3 /* Purpose: Spell code (part 2) */
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research, and
9 * not for profit purposes provided that this copyright and statement are
10 * included in all such copies.
17 * self-knowledge... idea from nethack. Useful for determining powers and
18 * resistences of items. It saves the screen, clears it, then starts listing
19 * attributes, a screenful at a time. (There are a LOT of attributes to
20 * list. It will probably take 2 or 3 screens for a powerful character whose
21 * using several artifacts...) -CFT
23 * It is now a lot more efficient. -BEN-
25 * See also "identify_fully()".
27 * XXX XXX XXX Use the "show_file()" method, perhaps.
29 void self_knowledge(void)
34 char v_string [8] [128];
35 char s_string [6] [128];
37 u32b f1 = 0L, f2 = 0L, f3 = 0L;
46 int plev = p_ptr->lev;
50 p_ptr->knowledge |= (KNOW_STAT | KNOW_HPRATE);
54 percent = (int)(((long)player_hp[PY_MAX_LEVEL - 1] * 200L) /
56 ((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
59 sprintf(Dummy, "¸½ºß¤ÎÂÎÎÏ¥é¥ó¥¯ : %d/100", percent);
61 sprintf(Dummy, "Your current Life Rating is %d/100.", percent);
64 strcpy(buf[0], Dummy);
68 chg_virtue(V_KNOWLEDGE, 1);
69 chg_virtue(V_ENLIGHTEN, 1);
71 /* Acquire item flags from equipment */
72 for (k = INVEN_RARM; k < INVEN_TOTAL; k++)
76 o_ptr = &inventory[k];
78 /* Skip non-objects */
79 if (!o_ptr->k_idx) continue;
81 /* Extract the flags */
82 object_flags(o_ptr, &t1, &t2, &t3);
91 info[i++] = "ǽÎϤκÇÂçÃÍ";
93 info[i++] = "Limits of maximum stats";
96 for (v_nr = 0; v_nr < 6; v_nr++)
100 sprintf(stat_desc, "%s 18/%d", stat_names[v_nr], p_ptr->stat_max_max[v_nr]-18);
102 strcpy(s_string[v_nr], stat_desc);
104 info[i++] = s_string[v_nr];
109 sprintf(Dummy, "¸½ºß¤Î°À : %s(%ld)", your_alignment(), p_ptr->align);
111 sprintf(Dummy, "Your alighnment : %s(%ld)", your_alignment(), p_ptr->align);
113 strcpy(buf[1], Dummy);
115 for (v_nr = 0; v_nr < 8; v_nr++)
119 int tester = p_ptr->virtues[v_nr];
121 strcpy(v_name, virtue[(p_ptr->vir_types[v_nr])-1]);
124 sprintf(vir_desc, "¤ª¤Ã¤È¡£%s¤Î¾ðÊó¤Ê¤·¡£", v_name);
126 sprintf(vir_desc, "Oops. No info about %s.", v_name);
130 sprintf(vir_desc, "[%s]¤ÎÂÐ¶Ë (%d)",
132 sprintf(vir_desc, "You are the polar opposite of %s (%d).",
135 else if (tester < -80)
137 sprintf(vir_desc, "[%s]¤ÎÂçŨ (%d)",
139 sprintf(vir_desc, "You are an arch-enemy of %s (%d).",
142 else if (tester < -60)
144 sprintf(vir_desc, "[%s]¤Î¶¯Å¨ (%d)",
146 sprintf(vir_desc, "You are a bitter enemy of %s (%d).",
149 else if (tester < -40)
151 sprintf(vir_desc, "[%s]¤ÎŨ (%d)",
153 sprintf(vir_desc, "You are an enemy of %s (%d).",
156 else if (tester < -20)
158 sprintf(vir_desc, "[%s]¤Îºá¼Ô (%d)",
160 sprintf(vir_desc, "You have sinned against %s (%d).",
165 sprintf(vir_desc, "[%s]¤ÎÌÂÆ»¼Ô (%d)",
167 sprintf(vir_desc, "You have strayed from the path of %s (%d).",
170 else if (tester == 0)
172 sprintf(vir_desc, "[%s]¤ÎÃæΩ¼Ô (%d)",
174 sprintf(vir_desc,"You are neutral to %s (%d).",
177 else if (tester < 20)
179 sprintf(vir_desc, "[%s]¤Î¾®ÆÁ¼Ô (%d)",
181 sprintf(vir_desc,"You are somewhat virtuous in %s (%d).",
184 else if (tester < 40)
186 sprintf(vir_desc, "[%s]¤ÎÃæÆÁ¼Ô (%d)",
188 sprintf(vir_desc,"You are virtuous in %s (%d).",
191 else if (tester < 60)
193 sprintf(vir_desc, "[%s]¤Î¹âÆÁ¼Ô (%d)",
195 sprintf(vir_desc,"You are very virtuous in %s (%d).",
198 else if (tester < 80)
200 sprintf(vir_desc, "[%s]¤ÎÇÆ¼Ô (%d)",
202 sprintf(vir_desc,"You are a champion of %s (%d).",
205 else if (tester < 100)
207 sprintf(vir_desc, "[%s]¤Î°ÎÂç¤ÊÇÆ¼Ô (%d)",
209 sprintf(vir_desc,"You are a great champion of %s (%d).",
214 sprintf(vir_desc, "[%s]¤Î¶ñ¸½¼Ô (%d)",
216 sprintf(vir_desc,"You are the living embodiment of %s (%d).",
220 strcpy(v_string[v_nr], vir_desc);
222 info[i++] = v_string[v_nr];
226 /* Racial powers... */
227 if (p_ptr->mimic_form)
229 switch (p_ptr->mimic_form)
232 case MIMIC_DEMON_LORD:
234 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤ÎÃϹö¤«²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤¬¤Ç¤¤ë¡£(%d MP)", 3 * plev, 10+plev/3);
236 sprintf(Dummy, "You can nether breathe, dam. %d (cost %d).", 3 * plev, 10+plev/3);
245 sprintf(Dummy, "¤¢¤Ê¤¿¤ÏŨ¤«¤é %d-%d HP ¤ÎÀ¸Ì¿ÎϤòµÛ¼ý¤Ç¤¤ë¡£(%d MP)",
247 sprintf(Dummy, "You can steal life from a foe, dam. %d-%d (cost %d).",
250 plev + MAX(1, plev / 10), plev + plev * MAX(1, plev / 10), 1 + (plev / 3));
258 switch (p_ptr->prace)
264 info[i++] = "¤¢¤Ê¤¿¤Ï櫤ȥɥ¢¤È³¬Ãʤò´¶ÃΤǤ¤ë¡£(5 MP)";
266 info[i++] = "You can find traps, doors and stairs (cost 5).";
274 info[i++] = "¤¢¤Ê¤¿¤Ï¿©ÎÁ¤òÀ¸À®¤Ç¤¤ë¡£(10 MP)";
276 info[i++] = "You can produce food (cost 10).";
285 sprintf(Dummy, "¤¢¤Ê¤¿¤ÏÈÏ°Ï %d °ÊÆâ¤Ë¥Æ¥ì¥Ý¡¼¥È¤Ç¤¤ë¡£(%d MP)",
287 sprintf(Dummy, "You can teleport, range %d (cost %d).",
290 (1 + plev), (5 + (plev / 5)));
297 info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤò½üµî¤Ç¤¤ë¡£(5 MP)";
299 info[i++] = "You can remove fear (cost 5).";
303 case RACE_HALF_TROLL:
306 info[i++] = "¤¢¤Ê¤¿¤Ï¶¸Ë½²½¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(12 MP) ";
308 info[i++] = "You enter berserk fury (cost 12).";
315 info[i++] = "¤¢¤Ê¤¿¤Ï¥·¥ã¥É¥¦¥·¥Õ¥È¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(50 MP)";
317 info[i++] = "You can Shift Shadows (cost 50).";
322 info[i++] = "¤¢¤Ê¤¿¤Ï¡Ö¥Ñ¥¿¡¼¥ó¡×¤ò¿´¤ËÉÁ¤¤¤ÆÊ⤯¤³¤È¤¬¤Ç¤¤ë¡£(75 MP)";
324 info[i++] = "You can mentally Walk the Pattern (cost 75).";
331 info[i++] = "¤¢¤Ê¤¿¤Ï¶¸Ë½²½¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(10 MP) ";
333 info[i++] = "You can enter berserk fury (cost 10).";
340 info[i++] = "¤¢¤Ê¤¿¤ÏÇúȯ¤Î¥ë¡¼¥ó¤ò»Å³Ý¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£(35 MP)";
342 info[i++] = "You can set an Explosive Rune (cost 35).";
346 case RACE_HALF_GIANT:
349 info[i++] = "¤¢¤Ê¤¿¤ÏÀФÎÊɤò²õ¤¹¤³¤È¤¬¤Ç¤¤ë¡£(10 MP)";
351 info[i++] = "You can break stone walls (cost 10).";
355 case RACE_HALF_TITAN:
358 info[i++] = "¤¢¤Ê¤¿¤Ï¥â¥ó¥¹¥¿¡¼¤ò¥¹¥¥ã¥ó¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(20 MP)";
