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(), p_ptr->align);
114 sprintf(Dummy, "Your alighnment : %s(%ld)", your_alignment(), 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).";
592 case CLASS_HIGH_MAGE:
597 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥¤¥Æ¥à¤ÎËâÎϤòµÛ¼ý¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(1 MP)";
599 info[i++] = "You can absorb charges from an item (cost 1).";
604 if (is_good_realm(p_ptr->realm1))
609 info[i++] = "¤¢¤Ê¤¿¤ÏÉð´ï¤ò½ËÊ¡¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(70 MP)";
611 info[i++] = "You can bless a weapon (cost 70).";
620 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ¤ê¤Î¤¹¤Ù¤Æ¤Î¥â¥ó¥¹¥¿¡¼¤ò¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(40 MP)";
622 info[i++] = "You can damages all monsters in sight (cost 40).";
631 info[i++] = "¤¢¤Ê¤¿¤Ï¹¶·â¤·¤Æ¨ºÂ¤Ëƨ¤²¤ë¤³¤È¤¬¤Ç¤¤ë¡£(12 MP)";
633 info[i++] = "You can hit a monster and teleport at a time (cost 12).";
641 info[i++] = "¤¢¤Ê¤¿¤Ï²øʪ¤òÄ´ºº¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(20 MP)";
643 info[i++] = "You can prove monsters (cost 20).";
648 if (is_good_realm(p_ptr->realm1))
653 info[i++] = "¤¢¤Ê¤¿¤ÏÀ»¤Ê¤ëÁä¤òÊü¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(30 MP)";
655 info[i++] = "You can fires a holy spear (cost 30).";
664 info[i++] = "¤¢¤Ê¤¿¤ÏÀ¸Ì¿ÎϤò¸º¾¯¤µ¤»¤ëÁä¤òÊü¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(30 MP)";
666 info[i++] = "You can fires a spear which drains vitality (cost 30).";
671 case CLASS_WARRIOR_MAGE:
675 info[i++] = "¤¢¤Ê¤¿¤Ï£È£Ð¤ò£Í£Ð¤ËÊÑ´¹¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
677 info[i++] = "You can convert HP to SP (cost 0).";
680 info[i++] = "¤¢¤Ê¤¿¤Ï£Í£Ð¤ò£È£Ð¤ËÊÑ´¹¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
682 info[i++] = "You can convert SP to HP (cost 0).";
686 case CLASS_CHAOS_WARRIOR:
690 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ°Ï¤Ë²øʪ¤òÏǤ魯¸÷¤òȯÀ¸¤µ¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£(50 MP)";
692 info[i++] = "You can radiate light which confuses nearby monsters (cost 50).";
700 info[i++] = "¤¢¤Ê¤¿¤Ï¹½¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
702 info[i++] = "You can assume a posture of special form (cost 0).";
708 info[i++] = "¤¢¤Ê¤¿¤ÏÄ̾ï¤Î2Çܤι¶·â¤ò¹Ô¤¦¤³¤È¤¬¤Ç¤¤ë¡£(30 MP)";
710 info[i++] = "You can perform double attacks in a time (cost 30).";
714 case CLASS_MINDCRAFTER:
715 case CLASS_FORCETRAINER:
719 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿À¤ò½¸Ã椷¤Æ£Í£Ð¤ò²óÉü¤µ¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
721 info[i++] = "You can concentrate to regenerate your mana (cost 0).";
727 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ì¿¿¤ò»£±Æ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
729 info[i++] = "You can take a photograph (cost 0).";
734 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥¤¥Æ¥à¤ò´°Á´¤Ë´ÕÄꤹ¤ë¤³¤È¤¬¤Ç¤¤ë¡£(20 MP)";
736 info[i++] = "You can *identify* items (cost 20).";
744 info[i++] = "¤¢¤Ê¤¿¤Ï²øʪ¤ÎÆü칶·â¤ò¥À¥á¡¼¥¸2ÇܤǤޤͤ뤳¤È¤¬¤Ç¤¤ë¡£(100 MP)";
746 info[i++] = "You can imitate monster's special attacks with double damage (cost 100).";
750 case CLASS_BEASTMASTER:
752 info[i++] = "¤¢¤Ê¤¿¤Ï1ɤ¤ÎÀ¸Ì¿¤Î¤¢¤ë¥â¥ó¥¹¥¿¡¼¤ò»ÙÇÛ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥ì¥Ù¥ë/4 MP)";
754 info[i++] = "You can dominate a monster (cost level/4).";
759 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)";
761 info[i++] = "You can dominate living monsters in sight (cost (level+20)/4).";
765 case CLASS_MAGIC_EATER:
767 info[i++] = "¤¢¤Ê¤¿¤Ï¾ó/ËâË¡ËÀ/¥í¥Ã¥É¤ÎËâÎϤò¼«Ê¬¤Î¤â¤Î¤Ë¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
769 info[i++] = "You can absorb a staff, wand or rod itself.";
776 info[i++] = "¤¢¤Ê¤¿¤Ï1¥¿¡¼¥ó¤Ë2²óËâË¡¤ò¾§¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£(77 MP)";
778 info[i++] = "You can cast two spells in one time (cost 77).";
785 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿À¤ò½¸Ã椷¤Æµ¤¹ç¤¤¤òί¤á¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
787 info[i++] = "You can concentrate to regenerate your mana.";
793 info[i++] = "¤¢¤Ê¤¿¤ÏÆüì¤Ê·¿¤Ç¹½¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
795 info[i++] = "You can assume a posture of special form.";
799 case CLASS_BLUE_MAGE:
801 info[i++] = "¤¢¤Ê¤¿¤ÏÁê¼ê¤Ë»È¤ï¤ì¤¿ËâË¡¤ò³Ø¤Ö¤³¤È¤¬¤Ç¤¤ë¡£";
803 info[i++] = "You can study spells which your enemy casts on you.";
810 info[i++] = "¤¢¤Ê¤¿¤Ï¥â¥ó¥¹¥¿¡¼¤Ë¾è¤Ã¤Æ̵ÍýÌðÍý¥Ú¥Ã¥È¤Ë¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
812 info[i++] = "You can ride on a hostile monster forcibly to turn it into pet.";
816 case CLASS_BERSERKER:
820 info[i++] = "¤¢¤Ê¤¿¤Ï³¹¤È¥À¥ó¥¸¥ç¥ó¤Î´Ö¤ò¹Ô¤Í褹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
822 info[i++] = "You can travel between town and the depths.";
826 case CLASS_MIRROR_MASTER:
828 info[i++] = "¤¢¤Ê¤¿¤Ï¶À¤òºî¤ê½Ð¤¹¤³¤È¤¬¤Ç¤¤ë¡£(2 MP)";
830 info[i++] = "You can create a Mirror (cost 2).";
833 info[i++] = "¤¢¤Ê¤¿¤Ï¶À¤ò³ä¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
835 info[i++] = "You can break distant Mirrors (cost 0).";
842 info[i++] = "¤¢¤Ê¤¿¤ÏÁÇÁ᤯°ÜÆ°¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
844 info[i++] = "You can walk extremery fast.";
852 if (p_ptr->muta1 & MUT1_SPIT_ACID)
855 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤ò¿á¤¤«¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX1)";
857 info[i++] = "You can spit acid (dam lvl).";
861 if (p_ptr->muta1 & MUT1_BR_FIRE)
864 info[i++] = "¤¢¤Ê¤¿¤Ï±ê¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
866 info[i++] = "You can breathe fire (dam lvl * 2).";
870 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
873 info[i++] = "¤¢¤Ê¤¿¤ÎâˤߤϺÅ̲¸ú²Ì¤ò¤â¤Ä¡£";
875 info[i++] = "Your gaze is hypnotic.";
879 if (p_ptr->muta1 & MUT1_TELEKINES)
882 info[i++] = "¤¢¤Ê¤¿¤ÏÇ°Æ°ÎϤò¤â¤Ã¤Æ¤¤¤ë¡£";
884 info[i++] = "You are telekinetic.";
888 if (p_ptr->muta1 & MUT1_VTELEPORT)
891 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»×¤Ç¥Æ¥ì¥Ý¡¼¥È¤Ç¤¤ë¡£";
893 info[i++] = "You can teleport at will.";
897 if (p_ptr->muta1 & MUT1_MIND_BLST)
900 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿À¹¶·â¤ò¹Ô¤¨¤ë¡£(¥À¥á¡¼¥¸ 3¡Á12d3)";
902 info[i++] = "You can Mind Blast your enemies (3 to 12d3 dam).";
906 if (p_ptr->muta1 & MUT1_RADIATION)
909 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»×¤Ç¶¯¤¤Êü¼ÍÀþ¤òȯÀ¸¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
911 info[i++] = "You can emit hard radiation at will (dam lvl * 2).";
915 if (p_ptr->muta1 & MUT1_VAMPIRISM)
918 info[i++] = "¤¢¤Ê¤¿¤ÏµÛ·ìµ´¤Î¤è¤¦¤ËŨ¤«¤éÀ¸Ì¿ÎϤòµÛ¼ý¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
920 info[i++] = "You can drain life from a foe like a vampire (dam lvl * 2).";
924 if (p_ptr->muta1 & MUT1_SMELL_MET)
927 info[i++] = "¤¢¤Ê¤¿¤Ï¶á¤¯¤Ë¤¢¤ëµ®¶â°¤ò¤«¤®Ê¬¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
929 info[i++] = "You can smell nearby precious metal.";
933 if (p_ptr->muta1 & MUT1_SMELL_MON)
936 info[i++] = "¤¢¤Ê¤¿¤Ï¶á¤¯¤Î¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò¤«¤®Ê¬¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
938 info[i++] = "You can smell nearby monsters.";
942 if (p_ptr->muta1 & MUT1_BLINK)
945 info[i++] = "¤¢¤Ê¤¿¤Ïû¤¤µ÷Î¥¤ò¥Æ¥ì¥Ý¡¼¥È¤Ç¤¤ë¡£";
947 info[i++] = "You can teleport yourself short distances.";
951 if (p_ptr->muta1 & MUT1_EAT_ROCK)
954 info[i++] = "¤¢¤Ê¤¿¤Ï¹Å¤¤´ä¤ò¿©¤Ù¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
956 info[i++] = "You can consume solid rock.";
960 if (p_ptr->muta1 & MUT1_SWAP_POS)
963 info[i++] = "¤¢¤Ê¤¿¤Ï¾¤Î¼Ô¤È¾ì½ê¤òÆþ¤ìÂؤï¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
965 info[i++] = "You can switch locations with another being.";
969 if (p_ptr->muta1 & MUT1_SHRIEK)
972 info[i++] = "¤¢¤Ê¤¿¤Ï¿È¤ÎÌÓ¤â¤è¤À¤Ä¶«¤ÓÀ¼¤òȯ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
974 info[i++] = "You can emit a horrible shriek (dam 2 * lvl).";
978 if (p_ptr->muta1 & MUT1_ILLUMINE)
981 info[i++] = "¤¢¤Ê¤¿¤ÏÌÀ¤ë¤¤¸÷¤òÊü¤Ä¤³¤È¤¬¤Ç¤¤ë¡£";
983 info[i++] = "You can emit bright light.";
987 if (p_ptr->muta1 & MUT1_DET_CURSE)
990 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤ÊËâË¡¤Î´í¸±¤ò´¶¤¸¤È¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
992 info[i++] = "You can feel the danger of evil magic.";
996 if (p_ptr->muta1 & MUT1_BERSERK)
999 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»×¤Ç¶¸ÍðÀïÆ®¾õÂ֤ˤʤ뤳¤È¤¬¤Ç¤¤ë¡£";
1001 info[i++] = "You can drive yourself into a berserk frenzy.";
1005 if (p_ptr->muta1 & MUT1_POLYMORPH)
1008 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»Ö¤ÇÊѲ½¤Ç¤¤ë¡£";
1010 info[i++] = "You can polymorph yourself at will.";
1014 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
1017 info[i++] = "¤¢¤Ê¤¿¤ÏÄ̾異¥¤¥Æ¥à¤ò¶â¤ËÊѤ¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1019 info[i++] = "You can turn ordinary items to gold.";
1023 if (p_ptr->muta1 & MUT1_GROW_MOLD)
1026 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ°Ï¤Ë¥¥Î¥³¤òÀ¸¤ä¤¹¤³¤È¤¬¤Ç¤¤ë¡£";
1028 info[i++] = "You can cause mold to grow near you.";
1032 if (p_ptr->muta1 & MUT1_RESIST)
1035 info[i++] = "¤¢¤Ê¤¿¤Ï¸µÁǤι¶·â¤ËÂФ·¤Æ¿È¤ò¹Å¤¯¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1037 info[i++] = "You can harden yourself to the ravages of the elements.";
1041 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
1044 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ°Ï¤Î¥À¥ó¥¸¥ç¥ó¤òÊø²õ¤µ¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1046 info[i++] = "You can bring down the dungeon around your ears.";
1050 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
1053 info[i++] = "¤¢¤Ê¤¿¤ÏËâË¡¤Î¥¨¥Í¥ë¥®¡¼¤ò¼«Ê¬¤Îʪ¤È¤·¤Æ»ÈÍѤǤ¤ë¡£";
1055 info[i++] = "You can consume magic energy for your own use.";
1059 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
1062 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Ë±Æ¶Á¤òÍ¿¤¨¤ëËâË¡¤ÎÎϤò´¶¤¸¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1064 info[i++] = "You can feel the strength of the magics affecting you.";
1068 if (p_ptr->muta1 & MUT1_STERILITY)
1071 info[i++] = "¤¢¤Ê¤¿¤Ï½¸ÃÄŪÀ¸¿£ÉÔǽ¤òµ¯¤³¤¹¤³¤È¤¬¤Ç¤¤ë¡£";
1073 info[i++] = "You can cause mass impotence.";
1077 if (p_ptr->muta1 & MUT1_PANIC_HIT)
1080 info[i++] = "¤¢¤Ê¤¿¤Ï¹¶·â¤·¤¿¸å¿È¤ò¼é¤ë¤¿¤áƨ¤²¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1082 info[i++] = "You can run for your life after hitting something.";
1086 if (p_ptr->muta1 & MUT1_DAZZLE)
1089 info[i++] = "¤¢¤Ê¤¿¤Ïº®Íð¤ÈÌÕÌܤò°ú¤µ¯¤³¤¹Êü¼Íǽ¤òȯÀ¸¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£ ";
1091 info[i++] = "You can emit confusing, blinding radiation.";
1095 if (p_ptr->muta1 & MUT1_LASER_EYE)
1098 info[i++] = "¤¢¤Ê¤¿¤ÏÌܤ«¤é¥ì¡¼¥¶¡¼¸÷Àþ¤òȯ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
1100 info[i++] = "Your eyes can fire laser beams (dam 2 * lvl).";
1104 if (p_ptr->muta1 & MUT1_RECALL)
1107 info[i++] = "¤¢¤Ê¤¿¤Ï³¹¤È¥À¥ó¥¸¥ç¥ó¤Î´Ö¤ò¹Ô¤Í褹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1109 info[i++] = "You can travel between town and the depths.";
1113 if (p_ptr->muta1 & MUT1_BANISH)
1116 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¥â¥ó¥¹¥¿¡¼¤òÃϹö¤ËÍî¤È¤¹¤³¤È¤¬¤Ç¤¤ë¡£";
1118 info[i++] = "You can send evil creatures directly to Hell.";
1122 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
1125 info[i++] = "¤¢¤Ê¤¿¤ÏŨ¤ò¿¨¤Ã¤ÆÅà¤é¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX3)";
1127 info[i++] = "You can freeze things with a touch (dam 3 * lvl).";
1131 if (p_ptr->muta1 & MUT1_LAUNCHER)
1134 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥¤¥Æ¥à¤òÎ϶¯¤¯Åꤲ¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1136 info[i++] = "You can hurl objects with great force.";
1144 if (p_ptr->muta2 & MUT2_BERS_RAGE)
1147 info[i++] = "¤¢¤Ê¤¿¤Ï¶¸Àï»Î²½¤Îȯºî¤òµ¯¤³¤¹¡£";
1149 info[i++] = "You are subject to berserker fits.";
1153 if (p_ptr->muta2 & MUT2_COWARDICE)
1156 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹²²É¤ˤʤ롣";
1158 info[i++] = "You are subject to cowardice.";
1162 if (p_ptr->muta2 & MUT2_RTELEPORT)
1165 info[i++] = "¤¢¤Ê¤¿¤Ï¥é¥ó¥À¥à¤Ë¥Æ¥ì¥Ý¡¼¥È¤¹¤ë¡£";
1167 info[i++] = "You are teleporting randomly.";
1171 if (p_ptr->muta2 & MUT2_ALCOHOL)
1174 info[i++] = "¤¢¤Ê¤¿¤ÎÂΤϥ¢¥ë¥³¡¼¥ë¤òʬÈ礹¤ë¡£";
1176 info[i++] = "Your body produces alcohol.";
1180 if (p_ptr->muta2 & MUT2_HALLU)
1183 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸³Ð¤ò°ú¤µ¯¤³¤¹Àº¿ÀºøÍð¤Ë¿¯¤µ¤ì¤Æ¤¤¤ë¡£";
1185 info[i++] = "You have a hallucinatory insanity.";
1189 if (p_ptr->muta2 & MUT2_FLATULENT)
1192 info[i++] = "¤¢¤Ê¤¿¤ÏÀ©¸æ¤Ç¤¤Ê¤¤¶¯Îõ¤ÊÕû¤ò¤³¤¯¡£";
1194 info[i++] = "You are subject to uncontrollable flatulence.";
1198 if (p_ptr->muta2 & MUT2_PROD_MANA)
1201 info[i++] = "¤¢¤Ê¤¿¤ÏÀ©¸æÉÔǽ¤ÊËâË¡¤Î¥¨¥Í¥ë¥®¡¼¤òȯ¤·¤Æ¤¤¤ë¡£";
1203 info[i++] = "You are producing magical energy uncontrollably.";
1207 if (p_ptr->muta2 & MUT2_ATT_DEMON)
1210 info[i++] = "¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤ò°ú¤¤Ä¤±¤ë¡£";
1212 info[i++] = "You attract demons.";
1216 if (p_ptr->muta2 & MUT2_SCOR_TAIL)
1219 info[i++] = "¤¢¤Ê¤¿¤Ï¥µ¥½¥ê¤Î¿¬Èø¤¬À¸¤¨¤Æ¤¤¤ë¡£(ÆÇ¡¢¥À¥á¡¼¥¸ 3d7)";
1221 info[i++] = "You have a scorpion tail (poison, 3d7).";
1225 if (p_ptr->muta2 & MUT2_HORNS)
1228 info[i++] = "¤¢¤Ê¤¿¤Ï³Ñ¤¬À¸¤¨¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 2d6)";
1230 info[i++] = "You have horns (dam. 2d6).";
1234 if (p_ptr->muta2 & MUT2_BEAK)
1237 info[i++] = "¤¢¤Ê¤¿¤Ï¥¯¥Á¥Ð¥·¤¬À¸¤¨¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 2d4)";
1239 info[i++] = "You have a beak (dam. 2d4).";
1243 if (p_ptr->muta2 & MUT2_SPEED_FLUX)
1246 info[i++] = "¤¢¤Ê¤¿¤Ï¥é¥ó¥À¥à¤ËÁ᤯ư¤¤¤¿¤êÃÙ¤¯Æ°¤¤¤¿¤ê¤¹¤ë¡£";
1248 info[i++] = "You move faster or slower randomly.";
1252 if (p_ptr->muta2 & MUT2_BANISH_ALL)
1255 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹¶á¤¯¤Î¥â¥ó¥¹¥¿¡¼¤ò¾ÃÌǤµ¤»¤ë¡£";
1257 info[i++] = "You sometimes cause nearby creatures to vanish.";
1261 if (p_ptr->muta2 & MUT2_EAT_LIGHT)
1264 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹¼þ°Ï¤Î¸÷¤òµÛ¼ý¤·¤Æ±ÉÍܤˤ¹¤ë¡£";
1266 info[i++] = "You sometimes feed off of the light around you.";
1270 if (p_ptr->muta2 & MUT2_TRUNK)
1273 info[i++] = "¤¢¤Ê¤¿¤Ï¾Ý¤Î¤è¤¦¤ÊÉ¡¤ò»ý¤Ã¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 1d4)";
1275 info[i++] = "You have an elephantine trunk (dam 1d4).";
