_ptr->immune_acid)
2142 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2144 info[i++] = "You are completely immune to acid.";
2148 else if ((p_ptr->resist_acid) && (p_ptr->oppose_acid))
2151 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤Ø¤Î¶¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2153 info[i++] = "You resist acid exceptionally well.";
2157 else if ((p_ptr->resist_acid) || (p_ptr->oppose_acid))
2160 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2162 info[i++] = "You are resistant to acid.";
2167 if (p_ptr->immune_elec)
2170 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2172 info[i++] = "You are completely immune to lightning.";
2176 else if ((p_ptr->resist_elec) && (p_ptr->oppose_elec))
2179 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ø¤Î¶¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2181 info[i++] = "You resist lightning exceptionally well.";
2185 else if ((p_ptr->resist_elec) || (p_ptr->oppose_elec))
2188 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2190 info[i++] = "You are resistant to lightning.";
2195 if (prace_is_(RACE_ANDROID) && !p_ptr->immune_elec)
2198 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ë¼å¤¤¡£";
2200 info[i++] = "You are susceptible to damage from lightning.";
2205 if (p_ptr->immune_fire)
2208 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2210 info[i++] = "You are completely immune to fire.";
2214 else if ((p_ptr->resist_fire) && (p_ptr->oppose_fire))
2217 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ø¤Î¶¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2219 info[i++] = "You resist fire exceptionally well.";
2223 else if ((p_ptr->resist_fire) || (p_ptr->oppose_fire))
2226 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2228 info[i++] = "You are resistant to fire.";
2233 if (prace_is_(RACE_ENT) && !p_ptr->immune_fire)
2236 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ë¼å¤¤¡£";
2238 info[i++] = "You are susceptible to damage from fire.";
2243 if (p_ptr->immune_cold)
2246 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2248 info[i++] = "You are completely immune to cold.";
2252 else if ((p_ptr->resist_cold) && (p_ptr->oppose_cold))
2255 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Ø¤Î¶¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2257 info[i++] = "You resist cold exceptionally well.";
2261 else if ((p_ptr->resist_cold) || (p_ptr->oppose_cold))
2264 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2266 info[i++] = "You are resistant to cold.";
2271 if ((p_ptr->resist_pois) && (p_ptr->oppose_pois))
2274 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤؤζ¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2276 info[i++] = "You resist poison exceptionally well.";
2280 else if ((p_ptr->resist_pois) || (p_ptr->oppose_pois))
2283 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2285 info[i++] = "You are resistant to poison.";
2290 if (p_ptr->resist_lite)
2293 info[i++] = "¤¢¤Ê¤¿¤ÏÁ®¸÷¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2295 info[i++] = "You are resistant to bright light.";
2300 if (prace_is_(RACE_VAMPIRE) || prace_is_(RACE_S_FAIRY) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
2303 info[i++] = "¤¢¤Ê¤¿¤ÏÁ®¸÷¤Ë¼å¤¤¡£";
2305 info[i++] = "You are susceptible to damage from bright light.";
2310 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form)
2313 info[i++] = "¤¢¤Ê¤¿¤Ï°Å¹õ¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2315 info[i++] = "You are completely immune to darkness.";
2319 else if (p_ptr->resist_dark)
2322 info[i++] = "¤¢¤Ê¤¿¤Ï°Å¹õ¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2324 info[i++] = "You are resistant to darkness.";
2328 if (p_ptr->resist_conf)
2331 info[i++] = "¤¢¤Ê¤¿¤Ïº®Íð¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2333 info[i++] = "You are resistant to confusion.";
2337 if (p_ptr->resist_sound)
2340 info[i++] = "¤¢¤Ê¤¿¤Ï²»ÇȤξ׷â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2342 info[i++] = "You are resistant to sonic attacks.";
2346 if (p_ptr->resist_disen)
2349 info[i++] = "¤¢¤Ê¤¿¤ÏÎô²½¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2351 info[i++] = "You are resistant to disenchantment.";
2355 if (p_ptr->resist_chaos)
2358 info[i++] = "¤¢¤Ê¤¿¤Ï¥«¥ª¥¹¤ÎÎϤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2360 info[i++] = "You are resistant to chaos.";
2364 if (p_ptr->resist_shard)
2367 info[i++] = "¤¢¤Ê¤¿¤ÏÇËÊҤι¶·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2369 info[i++] = "You are resistant to blasts of shards.";
2373 if (p_ptr->resist_nexus)
2376 info[i++] = "¤¢¤Ê¤¿¤Ï°ø²Ìº®Íð¤Î¹¶·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2378 info[i++] = "You are resistant to nexus attacks.";
2383 if (prace_is_(RACE_SPECTRE))
2386 info[i++] = "¤¢¤Ê¤¿¤ÏÃϹö¤ÎÎϤòµÛ¼ý¤Ç¤¤ë¡£";
2388 info[i++] = "You can drain nether forces.";
2392 else if (p_ptr->resist_neth)
2395 info[i++] = "¤¢¤Ê¤¿¤ÏÃϹö¤ÎÎϤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2397 info[i++] = "You are resistant to nether forces.";
2401 if (p_ptr->resist_fear)
2404 info[i++] = "¤¢¤Ê¤¿¤ÏÁ´¤¯¶²Éݤò´¶¤¸¤Ê¤¤¡£";
2406 info[i++] = "You are completely fearless.";
2410 if (p_ptr->resist_blind)
2413 info[i++] = "¤¢¤Ê¤¿¤ÎÌܤÏÌÕÌܤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2415 info[i++] = "Your eyes are resistant to blindness.";
2419 if (p_ptr->resist_time)
2422 info[i++] = "¤¢¤Ê¤¿¤Ï»þ´ÖµÕž¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2424 info[i++] = "You are resistant to time.";
2429 if (p_ptr->sustain_str)
2432 info[i++] = "¤¢¤Ê¤¿¤ÎÏÓÎϤϰݻý¤µ¤ì¤Æ¤¤¤ë¡£";
2434 info[i++] = "Your strength is sustained.";
2438 if (p_ptr->sustain_int)
2441 info[i++] = "¤¢¤Ê¤¿¤ÎÃÎǽ¤Ï°Ý»ý¤µ¤ì¤Æ¤¤¤ë¡£";
2443 info[i++] = "Your intelligence is sustained.";
2447 if (p_ptr->sustain_wis)
2450 info[i++] = "¤¢¤Ê¤¿¤Î¸¤µ¤Ï°Ý»ý¤µ¤ì¤Æ¤¤¤ë¡£";
2452 info[i++] = "Your wisdom is sustained.";
2456 if (p_ptr->sustain_con)
2459 info[i++] = "¤¢¤Ê¤¿¤ÎÂѵ×ÎϤϰݻý¤µ¤ì¤Æ¤¤¤ë¡£";
2461 info[i++] = "Your constitution is sustained.";
2465 if (p_ptr->sustain_dex)
2468 info[i++] = "¤¢¤Ê¤¿¤Î´ïÍѤµ¤Ï°Ý»ý¤µ¤ì¤Æ¤¤¤ë¡£";
2470 info[i++] = "Your dexterity is sustained.";
2474 if (p_ptr->sustain_chr)
2477 info[i++] = "¤¢¤Ê¤¿¤ÎÌ¥ÎϤϰݻý¤µ¤ì¤Æ¤¤¤ë¡£";
2479 info[i++] = "Your charisma is sustained.";
2487 info[i++] = "¤¢¤Ê¤¿¤ÎÏÓÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2489 info[i++] = "Your strength is affected by your equipment.";
2496 info[i++] = "¤¢¤Ê¤¿¤ÎÃÎǽ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2498 info[i++] = "Your intelligence is affected by your equipment.";
2505 info[i++] = "¤¢¤Ê¤¿¤Î¸¤µ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2507 info[i++] = "Your wisdom is affected by your equipment.";
2514 info[i++] = "¤¢¤Ê¤¿¤Î´ïÍѤµ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2516 info[i++] = "Your dexterity is affected by your equipment.";
2523 info[i++] = "¤¢¤Ê¤¿¤ÎÂѵ×ÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2525 info[i++] = "Your constitution is affected by your equipment.";
2532 info[i++] = "¤¢¤Ê¤¿¤ÎÌ¥ÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2534 info[i++] = "Your charisma is affected by your equipment.";
2539 if (f1 & (TR1_STEALTH))
2542 info[i++] = "¤¢¤Ê¤¿¤Î±£Ì©¹ÔưǽÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2544 info[i++] = "Your stealth is affected by your equipment.";
2548 if (f1 & (TR1_SEARCH))
2551 info[i++] = "¤¢¤Ê¤¿¤Îõº÷ǽÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2553 info[i++] = "Your searching ability is affected by your equipment.";
2557 if (f1 & (TR1_INFRA))
2560 info[i++] = "¤¢¤Ê¤¿¤ÎÀÖ³°Àþ»ëÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2562 info[i++] = "Your infravision is affected by your equipment.";
2566 if (f1 & (TR1_TUNNEL))
2569 info[i++] = "¤¢¤Ê¤¿¤ÎºÎ·¡Ç½ÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2571 info[i++] = "Your digging ability is affected by your equipment.";
2575 if (f1 & (TR1_SPEED))
2578 info[i++] = "¤¢¤Ê¤¿¤Î¥¹¥Ô¡¼¥É¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2580 info[i++] = "Your speed is affected by your equipment.";
2584 if (f1 & (TR1_BLOWS))
2587 info[i++] = "¤¢¤Ê¤¿¤Î¹¶·â®ÅÙ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2589 info[i++] = "Your attack speed is affected by your equipment.";
2595 /* Access the current weapon */
2596 o_ptr = &inventory[INVEN_RARM];
2598 /* Analyze the weapon */
2601 /* Indicate Blessing */
2602 if (f3 & (TR3_BLESSED))
2605 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¿À¤Î½ËÊ¡¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2607 info[i++] = "Your weapon has been blessed by the gods.";
2612 if (f1 & (TR1_CHAOTIC))
2615 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥í¥°¥ë¥¹¤Îħ¤Î°À¤ò¤â¤Ä¡£";
2617 info[i++] = "Your weapon is branded with the Sign of Logrus.";
2623 if (f1 & (TR1_IMPACT))
2626 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏÂÇ·â¤ÇÃϿ̤òȯÀ¸¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
2628 info[i++] = "The impact of your weapon can cause earthquakes.";
2633 if (f1 & (TR1_VORPAL))
2636 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏÈó¾ï¤Ë±Ô¤¤¡£";
2638 info[i++] = "Your weapon is very sharp.";
2643 if (f1 & (TR1_VAMPIRIC))
2646 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤«¤éÀ¸Ì¿ÎϤòµÛ¼ý¤¹¤ë¡£";
2648 info[i++] = "Your weapon drains life from your foes.";
2653 /* Special "Attack Bonuses" */
2654 if (f1 & (TR1_BRAND_ACID))
2657 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òÍϤ«¤¹¡£";
2659 info[i++] = "Your weapon melts your foes.";
2663 if (f1 & (TR1_BRAND_ELEC))
2666 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤ò´¶ÅŤµ¤»¤ë¡£";
2668 info[i++] = "Your weapon shocks your foes.";
2672 if (f1 & (TR1_BRAND_FIRE))
2675 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òdz¤ä¤¹¡£";
2677 info[i++] = "Your weapon burns your foes.";
2681 if (f1 & (TR1_BRAND_COLD))
2684 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òÅà¤é¤»¤ë¡£";
2686 info[i++] = "Your weapon freezes your foes.";
2690 if (f1 & (TR1_BRAND_POIS))
2693 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òÆǤǿ¯¤¹¡£";
2695 info[i++] = "Your weapon poisons your foes.";
2700 /* Special "slay" flags */
2701 if (f1 & (TR1_SLAY_ANIMAL))
2704 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ïưʪ¤ËÂФ·¤Æ¶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2706 info[i++] = "Your weapon strikes at animals with extra force.";
2710 if (f1 & (TR1_SLAY_EVIL))
2713 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¼Ù°¤Ê¤ë¸ºß¤ËÂФ·¤Æ¶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2715 info[i++] = "Your weapon strikes at evil with extra force.";
2719 if (f1 & (TR1_SLAY_UNDEAD))
2722 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥¢¥ó¥Ç¥Ã¥É¤ËÂФ·¤Æ¿ÀÀ»¤Ê¤ëÎϤòȯ´ø¤¹¤ë¡£";
2724 info[i++] = "Your weapon strikes at undead with holy wrath.";
2728 if (f1 & (TR1_SLAY_DEMON))
2731 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥Ç¡¼¥â¥ó¤ËÂФ·¤Æ¿ÀÀ»¤Ê¤ëÎϤòȯ´ø¤¹¤ë¡£";
2733 info[i++] = "Your weapon strikes at demons with holy wrath.";
2737 if (f1 & (TR1_SLAY_ORC))
2740 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥ª¡¼¥¯¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2742 info[i++] = "Your weapon is especially deadly against orcs.";
2746 if (f1 & (TR1_SLAY_TROLL))
2749 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥È¥í¥ë¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2751 info[i++] = "Your weapon is especially deadly against trolls.";
2755 if (f1 & (TR1_SLAY_GIANT))
2758 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥¸¥ã¥¤¥¢¥ó¥È¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2760 info[i++] = "Your weapon is especially deadly against giants.";
2764 /* Special "kill" flags */
2765 if (f1 & (TR1_KILL_DRAGON))
2768 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥É¥é¥´¥ó¤ÎŷŨ¤Ç¤¢¤ë¡£";
2770 info[i++] = "Your weapon is a great bane of dragons.";
2774 else if (f1 & (TR1_SLAY_DRAGON))
2777 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥É¥é¥´¥ó¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2779 info[i++] = "Your weapon is especially deadly against dragons.";
2784 if (f1 & (TR1_FORCE_WEPON))
2787 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏMP¤ò»È¤Ã¤Æ¹¶·â¤¹¤ë¡£";
2789 info[i++] = "Your weapon causes greate damages using your MP.";
2793 if (f2 & (TR2_THROW))
2796 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏÅꤲ¤ä¤¹¤¤¡£";
2798 info[i++] = "Your weapon can be thrown well.";
2804 /* Save the screen */
2807 /* Erase the screen */
2808 for (k = 1; k < 24; k++) prt("", k, 13);
2810 /* Label the information */
2812 prt(" ¤¢¤Ê¤¿¤Î¾õÂÖ:", 1, 15);
2814 prt(" Your Attributes:", 1, 15);
2818 /* We will print on top of the map (column 13) */
2819 for (k = 2, j = 0; j < i; j++)
2822 prt(info[j], k++, 15);
2824 /* Every 20 entries (lines 2 to 21), start over */
2825 if ((k == 22) && (j+1 < i))
2828 prt("-- ³¤¯ --", k, 15);
2830 prt("-- more --", k, 15);
2834 for (; k > 2; k--) prt("", k, 15);
2840 prt("[²¿¤«¥¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹]", k, 13);
2842 prt("[Press any key to continue]", k, 13);
2847 /* Restore the screen */
2852 static int report_magics_aux(int dur)
2870 else if (dur <= 100)
2874 else if (dur <= 200)
2884 static cptr report_magic_durations[] =
2893 "¿®¤¸Æñ¤¤¤Û¤ÉŤ¤´Ö",
2894 "¥â¥ó¥¹¥¿¡¼¤ò¹¶·â¤¹¤ë¤Þ¤Ç"
2897 "for a little while",
2901 "for a very long time",
2902 "for an incredibly long time",
2903 "until you hit a monster"
2910 * Report all currently active magical effects.
