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[hengband/hengband.git] / src / spells2.c
1 /* File: spells2.c */
2
3 /* Purpose: Spell code (part 2) */
4
5 /*
6  * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
7  *
8  * This software may be copied and distributed for educational, research, and
9  * not for profit purposes provided that this copyright and statement are
10  * included in all such copies.
11  */
12
13 #include "angband.h"
14
15
16 /*
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
22  *
23  * It is now a lot more efficient. -BEN-
24  *
25  * See also "identify_fully()".
26  *
27  * XXX XXX XXX Use the "show_file()" method, perhaps.
28  */
29 void self_knowledge(void)
30 {
31         int i = 0, j, k;
32
33         int v_nr = 0;
34         char v_string [8] [128];
35         char s_string [6] [128];
36
37         u32b f1 = 0L, f2 = 0L, f3 = 0L;
38
39         object_type *o_ptr;
40
41         char Dummy[80];
42         char buf[2][80];
43
44         cptr info[220];
45
46         int plev = p_ptr->lev;
47
48         int percent;
49
50         p_ptr->knowledge |= (KNOW_STAT | KNOW_HPRATE);
51
52         strcpy(Dummy, "");
53
54         percent = (int)(((long)player_hp[PY_MAX_LEVEL - 1] * 200L) /
55                 (2 * p_ptr->hitdie +
56                 ((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
57
58 #ifdef JP
59 sprintf(Dummy, "¸½ºß¤ÎÂÎÎÏ¥é¥ó¥¯ : %d/100", percent);
60 #else
61         sprintf(Dummy, "Your current Life Rating is %d/100.", percent);
62 #endif
63
64         strcpy(buf[0], Dummy);
65         info[i++] = buf[0];
66         info[i++] = "";
67
68         chg_virtue(V_KNOWLEDGE, 1);
69         chg_virtue(V_ENLIGHTEN, 1);
70
71         /* Acquire item flags from equipment */
72         for (k = INVEN_RARM; k < INVEN_TOTAL; k++)
73         {
74                 u32b t1, t2, t3;
75
76                 o_ptr = &inventory[k];
77
78                 /* Skip non-objects */
79                 if (!o_ptr->k_idx) continue;
80
81                 /* Extract the flags */
82                 object_flags(o_ptr, &t1, &t2, &t3);
83
84                 /* Extract flags */
85                 f1 |= t1;
86                 f2 |= t2;
87                 f3 |= t3;
88         }
89
90 #ifdef JP
91         info[i++] = "ǽÎϤκÇÂçÃÍ";
92 #else
93         info[i++] = "Limits of maximum stats";
94 #endif
95
96         for (v_nr = 0; v_nr < 6; v_nr++)
97         {
98                 char stat_desc[80];
99
100                 sprintf(stat_desc, "%s 18/%d", stat_names[v_nr], p_ptr->stat_max_max[v_nr]-18);
101
102                 strcpy(s_string[v_nr], stat_desc);
103
104                 info[i++] = s_string[v_nr];
105         }
106         info[i++] = "";
107
108 #ifdef JP
109         sprintf(Dummy, "¸½ºß¤Î°À­ : %s(%ld)", your_alignment(), p_ptr->align);
110 #else
111         sprintf(Dummy, "Your alighnment : %s(%ld)", your_alignment(), p_ptr->align);
112 #endif
113         strcpy(buf[1], Dummy);
114         info[i++] = buf[1];
115         for (v_nr = 0; v_nr < 8; v_nr++)
116         {
117                 char v_name [20];
118                 char vir_desc[80];
119                 int tester = p_ptr->virtues[v_nr];
120         
121                 strcpy(v_name, virtue[(p_ptr->vir_types[v_nr])-1]);
122  
123 #ifdef JP
124                 sprintf(vir_desc, "¤ª¤Ã¤È¡£%s¤Î¾ðÊó¤Ê¤·¡£", v_name);
125 #else
126                 sprintf(vir_desc, "Oops. No info about %s.", v_name);
127 #endif
128                 if (tester < -100)
129 #ifdef JP
130                         sprintf(vir_desc, "[%s]¤ÎÂжˠ(%d)",
131 #else
132                         sprintf(vir_desc, "You are the polar opposite of %s (%d).",
133 #endif
134                                 v_name, tester);
135                 else if (tester < -80)
136 #ifdef JP
137                         sprintf(vir_desc, "[%s]¤ÎÂçŨ (%d)",
138 #else
139                         sprintf(vir_desc, "You are an arch-enemy of %s (%d).",
140 #endif
141                                 v_name, tester);
142                 else if (tester < -60)
143 #ifdef JP
144                         sprintf(vir_desc, "[%s]¤Î¶¯Å¨ (%d)",
145 #else
146                         sprintf(vir_desc, "You are a bitter enemy of %s (%d).",
147 #endif
148                                 v_name, tester);
149                 else if (tester < -40)
150 #ifdef JP
151                         sprintf(vir_desc, "[%s]¤ÎŨ (%d)",
152 #else
153                         sprintf(vir_desc, "You are an enemy of %s (%d).",
154 #endif
155                                 v_name, tester);
156                 else if (tester < -20)
157 #ifdef JP
158                         sprintf(vir_desc, "[%s]¤Îºá¼Ô (%d)",
159 #else
160                         sprintf(vir_desc, "You have sinned against %s (%d).",
161 #endif
162                                 v_name, tester);
163                 else if (tester < 0)
164 #ifdef JP
165                         sprintf(vir_desc, "[%s]¤ÎÌÂÆ»¼Ô (%d)",
166 #else
167                         sprintf(vir_desc, "You have strayed from the path of %s (%d).",
168 #endif
169                                 v_name, tester);
170                 else if (tester == 0)                   
171 #ifdef JP
172                         sprintf(vir_desc, "[%s]¤ÎÃæΩ¼Ô (%d)",
173 #else
174                         sprintf(vir_desc,"You are neutral to %s (%d).",
175 #endif
176                                 v_name, tester);
177                 else if (tester < 20)
178 #ifdef JP
179                         sprintf(vir_desc, "[%s]¤Î¾®ÆÁ¼Ô (%d)",
180 #else
181                         sprintf(vir_desc,"You are somewhat virtuous in %s (%d).",
182 #endif
183                                 v_name, tester);
184                 else if (tester < 40)
185 #ifdef JP
186                         sprintf(vir_desc, "[%s]¤ÎÃæÆÁ¼Ô (%d)",
187 #else
188                         sprintf(vir_desc,"You are virtuous in %s (%d).",
189 #endif
190                                 v_name, tester);
191                 else if (tester < 60)
192 #ifdef JP
193                         sprintf(vir_desc, "[%s]¤Î¹âÆÁ¼Ô (%d)",
194 #else
195                         sprintf(vir_desc,"You are very virtuous in %s (%d).",
196 #endif
197                                 v_name, tester);
198                 else if (tester < 80)
199 #ifdef JP
200                         sprintf(vir_desc, "[%s]¤ÎÇƼԠ(%d)",
201 #else
202                         sprintf(vir_desc,"You are a champion of %s (%d).",
203 #endif
204                                 v_name, tester);
205                 else if (tester < 100)
206 #ifdef JP
207                         sprintf(vir_desc, "[%s]¤Î°ÎÂç¤ÊÇƼԠ(%d)",
208 #else
209                         sprintf(vir_desc,"You are a great champion of %s (%d).",
210 #endif
211                                 v_name, tester);
212                 else
213 #ifdef JP
214                         sprintf(vir_desc, "[%s]¤Î¶ñ¸½¼Ô (%d)",
215 #else
216                         sprintf(vir_desc,"You are the living embodiment of %s (%d).",
217 #endif
218                 v_name, tester);
219         
220                 strcpy(v_string[v_nr], vir_desc);
221         
222                 info[i++] = v_string[v_nr];
223         }
224         info[i++] = "";
225         
226         /* Racial powers... */
227         if (p_ptr->mimic_form)
228         {
229                 switch (p_ptr->mimic_form)
230                 {
231                         case MIMIC_DEMON:
232                         case MIMIC_DEMON_LORD:
233 #ifdef JP
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);
235 #else
236                                 sprintf(Dummy, "You can nether breathe, dam. %d (cost %d).", 3 * plev, 10+plev/3);
237 #endif
238
239                                 info[i++] = Dummy;
240                         break;
241                 case MIMIC_VAMPIRE:
242                         if (plev > 1)
243                         {
244 #ifdef JP
245 sprintf(Dummy, "¤¢¤Ê¤¿¤ÏŨ¤«¤é %d-%d HP ¤ÎÀ¸Ì¿ÎϤòµÛ¼ý¤Ç¤­¤ë¡£(%d MP)",
246 #else
247                                 sprintf(Dummy, "You can steal life from a foe, dam. %d-%d (cost %d).",
248 #endif
249
250                                     plev + MAX(1, plev / 10), plev + plev * MAX(1, plev / 10), 1 + (plev / 3));
251                                 info[i++] = Dummy;
252                         }
253                         break;
254                 }
255         }
256         else
257         {
258         switch (p_ptr->prace)
259         {
260                 case RACE_NIBELUNG:
261                 case RACE_DWARF:
262                         if (plev > 4)
263 #ifdef JP
264 info[i++] = "¤¢¤Ê¤¿¤Ï櫤ȥɥ¢¤È³¬Ãʤò´¶ÃΤǤ­¤ë¡£(5 MP)";
265 #else
266                                 info[i++] = "You can find traps, doors and stairs (cost 5).";
267 #endif
268
269                         break;
270                 case RACE_HOBBIT:
271                         if (plev > 14)
272                         {
273 #ifdef JP
274 info[i++] = "¤¢¤Ê¤¿¤Ï¿©ÎÁ¤òÀ¸À®¤Ç¤­¤ë¡£(10 MP)";
275 #else
276                                 info[i++] = "You can produce food (cost 10).";
277 #endif
278
279                         }
280                         break;
281                 case RACE_GNOME:
282                         if (plev > 4)
283                         {
284 #ifdef JP
285 sprintf(Dummy, "¤¢¤Ê¤¿¤ÏÈÏ°Ï %d °ÊÆâ¤Ë¥Æ¥ì¥Ý¡¼¥È¤Ç¤­¤ë¡£(%d MP)",
286 #else
287                                 sprintf(Dummy, "You can teleport, range %d (cost %d).",
288 #endif
289
290                                     (1 + plev), (5 + (plev / 5)));
291                                 info[i++] = Dummy;
292                         }
293                         break;
294                 case RACE_HALF_ORC:
295                         if (plev > 2)
296 #ifdef JP
297 info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤò½üµî¤Ç¤­¤ë¡£(5 MP)";
298 #else
299                                 info[i++] = "You can remove fear (cost 5).";
300 #endif
301
302                         break;
303                 case RACE_HALF_TROLL:
304                         if (plev > 9)
305 #ifdef JP
306 info[i++] = "¤¢¤Ê¤¿¤Ï¶¸Ë½²½¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(12 MP) ";
307 #else
308                                 info[i++] = "You enter berserk fury (cost 12).";
309 #endif
310
311                         break;
312                 case RACE_AMBERITE:
313                         if (plev > 29)
314 #ifdef JP
315 info[i++] = "¤¢¤Ê¤¿¤Ï¥·¥ã¥É¥¦¥·¥Õ¥È¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(50 MP)";
316 #else
317                                 info[i++] = "You can Shift Shadows (cost 50).";
318 #endif
319
320                         if (plev > 39)
321 #ifdef JP
322 info[i++] = "¤¢¤Ê¤¿¤Ï¡Ö¥Ñ¥¿¡¼¥ó¡×¤ò¿´¤ËÉÁ¤¤¤ÆÊ⤯¤³¤È¤¬¤Ç¤­¤ë¡£(75 MP)";
323 #else
324                                 info[i++] = "You can mentally Walk the Pattern (cost 75).";
325 #endif
326
327                         break;
328                 case RACE_BARBARIAN:
329                         if (plev > 7)
330 #ifdef JP
331 info[i++] = "¤¢¤Ê¤¿¤Ï¶¸Ë½²½¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(10 MP) ";
332 #else
333                                 info[i++] = "You can enter berserk fury (cost 10).";
334 #endif
335
336                         break;
337                 case RACE_HALF_OGRE:
338                         if (plev > 24)
339 #ifdef JP
340 info[i++] = "¤¢¤Ê¤¿¤ÏÇúȯ¤Î¥ë¡¼¥ó¤ò»Å³Ý¤±¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(35 MP)";
341 #else
342                                 info[i++] = "You can set an Explosive Rune (cost 35).";
343 #endif
344
345                         break;
346                 case RACE_HALF_GIANT:
347                         if (plev > 19)
348 #ifdef JP
349 info[i++] = "¤¢¤Ê¤¿¤ÏÀФÎÊɤò²õ¤¹¤³¤È¤¬¤Ç¤­¤ë¡£(10 MP)";
350 #else
351                                 info[i++] = "You can break stone walls (cost 10).";
352 #endif
353
354                         break;
355                 case RACE_HALF_TITAN:
356                         if (plev > 34)
357 #ifdef JP
358 info[i++] = "¤¢¤Ê¤¿¤Ï¥â¥ó¥¹¥¿¡¼¤ò¥¹¥­¥ã¥ó¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(20 MP)";
359 #else
360                                 info[i++] = "You can probe monsters (cost 20).";
361 #endif
362
363                         break;
364                 case RACE_CYCLOPS:
365                         if (plev > 19)
366                         {
367 #ifdef JP
368 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î´äÀФòÅꤲ¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(15 MP)",
369 #else
370                                 sprintf(Dummy, "You can throw a boulder, dam. %d (cost 15).",
371 #endif
372
373                                     3 * plev);
374                                 info[i++] = Dummy;
375                         }
376                         break;
377                 case RACE_YEEK:
378                         if (plev > 14)
379 #ifdef JP
380 info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤò¸Æ¤Óµ¯¤³¤¹¶«¤ÓÀ¼¤òȯ¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(15 MP)";
381 #else
382                                 info[i++] = "You can make a terrifying scream (cost 15).";
383 #endif
384
385                         break;
386                 case RACE_KLACKON:
387                         if (plev > 8)
388                         {
389 #ifdef JP
390 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î»À¤ò¿á¤­¤«¤±¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(9 MP)", plev);
391 #else
392                                 sprintf(Dummy, "You can spit acid, dam. %d (cost 9).", plev);
393 #endif
394
395                                 info[i++] = Dummy;
396                         }
397                         break;
398                 case RACE_KOBOLD:
399                         if (plev > 11)
400                         {
401                                 sprintf(Dummy,
402 #ifdef JP
403     "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤ÎÆÇÌð¤òÅꤲ¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(8 MP)", plev);
404 #else
405                                     "You can throw a dart of poison, dam. %d (cost 8).", plev);
406 #endif
407
408                                 info[i++] = Dummy;
409                         }
410                         break;
411                 case RACE_DARK_ELF:
412                         if (plev > 1)
413                         {
414 #ifdef JP
415 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤Î¼öʸ¤ò»È¤¨¤ë¡£(2 MP)",
416 #else
417                                 sprintf(Dummy, "You can cast a Magic Missile, dam %d (cost 2).",
418 #endif
419
420                                     (3 + ((plev-1) / 5)));
421                                 info[i++] = Dummy;
422                         }
423                         break;
424                 case RACE_DRACONIAN:
425 #ifdef JP
426 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤¬¤Ç¤­¤ë¡£(%d MP)", 2 * plev, plev);
427 #else
428                         sprintf(Dummy, "You can breathe, dam. %d (cost %d).", 2 * plev, plev);
429 #endif
430
431                         info[i++] = Dummy;
432                         break;
433                 case RACE_MIND_FLAYER:
434                         if (plev > 14)
435 #ifdef JP
436 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤ÎÀº¿À¹¶·â¤ò¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(12 MP)", plev);
437 #else
438                                 sprintf(Dummy, "You can mind blast your enemies, dam %d (cost 12).", plev);
439 #endif
440
441                         info[i++] = Dummy;
442                         break;
443                 case RACE_IMP:
444                         if (plev > 29)
445                         {
446 #ifdef JP
447 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò»È¤¨¤ë¡£(15 MP)", plev);
448 #else
449                                 sprintf(Dummy, "You can cast a Fire Ball, dam. %d (cost 15).", plev);
450 #endif
451
452                                 info[i++] = Dummy;
453                         }
454                         else if (plev > 8)
455                         {
456 #ifdef JP
457 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò»È¤¨¤ë¡£(15 MP)", plev);
458 #else
459                                 sprintf(Dummy, "You can cast a Fire Bolt, dam. %d (cost 15).", plev);
460 #endif
461
462                                 info[i++] = Dummy;
463                         }
464                         break;
465                 case RACE_GOLEM:
466                         if (plev > 19)
467 #ifdef JP
468 info[i++] = "¤¢¤Ê¤¿¤Ï d20+30 ¥¿¡¼¥ó¤Î´ÖÈ©¤òÀФËÊѲ½¤µ¤»¤é¤ì¤ë¡£(15 MP)";
469 #else
470                                 info[i++] = "You can turn your skin to stone, dur d20+30 (cost 15).";
471 #endif
472
473                         break;
474                 case RACE_ZOMBIE:
475                 case RACE_SKELETON:
476                         if (plev > 29)
477 #ifdef JP
478 info[i++] = "¤¢¤Ê¤¿¤Ï¼º¤Ã¤¿À¸Ì¿ÎϤò²óÉü¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(30 MP)";
479 #else
480                                 info[i++] = "You can restore lost life forces (cost 30).";
481 #endif
482
483                         break;
484                 case RACE_VAMPIRE:
485                         if (plev > 1)
486                         {
487 #ifdef JP
488 sprintf(Dummy, "¤¢¤Ê¤¿¤ÏŨ¤«¤é %d-%d HP ¤ÎÀ¸Ì¿ÎϤòµÛ¼ý¤Ç¤­¤ë¡£(%d MP)",
489 #else
490                                 sprintf(Dummy, "You can steal life from a foe, dam. %d-%d (cost %d).",
491 #endif
492
493                                     plev + MAX(1, plev / 10), plev + plev * MAX(1, plev / 10), 1 + (plev / 3));
494                                 info[i++] = Dummy;
495                         }
496                         break;
497                 case RACE_SPECTRE:
498                         if (plev > 3)
499                         {
500 #ifdef JP
501 info[i++] = "¤¢¤Ê¤¿¤Ïµã¤­¶«¤ó¤ÇŨ¤ò¶²Éݤµ¤»¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(3 MP)";
502 #else
503                                 info[i++] = "You can wail to terrify your enemies (cost 3).";
504 #endif
505
506                         }
507                         break;
508                 case RACE_SPRITE:
509                         if (plev > 11)
510                         {
511 #ifdef JP
512 info[i++] = "¤¢¤Ê¤¿¤ÏŨ¤ò̲¤é¤»¤ëËâË¡¤ÎÊ´¤òÅꤲ¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(12 MP)";
513 #else
514                                 info[i++] = "You can throw magical dust which induces sleep (cost 12).";
515 #endif
516
517                         }
518                         break;
519                 case RACE_DEMON:
520 #ifdef JP
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);
522 #else
523                         sprintf(Dummy, "You can breathe nether, dam. %d (cost %d).", 3 * plev, 10+plev/3);
524 #endif
525
526                         info[i++] = Dummy;
527                         break;
528                 case RACE_KUTA:
529                         if (plev > 19)
530 #ifdef JP
531 info[i++] = "¤¢¤Ê¤¿¤Ï d20+30 ¥¿¡¼¥ó¤Î´Ö²£¤Ë¿­¤Ó¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(15 MP)";
532 #else
533                                 info[i++] = "You can expand horizontally, dur d20+30 (cost 15).";
534 #endif
535
536                         break;
537                 case RACE_ANDROID:
538                         if (plev < 10)
539 #ifdef JP
540 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥ì¥¤¥¬¥ó¤ò·â¤Ä¤³¤È¤¬¤Ç¤­¤ë¡£(7 MP)", (plev + 1) / 2);
541 #else
542                                 sprintf(Dummy, "You can fire a ray gun with damage %d (cost 7).", (plev+1)/2);
543 #endif
544                         else if (plev < 25)
545 #ifdef JP
546 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ö¥é¥¹¥¿¡¼¤ò·â¤Ä¤³¤È¤¬¤Ç¤­¤ë¡£(13 MP)", plev);
547 #else
548                                 sprintf(Dummy, "You can fire a blaster with damage %d (cost 13).", plev);
549 #endif
550                         else if (plev < 35)
551 #ifdef JP
552 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ð¥º¡¼¥«¤ò·â¤Ä¤³¤È¤¬¤Ç¤­¤ë¡£(26 MP)", plev * 2);
553 #else
554                                 sprintf(Dummy, "You can fire a bazooka with damage %d (cost 26).", plev * 2);
555 #endif
556                         else if (plev < 45)
557 #ifdef JP
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);
559 #else
560                                 sprintf(Dummy, "You can fire a beam cannon with damage %d (cost 40).", plev * 2);
561 #endif
562                         else
563 #ifdef JP
564 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥í¥±¥Ã¥È¤ò·â¤Ä¤³¤È¤¬¤Ç¤­¤ë¡£(60 MP)", plev * 5);
565 #else
566                                 sprintf(Dummy, "You can fire a rocket with damage %d (cost 60).", plev * 5);
567 #endif
568
569                         info[i++] = Dummy;
570                         break;
571                 default:
572                         break;
573         }
574         }
575
576         switch(p_ptr->pclass)
577         {
578                 case CLASS_WARRIOR:
579                         if (plev > 39)
580                         {
581 #ifdef JP
582 info[i++] = "¤¢¤Ê¤¿¤Ï¥é¥ó¥À¥à¤ÊÊý¸þ¤ËÂФ·¤Æ¿ô²ó¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(75 MP)";
583 #else
584                                 info[i++] = "You can attack some random directions at a time (cost 75).";
585 #endif
586                         }
587                         break;
588                 case CLASS_MAGE:
589                 case CLASS_HIGH_MAGE:
590                 case CLASS_SORCERER:
591                         if (plev > 24)
592                         {
593 #ifdef JP
594 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥¤¥Æ¥à¤ÎËâÎϤòµÛ¼ý¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(1 MP)";
595 #else
596                                 info[i++] = "You can absorb charges from an item (cost 1).";
597 #endif
598                         }
599                         break;
600                 case CLASS_PRIEST:
601                         if (p_ptr->realm1 == REALM_LIFE)
602                         {
603                                 if (plev > 34)
604                                 {
605 #ifdef JP
606 info[i++] = "¤¢¤Ê¤¿¤ÏÉð´ï¤ò½ËÊ¡¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(70 MP)";
607 #else
608                                         info[i++] = "You can bless a weapon (cost 70).";
609 #endif
610                                 }
611                         }
612                         else
613                         {
614                                 if (plev > 41)
615                                 {
616 #ifdef JP
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)";
618 #else
619                                         info[i++] = "You can damages all monsters in sight (cost 40).";
620 #endif
621                                 }
622                         }
623                         break;
624                 case CLASS_ROGUE:
625                         if (plev > 7)
626                         {
627 #ifdef JP
628 info[i++] = "¤¢¤Ê¤¿¤Ï¹¶·â¤·¤Æ¨ºÂ¤Ëƨ¤²¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(12 MP)";
629 #else
630                                 info[i++] = "You can hit a monster and teleport at a time (cost 12).";
631 #endif
632                         }
633                         break;
634                 case CLASS_RANGER:
635                         if (plev > 14)
636                         {
637 #ifdef JP
638 info[i++] = "¤¢¤Ê¤¿¤Ï²øʪ¤òÄ´ºº¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(20 MP)";
639 #else
640                                 info[i++] = "You can prove monsters (cost 20).";
641 #endif
642                         }
643                         break;
644                 case CLASS_PALADIN:
645                         if (p_ptr->realm1 == REALM_LIFE)
646                         {
647                                 if (plev > 29)
648                                 {
649 #ifdef JP
650 info[i++] = "¤¢¤Ê¤¿¤ÏÀ»¤Ê¤ëÁä¤òÊü¤Ä¤³¤È¤¬¤Ç¤­¤ë¡£(30 MP)";
651 #else
652                                         info[i++] = "You can fires a holy spear (cost 30).";
653 #endif
654                                 }
655                         }
656                         else
657                         {
658                                 if (plev > 29)
659                                 {
660 #ifdef JP
661 info[i++] = "¤¢¤Ê¤¿¤ÏÀ¸Ì¿ÎϤò¸º¾¯¤µ¤»¤ëÁä¤òÊü¤Ä¤³¤È¤¬¤Ç¤­¤ë¡£(30 MP)";
662 #else
663                                         info[i++] = "You can fires a spear which drains vitality (cost 30).";
664 #endif
665                                 }
666                         }
667                         break;
668                 case CLASS_WARRIOR_MAGE:
669                         if (plev > 24)
670                         {
671 #ifdef JP
672 info[i++] = "¤¢¤Ê¤¿¤Ï£È£Ð¤ò£Í£Ð¤ËÊÑ´¹¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(0 MP)";