1279 if (p_ptr->muta2 & MUT2_ATT_ANIMAL)
1282 info[i++] = "¤¢¤Ê¤¿¤Ïưʪ¤ò°ú¤¤Ä¤±¤ë¡£";
1284 info[i++] = "You attract animals.";
1288 if (p_ptr->muta2 & MUT2_TENTACLES)
1291 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¿¨¼ê¤ò»ý¤Ã¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 2d5)";
1293 info[i++] = "You have evil looking tentacles (dam 2d5).";
1297 if (p_ptr->muta2 & MUT2_RAW_CHAOS)
1300 info[i++] = "¤¢¤Ê¤¿¤Ï¤·¤Ð¤·¤Ð½ã¥«¥ª¥¹¤ËÊñ¤Þ¤ì¤ë¡£";
1302 info[i++] = "You occasionally are surrounded with raw chaos.";
1306 if (p_ptr->muta2 & MUT2_NORMALITY)
1309 info[i++] = "¤¢¤Ê¤¿¤ÏÊÑ°Û¤·¤Æ¤¤¤¿¤¬¡¢²óÉü¤·¤Æ¤¤Æ¤¤¤ë¡£";
1311 info[i++] = "You may be mutated, but you're recovering.";
1315 if (p_ptr->muta2 & MUT2_WRAITH)
1318 info[i++] = "¤¢¤Ê¤¿¤ÎÆùÂΤÏÍ©Â⽤·¤¿¤ê¼ÂÂ⽤·¤¿¤ê¤¹¤ë¡£";
1320 info[i++] = "You fade in and out of physical reality.";
1324 if (p_ptr->muta2 & MUT2_POLY_WOUND)
1327 info[i++] = "¤¢¤Ê¤¿¤Î·ò¹¯¤Ï¥«¥ª¥¹¤ÎÎϤ˱ƶÁ¤ò¼õ¤±¤ë¡£";
1329 info[i++] = "Your health is subject to chaotic forces.";
1333 if (p_ptr->muta2 & MUT2_WASTING)
1336 info[i++] = "¤¢¤Ê¤¿¤Ï¿ê¼å¤¹¤ë¶²¤í¤·¤¤Éµ¤¤Ë¤«¤«¤Ã¤Æ¤¤¤ë¡£";
1338 info[i++] = "You have a horrible wasting disease.";
1342 if (p_ptr->muta2 & MUT2_ATT_DRAGON)
1345 info[i++] = "¤¢¤Ê¤¿¤Ï¥É¥é¥´¥ó¤ò°ú¤¤Ä¤±¤ë¡£";
1347 info[i++] = "You attract dragons.";
1351 if (p_ptr->muta2 & MUT2_WEIRD_MIND)
1354 info[i++] = "¤¢¤Ê¤¿¤ÎÀº¿À¤Ï¥é¥ó¥À¥à¤Ë³ÈÂ礷¤¿¤ê½Ì¾®¤·¤¿¤ê¤·¤Æ¤¤¤ë¡£";
1356 info[i++] = "Your mind randomly expands and contracts.";
1360 if (p_ptr->muta2 & MUT2_NAUSEA)
1363 info[i++] = "¤¢¤Ê¤¿¤Î°ß¤ÏÈó¾ï¤ËÍî¤ÁÃ夤¬¤Ê¤¤¡£";
1365 info[i++] = "You have a seriously upset stomach.";
1369 if (p_ptr->muta2 & MUT2_CHAOS_GIFT)
1372 info[i++] = "¤¢¤Ê¤¿¤Ï¥«¥ª¥¹¤Î¼é¸î°Ë⤫¤éË«Èþ¤ò¤¦¤±¤È¤ë¡£";
1374 info[i++] = "Chaos deities give you gifts.";
1378 if (p_ptr->muta2 & MUT2_WALK_SHAD)
1381 info[i++] = "¤¢¤Ê¤¿¤Ï¤·¤Ð¤·¤Ð¾¤Î¡Ö±Æ¡×¤Ë̤¤¹þ¤à¡£";
1383 info[i++] = "You occasionally stumble into other shadows.";
1387 if (p_ptr->muta2 & MUT2_WARNING)
1390 info[i++] = "¤¢¤Ê¤¿¤ÏŨ¤Ë´Ø¤¹¤ë·Ù¹ð¤ò´¶¤¸¤ë¡£";
1392 info[i++] = "You receive warnings about your foes.";
1396 if (p_ptr->muta2 & MUT2_INVULN)
1399 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹É餱ÃΤ餺¤Êµ¤Ê¬¤Ë¤Ê¤ë¡£";
1401 info[i++] = "You occasionally feel invincible.";
1405 if (p_ptr->muta2 & MUT2_SP_TO_HP)
1408 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹·ì¤¬¶ÚÆù¤Ë¤É¤Ã¤Èή¤ì¤ë¡£";
1410 info[i++] = "Your blood sometimes rushes to your muscles.";
1414 if (p_ptr->muta2 & MUT2_HP_TO_SP)
1417 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹Æ¬¤Ë·ì¤¬¤É¤Ã¤Èή¤ì¤ë¡£";
1419 info[i++] = "Your blood sometimes rushes to your head.";
1423 if (p_ptr->muta2 & MUT2_DISARM)
1426 info[i++] = "¤¢¤Ê¤¿¤Ï¤è¤¯¤Ä¤Þ¤Å¤¤¤Æʪ¤òÍî¤È¤¹¡£";
1428 info[i++] = "You occasionally stumble and drop things.";
1436 if (p_ptr->muta3 & MUT3_HYPER_STR)
1439 info[i++] = "¤¢¤Ê¤¿¤ÏĶ¿ÍŪ¤Ë¶¯¤¤¡£(ÏÓÎÏ+4)";
1441 info[i++] = "You are superhumanly strong (+4 STR).";
1445 if (p_ptr->muta3 & MUT3_PUNY)
1448 info[i++] = "¤¢¤Ê¤¿¤Ïµõ¼å¤À¡£(ÏÓÎÏ-4)";
1450 info[i++] = "You are puny (-4 STR).";
1454 if (p_ptr->muta3 & MUT3_HYPER_INT)
1457 info[i++] = "¤¢¤Ê¤¿¤ÎǾ¤ÏÀ¸ÂÎ¥³¥ó¥Ô¥å¡¼¥¿¤À¡£(ÃÎǽ¡õ¸¤µ+4)";
1459 info[i++] = "Your brain is a living computer (+4 INT/WIS).";
1463 if (p_ptr->muta3 & MUT3_MORONIC)
1466 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿ÀÇö¼å¤À¡£(ÃÎǽ¡õ¸¤µ-4)";
1468 info[i++] = "You are moronic (-4 INT/WIS).";
1472 if (p_ptr->muta3 & MUT3_RESILIENT)
1475 info[i++] = "¤¢¤Ê¤¿¤ÏÈó¾ï¤Ë¥¿¥Õ¤À¡£(Âѵ×+4)";
1477 info[i++] = "You are very resilient (+4 CON).";
1481 if (p_ptr->muta3 & MUT3_XTRA_FAT)
1484 info[i++] = "¤¢¤Ê¤¿¤Ï¶Ëü¤ËÂÀ¤Ã¤Æ¤¤¤ë¡£(Âѵ×+2,¥¹¥Ô¡¼¥É-2)";
1486 info[i++] = "You are extremely fat (+2 CON, -2 speed).";
1490 if (p_ptr->muta3 & MUT3_ALBINO)
1493 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥ë¥Ó¥Î¤À¡£(Âѵ×-4)";
1495 info[i++] = "You are albino (-4 CON).";
1499 if (p_ptr->muta3 & MUT3_FLESH_ROT)
1502 info[i++] = "¤¢¤Ê¤¿¤ÎÆùÂΤÏÉåÇÔ¤·¤Æ¤¤¤ë¡£(Âѵ×-2,Ì¥ÎÏ-1)";
1504 info[i++] = "Your flesh is rotting (-2 CON, -1 CHR).";
1508 if (p_ptr->muta3 & MUT3_SILLY_VOI)
1511 info[i++] = "¤¢¤Ê¤¿¤ÎÀ¼¤Ï´ÖÈ´¤±¤Ê¥¡¼¥¡¼À¼¤À¡£(Ì¥ÎÏ-4)";
1513 info[i++] = "Your voice is a silly squeak (-4 CHR).";
1517 if (p_ptr->muta3 & MUT3_BLANK_FAC)
1520 info[i++] = "¤¢¤Ê¤¿¤Ï¤Î¤Ã¤Ú¤é¤Ü¤¦¤À¡£(Ì¥ÎÏ-1)";
1522 info[i++] = "Your face is featureless (-1 CHR).";
1526 if (p_ptr->muta3 & MUT3_ILL_NORM)
1529 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸±Æ¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
1531 info[i++] = "Your appearance is masked with illusion.";
1535 if (p_ptr->muta3 & MUT3_XTRA_EYES)
1538 info[i++] = "¤¢¤Ê¤¿¤Ï;ʬ¤ËÆó¤Ä¤ÎÌܤò»ý¤Ã¤Æ¤¤¤ë¡£(õº÷+15)";
1540 info[i++] = "You have an extra pair of eyes (+15 search).";
1544 if (p_ptr->muta3 & MUT3_MAGIC_RES)
1547 info[i++] = "¤¢¤Ê¤¿¤ÏËâË¡¤Ø¤ÎÂÑÀ¤ò¤â¤Ã¤Æ¤¤¤ë¡£";
1549 info[i++] = "You are resistant to magic.";
1553 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
1556 info[i++] = "¤¢¤Ê¤¿¤ÏÊѤʲ»¤òȯ¤·¤Æ¤¤¤ë¡£(±£Ì©-3)";
1558 info[i++] = "You make a lot of strange noise (-3 stealth).";
1562 if (p_ptr->muta3 & MUT3_INFRAVIS)
1565 info[i++] = "¤¢¤Ê¤¿¤ÏÁÇÀ²¤é¤·¤¤ÀÖ³°Àþ»ëÎϤò»ý¤Ã¤Æ¤¤¤ë¡£(+3)";
1567 info[i++] = "You have remarkable infravision (+3).";
1571 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
1574 info[i++] = "¤¢¤Ê¤¿¤Ï;ʬ¤ËÆóËܤΤ¬À¸¤¨¤Æ¤¤¤ë¡£(²Ã®+3)";
1576 info[i++] = "You have an extra pair of legs (+3 speed).";
1580 if (p_ptr->muta3 & MUT3_SHORT_LEG)
1583 info[i++] = "¤¢¤Ê¤¿¤Î¤Ïû¤¤Æ͵¯¤À¡£(²Ã®-3)";
1585 info[i++] = "Your legs are short stubs (-3 speed).";
1589 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
1592 info[i++] = "¤¢¤Ê¤¿¤Î·ì´É¤Ë¤ÏÅÅή¤¬Î®¤ì¤Æ¤¤¤ë¡£";
1594 info[i++] = "Electricity is running through your veins.";
1598 if (p_ptr->muta3 & MUT3_FIRE_BODY)
1601 info[i++] = "¤¢¤Ê¤¿¤ÎÂΤϱê¤Ë¤Ä¤Ä¤Þ¤ì¤Æ¤¤¤ë¡£";
1603 info[i++] = "Your body is enveloped in flames.";
1606 if (p_ptr->muta3 & MUT3_WART_SKIN)
1609 info[i++] = "¤¢¤Ê¤¿¤ÎÈ©¤Ï¥¤¥Ü¤ËÈï¤ï¤ì¤Æ¤¤¤ë¡£(Ì¥ÎÏ-2, AC+5)";
1611 info[i++] = "Your skin is covered with warts (-2 CHR, +5 AC).";
1615 if (p_ptr->muta3 & MUT3_SCALES)
1618 info[i++] = "¤¢¤Ê¤¿¤ÎÈ©¤ÏÎڤˤʤäƤ¤¤ë¡£(Ì¥ÎÏ-1, AC+10)";
1620 info[i++] = "Your skin has turned into scales (-1 CHR, +10 AC).";
1624 if (p_ptr->muta3 & MUT3_IRON_SKIN)
1627 info[i++] = "¤¢¤Ê¤¿¤ÎÈ©¤ÏÅ´¤Ç¤Ç¤¤Æ¤¤¤ë¡£(´ïÍÑ-1, AC+25)";
1629 info[i++] = "Your skin is made of steel (-1 DEX, +25 AC).";
1633 if (p_ptr->muta3 & MUT3_WINGS)
1636 info[i++] = "¤¢¤Ê¤¿¤Ï±©¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
1638 info[i++] = "You have wings.";
1642 if (p_ptr->muta3 & MUT3_FEARLESS)
1646 if (p_ptr->muta3 & MUT3_REGEN)
1650 if (p_ptr->muta3 & MUT3_ESP)
1654 if (p_ptr->muta3 & MUT3_LIMBER)
1657 info[i++] = "¤¢¤Ê¤¿¤ÎÂΤÏÈó¾ï¤Ë¤·¤Ê¤ä¤«¤À¡£(´ïÍÑ+3)";
1659 info[i++] = "Your body is very limber (+3 DEX).";
1663 if (p_ptr->muta3 & MUT3_ARTHRITIS)
1666 info[i++] = "¤¢¤Ê¤¿¤Ï¤¤¤Ä¤â´ØÀá¤ËÄˤߤò´¶¤¸¤Æ¤¤¤ë¡£(´ïÍÑ-3)";
1668 info[i++] = "Your joints ache constantly (-3 DEX).";
1672 if (p_ptr->muta3 & MUT3_VULN_ELEM)
1675 info[i++] = "¤¢¤Ê¤¿¤Ï¸µÁǤι¶·â¤Ë¼å¤¤¡£";
1677 info[i++] = "You are susceptible to damage from the elements.";
1681 if (p_ptr->muta3 & MUT3_MOTION)
1684 info[i++] = "¤¢¤Ê¤¿¤ÎÆ°ºî¤ÏÀµ³Î¤ÇÎ϶¯¤¤¡£(±£Ì©+1)";
1686 info[i++] = "Your movements are precise and forceful (+1 STL).";
1690 if (p_ptr->muta3 & MUT3_GOOD_LUCK)
1693 info[i++] = "¤¢¤Ê¤¿¤ÏÇò¤¤¥ª¡¼¥é¤Ë¤Ä¤Ä¤Þ¤ì¤Æ¤¤¤ë¡£";
1695 info[i++] = "There is a white aura surrounding you.";
1698 if (p_ptr->muta3 & MUT3_BAD_LUCK)
1701 info[i++] = "¤¢¤Ê¤¿¤Ï¹õ¤¤¥ª¡¼¥é¤Ë¤Ä¤Ä¤Þ¤ì¤Æ¤¤¤ë¡£";
1703 info[i++] = "There is a black aura surrounding you.";
1711 info[i++] = "¤¢¤Ê¤¿¤ÏÌܤ¬¸«¤¨¤Ê¤¤¡£";
1713 info[i++] = "You cannot see.";
1717 if (p_ptr->confused)
1720 info[i++] = "¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£";
1722 info[i++] = "You are confused.";
1729 info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
1731 info[i++] = "You are terrified.";
1738 info[i++] = "¤¢¤Ê¤¿¤Ï½Ð·ì¤·¤Æ¤¤¤ë¡£";
1740 info[i++] = "You are bleeding.";
1747 info[i++] = "¤¢¤Ê¤¿¤Ï¤â¤¦¤í¤¦¤È¤·¤Æ¤¤¤ë¡£";
1749 info[i++] = "You are stunned.";
1753 if (p_ptr->poisoned)
1756 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
1758 info[i++] = "You are poisoned.";
1765 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸³Ð¤ò¸«¤Æ¤¤¤ë¡£";
1767 info[i++] = "You are hallucinating.";
1771 if (p_ptr->cursed & TRC_TY_CURSE)
1774 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê±åÇ°¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
1776 info[i++] = "You carry an ancient foul curse.";
1780 if (p_ptr->cursed & TRC_AGGRAVATE)
1783 info[i++] = "¤¢¤Ê¤¿¤Ï¥â¥ó¥¹¥¿¡¼¤òÅܤ餻¤Æ¤¤¤ë¡£";
1785 info[i++] = "You aggravate monsters.";
1789 if (p_ptr->cursed & TRC_DRAIN_EXP)
1792 info[i++] = "¤¢¤Ê¤¿¤Ï·Ð¸³ÃͤòµÛ¤ï¤ì¤Æ¤¤¤ë¡£";
1794 info[i++] = "You are drained.";
1798 if (p_ptr->cursed & TRC_SLOW_REGEN)
1801 info[i++] = "¤¢¤Ê¤¿¤Î²óÉüÎϤÏÈó¾ï¤ËÃÙ¤¤¡£";
1803 info[i++] = "You regenerate slowly.";
1807 if (p_ptr->cursed & TRC_ADD_L_CURSE)
1810 info[i++] = "¤¢¤Ê¤¿¤Î¼å¤¤¼ö¤¤¤ÏÁý¤¨¤ë¡£"; /* »ÃÄêŪ -- henkma */
1812 info[i++] = "Your weak curses multiply.";
1816 if (p_ptr->cursed & TRC_ADD_H_CURSE)
1819 info[i++] = "¤¢¤Ê¤¿¤Î¶¯¤¤¼ö¤¤¤ÏÁý¤¨¤ë¡£"; /* »ÃÄêŪ -- henkma */
1821 info[i++] = "Your heavy curses multiply.";
1825 if (p_ptr->cursed & TRC_CALL_ANIMAL)
1828 info[i++] = "¤¢¤Ê¤¿¤Ïưʪ¤ËÁÀ¤ï¤ì¤Æ¤¤¤ë¡£";
1830 info[i++] = "You attract animals.";
1834 if (p_ptr->cursed & TRC_CALL_DEMON)
1837 info[i++] = "¤¢¤Ê¤¿¤Ï°Ëâ¤ËÁÀ¤ï¤ì¤Æ¤¤¤ë¡£";
1839 info[i++] = "You attract demons.";
1843 if (p_ptr->cursed & TRC_CALL_DRAGON)
1846 info[i++] = "¤¢¤Ê¤¿¤Ï¥É¥é¥´¥ó¤ËÁÀ¤ï¤ì¤Æ¤¤¤ë¡£";
1848 info[i++] = "You attract dragons.";
1852 if (p_ptr->cursed & TRC_COWARDICE)
1855 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹²²É¤ˤʤ롣";
1857 info[i++] = "You are subject to cowardice.";
1861 if (p_ptr->cursed & TRC_TELEPORT)
1864 info[i++] = "¤¢¤Ê¤¿¤Î°ÌÃ֤ϤҤ¸¤ç¤¦¤ËÉÔ°ÂÄê¤À¡£";
1866 info[i++] = "Your position is very uncertain.";
1870 if (p_ptr->cursed & TRC_LOW_MELEE)
1873 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¹¶·â¤ò³°¤·¤ä¤¹¤¤¡£";
1875 info[i++] = "Your weapon causes you to miss blows.";
1879 if (p_ptr->cursed & TRC_LOW_AC)
1882 info[i++] = "¤¢¤Ê¤¿¤Ï¹¶·â¤ò¼õ¤±¤ä¤¹¤¤¡£";
1884 info[i++] = "You are subject to be hit.";
1888 if (p_ptr->cursed & TRC_LOW_MAGIC)
1891 info[i++] = "¤¢¤Ê¤¿¤ÏËâË¡¤ò¼ºÇÔ¤·¤ä¤¹¤¤¡£";
1893 info[i++] = "You are subject to fail spellcasting.";
1897 if (p_ptr->cursed & TRC_FAST_DIGEST)
1900 info[i++] = "¤¢¤Ê¤¿¤Ï¤¹¤°¤ªÊ¢¤¬¤Ø¤ë¡£";
1902 info[i++] = "You have a good appetite.";
1906 if (p_ptr->cursed & TRC_DRAIN_HP)
1909 info[i++] = "¤¢¤Ê¤¿¤ÏÂÎÎϤòµÛ¤ï¤ì¤Æ¤¤¤ë¡£";
1911 info[i++] = "You are drained.";
1915 if (p_ptr->cursed & TRC_DRAIN_MANA)
1918 info[i++] = "¤¢¤Ê¤¿¤ÏËâÎϤòµÛ¤ï¤ì¤Æ¤¤¤ë¡£";
1920 info[i++] = "You brain is drained.";
1927 info[i++] = "¤¢¤Ê¤¿¤Ï¸øÀµ¤µ¤ò´¶¤¸¤Æ¤¤¤ë¡£";
1929 info[i++] = "You feel rightous.";
1936 info[i++] = "¤¢¤Ê¤¿¤Ï¥Ò¡¼¥í¡¼µ¤Ê¬¤À¡£";
1938 info[i++] = "You feel heroic.";
1945 info[i++] = "¤¢¤Ê¤¿¤ÏÀïÆ®¶¸¤À¡£";
1947 info[i++] = "You are in a battle rage.";
1951 if (p_ptr->protevil)
1954 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¤ë¸ºß¤«¤é¼é¤é¤ì¤Æ¤¤¤ë¡£";
1956 info[i++] = "You are protected from evil.";
1963 info[i++] = "¤¢¤Ê¤¿¤Ï¿ÀÈë¤Î¥·¡¼¥ë¥É¤Ç¼é¤é¤ì¤Æ¤¤¤ë¡£";
1965 info[i++] = "You are protected by a mystic shield.";
1972 info[i++] = "¤¢¤Ê¤¿¤Ï¸½ºß½ý¤Ä¤«¤Ê¤¤¡£";
1974 info[i++] = "You are temporarily invulnerable.";
1978 if (p_ptr->wraith_form)
1981 info[i++] = "¤¢¤Ê¤¿¤Ï°ì»þŪ¤ËÍ©Â⽤·¤Æ¤¤¤ë¡£";
1983 info[i++] = "You are temporarily incorporeal.";
1987 if (p_ptr->special_attack & ATTACK_CONFUSE)
1990 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÀÖ¤¯µ±¤¤¤Æ¤¤¤ë¡£";
1992 info[i++] = "Your hands are glowing dull red.";
1996 if (p_ptr->special_attack & ATTACK_FIRE)
1999 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤Ï²Ð±ê¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2001 info[i++] = "You can strike the enemy with flame.";
2005 if (p_ptr->special_attack & ATTACK_COLD)
2008 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÎ䵤¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2010 info[i++] = "You can strike the enemy with cold.";
2014 if (p_ptr->special_attack & ATTACK_ACID)
2017 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤Ï»À¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2019 info[i++] = "You can strike the enemy with acid.";
2023 if (p_ptr->special_attack & ATTACK_ELEC)
2026 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÅÅ·â¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2028 info[i++] = "You can strike the enemy with electoric shock.";
2032 if (p_ptr->special_attack & ATTACK_POIS)
2035 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÆǤËʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2037 info[i++] = "You can strike the enemy with poison.";
2041 switch (p_ptr->action)
2045 info[i++] = "¤¢¤Ê¤¿¤Ï¤Ò¤¸¤ç¤¦¤ËÃí°Õ¿¼¤¯¼þ°Ï¤ò¸«ÅϤ·¤Æ¤¤¤ë¡£";
2047 info[i++] = "You are looking around very carefully.";
2051 if (p_ptr->new_spells)
2054 info[i++] = "¤¢¤Ê¤¿¤Ï¼öʸ¤äµ§¤ê¤ò³Ø¤Ö¤³¤È¤¬¤Ç¤¤ë¡£";
2056 info[i++] = "You can learn some spells/prayers.";
2060 if (p_ptr->word_recall)
2063 info[i++] = "¤¢¤Ê¤¿¤Ï¤¹¤°¤Ëµ¢´Ô¤¹¤ë¤À¤í¤¦¡£";
2065 info[i++] = "You will soon be recalled.";
2069 if (p_ptr->alter_reality)
2072 info[i++] = "¤¢¤Ê¤¿¤Ï¤¹¤°¤Ë¤³¤ÎÀ¤³¦¤òÎ¥¤ì¤ë¤À¤í¤¦¡£";
2074 info[i++] = "You will soon be altered.";
2078 if (p_ptr->see_infra)
2081 info[i++] = "¤¢¤Ê¤¿¤ÎÆ·¤ÏÀÖ³°Àþ¤ËÉÒ´¶¤Ç¤¢¤ë¡£";
2083 info[i++] = "Your eyes are sensitive to infrared light.";
2090 info[i++] = "¤¢¤Ê¤¿¤ÏÆ©ÌÀ¤Ê¥â¥ó¥¹¥¿¡¼¤ò¸«¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
2092 info[i++] = "You can see invisible creatures.";
2096 if (p_ptr->levitation)
2099 info[i++] = "¤¢¤Ê¤¿¤ÏÈô¤Ö¤³¤È¤¬¤Ç¤¤ë¡£";
2101 info[i++] = "You can fly.";
2105 if (p_ptr->free_act)
2108 info[i++] = "¤¢¤Ê¤¿¤ÏËãáãÃΤ餺¤Î¸ú²Ì¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2110 info[i++] = "You have free action.";
2114 if (p_ptr->regenerate)
2117 info[i++] = "¤¢¤Ê¤¿¤ÏÁÇÁ᤯ÂÎÎϤò²óÉü¤¹¤ë¡£";
2119 info[i++] = "You regenerate quickly.";
2123 if (p_ptr->slow_digest)
2126 info[i++] = "¤¢¤Ê¤¿¤Ï¿©Íߤ¬¾¯¤Ê¤¤¡£";
2128 info[i++] = "Your appetite is small.";