2912 void report_magics(void)
2922 info2[i] = report_magics_aux(p_ptr->blind);
2924 info[i++] = "¤¢¤Ê¤¿¤ÏÌܤ¬¸«¤¨¤Ê¤¤¡£";
2926 info[i++] = "You cannot see";
2930 if (p_ptr->confused)
2932 info2[i] = report_magics_aux(p_ptr->confused);
2934 info[i++] = "¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£";
2936 info[i++] = "You are confused";
2942 info2[i] = report_magics_aux(p_ptr->afraid);
2944 info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
2946 info[i++] = "You are terrified";
2950 if (p_ptr->poisoned)
2952 info2[i] = report_magics_aux(p_ptr->poisoned);
2954 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
2956 info[i++] = "You are poisoned";
2962 info2[i] = report_magics_aux(p_ptr->image);
2964 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸³Ð¤ò¸«¤Æ¤¤¤ë¡£";
2966 info[i++] = "You are hallucinating";
2972 info2[i] = report_magics_aux(p_ptr->blessed);
2974 info[i++] = "¤¢¤Ê¤¿¤Ï¸øÀµ¤µ¤ò´¶¤¸¤Æ¤¤¤ë¡£";
2976 info[i++] = "You feel rightous";
2982 info2[i] = report_magics_aux(p_ptr->hero);
2984 info[i++] = "¤¢¤Ê¤¿¤Ï¥Ò¡¼¥í¡¼µ¤Ê¬¤À¡£";
2986 info[i++] = "You feel heroic";
2992 info2[i] = report_magics_aux(p_ptr->shero);
2994 info[i++] = "¤¢¤Ê¤¿¤ÏÀïÆ®¶¸¤À¡£";
2996 info[i++] = "You are in a battle rage";
3000 if (p_ptr->protevil)
3002 info2[i] = report_magics_aux(p_ptr->protevil);
3004 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¤ë¸ºß¤«¤é¼é¤é¤ì¤Æ¤¤¤ë¡£";
3006 info[i++] = "You are protected from evil";
3012 info2[i] = report_magics_aux(p_ptr->shield);
3014 info[i++] = "¤¢¤Ê¤¿¤Ï¿ÀÈë¤Î¥·¡¼¥ë¥É¤Ç¼é¤é¤ì¤Æ¤¤¤ë¡£";
3016 info[i++] = "You are protected by a mystic shield";
3022 info2[i] = report_magics_aux(p_ptr->invuln);
3024 info[i++] = "̵Ũ¤Ç¤¤¤é¤ì¤ë¡£";
3026 info[i++] = "You are invulnerable";
3030 if (p_ptr->wraith_form)
3032 info2[i] = report_magics_aux(p_ptr->wraith_form);
3034 info[i++] = "Í©Âβ½¤Ç¤¤ë¡£";
3036 info[i++] = "You are incorporeal";
3040 if (p_ptr->special_attack & ATTACK_CONFUSE)
3044 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÀÖ¤¯µ±¤¤¤Æ¤¤¤ë¡£";
3046 info[i++] = "Your hands are glowing dull red.";
3050 if (p_ptr->word_recall)
3052 info2[i] = report_magics_aux(p_ptr->word_recall);
3054 info[i++] = "¤Î¸åµ¢´Ô¤Î¾Û¤òȯư¤¹¤ë¡£";
3056 info[i++] = "You waiting to be recalled";
3060 if (p_ptr->oppose_acid)
3062 info2[i] = report_magics_aux(p_ptr->oppose_acid);
3064 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3066 info[i++] = "You are resistant to acid";
3070 if (p_ptr->oppose_elec)
3072 info2[i] = report_magics_aux(p_ptr->oppose_elec);
3074 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3076 info[i++] = "You are resistant to lightning";
3080 if (p_ptr->oppose_fire)
3082 info2[i] = report_magics_aux(p_ptr->oppose_fire);
3084 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3086 info[i++] = "You are resistant to fire";
3090 if (p_ptr->oppose_cold)
3092 info2[i] = report_magics_aux(p_ptr->oppose_cold);
3094 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3096 info[i++] = "You are resistant to cold";
3100 if (p_ptr->oppose_pois)
3102 info2[i] = report_magics_aux(p_ptr->oppose_pois);
3104 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3106 info[i++] = "You are resistant to poison";
3111 /* Save the screen */
3114 /* Erase the screen */
3115 for (k = 1; k < 24; k++) prt("", k, 13);
3117 /* Label the information */
3119 prt(" ËâË¡ :", 1, 15);
3121 prt(" Your Current Magic:", 1, 15);
3125 /* We will print on top of the map (column 13) */
3126 for (k = 2, j = 0; j < i; j++)
3130 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï%s%s", info[j],
3132 sprintf(Dummy, "%s %s.", info[j],
3135 report_magic_durations[info2[j]]);
3136 prt(Dummy, k++, 15);
3138 /* Every 20 entries (lines 2 to 21), start over */
3139 if ((k == 22) && (j + 1 < i))
3142 prt("-- ³¤¯ --", k, 15);
3144 prt("-- more --", k, 15);
3148 for (; k > 2; k--) prt("", k, 15);
3154 prt("[²¿¤«¥¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹]", k, 13);
3156 prt("[Press any key to continue]", k, 13);
3161 /* Restore the screen */
3167 * Detect all traps on current panel
3169 bool detect_traps(int range)
3172 bool detect = FALSE;
3176 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3178 /* Scan the current panel */
3179 for (y = 1; y < cur_hgt - 1; y++)
3181 for (x = 1; x <= cur_wid - 1; x++)
3183 if (distance(py, px, y, x) > range) continue;
3185 /* Access the grid */
3186 c_ptr = &cave[y][x];
3188 /* Detect invisible traps */
3189 if (c_ptr->info & CAVE_TRAP)
3196 if (is_trap(c_ptr->feat))
3198 /* Hack -- Memorize */
3199 c_ptr->info |= (CAVE_MARK);
3210 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT)) detect = FALSE;
3216 msg_print("¥È¥é¥Ã¥×¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3218 msg_print("You sense the presence of traps!");
3230 * Detect all doors on current panel
3232 bool detect_doors(int range)
3236 bool detect = FALSE;
3240 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3242 /* Scan the panel */
3243 for (y = 1; y < cur_hgt - 1; y++)
3245 for (x = 1; x < cur_wid - 1; x++)
3247 if (distance(py, px, y, x) > range) continue;
3249 c_ptr = &cave[y][x];
3251 /* Detect secret doors */
3252 if (c_ptr->feat == FEAT_SECRET)
3255 place_closed_door(y, x);
3259 if (((c_ptr->feat >= FEAT_DOOR_HEAD) &&
3260 (c_ptr->feat <= FEAT_DOOR_TAIL)) ||
3261 ((c_ptr->feat == FEAT_OPEN) ||
3262 (c_ptr->feat == FEAT_BROKEN)))
3264 /* Hack -- Memorize */
3265 c_ptr->info |= (CAVE_MARK);
3276 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT)) detect = FALSE;
3282 msg_print("¥É¥¢¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3284 msg_print("You sense the presence of doors!");
3295 * Detect all stairs on current panel
3297 bool detect_stairs(int range)
3301 bool detect = FALSE;
3305 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3307 /* Scan the panel */
3308 for (y = 1; y < cur_hgt - 1; y++)
3310 for (x = 1; x < cur_wid - 1; x++)
3312 if (distance(py, px, y, x) > range) continue;
3314 c_ptr = &cave[y][x];
3317 if ((c_ptr->feat == FEAT_LESS) ||
3318 (c_ptr->feat == FEAT_LESS_LESS) ||
3319 (c_ptr->feat == FEAT_MORE) ||
3320 (c_ptr->feat == FEAT_MORE_MORE) ||
3321 (c_ptr->feat == FEAT_ENTRANCE))
3323 /* Hack -- Memorize */
3324 c_ptr->info |= (CAVE_MARK);
3335 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT)) detect = FALSE;
3341 msg_print("³¬Ãʤθºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3343 msg_print("You sense the presence of stairs!");
3354 * Detect any treasure on the current panel
3356 bool detect_treasure(int range)
3360 bool detect = FALSE;
3364 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3366 /* Scan the current panel */
3367 for (y = 1; y < cur_hgt; y++)
3369 for (x = 1; x < cur_wid; x++)
3371 if (distance(py, px, y, x) > range) continue;
3373 c_ptr = &cave[y][x];
3375 /* Notice embedded gold */
3376 if ((c_ptr->feat == FEAT_MAGMA_H) ||
3377 (c_ptr->feat == FEAT_QUARTZ_H))
3379 /* Expose the gold */
3380 c_ptr->feat += 0x02;
3383 /* Magma/Quartz + Known Gold */
3384 if ((c_ptr->feat == FEAT_MAGMA_K) ||
3385 (c_ptr->feat == FEAT_QUARTZ_K))
3387 /* Hack -- Memorize */
3388 c_ptr->info |= (CAVE_MARK);
3399 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+6)) detect = FALSE;
3405 msg_print("Ë䢤µ¤ì¤¿ºâÊõ¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3407 msg_print("You sense the presence of buried treasure!");
3420 * Detect all "gold" objects on the current panel
3422 bool detect_objects_gold(int range)
3427 bool detect = FALSE;
3429 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
3432 for (i = 1; i < o_max; i++)
3434 object_type *o_ptr = &o_list[i];
3436 /* Skip dead objects */
3437 if (!o_ptr->k_idx) continue;
3439 /* Skip held objects */
3440 if (o_ptr->held_m_idx) continue;
3446 /* Only detect nearby objects */
3447 if (distance(py, px, y, x) > range2) continue;
3449 /* Detect "gold" objects */
3450 if (o_ptr->tval == TV_GOLD)
3452 /* Hack -- memorize it */
3453 o_ptr->marked = TRUE;
3463 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+6)) detect = FALSE;
3469 msg_print("ºâÊõ¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3471 msg_print("You sense the presence of treasure!");
3476 if (detect_monsters_string(range, "$"))
3487 * Detect all "normal" objects on the current panel
3489 bool detect_objects_normal(int range)
3494 bool detect = FALSE;
3496 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
3499 for (i = 1; i < o_max; i++)
3501 object_type *o_ptr = &o_list[i];
3503 /* Skip dead objects */
3504 if (!o_ptr->k_idx) continue;
3506 /* Skip held objects */
3507 if (o_ptr->held_m_idx) continue;
3513 /* Only detect nearby objects */
3514 if (distance(py, px, y, x) > range2) continue;
3516 /* Detect "real" objects */
3517 if (o_ptr->tval != TV_GOLD)
3519 /* Hack -- memorize it */
3520 o_ptr->marked = TRUE;
3530 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+6)) detect = FALSE;
3536 msg_print("¥¢¥¤¥Æ¥à¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3538 msg_print("You sense the presence of objects!");
3543 if (detect_monsters_string(range, "!=?|/`"))
3554 * Detect all "magic" objects on the current panel.