360 info[i++] = "You can probe monsters (cost 20).";
368 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î´äÀФòÅꤲ¤ë¤³¤È¤¬¤Ç¤¤ë¡£(15 MP)",
370 sprintf(Dummy, "You can throw a boulder, dam. %d (cost 15).",
380 info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤò¸Æ¤Óµ¯¤³¤¹¶«¤ÓÀ¼¤òȯ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(15 MP)";
382 info[i++] = "You can make a terrifying scream (cost 15).";
390 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î»À¤ò¿á¤¤«¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£(9 MP)", plev);
392 sprintf(Dummy, "You can spit acid, dam. %d (cost 9).", plev);
403 "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤ÎÆÇÌð¤òÅꤲ¤ë¤³¤È¤¬¤Ç¤¤ë¡£(8 MP)", plev);
405 "You can throw a dart of poison, dam. %d (cost 8).", plev);
415 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤Î¼öʸ¤ò»È¤¨¤ë¡£(2 MP)",
417 sprintf(Dummy, "You can cast a Magic Missile, dam %d (cost 2).",
420 (3 + ((plev-1) / 5)));
426 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤¬¤Ç¤¤ë¡£(%d MP)", 2 * plev, plev);
428 sprintf(Dummy, "You can breathe, dam. %d (cost %d).", 2 * plev, plev);
433 case RACE_MIND_FLAYER:
436 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤ÎÀº¿À¹¶·â¤ò¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(12 MP)", plev);
438 sprintf(Dummy, "You can mind blast your enemies, dam %d (cost 12).", plev);
447 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò»È¤¨¤ë¡£(15 MP)", plev);
449 sprintf(Dummy, "You can cast a Fire Ball, dam. %d (cost 15).", plev);
457 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò»È¤¨¤ë¡£(15 MP)", plev);
459 sprintf(Dummy, "You can cast a Fire Bolt, dam. %d (cost 15).", plev);
468 info[i++] = "¤¢¤Ê¤¿¤Ï d20+30 ¥¿¡¼¥ó¤Î´ÖÈ©¤òÀФËÊѲ½¤µ¤»¤é¤ì¤ë¡£(15 MP)";
470 info[i++] = "You can turn your skin to stone, dur d20+30 (cost 15).";
478 info[i++] = "¤¢¤Ê¤¿¤Ï¼º¤Ã¤¿À¸Ì¿ÎϤò²óÉü¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(30 MP)";
480 info[i++] = "You can restore lost life forces (cost 30).";
488 sprintf(Dummy, "¤¢¤Ê¤¿¤ÏŨ¤«¤é %d-%d HP ¤ÎÀ¸Ì¿ÎϤòµÛ¼ý¤Ç¤¤ë¡£(%d MP)",
490 sprintf(Dummy, "You can steal life from a foe, dam. %d-%d (cost %d).",
493 plev + MAX(1, plev / 10), plev + plev * MAX(1, plev / 10), 1 + (plev / 3));
501 info[i++] = "¤¢¤Ê¤¿¤Ïµã¤¶«¤ó¤ÇŨ¤ò¶²Éݤµ¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£(3 MP)";
503 info[i++] = "You can wail to terrify your enemies (cost 3).";
512 info[i++] = "¤¢¤Ê¤¿¤ÏŨ¤ò̲¤é¤»¤ëËâË¡¤ÎÊ´¤òÅꤲ¤ë¤³¤È¤¬¤Ç¤¤ë¡£(12 MP)";
514 info[i++] = "You can throw magical dust which induces sleep (cost 12).";
521 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤ÎÃϹö¤«²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤¬¤Ç¤¤ë¡£(%d MP)", 3 * plev, 10+plev/3);
523 sprintf(Dummy, "You can breathe nether, dam. %d (cost %d).", 3 * plev, 10+plev/3);
531 info[i++] = "¤¢¤Ê¤¿¤Ï d20+30 ¥¿¡¼¥ó¤Î´Ö²£¤Ë¿¤Ó¤ë¤³¤È¤¬¤Ç¤¤ë¡£(15 MP)";
533 info[i++] = "You can expand horizontally, dur d20+30 (cost 15).";
540 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥ì¥¤¥¬¥ó¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(7 MP)", (plev + 1) / 2);
542 sprintf(Dummy, "You can fire a ray gun with damage %d (cost 7).", (plev+1)/2);
546 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ö¥é¥¹¥¿¡¼¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(13 MP)", plev);
548 sprintf(Dummy, "You can fire a blaster with damage %d (cost 13).", plev);
552 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ð¥º¡¼¥«¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(26 MP)", plev * 2);
554 sprintf(Dummy, "You can fire a bazooka with damage %d (cost 26).", plev * 2);
558 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ó¡¼¥à¥¥ã¥Î¥ó¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(40 MP)", plev * 2);
560 sprintf(Dummy, "You can fire a beam cannon with damage %d (cost 40).", plev * 2);
564 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥í¥±¥Ã¥È¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(60 MP)", plev * 5);
566 sprintf(Dummy, "You can fire a rocket with damage %d (cost 60).", plev * 5);
576 switch(p_ptr->pclass)
582 info[i++] = "¤¢¤Ê¤¿¤Ï¥é¥ó¥À¥à¤ÊÊý¸þ¤ËÂФ·¤Æ¿ô²ó¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(75 MP)";
584 info[i++] = "You can attack some random directions at a time (cost 75).";
589 case CLASS_HIGH_MAGE:
594 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥¤¥Æ¥à¤ÎËâÎϤòµÛ¼ý¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(1 MP)";
596 info[i++] = "You can absorb charges from an item (cost 1).";
601 if (p_ptr->realm1 == REALM_LIFE)
606 info[i++] = "¤¢¤Ê¤¿¤ÏÉð´ï¤ò½ËÊ¡¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(70 MP)";
608 info[i++] = "You can bless a weapon (cost 70).";
617 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ¤ê¤Î¤¹¤Ù¤Æ¤Î¥â¥ó¥¹¥¿¡¼¤ò¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(40 MP)";
619 info[i++] = "You can damages all monsters in sight (cost 40).";
628 info[i++] = "¤¢¤Ê¤¿¤Ï¹¶·â¤·¤Æ¨ºÂ¤Ëƨ¤²¤ë¤³¤È¤¬¤Ç¤¤ë¡£(12 MP)";
630 info[i++] = "You can hit a monster and teleport at a time (cost 12).";
638 info[i++] = "¤¢¤Ê¤¿¤Ï²øʪ¤òÄ´ºº¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(20 MP)";
640 info[i++] = "You can prove monsters (cost 20).";
645 if (p_ptr->realm1 == REALM_LIFE)
650 info[i++] = "¤¢¤Ê¤¿¤ÏÀ»¤Ê¤ëÁä¤òÊü¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(30 MP)";
652 info[i++] = "You can fires a holy spear (cost 30).";
661 info[i++] = "¤¢¤Ê¤¿¤ÏÀ¸Ì¿ÎϤò¸º¾¯¤µ¤»¤ëÁä¤òÊü¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(30 MP)";
663 info[i++] = "You can fires a spear which drains vitality (cost 30).";
668 case CLASS_WARRIOR_MAGE:
672 info[i++] = "¤¢¤Ê¤¿¤Ï£È£Ð¤ò£Í£Ð¤ËÊÑ´¹¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
674 info[i++] = "You can convert HP to SP (cost 0).";
677 info[i++] = "¤¢¤Ê¤¿¤Ï£Í£Ð¤ò£È£Ð¤ËÊÑ´¹¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
679 info[i++] = "You can convert SP to HP (cost 0).";