2132 if (p_ptr->telepathy)
2135 info[i++] = "¤¢¤Ê¤¿¤Ï¥Æ¥ì¥Ñ¥·¡¼Ç½ÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2137 info[i++] = "You have ESP.";
2141 if (p_ptr->esp_animal)
2144 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Á³³¦¤ÎÀ¸Êª¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2146 info[i++] = "You sense natural creatures.";
2150 if (p_ptr->esp_undead)
2153 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥ó¥Ç¥Ã¥É¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2155 info[i++] = "You sense undead.";
2159 if (p_ptr->esp_demon)
2162 info[i++] = "¤¢¤Ê¤¿¤Ï°Ëâ¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2164 info[i++] = "You sense demons.";
2171 info[i++] = "¤¢¤Ê¤¿¤Ï¥ª¡¼¥¯¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2173 info[i++] = "You sense orcs.";
2177 if (p_ptr->esp_troll)
2180 info[i++] = "¤¢¤Ê¤¿¤Ï¥È¥í¥ë¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2182 info[i++] = "You sense trolls.";
2186 if (p_ptr->esp_giant)
2189 info[i++] = "¤¢¤Ê¤¿¤Ïµð¿Í¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2191 info[i++] = "You sense giants.";
2195 if (p_ptr->esp_dragon)
2198 info[i++] = "¤¢¤Ê¤¿¤Ï¥É¥é¥´¥ó¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2200 info[i++] = "You sense dragons.";
2204 if (p_ptr->esp_human)
2207 info[i++] = "¤¢¤Ê¤¿¤Ï¿Í´Ö¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2209 info[i++] = "You sense humans.";
2213 if (p_ptr->esp_evil)
2216 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤ÊÀ¸¤Êª¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2218 info[i++] = "You sense evil creatures.";
2222 if (p_ptr->esp_good)
2225 info[i++] = "¤¢¤Ê¤¿¤ÏÁ±ÎɤÊÀ¸¤Êª¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2227 info[i++] = "You sense good creatures.";
2231 if (p_ptr->esp_nonliving)
2234 info[i++] = "¤¢¤Ê¤¿¤Ï³èÆ°¤¹¤ë̵À¸ÊªÂΤθºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2236 info[i++] = "You sense non-living creatures.";
2240 if (p_ptr->esp_unique)
2243 info[i++] = "¤¢¤Ê¤¿¤ÏÆÃÊ̤ʶ¯Å¨¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2245 info[i++] = "You sense unique monsters.";
2249 if (p_ptr->hold_life)
2252 info[i++] = "¤¢¤Ê¤¿¤Ï¼«¸Ê¤ÎÀ¸Ì¿ÎϤò¤·¤Ã¤«¤ê¤È°Ý»ý¤¹¤ë¡£";
2254 info[i++] = "You have a firm hold on your life force.";
2261 info[i++] = "¤¢¤Ê¤¿¤ÏÌð¤ä¥Ü¥ë¥È¤òÈ¿¼Í¤¹¤ë¡£";
2263 info[i++] = "You reflect arrows and bolts.";
2270 info[i++] = "¤¢¤Ê¤¿¤Ï±ê¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2272 info[i++] = "You are surrounded with a fiery aura.";
2279 info[i++] = "¤¢¤Ê¤¿¤ÏÅŵ¤¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2281 info[i++] = "You are surrounded with electricity.";
2288 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2290 info[i++] = "You are surrounded with an aura of coldness.";
2294 if (p_ptr->tim_sh_holy)
2297 info[i++] = "¤¢¤Ê¤¿¤ÏÀ»¤Ê¤ë¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2299 info[i++] = "You are surrounded with a holy aura.";
2303 if (p_ptr->tim_sh_touki)
2306 info[i++] = "¤¢¤Ê¤¿¤ÏÆ®µ¤¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2308 info[i++] = "You are surrounded with a energy aura.";
2312 if (p_ptr->anti_magic)
2315 info[i++] = "¤¢¤Ê¤¿¤ÏÈ¿ËâË¡¥·¡¼¥ë¥É¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2317 info[i++] = "You are surrounded by an anti-magic shell.";
2321 if (p_ptr->anti_tele)
2324 info[i++] = "¤¢¤Ê¤¿¤Ï¥Æ¥ì¥Ý¡¼¥È¤Ç¤¤Ê¤¤¡£";
2326 info[i++] = "You cannot teleport.";
2333 info[i++] = "¤¢¤Ê¤¿¤Î¿ÈÂΤϸ÷¤Ã¤Æ¤¤¤ë¡£";
2335 info[i++] = "You are carrying a permanent light.";
2342 info[i++] = "¤¢¤Ê¤¿¤Ï¹ÔÆ°¤ÎÁ°¤Ë´í¸±¤ò»¡ÃΤ¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
2344 info[i++] = "You will be warned before dangerous actions.";
2348 if (p_ptr->dec_mana)
2351 info[i++] = "¤¢¤Ê¤¿¤Ï¾¯¤Ê¤¤¾ÃÈñËâÎϤÇËâË¡¤ò¾§¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
2353 info[i++] = "You can cast spells with fewer mana points.";
2357 if (p_ptr->easy_spell)
2360 info[i++] = "¤¢¤Ê¤¿¤ÏÄ㤤¼ºÇÔΨ¤ÇËâË¡¤ò¾§¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
2362 info[i++] = "Fail rate of your magic is decreased.";
2366 if (p_ptr->heavy_spell)
2369 info[i++] = "¤¢¤Ê¤¿¤Ï¹â¤¤¼ºÇÔΨ¤ÇËâË¡¤ò¾§¤¨¤Ê¤±¤ì¤Ð¤¤¤±¤Ê¤¤¡£";
2371 info[i++] = "Fail rate of your magic is increased.";
2375 if (p_ptr->mighty_throw)
2378 info[i++] = "¤¢¤Ê¤¿¤Ï¶¯¤¯Êª¤òÅꤲ¤ë¡£";
2380 info[i++] = "You can throw objects powerfully.";
2385 if (p_ptr->immune_acid)
2388 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2390 info[i++] = "You are completely immune to acid.";
2394 else if (p_ptr->resist_acid && IS_OPPOSE_ACID())
2397 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤Ø¤Î¶¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2399 info[i++] = "You resist acid exceptionally well.";
2403 else if (p_ptr->resist_acid || IS_OPPOSE_ACID())
2406 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2408 info[i++] = "You are resistant to acid.";
2413 if (p_ptr->immune_elec)
2416 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2418 info[i++] = "You are completely immune to lightning.";
2422 else if (p_ptr->resist_elec && IS_OPPOSE_ELEC())
2425 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ø¤Î¶¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2427 info[i++] = "You resist lightning exceptionally well.";
2431 else if (p_ptr->resist_elec || IS_OPPOSE_ELEC())
2434 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2436 info[i++] = "You are resistant to lightning.";
2441 if (prace_is_(RACE_ANDROID) && !p_ptr->immune_elec)
2444 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ë¼å¤¤¡£";
2446 info[i++] = "You are susceptible to damage from lightning.";
2451 if (p_ptr->immune_fire)
2454 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2456 info[i++] = "You are completely immune to fire.";
2460 else if (p_ptr->resist_fire && IS_OPPOSE_FIRE())
2463 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ø¤Î¶¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2465 info[i++] = "You resist fire exceptionally well.";
2469 else if (p_ptr->resist_fire || IS_OPPOSE_FIRE())
2472 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2474 info[i++] = "You are resistant to fire.";
2479 if (prace_is_(RACE_ENT) && !p_ptr->immune_fire)
2482 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ë¼å¤¤¡£";
2484 info[i++] = "You are susceptible to damage from fire.";
2489 if (p_ptr->immune_cold)
2492 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2494 info[i++] = "You are completely immune to cold.";
2498 else if (p_ptr->resist_cold && IS_OPPOSE_COLD())
2501 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Ø¤Î¶¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2503 info[i++] = "You resist cold exceptionally well.";
2507 else if (p_ptr->resist_cold || IS_OPPOSE_COLD())
2510 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2512 info[i++] = "You are resistant to cold.";
2517 if (p_ptr->resist_pois && IS_OPPOSE_POIS())
2520 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤؤζ¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2522 info[i++] = "You resist poison exceptionally well.";
2526 else if (p_ptr->resist_pois || IS_OPPOSE_POIS())
2529 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2531 info[i++] = "You are resistant to poison.";
2536 if (p_ptr->resist_lite)
2539 info[i++] = "¤¢¤Ê¤¿¤ÏÁ®¸÷¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2541 info[i++] = "You are resistant to bright light.";
2546 if (prace_is_(RACE_VAMPIRE) || prace_is_(RACE_S_FAIRY) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
2549 info[i++] = "¤¢¤Ê¤¿¤ÏÁ®¸÷¤Ë¼å¤¤¡£";
2551 info[i++] = "You are susceptible to damage from bright light.";
2556 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form)
2559 info[i++] = "¤¢¤Ê¤¿¤Ï°Å¹õ¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2561 info[i++] = "You are completely immune to darkness.";
2565 else if (p_ptr->resist_dark)
2568 info[i++] = "¤¢¤Ê¤¿¤Ï°Å¹õ¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2570 info[i++] = "You are resistant to darkness.";
2574 if (p_ptr->resist_conf)
2577 info[i++] = "¤¢¤Ê¤¿¤Ïº®Íð¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2579 info[i++] = "You are resistant to confusion.";
2583 if (p_ptr->resist_sound)
2586 info[i++] = "¤¢¤Ê¤¿¤Ï²»ÇȤξ׷â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2588 info[i++] = "You are resistant to sonic attacks.";
2592 if (p_ptr->resist_disen)
2595 info[i++] = "¤¢¤Ê¤¿¤ÏÎô²½¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2597 info[i++] = "You are resistant to disenchantment.";
2601 if (p_ptr->resist_chaos)
2604 info[i++] = "¤¢¤Ê¤¿¤Ï¥«¥ª¥¹¤ÎÎϤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2606 info[i++] = "You are resistant to chaos.";
2610 if (p_ptr->resist_shard)
2613 info[i++] = "¤¢¤Ê¤¿¤ÏÇËÊҤι¶·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2615 info[i++] = "You are resistant to blasts of shards.";
2619 if (p_ptr->resist_nexus)
2622 info[i++] = "¤¢¤Ê¤¿¤Ï°ø²Ìº®Íð¤Î¹¶·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2624 info[i++] = "You are resistant to nexus attacks.";
2629 if (prace_is_(RACE_SPECTRE))
2632 info[i++] = "¤¢¤Ê¤¿¤ÏÃϹö¤ÎÎϤòµÛ¼ý¤Ç¤¤ë¡£";
2634 info[i++] = "You can drain nether forces.";
2638 else if (p_ptr->resist_neth)
2641 info[i++] = "¤¢¤Ê¤¿¤ÏÃϹö¤ÎÎϤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2643 info[i++] = "You are resistant to nether forces.";
2647 if (p_ptr->resist_fear)
2650 info[i++] = "¤¢¤Ê¤¿¤ÏÁ´¤¯¶²Éݤò´¶¤¸¤Ê¤¤¡£";
2652 info[i++] = "You are completely fearless.";
2656 if (p_ptr->resist_blind)
2659 info[i++] = "¤¢¤Ê¤¿¤ÎÌܤÏÌÕÌܤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2661 info[i++] = "Your eyes are resistant to blindness.";
2665 if (p_ptr->resist_time)
2668 info[i++] = "¤¢¤Ê¤¿¤Ï»þ´ÖµÕž¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2670 info[i++] = "You are resistant to time.";
2675 if (p_ptr->sustain_str)
2678 info[i++] = "¤¢¤Ê¤¿¤ÎÏÓÎϤϰݻý¤µ¤ì¤Æ¤¤¤ë¡£";
2680 info[i++] = "Your strength is sustained.";
2684 if (p_ptr->sustain_int)
2687 info[i++] = "¤¢¤Ê¤¿¤ÎÃÎǽ¤Ï°Ý»ý¤µ¤ì¤Æ¤¤¤ë¡£";
2689 info[i++] = "Your intelligence is sustained.";
2693 if (p_ptr->sustain_wis)
2696 info[i++] = "¤¢¤Ê¤¿¤Î¸¤µ¤Ï°Ý»ý¤µ¤ì¤Æ¤¤¤ë¡£";
2698 info[i++] = "Your wisdom is sustained.";
2702 if (p_ptr->sustain_con)
2705 info[i++] = "¤¢¤Ê¤¿¤ÎÂѵ×ÎϤϰݻý¤µ¤ì¤Æ¤¤¤ë¡£";
2707 info[i++] = "Your constitution is sustained.";
2711 if (p_ptr->sustain_dex)
2714 info[i++] = "¤¢¤Ê¤¿¤Î´ïÍѤµ¤Ï°Ý»ý¤µ¤ì¤Æ¤¤¤ë¡£";
2716 info[i++] = "Your dexterity is sustained.";
2720 if (p_ptr->sustain_chr)
2723 info[i++] = "¤¢¤Ê¤¿¤ÎÌ¥ÎϤϰݻý¤µ¤ì¤Æ¤¤¤ë¡£";
2725 info[i++] = "Your charisma is sustained.";
2730 if (have_flag(flgs, TR_STR))
2733 info[i++] = "¤¢¤Ê¤¿¤ÎÏÓÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2735 info[i++] = "Your strength is affected by your equipment.";
2739 if (have_flag(flgs, TR_INT))
2742 info[i++] = "¤¢¤Ê¤¿¤ÎÃÎǽ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2744 info[i++] = "Your intelligence is affected by your equipment.";
2748 if (have_flag(flgs, TR_WIS))
2751 info[i++] = "¤¢¤Ê¤¿¤Î¸¤µ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2753 info[i++] = "Your wisdom is affected by your equipment.";
2757 if (have_flag(flgs, TR_DEX))
2760 info[i++] = "¤¢¤Ê¤¿¤Î´ïÍѤµ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2762 info[i++] = "Your dexterity is affected by your equipment.";
2766 if (have_flag(flgs, TR_CON))
2769 info[i++] = "¤¢¤Ê¤¿¤ÎÂѵ×ÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2771 info[i++] = "Your constitution is affected by your equipment.";
2775 if (have_flag(flgs, TR_CHR))
2778 info[i++] = "¤¢¤Ê¤¿¤ÎÌ¥ÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2780 info[i++] = "Your charisma is affected by your equipment.";
2785 if (have_flag(flgs, TR_STEALTH))
2788 info[i++] = "¤¢¤Ê¤¿¤Î±£Ì©¹ÔưǽÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2790 info[i++] = "Your stealth is affected by your equipment.";
2794 if (have_flag(flgs, TR_SEARCH))
2797 info[i++] = "¤¢¤Ê¤¿¤Îõº÷ǽÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2799 info[i++] = "Your searching ability is affected by your equipment.";
2803 if (have_flag(flgs, TR_INFRA))
2806 info[i++] = "¤¢¤Ê¤¿¤ÎÀÖ³°Àþ»ëÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2808 info[i++] = "Your infravision is affected by your equipment.";
2812 if (have_flag(flgs, TR_TUNNEL))
2815 info[i++] = "¤¢¤Ê¤¿¤ÎºÎ·¡Ç½ÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2817 info[i++] = "Your digging ability is affected by your equipment.";
2821 if (have_flag(flgs, TR_SPEED))
2824 info[i++] = "¤¢¤Ê¤¿¤Î¥¹¥Ô¡¼¥É¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2826 info[i++] = "Your speed is affected by your equipment.";
2830 if (have_flag(flgs, TR_BLOWS))
2833 info[i++] = "¤¢¤Ê¤¿¤Î¹¶·â®ÅÙ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2835 info[i++] = "Your attack speed is affected by your equipment.";
2841 /* Access the current weapon */
2842 o_ptr = &inventory[INVEN_RARM];
2844 /* Analyze the weapon */
2847 /* Indicate Blessing */
2848 if (have_flag(flgs, TR_BLESSED))
2851 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¿À¤Î½ËÊ¡¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2853 info[i++] = "Your weapon has been blessed by the gods.";
2858 if (have_flag(flgs, TR_CHAOTIC))
2861 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥í¥°¥ë¥¹¤Îħ¤Î°À¤ò¤â¤Ä¡£";
2863 info[i++] = "Your weapon is branded with the Sign of Logrus.";
2869 if (have_flag(flgs, TR_IMPACT))
2872 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏÂÇ·â¤ÇÃϿ̤òȯÀ¸¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
2874 info[i++] = "The impact of your weapon can cause earthquakes.";
2879 if (have_flag(flgs, TR_VORPAL))
2882 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏÈó¾ï¤Ë±Ô¤¤¡£";
2884 info[i++] = "Your weapon is very sharp.";
2889 if (have_flag(flgs, TR_VAMPIRIC))
2892 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤«¤éÀ¸Ì¿ÎϤòµÛ¼ý¤¹¤ë¡£";
2894 info[i++] = "Your weapon drains life from your foes.";
2899 /* Special "Attack Bonuses" */
2900 if (have_flag(flgs, TR_BRAND_ACID))
2903 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òÍϤ«¤¹¡£";
2905 info[i++] = "Your weapon melts your foes.";
2909 if (have_flag(flgs, TR_BRAND_ELEC))