3556 * This will light up all spaces with "magic" items, including artifacts,
3557 * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings,
3558 * and "enchanted" items of the "good" variety.
3560 * It can probably be argued that this function is now too powerful.
3562 bool detect_objects_magic(int range)
3566 bool detect = FALSE;
3568 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3570 /* Scan all objects */
3571 for (i = 1; i < o_max; i++)
3573 object_type *o_ptr = &o_list[i];
3575 /* Skip dead objects */
3576 if (!o_ptr->k_idx) continue;
3578 /* Skip held objects */
3579 if (o_ptr->held_m_idx) continue;
3585 /* Only detect nearby objects */
3586 if (distance(py, px, y, x) > range) continue;
3588 /* Examine the tval */
3591 /* Artifacts, misc magic items, or enchanted wearables */
3592 if (artifact_p(o_ptr) ||
3593 ego_item_p(o_ptr) ||
3595 (tv == TV_WHISTLE) ||
3596 (tv == TV_AMULET) ||
3601 (tv == TV_SCROLL) ||
3602 (tv == TV_POTION) ||
3603 (tv == TV_LIFE_BOOK) ||
3604 (tv == TV_SORCERY_BOOK) ||
3605 (tv == TV_NATURE_BOOK) ||
3606 (tv == TV_CHAOS_BOOK) ||
3607 (tv == TV_DEATH_BOOK) ||
3608 (tv == TV_TRUMP_BOOK) ||
3609 (tv == TV_ARCANE_BOOK) ||
3610 (tv == TV_ENCHANT_BOOK) ||
3611 (tv == TV_DAEMON_BOOK) ||
3612 (tv == TV_MUSIC_BOOK) ||
3613 (tv == TV_HISSATSU_BOOK) ||
3614 ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
3616 /* Memorize the item */
3617 o_ptr->marked = TRUE;
3631 msg_print("ËâË¡¤Î¥¢¥¤¥Æ¥à¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3633 msg_print("You sense the presence of magic objects!");
3644 * Detect all "normal" monsters on the current panel
3646 bool detect_monsters_normal(int range)
3652 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3655 for (i = 1; i < m_max; i++)
3657 monster_type *m_ptr = &m_list[i];
3658 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3660 /* Skip dead monsters */
3661 if (!m_ptr->r_idx) continue;
3667 /* Only detect nearby monsters */
3668 if (distance(py, px, y, x) > range) continue;
3670 /* Detect all non-invisible monsters */
3671 if ((!(r_ptr->flags2 & RF2_INVISIBLE)) ||
3672 p_ptr->see_inv || p_ptr->tim_invis)
3674 /* Repair visibility later */
3675 repair_monsters = TRUE;
3677 /* Hack -- Detect monster */
3678 m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
3680 /* Update the monster */
3681 update_mon(i, FALSE);
3688 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+3)) flag = FALSE;
3693 /* Describe result */
3695 msg_print("¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3697 msg_print("You sense the presence of monsters!");
3708 * Detect all "invisible" monsters around the player
3710 bool detect_monsters_invis(int range)
3715 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3718 for (i = 1; i < m_max; i++)
3720 monster_type *m_ptr = &m_list[i];
3721 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3723 /* Skip dead monsters */
3724 if (!m_ptr->r_idx) continue;
3730 /* Only detect nearby monsters */
3731 if (distance(py, px, y, x) > range) continue;
3733 /* Detect invisible monsters */
3734 if (r_ptr->flags2 & RF2_INVISIBLE)
3736 /* Update monster recall window */
3737 if (p_ptr->monster_race_idx == m_ptr->r_idx)
3740 p_ptr->window |= (PW_MONSTER);
3743 /* Repair visibility later */
3744 repair_monsters = TRUE;
3746 /* Hack -- Detect monster */
3747 m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
3749 /* Update the monster */
3750 update_mon(i, FALSE);
3757 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+3)) flag = FALSE;
3762 /* Describe result */
3764 msg_print("Æ©ÌÀ¤ÊÀ¸Êª¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3766 msg_print("You sense the presence of invisible creatures!");
3778 * Detect all "evil" monsters on current panel
3780 bool detect_monsters_evil(int range)
3785 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3788 for (i = 1; i < m_max; i++)
3790 monster_type *m_ptr = &m_list[i];
3791 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3793 /* Skip dead monsters */
3794 if (!m_ptr->r_idx) continue;
3800 /* Only detect nearby monsters */
3801 if (distance(py, px, y, x) > range) continue;
3803 /* Detect evil monsters */
3804 if (r_ptr->flags3 & RF3_EVIL)
3806 /* Take note that they are evil */
3807 r_ptr->r_flags3 |= (RF3_EVIL);
3809 /* Update monster recall window */
3810 if (p_ptr->monster_race_idx == m_ptr->r_idx)
3813 p_ptr->window |= (PW_MONSTER);
3816 /* Repair visibility later */
3817 repair_monsters = TRUE;
3819 /* Hack -- Detect monster */
3820 m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
3822 /* Update the monster */
3823 update_mon(i, FALSE);
3833 /* Describe result */
3835 msg_print("¼Ù°¤Ê¤ëÀ¸Êª¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3837 msg_print("You sense the presence of evil creatures!");
3850 * Detect all "nonliving", "undead" or "demonic" monsters on current panel
3852 bool detect_monsters_nonliving(int range)
3857 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3860 for (i = 1; i < m_max; i++)
3862 monster_type *m_ptr = &m_list[i];
3863 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3865 /* Skip dead monsters */
3866 if (!m_ptr->r_idx) continue;
3872 /* Only detect nearby monsters */
3873 if (distance(py, px, y, x) > range) continue;
3875 /* Detect non-living monsters */
3876 if (!monster_living(r_ptr))
3878 /* Update monster recall window */
3879 if (p_ptr->monster_race_idx == m_ptr->r_idx)
3882 p_ptr->window |= (PW_MONSTER);
3885 /* Repair visibility later */
3886 repair_monsters = TRUE;
3888 /* Hack -- Detect monster */
3889 m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
3891 /* Update the monster */
3892 update_mon(i, FALSE);
3902 /* Describe result */
3904 msg_print("¼«Á³¤Ç¤Ê¤¤¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò´¶¤¸¤¿¡ª");
3906 msg_print("You sense the presence of unnatural beings!");
3917 * Detect all monsters it has mind on current panel
3919 bool detect_monsters_mind(int range)
3924 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3927 for (i = 1; i < m_max; i++)
3929 monster_type *m_ptr = &m_list[i];
3930 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3932 /* Skip dead monsters */
3933 if (!m_ptr->r_idx) continue;
3939 /* Only detect nearby monsters */
3940 if (distance(py, px, y, x) > range) continue;
3942 /* Detect non-living monsters */
3943 if (!(r_ptr->flags2 & RF2_EMPTY_MIND))
3945 /* Update monster recall window */
3946 if (p_ptr->monster_race_idx == m_ptr->r_idx)
3949 p_ptr->window |= (PW_MONSTER);
3952 /* Repair visibility later */
3953 repair_monsters = TRUE;
3955 /* Hack -- Detect monster */
3956 m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
3958 /* Update the monster */
3959 update_mon(i, FALSE);
3969 /* Describe result */
3971 msg_print("»¦µ¤¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3973 msg_print("You sense the presence of someone's mind!");
3984 * Detect all (string) monsters on current panel
3986 bool detect_monsters_string(int range, cptr Match)
3991 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3994 for (i = 1; i < m_max; i++)
3996 monster_type *m_ptr = &m_list[i];
3997 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3999 /* Skip dead monsters */
4000 if (!m_ptr->r_idx) continue;
4006 /* Only detect nearby monsters */
4007 if (distance(py, px, y, x) > range) continue;
4009 /* Detect monsters with the same symbol */
4010 if (strchr(Match, r_ptr->d_char))
4012 /* Update monster recall window */
4013 if (p_ptr->monster_race_idx == m_ptr->r_idx)
4016 p_ptr->window |= (PW_MONSTER);
4019 /* Repair visibility later */
4020 repair_monsters = TRUE;
4022 /* Hack -- Detect monster */
4023 m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
4025 /* Update the monster */
4026 update_mon(i, FALSE);
4033 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+3)) flag = FALSE;
4038 /* Describe result */
4040 msg_print("¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
4042 msg_print("You sense the presence of monsters!");
4053 * A "generic" detect monsters routine, tagged to flags3
4055 bool detect_monsters_xxx(int range, u32b match_flag)
4060 cptr desc_monsters = "ÊѤʥâ¥ó¥¹¥¿¡¼";
4062 cptr desc_monsters = "weird monsters";
4065 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4068 for (i = 1; i < m_max; i++)
4070 monster_type *m_ptr = &m_list[i];
4071 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4073 /* Skip dead monsters */
4074 if (!m_ptr->r_idx) continue;
4080 /* Only detect nearby monsters */
4081 if (distance(py, px, y, x) > range) continue;
4083 /* Detect evil monsters */
4084 if (r_ptr->flags3 & (match_flag))
4086 /* Take note that they are something */
4087 r_ptr->r_flags3 |= (match_flag);
4089 /* Update monster recall window */
4090 if (p_ptr->monster_race_idx == m_ptr->r_idx)
4093 p_ptr->window |= (PW_MONSTER);
4096 /* Repair visibility later */
4097 repair_monsters = TRUE;
4099 /* Hack -- Detect monster */
4100 m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
4102 /* Update the monster */
4103 update_mon(i, FALSE);
4117 desc_monsters = "¥Ç¡¼¥â¥ó";
4119 desc_monsters = "demons";
4125 desc_monsters = "¥¢¥ó¥Ç¥Ã¥É";
4127 desc_monsters = "the undead";
4133 /* Describe result */
4135 msg_format("%s¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª", desc_monsters);
4137 msg_format("You sense the presence of %s!", desc_monsters);
4151 bool detect_all(int range)
4153 bool detect = FALSE;
4155 /* Detect everything */
4156 if (detect_traps(range)) detect = TRUE;
4157 if (detect_doors(range)) detect = TRUE;
4158 if (detect_stairs(range)) detect = TRUE;
4159 if (detect_treasure(range)) detect = TRUE;
4160 if (detect_objects_gold(range)) detect = TRUE;
4161 if (detect_objects_normal(range)) detect = TRUE;
4162 if (detect_monsters_invis(range)) detect = TRUE;
4163 if (detect_monsters_normal(range)) detect = TRUE;
4171 * Apply a "project()" directly to all viewable monsters
4173 * Note that affected monsters are NOT auto-tracked by this usage.
