3 /* Purpose: Spell code (part 2) */
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research, and
9 * not for profit purposes provided that this copyright and statement are
10 * included in all such copies.
17 * self-knowledge... idea from nethack. Useful for determining powers and
18 * resistences of items. It saves the screen, clears it, then starts listing
19 * attributes, a screenful at a time. (There are a LOT of attributes to
20 * list. It will probably take 2 or 3 screens for a powerful character whose
21 * using several artifacts...) -CFT
23 * It is now a lot more efficient. -BEN-
25 * See also "identify_fully()".
27 * XXX XXX XXX Use the "show_file()" method, perhaps.
29 void self_knowledge(void)
34 char v_string [8] [128];
35 char s_string [6] [128];
37 u32b f1 = 0L, f2 = 0L, f3 = 0L;
46 int plev = p_ptr->lev;
50 p_ptr->knowledge |= (KNOW_STAT | KNOW_HPRATE);
54 percent = (int)(((long)player_hp[PY_MAX_LEVEL - 1] * 200L) /
56 ((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
59 sprintf(Dummy, "¸½ºß¤ÎÂÎÎÏ¥é¥ó¥¯ : %d/100", percent);
61 sprintf(Dummy, "Your current Life Rating is %d/100.", percent);
64 strcpy(buf[0], Dummy);
68 chg_virtue(V_KNOWLEDGE, 1);
69 chg_virtue(V_ENLIGHTEN, 1);
71 /* Acquire item flags from equipment */
72 for (k = INVEN_RARM; k < INVEN_TOTAL; k++)
76 o_ptr = &inventory[k];
78 /* Skip non-objects */
79 if (!o_ptr->k_idx) continue;
81 /* Extract the flags */
82 object_flags(o_ptr, &t1, &t2, &t3);
91 info[i++] = "ǽÎϤκÇÂçÃÍ";
93 info[i++] = "Limits of maximum stats";
96 for (v_nr = 0; v_nr < 6; v_nr++)
100 sprintf(stat_desc, "%s 18/%d", stat_names[v_nr], p_ptr->stat_max_max[v_nr]-18);
102 strcpy(s_string[v_nr], stat_desc);
104 info[i++] = s_string[v_nr];
109 sprintf(Dummy, "¸½ºß¤Î°À : %s(%ld)", your_alignment(), p_ptr->align);
111 sprintf(Dummy, "Your alighnment : %s(%ld)", your_alignment(), p_ptr->align);
113 strcpy(buf[1], Dummy);
115 for (v_nr = 0; v_nr < 8; v_nr++)
119 int tester = p_ptr->virtues[v_nr];
121 strcpy(v_name, virtue[(p_ptr->vir_types[v_nr])-1]);
124 sprintf(vir_desc, "¤ª¤Ã¤È¡£%s¤Î¾ðÊó¤Ê¤·¡£", v_name);
126 sprintf(vir_desc, "Oops. No info about %s.", v_name);
130 sprintf(vir_desc, "[%s]¤ÎÂÐ¶Ë (%d)",
132 sprintf(vir_desc, "You are the polar opposite of %s (%d).",
135 else if (tester < -80)
137 sprintf(vir_desc, "[%s]¤ÎÂçŨ (%d)",
139 sprintf(vir_desc, "You are an arch-enemy of %s (%d).",
142 else if (tester < -60)
144 sprintf(vir_desc, "[%s]¤Î¶¯Å¨ (%d)",
146 sprintf(vir_desc, "You are a bitter enemy of %s (%d).",
149 else if (tester < -40)
151 sprintf(vir_desc, "[%s]¤ÎŨ (%d)",
153 sprintf(vir_desc, "You are an enemy of %s (%d).",
156 else if (tester < -20)
158 sprintf(vir_desc, "[%s]¤Îºá¼Ô (%d)",
160 sprintf(vir_desc, "You have sinned against %s (%d).",
165 sprintf(vir_desc, "[%s]¤ÎÌÂÆ»¼Ô (%d)",
167 sprintf(vir_desc, "You have strayed from the path of %s (%d).",
170 else if (tester == 0)
172 sprintf(vir_desc, "[%s]¤ÎÃæΩ¼Ô (%d)",
174 sprintf(vir_desc,"You are neutral to %s (%d).",
177 else if (tester < 20)
179 sprintf(vir_desc, "[%s]¤Î¾®ÆÁ¼Ô (%d)",
181 sprintf(vir_desc,"You are somewhat virtuous in %s (%d).",
184 else if (tester < 40)
186 sprintf(vir_desc, "[%s]¤ÎÃæÆÁ¼Ô (%d)",
188 sprintf(vir_desc,"You are virtuous in %s (%d).",
191 else if (tester < 60)
193 sprintf(vir_desc, "[%s]¤Î¹âÆÁ¼Ô (%d)",
195 sprintf(vir_desc,"You are very virtuous in %s (%d).",
198 else if (tester < 80)
200 sprintf(vir_desc, "[%s]¤ÎÇÆ¼Ô (%d)",
202 sprintf(vir_desc,"You are a champion of %s (%d).",
205 else if (tester < 100)
207 sprintf(vir_desc, "[%s]¤Î°ÎÂç¤ÊÇÆ¼Ô (%d)",
209 sprintf(vir_desc,"You are a great champion of %s (%d).",
214 sprintf(vir_desc, "[%s]¤Î¶ñ¸½¼Ô (%d)",
216 sprintf(vir_desc,"You are the living embodiment of %s (%d).",
220 strcpy(v_string[v_nr], vir_desc);
222 info[i++] = v_string[v_nr];
226 /* Racial powers... */
227 if (p_ptr->mimic_form)
229 switch (p_ptr->mimic_form)
232 case MIMIC_DEMON_LORD:
234 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤ÎÃϹö¤«²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤¬¤Ç¤¤ë¡£(%d MP)", 3 * plev, 10+plev/3);
236 sprintf(Dummy, "You can nether breathe, dam. %d (cost %d).", 3 * plev, 10+plev/3);
245 sprintf(Dummy, "¤¢¤Ê¤¿¤ÏŨ¤«¤é %d-%d HP ¤ÎÀ¸Ì¿ÎϤòµÛ¼ý¤Ç¤¤ë¡£(%d MP)",
247 sprintf(Dummy, "You can steal life from a foe, dam. %d-%d (cost %d).",
250 plev + MAX(1, plev / 10), plev + plev * MAX(1, plev / 10), 1 + (plev / 3));
258 switch (p_ptr->prace)
264 info[i++] = "¤¢¤Ê¤¿¤Ï櫤ȥɥ¢¤È³¬Ãʤò´¶ÃΤǤ¤ë¡£(5 MP)";
266 info[i++] = "You can find traps, doors and stairs (cost 5).";
274 info[i++] = "¤¢¤Ê¤¿¤Ï¿©ÎÁ¤òÀ¸À®¤Ç¤¤ë¡£(10 MP)";
276 info[i++] = "You can produce food (cost 10).";
285 sprintf(Dummy, "¤¢¤Ê¤¿¤ÏÈÏ°Ï %d °ÊÆâ¤Ë¥Æ¥ì¥Ý¡¼¥È¤Ç¤¤ë¡£(%d MP)",
287 sprintf(Dummy, "You can teleport, range %d (cost %d).",
290 (1 + plev), (5 + (plev / 5)));
297 info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤò½üµî¤Ç¤¤ë¡£(5 MP)";
299 info[i++] = "You can remove fear (cost 5).";
303 case RACE_HALF_TROLL:
306 info[i++] = "¤¢¤Ê¤¿¤Ï¶¸Ë½²½¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(12 MP) ";
308 info[i++] = "You enter berserk fury (cost 12).";
315 info[i++] = "¤¢¤Ê¤¿¤Ï¥·¥ã¥É¥¦¥·¥Õ¥È¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(50 MP)";
317 info[i++] = "You can Shift Shadows (cost 50).";
322 info[i++] = "¤¢¤Ê¤¿¤Ï¡Ö¥Ñ¥¿¡¼¥ó¡×¤ò¿´¤ËÉÁ¤¤¤ÆÊ⤯¤³¤È¤¬¤Ç¤¤ë¡£(75 MP)";
324 info[i++] = "You can mentally Walk the Pattern (cost 75).";
331 info[i++] = "¤¢¤Ê¤¿¤Ï¶¸Ë½²½¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(10 MP) ";
333 info[i++] = "You can enter berserk fury (cost 10).";
340 info[i++] = "¤¢¤Ê¤¿¤ÏÇúȯ¤Î¥ë¡¼¥ó¤ò»Å³Ý¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£(35 MP)";
342 info[i++] = "You can set an Explosive Rune (cost 35).";
346 case RACE_HALF_GIANT:
349 info[i++] = "¤¢¤Ê¤¿¤ÏÀФÎÊɤò²õ¤¹¤³¤È¤¬¤Ç¤¤ë¡£(10 MP)";
351 info[i++] = "You can break stone walls (cost 10).";
355 case RACE_HALF_TITAN:
358 info[i++] = "¤¢¤Ê¤¿¤Ï¥â¥ó¥¹¥¿¡¼¤ò¥¹¥¥ã¥ó¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(20 MP)";
360 info[i++] = "You can probe monsters (cost 20).";
368 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î´äÀФòÅꤲ¤ë¤³¤È¤¬¤Ç¤¤ë¡£(15 MP)",
370 sprintf(Dummy, "You can throw a boulder, dam. %d (cost 15).",
380 info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤò¸Æ¤Óµ¯¤³¤¹¶«¤ÓÀ¼¤òȯ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(15 MP)";
382 info[i++] = "You can make a terrifying scream (cost 15).";
390 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î»À¤ò¿á¤¤«¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£(9 MP)", plev);
392 sprintf(Dummy, "You can spit acid, dam. %d (cost 9).", plev);
403 "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤ÎÆÇÌð¤òÅꤲ¤ë¤³¤È¤¬¤Ç¤¤ë¡£(8 MP)", plev);
405 "You can throw a dart of poison, dam. %d (cost 8).", plev);
415 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤Î¼öʸ¤ò»È¤¨¤ë¡£(2 MP)",
417 sprintf(Dummy, "You can cast a Magic Missile, dam %d (cost 2).",
420 (3 + ((plev-1) / 5)));
426 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤¬¤Ç¤¤ë¡£(%d MP)", 2 * plev, plev);
428 sprintf(Dummy, "You can breathe, dam. %d (cost %d).", 2 * plev, plev);
433 case RACE_MIND_FLAYER:
436 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤ÎÀº¿À¹¶·â¤ò¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(12 MP)", plev);
438 sprintf(Dummy, "You can mind blast your enemies, dam %d (cost 12).", plev);
447 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò»È¤¨¤ë¡£(15 MP)", plev);
449 sprintf(Dummy, "You can cast a Fire Ball, dam. %d (cost 15).", plev);
457 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò»È¤¨¤ë¡£(15 MP)", plev);
459 sprintf(Dummy, "You can cast a Fire Bolt, dam. %d (cost 15).", plev);
468 info[i++] = "¤¢¤Ê¤¿¤Ï d20+30 ¥¿¡¼¥ó¤Î´ÖÈ©¤òÀФËÊѲ½¤µ¤»¤é¤ì¤ë¡£(15 MP)";
470 info[i++] = "You can turn your skin to stone, dur d20+30 (cost 15).";
478 info[i++] = "¤¢¤Ê¤¿¤Ï¼º¤Ã¤¿À¸Ì¿ÎϤò²óÉü¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(30 MP)";
480 info[i++] = "You can restore lost life forces (cost 30).";
488 sprintf(Dummy, "¤¢¤Ê¤¿¤ÏŨ¤«¤é %d-%d HP ¤ÎÀ¸Ì¿ÎϤòµÛ¼ý¤Ç¤¤ë¡£(%d MP)",
490 sprintf(Dummy, "You can steal life from a foe, dam. %d-%d (cost %d).",
493 plev + MAX(1, plev / 10), plev + plev * MAX(1, plev / 10), 1 + (plev / 3));
501 info[i++] = "¤¢¤Ê¤¿¤Ïµã¤¶«¤ó¤ÇŨ¤ò¶²Éݤµ¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£(3 MP)";
503 info[i++] = "You can wail to terrify your enemies (cost 3).";
512 info[i++] = "¤¢¤Ê¤¿¤ÏŨ¤ò̲¤é¤»¤ëËâË¡¤ÎÊ´¤òÅꤲ¤ë¤³¤È¤¬¤Ç¤¤ë¡£(12 MP)";
514 info[i++] = "You can throw magical dust which induces sleep (cost 12).";
521 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤ÎÃϹö¤«²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤¬¤Ç¤¤ë¡£(%d MP)", 3 * plev, 10+plev/3);
523 sprintf(Dummy, "You can breathe nether, dam. %d (cost %d).", 3 * plev, 10+plev/3);
531 info[i++] = "¤¢¤Ê¤¿¤Ï d20+30 ¥¿¡¼¥ó¤Î´Ö²£¤Ë¿¤Ó¤ë¤³¤È¤¬¤Ç¤¤ë¡£(15 MP)";
533 info[i++] = "You can expand horizontally, dur d20+30 (cost 15).";
540 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥ì¥¤¥¬¥ó¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(7 MP)", (plev + 1) / 2);
542 sprintf(Dummy, "You can fire a ray gun with damage %d (cost 7).", (plev+1)/2);
546 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ö¥é¥¹¥¿¡¼¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(13 MP)", plev);
548 sprintf(Dummy, "You can fire a blaster with damage %d (cost 13).", plev);
552 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ð¥º¡¼¥«¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(26 MP)", plev * 2);
554 sprintf(Dummy, "You can fire a bazooka with damage %d (cost 26).", plev * 2);
558 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ó¡¼¥à¥¥ã¥Î¥ó¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(40 MP)", plev * 2);
560 sprintf(Dummy, "You can fire a beam cannon with damage %d (cost 40).", plev * 2);
564 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥í¥±¥Ã¥È¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(60 MP)", plev * 5);
566 sprintf(Dummy, "You can fire a rocket with damage %d (cost 60).", plev * 5);
576 switch(p_ptr->pclass)
582 info[i++] = "¤¢¤Ê¤¿¤Ï¥é¥ó¥À¥à¤ÊÊý¸þ¤ËÂФ·¤Æ¿ô²ó¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(75 MP)";
584 info[i++] = "You can attack some random directions at a time (cost 75).";
589 case CLASS_HIGH_MAGE:
594 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥¤¥Æ¥à¤ÎËâÎϤòµÛ¼ý¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(1 MP)";
596 info[i++] = "You can absorb charges from an item (cost 1).";
601 if (is_good_realm(p_ptr->realm1))
606 info[i++] = "¤¢¤Ê¤¿¤ÏÉð´ï¤ò½ËÊ¡¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(70 MP)";
608 info[i++] = "You can bless a weapon (cost 70).";
617 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ¤ê¤Î¤¹¤Ù¤Æ¤Î¥â¥ó¥¹¥¿¡¼¤ò¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(40 MP)";
619 info[i++] = "You can damages all monsters in sight (cost 40).";
628 info[i++] = "¤¢¤Ê¤¿¤Ï¹¶·â¤·¤Æ¨ºÂ¤Ëƨ¤²¤ë¤³¤È¤¬¤Ç¤¤ë¡£(12 MP)";
630 info[i++] = "You can hit a monster and teleport at a time (cost 12).";
638 info[i++] = "¤¢¤Ê¤¿¤Ï²øʪ¤òÄ´ºº¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(20 MP)";
640 info[i++] = "You can prove monsters (cost 20).";
645 if (is_good_realm(p_ptr->realm1))
650 info[i++] = "¤¢¤Ê¤¿¤ÏÀ»¤Ê¤ëÁä¤òÊü¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(30 MP)";
652 info[i++] = "You can fires a holy spear (cost 30).";
661 info[i++] = "¤¢¤Ê¤¿¤ÏÀ¸Ì¿ÎϤò¸º¾¯¤µ¤»¤ëÁä¤òÊü¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(30 MP)";
663 info[i++] = "You can fires a spear which drains vitality (cost 30).";
668 case CLASS_WARRIOR_MAGE:
672 info[i++] = "¤¢¤Ê¤¿¤Ï£È£Ð¤ò£Í£Ð¤ËÊÑ´¹¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
674 info[i++] = "You can convert HP to SP (cost 0).";
677 info[i++] = "¤¢¤Ê¤¿¤Ï£Í£Ð¤ò£È£Ð¤ËÊÑ´¹¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
679 info[i++] = "You can convert SP to HP (cost 0).";
683 case CLASS_CHAOS_WARRIOR:
687 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ°Ï¤Ë²øʪ¤òÏǤ魯¸÷¤òȯÀ¸¤µ¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£(50 MP)";
689 info[i++] = "You can radiate light which confuses nearby monsters (cost 50).";
697 info[i++] = "¤¢¤Ê¤¿¤Ï¹½¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
699 info[i++] = "You can assume a posture of special form (cost 0).";
705 info[i++] = "¤¢¤Ê¤¿¤ÏÄ̾ï¤Î2Çܤι¶·â¤ò¹Ô¤¦¤³¤È¤¬¤Ç¤¤ë¡£(30 MP)";
707 info[i++] = "You can perform double attacks in a time (cost 30).";
711 case CLASS_MINDCRAFTER:
712 case CLASS_FORCETRAINER:
716 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿À¤ò½¸Ã椷¤Æ£Í£Ð¤ò²óÉü¤µ¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
718 info[i++] = "You can concentrate to regenerate your mana (cost 0).";
724 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ì¿¿¤ò»£±Æ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
726 info[i++] = "You can take a photograph (cost 0).";
731 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥¤¥Æ¥à¤ò´°Á´¤Ë´ÕÄꤹ¤ë¤³¤È¤¬¤Ç¤¤ë¡£(20 MP)";
733 info[i++] = "You can *identify* items (cost 20).";
741 info[i++] = "¤¢¤Ê¤¿¤Ï²øʪ¤ÎÆü칶·â¤ò¥À¥á¡¼¥¸2ÇܤǤޤͤ뤳¤È¤¬¤Ç¤¤ë¡£(100 MP)";
743 info[i++] = "You can imitate monster's special attacks with double damage (cost 100).";
747 case CLASS_BEASTMASTER:
749 info[i++] = "¤¢¤Ê¤¿¤Ï1ɤ¤ÎÀ¸Ì¿¤Î¤¢¤ë¥â¥ó¥¹¥¿¡¼¤ò»ÙÇÛ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥ì¥Ù¥ë/4 MP)";
751 info[i++] = "You can dominate a monster (cost level/4).";
756 info[i++] = "¤¢¤Ê¤¿¤Ï»ë³¦Æâ¤ÎÀ¸Ì¿¤Î¤¢¤ë¥â¥ó¥¹¥¿¡¼¤ò»ÙÇÛ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£((¥ì¥Ù¥ë+20)/2 MP)";
758 info[i++] = "You can dominate living monsters in sight (cost (level+20)/4).";
762 case CLASS_MAGIC_EATER:
764 info[i++] = "¤¢¤Ê¤¿¤Ï¾ó/ËâË¡ËÀ/¥í¥Ã¥É¤ÎËâÎϤò¼«Ê¬¤Î¤â¤Î¤Ë¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
766 info[i++] = "You can absorb a staff, wand or rod itself.";
773 info[i++] = "¤¢¤Ê¤¿¤Ï1¥¿¡¼¥ó¤Ë2²óËâË¡¤ò¾§¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£(77 MP)";
775 info[i++] = "You can cast two spells in one time (cost 77).";
782 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿À¤ò½¸Ã椷¤Æµ¤¹ç¤¤¤òί¤á¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
784 info[i++] = "You can concentrate to regenerate your mana.";
790 info[i++] = "¤¢¤Ê¤¿¤ÏÆüì¤Ê·¿¤Ç¹½¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
792 info[i++] = "You can assume a posture of special form.";
796 case CLASS_BLUE_MAGE:
798 info[i++] = "¤¢¤Ê¤¿¤ÏÁê¼ê¤Ë»È¤ï¤ì¤¿ËâË¡¤ò³Ø¤Ö¤³¤È¤¬¤Ç¤¤ë¡£";
800 info[i++] = "You can study spells which your enemy casts on you.";
807 info[i++] = "¤¢¤Ê¤¿¤Ï¥â¥ó¥¹¥¿¡¼¤Ë¾è¤Ã¤Æ̵ÍýÌðÍý¥Ú¥Ã¥È¤Ë¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
809 info[i++] = "You can ride on a hostile monster forcibly to turn it into pet.";
813 case CLASS_BERSERKER:
817 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Ç¶õÊ¢¤òËþ¤¿¤¹¤³¤È¤¬¤Ç¤¤ë¡£";
819 info[i++] = "You can satisfy hunger.";
825 info[i++] = "¤¢¤Ê¤¿¤Ï³¹¤È¥À¥ó¥¸¥ç¥ó¤Î´Ö¤ò¹Ô¤Í褹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
827 info[i++] = "You can travel between town and the depths.";
831 case CLASS_MIRROR_MASTER:
833 info[i++] = "¤¢¤Ê¤¿¤Ï¶À¤òºî¤ê½Ð¤¹¤³¤È¤¬¤Ç¤¤ë¡£(2 MP)";
835 info[i++] = "You can create a Mirror (cost 2).";
838 info[i++] = "¤¢¤Ê¤¿¤Ï¶À¤ò³ä¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
840 info[i++] = "You can break distant Mirrors (cost 0).";
847 info[i++] = "¤¢¤Ê¤¿¤ÏÁÇÁ᤯°ÜÆ°¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
849 info[i++] = "You can walk extremery fast.";
857 if (p_ptr->muta1 & MUT1_SPIT_ACID)
860 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤ò¿á¤¤«¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX1)";
862 info[i++] = "You can spit acid (dam lvl).";
866 if (p_ptr->muta1 & MUT1_BR_FIRE)
869 info[i++] = "¤¢¤Ê¤¿¤Ï±ê¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
871 info[i++] = "You can breathe fire (dam lvl * 2).";
875 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
878 info[i++] = "¤¢¤Ê¤¿¤ÎâˤߤϺÅ̲¸ú²Ì¤ò¤â¤Ä¡£";
880 info[i++] = "Your gaze is hypnotic.";
884 if (p_ptr->muta1 & MUT1_TELEKINES)
887 info[i++] = "¤¢¤Ê¤¿¤ÏÇ°Æ°ÎϤò¤â¤Ã¤Æ¤¤¤ë¡£";
889 info[i++] = "You are telekinetic.";
893 if (p_ptr->muta1 & MUT1_VTELEPORT)
896 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»×¤Ç¥Æ¥ì¥Ý¡¼¥È¤Ç¤¤ë¡£";
898 info[i++] = "You can teleport at will.";
902 if (p_ptr->muta1 & MUT1_MIND_BLST)
905 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿À¹¶·â¤ò¹Ô¤¨¤ë¡£(¥À¥á¡¼¥¸ 3¡Á12d3)";
907 info[i++] = "You can Mind Blast your enemies (3 to 12d3 dam).";
911 if (p_ptr->muta1 & MUT1_RADIATION)
914 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»×¤Ç¶¯¤¤Êü¼ÍÀþ¤òȯÀ¸¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
916 info[i++] = "You can emit hard radiation at will (dam lvl * 2).";
920 if (p_ptr->muta1 & MUT1_VAMPIRISM)
923 info[i++] = "¤¢¤Ê¤¿¤ÏµÛ·ìµ´¤Î¤è¤¦¤ËŨ¤«¤éÀ¸Ì¿ÎϤòµÛ¼ý¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
925 info[i++] = "You can drain life from a foe like a vampire (dam lvl * 2).";
929 if (p_ptr->muta1 & MUT1_SMELL_MET)
932 info[i++] = "¤¢¤Ê¤¿¤Ï¶á¤¯¤Ë¤¢¤ëµ®¶â°¤ò¤«¤®Ê¬¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
934 info[i++] = "You can smell nearby precious metal.";
938 if (p_ptr->muta1 & MUT1_SMELL_MON)
941 info[i++] = "¤¢¤Ê¤¿¤Ï¶á¤¯¤Î¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò¤«¤®Ê¬¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
943 info[i++] = "You can smell nearby monsters.";
947 if (p_ptr->muta1 & MUT1_BLINK)
950 info[i++] = "¤¢¤Ê¤¿¤Ïû¤¤µ÷Î¥¤ò¥Æ¥ì¥Ý¡¼¥È¤Ç¤¤ë¡£";
952 info[i++] = "You can teleport yourself short distances.";
956 if (p_ptr->muta1 & MUT1_EAT_ROCK)
959 info[i++] = "¤¢¤Ê¤¿¤Ï¹Å¤¤´ä¤ò¿©¤Ù¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
961 info[i++] = "You can consume solid rock.";
965 if (p_ptr->muta1 & MUT1_SWAP_POS)
968 info[i++] = "¤¢¤Ê¤¿¤Ï¾¤Î¼Ô¤È¾ì½ê¤òÆþ¤ìÂؤï¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
970 info[i++] = "You can switch locations with another being.";
974 if (p_ptr->muta1 & MUT1_SHRIEK)
977 info[i++] = "¤¢¤Ê¤¿¤Ï¿È¤ÎÌÓ¤â¤è¤À¤Ä¶«¤ÓÀ¼¤òȯ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
979 info[i++] = "You can emit a horrible shriek (dam 2 * lvl).";
983 if (p_ptr->muta1 & MUT1_ILLUMINE)
986 info[i++] = "¤¢¤Ê¤¿¤ÏÌÀ¤ë¤¤¸÷¤òÊü¤Ä¤³¤È¤¬¤Ç¤¤ë¡£";
988 info[i++] = "You can emit bright light.";
992 if (p_ptr->muta1 & MUT1_DET_CURSE)
995 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤ÊËâË¡¤Î´í¸±¤ò´¶¤¸¤È¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
997 info[i++] = "You can feel the danger of evil magic.";
1001 if (p_ptr->muta1 & MUT1_BERSERK)
1004 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»×¤Ç¶¸ÍðÀïÆ®¾õÂ֤ˤʤ뤳¤È¤¬¤Ç¤¤ë¡£";
1006 info[i++] = "You can drive yourself into a berserk frenzy.";
1010 if (p_ptr->muta1 & MUT1_POLYMORPH)
1013 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»Ö¤ÇÊѲ½¤Ç¤¤ë¡£";
1015 info[i++] = "You can polymorph yourself at will.";
1019 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
1022 info[i++] = "¤¢¤Ê¤¿¤ÏÄ̾異¥¤¥Æ¥à¤ò¶â¤ËÊѤ¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1024 info[i++] = "You can turn ordinary items to gold.";
1028 if (p_ptr->muta1 & MUT1_GROW_MOLD)
1031 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ°Ï¤Ë¥¥Î¥³¤òÀ¸¤ä¤¹¤³¤È¤¬¤Ç¤¤ë¡£";
1033 info[i++] = "You can cause mold to grow near you.";
1037 if (p_ptr->muta1 & MUT1_RESIST)
1040 info[i++] = "¤¢¤Ê¤¿¤Ï¸µÁǤι¶·â¤ËÂФ·¤Æ¿È¤ò¹Å¤¯¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1042 info[i++] = "You can harden yourself to the ravages of the elements.";
1046 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
1049 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ°Ï¤Î¥À¥ó¥¸¥ç¥ó¤òÊø²õ¤µ¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1051 info[i++] = "You can bring down the dungeon around your ears.";
1055 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
1058 info[i++] = "¤¢¤Ê¤¿¤ÏËâË¡¤Î¥¨¥Í¥ë¥®¡¼¤ò¼«Ê¬¤Îʪ¤È¤·¤Æ»ÈÍѤǤ¤ë¡£";
1060 info[i++] = "You can consume magic energy for your own use.";
1064 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
1067 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Ë±Æ¶Á¤òÍ¿¤¨¤ëËâË¡¤ÎÎϤò´¶¤¸¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1069 info[i++] = "You can feel the strength of the magics affecting you.";
1073 if (p_ptr->muta1 & MUT1_STERILITY)
1076 info[i++] = "¤¢¤Ê¤¿¤Ï½¸ÃÄŪÀ¸¿£ÉÔǽ¤òµ¯¤³¤¹¤³¤È¤¬¤Ç¤¤ë¡£";
1078 info[i++] = "You can cause mass impotence.";
1082 if (p_ptr->muta1 & MUT1_PANIC_HIT)
1085 info[i++] = "¤¢¤Ê¤¿¤Ï¹¶·â¤·¤¿¸å¿È¤ò¼é¤ë¤¿¤áƨ¤²¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1087 info[i++] = "You can run for your life after hitting something.";
1091 if (p_ptr->muta1 & MUT1_DAZZLE)
1094 info[i++] = "¤¢¤Ê¤¿¤Ïº®Íð¤ÈÌÕÌܤò°ú¤µ¯¤³¤¹Êü¼Íǽ¤òȯÀ¸¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£ ";
1096 info[i++] = "You can emit confusing, blinding radiation.";
1100 if (p_ptr->muta1 & MUT1_LASER_EYE)
1103 info[i++] = "¤¢¤Ê¤¿¤ÏÌܤ«¤é¥ì¡¼¥¶¡¼¸÷Àþ¤òȯ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
1105 info[i++] = "Your eyes can fire laser beams (dam 2 * lvl).";
1109 if (p_ptr->muta1 & MUT1_RECALL)
1112 info[i++] = "¤¢¤Ê¤¿¤Ï³¹¤È¥À¥ó¥¸¥ç¥ó¤Î´Ö¤ò¹Ô¤Í褹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1114 info[i++] = "You can travel between town and the depths.";
1118 if (p_ptr->muta1 & MUT1_BANISH)
1121 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¥â¥ó¥¹¥¿¡¼¤òÃϹö¤ËÍî¤È¤¹¤³¤È¤¬¤Ç¤¤ë¡£";
1123 info[i++] = "You can send evil creatures directly to Hell.";
1127 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
1130 info[i++] = "¤¢¤Ê¤¿¤ÏŨ¤ò¿¨¤Ã¤ÆÅà¤é¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX3)";
1132 info[i++] = "You can freeze things with a touch (dam 3 * lvl).";
1136 if (p_ptr->muta1 & MUT1_LAUNCHER)
1139 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥¤¥Æ¥à¤òÎ϶¯¤¯Åꤲ¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1141 info[i++] = "You can hurl objects with great force.";
1149 if (p_ptr->muta2 & MUT2_BERS_RAGE)
1152 info[i++] = "¤¢¤Ê¤¿¤Ï¶¸Àï»Î²½¤Îȯºî¤òµ¯¤³¤¹¡£";
1154 info[i++] = "You are subject to berserker fits.";
1158 if (p_ptr->muta2 & MUT2_COWARDICE)
1161 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹²²É¤ˤʤ롣";
1163 info[i++] = "You are subject to cowardice.";
1167 if (p_ptr->muta2 & MUT2_RTELEPORT)
1170 info[i++] = "¤¢¤Ê¤¿¤Ï¥é¥ó¥À¥à¤Ë¥Æ¥ì¥Ý¡¼¥È¤¹¤ë¡£";
1172 info[i++] = "You are teleporting randomly.";
1176 if (p_ptr->muta2 & MUT2_ALCOHOL)
1179 info[i++] = "¤¢¤Ê¤¿¤ÎÂΤϥ¢¥ë¥³¡¼¥ë¤òʬÈ礹¤ë¡£";
1181 info[i++] = "Your body produces alcohol.";
1185 if (p_ptr->muta2 & MUT2_HALLU)
1188 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸³Ð¤ò°ú¤µ¯¤³¤¹Àº¿ÀºøÍð¤Ë¿¯¤µ¤ì¤Æ¤¤¤ë¡£";
1190 info[i++] = "You have a hallucinatory insanity.";
1194 if (p_ptr->muta2 & MUT2_FLATULENT)
1197 info[i++] = "¤¢¤Ê¤¿¤ÏÀ©¸æ¤Ç¤¤Ê¤¤¶¯Îõ¤ÊÕû¤ò¤³¤¯¡£";
1199 info[i++] = "You are subject to uncontrollable flatulence.";
1203 if (p_ptr->muta2 & MUT2_PROD_MANA)
1206 info[i++] = "¤¢¤Ê¤¿¤ÏÀ©¸æÉÔǽ¤ÊËâË¡¤Î¥¨¥Í¥ë¥®¡¼¤òȯ¤·¤Æ¤¤¤ë¡£";
1208 info[i++] = "You are producing magical energy uncontrollably.";
1212 if (p_ptr->muta2 & MUT2_ATT_DEMON)
1215 info[i++] = "¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤ò°ú¤¤Ä¤±¤ë¡£";
1217 info[i++] = "You attract demons.";
1221 if (p_ptr->muta2 & MUT2_SCOR_TAIL)
1224 info[i++] = "¤¢¤Ê¤¿¤Ï¥µ¥½¥ê¤Î¿¬Èø¤¬À¸¤¨¤Æ¤¤¤ë¡£(ÆÇ¡¢¥À¥á¡¼¥¸ 3d7)";
1226 info[i++] = "You have a scorpion tail (poison, 3d7).";
1230 if (p_ptr->muta2 & MUT2_HORNS)
1233 info[i++] = "¤¢¤Ê¤¿¤Ï³Ñ¤¬À¸¤¨¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 2d6)";
1235 info[i++] = "You have horns (dam. 2d6).";
1239 if (p_ptr->muta2 & MUT2_BEAK)
1242 info[i++] = "¤¢¤Ê¤¿¤Ï¥¯¥Á¥Ð¥·¤¬À¸¤¨¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 2d4)";
1244 info[i++] = "You have a beak (dam. 2d4).";
1248 if (p_ptr->muta2 & MUT2_SPEED_FLUX)
1251 info[i++] = "¤¢¤Ê¤¿¤Ï¥é¥ó¥À¥à¤ËÁ᤯ư¤¤¤¿¤êÃÙ¤¯Æ°¤¤¤¿¤ê¤¹¤ë¡£";
1253 info[i++] = "You move faster or slower randomly.";
1257 if (p_ptr->muta2 & MUT2_BANISH_ALL)
1260 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹¶á¤¯¤Î¥â¥ó¥¹¥¿¡¼¤ò¾ÃÌǤµ¤»¤ë¡£";
1262 info[i++] = "You sometimes cause nearby creatures to vanish.";
1266 if (p_ptr->muta2 & MUT2_EAT_LIGHT)
1269 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹¼þ°Ï¤Î¸÷¤òµÛ¼ý¤·¤Æ±ÉÍܤˤ¹¤ë¡£";
1271 info[i++] = "You sometimes feed off of the light around you.";
1275 if (p_ptr->muta2 & MUT2_TRUNK)
1278 info[i++] = "¤¢¤Ê¤¿¤Ï¾Ý¤Î¤è¤¦¤ÊÉ¡¤ò»ý¤Ã¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 1d4)";
1280 info[i++] = "You have an elephantine trunk (dam 1d4).";
1284 if (p_ptr->muta2 & MUT2_ATT_ANIMAL)
1287 info[i++] = "¤¢¤Ê¤¿¤Ïưʪ¤ò°ú¤¤Ä¤±¤ë¡£";
1289 info[i++] = "You attract animals.";
1293 if (p_ptr->muta2 & MUT2_TENTACLES)
1296 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¿¨¼ê¤ò»ý¤Ã¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 2d5)";
1298 info[i++] = "You have evil looking tentacles (dam 2d5).";
1302 if (p_ptr->muta2 & MUT2_RAW_CHAOS)
1305 info[i++] = "¤¢¤Ê¤¿¤Ï¤·¤Ð¤·¤Ð½ã¥«¥ª¥¹¤ËÊñ¤Þ¤ì¤ë¡£";
1307 info[i++] = "You occasionally are surrounded with raw chaos.";
1311 if (p_ptr->muta2 & MUT2_NORMALITY)
1314 info[i++] = "¤¢¤Ê¤¿¤ÏÊÑ°Û¤·¤Æ¤¤¤¿¤¬¡¢²óÉü¤·¤Æ¤¤Æ¤¤¤ë¡£";
1316 info[i++] = "You may be mutated, but you're recovering.";
1320 if (p_ptr->muta2 & MUT2_WRAITH)
1323 info[i++] = "¤¢¤Ê¤¿¤ÎÆùÂΤÏÍ©Â⽤·¤¿¤ê¼ÂÂ⽤·¤¿¤ê¤¹¤ë¡£";
1325 info[i++] = "You fade in and out of physical reality.";
1329 if (p_ptr->muta2 & MUT2_POLY_WOUND)
1332 info[i++] = "¤¢¤Ê¤¿¤Î·ò¹¯¤Ï¥«¥ª¥¹¤ÎÎϤ˱ƶÁ¤ò¼õ¤±¤ë¡£";
1334 info[i++] = "Your health is subject to chaotic forces.";
1338 if (p_ptr->muta2 & MUT2_WASTING)
1341 info[i++] = "¤¢¤Ê¤¿¤Ï¿ê¼å¤¹¤ë¶²¤í¤·¤¤Éµ¤¤Ë¤«¤«¤Ã¤Æ¤¤¤ë¡£";
1343 info[i++] = "You have a horrible wasting disease.";
1347 if (p_ptr->muta2 & MUT2_ATT_DRAGON)
1350 info[i++] = "¤¢¤Ê¤¿¤Ï¥É¥é¥´¥ó¤ò°ú¤¤Ä¤±¤ë¡£";
1352 info[i++] = "You attract dragons.";
1356 if (p_ptr->muta2 & MUT2_WEIRD_MIND)
1359 info[i++] = "¤¢¤Ê¤¿¤ÎÀº¿À¤Ï¥é¥ó¥À¥à¤Ë³ÈÂ礷¤¿¤ê½Ì¾®¤·¤¿¤ê¤·¤Æ¤¤¤ë¡£";
1361 info[i++] = "Your mind randomly expands and contracts.";
1365 if (p_ptr->muta2 & MUT2_NAUSEA)
1368 info[i++] = "¤¢¤Ê¤¿¤Î°ß¤ÏÈó¾ï¤ËÍî¤ÁÃ夤¬¤Ê¤¤¡£";
1370 info[i++] = "You have a seriously upset stomach.";
1374 if (p_ptr->muta2 & MUT2_CHAOS_GIFT)
1377 info[i++] = "¤¢¤Ê¤¿¤Ï¥«¥ª¥¹¤Î¼é¸î°Ë⤫¤éË«Èþ¤ò¤¦¤±¤È¤ë¡£";
1379 info[i++] = "Chaos deities give you gifts.";
1383 if (p_ptr->muta2 & MUT2_WALK_SHAD)
1386 info[i++] = "¤¢¤Ê¤¿¤Ï¤·¤Ð¤·¤Ð¾¤Î¡Ö±Æ¡×¤Ë̤¤¹þ¤à¡£";
1388 info[i++] = "You occasionally stumble into other shadows.";
1392 if (p_ptr->muta2 & MUT2_WARNING)
1395 info[i++] = "¤¢¤Ê¤¿¤ÏŨ¤Ë´Ø¤¹¤ë·Ù¹ð¤ò´¶¤¸¤ë¡£";
1397 info[i++] = "You receive warnings about your foes.";
1401 if (p_ptr->muta2 & MUT2_INVULN)
1404 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹É餱ÃΤ餺¤Êµ¤Ê¬¤Ë¤Ê¤ë¡£";
1406 info[i++] = "You occasionally feel invincible.";
1410 if (p_ptr->muta2 & MUT2_SP_TO_HP)
1413 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹·ì¤¬¶ÚÆù¤Ë¤É¤Ã¤Èή¤ì¤ë¡£";
1415 info[i++] = "Your blood sometimes rushes to your muscles.";
1419 if (p_ptr->muta2 & MUT2_HP_TO_SP)
1422 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹Æ¬¤Ë·ì¤¬¤É¤Ã¤Èή¤ì¤ë¡£";
1424 info[i++] = "Your blood sometimes rushes to your head.";
1428 if (p_ptr->muta2 & MUT2_DISARM)
1431 info[i++] = "¤¢¤Ê¤¿¤Ï¤è¤¯¤Ä¤Þ¤Å¤¤¤Æʪ¤òÍî¤È¤¹¡£";
1433 info[i++] = "You occasionally stumble and drop things.";
1441 if (p_ptr->muta3 & MUT3_HYPER_STR)
1444 info[i++] = "¤¢¤Ê¤¿¤ÏĶ¿ÍŪ¤Ë¶¯¤¤¡£(ÏÓÎÏ+4)";
1446 info[i++] = "You are superhumanly strong (+4 STR).";
1450 if (p_ptr->muta3 & MUT3_PUNY)