2912 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤ò´¶ÅŤµ¤»¤ë¡£";
2914 info[i++] = "Your weapon shocks your foes.";
2918 if (have_flag(flgs, TR_BRAND_FIRE))
2921 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òdz¤ä¤¹¡£";
2923 info[i++] = "Your weapon burns your foes.";
2927 if (have_flag(flgs, TR_BRAND_COLD))
2930 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òÅà¤é¤»¤ë¡£";
2932 info[i++] = "Your weapon freezes your foes.";
2936 if (have_flag(flgs, TR_BRAND_POIS))
2939 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òÆǤǿ¯¤¹¡£";
2941 info[i++] = "Your weapon poisons your foes.";
2946 /* Special "slay" flags */
2947 if (have_flag(flgs, TR_KILL_ANIMAL))
2950 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ïưʪ¤ÎŷŨ¤Ç¤¢¤ë¡£";
2952 info[i++] = "Your weapon is a great bane of animals.";
2956 else if (have_flag(flgs, TR_SLAY_ANIMAL))
2959 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ïưʪ¤ËÂФ·¤Æ¶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2961 info[i++] = "Your weapon strikes at animals with extra force.";
2965 if (have_flag(flgs, TR_KILL_EVIL))
2968 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¼Ù°¤Ê¤ë¸ºß¤ÎŷŨ¤Ç¤¢¤ë¡£";
2970 info[i++] = "Your weapon is a great bane of evil.";
2974 else if (have_flag(flgs, TR_SLAY_EVIL))
2977 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¼Ù°¤Ê¤ë¸ºß¤ËÂФ·¤Æ¶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2979 info[i++] = "Your weapon strikes at evil with extra force.";
2983 if (have_flag(flgs, TR_KILL_HUMAN))
2986 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¿Í´Ö¤ÎŷŨ¤Ç¤¢¤ë¡£";
2988 info[i++] = "Your weapon is a great bane of humans.";
2992 else if (have_flag(flgs, TR_SLAY_HUMAN))
2995 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¿Í´Ö¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2997 info[i++] = "Your weapon is especially deadly against humans.";
3001 if (have_flag(flgs, TR_KILL_UNDEAD))
3004 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥¢¥ó¥Ç¥Ã¥É¤ÎŷŨ¤Ç¤¢¤ë¡£";
3006 info[i++] = "Your weapon is a great bane of undead.";
3010 else if (have_flag(flgs, TR_SLAY_UNDEAD))
3013 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥¢¥ó¥Ç¥Ã¥É¤ËÂФ·¤Æ¿ÀÀ»¤Ê¤ëÎϤòȯ´ø¤¹¤ë¡£";
3015 info[i++] = "Your weapon strikes at undead with holy wrath.";
3019 if (have_flag(flgs, TR_KILL_DEMON))
3022 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥Ç¡¼¥â¥ó¤ÎŷŨ¤Ç¤¢¤ë¡£";
3024 info[i++] = "Your weapon is a great bane of demons.";
3028 else if (have_flag(flgs, TR_SLAY_DEMON))
3031 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥Ç¡¼¥â¥ó¤ËÂФ·¤Æ¿ÀÀ»¤Ê¤ëÎϤòȯ´ø¤¹¤ë¡£";
3033 info[i++] = "Your weapon strikes at demons with holy wrath.";
3037 if (have_flag(flgs, TR_KILL_ORC))
3040 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥ª¡¼¥¯¤ÎŷŨ¤Ç¤¢¤ë¡£";
3042 info[i++] = "Your weapon is a great bane of orcs.";
3046 else if (have_flag(flgs, TR_SLAY_ORC))
3049 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥ª¡¼¥¯¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
3051 info[i++] = "Your weapon is especially deadly against orcs.";
3055 if (have_flag(flgs, TR_KILL_TROLL))
3058 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥È¥í¥ë¤ÎŷŨ¤Ç¤¢¤ë¡£";
3060 info[i++] = "Your weapon is a great bane of trolls.";
3064 else if (have_flag(flgs, TR_SLAY_TROLL))
3067 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥È¥í¥ë¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
3069 info[i++] = "Your weapon is especially deadly against trolls.";
3073 if (have_flag(flgs, TR_KILL_GIANT))
3076 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥¸¥ã¥¤¥¢¥ó¥È¤ÎŷŨ¤Ç¤¢¤ë¡£";
3078 info[i++] = "Your weapon is a great bane of giants.";
3082 else if (have_flag(flgs, TR_SLAY_GIANT))
3085 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥¸¥ã¥¤¥¢¥ó¥È¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
3087 info[i++] = "Your weapon is especially deadly against giants.";
3091 /* Special "kill" flags */
3092 if (have_flag(flgs, TR_KILL_DRAGON))
3095 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥É¥é¥´¥ó¤ÎŷŨ¤Ç¤¢¤ë¡£";
3097 info[i++] = "Your weapon is a great bane of dragons.";
3101 else if (have_flag(flgs, TR_SLAY_DRAGON))
3104 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥É¥é¥´¥ó¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
3106 info[i++] = "Your weapon is especially deadly against dragons.";
3111 if (have_flag(flgs, TR_FORCE_WEAPON))
3114 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏMP¤ò»È¤Ã¤Æ¹¶·â¤¹¤ë¡£";
3116 info[i++] = "Your weapon causes greate damages using your MP.";
3120 if (have_flag(flgs, TR_THROW))
3123 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏÅꤲ¤ä¤¹¤¤¡£";
3125 info[i++] = "Your weapon can be thrown well.";
3131 /* Save the screen */
3134 /* Erase the screen */
3135 for (k = 1; k < 24; k++) prt("", k, 13);
3137 /* Label the information */
3139 prt(" ¤¢¤Ê¤¿¤Î¾õÂÖ:", 1, 15);
3141 prt(" Your Attributes:", 1, 15);
3145 /* We will print on top of the map (column 13) */
3146 for (k = 2, j = 0; j < i; j++)
3149 prt(info[j], k++, 15);
3151 /* Every 20 entries (lines 2 to 21), start over */
3152 if ((k == 22) && (j+1 < i))
3155 prt("-- ³¤¯ --", k, 15);
3157 prt("-- more --", k, 15);
3161 for (; k > 2; k--) prt("", k, 15);
3167 prt("[²¿¤«¥¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹]", k, 13);
3169 prt("[Press any key to continue]", k, 13);
3174 /* Restore the screen */
3179 static int report_magics_aux(int dur)
3197 else if (dur <= 100)
3201 else if (dur <= 200)
3211 static cptr report_magic_durations[] =
3220 "¿®¤¸Æñ¤¤¤Û¤ÉŤ¤´Ö",
3221 "¥â¥ó¥¹¥¿¡¼¤ò¹¶·â¤¹¤ë¤Þ¤Ç"
3224 "for a little while",
3228 "for a very long time",
3229 "for an incredibly long time",
3230 "until you hit a monster"
3237 * Report all currently active magical effects.
3239 void report_magics(void)
3249 info2[i] = report_magics_aux(p_ptr->blind);
3251 info[i++] = "¤¢¤Ê¤¿¤ÏÌܤ¬¸«¤¨¤Ê¤¤¡£";
3253 info[i++] = "You cannot see";
3257 if (p_ptr->confused)
3259 info2[i] = report_magics_aux(p_ptr->confused);
3261 info[i++] = "¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£";
3263 info[i++] = "You are confused";
3269 info2[i] = report_magics_aux(p_ptr->afraid);
3271 info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
3273 info[i++] = "You are terrified";
3277 if (p_ptr->poisoned)
3279 info2[i] = report_magics_aux(p_ptr->poisoned);
3281 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
3283 info[i++] = "You are poisoned";
3289 info2[i] = report_magics_aux(p_ptr->image);
3291 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸³Ð¤ò¸«¤Æ¤¤¤ë¡£";
3293 info[i++] = "You are hallucinating";
3299 info2[i] = report_magics_aux(p_ptr->blessed);
3301 info[i++] = "¤¢¤Ê¤¿¤Ï¸øÀµ¤µ¤ò´¶¤¸¤Æ¤¤¤ë¡£";
3303 info[i++] = "You feel rightous";
3309 info2[i] = report_magics_aux(p_ptr->hero);
3311 info[i++] = "¤¢¤Ê¤¿¤Ï¥Ò¡¼¥í¡¼µ¤Ê¬¤À¡£";
3313 info[i++] = "You feel heroic";
3319 info2[i] = report_magics_aux(p_ptr->shero);
3321 info[i++] = "¤¢¤Ê¤¿¤ÏÀïÆ®¶¸¤À¡£";
3323 info[i++] = "You are in a battle rage";
3327 if (p_ptr->protevil)
3329 info2[i] = report_magics_aux(p_ptr->protevil);
3331 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¤ë¸ºß¤«¤é¼é¤é¤ì¤Æ¤¤¤ë¡£";
3333 info[i++] = "You are protected from evil";
3339 info2[i] = report_magics_aux(p_ptr->shield);
3341 info[i++] = "¤¢¤Ê¤¿¤Ï¿ÀÈë¤Î¥·¡¼¥ë¥É¤Ç¼é¤é¤ì¤Æ¤¤¤ë¡£";
3343 info[i++] = "You are protected by a mystic shield";
3349 info2[i] = report_magics_aux(p_ptr->invuln);
3351 info[i++] = "̵Ũ¤Ç¤¤¤é¤ì¤ë¡£";
3353 info[i++] = "You are invulnerable";
3357 if (p_ptr->wraith_form)
3359 info2[i] = report_magics_aux(p_ptr->wraith_form);
3361 info[i++] = "Í©Âβ½¤Ç¤¤ë¡£";
3363 info[i++] = "You are incorporeal";
3367 if (p_ptr->special_attack & ATTACK_CONFUSE)
3371 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÀÖ¤¯µ±¤¤¤Æ¤¤¤ë¡£";
3373 info[i++] = "Your hands are glowing dull red.";
3377 if (p_ptr->word_recall)
3379 info2[i] = report_magics_aux(p_ptr->word_recall);
3381 info[i++] = "¤³¤Î¸åµ¢´Ô¤Î¾Û¤òȯư¤¹¤ë¡£";
3383 info[i++] = "You are waiting to be recalled";
3387 if (p_ptr->alter_reality)
3389 info2[i] = report_magics_aux(p_ptr->alter_reality);
3391 info[i++] = "¤³¤Î¸å¸½¼ÂÊÑÍƤ¬È¯Æ°¤¹¤ë¡£";
3393 info[i++] = "You waiting to be altered";
3397 if (p_ptr->oppose_acid)
3399 info2[i] = report_magics_aux(p_ptr->oppose_acid);
3401 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3403 info[i++] = "You are resistant to acid";
3407 if (p_ptr->oppose_elec)
3409 info2[i] = report_magics_aux(p_ptr->oppose_elec);
3411 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3413 info[i++] = "You are resistant to lightning";
3417 if (p_ptr->oppose_fire)
3419 info2[i] = report_magics_aux(p_ptr->oppose_fire);
3421 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3423 info[i++] = "You are resistant to fire";
3427 if (p_ptr->oppose_cold)
3429 info2[i] = report_magics_aux(p_ptr->oppose_cold);
3431 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3433 info[i++] = "You are resistant to cold";
3437 if (p_ptr->oppose_pois)
3439 info2[i] = report_magics_aux(p_ptr->oppose_pois);
3441 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3443 info[i++] = "You are resistant to poison";
3448 /* Save the screen */
3451 /* Erase the screen */
3452 for (k = 1; k < 24; k++) prt("", k, 13);
3454 /* Label the information */
3456 prt(" ËâË¡ :", 1, 15);
3458 prt(" Your Current Magic:", 1, 15);
3462 /* We will print on top of the map (column 13) */
3463 for (k = 2, j = 0; j < i; j++)
3467 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï%s%s", info[j],
3469 sprintf(Dummy, "%s %s.", info[j],
3472 report_magic_durations[info2[j]]);
3473 prt(Dummy, k++, 15);
3475 /* Every 20 entries (lines 2 to 21), start over */
3476 if ((k == 22) && (j + 1 < i))
3479 prt("-- ³¤¯ --", k, 15);
3481 prt("-- more --", k, 15);
3485 for (; k > 2; k--) prt("", k, 15);
3491 prt("[²¿¤«¥¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹]", k, 13);
3493 prt("[Press any key to continue]", k, 13);
3498 /* Restore the screen */
3503 static bool detect_feat_flag(int range, int flag, bool known)
3506 bool detect = FALSE;
3509 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3511 /* Scan the current panel */
3512 for (y = 1; y < cur_hgt - 1; y++)
3514 for (x = 1; x <= cur_wid - 1; x++)
3516 int dist = distance(py, px, y, x);
3517 if (dist > range) continue;
3519 /* Access the grid */
3520 c_ptr = &cave[y][x];
3523 if (flag == FF_TRAP)
3525 /* Mark as detected */
3526 if (dist <= range && known)
3528 if (dist <= range - 1) c_ptr->info |= (CAVE_IN_DETECT);
3530 c_ptr->info &= ~(CAVE_UNSAFE);
3538 if (cave_have_flag_grid(c_ptr, flag))
3540 /* Detect secrets */
3541 disclose_grid(y, x);
3543 /* Hack -- Memorize */
3544 c_ptr->info |= (CAVE_MARK);
3561 * Detect all traps on current panel
3563 bool detect_traps(int range, bool known)
3565 bool detect = detect_feat_flag(range, FF_TRAP, known);
3567 if (known) p_ptr->dtrap = TRUE;
3569 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT)) detect = FALSE;
3575 msg_print("¥È¥é¥Ã¥×¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3577 msg_print("You sense the presence of traps!");
3587 * Detect all doors on current panel
3589 bool detect_doors(int range)
3591 bool detect = detect_feat_flag(range, FF_DOOR, TRUE);
3593 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT)) detect = FALSE;
3599 msg_print("¥É¥¢¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3601 msg_print("You sense the presence of doors!");
3611 * Detect all stairs on current panel
3613 bool detect_stairs(int range)
3615 bool detect = detect_feat_flag(range, FF_STAIRS, TRUE);
3617 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT)) detect = FALSE;
3623 msg_print("³¬Ãʤθºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3625 msg_print("You sense the presence of stairs!");
3635 * Detect any treasure on the current panel
3637 bool detect_treasure(int range)
3639 bool detect = detect_feat_flag(range, FF_HAS_GOLD, TRUE);
3641 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+6)) detect = FALSE;
3647 msg_print("Ë䢤µ¤ì¤¿ºâÊõ¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3649 msg_print("You sense the presence of buried treasure!");
3659 * Detect all "gold" objects on the current panel
3661 bool detect_objects_gold(int range)
3666 bool detect = FALSE;
3668 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
3671 for (i = 1; i < o_max; i++)
3673 object_type *o_ptr = &o_list[i];
3675 /* Skip dead objects */
3676 if (!o_ptr->k_idx) continue;
3678 /* Skip held objects */
3679 if (o_ptr->held_m_idx) continue;
3685 /* Only detect nearby objects */
3686 if (distance(py, px, y, x) > range2) continue;
3688 /* Detect "gold" objects */
3689 if (o_ptr->tval == TV_GOLD)
3691 /* Hack -- memorize it */
3692 o_ptr->marked |= OM_FOUND;
3702 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+6)) detect = FALSE;
3708 msg_print("ºâÊõ¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3710 msg_print("You sense the presence of treasure!");
3715 if (detect_monsters_string(range, "$"))
3726 * Detect all "normal" objects on the current panel
3728 bool detect_objects_normal(int range)
3733 bool detect = FALSE;
3735 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
3738 for (i = 1; i < o_max; i++)
3740 object_type *o_ptr = &o_list[i];
3742 /* Skip dead objects */
3743 if (!o_ptr->k_idx) continue;
3745 /* Skip held objects */
3746 if (o_ptr->held_m_idx) continue;
3752 /* Only detect nearby objects */
3753 if (distance(py, px, y, x) > range2) continue;
3755 /* Detect "real" objects */
3756 if (o_ptr->tval != TV_GOLD)
3758 /* Hack -- memorize it */
3759 o_ptr->marked |= OM_FOUND;
3769 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+6)) detect = FALSE;
3775 msg_print("¥¢¥¤¥Æ¥à¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3777 msg_print("You sense the presence of objects!");
3782 if (detect_monsters_string(range, "!=?|/`"))
3793 * Detect all "magic" objects on the current panel.
3795 * This will light up all spaces with "magic" items, including artifacts,
3796 * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings,
3797 * and "enchanted" items of the "good" variety.
3799 * It can probably be argued that this function is now too powerful.