673 #else
674                                 info[i++] = "You can convert HP to SP (cost 0).";
675 #endif
676 #ifdef JP
677 info[i++] = "¤¢¤Ê¤¿¤Ï£Í£Ð¤ò£È£Ð¤ËÊÑ´¹¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(0 MP)";
678 #else
679                                 info[i++] = "You can convert SP to HP (cost 0).";
680 #endif
681                         }
682                         break;
683                 case CLASS_CHAOS_WARRIOR:
684                         if (plev > 39)
685                         {
686 #ifdef JP
687 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ°Ï¤Ë²øʪ¤òÏǤ魯¸÷¤òȯÀ¸¤µ¤»¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(50 MP)";
688 #else
689                                 info[i++] = "You can radiate light which confuses nearby monsters (cost 50).";
690 #endif
691                         }
692                         break;
693                 case CLASS_MONK:
694                         if (plev > 24)
695                         {
696 #ifdef JP
697 info[i++] = "¤¢¤Ê¤¿¤Ï¹½¤¨¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(0 MP)";
698 #else
699                                 info[i++] = "You can assume a posture of special form (cost 0).";
700 #endif
701                         }
702                         if (plev > 29)
703                         {
704 #ifdef JP
705 info[i++] = "¤¢¤Ê¤¿¤ÏÄ̾ï¤Î2Çܤι¶·â¤ò¹Ô¤¦¤³¤È¤¬¤Ç¤­¤ë¡£(30 MP)";
706 #else
707                                 info[i++] = "You can perform double attacks in a time (cost 30).";
708 #endif
709                         }
710                         break;
711                 case CLASS_MINDCRAFTER:
712                 case CLASS_FORCETRAINER:
713                         if (plev > 14)
714                         {
715 #ifdef JP
716 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿À¤ò½¸Ã椷¤Æ£Í£Ð¤ò²óÉü¤µ¤»¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(0 MP)";
717 #else
718                                 info[i++] = "You can concentrate to regenerate your mana (cost 0).";
719 #endif
720                         }
721                         break;
722                 case CLASS_TOURIST:
723 #ifdef JP
724 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ì¿¿¤ò»£±Æ¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(0 MP)";
725 #else
726                                 info[i++] = "You can take a photograph (cost 0).";
727 #endif
728                         if (plev > 24)
729                         {
730 #ifdef JP
731 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥¤¥Æ¥à¤ò´°Á´¤Ë´ÕÄꤹ¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(20 MP)";
732 #else
733                                 info[i++] = "You can *identify* items (cost 20).";
734 #endif
735                         }
736                         break;
737                 case CLASS_IMITATOR:
738                         if (plev > 29)
739                         {
740 #ifdef JP
741 info[i++] = "¤¢¤Ê¤¿¤Ï²øʪ¤ÎÆü칶·â¤ò¥À¥á¡¼¥¸2ÇܤǤޤͤ뤳¤È¤¬¤Ç¤­¤ë¡£(100 MP)";
742 #else
743                                 info[i++] = "You can imitate monster's special attacks with double damage (cost 100).";
744 #endif
745                         }
746                         break;
747                 case CLASS_BEASTMASTER:
748 #ifdef JP
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)";
750 #else
751                         info[i++] = "You can dominate a monster (cost level/4).";
752 #endif
753                         if (plev > 29)
754                         {
755 #ifdef JP
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)";
757 #else
758                                 info[i++] = "You can dominate living monsters in sight (cost (level+20)/4).";
759 #endif
760                         }
761                         break;
762                 case CLASS_MAGIC_EATER:
763 #ifdef JP
764 info[i++] = "¤¢¤Ê¤¿¤Ï¾ó/ËâË¡ËÀ/¥í¥Ã¥É¤ÎËâÎϤò¼«Ê¬¤Î¤â¤Î¤Ë¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
765 #else
766                         info[i++] = "You can absorb a staff, wand or rod itself.";
767 #endif
768                         break;
769                 case CLASS_RED_MAGE:
770                         if (plev > 47)
771                         {
772 #ifdef JP
773 info[i++] = "¤¢¤Ê¤¿¤Ï1¥¿¡¼¥ó¤Ë2²óËâË¡¤ò¾§¤¨¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(77 MP)";
774 #else
775                                 info[i++] = "You can cast two spells in one time (cost 77).";
776 #endif
777                         }
778                         break;
779                 case CLASS_SAMURAI:
780                         {
781 #ifdef JP
782 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿À¤ò½¸Ã椷¤Æµ¤¹ç¤¤¤òί¤á¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
783 #else
784                                 info[i++] = "You can concentrate to regenerate your mana.";
785 #endif
786                         }
787                         if (plev > 24)
788                         {
789 #ifdef JP
790 info[i++] = "¤¢¤Ê¤¿¤ÏÆüì¤Ê·¿¤Ç¹½¤¨¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
791 #else
792                                 info[i++] = "You can assume a posture of special form.";
793 #endif
794                         }
795                         break;
796                 case CLASS_BLUE_MAGE:
797 #ifdef JP
798 info[i++] = "¤¢¤Ê¤¿¤ÏÁê¼ê¤Ë»È¤ï¤ì¤¿ËâË¡¤ò³Ø¤Ö¤³¤È¤¬¤Ç¤­¤ë¡£";
799 #else
800                         info[i++] = "You can study spells which your enemy casts on you.";
801 #endif
802                         break;
803                 case CLASS_CAVALRY:
804                         if (plev > 9)
805                         {
806 #ifdef JP
807 info[i++] = "¤¢¤Ê¤¿¤Ï¥â¥ó¥¹¥¿¡¼¤Ë¾è¤Ã¤Æ̵ÍýÌðÍý¥Ú¥Ã¥È¤Ë¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
808 #else
809                                 info[i++] = "You can ride on a hostile monster forcibly to turn it into pet.";
810 #endif
811                         }
812                         break;
813                 case CLASS_BERSERKER:
814                         if (plev > 4)
815                         {
816 #ifdef JP
817 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Ç¶õÊ¢¤òËþ¤¿¤¹¤³¤È¤¬¤Ç¤­¤ë¡£";
818 #else
819                                 info[i++] = "You can satisfy hunger.";
820 #endif
821                         }
822                         if (plev > 9)
823                         {
824 #ifdef JP
825 info[i++] = "¤¢¤Ê¤¿¤Ï³¹¤È¥À¥ó¥¸¥ç¥ó¤Î´Ö¤ò¹Ô¤­Í褹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
826 #else
827                         info[i++] = "You can travel between town and the depths.";
828 #endif
829                         }
830                         break;
831                 case CLASS_MIRROR_MASTER:
832 #ifdef JP
833 info[i++] = "¤¢¤Ê¤¿¤Ï¶À¤òºî¤ê½Ð¤¹¤³¤È¤¬¤Ç¤­¤ë¡£(2 MP)";
834 #else
835                                 info[i++] = "You can create a Mirror (cost 2).";
836 #endif
837 #ifdef JP
838 info[i++] = "¤¢¤Ê¤¿¤Ï¶À¤ò³ä¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(0 MP)";
839 #else
840                                 info[i++] = "You can break distant Mirrors (cost 0).";
841 #endif
842                         break;
843                 case CLASS_NINJA:
844                         if (plev > 7)
845                         {
846 #ifdef JP
847 info[i++] = "¤¢¤Ê¤¿¤ÏÁÇÁ᤯°ÜÆ°¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
848 #else
849                                 info[i++] = "You can walk extremery fast.";
850 #endif
851                         }
852                         break;
853         }
854
855         if (p_ptr->muta1)
856         {
857                 if (p_ptr->muta1 & MUT1_SPIT_ACID)
858                 {
859 #ifdef JP
860 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤ò¿á¤­¤«¤±¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX1)";
861 #else
862                         info[i++] = "You can spit acid (dam lvl).";
863 #endif
864
865                 }
866                 if (p_ptr->muta1 & MUT1_BR_FIRE)
867                 {
868 #ifdef JP
869 info[i++] = "¤¢¤Ê¤¿¤Ï±ê¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤¬¤Ç¤­¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
870 #else
871                         info[i++] = "You can breathe fire (dam lvl * 2).";
872 #endif
873
874                 }
875                 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
876                 {
877 #ifdef JP
878 info[i++] = "¤¢¤Ê¤¿¤ÎâˤߤϺÅ̲¸ú²Ì¤ò¤â¤Ä¡£";
879 #else
880                         info[i++] = "Your gaze is hypnotic.";
881 #endif
882
883                 }
884                 if (p_ptr->muta1 & MUT1_TELEKINES)
885                 {
886 #ifdef JP
887 info[i++] = "¤¢¤Ê¤¿¤ÏÇ°Æ°ÎϤò¤â¤Ã¤Æ¤¤¤ë¡£";
888 #else
889                         info[i++] = "You are telekinetic.";
890 #endif
891
892                 }
893                 if (p_ptr->muta1 & MUT1_VTELEPORT)
894                 {
895 #ifdef JP
896 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»×¤Ç¥Æ¥ì¥Ý¡¼¥È¤Ç¤­¤ë¡£";
897 #else
898                         info[i++] = "You can teleport at will.";
899 #endif
900
901                 }
902                 if (p_ptr->muta1 & MUT1_MIND_BLST)
903                 {
904 #ifdef JP
905 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿À¹¶·â¤ò¹Ô¤¨¤ë¡£(¥À¥á¡¼¥¸ 3¡Á12d3)";
906 #else
907                         info[i++] = "You can Mind Blast your enemies (3 to 12d3 dam).";
908 #endif
909
910                 }
911                 if (p_ptr->muta1 & MUT1_RADIATION)
912                 {
913 #ifdef JP
914 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»×¤Ç¶¯¤¤Êü¼ÍÀþ¤òȯÀ¸¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
915 #else
916                         info[i++] = "You can emit hard radiation at will (dam lvl * 2).";
917 #endif
918
919                 }
920                 if (p_ptr->muta1 & MUT1_VAMPIRISM)
921                 {
922 #ifdef JP
923 info[i++] = "¤¢¤Ê¤¿¤ÏµÛ·ìµ´¤Î¤è¤¦¤ËŨ¤«¤éÀ¸Ì¿ÎϤòµÛ¼ý¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
924 #else
925                         info[i++] = "You can drain life from a foe like a vampire (dam lvl * 2).";
926 #endif
927
928                 }
929                 if (p_ptr->muta1 & MUT1_SMELL_MET)
930                 {
931 #ifdef JP
932 info[i++] = "¤¢¤Ê¤¿¤Ï¶á¤¯¤Ë¤¢¤ëµ®¶â°¤ò¤«¤®Ê¬¤±¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
933 #else
934                         info[i++] = "You can smell nearby precious metal.";
935 #endif
936
937                 }
938                 if (p_ptr->muta1 & MUT1_SMELL_MON)
939                 {
940 #ifdef JP
941 info[i++] = "¤¢¤Ê¤¿¤Ï¶á¤¯¤Î¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò¤«¤®Ê¬¤±¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
942 #else
943                         info[i++] = "You can smell nearby monsters.";
944 #endif
945
946                 }
947                 if (p_ptr->muta1 & MUT1_BLINK)
948                 {
949 #ifdef JP
950 info[i++] = "¤¢¤Ê¤¿¤Ïû¤¤µ÷Î¥¤ò¥Æ¥ì¥Ý¡¼¥È¤Ç¤­¤ë¡£";
951 #else
952                         info[i++] = "You can teleport yourself short distances.";
953 #endif
954
955                 }
956                 if (p_ptr->muta1 & MUT1_EAT_ROCK)
957                 {
958 #ifdef JP
959 info[i++] = "¤¢¤Ê¤¿¤Ï¹Å¤¤´ä¤ò¿©¤Ù¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
960 #else
961                         info[i++] = "You can consume solid rock.";
962 #endif
963
964                 }
965                 if (p_ptr->muta1 & MUT1_SWAP_POS)
966                 {
967 #ifdef JP
968 info[i++] = "¤¢¤Ê¤¿¤Ï¾¤Î¼Ô¤È¾ì½ê¤òÆþ¤ìÂؤï¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
969 #else
970                         info[i++] = "You can switch locations with another being.";
971 #endif
972
973                 }
974                 if (p_ptr->muta1 & MUT1_SHRIEK)
975                 {
976 #ifdef JP
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)";
978 #else
979                         info[i++] = "You can emit a horrible shriek (dam 2 * lvl).";
980 #endif
981
982                 }
983                 if (p_ptr->muta1 & MUT1_ILLUMINE)
984                 {
985 #ifdef JP
986 info[i++] = "¤¢¤Ê¤¿¤ÏÌÀ¤ë¤¤¸÷¤òÊü¤Ä¤³¤È¤¬¤Ç¤­¤ë¡£";
987 #else
988                         info[i++] = "You can emit bright light.";
989 #endif
990
991                 }
992                 if (p_ptr->muta1 & MUT1_DET_CURSE)
993                 {
994 #ifdef JP
995 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°­¤ÊËâË¡¤Î´í¸±¤ò´¶¤¸¤È¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
996 #else
997                         info[i++] = "You can feel the danger of evil magic.";
998 #endif
999
1000                 }
1001                 if (p_ptr->muta1 & MUT1_BERSERK)
1002                 {
1003 #ifdef JP
1004 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»×¤Ç¶¸ÍðÀïÆ®¾õÂ֤ˤʤ뤳¤È¤¬¤Ç¤­¤ë¡£";
1005 #else
1006                         info[i++] = "You can drive yourself into a berserk frenzy.";
1007 #endif
1008
1009                 }
1010                 if (p_ptr->muta1 & MUT1_POLYMORPH)
1011                 {
1012 #ifdef JP
1013 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»Ö¤ÇÊѲ½¤Ç¤­¤ë¡£";
1014 #else
1015                         info[i++] = "You can polymorph yourself at will.";
1016 #endif
1017
1018                 }
1019                 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
1020                 {
1021 #ifdef JP
1022 info[i++] = "¤¢¤Ê¤¿¤ÏÄ̾異¥¤¥Æ¥à¤ò¶â¤ËÊѤ¨¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
1023 #else
1024                         info[i++] = "You can turn ordinary items to gold.";
1025 #endif
1026
1027                 }
1028                 if (p_ptr->muta1 & MUT1_GROW_MOLD)
1029                 {
1030 #ifdef JP
1031 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ°Ï¤Ë¥­¥Î¥³¤òÀ¸¤ä¤¹¤³¤È¤¬¤Ç¤­¤ë¡£";
1032 #else
1033                         info[i++] = "You can cause mold to grow near you.";
1034 #endif
1035
1036                 }
1037                 if (p_ptr->muta1 & MUT1_RESIST)
1038                 {
1039 #ifdef JP
1040 info[i++] = "¤¢¤Ê¤¿¤Ï¸µÁǤι¶·â¤ËÂФ·¤Æ¿È¤ò¹Å¤¯¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
1041 #else
1042                         info[i++] = "You can harden yourself to the ravages of the elements.";
1043 #endif
1044
1045                 }
1046                 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
1047                 {
1048 #ifdef JP
1049 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ°Ï¤Î¥À¥ó¥¸¥ç¥ó¤òÊø²õ¤µ¤»¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
1050 #else
1051                         info[i++] = "You can bring down the dungeon around your ears.";
1052 #endif
1053
1054                 }
1055                 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
1056                 {
1057 #ifdef JP
1058 info[i++] = "¤¢¤Ê¤¿¤ÏËâË¡¤Î¥¨¥Í¥ë¥®¡¼¤ò¼«Ê¬¤Îʪ¤È¤·¤Æ»ÈÍѤǤ­¤ë¡£";
1059 #else
1060                         info[i++] = "You can consume magic energy for your own use.";
1061 #endif
1062
1063                 }
1064                 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
1065                 {
1066 #ifdef JP
1067 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Ë±Æ¶Á¤òÍ¿¤¨¤ëËâË¡¤ÎÎϤò´¶¤¸¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
1068 #else
1069                         info[i++] = "You can feel the strength of the magics affecting you.";
1070 #endif
1071
1072                 }
1073                 if (p_ptr->muta1 & MUT1_STERILITY)
1074                 {
1075 #ifdef JP
1076 info[i++] = "¤¢¤Ê¤¿¤Ï½¸ÃÄŪÀ¸¿£ÉÔǽ¤òµ¯¤³¤¹¤³¤È¤¬¤Ç¤­¤ë¡£";
1077 #else
1078                         info[i++] = "You can cause mass impotence.";
1079 #endif
1080
1081                 }
1082                 if (p_ptr->muta1 & MUT1_PANIC_HIT)
1083                 {
1084 #ifdef JP
1085 info[i++] = "¤¢¤Ê¤¿¤Ï¹¶·â¤·¤¿¸å¿È¤ò¼é¤ë¤¿¤áƨ¤²¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
1086 #else
1087                         info[i++] = "You can run for your life after hitting something.";
1088 #endif
1089
1090                 }
1091                 if (p_ptr->muta1 & MUT1_DAZZLE)
1092                 {
1093 #ifdef JP
1094 info[i++] = "¤¢¤Ê¤¿¤Ïº®Íð¤ÈÌÕÌܤò°ú¤­µ¯¤³¤¹Êü¼Íǽ¤òȯÀ¸¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£ ";
1095 #else
1096                         info[i++] = "You can emit confusing, blinding radiation.";
1097 #endif
1098
1099                 }
1100                 if (p_ptr->muta1 & MUT1_LASER_EYE)
1101                 {
1102 #ifdef JP
1103 info[i++] = "¤¢¤Ê¤¿¤ÏÌܤ«¤é¥ì¡¼¥¶¡¼¸÷Àþ¤òȯ¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
1104 #else
1105                         info[i++] = "Your eyes can fire laser beams (dam 2 * lvl).";
1106 #endif
1107
1108                 }
1109                 if (p_ptr->muta1 & MUT1_RECALL)
1110                 {
1111 #ifdef JP
1112 info[i++] = "¤¢¤Ê¤¿¤Ï³¹¤È¥À¥ó¥¸¥ç¥ó¤Î´Ö¤ò¹Ô¤­Í褹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
1113 #else
1114                         info[i++] = "You can travel between town and the depths.";
1115 #endif
1116
1117                 }
1118                 if (p_ptr->muta1 & MUT1_BANISH)
1119                 {
1120 #ifdef JP
1121 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°­¤Ê¥â¥ó¥¹¥¿¡¼¤òÃϹö¤ËÍî¤È¤¹¤³¤È¤¬¤Ç¤­¤ë¡£";
1122 #else
1123                         info[i++] = "You can send evil creatures directly to Hell.";
1124 #endif
1125
1126                 }
1127                 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
1128                 {
1129 #ifdef JP
1130 info[i++] = "¤¢¤Ê¤¿¤ÏŨ¤ò¿¨¤Ã¤ÆÅà¤é¤»¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX3)";
1131 #else
1132                         info[i++] = "You can freeze things with a touch (dam 3 * lvl).";
1133 #endif
1134
1135                 }
1136                 if (p_ptr->muta1 & MUT1_LAUNCHER)
1137                 {
1138 #ifdef JP
1139 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥¤¥Æ¥à¤òÎ϶¯¤¯Åꤲ¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
1140 #else
1141                         info[i++] = "You can hurl objects with great force.";
1142 #endif
1143
1144                 }
1145         }
1146
1147         if (p_ptr->muta2)
1148         {
1149                 if (p_ptr->muta2 & MUT2_BERS_RAGE)
1150                 {
1151 #ifdef JP
1152 info[i++] = "¤¢¤Ê¤¿¤Ï¶¸Àï»Î²½¤Îȯºî¤òµ¯¤³¤¹¡£";
1153 #else
1154                         info[i++] = "You are subject to berserker fits.";
1155 #endif
1156
1157                 }
1158                 if (p_ptr->muta2 & MUT2_COWARDICE)
1159                 {
1160 #ifdef JP
1161 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹²²É¤ˤʤ롣";
1162 #else
1163                         info[i++] = "You are subject to cowardice.";
1164 #endif
1165
1166                 }
1167                 if (p_ptr->muta2 & MUT2_RTELEPORT)
1168                 {
1169 #ifdef JP
1170 info[i++] = "¤¢¤Ê¤¿¤Ï¥é¥ó¥À¥à¤Ë¥Æ¥ì¥Ý¡¼¥È¤¹¤ë¡£";
1171 #else
1172                         info[i++] = "You are teleporting randomly.";
1173 #endif
1174
1175                 }
1176                 if (p_ptr->muta2 & MUT2_ALCOHOL)
1177                 {
1178 #ifdef JP
1179 info[i++] = "¤¢¤Ê¤¿¤ÎÂΤϥ¢¥ë¥³¡¼¥ë¤òʬÈ礹¤ë¡£";
1180 #else
1181                         info[i++] = "Your body produces alcohol.";
1182 #endif
1183
1184                 }
1185                 if (p_ptr->muta2 & MUT2_HALLU)
1186                 {
1187 #ifdef JP
1188 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸³Ð¤ò°ú¤­µ¯¤³¤¹Àº¿ÀºøÍð¤Ë¿¯¤µ¤ì¤Æ¤¤¤ë¡£";
1189 #else
1190                         info[i++] = "You have a hallucinatory insanity.";
1191 #endif
1192
1193                 }
1194                 if (p_ptr->muta2 & MUT2_FLATULENT)
1195                 {
1196 #ifdef JP
1197 info[i++] = "¤¢¤Ê¤¿¤ÏÀ©¸æ¤Ç¤­¤Ê¤¤¶¯Îõ¤ÊÕû¤ò¤³¤¯¡£";
1198 #else
1199                         info[i++] = "You are subject to uncontrollable flatulence.";
1200 #endif
1201
1202                 }
1203                 if (p_ptr->muta2 & MUT2_PROD_MANA)
1204                 {
1205 #ifdef JP
1206 info[i++] = "¤¢¤Ê¤¿¤ÏÀ©¸æÉÔǽ¤ÊËâË¡¤Î¥¨¥Í¥ë¥®¡¼¤òȯ¤·¤Æ¤¤¤ë¡£";
1207 #else
1208                         info[i++] = "You are producing magical energy uncontrollably.";
1209 #endif
1210
1211                 }
1212                 if (p_ptr->muta2 & MUT2_ATT_DEMON)
1213                 {
1214 #ifdef JP
1215 info[i++] = "¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤ò°ú¤­¤Ä¤±¤ë¡£";
1216 #else
1217                         info[i++] = "You attract demons.";
1218 #endif
1219
1220                 }
1221                 if (p_ptr->muta2 & MUT2_SCOR_TAIL)
1222                 {
1223 #ifdef JP
1224 info[i++] = "¤¢¤Ê¤¿¤Ï¥µ¥½¥ê¤Î¿¬Èø¤¬À¸¤¨¤Æ¤¤¤ë¡£(ÆÇ¡¢¥À¥á¡¼¥¸ 3d7)";
1225 #else
1226                         info[i++] = "You have a scorpion tail (poison, 3d7).";
1227 #endif
1228
1229                 }
1230                 if (p_ptr->muta2 & MUT2_HORNS)
1231                 {
1232 #ifdef JP
1233 info[i++] = "¤¢¤Ê¤¿¤Ï³Ñ¤¬À¸¤¨¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 2d6)";
1234 #else
1235                         info[i++] = "You have horns (dam. 2d6).";
1236 #endif
1237
1238                 }
1239                 if (p_ptr->muta2 & MUT2_BEAK)
1240                 {
1241 #ifdef JP
1242 info[i++] = "¤¢¤Ê¤¿¤Ï¥¯¥Á¥Ð¥·¤¬À¸¤¨¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 2d4)";
1243 #else
1244                         info[i++] = "You have a beak (dam. 2d4).";
1245 #endif
1246
1247                 }
1248                 if (p_ptr->muta2 & MUT2_SPEED_FLUX)
1249                 {
1250 #ifdef JP
1251 info[i++] = "¤¢¤Ê¤¿¤Ï¥é¥ó¥À¥à¤ËÁ᤯ư¤¤¤¿¤êÃÙ¤¯Æ°¤¤¤¿¤ê¤¹¤ë¡£";
1252 #else
1253                         info[i++] = "You move faster or slower randomly.";
1254 #endif
1255
1256                 }
1257                 if (p_ptr->muta2 & MUT2_BANISH_ALL)
1258                 {
1259 #ifdef JP
1260 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹¶á¤¯¤Î¥â¥ó¥¹¥¿¡¼¤ò¾ÃÌǤµ¤»¤ë¡£";
1261 #else
1262                         info[i++] = "You sometimes cause nearby creatures to vanish.";
1263 #endif
1264
1265                 }
1266                 if (p_ptr->muta2 & MUT2_EAT_LIGHT)
1267                 {
1268 #ifdef JP
1269 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹¼þ°Ï¤Î¸÷¤òµÛ¼ý¤·¤Æ±ÉÍܤˤ¹¤ë¡£";
1270 #else
1271                         info[i++] = "You sometimes feed off of the light around you.";
1272 #endif
1273
1274                 }
1275                 if (p_ptr->muta2 & MUT2_TRUNK)
1276                 {
1277 #ifdef JP
1278 info[i++] = "¤¢¤Ê¤¿¤Ï¾Ý¤Î¤è¤¦¤ÊÉ¡¤ò»ý¤Ã¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 1d4)";
1279 #else
1280                         info[i++] = "You have an elephantine trunk (dam 1d4).";
1281 #endif
1282
1283                 }
1284                 if (p_ptr->muta2 & MUT2_ATT_ANIMAL)
1285                 {
1286 #ifdef JP
1287 info[i++] = "¤¢¤Ê¤¿¤Ïưʪ¤ò°ú¤­¤Ä¤±¤ë¡£";
1288 #else
1289                         info[i++] = "You attract animals.";
1290 #endif
1291
1292                 }
1293                 if (p_ptr->muta2 & MUT2_TENTACLES)
1294                 {
1295 #ifdef JP
1296 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°­¤Ê¿¨¼ê¤ò»ý¤Ã¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 2d5)";
1297 #else
1298                         info[i++] = "You have evil looking tentacles (dam 2d5).";
1299 #endif
1300
1301                 }
1302                 if (p_ptr->muta2 & MUT2_RAW_CHAOS)
1303                 {
1304 #ifdef JP
1305 info[i++] = "¤¢¤Ê¤¿¤Ï¤·¤Ð¤·¤Ð½ã¥«¥ª¥¹¤ËÊñ¤Þ¤ì¤ë¡£";
1306 #else
1307                         info[i++] = "You occasionally are surrounded with raw chaos.";
1308 #endif
1309
1310                 }
1311                 if (p_ptr->muta2 & MUT2_NORMALITY)
1312                 {
1313 #ifdef JP
1314 info[i++] = "¤¢¤Ê¤¿¤ÏÊÑ°Û¤·¤Æ¤¤¤¿¤¬¡¢²óÉü¤·¤Æ¤­¤Æ¤¤¤ë¡£";
1315 #else
1316                         info[i++] = "You may be mutated, but you're recovering.";
1317 #endif
1318
1319                 }
1320                 if (p_ptr->muta2 & MUT2_WRAITH)
1321                 {
1322 #ifdef JP
1323 info[i++] = "¤¢¤Ê¤¿¤ÎÆùÂΤÏÍ©Â⽤·¤¿¤ê¼ÂÂ⽤·¤¿¤ê¤¹¤ë¡£";
1324 #else
1325                         info[i++] = "You fade in and out of physical reality.";
1326 #endif
1327
1328                 }
1329                 if (p_ptr->muta2 & MUT2_POLY_WOUND)
1330                 {
1331 #ifdef JP
1332 info[i++] = "¤¢¤Ê¤¿¤Î·ò¹¯¤Ï¥«¥ª¥¹¤ÎÎϤ˱ƶÁ¤ò¼õ¤±¤ë¡£";
1333 #else
1334                         info[i++] = "Your health is subject to chaotic forces.";
1335 #endif
1336
1337                 }
1338                 if (p_ptr->muta2 & MUT2_WASTING)
1339                 {
1340 #ifdef JP
1341 info[i++] = "¤¢¤Ê¤¿¤Ï¿ê¼å¤¹¤ë¶²¤í¤·¤¤Éµ¤¤Ë¤«¤«¤Ã¤Æ¤¤¤ë¡£";
1342 #else
1343                         info[i++] = "You have a horrible wasting disease.";
1344 #endif
1345
1346                 }
1347                 if (p_ptr->muta2 & MUT2_ATT_DRAGON)
1348                 {
1349 #ifdef JP
1350 info[i++] = "¤¢¤Ê¤¿¤Ï¥É¥é¥´¥ó¤ò°ú¤­¤Ä¤±¤ë¡£";
1351 #else
1352                         info[i++] = "You attract dragons.";
1353 #endif
1354