4175 * To avoid misbehavior when monster deaths have side-effects,
4176 * this is done in two passes. -- JDL
4178 bool project_hack(int typ, int dam)
4181 int flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE | PROJECT_NO_REF;
4182 bool obvious = FALSE;
4185 /* Mark all (nearby) monsters */
4186 for (i = 1; i < m_max; i++)
4188 monster_type *m_ptr = &m_list[i];
4190 /* Paranoia -- Skip dead monsters */
4191 if (!m_ptr->r_idx) continue;
4197 /* Require line of sight */
4198 if (!player_has_los_bold(y, x)) continue;
4200 /* Mark the monster */
4201 m_ptr->mflag |= (MFLAG_TEMP);
4204 /* Affect all marked monsters */
4205 for (i = 1; i < m_max; i++)
4207 monster_type *m_ptr = &m_list[i];
4209 /* Skip unmarked monsters */
4210 if (!(m_ptr->mflag & (MFLAG_TEMP))) continue;
4213 m_ptr->mflag &= ~(MFLAG_TEMP);
4219 /* Jump directly to the target monster */
4220 if (project(0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
4231 bool speed_monsters(void)
4233 return (project_hack(GF_OLD_SPEED, p_ptr->lev));
4239 bool slow_monsters(void)
4241 return (project_hack(GF_OLD_SLOW, p_ptr->lev));
4247 bool sleep_monsters(void)
4249 return (project_hack(GF_OLD_SLEEP, p_ptr->lev));
4254 * Banish evil monsters
4256 bool banish_evil(int dist)
4258 return (project_hack(GF_AWAY_EVIL, dist));
4265 bool turn_undead(void)
4267 bool tester = (project_hack(GF_TURN_UNDEAD, p_ptr->lev));
4269 chg_virtue(V_UNLIFE, -1);
4275 * Dispel undead monsters
4277 bool dispel_undead(int dam)
4279 bool tester = (project_hack(GF_DISP_UNDEAD, dam));
4281 chg_virtue(V_UNLIFE, -2);
4286 * Dispel evil monsters
4288 bool dispel_evil(int dam)
4290 return (project_hack(GF_DISP_EVIL, dam));
4294 * Dispel good monsters
4296 bool dispel_good(int dam)
4298 return (project_hack(GF_DISP_GOOD, dam));
4302 * Dispel all monsters
4304 bool dispel_monsters(int dam)
4306 return (project_hack(GF_DISP_ALL, dam));
4310 * Dispel 'living' monsters
4312 bool dispel_living(int dam)
4314 return (project_hack(GF_DISP_LIVING, dam));
4320 bool dispel_demons(int dam)
4322 return (project_hack(GF_DISP_DEMON, dam));
4327 * Wake up all monsters, and speed up "los" monsters.
4329 void aggravate_monsters(int who)
4336 /* Aggravate everyone nearby */
4337 for (i = 1; i < m_max; i++)
4339 monster_type *m_ptr = &m_list[i];
4340 /* monster_race *r_ptr = &r_info[m_ptr->r_idx]; */
4342 /* Paranoia -- Skip dead monsters */
4343 if (!m_ptr->r_idx) continue;
4345 /* Skip aggravating monster (or player) */
4346 if (i == who) continue;
4348 /* Wake up nearby sleeping monsters */
4349 if (m_ptr->cdis < MAX_SIGHT * 2)
4358 if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG_NOPET;
4361 /* Speed up monsters in line of sight */
4362 if (player_has_los_bold(m_ptr->fy, m_ptr->fx))
4366 m_ptr->fast = MIN(200, m_ptr->fast + 100);
4374 if (speed) msg_print("ÉÕ¶á¤Ç²¿¤«¤¬ÆÍÇ¡¶½Ê³¤·¤¿¤è¤¦¤Ê´¶¤¸¤ò¼õ¤±¤¿¡ª");
4375 else if (sleep) msg_print("²¿¤«¤¬ÆÍÇ¡¶½Ê³¤·¤¿¤è¤¦¤ÊÁû¡¹¤·¤¤²»¤¬±ó¤¯¤Ëʹ¤³¤¨¤¿¡ª");
4377 if (speed) msg_print("You feel a sudden stirring nearby!");
4378 else if (sleep) msg_print("You hear a sudden stirring in the distance!");
4380 if (p_ptr->riding) p_ptr->update |= PU_BONUS;
4386 * Delete all non-unique/non-quest monsters of a given "type" from the level
4388 bool symbol_genocide(int power, int player_cast)
4392 bool result = FALSE;
4393 int msec = delay_factor * delay_factor * delay_factor;
4395 /* Prevent genocide in quest levels */
4396 if (p_ptr->inside_quest && !random_quest_number(dun_level))
4401 /* Mega-Hack -- Get a monster symbol */
4403 while(!get_com("¤É¤Î¼ïÎà(ʸ»ú)¤Î¥â¥ó¥¹¥¿¡¼¤òËõ»¦¤·¤Þ¤¹¤«: ", &typ, FALSE));
4405 while(!get_com("Choose a monster race (by symbol) to genocide: ", &typ, FALSE));
4409 /* Delete the monsters of that "type" */
4410 for (i = 1; i < m_max; i++)
4412 monster_type *m_ptr = &m_list[i];
4413 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4417 /* Paranoia -- Skip dead monsters */
4418 if (!m_ptr->r_idx) continue;
4420 /* Skip "wrong" monsters */
4421 if (r_ptr->d_char != typ) continue;
4423 if (is_pet(m_ptr) && !player_cast) continue;
4425 /* Hack -- Skip Unique Monsters */
4426 if (r_ptr->flags1 & (RF1_UNIQUE)) angry = TRUE;
4428 /* Hack -- Skip Quest Monsters */
4429 else if (r_ptr->flags1 & RF1_QUESTOR) angry = TRUE;
4431 else if (r_ptr->flags7 & RF7_UNIQUE2) angry = TRUE;
4433 else if (i == p_ptr->riding) angry = TRUE;
4435 else if (player_cast && (r_ptr->level > rand_int(power))) angry = TRUE;
4437 else if (player_cast && (m_ptr->mflag2 & MFLAG_NOGENO)) angry = TRUE;
4439 /* Delete the monster */
4440 else delete_monster_idx(i);
4442 if (angry && player_cast)
4444 monster_desc(m_name, m_ptr, 0);
4445 if (m_ptr->ml && !p_ptr->blind)
4448 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
4450 msg_format("%^s is unaffected.", m_name);
4456 if (m_ptr->ml && !p_ptr->blind)
4459 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
4461 msg_format("%^s wakes up.", m_name);
4465 if (is_friendly(m_ptr) && !is_pet(m_ptr))
4467 if (m_ptr->ml && !p_ptr->blind)
4470 msg_format("%s¤ÏÅܤä¿¡ª", m_name);
4472 msg_format("%^s gets angry!", m_name);
4477 if (one_in_(13)) m_ptr->mflag2 |= MFLAG_NOGENO;
4484 take_hit(DAMAGE_GENO, randint(4), "Ëõ»¦¤Î¼öʸ¤ò¾§¤¨¤¿ÈèÏ«", -1);
4486 take_hit(DAMAGE_GENO, randint(4), "the strain of casting Genocide", -1);
4491 /* Visual feedback */
4492 move_cursor_relative(py, px);
4495 p_ptr->redraw |= (PR_HP);
4498 p_ptr->window |= (PW_PLAYER);
4507 Term_xtra(TERM_XTRA_DELAY, msec);
4514 chg_virtue(V_VITALITY, -2);
4515 chg_virtue(V_CHANCE, -1);
4523 * Delete all nearby (non-unique) monsters
4525 bool mass_genocide(int power, int player_cast)
4528 bool result = FALSE;
4529 int msec = delay_factor * delay_factor * delay_factor;
4532 /* Prevent mass genocide in quest levels */
4533 if (p_ptr->inside_quest && !random_quest_number(dun_level))
4538 /* Delete the (nearby) monsters */
4539 for (i = 1; i < m_max; i++)
4541 monster_type *m_ptr = &m_list[i];
4542 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4546 /* Paranoia -- Skip dead monsters */
4547 if (!m_ptr->r_idx) continue;
4549 /* Skip distant monsters */
4550 if (m_ptr->cdis > MAX_SIGHT) continue;
4552 if (is_pet(m_ptr) && !player_cast) continue;
4554 /* Hack -- Skip unique monsters */
4555 if (r_ptr->flags1 & (RF1_UNIQUE)) angry = TRUE;
4557 /* Hack -- Skip Quest Monsters */
4558 else if (r_ptr->flags1 & RF1_QUESTOR) angry = TRUE;
4560 else if (r_ptr->flags7 & RF7_UNIQUE2) angry = TRUE;
4562 else if (i == p_ptr->riding) angry = TRUE;
4564 else if (player_cast && (r_ptr->level > rand_int(power))) angry = TRUE;
4566 else if (player_cast && (m_ptr->mflag2 & MFLAG_NOGENO)) angry = TRUE;
4568 /* Delete the monster */
4569 else delete_monster_idx(i);
4571 if (angry && player_cast)
4573 monster_desc(m_name, m_ptr, 0);
4574 if (m_ptr->ml && !p_ptr->blind)
4577 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
4579 msg_format("%^s is unaffected.", m_name);
4585 if (m_ptr->ml && !p_ptr->blind)
4588 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
4590 msg_format("%^s wakes up.", m_name);
4594 if (is_friendly(m_ptr) && !is_pet(m_ptr))
4596 if (m_ptr->ml && !p_ptr->blind)
4599 msg_format("%s¤ÏÅܤä¿¡ª", m_name);
4601 msg_format("%^s gets angry!", m_name);
4606 if (one_in_(13)) m_ptr->mflag2 |= MFLAG_NOGENO;
4611 /* Hack -- visual feedback */
4613 take_hit(DAMAGE_GENO, randint(3), "¼þÊÕËõ»¦¤Î¼öʸ¤ò¾§¤¨¤¿ÈèÏ«", -1);
4615 take_hit(DAMAGE_GENO, randint(3), "the strain of casting Mass Genocide", -1);
4620 move_cursor_relative(py, px);
4623 p_ptr->redraw |= (PR_HP);
4626 p_ptr->window |= (PW_PLAYER);
4635 Term_xtra(TERM_XTRA_DELAY, msec);
4643 chg_virtue(V_VITALITY, -2);
4644 chg_virtue(V_CHANCE, -1);
4653 * Delete all nearby (non-unique) undead
4655 bool mass_genocide_undead(int power, int player_cast)
4658 bool result = FALSE;
4659 int msec = delay_factor * delay_factor * delay_factor;
4662 /* Prevent mass genocide in quest levels */
4663 if (p_ptr->inside_quest && !random_quest_number(dun_level))
4668 /* Delete the (nearby) monsters */
4669 for (i = 1; i < m_max; i++)
4671 monster_type *m_ptr = &m_list[i];
4672 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4676 /* Paranoia -- Skip dead monsters */
4677 if (!m_ptr->r_idx) continue;
4679 if (!(r_ptr->flags3 & RF3_UNDEAD)) continue;
4681 /* Skip distant monsters */
4682 if (m_ptr->cdis > MAX_SIGHT) continue;
4684 if (is_pet(m_ptr) && !player_cast) continue;
4686 /* Hack -- Skip unique monsters */
4687 if (r_ptr->flags1 & (RF1_UNIQUE)) angry = TRUE;
4689 /* Hack -- Skip Quest Monsters */
4690 else if (r_ptr->flags1 & RF1_QUESTOR) angry = TRUE;
4692 else if (r_ptr->flags7 & RF7_UNIQUE2) angry = TRUE;
4694 else if (i == p_ptr->riding) angry = TRUE;
4696 else if (player_cast && (r_ptr->level > rand_int(power))) angry = TRUE;
4698 else if (player_cast && (m_ptr->mflag2 & MFLAG_NOGENO)) angry = TRUE;
4700 /* Delete the monster */
4701 else delete_monster_idx(i);
4703 if (angry && player_cast)
4705 monster_desc(m_name, m_ptr, 0);
4706 if (m_ptr->ml && !p_ptr->blind)
4709 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
4711 msg_format("%^s is unaffected.", m_name);
4717 if (m_ptr->ml && !p_ptr->blind)
4720 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
4722 msg_format("%^s wakes up.", m_name);
4726 if (is_friendly(m_ptr) && !is_pet(m_ptr))
4728 if (m_ptr->ml && !p_ptr->blind)
4731 msg_format("%s¤ÏÅܤä¿¡ª", m_name);
4733 msg_format("%^s gets angry!", m_name);
4738 if (one_in_(13)) m_ptr->mflag2 |= MFLAG_NOGENO;
4743 /* Hack -- visual feedback */
4745 take_hit(DAMAGE_GENO, randint(3), "¥¢¥ó¥Ç¥Ã¥É¾ÃÌǤμöʸ¤ò¾§¤¨¤¿ÈèÏ«", -1);
4747 take_hit(DAMAGE_GENO, randint(3), "the strain of casting Mass Genocide", -1);
4752 move_cursor_relative(py, px);
4755 p_ptr->redraw |= (PR_HP);
4758 p_ptr->window |= (PW_PLAYER);
4767 Term_xtra(TERM_XTRA_DELAY, msec);
4775 chg_virtue(V_UNLIFE, -2);
4776 chg_virtue(V_CHANCE, -1);
4785 * Probe nearby monsters
4799 /* Probe all (nearby) monsters */
4800 for (i = 1; i < m_max; i++)
4802 monster_type *m_ptr = &m_list[i];
4803 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4805 /* Paranoia -- Skip dead monsters */
4806 if (!m_ptr->r_idx) continue;
4808 /* Require line of sight */
4809 if (!player_has_los_bold(m_ptr->fy, m_ptr->fx)) continue;
4811 /* Probe visible monsters */
4816 /* Start the message */
4818 if (!probe) {msg_print("Ä´ººÃæ...");msg_print(NULL);}
4820 if (!probe) {msg_print("Probing...");msg_print(NULL);}
4823 if (m_ptr->mflag2 & MFLAG_KAGE)
4825 m_ptr->mflag2 &= ~(MFLAG_KAGE);
4826 lite_spot(m_ptr->fy, m_ptr->fx);
4828 /* Get "the monster" or "something" */
4829 monster_desc(m_name, m_ptr, 0x204);
4831 speed = m_ptr->mspeed - 110;
4832 if(m_ptr->fast) speed += 10;
4833 if(m_ptr->slow) speed -= 10;
4834 /* Describe the monster */
4836 sprintf(buf,"%s ... HP:%d/%d AC:%d ®ÅÙ:%s%d ·Ð¸³:", m_name, m_ptr->hp, m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
4838 sprintf(buf, "%s ... HP:%d/%d AC:%d speed:%s%d exp:", m_name, m_ptr->hp, m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
4840 if (r_ptr->next_r_idx)
4842 strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
4846 strcat(buf, "xxx ");
4850 if (m_ptr->csleep) strcat(buf,"¿ç̲ ");
4851 if (m_ptr->stunned) strcat(buf,"ۯ۰ ");
4852 if (m_ptr->monfear) strcat(buf,"¶²ÉÝ ");
4853 if (m_ptr->confused) strcat(buf,"º®Íð ");
4854 if (m_ptr->invulner) strcat(buf,"̵Ũ ");
4856 if (m_ptr->csleep) strcat(buf,"sleeping ");
4857 if (m_ptr->stunned) strcat(buf,"stunned ");
4858 if (m_ptr->monfear) strcat(buf,"scared ");
4859 if (m_ptr->confused) strcat(buf,"confused ");
4860 if (m_ptr->invulner) strcat(buf,"invulnerable ");
4862 buf[strlen(buf)-1] = '\0';
4865 /* HACK : Add the line to message buffer */
4867 p_ptr->window |= (PW_MESSAGE);
4870 /* Learn all of the non-spell, non-treasure flags */
4873 if (m_ptr->ml) move_cursor_relative(m_ptr->fy, m_ptr->fx);
4876 Term_erase(0, 0, 255);
4890 chg_virtue(V_KNOWLEDGE, 1);
4893 msg_print("¤³¤ì¤ÇÁ´Éô¤Ç¤¹¡£");
4895 msg_print("That's all.");
4907 * The spell of destruction
4909 * This spell "deletes" monsters (instead of "killing" them).
