4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Spell code (part 2) */
18 * self-knowledge... idea from nethack. Useful for determining powers and
19 * resistences of items. It saves the screen, clears it, then starts listing
20 * attributes, a screenful at a time. (There are a LOT of attributes to
21 * list. It will probably take 2 or 3 screens for a powerful character whose
22 * using several artifacts...) -CFT
24 * It is now a lot more efficient. -BEN-
26 * See also "identify_fully()".
28 * XXX XXX XXX Use the "show_file()" method, perhaps.
30 void self_knowledge(void)
35 char v_string [8] [128];
36 char s_string [6] [128];
38 u32b flgs[TR_FLAG_SIZE];
47 int plev = p_ptr->lev;
51 for (j = 0; j < TR_FLAG_SIZE; j++)
54 p_ptr->knowledge |= (KNOW_STAT | KNOW_HPRATE);
58 percent = (int)(((long)p_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
60 ((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
63 sprintf(Dummy, "¸½ºß¤ÎÂÎÎÏ¥é¥ó¥¯ : %d/100", percent);
65 sprintf(Dummy, "Your current Life Rating is %d/100.", percent);
68 strcpy(buf[0], Dummy);
72 chg_virtue(V_KNOWLEDGE, 1);
73 chg_virtue(V_ENLIGHTEN, 1);
75 /* Acquire item flags from equipment */
76 for (k = INVEN_RARM; k < INVEN_TOTAL; k++)
78 u32b tflgs[TR_FLAG_SIZE];
80 o_ptr = &inventory[k];
82 /* Skip non-objects */
83 if (!o_ptr->k_idx) continue;
85 /* Extract the flags */
86 object_flags(o_ptr, tflgs);
89 for (j = 0; j < TR_FLAG_SIZE; j++)
94 info[i++] = "ǽÎϤκÇÂçÃÍ";
96 info[i++] = "Limits of maximum stats";
99 for (v_nr = 0; v_nr < 6; v_nr++)
103 sprintf(stat_desc, "%s 18/%d", stat_names[v_nr], p_ptr->stat_max_max[v_nr]-18);
105 strcpy(s_string[v_nr], stat_desc);
107 info[i++] = s_string[v_nr];
112 sprintf(Dummy, "¸½ºß¤Î°À : %s(%ld)", your_alignment(), (long int)p_ptr->align);
114 sprintf(Dummy, "Your alighnment : %s(%ld)", your_alignment(), (long int)p_ptr->align);
116 strcpy(buf[1], Dummy);
118 for (v_nr = 0; v_nr < 8; v_nr++)
122 int tester = p_ptr->virtues[v_nr];
124 strcpy(v_name, virtue[(p_ptr->vir_types[v_nr])-1]);
127 sprintf(vir_desc, "¤ª¤Ã¤È¡£%s¤Î¾ðÊó¤Ê¤·¡£", v_name);
129 sprintf(vir_desc, "Oops. No info about %s.", v_name);
133 sprintf(vir_desc, "[%s]¤ÎÂÐ¶Ë (%d)",
135 sprintf(vir_desc, "You are the polar opposite of %s (%d).",
138 else if (tester < -80)
140 sprintf(vir_desc, "[%s]¤ÎÂçŨ (%d)",
142 sprintf(vir_desc, "You are an arch-enemy of %s (%d).",
145 else if (tester < -60)
147 sprintf(vir_desc, "[%s]¤Î¶¯Å¨ (%d)",
149 sprintf(vir_desc, "You are a bitter enemy of %s (%d).",
152 else if (tester < -40)
154 sprintf(vir_desc, "[%s]¤ÎŨ (%d)",
156 sprintf(vir_desc, "You are an enemy of %s (%d).",
159 else if (tester < -20)
161 sprintf(vir_desc, "[%s]¤Îºá¼Ô (%d)",
163 sprintf(vir_desc, "You have sinned against %s (%d).",
168 sprintf(vir_desc, "[%s]¤ÎÌÂÆ»¼Ô (%d)",
170 sprintf(vir_desc, "You have strayed from the path of %s (%d).",
173 else if (tester == 0)
175 sprintf(vir_desc, "[%s]¤ÎÃæΩ¼Ô (%d)",
177 sprintf(vir_desc,"You are neutral to %s (%d).",
180 else if (tester < 20)
182 sprintf(vir_desc, "[%s]¤Î¾®ÆÁ¼Ô (%d)",
184 sprintf(vir_desc,"You are somewhat virtuous in %s (%d).",
187 else if (tester < 40)
189 sprintf(vir_desc, "[%s]¤ÎÃæÆÁ¼Ô (%d)",
191 sprintf(vir_desc,"You are virtuous in %s (%d).",
194 else if (tester < 60)
196 sprintf(vir_desc, "[%s]¤Î¹âÆÁ¼Ô (%d)",
198 sprintf(vir_desc,"You are very virtuous in %s (%d).",
201 else if (tester < 80)
203 sprintf(vir_desc, "[%s]¤ÎÇÆ¼Ô (%d)",
205 sprintf(vir_desc,"You are a champion of %s (%d).",
208 else if (tester < 100)
210 sprintf(vir_desc, "[%s]¤Î°ÎÂç¤ÊÇÆ¼Ô (%d)",
212 sprintf(vir_desc,"You are a great champion of %s (%d).",
217 sprintf(vir_desc, "[%s]¤Î¶ñ¸½¼Ô (%d)",
219 sprintf(vir_desc,"You are the living embodiment of %s (%d).",
223 strcpy(v_string[v_nr], vir_desc);
225 info[i++] = v_string[v_nr];
229 /* Racial powers... */
230 if (p_ptr->mimic_form)
232 switch (p_ptr->mimic_form)
235 case MIMIC_DEMON_LORD:
237 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);
239 sprintf(Dummy, "You can nether breathe, dam. %d (cost %d).", 3 * plev, 10+plev/3);
248 sprintf(Dummy, "¤¢¤Ê¤¿¤ÏŨ¤«¤é %d-%d HP ¤ÎÀ¸Ì¿ÎϤòµÛ¼ý¤Ç¤¤ë¡£(%d MP)",
250 sprintf(Dummy, "You can steal life from a foe, dam. %d-%d (cost %d).",
253 plev + MAX(1, plev / 10), plev + plev * MAX(1, plev / 10), 1 + (plev / 3));
261 switch (p_ptr->prace)
267 info[i++] = "¤¢¤Ê¤¿¤Ï櫤ȥɥ¢¤È³¬Ãʤò´¶ÃΤǤ¤ë¡£(5 MP)";
269 info[i++] = "You can find traps, doors and stairs (cost 5).";
277 info[i++] = "¤¢¤Ê¤¿¤Ï¿©ÎÁ¤òÀ¸À®¤Ç¤¤ë¡£(10 MP)";
279 info[i++] = "You can produce food (cost 10).";
288 sprintf(Dummy, "¤¢¤Ê¤¿¤ÏÈÏ°Ï %d °ÊÆâ¤Ë¥Æ¥ì¥Ý¡¼¥È¤Ç¤¤ë¡£(%d MP)",
290 sprintf(Dummy, "You can teleport, range %d (cost %d).",
293 (1 + plev), (5 + (plev / 5)));
300 info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤò½üµî¤Ç¤¤ë¡£(5 MP)";
302 info[i++] = "You can remove fear (cost 5).";
306 case RACE_HALF_TROLL:
309 info[i++] = "¤¢¤Ê¤¿¤Ï¶¸Ë½²½¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(12 MP) ";
311 info[i++] = "You enter berserk fury (cost 12).";
318 info[i++] = "¤¢¤Ê¤¿¤Ï¥·¥ã¥É¥¦¥·¥Õ¥È¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(50 MP)";
320 info[i++] = "You can Shift Shadows (cost 50).";
325 info[i++] = "¤¢¤Ê¤¿¤Ï¡Ö¥Ñ¥¿¡¼¥ó¡×¤ò¿´¤ËÉÁ¤¤¤ÆÊ⤯¤³¤È¤¬¤Ç¤¤ë¡£(75 MP)";
327 info[i++] = "You can mentally Walk the Pattern (cost 75).";
334 info[i++] = "¤¢¤Ê¤¿¤Ï¶¸Ë½²½¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(10 MP) ";
336 info[i++] = "You can enter berserk fury (cost 10).";
343 info[i++] = "¤¢¤Ê¤¿¤ÏÇúȯ¤Î¥ë¡¼¥ó¤ò»Å³Ý¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£(35 MP)";
345 info[i++] = "You can set an Explosive Rune (cost 35).";
349 case RACE_HALF_GIANT:
352 info[i++] = "¤¢¤Ê¤¿¤ÏÀФÎÊɤò²õ¤¹¤³¤È¤¬¤Ç¤¤ë¡£(10 MP)";
354 info[i++] = "You can break stone walls (cost 10).";
358 case RACE_HALF_TITAN:
361 info[i++] = "¤¢¤Ê¤¿¤Ï¥â¥ó¥¹¥¿¡¼¤ò¥¹¥¥ã¥ó¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(20 MP)";
363 info[i++] = "You can probe monsters (cost 20).";
371 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î´äÀФòÅꤲ¤ë¤³¤È¤¬¤Ç¤¤ë¡£(15 MP)",
373 sprintf(Dummy, "You can throw a boulder, dam. %d (cost 15).",
383 info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤò¸Æ¤Óµ¯¤³¤¹¶«¤ÓÀ¼¤òȯ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(15 MP)";
385 info[i++] = "You can make a terrifying scream (cost 15).";
393 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î»À¤ò¿á¤¤«¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£(9 MP)", plev);
395 sprintf(Dummy, "You can spit acid, dam. %d (cost 9).", plev);
406 "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤ÎÆÇÌð¤òÅꤲ¤ë¤³¤È¤¬¤Ç¤¤ë¡£(8 MP)", plev);
408 "You can throw a dart of poison, dam. %d (cost 8).", plev);
418 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤Î¼öʸ¤ò»È¤¨¤ë¡£(2 MP)",
420 sprintf(Dummy, "You can cast a Magic Missile, dam %d (cost 2).",
423 (3 + ((plev-1) / 5)));
429 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤¬¤Ç¤¤ë¡£(%d MP)", 2 * plev, plev);
431 sprintf(Dummy, "You can breathe, dam. %d (cost %d).", 2 * plev, plev);
436 case RACE_MIND_FLAYER:
439 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤ÎÀº¿À¹¶·â¤ò¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(12 MP)", plev);
441 sprintf(Dummy, "You can mind blast your enemies, dam %d (cost 12).", plev);
450 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò»È¤¨¤ë¡£(15 MP)", plev);
452 sprintf(Dummy, "You can cast a Fire Ball, dam. %d (cost 15).", plev);
460 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò»È¤¨¤ë¡£(15 MP)", plev);
462 sprintf(Dummy, "You can cast a Fire Bolt, dam. %d (cost 15).", plev);
471 info[i++] = "¤¢¤Ê¤¿¤Ï d20+30 ¥¿¡¼¥ó¤Î´ÖÈ©¤òÀФËÊѲ½¤µ¤»¤é¤ì¤ë¡£(15 MP)";
473 info[i++] = "You can turn your skin to stone, dur d20+30 (cost 15).";
481 info[i++] = "¤¢¤Ê¤¿¤Ï¼º¤Ã¤¿À¸Ì¿ÎϤò²óÉü¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(30 MP)";
483 info[i++] = "You can restore lost life forces (cost 30).";
491 sprintf(Dummy, "¤¢¤Ê¤¿¤ÏŨ¤«¤é %d-%d HP ¤ÎÀ¸Ì¿ÎϤòµÛ¼ý¤Ç¤¤ë¡£(%d MP)",
493 sprintf(Dummy, "You can steal life from a foe, dam. %d-%d (cost %d).",
496 plev + MAX(1, plev / 10), plev + plev * MAX(1, plev / 10), 1 + (plev / 3));
504 info[i++] = "¤¢¤Ê¤¿¤Ïµã¤¶«¤ó¤ÇŨ¤ò¶²Éݤµ¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£(3 MP)";
506 info[i++] = "You can wail to terrify your enemies (cost 3).";
515 info[i++] = "¤¢¤Ê¤¿¤ÏŨ¤ò̲¤é¤»¤ëËâË¡¤ÎÊ´¤òÅꤲ¤ë¤³¤È¤¬¤Ç¤¤ë¡£(12 MP)";
517 info[i++] = "You can throw magical dust which induces sleep (cost 12).";
524 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);
526 sprintf(Dummy, "You can breathe nether, dam. %d (cost %d).", 3 * plev, 10+plev/3);
534 info[i++] = "¤¢¤Ê¤¿¤Ï d20+30 ¥¿¡¼¥ó¤Î´Ö²£¤Ë¿¤Ó¤ë¤³¤È¤¬¤Ç¤¤ë¡£(15 MP)";
536 info[i++] = "You can expand horizontally, dur d20+30 (cost 15).";
543 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥ì¥¤¥¬¥ó¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(7 MP)", (plev + 1) / 2);
545 sprintf(Dummy, "You can fire a ray gun with damage %d (cost 7).", (plev+1)/2);
549 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ö¥é¥¹¥¿¡¼¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(13 MP)", plev);
551 sprintf(Dummy, "You can fire a blaster with damage %d (cost 13).", plev);
555 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ð¥º¡¼¥«¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(26 MP)", plev * 2);
557 sprintf(Dummy, "You can fire a bazooka with damage %d (cost 26).", plev * 2);
561 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);
563 sprintf(Dummy, "You can fire a beam cannon with damage %d (cost 40).", plev * 2);
567 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥í¥±¥Ã¥È¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(60 MP)", plev * 5);
569 sprintf(Dummy, "You can fire a rocket with damage %d (cost 60).", plev * 5);
579 switch(p_ptr->pclass)
585 info[i++] = "¤¢¤Ê¤¿¤Ï¥é¥ó¥À¥à¤ÊÊý¸þ¤ËÂФ·¤Æ¿ô²ó¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(75 MP)";
587 info[i++] = "You can attack some random directions at a time (cost 75).";
591 case CLASS_HIGH_MAGE:
592 if (p_ptr->realm1 == REALM_HEX) break;
598 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥¤¥Æ¥à¤ÎËâÎϤòµÛ¼ý¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(1 MP)";
600 info[i++] = "You can absorb charges from an item (cost 1).";
605 if (is_good_realm(p_ptr->realm1))
610 info[i++] = "¤¢¤Ê¤¿¤ÏÉð´ï¤ò½ËÊ¡¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(70 MP)";
612 info[i++] = "You can bless a weapon (cost 70).";
621 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ¤ê¤Î¤¹¤Ù¤Æ¤Î¥â¥ó¥¹¥¿¡¼¤ò¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(40 MP)";
623 info[i++] = "You can damages all monsters in sight (cost 40).";
632 info[i++] = "¤¢¤Ê¤¿¤Ï¹¶·â¤·¤Æ¨ºÂ¤Ëƨ¤²¤ë¤³¤È¤¬¤Ç¤¤ë¡£(12 MP)";
634 info[i++] = "You can hit a monster and teleport at a time (cost 12).";
642 info[i++] = "¤¢¤Ê¤¿¤Ï²øʪ¤òÄ´ºº¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(20 MP)";
644 info[i++] = "You can prove monsters (cost 20).";
649 if (is_good_realm(p_ptr->realm1))
654 info[i++] = "¤¢¤Ê¤¿¤ÏÀ»¤Ê¤ëÁä¤òÊü¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(30 MP)";
656 info[i++] = "You can fires a holy spear (cost 30).";
665 info[i++] = "¤¢¤Ê¤¿¤ÏÀ¸Ì¿ÎϤò¸º¾¯¤µ¤»¤ëÁä¤òÊü¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(30 MP)";
667 info[i++] = "You can fires a spear which drains vitality (cost 30).";
672 case CLASS_WARRIOR_MAGE:
676 info[i++] = "¤¢¤Ê¤¿¤Ï£È£Ð¤ò£Í£Ð¤ËÊÑ´¹¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
678 info[i++] = "You can convert HP to SP (cost 0).";
681 info[i++] = "¤¢¤Ê¤¿¤Ï£Í£Ð¤ò£È£Ð¤ËÊÑ´¹¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
683 info[i++] = "You can convert SP to HP (cost 0).";
687 case CLASS_CHAOS_WARRIOR:
691 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ°Ï¤Ë²øʪ¤òÏǤ魯¸÷¤òȯÀ¸¤µ¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£(50 MP)";
693 info[i++] = "You can radiate light which confuses nearby monsters (cost 50).";
701 info[i++] = "¤¢¤Ê¤¿¤Ï¹½¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
703 info[i++] = "You can assume a posture of special form (cost 0).";
709 info[i++] = "¤¢¤Ê¤¿¤ÏÄ̾ï¤Î2Çܤι¶·â¤ò¹Ô¤¦¤³¤È¤¬¤Ç¤¤ë¡£(30 MP)";
711 info[i++] = "You can perform double attacks in a time (cost 30).";
715 case CLASS_MINDCRAFTER:
716 case CLASS_FORCETRAINER:
720 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿À¤ò½¸Ã椷¤Æ£Í£Ð¤ò²óÉü¤µ¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
722 info[i++] = "You can concentrate to regenerate your mana (cost 0).";
728 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ì¿¿¤ò»£±Æ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
730 info[i++] = "You can take a photograph (cost 0).";
735 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥¤¥Æ¥à¤ò´°Á´¤Ë´ÕÄꤹ¤ë¤³¤È¤¬¤Ç¤¤ë¡£(20 MP)";
737 info[i++] = "You can *identify* items (cost 20).";
745 info[i++] = "¤¢¤Ê¤¿¤Ï²øʪ¤ÎÆü칶·â¤ò¥À¥á¡¼¥¸2ÇܤǤޤͤ뤳¤È¤¬¤Ç¤¤ë¡£(100 MP)";
747 info[i++] = "You can imitate monster's special attacks with double damage (cost 100).";
751 case CLASS_BEASTMASTER:
753 info[i++] = "¤¢¤Ê¤¿¤Ï1ÂΤÎÀ¸Ì¿¤Î¤¢¤ë¥â¥ó¥¹¥¿¡¼¤ò»ÙÇÛ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥ì¥Ù¥ë/4 MP)";
755 info[i++] = "You can dominate a monster (cost level/4).";
760 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)";
762 info[i++] = "You can dominate living monsters in sight (cost (level+20)/4).";
766 case CLASS_MAGIC_EATER:
768 info[i++] = "¤¢¤Ê¤¿¤Ï¾ó/ËâË¡ËÀ/¥í¥Ã¥É¤ÎËâÎϤò¼«Ê¬¤Î¤â¤Î¤Ë¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
770 info[i++] = "You can absorb a staff, wand or rod itself.";
777 info[i++] = "¤¢¤Ê¤¿¤Ï1¥¿¡¼¥ó¤Ë2²óËâË¡¤ò¾§¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£(20 MP)";
779 info[i++] = "You can cast two spells in one time (cost 20).";
786 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿À¤ò½¸Ã椷¤Æµ¤¹ç¤¤¤òί¤á¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
788 info[i++] = "You can concentrate to regenerate your mana.";
794 info[i++] = "¤¢¤Ê¤¿¤ÏÆüì¤Ê·¿¤Ç¹½¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
796 info[i++] = "You can assume a posture of special form.";
800 case CLASS_BLUE_MAGE:
802 info[i++] = "¤¢¤Ê¤¿¤ÏÁê¼ê¤Ë»È¤ï¤ì¤¿ËâË¡¤ò³Ø¤Ö¤³¤È¤¬¤Ç¤¤ë¡£";
804 info[i++] = "You can study spells which your enemy casts on you.";
811 info[i++] = "¤¢¤Ê¤¿¤Ï¥â¥ó¥¹¥¿¡¼¤Ë¾è¤Ã¤Æ̵ÍýÌðÍý¥Ú¥Ã¥È¤Ë¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
813 info[i++] = "You can ride on a hostile monster forcibly to turn it into pet.";
817 case CLASS_BERSERKER:
821 info[i++] = "¤¢¤Ê¤¿¤Ï³¹¤È¥À¥ó¥¸¥ç¥ó¤Î´Ö¤ò¹Ô¤Í褹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