1355                 }
1356                 if (p_ptr->muta2 & MUT2_WEIRD_MIND)
1357                 {
1358 #ifdef JP
1359 info[i++] = "¤¢¤Ê¤¿¤ÎÀº¿À¤Ï¥é¥ó¥À¥à¤Ë³ÈÂ礷¤¿¤ê½Ì¾®¤·¤¿¤ê¤·¤Æ¤¤¤ë¡£";
1360 #else
1361                         info[i++] = "Your mind randomly expands and contracts.";
1362 #endif
1363
1364                 }
1365                 if (p_ptr->muta2 & MUT2_NAUSEA)
1366                 {
1367 #ifdef JP
1368 info[i++] = "¤¢¤Ê¤¿¤Î°ß¤ÏÈó¾ï¤ËÍî¤ÁÃ夭¤¬¤Ê¤¤¡£";
1369 #else
1370                         info[i++] = "You have a seriously upset stomach.";
1371 #endif
1372
1373                 }
1374                 if (p_ptr->muta2 & MUT2_CHAOS_GIFT)
1375                 {
1376 #ifdef JP
1377 info[i++] = "¤¢¤Ê¤¿¤Ï¥«¥ª¥¹¤Î¼é¸î°­Ë⤫¤éË«Èþ¤ò¤¦¤±¤È¤ë¡£";
1378 #else
1379                         info[i++] = "Chaos deities give you gifts.";
1380 #endif
1381
1382                 }
1383                 if (p_ptr->muta2 & MUT2_WALK_SHAD)
1384                 {
1385 #ifdef JP
1386 info[i++] = "¤¢¤Ê¤¿¤Ï¤·¤Ð¤·¤Ð¾¤Î¡Ö±Æ¡×¤Ë̤¤¹þ¤à¡£";
1387 #else
1388                         info[i++] = "You occasionally stumble into other shadows.";
1389 #endif
1390
1391                 }
1392                 if (p_ptr->muta2 & MUT2_WARNING)
1393                 {
1394 #ifdef JP
1395 info[i++] = "¤¢¤Ê¤¿¤ÏŨ¤Ë´Ø¤¹¤ë·Ù¹ð¤ò´¶¤¸¤ë¡£";
1396 #else
1397                         info[i++] = "You receive warnings about your foes.";
1398 #endif
1399
1400                 }
1401                 if (p_ptr->muta2 & MUT2_INVULN)
1402                 {
1403 #ifdef JP
1404 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹É餱ÃΤ餺¤Êµ¤Ê¬¤Ë¤Ê¤ë¡£";
1405 #else
1406                         info[i++] = "You occasionally feel invincible.";
1407 #endif
1408
1409                 }
1410                 if (p_ptr->muta2 & MUT2_SP_TO_HP)
1411                 {
1412 #ifdef JP
1413 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹·ì¤¬¶ÚÆù¤Ë¤É¤Ã¤Èή¤ì¤ë¡£";
1414 #else
1415                         info[i++] = "Your blood sometimes rushes to your muscles.";
1416 #endif
1417
1418                 }
1419                 if (p_ptr->muta2 & MUT2_HP_TO_SP)
1420                 {
1421 #ifdef JP
1422 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹Æ¬¤Ë·ì¤¬¤É¤Ã¤Èή¤ì¤ë¡£";
1423 #else
1424                         info[i++] = "Your blood sometimes rushes to your head.";
1425 #endif
1426
1427                 }
1428                 if (p_ptr->muta2 & MUT2_DISARM)
1429                 {
1430 #ifdef JP
1431 info[i++] = "¤¢¤Ê¤¿¤Ï¤è¤¯¤Ä¤Þ¤Å¤¤¤Æʪ¤òÍî¤È¤¹¡£";
1432 #else
1433                         info[i++] = "You occasionally stumble and drop things.";
1434 #endif
1435
1436                 }
1437         }
1438
1439         if (p_ptr->muta3)
1440         {
1441                 if (p_ptr->muta3 & MUT3_HYPER_STR)
1442                 {
1443 #ifdef JP
1444 info[i++] = "¤¢¤Ê¤¿¤ÏĶ¿ÍŪ¤Ë¶¯¤¤¡£(ÏÓÎÏ+4)";
1445 #else
1446                         info[i++] = "You are superhumanly strong (+4 STR).";
1447 #endif
1448
1449                 }
1450                 if (p_ptr->muta3 & MUT3_PUNY)
1451                 {
1452 #ifdef JP
1453 info[i++] = "¤¢¤Ê¤¿¤Ïµõ¼å¤À¡£(ÏÓÎÏ-4)";
1454 #else
1455                         info[i++] = "You are puny (-4 STR).";
1456 #endif
1457
1458                 }
1459                 if (p_ptr->muta3 & MUT3_HYPER_INT)
1460                 {
1461 #ifdef JP
1462 info[i++] = "¤¢¤Ê¤¿¤ÎǾ¤ÏÀ¸ÂÎ¥³¥ó¥Ô¥å¡¼¥¿¤À¡£(ÃÎǽ¡õ¸­¤µ+4)";
1463 #else
1464                         info[i++] = "Your brain is a living computer (+4 INT/WIS).";
1465 #endif
1466
1467                 }
1468                 if (p_ptr->muta3 & MUT3_MORONIC)
1469                 {
1470 #ifdef JP
1471 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿ÀÇö¼å¤À¡£(ÃÎǽ¡õ¸­¤µ-4)";
1472 #else
1473                         info[i++] = "You are moronic (-4 INT/WIS).";
1474 #endif
1475
1476                 }
1477                 if (p_ptr->muta3 & MUT3_RESILIENT)
1478                 {
1479 #ifdef JP
1480 info[i++] = "¤¢¤Ê¤¿¤ÏÈó¾ï¤Ë¥¿¥Õ¤À¡£(Âѵ×+4)";
1481 #else
1482                         info[i++] = "You are very resilient (+4 CON).";
1483 #endif
1484
1485                 }
1486                 if (p_ptr->muta3 & MUT3_XTRA_FAT)
1487                 {
1488 #ifdef JP
1489 info[i++] = "¤¢¤Ê¤¿¤Ï¶Ëü¤ËÂÀ¤Ã¤Æ¤¤¤ë¡£(Âѵ×+2,¥¹¥Ô¡¼¥É-2)";
1490 #else
1491                         info[i++] = "You are extremely fat (+2 CON, -2 speed).";
1492 #endif
1493
1494                 }
1495                 if (p_ptr->muta3 & MUT3_ALBINO)
1496                 {
1497 #ifdef JP
1498 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥ë¥Ó¥Î¤À¡£(Âѵ×-4)";
1499 #else
1500                         info[i++] = "You are albino (-4 CON).";
1501 #endif
1502
1503                 }
1504                 if (p_ptr->muta3 & MUT3_FLESH_ROT)
1505                 {
1506 #ifdef JP
1507 info[i++] = "¤¢¤Ê¤¿¤ÎÆùÂΤÏÉåÇÔ¤·¤Æ¤¤¤ë¡£(Âѵ×-2,Ì¥ÎÏ-1)";
1508 #else
1509                         info[i++] = "Your flesh is rotting (-2 CON, -1 CHR).";
1510 #endif
1511
1512                 }
1513                 if (p_ptr->muta3 & MUT3_SILLY_VOI)
1514                 {
1515 #ifdef JP
1516 info[i++] = "¤¢¤Ê¤¿¤ÎÀ¼¤Ï´ÖÈ´¤±¤Ê¥­¡¼¥­¡¼À¼¤À¡£(Ì¥ÎÏ-4)";
1517 #else
1518                         info[i++] = "Your voice is a silly squeak (-4 CHR).";
1519 #endif
1520
1521                 }
1522                 if (p_ptr->muta3 & MUT3_BLANK_FAC)
1523                 {
1524 #ifdef JP
1525 info[i++] = "¤¢¤Ê¤¿¤Ï¤Î¤Ã¤Ú¤é¤Ü¤¦¤À¡£(Ì¥ÎÏ-1)";
1526 #else
1527                         info[i++] = "Your face is featureless (-1 CHR).";
1528 #endif
1529
1530                 }
1531                 if (p_ptr->muta3 & MUT3_ILL_NORM)
1532                 {
1533 #ifdef JP
1534 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸±Æ¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
1535 #else
1536                         info[i++] = "Your appearance is masked with illusion.";
1537 #endif
1538
1539                 }
1540                 if (p_ptr->muta3 & MUT3_XTRA_EYES)
1541                 {
1542 #ifdef JP
1543 info[i++] = "¤¢¤Ê¤¿¤Ï;ʬ¤ËÆó¤Ä¤ÎÌܤò»ý¤Ã¤Æ¤¤¤ë¡£(õº÷+15)";
1544 #else
1545                         info[i++] = "You have an extra pair of eyes (+15 search).";
1546 #endif
1547
1548                 }
1549                 if (p_ptr->muta3 & MUT3_MAGIC_RES)
1550                 {
1551 #ifdef JP
1552 info[i++] = "¤¢¤Ê¤¿¤ÏËâË¡¤Ø¤ÎÂÑÀ­¤ò¤â¤Ã¤Æ¤¤¤ë¡£";
1553 #else
1554                         info[i++] = "You are resistant to magic.";
1555 #endif
1556
1557                 }
1558                 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
1559                 {
1560 #ifdef JP
1561 info[i++] = "¤¢¤Ê¤¿¤ÏÊѤʲ»¤òȯ¤·¤Æ¤¤¤ë¡£(±£Ì©-3)";
1562 #else
1563                         info[i++] = "You make a lot of strange noise (-3 stealth).";
1564 #endif
1565
1566                 }
1567                 if (p_ptr->muta3 & MUT3_INFRAVIS)
1568                 {
1569 #ifdef JP
1570 info[i++] = "¤¢¤Ê¤¿¤ÏÁÇÀ²¤é¤·¤¤ÀÖ³°Àþ»ëÎϤò»ý¤Ã¤Æ¤¤¤ë¡£(+3)";
1571 #else
1572                         info[i++] = "You have remarkable infravision (+3).";
1573 #endif
1574
1575                 }
1576                 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
1577                 {
1578 #ifdef JP
1579 info[i++] = "¤¢¤Ê¤¿¤Ï;ʬ¤ËÆóËܤέ¤¬À¸¤¨¤Æ¤¤¤ë¡£(²Ã®+3)";
1580 #else
1581                         info[i++] = "You have an extra pair of legs (+3 speed).";
1582 #endif
1583
1584                 }
1585                 if (p_ptr->muta3 & MUT3_SHORT_LEG)
1586                 {
1587 #ifdef JP
1588 info[i++] = "¤¢¤Ê¤¿¤Î­¤Ïû¤¤Æ͵¯¤À¡£(²Ã®-3)";
1589 #else
1590                         info[i++] = "Your legs are short stubs (-3 speed).";
1591 #endif
1592
1593                 }
1594                 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
1595                 {
1596 #ifdef JP
1597 info[i++] = "¤¢¤Ê¤¿¤Î·ì´É¤Ë¤ÏÅÅή¤¬Î®¤ì¤Æ¤¤¤ë¡£";
1598 #else
1599                         info[i++] = "Electricity is running through your veins.";
1600 #endif
1601
1602                 }
1603                 if (p_ptr->muta3 & MUT3_FIRE_BODY)
1604                 {
1605 #ifdef JP
1606 info[i++] = "¤¢¤Ê¤¿¤ÎÂΤϱê¤Ë¤Ä¤Ä¤Þ¤ì¤Æ¤¤¤ë¡£";
1607 #else
1608                         info[i++] = "Your body is enveloped in flames.";
1609 #endif
1610                 }
1611                 if (p_ptr->muta3 & MUT3_WART_SKIN)
1612                 {
1613 #ifdef JP
1614 info[i++] = "¤¢¤Ê¤¿¤ÎÈ©¤Ï¥¤¥Ü¤ËÈï¤ï¤ì¤Æ¤¤¤ë¡£(Ì¥ÎÏ-2, AC+5)";
1615 #else
1616                         info[i++] = "Your skin is covered with warts (-2 CHR, +5 AC).";
1617 #endif
1618
1619                 }
1620                 if (p_ptr->muta3 & MUT3_SCALES)
1621                 {
1622 #ifdef JP
1623 info[i++] = "¤¢¤Ê¤¿¤ÎÈ©¤ÏÎڤˤʤäƤ¤¤ë¡£(Ì¥ÎÏ-1, AC+10)";
1624 #else
1625                         info[i++] = "Your skin has turned into scales (-1 CHR, +10 AC).";
1626 #endif
1627
1628                 }
1629                 if (p_ptr->muta3 & MUT3_IRON_SKIN)
1630                 {
1631 #ifdef JP
1632 info[i++] = "¤¢¤Ê¤¿¤ÎÈ©¤ÏÅ´¤Ç¤Ç¤­¤Æ¤¤¤ë¡£(´ïÍÑ-1, AC+25)";
1633 #else
1634                         info[i++] = "Your skin is made of steel (-1 DEX, +25 AC).";
1635 #endif
1636
1637                 }
1638                 if (p_ptr->muta3 & MUT3_WINGS)
1639                 {
1640 #ifdef JP
1641 info[i++] = "¤¢¤Ê¤¿¤Ï±©¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
1642 #else
1643                         info[i++] = "You have wings.";
1644 #endif
1645
1646                 }
1647                 if (p_ptr->muta3 & MUT3_FEARLESS)
1648                 {
1649                         /* Unnecessary */
1650                 }
1651                 if (p_ptr->muta3 & MUT3_REGEN)
1652                 {
1653                         /* Unnecessary */
1654                 }
1655                 if (p_ptr->muta3 & MUT3_ESP)
1656                 {
1657                         /* Unnecessary */
1658                 }
1659                 if (p_ptr->muta3 & MUT3_LIMBER)
1660                 {
1661 #ifdef JP
1662 info[i++] = "¤¢¤Ê¤¿¤ÎÂΤÏÈó¾ï¤Ë¤·¤Ê¤ä¤«¤À¡£(´ïÍÑ+3)";
1663 #else
1664                         info[i++] = "Your body is very limber (+3 DEX).";
1665 #endif
1666
1667                 }
1668                 if (p_ptr->muta3 & MUT3_ARTHRITIS)
1669                 {
1670 #ifdef JP
1671 info[i++] = "¤¢¤Ê¤¿¤Ï¤¤¤Ä¤â´ØÀá¤ËÄˤߤò´¶¤¸¤Æ¤¤¤ë¡£(´ïÍÑ-3)";
1672 #else
1673                         info[i++] = "Your joints ache constantly (-3 DEX).";
1674 #endif
1675
1676                 }
1677                 if (p_ptr->muta3 & MUT3_VULN_ELEM)
1678                 {
1679 #ifdef JP
1680 info[i++] = "¤¢¤Ê¤¿¤Ï¸µÁǤι¶·â¤Ë¼å¤¤¡£";
1681 #else
1682                         info[i++] = "You are susceptible to damage from the elements.";
1683 #endif
1684
1685                 }
1686                 if (p_ptr->muta3 & MUT3_MOTION)
1687                 {
1688 #ifdef JP
1689 info[i++] = "¤¢¤Ê¤¿¤ÎÆ°ºî¤ÏÀµ³Î¤ÇÎ϶¯¤¤¡£(±£Ì©+1)";
1690 #else
1691                         info[i++] = "Your movements are precise and forceful (+1 STL).";
1692 #endif
1693
1694                 }
1695                 if (p_ptr->muta3 & MUT3_GOOD_LUCK)
1696                 {
1697 #ifdef JP
1698 info[i++] = "¤¢¤Ê¤¿¤ÏÇò¤¤¥ª¡¼¥é¤Ë¤Ä¤Ä¤Þ¤ì¤Æ¤¤¤ë¡£";
1699 #else
1700                         info[i++] = "There is a white aura surrounding you.";
1701 #endif
1702                 }
1703                 if (p_ptr->muta3 & MUT3_BAD_LUCK)
1704                 {
1705 #ifdef JP
1706 info[i++] = "¤¢¤Ê¤¿¤Ï¹õ¤¤¥ª¡¼¥é¤Ë¤Ä¤Ä¤Þ¤ì¤Æ¤¤¤ë¡£";
1707 #else
1708                         info[i++] = "There is a black aura surrounding you.";
1709 #endif
1710                 }
1711         }
1712
1713         if (p_ptr->blind)
1714         {
1715 #ifdef JP
1716 info[i++] = "¤¢¤Ê¤¿¤ÏÌܤ¬¸«¤¨¤Ê¤¤¡£";
1717 #else
1718                 info[i++] = "You cannot see.";
1719 #endif
1720
1721         }
1722         if (p_ptr->confused)
1723         {
1724 #ifdef JP
1725 info[i++] = "¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£";
1726 #else
1727                 info[i++] = "You are confused.";
1728 #endif
1729
1730         }
1731         if (p_ptr->afraid)
1732         {
1733 #ifdef JP
1734 info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
1735 #else
1736                 info[i++] = "You are terrified.";
1737 #endif
1738
1739         }
1740         if (p_ptr->cut)
1741         {
1742 #ifdef JP
1743 info[i++] = "¤¢¤Ê¤¿¤Ï½Ð·ì¤·¤Æ¤¤¤ë¡£";
1744 #else
1745                 info[i++] = "You are bleeding.";
1746 #endif
1747
1748         }
1749         if (p_ptr->stun)
1750         {
1751 #ifdef JP
1752 info[i++] = "¤¢¤Ê¤¿¤Ï¤â¤¦¤í¤¦¤È¤·¤Æ¤¤¤ë¡£";
1753 #else
1754                 info[i++] = "You are stunned.";
1755 #endif
1756
1757         }
1758         if (p_ptr->poisoned)
1759         {
1760 #ifdef JP
1761 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
1762 #else
1763                 info[i++] = "You are poisoned.";
1764 #endif
1765
1766         }
1767         if (p_ptr->image)
1768         {
1769 #ifdef JP
1770 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸³Ð¤ò¸«¤Æ¤¤¤ë¡£";
1771 #else
1772                 info[i++] = "You are hallucinating.";
1773 #endif
1774
1775         }
1776         if (p_ptr->cursed & TRC_TY_CURSE)
1777         {
1778 #ifdef JP
1779 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°­¤Ê±åÇ°¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
1780 #else
1781                 info[i++] = "You nanka.";
1782 #endif
1783
1784         }
1785         if (p_ptr->cursed & TRC_AGGRAVATE)
1786         {
1787 #ifdef JP
1788 info[i++] = "¤¢¤Ê¤¿¤Ï¥â¥ó¥¹¥¿¡¼¤òÅܤ餻¤Æ¤¤¤ë¡£";
1789 #else
1790                 info[i++] = "You aggravate monsters.";
1791 #endif
1792
1793         }
1794         if (p_ptr->cursed & TRC_DRAIN_EXP)
1795         {
1796 #ifdef JP
1797 info[i++] = "¤¢¤Ê¤¿¤Ï·Ð¸³ÃͤòµÛ¤ï¤ì¤Æ¤¤¤ë¡£";
1798 #else
1799                 info[i++] = "You nanka.";
1800 #endif
1801
1802         }
1803         if (p_ptr->cursed & TRC_SLOW_REGEN)
1804         {
1805 #ifdef JP
1806 info[i++] = "¤¢¤Ê¤¿¤Î²óÉüÎϤÏÈó¾ï¤ËÃÙ¤¤¡£";
1807 #else
1808                 info[i++] = "You nanka.";
1809 #endif
1810
1811         }
1812         if (p_ptr->cursed & TRC_ADD_L_CURSE)
1813         {
1814 #ifdef JP
1815 info[i++] = "¤¢¤Ê¤¿¤Ï..."; /* nanka */
1816 #else
1817                 info[i++] = "You nanka.";
1818 #endif
1819
1820         }
1821         if (p_ptr->cursed & TRC_ADD_H_CURSE)
1822         {
1823 #ifdef JP
1824 info[i++] = "¤¢¤Ê¤¿¤Ï..."; /* nanka */
1825 #else
1826                 info[i++] = "You nanka.";
1827 #endif
1828
1829         }
1830         if (p_ptr->cursed & TRC_CALL_ANIMAL)
1831         {
1832 #ifdef JP
1833 info[i++] = "¤¢¤Ê¤¿¤Ïưʪ¤ËÁÀ¤ï¤ì¤Æ¤¤¤ë¡£";
1834 #else
1835                 info[i++] = "You nanka.";
1836 #endif
1837
1838         }
1839         if (p_ptr->cursed & TRC_CALL_DEMON)
1840         {
1841 #ifdef JP
1842 info[i++] = "¤¢¤Ê¤¿¤Ï°­Ëâ¤ËÁÀ¤ï¤ì¤Æ¤¤¤ë¡£";
1843 #else
1844                 info[i++] = "You nanka.";
1845 #endif
1846
1847         }
1848         if (p_ptr->cursed & TRC_CALL_DRAGON)
1849         {
1850 #ifdef JP
1851 info[i++] = "¤¢¤Ê¤¿¤Ï¥É¥é¥´¥ó¤ËÁÀ¤ï¤ì¤Æ¤¤¤ë¡£";
1852 #else
1853                 info[i++] = "You nanka.";
1854 #endif
1855
1856         }
1857         if (p_ptr->cursed & TRC_COWARDICE)
1858         {
1859 #ifdef JP
1860 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹²²É¤ˤʤ롣";
1861 #else
1862                 info[i++] = "You are subject to cowardice.";
1863 #endif
1864
1865         }
1866         if (p_ptr->cursed & TRC_TELEPORT)
1867         {
1868 #ifdef JP
1869 info[i++] = "¤¢¤Ê¤¿¤Î°ÌÃ֤ϤҤ¸¤ç¤¦¤ËÉÔ°ÂÄê¤À¡£";
1870 #else
1871                 info[i++] = "Your position is very uncertain.";
1872 #endif
1873
1874         }
1875         if (p_ptr->cursed & TRC_LOW_MELEE)
1876         {
1877 #ifdef JP
1878 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¹¶·â¤ò³°¤·¤ä¤¹¤¤¡£";
1879 #else
1880                 info[i++] = "You nanka.";
1881 #endif
1882
1883         }
1884         if (p_ptr->cursed & TRC_LOW_AC)
1885         {
1886 #ifdef JP
1887 info[i++] = "¤¢¤Ê¤¿¤Ï¹¶·â¤ò¼õ¤±¤ä¤¹¤¤¡£";
1888 #else
1889                 info[i++] = "You nanka.";
1890 #endif
1891
1892         }
1893         if (p_ptr->cursed & TRC_LOW_MAGIC)
1894         {
1895 #ifdef JP
1896 info[i++] = "¤¢¤Ê¤¿¤ÏËâË¡¤ò¼ºÇÔ¤·¤ä¤¹¤¤¡£";
1897 #else
1898                 info[i++] = "You nanka.";
1899 #endif
1900
1901         }
1902         if (p_ptr->cursed & TRC_FAST_DIGEST)
1903         {
1904 #ifdef JP
1905 info[i++] = "¤¢¤Ê¤¿¤Ï¤¹¤°¤ªÊ¢¤¬¤Ø¤ë¡£";
1906 #else
1907                 info[i++] = "You nanka.";
1908 #endif
1909
1910         }
1911         if (p_ptr->cursed & TRC_DRAIN_HP)
1912         {
1913 #ifdef JP
1914 info[i++] = "¤¢¤Ê¤¿¤ÏÂÎÎϤòµÛ¤ï¤ì¤Æ¤¤¤ë¡£";
1915 #else
1916                 info[i++] = "You nanka.";
1917 #endif
1918
1919         }
1920         if (p_ptr->cursed & TRC_DRAIN_MANA)
1921         {
1922 #ifdef JP
1923 info[i++] = "¤¢¤Ê¤¿¤ÏËâÎϤòµÛ¤ï¤ì¤Æ¤¤¤ë¡£";
1924 #else
1925                 info[i++] = "You nanka.";
1926 #endif
1927
1928         }
1929         if (p_ptr->blessed)
1930         {
1931 #ifdef JP
1932 info[i++] = "¤¢¤Ê¤¿¤Ï¸øÀµ¤µ¤ò´¶¤¸¤Æ¤¤¤ë¡£";
1933 #else
1934                 info[i++] = "You feel rightous.";
1935 #endif
1936
1937         }
1938         if (p_ptr->hero)
1939         {
1940 #ifdef JP
1941 info[i++] = "¤¢¤Ê¤¿¤Ï¥Ò¡¼¥í¡¼µ¤Ê¬¤À¡£";
1942 #else
1943                 info[i++] = "You feel heroic.";
1944 #endif
1945
1946         }
1947         if (p_ptr->shero)
1948         {
1949 #ifdef JP
1950 info[i++] = "¤¢¤Ê¤¿¤ÏÀïÆ®¶¸¤À¡£";
1951 #else
1952                 info[i++] = "You are in a battle rage.";
1953 #endif
1954
1955         }
1956         if (p_ptr->protevil)
1957         {
1958 #ifdef JP
1959 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°­¤Ê¤ë¸ºß¤«¤é¼é¤é¤ì¤Æ¤¤¤ë¡£";
1960 #else
1961                 info[i++] = "You are protected from evil.";
1962 #endif
1963
1964         }
1965         if (p_ptr->shield)
1966         {
1967 #ifdef JP
1968 info[i++] = "¤¢¤Ê¤¿¤Ï¿ÀÈë¤Î¥·¡¼¥ë¥É¤Ç¼é¤é¤ì¤Æ¤¤¤ë¡£";
1969 #else
1970                 info[i++] = "You are protected by a mystic shield.";
1971 #endif
1972
1973         }
1974         if (p_ptr->invuln)
1975         {
1976 #ifdef JP
1977 info[i++] = "¤¢¤Ê¤¿¤Ï¸½ºß½ý¤Ä¤«¤Ê¤¤¡£";
1978 #else
1979                 info[i++] = "You are temporarily invulnerable.";
1980 #endif
1981
1982         }
1983         if (p_ptr->wraith_form)
1984         {
1985 #ifdef JP
1986 info[i++] = "¤¢¤Ê¤¿¤Ï°ì»þŪ¤ËÍ©Â⽤·¤Æ¤¤¤ë¡£";
1987 #else
1988                 info[i++] = "You are temporarily incorporeal.";
1989 #endif
1990
1991         }
1992         if (p_ptr->special_attack & ATTACK_CONFUSE)
1993         {
1994 #ifdef JP
1995 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÀÖ¤¯µ±¤¤¤Æ¤¤¤ë¡£";
1996 #else
1997                 info[i++] = "Your hands are glowing dull red.";
1998 #endif
1999
2000         }
2001         if (p_ptr->special_attack & ATTACK_FIRE)
2002         {
2003 #ifdef JP
2004 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤Ï²Ð±ê¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2005 #else
2006                 info[i++] = "You can strike enemy with flame.";
2007 #endif
2008
2009         }
2010         if (p_ptr->special_attack & ATTACK_COLD)
2011         {
2012 #ifdef JP
2013 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÎ䵤¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2014 #else
2015                 info[i++] = "You can strike enemy with cold.";
2016 #endif
2017
2018         }
2019         if (p_ptr->special_attack & ATTACK_ACID)
2020         {
2021 #ifdef JP
2022 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤Ï»À¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2023 #else
2024                 info[i++] = "You can strike enemy with acid.";
2025 #endif
2026
2027         }
2028         if (p_ptr->special_attack & ATTACK_ELEC)
2029         {
2030 #ifdef JP
2031 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÅÅ·â¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2032 #else
2033                 info[i++] = "You can strike enemy with electoric shock.";
2034 #endif
2035
2036         }
2037         if (p_ptr->special_attack & ATTACK_POIS)
2038         {
2039 #ifdef JP
2040 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÆǤËʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2041 #else
2042                 info[i++] = "You can strike enemy with poison.";
2043 #endif
2044
2045         }
2046         if (p_ptr->special_attack & ATTACK_CONFUSE)
2047         {
2048 #ifdef JP
2049 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÀÖ¤¯µ±¤¤¤Æ¤¤¤ë¡£";
2050 #else
2051                 info[i++] = "Your hands are glowing dull red.";
2052 #endif
2053
2054         }
2055         if (p_ptr->special_attack & ATTACK_CONFUSE)
2056         {
2057 #ifdef JP
2058 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÀÖ¤¯µ±¤¤¤Æ¤¤¤ë¡£";
2059 #else
2060                 info[i++] = "Your hands are glowing dull red.";
2061 #endif
2062
2063         }
2064         switch (p_ptr->action)
2065         {
2066                 case ACTION_SEARCH:
2067 #ifdef JP
2068 info[i++] = "¤¢¤Ê¤¿¤Ï¤Ò¤¸¤ç¤¦¤ËÃí°Õ¿¼¤¯¼þ°Ï¤ò¸«ÅϤ·¤Æ¤¤¤ë¡£";
2069 #else
2070                         info[i++] = "You are looking around very carefully.";
2071 #endif
2072                         break;
2073         }
2074         if (p_ptr->new_spells)
2075         {
2076 #ifdef JP
2077 info[i++] = "¤¢¤Ê¤¿¤Ï¼öʸ¤äµ§¤ê¤ò³Ø¤Ö¤³¤È¤¬¤Ç¤­¤ë¡£";
2078 #else
2079                 info[i++] = "You can learn some spells/prayers.";
2080 #endif
2081
2082         }
2083         if (p_ptr->word_recall)
2084         {
2085 #ifdef JP
2086 info[i++] = "¤¢¤Ê¤¿¤Ï¤¹¤°¤Ëµ¢´Ô¤¹¤ë¤À¤í¤¦¡£";
2087 #else
2088                 info[i++] = "You will soon be recalled.";
2089 #endif
2090
2091         }
2092         if (p_ptr->see_infra)
2093         {
2094 #ifdef JP
2095 info[i++] = "¤¢¤Ê¤¿¤ÎÆ·¤ÏÀÖ³°Àþ¤ËÉÒ´¶¤Ç¤¢¤ë¡£";
2096 #else
2097                 info[i++] = "Your eyes are sensitive to infrared light.";
2098 #endif
2099
2100         }
2101         if (p_ptr->see_inv)
2102         {
2103 #ifdef JP
2104 info[i++] = "¤¢¤Ê¤¿¤ÏÆ©ÌÀ¤Ê¥â¥ó¥¹¥¿¡¼¤ò¸«¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
2105 #else
2106                 info[i++] = "You can see invisible creatures.";
2107 #endif
2108
2109         }
2110         if (p_ptr->ffall)
2111         {
2112 #ifdef JP
2113 info[i++] = "¤¢¤Ê¤¿¤ÏÈô¤Ö¤³¤È¤¬¤Ç¤­¤ë¡£";
2114 #else
2115                 info[i++] = "You can fly.";
2116 #endif
2117
2118         }
2119         if (p_ptr->free_act)
2120         {
2121 #ifdef JP
2122 info[i++] = "¤¢¤Ê¤¿¤ÏËãáãÃΤ餺¤Î¸ú²Ì¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2123 #else
2124                 info[i++] = "You have free action.";
2125 #endif
2126
2127         }
2128         if (p_ptr->regenerate)
2129         {
2130 #ifdef JP
2131 info[i++] = "¤¢¤Ê¤¿¤ÏÁÇÁ᤯ÂÎÎϤò²óÉü¤¹¤ë¡£";
2132 #else
2133                 info[i++] = "You regenerate quickly.";
2134 #endif
2135
2136         }
2137         if (p_ptr->slow_digest)
2138         {
2139 #ifdef JP
2140 info[i++] = "¤¢¤Ê¤¿¤Ï¿©Íߤ¬¾¯¤Ê¤¤¡£";
2141 #else
2142                 info[i++] = "Your appetite is small.";
2143 #endif
2144
2145         }
2146         if (p_ptr->telepathy)
2147         {
2148 #ifdef JP
2149 info[i++] = "¤¢¤Ê¤¿¤ÏĶǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2150 #else
2151                 info[i++] = "You have ESP.";
2152 #endif
2153
2154         }
2155         if (p_ptr->hold_life)
2156         {
2157 #ifdef JP
2158 info[i++] = "¤¢¤Ê¤¿¤Ï¼«¸Ê¤ÎÀ¸Ì¿ÎϤò¤·¤Ã¤«¤ê¤È°Ý»ý¤¹¤ë¡£";
2159 #else
2160                 info[i++] = "You have a firm hold on your life force.";
2161 #endif
2162
2163         }
2164         if (p_ptr->reflect)
2165         {
2166 #ifdef JP
2167 info[i++] = "¤¢¤Ê¤¿¤ÏÌð¤ä¥Ü¥ë¥È¤òÈ¿¼Í¤¹¤ë¡£";
2168 #else
2169                 info[i++] = "You reflect arrows and bolts.";
2170 #endif
2171
2172         }
2173         if (p_ptr->sh_fire)
2174         {
2175 #ifdef JP
2176 info[i++] = "¤¢¤Ê¤¿¤Ï±ê¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2177 #else
2178                 info[i++] = "You are surrounded with a fiery aura.";
2179 #endif
2180
2181         }
2182         if (p_ptr->sh_elec)
2183         {
2184 #ifdef JP
2185 info[i++] = "¤¢¤Ê¤¿¤ÏÅŵ¤¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2186 #else
2187                 info[i++] = "You are surrounded with electricity.";
2188 #endif
2189
2190         }
2191         if (p_ptr->sh_cold)
2192         {
2193 #ifdef JP
2194 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2195 #else
2196                 info[i++] = "You are surrounded with a coldly aura.";
2197 #endif
2198
2199         }
2200         if (p_ptr->anti_magic)
2201         {
2202 #ifdef JP
2203 info[i++] = "¤¢¤Ê¤¿¤ÏÈ¿ËâË¡¥·¡¼¥ë¥É¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2204 #else
2205                 info[i++] = "You are surrounded by an anti-magic shell.";
2206 #endif
2207
2208         }
2209         if (p_ptr->anti_tele)
2210         {
2211 #ifdef JP
2212 info[i++] = "¤¢¤Ê¤¿¤Ï¥Æ¥ì¥Ý¡¼¥È¤Ç¤­¤Ê¤¤¡£";