3801 bool detect_objects_magic(int range)
3805 bool detect = FALSE;
3807 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3809 /* Scan all objects */
3810 for (i = 1; i < o_max; i++)
3812 object_type *o_ptr = &o_list[i];
3814 /* Skip dead objects */
3815 if (!o_ptr->k_idx) continue;
3817 /* Skip held objects */
3818 if (o_ptr->held_m_idx) continue;
3824 /* Only detect nearby objects */
3825 if (distance(py, px, y, x) > range) continue;
3827 /* Examine the tval */
3830 /* Artifacts, misc magic items, or enchanted wearables */
3831 if (object_is_artifact(o_ptr) ||
3832 object_is_ego(o_ptr) ||
3833 (tv == TV_WHISTLE) ||
3834 (tv == TV_AMULET) ||
3839 (tv == TV_SCROLL) ||
3840 (tv == TV_POTION) ||
3841 (tv == TV_LIFE_BOOK) ||
3842 (tv == TV_SORCERY_BOOK) ||
3843 (tv == TV_NATURE_BOOK) ||
3844 (tv == TV_CHAOS_BOOK) ||
3845 (tv == TV_DEATH_BOOK) ||
3846 (tv == TV_TRUMP_BOOK) ||
3847 (tv == TV_ARCANE_BOOK) ||
3848 (tv == TV_ENCHANT_BOOK) ||
3849 (tv == TV_DAEMON_BOOK) ||
3850 (tv == TV_CRUSADE_BOOK) ||
3851 (tv == TV_MUSIC_BOOK) ||
3852 (tv == TV_HISSATSU_BOOK) ||
3853 ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
3855 /* Memorize the item */
3856 o_ptr->marked |= OM_FOUND;
3870 msg_print("ËâË¡¤Î¥¢¥¤¥Æ¥à¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3872 msg_print("You sense the presence of magic objects!");
3883 * Detect all "normal" monsters on the current panel
3885 bool detect_monsters_normal(int range)
3891 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3894 for (i = 1; i < m_max; i++)
3896 monster_type *m_ptr = &m_list[i];
3897 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3899 /* Skip dead monsters */
3900 if (!m_ptr->r_idx) continue;
3906 /* Only detect nearby monsters */
3907 if (distance(py, px, y, x) > range) continue;
3909 /* Detect all non-invisible monsters */
3910 if (!(r_ptr->flags2 & RF2_INVISIBLE) || p_ptr->see_inv)
3912 /* Repair visibility later */
3913 repair_monsters = TRUE;
3915 /* Hack -- Detect monster */
3916 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
3918 /* Update the monster */
3919 update_mon(i, FALSE);
3926 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+3)) flag = FALSE;
3931 /* Describe result */
3933 msg_print("¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3935 msg_print("You sense the presence of monsters!");
3946 * Detect all "invisible" monsters around the player
3948 bool detect_monsters_invis(int range)
3953 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3956 for (i = 1; i < m_max; i++)
3958 monster_type *m_ptr = &m_list[i];
3959 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3961 /* Skip dead monsters */
3962 if (!m_ptr->r_idx) continue;
3968 /* Only detect nearby monsters */
3969 if (distance(py, px, y, x) > range) continue;
3971 /* Detect invisible monsters */
3972 if (r_ptr->flags2 & RF2_INVISIBLE)
3974 /* Update monster recall window */
3975 if (p_ptr->monster_race_idx == m_ptr->r_idx)
3978 p_ptr->window |= (PW_MONSTER);
3981 /* Repair visibility later */
3982 repair_monsters = TRUE;
3984 /* Hack -- Detect monster */
3985 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
3987 /* Update the monster */
3988 update_mon(i, FALSE);
3995 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+3)) flag = FALSE;
4000 /* Describe result */
4002 msg_print("Æ©ÌÀ¤ÊÀ¸Êª¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
4004 msg_print("You sense the presence of invisible creatures!");
4016 * Detect all "evil" monsters on current panel
4018 bool detect_monsters_evil(int range)
4023 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4026 for (i = 1; i < m_max; i++)
4028 monster_type *m_ptr = &m_list[i];
4029 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4031 /* Skip dead monsters */
4032 if (!m_ptr->r_idx) continue;
4038 /* Only detect nearby monsters */
4039 if (distance(py, px, y, x) > range) continue;
4041 /* Detect evil monsters */
4042 if (r_ptr->flags3 & RF3_EVIL)
4044 if (is_original_ap(m_ptr))
4046 /* Take note that they are evil */
4047 r_ptr->r_flags3 |= (RF3_EVIL);
4049 /* Update monster recall window */
4050 if (p_ptr->monster_race_idx == m_ptr->r_idx)
4053 p_ptr->window |= (PW_MONSTER);
4057 /* Repair visibility later */
4058 repair_monsters = TRUE;
4060 /* Hack -- Detect monster */
4061 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
4063 /* Update the monster */
4064 update_mon(i, FALSE);
4074 /* Describe result */
4076 msg_print("¼Ù°¤Ê¤ëÀ¸Êª¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
4078 msg_print("You sense the presence of evil creatures!");
4091 * Detect all "nonliving", "undead" or "demonic" monsters on current panel
4093 bool detect_monsters_nonliving(int range)
4098 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4101 for (i = 1; i < m_max; i++)
4103 monster_type *m_ptr = &m_list[i];
4104 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4106 /* Skip dead monsters */
4107 if (!m_ptr->r_idx) continue;
4113 /* Only detect nearby monsters */
4114 if (distance(py, px, y, x) > range) continue;
4116 /* Detect non-living monsters */
4117 if (!monster_living(r_ptr))
4119 /* Update monster recall window */
4120 if (p_ptr->monster_race_idx == m_ptr->r_idx)
4123 p_ptr->window |= (PW_MONSTER);
4126 /* Repair visibility later */
4127 repair_monsters = TRUE;
4129 /* Hack -- Detect monster */
4130 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
4132 /* Update the monster */
4133 update_mon(i, FALSE);
4143 /* Describe result */
4145 msg_print("¼«Á³¤Ç¤Ê¤¤¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò´¶¤¸¤¿¡ª");
4147 msg_print("You sense the presence of unnatural beings!");
4158 * Detect all monsters it has mind on current panel
4160 bool detect_monsters_mind(int range)
4165 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4168 for (i = 1; i < m_max; i++)
4170 monster_type *m_ptr = &m_list[i];
4171 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4173 /* Skip dead monsters */
4174 if (!m_ptr->r_idx) continue;
4180 /* Only detect nearby monsters */
4181 if (distance(py, px, y, x) > range) continue;
4183 /* Detect non-living monsters */
4184 if (!(r_ptr->flags2 & RF2_EMPTY_MIND))
4186 /* Update monster recall window */
4187 if (p_ptr->monster_race_idx == m_ptr->r_idx)
4190 p_ptr->window |= (PW_MONSTER);
4193 /* Repair visibility later */
4194 repair_monsters = TRUE;
4196 /* Hack -- Detect monster */
4197 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
4199 /* Update the monster */
4200 update_mon(i, FALSE);
4210 /* Describe result */
4212 msg_print("»¦µ¤¤ò´¶¤¸¤È¤Ã¤¿¡ª");
4214 msg_print("You sense the presence of someone's mind!");
4225 * Detect all (string) monsters on current panel
4227 bool detect_monsters_string(int range, cptr Match)
4232 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4235 for (i = 1; i < m_max; i++)
4237 monster_type *m_ptr = &m_list[i];
4238 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4240 /* Skip dead monsters */
4241 if (!m_ptr->r_idx) continue;
4247 /* Only detect nearby monsters */
4248 if (distance(py, px, y, x) > range) continue;
4250 /* Detect monsters with the same symbol */
4251 if (my_strchr(Match, r_ptr->d_char))
4253 /* Update monster recall window */
4254 if (p_ptr->monster_race_idx == m_ptr->r_idx)
4257 p_ptr->window |= (PW_MONSTER);
4260 /* Repair visibility later */
4261 repair_monsters = TRUE;
4263 /* Hack -- Detect monster */
4264 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
4266 /* Update the monster */
4267 update_mon(i, FALSE);
4274 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+3)) flag = FALSE;
4279 /* Describe result */
4281 msg_print("¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
4283 msg_print("You sense the presence of monsters!");
4294 * A "generic" detect monsters routine, tagged to flags3
4296 bool detect_monsters_xxx(int range, u32b match_flag)
4301 cptr desc_monsters = "ÊѤʥâ¥ó¥¹¥¿¡¼";
4303 cptr desc_monsters = "weird monsters";
4306 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4309 for (i = 1; i < m_max; i++)
4311 monster_type *m_ptr = &m_list[i];
4312 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4314 /* Skip dead monsters */
4315 if (!m_ptr->r_idx) continue;
4321 /* Only detect nearby monsters */
4322 if (distance(py, px, y, x) > range) continue;
4324 /* Detect evil monsters */
4325 if (r_ptr->flags3 & (match_flag))
4327 if (is_original_ap(m_ptr))
4329 /* Take note that they are something */
4330 r_ptr->r_flags3 |= (match_flag);
4332 /* Update monster recall window */
4333 if (p_ptr->monster_race_idx == m_ptr->r_idx)
4336 p_ptr->window |= (PW_MONSTER);
4340 /* Repair visibility later */
4341 repair_monsters = TRUE;
4343 /* Hack -- Detect monster */
4344 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
4346 /* Update the monster */
4347 update_mon(i, FALSE);
4361 desc_monsters = "¥Ç¡¼¥â¥ó";
4363 desc_monsters = "demons";
4369 desc_monsters = "¥¢¥ó¥Ç¥Ã¥É";
4371 desc_monsters = "the undead";
4377 /* Describe result */
4379 msg_format("%s¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª", desc_monsters);
4381 msg_format("You sense the presence of %s!", desc_monsters);
4395 bool detect_all(int range)
4397 bool detect = FALSE;
4399 /* Detect everything */
4400 if (detect_traps(range, TRUE)) detect = TRUE;
4401 if (detect_doors(range)) detect = TRUE;
4402 if (detect_stairs(range)) detect = TRUE;
4404 /* There are too many hidden treasure. So... */
4405 /* if (detect_treasure(range)) detect = TRUE; */
4407 if (detect_objects_gold(range)) detect = TRUE;
4408 if (detect_objects_normal(range)) detect = TRUE;
4409 if (detect_monsters_invis(range)) detect = TRUE;
4410 if (detect_monsters_normal(range)) detect = TRUE;
4418 * Apply a "project()" directly to all viewable monsters
4420 * Note that affected monsters are NOT auto-tracked by this usage.
4422 * To avoid misbehavior when monster deaths have side-effects,
4423 * this is done in two passes. -- JDL
4425 bool project_hack(int typ, int dam)
4428 int flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;
4429 bool obvious = FALSE;
4432 /* Mark all (nearby) monsters */
4433 for (i = 1; i < m_max; i++)
4435 monster_type *m_ptr = &m_list[i];
4437 /* Paranoia -- Skip dead monsters */
4438 if (!m_ptr->r_idx) continue;
4444 /* Require line of sight */
4445 if (!player_has_los_bold(y, x) || !projectable(py, px, y, x)) continue;
4447 /* Mark the monster */
4448 m_ptr->mflag |= (MFLAG_TEMP);
4451 /* Affect all marked monsters */
4452 for (i = 1; i < m_max; i++)
4454 monster_type *m_ptr = &m_list[i];
4456 /* Skip unmarked monsters */
4457 if (!(m_ptr->mflag & (MFLAG_TEMP))) continue;
4460 m_ptr->mflag &= ~(MFLAG_TEMP);
4466 /* Jump directly to the target monster */
4467 if (project(0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
4478 bool speed_monsters(void)
4480 return (project_hack(GF_OLD_SPEED, p_ptr->lev));
4486 bool slow_monsters(void)
4488 return (project_hack(GF_OLD_SLOW, p_ptr->lev));
4494 bool sleep_monsters(void)
4496 return (project_hack(GF_OLD_SLEEP, p_ptr->lev));
4501 * Banish evil monsters
4503 bool banish_evil(int dist)
4505 return (project_hack(GF_AWAY_EVIL, dist));
4512 bool turn_undead(void)
4514 bool tester = (project_hack(GF_TURN_UNDEAD, p_ptr->lev));
4516 chg_virtue(V_UNLIFE, -1);
4522 * Dispel undead monsters
4524 bool dispel_undead(int dam)
4526 bool tester = (project_hack(GF_DISP_UNDEAD, dam));
4528 chg_virtue(V_UNLIFE, -2);
4533 * Dispel evil monsters
4535 bool dispel_evil(int dam)
4537 return (project_hack(GF_DISP_EVIL, dam));
4541 * Dispel good monsters
4543 bool dispel_good(int dam)
4545 return (project_hack(GF_DISP_GOOD, dam));
4549 * Dispel all monsters
4551 bool dispel_monsters(int dam)
4553 return (project_hack(GF_DISP_ALL, dam));
4557 * Dispel 'living' monsters
4559 bool dispel_living(int dam)
4561 return (project_hack(GF_DISP_LIVING, dam));
4567 bool dispel_demons(int dam)
4569 return (project_hack(GF_DISP_DEMON, dam));
4578 return (project_hack(GF_CRUSADE, p_ptr->lev*4));
4583 * Wake up all monsters, and speed up "los" monsters.
4585 void aggravate_monsters(int who)
4592 /* Aggravate everyone nearby */
4593 for (i = 1; i < m_max; i++)
4595 monster_type *m_ptr = &m_list[i];
4596 /* monster_race *r_ptr = &r_info[m_ptr->r_idx]; */
4598 /* Paranoia -- Skip dead monsters */
4599 if (!m_ptr->r_idx) continue;
4601 /* Skip aggravating monster (or player) */
4602 if (i == who) continue;
4604 /* Wake up nearby sleeping monsters */
4605 if (m_ptr->cdis < MAX_SIGHT * 2)
4612 if (r_info[m_ptr->r_idx].flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
4615 if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG2_NOPET;
4618 /* Speed up monsters in line of sight */
4619 if (player_has_los_bold(m_ptr->fy, m_ptr->fx))
4623 m_ptr->fast = MIN(200, m_ptr->fast + 100);
4631 if (speed) msg_print("ÉÕ¶á¤Ç²¿¤«¤¬ÆÍÇ¡¶½Ê³¤·¤¿¤è¤¦¤Ê´¶¤¸¤ò¼õ¤±¤¿¡ª");
4632 else if (sleep) msg_print("²¿¤«¤¬ÆÍÇ¡¶½Ê³¤·¤¿¤è¤¦¤ÊÁû¡¹¤·¤¤²»¤¬±ó¤¯¤Ëʹ¤³¤¨¤¿¡ª");
4634 if (speed) msg_print("You feel a sudden stirring nearby!");
4635 else if (sleep) msg_print("You hear a sudden stirring in the distance!");
4637 if (p_ptr->riding) p_ptr->update |= PU_BONUS;
4643 * Delete all non-unique/non-quest monsters of a given "type" from the level
4645 bool symbol_genocide(int power, int player_cast)
4649 bool result = FALSE;
4650 int msec = delay_factor * delay_factor * delay_factor;
4652 /* Prevent genocide in quest levels */
4653 if (p_ptr->inside_quest && !random_quest_number(dun_level))
4658 /* Mega-Hack -- Get a monster symbol */
4660 while(!get_com("¤É¤Î¼ïÎà(ʸ»ú)¤Î¥â¥ó¥¹¥¿¡¼¤òËõ»¦¤·¤Þ¤¹¤«: ", &typ, FALSE));
4662 while(!get_com("Choose a monster race (by symbol) to genocide: ", &typ, FALSE));
4666 /* Delete the monsters of that "type" */
4667 for (i = 1; i < m_max; i++)
4669 monster_type *m_ptr = &m_list[i];
4670 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4674 /* Paranoia -- Skip dead monsters */
4675 if (!m_ptr->r_idx) continue;
4677 /* Skip "wrong" monsters */
4678 if (r_ptr->d_char != typ) continue;
4680 if (is_pet(m_ptr) && !player_cast) continue;
4682 /* Hack -- Skip Unique Monsters */
4683 if (r_ptr->flags1 & (RF1_UNIQUE)) angry = TRUE;
4685 /* Hack -- Skip Quest Monsters */
4686 else if (r_ptr->flags1 & RF1_QUESTOR) angry = TRUE;
4688 else if (r_ptr->flags7 & RF7_UNIQUE2) angry = TRUE;
4690 else if (i == p_ptr->riding) angry = TRUE;
4692 else if (player_cast && (r_ptr->level > randint0(power))) angry = TRUE;
4694 else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) angry = TRUE;
4696 /* Delete the monster */
4697 else delete_monster_idx(i);
4699 if (angry && player_cast)
4701 bool see_m = is_seen(m_ptr);
4703 monster_desc(m_name, m_ptr, 0);
4704 if (see_m && !p_ptr->blind)
4707 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
4709 msg_format("%^s is unaffected.", m_name);
4715 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
4716 if (see_m && !p_ptr->blind)
4719 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
4721 msg_format("%^s wakes up.", m_name);
4725 if (is_friendly(m_ptr) && !is_pet(m_ptr))
4727 if (see_m && !p_ptr->blind)
4730 msg_format("%s¤ÏÅܤä¿¡ª", m_name);
4732 msg_format("%^s gets angry!", m_name);
4737 if (one_in_(13)) m_ptr->mflag2 |= MFLAG2_NOGENO;
4744 take_hit(DAMAGE_GENO, randint1(4), "Ëõ»¦¤Î¼öʸ¤ò¾§¤¨¤¿ÈèÏ«", -1);
4746 take_hit(DAMAGE_GENO, randint1(4), "the strain of casting Genocide", -1);
4751 /* Visual feedback */
4752 move_cursor_relative(py, px);
4755 p_ptr->redraw |= (PR_HP);
4758 p_ptr->window |= (PW_PLAYER);
4767 Term_xtra(TERM_XTRA_DELAY, msec);
4774 chg_virtue(V_VITALITY, -2);
4775 chg_virtue(V_CHANCE, -1);
4783 * Delete all nearby (non-unique) monsters
4785 bool mass_genocide(int power, int player_cast)
4788 bool result = FALSE;
4789 int msec = delay_factor * delay_factor * delay_factor;
4792 /* Prevent mass genocide in quest levels */
4793 if (p_ptr->inside_quest && !random_quest_number(dun_level))
4798 /* Delete the (nearby) monsters */
4799 for (i = 1; i < m_max; i++)
4801 monster_type *m_ptr = &m_list[i];
4802 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4806 /* Paranoia -- Skip dead monsters */
4807 if (!m_ptr->r_idx) continue;
4809 /* Skip distant monsters */
4810 if (m_ptr->cdis > MAX_SIGHT) continue;
4812 if (is_pet(m_ptr) && !player_cast) continue;
4814 /* Hack -- Skip unique monsters */
4815 if (r_ptr->flags1 & (RF1_UNIQUE)) angry = TRUE;
4817 /* Hack -- Skip Quest Monsters */
4818 else if (r_ptr->flags1 & RF1_QUESTOR) angry = TRUE;
4820 else if (r_ptr->flags7 & RF7_UNIQUE2) angry = TRUE;
4822 else if (i == p_ptr->riding) angry = TRUE;
4824 else if (player_cast && (r_ptr->level > randint0(power))) angry = TRUE;
4826 else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) angry = TRUE;
4828 /* Delete the monster */
4829 else delete_monster_idx(i);
4831 if (angry && player_cast)
4833 bool see_m = is_seen(m_ptr);
4835 monster_desc(m_name, m_ptr, 0);
4836 if (see_m && !p_ptr->blind)
4839 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
4841 msg_format("%^s is unaffected.", m_name);
4847 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
4848 if (see_m && !p_ptr->blind)
4851 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
4853 msg_format("%^s wakes up.", m_name);
4857 if (is_friendly(m_ptr) && !is_pet(m_ptr))
4859 if (see_m && !p_ptr->blind)
4862 msg_format("%s¤ÏÅܤä¿¡ª", m_name);
4864 msg_format("%^s gets angry!", m_name);
4869 if (one_in_(13)) m_ptr->mflag2 |= MFLAG2_NOGENO;
4874 /* Hack -- visual feedback */
4876 take_hit(DAMAGE_GENO, randint1(3), "¼þÊÕËõ»¦¤Î¼öʸ¤ò¾§¤¨¤¿ÈèÏ«", -1);
4878 take_hit(DAMAGE_GENO, randint1(3), "the strain of casting Mass Genocide", -1);
4883 move_cursor_relative(py, px);
4886 p_ptr->redraw |= (PR_HP);
4889 p_ptr->window |= (PW_PLAYER);
4898 Term_xtra(TERM_XTRA_DELAY, msec);
4906 chg_virtue(V_VITALITY, -2);
4907 chg_virtue(V_CHANCE, -1);
4916 * Delete all nearby (non-unique) undead
4918 bool mass_genocide_undead(int power, int player_cast)
4921 bool result = FALSE;
4922 int msec = delay_factor * delay_factor * delay_factor;
4925 /* Prevent mass genocide in quest levels */
4926 if (p_ptr->inside_quest && !random_quest_number(dun_level))
4931 /* Delete the (nearby) monsters */
4932 for (i = 1; i < m_max; i++)
4934 monster_type *m_ptr = &m_list[i];
4935 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4939 /* Paranoia -- Skip dead monsters */
4940 if (!m_ptr->r_idx) continue;
4942 if (!(r_ptr->flags3 & RF3_UNDEAD)) continue;
4944 /* Skip distant monsters */
4945 if (m_ptr->cdis > MAX_SIGHT) continue;
4947 if (is_pet(m_ptr) && !player_cast) continue;
4949 /* Hack -- Skip unique monsters */
4950 if (r_ptr->flags1 & (RF1_UNIQUE)) angry = TRUE;
4952 /* Hack -- Skip Quest Monsters */
4953 else if (r_ptr->flags1 & RF1_QUESTOR) angry = TRUE;
4955 else if (r_ptr->flags7 & RF7_UNIQUE2) angry = TRUE;
4957 else if (i == p_ptr->riding) angry = TRUE;
4959 else if (player_cast && (r_ptr->level > randint0(power))) angry = TRUE;
4961 else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) angry = TRUE;
4963 /* Delete the monster */
4964 else delete_monster_idx(i);
4966 if (angry && player_cast)
4968 bool see_m = is_seen(m_ptr);
4970 monster_desc(m_name, m_ptr, 0);
4971 if (see_m && !p_ptr->blind)
4974 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
4976 msg_format("%^s is unaffected.", m_name);
4982 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
4983 if (see_m && !p_ptr->blind)
4986 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
4988 msg_format("%^s wakes up.", m_name);
4992 if (is_friendly(m_ptr) && !is_pet(m_ptr))
4994 if (see_m && !p_ptr->blind)