683 case CLASS_CHAOS_WARRIOR:
687 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ°Ï¤Ë²øʪ¤òÏǤ魯¸÷¤òȯÀ¸¤µ¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£(50 MP)";
689 info[i++] = "You can radiate light which confuses nearby monsters (cost 50).";
697 info[i++] = "¤¢¤Ê¤¿¤Ï¹½¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
699 info[i++] = "You can assume a posture of special form (cost 0).";
705 info[i++] = "¤¢¤Ê¤¿¤ÏÄ̾ï¤Î2Çܤι¶·â¤ò¹Ô¤¦¤³¤È¤¬¤Ç¤¤ë¡£(30 MP)";
707 info[i++] = "You can perform double attacks in a time (cost 30).";
711 case CLASS_MINDCRAFTER:
712 case CLASS_FORCETRAINER:
716 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿À¤ò½¸Ã椷¤Æ£Í£Ð¤ò²óÉü¤µ¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
718 info[i++] = "You can concentrate to regenerate your mana (cost 0).";
724 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ì¿¿¤ò»£±Æ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
726 info[i++] = "You can take a photograph (cost 0).";
731 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥¤¥Æ¥à¤ò´°Á´¤Ë´ÕÄꤹ¤ë¤³¤È¤¬¤Ç¤¤ë¡£(20 MP)";
733 info[i++] = "You can *identify* items (cost 20).";
741 info[i++] = "¤¢¤Ê¤¿¤Ï²øʪ¤ÎÆü칶·â¤ò¥À¥á¡¼¥¸2ÇܤǤޤͤ뤳¤È¤¬¤Ç¤¤ë¡£(100 MP)";
743 info[i++] = "You can imitate monster's special attacks with double damage (cost 100).";
747 case CLASS_BEASTMASTER:
749 info[i++] = "¤¢¤Ê¤¿¤Ï1ɤ¤ÎÀ¸Ì¿¤Î¤¢¤ë¥â¥ó¥¹¥¿¡¼¤ò»ÙÇÛ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥ì¥Ù¥ë/4 MP)";
751 info[i++] = "You can dominate a monster (cost level/4).";
756 info[i++] = "¤¢¤Ê¤¿¤Ï»ë³¦Æâ¤ÎÀ¸Ì¿¤Î¤¢¤ë¥â¥ó¥¹¥¿¡¼¤ò»ÙÇÛ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£((¥ì¥Ù¥ë+20)/2 MP)";
758 info[i++] = "You can dominate living monsters in sight (cost (level+20)/4).";
762 case CLASS_MAGIC_EATER:
764 info[i++] = "¤¢¤Ê¤¿¤Ï¾ó/ËâË¡ËÀ/¥í¥Ã¥É¤ÎËâÎϤò¼«Ê¬¤Î¤â¤Î¤Ë¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
766 info[i++] = "You can absorb a staff, wand or rod itself.";
773 info[i++] = "¤¢¤Ê¤¿¤Ï1¥¿¡¼¥ó¤Ë2²óËâË¡¤ò¾§¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£(77 MP)";
775 info[i++] = "You can cast two spells in one time (cost 77).";
782 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿À¤ò½¸Ã椷¤Æµ¤¹ç¤¤¤òί¤á¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
784 info[i++] = "You can concentrate to regenerate your mana.";
790 info[i++] = "¤¢¤Ê¤¿¤ÏÆüì¤Ê·¿¤Ç¹½¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
792 info[i++] = "You can assume a posture of special form.";
796 case CLASS_BLUE_MAGE:
798 info[i++] = "¤¢¤Ê¤¿¤ÏÁê¼ê¤Ë»È¤ï¤ì¤¿ËâË¡¤ò³Ø¤Ö¤³¤È¤¬¤Ç¤¤ë¡£";
800 info[i++] = "You can study spells which your enemy casts on you.";
807 info[i++] = "¤¢¤Ê¤¿¤Ï¥â¥ó¥¹¥¿¡¼¤Ë¾è¤Ã¤Æ̵ÍýÌðÍý¥Ú¥Ã¥È¤Ë¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
809 info[i++] = "You can ride on a hostile monster forcibly to turn it into pet.";
813 case CLASS_BERSERKER:
817 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Ç¶õÊ¢¤òËþ¤¿¤¹¤³¤È¤¬¤Ç¤¤ë¡£";
819 info[i++] = "You can satisfy hunger.";
825 info[i++] = "¤¢¤Ê¤¿¤Ï³¹¤È¥À¥ó¥¸¥ç¥ó¤Î´Ö¤ò¹Ô¤Í褹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
827 info[i++] = "You can travel between town and the depths.";
831 case CLASS_MIRROR_MASTER:
833 info[i++] = "¤¢¤Ê¤¿¤Ï¶À¤òºî¤ê½Ð¤¹¤³¤È¤¬¤Ç¤¤ë¡£(2 MP)";
835 info[i++] = "You can create a Mirror (cost 2).";
838 info[i++] = "¤¢¤Ê¤¿¤Ï¶À¤ò³ä¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
840 info[i++] = "You can break distant Mirrors (cost 0).";
847 info[i++] = "¤¢¤Ê¤¿¤ÏÁÇÁ᤯°ÜÆ°¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
849 info[i++] = "You can walk extremery fast.";
857 if (p_ptr->muta1 & MUT1_SPIT_ACID)
860 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤ò¿á¤¤«¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX1)";
862 info[i++] = "You can spit acid (dam lvl).";
866 if (p_ptr->muta1 & MUT1_BR_FIRE)
869 info[i++] = "¤¢¤Ê¤¿¤Ï±ê¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
871 info[i++] = "You can breathe fire (dam lvl * 2).";
875 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
878 info[i++] = "¤¢¤Ê¤¿¤ÎâˤߤϺÅ̲¸ú²Ì¤ò¤â¤Ä¡£";
880 info[i++] = "Your gaze is hypnotic.";
884 if (p_ptr->muta1 & MUT1_TELEKINES)
887 info[i++] = "¤¢¤Ê¤¿¤ÏÇ°Æ°ÎϤò¤â¤Ã¤Æ¤¤¤ë¡£";
889 info[i++] = "You are telekinetic.";
893 if (p_ptr->muta1 & MUT1_VTELEPORT)
896 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»×¤Ç¥Æ¥ì¥Ý¡¼¥È¤Ç¤¤ë¡£";
898 info[i++] = "You can teleport at will.";
902 if (p_ptr->muta1 & MUT1_MIND_BLST)
905 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿À¹¶·â¤ò¹Ô¤¨¤ë¡£(¥À¥á¡¼¥¸ 3¡Á12d3)";
907 info[i++] = "You can Mind Blast your enemies (3 to 12d3 dam).";
911 if (p_ptr->muta1 & MUT1_RADIATION)
914 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»×¤Ç¶¯¤¤Êü¼ÍÀþ¤òȯÀ¸¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
916 info[i++] = "You can emit hard radiation at will (dam lvl * 2).";
920 if (p_ptr->muta1 & MUT1_VAMPIRISM)
923 info[i++] = "¤¢¤Ê¤¿¤ÏµÛ·ìµ´¤Î¤è¤¦¤ËŨ¤«¤éÀ¸Ì¿ÎϤòµÛ¼ý¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
925 info[i++] = "You can drain life from a foe like a vampire (dam lvl * 2).";
929 if (p_ptr->muta1 & MUT1_SMELL_MET)
932 info[i++] = "¤¢¤Ê¤¿¤Ï¶á¤¯¤Ë¤¢¤ëµ®¶â°¤ò¤«¤®Ê¬¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
934 info[i++] = "You can smell nearby precious metal.";
938 if (p_ptr->muta1 & MUT1_SMELL_MON)
941 info[i++] = "¤¢¤Ê¤¿¤Ï¶á¤¯¤Î¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò¤«¤®Ê¬¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
943 info[i++] = "You can smell nearby monsters.";
947 if (p_ptr->muta1 & MUT1_BLINK)
950 info[i++] = "¤¢¤Ê¤¿¤Ïû¤¤µ÷Î¥¤ò¥Æ¥ì¥Ý¡¼¥È¤Ç¤¤ë¡£";
952 info[i++] = "You can teleport yourself short distances.";
956 if (p_ptr->muta1 & MUT1_EAT_ROCK)
959 info[i++] = "¤¢¤Ê¤¿¤Ï¹Å¤¤´ä¤ò¿©¤Ù¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
961 info[i++] = "You can consume solid rock.";
965 if (p_ptr->muta1 & MUT1_SWAP_POS)
968 info[i++] = "¤¢¤Ê¤¿¤Ï¾¤Î¼Ô¤È¾ì½ê¤òÆþ¤ìÂؤï¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