2213 #else
2214                 info[i++] = "You cannot teleport.";
2215 #endif
2216
2217         }
2218         if (p_ptr->lite)
2219         {
2220 #ifdef JP
2221 info[i++] = "¤¢¤Ê¤¿¤Î¿ÈÂΤϸ÷¤Ã¤Æ¤¤¤ë¡£";
2222 #else
2223                 info[i++] = "You are carrying a permanent light.";
2224 #endif
2225
2226         }
2227         if (p_ptr->warning)
2228         {
2229 #ifdef JP
2230 info[i++] = "¤¢¤Ê¤¿¤Ï¹ÔÆ°¤ÎÁ°¤Ë´í¸±¤ò»¡ÃΤ¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
2231 #else
2232                 info[i++] = "You will be warn before dangerous action.";
2233 #endif
2234
2235         }
2236         if (p_ptr->dec_mana)
2237         {
2238 #ifdef JP
2239 info[i++] = "¤¢¤Ê¤¿¤Ï¾¯¤Ê¤¤¾ÃÈñËâÎϤÇËâË¡¤ò¾§¤¨¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
2240 #else
2241                 info[i++] = "You can cast spell with fewer mana.";
2242 #endif
2243
2244         }
2245         if (p_ptr->easy_spell)
2246         {
2247 #ifdef JP
2248 info[i++] = "¤¢¤Ê¤¿¤ÏÄ㤤¼ºÇÔΨ¤ÇËâË¡¤ò¾§¤¨¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
2249 #else
2250                 info[i++] = "Fail rate of your magic is decreased.";
2251 #endif
2252
2253         }
2254         if (p_ptr->heavy_spell)
2255         {
2256 #ifdef JP
2257 info[i++] = "¤¢¤Ê¤¿¤Ï¹â¤¤¼ºÇÔΨ¤ÇËâË¡¤ò¾§¤¨¤Ê¤±¤ì¤Ð¤¤¤±¤Ê¤¤¡£";
2258 #else
2259                 info[i++] = "Fail rate of your magic is incresed.";
2260 #endif
2261
2262         }
2263         if (p_ptr->mighty_throw)
2264         {
2265 #ifdef JP
2266 info[i++] = "¤¢¤Ê¤¿¤Ï¶¯¤¯Êª¤òÅꤲ¤ë¡£";
2267 #else
2268                 info[i++] = "You can throw objects powerfully.";
2269 #endif
2270
2271         }
2272
2273         if (p_ptr->immune_acid)
2274         {
2275 #ifdef JP
2276 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2277 #else
2278                 info[i++] = "You are completely immune to acid.";
2279 #endif
2280
2281         }
2282         else if ((p_ptr->resist_acid) && (p_ptr->oppose_acid))
2283         {
2284 #ifdef JP
2285 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤Ø¤Î¶¯ÎϤÊÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2286 #else
2287                 info[i++] = "You resist acid exceptionally well.";
2288 #endif
2289
2290         }
2291         else if ((p_ptr->resist_acid) || (p_ptr->oppose_acid))
2292         {
2293 #ifdef JP
2294 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤Ø¤ÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2295 #else
2296                 info[i++] = "You are resistant to acid.";
2297 #endif
2298
2299         }
2300
2301         if (p_ptr->immune_elec)
2302         {
2303 #ifdef JP
2304 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2305 #else
2306                 info[i++] = "You are completely immune to lightning.";
2307 #endif
2308
2309         }
2310         else if ((p_ptr->resist_elec) && (p_ptr->oppose_elec))
2311         {
2312 #ifdef JP
2313 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ø¤Î¶¯ÎϤÊÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2314 #else
2315                 info[i++] = "You resist lightning exceptionally well.";
2316 #endif
2317
2318         }
2319         else if ((p_ptr->resist_elec) || (p_ptr->oppose_elec))
2320         {
2321 #ifdef JP
2322 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ø¤ÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2323 #else
2324                 info[i++] = "You are resistant to lightning.";
2325 #endif
2326
2327         }
2328
2329         if (prace_is_(RACE_ANDROID) && !p_ptr->immune_elec)
2330         {
2331 #ifdef JP
2332 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ë¼å¤¤¡£";
2333 #else
2334                 info[i++] = "You are susceptible to damage from lightning.";
2335 #endif
2336
2337         }
2338
2339         if (p_ptr->immune_fire)
2340         {
2341 #ifdef JP
2342 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2343 #else
2344                 info[i++] = "You are completely immune to fire.";
2345 #endif
2346
2347         }
2348         else if ((p_ptr->resist_fire) && (p_ptr->oppose_fire))
2349         {
2350 #ifdef JP
2351 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ø¤Î¶¯ÎϤÊÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2352 #else
2353                 info[i++] = "You resist fire exceptionally well.";
2354 #endif
2355
2356         }
2357         else if ((p_ptr->resist_fire) || (p_ptr->oppose_fire))
2358         {
2359 #ifdef JP
2360 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ø¤ÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2361 #else
2362                 info[i++] = "You are resistant to fire.";
2363 #endif
2364
2365         }
2366
2367         if (prace_is_(RACE_ENT) && !p_ptr->immune_fire)
2368         {
2369 #ifdef JP
2370 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ë¼å¤¤¡£";
2371 #else
2372                 info[i++] = "You are susceptible to damage from fire.";
2373 #endif
2374
2375         }
2376
2377         if (p_ptr->immune_cold)
2378         {
2379 #ifdef JP
2380 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2381 #else
2382                 info[i++] = "You are completely immune to cold.";
2383 #endif
2384
2385         }
2386         else if ((p_ptr->resist_cold) && (p_ptr->oppose_cold))
2387         {
2388 #ifdef JP
2389 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Ø¤Î¶¯ÎϤÊÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2390 #else
2391                 info[i++] = "You resist cold exceptionally well.";
2392 #endif
2393
2394         }
2395         else if ((p_ptr->resist_cold) || (p_ptr->oppose_cold))
2396         {
2397 #ifdef JP
2398 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Ø¤ÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2399 #else
2400                 info[i++] = "You are resistant to cold.";
2401 #endif
2402
2403         }
2404
2405         if ((p_ptr->resist_pois) && (p_ptr->oppose_pois))
2406         {
2407 #ifdef JP
2408 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤؤζ¯ÎϤÊÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2409 #else
2410                 info[i++] = "You resist poison exceptionally well.";
2411 #endif
2412
2413         }
2414         else if ((p_ptr->resist_pois) || (p_ptr->oppose_pois))
2415         {
2416 #ifdef JP
2417 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤؤÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2418 #else
2419                 info[i++] = "You are resistant to poison.";
2420 #endif
2421
2422         }
2423
2424         if (p_ptr->resist_lite)
2425         {
2426 #ifdef JP
2427 info[i++] = "¤¢¤Ê¤¿¤ÏÁ®¸÷¤Ø¤ÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2428 #else
2429                 info[i++] = "You are resistant to bright light.";
2430 #endif
2431
2432         }
2433
2434         if (prace_is_(RACE_VAMPIRE) || prace_is_(RACE_S_FAIRY) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
2435         {
2436 #ifdef JP
2437 info[i++] = "¤¢¤Ê¤¿¤ÏÁ®¸÷¤Ë¼å¤¤¡£";
2438 #else
2439                 info[i++] = "You are susceptible to damage from bright light.";
2440 #endif
2441
2442         }
2443
2444         if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form)
2445         {
2446 #ifdef JP
2447 info[i++] = "¤¢¤Ê¤¿¤Ï°Å¹õ¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2448 #else
2449                 info[i++] = "You are completely immune to darkness.";
2450 #endif
2451         }
2452
2453         else if (p_ptr->resist_dark)
2454         {
2455 #ifdef JP
2456 info[i++] = "¤¢¤Ê¤¿¤Ï°Å¹õ¤Ø¤ÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2457 #else
2458                 info[i++] = "You are resistant to darkness.";
2459 #endif
2460
2461         }
2462         if (p_ptr->resist_conf)
2463         {
2464 #ifdef JP
2465 info[i++] = "¤¢¤Ê¤¿¤Ïº®Íð¤Ø¤ÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2466 #else
2467                 info[i++] = "You are resistant to confusion.";
2468 #endif
2469
2470         }
2471         if (p_ptr->resist_sound)
2472         {
2473 #ifdef JP
2474 info[i++] = "¤¢¤Ê¤¿¤Ï²»ÇȤξ׷â¤Ø¤ÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2475 #else
2476                 info[i++] = "You are resistant to sonic attacks.";
2477 #endif
2478
2479         }
2480         if (p_ptr->resist_disen)
2481         {
2482 #ifdef JP
2483 info[i++] = "¤¢¤Ê¤¿¤ÏÎô²½¤Ø¤ÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2484 #else
2485                 info[i++] = "You are resistant to disenchantment.";
2486 #endif
2487
2488         }
2489         if (p_ptr->resist_chaos)
2490         {
2491 #ifdef JP
2492 info[i++] = "¤¢¤Ê¤¿¤Ï¥«¥ª¥¹¤ÎÎϤؤÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2493 #else
2494                 info[i++] = "You are resistant to chaos.";
2495 #endif
2496
2497         }
2498         if (p_ptr->resist_shard)
2499         {
2500 #ifdef JP
2501 info[i++] = "¤¢¤Ê¤¿¤ÏÇËÊҤι¶·â¤Ø¤ÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2502 #else
2503                 info[i++] = "You are resistant to blasts of shards.";
2504 #endif
2505
2506         }
2507         if (p_ptr->resist_nexus)
2508         {
2509 #ifdef JP
2510 info[i++] = "¤¢¤Ê¤¿¤Ï°ø²Ìº®Íð¤Î¹¶·â¤Ø¤ÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2511 #else
2512                 info[i++] = "You are resistant to nexus attacks.";
2513 #endif
2514
2515         }
2516
2517         if (prace_is_(RACE_SPECTRE))
2518         {
2519 #ifdef JP
2520 info[i++] = "¤¢¤Ê¤¿¤ÏÃϹö¤ÎÎϤòµÛ¼ý¤Ç¤­¤ë¡£";
2521 #else
2522                 info[i++] = "You can drain nether forces.";
2523 #endif
2524
2525         }
2526         else if (p_ptr->resist_neth)
2527         {
2528 #ifdef JP
2529 info[i++] = "¤¢¤Ê¤¿¤ÏÃϹö¤ÎÎϤؤÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2530 #else
2531                 info[i++] = "You are resistant to nether forces.";
2532 #endif
2533
2534         }
2535         if (p_ptr->resist_fear)
2536         {
2537 #ifdef JP
2538 info[i++] = "¤¢¤Ê¤¿¤ÏÁ´¤¯¶²Éݤò´¶¤¸¤Ê¤¤¡£";
2539 #else
2540                 info[i++] = "You are completely fearless.";
2541 #endif
2542
2543         }
2544         if (p_ptr->resist_blind)
2545         {
2546 #ifdef JP
2547 info[i++] = "¤¢¤Ê¤¿¤ÎÌܤÏÌÕÌܤؤÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2548 #else
2549                 info[i++] = "Your eyes are resistant to blindness.";
2550 #endif
2551
2552         }
2553         if (p_ptr->resist_time)
2554         {
2555 #ifdef JP
2556 info[i++] = "¤¢¤Ê¤¿¤Ï»þ´ÖµÕž¤Ø¤ÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2557 #else
2558                 info[i++] = "You are resistant to time.";
2559 #endif
2560
2561         }
2562
2563         if (p_ptr->sustain_str)
2564         {
2565 #ifdef JP
2566 info[i++] = "¤¢¤Ê¤¿¤ÎÏÓÎϤϰݻý¤µ¤ì¤Æ¤¤¤ë¡£";
2567 #else
2568                 info[i++] = "Your strength is sustained.";
2569 #endif
2570
2571         }
2572         if (p_ptr->sustain_int)
2573         {
2574 #ifdef JP
2575 info[i++] = "¤¢¤Ê¤¿¤ÎÃÎǽ¤Ï°Ý»ý¤µ¤ì¤Æ¤¤¤ë¡£";
2576 #else
2577                 info[i++] = "Your intelligence is sustained.";
2578 #endif
2579
2580         }
2581         if (p_ptr->sustain_wis)
2582         {
2583 #ifdef JP
2584 info[i++] = "¤¢¤Ê¤¿¤Î¸­¤µ¤Ï°Ý»ý¤µ¤ì¤Æ¤¤¤ë¡£";
2585 #else
2586                 info[i++] = "Your wisdom is sustained.";
2587 #endif
2588
2589         }
2590         if (p_ptr->sustain_con)
2591         {
2592 #ifdef JP
2593 info[i++] = "¤¢¤Ê¤¿¤ÎÂѵ×ÎϤϰݻý¤µ¤ì¤Æ¤¤¤ë¡£";
2594 #else
2595                 info[i++] = "Your constitution is sustained.";
2596 #endif
2597
2598         }
2599         if (p_ptr->sustain_dex)
2600         {
2601 #ifdef JP
2602 info[i++] = "¤¢¤Ê¤¿¤Î´ïÍѤµ¤Ï°Ý»ý¤µ¤ì¤Æ¤¤¤ë¡£";
2603 #else
2604                 info[i++] = "Your dexterity is sustained.";
2605 #endif
2606
2607         }
2608         if (p_ptr->sustain_chr)
2609         {
2610 #ifdef JP
2611 info[i++] = "¤¢¤Ê¤¿¤ÎÌ¥ÎϤϰݻý¤µ¤ì¤Æ¤¤¤ë¡£";
2612 #else
2613                 info[i++] = "Your charisma is sustained.";
2614 #endif
2615
2616         }
2617
2618         if (f1 & (TR1_STR))
2619         {
2620 #ifdef JP
2621 info[i++] = "¤¢¤Ê¤¿¤ÎÏÓÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2622 #else
2623                 info[i++] = "Your strength is affected by your equipment.";
2624 #endif
2625
2626         }
2627         if (f1 & (TR1_INT))
2628         {
2629 #ifdef JP
2630 info[i++] = "¤¢¤Ê¤¿¤ÎÃÎǽ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2631 #else
2632                 info[i++] = "Your intelligence is affected by your equipment.";
2633 #endif
2634
2635         }
2636         if (f1 & (TR1_WIS))
2637         {
2638 #ifdef JP
2639 info[i++] = "¤¢¤Ê¤¿¤Î¸­¤µ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2640 #else
2641                 info[i++] = "Your wisdom is affected by your equipment.";
2642 #endif
2643
2644         }
2645         if (f1 & (TR1_DEX))
2646         {
2647 #ifdef JP
2648 info[i++] = "¤¢¤Ê¤¿¤Î´ïÍѤµ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2649 #else
2650                 info[i++] = "Your dexterity is affected by your equipment.";
2651 #endif
2652
2653         }
2654         if (f1 & (TR1_CON))
2655         {
2656 #ifdef JP
2657 info[i++] = "¤¢¤Ê¤¿¤ÎÂѵ×ÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2658 #else
2659                 info[i++] = "Your constitution is affected by your equipment.";
2660 #endif
2661
2662         }
2663         if (f1 & (TR1_CHR))
2664         {
2665 #ifdef JP
2666 info[i++] = "¤¢¤Ê¤¿¤ÎÌ¥ÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2667 #else
2668                 info[i++] = "Your charisma is affected by your equipment.";
2669 #endif
2670
2671         }
2672
2673         if (f1 & (TR1_STEALTH))
2674         {
2675 #ifdef JP
2676 info[i++] = "¤¢¤Ê¤¿¤Î±£Ì©¹ÔưǽÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2677 #else
2678                 info[i++] = "Your stealth is affected by your equipment.";
2679 #endif
2680
2681         }
2682         if (f1 & (TR1_SEARCH))
2683         {
2684 #ifdef JP
2685 info[i++] = "¤¢¤Ê¤¿¤Îõº÷ǽÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2686 #else
2687                 info[i++] = "Your searching ability is affected by your equipment.";
2688 #endif
2689
2690         }
2691         if (f1 & (TR1_INFRA))
2692         {
2693 #ifdef JP
2694 info[i++] = "¤¢¤Ê¤¿¤ÎÀÖ³°Àþ»ëÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2695 #else
2696                 info[i++] = "Your infravision is affected by your equipment.";
2697 #endif
2698
2699         }
2700         if (f1 & (TR1_TUNNEL))
2701         {
2702 #ifdef JP
2703 info[i++] = "¤¢¤Ê¤¿¤ÎºÎ·¡Ç½ÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2704 #else
2705                 info[i++] = "Your digging ability is affected by your equipment.";
2706 #endif
2707
2708         }
2709         if (f1 & (TR1_SPEED))
2710         {
2711 #ifdef JP
2712 info[i++] = "¤¢¤Ê¤¿¤Î¥¹¥Ô¡¼¥É¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2713 #else
2714                 info[i++] = "Your speed is affected by your equipment.";
2715 #endif
2716
2717         }
2718         if (f1 & (TR1_BLOWS))
2719         {
2720 #ifdef JP
2721 info[i++] = "¤¢¤Ê¤¿¤Î¹¶·â®ÅÙ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2722 #else
2723                 info[i++] = "Your attack speed is affected by your equipment.";
2724 #endif
2725
2726         }
2727
2728
2729         /* Access the current weapon */
2730         o_ptr = &inventory[INVEN_RARM];
2731
2732         /* Analyze the weapon */
2733         if (o_ptr->k_idx)
2734         {
2735                 /* Indicate Blessing */
2736                 if (f3 & (TR3_BLESSED))
2737                 {
2738 #ifdef JP
2739 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¿À¤Î½ËÊ¡¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2740 #else
2741                         info[i++] = "Your weapon has been blessed by the gods.";
2742 #endif
2743
2744                 }
2745
2746                 if (f1 & (TR1_CHAOTIC))
2747                 {
2748 #ifdef JP
2749 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥í¥°¥ë¥¹¤Îħ¤Î°À­¤ò¤â¤Ä¡£";
2750 #else
2751                         info[i++] = "Your weapon is branded with the Sign of Logrus.";
2752 #endif
2753
2754                 }
2755
2756                 /* Hack */
2757                 if (f1 & (TR1_IMPACT))
2758                 {
2759 #ifdef JP
2760 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏÂÇ·â¤ÇÃϿ̤òȯÀ¸¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
2761 #else
2762                         info[i++] = "The impact of your weapon can cause earthquakes.";
2763 #endif
2764
2765                 }
2766
2767                 if (f1 & (TR1_VORPAL))
2768                 {
2769 #ifdef JP
2770 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏÈó¾ï¤Ë±Ô¤¤¡£";
2771 #else
2772                         info[i++] = "Your weapon is very sharp.";
2773 #endif
2774
2775                 }
2776
2777                 if (f1 & (TR1_VAMPIRIC))
2778                 {
2779 #ifdef JP
2780 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤«¤éÀ¸Ì¿ÎϤòµÛ¼ý¤¹¤ë¡£";
2781 #else
2782                         info[i++] = "Your weapon drains life from your foes.";
2783 #endif
2784
2785                 }
2786
2787                 /* Special "Attack Bonuses" */
2788                 if (f1 & (TR1_BRAND_ACID))
2789                 {
2790 #ifdef JP
2791 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òÍϤ«¤¹¡£";
2792 #else
2793                         info[i++] = "Your weapon melts your foes.";
2794 #endif
2795
2796                 }
2797                 if (f1 & (TR1_BRAND_ELEC))
2798                 {
2799 #ifdef JP
2800 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤ò´¶ÅŤµ¤»¤ë¡£";
2801 #else
2802                         info[i++] = "Your weapon shocks your foes.";
2803 #endif
2804
2805                 }
2806                 if (f1 & (TR1_BRAND_FIRE))
2807                 {
2808 #ifdef JP
2809 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òdz¤ä¤¹¡£";
2810 #else
2811                         info[i++] = "Your weapon burns your foes.";
2812 #endif
2813
2814                 }
2815                 if (f1 & (TR1_BRAND_COLD))
2816                 {
2817 #ifdef JP
2818 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òÅà¤é¤»¤ë¡£";
2819 #else
2820                         info[i++] = "Your weapon freezes your foes.";
2821 #endif
2822
2823                 }
2824                 if (f1 & (TR1_BRAND_POIS))
2825                 {
2826 #ifdef JP
2827 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òÆǤǿ¯¤¹¡£";
2828 #else
2829                         info[i++] = "Your weapon poisons your foes.";
2830 #endif
2831
2832                 }
2833
2834                 /* Special "slay" flags */
2835                 if (f1 & (TR1_SLAY_ANIMAL))
2836                 {
2837 #ifdef JP
2838 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ïưʪ¤ËÂФ·¤Æ¶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2839 #else
2840                         info[i++] = "Your weapon strikes at animals with extra force.";
2841 #endif
2842
2843                 }
2844                 if (f1 & (TR1_SLAY_EVIL))
2845                 {
2846 #ifdef JP
2847 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¼Ù°­¤Ê¤ë¸ºß¤ËÂФ·¤Æ¶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2848 #else
2849                         info[i++] = "Your weapon strikes at evil with extra force.";
2850 #endif
2851
2852                 }
2853                 if (f1 & (TR1_SLAY_UNDEAD))
2854                 {
2855 #ifdef JP
2856 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥¢¥ó¥Ç¥Ã¥É¤ËÂФ·¤Æ¿ÀÀ»¤Ê¤ëÎϤòȯ´ø¤¹¤ë¡£";
2857 #else
2858                         info[i++] = "Your weapon strikes at undead with holy wrath.";
2859 #endif
2860
2861                 }
2862                 if (f1 & (TR1_SLAY_DEMON))
2863                 {
2864 #ifdef JP
2865 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥Ç¡¼¥â¥ó¤ËÂФ·¤Æ¿ÀÀ»¤Ê¤ëÎϤòȯ´ø¤¹¤ë¡£";
2866 #else
2867                         info[i++] = "Your weapon strikes at demons with holy wrath.";
2868 #endif
2869
2870                 }
2871                 if (f1 & (TR1_SLAY_ORC))
2872                 {
2873 #ifdef JP
2874 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥ª¡¼¥¯¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2875 #else
2876                         info[i++] = "Your weapon is especially deadly against orcs.";
2877 #endif
2878
2879                 }
2880                 if (f1 & (TR1_SLAY_TROLL))
2881                 {
2882 #ifdef JP
2883 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥È¥í¥ë¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2884 #else
2885                         info[i++] = "Your weapon is especially deadly against trolls.";
2886 #endif
2887
2888                 }
2889                 if (f1 & (TR1_SLAY_GIANT))
2890                 {
2891 #ifdef JP
2892 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥¸¥ã¥¤¥¢¥ó¥È¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2893 #else
2894                         info[i++] = "Your weapon is especially deadly against giants.";
2895 #endif
2896
2897                 }
2898                 /* Special "kill" flags */
2899                 if (f1 & (TR1_KILL_DRAGON))
2900                 {
2901 #ifdef JP
2902 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥É¥é¥´¥ó¤ÎŷŨ¤Ç¤¢¤ë¡£";
2903 #else
2904                         info[i++] = "Your weapon is a great bane of dragons.";
2905 #endif
2906
2907                 }
2908                 else if (f1 & (TR1_SLAY_DRAGON))
2909                 {
2910 #ifdef JP
2911 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥É¥é¥´¥ó¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2912 #else
2913                         info[i++] = "Your weapon is especially deadly against dragons.";
2914 #endif
2915
2916                 }
2917
2918                 if (f1 & (TR1_FORCE_WEAPON))
2919                 {
2920 #ifdef JP
2921 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏMP¤ò»È¤Ã¤Æ¹¶·â¤¹¤ë¡£";
2922 #else
2923                         info[i++] = "Your weapon causes greate damages using your MP.";
2924 #endif
2925
2926                 }
2927                 if (f2 & (TR2_THROW))
2928                 {
2929 #ifdef JP
2930 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏÅꤲ¤ä¤¹¤¤¡£";
2931 #else
2932                         info[i++] = "Your weapon can be thrown well.";
2933 #endif
2934                 }
2935         }
2936
2937
2938         /* Save the screen */
2939         screen_save();
2940
2941         /* Erase the screen */
2942         for (k = 1; k < 24; k++) prt("", k, 13);
2943
2944         /* Label the information */
2945 #ifdef JP
2946 prt("        ¤¢¤Ê¤¿¤Î¾õÂÖ:", 1, 15);
2947 #else
2948         prt("     Your Attributes:", 1, 15);
2949 #endif
2950
2951
2952         /* We will print on top of the map (column 13) */
2953         for (k = 2, j = 0; j < i; j++)
2954         {
2955                 /* Show the info */
2956                 prt(info[j], k++, 15);
2957
2958                 /* Every 20 entries (lines 2 to 21), start over */
2959                 if ((k == 22) && (j+1 < i))
2960                 {
2961 #ifdef JP
2962 prt("-- Â³¤¯ --", k, 15);
2963 #else
2964                         prt("-- more --", k, 15);
2965 #endif
2966
2967                         inkey();
2968                         for (; k > 2; k--) prt("", k, 15);
2969                 }
2970         }
2971
2972         /* Pause */
2973 #ifdef JP
2974 prt("[²¿¤«¥­¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹]", k, 13);
2975 #else
2976         prt("[Press any key to continue]", k, 13);
2977 #endif
2978
2979         inkey();
2980
2981         /* Restore the screen */
2982         screen_load();
2983 }
2984
2985
2986 static int report_magics_aux(int dur)
2987 {
2988         if (dur <= 5)
2989         {
2990                 return 0;
2991         }
2992         else if (dur <= 10)
2993         {
2994                 return 1;
2995         }
2996         else if (dur <= 20)
2997         {
2998                 return 2;
2999         }
3000         else if (dur <= 50)
3001         {
3002                 return 3;
3003         }
3004         else if (dur <= 100)
3005         {
3006                 return 4;
3007         }
3008         else if (dur <= 200)
3009         {
3010                 return 5;
3011         }
3012         else
3013         {
3014                 return 6;
3015         }
3016 }
3017
3018 static cptr report_magic_durations[] =
3019 {
3020 #ifdef JP
3021 "¤´¤¯Ã»¤¤´Ö",
3022 "¾¯¤·¤Î´Ö",
3023 "¤·¤Ð¤é¤¯¤Î´Ö",
3024 "¿¾¯Ä¹¤¤´Ö",
3025 "Ť¤´Ö",
3026 "Èó¾ï¤ËŤ¤´Ö",
3027 "¿®¤¸Æñ¤¤¤Û¤ÉŤ¤´Ö",
3028 "¥â¥ó¥¹¥¿¡¼¤ò¹¶·â¤¹¤ë¤Þ¤Ç"
3029 #else
3030         "for a short time",
3031         "for a little while",
3032         "for a while",
3033         "for a long while",
3034         "for a long time",
3035         "for a very long time",
3036         "for an incredibly long time",
3037         "until you hit a monster"
3038 #endif
3039
3040 };
3041
3042
3043 /*
3044  * Report all currently active magical effects.