1453 info[i++] = "¤¢¤Ê¤¿¤Ïµõ¼å¤À¡£(ÏÓÎÏ-4)";
1455 info[i++] = "You are puny (-4 STR).";
1459 if (p_ptr->muta3 & MUT3_HYPER_INT)
1462 info[i++] = "¤¢¤Ê¤¿¤ÎǾ¤ÏÀ¸ÂÎ¥³¥ó¥Ô¥å¡¼¥¿¤À¡£(ÃÎǽ¡õ¸¤µ+4)";
1464 info[i++] = "Your brain is a living computer (+4 INT/WIS).";
1468 if (p_ptr->muta3 & MUT3_MORONIC)
1471 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿ÀÇö¼å¤À¡£(ÃÎǽ¡õ¸¤µ-4)";
1473 info[i++] = "You are moronic (-4 INT/WIS).";
1477 if (p_ptr->muta3 & MUT3_RESILIENT)
1480 info[i++] = "¤¢¤Ê¤¿¤ÏÈó¾ï¤Ë¥¿¥Õ¤À¡£(Âѵ×+4)";
1482 info[i++] = "You are very resilient (+4 CON).";
1486 if (p_ptr->muta3 & MUT3_XTRA_FAT)
1489 info[i++] = "¤¢¤Ê¤¿¤Ï¶Ëü¤ËÂÀ¤Ã¤Æ¤¤¤ë¡£(Âѵ×+2,¥¹¥Ô¡¼¥É-2)";
1491 info[i++] = "You are extremely fat (+2 CON, -2 speed).";
1495 if (p_ptr->muta3 & MUT3_ALBINO)
1498 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥ë¥Ó¥Î¤À¡£(Âѵ×-4)";
1500 info[i++] = "You are albino (-4 CON).";
1504 if (p_ptr->muta3 & MUT3_FLESH_ROT)
1507 info[i++] = "¤¢¤Ê¤¿¤ÎÆùÂΤÏÉåÇÔ¤·¤Æ¤¤¤ë¡£(Âѵ×-2,Ì¥ÎÏ-1)";
1509 info[i++] = "Your flesh is rotting (-2 CON, -1 CHR).";
1513 if (p_ptr->muta3 & MUT3_SILLY_VOI)
1516 info[i++] = "¤¢¤Ê¤¿¤ÎÀ¼¤Ï´ÖÈ´¤±¤Ê¥¡¼¥¡¼À¼¤À¡£(Ì¥ÎÏ-4)";
1518 info[i++] = "Your voice is a silly squeak (-4 CHR).";
1522 if (p_ptr->muta3 & MUT3_BLANK_FAC)
1525 info[i++] = "¤¢¤Ê¤¿¤Ï¤Î¤Ã¤Ú¤é¤Ü¤¦¤À¡£(Ì¥ÎÏ-1)";
1527 info[i++] = "Your face is featureless (-1 CHR).";
1531 if (p_ptr->muta3 & MUT3_ILL_NORM)
1534 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸±Æ¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
1536 info[i++] = "Your appearance is masked with illusion.";
1540 if (p_ptr->muta3 & MUT3_XTRA_EYES)
1543 info[i++] = "¤¢¤Ê¤¿¤Ï;ʬ¤ËÆó¤Ä¤ÎÌܤò»ý¤Ã¤Æ¤¤¤ë¡£(õº÷+15)";
1545 info[i++] = "You have an extra pair of eyes (+15 search).";
1549 if (p_ptr->muta3 & MUT3_MAGIC_RES)
1552 info[i++] = "¤¢¤Ê¤¿¤ÏËâË¡¤Ø¤ÎÂÑÀ¤ò¤â¤Ã¤Æ¤¤¤ë¡£";
1554 info[i++] = "You are resistant to magic.";
1558 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
1561 info[i++] = "¤¢¤Ê¤¿¤ÏÊѤʲ»¤òȯ¤·¤Æ¤¤¤ë¡£(±£Ì©-3)";
1563 info[i++] = "You make a lot of strange noise (-3 stealth).";
1567 if (p_ptr->muta3 & MUT3_INFRAVIS)
1570 info[i++] = "¤¢¤Ê¤¿¤ÏÁÇÀ²¤é¤·¤¤ÀÖ³°Àþ»ëÎϤò»ý¤Ã¤Æ¤¤¤ë¡£(+3)";
1572 info[i++] = "You have remarkable infravision (+3).";
1576 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
1579 info[i++] = "¤¢¤Ê¤¿¤Ï;ʬ¤ËÆóËܤΤ¬À¸¤¨¤Æ¤¤¤ë¡£(²Ã®+3)";
1581 info[i++] = "You have an extra pair of legs (+3 speed).";
1585 if (p_ptr->muta3 & MUT3_SHORT_LEG)
1588 info[i++] = "¤¢¤Ê¤¿¤Î¤Ïû¤¤Æ͵¯¤À¡£(²Ã®-3)";
1590 info[i++] = "Your legs are short stubs (-3 speed).";
1594 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
1597 info[i++] = "¤¢¤Ê¤¿¤Î·ì´É¤Ë¤ÏÅÅή¤¬Î®¤ì¤Æ¤¤¤ë¡£";
1599 info[i++] = "Electricity is running through your veins.";
1603 if (p_ptr->muta3 & MUT3_FIRE_BODY)
1606 info[i++] = "¤¢¤Ê¤¿¤ÎÂΤϱê¤Ë¤Ä¤Ä¤Þ¤ì¤Æ¤¤¤ë¡£";
1608 info[i++] = "Your body is enveloped in flames.";
1611 if (p_ptr->muta3 & MUT3_WART_SKIN)
1614 info[i++] = "¤¢¤Ê¤¿¤ÎÈ©¤Ï¥¤¥Ü¤ËÈï¤ï¤ì¤Æ¤¤¤ë¡£(Ì¥ÎÏ-2, AC+5)";
1616 info[i++] = "Your skin is covered with warts (-2 CHR, +5 AC).";
1620 if (p_ptr->muta3 & MUT3_SCALES)
1623 info[i++] = "¤¢¤Ê¤¿¤ÎÈ©¤ÏÎڤˤʤäƤ¤¤ë¡£(Ì¥ÎÏ-1, AC+10)";
1625 info[i++] = "Your skin has turned into scales (-1 CHR, +10 AC).";
1629 if (p_ptr->muta3 & MUT3_IRON_SKIN)
1632 info[i++] = "¤¢¤Ê¤¿¤ÎÈ©¤ÏÅ´¤Ç¤Ç¤¤Æ¤¤¤ë¡£(´ïÍÑ-1, AC+25)";
1634 info[i++] = "Your skin is made of steel (-1 DEX, +25 AC).";
1638 if (p_ptr->muta3 & MUT3_WINGS)
1641 info[i++] = "¤¢¤Ê¤¿¤Ï±©¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
1643 info[i++] = "You have wings.";
1647 if (p_ptr->muta3 & MUT3_FEARLESS)
1651 if (p_ptr->muta3 & MUT3_REGEN)
1655 if (p_ptr->muta3 & MUT3_ESP)
1659 if (p_ptr->muta3 & MUT3_LIMBER)
1662 info[i++] = "¤¢¤Ê¤¿¤ÎÂΤÏÈó¾ï¤Ë¤·¤Ê¤ä¤«¤À¡£(´ïÍÑ+3)";
1664 info[i++] = "Your body is very limber (+3 DEX).";
1668 if (p_ptr->muta3 & MUT3_ARTHRITIS)
1671 info[i++] = "¤¢¤Ê¤¿¤Ï¤¤¤Ä¤â´ØÀá¤ËÄˤߤò´¶¤¸¤Æ¤¤¤ë¡£(´ïÍÑ-3)";
1673 info[i++] = "Your joints ache constantly (-3 DEX).";
1677 if (p_ptr->muta3 & MUT3_VULN_ELEM)
1680 info[i++] = "¤¢¤Ê¤¿¤Ï¸µÁǤι¶·â¤Ë¼å¤¤¡£";
1682 info[i++] = "You are susceptible to damage from the elements.";
1686 if (p_ptr->muta3 & MUT3_MOTION)
1689 info[i++] = "¤¢¤Ê¤¿¤ÎÆ°ºî¤ÏÀµ³Î¤ÇÎ϶¯¤¤¡£(±£Ì©+1)";
1691 info[i++] = "Your movements are precise and forceful (+1 STL).";
1695 if (p_ptr->muta3 & MUT3_GOOD_LUCK)
1698 info[i++] = "¤¢¤Ê¤¿¤ÏÇò¤¤¥ª¡¼¥é¤Ë¤Ä¤Ä¤Þ¤ì¤Æ¤¤¤ë¡£";
1700 info[i++] = "There is a white aura surrounding you.";
1703 if (p_ptr->muta3 & MUT3_BAD_LUCK)
1706 info[i++] = "¤¢¤Ê¤¿¤Ï¹õ¤¤¥ª¡¼¥é¤Ë¤Ä¤Ä¤Þ¤ì¤Æ¤¤¤ë¡£";
1708 info[i++] = "There is a black aura surrounding you.";
1716 info[i++] = "¤¢¤Ê¤¿¤ÏÌܤ¬¸«¤¨¤Ê¤¤¡£";
1718 info[i++] = "You cannot see.";
1722 if (p_ptr->confused)
1725 info[i++] = "¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£";
1727 info[i++] = "You are confused.";
1734 info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
1736 info[i++] = "You are terrified.";
1743 info[i++] = "¤¢¤Ê¤¿¤Ï½Ð·ì¤·¤Æ¤¤¤ë¡£";
1745 info[i++] = "You are bleeding.";
1752 info[i++] = "¤¢¤Ê¤¿¤Ï¤â¤¦¤í¤¦¤È¤·¤Æ¤¤¤ë¡£";
1754 info[i++] = "You are stunned.";
1758 if (p_ptr->poisoned)
1761 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
1763 info[i++] = "You are poisoned.";
1770 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸³Ð¤ò¸«¤Æ¤¤¤ë¡£";
1772 info[i++] = "You are hallucinating.";
1776 if (p_ptr->cursed & TRC_TY_CURSE)
1779 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê±åÇ°¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
1781 info[i++] = "You carry an ancient foul curse.";
1785 if (p_ptr->cursed & TRC_AGGRAVATE)
1788 info[i++] = "¤¢¤Ê¤¿¤Ï¥â¥ó¥¹¥¿¡¼¤òÅܤ餻¤Æ¤¤¤ë¡£";
1790 info[i++] = "You aggravate monsters.";
1794 if (p_ptr->cursed & TRC_DRAIN_EXP)
1797 info[i++] = "¤¢¤Ê¤¿¤Ï·Ð¸³ÃͤòµÛ¤ï¤ì¤Æ¤¤¤ë¡£";
1799 info[i++] = "You are drained.";
1803 if (p_ptr->cursed & TRC_SLOW_REGEN)
1806 info[i++] = "¤¢¤Ê¤¿¤Î²óÉüÎϤÏÈó¾ï¤ËÃÙ¤¤¡£";
1808 info[i++] = "You regenerate slowly.";
1812 if (p_ptr->cursed & TRC_ADD_L_CURSE)
1815 info[i++] = "¤¢¤Ê¤¿¤Î¼å¤¤¼ö¤¤¤ÏÁý¤¨¤ë¡£"; /* »ÃÄêŪ -- henkma */
1817 info[i++] = "Your weak curses multiply.";
1821 if (p_ptr->cursed & TRC_ADD_H_CURSE)
1824 info[i++] = "¤¢¤Ê¤¿¤Î¶¯¤¤¼ö¤¤¤ÏÁý¤¨¤ë¡£"; /* »ÃÄêŪ -- henkma */
1826 info[i++] = "Your heavy curses multiply.";
1830 if (p_ptr->cursed & TRC_CALL_ANIMAL)
1833 info[i++] = "¤¢¤Ê¤¿¤Ïưʪ¤ËÁÀ¤ï¤ì¤Æ¤¤¤ë¡£";
1835 info[i++] = "You attract animals.";
1839 if (p_ptr->cursed & TRC_CALL_DEMON)
1842 info[i++] = "¤¢¤Ê¤¿¤Ï°Ëâ¤ËÁÀ¤ï¤ì¤Æ¤¤¤ë¡£";
1844 info[i++] = "You attract demons.";
1848 if (p_ptr->cursed & TRC_CALL_DRAGON)
1851 info[i++] = "¤¢¤Ê¤¿¤Ï¥É¥é¥´¥ó¤ËÁÀ¤ï¤ì¤Æ¤¤¤ë¡£";
1853 info[i++] = "You attract dragons.";
1857 if (p_ptr->cursed & TRC_COWARDICE)
1860 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹²²É¤ˤʤ롣";
1862 info[i++] = "You are subject to cowardice.";
1866 if (p_ptr->cursed & TRC_TELEPORT)
1869 info[i++] = "¤¢¤Ê¤¿¤Î°ÌÃ֤ϤҤ¸¤ç¤¦¤ËÉÔ°ÂÄê¤À¡£";
1871 info[i++] = "Your position is very uncertain.";
1875 if (p_ptr->cursed & TRC_LOW_MELEE)
1878 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¹¶·â¤ò³°¤·¤ä¤¹¤¤¡£";
1880 info[i++] = "Your weapon causes you miss blows.";
1884 if (p_ptr->cursed & TRC_LOW_AC)
1887 info[i++] = "¤¢¤Ê¤¿¤Ï¹¶·â¤ò¼õ¤±¤ä¤¹¤¤¡£";
1889 info[i++] = "You are subject to be hit.";
1893 if (p_ptr->cursed & TRC_LOW_MAGIC)
1896 info[i++] = "¤¢¤Ê¤¿¤ÏËâË¡¤ò¼ºÇÔ¤·¤ä¤¹¤¤¡£";
1898 info[i++] = "You are subject to fail spellcasting.";
1902 if (p_ptr->cursed & TRC_FAST_DIGEST)
1905 info[i++] = "¤¢¤Ê¤¿¤Ï¤¹¤°¤ªÊ¢¤¬¤Ø¤ë¡£";
1907 info[i++] = "You have a good appetite.";
1911 if (p_ptr->cursed & TRC_DRAIN_HP)
1914 info[i++] = "¤¢¤Ê¤¿¤ÏÂÎÎϤòµÛ¤ï¤ì¤Æ¤¤¤ë¡£";
1916 info[i++] = "You are drained.";
1920 if (p_ptr->cursed & TRC_DRAIN_MANA)
1923 info[i++] = "¤¢¤Ê¤¿¤ÏËâÎϤòµÛ¤ï¤ì¤Æ¤¤¤ë¡£";
1925 info[i++] = "You brain is drained.";
1932 info[i++] = "¤¢¤Ê¤¿¤Ï¸øÀµ¤µ¤ò´¶¤¸¤Æ¤¤¤ë¡£";
1934 info[i++] = "You feel rightous.";
1941 info[i++] = "¤¢¤Ê¤¿¤Ï¥Ò¡¼¥í¡¼µ¤Ê¬¤À¡£";
1943 info[i++] = "You feel heroic.";
1950 info[i++] = "¤¢¤Ê¤¿¤ÏÀïÆ®¶¸¤À¡£";
1952 info[i++] = "You are in a battle rage.";
1956 if (p_ptr->protevil)
1959 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¤ë¸ºß¤«¤é¼é¤é¤ì¤Æ¤¤¤ë¡£";
1961 info[i++] = "You are protected from evil.";
1968 info[i++] = "¤¢¤Ê¤¿¤Ï¿ÀÈë¤Î¥·¡¼¥ë¥É¤Ç¼é¤é¤ì¤Æ¤¤¤ë¡£";
1970 info[i++] = "You are protected by a mystic shield.";
1977 info[i++] = "¤¢¤Ê¤¿¤Ï¸½ºß½ý¤Ä¤«¤Ê¤¤¡£";
1979 info[i++] = "You are temporarily invulnerable.";
1983 if (p_ptr->wraith_form)
1986 info[i++] = "¤¢¤Ê¤¿¤Ï°ì»þŪ¤ËÍ©Â⽤·¤Æ¤¤¤ë¡£";
1988 info[i++] = "You are temporarily incorporeal.";
1992 if (p_ptr->special_attack & ATTACK_CONFUSE)
1995 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÀÖ¤¯µ±¤¤¤Æ¤¤¤ë¡£";
1997 info[i++] = "Your hands are glowing dull red.";
2001 if (p_ptr->special_attack & ATTACK_FIRE)
2004 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤Ï²Ð±ê¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2006 info[i++] = "You can strike enemy with flame.";
2010 if (p_ptr->special_attack & ATTACK_COLD)
2013 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÎ䵤¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2015 info[i++] = "You can strike enemy with cold.";
2019 if (p_ptr->special_attack & ATTACK_ACID)
2022 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤Ï»À¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2024 info[i++] = "You can strike enemy with acid.";
2028 if (p_ptr->special_attack & ATTACK_ELEC)
2031 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÅÅ·â¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2033 info[i++] = "You can strike enemy with electoric shock.";
2037 if (p_ptr->special_attack & ATTACK_POIS)
2040 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÆǤËʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2042 info[i++] = "You can strike enemy with poison.";
2046 if (p_ptr->special_attack & ATTACK_CONFUSE)
2049 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÀÖ¤¯µ±¤¤¤Æ¤¤¤ë¡£";
2051 info[i++] = "Your hands are glowing dull red.";
2055 if (p_ptr->special_attack & ATTACK_CONFUSE)
2058 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÀÖ¤¯µ±¤¤¤Æ¤¤¤ë¡£";
2060 info[i++] = "Your hands are glowing dull red.";
2064 switch (p_ptr->action)
2068 info[i++] = "¤¢¤Ê¤¿¤Ï¤Ò¤¸¤ç¤¦¤ËÃí°Õ¿¼¤¯¼þ°Ï¤ò¸«ÅϤ·¤Æ¤¤¤ë¡£";
2070 info[i++] = "You are looking around very carefully.";
2074 if (p_ptr->new_spells)
2077 info[i++] = "¤¢¤Ê¤¿¤Ï¼öʸ¤äµ§¤ê¤ò³Ø¤Ö¤³¤È¤¬¤Ç¤¤ë¡£";
2079 info[i++] = "You can learn some spells/prayers.";
2083 if (p_ptr->word_recall)
2086 info[i++] = "¤¢¤Ê¤¿¤Ï¤¹¤°¤Ëµ¢´Ô¤¹¤ë¤À¤í¤¦¡£";
2088 info[i++] = "You will soon be recalled.";
2092 if (p_ptr->see_infra)
2095 info[i++] = "¤¢¤Ê¤¿¤ÎÆ·¤ÏÀÖ³°Àþ¤ËÉÒ´¶¤Ç¤¢¤ë¡£";
2097 info[i++] = "Your eyes are sensitive to infrared light.";
2104 info[i++] = "¤¢¤Ê¤¿¤ÏÆ©ÌÀ¤Ê¥â¥ó¥¹¥¿¡¼¤ò¸«¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
2106 info[i++] = "You can see invisible creatures.";
2113 info[i++] = "¤¢¤Ê¤¿¤ÏÈô¤Ö¤³¤È¤¬¤Ç¤¤ë¡£";
2115 info[i++] = "You can fly.";
2119 if (p_ptr->free_act)
2122 info[i++] = "¤¢¤Ê¤¿¤ÏËãáãÃΤ餺¤Î¸ú²Ì¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2124 info[i++] = "You have free action.";
2128 if (p_ptr->regenerate)
2131 info[i++] = "¤¢¤Ê¤¿¤ÏÁÇÁ᤯ÂÎÎϤò²óÉü¤¹¤ë¡£";
2133 info[i++] = "You regenerate quickly.";
2137 if (p_ptr->slow_digest)
2140 info[i++] = "¤¢¤Ê¤¿¤Ï¿©Íߤ¬¾¯¤Ê¤¤¡£";
2142 info[i++] = "Your appetite is small.";
2146 if (p_ptr->telepathy)
2149 info[i++] = "¤¢¤Ê¤¿¤Ï¥Æ¥ì¥Ñ¥·¡¼Ç½ÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2151 info[i++] = "You have ESP.";
2155 if (p_ptr->hold_life)
2158 info[i++] = "¤¢¤Ê¤¿¤Ï¼«¸Ê¤ÎÀ¸Ì¿ÎϤò¤·¤Ã¤«¤ê¤È°Ý»ý¤¹¤ë¡£";
2160 info[i++] = "You have a firm hold on your life force.";
2167 info[i++] = "¤¢¤Ê¤¿¤ÏÌð¤ä¥Ü¥ë¥È¤òÈ¿¼Í¤¹¤ë¡£";
2169 info[i++] = "You reflect arrows and bolts.";
2176 info[i++] = "¤¢¤Ê¤¿¤Ï±ê¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2178 info[i++] = "You are surrounded with a fiery aura.";
2185 info[i++] = "¤¢¤Ê¤¿¤ÏÅŵ¤¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2187 info[i++] = "You are surrounded with electricity.";
2194 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2196 info[i++] = "You are surrounded with a coldly aura.";
2200 if (p_ptr->tim_sh_holy)
2203 info[i++] = "¤¢¤Ê¤¿¤ÏÀ»¤Ê¤ë¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2205 info[i++] = "You are surrounded with a holy aura.";
2209 if (p_ptr->tim_sh_touki)
2212 info[i++] = "¤¢¤Ê¤¿¤ÏÆ®µ¤¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2214 info[i++] = "You are surrounded with a energy aura.";
2218 if (p_ptr->anti_magic)
2221 info[i++] = "¤¢¤Ê¤¿¤ÏÈ¿ËâË¡¥·¡¼¥ë¥É¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2223 info[i++] = "You are surrounded by an anti-magic shell.";
2227 if (p_ptr->anti_tele)
2230 info[i++] = "¤¢¤Ê¤¿¤Ï¥Æ¥ì¥Ý¡¼¥È¤Ç¤¤Ê¤¤¡£";
2232 info[i++] = "You cannot teleport.";
2239 info[i++] = "¤¢¤Ê¤¿¤Î¿ÈÂΤϸ÷¤Ã¤Æ¤¤¤ë¡£";
2241 info[i++] = "You are carrying a permanent light.";
2248 info[i++] = "¤¢¤Ê¤¿¤Ï¹ÔÆ°¤ÎÁ°¤Ë´í¸±¤ò»¡ÃΤ¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
2250 info[i++] = "You will be warn before dangerous action.";
2254 if (p_ptr->dec_mana)
2257 info[i++] = "¤¢¤Ê¤¿¤Ï¾¯¤Ê¤¤¾ÃÈñËâÎϤÇËâË¡¤ò¾§¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
2259 info[i++] = "You can cast spell with fewer mana.";
2263 if (p_ptr->easy_spell)
2266 info[i++] = "¤¢¤Ê¤¿¤ÏÄ㤤¼ºÇÔΨ¤ÇËâË¡¤ò¾§¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
2268 info[i++] = "Fail rate of your magic is decreased.";
2272 if (p_ptr->heavy_spell)
2275 info[i++] = "¤¢¤Ê¤¿¤Ï¹â¤¤¼ºÇÔΨ¤ÇËâË¡¤ò¾§¤¨¤Ê¤±¤ì¤Ð¤¤¤±¤Ê¤¤¡£";
2277 info[i++] = "Fail rate of your magic is incresed.";
2281 if (p_ptr->mighty_throw)
2284 info[i++] = "¤¢¤Ê¤¿¤Ï¶¯¤¯Êª¤òÅꤲ¤ë¡£";
2286 info[i++] = "You can throw objects powerfully.";