970 info[i++] = "You can switch locations with another being.";
974 if (p_ptr->muta1 & MUT1_SHRIEK)
977 info[i++] = "¤¢¤Ê¤¿¤Ï¿È¤ÎÌÓ¤â¤è¤À¤Ä¶«¤ÓÀ¼¤òȯ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
979 info[i++] = "You can emit a horrible shriek (dam 2 * lvl).";
983 if (p_ptr->muta1 & MUT1_ILLUMINE)
986 info[i++] = "¤¢¤Ê¤¿¤ÏÌÀ¤ë¤¤¸÷¤òÊü¤Ä¤³¤È¤¬¤Ç¤¤ë¡£";
988 info[i++] = "You can emit bright light.";
992 if (p_ptr->muta1 & MUT1_DET_CURSE)
995 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤ÊËâË¡¤Î´í¸±¤ò´¶¤¸¤È¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
997 info[i++] = "You can feel the danger of evil magic.";
1001 if (p_ptr->muta1 & MUT1_BERSERK)
1004 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»×¤Ç¶¸ÍðÀïÆ®¾õÂ֤ˤʤ뤳¤È¤¬¤Ç¤¤ë¡£";
1006 info[i++] = "You can drive yourself into a berserk frenzy.";
1010 if (p_ptr->muta1 & MUT1_POLYMORPH)
1013 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»Ö¤ÇÊѲ½¤Ç¤¤ë¡£";
1015 info[i++] = "You can polymorph yourself at will.";
1019 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
1022 info[i++] = "¤¢¤Ê¤¿¤ÏÄ̾異¥¤¥Æ¥à¤ò¶â¤ËÊѤ¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1024 info[i++] = "You can turn ordinary items to gold.";
1028 if (p_ptr->muta1 & MUT1_GROW_MOLD)
1031 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ°Ï¤Ë¥¥Î¥³¤òÀ¸¤ä¤¹¤³¤È¤¬¤Ç¤¤ë¡£";
1033 info[i++] = "You can cause mold to grow near you.";
1037 if (p_ptr->muta1 & MUT1_RESIST)
1040 info[i++] = "¤¢¤Ê¤¿¤Ï¸µÁǤι¶·â¤ËÂФ·¤Æ¿È¤ò¹Å¤¯¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1042 info[i++] = "You can harden yourself to the ravages of the elements.";
1046 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
1049 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ°Ï¤Î¥À¥ó¥¸¥ç¥ó¤òÊø²õ¤µ¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1051 info[i++] = "You can bring down the dungeon around your ears.";
1055 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
1058 info[i++] = "¤¢¤Ê¤¿¤ÏËâË¡¤Î¥¨¥Í¥ë¥®¡¼¤ò¼«Ê¬¤Îʪ¤È¤·¤Æ»ÈÍѤǤ¤ë¡£";
1060 info[i++] = "You can consume magic energy for your own use.";
1064 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
1067 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Ë±Æ¶Á¤òÍ¿¤¨¤ëËâË¡¤ÎÎϤò´¶¤¸¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1069 info[i++] = "You can feel the strength of the magics affecting you.";
1073 if (p_ptr->muta1 & MUT1_STERILITY)
1076 info[i++] = "¤¢¤Ê¤¿¤Ï½¸ÃÄŪÀ¸¿£ÉÔǽ¤òµ¯¤³¤¹¤³¤È¤¬¤Ç¤¤ë¡£";
1078 info[i++] = "You can cause mass impotence.";
1082 if (p_ptr->muta1 & MUT1_PANIC_HIT)
1085 info[i++] = "¤¢¤Ê¤¿¤Ï¹¶·â¤·¤¿¸å¿È¤ò¼é¤ë¤¿¤áƨ¤²¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1087 info[i++] = "You can run for your life after hitting something.";
1091 if (p_ptr->muta1 & MUT1_DAZZLE)
1094 info[i++] = "¤¢¤Ê¤¿¤Ïº®Íð¤ÈÌÕÌܤò°ú¤µ¯¤³¤¹Êü¼Íǽ¤òȯÀ¸¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£ ";
1096 info[i++] = "You can emit confusing, blinding radiation.";
1100 if (p_ptr->muta1 & MUT1_LASER_EYE)
1103 info[i++] = "¤¢¤Ê¤¿¤ÏÌܤ«¤é¥ì¡¼¥¶¡¼¸÷Àþ¤òȯ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
1105 info[i++] = "Your eyes can fire laser beams (dam 2 * lvl).";
1109 if (p_ptr->muta1 & MUT1_RECALL)
1112 info[i++] = "¤¢¤Ê¤¿¤Ï³¹¤È¥À¥ó¥¸¥ç¥ó¤Î´Ö¤ò¹Ô¤Í褹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1114 info[i++] = "You can travel between town and the depths.";
1118 if (p_ptr->muta1 & MUT1_BANISH)
1121 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¥â¥ó¥¹¥¿¡¼¤òÃϹö¤ËÍî¤È¤¹¤³¤È¤¬¤Ç¤¤ë¡£";
1123 info[i++] = "You can send evil creatures directly to Hell.";
1127 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
1130 info[i++] = "¤¢¤Ê¤¿¤ÏŨ¤ò¿¨¤Ã¤ÆÅà¤é¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX3)";
1132 info[i++] = "You can freeze things with a touch (dam 3 * lvl).";
1136 if (p_ptr->muta1 & MUT1_LAUNCHER)
1139 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥¤¥Æ¥à¤òÎ϶¯¤¯Åꤲ¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1141 info[i++] = "You can hurl objects with great force.";
1149 if (p_ptr->muta2 & MUT2_BERS_RAGE)
1152 info[i++] = "¤¢¤Ê¤¿¤Ï¶¸Àï»Î²½¤Îȯºî¤òµ¯¤³¤¹¡£";
1154 info[i++] = "You are subject to berserker fits.";
1158 if (p_ptr->muta2 & MUT2_COWARDICE)
1161 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹²²É¤ˤʤ롣";
1163 info[i++] = "You are subject to cowardice.";
1167 if (p_ptr->muta2 & MUT2_RTELEPORT)
1170 info[i++] = "¤¢¤Ê¤¿¤Ï¥é¥ó¥À¥à¤Ë¥Æ¥ì¥Ý¡¼¥È¤¹¤ë¡£";
1172 info[i++] = "You are teleporting randomly.";
1176 if (p_ptr->muta2 & MUT2_ALCOHOL)
1179 info[i++] = "¤¢¤Ê¤¿¤ÎÂΤϥ¢¥ë¥³¡¼¥ë¤òʬÈ礹¤ë¡£";
1181 info[i++] = "Your body produces alcohol.";
1185 if (p_ptr->muta2 & MUT2_HALLU)
1188 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸³Ð¤ò°ú¤µ¯¤³¤¹Àº¿ÀºøÍð¤Ë¿¯¤µ¤ì¤Æ¤¤¤ë¡£";
1190 info[i++] = "You have a hallucinatory insanity.";
1194 if (p_ptr->muta2 & MUT2_FLATULENT)
1197 info[i++] = "¤¢¤Ê¤¿¤ÏÀ©¸æ¤Ç¤¤Ê¤¤¶¯Îõ¤ÊÕû¤ò¤³¤¯¡£";
1199 info[i++] = "You are subject to uncontrollable flatulence.";
1203 if (p_ptr->muta2 & MUT2_PROD_MANA)
1206 info[i++] = "¤¢¤Ê¤¿¤ÏÀ©¸æÉÔǽ¤ÊËâË¡¤Î¥¨¥Í¥ë¥®¡¼¤òȯ¤·¤Æ¤¤¤ë¡£";
1208 info[i++] = "You are producing magical energy uncontrollably.";
1212 if (p_ptr->muta2 & MUT2_ATT_DEMON)
1215 info[i++] = "¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤ò°ú¤¤Ä¤±¤ë¡£";
1217 info[i++] = "You attract demons.";
1221 if (p_ptr->muta2 & MUT2_SCOR_TAIL)
1224 info[i++] = "¤¢¤Ê¤¿¤Ï¥µ¥½¥ê¤Î¿¬Èø¤¬À¸¤¨¤Æ¤¤¤ë¡£(ÆÇ¡¢¥À¥á¡¼¥¸ 3d7)";
1226 info[i++] = "You have a scorpion tail (poison, 3d7).";
1230 if (p_ptr->muta2 & MUT2_HORNS)
1233 info[i++] = "¤¢¤Ê¤¿¤Ï³Ñ¤¬À¸¤¨¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 2d6)";
1235 info[i++] = "You have horns (dam. 2d6).";
1239 if (p_ptr->muta2 & MUT2_BEAK)
1242 info[i++] = "¤¢¤Ê¤¿¤Ï¥¯¥Á¥Ð¥·¤¬À¸¤¨¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 2d4)";
1244 info[i++] = "You have a beak (dam. 2d4).";
1248 if (p_ptr->muta2 & MUT2_SPEED_FLUX)
1251 info[i++] = "¤¢¤Ê¤¿¤Ï¥é¥ó¥À¥à¤ËÁ᤯ư¤¤¤¿¤êÃÙ¤¯Æ°¤¤¤¿¤ê¤¹¤ë¡£";
1253 info[i++] = "You move faster or slower randomly.";