823 info[i++] = "You can travel between town and the depths.";
827 case CLASS_MIRROR_MASTER:
829 info[i++] = "¤¢¤Ê¤¿¤Ï¶À¤òºî¤ê½Ð¤¹¤³¤È¤¬¤Ç¤¤ë¡£(2 MP)";
831 info[i++] = "You can create a Mirror (cost 2).";
834 info[i++] = "¤¢¤Ê¤¿¤Ï¶À¤ò³ä¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
836 info[i++] = "You can break distant Mirrors (cost 0).";
843 info[i++] = "¤¢¤Ê¤¿¤ÏÁÇÁ᤯°ÜÆ°¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
845 info[i++] = "You can walk extremery fast.";
853 if (p_ptr->muta1 & MUT1_SPIT_ACID)
856 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤ò¿á¤¤«¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX1)";
858 info[i++] = "You can spit acid (dam lvl).";
862 if (p_ptr->muta1 & MUT1_BR_FIRE)
865 info[i++] = "¤¢¤Ê¤¿¤Ï±ê¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
867 info[i++] = "You can breathe fire (dam lvl * 2).";
871 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
874 info[i++] = "¤¢¤Ê¤¿¤ÎâˤߤϺÅ̲¸ú²Ì¤ò¤â¤Ä¡£";
876 info[i++] = "Your gaze is hypnotic.";
880 if (p_ptr->muta1 & MUT1_TELEKINES)
883 info[i++] = "¤¢¤Ê¤¿¤ÏÇ°Æ°ÎϤò¤â¤Ã¤Æ¤¤¤ë¡£";
885 info[i++] = "You are telekinetic.";
889 if (p_ptr->muta1 & MUT1_VTELEPORT)
892 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»×¤Ç¥Æ¥ì¥Ý¡¼¥È¤Ç¤¤ë¡£";
894 info[i++] = "You can teleport at will.";
898 if (p_ptr->muta1 & MUT1_MIND_BLST)
901 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿À¹¶·â¤ò¹Ô¤¨¤ë¡£(¥À¥á¡¼¥¸ 3¡Á12d3)";
903 info[i++] = "You can Mind Blast your enemies (3 to 12d3 dam).";
907 if (p_ptr->muta1 & MUT1_RADIATION)
910 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»×¤Ç¶¯¤¤Êü¼ÍÀþ¤òȯÀ¸¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
912 info[i++] = "You can emit hard radiation at will (dam lvl * 2).";
916 if (p_ptr->muta1 & MUT1_VAMPIRISM)
919 info[i++] = "¤¢¤Ê¤¿¤ÏµÛ·ìµ´¤Î¤è¤¦¤ËŨ¤«¤éÀ¸Ì¿ÎϤòµÛ¼ý¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
921 info[i++] = "You can drain life from a foe like a vampire (dam lvl * 2).";
925 if (p_ptr->muta1 & MUT1_SMELL_MET)
928 info[i++] = "¤¢¤Ê¤¿¤Ï¶á¤¯¤Ë¤¢¤ëµ®¶â°¤ò¤«¤®Ê¬¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
930 info[i++] = "You can smell nearby precious metal.";
934 if (p_ptr->muta1 & MUT1_SMELL_MON)
937 info[i++] = "¤¢¤Ê¤¿¤Ï¶á¤¯¤Î¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò¤«¤®Ê¬¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
939 info[i++] = "You can smell nearby monsters.";
943 if (p_ptr->muta1 & MUT1_BLINK)
946 info[i++] = "¤¢¤Ê¤¿¤Ïû¤¤µ÷Î¥¤ò¥Æ¥ì¥Ý¡¼¥È¤Ç¤¤ë¡£";
948 info[i++] = "You can teleport yourself short distances.";
952 if (p_ptr->muta1 & MUT1_EAT_ROCK)
955 info[i++] = "¤¢¤Ê¤¿¤Ï¹Å¤¤´ä¤ò¿©¤Ù¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
957 info[i++] = "You can consume solid rock.";
961 if (p_ptr->muta1 & MUT1_SWAP_POS)
964 info[i++] = "¤¢¤Ê¤¿¤Ï¾¤Î¼Ô¤È¾ì½ê¤òÆþ¤ìÂؤï¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
966 info[i++] = "You can switch locations with another being.";
970 if (p_ptr->muta1 & MUT1_SHRIEK)
973 info[i++] = "¤¢¤Ê¤¿¤Ï¿È¤ÎÌÓ¤â¤è¤À¤Ä¶«¤ÓÀ¼¤òȯ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
975 info[i++] = "You can emit a horrible shriek (dam 2 * lvl).";
979 if (p_ptr->muta1 & MUT1_ILLUMINE)
982 info[i++] = "¤¢¤Ê¤¿¤ÏÌÀ¤ë¤¤¸÷¤òÊü¤Ä¤³¤È¤¬¤Ç¤¤ë¡£";
984 info[i++] = "You can emit bright light.";
988 if (p_ptr->muta1 & MUT1_DET_CURSE)
991 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤ÊËâË¡¤Î´í¸±¤ò´¶¤¸¤È¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
993 info[i++] = "You can feel the danger of evil magic.";
997 if (p_ptr->muta1 & MUT1_BERSERK)
1000 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»×¤Ç¶¸ÍðÀïÆ®¾õÂ֤ˤʤ뤳¤È¤¬¤Ç¤¤ë¡£";
1002 info[i++] = "You can drive yourself into a berserk frenzy.";
1006 if (p_ptr->muta1 & MUT1_POLYMORPH)
1009 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»Ö¤ÇÊѲ½¤Ç¤¤ë¡£";
1011 info[i++] = "You can polymorph yourself at will.";
1015 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
1018 info[i++] = "¤¢¤Ê¤¿¤ÏÄ̾異¥¤¥Æ¥à¤ò¶â¤ËÊѤ¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1020 info[i++] = "You can turn ordinary items to gold.";
1024 if (p_ptr->muta1 & MUT1_GROW_MOLD)
1027 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ°Ï¤Ë¥¥Î¥³¤òÀ¸¤ä¤¹¤³¤È¤¬¤Ç¤¤ë¡£";
1029 info[i++] = "You can cause mold to grow near you.";
1033 if (p_ptr->muta1 & MUT1_RESIST)
1036 info[i++] = "¤¢¤Ê¤¿¤Ï¸µÁǤι¶·â¤ËÂФ·¤Æ¿È¤ò¹Å¤¯¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1038 info[i++] = "You can harden yourself to the ravages of the elements.";
1042 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
1045 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ°Ï¤Î¥À¥ó¥¸¥ç¥ó¤òÊø²õ¤µ¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1047 info[i++] = "You can bring down the dungeon around your ears.";
1051 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
1054 info[i++] = "¤¢¤Ê¤¿¤ÏËâË¡¤Î¥¨¥Í¥ë¥®¡¼¤ò¼«Ê¬¤Îʪ¤È¤·¤Æ»ÈÍѤǤ¤ë¡£";
1056 info[i++] = "You can consume magic energy for your own use.";
1060 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
1063 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Ë±Æ¶Á¤òÍ¿¤¨¤ëËâË¡¤ÎÎϤò´¶¤¸¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1065 info[i++] = "You can feel the strength of the magics affecting you.";
1069 if (p_ptr->muta1 & MUT1_STERILITY)
1072 info[i++] = "¤¢¤Ê¤¿¤Ï½¸ÃÄŪÀ¸¿£ÉÔǽ¤òµ¯¤³¤¹¤³¤È¤¬¤Ç¤¤ë¡£";
1074 info[i++] = "You can cause mass impotence.";
1078 if (p_ptr->muta1 & MUT1_PANIC_HIT)
1081 info[i++] = "¤¢¤Ê¤¿¤Ï¹¶·â¤·¤¿¸å¿È¤ò¼é¤ë¤¿¤áƨ¤²¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1083 info[i++] = "You can run for your life after hitting something.";
1087 if (p_ptr->muta1 & MUT1_DAZZLE)
1090 info[i++] = "¤¢¤Ê¤¿¤Ïº®Íð¤ÈÌÕÌܤò°ú¤µ¯¤³¤¹Êü¼Íǽ¤òȯÀ¸¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£ ";
1092 info[i++] = "You can emit confusing, blinding radiation.";
1096 if (p_ptr->muta1 & MUT1_LASER_EYE)
1099 info[i++] = "¤¢¤Ê¤¿¤ÏÌܤ«¤é¥ì¡¼¥¶¡¼¸÷Àþ¤òȯ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
1101 info[i++] = "Your eyes can fire laser beams (dam 2 * lvl).";
1105 if (p_ptr->muta1 & MUT1_RECALL)
1108 info[i++] = "¤¢¤Ê¤¿¤Ï³¹¤È¥À¥ó¥¸¥ç¥ó¤Î´Ö¤ò¹Ô¤Í褹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1110 info[i++] = "You can travel between town and the depths.";
1114 if (p_ptr->muta1 & MUT1_BANISH)
1117 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¥â¥ó¥¹¥¿¡¼¤òÃϹö¤ËÍî¤È¤¹¤³¤È¤¬¤Ç¤¤ë¡£";
1119 info[i++] = "You can send evil creatures directly to Hell.";
1123 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
1126 info[i++] = "¤¢¤Ê¤¿¤ÏŨ¤ò¿¨¤Ã¤ÆÅà¤é¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX3)";
1128 info[i++] = "You can freeze things with a touch (dam 3 * lvl).";
1132 if (p_ptr->muta1 & MUT1_LAUNCHER)
1135 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥¤¥Æ¥à¤òÎ϶¯¤¯Åꤲ¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1137 info[i++] = "You can hurl objects with great force.";
1145 if (p_ptr->muta2 & MUT2_BERS_RAGE)
1148 info[i++] = "¤¢¤Ê¤¿¤Ï¶¸Àï»Î²½¤Îȯºî¤òµ¯¤³¤¹¡£";
1150 info[i++] = "You are subject to berserker fits.";
1154 if (p_ptr->muta2 & MUT2_COWARDICE)
1157 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹²²É¤ˤʤ롣";
1159 info[i++] = "You are subject to cowardice.";
1163 if (p_ptr->muta2 & MUT2_RTELEPORT)
1166 info[i++] = "¤¢¤Ê¤¿¤Ï¥é¥ó¥À¥à¤Ë¥Æ¥ì¥Ý¡¼¥È¤¹¤ë¡£";
1168 info[i++] = "You are teleporting randomly.";
1172 if (p_ptr->muta2 & MUT2_ALCOHOL)
1175 info[i++] = "¤¢¤Ê¤¿¤ÎÂΤϥ¢¥ë¥³¡¼¥ë¤òʬÈ礹¤ë¡£";
1177 info[i++] = "Your body produces alcohol.";
1181 if (p_ptr->muta2 & MUT2_HALLU)
1184 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸³Ð¤ò°ú¤µ¯¤³¤¹Àº¿ÀºøÍð¤Ë¿¯¤µ¤ì¤Æ¤¤¤ë¡£";
1186 info[i++] = "You have a hallucinatory insanity.";
1190 if (p_ptr->muta2 & MUT2_FLATULENT)
1193 info[i++] = "¤¢¤Ê¤¿¤ÏÀ©¸æ¤Ç¤¤Ê¤¤¶¯Îõ¤ÊÕû¤ò¤³¤¯¡£";
1195 info[i++] = "You are subject to uncontrollable flatulence.";
1199 if (p_ptr->muta2 & MUT2_PROD_MANA)
1202 info[i++] = "¤¢¤Ê¤¿¤ÏÀ©¸æÉÔǽ¤ÊËâË¡¤Î¥¨¥Í¥ë¥®¡¼¤òȯ¤·¤Æ¤¤¤ë¡£";
1204 info[i++] = "You are producing magical energy uncontrollably.";
1208 if (p_ptr->muta2 & MUT2_ATT_DEMON)
1211 info[i++] = "¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤ò°ú¤¤Ä¤±¤ë¡£";
1213 info[i++] = "You attract demons.";
1217 if (p_ptr->muta2 & MUT2_SCOR_TAIL)
1220 info[i++] = "¤¢¤Ê¤¿¤Ï¥µ¥½¥ê¤Î¿¬Èø¤¬À¸¤¨¤Æ¤¤¤ë¡£(ÆÇ¡¢¥À¥á¡¼¥¸ 3d7)";
1222 info[i++] = "You have a scorpion tail (poison, 3d7).";
1226 if (p_ptr->muta2 & MUT2_HORNS)
1229 info[i++] = "¤¢¤Ê¤¿¤Ï³Ñ¤¬À¸¤¨¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 2d6)";
1231 info[i++] = "You have horns (dam. 2d6).";
1235 if (p_ptr->muta2 & MUT2_BEAK)
1238 info[i++] = "¤¢¤Ê¤¿¤Ï¥¯¥Á¥Ð¥·¤¬À¸¤¨¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 2d4)";
1240 info[i++] = "You have a beak (dam. 2d4).";
1244 if (p_ptr->muta2 & MUT2_SPEED_FLUX)
1247 info[i++] = "¤¢¤Ê¤¿¤Ï¥é¥ó¥À¥à¤ËÁ᤯ư¤¤¤¿¤êÃÙ¤¯Æ°¤¤¤¿¤ê¤¹¤ë¡£";
1249 info[i++] = "You move faster or slower randomly.";
1253 if (p_ptr->muta2 & MUT2_BANISH_ALL)
1256 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹¶á¤¯¤Î¥â¥ó¥¹¥¿¡¼¤ò¾ÃÌǤµ¤»¤ë¡£";
1258 info[i++] = "You sometimes cause nearby creatures to vanish.";
1262 if (p_ptr->muta2 & MUT2_EAT_LIGHT)
1265 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹¼þ°Ï¤Î¸÷¤òµÛ¼ý¤·¤Æ±ÉÍܤˤ¹¤ë¡£";
1267 info[i++] = "You sometimes feed off of the light around you.";
1271 if (p_ptr->muta2 & MUT2_TRUNK)
1274 info[i++] = "¤¢¤Ê¤¿¤Ï¾Ý¤Î¤è¤¦¤ÊÉ¡¤ò»ý¤Ã¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 1d4)";
1276 info[i++] = "You have an elephantine trunk (dam 1d4).";
1280 if (p_ptr->muta2 & MUT2_ATT_ANIMAL)
1283 info[i++] = "¤¢¤Ê¤¿¤Ïưʪ¤ò°ú¤¤Ä¤±¤ë¡£";
1285 info[i++] = "You attract animals.";
1289 if (p_ptr->muta2 & MUT2_TENTACLES)
1292 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¿¨¼ê¤ò»ý¤Ã¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 2d5)";
1294 info[i++] = "You have evil looking tentacles (dam 2d5).";
1298 if (p_ptr->muta2 & MUT2_RAW_CHAOS)
1301 info[i++] = "¤¢¤Ê¤¿¤Ï¤·¤Ð¤·¤Ð½ã¥«¥ª¥¹¤ËÊñ¤Þ¤ì¤ë¡£";
1303 info[i++] = "You occasionally are surrounded with raw chaos.";
1307 if (p_ptr->muta2 & MUT2_NORMALITY)
1310 info[i++] = "¤¢¤Ê¤¿¤ÏÊÑ°Û¤·¤Æ¤¤¤¿¤¬¡¢²óÉü¤·¤Æ¤¤Æ¤¤¤ë¡£";
1312 info[i++] = "You may be mutated, but you're recovering.";
1316 if (p_ptr->muta2 & MUT2_WRAITH)
1319 info[i++] = "¤¢¤Ê¤¿¤ÎÆùÂΤÏÍ©Â⽤·¤¿¤ê¼ÂÂ⽤·¤¿¤ê¤¹¤ë¡£";
1321 info[i++] = "You fade in and out of physical reality.";
1325 if (p_ptr->muta2 & MUT2_POLY_WOUND)
1328 info[i++] = "¤¢¤Ê¤¿¤Î·ò¹¯¤Ï¥«¥ª¥¹¤ÎÎϤ˱ƶÁ¤ò¼õ¤±¤ë¡£";
1330 info[i++] = "Your health is subject to chaotic forces.";
1334 if (p_ptr->muta2 & MUT2_WASTING)
1337 info[i++] = "¤¢¤Ê¤¿¤Ï¿ê¼å¤¹¤ë¶²¤í¤·¤¤Éµ¤¤Ë¤«¤«¤Ã¤Æ¤¤¤ë¡£";
1339 info[i++] = "You have a horrible wasting disease.";
1343 if (p_ptr->muta2 & MUT2_ATT_DRAGON)
1346 info[i++] = "¤¢¤Ê¤¿¤Ï¥É¥é¥´¥ó¤ò°ú¤¤Ä¤±¤ë¡£";
1348 info[i++] = "You attract dragons.";
1352 if (p_ptr->muta2 & MUT2_WEIRD_MIND)
1355 info[i++] = "¤¢¤Ê¤¿¤ÎÀº¿À¤Ï¥é¥ó¥À¥à¤Ë³ÈÂ礷¤¿¤ê½Ì¾®¤·¤¿¤ê¤·¤Æ¤¤¤ë¡£";
1357 info[i++] = "Your mind randomly expands and contracts.";
1361 if (p_ptr->muta2 & MUT2_NAUSEA)
1364 info[i++] = "¤¢¤Ê¤¿¤Î°ß¤ÏÈó¾ï¤ËÍî¤ÁÃ夤¬¤Ê¤¤¡£";
1366 info[i++] = "You have a seriously upset stomach.";
1370 if (p_ptr->muta2 & MUT2_CHAOS_GIFT)
1373 info[i++] = "¤¢¤Ê¤¿¤Ï¥«¥ª¥¹¤Î¼é¸î°Ë⤫¤éË«Èþ¤ò¤¦¤±¤È¤ë¡£";
1375 info[i++] = "Chaos deities give you gifts.";
1379 if (p_ptr->muta2 & MUT2_WALK_SHAD)
1382 info[i++] = "¤¢¤Ê¤¿¤Ï¤·¤Ð¤·¤Ð¾¤Î¡Ö±Æ¡×¤Ë̤¤¹þ¤à¡£";
1384 info[i++] = "You occasionally stumble into other shadows.";
1388 if (p_ptr->muta2 & MUT2_WARNING)
1391 info[i++] = "¤¢¤Ê¤¿¤ÏŨ¤Ë´Ø¤¹¤ë·Ù¹ð¤ò´¶¤¸¤ë¡£";
1393 info[i++] = "You receive warnings about your foes.";
1397 if (p_ptr->muta2 & MUT2_INVULN)
1400 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹É餱ÃΤ餺¤Êµ¤Ê¬¤Ë¤Ê¤ë¡£";
1402 info[i++] = "You occasionally feel invincible.";
1406 if (p_ptr->muta2 & MUT2_SP_TO_HP)
1409 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹·ì¤¬¶ÚÆù¤Ë¤É¤Ã¤Èή¤ì¤ë¡£";
1411 info[i++] = "Your blood sometimes rushes to your muscles.";
1415 if (p_ptr->muta2 & MUT2_HP_TO_SP)
1418 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹Æ¬¤Ë·ì¤¬¤É¤Ã¤Èή¤ì¤ë¡£";
1420 info[i++] = "Your blood sometimes rushes to your head.";
1424 if (p_ptr->muta2 & MUT2_DISARM)
1427 info[i++] = "¤¢¤Ê¤¿¤Ï¤è¤¯¤Ä¤Þ¤Å¤¤¤Æʪ¤òÍî¤È¤¹¡£";
1429 info[i++] = "You occasionally stumble and drop things.";
1437 if (p_ptr->muta3 & MUT3_HYPER_STR)
1440 info[i++] = "¤¢¤Ê¤¿¤ÏĶ¿ÍŪ¤Ë¶¯¤¤¡£(ÏÓÎÏ+4)";
1442 info[i++] = "You are superhumanly strong (+4 STR).";
1446 if (p_ptr->muta3 & MUT3_PUNY)
1449 info[i++] = "¤¢¤Ê¤¿¤Ïµõ¼å¤À¡£(ÏÓÎÏ-4)";
1451 info[i++] = "You are puny (-4 STR).";
1455 if (p_ptr->muta3 & MUT3_HYPER_INT)
1458 info[i++] = "¤¢¤Ê¤¿¤ÎǾ¤ÏÀ¸ÂÎ¥³¥ó¥Ô¥å¡¼¥¿¤À¡£(ÃÎǽ¡õ¸¤µ+4)";
1460 info[i++] = "Your brain is a living computer (+4 INT/WIS).";
1464 if (p_ptr->muta3 & MUT3_MORONIC)
1467 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿ÀÇö¼å¤À¡£(ÃÎǽ¡õ¸¤µ-4)";
1469 info[i++] = "You are moronic (-4 INT/WIS).";
1473 if (p_ptr->muta3 & MUT3_RESILIENT)
1476 info[i++] = "¤¢¤Ê¤¿¤ÏÈó¾ï¤Ë¥¿¥Õ¤À¡£(Âѵ×+4)";
1478 info[i++] = "You are very resilient (+4 CON).";
1482 if (p_ptr->muta3 & MUT3_XTRA_FAT)
1485 info[i++] = "¤¢¤Ê¤¿¤Ï¶Ëü¤ËÂÀ¤Ã¤Æ¤¤¤ë¡£(Âѵ×+2,¥¹¥Ô¡¼¥É-2)";
1487 info[i++] = "You are extremely fat (+2 CON, -2 speed).";
1491 if (p_ptr->muta3 & MUT3_ALBINO)
1494 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥ë¥Ó¥Î¤À¡£(Âѵ×-4)";
1496 info[i++] = "You are albino (-4 CON).";
1500 if (p_ptr->muta3 & MUT3_FLESH_ROT)
1503 info[i++] = "¤¢¤Ê¤¿¤ÎÆùÂΤÏÉåÇÔ¤·¤Æ¤¤¤ë¡£(Âѵ×-2,Ì¥ÎÏ-1)";
1505 info[i++] = "Your flesh is rotting (-2 CON, -1 CHR).";
1509 if (p_ptr->muta3 & MUT3_SILLY_VOI)
1512 info[i++] = "¤¢¤Ê¤¿¤ÎÀ¼¤Ï´ÖÈ´¤±¤Ê¥¡¼¥¡¼À¼¤À¡£(Ì¥ÎÏ-4)";
1514 info[i++] = "Your voice is a silly squeak (-4 CHR).";
1518 if (p_ptr->muta3 & MUT3_BLANK_FAC)
1521 info[i++] = "¤¢¤Ê¤¿¤Ï¤Î¤Ã¤Ú¤é¤Ü¤¦¤À¡£(Ì¥ÎÏ-1)";
1523 info[i++] = "Your face is featureless (-1 CHR).";
1527 if (p_ptr->muta3 & MUT3_ILL_NORM)
1530 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸±Æ¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
1532 info[i++] = "Your appearance is masked with illusion.";
1536 if (p_ptr->muta3 & MUT3_XTRA_EYES)
1539 info[i++] = "¤¢¤Ê¤¿¤Ï;ʬ¤ËÆó¤Ä¤ÎÌܤò»ý¤Ã¤Æ¤¤¤ë¡£(õº÷+15)";
1541 info[i++] = "You have an extra pair of eyes (+15 search).";
1545 if (p_ptr->muta3 & MUT3_MAGIC_RES)
1548 info[i++] = "¤¢¤Ê¤¿¤ÏËâË¡¤Ø¤ÎÂÑÀ¤ò¤â¤Ã¤Æ¤¤¤ë¡£";
1550 info[i++] = "You are resistant to magic.";
1554 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
1557 info[i++] = "¤¢¤Ê¤¿¤ÏÊѤʲ»¤òȯ¤·¤Æ¤¤¤ë¡£(±£Ì©-3)";
1559 info[i++] = "You make a lot of strange noise (-3 stealth).";