2291 if (p_ptr->immune_acid)
2294 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2296 info[i++] = "You are completely immune to acid.";
2300 else if ((p_ptr->resist_acid) && (p_ptr->oppose_acid))
2303 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤Ø¤Î¶¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2305 info[i++] = "You resist acid exceptionally well.";
2309 else if ((p_ptr->resist_acid) || (p_ptr->oppose_acid))
2312 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2314 info[i++] = "You are resistant to acid.";
2319 if (p_ptr->immune_elec)
2322 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2324 info[i++] = "You are completely immune to lightning.";
2328 else if ((p_ptr->resist_elec) && (p_ptr->oppose_elec))
2331 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ø¤Î¶¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2333 info[i++] = "You resist lightning exceptionally well.";
2337 else if ((p_ptr->resist_elec) || (p_ptr->oppose_elec))
2340 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2342 info[i++] = "You are resistant to lightning.";
2347 if (prace_is_(RACE_ANDROID) && !p_ptr->immune_elec)
2350 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ë¼å¤¤¡£";
2352 info[i++] = "You are susceptible to damage from lightning.";
2357 if (p_ptr->immune_fire)
2360 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2362 info[i++] = "You are completely immune to fire.";
2366 else if ((p_ptr->resist_fire) && (p_ptr->oppose_fire))
2369 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ø¤Î¶¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2371 info[i++] = "You resist fire exceptionally well.";
2375 else if ((p_ptr->resist_fire) || (p_ptr->oppose_fire))
2378 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2380 info[i++] = "You are resistant to fire.";
2385 if (prace_is_(RACE_ENT) && !p_ptr->immune_fire)
2388 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ë¼å¤¤¡£";
2390 info[i++] = "You are susceptible to damage from fire.";
2395 if (p_ptr->immune_cold)
2398 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2400 info[i++] = "You are completely immune to cold.";
2404 else if ((p_ptr->resist_cold) && (p_ptr->oppose_cold))
2407 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Ø¤Î¶¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2409 info[i++] = "You resist cold exceptionally well.";
2413 else if ((p_ptr->resist_cold) || (p_ptr->oppose_cold))
2416 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2418 info[i++] = "You are resistant to cold.";
2423 if ((p_ptr->resist_pois) && (p_ptr->oppose_pois))
2426 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤؤζ¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2428 info[i++] = "You resist poison exceptionally well.";
2432 else if ((p_ptr->resist_pois) || (p_ptr->oppose_pois))
2435 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2437 info[i++] = "You are resistant to poison.";
2442 if (p_ptr->resist_lite)
2445 info[i++] = "¤¢¤Ê¤¿¤ÏÁ®¸÷¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2447 info[i++] = "You are resistant to bright light.";
2452 if (prace_is_(RACE_VAMPIRE) || prace_is_(RACE_S_FAIRY) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
2455 info[i++] = "¤¢¤Ê¤¿¤ÏÁ®¸÷¤Ë¼å¤¤¡£";
2457 info[i++] = "You are susceptible to damage from bright light.";
2462 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form)
2465 info[i++] = "¤¢¤Ê¤¿¤Ï°Å¹õ¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2467 info[i++] = "You are completely immune to darkness.";
2471 else if (p_ptr->resist_dark)
2474 info[i++] = "¤¢¤Ê¤¿¤Ï°Å¹õ¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2476 info[i++] = "You are resistant to darkness.";
2480 if (p_ptr->resist_conf)
2483 info[i++] = "¤¢¤Ê¤¿¤Ïº®Íð¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2485 info[i++] = "You are resistant to confusion.";
2489 if (p_ptr->resist_sound)
2492 info[i++] = "¤¢¤Ê¤¿¤Ï²»ÇȤξ׷â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2494 info[i++] = "You are resistant to sonic attacks.";
2498 if (p_ptr->resist_disen)
2501 info[i++] = "¤¢¤Ê¤¿¤ÏÎô²½¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2503 info[i++] = "You are resistant to disenchantment.";
2507 if (p_ptr->resist_chaos)
2510 info[i++] = "¤¢¤Ê¤¿¤Ï¥«¥ª¥¹¤ÎÎϤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2512 info[i++] = "You are resistant to chaos.";
2516 if (p_ptr->resist_shard)
2519 info[i++] = "¤¢¤Ê¤¿¤ÏÇËÊҤι¶·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2521 info[i++] = "You are resistant to blasts of shards.";
2525 if (p_ptr->resist_nexus)
2528 info[i++] = "¤¢¤Ê¤¿¤Ï°ø²Ìº®Íð¤Î¹¶·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2530 info[i++] = "You are resistant to nexus attacks.";
2535 if (prace_is_(RACE_SPECTRE))
2538 info[i++] = "¤¢¤Ê¤¿¤ÏÃϹö¤ÎÎϤòµÛ¼ý¤Ç¤¤ë¡£";
2540 info[i++] = "You can drain nether forces.";
2544 else if (p_ptr->resist_neth)
2547 info[i++] = "¤¢¤Ê¤¿¤ÏÃϹö¤ÎÎϤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2549 info[i++] = "You are resistant to nether forces.";
2553 if (p_ptr->resist_fear)
2556 info[i++] = "¤¢¤Ê¤¿¤ÏÁ´¤¯¶²Éݤò´¶¤¸¤Ê¤¤¡£";
2558 info[i++] = "You are completely fearless.";
2562 if (p_ptr->resist_blind)
2565 info[i++] = "¤¢¤Ê¤¿¤ÎÌܤÏÌÕÌܤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2567 info[i++] = "Your eyes are resistant to blindness.";
2571 if (p_ptr->resist_time)
2574 info[i++] = "¤¢¤Ê¤¿¤Ï»þ´ÖµÕž¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2576 info[i++] = "You are resistant to time.";
2581 if (p_ptr->sustain_str)
2584 info[i++] = "¤¢¤Ê¤¿¤ÎÏÓÎϤϰݻý¤µ¤ì¤Æ¤¤¤ë¡£";
2586 info[i++] = "Your strength is sustained.";
2590 if (p_ptr->sustain_int)
2593 info[i++] = "¤¢¤Ê¤¿¤ÎÃÎǽ¤Ï°Ý»ý¤µ¤ì¤Æ¤¤¤ë¡£";
2595 info[i++] = "Your intelligence is sustained.";
2599 if (p_ptr->sustain_wis)
2602 info[i++] = "¤¢¤Ê¤¿¤Î¸¤µ¤Ï°Ý»ý¤µ¤ì¤Æ¤¤¤ë¡£";
2604 info[i++] = "Your wisdom is sustained.";
2608 if (p_ptr->sustain_con)
2611 info[i++] = "¤¢¤Ê¤¿¤ÎÂѵ×ÎϤϰݻý¤µ¤ì¤Æ¤¤¤ë¡£";
2613 info[i++] = "Your constitution is sustained.";
2617 if (p_ptr->sustain_dex)
2620 info[i++] = "¤¢¤Ê¤¿¤Î´ïÍѤµ¤Ï°Ý»ý¤µ¤ì¤Æ¤¤¤ë¡£";
2622 info[i++] = "Your dexterity is sustained.";
2626 if (p_ptr->sustain_chr)
2629 info[i++] = "¤¢¤Ê¤¿¤ÎÌ¥ÎϤϰݻý¤µ¤ì¤Æ¤¤¤ë¡£";
2631 info[i++] = "Your charisma is sustained.";
2639 info[i++] = "¤¢¤Ê¤¿¤ÎÏÓÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2641 info[i++] = "Your strength is affected by your equipment.";
2648 info[i++] = "¤¢¤Ê¤¿¤ÎÃÎǽ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2650 info[i++] = "Your intelligence is affected by your equipment.";
2657 info[i++] = "¤¢¤Ê¤¿¤Î¸¤µ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2659 info[i++] = "Your wisdom is affected by your equipment.";
2666 info[i++] = "¤¢¤Ê¤¿¤Î´ïÍѤµ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2668 info[i++] = "Your dexterity is affected by your equipment.";
2675 info[i++] = "¤¢¤Ê¤¿¤ÎÂѵ×ÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2677 info[i++] = "Your constitution is affected by your equipment.";
2684 info[i++] = "¤¢¤Ê¤¿¤ÎÌ¥ÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2686 info[i++] = "Your charisma is affected by your equipment.";
2691 if (f1 & (TR1_STEALTH))
2694 info[i++] = "¤¢¤Ê¤¿¤Î±£Ì©¹ÔưǽÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2696 info[i++] = "Your stealth is affected by your equipment.";
2700 if (f1 & (TR1_SEARCH))
2703 info[i++] = "¤¢¤Ê¤¿¤Îõº÷ǽÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2705 info[i++] = "Your searching ability is affected by your equipment.";
2709 if (f1 & (TR1_INFRA))
2712 info[i++] = "¤¢¤Ê¤¿¤ÎÀÖ³°Àþ»ëÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2714 info[i++] = "Your infravision is affected by your equipment.";
2718 if (f1 & (TR1_TUNNEL))
2721 info[i++] = "¤¢¤Ê¤¿¤ÎºÎ·¡Ç½ÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2723 info[i++] = "Your digging ability is affected by your equipment.";
2727 if (f1 & (TR1_SPEED))
2730 info[i++] = "¤¢¤Ê¤¿¤Î¥¹¥Ô¡¼¥É¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2732 info[i++] = "Your speed is affected by your equipment.";
2736 if (f1 & (TR1_BLOWS))
2739 info[i++] = "¤¢¤Ê¤¿¤Î¹¶·â®ÅÙ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2741 info[i++] = "Your attack speed is affected by your equipment.";
2747 /* Access the current weapon */
2748 o_ptr = &inventory[INVEN_RARM];
2750 /* Analyze the weapon */
2753 /* Indicate Blessing */
2754 if (f3 & (TR3_BLESSED))
2757 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¿À¤Î½ËÊ¡¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2759 info[i++] = "Your weapon has been blessed by the gods.";
2764 if (f1 & (TR1_CHAOTIC))
2767 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥í¥°¥ë¥¹¤Îħ¤Î°À¤ò¤â¤Ä¡£";
2769 info[i++] = "Your weapon is branded with the Sign of Logrus.";
2775 if (f1 & (TR1_IMPACT))
2778 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏÂÇ·â¤ÇÃϿ̤òȯÀ¸¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
2780 info[i++] = "The impact of your weapon can cause earthquakes.";
2785 if (f1 & (TR1_VORPAL))
2788 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏÈó¾ï¤Ë±Ô¤¤¡£";
2790 info[i++] = "Your weapon is very sharp.";
2795 if (f1 & (TR1_VAMPIRIC))
2798 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤«¤éÀ¸Ì¿ÎϤòµÛ¼ý¤¹¤ë¡£";
2800 info[i++] = "Your weapon drains life from your foes.";
2805 /* Special "Attack Bonuses" */
2806 if (f1 & (TR1_BRAND_ACID))
2809 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òÍϤ«¤¹¡£";
2811 info[i++] = "Your weapon melts your foes.";
2815 if (f1 & (TR1_BRAND_ELEC))
2818 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤ò´¶ÅŤµ¤»¤ë¡£";
2820 info[i++] = "Your weapon shocks your foes.";
2824 if (f1 & (TR1_BRAND_FIRE))
2827 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òdz¤ä¤¹¡£";
2829 info[i++] = "Your weapon burns your foes.";
2833 if (f1 & (TR1_BRAND_COLD))
2836 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òÅà¤é¤»¤ë¡£";
2838 info[i++] = "Your weapon freezes your foes.";
2842 if (f1 & (TR1_BRAND_POIS))
2845 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òÆǤǿ¯¤¹¡£";
2847 info[i++] = "Your weapon poisons your foes.";
2852 /* Special "slay" flags */
2853 if (f1 & (TR1_SLAY_ANIMAL))
2856 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ïưʪ¤ËÂФ·¤Æ¶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2858 info[i++] = "Your weapon strikes at animals with extra force.";
2862 if (f1 & (TR1_SLAY_EVIL))
2865 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¼Ù°¤Ê¤ë¸ºß¤ËÂФ·¤Æ¶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2867 info[i++] = "Your weapon strikes at evil with extra force.";
2871 if (f3 & (TR3_SLAY_HUMAN))
2874 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¿Í´Ö¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2876 info[i++] = "Your weapon is especially deadly against humans.";
2880 if (f1 & (TR1_SLAY_UNDEAD))
2883 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥¢¥ó¥Ç¥Ã¥É¤ËÂФ·¤Æ¿ÀÀ»¤Ê¤ëÎϤòȯ´ø¤¹¤ë¡£";
2885 info[i++] = "Your weapon strikes at undead with holy wrath.";
2889 if (f1 & (TR1_SLAY_DEMON))
2892 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥Ç¡¼¥â¥ó¤ËÂФ·¤Æ¿ÀÀ»¤Ê¤ëÎϤòȯ´ø¤¹¤ë¡£";
2894 info[i++] = "Your weapon strikes at demons with holy wrath.";
2898 if (f1 & (TR1_SLAY_ORC))
2901 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥ª¡¼¥¯¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2903 info[i++] = "Your weapon is especially deadly against orcs.";
2907 if (f1 & (TR1_SLAY_TROLL))
2910 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥È¥í¥ë¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2912 info[i++] = "Your weapon is especially deadly against trolls.";
2916 if (f1 & (TR1_SLAY_GIANT))
2919 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥¸¥ã¥¤¥¢¥ó¥È¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2921 info[i++] = "Your weapon is especially deadly against giants.";
2925 /* Special "kill" flags */
2926 if (f1 & (TR1_KILL_DRAGON))
2929 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥É¥é¥´¥ó¤ÎŷŨ¤Ç¤¢¤ë¡£";
2931 info[i++] = "Your weapon is a great bane of dragons.";
2935 else if (f1 & (TR1_SLAY_DRAGON))
2938 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥É¥é¥´¥ó¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2940 info[i++] = "Your weapon is especially deadly against dragons.";
2945 if (f1 & (TR1_FORCE_WEAPON))
2948 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏMP¤ò»È¤Ã¤Æ¹¶·â¤¹¤ë¡£";
2950 info[i++] = "Your weapon causes greate damages using your MP.";
2954 if (f2 & (TR2_THROW))
2957 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏÅꤲ¤ä¤¹¤¤¡£";
2959 info[i++] = "Your weapon can be thrown well.";
2965 /* Save the screen */
2968 /* Erase the screen */
2969 for (k = 1; k < 24; k++) prt("", k, 13);
2971 /* Label the information */
2973 prt(" ¤¢¤Ê¤¿¤Î¾õÂÖ:", 1, 15);
2975 prt(" Your Attributes:", 1, 15);
2979 /* We will print on top of the map (column 13) */
2980 for (k = 2, j = 0; j < i; j++)
2983 prt(info[j], k++, 15);
2985 /* Every 20 entries (lines 2 to 21), start over */
2986 if ((k == 22) && (j+1 < i))
2989 prt("-- ³¤¯ --", k, 15);
2991 prt("-- more --", k, 15);
2995 for (; k > 2; k--) prt("", k, 15);
3001 prt("[²¿¤«¥¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹]", k, 13);
3003 prt("[Press any key to continue]", k, 13);
3008 /* Restore the screen */
3013 static int report_magics_aux(int dur)
3031 else if (dur <= 100)
3035 else if (dur <= 200)
3045 static cptr report_magic_durations[] =
3054 "¿®¤¸Æñ¤¤¤Û¤ÉŤ¤´Ö",
3055 "¥â¥ó¥¹¥¿¡¼¤ò¹¶·â¤¹¤ë¤Þ¤Ç"
3058 "for a little while",
3062 "for a very long time",
3063 "for an incredibly long time",
3064 "until you hit a monster"
3071 * Report all currently active magical effects.