1257 if (p_ptr->muta2 & MUT2_BANISH_ALL)
1260 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹¶á¤¯¤Î¥â¥ó¥¹¥¿¡¼¤ò¾ÃÌǤµ¤»¤ë¡£";
1262 info[i++] = "You sometimes cause nearby creatures to vanish.";
1266 if (p_ptr->muta2 & MUT2_EAT_LIGHT)
1269 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹¼þ°Ï¤Î¸÷¤òµÛ¼ý¤·¤Æ±ÉÍܤˤ¹¤ë¡£";
1271 info[i++] = "You sometimes feed off of the light around you.";
1275 if (p_ptr->muta2 & MUT2_TRUNK)
1278 info[i++] = "¤¢¤Ê¤¿¤Ï¾Ý¤Î¤è¤¦¤ÊÉ¡¤ò»ý¤Ã¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 1d4)";
1280 info[i++] = "You have an elephantine trunk (dam 1d4).";
1284 if (p_ptr->muta2 & MUT2_ATT_ANIMAL)
1287 info[i++] = "¤¢¤Ê¤¿¤Ïưʪ¤ò°ú¤¤Ä¤±¤ë¡£";
1289 info[i++] = "You attract animals.";
1293 if (p_ptr->muta2 & MUT2_TENTACLES)
1296 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¿¨¼ê¤ò»ý¤Ã¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 2d5)";
1298 info[i++] = "You have evil looking tentacles (dam 2d5).";
1302 if (p_ptr->muta2 & MUT2_RAW_CHAOS)
1305 info[i++] = "¤¢¤Ê¤¿¤Ï¤·¤Ð¤·¤Ð½ã¥«¥ª¥¹¤ËÊñ¤Þ¤ì¤ë¡£";
1307 info[i++] = "You occasionally are surrounded with raw chaos.";
1311 if (p_ptr->muta2 & MUT2_NORMALITY)
1314 info[i++] = "¤¢¤Ê¤¿¤ÏÊÑ°Û¤·¤Æ¤¤¤¿¤¬¡¢²óÉü¤·¤Æ¤¤Æ¤¤¤ë¡£";
1316 info[i++] = "You may be mutated, but you're recovering.";
1320 if (p_ptr->muta2 & MUT2_WRAITH)
1323 info[i++] = "¤¢¤Ê¤¿¤ÎÆùÂΤÏÍ©Â⽤·¤¿¤ê¼ÂÂ⽤·¤¿¤ê¤¹¤ë¡£";
1325 info[i++] = "You fade in and out of physical reality.";
1329 if (p_ptr->muta2 & MUT2_POLY_WOUND)
1332 info[i++] = "¤¢¤Ê¤¿¤Î·ò¹¯¤Ï¥«¥ª¥¹¤ÎÎϤ˱ƶÁ¤ò¼õ¤±¤ë¡£";
1334 info[i++] = "Your health is subject to chaotic forces.";
1338 if (p_ptr->muta2 & MUT2_WASTING)
1341 info[i++] = "¤¢¤Ê¤¿¤Ï¿ê¼å¤¹¤ë¶²¤í¤·¤¤Éµ¤¤Ë¤«¤«¤Ã¤Æ¤¤¤ë¡£";
1343 info[i++] = "You have a horrible wasting disease.";
1347 if (p_ptr->muta2 & MUT2_ATT_DRAGON)
1350 info[i++] = "¤¢¤Ê¤¿¤Ï¥É¥é¥´¥ó¤ò°ú¤¤Ä¤±¤ë¡£";
1352 info[i++] = "You attract dragons.";
1356 if (p_ptr->muta2 & MUT2_WEIRD_MIND)
1359 info[i++] = "¤¢¤Ê¤¿¤ÎÀº¿À¤Ï¥é¥ó¥À¥à¤Ë³ÈÂ礷¤¿¤ê½Ì¾®¤·¤¿¤ê¤·¤Æ¤¤¤ë¡£";
1361 info[i++] = "Your mind randomly expands and contracts.";
1365 if (p_ptr->muta2 & MUT2_NAUSEA)
1368 info[i++] = "¤¢¤Ê¤¿¤Î°ß¤ÏÈó¾ï¤ËÍî¤ÁÃ夤¬¤Ê¤¤¡£";
1370 info[i++] = "You have a seriously upset stomach.";
1374 if (p_ptr->muta2 & MUT2_CHAOS_GIFT)
1377 info[i++] = "¤¢¤Ê¤¿¤Ï¥«¥ª¥¹¤Î¼é¸î°Ë⤫¤éË«Èþ¤ò¤¦¤±¤È¤ë¡£";
1379 info[i++] = "Chaos deities give you gifts.";
1383 if (p_ptr->muta2 & MUT2_WALK_SHAD)
1386 info[i++] = "¤¢¤Ê¤¿¤Ï¤·¤Ð¤·¤Ð¾¤Î¡Ö±Æ¡×¤Ë̤¤¹þ¤à¡£";
1388 info[i++] = "You occasionally stumble into other shadows.";
1392 if (p_ptr->muta2 & MUT2_WARNING)
1395 info[i++] = "¤¢¤Ê¤¿¤ÏŨ¤Ë´Ø¤¹¤ë·Ù¹ð¤ò´¶¤¸¤ë¡£";
1397 info[i++] = "You receive warnings about your foes.";
1401 if (p_ptr->muta2 & MUT2_INVULN)
1404 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹É餱ÃΤ餺¤Êµ¤Ê¬¤Ë¤Ê¤ë¡£";
1406 info[i++] = "You occasionally feel invincible.";
1410 if (p_ptr->muta2 & MUT2_SP_TO_HP)
1413 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹·ì¤¬¶ÚÆù¤Ë¤É¤Ã¤Èή¤ì¤ë¡£";
1415 info[i++] = "Your blood sometimes rushes to your muscles.";
1419 if (p_ptr->muta2 & MUT2_HP_TO_SP)
1422 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹Æ¬¤Ë·ì¤¬¤É¤Ã¤Èή¤ì¤ë¡£";
1424 info[i++] = "Your blood sometimes rushes to your head.";
1428 if (p_ptr->muta2 & MUT2_DISARM)
1431 info[i++] = "¤¢¤Ê¤¿¤Ï¤è¤¯¤Ä¤Þ¤Å¤¤¤Æʪ¤òÍî¤È¤¹¡£";
1433 info[i++] = "You occasionally stumble and drop things.";
1441 if (p_ptr->muta3 & MUT3_HYPER_STR)
1444 info[i++] = "¤¢¤Ê¤¿¤ÏĶ¿ÍŪ¤Ë¶¯¤¤¡£(ÏÓÎÏ+4)";
1446 info[i++] = "You are superhumanly strong (+4 STR).";
1450 if (p_ptr->muta3 & MUT3_PUNY)
1453 info[i++] = "¤¢¤Ê¤¿¤Ïµõ¼å¤À¡£(ÏÓÎÏ-4)";
1455 info[i++] = "You are puny (-4 STR).";
1459 if (p_ptr->muta3 & MUT3_HYPER_INT)
1462 info[i++] = "¤¢¤Ê¤¿¤ÎǾ¤ÏÀ¸ÂÎ¥³¥ó¥Ô¥å¡¼¥¿¤À¡£(ÃÎǽ¡õ¸¤µ+4)";
1464 info[i++] = "Your brain is a living computer (+4 INT/WIS).";
1468 if (p_ptr->muta3 & MUT3_MORONIC)
1471 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿ÀÇö¼å¤À¡£(ÃÎǽ¡õ¸¤µ-4)";
1473 info[i++] = "You are moronic (-4 INT/WIS).";
1477 if (p_ptr->muta3 & MUT3_RESILIENT)
1480 info[i++] = "¤¢¤Ê¤¿¤ÏÈó¾ï¤Ë¥¿¥Õ¤À¡£(Âѵ×+4)";
1482 info[i++] = "You are very resilient (+4 CON).";
1486 if (p_ptr->muta3 & MUT3_XTRA_FAT)
1489 info[i++] = "¤¢¤Ê¤¿¤Ï¶Ëü¤ËÂÀ¤Ã¤Æ¤¤¤ë¡£(Âѵ×+2,¥¹¥Ô¡¼¥É-2)";
1491 info[i++] = "You are extremely fat (+2 CON, -2 speed).";
1495 if (p_ptr->muta3 & MUT3_ALBINO)
1498 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥ë¥Ó¥Î¤À¡£(Âѵ×-4)";
1500 info[i++] = "You are albino (-4 CON).";
1504 if (p_ptr->muta3 & MUT3_FLESH_ROT)
1507 info[i++] = "¤¢¤Ê¤¿¤ÎÆùÂΤÏÉåÇÔ¤·¤Æ¤¤¤ë¡£(Âѵ×-2,Ì¥ÎÏ-1)";
1509 info[i++] = "Your flesh is rotting (-2 CON, -1 CHR).";
1513 if (p_ptr->muta3 & MUT3_SILLY_VOI)
1516 info[i++] = "¤¢¤Ê¤¿¤ÎÀ¼¤Ï´ÖÈ´¤±¤Ê¥¡¼¥¡¼À¼¤À¡£(Ì¥ÎÏ-4)";
1518 info[i++] = "Your voice is a silly squeak (-4 CHR).";
1522 if (p_ptr->muta3 & MUT3_BLANK_FAC)
1525 info[i++] = "¤¢¤Ê¤¿¤Ï¤Î¤Ã¤Ú¤é¤Ü¤¦¤À¡£(Ì¥ÎÏ-1)";
1527 info[i++] = "Your face is featureless (-1 CHR).";
1531 if (p_ptr->muta3 & MUT3_ILL_NORM)
1534 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸±Æ¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
1536 info[i++] = "Your appearance is masked with illusion.";
1540 if (p_ptr->muta3 & MUT3_XTRA_EYES)
1543 info[i++] = "¤¢¤Ê¤¿¤Ï;ʬ¤ËÆó¤Ä¤ÎÌܤò»ý¤Ã¤Æ¤¤¤ë¡£(õº÷+15)";
1545 info[i++] = "You have an extra pair of eyes (+15 search).";
1549 if (p_ptr->muta3 & MUT3_MAGIC_RES)
1552 info[i++] = "¤¢¤Ê¤¿¤ÏËâË¡¤Ø¤ÎÂÑÀ¤ò¤â¤Ã¤Æ¤¤¤ë¡£";
1554 info[i++] = "You are resistant to magic.";
1558 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
1561 info[i++] = "¤¢¤Ê¤¿¤ÏÊѤʲ»¤òȯ¤·¤Æ¤¤¤ë¡£(±£Ì©-3)";
1563 info[i++] = "You make a lot of strange noise (-3 stealth).";
1567 if (p_ptr->muta3 & MUT3_INFRAVIS)
1570 info[i++] = "¤¢¤Ê¤¿¤ÏÁÇÀ²¤é¤·¤¤ÀÖ³°Àþ»ëÎϤò»ý¤Ã¤Æ¤¤¤ë¡£(+3)";
1572 info[i++] = "You have remarkable infravision (+3).";
1576 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
1579 info[i++] = "¤¢¤Ê¤¿¤Ï;ʬ¤ËÆóËܤΤ¬À¸¤¨¤Æ¤¤¤ë¡£(²Ã®+3)";