3045  */
3046 void report_magics(void)
3047 {
3048         int     i = 0, j, k;
3049         char    Dummy[80];
3050         cptr    info[128];
3051         int     info2[128];
3052
3053
3054         if (p_ptr->blind)
3055         {
3056                 info2[i]  = report_magics_aux(p_ptr->blind);
3057 #ifdef JP
3058 info[i++] = "¤¢¤Ê¤¿¤ÏÌܤ¬¸«¤¨¤Ê¤¤¡£";
3059 #else
3060                 info[i++] = "You cannot see";
3061 #endif
3062
3063         }
3064         if (p_ptr->confused)
3065         {
3066                 info2[i]  = report_magics_aux(p_ptr->confused);
3067 #ifdef JP
3068 info[i++] = "¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£";
3069 #else
3070                 info[i++] = "You are confused";
3071 #endif
3072
3073         }
3074         if (p_ptr->afraid)
3075         {
3076                 info2[i]  = report_magics_aux(p_ptr->afraid);
3077 #ifdef JP
3078 info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
3079 #else
3080                 info[i++] = "You are terrified";
3081 #endif
3082
3083         }
3084         if (p_ptr->poisoned)
3085         {
3086                 info2[i]  = report_magics_aux(p_ptr->poisoned);
3087 #ifdef JP
3088 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
3089 #else
3090                 info[i++] = "You are poisoned";
3091 #endif
3092
3093         }
3094         if (p_ptr->image)
3095         {
3096                 info2[i]  = report_magics_aux(p_ptr->image);
3097 #ifdef JP
3098 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸³Ð¤ò¸«¤Æ¤¤¤ë¡£";
3099 #else
3100                 info[i++] = "You are hallucinating";
3101 #endif
3102
3103         }
3104         if (p_ptr->blessed)
3105         {
3106                 info2[i]  = report_magics_aux(p_ptr->blessed);
3107 #ifdef JP
3108 info[i++] = "¤¢¤Ê¤¿¤Ï¸øÀµ¤µ¤ò´¶¤¸¤Æ¤¤¤ë¡£";
3109 #else
3110                 info[i++] = "You feel rightous";
3111 #endif
3112
3113         }
3114         if (p_ptr->hero)
3115         {
3116                 info2[i]  = report_magics_aux(p_ptr->hero);
3117 #ifdef JP
3118 info[i++] = "¤¢¤Ê¤¿¤Ï¥Ò¡¼¥í¡¼µ¤Ê¬¤À¡£";
3119 #else
3120                 info[i++] = "You feel heroic";
3121 #endif
3122
3123         }
3124         if (p_ptr->shero)
3125         {
3126                 info2[i]  = report_magics_aux(p_ptr->shero);
3127 #ifdef JP
3128 info[i++] = "¤¢¤Ê¤¿¤ÏÀïÆ®¶¸¤À¡£";
3129 #else
3130                 info[i++] = "You are in a battle rage";
3131 #endif
3132
3133         }
3134         if (p_ptr->protevil)
3135         {
3136                 info2[i]  = report_magics_aux(p_ptr->protevil);
3137 #ifdef JP
3138 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°­¤Ê¤ë¸ºß¤«¤é¼é¤é¤ì¤Æ¤¤¤ë¡£";
3139 #else
3140                 info[i++] = "You are protected from evil";
3141 #endif
3142
3143         }
3144         if (p_ptr->shield)
3145         {
3146                 info2[i]  = report_magics_aux(p_ptr->shield);
3147 #ifdef JP
3148 info[i++] = "¤¢¤Ê¤¿¤Ï¿ÀÈë¤Î¥·¡¼¥ë¥É¤Ç¼é¤é¤ì¤Æ¤¤¤ë¡£";
3149 #else
3150                 info[i++] = "You are protected by a mystic shield";
3151 #endif
3152
3153         }
3154         if (p_ptr->invuln)
3155         {
3156                 info2[i]  = report_magics_aux(p_ptr->invuln);
3157 #ifdef JP
3158 info[i++] = "̵Ũ¤Ç¤¤¤é¤ì¤ë¡£";
3159 #else
3160                 info[i++] = "You are invulnerable";
3161 #endif
3162
3163         }
3164         if (p_ptr->wraith_form)
3165         {
3166                 info2[i]  = report_magics_aux(p_ptr->wraith_form);
3167 #ifdef JP
3168 info[i++] = "Í©Âβ½¤Ç¤­¤ë¡£";
3169 #else
3170                 info[i++] = "You are incorporeal";
3171 #endif
3172
3173         }
3174         if (p_ptr->special_attack & ATTACK_CONFUSE)
3175         {
3176                 info2[i]  = 7;
3177 #ifdef JP
3178 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÀÖ¤¯µ±¤¤¤Æ¤¤¤ë¡£";
3179 #else
3180                 info[i++] = "Your hands are glowing dull red.";
3181 #endif
3182
3183         }
3184         if (p_ptr->word_recall)
3185         {
3186                 info2[i]  = report_magics_aux(p_ptr->word_recall);
3187 #ifdef JP
3188 info[i++] = "¤³¤Î¸åµ¢´Ô¤Î¾Û¤òȯư¤¹¤ë¡£";
3189 #else
3190                 info[i++] = "You waiting to be recalled";
3191 #endif
3192
3193         }
3194         if (p_ptr->oppose_acid)
3195         {
3196                 info2[i]  = report_magics_aux(p_ptr->oppose_acid);
3197 #ifdef JP
3198 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤Ø¤ÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3199 #else
3200                 info[i++] = "You are resistant to acid";
3201 #endif
3202
3203         }
3204         if (p_ptr->oppose_elec)
3205         {
3206                 info2[i]  = report_magics_aux(p_ptr->oppose_elec);
3207 #ifdef JP
3208 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ø¤ÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3209 #else
3210                 info[i++] = "You are resistant to lightning";
3211 #endif
3212
3213         }
3214         if (p_ptr->oppose_fire)
3215         {
3216                 info2[i]  = report_magics_aux(p_ptr->oppose_fire);
3217 #ifdef JP
3218 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ø¤ÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3219 #else
3220                 info[i++] = "You are resistant to fire";
3221 #endif
3222
3223         }
3224         if (p_ptr->oppose_cold)
3225         {
3226                 info2[i]  = report_magics_aux(p_ptr->oppose_cold);
3227 #ifdef JP
3228 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Ø¤ÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3229 #else
3230                 info[i++] = "You are resistant to cold";
3231 #endif
3232
3233         }
3234         if (p_ptr->oppose_pois)
3235         {
3236                 info2[i]  = report_magics_aux(p_ptr->oppose_pois);
3237 #ifdef JP
3238 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤؤÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3239 #else
3240                 info[i++] = "You are resistant to poison";
3241 #endif
3242
3243         }
3244
3245         /* Save the screen */
3246         screen_save();
3247
3248         /* Erase the screen */
3249         for (k = 1; k < 24; k++) prt("", k, 13);
3250
3251         /* Label the information */
3252 #ifdef JP
3253 prt("           ËâË¡        :", 1, 15);
3254 #else
3255         prt("     Your Current Magic:", 1, 15);
3256 #endif
3257
3258
3259         /* We will print on top of the map (column 13) */
3260         for (k = 2, j = 0; j < i; j++)
3261         {
3262                 /* Show the info */
3263 #ifdef JP
3264 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï%s%s", info[j],
3265 #else
3266                 sprintf(Dummy, "%s %s.", info[j],
3267 #endif
3268
3269                         report_magic_durations[info2[j]]);
3270                 prt(Dummy, k++, 15);
3271
3272                 /* Every 20 entries (lines 2 to 21), start over */
3273                 if ((k == 22) && (j + 1 < i))
3274                 {
3275 #ifdef JP
3276 prt("-- Â³¤¯ --", k, 15);
3277 #else
3278                         prt("-- more --", k, 15);
3279 #endif
3280
3281                         inkey();
3282                         for (; k > 2; k--) prt("", k, 15);
3283                 }
3284         }
3285
3286         /* Pause */
3287 #ifdef JP
3288 prt("[²¿¤«¥­¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹]", k, 13);
3289 #else
3290         prt("[Press any key to continue]", k, 13);
3291 #endif
3292
3293         inkey();
3294
3295         /* Restore the screen */
3296         screen_load();
3297 }
3298
3299
3300 /*
3301  * Detect all traps on current panel
3302  */
3303 bool detect_traps(int range)
3304 {
3305         int             x, y;
3306         bool            detect = FALSE;
3307         cave_type       *c_ptr;
3308
3309
3310         if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3311
3312         /* Scan the current panel */
3313         for (y = 1; y < cur_hgt - 1; y++)
3314         {
3315                 for (x = 1; x <= cur_wid - 1; x++)
3316                 {
3317                         if (distance(py, px, y, x) > range) continue;
3318
3319                         /* Access the grid */
3320                         c_ptr = &cave[y][x];
3321
3322                         /* Detect invisible traps */
3323                         if (c_ptr->info & CAVE_TRAP)
3324                         {
3325                                 /* Pick a trap */
3326                                 pick_trap(y, x);
3327                         }
3328
3329                         /* Detect traps */
3330                         if (is_trap(c_ptr->feat))
3331                         {
3332                                 /* Hack -- Memorize */
3333                                 c_ptr->info |= (CAVE_MARK);
3334
3335                                 /* Redraw */
3336                                 lite_spot(y, x);
3337
3338                                 /* Obvious */
3339                                 detect = TRUE;
3340                         }
3341                 }
3342         }
3343
3344         if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT)) detect = FALSE;
3345
3346         /* Describe */
3347         if (detect)
3348         {
3349 #ifdef JP
3350 msg_print("¥È¥é¥Ã¥×¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3351 #else
3352                 msg_print("You sense the presence of traps!");
3353 #endif
3354
3355         }
3356
3357         /* Result */
3358         return (detect);
3359 }
3360
3361
3362
3363 /*
3364  * Detect all doors on current panel
3365  */
3366 bool detect_doors(int range)
3367 {
3368         int y, x;
3369
3370         bool detect = FALSE;
3371
3372         cave_type *c_ptr;
3373
3374         if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3375
3376         /* Scan the panel */
3377         for (y = 1; y < cur_hgt - 1; y++)
3378         {
3379                 for (x = 1; x < cur_wid - 1; x++)
3380                 {
3381                         if (distance(py, px, y, x) > range) continue;
3382
3383                         c_ptr = &cave[y][x];
3384
3385                         /* Detect secret doors */
3386                         if (c_ptr->feat == FEAT_SECRET)
3387                         {
3388                                 /* Pick a door */
3389                                 place_closed_door(y, x);
3390                         }
3391
3392                         /* Detect doors */
3393                         if (((c_ptr->feat >= FEAT_DOOR_HEAD) &&
3394                              (c_ptr->feat <= FEAT_DOOR_TAIL)) ||
3395                             ((c_ptr->feat == FEAT_OPEN) ||
3396                              (c_ptr->feat == FEAT_BROKEN)))
3397                         {
3398                                 /* Hack -- Memorize */
3399                                 c_ptr->info |= (CAVE_MARK);
3400
3401                                 /* Redraw */
3402                                 lite_spot(y, x);
3403
3404                                 /* Obvious */
3405                                 detect = TRUE;
3406                         }
3407                 }
3408         }
3409
3410         if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT)) detect = FALSE;
3411
3412         /* Describe */
3413         if (detect)
3414         {
3415 #ifdef JP
3416 msg_print("¥É¥¢¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3417 #else
3418                 msg_print("You sense the presence of doors!");
3419 #endif
3420
3421         }
3422
3423         /* Result */
3424         return (detect);
3425 }
3426
3427
3428 /*
3429  * Detect all stairs on current panel
3430  */
3431 bool detect_stairs(int range)
3432 {
3433         int y, x;
3434
3435         bool detect = FALSE;
3436
3437         cave_type *c_ptr;
3438
3439         if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3440
3441         /* Scan the panel */
3442         for (y = 1; y < cur_hgt - 1; y++)
3443         {
3444                 for (x = 1; x < cur_wid - 1; x++)
3445                 {
3446                         if (distance(py, px, y, x) > range) continue;
3447
3448                         c_ptr = &cave[y][x];
3449
3450                         /* Detect stairs */
3451                         if ((c_ptr->feat == FEAT_LESS) ||
3452                             (c_ptr->feat == FEAT_LESS_LESS) ||
3453                             (c_ptr->feat == FEAT_MORE) ||
3454                             (c_ptr->feat == FEAT_MORE_MORE) ||
3455                             (c_ptr->feat == FEAT_ENTRANCE))
3456                         {
3457                                 /* Hack -- Memorize */
3458                                 c_ptr->info |= (CAVE_MARK);
3459
3460                                 /* Redraw */
3461                                 lite_spot(y, x);
3462
3463                                 /* Obvious */
3464                                 detect = TRUE;
3465                         }
3466                 }
3467         }
3468
3469         if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT)) detect = FALSE;
3470
3471         /* Describe */
3472         if (detect)
3473         {
3474 #ifdef JP
3475 msg_print("³¬Ãʤθºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3476 #else
3477                 msg_print("You sense the presence of stairs!");
3478 #endif
3479
3480         }
3481
3482         /* Result */
3483         return (detect);
3484 }
3485
3486
3487 /*
3488  * Detect any treasure on the current panel
3489  */
3490 bool detect_treasure(int range)
3491 {
3492         int y, x;
3493
3494         bool detect = FALSE;
3495
3496         cave_type *c_ptr;
3497
3498         if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3499
3500         /* Scan the current panel */
3501         for (y = 1; y < cur_hgt; y++)
3502         {
3503                 for (x = 1; x < cur_wid; x++)
3504                 {
3505                         if (distance(py, px, y, x) > range) continue;
3506
3507                         c_ptr = &cave[y][x];
3508
3509                         /* Notice embedded gold */
3510                         if ((c_ptr->feat == FEAT_MAGMA_H) ||
3511                             (c_ptr->feat == FEAT_QUARTZ_H))
3512                         {
3513                                 /* Expose the gold */
3514                                 c_ptr->feat += 0x02;
3515                         }
3516
3517                         /* Magma/Quartz + Known Gold */
3518                         if ((c_ptr->feat == FEAT_MAGMA_K) ||
3519                             (c_ptr->feat == FEAT_QUARTZ_K))
3520                         {
3521                                 /* Hack -- Memorize */
3522                                 c_ptr->info |= (CAVE_MARK);
3523
3524                                 /* Redraw */
3525                                 lite_spot(y, x);
3526
3527                                 /* Detect */
3528                                 detect = TRUE;
3529                         }
3530                 }
3531         }
3532
3533         if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+6)) detect = FALSE;
3534
3535         /* Describe */
3536         if (detect)
3537         {
3538 #ifdef JP
3539 msg_print("Ë䢤µ¤ì¤¿ºâÊõ¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3540 #else
3541                 msg_print("You sense the presence of buried treasure!");
3542 #endif
3543
3544         }
3545
3546
3547         /* Result */
3548         return (detect);
3549 }
3550
3551
3552
3553 /*
3554  * Detect all "gold" objects on the current panel
3555  */
3556 bool detect_objects_gold(int range)
3557 {
3558         int i, y, x;
3559         int range2 = range;
3560
3561         bool detect = FALSE;
3562
3563         if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
3564
3565         /* Scan objects */
3566         for (i = 1; i < o_max; i++)
3567         {
3568                 object_type *o_ptr = &o_list[i];
3569
3570                 /* Skip dead objects */
3571                 if (!o_ptr->k_idx) continue;
3572
3573                 /* Skip held objects */
3574                 if (o_ptr->held_m_idx) continue;
3575
3576                 /* Location */
3577                 y = o_ptr->iy;
3578                 x = o_ptr->ix;
3579
3580                 /* Only detect nearby objects */
3581                 if (distance(py, px, y, x) > range2) continue;
3582
3583                 /* Detect "gold" objects */
3584                 if (o_ptr->tval == TV_GOLD)
3585                 {
3586                         /* Hack -- memorize it */
3587                         o_ptr->marked = TRUE;
3588
3589                         /* Redraw */
3590                         lite_spot(y, x);
3591
3592                         /* Detect */
3593                         detect = TRUE;
3594                 }
3595         }
3596
3597         if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+6)) detect = FALSE;
3598
3599         /* Describe */
3600         if (detect)
3601         {
3602 #ifdef JP
3603 msg_print("ºâÊõ¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3604 #else
3605                 msg_print("You sense the presence of treasure!");
3606 #endif
3607
3608         }
3609
3610         if (detect_monsters_string(range, "$"))
3611         {
3612                 detect = TRUE;
3613         }
3614
3615         /* Result */
3616         return (detect);
3617 }
3618
3619
3620 /*
3621  * Detect all "normal" objects on the current panel
3622  */
3623 bool detect_objects_normal(int range)
3624 {
3625         int i, y, x;
3626         int range2 = range;
3627
3628         bool detect = FALSE;
3629
3630         if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
3631
3632         /* Scan objects */
3633         for (i = 1; i < o_max; i++)
3634         {
3635                 object_type *o_ptr = &o_list[i];
3636
3637                 /* Skip dead objects */
3638                 if (!o_ptr->k_idx) continue;
3639
3640                 /* Skip held objects */
3641                 if (o_ptr->held_m_idx) continue;
3642
3643                 /* Location */
3644                 y = o_ptr->iy;
3645                 x = o_ptr->ix;
3646
3647                 /* Only detect nearby objects */
3648                 if (distance(py, px, y, x) > range2) continue;
3649
3650                 /* Detect "real" objects */
3651                 if (o_ptr->tval != TV_GOLD)
3652                 {
3653                         /* Hack -- memorize it */
3654                         o_ptr->marked = TRUE;
3655
3656                         /* Redraw */
3657                         lite_spot(y, x);
3658
3659                         /* Detect */
3660                         detect = TRUE;
3661                 }
3662         }
3663
3664         if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+6)) detect = FALSE;
3665
3666         /* Describe */
3667         if (detect)
3668         {
3669 #ifdef JP
3670 msg_print("¥¢¥¤¥Æ¥à¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3671 #else
3672                 msg_print("You sense the presence of objects!");
3673 #endif
3674
3675         }
3676
3677         if (detect_monsters_string(range, "!=?|/`"))
3678         {
3679                 detect = TRUE;
3680         }
3681
3682         /* Result */
3683         return (detect);
3684 }
3685
3686
3687 /*
3688  * Detect all "magic" objects on the current panel.
3689  *
3690  * This will light up all spaces with "magic" items, including artifacts,
3691  * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings,
3692  * and "enchanted" items of the "good" variety.
3693  *
3694  * It can probably be argued that this function is now too powerful.
3695  */
3696 bool detect_objects_magic(int range)
3697 {
3698         int i, y, x, tv;
3699
3700         bool detect = FALSE;
3701
3702         if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3703
3704         /* Scan all objects */
3705         for (i = 1; i < o_max; i++)
3706         {
3707                 object_type *o_ptr = &o_list[i];
3708
3709                 /* Skip dead objects */
3710                 if (!o_ptr->k_idx) continue;
3711
3712                 /* Skip held objects */
3713                 if (o_ptr->held_m_idx) continue;
3714
3715                 /* Location */
3716                 y = o_ptr->iy;
3717                 x = o_ptr->ix;
3718
3719                 /* Only detect nearby objects */
3720                 if (distance(py, px, y, x) > range) continue;
3721
3722                 /* Examine the tval */
3723                 tv = o_ptr->tval;
3724
3725                 /* Artifacts, misc magic items, or enchanted wearables */
3726                 if (artifact_p(o_ptr) ||
3727                         ego_item_p(o_ptr) ||
3728                         o_ptr->art_name ||
3729                     (tv == TV_WHISTLE) ||
3730                     (tv == TV_AMULET) ||
3731                         (tv == TV_RING) ||
3732                     (tv == TV_STAFF) ||
3733                         (tv == TV_WAND) ||
3734                         (tv == TV_ROD) ||
3735                     (tv == TV_SCROLL) ||
3736                         (tv == TV_POTION) ||
3737                     (tv == TV_LIFE_BOOK) ||
3738                         (tv == TV_SORCERY_BOOK) ||
3739                     (tv == TV_NATURE_BOOK) ||
3740                         (tv == TV_CHAOS_BOOK) ||
3741                     (tv == TV_DEATH_BOOK) ||
3742                     (tv == TV_TRUMP_BOOK) ||
3743                         (tv == TV_ARCANE_BOOK) ||
3744                         (tv == TV_ENCHANT_BOOK) ||
3745                         (tv == TV_DAEMON_BOOK) ||
3746                         (tv == TV_MUSIC_BOOK) ||
3747                         (tv == TV_HISSATSU_BOOK) ||
3748                     ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
3749                 {
3750                         /* Memorize the item */
3751                         o_ptr->marked = TRUE;
3752
3753                         /* Redraw */
3754                         lite_spot(y, x);
3755
3756                         /* Detect */
3757                         detect = TRUE;
3758                 }
3759         }
3760
3761         /* Describe */
3762         if (detect)
3763         {
3764 #ifdef JP
3765 msg_print("ËâË¡¤Î¥¢¥¤¥Æ¥à¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3766 #else
3767                 msg_print("You sense the presence of magic objects!");
3768 #endif
3769
3770         }
3771
3772         /* Return result */
3773         return (detect);
3774 }
3775
3776
3777 /*
3778  * Detect all "normal" monsters on the current panel
3779  */
3780 bool detect_monsters_normal(int range)
3781 {
3782         int i, y, x;
3783
3784         bool flag = FALSE;
3785
3786         if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3787
3788         /* Scan monsters */
3789         for (i = 1; i < m_max; i++)
3790         {
3791                 monster_type *m_ptr = &m_list[i];
3792                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3793
3794                 /* Skip dead monsters */
3795                 if (!m_ptr->r_idx) continue;
3796
3797                 /* Location */
3798                 y = m_ptr->fy;
3799                 x = m_ptr->fx;
3800
3801                 /* Only detect nearby monsters */
3802                 if (distance(py, px, y, x) > range) continue;
3803
3804                 /* Detect all non-invisible monsters */
3805                 if ((!(r_ptr->flags2 & RF2_INVISIBLE)) ||
3806                     p_ptr->see_inv || p_ptr->tim_invis)
3807                 {
3808                         /* Repair visibility later */
3809                         repair_monsters = TRUE;
3810
3811                         /* Hack -- Detect monster */
3812                         m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
3813
3814                         /* Update the monster */
3815                         update_mon(i, FALSE);
3816
3817                         /* Detect */
3818                         flag = TRUE;
3819                 }
3820         }
3821
3822         if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+3)) flag = FALSE;
3823
3824         /* Describe */
3825         if (flag)
3826         {
3827                 /* Describe result */
3828 #ifdef JP
3829 msg_print("¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3830 #else
3831                 msg_print("You sense the presence of monsters!");
3832 #endif
3833
3834         }
3835
3836         /* Result */
3837         return (flag);
3838 }
3839
3840
3841 /*
3842  * Detect all "invisible" monsters around the player
3843  */
3844 bool detect_monsters_invis(int range)
3845 {
3846         int i, y, x;
3847         bool flag = FALSE;
3848
3849         if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3850
3851         /* Scan monsters */
3852         for (i = 1; i < m_max; i++)
3853         {
3854                 monster_type *m_ptr = &m_list[i];
3855                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3856
3857                 /* Skip dead monsters */
3858                 if (!m_ptr->r_idx) continue;
3859
3860                 /* Location */
3861                 y = m_ptr->fy;
3862                 x = m_ptr->fx;
3863
3864                 /* Only detect nearby monsters */
3865                 if (distance(py, px, y, x) > range) continue;
3866
3867                 /* Detect invisible monsters */
3868                 if (r_ptr->flags2 & RF2_INVISIBLE)
3869                 {
3870                         /* Update monster recall window */
3871                         if (p_ptr->monster_race_idx == m_ptr->r_idx)
3872                         {
3873                                 /* Window stuff */
3874                                 p_ptr->window |= (PW_MONSTER);
3875                         }
3876
3877                         /* Repair visibility later */
3878                         repair_monsters = TRUE;
3879
3880                         /* Hack -- Detect monster */
3881                         m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
3882
3883                         /* Update the monster */
3884                         update_mon(i, FALSE);
3885
3886                         /* Detect */
3887                         flag = TRUE;
3888                 }
3889         }
3890
3891         if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+3)) flag = FALSE;
3892
3893         /* Describe */
3894         if (flag)
3895         {
3896                 /* Describe result */
3897 #ifdef JP
3898 msg_print("Æ©ÌÀ¤ÊÀ¸Êª¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3899 #else
3900                 msg_print("You sense the presence of invisible creatures!");
3901 #endif
3902
3903         }
3904
3905         /* Result */
3906         return (flag);
3907 }
3908
3909
3910
3911 /*
3912  * Detect all "evil" monsters on current panel
3913  */
3914 bool detect_monsters_evil(int range)
3915 {
3916         int i, y, x;
3917         bool flag = FALSE;
3918
3919         if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3920
3921         /* Scan monsters */
3922         for (i = 1; i < m_max; i++)
3923         {
3924                 monster_type *m_ptr = &m_list[i];
3925                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3926
3927                 /* Skip dead monsters */
3928                 if (!m_ptr->r_idx) continue;
3929
3930                 /* Location */
3931                 y = m_ptr->fy;
3932                 x = m_ptr->fx;
3933
3934                 /* Only detect nearby monsters */
3935                 if (distance(py, px, y, x) > range) continue;
3936
3937                 /* Detect evil monsters */
3938                 if (r_ptr->flags3 & RF3_EVIL)
3939                 {
3940                         /* Take note that they are evil */
3941                         r_ptr->r_flags3 |= (RF3_EVIL);
3942
3943                         /* Update monster recall window */
3944                         if (p_ptr->monster_race_idx == m_ptr->r_idx)
3945                         {
3946                                 /* Window stuff */
3947                                 p_ptr->window |= (PW_MONSTER);
3948                         }
3949
3950                         /* Repair visibility later */
3951                         repair_monsters = TRUE;
3952
3953                         /* Hack -- Detect monster */
3954                         m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
3955
3956                         /* Update the monster */
3957                         update_mon(i, FALSE);
3958
3959                         /* Detect */
3960                         flag = TRUE;
3961                 }
3962         }
3963
3964         /* Describe */
3965         if (flag)
3966         {
3967                 /* Describe result */
3968 #ifdef JP
3969 msg_print("¼Ù°­¤Ê¤ëÀ¸Êª¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3970 #else
3971                 msg_print("You sense the presence of evil creatures!");
3972 #endif
3973
3974         }
3975
3976         /* Result */
3977         return (flag);
3978 }
3979
3980
3981
3982
3983 /*
3984  * Detect all "nonliving", "undead" or "demonic" monsters on current panel
3985  */
3986 bool detect_monsters_nonliving(int range)
3987 {
3988         int     i, y, x;
3989         bool    flag = FALSE;
3990
3991         if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3992
3993         /* Scan monsters */
3994         for (i = 1; i < m_max; i++)
3995         {
3996                 monster_type *m_ptr = &m_list[i];
3997                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3998
3999                 /* Skip dead monsters */
4000                 if (!m_ptr->r_idx) continue;
4001
4002                 /* Location */
4003                 y = m_ptr->fy;
4004                 x = m_ptr->fx;
4005
4006                 /* Only detect nearby monsters */
4007                 if (distance(py, px, y, x) > range) continue;
4008
4009                 /* Detect non-living monsters */
4010                 if (!monster_living(r_ptr))
4011                 {
4012                         /* Update monster recall window */
4013                         if (p_ptr->monster_race_idx == m_ptr->r_idx)
4014                         {
4015                                 /* Window stuff */
4016                                 p_ptr->window |= (PW_MONSTER);
4017                         }
4018
4019                         /* Repair visibility later */
4020                         repair_monsters = TRUE;
4021
4022                         /* Hack -- Detect monster */
4023                         m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
4024
4025                         /* Update the monster */
4026                         update_mon(i, FALSE);
4027
4028                         /* Detect */
4029                         flag = TRUE;
4030                 }
4031         }
4032
4033         /* Describe */
4034         if (flag)
4035         {
4036                 /* Describe result */
4037 #ifdef JP
4038 msg_print("¼«Á³¤Ç¤Ê¤¤¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò´¶¤¸¤¿¡ª");
4039 #else
4040                 msg_print("You sense the presence of unnatural beings!");
4041 #endif
4042
4043         }
4044
4045         /* Result */
4046         return (flag);
4047 }
4048
4049
4050 /*
4051  * Detect all monsters it has mind on current panel
4052  */
4053 bool detect_monsters_mind(int range)
4054 {
4055         int     i, y, x;
4056         bool    flag = FALSE;
4057
4058         if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4059
4060         /* Scan monsters */
4061         for (i = 1; i < m_max; i++)
4062         {
4063                 monster_type *m_ptr = &m_list[i];
4064                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4065
4066                 /* Skip dead monsters */
4067                 if (!m_ptr->r_idx) continue;
4068
4069                 /* Location */
4070                 y = m_ptr->fy;
4071                 x = m_ptr->fx;
4072
4073                 /* Only detect nearby monsters */
4074                 if (distance(py, px, y, x) > range) continue;
4075
4076                 /* Detect non-living monsters */
4077                 if (!(r_ptr->flags2 & RF2_EMPTY_MIND))
4078                 {
4079                         /* Update monster recall window */
4080                         if (p_ptr->monster_race_idx == m_ptr->r_idx)
4081                         {
4082                                 /* Window stuff */
4083                                 p_ptr->window |= (PW_MONSTER);
4084                         }
4085
4086                         /* Repair visibility later */
4087                         repair_monsters = TRUE;
4088
4089                         /* Hack -- Detect monster */
4090                         m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
4091
4092                         /* Update the monster */
4093                         update_mon(i, FALSE);
4094
4095                         /* Detect */
4096                         flag = TRUE;
4097                 }
4098         }
4099
4100         /* Describe */
4101         if (flag)
4102         {
4103                 /* Describe result */
4104 #ifdef JP
4105 msg_print("»¦µ¤¤ò´¶¤¸¤È¤Ã¤¿¡ª");
4106 #else
4107                 msg_print("You sense the presence of someone's mind!");
4108 #endif
4109
4110         }
4111
4112         /* Result */
4113         return (flag);
4114 }
4115
4116
4117 /*
4118  * Detect all (string) monsters on current panel
4119  */
4120 bool detect_monsters_string(int range, cptr Match)
4121 {
4122         int i, y, x;
4123         bool flag = FALSE;
4124
4125         if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4126
4127         /* Scan monsters */
4128         for (i = 1; i < m_max; i++)
4129         {
4130                 monster_type *m_ptr = &m_list[i];
4131                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4132
4133                 /* Skip dead monsters */
4134                 if (!m_ptr->r_idx) continue;
4135
4136                 /* Location */
4137                 y = m_ptr->fy;
4138                 x = m_ptr->fx;
4139
4140                 /* Only detect nearby monsters */
4141                 if (distance(py, px, y, x) > range) continue;
4142
4143                 /* Detect monsters with the same symbol */
4144                 if (strchr(Match, r_ptr->d_char))
4145                 {
4146                         /* Update monster recall window */
4147                         if (p_ptr->monster_race_idx == m_ptr->r_idx)
4148                         {
4149                                 /* Window stuff */
4150                                 p_ptr->window |= (PW_MONSTER);
4151                         }
4152
4153                         /* Repair visibility later */
4154                         repair_monsters = TRUE;
4155
4156                         /* Hack -- Detect monster */
4157                         m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
4158
4159                         /* Update the monster */
4160                         update_mon(i, FALSE);
4161
4162                         /* Detect */
4163                         flag = TRUE;
4164                 }
4165         }
4166
4167         if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+3)) flag = FALSE;
4168
4169         /* Describe */
4170         if (flag)
4171         {
4172                 /* Describe result */
4173 #ifdef JP
4174 msg_print("¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
4175 #else
4176                 msg_print("You sense the presence of monsters!");
4177 #endif
4178
4179         }
4180
4181         /* Result */
4182         return (flag);
4183 }
4184
4185
4186 /*
4187  * A "generic" detect monsters routine, tagged to flags3
4188  */
4189 bool detect_monsters_xxx(int range, u32b match_flag)
4190 {
4191         int  i, y, x;
4192         bool flag = FALSE;
4193 #ifdef JP
4194 cptr desc_monsters = "ÊѤʥâ¥ó¥¹¥¿¡¼";
4195 #else
4196         cptr desc_monsters = "weird monsters";
4197 #endif
4198
4199         if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4200
4201         /* Scan monsters */
4202         for (i = 1; i < m_max; i++)
4203         {
4204                 monster_type *m_ptr = &m_list[i];
4205                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4206
4207                 /* Skip dead monsters */
4208                 if (!m_ptr->r_idx) continue;
4209
4210                 /* Location */
4211                 y = m_ptr->fy;
4212                 x = m_ptr->fx;
4213
4214                 /* Only detect nearby monsters */
4215                 if (distance(py, px, y, x) > range) continue;
4216
4217                 /* Detect evil monsters */
4218                 if (r_ptr->flags3 & (match_flag))
4219                 {
4220                         /* Take note that they are something */
4221                         r_ptr->r_flags3 |= (match_flag);
4222
4223                         /* Update monster recall window */
4224                         if (p_ptr->monster_race_idx == m_ptr->r_idx)
4225                         {
4226                                 /* Window stuff */
4227                                 p_ptr->window |= (PW_MONSTER);
4228                         }
4229
4230                         /* Repair visibility later */
4231                         repair_monsters = TRUE;
4232
4233                         /* Hack -- Detect monster */
4234                         m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
4235
4236                         /* Update the monster */
4237                         update_mon(i, FALSE);
4238
4239                         /* Detect */
4240                         flag = TRUE;
4241                 }
4242         }
4243
4244         /* Describe */
4245         if (flag)
4246         {
4247                 switch (match_flag)
4248                 {
4249                         case RF3_DEMON:
4250 #ifdef JP
4251 desc_monsters = "¥Ç¡¼¥â¥ó";
4252 #else
4253                                 desc_monsters = "demons";
4254 #endif
4255
4256                                 break;
4257                         case RF3_UNDEAD:
4258 #ifdef JP
4259 desc_monsters = "¥¢¥ó¥Ç¥Ã¥É";
4260 #else
4261                                 desc_monsters = "the undead";
4262 #endif
4263
4264                                 break;
4265                 }
4266
4267                 /* Describe result */
4268 #ifdef JP
4269 msg_format("%s¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª", desc_monsters);
4270 #else
4271                 msg_format("You sense the presence of %s!", desc_monsters);
4272 #endif
4273
4274                 msg_print(NULL);
4275         }
4276
4277         /* Result */
4278         return (flag);
4279 }
4280
4281
4282 /*
4283  * Detect everything
4284  */
4285 bool detect_all(int range)
4286 {
4287         bool detect = FALSE;
4288
4289         /* Detect everything */
4290         if (detect_traps(range)) detect = TRUE;
4291         if (detect_doors(range)) detect = TRUE;
4292         if (detect_stairs(range)) detect = TRUE;
4293         if (detect_treasure(range)) detect = TRUE;
4294         if (detect_objects_gold(range)) detect = TRUE;
4295         if (detect_objects_normal(range)) detect = TRUE;
4296         if (detect_monsters_invis(range)) detect = TRUE;
4297         if (detect_monsters_normal(range)) detect = TRUE;
4298
4299         /* Result */
4300         return (detect);
4301 }
4302
4303
4304 /*
4305  * Apply a "project()" directly to all viewable monsters
4306  *
4307  * Note that affected monsters are NOT auto-tracked by this usage.