3073 void report_magics(void)
3083 info2[i] = report_magics_aux(p_ptr->blind);
3085 info[i++] = "¤¢¤Ê¤¿¤ÏÌܤ¬¸«¤¨¤Ê¤¤¡£";
3087 info[i++] = "You cannot see";
3091 if (p_ptr->confused)
3093 info2[i] = report_magics_aux(p_ptr->confused);
3095 info[i++] = "¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£";
3097 info[i++] = "You are confused";
3103 info2[i] = report_magics_aux(p_ptr->afraid);
3105 info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
3107 info[i++] = "You are terrified";
3111 if (p_ptr->poisoned)
3113 info2[i] = report_magics_aux(p_ptr->poisoned);
3115 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
3117 info[i++] = "You are poisoned";
3123 info2[i] = report_magics_aux(p_ptr->image);
3125 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸³Ð¤ò¸«¤Æ¤¤¤ë¡£";
3127 info[i++] = "You are hallucinating";
3133 info2[i] = report_magics_aux(p_ptr->blessed);
3135 info[i++] = "¤¢¤Ê¤¿¤Ï¸øÀµ¤µ¤ò´¶¤¸¤Æ¤¤¤ë¡£";
3137 info[i++] = "You feel rightous";
3143 info2[i] = report_magics_aux(p_ptr->hero);
3145 info[i++] = "¤¢¤Ê¤¿¤Ï¥Ò¡¼¥í¡¼µ¤Ê¬¤À¡£";
3147 info[i++] = "You feel heroic";
3153 info2[i] = report_magics_aux(p_ptr->shero);
3155 info[i++] = "¤¢¤Ê¤¿¤ÏÀïÆ®¶¸¤À¡£";
3157 info[i++] = "You are in a battle rage";
3161 if (p_ptr->protevil)
3163 info2[i] = report_magics_aux(p_ptr->protevil);
3165 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¤ë¸ºß¤«¤é¼é¤é¤ì¤Æ¤¤¤ë¡£";
3167 info[i++] = "You are protected from evil";
3173 info2[i] = report_magics_aux(p_ptr->shield);
3175 info[i++] = "¤¢¤Ê¤¿¤Ï¿ÀÈë¤Î¥·¡¼¥ë¥É¤Ç¼é¤é¤ì¤Æ¤¤¤ë¡£";
3177 info[i++] = "You are protected by a mystic shield";
3183 info2[i] = report_magics_aux(p_ptr->invuln);
3185 info[i++] = "̵Ũ¤Ç¤¤¤é¤ì¤ë¡£";
3187 info[i++] = "You are invulnerable";
3191 if (p_ptr->wraith_form)
3193 info2[i] = report_magics_aux(p_ptr->wraith_form);
3195 info[i++] = "Í©Âβ½¤Ç¤¤ë¡£";
3197 info[i++] = "You are incorporeal";
3201 if (p_ptr->special_attack & ATTACK_CONFUSE)
3205 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÀÖ¤¯µ±¤¤¤Æ¤¤¤ë¡£";
3207 info[i++] = "Your hands are glowing dull red.";
3211 if (p_ptr->word_recall)
3213 info2[i] = report_magics_aux(p_ptr->word_recall);
3215 info[i++] = "¤³¤Î¸åµ¢´Ô¤Î¾Û¤òȯư¤¹¤ë¡£";
3217 info[i++] = "You waiting to be recalled";
3221 if (p_ptr->oppose_acid)
3223 info2[i] = report_magics_aux(p_ptr->oppose_acid);
3225 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3227 info[i++] = "You are resistant to acid";
3231 if (p_ptr->oppose_elec)
3233 info2[i] = report_magics_aux(p_ptr->oppose_elec);
3235 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3237 info[i++] = "You are resistant to lightning";
3241 if (p_ptr->oppose_fire)
3243 info2[i] = report_magics_aux(p_ptr->oppose_fire);
3245 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3247 info[i++] = "You are resistant to fire";
3251 if (p_ptr->oppose_cold)
3253 info2[i] = report_magics_aux(p_ptr->oppose_cold);
3255 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3257 info[i++] = "You are resistant to cold";
3261 if (p_ptr->oppose_pois)
3263 info2[i] = report_magics_aux(p_ptr->oppose_pois);
3265 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3267 info[i++] = "You are resistant to poison";
3272 /* Save the screen */
3275 /* Erase the screen */
3276 for (k = 1; k < 24; k++) prt("", k, 13);
3278 /* Label the information */
3280 prt(" ËâË¡ :", 1, 15);
3282 prt(" Your Current Magic:", 1, 15);
3286 /* We will print on top of the map (column 13) */
3287 for (k = 2, j = 0; j < i; j++)
3291 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï%s%s", info[j],
3293 sprintf(Dummy, "%s %s.", info[j],
3296 report_magic_durations[info2[j]]);
3297 prt(Dummy, k++, 15);
3299 /* Every 20 entries (lines 2 to 21), start over */
3300 if ((k == 22) && (j + 1 < i))
3303 prt("-- ³¤¯ --", k, 15);
3305 prt("-- more --", k, 15);
3309 for (; k > 2; k--) prt("", k, 15);
3315 prt("[²¿¤«¥¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹]", k, 13);
3317 prt("[Press any key to continue]", k, 13);
3322 /* Restore the screen */
3328 * Detect all traps on current panel
3330 bool detect_traps(int range)
3333 bool detect = FALSE;
3337 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3339 /* Scan the current panel */
3340 for (y = 1; y < cur_hgt - 1; y++)
3342 for (x = 1; x <= cur_wid - 1; x++)
3344 int dist = distance(py, px, y, x);
3345 if (dist > range) continue;
3347 /* Access the grid */
3348 c_ptr = &cave[y][x];
3350 /* Mark as detected */
3353 if (dist <= range - 1)
3354 c_ptr->info |= (CAVE_IN_DETECT);
3356 c_ptr->info &= ~(CAVE_UNSAFE);
3362 /* Detect invisible traps */
3363 if (c_ptr->info & CAVE_TRAP)
3370 if (is_trap(c_ptr->feat))
3372 /* Hack -- Memorize */
3373 c_ptr->info |= (CAVE_MARK);
3384 p_ptr->dtrap = TRUE;
3386 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT)) detect = FALSE;
3392 msg_print("¥È¥é¥Ã¥×¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3394 msg_print("You sense the presence of traps!");
3406 * Detect all doors on current panel
3408 bool detect_doors(int range)
3412 bool detect = FALSE;
3416 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3418 /* Scan the panel */
3419 for (y = 1; y < cur_hgt - 1; y++)
3421 for (x = 1; x < cur_wid - 1; x++)
3423 if (distance(py, px, y, x) > range) continue;
3425 c_ptr = &cave[y][x];
3427 /* Detect secret doors */
3428 if (c_ptr->feat == FEAT_SECRET)
3431 place_closed_door(y, x);
3435 if (((c_ptr->feat >= FEAT_DOOR_HEAD) &&
3436 (c_ptr->feat <= FEAT_DOOR_TAIL)) ||
3437 ((c_ptr->feat == FEAT_OPEN) ||
3438 (c_ptr->feat == FEAT_BROKEN)))
3440 /* Hack -- Memorize */
3441 c_ptr->info |= (CAVE_MARK);
3452 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT)) detect = FALSE;
3458 msg_print("¥É¥¢¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3460 msg_print("You sense the presence of doors!");
3471 * Detect all stairs on current panel
3473 bool detect_stairs(int range)
3477 bool detect = FALSE;
3481 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3483 /* Scan the panel */
3484 for (y = 1; y < cur_hgt - 1; y++)
3486 for (x = 1; x < cur_wid - 1; x++)
3488 if (distance(py, px, y, x) > range) continue;
3490 c_ptr = &cave[y][x];
3493 if ((c_ptr->feat == FEAT_LESS) ||
3494 (c_ptr->feat == FEAT_LESS_LESS) ||
3495 (c_ptr->feat == FEAT_MORE) ||
3496 (c_ptr->feat == FEAT_MORE_MORE) ||
3497 (c_ptr->feat == FEAT_ENTRANCE))
3499 /* Hack -- Memorize */
3500 c_ptr->info |= (CAVE_MARK);
3511 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT)) detect = FALSE;
3517 msg_print("³¬Ãʤθºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3519 msg_print("You sense the presence of stairs!");
3530 * Detect any treasure on the current panel
3532 bool detect_treasure(int range)
3536 bool detect = FALSE;
3540 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3542 /* Scan the current panel */
3543 for (y = 1; y < cur_hgt; y++)
3545 for (x = 1; x < cur_wid; x++)
3547 if (distance(py, px, y, x) > range) continue;
3549 c_ptr = &cave[y][x];
3551 /* Notice embedded gold */
3552 if ((c_ptr->feat == FEAT_MAGMA_H) ||
3553 (c_ptr->feat == FEAT_QUARTZ_H))
3555 /* Expose the gold */
3556 c_ptr->feat += 0x02;
3559 /* Magma/Quartz + Known Gold */
3560 if ((c_ptr->feat == FEAT_MAGMA_K) ||
3561 (c_ptr->feat == FEAT_QUARTZ_K))
3563 /* Hack -- Memorize */
3564 c_ptr->info |= (CAVE_MARK);
3575 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+6)) detect = FALSE;
3581 msg_print("Ë䢤µ¤ì¤¿ºâÊõ¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3583 msg_print("You sense the presence of buried treasure!");
3596 * Detect all "gold" objects on the current panel
3598 bool detect_objects_gold(int range)
3603 bool detect = FALSE;
3605 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
3608 for (i = 1; i < o_max; i++)
3610 object_type *o_ptr = &o_list[i];
3612 /* Skip dead objects */
3613 if (!o_ptr->k_idx) continue;
3615 /* Skip held objects */
3616 if (o_ptr->held_m_idx) continue;
3622 /* Only detect nearby objects */
3623 if (distance(py, px, y, x) > range2) continue;
3625 /* Detect "gold" objects */
3626 if (o_ptr->tval == TV_GOLD)
3628 /* Hack -- memorize it */
3629 o_ptr->marked = TRUE;
3639 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+6)) detect = FALSE;
3645 msg_print("ºâÊõ¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3647 msg_print("You sense the presence of treasure!");
3652 if (detect_monsters_string(range, "$"))
3663 * Detect all "normal" objects on the current panel
3665 bool detect_objects_normal(int range)
3670 bool detect = FALSE;
3672 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
3675 for (i = 1; i < o_max; i++)
3677 object_type *o_ptr = &o_list[i];
3679 /* Skip dead objects */
3680 if (!o_ptr->k_idx) continue;
3682 /* Skip held objects */
3683 if (o_ptr->held_m_idx) continue;
3689 /* Only detect nearby objects */
3690 if (distance(py, px, y, x) > range2) continue;
3692 /* Detect "real" objects */
3693 if (o_ptr->tval != TV_GOLD)
3695 /* Hack -- memorize it */
3696 o_ptr->marked = TRUE;
3706 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+6)) detect = FALSE;
3712 msg_print("¥¢¥¤¥Æ¥à¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3714 msg_print("You sense the presence of objects!");
3719 if (detect_monsters_string(range, "!=?|/`"))
3730 * Detect all "magic" objects on the current panel.
3732 * This will light up all spaces with "magic" items, including artifacts,
3733 * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings,
3734 * and "enchanted" items of the "good" variety.
3736 * It can probably be argued that this function is now too powerful.
3738 bool detect_objects_magic(int range)
3742 bool detect = FALSE;
3744 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3746 /* Scan all objects */
3747 for (i = 1; i < o_max; i++)
3749 object_type *o_ptr = &o_list[i];
3751 /* Skip dead objects */
3752 if (!o_ptr->k_idx) continue;
3754 /* Skip held objects */
3755 if (o_ptr->held_m_idx) continue;
3761 /* Only detect nearby objects */
3762 if (distance(py, px, y, x) > range) continue;
3764 /* Examine the tval */
3767 /* Artifacts, misc magic items, or enchanted wearables */
3768 if (artifact_p(o_ptr) ||
3769 ego_item_p(o_ptr) ||
3771 (tv == TV_WHISTLE) ||
3772 (tv == TV_AMULET) ||
3777 (tv == TV_SCROLL) ||
3778 (tv == TV_POTION) ||
3779 (tv == TV_LIFE_BOOK) ||
3780 (tv == TV_SORCERY_BOOK) ||
3781 (tv == TV_NATURE_BOOK) ||
3782 (tv == TV_CHAOS_BOOK) ||
3783 (tv == TV_DEATH_BOOK) ||
3784 (tv == TV_TRUMP_BOOK) ||
3785 (tv == TV_ARCANE_BOOK) ||
3786 (tv == TV_ENCHANT_BOOK) ||
3787 (tv == TV_DAEMON_BOOK) ||
3788 (tv == TV_HAJA_BOOK) ||
3789 (tv == TV_MUSIC_BOOK) ||
3790 (tv == TV_HISSATSU_BOOK) ||
3791 ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
3793 /* Memorize the item */
3794 o_ptr->marked = TRUE;
3808 msg_print("ËâË¡¤Î¥¢¥¤¥Æ¥à¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3810 msg_print("You sense the presence of magic objects!");
3821 * Detect all "normal" monsters on the current panel
3823 bool detect_monsters_normal(int range)
3829 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3832 for (i = 1; i < m_max; i++)
3834 monster_type *m_ptr = &m_list[i];
3835 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3837 /* Skip dead monsters */
3838 if (!m_ptr->r_idx) continue;
3844 /* Only detect nearby monsters */
3845 if (distance(py, px, y, x) > range) continue;
3847 /* Detect all non-invisible monsters */
3848 if ((!(r_ptr->flags2 & RF2_INVISIBLE)) ||
3849 p_ptr->see_inv || p_ptr->tim_invis)
3851 /* Repair visibility later */
3852 repair_monsters = TRUE;
3854 /* Hack -- Detect monster */
3855 m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
3857 /* Update the monster */
3858 update_mon(i, FALSE);
3865 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+3)) flag = FALSE;
3870 /* Describe result */
3872 msg_print("¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3874 msg_print("You sense the presence of monsters!");
3885 * Detect all "invisible" monsters around the player
3887 bool detect_monsters_invis(int range)
3892 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3895 for (i = 1; i < m_max; i++)
3897 monster_type *m_ptr = &m_list[i];
3898 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3900 /* Skip dead monsters */
3901 if (!m_ptr->r_idx) continue;
3907 /* Only detect nearby monsters */
3908 if (distance(py, px, y, x) > range) continue;
3910 /* Detect invisible monsters */
3911 if (r_ptr->flags2 & RF2_INVISIBLE)
3913 /* Update monster recall window */
3914 if (p_ptr->monster_race_idx == m_ptr->r_idx)
3917 p_ptr->window |= (PW_MONSTER);
3920 /* Repair visibility later */
3921 repair_monsters = TRUE;
3923 /* Hack -- Detect monster */
3924 m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
3926 /* Update the monster */
3927 update_mon(i, FALSE);
3934 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+3)) flag = FALSE;
3939 /* Describe result */
3941 msg_print("Æ©ÌÀ¤ÊÀ¸Êª¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3943 msg_print("You sense the presence of invisible creatures!");
3955 * Detect all "evil" monsters on current panel
3957 bool detect_monsters_evil(int range)
3962 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3965 for (i = 1; i < m_max; i++)
3967 monster_type *m_ptr = &m_list[i];
3968 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3970 /* Skip dead monsters */
3971 if (!m_ptr->r_idx) continue;
3977 /* Only detect nearby monsters */
3978 if (distance(py, px, y, x) > range) continue;
3980 /* Detect evil monsters */
3981 if (r_ptr->flags3 & RF3_EVIL)
3983 /* Take note that they are evil */
3984 r_ptr->r_flags3 |= (RF3_EVIL);
3986 /* Update monster recall window */
3987 if (p_ptr->monster_race_idx == m_ptr->r_idx)
3990 p_ptr->window |= (PW_MONSTER);
3993 /* Repair visibility later */
3994 repair_monsters = TRUE;
3996 /* Hack -- Detect monster */
3997 m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
3999 /* Update the monster */
4000 update_mon(i, FALSE);
4010 /* Describe result */
4012 msg_print("¼Ù°¤Ê¤ëÀ¸Êª¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
4014 msg_print("You sense the presence of evil creatures!");
4027 * Detect all "nonliving", "undead" or "demonic" monsters on current panel
4029 bool detect_monsters_nonliving(int range)
4034 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4037 for (i = 1; i < m_max; i++)
4039 monster_type *m_ptr = &m_list[i];
4040 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4042 /* Skip dead monsters */
4043 if (!m_ptr->r_idx) continue;
4049 /* Only detect nearby monsters */
4050 if (distance(py, px, y, x) > range) continue;
4052 /* Detect non-living monsters */
4053 if (!monster_living(r_ptr))
4055 /* Update monster recall window */
4056 if (p_ptr->monster_race_idx == m_ptr->r_idx)
4059 p_ptr->window |= (PW_MONSTER);
4062 /* Repair visibility later */
4063 repair_monsters = TRUE;
4065 /* Hack -- Detect monster */
4066 m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
4068 /* Update the monster */
4069 update_mon(i, FALSE);
4079 /* Describe result */
4081 msg_print("¼«Á³¤Ç¤Ê¤¤¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò´¶¤¸¤¿¡ª");
4083 msg_print("You sense the presence of unnatural beings!");
4094 * Detect all monsters it has mind on current panel
4096 bool detect_monsters_mind(int range)
4101 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4104 for (i = 1; i < m_max; i++)
4106 monster_type *m_ptr = &m_list[i];
4107 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4109 /* Skip dead monsters */
4110 if (!m_ptr->r_idx) continue;
4116 /* Only detect nearby monsters */
4117 if (distance(py, px, y, x) > range) continue;
4119 /* Detect non-living monsters */
4120 if (!(r_ptr->flags2 & RF2_EMPTY_MIND))
4122 /* Update monster recall window */
4123 if (p_ptr->monster_race_idx == m_ptr->r_idx)
4126 p_ptr->window |= (PW_MONSTER);
4129 /* Repair visibility later */
4130 repair_monsters = TRUE;
4132 /* Hack -- Detect monster */
4133 m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
4135 /* Update the monster */
4136 update_mon(i, FALSE);
4146 /* Describe result */
4148 msg_print("»¦µ¤¤ò´¶¤¸¤È¤Ã¤¿¡ª");
4150 msg_print("You sense the presence of someone's mind!");
4161 * Detect all (string) monsters on current panel
4163 bool detect_monsters_string(int range, cptr Match)
4168 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4171 for (i = 1; i < m_max; i++)
4173 monster_type *m_ptr = &m_list[i];
4174 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4176 /* Skip dead monsters */
4177 if (!m_ptr->r_idx) continue;
4183 /* Only detect nearby monsters */
4184 if (distance(py, px, y, x) > range) continue;
4186 /* Detect monsters with the same symbol */
4187 if (strchr(Match, r_ptr->d_char))
4189 /* Update monster recall window */
4190 if (p_ptr->monster_race_idx == m_ptr->r_idx)
4193 p_ptr->window |= (PW_MONSTER);
4196 /* Repair visibility later */
4197 repair_monsters = TRUE;
4199 /* Hack -- Detect monster */
4200 m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
4202 /* Update the monster */
4203 update_mon(i, FALSE);
4210 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+3)) flag = FALSE;
4215 /* Describe result */
4217 msg_print("¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
4219 msg_print("You sense the presence of monsters!");
4230 * A "generic" detect monsters routine, tagged to flags3
4232 bool detect_monsters_xxx(int range, u32b match_flag)
4237 cptr desc_monsters = "ÊѤʥâ¥ó¥¹¥¿¡¼";
4239 cptr desc_monsters = "weird monsters";
4242 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4245 for (i = 1; i < m_max; i++)
4247 monster_type *m_ptr = &m_list[i];
4248 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4250 /* Skip dead monsters */
4251 if (!m_ptr->r_idx) continue;
4257 /* Only detect nearby monsters */
4258 if (distance(py, px, y, x) > range) continue;
4260 /* Detect evil monsters */
4261 if (r_ptr->flags3 & (match_flag))
4263 /* Take note that they are something */
4264 r_ptr->r_flags3 |= (match_flag);
4266 /* Update monster recall window */
4267 if (p_ptr->monster_race_idx == m_ptr->r_idx)
4270 p_ptr->window |= (PW_MONSTER);
4273 /* Repair visibility later */
4274 repair_monsters = TRUE;
4276 /* Hack -- Detect monster */
4277 m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
4279 /* Update the monster */
4280 update_mon(i, FALSE);
4294 desc_monsters = "¥Ç¡¼¥â¥ó";
4296 desc_monsters = "demons";
4302 desc_monsters = "¥¢¥ó¥Ç¥Ã¥É";
4304 desc_monsters = "the undead";
4310 /* Describe result */
4312 msg_format("%s¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª", desc_monsters);
4314 msg_format("You sense the presence of %s!", desc_monsters);
4328 bool detect_all(int range)
4330 bool detect = FALSE;
4332 /* Detect everything */
4333 if (detect_traps(range)) detect = TRUE;
4334 if (detect_doors(range)) detect = TRUE;
4335 if (detect_stairs(range)) detect = TRUE;
4336 if (detect_treasure(range)) detect = TRUE;
4337 if (detect_objects_gold(range)) detect = TRUE;
4338 if (detect_objects_normal(range)) detect = TRUE;
4339 if (detect_monsters_invis(range)) detect = TRUE;
4340 if (detect_monsters_normal(range)) detect = TRUE;
4348 * Apply a "project()" directly to all viewable monsters
4350 * Note that affected monsters are NOT auto-tracked by this usage.
4352 * To avoid misbehavior when monster deaths have side-effects,
4353 * this is done in two passes. -- JDL
4355 bool project_hack(int typ, int dam)
4358 int flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE | PROJECT_NO_REF;
4359 bool obvious = FALSE;
4362 /* Mark all (nearby) monsters */
4363 for (i = 1; i < m_max; i++)
4365 monster_type *m_ptr = &m_list[i];
4367 /* Paranoia -- Skip dead monsters */
4368 if (!m_ptr->r_idx) continue;
4374 /* Require line of sight */
4375 if (!player_has_los_bold(y, x)) continue;
4377 /* Mark the monster */
4378 m_ptr->mflag |= (MFLAG_TEMP);
4381 /* Affect all marked monsters */
4382 for (i = 1; i < m_max; i++)
4384 monster_type *m_ptr = &m_list[i];
4386 /* Skip unmarked monsters */
4387 if (!(m_ptr->mflag & (MFLAG_TEMP))) continue;
4390 m_ptr->mflag &= ~(MFLAG_TEMP);
4396 /* Jump directly to the target monster */
4397 if (project(0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
4408 bool speed_monsters(void)
4410 return (project_hack(GF_OLD_SPEED, p_ptr->lev));
4416 bool slow_monsters(void)
4418 return (project_hack(GF_OLD_SLOW, p_ptr->lev));
4424 bool sleep_monsters(void)
4426 return (project_hack(GF_OLD_SLEEP, p_ptr->lev));
4431 * Banish evil monsters
4433 bool banish_evil(int dist)
4435 return (project_hack(GF_AWAY_EVIL, dist));
4442 bool turn_undead(void)
4444 bool tester = (project_hack(GF_TURN_UNDEAD, p_ptr->lev));
4446 chg_virtue(V_UNLIFE, -1);
4452 * Dispel undead monsters
4454 bool dispel_undead(int dam)
4456 bool tester = (project_hack(GF_DISP_UNDEAD, dam));
4458 chg_virtue(V_UNLIFE, -2);
4463 * Dispel evil monsters
4465 bool dispel_evil(int dam)
4467 return (project_hack(GF_DISP_EVIL, dam));
4471 * Dispel good monsters
4473 bool dispel_good(int dam)
4475 return (project_hack(GF_DISP_GOOD, dam));
4479 * Dispel all monsters
4481 bool dispel_monsters(int dam)
4483 return (project_hack(GF_DISP_ALL, dam));
4487 * Dispel 'living' monsters
4489 bool dispel_living(int dam)
4491 return (project_hack(GF_DISP_LIVING, dam));
4497 bool dispel_demons(int dam)
4499 return (project_hack(GF_DISP_DEMON, dam));
4508 return (project_hack(GF_CRUSADE, p_ptr->lev*4));
4513 * Wake up all monsters, and speed up "los" monsters.