4911 * Later we may use one function for both "destruction" and
4912 * "earthquake" by using the "full" to select "destruction".
4914 bool destroy_area(int y1, int x1, int r, int full)
4921 /* Prevent destruction of quest levels and town */
4922 if ((p_ptr->inside_quest && (p_ptr->inside_quest < MIN_RANDOM_QUEST)) || !dun_level)
4927 /* Big area of affect */
4928 for (y = (y1 - r); y <= (y1 + r); y++)
4930 for (x = (x1 - r); x <= (x1 + r); x++)
4932 monster_type *m_ptr;
4933 monster_race *r_ptr;
4935 /* Skip illegal grids */
4936 if (!in_bounds(y, x)) continue;
4938 /* Extract the distance */
4939 k = distance(y1, x1, y, x);
4941 /* Stay in the circle of death */
4942 if (k > r) continue;
4944 /* Access the grid */
4945 c_ptr = &cave[y][x];
4946 m_ptr = &m_list[c_ptr->m_idx];
4947 r_ptr = &r_info[m_ptr->r_idx];
4949 /* Lose room and vault */
4950 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_TRAP);
4952 /* Lose light and knowledge */
4953 c_ptr->info &= ~(CAVE_MARK | CAVE_GLOW);
4955 /* Hack -- Notice player affect */
4956 if ((x == px) && (y == py))
4958 /* Hurt the player later */
4961 /* Do not hurt this grid */
4965 /* Hack -- Skip the epicenter */
4966 if ((y == y1) && (x == x1)) continue;
4968 if ((r_ptr->flags1 & RF1_QUESTOR) || (r_ptr->flags7 & RF7_GUARDIAN) || ((m_ptr->mflag2 & MFLAG_CHAMELEON) && (r_ptr->flags1 & RF1_UNIQUE)))
4970 /* Heal the monster */
4971 m_list[c_ptr->m_idx].hp = m_list[c_ptr->m_idx].maxhp;
4973 /* Try to teleport away quest monsters */
4974 if (!teleport_away(c_ptr->m_idx, (r * 2) + 1, TRUE)) continue;
4980 if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
4984 monster_desc(m_name, &m_list[c_ptr->m_idx], 0x08);
4985 do_cmd_write_nikki(NIKKI_NAMED_PET, 6, m_name);
4988 /* Delete the monster (if any) */
4989 delete_monster(y, x);
4994 s16b this_o_idx, next_o_idx = 0;
4996 /* Scan all objects in the grid */
4997 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5001 /* Acquire object */
5002 o_ptr = &o_list[this_o_idx];
5004 /* Acquire next object */
5005 next_o_idx = o_ptr->next_o_idx;
5007 /* Hack -- Preserve unknown artifacts */
5008 if (artifact_p(o_ptr) && !object_known_p(o_ptr))
5010 /* Mega-Hack -- Preserve the artifact */
5011 a_info[o_ptr->name1].cur_num = 0;
5015 delete_object(y, x);
5017 /* Destroy "valid" grids */
5018 if (!cave_perma_bold(y, x))
5020 /* Wall (or floor) type */
5026 /* Create granite wall */
5027 c_ptr->feat = FEAT_WALL_EXTRA;
5033 /* Create quartz vein */
5034 c_ptr->feat = FEAT_QUARTZ;
5040 /* Create magma vein */
5041 c_ptr->feat = FEAT_MAGMA;
5048 c_ptr->feat = floor_type[rand_int(100)];
5049 c_ptr->info &= ~(CAVE_MASK);
5050 c_ptr->info |= CAVE_FLOOR;
5057 /* Hack -- Affect player */
5062 msg_print("dz¤¨¤ë¤è¤¦¤ÊÁ®¸÷¤¬È¯À¸¤·¤¿¡ª");
5064 msg_print("There is a searing blast of light!");
5068 /* Blind the player */
5069 if (!p_ptr->resist_blind && !p_ptr->resist_lite)
5072 (void)set_blind(p_ptr->blind + 10 + randint(10));
5078 /* Mega-Hack -- Forget the view and lite */
5079 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
5082 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
5084 /* Update the monsters */
5085 p_ptr->update |= (PU_MONSTERS);
5088 p_ptr->redraw |= (PR_MAP);
5091 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5099 * Induce an "earthquake" of the given radius at the given location.
5101 * This will turn some walls into floors and some floors into walls.
5103 * The player will take damage and "jump" into a safe grid if possible,
5104 * otherwise, he will "tunnel" through the rubble instantaneously.
5106 * Monsters will take damage, and "jump" into a safe grid if possible,
5107 * otherwise they will be "buried" in the rubble, disappearing from
5108 * the level in the same way that they do when genocided.
5110 * Note that thus the player and monsters (except eaters of walls and
5111 * passers through walls) will never occupy the same grid as a wall.
5112 * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
5113 * for a single turn, unless that monster can pass_walls or kill_walls.
5114 * This has allowed massive simplification of the "monster" code.
5116 bool earthquake(int cy, int cx, int r)
5118 int i, t, y, x, yy, xx, dy, dx, oy, ox;
5120 int sn = 0, sy = 0, sx = 0;
5126 /* Prevent destruction of quest levels and town */
5127 if ((p_ptr->inside_quest && (p_ptr->inside_quest < MIN_RANDOM_QUEST)) || !dun_level)
5132 /* Paranoia -- Enforce maximum range */
5135 /* Clear the "maximal blast" area */
5136 for (y = 0; y < 32; y++)
5138 for (x = 0; x < 32; x++)
5144 /* Check around the epicenter */
5145 for (dy = -r; dy <= r; dy++)
5147 for (dx = -r; dx <= r; dx++)
5149 /* Extract the location */
5153 /* Skip illegal grids */
5154 if (!in_bounds(yy, xx)) continue;
5156 /* Skip distant grids */
5157 if (distance(cy, cx, yy, xx) > r) continue;
5159 /* Access the grid */
5160 c_ptr = &cave[yy][xx];
5162 /* Lose room and vault */
5163 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_TRAP);
5165 /* Lose light and knowledge */
5166 c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK);
5168 /* Skip the epicenter */
5169 if (!dx && !dy) continue;
5171 /* Skip most grids */
5172 if (rand_int(100) < 85) continue;
5174 /* Damage this grid */
5175 map[16+yy-cy][16+xx-cx] = TRUE;
5177 /* Hack -- Take note of player damage */
5178 if ((yy == py) && (xx == px)) hurt = TRUE;
5182 /* First, affect the player (if necessary) */
5183 if (hurt && !(p_ptr->prace == RACE_SPECTRE) && !(p_ptr->wraith_form) && !(p_ptr->kabenuke))
5185 /* Check around the player */
5186 for (i = 0; i < 8; i++)
5188 /* Access the location */
5189 y = py + ddy_ddd[i];
5190 x = px + ddx_ddd[i];
5192 /* Skip non-empty grids */
5193 if (!cave_empty_bold(y, x)) continue;
5195 /* Important -- Skip "quake" grids */
5196 if (map[16+y-cy][16+x-cx]) continue;
5198 if (cave[y][x].m_idx) continue;
5200 /* Count "safe" grids */
5203 /* Randomize choice */
5204 if (rand_int(sn) > 0) continue;
5206 /* Save the safe location */
5210 /* Random message */
5216 msg_print("¥À¥ó¥¸¥ç¥ó¤ÎÊɤ¬Êø¤ì¤¿¡ª");
5218 msg_print("The cave ceiling collapses!");
5226 msg_print("¥À¥ó¥¸¥ç¥ó¤Î¾²¤¬ÉÔ¼«Á³¤Ë¤Í¤¸¶Ê¤¬¤Ã¤¿¡ª");
5228 msg_print("The cave floor twists in an unnatural way!");
5236 msg_print("¥À¥ó¥¸¥ç¥ó¤¬Íɤ줿¡ªÊø¤ì¤¿´ä¤¬Æ¬¤Ë¹ß¤Ã¤Æ¤¤¿¡ª");
5238 msg_print("The cave quakes! You are pummeled with debris!");
5245 /* Hurt the player a lot */
5248 /* Message and damage */
5250 msg_print("¤¢¤Ê¤¿¤Ï¤Ò¤É¤¤²ø²æ¤òÉé¤Ã¤¿¡ª");
5252 msg_print("You are severely crushed!");
5258 /* Destroy the grid, and push the player to safety */
5261 /* Calculate results */
5267 msg_print("¹ß¤êÃí¤°´ä¤ò¤¦¤Þ¤¯Èò¤±¤¿¡ª");
5269 msg_print("You nimbly dodge the blast!");
5278 msg_print("´äÀФ¬¤¢¤Ê¤¿¤Ëľ·â¤·¤¿!");
5280 msg_print("You are bashed by rubble!");
5283 damage = damroll(10, 4);
5284 (void)set_stun(p_ptr->stun + randint(50));
5290 msg_print("¤¢¤Ê¤¿¤Ï¾²¤ÈÊɤȤδ֤˶´¤Þ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
5292 msg_print("You are crushed between the floor and ceiling!");
5295 damage = damroll(10, 4);
5296 (void)set_stun(p_ptr->stun + randint(50));
5301 /* Save the old location */
5305 /* Move the player to the safe location */
5312 tmp = cave[py][px].m_idx;
5313 cave[py][px].m_idx = cave[oy][ox].m_idx;
5314 cave[oy][ox].m_idx = tmp;
5315 m_list[p_ptr->riding].fy = py;
5316 m_list[p_ptr->riding].fx = px;
5317 update_mon(cave[py][px].m_idx, TRUE);
5320 /* Redraw the old spot */
5323 /* Redraw the new spot */
5326 /* Check for new panel */
5330 /* Important -- no wall on player */
5331 map[16+py-cy][16+px-cx] = FALSE;
5333 /* Take some damage */
5335 if (damage) take_hit(DAMAGE_ATTACK, damage, "ÃÏ¿Ì", -1);
5337 if (damage) take_hit(DAMAGE_ATTACK, damage, "an earthquake", -1);
5343 /* Examine the quaked region */
5344 for (dy = -r; dy <= r; dy++)
5346 for (dx = -r; dx <= r; dx++)
5348 /* Extract the location */
5352 /* Skip unaffected grids */
5353 if (!map[16+yy-cy][16+xx-cx]) continue;
5355 /* Access the grid */
5356 c_ptr = &cave[yy][xx];
5358 if (c_ptr->m_idx == p_ptr->riding) continue;