1563 if (p_ptr->muta3 & MUT3_INFRAVIS)
1566 info[i++] = "¤¢¤Ê¤¿¤ÏÁÇÀ²¤é¤·¤¤ÀÖ³°Àþ»ëÎϤò»ý¤Ã¤Æ¤¤¤ë¡£(+3)";
1568 info[i++] = "You have remarkable infravision (+3).";
1572 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
1575 info[i++] = "¤¢¤Ê¤¿¤Ï;ʬ¤ËÆóËܤΤ¬À¸¤¨¤Æ¤¤¤ë¡£(²Ã®+3)";
1577 info[i++] = "You have an extra pair of legs (+3 speed).";
1581 if (p_ptr->muta3 & MUT3_SHORT_LEG)
1584 info[i++] = "¤¢¤Ê¤¿¤Î¤Ïû¤¤Æ͵¯¤À¡£(²Ã®-3)";
1586 info[i++] = "Your legs are short stubs (-3 speed).";
1590 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
1593 info[i++] = "¤¢¤Ê¤¿¤Î·ì´É¤Ë¤ÏÅÅή¤¬Î®¤ì¤Æ¤¤¤ë¡£";
1595 info[i++] = "Electricity is running through your veins.";
1599 if (p_ptr->muta3 & MUT3_FIRE_BODY)
1602 info[i++] = "¤¢¤Ê¤¿¤ÎÂΤϱê¤Ë¤Ä¤Ä¤Þ¤ì¤Æ¤¤¤ë¡£";
1604 info[i++] = "Your body is enveloped in flames.";
1607 if (p_ptr->muta3 & MUT3_WART_SKIN)
1610 info[i++] = "¤¢¤Ê¤¿¤ÎÈ©¤Ï¥¤¥Ü¤ËÈï¤ï¤ì¤Æ¤¤¤ë¡£(Ì¥ÎÏ-2, AC+5)";
1612 info[i++] = "Your skin is covered with warts (-2 CHR, +5 AC).";
1616 if (p_ptr->muta3 & MUT3_SCALES)
1619 info[i++] = "¤¢¤Ê¤¿¤ÎÈ©¤ÏÎڤˤʤäƤ¤¤ë¡£(Ì¥ÎÏ-1, AC+10)";
1621 info[i++] = "Your skin has turned into scales (-1 CHR, +10 AC).";
1625 if (p_ptr->muta3 & MUT3_IRON_SKIN)
1628 info[i++] = "¤¢¤Ê¤¿¤ÎÈ©¤ÏÅ´¤Ç¤Ç¤¤Æ¤¤¤ë¡£(´ïÍÑ-1, AC+25)";
1630 info[i++] = "Your skin is made of steel (-1 DEX, +25 AC).";
1634 if (p_ptr->muta3 & MUT3_WINGS)
1637 info[i++] = "¤¢¤Ê¤¿¤Ï±©¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
1639 info[i++] = "You have wings.";
1643 if (p_ptr->muta3 & MUT3_FEARLESS)
1647 if (p_ptr->muta3 & MUT3_REGEN)
1651 if (p_ptr->muta3 & MUT3_ESP)
1655 if (p_ptr->muta3 & MUT3_LIMBER)
1658 info[i++] = "¤¢¤Ê¤¿¤ÎÂΤÏÈó¾ï¤Ë¤·¤Ê¤ä¤«¤À¡£(´ïÍÑ+3)";
1660 info[i++] = "Your body is very limber (+3 DEX).";
1664 if (p_ptr->muta3 & MUT3_ARTHRITIS)
1667 info[i++] = "¤¢¤Ê¤¿¤Ï¤¤¤Ä¤â´ØÀá¤ËÄˤߤò´¶¤¸¤Æ¤¤¤ë¡£(´ïÍÑ-3)";
1669 info[i++] = "Your joints ache constantly (-3 DEX).";
1673 if (p_ptr->muta3 & MUT3_VULN_ELEM)
1676 info[i++] = "¤¢¤Ê¤¿¤Ï¸µÁǤι¶·â¤Ë¼å¤¤¡£";
1678 info[i++] = "You are susceptible to damage from the elements.";
1682 if (p_ptr->muta3 & MUT3_MOTION)
1685 info[i++] = "¤¢¤Ê¤¿¤ÎÆ°ºî¤ÏÀµ³Î¤ÇÎ϶¯¤¤¡£(±£Ì©+1)";
1687 info[i++] = "Your movements are precise and forceful (+1 STL).";
1691 if (p_ptr->muta3 & MUT3_GOOD_LUCK)
1694 info[i++] = "¤¢¤Ê¤¿¤ÏÇò¤¤¥ª¡¼¥é¤Ë¤Ä¤Ä¤Þ¤ì¤Æ¤¤¤ë¡£";
1696 info[i++] = "There is a white aura surrounding you.";
1699 if (p_ptr->muta3 & MUT3_BAD_LUCK)
1702 info[i++] = "¤¢¤Ê¤¿¤Ï¹õ¤¤¥ª¡¼¥é¤Ë¤Ä¤Ä¤Þ¤ì¤Æ¤¤¤ë¡£";
1704 info[i++] = "There is a black aura surrounding you.";
1712 info[i++] = "¤¢¤Ê¤¿¤ÏÌܤ¬¸«¤¨¤Ê¤¤¡£";
1714 info[i++] = "You cannot see.";
1718 if (p_ptr->confused)
1721 info[i++] = "¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£";
1723 info[i++] = "You are confused.";
1730 info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
1732 info[i++] = "You are terrified.";
1739 info[i++] = "¤¢¤Ê¤¿¤Ï½Ð·ì¤·¤Æ¤¤¤ë¡£";
1741 info[i++] = "You are bleeding.";
1748 info[i++] = "¤¢¤Ê¤¿¤Ï¤â¤¦¤í¤¦¤È¤·¤Æ¤¤¤ë¡£";
1750 info[i++] = "You are stunned.";
1754 if (p_ptr->poisoned)
1757 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
1759 info[i++] = "You are poisoned.";
1766 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸³Ð¤ò¸«¤Æ¤¤¤ë¡£";
1768 info[i++] = "You are hallucinating.";
1772 if (p_ptr->cursed & TRC_TY_CURSE)
1775 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê±åÇ°¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
1777 info[i++] = "You carry an ancient foul curse.";
1781 if (p_ptr->cursed & TRC_AGGRAVATE)
1784 info[i++] = "¤¢¤Ê¤¿¤Ï¥â¥ó¥¹¥¿¡¼¤òÅܤ餻¤Æ¤¤¤ë¡£";
1786 info[i++] = "You aggravate monsters.";
1790 if (p_ptr->cursed & TRC_DRAIN_EXP)
1793 info[i++] = "¤¢¤Ê¤¿¤Ï·Ð¸³ÃͤòµÛ¤ï¤ì¤Æ¤¤¤ë¡£";
1795 info[i++] = "You are drained.";
1799 if (p_ptr->cursed & TRC_SLOW_REGEN)
1802 info[i++] = "¤¢¤Ê¤¿¤Î²óÉüÎϤÏÈó¾ï¤ËÃÙ¤¤¡£";
1804 info[i++] = "You regenerate slowly.";
1808 if (p_ptr->cursed & TRC_ADD_L_CURSE)
1811 info[i++] = "¤¢¤Ê¤¿¤Î¼å¤¤¼ö¤¤¤ÏÁý¤¨¤ë¡£"; /* »ÃÄêŪ -- henkma */
1813 info[i++] = "Your weak curses multiply.";
1817 if (p_ptr->cursed & TRC_ADD_H_CURSE)
1820 info[i++] = "¤¢¤Ê¤¿¤Î¶¯¤¤¼ö¤¤¤ÏÁý¤¨¤ë¡£"; /* »ÃÄêŪ -- henkma */
1822 info[i++] = "Your heavy curses multiply.";
1826 if (p_ptr->cursed & TRC_CALL_ANIMAL)
1829 info[i++] = "¤¢¤Ê¤¿¤Ïưʪ¤ËÁÀ¤ï¤ì¤Æ¤¤¤ë¡£";
1831 info[i++] = "You attract animals.";
1835 if (p_ptr->cursed & TRC_CALL_DEMON)
1838 info[i++] = "¤¢¤Ê¤¿¤Ï°Ëâ¤ËÁÀ¤ï¤ì¤Æ¤¤¤ë¡£";
1840 info[i++] = "You attract demons.";
1844 if (p_ptr->cursed & TRC_CALL_DRAGON)
1847 info[i++] = "¤¢¤Ê¤¿¤Ï¥É¥é¥´¥ó¤ËÁÀ¤ï¤ì¤Æ¤¤¤ë¡£";
1849 info[i++] = "You attract dragons.";
1853 if (p_ptr->cursed & TRC_COWARDICE)
1856 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹²²É¤ˤʤ롣";
1858 info[i++] = "You are subject to cowardice.";
1862 if (p_ptr->cursed & TRC_TELEPORT)
1865 info[i++] = "¤¢¤Ê¤¿¤Î°ÌÃ֤ϤҤ¸¤ç¤¦¤ËÉÔ°ÂÄê¤À¡£";
1867 info[i++] = "Your position is very uncertain.";
1871 if (p_ptr->cursed & TRC_LOW_MELEE)
1874 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¹¶·â¤ò³°¤·¤ä¤¹¤¤¡£";
1876 info[i++] = "Your weapon causes you to miss blows.";
1880 if (p_ptr->cursed & TRC_LOW_AC)
1883 info[i++] = "¤¢¤Ê¤¿¤Ï¹¶·â¤ò¼õ¤±¤ä¤¹¤¤¡£";
1885 info[i++] = "You are subject to be hit.";
1889 if (p_ptr->cursed & TRC_LOW_MAGIC)
1892 info[i++] = "¤¢¤Ê¤¿¤ÏËâË¡¤ò¼ºÇÔ¤·¤ä¤¹¤¤¡£";
1894 info[i++] = "You are subject to fail spellcasting.";
1898 if (p_ptr->cursed & TRC_FAST_DIGEST)
1901 info[i++] = "¤¢¤Ê¤¿¤Ï¤¹¤°¤ªÊ¢¤¬¤Ø¤ë¡£";
1903 info[i++] = "You have a good appetite.";
1907 if (p_ptr->cursed & TRC_DRAIN_HP)
1910 info[i++] = "¤¢¤Ê¤¿¤ÏÂÎÎϤòµÛ¤ï¤ì¤Æ¤¤¤ë¡£";
1912 info[i++] = "You are drained.";
1916 if (p_ptr->cursed & TRC_DRAIN_MANA)
1919 info[i++] = "¤¢¤Ê¤¿¤ÏËâÎϤòµÛ¤ï¤ì¤Æ¤¤¤ë¡£";
1921 info[i++] = "You brain is drained.";
1928 info[i++] = "¤¢¤Ê¤¿¤Ï¹â·é¤µ¤ò´¶¤¸¤Æ¤¤¤ë¡£";
1930 info[i++] = "You feel rightous.";
1937 info[i++] = "¤¢¤Ê¤¿¤Ï¥Ò¡¼¥í¡¼µ¤Ê¬¤À¡£";
1939 info[i++] = "You feel heroic.";
1946 info[i++] = "¤¢¤Ê¤¿¤ÏÀïÆ®¶¸¤À¡£";
1948 info[i++] = "You are in a battle rage.";
1952 if (p_ptr->protevil)
1955 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¤ë¸ºß¤«¤é¼é¤é¤ì¤Æ¤¤¤ë¡£";
1957 info[i++] = "You are protected from evil.";
1964 info[i++] = "¤¢¤Ê¤¿¤Ï¿ÀÈë¤Î¥·¡¼¥ë¥É¤Ç¼é¤é¤ì¤Æ¤¤¤ë¡£";
1966 info[i++] = "You are protected by a mystic shield.";
1973 info[i++] = "¤¢¤Ê¤¿¤Ï¸½ºß½ý¤Ä¤«¤Ê¤¤¡£";
1975 info[i++] = "You are temporarily invulnerable.";
1979 if (p_ptr->wraith_form)
1982 info[i++] = "¤¢¤Ê¤¿¤Ï°ì»þŪ¤ËÍ©Â⽤·¤Æ¤¤¤ë¡£";
1984 info[i++] = "You are temporarily incorporeal.";
1988 if (p_ptr->special_attack & ATTACK_CONFUSE)
1991 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÀÖ¤¯µ±¤¤¤Æ¤¤¤ë¡£";
1993 info[i++] = "Your hands are glowing dull red.";
1997 if (p_ptr->special_attack & ATTACK_FIRE)
2000 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤Ï²Ð±ê¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2002 info[i++] = "You can strike the enemy with flame.";
2006 if (p_ptr->special_attack & ATTACK_COLD)
2009 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÎ䵤¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2011 info[i++] = "You can strike the enemy with cold.";
2015 if (p_ptr->special_attack & ATTACK_ACID)
2018 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤Ï»À¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2020 info[i++] = "You can strike the enemy with acid.";
2024 if (p_ptr->special_attack & ATTACK_ELEC)
2027 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÅÅ·â¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2029 info[i++] = "You can strike the enemy with electoric shock.";
2033 if (p_ptr->special_attack & ATTACK_POIS)
2036 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÆǤËʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2038 info[i++] = "You can strike the enemy with poison.";
2042 switch (p_ptr->action)
2046 info[i++] = "¤¢¤Ê¤¿¤Ï¤Ò¤¸¤ç¤¦¤ËÃí°Õ¿¼¤¯¼þ°Ï¤ò¸«ÅϤ·¤Æ¤¤¤ë¡£";
2048 info[i++] = "You are looking around very carefully.";
2052 if (p_ptr->new_spells)
2055 info[i++] = "¤¢¤Ê¤¿¤Ï¼öʸ¤äµ§¤ê¤ò³Ø¤Ö¤³¤È¤¬¤Ç¤¤ë¡£";
2057 info[i++] = "You can learn some spells/prayers.";
2061 if (p_ptr->word_recall)
2064 info[i++] = "¤¢¤Ê¤¿¤Ï¤¹¤°¤Ëµ¢´Ô¤¹¤ë¤À¤í¤¦¡£";
2066 info[i++] = "You will soon be recalled.";
2070 if (p_ptr->alter_reality)
2073 info[i++] = "¤¢¤Ê¤¿¤Ï¤¹¤°¤Ë¤³¤ÎÀ¤³¦¤òÎ¥¤ì¤ë¤À¤í¤¦¡£";
2075 info[i++] = "You will soon be altered.";
2079 if (p_ptr->see_infra)
2082 info[i++] = "¤¢¤Ê¤¿¤ÎÆ·¤ÏÀÖ³°Àþ¤ËÉÒ´¶¤Ç¤¢¤ë¡£";
2084 info[i++] = "Your eyes are sensitive to infrared light.";
2091 info[i++] = "¤¢¤Ê¤¿¤ÏÆ©ÌÀ¤Ê¥â¥ó¥¹¥¿¡¼¤ò¸«¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
2093 info[i++] = "You can see invisible creatures.";
2097 if (p_ptr->levitation)
2100 info[i++] = "¤¢¤Ê¤¿¤ÏÈô¤Ö¤³¤È¤¬¤Ç¤¤ë¡£";
2102 info[i++] = "You can fly.";
2106 if (p_ptr->free_act)
2109 info[i++] = "¤¢¤Ê¤¿¤ÏËãáãÃΤ餺¤Î¸ú²Ì¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2111 info[i++] = "You have free action.";
2115 if (p_ptr->regenerate)
2118 info[i++] = "¤¢¤Ê¤¿¤ÏÁÇÁ᤯ÂÎÎϤò²óÉü¤¹¤ë¡£";
2120 info[i++] = "You regenerate quickly.";
2124 if (p_ptr->slow_digest)
2127 info[i++] = "¤¢¤Ê¤¿¤Ï¿©Íߤ¬¾¯¤Ê¤¤¡£";
2129 info[i++] = "Your appetite is small.";
2133 if (p_ptr->telepathy)
2136 info[i++] = "¤¢¤Ê¤¿¤Ï¥Æ¥ì¥Ñ¥·¡¼Ç½ÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2138 info[i++] = "You have ESP.";
2142 if (p_ptr->esp_animal)
2145 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Á³³¦¤ÎÀ¸Êª¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2147 info[i++] = "You sense natural creatures.";
2151 if (p_ptr->esp_undead)
2154 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥ó¥Ç¥Ã¥É¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2156 info[i++] = "You sense undead.";
2160 if (p_ptr->esp_demon)
2163 info[i++] = "¤¢¤Ê¤¿¤Ï°Ëâ¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2165 info[i++] = "You sense demons.";
2172 info[i++] = "¤¢¤Ê¤¿¤Ï¥ª¡¼¥¯¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2174 info[i++] = "You sense orcs.";
2178 if (p_ptr->esp_troll)
2181 info[i++] = "¤¢¤Ê¤¿¤Ï¥È¥í¥ë¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2183 info[i++] = "You sense trolls.";
2187 if (p_ptr->esp_giant)
2190 info[i++] = "¤¢¤Ê¤¿¤Ïµð¿Í¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2192 info[i++] = "You sense giants.";
2196 if (p_ptr->esp_dragon)
2199 info[i++] = "¤¢¤Ê¤¿¤Ï¥É¥é¥´¥ó¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2201 info[i++] = "You sense dragons.";
2205 if (p_ptr->esp_human)
2208 info[i++] = "¤¢¤Ê¤¿¤Ï¿Í´Ö¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2210 info[i++] = "You sense humans.";
2214 if (p_ptr->esp_evil)
2217 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤ÊÀ¸¤Êª¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2219 info[i++] = "You sense evil creatures.";
2223 if (p_ptr->esp_good)
2226 info[i++] = "¤¢¤Ê¤¿¤ÏÁ±ÎɤÊÀ¸¤Êª¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2228 info[i++] = "You sense good creatures.";
2232 if (p_ptr->esp_nonliving)
2235 info[i++] = "¤¢¤Ê¤¿¤Ï³èÆ°¤¹¤ë̵À¸ÊªÂΤθºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2237 info[i++] = "You sense non-living creatures.";
2241 if (p_ptr->esp_unique)
2244 info[i++] = "¤¢¤Ê¤¿¤ÏÆÃÊ̤ʶ¯Å¨¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2246 info[i++] = "You sense unique monsters.";
2250 if (p_ptr->hold_life)
2253 info[i++] = "¤¢¤Ê¤¿¤Ï¼«¸Ê¤ÎÀ¸Ì¿ÎϤò¤·¤Ã¤«¤ê¤È°Ý»ý¤¹¤ë¡£";
2255 info[i++] = "You have a firm hold on your life force.";
2261 info[i++] = _("¤¢¤Ê¤¿¤ÏÌð¤Î¼öʸ¤òÈ¿¼Í¤¹¤ë¡£", "You reflect bolt spells.");
2265 info[i++] = _("¤¢¤Ê¤¿¤Ï±ê¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£", "You are surrounded with a fiery aura.");
2269 info[i++] = _("¤¢¤Ê¤¿¤ÏÅŵ¤¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£", "You are surrounded with electricity.");
2273 info[i++] = _("¤¢¤Ê¤¿¤ÏÎ䵤¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£", "You are surrounded with an aura of coldness.");
2275 if (p_ptr->tim_sh_holy)
2277 info[i++] = _("¤¢¤Ê¤¿¤ÏÀ»¤Ê¤ë¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£", "You are surrounded with a holy aura.");
2279 if (p_ptr->tim_sh_touki)
2281 info[i++] = _("¤¢¤Ê¤¿¤ÏÆ®µ¤¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£", "You are surrounded with a energy aura.");
2283 if (p_ptr->anti_magic)
2286 info[i++] = "¤¢¤Ê¤¿¤ÏÈ¿ËâË¡¥·¡¼¥ë¥É¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2288 info[i++] = "You are surrounded by an anti-magic shell.";
2292 if (p_ptr->anti_tele)
2295 info[i++] = "¤¢¤Ê¤¿¤Ï¥Æ¥ì¥Ý¡¼¥È¤Ç¤¤Ê¤¤¡£";
2297 info[i++] = "You cannot teleport.";
2304 info[i++] = "¤¢¤Ê¤¿¤Î¿ÈÂΤϸ÷¤Ã¤Æ¤¤¤ë¡£";
2306 info[i++] = "You are carrying a permanent light.";
2313 info[i++] = "¤¢¤Ê¤¿¤Ï¹ÔÆ°¤ÎÁ°¤Ë´í¸±¤ò»¡ÃΤ¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
2315 info[i++] = "You will be warned before dangerous actions.";
2319 if (p_ptr->dec_mana)
2322 info[i++] = "¤¢¤Ê¤¿¤Ï¾¯¤Ê¤¤¾ÃÈñËâÎϤÇËâË¡¤ò¾§¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
2324 info[i++] = "You can cast spells with fewer mana points.";
2328 if (p_ptr->easy_spell)
2331 info[i++] = "¤¢¤Ê¤¿¤ÏÄ㤤¼ºÇÔΨ¤ÇËâË¡¤ò¾§¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
2333 info[i++] = "Fail rate of your magic is decreased.";
2337 if (p_ptr->heavy_spell)
2340 info[i++] = "¤¢¤Ê¤¿¤Ï¹â¤¤¼ºÇÔΨ¤ÇËâË¡¤ò¾§¤¨¤Ê¤±¤ì¤Ð¤¤¤±¤Ê¤¤¡£";
2342 info[i++] = "Fail rate of your magic is increased.";
2346 if (p_ptr->mighty_throw)
2349 info[i++] = "¤¢¤Ê¤¿¤Ï¶¯¤¯Êª¤òÅꤲ¤ë¡£";
2351 info[i++] = "You can throw objects powerfully.";
2356 if (p_ptr->immune_acid)
2359 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2361 info[i++] = "You are completely immune to acid.";
2365 else if (p_ptr->resist_acid && IS_OPPOSE_ACID())
2368 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤Ø¤Î¶¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2370 info[i++] = "You resist acid exceptionally well.";
2374 else if (p_ptr->resist_acid || IS_OPPOSE_ACID())
2377 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2379 info[i++] = "You are resistant to acid.";
2384 if (p_ptr->immune_elec)
2387 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2389 info[i++] = "You are completely immune to lightning.";
2393 else if (p_ptr->resist_elec && IS_OPPOSE_ELEC())
2396 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ø¤Î¶¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2398 info[i++] = "You resist lightning exceptionally well.";
2402 else if (p_ptr->resist_elec || IS_OPPOSE_ELEC())
2405 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2407 info[i++] = "You are resistant to lightning.";