4308  *
4309  * To avoid misbehavior when monster deaths have side-effects,
4310  * this is done in two passes. -- JDL
4311  */
4312 bool project_hack(int typ, int dam)
4313 {
4314         int     i, x, y;
4315         int     flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE | PROJECT_NO_REF;
4316         bool    obvious = FALSE;
4317
4318
4319         /* Mark all (nearby) monsters */
4320         for (i = 1; i < m_max; i++)
4321         {
4322                 monster_type *m_ptr = &m_list[i];
4323
4324                 /* Paranoia -- Skip dead monsters */
4325                 if (!m_ptr->r_idx) continue;
4326
4327                 /* Location */
4328                 y = m_ptr->fy;
4329                 x = m_ptr->fx;
4330
4331                 /* Require line of sight */
4332                 if (!player_has_los_bold(y, x)) continue;
4333
4334                 /* Mark the monster */
4335                 m_ptr->mflag |= (MFLAG_TEMP);
4336         }
4337
4338         /* Affect all marked monsters */
4339         for (i = 1; i < m_max; i++)
4340         {
4341                 monster_type *m_ptr = &m_list[i];
4342
4343                 /* Skip unmarked monsters */
4344                 if (!(m_ptr->mflag & (MFLAG_TEMP))) continue;
4345
4346                 /* Remove mark */
4347                 m_ptr->mflag &= ~(MFLAG_TEMP);
4348
4349                 /* Location */
4350                 y = m_ptr->fy;
4351                 x = m_ptr->fx;
4352
4353                 /* Jump directly to the target monster */
4354                 if (project(0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
4355         }
4356
4357         /* Result */
4358         return (obvious);
4359 }
4360
4361
4362 /*
4363  * Speed monsters
4364  */
4365 bool speed_monsters(void)
4366 {
4367         return (project_hack(GF_OLD_SPEED, p_ptr->lev));
4368 }
4369
4370 /*
4371  * Slow monsters
4372  */
4373 bool slow_monsters(void)
4374 {
4375         return (project_hack(GF_OLD_SLOW, p_ptr->lev));
4376 }
4377
4378 /*
4379  * Sleep monsters
4380  */
4381 bool sleep_monsters(void)
4382 {
4383         return (project_hack(GF_OLD_SLEEP, p_ptr->lev));
4384 }
4385
4386
4387 /*
4388  * Banish evil monsters
4389  */
4390 bool banish_evil(int dist)
4391 {
4392         return (project_hack(GF_AWAY_EVIL, dist));
4393 }
4394
4395
4396 /*
4397  * Turn undead
4398  */
4399 bool turn_undead(void)
4400 {
4401         bool tester = (project_hack(GF_TURN_UNDEAD, p_ptr->lev));
4402         if (tester)
4403                 chg_virtue(V_UNLIFE, -1);
4404         return tester;
4405 }
4406
4407
4408 /*
4409  * Dispel undead monsters
4410  */
4411 bool dispel_undead(int dam)
4412 {
4413         bool tester = (project_hack(GF_DISP_UNDEAD, dam));
4414         if (tester)
4415                 chg_virtue(V_UNLIFE, -2);
4416         return tester;
4417 }
4418
4419 /*
4420  * Dispel evil monsters
4421  */
4422 bool dispel_evil(int dam)
4423 {
4424         return (project_hack(GF_DISP_EVIL, dam));
4425 }
4426
4427 /*
4428  * Dispel good monsters
4429  */
4430 bool dispel_good(int dam)
4431 {
4432         return (project_hack(GF_DISP_GOOD, dam));
4433 }
4434
4435 /*
4436  * Dispel all monsters
4437  */
4438 bool dispel_monsters(int dam)
4439 {
4440         return (project_hack(GF_DISP_ALL, dam));
4441 }
4442
4443 /*
4444  * Dispel 'living' monsters
4445  */
4446 bool dispel_living(int dam)
4447 {
4448         return (project_hack(GF_DISP_LIVING, dam));
4449 }
4450
4451 /*
4452  * Dispel demons
4453  */
4454 bool dispel_demons(int dam)
4455 {
4456         return (project_hack(GF_DISP_DEMON, dam));
4457 }
4458
4459
4460 /*
4461  * Wake up all monsters, and speed up "los" monsters.
4462  */
4463 void aggravate_monsters(int who)
4464 {
4465         int     i;
4466         bool    sleep = FALSE;
4467         bool    speed = FALSE;
4468
4469
4470         /* Aggravate everyone nearby */
4471         for (i = 1; i < m_max; i++)
4472         {
4473                 monster_type    *m_ptr = &m_list[i];
4474 /*              monster_race    *r_ptr = &r_info[m_ptr->r_idx]; */
4475
4476                 /* Paranoia -- Skip dead monsters */
4477                 if (!m_ptr->r_idx) continue;
4478
4479                 /* Skip aggravating monster (or player) */
4480                 if (i == who) continue;
4481
4482                 /* Wake up nearby sleeping monsters */
4483                 if (m_ptr->cdis < MAX_SIGHT * 2)
4484                 {
4485                         /* Wake up */
4486                         if (m_ptr->csleep)
4487                         {
4488                                 /* Wake up */
4489                                 m_ptr->csleep = 0;
4490                                 sleep = TRUE;
4491                         }
4492                         if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG_NOPET;
4493                 }
4494
4495                 /* Speed up monsters in line of sight */
4496                 if (player_has_los_bold(m_ptr->fy, m_ptr->fx))
4497                 {
4498                         if (!is_pet(m_ptr))
4499                         {
4500                                 m_ptr->fast = MIN(200, m_ptr->fast + 100);
4501                                 speed = TRUE;
4502                         }
4503                 }
4504         }
4505
4506         /* Messages */
4507 #ifdef JP
4508 if (speed) msg_print("ÉÕ¶á¤Ç²¿¤«¤¬ÆÍÇ¡¶½Ê³¤·¤¿¤è¤¦¤Ê´¶¤¸¤ò¼õ¤±¤¿¡ª");
4509 else if (sleep) msg_print("²¿¤«¤¬ÆÍÇ¡¶½Ê³¤·¤¿¤è¤¦¤ÊÁû¡¹¤·¤¤²»¤¬±ó¤¯¤Ëʹ¤³¤¨¤¿¡ª");
4510 #else
4511         if (speed) msg_print("You feel a sudden stirring nearby!");
4512         else if (sleep) msg_print("You hear a sudden stirring in the distance!");
4513 #endif
4514         if (p_ptr->riding) p_ptr->update |= PU_BONUS;
4515 }
4516
4517
4518
4519 /*
4520  * Delete all non-unique/non-quest monsters of a given "type" from the level
4521  */
4522 bool symbol_genocide(int power, int player_cast)
4523 {
4524         int     i;
4525         char    typ;
4526         bool    result = FALSE;
4527         int     msec = delay_factor * delay_factor * delay_factor;
4528
4529         /* Prevent genocide in quest levels */
4530         if (p_ptr->inside_quest && !random_quest_number(dun_level))
4531         {
4532                 return (FALSE);
4533         }
4534
4535         /* Mega-Hack -- Get a monster symbol */
4536 #ifdef JP
4537 while(!get_com("¤É¤Î¼ïÎà(ʸ»ú)¤Î¥â¥ó¥¹¥¿¡¼¤òËõ»¦¤·¤Þ¤¹¤«: ", &typ, FALSE));
4538 #else
4539         while(!get_com("Choose a monster race (by symbol) to genocide: ", &typ, FALSE));
4540 #endif
4541
4542
4543         /* Delete the monsters of that "type" */
4544         for (i = 1; i < m_max; i++)
4545         {
4546                 monster_type    *m_ptr = &m_list[i];
4547                 monster_race    *r_ptr = &r_info[m_ptr->r_idx];
4548                 bool angry = FALSE;
4549                 char m_name[80];
4550
4551                 /* Paranoia -- Skip dead monsters */
4552                 if (!m_ptr->r_idx) continue;
4553
4554                 /* Skip "wrong" monsters */
4555                 if (r_ptr->d_char != typ) continue;
4556
4557                 if (is_pet(m_ptr) && !player_cast) continue;
4558
4559                 /* Hack -- Skip Unique Monsters */
4560                 if (r_ptr->flags1 & (RF1_UNIQUE)) angry = TRUE;
4561
4562                 /* Hack -- Skip Quest Monsters */
4563                 else if (r_ptr->flags1 & RF1_QUESTOR) angry = TRUE;
4564
4565                 else if (r_ptr->flags7 & RF7_UNIQUE2) angry = TRUE;
4566
4567                 else if (i == p_ptr->riding) angry = TRUE;
4568
4569                 else if (player_cast && (r_ptr->level > randint0(power))) angry = TRUE;
4570
4571                 else if (player_cast && (m_ptr->mflag2 & MFLAG_NOGENO)) angry = TRUE;
4572
4573                 /* Delete the monster */
4574                 else delete_monster_idx(i);
4575
4576                 if (angry && player_cast)
4577                 {
4578                         monster_desc(m_name, m_ptr, 0);
4579                         if (m_ptr->ml && !p_ptr->blind)
4580                         {
4581 #ifdef JP
4582 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
4583 #else
4584                                 msg_format("%^s is unaffected.", m_name);
4585 #endif
4586                         }
4587                         if (m_ptr->csleep)
4588                         {
4589                                 m_ptr->csleep = 0;
4590                                 if (m_ptr->ml && !p_ptr->blind)
4591                                 {
4592 #ifdef JP
4593 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
4594 #else
4595                                         msg_format("%^s wakes up.", m_name);
4596 #endif
4597                                 }
4598                         }
4599                         if (is_friendly(m_ptr) && !is_pet(m_ptr))
4600                         {
4601                                 if (m_ptr->ml && !p_ptr->blind)
4602                                 {
4603 #ifdef JP
4604                                         msg_format("%s¤ÏÅܤä¿¡ª", m_name);
4605 #else
4606                                         msg_format("%^s gets angry!", m_name);
4607 #endif
4608                                 }
4609                                 set_hostile(m_ptr);
4610                         }
4611                         if (one_in_(13)) m_ptr->mflag2 |= MFLAG_NOGENO;
4612                 }
4613
4614                 if (player_cast)
4615                 {
4616                         /* Take damage */
4617 #ifdef JP
4618 take_hit(DAMAGE_GENO, randint1(4), "Ëõ»¦¤Î¼öʸ¤ò¾§¤¨¤¿ÈèÏ«", -1);
4619 #else
4620                         take_hit(DAMAGE_GENO, randint1(4), "the strain of casting Genocide", -1);
4621 #endif
4622
4623                 }
4624
4625                 /* Visual feedback */
4626                 move_cursor_relative(py, px);
4627
4628                 /* Redraw */
4629                 p_ptr->redraw |= (PR_HP);
4630
4631                 /* Window stuff */
4632                 p_ptr->window |= (PW_PLAYER);
4633
4634                 /* Handle */
4635                 handle_stuff();
4636
4637                 /* Fresh */
4638                 Term_fresh();
4639
4640                 /* Delay */
4641                 Term_xtra(TERM_XTRA_DELAY, msec);
4642
4643                 /* Take note */
4644                 result = TRUE;
4645         }
4646         if (result)
4647         {
4648                 chg_virtue(V_VITALITY, -2);
4649                 chg_virtue(V_CHANCE, -1);
4650         }
4651
4652         return (result);
4653 }
4654
4655
4656 /*
4657  * Delete all nearby (non-unique) monsters
4658  */
4659 bool mass_genocide(int power, int player_cast)
4660 {
4661         int     i;
4662         bool    result = FALSE;
4663         int     msec = delay_factor * delay_factor * delay_factor;
4664
4665
4666         /* Prevent mass genocide in quest levels */
4667         if (p_ptr->inside_quest && !random_quest_number(dun_level))
4668         {
4669                 return (FALSE);
4670         }
4671
4672         /* Delete the (nearby) monsters */
4673         for (i = 1; i < m_max; i++)
4674         {
4675                 monster_type    *m_ptr = &m_list[i];
4676                 monster_race    *r_ptr = &r_info[m_ptr->r_idx];
4677                 bool angry = FALSE;
4678                 char m_name[80];
4679
4680                 /* Paranoia -- Skip dead monsters */
4681                 if (!m_ptr->r_idx) continue;
4682
4683                 /* Skip distant monsters */
4684                 if (m_ptr->cdis > MAX_SIGHT) continue;
4685
4686                 if (is_pet(m_ptr) && !player_cast) continue;
4687
4688                 /* Hack -- Skip unique monsters */
4689                 if (r_ptr->flags1 & (RF1_UNIQUE)) angry = TRUE;
4690
4691                 /* Hack -- Skip Quest Monsters */
4692                 else if (r_ptr->flags1 & RF1_QUESTOR) angry = TRUE;
4693
4694                 else if (r_ptr->flags7 & RF7_UNIQUE2) angry = TRUE;
4695
4696                 else if (i == p_ptr->riding) angry = TRUE;
4697
4698                 else if (player_cast && (r_ptr->level > randint0(power))) angry = TRUE;
4699
4700                 else if (player_cast && (m_ptr->mflag2 & MFLAG_NOGENO)) angry = TRUE;
4701
4702                 /* Delete the monster */
4703                 else delete_monster_idx(i);
4704
4705                 if (angry && player_cast)
4706                 {
4707                         monster_desc(m_name, m_ptr, 0);
4708                         if (m_ptr->ml && !p_ptr->blind)
4709                         {
4710 #ifdef JP
4711 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
4712 #else
4713                                 msg_format("%^s is unaffected.", m_name);
4714 #endif
4715                         }
4716                         if (m_ptr->csleep)
4717                         {
4718                                 m_ptr->csleep = 0;
4719                                 if (m_ptr->ml && !p_ptr->blind)
4720                                 {
4721 #ifdef JP
4722 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
4723 #else
4724                                         msg_format("%^s wakes up.", m_name);
4725 #endif
4726                                 }
4727                         }
4728                         if (is_friendly(m_ptr) && !is_pet(m_ptr))
4729                         {
4730                                 if (m_ptr->ml && !p_ptr->blind)
4731                                 {
4732 #ifdef JP
4733                                         msg_format("%s¤ÏÅܤä¿¡ª", m_name);
4734 #else
4735                                         msg_format("%^s gets angry!", m_name);
4736 #endif
4737                                 }
4738                                 set_hostile(m_ptr);
4739                         }
4740                         if (one_in_(13)) m_ptr->mflag2 |= MFLAG_NOGENO;
4741                 }
4742
4743                 if (player_cast)
4744                 {
4745                         /* Hack -- visual feedback */
4746 #ifdef JP
4747 take_hit(DAMAGE_GENO, randint1(3), "¼þÊÕËõ»¦¤Î¼öʸ¤ò¾§¤¨¤¿ÈèÏ«", -1);
4748 #else
4749                         take_hit(DAMAGE_GENO, randint1(3), "the strain of casting Mass Genocide", -1);
4750 #endif
4751
4752                 }
4753
4754                 move_cursor_relative(py, px);
4755
4756                 /* Redraw */
4757                 p_ptr->redraw |= (PR_HP);
4758
4759                 /* Window stuff */
4760                 p_ptr->window |= (PW_PLAYER);
4761
4762                 /* Handle */
4763                 handle_stuff();
4764
4765                 /* Fresh */
4766                 Term_fresh();
4767
4768                 /* Delay */
4769                 Term_xtra(TERM_XTRA_DELAY, msec);
4770
4771                 /* Note effect */
4772                 result = TRUE;
4773         }
4774
4775         if (result)
4776         {
4777                 chg_virtue(V_VITALITY, -2);
4778                 chg_virtue(V_CHANCE, -1);
4779         }
4780
4781         return (result);
4782 }
4783
4784
4785
4786 /*
4787  * Delete all nearby (non-unique) undead
4788  */
4789 bool mass_genocide_undead(int power, int player_cast)
4790 {
4791         int     i;
4792         bool    result = FALSE;
4793         int     msec = delay_factor * delay_factor * delay_factor;
4794
4795
4796         /* Prevent mass genocide in quest levels */
4797         if (p_ptr->inside_quest && !random_quest_number(dun_level))
4798         {
4799                 return (FALSE);
4800         }
4801
4802         /* Delete the (nearby) monsters */
4803         for (i = 1; i < m_max; i++)
4804         {
4805                 monster_type    *m_ptr = &m_list[i];
4806                 monster_race    *r_ptr = &r_info[m_ptr->r_idx];
4807                 bool angry = FALSE;
4808                 char m_name[80];
4809
4810                 /* Paranoia -- Skip dead monsters */
4811                 if (!m_ptr->r_idx) continue;
4812
4813                 if (!(r_ptr->flags3 & RF3_UNDEAD)) continue;
4814
4815                 /* Skip distant monsters */
4816                 if (m_ptr->cdis > MAX_SIGHT) continue;
4817
4818                 if (is_pet(m_ptr) && !player_cast) continue;
4819
4820                 /* Hack -- Skip unique monsters */
4821                 if (r_ptr->flags1 & (RF1_UNIQUE)) angry = TRUE;
4822
4823                 /* Hack -- Skip Quest Monsters */
4824                 else if (r_ptr->flags1 & RF1_QUESTOR) angry = TRUE;
4825
4826                 else if (r_ptr->flags7 & RF7_UNIQUE2) angry = TRUE;
4827
4828                 else if (i == p_ptr->riding) angry = TRUE;
4829
4830                 else if (player_cast && (r_ptr->level > randint0(power))) angry = TRUE;
4831
4832                 else if (player_cast && (m_ptr->mflag2 & MFLAG_NOGENO)) angry = TRUE;
4833
4834                 /* Delete the monster */
4835                 else delete_monster_idx(i);
4836
4837                 if (angry && player_cast)
4838                 {
4839                         monster_desc(m_name, m_ptr, 0);
4840                         if (m_ptr->ml && !p_ptr->blind)
4841                         {
4842 #ifdef JP
4843 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
4844 #else
4845                                 msg_format("%^s is unaffected.", m_name);
4846 #endif
4847                         }
4848                         if (m_ptr->csleep)
4849                         {
4850                                 m_ptr->csleep = 0;
4851                                 if (m_ptr->ml && !p_ptr->blind)
4852                                 {
4853 #ifdef JP
4854 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
4855 #else
4856                                         msg_format("%^s wakes up.", m_name);
4857 #endif
4858                                 }
4859                         }
4860                         if (is_friendly(m_ptr) && !is_pet(m_ptr))
4861                         {
4862                                 if (m_ptr->ml && !p_ptr->blind)
4863                                 {
4864 #ifdef JP
4865                                         msg_format("%s¤ÏÅܤä¿¡ª", m_name);
4866 #else
4867                                         msg_format("%^s gets angry!", m_name);
4868 #endif
4869                                 }
4870                                 set_hostile(m_ptr);
4871                         }
4872                         if (one_in_(13)) m_ptr->mflag2 |= MFLAG_NOGENO;
4873                 }
4874
4875                 if (player_cast)
4876                 {
4877                         /* Hack -- visual feedback */
4878 #ifdef JP
4879 take_hit(DAMAGE_GENO, randint1(3), "¥¢¥ó¥Ç¥Ã¥É¾ÃÌǤμöʸ¤ò¾§¤¨¤¿ÈèÏ«", -1);
4880 #else
4881                         take_hit(DAMAGE_GENO, randint1(3), "the strain of casting Mass Genocide", -1);
4882 #endif
4883
4884                 }
4885
4886                 move_cursor_relative(py, px);
4887
4888                 /* Redraw */
4889                 p_ptr->redraw |= (PR_HP);
4890
4891                 /* Window stuff */
4892                 p_ptr->window |= (PW_PLAYER);
4893
4894                 /* Handle */
4895                 handle_stuff();
4896
4897                 /* Fresh */
4898                 Term_fresh();
4899
4900                 /* Delay */
4901                 Term_xtra(TERM_XTRA_DELAY, msec);
4902
4903                 /* Note effect */
4904                 result = TRUE;
4905         }
4906
4907         if (result)
4908         {
4909                 chg_virtue(V_UNLIFE, -2);
4910                 chg_virtue(V_CHANCE, -1);
4911         }
4912
4913         return (result);
4914 }
4915
4916
4917
4918 /*
4919  * Probe nearby monsters
4920  */
4921 bool probing(void)
4922 {
4923         int     i, speed;
4924         int cu, cv;
4925         bool    probe = FALSE;
4926         char buf[256];
4927
4928         cu = Term->scr->cu;
4929         cv = Term->scr->cv;
4930         Term->scr->cu = 0;
4931         Term->scr->cv = 1;
4932
4933         /* Probe all (nearby) monsters */
4934         for (i = 1; i < m_max; i++)
4935         {
4936                 monster_type *m_ptr = &m_list[i];
4937                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4938
4939                 /* Paranoia -- Skip dead monsters */
4940                 if (!m_ptr->r_idx) continue;
4941
4942                 /* Require line of sight */
4943                 if (!player_has_los_bold(m_ptr->fy, m_ptr->fx)) continue;
4944
4945                 /* Probe visible monsters */
4946                 if (m_ptr->ml)
4947                 {
4948                         char m_name[80];
4949
4950                         /* Start the message */
4951 #ifdef JP
4952                         if (!probe) {msg_print("Ä´ººÃæ...");msg_print(NULL);}
4953 #else
4954                         if (!probe) {msg_print("Probing...");msg_print(NULL);}
4955 #endif
4956
4957                         if (m_ptr->mflag2 & MFLAG_KAGE)
4958                         {
4959                                 m_ptr->mflag2 &= ~(MFLAG_KAGE);
4960                                 lite_spot(m_ptr->fy, m_ptr->fx);
4961                         }
4962                         /* Get "the monster" or "something" */
4963                         monster_desc(m_name, m_ptr, 0x204);
4964
4965                         speed = m_ptr->mspeed - 110;
4966                         if(m_ptr->fast) speed += 10;
4967                         if(m_ptr->slow) speed -= 10;
4968                         /* Describe the monster */
4969 #ifdef JP
4970 sprintf(buf,"%s ... HP:%d/%d AC:%d Â®ÅÙ:%s%d ·Ð¸³:", m_name, m_ptr->hp, m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
4971 #else
4972 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);
4973 #endif
4974                         if (r_ptr->next_r_idx)
4975                         {
4976                                 strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
4977                         }
4978                         else
4979                         {
4980                                 strcat(buf, "xxx ");
4981                         }
4982
4983 #ifdef JP
4984                         if (m_ptr->csleep) strcat(buf,"¿ç̲ ");
4985                         if (m_ptr->stunned) strcat(buf,"ۯ۰ ");
4986                         if (m_ptr->monfear) strcat(buf,"¶²ÉÝ ");
4987                         if (m_ptr->confused) strcat(buf,"º®Íð ");
4988                         if (m_ptr->invulner) strcat(buf,"̵Ũ ");
4989 #else
4990                         if (m_ptr->csleep) strcat(buf,"sleeping ");
4991                         if (m_ptr->stunned) strcat(buf,"stunned ");
4992                         if (m_ptr->monfear) strcat(buf,"scared ");
4993                         if (m_ptr->confused) strcat(buf,"confused ");
4994                         if (m_ptr->invulner) strcat(buf,"invulnerable ");
4995 #endif
4996                         buf[strlen(buf)-1] = '\0';
4997                         prt(buf,0,0);
4998
4999                         /* HACK : Add the line to message buffer */
5000                         message_add(buf);
5001                         p_ptr->window |= (PW_MESSAGE);
5002                         window_stuff();
5003
5004                         /* Learn all of the non-spell, non-treasure flags */
5005                         lore_do_probe(i);
5006
5007                         if (m_ptr->ml) move_cursor_relative(m_ptr->fy, m_ptr->fx);
5008                         inkey();
5009
5010                         Term_erase(0, 0, 255);
5011
5012                         /* Probe worked */
5013                         probe = TRUE;
5014                 }
5015         }
5016
5017         Term->scr->cu = cu;
5018         Term->scr->cv = cv;
5019         Term_fresh();
5020
5021         /* Done */
5022         if (probe)
5023         {
5024                 chg_virtue(V_KNOWLEDGE, 1);
5025
5026 #ifdef JP
5027 msg_print("¤³¤ì¤ÇÁ´Éô¤Ç¤¹¡£");
5028 #else
5029                 msg_print("That's all.");
5030 #endif
5031
5032         }
5033
5034         /* Result */
5035         return (probe);
5036 }
5037
5038
5039
5040 /*
5041  * The spell of destruction
5042  *
5043  * This spell "deletes" monsters (instead of "killing" them).
5044  *
5045  * Later we may use one function for both "destruction" and
5046  * "earthquake" by using the "full" to select "destruction".
5047  */
5048 bool destroy_area(int y1, int x1, int r, int full)
5049 {
5050         int       y, x, k, t;
5051         cave_type *c_ptr;
5052         bool      flag = FALSE;
5053
5054
5055         /* Prevent destruction of quest levels and town */
5056         if ((p_ptr->inside_quest && (p_ptr->inside_quest < MIN_RANDOM_QUEST)) || !dun_level)
5057         {
5058                 return (FALSE);
5059         }
5060
5061         /* Big area of affect */
5062         for (y = (y1 - r); y <= (y1 + r); y++)
5063         {
5064                 for (x = (x1 - r); x <= (x1 + r); x++)
5065                 {
5066                         monster_type *m_ptr;
5067                         monster_race *r_ptr;
5068
5069                         /* Skip illegal grids */
5070                         if (!in_bounds(y, x)) continue;
5071
5072                         /* Extract the distance */
5073                         k = distance(y1, x1, y, x);
5074
5075                         /* Stay in the circle of death */
5076                         if (k > r) continue;
5077
5078                         /* Access the grid */
5079                         c_ptr = &cave[y][x];
5080                         m_ptr = &m_list[c_ptr->m_idx];
5081                         r_ptr = &r_info[m_ptr->r_idx];
5082
5083                         /* Lose room and vault */
5084                         c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_TRAP);
5085
5086                         /* Lose light and knowledge */
5087                         c_ptr->info &= ~(CAVE_MARK | CAVE_GLOW);
5088
5089                         /* Hack -- Notice player affect */
5090                         if ((x == px) && (y == py))
5091                         {
5092                                 /* Hurt the player later */
5093                                 flag = TRUE;
5094
5095                                 /* Do not hurt this grid */
5096                                 continue;
5097                         }
5098
5099                         /* Hack -- Skip the epicenter */
5100                         if ((y == y1) && (x == x1)) continue;
5101
5102 #if 0
5103                         if ((r_ptr->flags1 & RF1_QUESTOR) || (r_ptr->flags7 & RF7_GUARDIAN) || ((m_ptr->mflag2 & MFLAG_CHAMELEON) && (r_ptr->flags1 & RF1_UNIQUE)))
5104 #else
5105                         if ((r_ptr->flags1 & RF1_QUESTOR))
5106 #endif
5107                         {
5108                                 /* Heal the monster */
5109                                 m_list[c_ptr->m_idx].hp = m_list[c_ptr->m_idx].maxhp;
5110
5111                                 /* Try to teleport away quest monsters */
5112                                 if (!teleport_away(c_ptr->m_idx, (r * 2) + 1, TRUE)) continue;
5113                         }
5114                         else
5115                         {
5116                                 if (c_ptr->m_idx)
5117                                 {
5118                                         if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
5119                                         {
5120                                                 char m_name[80];
5121
5122                                                 monster_desc(m_name, &m_list[c_ptr->m_idx], 0x08);
5123                                                 do_cmd_write_nikki(NIKKI_NAMED_PET, 6, m_name);
5124                                         }
5125                                 }
5126                                 /* Delete the monster (if any) */
5127                                 delete_monster(y, x);
5128                         }
5129
5130                         if (preserve_mode)
5131                         {
5132                                 s16b this_o_idx, next_o_idx = 0;
5133
5134                                 /* Scan all objects in the grid */
5135                                 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5136                                 {
5137                                         object_type *o_ptr;
5138
5139                                         /* Acquire object */
5140                                         o_ptr = &o_list[this_o_idx];
5141
5142                                         /* Acquire next object */
5143                                         next_o_idx = o_ptr->next_o_idx;
5144
5145                                         /* Hack -- Preserve unknown artifacts */
5146                                         if (artifact_p(o_ptr) && !object_known_p(o_ptr))
5147                                         {
5148                                                 /* Mega-Hack -- Preserve the artifact */
5149                                                 a_info[o_ptr->name1].cur_num = 0;
5150                                         }
5151                                 }
5152                         }
5153                         delete_object(y, x);
5154
5155                         /* Destroy "valid" grids */
5156                         if (!cave_perma_bold(y, x))
5157                         {
5158                                 /* Wall (or floor) type */
5159                                 t = randint0(200);
5160
5161                                 /* Granite */
5162                                 if (t < 20)
5163                                 {
5164                                         /* Create granite wall */
5165                                         c_ptr->feat = FEAT_WALL_EXTRA;
5166                                 }
5167
5168                                 /* Quartz */
5169                                 else if (t < 70)
5170                                 {
5171                                         /* Create quartz vein */
5172                                         c_ptr->feat = FEAT_QUARTZ;
5173                                 }
5174
5175                                 /* Magma */
5176                                 else if (t < 100)
5177                                 {
5178                                         /* Create magma vein */
5179                                         c_ptr->feat = FEAT_MAGMA;
5180                                 }
5181
5182                                 /* Floor */
5183                                 else
5184                                 {
5185                                         /* Create floor */
5186                                         c_ptr->feat = floor_type[randint0(100)];
5187                                         c_ptr->info &= ~(CAVE_MASK);
5188                                         c_ptr->info |= CAVE_FLOOR;
5189                                 }
5190                         }
5191                 }
5192         }
5193
5194
5195         /* Hack -- Affect player */
5196         if (flag)
5197         {
5198                 /* Message */
5199 #ifdef JP
5200 msg_print("dz¤¨¤ë¤è¤¦¤ÊÁ®¸÷¤¬È¯À¸¤·¤¿¡ª");
5201 #else
5202                 msg_print("There is a searing blast of light!");
5203 #endif
5204
5205
5206                 /* Blind the player */
5207                 if (!p_ptr->resist_blind && !p_ptr->resist_lite)
5208                 {
5209                         /* Become blind */
5210                         (void)set_blind(p_ptr->blind + 10 + randint1(10));
5211                 }
5212         }
5213
5214         forget_flow();
5215
5216         /* Mega-Hack -- Forget the view and lite */
5217         p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
5218
5219         /* Update stuff */
5220         p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
5221
5222         /* Update the monsters */
5223         p_ptr->update |= (PU_MONSTERS);
5224
5225         /* Redraw map */
5226         p_ptr->redraw |= (PR_MAP);
5227
5228         /* Window stuff */
5229         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5230
5231         /* Success */
5232         return (TRUE);
5233 }
5234
5235
5236 /*
5237  * Induce an "earthquake" of the given radius at the given location.
5238  *
5239  * This will turn some walls into floors and some floors into walls.
5240  *
5241  * The player will take damage and "jump" into a safe grid if possible,
5242  * otherwise, he will "tunnel" through the rubble instantaneously.
5243  *
5244  * Monsters will take damage, and "jump" into a safe grid if possible,
5245  * otherwise they will be "buried" in the rubble, disappearing from
5246  * the level in the same way that they do when genocided.
5247  *
5248  * Note that thus the player and monsters (except eaters of walls and
5249  * passers through walls) will never occupy the same grid as a wall.
5250  * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
5251  * for a single turn, unless that monster can pass_walls or kill_walls.
5252  * This has allowed massive simplification of the "monster" code.