5360 /* Process monsters */
5363 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5364 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5366 /* Quest monsters */
5367 if (r_ptr->flags1 & RF1_QUESTOR)
5369 /* No wall on quest monsters */
5370 map[16+yy-cy][16+xx-cx] = FALSE;
5375 /* Most monsters cannot co-exist with rock */
5376 if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
5377 !(r_ptr->flags2 & (RF2_PASS_WALL)))
5381 /* Assume not safe */
5384 /* Monster can move to escape the wall */
5385 if (!(r_ptr->flags1 & (RF1_NEVER_MOVE)))
5387 /* Look for safety */
5388 for (i = 0; i < 8; i++)
5390 /* Access the grid */
5391 y = yy + ddy_ddd[i];
5392 x = xx + ddx_ddd[i];
5394 /* Skip non-empty grids */
5395 if (!cave_empty_bold(y, x)) continue;
5397 /* Hack -- no safety on glyph of warding */
5398 if (cave[y][x].feat == FEAT_GLYPH) continue;
5399 if (cave[y][x].feat == FEAT_MINOR_GLYPH) continue;
5401 /* ... nor on the Pattern */
5402 if ((cave[y][x].feat <= FEAT_PATTERN_XTRA2) &&
5403 (cave[y][x].feat >= FEAT_PATTERN_START))
5406 /* Important -- Skip "quake" grids */
5407 if (map[16+y-cy][16+x-cx]) continue;
5409 if (cave[y][x].m_idx) continue;
5410 if ((y == py) && (x == px)) continue;
5412 /* Count "safe" grids */
5415 /* Randomize choice */
5416 if (rand_int(sn) > 0) continue;
5418 /* Save the safe grid */
5423 /* Describe the monster */
5424 monster_desc(m_name, m_ptr, 0);
5426 /* Scream in pain */
5428 msg_format("%^s¤Ï¶ìÄˤǵ㤤ï¤á¤¤¤¿¡ª", m_name);
5430 msg_format("%^s wails out in pain!", m_name);
5434 /* Take damage from the quake */
5435 damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
5437 /* Monster is certainly awake */
5440 /* Apply damage directly */
5441 m_ptr->hp -= damage;
5443 /* Delete (not kill) "dead" monsters */
5448 msg_format("%^s¤Ï´äÀФËËä¤â¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª", m_name);
5450 msg_format("%^s is embedded in the rock!", m_name);
5455 if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
5459 monster_desc(m2_name, m_ptr, 0x08);
5460 do_cmd_write_nikki(NIKKI_NAMED_PET, 7, m2_name);
5464 /* Delete the monster */
5465 delete_monster(yy, xx);
5467 /* No longer safe */
5471 /* Hack -- Escape from the rock */
5474 int m_idx = cave[yy][xx].m_idx;
5476 /* Update the new location */
5477 cave[sy][sx].m_idx = m_idx;
5479 /* Update the old location */
5480 cave[yy][xx].m_idx = 0;
5482 /* Move the monster */
5486 /* Update the monster (new location) */
5487 update_mon(m_idx, TRUE);
5489 /* Redraw the old grid */
5492 /* Redraw the new grid */
5501 /* Examine the quaked region */
5502 for (dy = -r; dy <= r; dy++)
5504 for (dx = -r; dx <= r; dx++)
5506 /* Extract the location */
5510 /* Skip unaffected grids */
5511 if (!map[16+yy-cy][16+xx-cx]) continue;
5513 /* Access the cave grid */
5514 c_ptr = &cave[yy][xx];
5516 /* Paranoia -- never affect player */
5517 /* if ((yy == py) && (xx == px)) continue; */
5519 /* Destroy location (if valid) */
5520 if (cave_valid_bold(yy, xx))
5522 bool floor = cave_floor_bold(yy, xx);
5524 /* Delete objects */
5525 delete_object(yy, xx);
5527 /* Wall (or floor) type */
5528 t = (floor ? rand_int(100) : 200);
5533 /* Create granite wall */
5534 c_ptr->feat = FEAT_WALL_EXTRA;
5540 /* Create quartz vein */
5541 c_ptr->feat = FEAT_QUARTZ;
5547 /* Create magma vein */
5548 c_ptr->feat = FEAT_MAGMA;
5555 c_ptr->feat = floor_type[rand_int(100)];
5556 c_ptr->info &= ~(CAVE_MASK);
5557 c_ptr->info |= CAVE_FLOOR;
5564 /* Mega-Hack -- Forget the view and lite */
5565 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
5568 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
5570 /* Update the monsters */
5571 p_ptr->update |= (PU_DISTANCE);
5573 /* Update the health bar */
5574 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
5577 p_ptr->redraw |= (PR_MAP);
5580 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5587 void discharge_minion(bool force)
5592 for (i = 1; i < m_max; i++)
5594 monster_type *m_ptr = &m_list[i];
5595 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
5596 if (m_ptr->nickname) okay = FALSE;
5598 if (!okay || p_ptr->riding)
5601 if (!get_check("ËÜÅö¤ËÁ´¥Ú¥Ã¥È¤òÇúÇˤ·¤Þ¤¹¤«¡©"))
5603 if (!get_check("You will blast all pets. Are you sure? "))
5607 for (i = 1; i < m_max; i++)
5610 monster_type *m_ptr = &m_list[i];
5611 monster_race *r_ptr;
5613 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
5614 r_ptr = &r_info[m_ptr->r_idx];
5618 if (r_ptr->level/2+randint(r_ptr->level/2) > p_ptr->lev/2+randint(p_ptr->lev/2))
5621 monster_desc(m_name, m_ptr, 0x00);
5623 msg_format("%s¤ÏÇúÇˤµ¤ì¤ë¤Î¤ò·ù¤¬¤ê¡¢¾¡¼ê¤Ë¼«Ê¬¤ÎÀ¤³¦¤Ø¤Èµ¢¤Ã¤¿¡£", m_name);
5625 msg_format("%^s resists to be blasted, and run away.", m_name);
5627 delete_monster_idx(i);
5631 dam = m_ptr->hp / 2;
5632 if (dam > 100) dam = (dam-100)/2 + 100;
5633 if (dam > 400) dam = (dam-400)/2 + 400;
5634 if (dam > 800) dam = 800;
5635 project(i, 2+(r_ptr->level/20), m_ptr->fy,
5636 m_ptr->fx, dam, GF_PLASMA,
5637 PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_MONSTER, -1);
5638 delete_monster_idx(i);
5644 * This routine clears the entire "temp" set.
5646 * This routine will Perma-Lite all "temp" grids.
5648 * This routine is used (only) by "lite_room()"
5650 * Dark grids are illuminated.
5652 * Also, process all affected monsters.
5654 * SMART monsters always wake up when illuminated
5655 * NORMAL monsters wake up 1/4 the time when illuminated
5656 * STUPID monsters wake up 1/10 the time when illuminated
5658 static void cave_temp_room_lite(void)
5662 /* Clear them all */
5663 for (i = 0; i < temp_n; i++)
5668 cave_type *c_ptr = &cave[y][x];
5670 /* No longer in the array */
5671 c_ptr->info &= ~(CAVE_TEMP);
5673 /* Update only non-CAVE_GLOW grids */
5674 /* if (c_ptr->info & (CAVE_GLOW)) continue; */
5677 c_ptr->info |= (CAVE_GLOW);
5679 /* Process affected monsters */
5684 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5686 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5688 /* Update the monster */
5689 update_mon(c_ptr->m_idx, FALSE);
5691 /* Stupid monsters rarely wake up */
5692 if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
5694 /* Smart monsters always wake up */
5695 if (r_ptr->flags2 & (RF2_SMART)) chance = 100;
5697 /* Sometimes monsters wake up */
5698 if (m_ptr->csleep && (rand_int(100) < chance))
5703 /* Notice the "waking up" */
5708 /* Acquire the monster name */
5709 monster_desc(m_name, m_ptr, 0);
5711 /* Dump a message */
5713 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
5715 msg_format("%^s wakes up.", m_name);
5717 /* Redraw the health bar */
5718 if (p_ptr->health_who == c_ptr->m_idx)
5719 p_ptr->redraw |= (PR_HEALTH);
5739 * This routine clears the entire "temp" set.
5741 * This routine will "darken" all "temp" grids.
5743 * In addition, some of these grids will be "unmarked".
5745 * This routine is used (only) by "unlite_room()"
5747 * Also, process all affected monsters
5749 static void cave_temp_room_unlite(void)
5753 /* Clear them all */
5754 for (i = 0; i < temp_n; i++)
5759 cave_type *c_ptr = &cave[y][x];
5761 /* No longer in the array */
5762 c_ptr->info &= ~(CAVE_TEMP);
5764 /* Darken the grid */
5765 c_ptr->info &= ~(CAVE_GLOW);
5767 /* Hack -- Forget "boring" grids */
5768 if ((c_ptr->feat <= FEAT_INVIS) || (c_ptr->feat == FEAT_DIRT) || (c_ptr->feat == FEAT_GRASS))
5770 /* Forget the grid */
5771 c_ptr->info &= ~(CAVE_MARK);
5777 /* Process affected monsters */
5780 /* Update the monster */
5781 update_mon(c_ptr->m_idx, FALSE);
5795 * Aux function -- see below
5797 static void cave_temp_room_aux(int y, int x)
5802 /* if (!in_bounds(y, x)) return; */
5805 c_ptr = &cave[y][x];
5807 /* Avoid infinite recursion */
5808 if (c_ptr->info & (CAVE_TEMP)) return;
5810 /* Do not "leave" the current room */
5811 if (!(c_ptr->info & (CAVE_ROOM))) return;
5813 /* Paranoia -- verify space */
5814 if (temp_n == TEMP_MAX) return;
5816 /* Mark the grid as "seen" */
5817 c_ptr->info |= (CAVE_TEMP);
5819 /* Add it to the "seen" set */
5829 * Illuminate any room containing the given location.