4515 void aggravate_monsters(int who)
4522 /* Aggravate everyone nearby */
4523 for (i = 1; i < m_max; i++)
4525 monster_type *m_ptr = &m_list[i];
4526 /* monster_race *r_ptr = &r_info[m_ptr->r_idx]; */
4528 /* Paranoia -- Skip dead monsters */
4529 if (!m_ptr->r_idx) continue;
4531 /* Skip aggravating monster (or player) */
4532 if (i == who) continue;
4534 /* Wake up nearby sleeping monsters */
4535 if (m_ptr->cdis < MAX_SIGHT * 2)
4544 if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG_NOPET;
4547 /* Speed up monsters in line of sight */
4548 if (player_has_los_bold(m_ptr->fy, m_ptr->fx))
4552 m_ptr->fast = MIN(200, m_ptr->fast + 100);
4560 if (speed) msg_print("ÉÕ¶á¤Ç²¿¤«¤¬ÆÍÇ¡¶½Ê³¤·¤¿¤è¤¦¤Ê´¶¤¸¤ò¼õ¤±¤¿¡ª");
4561 else if (sleep) msg_print("²¿¤«¤¬ÆÍÇ¡¶½Ê³¤·¤¿¤è¤¦¤ÊÁû¡¹¤·¤¤²»¤¬±ó¤¯¤Ëʹ¤³¤¨¤¿¡ª");
4563 if (speed) msg_print("You feel a sudden stirring nearby!");
4564 else if (sleep) msg_print("You hear a sudden stirring in the distance!");
4566 if (p_ptr->riding) p_ptr->update |= PU_BONUS;
4572 * Delete all non-unique/non-quest monsters of a given "type" from the level
4574 bool symbol_genocide(int power, int player_cast)
4578 bool result = FALSE;
4579 int msec = delay_factor * delay_factor * delay_factor;
4581 /* Prevent genocide in quest levels */
4582 if (p_ptr->inside_quest && !random_quest_number(dun_level))
4587 /* Mega-Hack -- Get a monster symbol */
4589 while(!get_com("¤É¤Î¼ïÎà(ʸ»ú)¤Î¥â¥ó¥¹¥¿¡¼¤òËõ»¦¤·¤Þ¤¹¤«: ", &typ, FALSE));
4591 while(!get_com("Choose a monster race (by symbol) to genocide: ", &typ, FALSE));
4595 /* Delete the monsters of that "type" */
4596 for (i = 1; i < m_max; i++)
4598 monster_type *m_ptr = &m_list[i];
4599 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4603 /* Paranoia -- Skip dead monsters */
4604 if (!m_ptr->r_idx) continue;
4606 /* Skip "wrong" monsters */
4607 if (r_ptr->d_char != typ) continue;
4609 if (is_pet(m_ptr) && !player_cast) continue;
4611 /* Hack -- Skip Unique Monsters */
4612 if (r_ptr->flags1 & (RF1_UNIQUE)) angry = TRUE;
4614 /* Hack -- Skip Quest Monsters */
4615 else if (r_ptr->flags1 & RF1_QUESTOR) angry = TRUE;
4617 else if (r_ptr->flags7 & RF7_UNIQUE2) angry = TRUE;
4619 else if (i == p_ptr->riding) angry = TRUE;
4621 else if (player_cast && (r_ptr->level > randint0(power))) angry = TRUE;
4623 else if (player_cast && (m_ptr->mflag2 & MFLAG_NOGENO)) angry = TRUE;
4625 /* Delete the monster */
4626 else delete_monster_idx(i);
4628 if (angry && player_cast)
4630 monster_desc(m_name, m_ptr, 0);
4631 if (m_ptr->ml && !p_ptr->blind)
4634 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
4636 msg_format("%^s is unaffected.", m_name);
4642 if (m_ptr->ml && !p_ptr->blind)
4645 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
4647 msg_format("%^s wakes up.", m_name);
4651 if (is_friendly(m_ptr) && !is_pet(m_ptr))
4653 if (m_ptr->ml && !p_ptr->blind)
4656 msg_format("%s¤ÏÅܤä¿¡ª", m_name);
4658 msg_format("%^s gets angry!", m_name);
4663 if (one_in_(13)) m_ptr->mflag2 |= MFLAG_NOGENO;
4670 take_hit(DAMAGE_GENO, randint1(4), "Ëõ»¦¤Î¼öʸ¤ò¾§¤¨¤¿ÈèÏ«", -1);
4672 take_hit(DAMAGE_GENO, randint1(4), "the strain of casting Genocide", -1);
4677 /* Visual feedback */
4678 move_cursor_relative(py, px);
4681 p_ptr->redraw |= (PR_HP);
4684 p_ptr->window |= (PW_PLAYER);
4693 Term_xtra(TERM_XTRA_DELAY, msec);
4700 chg_virtue(V_VITALITY, -2);
4701 chg_virtue(V_CHANCE, -1);
4709 * Delete all nearby (non-unique) monsters
4711 bool mass_genocide(int power, int player_cast)
4714 bool result = FALSE;
4715 int msec = delay_factor * delay_factor * delay_factor;
4718 /* Prevent mass genocide in quest levels */
4719 if (p_ptr->inside_quest && !random_quest_number(dun_level))
4724 /* Delete the (nearby) monsters */
4725 for (i = 1; i < m_max; i++)
4727 monster_type *m_ptr = &m_list[i];
4728 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4732 /* Paranoia -- Skip dead monsters */
4733 if (!m_ptr->r_idx) continue;
4735 /* Skip distant monsters */
4736 if (m_ptr->cdis > MAX_SIGHT) continue;
4738 if (is_pet(m_ptr) && !player_cast) continue;
4740 /* Hack -- Skip unique monsters */
4741 if (r_ptr->flags1 & (RF1_UNIQUE)) angry = TRUE;
4743 /* Hack -- Skip Quest Monsters */
4744 else if (r_ptr->flags1 & RF1_QUESTOR) angry = TRUE;
4746 else if (r_ptr->flags7 & RF7_UNIQUE2) angry = TRUE;
4748 else if (i == p_ptr->riding) angry = TRUE;
4750 else if (player_cast && (r_ptr->level > randint0(power))) angry = TRUE;
4752 else if (player_cast && (m_ptr->mflag2 & MFLAG_NOGENO)) angry = TRUE;
4754 /* Delete the monster */
4755 else delete_monster_idx(i);
4757 if (angry && player_cast)
4759 monster_desc(m_name, m_ptr, 0);
4760 if (m_ptr->ml && !p_ptr->blind)
4763 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
4765 msg_format("%^s is unaffected.", m_name);
4771 if (m_ptr->ml && !p_ptr->blind)
4774 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
4776 msg_format("%^s wakes up.", m_name);
4780 if (is_friendly(m_ptr) && !is_pet(m_ptr))
4782 if (m_ptr->ml && !p_ptr->blind)
4785 msg_format("%s¤ÏÅܤä¿¡ª", m_name);
4787 msg_format("%^s gets angry!", m_name);
4792 if (one_in_(13)) m_ptr->mflag2 |= MFLAG_NOGENO;
4797 /* Hack -- visual feedback */
4799 take_hit(DAMAGE_GENO, randint1(3), "¼þÊÕËõ»¦¤Î¼öʸ¤ò¾§¤¨¤¿ÈèÏ«", -1);
4801 take_hit(DAMAGE_GENO, randint1(3), "the strain of casting Mass Genocide", -1);
4806 move_cursor_relative(py, px);
4809 p_ptr->redraw |= (PR_HP);
4812 p_ptr->window |= (PW_PLAYER);
4821 Term_xtra(TERM_XTRA_DELAY, msec);
4829 chg_virtue(V_VITALITY, -2);
4830 chg_virtue(V_CHANCE, -1);
4839 * Delete all nearby (non-unique) undead
4841 bool mass_genocide_undead(int power, int player_cast)
4844 bool result = FALSE;
4845 int msec = delay_factor * delay_factor * delay_factor;
4848 /* Prevent mass genocide in quest levels */
4849 if (p_ptr->inside_quest && !random_quest_number(dun_level))
4854 /* Delete the (nearby) monsters */
4855 for (i = 1; i < m_max; i++)
4857 monster_type *m_ptr = &m_list[i];
4858 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4862 /* Paranoia -- Skip dead monsters */
4863 if (!m_ptr->r_idx) continue;
4865 if (!(r_ptr->flags3 & RF3_UNDEAD)) continue;
4867 /* Skip distant monsters */
4868 if (m_ptr->cdis > MAX_SIGHT) continue;
4870 if (is_pet(m_ptr) && !player_cast) continue;
4872 /* Hack -- Skip unique monsters */
4873 if (r_ptr->flags1 & (RF1_UNIQUE)) angry = TRUE;
4875 /* Hack -- Skip Quest Monsters */
4876 else if (r_ptr->flags1 & RF1_QUESTOR) angry = TRUE;
4878 else if (r_ptr->flags7 & RF7_UNIQUE2) angry = TRUE;
4880 else if (i == p_ptr->riding) angry = TRUE;
4882 else if (player_cast && (r_ptr->level > randint0(power))) angry = TRUE;
4884 else if (player_cast && (m_ptr->mflag2 & MFLAG_NOGENO)) angry = TRUE;
4886 /* Delete the monster */
4887 else delete_monster_idx(i);
4889 if (angry && player_cast)
4891 monster_desc(m_name, m_ptr, 0);
4892 if (m_ptr->ml && !p_ptr->blind)
4895 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
4897 msg_format("%^s is unaffected.", m_name);
4903 if (m_ptr->ml && !p_ptr->blind)
4906 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
4908 msg_format("%^s wakes up.", m_name);
4912 if (is_friendly(m_ptr) && !is_pet(m_ptr))
4914 if (m_ptr->ml && !p_ptr->blind)
4917 msg_format("%s¤ÏÅܤä¿¡ª", m_name);
4919 msg_format("%^s gets angry!", m_name);
4924 if (one_in_(13)) m_ptr->mflag2 |= MFLAG_NOGENO;
4929 /* Hack -- visual feedback */
4931 take_hit(DAMAGE_GENO, randint1(3), "¥¢¥ó¥Ç¥Ã¥É¾ÃÌǤμöʸ¤ò¾§¤¨¤¿ÈèÏ«", -1);
4933 take_hit(DAMAGE_GENO, randint1(3), "the strain of casting Mass Genocide", -1);
4938 move_cursor_relative(py, px);
4941 p_ptr->redraw |= (PR_HP);
4944 p_ptr->window |= (PW_PLAYER);
4953 Term_xtra(TERM_XTRA_DELAY, msec);
4961 chg_virtue(V_UNLIFE, -2);
4962 chg_virtue(V_CHANCE, -1);
4971 * Probe nearby monsters
4986 /* Probe all (nearby) monsters */
4987 for (i = 1; i < m_max; i++)
4989 monster_type *m_ptr = &m_list[i];
4990 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4992 /* Paranoia -- Skip dead monsters */
4993 if (!m_ptr->r_idx) continue;
4995 /* Require line of sight */
4996 if (!player_has_los_bold(m_ptr->fy, m_ptr->fx)) continue;
4998 /* Probe visible monsters */
5003 /* Start the message */
5005 if (!probe) {msg_print("Ä´ººÃæ...");msg_print(NULL);}
5007 if (!probe) {msg_print("Probing...");msg_print(NULL);}
5010 if (m_ptr->ap_r_idx != m_ptr->r_idx)
5012 if (m_ptr->mflag2 & MFLAG_KAGE)
5013 m_ptr->mflag2 &= ~(MFLAG_KAGE);
5015 m_ptr->ap_r_idx = m_ptr->r_idx;
5016 lite_spot(m_ptr->fy, m_ptr->fx);
5018 /* Get "the monster" or "something" */
5019 monster_desc(m_name, m_ptr, 0x204);
5021 speed = m_ptr->mspeed - 110;
5022 if(m_ptr->fast) speed += 10;
5023 if(m_ptr->slow) speed -= 10;
5025 /* Get the monster's alignment */
5027 if ((r_ptr->flags3 & RF3_EVIL) && (r_ptr->flags3 & RF3_GOOD)) align = "籡";
5028 else if (r_ptr->flags3 & RF3_EVIL) align = "¼Ù°";
5029 else if (r_ptr->flags3 & RF3_GOOD) align = "Á±ÎÉ";
5030 else if ((m_ptr->sub_align & SUB_ALIGN_EVIL) && (m_ptr->sub_align & SUB_ALIGN_GOOD)) align = "ÃæΩ(Á±°)";
5031 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = "ÃæΩ(¼Ù°)";
5032 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = "ÃæΩ(Á±ÎÉ)";
5033 else align = "ÃæΩ";
5035 if ((r_ptr->flags3 & RF3_EVIL) && (r_ptr->flags3 & RF3_GOOD)) align = "good&evil";
5036 else if (r_ptr->flags3 & RF3_EVIL) align = "evil";
5037 else if (r_ptr->flags3 & RF3_GOOD) align = "good";
5038 else if ((m_ptr->sub_align & SUB_ALIGN_EVIL) && (m_ptr->sub_align & SUB_ALIGN_GOOD)) align = "neutral(good&evil)";
5039 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = "neutral(evil)";
5040 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = "neutral(good)";
5041 else align = "neutral";
5044 /* Describe the monster */
5046 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);
5048 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);
5050 if (r_ptr->next_r_idx)
5052 strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
5056 strcat(buf, "xxx ");
5060 if (m_ptr->csleep) strcat(buf,"¿ç̲ ");
5061 if (m_ptr->stunned) strcat(buf,"ۯ۰ ");
5062 if (m_ptr->monfear) strcat(buf,"¶²ÉÝ ");
5063 if (m_ptr->confused) strcat(buf,"º®Íð ");
5064 if (m_ptr->invulner) strcat(buf,"̵Ũ ");
5066 if (m_ptr->csleep) strcat(buf,"sleeping ");
5067 if (m_ptr->stunned) strcat(buf,"stunned ");
5068 if (m_ptr->monfear) strcat(buf,"scared ");
5069 if (m_ptr->confused) strcat(buf,"confused ");
5070 if (m_ptr->invulner) strcat(buf,"invulnerable ");
5072 buf[strlen(buf)-1] = '\0';
5075 /* HACK : Add the line to message buffer */
5077 p_ptr->window |= (PW_MESSAGE);
5080 /* Learn all of the non-spell, non-treasure flags */
5083 if (m_ptr->ml) move_cursor_relative(m_ptr->fy, m_ptr->fx);
5086 Term_erase(0, 0, 255);
5100 chg_virtue(V_KNOWLEDGE, 1);
5103 msg_print("¤³¤ì¤ÇÁ´Éô¤Ç¤¹¡£");
5105 msg_print("That's all.");
5117 * The spell of destruction
5119 * This spell "deletes" monsters (instead of "killing" them).
5121 * Later we may use one function for both "destruction" and
5122 * "earthquake" by using the "full" to select "destruction".
5124 bool destroy_area(int y1, int x1, int r, int full)
5131 /* Prevent destruction of quest levels and town */
5132 if ((p_ptr->inside_quest && (p_ptr->inside_quest < MIN_RANDOM_QUEST)) || !dun_level)
5137 /* Big area of affect */
5138 for (y = (y1 - r); y <= (y1 + r); y++)
5140 for (x = (x1 - r); x <= (x1 + r); x++)
5142 monster_type *m_ptr;
5143 monster_race *r_ptr;
5145 /* Skip illegal grids */
5146 if (!in_bounds(y, x)) continue;
5148 /* Extract the distance */
5149 k = distance(y1, x1, y, x);
5151 /* Stay in the circle of death */
5152 if (k > r) continue;
5154 /* Access the grid */
5155 c_ptr = &cave[y][x];
5156 m_ptr = &m_list[c_ptr->m_idx];
5157 r_ptr = &r_info[m_ptr->r_idx];
5159 /* Lose room and vault */
5160 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_TRAP | CAVE_UNSAFE);
5162 /* Lose light and knowledge */
5163 c_ptr->info &= ~(CAVE_MARK | CAVE_GLOW);
5165 /* Hack -- Notice player affect */
5166 if ((x == px) && (y == py))
5168 /* Hurt the player later */
5171 /* Do not hurt this grid */
5175 /* Hack -- Skip the epicenter */
5176 if ((y == y1) && (x == x1)) continue;
5179 if ((r_ptr->flags1 & RF1_QUESTOR) || (r_ptr->flags7 & RF7_GUARDIAN) || ((m_ptr->mflag2 & MFLAG_CHAMELEON) && (r_ptr->flags1 & RF1_UNIQUE)))
5181 if ((r_ptr->flags1 & RF1_QUESTOR))
5184 /* Heal the monster */
5185 m_list[c_ptr->m_idx].hp = m_list[c_ptr->m_idx].maxhp;
5187 /* Try to teleport away quest monsters */
5188 if (!teleport_away(c_ptr->m_idx, (r * 2) + 1, TRUE)) continue;
5194 if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
5198 monster_desc(m_name, &m_list[c_ptr->m_idx], 0x08);
5199 do_cmd_write_nikki(NIKKI_NAMED_PET, 6, m_name);
5202 /* Delete the monster (if any) */
5203 delete_monster(y, x);
5208 s16b this_o_idx, next_o_idx = 0;
5210 /* Scan all objects in the grid */
5211 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5215 /* Acquire object */
5216 o_ptr = &o_list[this_o_idx];
5218 /* Acquire next object */
5219 next_o_idx = o_ptr->next_o_idx;
5221 /* Hack -- Preserve unknown artifacts */
5222 if (artifact_p(o_ptr) && !object_known_p(o_ptr))
5224 /* Mega-Hack -- Preserve the artifact */
5225 a_info[o_ptr->name1].cur_num = 0;
5229 delete_object(y, x);
5231 /* Destroy "valid" grids */
5232 if (!cave_perma_bold(y, x))
5234 /* Wall (or floor) type */
5240 /* Create granite wall */
5241 c_ptr->feat = FEAT_WALL_EXTRA;
5247 /* Create quartz vein */
5248 c_ptr->feat = FEAT_QUARTZ;
5254 /* Create magma vein */
5255 c_ptr->feat = FEAT_MAGMA;
5262 c_ptr->feat = floor_type[randint0(100)];
5269 /* Hack -- Affect player */
5274 msg_print("dz¤¨¤ë¤è¤¦¤ÊÁ®¸÷¤¬È¯À¸¤·¤¿¡ª");
5276 msg_print("There is a searing blast of light!");
5280 /* Blind the player */
5281 if (!p_ptr->resist_blind && !p_ptr->resist_lite)
5284 (void)set_blind(p_ptr->blind + 10 + randint1(10));
5290 /* Mega-Hack -- Forget the view and lite */
5291 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
5294 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
5296 /* Update the monsters */
5297 p_ptr->update |= (PU_MONSTERS);
5300 p_ptr->redraw |= (PR_MAP);
5303 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5311 * Induce an "earthquake" of the given radius at the given location.
5313 * This will turn some walls into floors and some floors into walls.
5315 * The player will take damage and "jump" into a safe grid if possible,
5316 * otherwise, he will "tunnel" through the rubble instantaneously.
5318 * Monsters will take damage, and "jump" into a safe grid if possible,
5319 * otherwise they will be "buried" in the rubble, disappearing from
5320 * the level in the same way that they do when genocided.
5322 * Note that thus the player and monsters (except eaters of walls and
5323 * passers through walls) will never occupy the same grid as a wall.
5324 * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
5325 * for a single turn, unless that monster can pass_walls or kill_walls.
5326 * This has allowed massive simplification of the "monster" code.