2412 if (prace_is_(RACE_ANDROID) && !p_ptr->immune_elec)
2415 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ë¼å¤¤¡£";
2417 info[i++] = "You are susceptible to damage from lightning.";
2422 if (p_ptr->immune_fire)
2425 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2427 info[i++] = "You are completely immune to fire.";
2431 else if (p_ptr->resist_fire && IS_OPPOSE_FIRE())
2434 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ø¤Î¶¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2436 info[i++] = "You resist fire exceptionally well.";
2440 else if (p_ptr->resist_fire || IS_OPPOSE_FIRE())
2443 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2445 info[i++] = "You are resistant to fire.";
2450 if (prace_is_(RACE_ENT) && !p_ptr->immune_fire)
2453 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ë¼å¤¤¡£";
2455 info[i++] = "You are susceptible to damage from fire.";
2460 if (p_ptr->immune_cold)
2463 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2465 info[i++] = "You are completely immune to cold.";
2469 else if (p_ptr->resist_cold && IS_OPPOSE_COLD())
2472 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Ø¤Î¶¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2474 info[i++] = "You resist cold exceptionally well.";
2478 else if (p_ptr->resist_cold || IS_OPPOSE_COLD())
2481 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2483 info[i++] = "You are resistant to cold.";
2488 if (p_ptr->resist_pois && IS_OPPOSE_POIS())
2491 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤؤζ¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2493 info[i++] = "You resist poison exceptionally well.";
2497 else if (p_ptr->resist_pois || IS_OPPOSE_POIS())
2500 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2502 info[i++] = "You are resistant to poison.";
2507 if (p_ptr->resist_lite)
2510 info[i++] = "¤¢¤Ê¤¿¤ÏÁ®¸÷¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2512 info[i++] = "You are resistant to bright light.";
2517 if (prace_is_(RACE_VAMPIRE) || prace_is_(RACE_S_FAIRY) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
2520 info[i++] = "¤¢¤Ê¤¿¤ÏÁ®¸÷¤Ë¼å¤¤¡£";
2522 info[i++] = "You are susceptible to damage from bright light.";
2527 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form)
2530 info[i++] = "¤¢¤Ê¤¿¤Ï°Å¹õ¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2532 info[i++] = "You are completely immune to darkness.";
2536 else if (p_ptr->resist_dark)
2539 info[i++] = "¤¢¤Ê¤¿¤Ï°Å¹õ¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2541 info[i++] = "You are resistant to darkness.";
2545 if (p_ptr->resist_conf)
2548 info[i++] = "¤¢¤Ê¤¿¤Ïº®Íð¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2550 info[i++] = "You are resistant to confusion.";
2554 if (p_ptr->resist_sound)
2557 info[i++] = "¤¢¤Ê¤¿¤Ï²»ÇȤξ׷â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2559 info[i++] = "You are resistant to sonic attacks.";
2563 if (p_ptr->resist_disen)
2566 info[i++] = "¤¢¤Ê¤¿¤ÏÎô²½¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2568 info[i++] = "You are resistant to disenchantment.";
2572 if (p_ptr->resist_chaos)
2575 info[i++] = "¤¢¤Ê¤¿¤Ï¥«¥ª¥¹¤ÎÎϤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2577 info[i++] = "You are resistant to chaos.";
2581 if (p_ptr->resist_shard)
2584 info[i++] = "¤¢¤Ê¤¿¤ÏÇËÊҤι¶·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2586 info[i++] = "You are resistant to blasts of shards.";
2590 if (p_ptr->resist_nexus)
2593 info[i++] = "¤¢¤Ê¤¿¤Ï°ø²Ìº®Íð¤Î¹¶·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2595 info[i++] = "You are resistant to nexus attacks.";
2600 if (prace_is_(RACE_SPECTRE))
2603 info[i++] = "¤¢¤Ê¤¿¤ÏÃϹö¤ÎÎϤòµÛ¼ý¤Ç¤¤ë¡£";
2605 info[i++] = "You can drain nether forces.";
2609 else if (p_ptr->resist_neth)
2612 info[i++] = "¤¢¤Ê¤¿¤ÏÃϹö¤ÎÎϤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2614 info[i++] = "You are resistant to nether forces.";
2618 if (p_ptr->resist_fear)
2621 info[i++] = "¤¢¤Ê¤¿¤ÏÁ´¤¯¶²Éݤò´¶¤¸¤Ê¤¤¡£";
2623 info[i++] = "You are completely fearless.";
2627 if (p_ptr->resist_blind)
2630 info[i++] = "¤¢¤Ê¤¿¤ÎÌܤÏÌÕÌܤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2632 info[i++] = "Your eyes are resistant to blindness.";
2636 if (p_ptr->resist_time)
2639 info[i++] = "¤¢¤Ê¤¿¤Ï»þ´ÖµÕž¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2641 info[i++] = "You are resistant to time.";
2646 if (p_ptr->sustain_str)
2649 info[i++] = "¤¢¤Ê¤¿¤ÎÏÓÎϤϰݻý¤µ¤ì¤Æ¤¤¤ë¡£";
2651 info[i++] = "Your strength is sustained.";
2655 if (p_ptr->sustain_int)
2658 info[i++] = "¤¢¤Ê¤¿¤ÎÃÎǽ¤Ï°Ý»ý¤µ¤ì¤Æ¤¤¤ë¡£";
2660 info[i++] = "Your intelligence is sustained.";
2664 if (p_ptr->sustain_wis)
2667 info[i++] = "¤¢¤Ê¤¿¤Î¸¤µ¤Ï°Ý»ý¤µ¤ì¤Æ¤¤¤ë¡£";
2669 info[i++] = "Your wisdom is sustained.";
2673 if (p_ptr->sustain_con)
2676 info[i++] = "¤¢¤Ê¤¿¤ÎÂѵ×ÎϤϰݻý¤µ¤ì¤Æ¤¤¤ë¡£";
2678 info[i++] = "Your constitution is sustained.";
2682 if (p_ptr->sustain_dex)
2685 info[i++] = "¤¢¤Ê¤¿¤Î´ïÍѤµ¤Ï°Ý»ý¤µ¤ì¤Æ¤¤¤ë¡£";
2687 info[i++] = "Your dexterity is sustained.";
2691 if (p_ptr->sustain_chr)
2694 info[i++] = "¤¢¤Ê¤¿¤ÎÌ¥ÎϤϰݻý¤µ¤ì¤Æ¤¤¤ë¡£";
2696 info[i++] = "Your charisma is sustained.";
2701 if (have_flag(flgs, TR_STR))
2704 info[i++] = "¤¢¤Ê¤¿¤ÎÏÓÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2706 info[i++] = "Your strength is affected by your equipment.";
2710 if (have_flag(flgs, TR_INT))
2713 info[i++] = "¤¢¤Ê¤¿¤ÎÃÎǽ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2715 info[i++] = "Your intelligence is affected by your equipment.";
2719 if (have_flag(flgs, TR_WIS))
2722 info[i++] = "¤¢¤Ê¤¿¤Î¸¤µ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2724 info[i++] = "Your wisdom is affected by your equipment.";
2728 if (have_flag(flgs, TR_DEX))
2731 info[i++] = "¤¢¤Ê¤¿¤Î´ïÍѤµ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2733 info[i++] = "Your dexterity is affected by your equipment.";
2737 if (have_flag(flgs, TR_CON))
2740 info[i++] = "¤¢¤Ê¤¿¤ÎÂѵ×ÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2742 info[i++] = "Your constitution is affected by your equipment.";
2746 if (have_flag(flgs, TR_CHR))
2749 info[i++] = "¤¢¤Ê¤¿¤ÎÌ¥ÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2751 info[i++] = "Your charisma is affected by your equipment.";
2756 if (have_flag(flgs, TR_STEALTH))
2759 info[i++] = "¤¢¤Ê¤¿¤Î±£Ì©¹ÔưǽÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2761 info[i++] = "Your stealth is affected by your equipment.";
2765 if (have_flag(flgs, TR_SEARCH))
2768 info[i++] = "¤¢¤Ê¤¿¤Îõº÷ǽÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2770 info[i++] = "Your searching ability is affected by your equipment.";
2774 if (have_flag(flgs, TR_INFRA))
2777 info[i++] = "¤¢¤Ê¤¿¤ÎÀÖ³°Àþ»ëÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2779 info[i++] = "Your infravision is affected by your equipment.";
2783 if (have_flag(flgs, TR_TUNNEL))
2786 info[i++] = "¤¢¤Ê¤¿¤ÎºÎ·¡Ç½ÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2788 info[i++] = "Your digging ability is affected by your equipment.";
2792 if (have_flag(flgs, TR_SPEED))
2795 info[i++] = "¤¢¤Ê¤¿¤Î¥¹¥Ô¡¼¥É¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2797 info[i++] = "Your speed is affected by your equipment.";
2801 if (have_flag(flgs, TR_BLOWS))
2804 info[i++] = "¤¢¤Ê¤¿¤Î¹¶·â®ÅÙ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2806 info[i++] = "Your attack speed is affected by your equipment.";
2812 /* Access the current weapon */
2813 o_ptr = &inventory[INVEN_RARM];
2815 /* Analyze the weapon */
2818 /* Indicate Blessing */
2819 if (have_flag(flgs, TR_BLESSED))
2822 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¿À¤Î½ËÊ¡¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2824 info[i++] = "Your weapon has been blessed by the gods.";
2829 if (have_flag(flgs, TR_CHAOTIC))
2832 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥í¥°¥ë¥¹¤Îħ¤Î°À¤ò¤â¤Ä¡£";
2834 info[i++] = "Your weapon is branded with the Sign of Logrus.";
2840 if (have_flag(flgs, TR_IMPACT))
2843 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏÂÇ·â¤ÇÃϿ̤òȯÀ¸¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
2845 info[i++] = "The impact of your weapon can cause earthquakes.";
2850 if (have_flag(flgs, TR_VORPAL))
2853 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏÈó¾ï¤Ë±Ô¤¤¡£";
2855 info[i++] = "Your weapon is very sharp.";
2860 if (have_flag(flgs, TR_VAMPIRIC))
2863 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤«¤éÀ¸Ì¿ÎϤòµÛ¼ý¤¹¤ë¡£";
2865 info[i++] = "Your weapon drains life from your foes.";
2870 /* Special "Attack Bonuses" */
2871 if (have_flag(flgs, TR_BRAND_ACID))
2874 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òÍϤ«¤¹¡£";
2876 info[i++] = "Your weapon melts your foes.";
2880 if (have_flag(flgs, TR_BRAND_ELEC))
2883 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤ò´¶ÅŤµ¤»¤ë¡£";
2885 info[i++] = "Your weapon shocks your foes.";
2889 if (have_flag(flgs, TR_BRAND_FIRE))
2892 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òdz¤ä¤¹¡£";
2894 info[i++] = "Your weapon burns your foes.";
2898 if (have_flag(flgs, TR_BRAND_COLD))
2901 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òÅà¤é¤»¤ë¡£";
2903 info[i++] = "Your weapon freezes your foes.";
2907 if (have_flag(flgs, TR_BRAND_POIS))
2910 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òÆǤǿ¯¤¹¡£";
2912 info[i++] = "Your weapon poisons your foes.";
2917 /* Special "slay" flags */
2918 if (have_flag(flgs, TR_KILL_ANIMAL))
2921 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ïưʪ¤ÎŷŨ¤Ç¤¢¤ë¡£";
2923 info[i++] = "Your weapon is a great bane of animals.";
2927 else if (have_flag(flgs, TR_SLAY_ANIMAL))
2930 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ïưʪ¤ËÂФ·¤Æ¶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2932 info[i++] = "Your weapon strikes at animals with extra force.";
2936 if (have_flag(flgs, TR_KILL_EVIL))
2939 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¼Ù°¤Ê¤ë¸ºß¤ÎŷŨ¤Ç¤¢¤ë¡£";
2941 info[i++] = "Your weapon is a great bane of evil.";
2945 else if (have_flag(flgs, TR_SLAY_EVIL))
2948 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¼Ù°¤Ê¤ë¸ºß¤ËÂФ·¤Æ¶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2950 info[i++] = "Your weapon strikes at evil with extra force.";
2954 if (have_flag(flgs, TR_KILL_HUMAN))
2957 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¿Í´Ö¤ÎŷŨ¤Ç¤¢¤ë¡£";
2959 info[i++] = "Your weapon is a great bane of humans.";
2963 else if (have_flag(flgs, TR_SLAY_HUMAN))
2966 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¿Í´Ö¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2968 info[i++] = "Your weapon is especially deadly against humans.";
2972 if (have_flag(flgs, TR_KILL_UNDEAD))
2975 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥¢¥ó¥Ç¥Ã¥É¤ÎŷŨ¤Ç¤¢¤ë¡£";
2977 info[i++] = "Your weapon is a great bane of undead.";
2981 else if (have_flag(flgs, TR_SLAY_UNDEAD))
2984 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥¢¥ó¥Ç¥Ã¥É¤ËÂФ·¤Æ¿ÀÀ»¤Ê¤ëÎϤòȯ´ø¤¹¤ë¡£";
2986 info[i++] = "Your weapon strikes at undead with holy wrath.";
2990 if (have_flag(flgs, TR_KILL_DEMON))
2993 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥Ç¡¼¥â¥ó¤ÎŷŨ¤Ç¤¢¤ë¡£";
2995 info[i++] = "Your weapon is a great bane of demons.";
2999 else if (have_flag(flgs, TR_SLAY_DEMON))
3002 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥Ç¡¼¥â¥ó¤ËÂФ·¤Æ¿ÀÀ»¤Ê¤ëÎϤòȯ´ø¤¹¤ë¡£";
3004 info[i++] = "Your weapon strikes at demons with holy wrath.";
3008 if (have_flag(flgs, TR_KILL_ORC))
3011 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥ª¡¼¥¯¤ÎŷŨ¤Ç¤¢¤ë¡£";
3013 info[i++] = "Your weapon is a great bane of orcs.";
3017 else if (have_flag(flgs, TR_SLAY_ORC))
3020 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥ª¡¼¥¯¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
3022 info[i++] = "Your weapon is especially deadly against orcs.";
3026 if (have_flag(flgs, TR_KILL_TROLL))
3029 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥È¥í¥ë¤ÎŷŨ¤Ç¤¢¤ë¡£";
3031 info[i++] = "Your weapon is a great bane of trolls.";
3035 else if (have_flag(flgs, TR_SLAY_TROLL))
3038 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥È¥í¥ë¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
3040 info[i++] = "Your weapon is especially deadly against trolls.";
3044 if (have_flag(flgs, TR_KILL_GIANT))
3047 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥¸¥ã¥¤¥¢¥ó¥È¤ÎŷŨ¤Ç¤¢¤ë¡£";
3049 info[i++] = "Your weapon is a great bane of giants.";
3053 else if (have_flag(flgs, TR_SLAY_GIANT))
3056 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥¸¥ã¥¤¥¢¥ó¥È¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
3058 info[i++] = "Your weapon is especially deadly against giants.";
3062 /* Special "kill" flags */
3063 if (have_flag(flgs, TR_KILL_DRAGON))
3066 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥É¥é¥´¥ó¤ÎŷŨ¤Ç¤¢¤ë¡£";
3068 info[i++] = "Your weapon is a great bane of dragons.";
3072 else if (have_flag(flgs, TR_SLAY_DRAGON))
3075 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥É¥é¥´¥ó¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
3077 info[i++] = "Your weapon is especially deadly against dragons.";
3082 if (have_flag(flgs, TR_FORCE_WEAPON))
3085 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏMP¤ò»È¤Ã¤Æ¹¶·â¤¹¤ë¡£";
3087 info[i++] = "Your weapon causes greate damages using your MP.";
3091 if (have_flag(flgs, TR_THROW))
3094 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏÅꤲ¤ä¤¹¤¤¡£";
3096 info[i++] = "Your weapon can be thrown well.";
3102 /* Save the screen */
3105 /* Erase the screen */
3106 for (k = 1; k < 24; k++) prt("", k, 13);
3108 /* Label the information */
3110 prt(" ¤¢¤Ê¤¿¤Î¾õÂÖ:", 1, 15);
3112 prt(" Your Attributes:", 1, 15);
3116 /* We will print on top of the map (column 13) */
3117 for (k = 2, j = 0; j < i; j++)
3120 prt(info[j], k++, 15);
3122 /* Every 20 entries (lines 2 to 21), start over */
3123 if ((k == 22) && (j+1 < i))
3126 prt("-- ³¤¯ --", k, 15);
3128 prt("-- more --", k, 15);
3132 for (; k > 2; k--) prt("", k, 15);
3138 prt("[²¿¤«¥¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹]", k, 13);
3140 prt("[Press any key to continue]", k, 13);
3145 /* Restore the screen */
3150 static int report_magics_aux(int dur)
3168 else if (dur <= 100)
3172 else if (dur <= 200)
3182 static cptr report_magic_durations[] =
3191 "¿®¤¸Æñ¤¤¤Û¤ÉŤ¤´Ö",
3192 "¥â¥ó¥¹¥¿¡¼¤ò¹¶·â¤¹¤ë¤Þ¤Ç"
3195 "for a little while",
3199 "for a very long time",
3200 "for an incredibly long time",
3201 "until you hit a monster"
3208 * Report all currently active magical effects.