4997 msg_format("%s¤ÏÅܤä¿¡ª", m_name);
4999 msg_format("%^s gets angry!", m_name);
5004 if (one_in_(13)) m_ptr->mflag2 |= MFLAG2_NOGENO;
5009 /* Hack -- visual feedback */
5011 take_hit(DAMAGE_GENO, randint1(3), "¥¢¥ó¥Ç¥Ã¥É¾ÃÌǤμöʸ¤ò¾§¤¨¤¿ÈèÏ«", -1);
5013 take_hit(DAMAGE_GENO, randint1(3), "the strain of casting Mass Genocide", -1);
5018 move_cursor_relative(py, px);
5021 p_ptr->redraw |= (PR_HP);
5024 p_ptr->window |= (PW_PLAYER);
5033 Term_xtra(TERM_XTRA_DELAY, msec);
5041 chg_virtue(V_UNLIFE, -2);
5042 chg_virtue(V_CHANCE, -1);
5051 * Probe nearby monsters
5066 /* Probe all (nearby) monsters */
5067 for (i = 1; i < m_max; i++)
5069 monster_type *m_ptr = &m_list[i];
5070 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5072 /* Paranoia -- Skip dead monsters */
5073 if (!m_ptr->r_idx) continue;
5075 /* Require line of sight */
5076 if (!player_has_los_bold(m_ptr->fy, m_ptr->fx)) continue;
5078 /* Probe visible monsters */
5083 /* Start the message */
5087 msg_print("Ä´ººÃæ...");
5089 msg_print("Probing...");
5095 if (m_ptr->ap_r_idx != m_ptr->r_idx)
5097 if (m_ptr->mflag2 & MFLAG2_KAGE)
5098 m_ptr->mflag2 &= ~(MFLAG2_KAGE);
5100 m_ptr->ap_r_idx = m_ptr->r_idx;
5101 lite_spot(m_ptr->fy, m_ptr->fx);
5103 /* Get "the monster" or "something" */
5104 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_INDEF_HIDDEN);
5106 speed = m_ptr->mspeed - 110;
5107 if(m_ptr->fast) speed += 10;
5108 if(m_ptr->slow) speed -= 10;
5110 /* Get the monster's alignment */
5112 if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = "籡";
5113 else if (r_ptr->flags3 & RF3_EVIL) align = "¼Ù°";
5114 else if (r_ptr->flags3 & RF3_GOOD) align = "Á±ÎÉ";
5115 else if ((m_ptr->sub_align & (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) == (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) align = "ÃæΩ(Á±°)";
5116 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = "ÃæΩ(¼Ù°)";
5117 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = "ÃæΩ(Á±ÎÉ)";
5118 else align = "ÃæΩ";
5120 if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = "good&evil";
5121 else if (r_ptr->flags3 & RF3_EVIL) align = "evil";
5122 else if (r_ptr->flags3 & RF3_GOOD) align = "good";
5123 else if ((m_ptr->sub_align & (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) == (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) align = "neutral(good&evil)";
5124 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = "neutral(evil)";
5125 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = "neutral(good)";
5126 else align = "neutral";
5129 /* Describe the monster */
5131 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);
5133 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);
5135 if (r_ptr->next_r_idx)
5137 strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
5141 strcat(buf, "xxx ");
5145 if (m_ptr->csleep) strcat(buf,"¿ç̲ ");
5146 if (m_ptr->stunned) strcat(buf,"ۯ۰ ");
5147 if (m_ptr->monfear) strcat(buf,"¶²ÉÝ ");
5148 if (m_ptr->confused) strcat(buf,"º®Íð ");
5149 if (m_ptr->invulner) strcat(buf,"̵Ũ ");
5151 if (m_ptr->csleep) strcat(buf,"sleeping ");
5152 if (m_ptr->stunned) strcat(buf,"stunned ");
5153 if (m_ptr->monfear) strcat(buf,"scared ");
5154 if (m_ptr->confused) strcat(buf,"confused ");
5155 if (m_ptr->invulner) strcat(buf,"invulnerable ");
5157 buf[strlen(buf)-1] = '\0';
5160 /* HACK : Add the line to message buffer */
5162 p_ptr->window |= (PW_MESSAGE);
5165 if (m_ptr->ml) move_cursor_relative(m_ptr->fy, m_ptr->fx);
5168 Term_erase(0, 0, 255);
5170 /* Learn everything about this monster */
5171 if (lore_do_probe(m_ptr->r_idx))
5175 /* Get base name of monster */
5176 strcpy(buf, (r_name + r_ptr->name));
5179 /* Note that we learnt some new flags -Mogami- */
5180 msg_format("%s¤Ë¤Ä¤¤¤Æ¤µ¤é¤Ë¾Ü¤·¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£", buf);
5185 /* Note that we learnt some new flags -Mogami- */
5186 msg_format("You now know more about %s.", buf);
5188 /* Clear -more- prompt */
5204 chg_virtue(V_KNOWLEDGE, 1);
5207 msg_print("¤³¤ì¤ÇÁ´Éô¤Ç¤¹¡£");
5209 msg_print("That's all.");
5221 * The spell of destruction
5223 * This spell "deletes" monsters (instead of "killing" them).
5225 * Later we may use one function for both "destruction" and
5226 * "earthquake" by using the "full" to select "destruction".
5228 bool destroy_area(int y1, int x1, int r, bool in_generate)
5234 /* Prevent destruction of quest levels and town */
5235 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
5240 /* Big area of affect */
5241 for (y = (y1 - r); y <= (y1 + r); y++)
5243 for (x = (x1 - r); x <= (x1 + r); x++)
5245 /* Skip illegal grids */
5246 if (!in_bounds(y, x)) continue;
5248 /* Extract the distance */
5249 k = distance(y1, x1, y, x);
5251 /* Stay in the circle of death */
5252 if (k > r) continue;
5254 /* Access the grid */
5255 c_ptr = &cave[y][x];
5257 /* Lose room and vault */
5258 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
5260 /* Lose light and knowledge */
5261 c_ptr->info &= ~(CAVE_MARK | CAVE_GLOW);
5263 if (!in_generate) /* Normal */
5266 c_ptr->info &= ~(CAVE_UNSAFE);
5268 /* Hack -- Notice player affect */
5269 if (player_bold(y, x))
5271 /* Hurt the player later */
5274 /* Do not hurt this grid */
5279 /* Hack -- Skip the epicenter */
5280 if ((y == y1) && (x == x1)) continue;
5284 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5285 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5287 if (in_generate) /* In generation */
5289 /* Delete the monster (if any) */
5290 delete_monster(y, x);
5292 else if (r_ptr->flags1 & RF1_QUESTOR)
5294 /* Heal the monster */
5295 m_ptr->hp = m_ptr->maxhp;
5297 /* Try to teleport away quest monsters */
5298 if (!teleport_away(c_ptr->m_idx, (r * 2) + 1, TRUE, FALSE)) continue;
5302 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
5306 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
5307 do_cmd_write_nikki(NIKKI_NAMED_PET, 6, m_name);
5310 /* Delete the monster (if any) */
5311 delete_monster(y, x);
5315 /* During generation, destroyed artifacts are "preserved" */
5316 if (preserve_mode || in_generate)
5318 s16b this_o_idx, next_o_idx = 0;
5320 /* Scan all objects in the grid */
5321 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5325 /* Acquire object */
5326 o_ptr = &o_list[this_o_idx];
5328 /* Acquire next object */
5329 next_o_idx = o_ptr->next_o_idx;
5331 /* Hack -- Preserve unknown artifacts */
5332 if (object_is_fixed_artifact(o_ptr) && (!object_is_known(o_ptr) || in_generate))
5334 /* Mega-Hack -- Preserve the artifact */
5335 a_info[o_ptr->name1].cur_num = 0;
5337 if (in_generate && cheat_peek)
5339 char o_name[MAX_NLEN];
5340 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
5342 msg_format("ÅÁÀâ¤Î¥¢¥¤¥Æ¥à (%s) ¤ÏÀ¸À®Ãæ¤Ë*Ç˲õ*¤µ¤ì¤¿¡£", o_name);
5344 msg_format("Artifact (%s) was *destroyed* during generation.", o_name);
5348 else if (in_generate && cheat_peek && o_ptr->art_name)
5351 msg_print("¥é¥ó¥À¥à¡¦¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Î1¤Ä¤ÏÀ¸À®Ãæ¤Ë*Ç˲õ*¤µ¤ì¤¿¡£");
5353 msg_print("One of the random artifacts was *destroyed* during generation.");
5359 /* Delete objects */
5360 delete_object(y, x);
5362 /* Destroy "non-permanent" grids */
5363 if (!cave_perma_grid(c_ptr))
5365 /* Wall (or floor) type */
5368 if (!in_generate) /* Normal */
5372 /* Create granite wall */
5373 cave_set_feat(y, x, FEAT_WALL);
5377 /* Create quartz vein */
5378 cave_set_feat(y, x, FEAT_QUARTZ);
5382 /* Create magma vein */
5383 cave_set_feat(y, x, FEAT_MAGMA);
5388 cave_set_feat(y, x, floor_type[randint0(100)]);
5391 else /* In generation */
5395 /* Create granite wall */
5396 place_extra_grid(c_ptr);
5400 /* Create quartz vein */
5401 c_ptr->feat = FEAT_QUARTZ;
5405 /* Create magma vein */
5406 c_ptr->feat = FEAT_MAGMA;
5411 place_floor_grid(c_ptr);
5414 /* Clear garbage of hidden trap or door */
5423 /* Process "re-glowing" */
5424 for (y = (y1 - r); y <= (y1 + r); y++)
5426 for (x = (x1 - r); x <= (x1 + r); x++)
5428 /* Skip illegal grids */
5429 if (!in_bounds(y, x)) continue;
5431 /* Extract the distance */
5432 k = distance(y1, x1, y, x);
5434 /* Stay in the circle of death */
5435 if (k > r) continue;
5437 /* Access the grid */
5438 c_ptr = &cave[y][x];
5440 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
5441 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
5446 for (i = 0; i < 9; i++)
5448 yy = y + ddy_ddd[i];
5449 xx = x + ddx_ddd[i];
5450 if (!in_bounds2(yy, xx)) continue;
5451 cc_ptr = &cave[yy][xx];
5452 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
5454 c_ptr->info |= CAVE_GLOW;
5462 /* Hack -- Affect player */
5467 msg_print("dz¤¨¤ë¤è¤¦¤ÊÁ®¸÷¤¬È¯À¸¤·¤¿¡ª");
5469 msg_print("There is a searing blast of light!");
5472 /* Blind the player */
5473 if (!p_ptr->resist_blind && !p_ptr->resist_lite)
5476 (void)set_blind(p_ptr->blind + 10 + randint1(10));
5482 /* Mega-Hack -- Forget the view and lite */
5483 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
5486 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
5488 /* Update the monsters */
5489 p_ptr->update |= (PU_MONSTERS);
5492 p_ptr->redraw |= (PR_MAP);
5495 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5497 if (p_ptr->special_defense & NINJA_S_STEALTH)
5499 if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE);
5509 * Induce an "earthquake" of the given radius at the given location.
5511 * This will turn some walls into floors and some floors into walls.
5513 * The player will take damage and "jump" into a safe grid if possible,
5514 * otherwise, he will "tunnel" through the rubble instantaneously.
5516 * Monsters will take damage, and "jump" into a safe grid if possible,
5517 * otherwise they will be "buried" in the rubble, disappearing from
5518 * the level in the same way that they do when genocided.
5520 * Note that thus the player and monsters (except eaters of walls and
5521 * passers through walls) will never occupy the same grid as a wall.
5522 * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
5523 * for a single turn, unless that monster can pass_walls or kill_walls.
5524 * This has allowed massive simplification of the "monster" code.
5526 bool earthquake(int cy, int cx, int r)
5528 int i, t, y, x, yy, xx, dy, dx;
5530 int sn = 0, sy = 0, sx = 0;
5536 /* Prevent destruction of quest levels and town */
5537 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
5542 /* Paranoia -- Enforce maximum range */
5545 /* Clear the "maximal blast" area */
5546 for (y = 0; y < 32; y++)
5548 for (x = 0; x < 32; x++)
5554 /* Check around the epicenter */
5555 for (dy = -r; dy <= r; dy++)
5557 for (dx = -r; dx <= r; dx++)
5559 /* Extract the location */
5563 /* Skip illegal grids */
5564 if (!in_bounds(yy, xx)) continue;
5566 /* Skip distant grids */
5567 if (distance(cy, cx, yy, xx) > r) continue;
5569 /* Access the grid */
5570 c_ptr = &cave[yy][xx];
5572 /* Lose room and vault */
5573 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_UNSAFE);
5575 /* Lose light and knowledge */
5576 c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK);
5578 /* Skip the epicenter */
5579 if (!dx && !dy) continue;
5581 /* Skip most grids */
5582 if (randint0(100) < 85) continue;
5584 /* Damage this grid */
5585 map[16+yy-cy][16+xx-cx] = TRUE;
5587 /* Hack -- Take note of player damage */
5588 if (player_bold(yy, xx)) hurt = TRUE;
5592 /* First, affect the player (if necessary) */
5593 if (hurt && !p_ptr->pass_wall && !p_ptr->kill_wall)
5595 /* Check around the player */
5596 for (i = 0; i < 8; i++)
5598 /* Access the location */
5599 y = py + ddy_ddd[i];
5600 x = px + ddx_ddd[i];
5602 /* Skip non-empty grids */
5603 if (!cave_empty_bold(y, x)) continue;
5605 /* Important -- Skip "quake" grids */
5606 if (map[16+y-cy][16+x-cx]) continue;
5608 if (cave[y][x].m_idx) continue;
5610 /* Count "safe" grids */
5613 /* Randomize choice */
5614 if (randint0(sn) > 0) continue;
5616 /* Save the safe location */
5620 /* Random message */
5621 switch (randint1(3))
5626 msg_print("¥À¥ó¥¸¥ç¥ó¤ÎÊɤ¬Êø¤ì¤¿¡ª");
5628 msg_print("The cave ceiling collapses!");
5636 msg_print("¥À¥ó¥¸¥ç¥ó¤Î¾²¤¬ÉÔ¼«Á³¤Ë¤Í¤¸¶Ê¤¬¤Ã¤¿¡ª");
5638 msg_print("The cave floor twists in an unnatural way!");
5646 msg_print("¥À¥ó¥¸¥ç¥ó¤¬Íɤ줿¡ªÊø¤ì¤¿´ä¤¬Æ¬¤Ë¹ß¤Ã¤Æ¤¤¿¡ª");
5648 msg_print("The cave quakes! You are pummeled with debris!");
5655 /* Hurt the player a lot */
5658 /* Message and damage */
5660 msg_print("¤¢¤Ê¤¿¤Ï¤Ò¤É¤¤²ø²æ¤òÉé¤Ã¤¿¡ª");
5662 msg_print("You are severely crushed!");
5668 /* Destroy the grid, and push the player to safety */
5671 /* Calculate results */
5672 switch (randint1(3))
5677 msg_print("¹ß¤êÃí¤°´ä¤ò¤¦¤Þ¤¯Èò¤±¤¿¡ª");
5679 msg_print("You nimbly dodge the blast!");
5688 msg_print("´äÀФ¬¤¢¤Ê¤¿¤Ëľ·â¤·¤¿!");
5690 msg_print("You are bashed by rubble!");
5693 damage = damroll(10, 4);
5694 (void)set_stun(p_ptr->stun + randint1(50));
5700 msg_print("¤¢¤Ê¤¿¤Ï¾²¤ÈÊɤȤδ֤˶´¤Þ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
5702 msg_print("You are crushed between the floor and ceiling!");
5705 damage = damroll(10, 4);
5706 (void)set_stun(p_ptr->stun + randint1(50));
5711 /* Move the player to the safe location */
5712 (void)move_player_effect(sy, sx, MPE_DONT_PICKUP);
5715 /* Important -- no wall on player */
5716 map[16+py-cy][16+px-cx] = FALSE;
5718 /* Take some damage */
5720 if (damage) take_hit(DAMAGE_ATTACK, damage, "ÃÏ¿Ì", -1);
5722 if (damage) take_hit(DAMAGE_ATTACK, damage, "an earthquake", -1);
5727 /* Examine the quaked region */
5728 for (dy = -r; dy <= r; dy++)
5730 for (dx = -r; dx <= r; dx++)
5732 /* Extract the location */
5736 /* Skip unaffected grids */
5737 if (!map[16+yy-cy][16+xx-cx]) continue;
5739 /* Access the grid */
5740 c_ptr = &cave[yy][xx];
5742 if (c_ptr->m_idx == p_ptr->riding) continue;
5744 /* Process monsters */
5747 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5748 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5750 /* Quest monsters */
5751 if (r_ptr->flags1 & RF1_QUESTOR)
5753 /* No wall on quest monsters */
5754 map[16+yy-cy][16+xx-cx] = FALSE;
5759 /* Most monsters cannot co-exist with rock */
5760 if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
5761 !(r_ptr->flags2 & (RF2_PASS_WALL)))
5765 /* Assume not safe */
5768 /* Monster can move to escape the wall */
5769 if (!(r_ptr->flags1 & (RF1_NEVER_MOVE)))
5771 /* Look for safety */
5772 for (i = 0; i < 8; i++)
5774 /* Access the grid */
5775 y = yy + ddy_ddd[i];
5776 x = xx + ddx_ddd[i];
5778 /* Skip non-empty grids */
5779 if (!cave_empty_bold(y, x)) continue;
5781 /* Hack -- no safety on glyph of warding */
5782 if (is_glyph_grid(&cave[y][x])) continue;
5783 if (is_explosive_rune_grid(&cave[y][x])) continue;
5785 /* ... nor on the Pattern */
5786 if (pattern_tile(y, x)) continue;
5788 /* Important -- Skip "quake" grids */
5789 if (map[16+y-cy][16+x-cx]) continue;
5791 if (cave[y][x].m_idx) continue;
5792 if (player_bold(y, x)) continue;
5794 /* Count "safe" grids */
5797 /* Randomize choice */
5798 if (randint0(sn) > 0) continue;
5800 /* Save the safe grid */
5805 /* Describe the monster */
5806 monster_desc(m_name, m_ptr, 0);
5808 /* Scream in pain */
5810 msg_format("%^s¤Ï¶ìÄˤǵ㤤ï¤á¤¤¤¿¡ª", m_name);
5812 msg_format("%^s wails out in pain!", m_name);
5816 /* Take damage from the quake */
5817 damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
5819 /* Monster is certainly awake */
5822 /* Apply damage directly */
5823 m_ptr->hp -= damage;
5825 /* Delete (not kill) "dead" monsters */
5830 msg_format("%^s¤Ï´äÀФËËä¤â¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª", m_name);
5832 msg_format("%^s is embedded in the rock!", m_name);
5837 if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
5841 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
5842 do_cmd_write_nikki(NIKKI_NAMED_PET, 7, m2_name);
5846 /* Delete the monster */
5847 delete_monster(yy, xx);
5849 /* No longer safe */
5853 /* Hack -- Escape from the rock */
5856 int m_idx = cave[yy][xx].m_idx;
5858 /* Update the new location */
5859 cave[sy][sx].m_idx = m_idx;
5861 /* Update the old location */
5862 cave[yy][xx].m_idx = 0;
5864 /* Move the monster */
5868 /* Update the monster (new location) */
5869 update_mon(m_idx, TRUE);
5871 /* Redraw the old grid */
5874 /* Redraw the new grid */
5883 /* Examine the quaked region */
5884 for (dy = -r; dy <= r; dy++)
5886 for (dx = -r; dx <= r; dx++)
5888 /* Extract the location */
5892 /* Skip unaffected grids */
5893 if (!map[16+yy-cy][16+xx-cx]) continue;
5895 /* Access the cave grid */
5896 c_ptr = &cave[yy][xx];
5898 /* Paranoia -- never affect player */
5899 /* if (player_bold(yy, xx)) continue; */
5901 /* Destroy location (if valid) */
5902 if (cave_valid_bold(yy, xx))
5904 /* Delete objects */
5905 delete_object(yy, xx);
5907 /* Wall (or floor) type */
5908 t = cave_have_flag_bold(yy, xx, FF_PROJECT) ? randint0(100) : 200;
5913 /* Create granite wall */
5914 cave_set_feat(yy, xx, FEAT_WALL);
5920 /* Create quartz vein */
5921 cave_set_feat(yy, xx, FEAT_QUARTZ);
5927 /* Create magma vein */
5928 cave_set_feat(yy, xx, FEAT_MAGMA);
5935 cave_set_feat(yy, xx, floor_type[randint0(100)]);
5942 /* Process "re-glowing" */
5943 for (dy = -r; dy <= r; dy++)
5945 for (dx = -r; dx <= r; dx++)
5947 /* Extract the location */
5951 /* Skip illegal grids */
5952 if (!in_bounds(yy, xx)) continue;
5954 /* Skip distant grids */
5955 if (distance(cy, cx, yy, xx) > r) continue;
5957 /* Access the grid */
5958 c_ptr = &cave[yy][xx];
5960 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
5961 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
5966 for (ii = 0; ii < 9; ii++)
5968 yyy = yy + ddy_ddd[ii];
5969 xxx = xx + ddx_ddd[ii];
5970 if (!in_bounds2(yyy, xxx)) continue;
5971 cc_ptr = &cave[yyy][xxx];
5972 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
5974 c_ptr->info |= CAVE_GLOW;
5983 /* Mega-Hack -- Forget the view and lite */
5984 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
5987 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
5989 /* Update the monsters */
5990 p_ptr->update |= (PU_DISTANCE);
5992 /* Update the health bar */
5993 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
5996 p_ptr->redraw |= (PR_MAP);
5999 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
6001 if (p_ptr->special_defense & NINJA_S_STEALTH)
6003 if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE);
6011 void discharge_minion(void)
6016 for (i = 1; i < m_max; i++)
6018 monster_type *m_ptr = &m_list[i];
6019 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
6020 if (m_ptr->nickname) okay = FALSE;
6022 if (!okay || p_ptr->riding)
6025 if (!get_check("ËÜÅö¤ËÁ´¥Ú¥Ã¥È¤òÇúÇˤ·¤Þ¤¹¤«¡©"))
6027 if (!get_check("You will blast all pets. Are you sure? "))
6031 for (i = 1; i < m_max; i++)
6034 monster_type *m_ptr = &m_list[i];
6035 monster_race *r_ptr;
6037 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
6038 r_ptr = &r_info[m_ptr->r_idx];
6040 /* Uniques resist discharging */
6041 if (r_ptr->flags1 & RF1_UNIQUE)
6044 monster_desc(m_name, m_ptr, 0x00);
6046 msg_format("%s¤ÏÇúÇˤµ¤ì¤ë¤Î¤ò·ù¤¬¤ê¡¢¾¡¼ê¤Ë¼«Ê¬¤ÎÀ¤³¦¤Ø¤Èµ¢¤Ã¤¿¡£", m_name);
6048 msg_format("%^s resists to be blasted, and run away.", m_name);
6050 delete_monster_idx(i);
6053 dam = m_ptr->maxhp / 2;
6054 if (dam > 100) dam = (dam-100)/2 + 100;
6055 if (dam > 400) dam = (dam-400)/2 + 400;
6056 if (dam > 800) dam = 800;
6057 project(i, 2+(r_ptr->level/20), m_ptr->fy,
6058 m_ptr->fx, dam, GF_PLASMA,
6059 PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
6060 delete_monster_idx(i);
6066 * This routine clears the entire "temp" set.