1581 info[i++] = "You have an extra pair of legs (+3 speed).";
1585 if (p_ptr->muta3 & MUT3_SHORT_LEG)
1588 info[i++] = "¤¢¤Ê¤¿¤Î¤Ïû¤¤Æ͵¯¤À¡£(²Ã®-3)";
1590 info[i++] = "Your legs are short stubs (-3 speed).";
1594 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
1597 info[i++] = "¤¢¤Ê¤¿¤Î·ì´É¤Ë¤ÏÅÅή¤¬Î®¤ì¤Æ¤¤¤ë¡£";
1599 info[i++] = "Electricity is running through your veins.";
1603 if (p_ptr->muta3 & MUT3_FIRE_BODY)
1606 info[i++] = "¤¢¤Ê¤¿¤ÎÂΤϱê¤Ë¤Ä¤Ä¤Þ¤ì¤Æ¤¤¤ë¡£";
1608 info[i++] = "Your body is enveloped in flames.";
1611 if (p_ptr->muta3 & MUT3_WART_SKIN)
1614 info[i++] = "¤¢¤Ê¤¿¤ÎÈ©¤Ï¥¤¥Ü¤ËÈï¤ï¤ì¤Æ¤¤¤ë¡£(Ì¥ÎÏ-2, AC+5)";
1616 info[i++] = "Your skin is covered with warts (-2 CHR, +5 AC).";
1620 if (p_ptr->muta3 & MUT3_SCALES)
1623 info[i++] = "¤¢¤Ê¤¿¤ÎÈ©¤ÏÎڤˤʤäƤ¤¤ë¡£(Ì¥ÎÏ-1, AC+10)";
1625 info[i++] = "Your skin has turned into scales (-1 CHR, +10 AC).";
1629 if (p_ptr->muta3 & MUT3_IRON_SKIN)
1632 info[i++] = "¤¢¤Ê¤¿¤ÎÈ©¤ÏÅ´¤Ç¤Ç¤¤Æ¤¤¤ë¡£(´ïÍÑ-1, AC+25)";
1634 info[i++] = "Your skin is made of steel (-1 DEX, +25 AC).";
1638 if (p_ptr->muta3 & MUT3_WINGS)
1641 info[i++] = "¤¢¤Ê¤¿¤Ï±©¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
1643 info[i++] = "You have wings.";
1647 if (p_ptr->muta3 & MUT3_FEARLESS)
1651 if (p_ptr->muta3 & MUT3_REGEN)
1655 if (p_ptr->muta3 & MUT3_ESP)
1659 if (p_ptr->muta3 & MUT3_LIMBER)
1662 info[i++] = "¤¢¤Ê¤¿¤ÎÂΤÏÈó¾ï¤Ë¤·¤Ê¤ä¤«¤À¡£(´ïÍÑ+3)";
1664 info[i++] = "Your body is very limber (+3 DEX).";
1668 if (p_ptr->muta3 & MUT3_ARTHRITIS)
1671 info[i++] = "¤¢¤Ê¤¿¤Ï¤¤¤Ä¤â´ØÀá¤ËÄˤߤò´¶¤¸¤Æ¤¤¤ë¡£(´ïÍÑ-3)";
1673 info[i++] = "Your joints ache constantly (-3 DEX).";
1677 if (p_ptr->muta3 & MUT3_VULN_ELEM)
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->aggravate)
1779 info[i++] = "¤¢¤Ê¤¿¤Ï¥â¥ó¥¹¥¿¡¼¤òÅܤ餻¤Æ¤¤¤ë¡£";
1781 info[i++] = "You aggravate monsters.";
1785 if (p_ptr->teleport)
1788 info[i++] = "¤¢¤Ê¤¿¤Î°ÌÃ֤ϤҤ¸¤ç¤¦¤ËÉÔ°ÂÄê¤À¡£";
1790 info[i++] = "Your position is very uncertain.";
1797 info[i++] = "¤¢¤Ê¤¿¤Ï¸øÀµ¤µ¤ò´¶¤¸¤Æ¤¤¤ë¡£";
1799 info[i++] = "You feel rightous.";
1806 info[i++] = "¤¢¤Ê¤¿¤Ï¥Ò¡¼¥í¡¼µ¤Ê¬¤À¡£";
1808 info[i++] = "You feel heroic.";
1815 info[i++] = "¤¢¤Ê¤¿¤ÏÀïÆ®¶¸¤À¡£";
1817 info[i++] = "You are in a battle rage.";
1821 if (p_ptr->protevil)
1824 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¤ë¸ºß¤«¤é¼é¤é¤ì¤Æ¤¤¤ë¡£";
1826 info[i++] = "You are protected from evil.";
1833 info[i++] = "¤¢¤Ê¤¿¤Ï¿ÀÈë¤Î¥·¡¼¥ë¥É¤Ç¼é¤é¤ì¤Æ¤¤¤ë¡£";
1835 info[i++] = "You are protected by a mystic shield.";
1842 info[i++] = "¤¢¤Ê¤¿¤Ï¸½ºß½ý¤Ä¤«¤Ê¤¤¡£";
1844 info[i++] = "You are temporarily invulnerable.";
1848 if (p_ptr->wraith_form)
1851 info[i++] = "¤¢¤Ê¤¿¤Ï°ì»þŪ¤ËÍ©Â⽤·¤Æ¤¤¤ë¡£";
1853 info[i++] = "You are temporarily incorporeal.";
1857 if (p_ptr->special_attack & ATTACK_CONFUSE)
1860 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÀÖ¤¯µ±¤¤¤Æ¤¤¤ë¡£";
1862 info[i++] = "Your hands are glowing dull red.";
1866 if (p_ptr->special_attack & ATTACK_FIRE)
1869 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤Ï²Ð±ê¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
1871 info[i++] = "You can strike enemy with flame.";
1875 if (p_ptr->special_attack & ATTACK_COLD)
1878 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÎ䵤¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
1880 info[i++] = "You can strike enemy with cold.";
1884 if (p_ptr->special_attack & ATTACK_ACID)
1887 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤Ï»À¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
1889 info[i++] = "You can strike enemy with acid.";
1893 if (p_ptr->special_attack & ATTACK_ELEC)
1896 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÅÅ·â¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
1898 info[i++] = "You can strike enemy with electoric shock.";
1902 if (p_ptr->special_attack & ATTACK_POIS)
1905 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÆǤËʤ¤ï¤ì¤Æ¤¤¤ë¡£";
1907 info[i++] = "You can strike enemy with poison.";
1911 if (p_ptr->special_attack & ATTACK_CONFUSE)
1914 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÀÖ¤¯µ±¤¤¤Æ¤¤¤ë¡£";
1916 info[i++] = "Your hands are glowing dull red.";
1920 if (p_ptr->special_attack & ATTACK_CONFUSE)
1923 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÀÖ¤¯µ±¤¤¤Æ¤¤¤ë¡£";
1925 info[i++] = "Your hands are glowing dull red.";
1929 switch (p_ptr->action)
1933 info[i++] = "¤¢¤Ê¤¿¤Ï¤Ò¤¸¤ç¤¦¤ËÃí°Õ¿¼¤¯¼þ°Ï¤ò¸«ÅϤ·¤Æ¤¤¤ë¡£";
1935 info[i++] = "You are looking around very carefully.";
1939 if (p_ptr->new_spells)
1942 info[i++] = "¤¢¤Ê¤¿¤Ï¼öʸ¤äµ§¤ê¤ò³Ø¤Ö¤³¤È¤¬¤Ç¤¤ë¡£";
1944 info[i++] = "You can learn some spells/prayers.";
1948 if (p_ptr->word_recall)
1951 info[i++] = "¤¢¤Ê¤¿¤Ï¤¹¤°¤Ëµ¢´Ô¤¹¤ë¤À¤í¤¦¡£";
1953 info[i++] = "You will soon be recalled.";
1957 if (p_ptr->see_infra)
1960 info[i++] = "¤¢¤Ê¤¿¤ÎÆ·¤ÏÀÖ³°Àþ¤ËÉÒ´¶¤Ç¤¢¤ë¡£";
1962 info[i++] = "Your eyes are sensitive to infrared light.";
1969 info[i++] = "¤¢¤Ê¤¿¤ÏÆ©ÌÀ¤Ê¥â¥ó¥¹¥¿¡¼¤ò¸«¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1971 info[i++] = "You can see invisible creatures.";
1978 info[i++] = "¤¢¤Ê¤¿¤ÏÈô¤Ö¤³¤È¤¬¤Ç¤¤ë¡£";
1980 info[i++] = "You can fly.";
1984 if (p_ptr->free_act)
1987 info[i++] = "¤¢¤Ê¤¿¤ÏËãáãÃΤ餺¤Î¸ú²Ì¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
1989 info[i++] = "You have free action.";
1993 if (p_ptr->regenerate)
1996 info[i++] = "¤¢¤Ê¤¿¤ÏÁÇÁ᤯ÂÎÎϤò²óÉü¤¹¤ë¡£";
1998 info[i++] = "You regenerate quickly.";
2002 if (p_ptr->slow_digest)
2005 info[i++] = "¤¢¤Ê¤¿¤Ï¿©Íߤ¬¾¯¤Ê¤¤¡£";
2007 info[i++] = "Your appetite is small.";
2011 if (p_ptr->telepathy)
2014 info[i++] = "¤¢¤Ê¤¿¤ÏĶǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2016 info[i++] = "You have ESP.";
2020 if (p_ptr->hold_life)
2023 info[i++] = "¤¢¤Ê¤¿¤Ï¼«¸Ê¤ÎÀ¸Ì¿ÎϤò¤·¤Ã¤«¤ê¤È°Ý»ý¤¹¤ë¡£";
2025 info[i++] = "You have a firm hold on your life force.";
2032 info[i++] = "¤¢¤Ê¤¿¤ÏÌð¤ä¥Ü¥ë¥È¤òÈ¿¼Í¤¹¤ë¡£";
2034 info[i++] = "You reflect arrows and bolts.";
2041 info[i++] = "¤¢¤Ê¤¿¤Ï±ê¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2043 info[i++] = "You are surrounded with a fiery aura.";