3210 void report_magics(void)
3220 info2[i] = report_magics_aux(p_ptr->blind);
3222 info[i++] = "¤¢¤Ê¤¿¤ÏÌܤ¬¸«¤¨¤Ê¤¤";
3224 info[i++] = "You cannot see";
3228 if (p_ptr->confused)
3230 info2[i] = report_magics_aux(p_ptr->confused);
3232 info[i++] = "¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë";
3234 info[i++] = "You are confused";
3240 info2[i] = report_magics_aux(p_ptr->afraid);
3242 info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤ˿¯¤µ¤ì¤Æ¤¤¤ë";
3244 info[i++] = "You are terrified";
3248 if (p_ptr->poisoned)
3250 info2[i] = report_magics_aux(p_ptr->poisoned);
3252 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤ˿¯¤µ¤ì¤Æ¤¤¤ë";
3254 info[i++] = "You are poisoned";
3260 info2[i] = report_magics_aux(p_ptr->image);
3262 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸³Ð¤ò¸«¤Æ¤¤¤ë";
3264 info[i++] = "You are hallucinating";
3270 info2[i] = report_magics_aux(p_ptr->blessed);
3272 info[i++] = "¤¢¤Ê¤¿¤Ï¹â·é¤µ¤ò´¶¤¸¤Æ¤¤¤ë";
3274 info[i++] = "You feel rightous";
3280 info2[i] = report_magics_aux(p_ptr->hero);
3282 info[i++] = "¤¢¤Ê¤¿¤Ï¥Ò¡¼¥í¡¼µ¤Ê¬¤À";
3284 info[i++] = "You feel heroic";
3290 info2[i] = report_magics_aux(p_ptr->shero);
3292 info[i++] = "¤¢¤Ê¤¿¤ÏÀïÆ®¶¸¤À";
3294 info[i++] = "You are in a battle rage";
3298 if (p_ptr->protevil)
3300 info2[i] = report_magics_aux(p_ptr->protevil);
3302 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¤ë¸ºß¤«¤é¼é¤é¤ì¤Æ¤¤¤ë";
3304 info[i++] = "You are protected from evil";
3310 info2[i] = report_magics_aux(p_ptr->shield);
3312 info[i++] = "¤¢¤Ê¤¿¤Ï¿ÀÈë¤Î¥·¡¼¥ë¥É¤Ç¼é¤é¤ì¤Æ¤¤¤ë";
3314 info[i++] = "You are protected by a mystic shield";
3320 info2[i] = report_magics_aux(p_ptr->invuln);
3322 info[i++] = "¤¢¤Ê¤¿¤Ï̵Ũ¤À";
3324 info[i++] = "You are invulnerable";
3328 if (p_ptr->wraith_form)
3330 info2[i] = report_magics_aux(p_ptr->wraith_form);
3332 info[i++] = "¤¢¤Ê¤¿¤ÏÍ©Â⽤·¤Æ¤¤¤ë";
3334 info[i++] = "You are incorporeal";
3338 if (p_ptr->special_attack & ATTACK_CONFUSE)
3342 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÀÖ¤¯µ±¤¤¤Æ¤¤¤ë";
3344 info[i++] = "Your hands are glowing dull red.";
3348 if (p_ptr->word_recall)
3350 info2[i] = report_magics_aux(p_ptr->word_recall);
3352 info[i++] = "¤³¤Î¸åµ¢´Ô¤Î¾Û¤¬È¯Æ°¤¹¤ë";
3354 info[i++] = "You are waiting to be recalled";
3358 if (p_ptr->alter_reality)
3360 info2[i] = report_magics_aux(p_ptr->alter_reality);
3362 info[i++] = "¤³¤Î¸å¸½¼ÂÊÑÍƤ¬È¯Æ°¤¹¤ë";
3364 info[i++] = "You waiting to be altered";
3368 if (p_ptr->oppose_acid)
3370 info2[i] = report_magics_aux(p_ptr->oppose_acid);
3372 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë";
3374 info[i++] = "You are resistant to acid";
3378 if (p_ptr->oppose_elec)
3380 info2[i] = report_magics_aux(p_ptr->oppose_elec);
3382 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë";
3384 info[i++] = "You are resistant to lightning";
3388 if (p_ptr->oppose_fire)
3390 info2[i] = report_magics_aux(p_ptr->oppose_fire);
3392 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë";
3394 info[i++] = "You are resistant to fire";
3398 if (p_ptr->oppose_cold)
3400 info2[i] = report_magics_aux(p_ptr->oppose_cold);
3402 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë";
3404 info[i++] = "You are resistant to cold";
3408 if (p_ptr->oppose_pois)
3410 info2[i] = report_magics_aux(p_ptr->oppose_pois);
3412 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë";
3414 info[i++] = "You are resistant to poison";
3419 /* Save the screen */
3422 /* Erase the screen */
3423 for (k = 1; k < 24; k++) prt("", k, 13);
3425 /* Label the information */
3427 prt(" ¸½ºß¤«¤«¤Ã¤Æ¤¤¤ëËâË¡ :", 1, 15);
3429 prt(" Your Current Magic:", 1, 15);
3433 /* We will print on top of the map (column 13) */
3434 for (k = 2, j = 0; j < i; j++)
3438 sprintf(Dummy, "%-28s : ´ü´Ö - %s ", info[j],
3440 sprintf(Dummy, "%s %s.", info[j],
3443 report_magic_durations[info2[j]]);
3444 prt(Dummy, k++, 15);
3446 /* Every 20 entries (lines 2 to 21), start over */
3447 if ((k == 22) && (j + 1 < i))
3450 prt("-- ³¤¯ --", k, 15);
3452 prt("-- more --", k, 15);
3456 for (; k > 2; k--) prt("", k, 15);
3462 prt("[²¿¤«¥¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹]", k, 13);
3464 prt("[Press any key to continue]", k, 13);
3469 /* Restore the screen */
3474 static bool detect_feat_flag(int range, int flag, bool known)
3477 bool detect = FALSE;
3480 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3482 /* Scan the current panel */
3483 for (y = 1; y < cur_hgt - 1; y++)
3485 for (x = 1; x <= cur_wid - 1; x++)
3487 int dist = distance(py, px, y, x);
3488 if (dist > range) continue;
3490 /* Access the grid */
3491 c_ptr = &cave[y][x];
3494 if (flag == FF_TRAP)
3496 /* Mark as detected */
3497 if (dist <= range && known)
3499 if (dist <= range - 1) c_ptr->info |= (CAVE_IN_DETECT);
3501 c_ptr->info &= ~(CAVE_UNSAFE);
3509 if (cave_have_flag_grid(c_ptr, flag))
3511 /* Detect secrets */
3512 disclose_grid(y, x);
3514 /* Hack -- Memorize */
3515 c_ptr->info |= (CAVE_MARK);
3532 * Detect all traps on current panel
3534 bool detect_traps(int range, bool known)
3536 bool detect = detect_feat_flag(range, FF_TRAP, known);
3538 if (known) p_ptr->dtrap = TRUE;
3540 if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 0) detect = FALSE;
3546 msg_print("¥È¥é¥Ã¥×¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3548 msg_print("You sense the presence of traps!");
3558 * Detect all doors on current panel
3560 bool detect_doors(int range)
3562 bool detect = detect_feat_flag(range, FF_DOOR, TRUE);
3564 if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 0) detect = FALSE;
3570 msg_print("¥É¥¢¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3572 msg_print("You sense the presence of doors!");
3582 * Detect all stairs on current panel
3584 bool detect_stairs(int range)
3586 bool detect = detect_feat_flag(range, FF_STAIRS, TRUE);
3588 if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 0) detect = FALSE;
3594 msg_print("³¬Ãʤθºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3596 msg_print("You sense the presence of stairs!");
3606 * Detect any treasure on the current panel
3608 bool detect_treasure(int range)
3610 bool detect = detect_feat_flag(range, FF_HAS_GOLD, TRUE);
3612 if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 6) detect = FALSE;
3618 msg_print("Ë䢤µ¤ì¤¿ºâÊõ¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3620 msg_print("You sense the presence of buried treasure!");
3630 * Detect all "gold" objects on the current panel
3632 bool detect_objects_gold(int range)
3637 bool detect = FALSE;
3639 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
3642 for (i = 1; i < o_max; i++)
3644 object_type *o_ptr = &o_list[i];
3646 /* Skip dead objects */
3647 if (!o_ptr->k_idx) continue;
3649 /* Skip held objects */
3650 if (o_ptr->held_m_idx) continue;
3656 /* Only detect nearby objects */
3657 if (distance(py, px, y, x) > range2) continue;
3659 /* Detect "gold" objects */
3660 if (o_ptr->tval == TV_GOLD)
3662 /* Hack -- memorize it */
3663 o_ptr->marked |= OM_FOUND;
3673 if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 6) detect = FALSE;
3679 msg_print("ºâÊõ¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3681 msg_print("You sense the presence of treasure!");
3686 if (detect_monsters_string(range, "$"))
3697 * Detect all "normal" objects on the current panel
3699 bool detect_objects_normal(int range)
3704 bool detect = FALSE;
3706 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
3709 for (i = 1; i < o_max; i++)
3711 object_type *o_ptr = &o_list[i];
3713 /* Skip dead objects */
3714 if (!o_ptr->k_idx) continue;
3716 /* Skip held objects */
3717 if (o_ptr->held_m_idx) continue;
3723 /* Only detect nearby objects */
3724 if (distance(py, px, y, x) > range2) continue;
3726 /* Detect "real" objects */
3727 if (o_ptr->tval != TV_GOLD)
3729 /* Hack -- memorize it */
3730 o_ptr->marked |= OM_FOUND;
3740 if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 6) detect = FALSE;
3746 msg_print("¥¢¥¤¥Æ¥à¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3748 msg_print("You sense the presence of objects!");
3753 if (detect_monsters_string(range, "!=?|/`"))
3764 * Detect all "magic" objects on the current panel.
3766 * This will light up all spaces with "magic" items, including artifacts,
3767 * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings,
3768 * and "enchanted" items of the "good" variety.
3770 * It can probably be argued that this function is now too powerful.
3772 bool detect_objects_magic(int range)
3776 bool detect = FALSE;
3778 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3780 /* Scan all objects */
3781 for (i = 1; i < o_max; i++)
3783 object_type *o_ptr = &o_list[i];
3785 /* Skip dead objects */
3786 if (!o_ptr->k_idx) continue;
3788 /* Skip held objects */
3789 if (o_ptr->held_m_idx) continue;
3795 /* Only detect nearby objects */
3796 if (distance(py, px, y, x) > range) continue;
3798 /* Examine the tval */
3801 /* Artifacts, misc magic items, or enchanted wearables */
3802 if (object_is_artifact(o_ptr) ||
3803 object_is_ego(o_ptr) ||
3804 (tv == TV_WHISTLE) ||
3805 (tv == TV_AMULET) ||
3810 (tv == TV_SCROLL) ||
3811 (tv == TV_POTION) ||
3812 (tv == TV_LIFE_BOOK) ||
3813 (tv == TV_SORCERY_BOOK) ||
3814 (tv == TV_NATURE_BOOK) ||
3815 (tv == TV_CHAOS_BOOK) ||
3816 (tv == TV_DEATH_BOOK) ||
3817 (tv == TV_TRUMP_BOOK) ||
3818 (tv == TV_ARCANE_BOOK) ||
3819 (tv == TV_CRAFT_BOOK) ||
3820 (tv == TV_DAEMON_BOOK) ||
3821 (tv == TV_CRUSADE_BOOK) ||
3822 (tv == TV_MUSIC_BOOK) ||
3823 (tv == TV_HISSATSU_BOOK) ||
3824 (tv == TV_HEX_BOOK) ||
3825 ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
3827 /* Memorize the item */
3828 o_ptr->marked |= OM_FOUND;
3842 msg_print("ËâË¡¤Î¥¢¥¤¥Æ¥à¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3844 msg_print("You sense the presence of magic objects!");
3855 * Detect all "normal" monsters on the current panel
3857 bool detect_monsters_normal(int range)
3863 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3866 for (i = 1; i < m_max; i++)
3868 monster_type *m_ptr = &m_list[i];
3869 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3871 /* Skip dead monsters */
3872 if (!m_ptr->r_idx) continue;
3878 /* Only detect nearby monsters */
3879 if (distance(py, px, y, x) > range) continue;
3881 /* Detect all non-invisible monsters */
3882 if (!(r_ptr->flags2 & RF2_INVISIBLE) || p_ptr->see_inv)
3884 /* Repair visibility later */
3885 repair_monsters = TRUE;
3887 /* Hack -- Detect monster */
3888 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
3890 /* Update the monster */
3891 update_mon(i, FALSE);
3898 if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 3) flag = FALSE;
3903 /* Describe result */
3905 msg_print("¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3907 msg_print("You sense the presence of monsters!");
3918 * Detect all "invisible" monsters around the player
3920 bool detect_monsters_invis(int range)
3925 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3928 for (i = 1; i < m_max; i++)
3930 monster_type *m_ptr = &m_list[i];
3931 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3933 /* Skip dead monsters */
3934 if (!m_ptr->r_idx) continue;
3940 /* Only detect nearby monsters */
3941 if (distance(py, px, y, x) > range) continue;
3943 /* Detect invisible monsters */
3944 if (r_ptr->flags2 & RF2_INVISIBLE)
3946 /* Update monster recall window */
3947 if (p_ptr->monster_race_idx == m_ptr->r_idx)
3950 p_ptr->window |= (PW_MONSTER);
3953 /* Repair visibility later */
3954 repair_monsters = TRUE;
3956 /* Hack -- Detect monster */
3957 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
3959 /* Update the monster */
3960 update_mon(i, FALSE);
3967 if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 3) flag = FALSE;
3972 /* Describe result */
3974 msg_print("Æ©ÌÀ¤ÊÀ¸Êª¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3976 msg_print("You sense the presence of invisible creatures!");
3988 * Detect all "evil" monsters on current panel
3990 bool detect_monsters_evil(int range)
3995 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3998 for (i = 1; i < m_max; i++)
4000 monster_type *m_ptr = &m_list[i];
4001 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4003 /* Skip dead monsters */
4004 if (!m_ptr->r_idx) continue;
4010 /* Only detect nearby monsters */
4011 if (distance(py, px, y, x) > range) continue;
4013 /* Detect evil monsters */
4014 if (r_ptr->flags3 & RF3_EVIL)
4016 if (is_original_ap(m_ptr))
4018 /* Take note that they are evil */
4019 r_ptr->r_flags3 |= (RF3_EVIL);
4021 /* Update monster recall window */
4022 if (p_ptr->monster_race_idx == m_ptr->r_idx)
4025 p_ptr->window |= (PW_MONSTER);
4029 /* Repair visibility later */
4030 repair_monsters = TRUE;
4032 /* Hack -- Detect monster */
4033 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
4035 /* Update the monster */
4036 update_mon(i, FALSE);
4046 /* Describe result */
4048 msg_print("¼Ù°¤Ê¤ëÀ¸Êª¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
4050 msg_print("You sense the presence of evil creatures!");
4063 * Detect all "nonliving", "undead" or "demonic" monsters on current panel
4065 bool detect_monsters_nonliving(int range)
4070 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4073 for (i = 1; i < m_max; i++)
4075 monster_type *m_ptr = &m_list[i];
4076 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4078 /* Skip dead monsters */
4079 if (!m_ptr->r_idx) continue;
4085 /* Only detect nearby monsters */
4086 if (distance(py, px, y, x) > range) continue;
4088 /* Detect non-living monsters */
4089 if (!monster_living(r_ptr))
4091 /* Update monster recall window */
4092 if (p_ptr->monster_race_idx == m_ptr->r_idx)
4095 p_ptr->window |= (PW_MONSTER);
4098 /* Repair visibility later */
4099 repair_monsters = TRUE;
4101 /* Hack -- Detect monster */
4102 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
4104 /* Update the monster */
4105 update_mon(i, FALSE);
4115 /* Describe result */
4117 msg_print("¼«Á³¤Ç¤Ê¤¤¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò´¶¤¸¤¿¡ª");
4119 msg_print("You sense the presence of unnatural beings!");
4130 * Detect all monsters it has mind on current panel
4132 bool detect_monsters_mind(int range)
4137 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4140 for (i = 1; i < m_max; i++)
4142 monster_type *m_ptr = &m_list[i];
4143 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4145 /* Skip dead monsters */
4146 if (!m_ptr->r_idx) continue;
4152 /* Only detect nearby monsters */
4153 if (distance(py, px, y, x) > range) continue;
4155 /* Detect non-living monsters */
4156 if (!(r_ptr->flags2 & RF2_EMPTY_MIND))
4158 /* Update monster recall window */
4159 if (p_ptr->monster_race_idx == m_ptr->r_idx)
4162 p_ptr->window |= (PW_MONSTER);
4165 /* Repair visibility later */
4166 repair_monsters = TRUE;
4168 /* Hack -- Detect monster */
4169 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
4171 /* Update the monster */
4172 update_mon(i, FALSE);
4182 /* Describe result */
4184 msg_print("»¦µ¤¤ò´¶¤¸¤È¤Ã¤¿¡ª");
4186 msg_print("You sense the presence of someone's mind!");
4197 * Detect all (string) monsters on current panel
4199 bool detect_monsters_string(int range, cptr Match)
4204 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4207 for (i = 1; i < m_max; i++)
4209 monster_type *m_ptr = &m_list[i];
4210 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4212 /* Skip dead monsters */
4213 if (!m_ptr->r_idx) continue;
4219 /* Only detect nearby monsters */
4220 if (distance(py, px, y, x) > range) continue;
4222 /* Detect monsters with the same symbol */
4223 if (my_strchr(Match, r_ptr->d_char))
4225 /* Update monster recall window */
4226 if (p_ptr->monster_race_idx == m_ptr->r_idx)
4229 p_ptr->window |= (PW_MONSTER);
4232 /* Repair visibility later */
4233 repair_monsters = TRUE;
4235 /* Hack -- Detect monster */
4236 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
4238 /* Update the monster */
4239 update_mon(i, FALSE);
4246 if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 3) flag = FALSE;
4251 /* Describe result */
4253 msg_print("¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
4255 msg_print("You sense the presence of monsters!");
4266 * A "generic" detect monsters routine, tagged to flags3
4268 bool detect_monsters_xxx(int range, u32b match_flag)
4273 cptr desc_monsters = "ÊѤʥâ¥ó¥¹¥¿¡¼";
4275 cptr desc_monsters = "weird monsters";
4278 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4281 for (i = 1; i < m_max; i++)
4283 monster_type *m_ptr = &m_list[i];
4284 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4286 /* Skip dead monsters */
4287 if (!m_ptr->r_idx) continue;
4293 /* Only detect nearby monsters */
4294 if (distance(py, px, y, x) > range) continue;
4296 /* Detect evil monsters */
4297 if (r_ptr->flags3 & (match_flag))
4299 if (is_original_ap(m_ptr))
4301 /* Take note that they are something */
4302 r_ptr->r_flags3 |= (match_flag);
4304 /* Update monster recall window */
4305 if (p_ptr->monster_race_idx == m_ptr->r_idx)
4308 p_ptr->window |= (PW_MONSTER);
4312 /* Repair visibility later */
4313 repair_monsters = TRUE;
4315 /* Hack -- Detect monster */
4316 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
4318 /* Update the monster */
4319 update_mon(i, FALSE);
4333 desc_monsters = "¥Ç¡¼¥â¥ó";
4335 desc_monsters = "demons";
4341 desc_monsters = "¥¢¥ó¥Ç¥Ã¥É";
4343 desc_monsters = "the undead";
4349 /* Describe result */
4351 msg_format("%s¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª", desc_monsters);
4353 msg_format("You sense the presence of %s!", desc_monsters);
4367 bool detect_all(int range)
4369 bool detect = FALSE;
4371 /* Detect everything */
4372 if (detect_traps(range, TRUE)) detect = TRUE;
4373 if (detect_doors(range)) detect = TRUE;
4374 if (detect_stairs(range)) detect = TRUE;
4376 /* There are too many hidden treasure. So... */
4377 /* if (detect_treasure(range)) detect = TRUE; */
4379 if (detect_objects_gold(range)) detect = TRUE;
4380 if (detect_objects_normal(range)) detect = TRUE;
4381 if (detect_monsters_invis(range)) detect = TRUE;
4382 if (detect_monsters_normal(range)) detect = TRUE;
4390 * Apply a "project()" directly to all viewable monsters
4392 * Note that affected monsters are NOT auto-tracked by this usage.
4394 * To avoid misbehavior when monster deaths have side-effects,
4395 * this is done in two passes. -- JDL
4397 bool project_hack(int typ, int dam)
4400 int flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;
4401 bool obvious = FALSE;
4404 /* Mark all (nearby) monsters */
4405 for (i = 1; i < m_max; i++)
4407 monster_type *m_ptr = &m_list[i];
4409 /* Paranoia -- Skip dead monsters */
4410 if (!m_ptr->r_idx) continue;
4416 /* Require line of sight */
4417 if (!player_has_los_bold(y, x) || !projectable(py, px, y, x)) continue;
4419 /* Mark the monster */
4420 m_ptr->mflag |= (MFLAG_TEMP);
4423 /* Affect all marked monsters */
4424 for (i = 1; i < m_max; i++)
4426 monster_type *m_ptr = &m_list[i];
4428 /* Skip unmarked monsters */
4429 if (!(m_ptr->mflag & (MFLAG_TEMP))) continue;
4432 m_ptr->mflag &= ~(MFLAG_TEMP);
4438 /* Jump directly to the target monster */
4439 if (project(0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
4450 bool speed_monsters(void)
4452 return (project_hack(GF_OLD_SPEED, p_ptr->lev));
4458 bool slow_monsters(int power)
4460 return (project_hack(GF_OLD_SLOW, power));
4466 bool sleep_monsters(int power)
4468 return (project_hack(GF_OLD_SLEEP, power));
4473 * Banish evil monsters
4475 bool banish_evil(int dist)
4477 return (project_hack(GF_AWAY_EVIL, dist));
4484 bool turn_undead(void)
4486 bool tester = (project_hack(GF_TURN_UNDEAD, p_ptr->lev));
4488 chg_virtue(V_UNLIFE, -1);
4494 * Dispel undead monsters
4496 bool dispel_undead(int dam)
4498 bool tester = (project_hack(GF_DISP_UNDEAD, dam));
4500 chg_virtue(V_UNLIFE, -2);
4505 * Dispel evil monsters
4507 bool dispel_evil(int dam)
4509 return (project_hack(GF_DISP_EVIL, dam));
4513 * Dispel good monsters
4515 bool dispel_good(int dam)
4517 return (project_hack(GF_DISP_GOOD, dam));
4521 * Dispel all monsters
4523 bool dispel_monsters(int dam)
4525 return (project_hack(GF_DISP_ALL, dam));
4529 * Dispel 'living' monsters
4531 bool dispel_living(int dam)
4533 return (project_hack(GF_DISP_LIVING, dam));
4539 bool dispel_demons(int dam)
4541 return (project_hack(GF_DISP_DEMON, dam));
4550 return (project_hack(GF_CRUSADE, p_ptr->lev*4));
4555 * Wake up all monsters, and speed up "los" monsters.