6068 * This routine will Perma-Lite all "temp" grids.
6070 * This routine is used (only) by "lite_room()"
6072 * Dark grids are illuminated.
6074 * Also, process all affected monsters.
6076 * SMART monsters always wake up when illuminated
6077 * NORMAL monsters wake up 1/4 the time when illuminated
6078 * STUPID monsters wake up 1/10 the time when illuminated
6080 static void cave_temp_room_lite(void)
6084 /* Clear them all */
6085 for (i = 0; i < temp_n; i++)
6090 cave_type *c_ptr = &cave[y][x];
6092 /* No longer in the array */
6093 c_ptr->info &= ~(CAVE_TEMP);
6095 /* Update only non-CAVE_GLOW grids */
6096 /* if (c_ptr->info & (CAVE_GLOW)) continue; */
6099 c_ptr->info |= (CAVE_GLOW);
6101 /* Process affected monsters */
6106 monster_type *m_ptr = &m_list[c_ptr->m_idx];
6108 monster_race *r_ptr = &r_info[m_ptr->r_idx];
6110 /* Update the monster */
6111 update_mon(c_ptr->m_idx, FALSE);
6113 /* Stupid monsters rarely wake up */
6114 if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
6116 /* Smart monsters always wake up */
6117 if (r_ptr->flags2 & (RF2_SMART)) chance = 100;
6119 /* Sometimes monsters wake up */
6120 if (m_ptr->csleep && (randint0(100) < chance))
6125 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
6127 /* Notice the "waking up" */
6132 /* Acquire the monster name */
6133 monster_desc(m_name, m_ptr, 0);
6135 /* Dump a message */
6137 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
6139 msg_format("%^s wakes up.", m_name);
6143 /* Redraw the health bar */
6144 if (m_ptr->ml && (p_ptr->health_who == c_ptr->m_idx))
6145 p_ptr->redraw |= (PR_HEALTH);
6155 update_local_illumination(y, x);
6165 * This routine clears the entire "temp" set.
6167 * This routine will "darken" all "temp" grids.
6169 * In addition, some of these grids will be "unmarked".
6171 * This routine is used (only) by "unlite_room()"
6173 * Also, process all affected monsters
6175 static void cave_temp_room_unlite(void)
6179 /* Clear them all */
6180 for (i = 0; i < temp_n; i++)
6186 cave_type *c_ptr = &cave[y][x];
6187 bool do_dark = !is_mirror_grid(c_ptr);
6189 /* No longer in the array */
6190 c_ptr->info &= ~(CAVE_TEMP);
6192 /* Darken the grid */
6195 for (j = 0; j < 9; j++)
6197 int by = y + ddy_ddd[j];
6198 int bx = x + ddx_ddd[j];
6200 if (in_bounds2(by, bx))
6202 cave_type *cc_ptr = &cave[by][bx];
6204 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
6212 if (!do_dark) continue;
6214 c_ptr->info &= ~(CAVE_GLOW);
6216 /* Hack -- Forget "boring" grids */
6217 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_REMEMBER))
6219 /* Forget the grid */
6220 if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
6226 /* Process affected monsters */
6229 /* Update the monster */
6230 update_mon(c_ptr->m_idx, FALSE);
6236 update_local_illumination(y, x);
6246 * Determine how much contiguous open space this grid is next to
6248 static int next_to_open(int cy, int cx, bool (*pass_bold)(int, int))
6257 for (i = 0; i < 16; i++)
6259 y = cy + ddy_cdd[i % 8];
6260 x = cx + ddx_cdd[i % 8];
6262 /* Found a wall, break the length */
6263 if (!pass_bold(y, x))
6265 /* Track best length */
6279 return (MAX(len, blen));
6283 static int next_to_walls_adj(int cy, int cx, bool (*pass_bold)(int, int))
6291 for (i = 0; i < 8; i++)
6293 y = cy + ddy_ddd[i];
6294 x = cx + ddx_ddd[i];
6296 if (!pass_bold(y, x)) c++;
6304 * Aux function -- see below
6306 static void cave_temp_room_aux(int y, int x, bool only_room, bool (*pass_bold)(int, int))
6311 c_ptr = &cave[y][x];
6313 /* Avoid infinite recursion */
6314 if (c_ptr->info & (CAVE_TEMP)) return;
6316 /* Do not "leave" the current room */
6317 if (!(c_ptr->info & (CAVE_ROOM)))
6319 if (only_room) return;
6322 if (!in_bounds2(y, x)) return;
6324 /* Do not exceed the maximum spell range */
6325 if (distance(py, px, y, x) > MAX_RANGE) return;
6327 /* Verify this grid */
6329 * The reason why it is ==6 instead of >5 is that 8 is impossible
6330 * due to the check for cave_bold above.
6331 * 7 lights dead-end corridors (you need to do this for the
6332 * checkboard interesting rooms, so that the boundary is lit
6334 * This leaves only a check for 6 bounding walls!
6336 if (in_bounds(y, x) && pass_bold(y, x) &&
6337 (next_to_walls_adj(y, x, pass_bold) == 6) && (next_to_open(y, x, pass_bold) <= 1)) return;
6340 /* Paranoia -- verify space */
6341 if (temp_n == TEMP_MAX) return;
6343 /* Mark the grid as "seen" */
6344 c_ptr->info |= (CAVE_TEMP);
6346 /* Add it to the "seen" set */
6353 * Aux function -- see below
6355 static bool cave_pass_lite_bold(int y, int x)
6357 return cave_los_bold(y, x);
6361 * Aux function -- see below
6363 static void cave_temp_lite_room_aux(int y, int x)
6365 cave_temp_room_aux(y, x, FALSE, cave_pass_lite_bold);
6369 * Aux function -- see below
6371 static bool cave_pass_dark_bold(int y, int x)
6373 return cave_have_flag_bold(y, x, FF_PROJECT);
6377 * Aux function -- see below
6379 static void cave_temp_unlite_room_aux(int y, int x)
6381 cave_temp_room_aux(y, x, TRUE, cave_pass_dark_bold);
6388 * Illuminate any room containing the given location.
6390 void lite_room(int y1, int x1)
6394 /* Add the initial grid */
6395 cave_temp_lite_room_aux(y1, x1);
6397 /* While grids are in the queue, add their neighbors */
6398 for (i = 0; i < temp_n; i++)
6400 x = temp_x[i], y = temp_y[i];
6402 /* Walls get lit, but stop light */
6403 if (!cave_pass_lite_bold(y, x)) continue;
6405 /* Spread adjacent */
6406 cave_temp_lite_room_aux(y + 1, x);
6407 cave_temp_lite_room_aux(y - 1, x);
6408 cave_temp_lite_room_aux(y, x + 1);
6409 cave_temp_lite_room_aux(y, x - 1);
6411 /* Spread diagonal */
6412 cave_temp_lite_room_aux(y + 1, x + 1);
6413 cave_temp_lite_room_aux(y - 1, x - 1);
6414 cave_temp_lite_room_aux(y - 1, x + 1);
6415 cave_temp_lite_room_aux(y + 1, x - 1);
6418 /* Now, lite them all up at once */
6419 cave_temp_room_lite();
6421 if (p_ptr->special_defense & NINJA_S_STEALTH)
6423 if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE);
6429 * Darken all rooms containing the given location
6431 void unlite_room(int y1, int x1)
6435 /* Add the initial grid */
6436 cave_temp_unlite_room_aux(y1, x1);
6438 /* Spread, breadth first */
6439 for (i = 0; i < temp_n; i++)
6441 x = temp_x[i], y = temp_y[i];
6443 /* Walls get dark, but stop darkness */
6444 if (!cave_pass_dark_bold(y, x)) continue;
6446 /* Spread adjacent */
6447 cave_temp_unlite_room_aux(y + 1, x);
6448 cave_temp_unlite_room_aux(y - 1, x);
6449 cave_temp_unlite_room_aux(y, x + 1);
6450 cave_temp_unlite_room_aux(y, x - 1);
6452 /* Spread diagonal */
6453 cave_temp_unlite_room_aux(y + 1, x + 1);
6454 cave_temp_unlite_room_aux(y - 1, x - 1);
6455 cave_temp_unlite_room_aux(y - 1, x + 1);
6456 cave_temp_unlite_room_aux(y + 1, x - 1);
6459 /* Now, darken them all at once */
6460 cave_temp_room_unlite();
6466 * Hack -- call light around the player
6467 * Affect all monsters in the projection radius
6469 bool lite_area(int dam, int rad)
6471 int flg = PROJECT_GRID | PROJECT_KILL;
6473 if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
6476 msg_print("¥À¥ó¥¸¥ç¥ó¤¬¸÷¤òµÛ¼ý¤·¤¿¡£");
6478 msg_print("The darkness of this dungeon absorb your light.");
6483 /* Hack -- Message */
6487 msg_print("Çò¤¤¸÷¤¬ÊÕ¤ê¤òʤ¤Ã¤¿¡£");
6489 msg_print("You are surrounded by a white light.");
6494 /* Hook into the "project()" function */
6495 (void)project(0, rad, py, px, dam, GF_LITE_WEAK, flg, -1);
6497 /* Lite up the room */
6506 * Hack -- call darkness around the player
6507 * Affect all monsters in the projection radius
6509 bool unlite_area(int dam, int rad)
6511 int flg = PROJECT_GRID | PROJECT_KILL;
6513 /* Hack -- Message */
6517 msg_print("°Å°Ç¤¬ÊÕ¤ê¤òʤ¤Ã¤¿¡£");
6519 msg_print("Darkness surrounds you.");
6524 /* Hook into the "project()" function */
6525 (void)project(0, rad, py, px, dam, GF_DARK_WEAK, flg, -1);
6527 /* Lite up the room */
6528 unlite_room(py, px);
6538 * Stop if we hit a monster, act as a "ball"
6539 * Allow "target" mode to pass over monsters
6540 * Affect grids, objects, and monsters
6542 bool fire_ball(int typ, int dir, int dam, int rad)
6546 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
6548 if (typ == GF_CONTROL_LIVING) flg|= PROJECT_HIDE;
6549 /* Use the given direction */
6550 tx = px + 99 * ddx[dir];
6551 ty = py + 99 * ddy[dir];
6553 /* Hack -- Use an actual "target" */
6554 if ((dir == 5) && target_okay())
6556 flg &= ~(PROJECT_STOP);
6561 /* Analyze the "dir" and the "target". Hurt items on floor. */
6562 return (project(0, rad, ty, tx, dam, typ, flg, -1));
6568 * Stop if we hit a monster, act as a "ball"
6569 * Allow "target" mode to pass over monsters
6570 * Affect grids, objects, and monsters
6572 bool fire_rocket(int typ, int dir, int dam, int rad)
6576 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
6578 /* Use the given direction */
6579 tx = px + 99 * ddx[dir];
6580 ty = py + 99 * ddy[dir];
6582 /* Hack -- Use an actual "target" */
6583 if ((dir == 5) && target_okay())
6589 /* Analyze the "dir" and the "target". Hurt items on floor. */
6590 return (project(0, rad, ty, tx, dam, typ, flg, -1));
6596 * Stop if we hit a monster, act as a "ball"
6597 * Allow "target" mode to pass over monsters
6598 * Affect grids, objects, and monsters
6600 bool fire_ball_hide(int typ, int dir, int dam, int rad)
6604 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE;
6606 /* Use the given direction */
6607 tx = px + 99 * ddx[dir];
6608 ty = py + 99 * ddy[dir];
6610 /* Hack -- Use an actual "target" */
6611 if ((dir == 5) && target_okay())
6613 flg &= ~(PROJECT_STOP);
6618 /* Analyze the "dir" and the "target". Hurt items on floor. */
6619 return (project(0, rad, ty, tx, dam, typ, flg, -1));
6624 * Cast a meteor spell, defined as a ball spell cast by an arbitary monster,
6625 * player, or outside source, that starts out at an arbitrary location, and
6626 * leaving no trail from the "caster" to the target. This function is
6627 * especially useful for bombardments and similar. -LM-
6629 * Option to hurt the player.
6631 bool fire_meteor(int who, int typ, int y, int x, int dam, int rad)
6633 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
6635 /* Analyze the "target" and the caster. */
6636 return (project(who, rad, y, x, dam, typ, flg, -1));
6640 bool fire_blast(int typ, int dir, int dd, int ds, int num, int dev)
6646 int flg = PROJECT_FAST | PROJECT_THRU | PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
6651 /* Use the given direction */
6654 ly = ty = py + 20 * ddy[dir];
6655 lx = tx = px + 20 * ddx[dir];
6658 /* Use an actual "target" */
6664 lx = 20 * (tx - px) + px;
6665 ly = 20 * (ty - py) + py;
6668 ld = distance(py, px, ly, lx);
6671 for (i = 0; i < num; i++)
6675 /* Get targets for some bolts */
6676 y = rand_spread(ly, ld * dev / 20);
6677 x = rand_spread(lx, ld * dev / 20);
6679 if (distance(ly, lx, y, x) <= ld * dev / 20) break;
6682 /* Analyze the "dir" and the "target". */
6683 if (!project(0, 0, y, x, damroll(dd, ds), typ, flg, -1))
6694 * Switch position with a monster.
6696 bool teleport_swap(int dir)
6700 monster_type * m_ptr;
6701 monster_race * r_ptr;
6703 if ((dir == 5) && target_okay())
6713 c_ptr = &cave[ty][tx];
6715 if (p_ptr->anti_tele)
6718 msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
6720 msg_print("A mysterious force prevents you from teleporting!");
6726 if (!c_ptr->m_idx || (c_ptr->m_idx == p_ptr->riding))
6729 msg_print("¤½¤ì¤È¤Ï¾ì½ê¤ò¸ò´¹¤Ç¤¤Þ¤»¤ó¡£");
6731 msg_print("You can't trade places with that!");
6739 if ((c_ptr->info & CAVE_ICKY) || (distance(ty, tx, py, px) > p_ptr->lev * 3 / 2 + 10))
6742 msg_print("¼ºÇÔ¤·¤¿¡£");
6744 msg_print("Failed to swap.");
6752 m_ptr = &m_list[c_ptr->m_idx];
6753 r_ptr = &r_info[m_ptr->r_idx];
6755 /* Redraw the health bar */
6756 if (p_ptr->health_who == c_ptr->m_idx) p_ptr->redraw |= (PR_HEALTH);
6758 if (r_ptr->flagsr & RFR_RES_TELE)
6761 msg_print("¥Æ¥ì¥Ý¡¼¥È¤ò¼ÙË⤵¤ì¤¿¡ª");
6763 msg_print("Your teleportation is blocked!");
6766 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
6769 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
6775 sound(SOUND_TELEPORT);
6777 /* Swap the player and monster */
6778 (void)move_player_effect(ty, tx, MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
6786 * Hack -- apply a "projection()" in a direction (or at the target)
6788 bool project_hook(int typ, int dir, int dam, int flg)
6792 /* Pass through the target if needed */
6793 flg |= (PROJECT_THRU);
6795 /* Use the given direction */
6799 /* Hack -- Use an actual "target" */
6800 if ((dir == 5) && target_okay())
6806 /* Analyze the "dir" and the "target", do NOT explode */
6807 return (project(0, 0, ty, tx, dam, typ, flg, -1));
6812 * Cast a bolt spell.