5328 bool earthquake(int cy, int cx, int r)
5330 int i, t, y, x, yy, xx, dy, dx, oy, ox;
5332 int sn = 0, sy = 0, sx = 0;
5338 /* Prevent destruction of quest levels and town */
5339 if ((p_ptr->inside_quest && (p_ptr->inside_quest < MIN_RANDOM_QUEST)) || !dun_level)
5344 /* Paranoia -- Enforce maximum range */
5347 /* Clear the "maximal blast" area */
5348 for (y = 0; y < 32; y++)
5350 for (x = 0; x < 32; x++)
5356 /* Check around the epicenter */
5357 for (dy = -r; dy <= r; dy++)
5359 for (dx = -r; dx <= r; dx++)
5361 /* Extract the location */
5365 /* Skip illegal grids */
5366 if (!in_bounds(yy, xx)) continue;
5368 /* Skip distant grids */
5369 if (distance(cy, cx, yy, xx) > r) continue;
5371 /* Access the grid */
5372 c_ptr = &cave[yy][xx];
5374 /* Lose room and vault */
5375 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_TRAP | CAVE_UNSAFE);
5377 /* Lose light and knowledge */
5378 c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK);
5380 /* Skip the epicenter */
5381 if (!dx && !dy) continue;
5383 /* Skip most grids */
5384 if (randint0(100) < 85) continue;
5386 /* Damage this grid */
5387 map[16+yy-cy][16+xx-cx] = TRUE;
5389 /* Hack -- Take note of player damage */
5390 if ((yy == py) && (xx == px)) hurt = TRUE;
5394 /* First, affect the player (if necessary) */
5395 if (hurt && !(p_ptr->prace == RACE_SPECTRE) && !(p_ptr->wraith_form) && !(p_ptr->kabenuke))
5397 /* Check around the player */
5398 for (i = 0; i < 8; i++)
5400 /* Access the location */
5401 y = py + ddy_ddd[i];
5402 x = px + ddx_ddd[i];
5404 /* Skip non-empty grids */
5405 if (!cave_empty_bold(y, x)) continue;
5407 /* Important -- Skip "quake" grids */
5408 if (map[16+y-cy][16+x-cx]) continue;
5410 if (cave[y][x].m_idx) continue;
5412 /* Count "safe" grids */
5415 /* Randomize choice */
5416 if (randint0(sn) > 0) continue;
5418 /* Save the safe location */
5422 /* Random message */
5423 switch (randint1(3))
5428 msg_print("¥À¥ó¥¸¥ç¥ó¤ÎÊɤ¬Êø¤ì¤¿¡ª");
5430 msg_print("The cave ceiling collapses!");
5438 msg_print("¥À¥ó¥¸¥ç¥ó¤Î¾²¤¬ÉÔ¼«Á³¤Ë¤Í¤¸¶Ê¤¬¤Ã¤¿¡ª");
5440 msg_print("The cave floor twists in an unnatural way!");
5448 msg_print("¥À¥ó¥¸¥ç¥ó¤¬Íɤ줿¡ªÊø¤ì¤¿´ä¤¬Æ¬¤Ë¹ß¤Ã¤Æ¤¤¿¡ª");
5450 msg_print("The cave quakes! You are pummeled with debris!");
5457 /* Hurt the player a lot */
5460 /* Message and damage */
5462 msg_print("¤¢¤Ê¤¿¤Ï¤Ò¤É¤¤²ø²æ¤òÉé¤Ã¤¿¡ª");
5464 msg_print("You are severely crushed!");
5470 /* Destroy the grid, and push the player to safety */
5473 /* Calculate results */
5474 switch (randint1(3))
5479 msg_print("¹ß¤êÃí¤°´ä¤ò¤¦¤Þ¤¯Èò¤±¤¿¡ª");
5481 msg_print("You nimbly dodge the blast!");
5490 msg_print("´äÀФ¬¤¢¤Ê¤¿¤Ëľ·â¤·¤¿!");
5492 msg_print("You are bashed by rubble!");
5495 damage = damroll(10, 4);
5496 (void)set_stun(p_ptr->stun + randint1(50));
5502 msg_print("¤¢¤Ê¤¿¤Ï¾²¤ÈÊɤȤδ֤˶´¤Þ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
5504 msg_print("You are crushed between the floor and ceiling!");
5507 damage = damroll(10, 4);
5508 (void)set_stun(p_ptr->stun + randint1(50));
5513 /* Save the old location */
5517 /* Move the player to the safe location */
5524 tmp = cave[py][px].m_idx;
5525 cave[py][px].m_idx = cave[oy][ox].m_idx;
5526 cave[oy][ox].m_idx = tmp;
5527 m_list[p_ptr->riding].fy = py;
5528 m_list[p_ptr->riding].fx = px;
5529 update_mon(cave[py][px].m_idx, TRUE);
5532 /* Redraw the old spot */
5535 /* Redraw the new spot */
5538 /* Check for new panel */
5542 /* Important -- no wall on player */
5543 map[16+py-cy][16+px-cx] = FALSE;
5545 /* Take some damage */
5547 if (damage) take_hit(DAMAGE_ATTACK, damage, "ÃÏ¿Ì", -1);
5549 if (damage) take_hit(DAMAGE_ATTACK, damage, "an earthquake", -1);
5555 /* Examine the quaked region */
5556 for (dy = -r; dy <= r; dy++)
5558 for (dx = -r; dx <= r; dx++)
5560 /* Extract the location */
5564 /* Skip unaffected grids */
5565 if (!map[16+yy-cy][16+xx-cx]) continue;
5567 /* Access the grid */
5568 c_ptr = &cave[yy][xx];
5570 if (c_ptr->m_idx == p_ptr->riding) continue;
5572 /* Process monsters */
5575 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5576 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5578 /* Quest monsters */
5579 if (r_ptr->flags1 & RF1_QUESTOR)
5581 /* No wall on quest monsters */
5582 map[16+yy-cy][16+xx-cx] = FALSE;
5587 /* Most monsters cannot co-exist with rock */
5588 if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
5589 !(r_ptr->flags2 & (RF2_PASS_WALL)))
5593 /* Assume not safe */
5596 /* Monster can move to escape the wall */
5597 if (!(r_ptr->flags1 & (RF1_NEVER_MOVE)))
5599 /* Look for safety */
5600 for (i = 0; i < 8; i++)
5602 /* Access the grid */
5603 y = yy + ddy_ddd[i];
5604 x = xx + ddx_ddd[i];
5606 /* Skip non-empty grids */
5607 if (!cave_empty_bold(y, x)) continue;
5609 /* Hack -- no safety on glyph of warding */
5610 if (cave[y][x].feat == FEAT_GLYPH) continue;
5611 if (cave[y][x].feat == FEAT_MINOR_GLYPH) continue;
5613 /* ... nor on the Pattern */
5614 if ((cave[y][x].feat <= FEAT_PATTERN_XTRA2) &&
5615 (cave[y][x].feat >= FEAT_PATTERN_START))
5618 /* Important -- Skip "quake" grids */
5619 if (map[16+y-cy][16+x-cx]) continue;
5621 if (cave[y][x].m_idx) continue;
5622 if ((y == py) && (x == px)) continue;
5624 /* Count "safe" grids */
5627 /* Randomize choice */
5628 if (randint0(sn) > 0) continue;
5630 /* Save the safe grid */
5635 /* Describe the monster */
5636 monster_desc(m_name, m_ptr, 0);
5638 /* Scream in pain */
5640 msg_format("%^s¤Ï¶ìÄˤǵ㤤ï¤á¤¤¤¿¡ª", m_name);
5642 msg_format("%^s wails out in pain!", m_name);
5646 /* Take damage from the quake */
5647 damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
5649 /* Monster is certainly awake */
5652 /* Apply damage directly */
5653 m_ptr->hp -= damage;
5655 /* Delete (not kill) "dead" monsters */
5660 msg_format("%^s¤Ï´äÀФËËä¤â¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª", m_name);
5662 msg_format("%^s is embedded in the rock!", m_name);
5667 if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
5671 monster_desc(m2_name, m_ptr, 0x08);
5672 do_cmd_write_nikki(NIKKI_NAMED_PET, 7, m2_name);
5676 /* Delete the monster */
5677 delete_monster(yy, xx);
5679 /* No longer safe */
5683 /* Hack -- Escape from the rock */
5686 int m_idx = cave[yy][xx].m_idx;
5688 /* Update the new location */
5689 cave[sy][sx].m_idx = m_idx;
5691 /* Update the old location */
5692 cave[yy][xx].m_idx = 0;
5694 /* Move the monster */
5698 /* Update the monster (new location) */
5699 update_mon(m_idx, TRUE);
5701 /* Redraw the old grid */
5704 /* Redraw the new grid */
5713 /* Examine the quaked region */
5714 for (dy = -r; dy <= r; dy++)
5716 for (dx = -r; dx <= r; dx++)
5718 /* Extract the location */
5722 /* Skip unaffected grids */
5723 if (!map[16+yy-cy][16+xx-cx]) continue;
5725 /* Access the cave grid */
5726 c_ptr = &cave[yy][xx];
5728 /* Paranoia -- never affect player */
5729 /* if ((yy == py) && (xx == px)) continue; */
5731 /* Destroy location (if valid) */
5732 if (cave_valid_bold(yy, xx))
5734 bool floor = cave_floor_bold(yy, xx);
5736 /* Delete objects */
5737 delete_object(yy, xx);
5739 /* Wall (or floor) type */
5740 t = (floor ? randint0(100) : 200);
5745 /* Create granite wall */
5746 c_ptr->feat = FEAT_WALL_EXTRA;
5752 /* Create quartz vein */
5753 c_ptr->feat = FEAT_QUARTZ;
5759 /* Create magma vein */
5760 c_ptr->feat = FEAT_MAGMA;
5767 c_ptr->feat = floor_type[randint0(100)];
5774 /* Mega-Hack -- Forget the view and lite */
5775 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
5778 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
5780 /* Update the monsters */
5781 p_ptr->update |= (PU_DISTANCE);
5783 /* Update the health bar */
5784 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
5787 p_ptr->redraw |= (PR_MAP);
5790 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5797 void discharge_minion(void)
5802 for (i = 1; i < m_max; i++)
5804 monster_type *m_ptr = &m_list[i];
5805 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
5806 if (m_ptr->nickname) okay = FALSE;
5808 if (!okay || p_ptr->riding)
5811 if (!get_check("ËÜÅö¤ËÁ´¥Ú¥Ã¥È¤òÇúÇˤ·¤Þ¤¹¤«¡©"))
5813 if (!get_check("You will blast all pets. Are you sure? "))
5817 for (i = 1; i < m_max; i++)
5820 monster_type *m_ptr = &m_list[i];
5821 monster_race *r_ptr;
5823 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
5824 r_ptr = &r_info[m_ptr->r_idx];
5826 /* Uniques resist discharging */
5827 if (r_ptr->flags1 & RF1_UNIQUE)
5830 monster_desc(m_name, m_ptr, 0x00);
5832 msg_format("%s¤ÏÇúÇˤµ¤ì¤ë¤Î¤ò·ù¤¬¤ê¡¢¾¡¼ê¤Ë¼«Ê¬¤ÎÀ¤³¦¤Ø¤Èµ¢¤Ã¤¿¡£", m_name);
5834 msg_format("%^s resists to be blasted, and run away.", m_name);
5836 delete_monster_idx(i);
5839 dam = m_ptr->hp / 2;
5840 if (dam > 100) dam = (dam-100)/2 + 100;
5841 if (dam > 400) dam = (dam-400)/2 + 400;
5842 if (dam > 800) dam = 800;
5843 project(i, 2+(r_ptr->level/20), m_ptr->fy,
5844 m_ptr->fx, dam, GF_PLASMA,
5845 PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_MONSTER, -1);
5846 delete_monster_idx(i);
5852 * This routine clears the entire "temp" set.
5854 * This routine will Perma-Lite all "temp" grids.
5856 * This routine is used (only) by "lite_room()"
5858 * Dark grids are illuminated.
5860 * Also, process all affected monsters.
5862 * SMART monsters always wake up when illuminated
5863 * NORMAL monsters wake up 1/4 the time when illuminated
5864 * STUPID monsters wake up 1/10 the time when illuminated
5866 static void cave_temp_room_lite(void)
5870 /* Clear them all */
5871 for (i = 0; i < temp_n; i++)
5876 cave_type *c_ptr = &cave[y][x];
5878 /* No longer in the array */
5879 c_ptr->info &= ~(CAVE_TEMP);
5881 /* Update only non-CAVE_GLOW grids */
5882 /* if (c_ptr->info & (CAVE_GLOW)) continue; */
5885 c_ptr->info |= (CAVE_GLOW);
5887 /* Process affected monsters */
5892 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5894 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5896 /* Update the monster */
5897 update_mon(c_ptr->m_idx, FALSE);
5899 /* Stupid monsters rarely wake up */
5900 if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
5902 /* Smart monsters always wake up */
5903 if (r_ptr->flags2 & (RF2_SMART)) chance = 100;
5905 /* Sometimes monsters wake up */
5906 if (m_ptr->csleep && (randint0(100) < chance))
5911 /* Notice the "waking up" */
5916 /* Acquire the monster name */
5917 monster_desc(m_name, m_ptr, 0);
5919 /* Dump a message */
5921 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
5923 msg_format("%^s wakes up.", m_name);
5925 /* Redraw the health bar */
5926 if (p_ptr->health_who == c_ptr->m_idx)
5927 p_ptr->redraw |= (PR_HEALTH);
5947 * This routine clears the entire "temp" set.
5949 * This routine will "darken" all "temp" grids.
5951 * In addition, some of these grids will be "unmarked".
5953 * This routine is used (only) by "unlite_room()"
5955 * Also, process all affected monsters
5957 static void cave_temp_room_unlite(void)
5961 /* Clear them all */
5962 for (i = 0; i < temp_n; i++)
5967 cave_type *c_ptr = &cave[y][x];
5969 /* No longer in the array */
5970 c_ptr->info &= ~(CAVE_TEMP);
5972 /* Darken the grid */
5973 c_ptr->info &= ~(CAVE_GLOW);
5975 /* Hack -- Forget "boring" grids */
5976 if ((c_ptr->feat <= FEAT_INVIS) || (c_ptr->feat == FEAT_DIRT) || (c_ptr->feat == FEAT_GRASS))
5978 /* Forget the grid */
5979 c_ptr->info &= ~(CAVE_MARK);
5985 /* Process affected monsters */
5988 /* Update the monster */
5989 update_mon(c_ptr->m_idx, FALSE);
6003 * Aux function -- see below
6005 static void cave_temp_room_aux(int y, int x)
6010 /* if (!in_bounds(y, x)) return; */
6013 c_ptr = &cave[y][x];
6015 /* Avoid infinite recursion */
6016 if (c_ptr->info & (CAVE_TEMP)) return;
6018 /* Do not "leave" the current room */
6019 if (!(c_ptr->info & (CAVE_ROOM))) return;
6021 /* Paranoia -- verify space */
6022 if (temp_n == TEMP_MAX) return;
6024 /* Mark the grid as "seen" */
6025 c_ptr->info |= (CAVE_TEMP);
6027 /* Add it to the "seen" set */
6037 * Illuminate any room containing the given location.
6039 void lite_room(int y1, int x1)
6043 /* Add the initial grid */
6044 cave_temp_room_aux(y1, x1);
6046 /* While grids are in the queue, add their neighbors */
6047 for (i = 0; i < temp_n; i++)
6049 x = temp_x[i], y = temp_y[i];
6051 /* Walls get lit, but stop light */
6052 if (!cave_floor_bold(y, x)) continue;
6054 /* Spread adjacent */
6055 cave_temp_room_aux(y + 1, x);
6056 cave_temp_room_aux(y - 1, x);
6057 cave_temp_room_aux(y, x + 1);
6058 cave_temp_room_aux(y, x - 1);
6060 /* Spread diagonal */
6061 cave_temp_room_aux(y + 1, x + 1);
6062 cave_temp_room_aux(y - 1, x - 1);
6063 cave_temp_room_aux(y - 1, x + 1);
6064 cave_temp_room_aux(y + 1, x - 1);
6067 /* Now, lite them all up at once */
6068 cave_temp_room_lite();
6073 * Darken all rooms containing the given location
6075 void unlite_room(int y1, int x1)
6079 /* Add the initial grid */
6080 cave_temp_room_aux(y1, x1);
6082 /* Spread, breadth first */
6083 for (i = 0; i < temp_n; i++)
6085 x = temp_x[i], y = temp_y[i];
6087 /* Walls get dark, but stop darkness */
6088 if (!cave_floor_bold(y, x)) continue;
6090 /* Spread adjacent */
6091 cave_temp_room_aux(y + 1, x);
6092 cave_temp_room_aux(y - 1, x);
6093 cave_temp_room_aux(y, x + 1);
6094 cave_temp_room_aux(y, x - 1);
6096 /* Spread diagonal */
6097 cave_temp_room_aux(y + 1, x + 1);
6098 cave_temp_room_aux(y - 1, x - 1);
6099 cave_temp_room_aux(y - 1, x + 1);
6100 cave_temp_room_aux(y + 1, x - 1);
6103 /* Now, darken them all at once */
6104 cave_temp_room_unlite();
6110 * Hack -- call light around the player
6111 * Affect all monsters in the projection radius
6113 bool lite_area(int dam, int rad)
6115 int flg = PROJECT_GRID | PROJECT_KILL;
6117 if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
6120 msg_print("¥À¥ó¥¸¥ç¥ó¤¬¸÷¤òµÛ¼ý¤·¤¿¡£");
6122 msg_print("The darkness of this dungeon absorb your light.");
6127 /* Hack -- Message */
6131 msg_print("Çò¤¤¸÷¤¬ÊÕ¤ê¤òʤ¤Ã¤¿¡£");
6133 msg_print("You are surrounded by a white light.");
6138 /* Hook into the "project()" function */
6139 (void)project(0, rad, py, px, dam, GF_LITE_WEAK, flg, -1);
6141 /* Lite up the room */
6144 if (p_ptr->special_defense & NINJA_S_STEALTH)
6146 set_superstealth(FALSE);
6155 * Hack -- call darkness around the player
6156 * Affect all monsters in the projection radius
6158 bool unlite_area(int dam, int rad)
6160 int flg = PROJECT_GRID | PROJECT_KILL;
6162 /* Hack -- Message */
6166 msg_print("°Å°Ç¤¬ÊÕ¤ê¤òʤ¤Ã¤¿¡£");
6168 msg_print("Darkness surrounds you.");
6173 /* Hook into the "project()" function */
6174 (void)project(0, rad, py, px, dam, GF_DARK_WEAK, flg, -1);
6176 /* Lite up the room */
6177 unlite_room(py, px);
6187 * Stop if we hit a monster, act as a "ball"
6188 * Allow "target" mode to pass over monsters
6189 * Affect grids, objects, and monsters
6191 bool fire_ball(int typ, int dir, int dam, int rad)
6195 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_NO_REF;
6197 if (typ == GF_CONTROL_LIVING) flg|= PROJECT_HIDE;
6198 /* Use the given direction */
6199 tx = px + 99 * ddx[dir];
6200 ty = py + 99 * ddy[dir];
6202 /* Hack -- Use an actual "target" */
6203 if ((dir == 5) && target_okay())
6205 flg &= ~(PROJECT_STOP);
6210 /* Analyze the "dir" and the "target". Hurt items on floor. */
6211 return (project(0, rad, ty, tx, dam, typ, flg, -1));
6217 * Stop if we hit a monster, act as a "ball"
6218 * Allow "target" mode to pass over monsters
6219 * Affect grids, objects, and monsters
6221 bool fire_rocket(int typ, int dir, int dam, int rad)
6225 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_NO_REF;
6227 /* Use the given direction */
6228 tx = px + 99 * ddx[dir];
6229 ty = py + 99 * ddy[dir];
6231 /* Hack -- Use an actual "target" */
6232 if ((dir == 5) && target_okay())
6238 /* Analyze the "dir" and the "target". Hurt items on floor. */
6239 return (project(0, rad, ty, tx, dam, typ, flg, -1));
6245 * Stop if we hit a monster, act as a "ball"
6246 * Allow "target" mode to pass over monsters
6247 * Affect grids, objects, and monsters
6249 bool fire_ball_hide(int typ, int dir, int dam, int rad)
6253 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_NO_REF | PROJECT_HIDE;
6255 /* Use the given direction */
6256 tx = px + 99 * ddx[dir];
6257 ty = py + 99 * ddy[dir];
6259 /* Hack -- Use an actual "target" */
6260 if ((dir == 5) && target_okay())
6262 flg &= ~(PROJECT_STOP);
6267 /* Analyze the "dir" and the "target". Hurt items on floor. */
6268 return (project(0, rad, ty, tx, dam, typ, flg, -1));
6273 * Cast a meteor spell, defined as a ball spell cast by an arbitary monster,
6274 * player, or outside source, that starts out at an arbitrary location, and
6275 * leaving no trail from the "caster" to the target. This function is
6276 * especially useful for bombardments and similar. -LM-
6278 * Option to hurt the player.