4557 void aggravate_monsters(int who)
4564 /* Aggravate everyone nearby */
4565 for (i = 1; i < m_max; i++)
4567 monster_type *m_ptr = &m_list[i];
4568 /* monster_race *r_ptr = &r_info[m_ptr->r_idx]; */
4570 /* Paranoia -- Skip dead monsters */
4571 if (!m_ptr->r_idx) continue;
4573 /* Skip aggravating monster (or player) */
4574 if (i == who) continue;
4576 /* Wake up nearby sleeping monsters */
4577 if (m_ptr->cdis < MAX_SIGHT * 2)
4580 if (MON_CSLEEP(m_ptr))
4582 (void)set_monster_csleep(i, 0);
4585 if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG2_NOPET;
4588 /* Speed up monsters in line of sight */
4589 if (player_has_los_bold(m_ptr->fy, m_ptr->fx))
4593 (void)set_monster_fast(i, MON_FAST(m_ptr) + 100);
4601 if (speed) msg_print("ÉÕ¶á¤Ç²¿¤«¤¬ÆÍÇ¡¶½Ê³¤·¤¿¤è¤¦¤Ê´¶¤¸¤ò¼õ¤±¤¿¡ª");
4602 else if (sleep) msg_print("²¿¤«¤¬ÆÍÇ¡¶½Ê³¤·¤¿¤è¤¦¤ÊÁû¡¹¤·¤¤²»¤¬±ó¤¯¤Ëʹ¤³¤¨¤¿¡ª");
4604 if (speed) msg_print("You feel a sudden stirring nearby!");
4605 else if (sleep) msg_print("You hear a sudden stirring in the distance!");
4607 if (p_ptr->riding) p_ptr->update |= PU_BONUS;
4612 * Delete a non-unique/non-quest monster
4614 bool genocide_aux(int m_idx, int power, bool player_cast, int dam_side, cptr spell_name)
4616 int msec = delay_factor * delay_factor * delay_factor;
4617 monster_type *m_ptr = &m_list[m_idx];
4618 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4619 bool resist = FALSE;
4621 if (is_pet(m_ptr) && !player_cast) return FALSE;
4623 /* Hack -- Skip Unique Monsters or Quest Monsters */
4624 if (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) resist = TRUE;
4626 else if (r_ptr->flags7 & RF7_UNIQUE2) resist = TRUE;
4628 else if (m_idx == p_ptr->riding) resist = TRUE;
4630 else if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle) resist = TRUE;
4632 else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE;
4634 else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) resist = TRUE;
4636 /* Delete the monster */
4639 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
4643 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
4644 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_GENOCIDE, m_name);
4647 delete_monster_idx(m_idx);
4650 if (resist && player_cast)
4652 bool see_m = is_seen(m_ptr);
4655 monster_desc(m_name, m_ptr, 0);
4659 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
4661 msg_format("%^s is unaffected.", m_name);
4664 if (MON_CSLEEP(m_ptr))
4666 (void)set_monster_csleep(m_idx, 0);
4670 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
4672 msg_format("%^s wakes up.", m_name);
4676 if (is_friendly(m_ptr) && !is_pet(m_ptr))
4681 msg_format("%s¤ÏÅܤä¿¡ª", m_name);
4683 msg_format("%^s gets angry!", m_name);
4688 if (one_in_(13)) m_ptr->mflag2 |= MFLAG2_NOGENO;
4695 take_hit(DAMAGE_GENO, randint1(dam_side), format("%^s¤Î¼öʸ¤ò¾§¤¨¤¿ÈèÏ«", spell_name), -1);
4697 take_hit(DAMAGE_GENO, randint1(dam_side), format("the strain of casting %^s", spell_name), -1);
4701 /* Visual feedback */
4702 move_cursor_relative(py, px);
4705 p_ptr->redraw |= (PR_HP);
4708 p_ptr->window |= (PW_PLAYER);
4717 Term_xtra(TERM_XTRA_DELAY, msec);
4724 * Delete all non-unique/non-quest monsters of a given "type" from the level
4726 bool symbol_genocide(int power, bool player_cast)
4730 bool result = FALSE;
4732 /* Prevent genocide in quest levels */
4733 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
4738 /* Mega-Hack -- Get a monster symbol */
4740 while (!get_com("¤É¤Î¼ïÎà(ʸ»ú)¤Î¥â¥ó¥¹¥¿¡¼¤òËõ»¦¤·¤Þ¤¹¤«: ", &typ, FALSE)) ;
4742 while (!get_com("Choose a monster race (by symbol) to genocide: ", &typ, FALSE)) ;
4745 /* Delete the monsters of that "type" */
4746 for (i = 1; i < m_max; i++)
4748 monster_type *m_ptr = &m_list[i];
4749 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4751 /* Paranoia -- Skip dead monsters */
4752 if (!m_ptr->r_idx) continue;
4754 /* Skip "wrong" monsters */
4755 if (r_ptr->d_char != typ) continue;
4759 result |= genocide_aux(i, power, player_cast, 4, "Ëõ»¦");
4761 result |= genocide_aux(i, power, player_cast, 4, "Genocide");
4767 chg_virtue(V_VITALITY, -2);
4768 chg_virtue(V_CHANCE, -1);
4776 * Delete all nearby (non-unique) monsters
4778 bool mass_genocide(int power, bool player_cast)
4781 bool result = FALSE;
4783 /* Prevent mass genocide in quest levels */
4784 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
4789 /* Delete the (nearby) monsters */
4790 for (i = 1; i < m_max; i++)
4792 monster_type *m_ptr = &m_list[i];
4794 /* Paranoia -- Skip dead monsters */
4795 if (!m_ptr->r_idx) continue;
4797 /* Skip distant monsters */
4798 if (m_ptr->cdis > MAX_SIGHT) continue;
4802 result |= genocide_aux(i, power, player_cast, 3, "¼þÊÕËõ»¦");
4804 result |= genocide_aux(i, power, player_cast, 3, "Mass Genocide");
4810 chg_virtue(V_VITALITY, -2);
4811 chg_virtue(V_CHANCE, -1);
4820 * Delete all nearby (non-unique) undead
4822 bool mass_genocide_undead(int power, bool player_cast)
4825 bool result = FALSE;
4827 /* Prevent mass genocide in quest levels */
4828 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
4833 /* Delete the (nearby) monsters */
4834 for (i = 1; i < m_max; i++)
4836 monster_type *m_ptr = &m_list[i];
4837 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4839 /* Paranoia -- Skip dead monsters */
4840 if (!m_ptr->r_idx) continue;
4842 if (!(r_ptr->flags3 & RF3_UNDEAD)) continue;
4844 /* Skip distant monsters */
4845 if (m_ptr->cdis > MAX_SIGHT) continue;
4849 result |= genocide_aux(i, power, player_cast, 3, "¥¢¥ó¥Ç¥Ã¥É¾ÃÌÇ");
4851 result |= genocide_aux(i, power, player_cast, 3, "Annihilate Undead");
4857 chg_virtue(V_UNLIFE, -2);
4858 chg_virtue(V_CHANCE, -1);
4867 * Probe nearby monsters
4882 /* Probe all (nearby) monsters */
4883 for (i = 1; i < m_max; i++)
4885 monster_type *m_ptr = &m_list[i];
4886 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4888 /* Paranoia -- Skip dead monsters */
4889 if (!m_ptr->r_idx) continue;
4891 /* Require line of sight */
4892 if (!player_has_los_bold(m_ptr->fy, m_ptr->fx)) continue;
4894 /* Probe visible monsters */
4899 /* Start the message */
4903 msg_print("Ä´ººÃæ...");
4905 msg_print("Probing...");
4911 if (!is_original_ap(m_ptr))
4913 if (m_ptr->mflag2 & MFLAG2_KAGE)
4914 m_ptr->mflag2 &= ~(MFLAG2_KAGE);
4916 m_ptr->ap_r_idx = m_ptr->r_idx;
4917 lite_spot(m_ptr->fy, m_ptr->fx);
4919 /* Get "the monster" or "something" */
4920 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_INDEF_HIDDEN);
4922 speed = m_ptr->mspeed - 110;
4923 if (MON_FAST(m_ptr)) speed += 10;
4924 if (MON_SLOW(m_ptr)) speed -= 10;
4926 /* Get the monster's alignment */
4928 if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = "籡";
4929 else if (r_ptr->flags3 & RF3_EVIL) align = "¼Ù°";
4930 else if (r_ptr->flags3 & RF3_GOOD) align = "Á±ÎÉ";
4931 else if ((m_ptr->sub_align & (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) == (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) align = "ÃæΩ(Á±°)";
4932 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = "ÃæΩ(¼Ù°)";
4933 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = "ÃæΩ(Á±ÎÉ)";
4934 else align = "ÃæΩ";
4936 if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = "good&evil";
4937 else if (r_ptr->flags3 & RF3_EVIL) align = "evil";
4938 else if (r_ptr->flags3 & RF3_GOOD) align = "good";
4939 else if ((m_ptr->sub_align & (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) == (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) align = "neutral(good&evil)";
4940 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = "neutral(evil)";
4941 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = "neutral(good)";
4942 else align = "neutral";
4945 /* Describe the monster */
4947 sprintf(buf,"%s ... °À:%s HP:%d/%d AC:%d ®ÅÙ:%s%d ·Ð¸³:", m_name, align, m_ptr->hp, m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
4949 sprintf(buf, "%s ... align:%s HP:%d/%d AC:%d speed:%s%d exp:", m_name, align, m_ptr->hp, m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
4951 if (r_ptr->next_r_idx)
4953 strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
4957 strcat(buf, "xxx ");
4961 if (MON_CSLEEP(m_ptr)) strcat(buf,"¿ç̲ ");
4962 if (MON_STUNNED(m_ptr)) strcat(buf,"ۯ۰ ");
4963 if (MON_MONFEAR(m_ptr)) strcat(buf,"¶²ÉÝ ");
4964 if (MON_CONFUSED(m_ptr)) strcat(buf,"º®Íð ");
4965 if (MON_INVULNER(m_ptr)) strcat(buf,"̵Ũ ");
4967 if (MON_CSLEEP(m_ptr)) strcat(buf,"sleeping ");
4968 if (MON_STUNNED(m_ptr)) strcat(buf,"stunned ");
4969 if (MON_MONFEAR(m_ptr)) strcat(buf,"scared ");
4970 if (MON_CONFUSED(m_ptr)) strcat(buf,"confused ");
4971 if (MON_INVULNER(m_ptr)) strcat(buf,"invulnerable ");
4973 buf[strlen(buf)-1] = '\0';
4976 /* HACK : Add the line to message buffer */
4978 p_ptr->window |= (PW_MESSAGE);
4981 if (m_ptr->ml) move_cursor_relative(m_ptr->fy, m_ptr->fx);
4984 Term_erase(0, 0, 255);
4986 /* Learn everything about this monster */
4987 if (lore_do_probe(m_ptr->r_idx))
4991 /* Get base name of monster */
4992 strcpy(buf, (r_name + r_ptr->name));
4995 /* Note that we learnt some new flags -Mogami- */
4996 msg_format("%s¤Ë¤Ä¤¤¤Æ¤µ¤é¤Ë¾Ü¤·¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£", buf);
5001 /* Note that we learnt some new flags -Mogami- */
5002 msg_format("You now know more about %s.", buf);
5004 /* Clear -more- prompt */
5020 chg_virtue(V_KNOWLEDGE, 1);
5023 msg_print("¤³¤ì¤ÇÁ´Éô¤Ç¤¹¡£");
5025 msg_print("That's all.");
5037 * The spell of destruction
5039 * This spell "deletes" monsters (instead of "killing" them).
5041 * Later we may use one function for both "destruction" and
5042 * "earthquake" by using the "full" to select "destruction".
5044 bool destroy_area(int y1, int x1, int r, bool in_generate)
5050 /* Prevent destruction of quest levels and town */
5051 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
5056 /* Lose monster light */
5057 if (!in_generate) clear_mon_lite();
5059 /* Big area of affect */
5060 for (y = (y1 - r); y <= (y1 + r); y++)
5062 for (x = (x1 - r); x <= (x1 + r); x++)
5064 /* Skip illegal grids */
5065 if (!in_bounds(y, x)) continue;
5067 /* Extract the distance */
5068 k = distance(y1, x1, y, x);
5070 /* Stay in the circle of death */
5071 if (k > r) continue;
5073 /* Access the grid */
5074 c_ptr = &cave[y][x];
5076 /* Lose room and vault */
5077 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
5079 /* Lose light and knowledge */
5080 c_ptr->info &= ~(CAVE_MARK | CAVE_GLOW | CAVE_KNOWN);
5082 if (!in_generate) /* Normal */
5085 c_ptr->info &= ~(CAVE_UNSAFE);
5087 /* Hack -- Notice player affect */
5088 if (player_bold(y, x))
5090 /* Hurt the player later */
5093 /* Do not hurt this grid */
5098 /* Hack -- Skip the epicenter */
5099 if ((y == y1) && (x == x1)) continue;
5103 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5104 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5106 if (in_generate) /* In generation */
5108 /* Delete the monster (if any) */
5109 delete_monster(y, x);
5111 else if (r_ptr->flags1 & RF1_QUESTOR)
5113 /* Heal the monster */
5114 m_ptr->hp = m_ptr->maxhp;
5116 /* Try to teleport away quest monsters */
5117 if (!teleport_away(c_ptr->m_idx, (r * 2) + 1, TELEPORT_DEC_VALOUR)) continue;
5121 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
5125 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
5126 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_DESTROY, m_name);
5129 /* Delete the monster (if any) */
5130 delete_monster(y, x);
5134 /* During generation, destroyed artifacts are "preserved" */
5135 if (preserve_mode || in_generate)
5137 s16b this_o_idx, next_o_idx = 0;
5139 /* Scan all objects in the grid */
5140 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5144 /* Acquire object */
5145 o_ptr = &o_list[this_o_idx];
5147 /* Acquire next object */
5148 next_o_idx = o_ptr->next_o_idx;
5150 /* Hack -- Preserve unknown artifacts */
5151 if (object_is_fixed_artifact(o_ptr) && (!object_is_known(o_ptr) || in_generate))
5153 /* Mega-Hack -- Preserve the artifact */
5154 a_info[o_ptr->name1].cur_num = 0;
5156 if (in_generate && cheat_peek)
5158 char o_name[MAX_NLEN];
5159 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
5161 msg_format("ÅÁÀâ¤Î¥¢¥¤¥Æ¥à (%s) ¤ÏÀ¸À®Ãæ¤Ë*Ç˲õ*¤µ¤ì¤¿¡£", o_name);
5163 msg_format("Artifact (%s) was *destroyed* during generation.", o_name);
5167 else if (in_generate && cheat_peek && o_ptr->art_name)
5170 msg_print("¥é¥ó¥À¥à¡¦¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Î1¤Ä¤ÏÀ¸À®Ãæ¤Ë*Ç˲õ*¤µ¤ì¤¿¡£");
5172 msg_print("One of the random artifacts was *destroyed* during generation.");
5178 /* Delete objects */
5179 delete_object(y, x);
5181 /* Destroy "non-permanent" grids */
5182 if (!cave_perma_grid(c_ptr))
5184 /* Wall (or floor) type */
5187 if (!in_generate) /* Normal */
5191 /* Create granite wall */
5192 cave_set_feat(y, x, feat_granite);
5196 /* Create quartz vein */
5197 cave_set_feat(y, x, feat_quartz_vein);
5201 /* Create magma vein */
5202 cave_set_feat(y, x, feat_magma_vein);
5207 cave_set_feat(y, x, floor_type[randint0(100)]);
5210 else /* In generation */
5214 /* Create granite wall */
5215 place_extra_grid(c_ptr);
5219 /* Create quartz vein */
5220 c_ptr->feat = feat_quartz_vein;
5224 /* Create magma vein */
5225 c_ptr->feat = feat_magma_vein;
5230 place_floor_grid(c_ptr);
5233 /* Clear garbage of hidden trap or door */
5242 /* Process "re-glowing" */
5243 for (y = (y1 - r); y <= (y1 + r); y++)
5245 for (x = (x1 - r); x <= (x1 + r); x++)
5247 /* Skip illegal grids */
5248 if (!in_bounds(y, x)) continue;
5250 /* Extract the distance */
5251 k = distance(y1, x1, y, x);
5253 /* Stay in the circle of death */
5254 if (k > r) continue;
5256 /* Access the grid */
5257 c_ptr = &cave[y][x];
5259 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
5260 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
5265 for (i = 0; i < 9; i++)
5267 yy = y + ddy_ddd[i];
5268 xx = x + ddx_ddd[i];
5269 if (!in_bounds2(yy, xx)) continue;
5270 cc_ptr = &cave[yy][xx];
5271 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
5273 c_ptr->info |= CAVE_GLOW;
5281 /* Hack -- Affect player */
5286 msg_print("dz¤¨¤ë¤è¤¦¤ÊÁ®¸÷¤¬È¯À¸¤·¤¿¡ª");
5288 msg_print("There is a searing blast of light!");
5291 /* Blind the player */
5292 if (!p_ptr->resist_blind && !p_ptr->resist_lite)
5295 (void)set_blind(p_ptr->blind + 10 + randint1(10));
5301 /* Mega-Hack -- Forget the view and lite */
5302 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
5305 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
5308 p_ptr->redraw |= (PR_MAP);
5311 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5313 if (p_ptr->special_defense & NINJA_S_STEALTH)
5315 if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE);
5325 * Induce an "earthquake" of the given radius at the given location.
5327 * This will turn some walls into floors and some floors into walls.
5329 * The player will take damage and "jump" into a safe grid if possible,
5330 * otherwise, he will "tunnel" through the rubble instantaneously.
5332 * Monsters will take damage, and "jump" into a safe grid if possible,
5333 * otherwise they will be "buried" in the rubble, disappearing from
5334 * the level in the same way that they do when genocided.
5336 * Note that thus the player and monsters (except eaters of walls and
5337 * passers through walls) will never occupy the same grid as a wall.
5338 * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
5339 * for a single turn, unless that monster can pass_walls or kill_walls.
5340 * This has allowed massive simplification of the "monster" code.