5831 void lite_room(int y1, int x1)
5835 /* Add the initial grid */
5836 cave_temp_room_aux(y1, x1);
5838 /* While grids are in the queue, add their neighbors */
5839 for (i = 0; i < temp_n; i++)
5841 x = temp_x[i], y = temp_y[i];
5843 /* Walls get lit, but stop light */
5844 if (!cave_floor_bold(y, x)) continue;
5846 /* Spread adjacent */
5847 cave_temp_room_aux(y + 1, x);
5848 cave_temp_room_aux(y - 1, x);
5849 cave_temp_room_aux(y, x + 1);
5850 cave_temp_room_aux(y, x - 1);
5852 /* Spread diagonal */
5853 cave_temp_room_aux(y + 1, x + 1);
5854 cave_temp_room_aux(y - 1, x - 1);
5855 cave_temp_room_aux(y - 1, x + 1);
5856 cave_temp_room_aux(y + 1, x - 1);
5859 /* Now, lite them all up at once */
5860 cave_temp_room_lite();
5865 * Darken all rooms containing the given location
5867 void unlite_room(int y1, int x1)
5871 /* Add the initial grid */
5872 cave_temp_room_aux(y1, x1);
5874 /* Spread, breadth first */
5875 for (i = 0; i < temp_n; i++)
5877 x = temp_x[i], y = temp_y[i];
5879 /* Walls get dark, but stop darkness */
5880 if (!cave_floor_bold(y, x)) continue;
5882 /* Spread adjacent */
5883 cave_temp_room_aux(y + 1, x);
5884 cave_temp_room_aux(y - 1, x);
5885 cave_temp_room_aux(y, x + 1);
5886 cave_temp_room_aux(y, x - 1);
5888 /* Spread diagonal */
5889 cave_temp_room_aux(y + 1, x + 1);
5890 cave_temp_room_aux(y - 1, x - 1);
5891 cave_temp_room_aux(y - 1, x + 1);
5892 cave_temp_room_aux(y + 1, x - 1);
5895 /* Now, darken them all at once */
5896 cave_temp_room_unlite();
5902 * Hack -- call light around the player
5903 * Affect all monsters in the projection radius
5905 bool lite_area(int dam, int rad)
5907 int flg = PROJECT_GRID | PROJECT_KILL;
5909 if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
5912 msg_print("¥À¥ó¥¸¥ç¥ó¤¬¸÷¤òµÛ¼ý¤·¤¿¡£");
5914 msg_print("The darkness of this dungeon absorb your light.");
5919 /* Hack -- Message */
5923 msg_print("Çò¤¤¸÷¤¬ÊÕ¤ê¤òʤ¤Ã¤¿¡£");
5925 msg_print("You are surrounded by a white light.");
5930 /* Hook into the "project()" function */
5931 (void)project(0, rad, py, px, dam, GF_LITE_WEAK, flg, -1);
5933 /* Lite up the room */
5936 if (p_ptr->special_defense & NINJA_S_STEALTH)
5938 set_superstealth(FALSE);
5947 * Hack -- call darkness around the player
5948 * Affect all monsters in the projection radius
5950 bool unlite_area(int dam, int rad)
5952 int flg = PROJECT_GRID | PROJECT_KILL;
5954 /* Hack -- Message */
5958 msg_print("°Å°Ç¤¬ÊÕ¤ê¤òʤ¤Ã¤¿¡£");
5960 msg_print("Darkness surrounds you.");
5965 /* Hook into the "project()" function */
5966 (void)project(0, rad, py, px, dam, GF_DARK_WEAK, flg, -1);
5968 /* Lite up the room */
5969 unlite_room(py, px);
5979 * Stop if we hit a monster, act as a "ball"
5980 * Allow "target" mode to pass over monsters
5981 * Affect grids, objects, and monsters
5983 bool fire_ball(int typ, int dir, int dam, int rad)
5987 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_NO_REF;
5989 if (typ == GF_CONTROL_LIVING) flg|= PROJECT_HIDE;
5990 /* Use the given direction */
5991 tx = px + 99 * ddx[dir];
5992 ty = py + 99 * ddy[dir];
5994 /* Hack -- Use an actual "target" */
5995 if ((dir == 5) && target_okay())
5997 flg &= ~(PROJECT_STOP);
6002 /* Analyze the "dir" and the "target". Hurt items on floor. */
6003 return (project(0, rad, ty, tx, dam, typ, flg, -1));
6009 * Stop if we hit a monster, act as a "ball"
6010 * Allow "target" mode to pass over monsters
6011 * Affect grids, objects, and monsters
6013 bool fire_rocket(int typ, int dir, int dam, int rad)
6017 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_NO_REF;
6019 /* Use the given direction */
6020 tx = px + 99 * ddx[dir];
6021 ty = py + 99 * ddy[dir];
6023 /* Hack -- Use an actual "target" */
6024 if ((dir == 5) && target_okay())
6030 /* Analyze the "dir" and the "target". Hurt items on floor. */
6031 return (project(0, rad, ty, tx, dam, typ, flg, -1));
6037 * Stop if we hit a monster, act as a "ball"
6038 * Allow "target" mode to pass over monsters
6039 * Affect grids, objects, and monsters
6041 bool fire_ball_hide(int typ, int dir, int dam, int rad)
6045 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_NO_REF | PROJECT_HIDE;
6047 /* Use the given direction */
6048 tx = px + 99 * ddx[dir];
6049 ty = py + 99 * ddy[dir];
6051 /* Hack -- Use an actual "target" */
6052 if ((dir == 5) && target_okay())
6054 flg &= ~(PROJECT_STOP);
6059 /* Analyze the "dir" and the "target". Hurt items on floor. */
6060 return (project(0, rad, ty, tx, dam, typ, flg, -1));
6065 * Cast a meteor spell, defined as a ball spell cast by an arbitary monster,
6066 * player, or outside source, that starts out at an arbitrary location, and
6067 * leaving no trail from the "caster" to the target. This function is
6068 * especially useful for bombardments and similar. -LM-
6070 * Option to hurt the player.
6072 bool fire_meteor(int who, int typ, int y, int x, int dam, int rad)
6074 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_NO_REF;
6076 /* Analyze the "target" and the caster. */
6077 return (project(who, rad, y, x, dam, typ, flg, -1));
6082 * Switch position with a monster.
6084 bool teleport_swap(int dir)
6088 monster_type * m_ptr;
6089 monster_race * r_ptr;
6091 if ((dir == 5) && target_okay())
6101 c_ptr = &cave[ty][tx];
6103 if (p_ptr->anti_tele)
6106 msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
6108 msg_print("A mysterious force prevents you from teleporting!");
6114 if (!c_ptr->m_idx || (c_ptr->m_idx == p_ptr->riding))
6117 msg_print("¤½¤ì¤È¤Ï¾ì½ê¤ò¸ò´¹¤Ç¤¤Þ¤»¤ó¡£");
6119 msg_print("You can't trade places with that!");
6127 if ((c_ptr->info & CAVE_ICKY) || (distance(ty, tx, py, px) > p_ptr->lev * 3 / 2 + 10))
6130 msg_print("¼ºÇÔ¤·¤¿¡£");
6132 msg_print("Failed to swap.");
6140 m_ptr = &m_list[c_ptr->m_idx];
6141 r_ptr = &r_info[m_ptr->r_idx];
6143 if (r_ptr->flags3 & RF3_RES_TELE)
6146 msg_print("¥Æ¥ì¥Ý¡¼¥È¤ò¼ÙË⤵¤ì¤¿¡ª");
6148 msg_print("Your teleportation is blocked!");
6156 sound(SOUND_TELEPORT);
6158 cave[py][px].m_idx = c_ptr->m_idx;
6160 /* Update the old location */
6161 c_ptr->m_idx = p_ptr->riding;
6163 /* Move the monster */
6167 /* Move the player */
6173 m_list[p_ptr->riding].fy = ty;
6174 m_list[p_ptr->riding].fx = tx;
6176 /* Update the monster (new location) */
6177 update_mon(cave[ty][tx].m_idx, TRUE);
6185 /* Update the monster (new location) */
6186 update_mon(cave[ty][tx].m_idx, TRUE);
6188 /* Redraw the old grid */
6191 /* Redraw the new grid */
6194 /* Check for new panel (redraw map) */
6198 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW);
6200 /* Notice changes in view */
6201 if (r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2 | RF7_SELF_LITE_1 | RF7_SELF_LITE_2))
6203 /* Update some things */
6204 p_ptr->update |= (PU_MON_LITE);
6207 /* Update the monsters */
6208 p_ptr->update |= (PU_DISTANCE);
6211 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
6213 /* Redraw the health bar */
6214 if (p_ptr->health_who == cave[ty][tx].m_idx)
6215 p_ptr->redraw |= (PR_HEALTH);
6217 /* Handle stuff XXX XXX XXX */
6226 * Hack -- apply a "projection()" in a direction (or at the target)
6228 bool project_hook(int typ, int dir, int dam, int flg)
6232 /* Pass through the target if needed */
6233 flg |= (PROJECT_THRU);
6235 /* Use the given direction */
6239 /* Hack -- Use an actual "target" */
6240 if ((dir == 5) && target_okay())
6246 /* Analyze the "dir" and the "target", do NOT explode */
6247 return (project(0, 0, ty, tx, dam, typ, flg, -1));
6253 * Stop if we hit a monster, as a "bolt"
6254 * Affect monsters (not grids or objects)
6256 bool fire_bolt(int typ, int dir, int dam)
6258 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_GRID;
6259 return (project_hook(typ, dir, dam, flg));
6265 * Pass through monsters, as a "beam"
6266 * Affect monsters (not grids or objects)
6268 bool fire_beam(int typ, int dir, int dam)
6270 int flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM;
6271 return (project_hook(typ, dir, dam, flg));
6276 * Cast a bolt spell, or rarely, a beam spell
6278 bool fire_bolt_or_beam(int prob, int typ, int dir, int dam)
6280 if (rand_int(100) < prob)
6282 return (fire_beam(typ, dir, dam));
6286 return (fire_bolt(typ, dir, dam));
6292 * Some of the old functions
6294 bool lite_line(int dir)
6296 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
6297 return (project_hook(GF_LITE_WEAK, dir, damroll(6, 8), flg));
6301 bool drain_life(int dir, int dam)
6303 int flg = PROJECT_STOP | PROJECT_KILL;
6304 return (project_hook(GF_OLD_DRAIN, dir, dam, flg));
6308 bool wall_to_mud(int dir)
6310 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
6311 return (project_hook(GF_KILL_WALL, dir, 20 + randint(30), flg));
6315 bool wizard_lock(int dir)
6317 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
6318 return (project_hook(GF_JAM_DOOR, dir, 20 + randint(30), flg));
6322 bool destroy_door(int dir)
6324 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
6325 return (project_hook(GF_KILL_DOOR, dir, 0, flg));
6329 bool disarm_trap(int dir)
6331 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
6332 return (project_hook(GF_KILL_TRAP, dir, 0, flg));
6336 bool heal_monster(int dir, int dam)
6338 int flg = PROJECT_STOP | PROJECT_KILL;
6339 return (project_hook(GF_OLD_HEAL, dir, dam, flg));
6343 bool speed_monster(int dir)
6345 int flg = PROJECT_STOP | PROJECT_KILL;
6346 return (project_hook(GF_OLD_SPEED, dir, p_ptr->lev, flg));
6350 bool slow_monster(int dir)
6352 int flg = PROJECT_STOP | PROJECT_KILL;
6353 return (project_hook(GF_OLD_SLOW, dir, p_ptr->lev, flg));
6357 bool sleep_monster(int dir)
6359 int flg = PROJECT_STOP | PROJECT_KILL;
6360 return (project_hook(GF_OLD_SLEEP, dir, p_ptr->lev, flg));
6364 bool stasis_monster(int dir)
6366 return (fire_ball_hide(GF_STASIS, dir, p_ptr->lev*2, 0));
6370 bool confuse_monster(int dir, int plev)
6372 int flg = PROJECT_STOP | PROJECT_KILL;
6373 return (project_hook(GF_OLD_CONF, dir, plev, flg));
6377 bool stun_monster(int dir, int plev)
6379 int flg = PROJECT_STOP | PROJECT_KILL;
6380 return (project_hook(GF_STUN, dir, plev, flg));
6384 bool poly_monster(int dir)
6386 int flg = PROJECT_STOP | PROJECT_KILL;
6387 bool tester = (project_hook(GF_OLD_POLY, dir, p_ptr->lev, flg));
6389 chg_virtue(V_CHANCE, 1);
6394 bool clone_monster(int dir)
6396 int flg = PROJECT_STOP | PROJECT_KILL;
6397 return (project_hook(GF_OLD_CLONE, dir, 0, flg));
6401 bool fear_monster(int dir, int plev)
6403 int flg = PROJECT_STOP | PROJECT_KILL;
6404 return (project_hook(GF_TURN_ALL, dir, plev, flg));
6408 bool death_ray(int dir, int plev)
6410 int flg = PROJECT_STOP | PROJECT_KILL;
6411 return (project_hook(GF_DEATH_RAY, dir, plev * 200, flg));
6415 bool teleport_monster(int dir)
6417 int flg = PROJECT_BEAM | PROJECT_KILL;
6418 return (project_hook(GF_AWAY_ALL, dir, MAX_SIGHT * 5, flg));
6422 * Hooks -- affect adjacent grids (radius 1 ball attack)
6424 bool door_creation(void)
6426 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6427 return (project(0, 1, py, px, 0, GF_MAKE_DOOR, flg, -1));
6431 bool trap_creation(int y, int x)
6433 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6434 return (project(0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1));
6438 bool tree_creation(void)
6440 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6441 return (project(0, 1, py, px, 0, GF_MAKE_TREE, flg, -1));
6445 bool glyph_creation(void)
6447 int flg = PROJECT_GRID | PROJECT_ITEM;
6448 return (project(0, 1, py, px, 0, GF_MAKE_GLYPH, flg, -1));
6452 bool wall_stone(void)
6454 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6456 bool dummy = (project(0, 1, py, px, 0, GF_STONE_WALL, flg, -1));
6459 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW);
6461 /* Update the monsters */
6462 p_ptr->update |= (PU_MONSTERS);
6465 p_ptr->redraw |= (PR_MAP);
6468 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
6474 bool destroy_doors_touch(void)
6476 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6477 return (project(0, 1, py, px, 0, GF_KILL_DOOR, flg, -1));
6481 bool sleep_monsters_touch(void)
6483 int flg = PROJECT_KILL | PROJECT_HIDE;
6484 return (project(0, 1, py, px, p_ptr->lev, GF_OLD_SLEEP, flg, -1));
6488 bool animate_dead(int who, int y, int x)
6490 int flg = PROJECT_ITEM | PROJECT_HIDE;
6491 return (project(who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
6495 void call_chaos(void)
6497 int Chaos_type, dummy, dir;
6498 int plev = p_ptr->lev;
6499 bool line_chaos = FALSE;
6501 int hurt_types[31] =
6503 GF_ELEC, GF_POIS, GF_ACID, GF_COLD,
6504 GF_FIRE, GF_MISSILE, GF_ARROW, GF_PLASMA,
6505 GF_HOLY_FIRE, GF_WATER, GF_LITE, GF_DARK,
6506 GF_FORCE, GF_INERTIA, GF_MANA, GF_METEOR,
6507 GF_ICE, GF_CHAOS, GF_NETHER, GF_DISENCHANT,
6508 GF_SHARDS, GF_SOUND, GF_NEXUS, GF_CONFUSION,
6509 GF_TIME, GF_GRAVITY, GF_ROCKET, GF_NUKE,
6510 GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
6513 Chaos_type = hurt_types[rand_int(31)];
6514 if (randint(4) == 1) line_chaos = TRUE;
6516 if (randint(6) == 1)
6518 for (dummy = 1; dummy < 10; dummy++)
6523 fire_beam(Chaos_type, dummy, 150);
6525 fire_ball(Chaos_type, dummy, 150, 2);
6529 else if (randint(3) == 1)
6531 fire_ball(Chaos_type, 0, 500, 8);
6535 if (!get_aim_dir(&dir)) return;
6537 fire_beam(Chaos_type, dir, 250);
6539 fire_ball(Chaos_type, dir, 250, 3 + (plev / 35));
6545 * Activate the evil Topi Ylinen curse
6546 * rr9: Stop the nasty things when a Cyberdemon is summoned
6547 * or the player gets paralyzed.