5253  */
5254 bool earthquake(int cy, int cx, int r)
5255 {
5256         int             i, t, y, x, yy, xx, dy, dx, oy, ox;
5257         int             damage = 0;
5258         int             sn = 0, sy = 0, sx = 0;
5259         bool            hurt = FALSE;
5260         cave_type       *c_ptr;
5261         bool            map[32][32];
5262
5263
5264         /* Prevent destruction of quest levels and town */
5265         if ((p_ptr->inside_quest && (p_ptr->inside_quest < MIN_RANDOM_QUEST)) || !dun_level)
5266         {
5267                 return (FALSE);
5268         }
5269
5270         /* Paranoia -- Enforce maximum range */
5271         if (r > 12) r = 12;
5272
5273         /* Clear the "maximal blast" area */
5274         for (y = 0; y < 32; y++)
5275         {
5276                 for (x = 0; x < 32; x++)
5277                 {
5278                         map[y][x] = FALSE;
5279                 }
5280         }
5281
5282         /* Check around the epicenter */
5283         for (dy = -r; dy <= r; dy++)
5284         {
5285                 for (dx = -r; dx <= r; dx++)
5286                 {
5287                         /* Extract the location */
5288                         yy = cy + dy;
5289                         xx = cx + dx;
5290
5291                         /* Skip illegal grids */
5292                         if (!in_bounds(yy, xx)) continue;
5293
5294                         /* Skip distant grids */
5295                         if (distance(cy, cx, yy, xx) > r) continue;
5296
5297                         /* Access the grid */
5298                         c_ptr = &cave[yy][xx];
5299
5300                         /* Lose room and vault */
5301                         c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_TRAP);
5302
5303                         /* Lose light and knowledge */
5304                         c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK);
5305
5306                         /* Skip the epicenter */
5307                         if (!dx && !dy) continue;
5308
5309                         /* Skip most grids */
5310                         if (randint0(100) < 85) continue;
5311
5312                         /* Damage this grid */
5313                         map[16+yy-cy][16+xx-cx] = TRUE;
5314
5315                         /* Hack -- Take note of player damage */
5316                         if ((yy == py) && (xx == px)) hurt = TRUE;
5317                 }
5318         }
5319
5320         /* First, affect the player (if necessary) */
5321         if (hurt && !(p_ptr->prace == RACE_SPECTRE) && !(p_ptr->wraith_form) && !(p_ptr->kabenuke))
5322         {
5323                 /* Check around the player */
5324                 for (i = 0; i < 8; i++)
5325                 {
5326                         /* Access the location */
5327                         y = py + ddy_ddd[i];
5328                         x = px + ddx_ddd[i];
5329
5330                         /* Skip non-empty grids */
5331                         if (!cave_empty_bold(y, x)) continue;
5332
5333                         /* Important -- Skip "quake" grids */
5334                         if (map[16+y-cy][16+x-cx]) continue;
5335
5336                         if (cave[y][x].m_idx) continue;
5337
5338                         /* Count "safe" grids */
5339                         sn++;
5340
5341                         /* Randomize choice */
5342                         if (randint0(sn) > 0) continue;
5343
5344                         /* Save the safe location */
5345                         sy = y; sx = x;
5346                 }
5347
5348                 /* Random message */
5349                 switch (randint1(3))
5350                 {
5351                         case 1:
5352                         {
5353 #ifdef JP
5354 msg_print("¥À¥ó¥¸¥ç¥ó¤ÎÊɤ¬Êø¤ì¤¿¡ª");
5355 #else
5356                                 msg_print("The cave ceiling collapses!");
5357 #endif
5358
5359                                 break;
5360                         }
5361                         case 2:
5362                         {
5363 #ifdef JP
5364 msg_print("¥À¥ó¥¸¥ç¥ó¤Î¾²¤¬ÉÔ¼«Á³¤Ë¤Í¤¸¶Ê¤¬¤Ã¤¿¡ª");
5365 #else
5366                                 msg_print("The cave floor twists in an unnatural way!");
5367 #endif
5368
5369                                 break;
5370                         }
5371                         default:
5372                         {
5373 #ifdef JP
5374 msg_print("¥À¥ó¥¸¥ç¥ó¤¬Íɤ줿¡ªÊø¤ì¤¿´ä¤¬Æ¬¤Ë¹ß¤Ã¤Æ¤­¤¿¡ª");
5375 #else
5376                                 msg_print("The cave quakes!  You are pummeled with debris!");
5377 #endif
5378
5379                                 break;
5380                         }
5381                 }
5382
5383                 /* Hurt the player a lot */
5384                 if (!sn)
5385                 {
5386                         /* Message and damage */
5387 #ifdef JP
5388 msg_print("¤¢¤Ê¤¿¤Ï¤Ò¤É¤¤²ø²æ¤òÉé¤Ã¤¿¡ª");
5389 #else
5390                         msg_print("You are severely crushed!");
5391 #endif
5392
5393                         damage = 200;
5394                 }
5395
5396                 /* Destroy the grid, and push the player to safety */
5397                 else
5398                 {
5399                         /* Calculate results */
5400                         switch (randint1(3))
5401                         {
5402                                 case 1:
5403                                 {
5404 #ifdef JP
5405 msg_print("¹ß¤êÃí¤°´ä¤ò¤¦¤Þ¤¯Èò¤±¤¿¡ª");
5406 #else
5407                                         msg_print("You nimbly dodge the blast!");
5408 #endif
5409
5410                                         damage = 0;
5411                                         break;
5412                                 }
5413                                 case 2:
5414                                 {
5415 #ifdef JP
5416 msg_print("´äÀФ¬¤¢¤Ê¤¿¤Ëľ·â¤·¤¿!");
5417 #else
5418                                         msg_print("You are bashed by rubble!");
5419 #endif
5420
5421                                         damage = damroll(10, 4);
5422                                         (void)set_stun(p_ptr->stun + randint1(50));
5423                                         break;
5424                                 }
5425                                 case 3:
5426                                 {
5427 #ifdef JP
5428 msg_print("¤¢¤Ê¤¿¤Ï¾²¤ÈÊɤȤδ֤˶´¤Þ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
5429 #else
5430                                         msg_print("You are crushed between the floor and ceiling!");
5431 #endif
5432
5433                                         damage = damroll(10, 4);
5434                                         (void)set_stun(p_ptr->stun + randint1(50));
5435                                         break;
5436                                 }
5437                         }
5438
5439                         /* Save the old location */
5440                         oy = py;
5441                         ox = px;
5442
5443                         /* Move the player to the safe location */
5444                         py = sy;
5445                         px = sx;
5446
5447                         if (p_ptr->riding)
5448                         {
5449                                 int tmp;
5450                                 tmp = cave[py][px].m_idx;
5451                                 cave[py][px].m_idx = cave[oy][ox].m_idx;
5452                                 cave[oy][ox].m_idx = tmp;
5453                                 m_list[p_ptr->riding].fy = py;
5454                                 m_list[p_ptr->riding].fx = px;
5455                                 update_mon(cave[py][px].m_idx, TRUE);
5456                         }
5457
5458                         /* Redraw the old spot */
5459                         lite_spot(oy, ox);
5460
5461                         /* Redraw the new spot */
5462                         lite_spot(py, px);
5463
5464                         /* Check for new panel */
5465                         verify_panel();
5466                 }
5467
5468                 /* Important -- no wall on player */
5469                 map[16+py-cy][16+px-cx] = FALSE;
5470
5471                 /* Take some damage */
5472 #ifdef JP
5473 if (damage) take_hit(DAMAGE_ATTACK, damage, "ÃÏ¿Ì", -1);
5474 #else
5475                 if (damage) take_hit(DAMAGE_ATTACK, damage, "an earthquake", -1);
5476 #endif
5477
5478         }
5479
5480
5481         /* Examine the quaked region */
5482         for (dy = -r; dy <= r; dy++)
5483         {
5484                 for (dx = -r; dx <= r; dx++)
5485                 {
5486                         /* Extract the location */
5487                         yy = cy + dy;
5488                         xx = cx + dx;
5489
5490                         /* Skip unaffected grids */
5491                         if (!map[16+yy-cy][16+xx-cx]) continue;
5492
5493                         /* Access the grid */
5494                         c_ptr = &cave[yy][xx];
5495
5496                         if (c_ptr->m_idx == p_ptr->riding) continue;
5497
5498                         /* Process monsters */
5499                         if (c_ptr->m_idx)
5500                         {
5501                                 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5502                                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5503
5504                                 /* Quest monsters */
5505                                 if (r_ptr->flags1 & RF1_QUESTOR)
5506                                 {
5507                                         /* No wall on quest monsters */
5508                                         map[16+yy-cy][16+xx-cx] = FALSE;
5509
5510                                         continue;
5511                                 }
5512
5513                                 /* Most monsters cannot co-exist with rock */
5514                                 if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
5515                                     !(r_ptr->flags2 & (RF2_PASS_WALL)))
5516                                 {
5517                                         char m_name[80];
5518
5519                                         /* Assume not safe */
5520                                         sn = 0;
5521
5522                                         /* Monster can move to escape the wall */
5523                                         if (!(r_ptr->flags1 & (RF1_NEVER_MOVE)))
5524                                         {
5525                                                 /* Look for safety */
5526                                                 for (i = 0; i < 8; i++)
5527                                                 {
5528                                                         /* Access the grid */
5529                                                         y = yy + ddy_ddd[i];
5530                                                         x = xx + ddx_ddd[i];
5531
5532                                                         /* Skip non-empty grids */
5533                                                         if (!cave_empty_bold(y, x)) continue;
5534
5535                                                         /* Hack -- no safety on glyph of warding */
5536                                                         if (cave[y][x].feat == FEAT_GLYPH) continue;
5537                                                         if (cave[y][x].feat == FEAT_MINOR_GLYPH) continue;
5538
5539                                                         /* ... nor on the Pattern */
5540                                                         if ((cave[y][x].feat <= FEAT_PATTERN_XTRA2) &&
5541                                                             (cave[y][x].feat >= FEAT_PATTERN_START))
5542                                                                 continue;
5543
5544                                                         /* Important -- Skip "quake" grids */
5545                                                         if (map[16+y-cy][16+x-cx]) continue;
5546
5547                                                         if (cave[y][x].m_idx) continue;
5548                                                         if ((y == py) && (x == px)) continue;
5549
5550                                                         /* Count "safe" grids */
5551                                                         sn++;
5552
5553                                                         /* Randomize choice */
5554                                                         if (randint0(sn) > 0) continue;
5555
5556                                                         /* Save the safe grid */
5557                                                         sy = y; sx = x;
5558                                                 }
5559                                         }
5560
5561                                         /* Describe the monster */
5562                                         monster_desc(m_name, m_ptr, 0);
5563
5564                                         /* Scream in pain */
5565 #ifdef JP
5566 msg_format("%^s¤Ï¶ìÄˤǵ㤭¤ï¤á¤¤¤¿¡ª", m_name);
5567 #else
5568                                         msg_format("%^s wails out in pain!", m_name);
5569 #endif
5570
5571
5572                                         /* Take damage from the quake */
5573                                         damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
5574
5575                                         /* Monster is certainly awake */
5576                                         m_ptr->csleep = 0;
5577
5578                                         /* Apply damage directly */
5579                                         m_ptr->hp -= damage;
5580
5581                                         /* Delete (not kill) "dead" monsters */
5582                                         if (m_ptr->hp < 0)
5583                                         {
5584                                                 /* Message */
5585 #ifdef JP
5586 msg_format("%^s¤Ï´äÀФËËä¤â¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª", m_name);
5587 #else
5588                                                 msg_format("%^s is embedded in the rock!", m_name);
5589 #endif
5590
5591                                                 if (c_ptr->m_idx)
5592                                                 {
5593                                                         if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
5594                                                         {
5595                                                                 char m2_name[80];
5596
5597                                                                 monster_desc(m2_name, m_ptr, 0x08);
5598                                                                 do_cmd_write_nikki(NIKKI_NAMED_PET, 7, m2_name);
5599                                                         }
5600                                                 }
5601
5602                                                 /* Delete the monster */
5603                                                 delete_monster(yy, xx);
5604
5605                                                 /* No longer safe */
5606                                                 sn = 0;
5607                                         }
5608
5609                                         /* Hack -- Escape from the rock */
5610                                         if (sn)
5611                                         {
5612                                                 int m_idx = cave[yy][xx].m_idx;
5613
5614                                                 /* Update the new location */
5615                                                 cave[sy][sx].m_idx = m_idx;
5616
5617                                                 /* Update the old location */
5618                                                 cave[yy][xx].m_idx = 0;
5619
5620                                                 /* Move the monster */
5621                                                 m_ptr->fy = sy;
5622                                                 m_ptr->fx = sx;
5623
5624                                                 /* Update the monster (new location) */
5625                                                 update_mon(m_idx, TRUE);
5626
5627                                                 /* Redraw the old grid */
5628                                                 lite_spot(yy, xx);
5629
5630                                                 /* Redraw the new grid */
5631                                                 lite_spot(sy, sx);
5632                                         }
5633                                 }
5634                         }
5635                 }
5636         }
5637
5638
5639         /* Examine the quaked region */
5640         for (dy = -r; dy <= r; dy++)
5641         {
5642                 for (dx = -r; dx <= r; dx++)
5643                 {
5644                         /* Extract the location */
5645                         yy = cy + dy;
5646                         xx = cx + dx;
5647
5648                         /* Skip unaffected grids */
5649                         if (!map[16+yy-cy][16+xx-cx]) continue;
5650
5651                         /* Access the cave grid */
5652                         c_ptr = &cave[yy][xx];
5653
5654                         /* Paranoia -- never affect player */
5655 /*                      if ((yy == py) && (xx == px)) continue; */
5656
5657                         /* Destroy location (if valid) */
5658                         if (cave_valid_bold(yy, xx))
5659                         {
5660                                 bool floor = cave_floor_bold(yy, xx);
5661
5662                                 /* Delete objects */
5663                                 delete_object(yy, xx);
5664
5665                                 /* Wall (or floor) type */
5666                                 t = (floor ? randint0(100) : 200);
5667
5668                                 /* Granite */
5669                                 if (t < 20)
5670                                 {
5671                                         /* Create granite wall */
5672                                         c_ptr->feat = FEAT_WALL_EXTRA;
5673                                 }
5674
5675                                 /* Quartz */
5676                                 else if (t < 70)
5677                                 {
5678                                         /* Create quartz vein */
5679                                         c_ptr->feat = FEAT_QUARTZ;
5680                                 }
5681
5682                                 /* Magma */
5683                                 else if (t < 100)
5684                                 {
5685                                         /* Create magma vein */
5686                                         c_ptr->feat = FEAT_MAGMA;
5687                                 }
5688
5689                                 /* Floor */
5690                                 else
5691                                 {
5692                                         /* Create floor */
5693                                         c_ptr->feat = floor_type[randint0(100)];
5694                                         c_ptr->info &= ~(CAVE_MASK);
5695                                         c_ptr->info |= CAVE_FLOOR;
5696                                 }
5697                         }
5698                 }
5699         }
5700
5701
5702         /* Mega-Hack -- Forget the view and lite */
5703         p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
5704
5705         /* Update stuff */
5706         p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
5707
5708         /* Update the monsters */
5709         p_ptr->update |= (PU_DISTANCE);
5710
5711         /* Update the health bar */
5712         p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
5713
5714         /* Redraw map */
5715         p_ptr->redraw |= (PR_MAP);
5716
5717         /* Window stuff */
5718         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5719
5720         /* Success */
5721         return (TRUE);
5722 }
5723
5724
5725 void discharge_minion(void)
5726 {
5727         int i;
5728         bool okay = TRUE;
5729
5730         for (i = 1; i < m_max; i++)
5731         {
5732                 monster_type *m_ptr = &m_list[i];
5733                 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
5734                 if (m_ptr->nickname) okay = FALSE;
5735         }
5736         if (!okay || p_ptr->riding)
5737         {
5738 #ifdef JP
5739                 if (!get_check("ËÜÅö¤ËÁ´¥Ú¥Ã¥È¤òÇúÇˤ·¤Þ¤¹¤«¡©"))
5740 #else
5741                 if (!get_check("You will blast all pets. Are you sure? "))
5742 #endif
5743                         return;
5744         }
5745         for (i = 1; i < m_max; i++)
5746         {
5747                 int dam;
5748                 monster_type *m_ptr = &m_list[i];
5749                 monster_race *r_ptr;
5750
5751                 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
5752                 r_ptr = &r_info[m_ptr->r_idx];
5753
5754                 /* Uniques resist discharging */
5755                 if (r_ptr->flags1 & RF1_UNIQUE)
5756                 {
5757                         char m_name[80];
5758                         monster_desc(m_name, m_ptr, 0x00);
5759 #ifdef JP
5760                         msg_format("%s¤ÏÇúÇˤµ¤ì¤ë¤Î¤ò·ù¤¬¤ê¡¢¾¡¼ê¤Ë¼«Ê¬¤ÎÀ¤³¦¤Ø¤Èµ¢¤Ã¤¿¡£", m_name);
5761 #else
5762                         msg_format("%^s resists to be blasted, and run away.", m_name);
5763 #endif
5764                         delete_monster_idx(i);
5765                         continue;
5766                 }
5767                 dam = m_ptr->hp / 2;
5768                 if (dam > 100) dam = (dam-100)/2 + 100;
5769                 if (dam > 400) dam = (dam-400)/2 + 400;
5770                 if (dam > 800) dam = 800;
5771                 project(i, 2+(r_ptr->level/20), m_ptr->fy,
5772                         m_ptr->fx, dam, GF_PLASMA, 
5773                         PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_MONSTER, -1);
5774                 delete_monster_idx(i);
5775         }
5776 }
5777
5778
5779 /*
5780  * This routine clears the entire "temp" set.
5781  *
5782  * This routine will Perma-Lite all "temp" grids.
5783  *
5784  * This routine is used (only) by "lite_room()"
5785  *
5786  * Dark grids are illuminated.
5787  *
5788  * Also, process all affected monsters.
5789  *
5790  * SMART monsters always wake up when illuminated
5791  * NORMAL monsters wake up 1/4 the time when illuminated
5792  * STUPID monsters wake up 1/10 the time when illuminated
5793  */
5794 static void cave_temp_room_lite(void)
5795 {
5796         int i;
5797
5798         /* Clear them all */
5799         for (i = 0; i < temp_n; i++)
5800         {
5801                 int y = temp_y[i];
5802                 int x = temp_x[i];
5803
5804                 cave_type *c_ptr = &cave[y][x];
5805
5806                 /* No longer in the array */
5807                 c_ptr->info &= ~(CAVE_TEMP);
5808
5809                 /* Update only non-CAVE_GLOW grids */
5810                 /* if (c_ptr->info & (CAVE_GLOW)) continue; */
5811
5812                 /* Perma-Lite */
5813                 c_ptr->info |= (CAVE_GLOW);
5814
5815                 /* Process affected monsters */
5816                 if (c_ptr->m_idx)
5817                 {
5818                         int chance = 25;
5819
5820                         monster_type    *m_ptr = &m_list[c_ptr->m_idx];
5821
5822                         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
5823
5824                         /* Update the monster */
5825                         update_mon(c_ptr->m_idx, FALSE);
5826
5827                         /* Stupid monsters rarely wake up */
5828                         if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
5829
5830                         /* Smart monsters always wake up */
5831                         if (r_ptr->flags2 & (RF2_SMART)) chance = 100;
5832
5833                         /* Sometimes monsters wake up */
5834                         if (m_ptr->csleep && (randint0(100) < chance))
5835                         {
5836                                 /* Wake up! */
5837                                 m_ptr->csleep = 0;
5838
5839                                 /* Notice the "waking up" */
5840                                 if (m_ptr->ml)
5841                                 {
5842                                         char m_name[80];
5843
5844                                         /* Acquire the monster name */
5845                                         monster_desc(m_name, m_ptr, 0);
5846
5847                                         /* Dump a message */
5848 #ifdef JP
5849 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
5850 #else
5851                                         msg_format("%^s wakes up.", m_name);
5852 #endif
5853                                         /* Redraw the health bar */
5854                                         if (p_ptr->health_who == c_ptr->m_idx)
5855                                                 p_ptr->redraw |= (PR_HEALTH);
5856
5857                                 }
5858                         }
5859                 }
5860
5861                 /* Note */
5862                 note_spot(y, x);
5863
5864                 /* Redraw */
5865                 lite_spot(y, x);
5866         }
5867
5868         /* None left */
5869         temp_n = 0;
5870 }
5871
5872
5873
5874 /*
5875  * This routine clears the entire "temp" set.
5876  *
5877  * This routine will "darken" all "temp" grids.
5878  *
5879  * In addition, some of these grids will be "unmarked".
5880  *
5881  * This routine is used (only) by "unlite_room()"
5882  *
5883  * Also, process all affected monsters
5884  */
5885 static void cave_temp_room_unlite(void)
5886 {
5887         int i;
5888
5889         /* Clear them all */
5890         for (i = 0; i < temp_n; i++)
5891         {
5892                 int y = temp_y[i];
5893                 int x = temp_x[i];
5894
5895                 cave_type *c_ptr = &cave[y][x];
5896
5897                 /* No longer in the array */
5898                 c_ptr->info &= ~(CAVE_TEMP);
5899
5900                 /* Darken the grid */
5901                 c_ptr->info &= ~(CAVE_GLOW);
5902
5903                 /* Hack -- Forget "boring" grids */
5904                 if ((c_ptr->feat <= FEAT_INVIS) || (c_ptr->feat == FEAT_DIRT) || (c_ptr->feat == FEAT_GRASS))
5905                 {
5906                         /* Forget the grid */
5907                         c_ptr->info &= ~(CAVE_MARK);
5908
5909                         /* Notice */
5910                         note_spot(y, x);
5911                 }
5912
5913                 /* Process affected monsters */
5914                 if (c_ptr->m_idx)
5915                 {
5916                         /* Update the monster */
5917                         update_mon(c_ptr->m_idx, FALSE);
5918                 }
5919
5920                 /* Redraw */
5921                 lite_spot(y, x);
5922         }
5923
5924         /* None left */
5925         temp_n = 0;
5926 }
5927
5928
5929
5930 /*
5931  * Aux function -- see below
5932  */
5933 static void cave_temp_room_aux(int y, int x)
5934 {
5935         cave_type *c_ptr;
5936
5937         /* Verify */
5938 /*      if (!in_bounds(y, x)) return; */
5939
5940         /* Get the grid */
5941         c_ptr = &cave[y][x];
5942
5943         /* Avoid infinite recursion */
5944         if (c_ptr->info & (CAVE_TEMP)) return;
5945
5946         /* Do not "leave" the current room */
5947         if (!(c_ptr->info & (CAVE_ROOM))) return;
5948
5949         /* Paranoia -- verify space */
5950         if (temp_n == TEMP_MAX) return;
5951
5952         /* Mark the grid as "seen" */
5953         c_ptr->info |= (CAVE_TEMP);
5954
5955         /* Add it to the "seen" set */
5956         temp_y[temp_n] = y;
5957         temp_x[temp_n] = x;
5958         temp_n++;
5959 }
5960
5961
5962
5963
5964 /*
5965  * Illuminate any room containing the given location.
5966  */
5967 void lite_room(int y1, int x1)
5968 {
5969         int i, x, y;
5970
5971         /* Add the initial grid */
5972         cave_temp_room_aux(y1, x1);
5973
5974         /* While grids are in the queue, add their neighbors */
5975         for (i = 0; i < temp_n; i++)
5976         {
5977                 x = temp_x[i], y = temp_y[i];
5978
5979                 /* Walls get lit, but stop light */
5980                 if (!cave_floor_bold(y, x)) continue;
5981
5982                 /* Spread adjacent */
5983                 cave_temp_room_aux(y + 1, x);
5984                 cave_temp_room_aux(y - 1, x);
5985                 cave_temp_room_aux(y, x + 1);
5986                 cave_temp_room_aux(y, x - 1);
5987
5988                 /* Spread diagonal */
5989                 cave_temp_room_aux(y + 1, x + 1);
5990                 cave_temp_room_aux(y - 1, x - 1);
5991                 cave_temp_room_aux(y - 1, x + 1);
5992                 cave_temp_room_aux(y + 1, x - 1);
5993         }
5994
5995         /* Now, lite them all up at once */
5996         cave_temp_room_lite();
5997 }
5998
5999
6000 /*
6001  * Darken all rooms containing the given location
6002  */
6003 void unlite_room(int y1, int x1)
6004 {
6005         int i, x, y;
6006
6007         /* Add the initial grid */
6008         cave_temp_room_aux(y1, x1);
6009
6010         /* Spread, breadth first */
6011         for (i = 0; i < temp_n; i++)
6012         {
6013                 x = temp_x[i], y = temp_y[i];
6014
6015                 /* Walls get dark, but stop darkness */
6016                 if (!cave_floor_bold(y, x)) continue;
6017
6018                 /* Spread adjacent */
6019                 cave_temp_room_aux(y + 1, x);
6020                 cave_temp_room_aux(y - 1, x);
6021                 cave_temp_room_aux(y, x + 1);
6022                 cave_temp_room_aux(y, x - 1);
6023
6024                 /* Spread diagonal */
6025                 cave_temp_room_aux(y + 1, x + 1);
6026                 cave_temp_room_aux(y - 1, x - 1);
6027                 cave_temp_room_aux(y - 1, x + 1);
6028                 cave_temp_room_aux(y + 1, x - 1);
6029         }
6030
6031         /* Now, darken them all at once */
6032         cave_temp_room_unlite();
6033 }
6034
6035
6036
6037 /*
6038  * Hack -- call light around the player
6039  * Affect all monsters in the projection radius
6040  */
6041 bool lite_area(int dam, int rad)
6042 {
6043         int flg = PROJECT_GRID | PROJECT_KILL;
6044
6045         if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
6046         {
6047 #ifdef JP
6048                 msg_print("¥À¥ó¥¸¥ç¥ó¤¬¸÷¤òµÛ¼ý¤·¤¿¡£");
6049 #else
6050                 msg_print("The darkness of this dungeon absorb your light.");
6051 #endif
6052                 return FALSE;
6053         }
6054
6055         /* Hack -- Message */
6056         if (!p_ptr->blind)
6057         {
6058 #ifdef JP
6059 msg_print("Çò¤¤¸÷¤¬ÊÕ¤ê¤òʤ¤Ã¤¿¡£");
6060 #else
6061                 msg_print("You are surrounded by a white light.");
6062 #endif
6063
6064         }
6065
6066         /* Hook into the "project()" function */
6067         (void)project(0, rad, py, px, dam, GF_LITE_WEAK, flg, -1);
6068
6069         /* Lite up the room */
6070         lite_room(py, px);
6071
6072         if (p_ptr->special_defense & NINJA_S_STEALTH)
6073         {
6074                 set_superstealth(FALSE);
6075         }
6076
6077         /* Assume seen */
6078         return (TRUE);
6079 }
6080
6081
6082 /*
6083  * Hack -- call darkness around the player
6084  * Affect all monsters in the projection radius
6085  */
6086 bool unlite_area(int dam, int rad)
6087 {
6088         int flg = PROJECT_GRID | PROJECT_KILL;
6089
6090         /* Hack -- Message */
6091         if (!p_ptr->blind)
6092         {
6093 #ifdef JP
6094 msg_print("°Å°Ç¤¬ÊÕ¤ê¤òʤ¤Ã¤¿¡£");
6095 #else
6096                 msg_print("Darkness surrounds you.");
6097 #endif
6098
6099         }
6100
6101         /* Hook into the "project()" function */
6102         (void)project(0, rad, py, px, dam, GF_DARK_WEAK, flg, -1);
6103
6104         /* Lite up the room */
6105         unlite_room(py, px);
6106
6107         /* Assume seen */
6108         return (TRUE);
6109 }
6110
6111
6112
6113 /*
6114  * Cast a ball spell
6115  * Stop if we hit a monster, act as a "ball"
6116  * Allow "target" mode to pass over monsters
6117  * Affect grids, objects, and monsters
6118  */
6119 bool fire_ball(int typ, int dir, int dam, int rad)
6120 {
6121         int tx, ty;
6122
6123         int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_NO_REF;
6124
6125         if (typ == GF_CONTROL_LIVING) flg|= PROJECT_HIDE;
6126         /* Use the given direction */
6127         tx = px + 99 * ddx[dir];
6128         ty = py + 99 * ddy[dir];
6129
6130         /* Hack -- Use an actual "target" */
6131         if ((dir == 5) && target_okay())
6132         {
6133                 flg &= ~(PROJECT_STOP);
6134                 tx = target_col;
6135                 ty = target_row;
6136         }
6137
6138         /* Analyze the "dir" and the "target".  Hurt items on floor. */
6139         return (project(0, rad, ty, tx, dam, typ, flg, -1));
6140 }
6141
6142
6143 /*
6144  * Cast a ball spell
6145  * Stop if we hit a monster, act as a "ball"
6146  * Allow "target" mode to pass over monsters
6147  * Affect grids, objects, and monsters
6148  */
6149 bool fire_rocket(int typ, int dir, int dam, int rad)
6150 {
6151         int tx, ty;
6152
6153         int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_NO_REF;
6154
6155         /* Use the given direction */
6156         tx = px + 99 * ddx[dir];
6157         ty = py + 99 * ddy[dir];
6158
6159         /* Hack -- Use an actual "target" */
6160         if ((dir == 5) && target_okay())
6161         {
6162                 tx = target_col;
6163                 ty = target_row;
6164         }
6165
6166         /* Analyze the "dir" and the "target".  Hurt items on floor. */
6167         return (project(0, rad, ty, tx, dam, typ, flg, -1));
6168 }
6169
6170
6171 /*
6172  * Cast a ball spell
6173  * Stop if we hit a monster, act as a "ball"
6174  * Allow "target" mode to pass over monsters
6175  * Affect grids, objects, and monsters
6176  */
6177 bool fire_ball_hide(int typ, int dir, int dam, int rad)
6178 {
6179         int tx, ty;
6180
6181         int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_NO_REF | PROJECT_HIDE;
6182
6183         /* Use the given direction */
6184         tx = px + 99 * ddx[dir];
6185         ty = py + 99 * ddy[dir];
6186
6187         /* Hack -- Use an actual "target" */
6188         if ((dir == 5) && target_okay())
6189         {
6190                 flg &= ~(PROJECT_STOP);
6191                 tx = target_col;
6192                 ty = target_row;
6193         }
6194
6195         /* Analyze the "dir" and the "target".  Hurt items on floor. */
6196         return (project(0, rad, ty, tx, dam, typ, flg, -1));
6197 }
6198
6199
6200 /*
6201  * Cast a meteor spell, defined as a ball spell cast by an arbitary monster, 
6202  * player, or outside source, that starts out at an arbitrary location, and 
6203  * leaving no trail from the "caster" to the target.  This function is 
6204  * especially useful for bombardments and similar. -LM-
6205  *
6206  * Option to hurt the player.