2050 info[i++] = "¤¢¤Ê¤¿¤ÏÅŵ¤¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2052 info[i++] = "You are surrounded with electricity.";
2059 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2061 info[i++] = "You are surrounded with a coldly aura.";
2065 if (p_ptr->anti_magic)
2068 info[i++] = "¤¢¤Ê¤¿¤ÏÈ¿ËâË¡¥·¡¼¥ë¥É¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2070 info[i++] = "You are surrounded by an anti-magic shell.";
2074 if (p_ptr->anti_tele)
2077 info[i++] = "¤¢¤Ê¤¿¤Ï¥Æ¥ì¥Ý¡¼¥È¤Ç¤¤Ê¤¤¡£";
2079 info[i++] = "You cannot teleport.";
2086 info[i++] = "¤¢¤Ê¤¿¤Î¿ÈÂΤϸ÷¤Ã¤Æ¤¤¤ë¡£";
2088 info[i++] = "You are carrying a permanent light.";
2095 info[i++] = "¤¢¤Ê¤¿¤Ï¹ÔÆ°¤ÎÁ°¤Ë´í¸±¤ò»¡ÃΤ¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
2097 info[i++] = "You will be warn before dangerous action.";
2101 if (p_ptr->dec_mana)
2104 info[i++] = "¤¢¤Ê¤¿¤Ï¾¯¤Ê¤¤¾ÃÈñËâÎϤÇËâË¡¤ò¾§¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
2106 info[i++] = "You can cast spell with fewer mana.";
2110 if (p_ptr->easy_spell)
2113 info[i++] = "¤¢¤Ê¤¿¤ÏÄ㤤¼ºÇÔΨ¤ÇËâË¡¤ò¾§¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
2115 info[i++] = "Fail rate of your magic is decreased.";
2119 if (p_ptr->heavy_spell)
2122 info[i++] = "¤¢¤Ê¤¿¤Ï¹â¤¤¼ºÇÔΨ¤ÇËâË¡¤ò¾§¤¨¤Ê¤±¤ì¤Ð¤¤¤±¤Ê¤¤¡£";
2124 info[i++] = "Fail rate of your magic is incresed.";
2128 if (p_ptr->mighty_throw)
2131 info[i++] = "¤¢¤Ê¤¿¤Ï¶¯¤¯Êª¤òÅꤲ¤ë¡£";
2133 info[i++] = "You can throw objects powerfully.";
2138 if (p_ptr->immune_acid)
2141 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2143 info[i++] = "You are completely immune to acid.";
2147 else if ((p_ptr->resist_acid) && (p_ptr->oppose_acid))
2150 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤Ø¤Î¶¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2152 info[i++] = "You resist acid exceptionally well.";
2156 else if ((p_ptr->resist_acid) || (p_ptr->oppose_acid))
2159 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2161 info[i++] = "You are resistant to acid.";
2166 if (p_ptr->immune_elec)
2169 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2171 info[i++] = "You are completely immune to lightning.";
2175 else if ((p_ptr->resist_elec) && (p_ptr->oppose_elec))
2178 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ø¤Î¶¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2180 info[i++] = "You resist lightning exceptionally well.";
2184 else if ((p_ptr->resist_elec) || (p_ptr->oppose_elec))
2187 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2189 info[i++] = "You are resistant to lightning.";
2194 if (prace_is_(RACE_ANDROID) && !p_ptr->immune_elec)
2197 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ë¼å¤¤¡£";
2199 info[i++] = "You are susceptible to damage from lightning.";
2204 if (p_ptr->immune_fire)
2207 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2209 info[i++] = "You are completely immune to fire.";
2213 else if ((p_ptr->resist_fire) && (p_ptr->oppose_fire))
2216 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ø¤Î¶¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2218 info[i++] = "You resist fire exceptionally well.";
2222 else if ((p_ptr->resist_fire) || (p_ptr->oppose_fire))
2225 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2227 info[i++] = "You are resistant to fire.";
2232 if (prace_is_(RACE_ENT) && !p_ptr->immune_fire)
2235 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ë¼å¤¤¡£";
2237 info[i++] = "You are susceptible to damage from fire.";
2242 if (p_ptr->immune_cold)
2245 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2247 info[i++] = "You are completely immune to cold.";
2251 else if ((p_ptr->resist_cold) && (p_ptr->oppose_cold))
2254 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Ø¤Î¶¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2256 info[i++] = "You resist cold exceptionally well.";
2260 else if ((p_ptr->resist_cold) || (p_ptr->oppose_cold))
2263 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2265 info[i++] = "You are resistant to cold.";
2270 if ((p_ptr->resist_pois) && (p_ptr->oppose_pois))
2273 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤؤζ¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2275 info[i++] = "You resist poison exceptionally well.";
2279 else if ((p_ptr->resist_pois) || (p_ptr->oppose_pois))
2282 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2284 info[i++] = "You are resistant to poison.";
2289 if (p_ptr->resist_lite)
2292 info[i++] = "¤¢¤Ê¤¿¤ÏÁ®¸÷¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2294 info[i++] = "You are resistant to bright light.";
2299 if (prace_is_(RACE_VAMPIRE) || prace_is_(RACE_S_FAIRY) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
2302 info[i++] = "¤¢¤Ê¤¿¤ÏÁ®¸÷¤Ë¼å¤¤¡£";
2304 info[i++] = "You are susceptible to damage from bright light.";
2309 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form)
2312 info[i++] = "¤¢¤Ê¤¿¤Ï°Å¹õ¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2314 info[i++] = "You are completely immune to darkness.";
2318 else if (p_ptr->resist_dark)
2321 info[i++] = "¤¢¤Ê¤¿¤Ï°Å¹õ¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2323 info[i++] = "You are resistant to darkness.";
2327 if (p_ptr->resist_conf)
2330 info[i++] = "¤¢¤Ê¤¿¤Ïº®Íð¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2332 info[i++] = "You are resistant to confusion.";
2336 if (p_ptr->resist_sound)
2339 info[i++] = "¤¢¤Ê¤¿¤Ï²»ÇȤξ׷â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2341 info[i++] = "You are resistant to sonic attacks.";
2345 if (p_ptr->resist_disen)
2348 info[i++] = "¤¢¤Ê¤¿¤ÏÎô²½¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2350 info[i++] = "You are resistant to disenchantment.";
2354 if (p_ptr->resist_chaos)
2357 info[i++] = "¤¢¤Ê¤¿¤Ï¥«¥ª¥¹¤ÎÎϤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2359 info[i++] = "You are resistant to chaos.";
2363 if (p_ptr->resist_shard)