6549 bool activate_ty_curse(bool stop_ty, int *count)
6553 int flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
6557 switch (randint(34))
6563 msg_print("ÃÏÌ̤¬Íɤ줿...");
6565 msg_print("The ground trembles...");
6568 earthquake(py, px, 5 + rand_int(10));
6569 if (randint(6) != 1) break;
6574 int dam = damroll(10, 10);
6576 msg_print("½ã¿è¤ÊËâÎϤμ¡¸µ¤Ø¤ÎÈ⤬³«¤¤¤¿¡ª");
6578 msg_print("A portal opens to a plane of raw mana!");
6581 project(0, 8, py, px, dam, GF_MANA, flg, -1);
6583 take_hit(DAMAGE_NOESCAPE, dam, "½ã¿è¤ÊËâÎϤβòÊü", -1);
6585 take_hit(DAMAGE_NOESCAPE, dam, "released pure mana", -1);
6587 if (randint(6) != 1) break;
6593 msg_print("¼þ°Ï¤Î¶õ´Ö¤¬ÏĤó¤À¡ª");
6595 msg_print("Space warps about you!");
6598 teleport_player(damroll(10, 10));
6599 if (rand_int(13)) (*count) += activate_hi_summon(py, px, FALSE);
6600 if (randint(6) != 1) break;
6604 msg_print("¥¨¥Í¥ë¥®¡¼¤Î¤¦¤Í¤ê¤ò´¶¤¸¤¿¡ª");
6606 msg_print("You feel a surge of energy!");
6612 project(0, 7, py, px, 50, GF_KILL_WALL, flg, -1);
6614 take_hit(DAMAGE_NOESCAPE, 50, "¥¨¥Í¥ë¥®¡¼¤Î¤¦¤Í¤ê", -1);
6616 take_hit(DAMAGE_NOESCAPE, 50, "surge of energy", -1);
6619 if (randint(6) != 1) break;
6620 case 1: case 2: case 3: case 16: case 17:
6621 aggravate_monsters(0);
6622 if (randint(6) != 1) break;
6623 case 4: case 5: case 6:
6624 (*count) += activate_hi_summon(py, px, FALSE);
6625 if (randint(6) != 1) break;
6626 case 7: case 8: case 9: case 18:
6627 (*count) += summon_specific(0, py, px, dun_level, 0, TRUE, FALSE, FALSE, TRUE, TRUE);
6628 if (randint(6) != 1) break;
6629 case 10: case 11: case 12:
6631 msg_print("À¸Ì¿ÎϤ¬ÂΤ«¤éµÛ¤¤¼è¤é¤ì¤¿µ¤¤¬¤¹¤ë¡ª");
6633 msg_print("You feel your life draining away...");
6636 lose_exp(p_ptr->exp / 16);
6637 if (randint(6) != 1) break;
6638 case 13: case 14: case 15: case 19: case 20:
6639 if (stop_ty || (p_ptr->free_act && (randint(125) < p_ptr->skill_sav)) || (p_ptr->pclass == CLASS_BERSERKER))
6646 msg_print("ĦÁü¤Ë¤Ê¤Ã¤¿µ¤Ê¬¤À¡ª");
6648 msg_print("You feel like a statue!");
6651 if (p_ptr->free_act)
6652 set_paralyzed(p_ptr->paralyzed + randint(3));
6654 set_paralyzed(p_ptr->paralyzed + randint(13));
6657 if (randint(6) != 1) break;
6658 case 21: case 22: case 23:
6659 (void)do_dec_stat(rand_int(6));
6660 if (randint(6) != 1) break;
6663 msg_print("¤Û¤¨¡©»ä¤Ïï¡©¤³¤³¤Ç²¿¤·¤Æ¤ë¡©");
6665 msg_print("Huh? Who am I? What am I doing here?");
6669 if (randint(6) != 1) break;
6672 * Only summon Cyberdemons deep in the dungeon.
6674 if ((dun_level > 65) && !stop_ty)
6676 (*count) += summon_cyber(-1, py, px);
6680 if (randint(6) != 1) break;
6686 (void)do_dec_stat(i);
6688 while (randint(2) == 1);
6694 while ((randint(3) == 1) && !stop_ty);
6700 int activate_hi_summon(int y, int x, bool can_pet)
6704 bool pet = FALSE, friendly = FALSE, not_pet;
6718 not_pet = (bool)(!pet);
6720 summon_lev = (pet ? p_ptr->lev * 2 / 3 + randint(p_ptr->lev / 2) : dun_level);
6722 for (i = 0; i < (randint(7) + (dun_level / 40)); i++)
6724 switch (randint(25) + (dun_level / 20))
6727 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, TRUE, friendly, pet, FALSE, not_pet);
6730 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, TRUE, friendly, pet, FALSE, not_pet);
6733 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, TRUE, friendly, pet, FALSE, not_pet);
6736 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, TRUE, friendly, pet, FALSE, not_pet);
6739 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, TRUE, friendly, pet, FALSE, not_pet);
6742 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, TRUE, friendly, pet, FALSE, not_pet);
6745 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, TRUE, friendly, pet, FALSE, not_pet);
6748 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, TRUE, friendly, pet, FALSE, not_pet);
6751 if (pet || friendly) break;
6752 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, TRUE, friendly, pet, TRUE, not_pet);
6755 if (pet || friendly) break;
6756 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, TRUE, friendly, pet, TRUE, not_pet);
6759 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, TRUE, friendly, pet, (bool)(!friendly && !pet), not_pet);
6762 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, TRUE, friendly, pet, (bool)(!friendly && !pet), not_pet);
6765 count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, TRUE, friendly, pet, FALSE, not_pet);
6768 count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, TRUE, friendly, pet, (bool)(!friendly && !pet), not_pet);
6777 int summon_cyber(int who, int y, int x)
6780 int max_cyber = (easy_band ? 1 : (dun_level / 50) + randint(2));
6783 bool friendly = FALSE;
6786 /* Summoned by a monster */
6789 monster_type *m_ptr = &m_list[who];
6790 friendly = is_friendly(m_ptr);
6791 pet = is_pet(m_ptr);
6794 if (max_cyber > 4) max_cyber = 4;
6796 for (i = 0; i < max_cyber; i++)
6798 count += summon_specific(who, y, x, 100, SUMMON_CYBER, TRUE, friendly, pet, FALSE, FALSE);
6805 void wall_breaker(void)
6809 int attempts = 1000;
6811 if (randint(80 + p_ptr->lev) < 70)
6815 scatter(&y, &x, py, px, 4, 0);
6817 if (!cave_floor_bold(y, x)) continue;
6819 if ((y != py) || (x != px)) break;
6822 project(0, 0, y, x, 20 + randint(30), GF_KILL_WALL,
6823 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
6825 else if (randint(100) > 30)
6827 earthquake(py, px, 1);
6831 int num = damroll(5, 3);
6833 for (i = 0; i < num; i++)
6837 scatter(&y, &x, py, px, 10, 0);
6839 if ((y != py) && (x != px)) break;
6842 project(0, 0, y, x, 20 + randint(30), GF_KILL_WALL,
6843 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
6852 bool confuse_monsters(int dam)
6854 return (project_hack(GF_OLD_CONF, dam));
6861 bool charm_monsters(int dam)
6863 return (project_hack(GF_CHARM, dam));
6870 bool charm_animals(int dam)
6872 return (project_hack(GF_CONTROL_ANIMAL, dam));
6879 bool stun_monsters(int dam)
6881 return (project_hack(GF_STUN, dam));
6888 bool stasis_monsters(int dam)
6890 return (project_hack(GF_STASIS, dam));
6895 * Mindblast monsters
6897 bool mindblast_monsters(int dam)
6899 return (project_hack(GF_PSI, dam));
6904 * Banish all monsters
6906 bool banish_monsters(int dist)
6908 return (project_hack(GF_AWAY_ALL, dist));
6915 bool turn_evil(int dam)
6917 return (project_hack(GF_TURN_EVIL, dam));
6924 bool turn_monsters(int dam)
6926 return (project_hack(GF_TURN_ALL, dam));
6931 * Death-ray all monsters (note: OBSCENELY powerful)
6933 bool deathray_monsters(void)
6935 return (project_hack(GF_DEATH_RAY, p_ptr->lev * 200));
6939 bool charm_monster(int dir, int plev)
6941 int flg = PROJECT_STOP | PROJECT_KILL;
6942 return (project_hook(GF_CHARM, dir, plev, flg));
6946 bool control_one_undead(int dir, int plev)
6948 int flg = PROJECT_STOP | PROJECT_KILL;
6949 return (project_hook(GF_CONTROL_UNDEAD, dir, plev, flg));
6953 bool control_one_demon(int dir, int plev)
6955 int flg = PROJECT_STOP | PROJECT_KILL;
6956 return (project_hook(GF_CONTROL_DEMON, dir, plev, flg));
6960 bool charm_animal(int dir, int plev)
6962 int flg = PROJECT_STOP | PROJECT_KILL;
6963 return (project_hook(GF_CONTROL_ANIMAL, dir, plev, flg));
6967 bool charm_living(int dir, int plev)
6969 int flg = PROJECT_STOP | PROJECT_KILL;
6970 return (project_hook(GF_CONTROL_LIVING, dir, plev, flg));
6974 void kawarimi(bool success)
6977 object_type *q_ptr = &forge;
6980 if (p_ptr->confused || p_ptr->blind || p_ptr->paralyzed || p_ptr->image) return;
6981 if (rand_int(200) < p_ptr->stun) return;
6983 if (!success && one_in_(3))
6986 msg_print("¼ºÇÔ¡ªÆ¨¤²¤é¤ì¤Ê¤«¤Ã¤¿¡£");
6988 msg_print("Failed! You couldn't run away.");
6990 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
6991 p_ptr->redraw |= (PR_STATUS);
6998 teleport_player(10+randint(90));
7002 object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
7005 q_ptr->python = object_create_callback(q_ptr);
7006 #endif /* USE_SCRIPT */
7008 q_ptr->pval = MON_NINJA;
7010 /* Drop it in the dungeon */
7011 (void)drop_near(q_ptr, -1, y, x);
7014 if (success) msg_print("¹¶·â¤ò¼õ¤±¤ëÁ°¤ËÁÇÁ᤯¿È¤ò¤Ò¤ë¤¬¤¨¤·¤¿¡£");
7015 else msg_print("¼ºÇÔ¡ª¹¶·â¤ò¼õ¤±¤Æ¤·¤Þ¤Ã¤¿¡£");
7017 if (success) msg_print("You have turned around just before the attack hit you.");
7018 else msg_print("Failed! You are hit by the attack.");
7021 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
7022 p_ptr->redraw |= (PR_STATUS);