6280 bool fire_meteor(int who, int typ, int y, int x, int dam, int rad)
6282 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_NO_REF;
6284 /* Analyze the "target" and the caster. */
6285 return (project(who, rad, y, x, dam, typ, flg, -1));
6289 bool fire_blast(int typ, int dir, int dd, int ds, int num, int dev)
6295 int flg = PROJECT_FAST | PROJECT_THRU | PROJECT_STOP | PROJECT_KILL | PROJECT_GRID;
6300 /* Use the given direction */
6303 ly = ty = py + 20 * ddy[dir];
6304 lx = tx = px + 20 * ddx[dir];
6307 /* Use an actual "target" */
6313 lx = 20 * (tx - px) + px;
6314 ly = 20 * (ty - py) + py;
6317 ld = distance(py, px, ly, lx);
6320 for (i = 0; i < num; i++)
6324 /* Get targets for some bolts */
6325 y = rand_spread(ly, ld * dev / 20);
6326 x = rand_spread(lx, ld * dev / 20);
6328 if (distance(ly, lx, y, x) <= ld * dev / 20) break;
6331 /* Analyze the "dir" and the "target". */
6332 if (!project(0, 0, y, x, damroll(dd, ds), typ, flg, -1))
6343 * Switch position with a monster.
6345 bool teleport_swap(int dir)
6349 monster_type * m_ptr;
6350 monster_race * r_ptr;
6352 if ((dir == 5) && target_okay())
6362 c_ptr = &cave[ty][tx];
6364 if (p_ptr->anti_tele)
6367 msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
6369 msg_print("A mysterious force prevents you from teleporting!");
6375 if (!c_ptr->m_idx || (c_ptr->m_idx == p_ptr->riding))
6378 msg_print("¤½¤ì¤È¤Ï¾ì½ê¤ò¸ò´¹¤Ç¤¤Þ¤»¤ó¡£");
6380 msg_print("You can't trade places with that!");
6388 if ((c_ptr->info & CAVE_ICKY) || (distance(ty, tx, py, px) > p_ptr->lev * 3 / 2 + 10))
6391 msg_print("¼ºÇÔ¤·¤¿¡£");
6393 msg_print("Failed to swap.");
6401 m_ptr = &m_list[c_ptr->m_idx];
6402 r_ptr = &r_info[m_ptr->r_idx];
6404 if (r_ptr->flags3 & RF3_RES_TELE)
6407 msg_print("¥Æ¥ì¥Ý¡¼¥È¤ò¼ÙË⤵¤ì¤¿¡ª");
6409 msg_print("Your teleportation is blocked!");
6417 sound(SOUND_TELEPORT);
6419 cave[py][px].m_idx = c_ptr->m_idx;
6421 /* Update the old location */
6422 c_ptr->m_idx = p_ptr->riding;
6424 /* Move the monster */
6428 /* Move the player */
6434 m_list[p_ptr->riding].fy = ty;
6435 m_list[p_ptr->riding].fx = tx;
6437 /* Update the monster (new location) */
6438 update_mon(cave[ty][tx].m_idx, TRUE);
6446 /* Update the monster (new location) */
6447 update_mon(cave[ty][tx].m_idx, TRUE);
6449 /* Redraw the old grid */
6452 /* Redraw the new grid */
6455 /* Check for new panel (redraw map) */
6459 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW);
6461 /* Notice changes in view */
6462 if (r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2 | RF7_SELF_LITE_1 | RF7_SELF_LITE_2))
6464 /* Update some things */
6465 p_ptr->update |= (PU_MON_LITE);
6468 /* Update the monsters */
6469 p_ptr->update |= (PU_DISTANCE);
6472 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
6474 /* Redraw the health bar */
6475 if (p_ptr->health_who == cave[ty][tx].m_idx)
6476 p_ptr->redraw |= (PR_HEALTH);
6478 /* Handle stuff XXX XXX XXX */
6487 * Hack -- apply a "projection()" in a direction (or at the target)
6489 bool project_hook(int typ, int dir, int dam, int flg)
6493 /* Pass through the target if needed */
6494 flg |= (PROJECT_THRU);
6496 /* Use the given direction */
6500 /* Hack -- Use an actual "target" */
6501 if ((dir == 5) && target_okay())
6507 /* Analyze the "dir" and the "target", do NOT explode */
6508 return (project(0, 0, ty, tx, dam, typ, flg, -1));
6514 * Stop if we hit a monster, as a "bolt"
6515 * Affect monsters (not grids or objects)
6517 bool fire_bolt(int typ, int dir, int dam)
6519 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_GRID;
6520 return (project_hook(typ, dir, dam, flg));
6526 * Pass through monsters, as a "beam"
6527 * Affect monsters (not grids or objects)
6529 bool fire_beam(int typ, int dir, int dam)
6531 int flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM;
6532 return (project_hook(typ, dir, dam, flg));
6537 * Cast a bolt spell, or rarely, a beam spell
6539 bool fire_bolt_or_beam(int prob, int typ, int dir, int dam)
6541 if (randint0(100) < prob)
6543 return (fire_beam(typ, dir, dam));
6547 return (fire_bolt(typ, dir, dam));
6553 * Some of the old functions
6555 bool lite_line(int dir)
6557 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
6558 return (project_hook(GF_LITE_WEAK, dir, damroll(6, 8), flg));
6562 bool drain_life(int dir, int dam)
6564 int flg = PROJECT_STOP | PROJECT_KILL;
6565 return (project_hook(GF_OLD_DRAIN, dir, dam, flg));
6569 bool wall_to_mud(int dir)
6571 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
6572 return (project_hook(GF_KILL_WALL, dir, 20 + randint1(30), flg));
6576 bool wizard_lock(int dir)
6578 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
6579 return (project_hook(GF_JAM_DOOR, dir, 20 + randint1(30), flg));
6583 bool destroy_door(int dir)
6585 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
6586 return (project_hook(GF_KILL_DOOR, dir, 0, flg));
6590 bool disarm_trap(int dir)
6592 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
6593 return (project_hook(GF_KILL_TRAP, dir, 0, flg));
6597 bool heal_monster(int dir, int dam)
6599 int flg = PROJECT_STOP | PROJECT_KILL;
6600 return (project_hook(GF_OLD_HEAL, dir, dam, flg));
6604 bool speed_monster(int dir)
6606 int flg = PROJECT_STOP | PROJECT_KILL;
6607 return (project_hook(GF_OLD_SPEED, dir, p_ptr->lev, flg));
6611 bool slow_monster(int dir)
6613 int flg = PROJECT_STOP | PROJECT_KILL;
6614 return (project_hook(GF_OLD_SLOW, dir, p_ptr->lev, flg));
6618 bool sleep_monster(int dir)
6620 int flg = PROJECT_STOP | PROJECT_KILL;
6621 return (project_hook(GF_OLD_SLEEP, dir, p_ptr->lev, flg));
6625 bool stasis_monster(int dir)
6627 return (fire_ball_hide(GF_STASIS, dir, p_ptr->lev*2, 0));
6631 bool stasis_evil(int dir)
6633 return (fire_ball_hide(GF_STASIS_EVIL, dir, p_ptr->lev*2, 0));
6637 bool confuse_monster(int dir, int plev)
6639 int flg = PROJECT_STOP | PROJECT_KILL;
6640 return (project_hook(GF_OLD_CONF, dir, plev, flg));
6644 bool stun_monster(int dir, int plev)
6646 int flg = PROJECT_STOP | PROJECT_KILL;
6647 return (project_hook(GF_STUN, dir, plev, flg));
6651 bool poly_monster(int dir)
6653 int flg = PROJECT_STOP | PROJECT_KILL;
6654 bool tester = (project_hook(GF_OLD_POLY, dir, p_ptr->lev, flg));
6656 chg_virtue(V_CHANCE, 1);
6661 bool clone_monster(int dir)
6663 int flg = PROJECT_STOP | PROJECT_KILL;
6664 return (project_hook(GF_OLD_CLONE, dir, 0, flg));
6668 bool fear_monster(int dir, int plev)
6670 int flg = PROJECT_STOP | PROJECT_KILL;
6671 return (project_hook(GF_TURN_ALL, dir, plev, flg));
6675 bool death_ray(int dir, int plev)
6677 int flg = PROJECT_STOP | PROJECT_KILL;
6678 return (project_hook(GF_DEATH_RAY, dir, plev * 200, flg));
6682 bool teleport_monster(int dir)
6684 int flg = PROJECT_BEAM | PROJECT_KILL;
6685 return (project_hook(GF_AWAY_ALL, dir, MAX_SIGHT * 5, flg));
6689 * Hooks -- affect adjacent grids (radius 1 ball attack)
6691 bool door_creation(void)
6693 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6694 return (project(0, 1, py, px, 0, GF_MAKE_DOOR, flg, -1));
6698 bool trap_creation(int y, int x)
6700 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6701 return (project(0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1));
6705 bool tree_creation(void)
6707 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6708 return (project(0, 1, py, px, 0, GF_MAKE_TREE, flg, -1));
6712 bool glyph_creation(void)
6714 int flg = PROJECT_GRID | PROJECT_ITEM;
6715 return (project(0, 1, py, px, 0, GF_MAKE_GLYPH, flg, -1));
6719 bool wall_stone(void)
6721 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6723 bool dummy = (project(0, 1, py, px, 0, GF_STONE_WALL, flg, -1));
6726 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW);
6728 /* Update the monsters */
6729 p_ptr->update |= (PU_MONSTERS);
6732 p_ptr->redraw |= (PR_MAP);
6735 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
6741 bool destroy_doors_touch(void)
6743 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6744 return (project(0, 1, py, px, 0, GF_KILL_DOOR, flg, -1));
6748 bool sleep_monsters_touch(void)
6750 int flg = PROJECT_KILL | PROJECT_HIDE;
6751 return (project(0, 1, py, px, p_ptr->lev, GF_OLD_SLEEP, flg, -1));
6755 bool animate_dead(int who, int y, int x)
6757 int flg = PROJECT_ITEM | PROJECT_HIDE;
6758 return (project(who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
6762 void call_chaos(void)
6764 int Chaos_type, dummy, dir;
6765 int plev = p_ptr->lev;
6766 bool line_chaos = FALSE;
6768 int hurt_types[31] =
6770 GF_ELEC, GF_POIS, GF_ACID, GF_COLD,
6771 GF_FIRE, GF_MISSILE, GF_ARROW, GF_PLASMA,
6772 GF_HOLY_FIRE, GF_WATER, GF_LITE, GF_DARK,
6773 GF_FORCE, GF_INERTIA, GF_MANA, GF_METEOR,
6774 GF_ICE, GF_CHAOS, GF_NETHER, GF_DISENCHANT,
6775 GF_SHARDS, GF_SOUND, GF_NEXUS, GF_CONFUSION,
6776 GF_TIME, GF_GRAVITY, GF_ROCKET, GF_NUKE,
6777 GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
6780 Chaos_type = hurt_types[randint0(31)];
6781 if (one_in_(4)) line_chaos = TRUE;
6785 for (dummy = 1; dummy < 10; dummy++)
6790 fire_beam(Chaos_type, dummy, 150);
6792 fire_ball(Chaos_type, dummy, 150, 2);
6796 else if (one_in_(3))
6798 fire_ball(Chaos_type, 0, 500, 8);
6802 if (!get_aim_dir(&dir)) return;
6804 fire_beam(Chaos_type, dir, 250);
6806 fire_ball(Chaos_type, dir, 250, 3 + (plev / 35));
6812 * Activate the evil Topi Ylinen curse
6813 * rr9: Stop the nasty things when a Cyberdemon is summoned
6814 * or the player gets paralyzed.
6816 bool activate_ty_curse(bool stop_ty, int *count)
6820 int flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
6824 switch (randint1(34))
6830 msg_print("ÃÏÌ̤¬Íɤ줿...");
6832 msg_print("The ground trembles...");
6835 earthquake(py, px, 5 + randint0(10));
6836 if (!one_in_(6)) break;
6841 int dam = damroll(10, 10);
6843 msg_print("½ã¿è¤ÊËâÎϤμ¡¸µ¤Ø¤ÎÈ⤬³«¤¤¤¿¡ª");
6845 msg_print("A portal opens to a plane of raw mana!");
6848 project(0, 8, py, px, dam, GF_MANA, flg, -1);
6850 take_hit(DAMAGE_NOESCAPE, dam, "½ã¿è¤ÊËâÎϤβòÊü", -1);
6852 take_hit(DAMAGE_NOESCAPE, dam, "released pure mana", -1);
6854 if (!one_in_(6)) break;
6860 msg_print("¼þ°Ï¤Î¶õ´Ö¤¬ÏĤó¤À¡ª");
6862 msg_print("Space warps about you!");
6865 teleport_player(damroll(10, 10));
6866 if (randint0(13)) (*count) += activate_hi_summon(py, px, FALSE);
6867 if (!one_in_(6)) break;
6871 msg_print("¥¨¥Í¥ë¥®¡¼¤Î¤¦¤Í¤ê¤ò´¶¤¸¤¿¡ª");
6873 msg_print("You feel a surge of energy!");
6879 project(0, 7, py, px, 50, GF_KILL_WALL, flg, -1);
6881 take_hit(DAMAGE_NOESCAPE, 50, "¥¨¥Í¥ë¥®¡¼¤Î¤¦¤Í¤ê", -1);
6883 take_hit(DAMAGE_NOESCAPE, 50, "surge of energy", -1);
6886 if (!one_in_(6)) break;
6887 case 1: case 2: case 3: case 16: case 17:
6888 aggravate_monsters(0);
6889 if (!one_in_(6)) break;
6890 case 4: case 5: case 6:
6891 (*count) += activate_hi_summon(py, px, FALSE);
6892 if (!one_in_(6)) break;
6893 case 7: case 8: case 9: case 18:
6894 (*count) += summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
6895 if (!one_in_(6)) break;
6896 case 10: case 11: case 12:
6898 msg_print("À¸Ì¿ÎϤ¬ÂΤ«¤éµÛ¤¤¼è¤é¤ì¤¿µ¤¤¬¤¹¤ë¡ª");
6900 msg_print("You feel your life draining away...");
6903 lose_exp(p_ptr->exp / 16);
6904 if (!one_in_(6)) break;
6905 case 13: case 14: case 15: case 19: case 20:
6906 if (stop_ty || (p_ptr->free_act && (randint1(125) < p_ptr->skill_sav)) || (p_ptr->pclass == CLASS_BERSERKER))
6913 msg_print("ĦÁü¤Ë¤Ê¤Ã¤¿µ¤Ê¬¤À¡ª");
6915 msg_print("You feel like a statue!");
6918 if (p_ptr->free_act)
6919 set_paralyzed(p_ptr->paralyzed + randint1(3));
6921 set_paralyzed(p_ptr->paralyzed + randint1(13));
6924 if (!one_in_(6)) break;
6925 case 21: case 22: case 23:
6926 (void)do_dec_stat(randint0(6));
6927 if (!one_in_(6)) break;
6930 msg_print("¤Û¤¨¡©»ä¤Ïï¡©¤³¤³¤Ç²¿¤·¤Æ¤ë¡©");
6932 msg_print("Huh? Who am I? What am I doing here?");
6936 if (!one_in_(6)) break;
6939 * Only summon Cyberdemons deep in the dungeon.
6941 if ((dun_level > 65) && !stop_ty)
6943 (*count) += summon_cyber(-1, py, px);
6947 if (!one_in_(6)) break;
6953 (void)do_dec_stat(i);
6961 while (one_in_(3) && !stop_ty);
6967 int activate_hi_summon(int y, int x, bool can_pet)
6972 u32b mode = PM_ALLOW_GROUP;
6979 mode |= PM_FORCE_FRIENDLY;
6983 mode |= PM_FORCE_PET;
6988 if (!pet) mode |= PM_NO_PET;
6990 summon_lev = (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : dun_level);
6992 for (i = 0; i < (randint1(7) + (dun_level / 40)); i++)
6994 switch (randint1(25) + (dun_level / 20))
6997 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode);
7000 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode);
7003 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode);
7006 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode);
7009 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode);
7012 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode);
7015 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode);
7018 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode);
7022 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE));
7026 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE));
7029 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
7030 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode);
7033 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
7034 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode);
7037 count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode);
7040 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
7041 count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode);
7050 int summon_cyber(int who, int y, int x)
7053 int max_cyber = (easy_band ? 1 : (dun_level / 50) + randint1(2));
7055 u32b mode = PM_ALLOW_GROUP;
7057 /* Summoned by a monster */
7060 monster_type *m_ptr = &m_list[who];
7061 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
7064 if (max_cyber > 4) max_cyber = 4;
7066 for (i = 0; i < max_cyber; i++)
7068 count += summon_specific(who, y, x, 100, SUMMON_CYBER, mode);
7075 void wall_breaker(void)
7079 int attempts = 1000;
7081 if (randint1(80 + p_ptr->lev) < 70)
7085 scatter(&y, &x, py, px, 4, 0);
7087 if (!cave_floor_bold(y, x)) continue;
7089 if ((y != py) || (x != px)) break;
7092 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
7093 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
7095 else if (randint1(100) > 30)
7097 earthquake(py, px, 1);
7101 int num = damroll(5, 3);
7103 for (i = 0; i < num; i++)
7107 scatter(&y, &x, py, px, 10, 0);
7109 if ((y != py) && (x != px)) break;
7112 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
7113 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
7122 bool confuse_monsters(int dam)
7124 return (project_hack(GF_OLD_CONF, dam));
7131 bool charm_monsters(int dam)
7133 return (project_hack(GF_CHARM, dam));
7140 bool charm_animals(int dam)
7142 return (project_hack(GF_CONTROL_ANIMAL, dam));
7149 bool stun_monsters(int dam)
7151 return (project_hack(GF_STUN, dam));
7158 bool stasis_monsters(int dam)
7160 return (project_hack(GF_STASIS, dam));
7165 * Mindblast monsters
7167 bool mindblast_monsters(int dam)
7169 return (project_hack(GF_PSI, dam));
7174 * Banish all monsters
7176 bool banish_monsters(int dist)
7178 return (project_hack(GF_AWAY_ALL, dist));
7185 bool turn_evil(int dam)
7187 return (project_hack(GF_TURN_EVIL, dam));
7194 bool turn_monsters(int dam)
7196 return (project_hack(GF_TURN_ALL, dam));
7201 * Death-ray all monsters (note: OBSCENELY powerful)
7203 bool deathray_monsters(void)
7205 return (project_hack(GF_DEATH_RAY, p_ptr->lev * 200));
7209 bool charm_monster(int dir, int plev)
7211 int flg = PROJECT_STOP | PROJECT_KILL;
7212 return (project_hook(GF_CHARM, dir, plev, flg));
7216 bool control_one_undead(int dir, int plev)
7218 int flg = PROJECT_STOP | PROJECT_KILL;
7219 return (project_hook(GF_CONTROL_UNDEAD, dir, plev, flg));
7223 bool control_one_demon(int dir, int plev)
7225 int flg = PROJECT_STOP | PROJECT_KILL;
7226 return (project_hook(GF_CONTROL_DEMON, dir, plev, flg));
7230 bool charm_animal(int dir, int plev)
7232 int flg = PROJECT_STOP | PROJECT_KILL;
7233 return (project_hook(GF_CONTROL_ANIMAL, dir, plev, flg));
7237 bool charm_living(int dir, int plev)
7239 int flg = PROJECT_STOP | PROJECT_KILL;
7240 return (project_hook(GF_CONTROL_LIVING, dir, plev, flg));
7244 void kawarimi(bool success)
7247 object_type *q_ptr = &forge;
7250 if (p_ptr->confused || p_ptr->blind || p_ptr->paralyzed || p_ptr->image) return;
7251 if (randint0(200) < p_ptr->stun) return;
7253 if (!success && one_in_(3))
7256 msg_print("¼ºÇÔ¡ªÆ¨¤²¤é¤ì¤Ê¤«¤Ã¤¿¡£");
7258 msg_print("Failed! You couldn't run away.");
7260 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
7261 p_ptr->redraw |= (PR_STATUS);
7268 teleport_player(10+randint1(90));
7272 object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
7274 q_ptr->pval = MON_NINJA;
7276 /* Drop it in the dungeon */
7277 (void)drop_near(q_ptr, -1, y, x);
7280 if (success) msg_print("¹¶·â¤ò¼õ¤±¤ëÁ°¤ËÁÇÁ᤯¿È¤ò¤Ò¤ë¤¬¤¨¤·¤¿¡£");
7281 else msg_print("¼ºÇÔ¡ª¹¶·â¤ò¼õ¤±¤Æ¤·¤Þ¤Ã¤¿¡£");
7283 if (success) msg_print("You have turned around just before the attack hit you.");
7284 else msg_print("Failed! You are hit by the attack.");
7287 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
7288 p_ptr->redraw |= (PR_STATUS);