5342 bool earthquake_aux(int cy, int cx, int r, int m_idx)
5344 int i, t, y, x, yy, xx, dy, dx;
5346 int sn = 0, sy = 0, sx = 0;
5352 /* Prevent destruction of quest levels and town */
5353 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
5358 /* Paranoia -- Enforce maximum range */
5361 /* Clear the "maximal blast" area */
5362 for (y = 0; y < 32; y++)
5364 for (x = 0; x < 32; x++)
5370 /* Check around the epicenter */
5371 for (dy = -r; dy <= r; dy++)
5373 for (dx = -r; dx <= r; dx++)
5375 /* Extract the location */
5379 /* Skip illegal grids */
5380 if (!in_bounds(yy, xx)) continue;
5382 /* Skip distant grids */
5383 if (distance(cy, cx, yy, xx) > r) continue;
5385 /* Access the grid */
5386 c_ptr = &cave[yy][xx];
5388 /* Lose room and vault */
5389 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_UNSAFE);
5391 /* Lose light and knowledge */
5392 c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK | CAVE_KNOWN);
5394 /* Skip the epicenter */
5395 if (!dx && !dy) continue;
5397 /* Skip most grids */
5398 if (randint0(100) < 85) continue;
5400 /* Damage this grid */
5401 map[16+yy-cy][16+xx-cx] = TRUE;
5403 /* Hack -- Take note of player damage */
5404 if (player_bold(yy, xx)) hurt = TRUE;
5408 /* First, affect the player (if necessary) */
5409 if (hurt && !p_ptr->pass_wall && !p_ptr->kill_wall)
5411 /* Check around the player */
5412 for (i = 0; i < 8; i++)
5414 /* Access the location */
5415 y = py + ddy_ddd[i];
5416 x = px + ddx_ddd[i];
5418 /* Skip non-empty grids */
5419 if (!cave_empty_bold(y, x)) continue;
5421 /* Important -- Skip "quake" grids */
5422 if (map[16+y-cy][16+x-cx]) continue;
5424 if (cave[y][x].m_idx) continue;
5426 /* Count "safe" grids */
5429 /* Randomize choice */
5430 if (randint0(sn) > 0) continue;
5432 /* Save the safe location */
5436 /* Random message */
5437 switch (randint1(3))
5442 msg_print("¥À¥ó¥¸¥ç¥ó¤ÎÊɤ¬Êø¤ì¤¿¡ª");
5444 msg_print("The cave ceiling collapses!");
5451 msg_print("¥À¥ó¥¸¥ç¥ó¤Î¾²¤¬ÉÔ¼«Á³¤Ë¤Í¤¸¶Ê¤¬¤Ã¤¿¡ª");
5453 msg_print("The cave floor twists in an unnatural way!");
5460 msg_print("¥À¥ó¥¸¥ç¥ó¤¬Íɤ줿¡ªÊø¤ì¤¿´ä¤¬Æ¬¤Ë¹ß¤Ã¤Æ¤¤¿¡ª");
5462 msg_print("The cave quakes! You are pummeled with debris!");
5468 /* Hurt the player a lot */
5471 /* Message and damage */
5473 msg_print("¤¢¤Ê¤¿¤Ï¤Ò¤É¤¤²ø²æ¤òÉé¤Ã¤¿¡ª");
5475 msg_print("You are severely crushed!");
5480 /* Destroy the grid, and push the player to safety */
5483 /* Calculate results */
5484 switch (randint1(3))
5489 msg_print("¹ß¤êÃí¤°´ä¤ò¤¦¤Þ¤¯Èò¤±¤¿¡ª");
5491 msg_print("You nimbly dodge the blast!");
5499 msg_print("´äÀФ¬¤¢¤Ê¤¿¤Ëľ·â¤·¤¿!");
5501 msg_print("You are bashed by rubble!");
5503 damage = damroll(10, 4);
5504 (void)set_stun(p_ptr->stun + randint1(50));
5510 msg_print("¤¢¤Ê¤¿¤Ï¾²¤ÈÊɤȤδ֤˶´¤Þ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
5512 msg_print("You are crushed between the floor and ceiling!");
5514 damage = damroll(10, 4);
5515 (void)set_stun(p_ptr->stun + randint1(50));
5520 /* Move the player to the safe location */
5521 (void)move_player_effect(sy, sx, MPE_DONT_PICKUP);
5524 /* Important -- no wall on player */
5525 map[16+py-cy][16+px-cx] = FALSE;
5527 /* Take some damage */
5535 monster_type *m_ptr = &m_list[m_idx];
5537 /* Get the monster's real name */
5538 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
5541 killer = format("%s¤Îµ¯¤³¤·¤¿ÃÏ¿Ì", m_name);
5543 killer = format("an earthquake caused by %s", m_name);
5551 killer = "an earthquake";
5555 take_hit(DAMAGE_ATTACK, damage, killer, -1);
5559 /* Examine the quaked region */
5560 for (dy = -r; dy <= r; dy++)
5562 for (dx = -r; dx <= r; dx++)
5564 /* Extract the location */
5568 /* Skip unaffected grids */
5569 if (!map[16+yy-cy][16+xx-cx]) continue;
5571 /* Access the grid */
5572 c_ptr = &cave[yy][xx];
5574 if (c_ptr->m_idx == p_ptr->riding) continue;
5576 /* Process monsters */
5579 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5580 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5582 /* Quest monsters */
5583 if (r_ptr->flags1 & RF1_QUESTOR)
5585 /* No wall on quest monsters */
5586 map[16+yy-cy][16+xx-cx] = FALSE;
5591 /* Most monsters cannot co-exist with rock */
5592 if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
5593 !(r_ptr->flags2 & (RF2_PASS_WALL)))
5597 /* Assume not safe */
5600 /* Monster can move to escape the wall */
5601 if (!(r_ptr->flags1 & (RF1_NEVER_MOVE)))
5603 /* Look for safety */
5604 for (i = 0; i < 8; i++)
5606 /* Access the grid */
5607 y = yy + ddy_ddd[i];
5608 x = xx + ddx_ddd[i];
5610 /* Skip non-empty grids */
5611 if (!cave_empty_bold(y, x)) continue;
5613 /* Hack -- no safety on glyph of warding */
5614 if (is_glyph_grid(&cave[y][x])) continue;
5615 if (is_explosive_rune_grid(&cave[y][x])) continue;
5617 /* ... nor on the Pattern */
5618 if (pattern_tile(y, x)) continue;
5620 /* Important -- Skip "quake" grids */
5621 if (map[16+y-cy][16+x-cx]) continue;
5623 if (cave[y][x].m_idx) continue;
5624 if (player_bold(y, x)) continue;
5626 /* Count "safe" grids */
5629 /* Randomize choice */
5630 if (randint0(sn) > 0) continue;
5632 /* Save the safe grid */
5637 /* Describe the monster */
5638 monster_desc(m_name, m_ptr, 0);
5640 /* Scream in pain */
5642 if (!ignore_unview || is_seen(m_ptr)) msg_format("%^s¤Ï¶ìÄˤǵ㤤ï¤á¤¤¤¿¡ª", m_name);
5644 if (!ignore_unview || is_seen(m_ptr)) msg_format("%^s wails out in pain!", m_name);
5647 /* Take damage from the quake */
5648 damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
5650 /* Monster is certainly awake */
5651 (void)set_monster_csleep(c_ptr->m_idx, 0);
5653 /* Apply damage directly */
5654 m_ptr->hp -= damage;
5656 /* Delete (not kill) "dead" monsters */
5661 if (!ignore_unview || is_seen(m_ptr)) msg_format("%^s¤Ï´äÀФËËä¤â¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª", m_name);
5663 if (!ignore_unview || is_seen(m_ptr)) msg_format("%^s is embedded in the rock!", m_name);
5668 if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
5672 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
5673 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_EARTHQUAKE, m2_name);
5677 /* Delete the monster */
5678 delete_monster(yy, xx);
5680 /* No longer safe */
5684 /* Hack -- Escape from the rock */
5687 int m_idx = cave[yy][xx].m_idx;
5689 /* Update the old location */
5690 cave[yy][xx].m_idx = 0;
5692 /* Update the new location */
5693 cave[sy][sx].m_idx = m_idx;
5695 /* Move the monster */
5699 /* Update the monster (new location) */
5700 update_mon(m_idx, TRUE);
5702 /* Redraw the old grid */
5705 /* Redraw the new grid */
5713 /* Lose monster light */
5716 /* Examine the quaked region */
5717 for (dy = -r; dy <= r; dy++)
5719 for (dx = -r; dx <= r; dx++)
5721 /* Extract the location */
5725 /* Skip unaffected grids */
5726 if (!map[16+yy-cy][16+xx-cx]) continue;
5728 /* Access the cave grid */
5729 c_ptr = &cave[yy][xx];
5731 /* Paranoia -- never affect player */
5732 /* if (player_bold(yy, xx)) continue; */
5734 /* Destroy location (if valid) */
5735 if (cave_valid_bold(yy, xx))
5737 /* Delete objects */
5738 delete_object(yy, xx);
5740 /* Wall (or floor) type */
5741 t = cave_have_flag_bold(yy, xx, FF_PROJECT) ? randint0(100) : 200;
5746 /* Create granite wall */
5747 cave_set_feat(yy, xx, feat_granite);
5753 /* Create quartz vein */
5754 cave_set_feat(yy, xx, feat_quartz_vein);
5760 /* Create magma vein */
5761 cave_set_feat(yy, xx, feat_magma_vein);
5768 cave_set_feat(yy, xx, floor_type[randint0(100)]);
5775 /* Process "re-glowing" */
5776 for (dy = -r; dy <= r; dy++)
5778 for (dx = -r; dx <= r; dx++)
5780 /* Extract the location */
5784 /* Skip illegal grids */
5785 if (!in_bounds(yy, xx)) continue;
5787 /* Skip distant grids */
5788 if (distance(cy, cx, yy, xx) > r) continue;
5790 /* Access the grid */
5791 c_ptr = &cave[yy][xx];
5793 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
5794 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
5799 for (ii = 0; ii < 9; ii++)
5801 yyy = yy + ddy_ddd[ii];
5802 xxx = xx + ddx_ddd[ii];
5803 if (!in_bounds2(yyy, xxx)) continue;
5804 cc_ptr = &cave[yyy][xxx];
5805 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
5807 c_ptr->info |= CAVE_GLOW;
5816 /* Mega-Hack -- Forget the view and lite */
5817 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
5820 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
5822 /* Update the health bar */
5823 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
5826 p_ptr->redraw |= (PR_MAP);
5829 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5831 if (p_ptr->special_defense & NINJA_S_STEALTH)
5833 if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE);
5840 bool earthquake(int cy, int cx, int r)
5842 return earthquake_aux(cy, cx, r, 0);
5846 void discharge_minion(void)
5851 for (i = 1; i < m_max; i++)
5853 monster_type *m_ptr = &m_list[i];
5854 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
5855 if (m_ptr->nickname) okay = FALSE;
5857 if (!okay || p_ptr->riding)
5860 if (!get_check("ËÜÅö¤ËÁ´¥Ú¥Ã¥È¤òÇúÇˤ·¤Þ¤¹¤«¡©"))
5862 if (!get_check("You will blast all pets. Are you sure? "))
5866 for (i = 1; i < m_max; i++)
5869 monster_type *m_ptr = &m_list[i];
5870 monster_race *r_ptr;
5872 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
5873 r_ptr = &r_info[m_ptr->r_idx];
5875 /* Uniques resist discharging */
5876 if (r_ptr->flags1 & RF1_UNIQUE)
5879 monster_desc(m_name, m_ptr, 0x00);
5881 msg_format("%s¤ÏÇúÇˤµ¤ì¤ë¤Î¤ò·ù¤¬¤ê¡¢¾¡¼ê¤Ë¼«Ê¬¤ÎÀ¤³¦¤Ø¤Èµ¢¤Ã¤¿¡£", m_name);
5883 msg_format("%^s resists to be blasted, and run away.", m_name);
5885 delete_monster_idx(i);
5888 dam = m_ptr->maxhp / 2;
5889 if (dam > 100) dam = (dam-100)/2 + 100;
5890 if (dam > 400) dam = (dam-400)/2 + 400;
5891 if (dam > 800) dam = 800;
5892 project(i, 2+(r_ptr->level/20), m_ptr->fy,
5893 m_ptr->fx, dam, GF_PLASMA,
5894 PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
5896 if (record_named_pet && m_ptr->nickname)
5900 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
5901 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_BLAST, m_name);
5904 delete_monster_idx(i);
5910 * This routine clears the entire "temp" set.
5912 * This routine will Perma-Lite all "temp" grids.
5914 * This routine is used (only) by "lite_room()"
5916 * Dark grids are illuminated.
5918 * Also, process all affected monsters.
5920 * SMART monsters always wake up when illuminated
5921 * NORMAL monsters wake up 1/4 the time when illuminated
5922 * STUPID monsters wake up 1/10 the time when illuminated
5924 static void cave_temp_room_lite(void)
5928 /* Clear them all */
5929 for (i = 0; i < temp_n; i++)
5934 cave_type *c_ptr = &cave[y][x];
5936 /* No longer in the array */
5937 c_ptr->info &= ~(CAVE_TEMP);
5939 /* Update only non-CAVE_GLOW grids */
5940 /* if (c_ptr->info & (CAVE_GLOW)) continue; */
5943 c_ptr->info |= (CAVE_GLOW);
5945 /* Process affected monsters */
5950 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5952 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5954 /* Update the monster */
5955 update_mon(c_ptr->m_idx, FALSE);
5957 /* Stupid monsters rarely wake up */
5958 if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
5960 /* Smart monsters always wake up */
5961 if (r_ptr->flags2 & (RF2_SMART)) chance = 100;
5963 /* Sometimes monsters wake up */
5964 if (MON_CSLEEP(m_ptr) && (randint0(100) < chance))
5967 (void)set_monster_csleep(c_ptr->m_idx, 0);
5969 /* Notice the "waking up" */
5974 /* Acquire the monster name */
5975 monster_desc(m_name, m_ptr, 0);
5977 /* Dump a message */
5979 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
5981 msg_format("%^s wakes up.", m_name);
5993 update_local_illumination(y, x);
6003 * This routine clears the entire "temp" set.
6005 * This routine will "darken" all "temp" grids.
6007 * In addition, some of these grids will be "unmarked".
6009 * This routine is used (only) by "unlite_room()"
6011 * Also, process all affected monsters
6013 static void cave_temp_room_unlite(void)
6017 /* Clear them all */
6018 for (i = 0; i < temp_n; i++)
6024 cave_type *c_ptr = &cave[y][x];
6025 bool do_dark = !is_mirror_grid(c_ptr);
6027 /* No longer in the array */
6028 c_ptr->info &= ~(CAVE_TEMP);
6030 /* Darken the grid */
6033 if (dun_level || !is_daytime())
6035 for (j = 0; j < 9; j++)
6037 int by = y + ddy_ddd[j];
6038 int bx = x + ddx_ddd[j];
6040 if (in_bounds2(by, bx))
6042 cave_type *cc_ptr = &cave[by][bx];
6044 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
6052 if (!do_dark) continue;
6055 c_ptr->info &= ~(CAVE_GLOW);
6057 /* Hack -- Forget "boring" grids */
6058 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_REMEMBER))
6060 /* Forget the grid */
6061 if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
6067 /* Process affected monsters */
6070 /* Update the monster */
6071 update_mon(c_ptr->m_idx, FALSE);
6077 update_local_illumination(y, x);
6087 * Determine how much contiguous open space this grid is next to
6089 static int next_to_open(int cy, int cx, bool (*pass_bold)(int, int))
6098 for (i = 0; i < 16; i++)
6100 y = cy + ddy_cdd[i % 8];
6101 x = cx + ddx_cdd[i % 8];
6103 /* Found a wall, break the length */
6104 if (!pass_bold(y, x))
6106 /* Track best length */
6120 return (MAX(len, blen));
6124 static int next_to_walls_adj(int cy, int cx, bool (*pass_bold)(int, int))
6132 for (i = 0; i < 8; i++)
6134 y = cy + ddy_ddd[i];
6135 x = cx + ddx_ddd[i];
6137 if (!pass_bold(y, x)) c++;
6145 * Aux function -- see below
6147 static void cave_temp_room_aux(int y, int x, bool only_room, bool (*pass_bold)(int, int))
6152 c_ptr = &cave[y][x];
6154 /* Avoid infinite recursion */
6155 if (c_ptr->info & (CAVE_TEMP)) return;
6157 /* Do not "leave" the current room */
6158 if (!(c_ptr->info & (CAVE_ROOM)))
6160 if (only_room) return;
6163 if (!in_bounds2(y, x)) return;
6165 /* Do not exceed the maximum spell range */
6166 if (distance(py, px, y, x) > MAX_RANGE) return;
6168 /* Verify this grid */
6170 * The reason why it is ==6 instead of >5 is that 8 is impossible
6171 * due to the check for cave_bold above.
6172 * 7 lights dead-end corridors (you need to do this for the
6173 * checkboard interesting rooms, so that the boundary is lit
6175 * This leaves only a check for 6 bounding walls!
6177 if (in_bounds(y, x) && pass_bold(y, x) &&
6178 (next_to_walls_adj(y, x, pass_bold) == 6) && (next_to_open(y, x, pass_bold) <= 1)) return;
6181 /* Paranoia -- verify space */
6182 if (temp_n == TEMP_MAX) return;
6184 /* Mark the grid as "seen" */
6185 c_ptr->info |= (CAVE_TEMP);
6187 /* Add it to the "seen" set */
6194 * Aux function -- see below
6196 static bool cave_pass_lite_bold(int y, int x)
6198 return cave_los_bold(y, x);
6202 * Aux function -- see below
6204 static void cave_temp_lite_room_aux(int y, int x)
6206 cave_temp_room_aux(y, x, FALSE, cave_pass_lite_bold);
6210 * Aux function -- see below
6212 static bool cave_pass_dark_bold(int y, int x)
6214 return cave_have_flag_bold(y, x, FF_PROJECT);
6218 * Aux function -- see below
6220 static void cave_temp_unlite_room_aux(int y, int x)
6222 cave_temp_room_aux(y, x, TRUE, cave_pass_dark_bold);
6229 * Illuminate any room containing the given location.
6231 void lite_room(int y1, int x1)
6235 /* Add the initial grid */
6236 cave_temp_lite_room_aux(y1, x1);
6238 /* While grids are in the queue, add their neighbors */
6239 for (i = 0; i < temp_n; i++)
6241 x = temp_x[i], y = temp_y[i];
6243 /* Walls get lit, but stop light */
6244 if (!cave_pass_lite_bold(y, x)) continue;
6246 /* Spread adjacent */
6247 cave_temp_lite_room_aux(y + 1, x);
6248 cave_temp_lite_room_aux(y - 1, x);
6249 cave_temp_lite_room_aux(y, x + 1);
6250 cave_temp_lite_room_aux(y, x - 1);
6252 /* Spread diagonal */
6253 cave_temp_lite_room_aux(y + 1, x + 1);
6254 cave_temp_lite_room_aux(y - 1, x - 1);
6255 cave_temp_lite_room_aux(y - 1, x + 1);
6256 cave_temp_lite_room_aux(y + 1, x - 1);
6259 /* Now, lite them all up at once */
6260 cave_temp_room_lite();
6262 if (p_ptr->special_defense & NINJA_S_STEALTH)
6264 if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE);
6270 * Darken all rooms containing the given location
6272 void unlite_room(int y1, int x1)
6276 /* Add the initial grid */
6277 cave_temp_unlite_room_aux(y1, x1);
6279 /* Spread, breadth first */
6280 for (i = 0; i < temp_n; i++)
6282 x = temp_x[i], y = temp_y[i];
6284 /* Walls get dark, but stop darkness */
6285 if (!cave_pass_dark_bold(y, x)) continue;
6287 /* Spread adjacent */
6288 cave_temp_unlite_room_aux(y + 1, x);
6289 cave_temp_unlite_room_aux(y - 1, x);
6290 cave_temp_unlite_room_aux(y, x + 1);
6291 cave_temp_unlite_room_aux(y, x - 1);
6293 /* Spread diagonal */
6294 cave_temp_unlite_room_aux(y + 1, x + 1);
6295 cave_temp_unlite_room_aux(y - 1, x - 1);
6296 cave_temp_unlite_room_aux(y - 1, x + 1);
6297 cave_temp_unlite_room_aux(y + 1, x - 1);
6300 /* Now, darken them all at once */
6301 cave_temp_room_unlite();
6307 * Hack -- call light around the player
6308 * Affect all monsters in the projection radius
6310 bool lite_area(int dam, int rad)
6312 int flg = PROJECT_GRID | PROJECT_KILL;
6314 if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
6317 msg_print("¥À¥ó¥¸¥ç¥ó¤¬¸÷¤òµÛ¼ý¤·¤¿¡£");
6319 msg_print("The darkness of this dungeon absorb your light.");
6324 /* Hack -- Message */
6328 msg_print("Çò¤¤¸÷¤¬ÊÕ¤ê¤òʤ¤Ã¤¿¡£");
6330 msg_print("You are surrounded by a white light.");
6335 /* Hook into the "project()" function */
6336 (void)project(0, rad, py, px, dam, GF_LITE_WEAK, flg, -1);
6338 /* Lite up the room */
6347 * Hack -- call darkness around the player
6348 * Affect all monsters in the projection radius
6350 bool unlite_area(int dam, int rad)
6352 int flg = PROJECT_GRID | PROJECT_KILL;
6354 /* Hack -- Message */
6358 msg_print("°Å°Ç¤¬ÊÕ¤ê¤òʤ¤Ã¤¿¡£");
6360 msg_print("Darkness surrounds you.");
6365 /* Hook into the "project()" function */
6366 (void)project(0, rad, py, px, dam, GF_DARK_WEAK, flg, -1);
6368 /* Lite up the room */
6369 unlite_room(py, px);
6379 * Stop if we hit a monster, act as a "ball"
6380 * Allow "target" mode to pass over monsters
6381 * Affect grids, objects, and monsters
6383 bool fire_ball(int typ, int dir, int dam, int rad)
6387 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
6389 if (typ == GF_CONTROL_LIVING) flg|= PROJECT_HIDE;
6390 /* Use the given direction */
6391 tx = px + 99 * ddx[dir];
6392 ty = py + 99 * ddy[dir];
6394 /* Hack -- Use an actual "target" */
6395 if ((dir == 5) && target_okay())
6397 flg &= ~(PROJECT_STOP);
6402 /* Analyze the "dir" and the "target". Hurt items on floor. */
6403 return (project(0, rad, ty, tx, dam, typ, flg, -1));
6409 * Stop if we hit a monster, act as a "ball"
6410 * Allow "target" mode to pass over monsters
6411 * Affect grids, objects, and monsters
6413 bool fire_rocket(int typ, int dir, int dam, int rad)
6417 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
6419 /* Use the given direction */
6420 tx = px + 99 * ddx[dir];
6421 ty = py + 99 * ddy[dir];
6423 /* Hack -- Use an actual "target" */
6424 if ((dir == 5) && target_okay())
6430 /* Analyze the "dir" and the "target". Hurt items on floor. */
6431 return (project(0, rad, ty, tx, dam, typ, flg, -1));
6437 * Stop if we hit a monster, act as a "ball"
6438 * Allow "target" mode to pass over monsters
6439 * Affect grids, objects, and monsters
6441 bool fire_ball_hide(int typ, int dir, int dam, int rad)
6445 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE;
6447 /* Use the given direction */
6448 tx = px + 99 * ddx[dir];
6449 ty = py + 99 * ddy[dir];
6451 /* Hack -- Use an actual "target" */
6452 if ((dir == 5) && target_okay())
6454 flg &= ~(PROJECT_STOP);
6459 /* Analyze the "dir" and the "target". Hurt items on floor. */
6460 return (project(0, rad, ty, tx, dam, typ, flg, -1));
6465 * Cast a meteor spell, defined as a ball spell cast by an arbitary monster,
6466 * player, or outside source, that starts out at an arbitrary location, and
6467 * leaving no trail from the "caster" to the target. This function is
6468 * especially useful for bombardments and similar. -LM-
6470 * Option to hurt the player.
6472 bool fire_meteor(int who, int typ, int y, int x, int dam, int rad)
6474 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
6476 /* Analyze the "target" and the caster. */
6477 return (project(who, rad, y, x, dam, typ, flg, -1));
6481 bool fire_blast(int typ, int dir, int dd, int ds, int num, int dev)
6487 int flg = PROJECT_FAST | PROJECT_THRU | PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
6492 /* Use the given direction */
6495 ly = ty = py + 20 * ddy[dir];
6496 lx = tx = px + 20 * ddx[dir];
6499 /* Use an actual "target" */
6500 else /* if (dir == 5) */
6505 lx = 20 * (tx - px) + px;
6506 ly = 20 * (ty - py) + py;
6509 ld = distance(py, px, ly, lx);
6512 for (i = 0; i < num; i++)
6516 /* Get targets for some bolts */
6517 y = rand_spread(ly, ld * dev / 20);
6518 x = rand_spread(lx, ld * dev / 20);
6520 if (distance(ly, lx, y, x) <= ld * dev / 20) break;
6523 /* Analyze the "dir" and the "target". */
6524 if (!project(0, 0, y, x, damroll(dd, ds), typ, flg, -1))
6535 * Switch position with a monster.