6813 * Stop if we hit a monster, as a "bolt".
6814 * Affect monsters and grids (not objects).
6816 bool fire_bolt(int typ, int dir, int dam)
6818 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
6819 return (project_hook(typ, dir, dam, flg));
6824 * Cast a beam spell.
6825 * Pass through monsters, as a "beam".
6826 * Affect monsters, grids and objects.
6828 bool fire_beam(int typ, int dir, int dam)
6830 int flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM;
6831 return (project_hook(typ, dir, dam, flg));
6836 * Cast a bolt spell, or rarely, a beam spell
6838 bool fire_bolt_or_beam(int prob, int typ, int dir, int dam)
6840 if (randint0(100) < prob)
6842 return (fire_beam(typ, dir, dam));
6846 return (fire_bolt(typ, dir, dam));
6852 * Some of the old functions
6854 bool lite_line(int dir)
6856 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
6857 return (project_hook(GF_LITE_WEAK, dir, damroll(6, 8), flg));
6861 bool drain_life(int dir, int dam)
6863 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6864 return (project_hook(GF_OLD_DRAIN, dir, dam, flg));
6868 bool wall_to_mud(int dir)
6870 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
6871 return (project_hook(GF_KILL_WALL, dir, 20 + randint1(30), flg));
6875 bool wizard_lock(int dir)
6877 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
6878 return (project_hook(GF_JAM_DOOR, dir, 20 + randint1(30), flg));
6882 bool destroy_door(int dir)
6884 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
6885 return (project_hook(GF_KILL_DOOR, dir, 0, flg));
6889 bool disarm_trap(int dir)
6891 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
6892 return (project_hook(GF_KILL_TRAP, dir, 0, flg));
6896 bool heal_monster(int dir, int dam)
6898 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6899 return (project_hook(GF_OLD_HEAL, dir, dam, flg));
6903 bool speed_monster(int dir)
6905 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6906 return (project_hook(GF_OLD_SPEED, dir, p_ptr->lev, flg));
6910 bool slow_monster(int dir)
6912 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6913 return (project_hook(GF_OLD_SLOW, dir, p_ptr->lev, flg));
6917 bool sleep_monster(int dir)
6919 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6920 return (project_hook(GF_OLD_SLEEP, dir, p_ptr->lev, flg));
6924 bool stasis_monster(int dir)
6926 return (fire_ball_hide(GF_STASIS, dir, p_ptr->lev*2, 0));
6930 bool stasis_evil(int dir)
6932 return (fire_ball_hide(GF_STASIS_EVIL, dir, p_ptr->lev*2, 0));
6936 bool confuse_monster(int dir, int plev)
6938 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6939 return (project_hook(GF_OLD_CONF, dir, plev, flg));
6943 bool stun_monster(int dir, int plev)
6945 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6946 return (project_hook(GF_STUN, dir, plev, flg));
6950 bool poly_monster(int dir)
6952 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6953 bool tester = (project_hook(GF_OLD_POLY, dir, p_ptr->lev, flg));
6955 chg_virtue(V_CHANCE, 1);
6960 bool clone_monster(int dir)
6962 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6963 return (project_hook(GF_OLD_CLONE, dir, 0, flg));
6967 bool fear_monster(int dir, int plev)
6969 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6970 return (project_hook(GF_TURN_ALL, dir, plev, flg));
6974 bool death_ray(int dir, int plev)
6976 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6977 return (project_hook(GF_DEATH_RAY, dir, plev * 200, flg));
6981 bool teleport_monster(int dir)
6983 int flg = PROJECT_BEAM | PROJECT_KILL;
6984 return (project_hook(GF_AWAY_ALL, dir, MAX_SIGHT * 5, flg));
6988 * Hooks -- affect adjacent grids (radius 1 ball attack)
6990 bool door_creation(void)
6992 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6993 return (project(0, 1, py, px, 0, GF_MAKE_DOOR, flg, -1));
6997 bool trap_creation(int y, int x)
6999 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
7000 return (project(0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1));
7004 bool tree_creation(void)
7006 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
7007 return (project(0, 1, py, px, 0, GF_MAKE_TREE, flg, -1));
7011 bool glyph_creation(void)
7013 int flg = PROJECT_GRID | PROJECT_ITEM;
7014 return (project(0, 1, py, px, 0, GF_MAKE_GLYPH, flg, -1));
7018 bool wall_stone(void)
7020 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
7022 bool dummy = (project(0, 1, py, px, 0, GF_STONE_WALL, flg, -1));
7025 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
7027 /* Update the monsters */
7028 p_ptr->update |= (PU_MONSTERS);
7031 p_ptr->redraw |= (PR_MAP);
7034 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
7040 bool destroy_doors_touch(void)
7042 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
7043 return (project(0, 1, py, px, 0, GF_KILL_DOOR, flg, -1));
7047 bool sleep_monsters_touch(void)
7049 int flg = PROJECT_KILL | PROJECT_HIDE;
7050 return (project(0, 1, py, px, p_ptr->lev, GF_OLD_SLEEP, flg, -1));
7054 bool animate_dead(int who, int y, int x)
7056 int flg = PROJECT_ITEM | PROJECT_HIDE;
7057 return (project(who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
7061 void call_chaos(void)
7063 int Chaos_type, dummy, dir;
7064 int plev = p_ptr->lev;
7065 bool line_chaos = FALSE;
7067 int hurt_types[31] =
7069 GF_ELEC, GF_POIS, GF_ACID, GF_COLD,
7070 GF_FIRE, GF_MISSILE, GF_ARROW, GF_PLASMA,
7071 GF_HOLY_FIRE, GF_WATER, GF_LITE, GF_DARK,
7072 GF_FORCE, GF_INERTIA, GF_MANA, GF_METEOR,
7073 GF_ICE, GF_CHAOS, GF_NETHER, GF_DISENCHANT,
7074 GF_SHARDS, GF_SOUND, GF_NEXUS, GF_CONFUSION,
7075 GF_TIME, GF_GRAVITY, GF_ROCKET, GF_NUKE,
7076 GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
7079 Chaos_type = hurt_types[randint0(31)];
7080 if (one_in_(4)) line_chaos = TRUE;
7084 for (dummy = 1; dummy < 10; dummy++)
7089 fire_beam(Chaos_type, dummy, 150);
7091 fire_ball(Chaos_type, dummy, 150, 2);
7095 else if (one_in_(3))
7097 fire_ball(Chaos_type, 0, 500, 8);
7101 if (!get_aim_dir(&dir)) return;
7103 fire_beam(Chaos_type, dir, 250);
7105 fire_ball(Chaos_type, dir, 250, 3 + (plev / 35));
7111 * Activate the evil Topi Ylinen curse
7112 * rr9: Stop the nasty things when a Cyberdemon is summoned
7113 * or the player gets paralyzed.
7115 bool activate_ty_curse(bool stop_ty, int *count)
7119 int flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
7123 switch (randint1(34))
7129 msg_print("ÃÏÌ̤¬Íɤ줿...");
7131 msg_print("The ground trembles...");
7134 earthquake(py, px, 5 + randint0(10));
7135 if (!one_in_(6)) break;
7140 int dam = damroll(10, 10);
7142 msg_print("½ã¿è¤ÊËâÎϤμ¡¸µ¤Ø¤ÎÈ⤬³«¤¤¤¿¡ª");
7144 msg_print("A portal opens to a plane of raw mana!");
7147 project(0, 8, py, px, dam, GF_MANA, flg, -1);
7149 take_hit(DAMAGE_NOESCAPE, dam, "½ã¿è¤ÊËâÎϤβòÊü", -1);
7151 take_hit(DAMAGE_NOESCAPE, dam, "released pure mana", -1);
7153 if (!one_in_(6)) break;
7159 msg_print("¼þ°Ï¤Î¶õ´Ö¤¬ÏĤó¤À¡ª");
7161 msg_print("Space warps about you!");
7164 teleport_player(damroll(10, 10), TRUE);
7165 if (randint0(13)) (*count) += activate_hi_summon(py, px, FALSE);
7166 if (!one_in_(6)) break;
7170 msg_print("¥¨¥Í¥ë¥®¡¼¤Î¤¦¤Í¤ê¤ò´¶¤¸¤¿¡ª");
7172 msg_print("You feel a surge of energy!");
7178 project(0, 7, py, px, 50, GF_KILL_WALL, flg, -1);
7180 take_hit(DAMAGE_NOESCAPE, 50, "¥¨¥Í¥ë¥®¡¼¤Î¤¦¤Í¤ê", -1);
7182 take_hit(DAMAGE_NOESCAPE, 50, "surge of energy", -1);
7185 if (!one_in_(6)) break;
7186 case 1: case 2: case 3: case 16: case 17:
7187 aggravate_monsters(0);
7188 if (!one_in_(6)) break;
7189 case 4: case 5: case 6:
7190 (*count) += activate_hi_summon(py, px, FALSE);
7191 if (!one_in_(6)) break;
7192 case 7: case 8: case 9: case 18:
7193 (*count) += summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
7194 if (!one_in_(6)) break;
7195 case 10: case 11: case 12:
7197 msg_print("À¸Ì¿ÎϤ¬ÂΤ«¤éµÛ¤¤¼è¤é¤ì¤¿µ¤¤¬¤¹¤ë¡ª");
7199 msg_print("You feel your life draining away...");
7202 lose_exp(p_ptr->exp / 16);
7203 if (!one_in_(6)) break;
7204 case 13: case 14: case 15: case 19: case 20:
7205 if (stop_ty || (p_ptr->free_act && (randint1(125) < p_ptr->skill_sav)) || (p_ptr->pclass == CLASS_BERSERKER))
7212 msg_print("ĦÁü¤Ë¤Ê¤Ã¤¿µ¤Ê¬¤À¡ª");
7214 msg_print("You feel like a statue!");
7217 if (p_ptr->free_act)
7218 set_paralyzed(p_ptr->paralyzed + randint1(3));
7220 set_paralyzed(p_ptr->paralyzed + randint1(13));
7223 if (!one_in_(6)) break;
7224 case 21: case 22: case 23:
7225 (void)do_dec_stat(randint0(6));
7226 if (!one_in_(6)) break;
7229 msg_print("¤Û¤¨¡©»ä¤Ïï¡©¤³¤³¤Ç²¿¤·¤Æ¤ë¡©");
7231 msg_print("Huh? Who am I? What am I doing here?");
7235 if (!one_in_(6)) break;
7238 * Only summon Cyberdemons deep in the dungeon.
7240 if ((dun_level > 65) && !stop_ty)
7242 (*count) += summon_cyber(-1, py, px);
7246 if (!one_in_(6)) break;
7252 (void)do_dec_stat(i);
7260 while (one_in_(3) && !stop_ty);
7266 int activate_hi_summon(int y, int x, bool can_pet)
7271 u32b mode = PM_ALLOW_GROUP;
7278 mode |= PM_FORCE_FRIENDLY;
7282 mode |= PM_FORCE_PET;
7287 if (!pet) mode |= PM_NO_PET;
7289 summon_lev = (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : dun_level);
7291 for (i = 0; i < (randint1(7) + (dun_level / 40)); i++)
7293 switch (randint1(25) + (dun_level / 20))
7296 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode);
7299 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode);
7302 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode);
7305 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode);
7308 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode);
7311 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode);
7314 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode);
7317 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode);
7321 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE));
7325 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE));
7328 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
7329 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode);
7332 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
7333 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode);
7336 count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode);
7339 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
7340 count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode);
7349 int summon_cyber(int who, int y, int x)
7352 int max_cyber = (easy_band ? 1 : (dun_level / 50) + randint1(2));
7354 u32b mode = PM_ALLOW_GROUP;
7356 /* Summoned by a monster */
7359 monster_type *m_ptr = &m_list[who];
7360 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
7363 if (max_cyber > 4) max_cyber = 4;
7365 for (i = 0; i < max_cyber; i++)
7367 count += summon_specific(who, y, x, 100, SUMMON_CYBER, mode);
7374 void wall_breaker(void)
7378 int attempts = 1000;
7380 if (randint1(80 + p_ptr->lev) < 70)
7384 scatter(&y, &x, py, px, 4, 0);
7386 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
7388 if (!player_bold(y, x)) break;
7391 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
7392 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
7394 else if (randint1(100) > 30)
7396 earthquake(py, px, 1);
7400 int num = damroll(5, 3);
7402 for (i = 0; i < num; i++)
7406 scatter(&y, &x, py, px, 10, 0);
7408 if (!player_bold(y, x)) break;
7411 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
7412 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
7421 bool confuse_monsters(int dam)
7423 return (project_hack(GF_OLD_CONF, dam));
7430 bool charm_monsters(int dam)
7432 return (project_hack(GF_CHARM, dam));
7439 bool charm_animals(int dam)
7441 return (project_hack(GF_CONTROL_ANIMAL, dam));
7448 bool stun_monsters(int dam)
7450 return (project_hack(GF_STUN, dam));
7457 bool stasis_monsters(int dam)
7459 return (project_hack(GF_STASIS, dam));
7464 * Mindblast monsters
7466 bool mindblast_monsters(int dam)
7468 return (project_hack(GF_PSI, dam));
7473 * Banish all monsters
7475 bool banish_monsters(int dist)
7477 return (project_hack(GF_AWAY_ALL, dist));
7484 bool turn_evil(int dam)
7486 return (project_hack(GF_TURN_EVIL, dam));
7493 bool turn_monsters(int dam)
7495 return (project_hack(GF_TURN_ALL, dam));
7500 * Death-ray all monsters (note: OBSCENELY powerful)
7502 bool deathray_monsters(void)
7504 return (project_hack(GF_DEATH_RAY, p_ptr->lev * 200));
7508 bool charm_monster(int dir, int plev)
7510 int flg = PROJECT_STOP | PROJECT_KILL;
7511 return (project_hook(GF_CHARM, dir, plev, flg));
7515 bool control_one_undead(int dir, int plev)
7517 int flg = PROJECT_STOP | PROJECT_KILL;
7518 return (project_hook(GF_CONTROL_UNDEAD, dir, plev, flg));
7522 bool control_one_demon(int dir, int plev)
7524 int flg = PROJECT_STOP | PROJECT_KILL;
7525 return (project_hook(GF_CONTROL_DEMON, dir, plev, flg));
7529 bool charm_animal(int dir, int plev)
7531 int flg = PROJECT_STOP | PROJECT_KILL;
7532 return (project_hook(GF_CONTROL_ANIMAL, dir, plev, flg));
7536 bool charm_living(int dir, int plev)
7538 int flg = PROJECT_STOP | PROJECT_KILL;
7539 return (project_hook(GF_CONTROL_LIVING, dir, plev, flg));
7543 void kawarimi(bool success)
7546 object_type *q_ptr = &forge;
7549 if (p_ptr->confused || p_ptr->blind || p_ptr->paralyzed || p_ptr->image) return;
7550 if (randint0(200) < p_ptr->stun) return;
7552 if (!success && one_in_(3))
7555 msg_print("¼ºÇÔ¡ªÆ¨¤²¤é¤ì¤Ê¤«¤Ã¤¿¡£");
7557 msg_print("Failed! You couldn't run away.");
7559 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
7560 p_ptr->redraw |= (PR_STATUS);
7567 teleport_player(10 + randint1(90), FALSE);
7571 object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
7573 q_ptr->pval = MON_NINJA;
7575 /* Drop it in the dungeon */
7576 (void)drop_near(q_ptr, -1, y, x);
7579 if (success) msg_print("¹¶·â¤ò¼õ¤±¤ëÁ°¤ËÁÇÁ᤯¿È¤ò¤Ò¤ë¤¬¤¨¤·¤¿¡£");
7580 else msg_print("¼ºÇÔ¡ª¹¶·â¤ò¼õ¤±¤Æ¤·¤Þ¤Ã¤¿¡£");
7582 if (success) msg_print("You have turned around just before the attack hit you.");
7583 else msg_print("Failed! You are hit by the attack.");
7586 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
7587 p_ptr->redraw |= (PR_STATUS);
7592 * "Rush Attack" routine for Samurai or Ninja
7593 * Return value is for checking "done"
7595 bool rush_attack(bool *mdeath)
7602 bool tmp_mdeath = FALSE;
7604 if (mdeath) *mdeath = FALSE;
7607 if (!get_aim_dir(&dir)) return FALSE;
7609 /* Use the given direction */
7610 tx = px + project_length * ddx[dir];
7611 ty = py + project_length * ddy[dir];
7613 /* Hack -- Use an actual "target" */
7614 if ((dir == 5) && target_okay())
7620 if (in_bounds(ty, tx)) tm_idx = cave[ty][tx].m_idx;
7622 path_n = project_path(path_g, project_length, py, px, ty, tx, PROJECT_STOP | PROJECT_KILL);
7625 /* No need to move */
7626 if (!path_n) return TRUE;
7628 /* Use ty and tx as to-move point */
7632 /* Project along the path */
7633 for (i = 0; i < path_n; i++)
7635 monster_type *m_ptr;
7637 int ny = GRID_Y(path_g[i]);
7638 int nx = GRID_X(path_g[i]);
7640 if (cave_empty_bold(ny, nx) && player_can_enter(cave[ny][nx].feat, 0))
7645 /* Go to next grid */
7649 if (!cave[ny][nx].m_idx)
7654 msg_print("¼ºÇÔ¡ª");
7656 msg_print("Failed!");
7662 msg_print("¤³¤³¤Ë¤ÏÆþ¿È¤Ç¤ÏÆþ¤ì¤Ê¤¤¡£");
7664 msg_print("You can't move to that place.");
7672 /* Move player before updating the monster */
7673 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, FALSE, FALSE);
7675 /* Update the monster */
7676 update_mon(cave[ny][nx].m_idx, TRUE);
7678 /* Found a monster */
7679 m_ptr = &m_list[cave[ny][nx].m_idx];
7681 if (tm_idx != cave[ny][nx].m_idx)
7684 msg_format("%s%s¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª", tm_idx ? "Ê̤Î" : "",
7685 m_ptr->ml ? "¥â¥ó¥¹¥¿¡¼" : "²¿¤«");
7687 msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone");
7690 else if (!player_bold(ty, tx))
7692 /* Hold the monster name */
7695 /* Get the monster name (BEFORE polymorphing) */
7696 monster_desc(m_name, m_ptr, 0);
7698 msg_format("ÁÇÁ᤯%s¤Î²û¤ËÆþ¤ê¹þ¤ó¤À¡ª", m_name);
7700 msg_format("You quickly jump in and attack %s!", m_name);
7704 tmp_mdeath = py_attack(ny, nx, HISSATSU_NYUSIN);
7709 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, FALSE, FALSE);
7711 if (mdeath) *mdeath = tmp_mdeath;
7717 * Remove all mirrors in this floor
7719 void remove_all_mirrors(bool explode)
7723 for (x = 0; x < cur_wid; x++)
7725 for (y = 0; y < cur_hgt; y++)
7727 if (is_mirror_grid(&cave[y][x]))
7729 remove_mirror(y, x);
7731 project(0, 2, y, x, p_ptr->lev / 2 + 5, GF_SHARDS,
7732 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);