6207  */
6208 bool fire_meteor(int who, int typ, int y, int x, int dam, int rad)
6209 {
6210         int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_NO_REF;
6211
6212         /* Analyze the "target" and the caster. */
6213         return (project(who, rad, y, x, dam, typ, flg, -1));
6214 }
6215
6216
6217 /*
6218  * Switch position with a monster.
6219  */
6220 bool teleport_swap(int dir)
6221 {
6222         int tx, ty;
6223         cave_type * c_ptr;
6224         monster_type * m_ptr;
6225         monster_race * r_ptr;
6226
6227         if ((dir == 5) && target_okay())
6228         {
6229                 tx = target_col;
6230                 ty = target_row;
6231         }
6232         else
6233         {
6234                 tx = px + ddx[dir];
6235                 ty = py + ddy[dir];
6236         }
6237         c_ptr = &cave[ty][tx];
6238
6239         if (p_ptr->anti_tele)
6240         {
6241 #ifdef JP
6242 msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
6243 #else
6244                 msg_print("A mysterious force prevents you from teleporting!");
6245 #endif
6246
6247                 return FALSE;
6248         }
6249
6250         if (!c_ptr->m_idx || (c_ptr->m_idx == p_ptr->riding))
6251         {
6252 #ifdef JP
6253 msg_print("¤½¤ì¤È¤Ï¾ì½ê¤ò¸ò´¹¤Ç¤­¤Þ¤»¤ó¡£");
6254 #else
6255                 msg_print("You can't trade places with that!");
6256 #endif
6257
6258
6259                 /* Failure */
6260                 return FALSE;
6261         }
6262
6263         if ((c_ptr->info & CAVE_ICKY) || (distance(ty, tx, py, px) > p_ptr->lev * 3 / 2 + 10))
6264         {
6265 #ifdef JP
6266 msg_print("¼ºÇÔ¤·¤¿¡£");
6267 #else
6268                 msg_print("Failed to swap.");
6269 #endif
6270
6271
6272                 /* Failure */
6273                 return FALSE;
6274         }
6275
6276         m_ptr = &m_list[c_ptr->m_idx];
6277         r_ptr = &r_info[m_ptr->r_idx];
6278
6279         if (r_ptr->flags3 & RF3_RES_TELE)
6280         {
6281 #ifdef JP
6282 msg_print("¥Æ¥ì¥Ý¡¼¥È¤ò¼ÙË⤵¤ì¤¿¡ª");
6283 #else
6284                 msg_print("Your teleportation is blocked!");
6285 #endif
6286
6287                 m_ptr->csleep = 0;
6288                 /* Failure */
6289                 return FALSE;
6290         }
6291
6292         sound(SOUND_TELEPORT);
6293
6294         cave[py][px].m_idx = c_ptr->m_idx;
6295
6296         /* Update the old location */
6297         c_ptr->m_idx = p_ptr->riding;
6298
6299         /* Move the monster */
6300         m_ptr->fy = py;
6301         m_ptr->fx = px;
6302
6303         /* Move the player */
6304         px = tx;
6305         py = ty;
6306
6307         if (p_ptr->riding)
6308         {
6309                 m_list[p_ptr->riding].fy = ty;
6310                 m_list[p_ptr->riding].fx = tx;
6311
6312                 /* Update the monster (new location) */
6313                 update_mon(cave[ty][tx].m_idx, TRUE);
6314         }
6315
6316         tx = m_ptr->fx;
6317         ty = m_ptr->fy;
6318
6319         m_ptr->csleep = 0;
6320
6321         /* Update the monster (new location) */
6322         update_mon(cave[ty][tx].m_idx, TRUE);
6323
6324         /* Redraw the old grid */
6325         lite_spot(ty, tx);
6326
6327         /* Redraw the new grid */
6328         lite_spot(py, px);
6329
6330         /* Check for new panel (redraw map) */
6331         verify_panel();
6332
6333         /* Update stuff */
6334         p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW);
6335
6336         /* Notice changes in view */
6337         if (r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2 | RF7_SELF_LITE_1 | RF7_SELF_LITE_2))
6338         {
6339                 /* Update some things */
6340                 p_ptr->update |= (PU_MON_LITE);
6341         }
6342
6343         /* Update the monsters */
6344         p_ptr->update |= (PU_DISTANCE);
6345
6346         /* Window stuff */
6347         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
6348
6349         /* Redraw the health bar */
6350         if (p_ptr->health_who == cave[ty][tx].m_idx)
6351                 p_ptr->redraw |= (PR_HEALTH);
6352
6353         /* Handle stuff XXX XXX XXX */
6354         handle_stuff();
6355
6356         /* Success */
6357         return TRUE;
6358 }
6359
6360
6361 /*
6362  * Hack -- apply a "projection()" in a direction (or at the target)
6363  */
6364 bool project_hook(int typ, int dir, int dam, int flg)
6365 {
6366         int tx, ty;
6367
6368         /* Pass through the target if needed */
6369         flg |= (PROJECT_THRU);
6370
6371         /* Use the given direction */
6372         tx = px + ddx[dir];
6373         ty = py + ddy[dir];
6374
6375         /* Hack -- Use an actual "target" */
6376         if ((dir == 5) && target_okay())
6377         {
6378                 tx = target_col;
6379                 ty = target_row;
6380         }
6381
6382         /* Analyze the "dir" and the "target", do NOT explode */
6383         return (project(0, 0, ty, tx, dam, typ, flg, -1));
6384 }
6385
6386
6387 /*
6388  * Cast a bolt spell
6389  * Stop if we hit a monster, as a "bolt"
6390  * Affect monsters (not grids or objects)
6391  */
6392 bool fire_bolt(int typ, int dir, int dam)
6393 {
6394         int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_GRID;
6395         return (project_hook(typ, dir, dam, flg));
6396 }
6397
6398
6399 /*
6400  * Cast a beam spell
6401  * Pass through monsters, as a "beam"
6402  * Affect monsters (not grids or objects)
6403  */
6404 bool fire_beam(int typ, int dir, int dam)
6405 {
6406         int flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM;
6407         return (project_hook(typ, dir, dam, flg));
6408 }
6409
6410
6411 /*
6412  * Cast a bolt spell, or rarely, a beam spell
6413  */
6414 bool fire_bolt_or_beam(int prob, int typ, int dir, int dam)
6415 {
6416         if (randint0(100) < prob)
6417         {
6418                 return (fire_beam(typ, dir, dam));
6419         }
6420         else
6421         {
6422                 return (fire_bolt(typ, dir, dam));
6423         }
6424 }
6425
6426
6427 /*
6428  * Some of the old functions
6429  */
6430 bool lite_line(int dir)
6431 {
6432         int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
6433         return (project_hook(GF_LITE_WEAK, dir, damroll(6, 8), flg));
6434 }
6435
6436
6437 bool drain_life(int dir, int dam)
6438 {
6439         int flg = PROJECT_STOP | PROJECT_KILL;
6440         return (project_hook(GF_OLD_DRAIN, dir, dam, flg));
6441 }
6442
6443
6444 bool wall_to_mud(int dir)
6445 {
6446         int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
6447         return (project_hook(GF_KILL_WALL, dir, 20 + randint1(30), flg));
6448 }
6449
6450
6451 bool wizard_lock(int dir)
6452 {
6453         int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
6454         return (project_hook(GF_JAM_DOOR, dir, 20 + randint1(30), flg));
6455 }
6456
6457
6458 bool destroy_door(int dir)
6459 {
6460         int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
6461         return (project_hook(GF_KILL_DOOR, dir, 0, flg));
6462 }
6463
6464
6465 bool disarm_trap(int dir)
6466 {
6467         int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
6468         return (project_hook(GF_KILL_TRAP, dir, 0, flg));
6469 }
6470
6471
6472 bool heal_monster(int dir, int dam)
6473 {
6474         int flg = PROJECT_STOP | PROJECT_KILL;
6475         return (project_hook(GF_OLD_HEAL, dir, dam, flg));
6476 }
6477
6478
6479 bool speed_monster(int dir)
6480 {
6481         int flg = PROJECT_STOP | PROJECT_KILL;
6482         return (project_hook(GF_OLD_SPEED, dir, p_ptr->lev, flg));
6483 }
6484
6485
6486 bool slow_monster(int dir)
6487 {
6488         int flg = PROJECT_STOP | PROJECT_KILL;
6489         return (project_hook(GF_OLD_SLOW, dir, p_ptr->lev, flg));
6490 }
6491
6492
6493 bool sleep_monster(int dir)
6494 {
6495         int flg = PROJECT_STOP | PROJECT_KILL;
6496         return (project_hook(GF_OLD_SLEEP, dir, p_ptr->lev, flg));
6497 }
6498
6499
6500 bool stasis_monster(int dir)
6501 {
6502         return (fire_ball_hide(GF_STASIS, dir, p_ptr->lev*2, 0));
6503 }
6504
6505
6506 bool confuse_monster(int dir, int plev)
6507 {
6508         int flg = PROJECT_STOP | PROJECT_KILL;
6509         return (project_hook(GF_OLD_CONF, dir, plev, flg));
6510 }
6511
6512
6513 bool stun_monster(int dir, int plev)
6514 {
6515         int flg = PROJECT_STOP | PROJECT_KILL;
6516         return (project_hook(GF_STUN, dir, plev, flg));
6517 }
6518
6519
6520 bool poly_monster(int dir)
6521 {
6522         int flg = PROJECT_STOP | PROJECT_KILL;
6523         bool tester = (project_hook(GF_OLD_POLY, dir, p_ptr->lev, flg));
6524         if (tester)
6525                 chg_virtue(V_CHANCE, 1);
6526         return(tester);
6527 }
6528
6529
6530 bool clone_monster(int dir)
6531 {
6532         int flg = PROJECT_STOP | PROJECT_KILL;
6533         return (project_hook(GF_OLD_CLONE, dir, 0, flg));
6534 }
6535
6536
6537 bool fear_monster(int dir, int plev)
6538 {
6539         int flg = PROJECT_STOP | PROJECT_KILL;
6540         return (project_hook(GF_TURN_ALL, dir, plev, flg));
6541 }
6542
6543
6544 bool death_ray(int dir, int plev)
6545 {
6546         int flg = PROJECT_STOP | PROJECT_KILL;
6547         return (project_hook(GF_DEATH_RAY, dir, plev * 200, flg));
6548 }
6549
6550
6551 bool teleport_monster(int dir)
6552 {
6553         int flg = PROJECT_BEAM | PROJECT_KILL;
6554         return (project_hook(GF_AWAY_ALL, dir, MAX_SIGHT * 5, flg));
6555 }
6556
6557 /*
6558  * Hooks -- affect adjacent grids (radius 1 ball attack)
6559  */
6560 bool door_creation(void)
6561 {
6562         int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6563         return (project(0, 1, py, px, 0, GF_MAKE_DOOR, flg, -1));
6564 }
6565
6566
6567 bool trap_creation(int y, int x)
6568 {
6569         int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6570         return (project(0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1));
6571 }
6572
6573
6574 bool tree_creation(void)
6575 {
6576         int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6577         return (project(0, 1, py, px, 0, GF_MAKE_TREE, flg, -1));
6578 }
6579
6580
6581 bool glyph_creation(void)
6582 {
6583         int flg = PROJECT_GRID | PROJECT_ITEM;
6584         return (project(0, 1, py, px, 0, GF_MAKE_GLYPH, flg, -1));
6585 }
6586
6587
6588 bool wall_stone(void)
6589 {
6590         int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6591
6592         bool dummy = (project(0, 1, py, px, 0, GF_STONE_WALL, flg, -1));
6593
6594         /* Update stuff */
6595         p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW);
6596
6597         /* Update the monsters */
6598         p_ptr->update |= (PU_MONSTERS);
6599
6600         /* Redraw map */
6601         p_ptr->redraw |= (PR_MAP);
6602
6603         /* Window stuff */
6604         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
6605
6606         return dummy;
6607 }
6608
6609
6610 bool destroy_doors_touch(void)
6611 {
6612         int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6613         return (project(0, 1, py, px, 0, GF_KILL_DOOR, flg, -1));
6614 }
6615
6616
6617 bool sleep_monsters_touch(void)
6618 {
6619         int flg = PROJECT_KILL | PROJECT_HIDE;
6620         return (project(0, 1, py, px, p_ptr->lev, GF_OLD_SLEEP, flg, -1));
6621 }
6622
6623
6624 bool animate_dead(int who, int y, int x)
6625 {
6626         int flg = PROJECT_ITEM | PROJECT_HIDE;
6627         return (project(who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
6628 }
6629
6630
6631 void call_chaos(void)
6632 {
6633         int Chaos_type, dummy, dir;
6634         int plev = p_ptr->lev;
6635         bool line_chaos = FALSE;
6636
6637         int hurt_types[31] =
6638         {
6639                 GF_ELEC,      GF_POIS,    GF_ACID,    GF_COLD,
6640                 GF_FIRE,      GF_MISSILE, GF_ARROW,   GF_PLASMA,
6641                 GF_HOLY_FIRE, GF_WATER,   GF_LITE,    GF_DARK,
6642                 GF_FORCE,     GF_INERTIA, GF_MANA,    GF_METEOR,
6643                 GF_ICE,       GF_CHAOS,   GF_NETHER,  GF_DISENCHANT,
6644                 GF_SHARDS,    GF_SOUND,   GF_NEXUS,   GF_CONFUSION,
6645                 GF_TIME,      GF_GRAVITY, GF_ROCKET,  GF_NUKE,
6646                 GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
6647         };
6648
6649         Chaos_type = hurt_types[randint0(31)];
6650         if (one_in_(4)) line_chaos = TRUE;
6651
6652         if (one_in_(6))
6653         {
6654                 for (dummy = 1; dummy < 10; dummy++)
6655                 {
6656                         if (dummy - 5)
6657                         {
6658                                 if (line_chaos)
6659                                         fire_beam(Chaos_type, dummy, 150);
6660                                 else
6661                                         fire_ball(Chaos_type, dummy, 150, 2);
6662                         }
6663                 }
6664         }
6665         else if (one_in_(3))
6666         {
6667                 fire_ball(Chaos_type, 0, 500, 8);
6668         }
6669         else
6670         {
6671                 if (!get_aim_dir(&dir)) return;
6672                 if (line_chaos)
6673                         fire_beam(Chaos_type, dir, 250);
6674                 else
6675                         fire_ball(Chaos_type, dir, 250, 3 + (plev / 35));
6676         }
6677 }
6678
6679
6680 /*
6681  * Activate the evil Topi Ylinen curse
6682  * rr9: Stop the nasty things when a Cyberdemon is summoned
6683  * or the player gets paralyzed.
6684  */
6685 bool activate_ty_curse(bool stop_ty, int *count)
6686 {
6687         int     i = 0;
6688
6689         int flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
6690
6691         do
6692         {
6693                 switch (randint1(34))
6694                 {
6695                 case 28: case 29:
6696                         if (!(*count))
6697                         {
6698 #ifdef JP
6699 msg_print("ÃÏÌ̤¬Íɤ줿...");
6700 #else
6701                                 msg_print("The ground trembles...");
6702 #endif
6703
6704                                 earthquake(py, px, 5 + randint0(10));
6705                                 if (!one_in_(6)) break;
6706                         }
6707                 case 30: case 31:
6708                         if (!(*count))
6709                         {
6710                                 int dam = damroll(10, 10);
6711 #ifdef JP
6712 msg_print("½ã¿è¤ÊËâÎϤμ¡¸µ¤Ø¤ÎÈ⤬³«¤¤¤¿¡ª");
6713 #else
6714                                 msg_print("A portal opens to a plane of raw mana!");
6715 #endif
6716
6717                                 project(0, 8, py, px, dam, GF_MANA, flg, -1);
6718 #ifdef JP
6719                                 take_hit(DAMAGE_NOESCAPE, dam, "½ã¿è¤ÊËâÎϤβòÊü", -1);
6720 #else
6721                                 take_hit(DAMAGE_NOESCAPE, dam, "released pure mana", -1);
6722 #endif
6723                                 if (!one_in_(6)) break;
6724                         }
6725                 case 32: case 33:
6726                         if (!(*count))
6727                 {
6728 #ifdef JP
6729 msg_print("¼þ°Ï¤Î¶õ´Ö¤¬ÏĤó¤À¡ª");
6730 #else
6731                                 msg_print("Space warps about you!");
6732 #endif
6733
6734                                 teleport_player(damroll(10, 10));
6735                                 if (randint0(13)) (*count) += activate_hi_summon(py, px, FALSE);
6736                                 if (!one_in_(6)) break;
6737                         }
6738                 case 34:
6739 #ifdef JP
6740 msg_print("¥¨¥Í¥ë¥®¡¼¤Î¤¦¤Í¤ê¤ò´¶¤¸¤¿¡ª");
6741 #else
6742                         msg_print("You feel a surge of energy!");
6743 #endif
6744
6745                         wall_breaker();
6746                         if (!randint0(7))
6747                         {
6748                                 project(0, 7, py, px, 50, GF_KILL_WALL, flg, -1);
6749 #ifdef JP
6750                                 take_hit(DAMAGE_NOESCAPE, 50, "¥¨¥Í¥ë¥®¡¼¤Î¤¦¤Í¤ê", -1);
6751 #else
6752                                 take_hit(DAMAGE_NOESCAPE, 50, "surge of energy", -1);
6753 #endif
6754                         }
6755                         if (!one_in_(6)) break;
6756                 case 1: case 2: case 3: case 16: case 17:
6757                         aggravate_monsters(0);
6758                         if (!one_in_(6)) break;
6759                 case 4: case 5: case 6:
6760                         (*count) += activate_hi_summon(py, px, FALSE);
6761                         if (!one_in_(6)) break;
6762                 case 7: case 8: case 9: case 18:
6763                         (*count) += summon_specific(0, py, px, dun_level, 0, TRUE, FALSE, FALSE, TRUE, TRUE);
6764                         if (!one_in_(6)) break;
6765                 case 10: case 11: case 12:
6766 #ifdef JP
6767 msg_print("À¸Ì¿ÎϤ¬ÂΤ«¤éµÛ¤¤¼è¤é¤ì¤¿µ¤¤¬¤¹¤ë¡ª");
6768 #else
6769                         msg_print("You feel your life draining away...");
6770 #endif
6771
6772                         lose_exp(p_ptr->exp / 16);
6773                         if (!one_in_(6)) break;
6774                 case 13: case 14: case 15: case 19: case 20:
6775                         if (stop_ty || (p_ptr->free_act && (randint1(125) < p_ptr->skill_sav)) || (p_ptr->pclass == CLASS_BERSERKER))
6776                         {
6777                                 /* Do nothing */ ;
6778                         }
6779                         else
6780                         {
6781 #ifdef JP
6782 msg_print("ĦÁü¤Ë¤Ê¤Ã¤¿µ¤Ê¬¤À¡ª");
6783 #else
6784                                 msg_print("You feel like a statue!");
6785 #endif
6786
6787                                 if (p_ptr->free_act)
6788                                         set_paralyzed(p_ptr->paralyzed + randint1(3));
6789                                 else
6790                                         set_paralyzed(p_ptr->paralyzed + randint1(13));
6791                                 stop_ty = TRUE;
6792                         }
6793                         if (!one_in_(6)) break;
6794                 case 21: case 22: case 23:
6795                         (void)do_dec_stat(randint0(6));
6796                         if (!one_in_(6)) break;
6797                 case 24:
6798 #ifdef JP
6799 msg_print("¤Û¤¨¡©»ä¤Ïï¡©¤³¤³¤Ç²¿¤·¤Æ¤ë¡©");
6800 #else
6801                         msg_print("Huh? Who am I? What am I doing here?");
6802 #endif
6803
6804                         lose_all_info();
6805                         if (!one_in_(6)) break;
6806                 case 25:
6807                         /*
6808                          * Only summon Cyberdemons deep in the dungeon.
6809                          */
6810                         if ((dun_level > 65) && !stop_ty)
6811                         {
6812                                 (*count) += summon_cyber(-1, py, px);
6813                                 stop_ty = TRUE;
6814                                 break;
6815                         }
6816                         if (!one_in_(6)) break;
6817                 default:
6818                         while (i < 6)
6819                         {
6820                                 do
6821                                 {
6822                                         (void)do_dec_stat(i);
6823                                 }
6824                                 while (one_in_(2));
6825
6826                                 i++;
6827                         }
6828                 }
6829         }
6830         while (one_in_(3) && !stop_ty);
6831
6832         return stop_ty;
6833 }
6834
6835
6836 int activate_hi_summon(int y, int x, bool can_pet)
6837 {
6838         int i;
6839         int count = 0;
6840         bool pet = FALSE, friendly = FALSE, not_pet;
6841         int summon_lev;
6842
6843         if (can_pet)
6844         {
6845                 if (one_in_(4))
6846                 {
6847                         friendly = TRUE;
6848                 }
6849                 else
6850                 {
6851                         pet = TRUE;
6852                 }
6853         }
6854         not_pet = (bool)(!pet);
6855
6856         summon_lev = (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : dun_level);
6857
6858         for (i = 0; i < (randint1(7) + (dun_level / 40)); i++)
6859         {
6860                 switch (randint1(25) + (dun_level / 20))
6861                 {
6862                         case 1: case 2:
6863                                 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, TRUE, friendly, pet, FALSE, not_pet);
6864                                 break;
6865                         case 3: case 4:
6866                                 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, TRUE, friendly, pet, FALSE, not_pet);
6867                                 break;
6868                         case 5: case 6:
6869                                 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, TRUE, friendly, pet, FALSE, not_pet);
6870                                 break;
6871                         case 7: case 8:
6872                                 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, TRUE, friendly, pet, FALSE, not_pet);
6873                                 break;
6874                         case 9: case 10:
6875                                 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, TRUE, friendly, pet, FALSE, not_pet);
6876                                 break;
6877                         case 11: case 12:
6878                                 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, TRUE, friendly, pet, FALSE, not_pet);
6879                                 break;
6880                         case 13: case 14:
6881                                 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, TRUE, friendly, pet, FALSE, not_pet);
6882                                 break;
6883                         case 15: case 16:
6884                                 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, TRUE, friendly, pet, FALSE, not_pet);
6885                                 break;
6886                         case 17:
6887                                 if (pet || friendly) break;
6888                                 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, TRUE, friendly, pet, TRUE, not_pet);
6889                                 break;
6890                         case 18: case 19:
6891                                 if (pet || friendly) break;
6892                                 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, TRUE, friendly, pet, TRUE, not_pet);
6893                                 break;
6894                         case 20: case 21:
6895                                 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, TRUE, friendly, pet, (bool)(!friendly && !pet), not_pet);
6896                                 break;
6897                         case 22: case 23:
6898                                 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, TRUE, friendly, pet, (bool)(!friendly && !pet), not_pet);
6899                                 break;
6900                         case 24:
6901                                 count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, TRUE, friendly, pet, FALSE, not_pet);
6902                                 break;
6903                         default:
6904                                 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);
6905                 }
6906         }
6907
6908         return count;
6909 }
6910
6911
6912 /* ToDo: check */
6913 int summon_cyber(int who, int y, int x)
6914 {
6915         int i;
6916         int max_cyber = (easy_band ? 1 : (dun_level / 50) + randint1(2));
6917         int count = 0;
6918
6919         bool friendly = FALSE;
6920         bool pet = FALSE;
6921
6922         /* Summoned by a monster */
6923         if (who > 0)
6924         {
6925                 monster_type *m_ptr = &m_list[who];
6926                 friendly = is_friendly(m_ptr);
6927                 pet = is_pet(m_ptr);
6928         }
6929
6930         if (max_cyber > 4) max_cyber = 4;
6931
6932         for (i = 0; i < max_cyber; i++)
6933         {
6934                 count += summon_specific(who, y, x, 100, SUMMON_CYBER, TRUE, friendly, pet, FALSE, FALSE);
6935         }
6936
6937         return count;
6938 }
6939
6940
6941 void wall_breaker(void)
6942 {
6943         int i;
6944         int y, x;
6945         int attempts = 1000;
6946
6947         if (randint1(80 + p_ptr->lev) < 70)
6948         {
6949                 while(attempts--)
6950                 {
6951                         scatter(&y, &x, py, px, 4, 0);
6952
6953                         if (!cave_floor_bold(y, x)) continue;
6954
6955                         if ((y != py) || (x != px)) break;
6956                 }
6957
6958                 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
6959                                   (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
6960         }
6961         else if (randint1(100) > 30)
6962         {
6963                 earthquake(py, px, 1);
6964         }
6965         else
6966         {
6967                 int num = damroll(5, 3);
6968
6969                 for (i = 0; i < num; i++)
6970                 {
6971                         while(1)
6972                         {
6973                                 scatter(&y, &x, py, px, 10, 0);
6974
6975                                 if ((y != py) && (x != px)) break;
6976                         }
6977
6978                         project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
6979                                           (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
6980                 }
6981         }
6982 }
6983
6984
6985 /*
6986  * Confuse monsters
6987  */
6988 bool confuse_monsters(int dam)
6989 {
6990         return (project_hack(GF_OLD_CONF, dam));
6991 }
6992
6993
6994 /*
6995  * Charm monsters
6996  */
6997 bool charm_monsters(int dam)
6998 {
6999         return (project_hack(GF_CHARM, dam));
7000 }
7001
7002
7003 /*
7004  * Charm animals
7005  */
7006 bool charm_animals(int dam)
7007 {
7008         return (project_hack(GF_CONTROL_ANIMAL, dam));
7009 }
7010
7011
7012 /*
7013  * Stun monsters
7014  */
7015 bool stun_monsters(int dam)
7016 {
7017         return (project_hack(GF_STUN, dam));
7018 }
7019
7020
7021 /*
7022  * Stasis monsters
7023  */
7024 bool stasis_monsters(int dam)
7025 {
7026         return (project_hack(GF_STASIS, dam));
7027 }
7028
7029
7030 /*
7031  * Mindblast monsters
7032  */
7033 bool mindblast_monsters(int dam)
7034 {
7035         return (project_hack(GF_PSI, dam));
7036 }
7037
7038
7039 /*
7040  * Banish all monsters
7041  */
7042 bool banish_monsters(int dist)
7043 {
7044         return (project_hack(GF_AWAY_ALL, dist));
7045 }
7046
7047
7048 /*
7049  * Turn evil
7050  */
7051 bool turn_evil(int dam)
7052 {
7053         return (project_hack(GF_TURN_EVIL, dam));
7054 }
7055
7056
7057 /*
7058  * Turn everyone
7059  */
7060 bool turn_monsters(int dam)
7061 {
7062         return (project_hack(GF_TURN_ALL, dam));
7063 }
7064
7065
7066 /*
7067  * Death-ray all monsters (note: OBSCENELY powerful)
7068  */
7069 bool deathray_monsters(void)
7070 {
7071         return (project_hack(GF_DEATH_RAY, p_ptr->lev * 200));
7072 }
7073
7074
7075 bool charm_monster(int dir, int plev)
7076 {
7077         int flg = PROJECT_STOP | PROJECT_KILL;
7078         return (project_hook(GF_CHARM, dir, plev, flg));
7079 }
7080
7081
7082 bool control_one_undead(int dir, int plev)
7083 {
7084         int flg = PROJECT_STOP | PROJECT_KILL;
7085         return (project_hook(GF_CONTROL_UNDEAD, dir, plev, flg));
7086 }
7087
7088
7089 bool control_one_demon(int dir, int plev)
7090 {
7091         int flg = PROJECT_STOP | PROJECT_KILL;
7092         return (project_hook(GF_CONTROL_DEMON, dir, plev, flg));
7093 }
7094
7095
7096 bool charm_animal(int dir, int plev)
7097 {
7098         int flg = PROJECT_STOP | PROJECT_KILL;
7099         return (project_hook(GF_CONTROL_ANIMAL, dir, plev, flg));
7100 }
7101
7102
7103 bool charm_living(int dir, int plev)
7104 {
7105         int flg = PROJECT_STOP | PROJECT_KILL;
7106         return (project_hook(GF_CONTROL_LIVING, dir, plev, flg));
7107 }
7108
7109
7110 void kawarimi(bool success)
7111 {
7112         object_type forge;
7113         object_type *q_ptr = &forge;
7114         int y, x;
7115
7116         if (p_ptr->confused || p_ptr->blind || p_ptr->paralyzed || p_ptr->image) return;
7117         if (randint0(200) < p_ptr->stun) return;
7118
7119         if (!success && one_in_(3))
7120         {
7121 #ifdef JP
7122                 msg_print("¼ºÇÔ¡ªÆ¨¤²¤é¤ì¤Ê¤«¤Ã¤¿¡£");
7123 #else
7124                 msg_print("Failed! You couldn't run away.");
7125 #endif
7126                 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
7127                 p_ptr->redraw |= (PR_STATUS);
7128                 return;
7129         }
7130
7131         y = py;
7132         x = px;
7133
7134         teleport_player(10+randint1(90));
7135
7136         object_wipe(q_ptr);
7137
7138         object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
7139
7140         q_ptr->pval = MON_NINJA;
7141
7142         /* Drop it in the dungeon */
7143         (void)drop_near(q_ptr, -1, y, x);
7144
7145 #ifdef JP
7146         if (success) msg_print("¹¶·â¤ò¼õ¤±¤ëÁ°¤ËÁÇÁ᤯¿È¤ò¤Ò¤ë¤¬¤¨¤·¤¿¡£");
7147         else msg_print("¼ºÇÔ¡ª¹¶·â¤ò¼õ¤±¤Æ¤·¤Þ¤Ã¤¿¡£");
7148 #else
7149         if (success) msg_print("You have turned around just before the attack hit you.");
7150         else msg_print("Failed! You are hit by the attack.");
7151 #endif
7152
7153         p_ptr->special_defense &= ~(NINJA_KAWARIMI);
7154         p_ptr->redraw |= (PR_STATUS);
7155 }