6537 bool teleport_swap(int dir)
6541 monster_type * m_ptr;
6542 monster_race * r_ptr;
6544 if ((dir == 5) && target_okay())
6554 c_ptr = &cave[ty][tx];
6556 if (p_ptr->anti_tele)
6559 msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
6561 msg_print("A mysterious force prevents you from teleporting!");
6567 if (!c_ptr->m_idx || (c_ptr->m_idx == p_ptr->riding))
6570 msg_print("¤½¤ì¤È¤Ï¾ì½ê¤ò¸ò´¹¤Ç¤¤Þ¤»¤ó¡£");
6572 msg_print("You can't trade places with that!");
6580 if ((c_ptr->info & CAVE_ICKY) || (distance(ty, tx, py, px) > p_ptr->lev * 3 / 2 + 10))
6583 msg_print("¼ºÇÔ¤·¤¿¡£");
6585 msg_print("Failed to swap.");
6593 m_ptr = &m_list[c_ptr->m_idx];
6594 r_ptr = &r_info[m_ptr->r_idx];
6596 (void)set_monster_csleep(c_ptr->m_idx, 0);
6598 if (r_ptr->flagsr & RFR_RES_TELE)
6601 msg_print("¥Æ¥ì¥Ý¡¼¥È¤ò¼ÙË⤵¤ì¤¿¡ª");
6603 msg_print("Your teleportation is blocked!");
6606 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
6612 sound(SOUND_TELEPORT);
6614 /* Swap the player and monster */
6615 (void)move_player_effect(ty, tx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
6623 * Hack -- apply a "projection()" in a direction (or at the target)
6625 bool project_hook(int typ, int dir, int dam, int flg)
6629 /* Pass through the target if needed */
6630 flg |= (PROJECT_THRU);
6632 /* Use the given direction */
6636 /* Hack -- Use an actual "target" */
6637 if ((dir == 5) && target_okay())
6643 /* Analyze the "dir" and the "target", do NOT explode */
6644 return (project(0, 0, ty, tx, dam, typ, flg, -1));
6649 * Cast a bolt spell.
6650 * Stop if we hit a monster, as a "bolt".
6651 * Affect monsters and grids (not objects).
6653 bool fire_bolt(int typ, int dir, int dam)
6655 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_GRID;
6656 if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
6657 return (project_hook(typ, dir, dam, flg));
6662 * Cast a beam spell.
6663 * Pass through monsters, as a "beam".
6664 * Affect monsters, grids and objects.
6666 bool fire_beam(int typ, int dir, int dam)
6668 int flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM;
6669 return (project_hook(typ, dir, dam, flg));
6674 * Cast a bolt spell, or rarely, a beam spell
6676 bool fire_bolt_or_beam(int prob, int typ, int dir, int dam)
6678 if (randint0(100) < prob)
6680 return (fire_beam(typ, dir, dam));
6684 return (fire_bolt(typ, dir, dam));
6690 * Some of the old functions
6692 bool lite_line(int dir, int dam)
6694 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
6695 return (project_hook(GF_LITE_WEAK, dir, dam, flg));
6699 bool drain_life(int dir, int dam)
6701 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6702 return (project_hook(GF_OLD_DRAIN, dir, dam, flg));
6706 bool wall_to_mud(int dir, int dam)
6708 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
6709 return (project_hook(GF_KILL_WALL, dir, dam, flg));
6713 bool wizard_lock(int dir)
6715 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
6716 return (project_hook(GF_JAM_DOOR, dir, 20 + randint1(30), flg));
6720 bool destroy_door(int dir)
6722 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
6723 return (project_hook(GF_KILL_DOOR, dir, 0, flg));
6727 bool disarm_trap(int dir)
6729 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
6730 return (project_hook(GF_KILL_TRAP, dir, 0, flg));
6734 bool heal_monster(int dir, int dam)
6736 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6737 return (project_hook(GF_OLD_HEAL, dir, dam, flg));
6741 bool speed_monster(int dir, int power)
6743 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6744 return (project_hook(GF_OLD_SPEED, dir, power, flg));
6748 bool slow_monster(int dir, int power)
6750 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6751 return (project_hook(GF_OLD_SLOW, dir, power, flg));
6755 bool sleep_monster(int dir, int power)
6757 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6758 return (project_hook(GF_OLD_SLEEP, dir, power, flg));
6762 bool stasis_monster(int dir)
6764 return (fire_ball_hide(GF_STASIS, dir, p_ptr->lev*2, 0));
6768 bool stasis_evil(int dir)
6770 return (fire_ball_hide(GF_STASIS_EVIL, dir, p_ptr->lev*2, 0));
6774 bool confuse_monster(int dir, int plev)
6776 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6777 return (project_hook(GF_OLD_CONF, dir, plev, flg));
6781 bool stun_monster(int dir, int plev)
6783 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6784 return (project_hook(GF_STUN, dir, plev, flg));
6788 bool poly_monster(int dir, int power)
6790 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6791 bool tester = (project_hook(GF_OLD_POLY, dir, power, flg));
6793 chg_virtue(V_CHANCE, 1);
6798 bool clone_monster(int dir)
6800 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6801 return (project_hook(GF_OLD_CLONE, dir, 0, flg));
6805 bool fear_monster(int dir, int plev)
6807 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6808 return (project_hook(GF_TURN_ALL, dir, plev, flg));
6812 bool death_ray(int dir, int plev)
6814 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6815 return (project_hook(GF_DEATH_RAY, dir, plev * 200, flg));
6819 bool teleport_monster(int dir, int distance)
6821 int flg = PROJECT_BEAM | PROJECT_KILL;
6822 return (project_hook(GF_AWAY_ALL, dir, distance, flg));
6826 * Hooks -- affect adjacent grids (radius 1 ball attack)
6828 bool door_creation(void)
6830 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6831 return (project(0, 1, py, px, 0, GF_MAKE_DOOR, flg, -1));
6835 bool trap_creation(int y, int x)
6837 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6838 return (project(0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1));
6842 bool tree_creation(void)
6844 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6845 return (project(0, 1, py, px, 0, GF_MAKE_TREE, flg, -1));
6849 bool glyph_creation(void)
6851 int flg = PROJECT_GRID | PROJECT_ITEM;
6852 return (project(0, 1, py, px, 0, GF_MAKE_GLYPH, flg, -1));
6856 bool wall_stone(void)
6858 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6860 bool dummy = (project(0, 1, py, px, 0, GF_STONE_WALL, flg, -1));
6863 p_ptr->update |= (PU_FLOW);
6866 p_ptr->redraw |= (PR_MAP);
6872 bool destroy_doors_touch(void)
6874 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6875 return (project(0, 1, py, px, 0, GF_KILL_DOOR, flg, -1));
6878 bool disarm_traps_touch(void)
6880 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6881 return (project(0, 1, py, px, 0, GF_KILL_TRAP, flg, -1));
6884 bool sleep_monsters_touch(void)
6886 int flg = PROJECT_KILL | PROJECT_HIDE;
6887 return (project(0, 1, py, px, p_ptr->lev, GF_OLD_SLEEP, flg, -1));
6891 bool animate_dead(int who, int y, int x)
6893 int flg = PROJECT_ITEM | PROJECT_HIDE;
6894 return (project(who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
6898 void call_chaos(void)
6900 int Chaos_type, dummy, dir;
6901 int plev = p_ptr->lev;
6902 bool line_chaos = FALSE;
6904 int hurt_types[31] =
6906 GF_ELEC, GF_POIS, GF_ACID, GF_COLD,
6907 GF_FIRE, GF_MISSILE, GF_ARROW, GF_PLASMA,
6908 GF_HOLY_FIRE, GF_WATER, GF_LITE, GF_DARK,
6909 GF_FORCE, GF_INERTIA, GF_MANA, GF_METEOR,
6910 GF_ICE, GF_CHAOS, GF_NETHER, GF_DISENCHANT,
6911 GF_SHARDS, GF_SOUND, GF_NEXUS, GF_CONFUSION,
6912 GF_TIME, GF_GRAVITY, GF_ROCKET, GF_NUKE,
6913 GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
6916 Chaos_type = hurt_types[randint0(31)];
6917 if (one_in_(4)) line_chaos = TRUE;
6921 for (dummy = 1; dummy < 10; dummy++)
6926 fire_beam(Chaos_type, dummy, 150);
6928 fire_ball(Chaos_type, dummy, 150, 2);
6932 else if (one_in_(3))
6934 fire_ball(Chaos_type, 0, 500, 8);
6938 if (!get_aim_dir(&dir)) return;
6940 fire_beam(Chaos_type, dir, 250);
6942 fire_ball(Chaos_type, dir, 250, 3 + (plev / 35));
6948 * Activate the evil Topi Ylinen curse
6949 * rr9: Stop the nasty things when a Cyberdemon is summoned
6950 * or the player gets paralyzed.
6952 bool activate_ty_curse(bool stop_ty, int *count)
6956 int flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
6960 switch (randint1(34))
6966 msg_print("ÃÏÌ̤¬Íɤ줿...");
6968 msg_print("The ground trembles...");
6971 earthquake(py, px, 5 + randint0(10));
6972 if (!one_in_(6)) break;
6977 int dam = damroll(10, 10);
6979 msg_print("½ã¿è¤ÊËâÎϤμ¡¸µ¤Ø¤ÎÈ⤬³«¤¤¤¿¡ª");
6981 msg_print("A portal opens to a plane of raw mana!");
6984 project(0, 8, py, px, dam, GF_MANA, flg, -1);
6986 take_hit(DAMAGE_NOESCAPE, dam, "½ã¿è¤ÊËâÎϤβòÊü", -1);
6988 take_hit(DAMAGE_NOESCAPE, dam, "released pure mana", -1);
6990 if (!one_in_(6)) break;
6996 msg_print("¼þ°Ï¤Î¶õ´Ö¤¬ÏĤó¤À¡ª");
6998 msg_print("Space warps about you!");
7001 teleport_player(damroll(10, 10), TELEPORT_PASSIVE);
7002 if (randint0(13)) (*count) += activate_hi_summon(py, px, FALSE);
7003 if (!one_in_(6)) break;
7007 msg_print("¥¨¥Í¥ë¥®¡¼¤Î¤¦¤Í¤ê¤ò´¶¤¸¤¿¡ª");
7009 msg_print("You feel a surge of energy!");
7015 project(0, 7, py, px, 50, GF_KILL_WALL, flg, -1);
7017 take_hit(DAMAGE_NOESCAPE, 50, "¥¨¥Í¥ë¥®¡¼¤Î¤¦¤Í¤ê", -1);
7019 take_hit(DAMAGE_NOESCAPE, 50, "surge of energy", -1);
7022 if (!one_in_(6)) break;
7023 case 1: case 2: case 3: case 16: case 17:
7024 aggravate_monsters(0);
7025 if (!one_in_(6)) break;
7026 case 4: case 5: case 6:
7027 (*count) += activate_hi_summon(py, px, FALSE);
7028 if (!one_in_(6)) break;
7029 case 7: case 8: case 9: case 18:
7030 (*count) += summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
7031 if (!one_in_(6)) break;
7032 case 10: case 11: case 12:
7034 msg_print("À¸Ì¿ÎϤ¬ÂΤ«¤éµÛ¤¤¼è¤é¤ì¤¿µ¤¤¬¤¹¤ë¡ª");
7036 msg_print("You feel your life draining away...");
7039 lose_exp(p_ptr->exp / 16);
7040 if (!one_in_(6)) break;
7041 case 13: case 14: case 15: case 19: case 20:
7042 if (stop_ty || (p_ptr->free_act && (randint1(125) < p_ptr->skill_sav)) || (p_ptr->pclass == CLASS_BERSERKER))
7049 msg_print("ĦÁü¤Ë¤Ê¤Ã¤¿µ¤Ê¬¤À¡ª");
7051 msg_print("You feel like a statue!");
7054 if (p_ptr->free_act)
7055 set_paralyzed(p_ptr->paralyzed + randint1(3));
7057 set_paralyzed(p_ptr->paralyzed + randint1(13));
7060 if (!one_in_(6)) break;
7061 case 21: case 22: case 23:
7062 (void)do_dec_stat(randint0(6));
7063 if (!one_in_(6)) break;
7066 msg_print("¤Û¤¨¡©»ä¤Ïï¡©¤³¤³¤Ç²¿¤·¤Æ¤ë¡©");
7068 msg_print("Huh? Who am I? What am I doing here?");
7072 if (!one_in_(6)) break;
7075 * Only summon Cyberdemons deep in the dungeon.
7077 if ((dun_level > 65) && !stop_ty)
7079 (*count) += summon_cyber(-1, py, px);
7083 if (!one_in_(6)) break;
7089 (void)do_dec_stat(i);
7097 while (one_in_(3) && !stop_ty);
7103 int activate_hi_summon(int y, int x, bool can_pet)
7108 u32b mode = PM_ALLOW_GROUP;
7115 mode |= PM_FORCE_FRIENDLY;
7119 mode |= PM_FORCE_PET;
7124 if (!pet) mode |= PM_NO_PET;
7126 summon_lev = (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : dun_level);
7128 for (i = 0; i < (randint1(7) + (dun_level / 40)); i++)
7130 switch (randint1(25) + (dun_level / 20))
7133 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode);
7136 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode);
7139 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode);
7142 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode);
7145 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode);
7148 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode);
7151 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode);
7154 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode);
7158 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE));
7162 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE));
7165 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
7166 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode);
7169 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
7170 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode);
7173 count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode);
7176 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
7177 count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode);
7186 int summon_cyber(int who, int y, int x)
7189 int max_cyber = (easy_band ? 1 : (dun_level / 50) + randint1(2));
7191 u32b mode = PM_ALLOW_GROUP;
7193 /* Summoned by a monster */
7196 monster_type *m_ptr = &m_list[who];
7197 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
7200 if (max_cyber > 4) max_cyber = 4;
7202 for (i = 0; i < max_cyber; i++)
7204 count += summon_specific(who, y, x, 100, SUMMON_CYBER, mode);
7211 void wall_breaker(void)
7215 int attempts = 1000;
7217 if (randint1(80 + p_ptr->lev) < 70)
7221 scatter(&y, &x, py, px, 4, 0);
7223 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
7225 if (!player_bold(y, x)) break;
7228 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
7229 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
7231 else if (randint1(100) > 30)
7233 earthquake(py, px, 1);
7237 int num = damroll(5, 3);
7239 for (i = 0; i < num; i++)
7243 scatter(&y, &x, py, px, 10, 0);
7245 if (!player_bold(y, x)) break;
7248 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
7249 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
7258 bool confuse_monsters(int dam)
7260 return (project_hack(GF_OLD_CONF, dam));
7267 bool charm_monsters(int dam)
7269 return (project_hack(GF_CHARM, dam));
7276 bool charm_animals(int dam)
7278 return (project_hack(GF_CONTROL_ANIMAL, dam));
7285 bool stun_monsters(int dam)
7287 return (project_hack(GF_STUN, dam));
7294 bool stasis_monsters(int dam)
7296 return (project_hack(GF_STASIS, dam));
7301 * Mindblast monsters
7303 bool mindblast_monsters(int dam)
7305 return (project_hack(GF_PSI, dam));
7310 * Banish all monsters
7312 bool banish_monsters(int dist)
7314 return (project_hack(GF_AWAY_ALL, dist));
7321 bool turn_evil(int dam)
7323 return (project_hack(GF_TURN_EVIL, dam));
7330 bool turn_monsters(int dam)
7332 return (project_hack(GF_TURN_ALL, dam));
7337 * Death-ray all monsters (note: OBSCENELY powerful)
7339 bool deathray_monsters(void)
7341 return (project_hack(GF_DEATH_RAY, p_ptr->lev * 200));
7345 bool charm_monster(int dir, int plev)
7347 int flg = PROJECT_STOP | PROJECT_KILL;
7348 return (project_hook(GF_CHARM, dir, plev, flg));
7352 bool control_one_undead(int dir, int plev)
7354 int flg = PROJECT_STOP | PROJECT_KILL;
7355 return (project_hook(GF_CONTROL_UNDEAD, dir, plev, flg));
7359 bool control_one_demon(int dir, int plev)
7361 int flg = PROJECT_STOP | PROJECT_KILL;
7362 return (project_hook(GF_CONTROL_DEMON, dir, plev, flg));
7366 bool charm_animal(int dir, int plev)
7368 int flg = PROJECT_STOP | PROJECT_KILL;
7369 return (project_hook(GF_CONTROL_ANIMAL, dir, plev, flg));
7373 bool charm_living(int dir, int plev)
7375 int flg = PROJECT_STOP | PROJECT_KILL;
7376 return (project_hook(GF_CONTROL_LIVING, dir, plev, flg));
7380 bool kawarimi(bool success)
7383 object_type *q_ptr = &forge;
7386 if (p_ptr->is_dead) return FALSE;
7387 if (p_ptr->confused || p_ptr->blind || p_ptr->paralyzed || p_ptr->image) return FALSE;
7388 if (randint0(200) < p_ptr->stun) return FALSE;
7390 if (!success && one_in_(3))
7393 msg_print("¼ºÇÔ¡ªÆ¨¤²¤é¤ì¤Ê¤«¤Ã¤¿¡£");
7395 msg_print("Failed! You couldn't run away.");
7397 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
7398 p_ptr->redraw |= (PR_STATUS);
7405 teleport_player(10 + randint1(90), 0L);
7409 object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
7411 q_ptr->pval = MON_NINJA;
7413 /* Drop it in the dungeon */
7414 (void)drop_near(q_ptr, -1, y, x);
7417 if (success) msg_print("¹¶·â¤ò¼õ¤±¤ëÁ°¤ËÁÇÁ᤯¿È¤ò¤Ò¤ë¤¬¤¨¤·¤¿¡£");
7418 else msg_print("¼ºÇÔ¡ª¹¶·â¤ò¼õ¤±¤Æ¤·¤Þ¤Ã¤¿¡£");
7420 if (success) msg_print("You have turned around just before the attack hit you.");
7421 else msg_print("Failed! You are hit by the attack.");
7424 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
7425 p_ptr->redraw |= (PR_STATUS);
7433 * "Rush Attack" routine for Samurai or Ninja
7434 * Return value is for checking "done"
7436 bool rush_attack(bool *mdeath)
7443 bool tmp_mdeath = FALSE;
7446 if (mdeath) *mdeath = FALSE;
7449 if (!get_aim_dir(&dir)) return FALSE;
7451 /* Use the given direction */
7452 tx = px + project_length * ddx[dir];
7453 ty = py + project_length * ddy[dir];
7455 /* Hack -- Use an actual "target" */
7456 if ((dir == 5) && target_okay())
7462 if (in_bounds(ty, tx)) tm_idx = cave[ty][tx].m_idx;
7464 path_n = project_path(path_g, project_length, py, px, ty, tx, PROJECT_STOP | PROJECT_KILL);
7467 /* No need to move */
7468 if (!path_n) return TRUE;
7470 /* Use ty and tx as to-move point */
7474 /* Project along the path */
7475 for (i = 0; i < path_n; i++)
7477 monster_type *m_ptr;
7479 int ny = GRID_Y(path_g[i]);
7480 int nx = GRID_X(path_g[i]);
7482 if (cave_empty_bold(ny, nx) && player_can_enter(cave[ny][nx].feat, 0))
7487 /* Go to next grid */
7491 if (!cave[ny][nx].m_idx)
7496 msg_print("¼ºÇÔ¡ª");
7498 msg_print("Failed!");
7504 msg_print("¤³¤³¤Ë¤ÏÆþ¿È¤Ç¤ÏÆþ¤ì¤Ê¤¤¡£");
7506 msg_print("You can't move to that place.");
7514 /* Move player before updating the monster */
7515 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
7517 /* Update the monster */
7518 update_mon(cave[ny][nx].m_idx, TRUE);
7520 /* Found a monster */
7521 m_ptr = &m_list[cave[ny][nx].m_idx];
7523 if (tm_idx != cave[ny][nx].m_idx)
7526 msg_format("%s%s¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª", tm_idx ? "Ê̤Î" : "",
7527 m_ptr->ml ? "¥â¥ó¥¹¥¿¡¼" : "²¿¤«");
7529 msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone");
7532 else if (!player_bold(ty, tx))
7534 /* Hold the monster name */
7537 /* Get the monster name (BEFORE polymorphing) */
7538 monster_desc(m_name, m_ptr, 0);
7540 msg_format("ÁÇÁ᤯%s¤Î²û¤ËÆþ¤ê¹þ¤ó¤À¡ª", m_name);
7542 msg_format("You quickly jump in and attack %s!", m_name);
7546 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
7548 tmp_mdeath = py_attack(ny, nx, HISSATSU_NYUSIN);
7553 if (!moved && !player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
7555 if (mdeath) *mdeath = tmp_mdeath;
7561 * Remove all mirrors in this floor
7563 void remove_all_mirrors(bool explode)
7567 for (x = 0; x < cur_wid; x++)
7569 for (y = 0; y < cur_hgt; y++)
7571 if (is_mirror_grid(&cave[y][x]))
7573 remove_mirror(y, x);
7575 project(0, 2, y, x, p_ptr->lev / 2 + 5, GF_SHARDS,
7576 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);