2366 info[i++] = "¤¢¤Ê¤¿¤ÏÇËÊҤι¶·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2368 info[i++] = "You are resistant to blasts of shards.";
2372 if (p_ptr->resist_nexus)
2375 info[i++] = "¤¢¤Ê¤¿¤Ï°ø²Ìº®Íð¤Î¹¶·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2377 info[i++] = "You are resistant to nexus attacks.";
2382 if (prace_is_(RACE_SPECTRE))
2385 info[i++] = "¤¢¤Ê¤¿¤ÏÃϹö¤ÎÎϤòµÛ¼ý¤Ç¤¤ë¡£";
2387 info[i++] = "You can drain nether forces.";
2391 else if (p_ptr->resist_neth)
2394 info[i++] = "¤¢¤Ê¤¿¤ÏÃϹö¤ÎÎϤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2396 info[i++] = "You are resistant to nether forces.";
2400 if (p_ptr->resist_fear)
2403 info[i++] = "¤¢¤Ê¤¿¤ÏÁ´¤¯¶²Éݤò´¶¤¸¤Ê¤¤¡£";
2405 info[i++] = "You are completely fearless.";
2409 if (p_ptr->resist_blind)
2412 info[i++] = "¤¢¤Ê¤¿¤ÎÌܤÏÌÕÌܤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2414 info[i++] = "Your eyes are resistant to blindness.";
2418 if (p_ptr->resist_time)
2421 info[i++] = "¤¢¤Ê¤¿¤Ï»þ´ÖµÕž¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2423 info[i++] = "You are resistant to time.";
2428 if (p_ptr->sustain_str)
2431 info[i++] = "¤¢¤Ê¤¿¤ÎÏÓÎϤϰݻý¤µ¤ì¤Æ¤¤¤ë¡£";
2433 info[i++] = "Your strength is sustained.";
2437 if (p_ptr->sustain_int)
2440 info[i++] = "¤¢¤Ê¤¿¤ÎÃÎǽ¤Ï°Ý»ý¤µ¤ì¤Æ¤¤¤ë¡£";
2442 info[i++] = "Your intelligence is sustained.";
2446 if (p_ptr->sustain_wis)
2449 info[i++] = "¤¢¤Ê¤¿¤Î¸¤µ¤Ï°Ý»ý¤µ¤ì¤Æ¤¤¤ë¡£";
2451 info[i++] = "Your wisdom is sustained.";
2455 if (p_ptr->sustain_con)
2458 info[i++] = "¤¢¤Ê¤¿¤ÎÂѵ×ÎϤϰݻý¤µ¤ì¤Æ¤¤¤ë¡£";
2460 info[i++] = "Your constitution is sustained.";
2464 if (p_ptr->sustain_dex)
2467 info[i++] = "¤¢¤Ê¤¿¤Î´ïÍѤµ¤Ï°Ý»ý¤µ¤ì¤Æ¤¤¤ë¡£";
2469 info[i++] = "Your dexterity is sustained.";
2473 if (p_ptr->sustain_chr)
2476 info[i++] = "¤¢¤Ê¤¿¤ÎÌ¥ÎϤϰݻý¤µ¤ì¤Æ¤¤¤ë¡£";
2478 info[i++] = "Your charisma is sustained.";
2486 info[i++] = "¤¢¤Ê¤¿¤ÎÏÓÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2488 info[i++] = "Your strength is affected by your equipment.";
2495 info[i++] = "¤¢¤Ê¤¿¤ÎÃÎǽ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2497 info[i++] = "Your intelligence is affected by your equipment.";
2504 info[i++] = "¤¢¤Ê¤¿¤Î¸¤µ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2506 info[i++] = "Your wisdom is affected by your equipment.";
2513 info[i++] = "¤¢¤Ê¤¿¤Î´ïÍѤµ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2515 info[i++] = "Your dexterity is affected by your equipment.";
2522 info[i++] = "¤¢¤Ê¤¿¤ÎÂѵ×ÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2524 info[i++] = "Your constitution is affected by your equipment.";
2531 info[i++] = "¤¢¤Ê¤¿¤ÎÌ¥ÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2533 info[i++] = "Your charisma is affected by your equipment.";
2538 if (f1 & (TR1_STEALTH))
2541 info[i++] = "¤¢¤Ê¤¿¤Î±£Ì©¹ÔưǽÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2543 info[i++] = "Your stealth is affected by your equipment.";
2547 if (f1 & (TR1_SEARCH))
2550 info[i++] = "¤¢¤Ê¤¿¤Îõº÷ǽÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2552 info[i++] = "Your searching ability is affected by your equipment.";
2556 if (f1 & (TR1_INFRA))
2559 info[i++] = "¤¢¤Ê¤¿¤ÎÀÖ³°Àþ»ëÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2561 info[i++] = "Your infravision is affected by your equipment.";
2565 if (f1 & (TR1_TUNNEL))
2568 info[i++] = "¤¢¤Ê¤¿¤ÎºÎ·¡Ç½ÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2570 info[i++] = "Your digging ability is affected by your equipment.";
2574 if (f1 & (TR1_SPEED))
2577 info[i++] = "¤¢¤Ê¤¿¤Î¥¹¥Ô¡¼¥É¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2579 info[i++] = "Your speed is affected by your equipment.";
2583 if (f1 & (TR1_BLOWS))
2586 info[i++] = "¤¢¤Ê¤¿¤Î¹¶·â®ÅÙ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2588 info[i++] = "Your attack speed is affected by your equipment.";
2594 /* Access the current weapon */
2595 o_ptr = &inventory[INVEN_RARM];
2597 /* Analyze the weapon */
2600 /* Indicate Blessing */
2601 if (f3 & (TR3_BLESSED))
2604 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¿À¤Î½ËÊ¡¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2606 info[i++] = "Your weapon has been blessed by the gods.";
2611 if (f1 & (TR1_CHAOTIC))
2614 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥í¥°¥ë¥¹¤Îħ¤Î°À¤ò¤â¤Ä¡£";
2616 info[i++] = "Your weapon is branded with the Sign of Logrus.";
2622 if (f1 & (TR1_IMPACT))
2625 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏÂÇ·â¤ÇÃϿ̤òȯÀ¸¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
2627 info[i++] = "The impact of your weapon can cause earthquakes.";
2632 if (f1 & (TR1_VORPAL))
2635 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏÈó¾ï¤Ë±Ô¤¤¡£";
2637 info[i++] = "Your weapon is very sharp.";
2642 if (f1 & (TR1_VAMPIRIC))
2645 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤«¤éÀ¸Ì¿ÎϤòµÛ¼ý¤¹¤ë¡£";
2647 info[i++] = "Your weapon drains life from your foes.";
2652 /* Special "Attack Bonuses" */
2653 if (f1 & (TR1_BRAND_ACID))
2656 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òÍϤ«¤¹¡£";
2658 info[i++] = "Your weapon melts your foes.";
2662 if (f1 & (TR1_BRAND_ELEC))
2665 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤ò´¶ÅŤµ¤»¤ë¡£";
2667 info[i++] = "Your weapon shocks your foes.";
2671 if (f1 & (TR1_BRAND_FIRE))
2674 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òdz¤ä¤¹¡£";
2676 info[i++] = "Your weapon burns your foes.";
2680 if (f1 & (TR1_BRAND_COLD))
2683 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òÅà¤é¤»¤ë¡£";
2685 info[i++] = "Your weapon freezes your foes.";
2689 if (f1 & (TR1_BRAND_POIS))
2692 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òÆǤǿ¯¤¹¡£";
2694 info[i++] = "Your weapon poisons your foes.";
2699 /* Special "slay" flags */
2700 if (f1 & (TR1_SLAY_ANIMAL))
2703 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ïưʪ¤ËÂФ·¤Æ¶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2705 info[i++] = "Your weapon strikes at animals with extra force.";
2709 if (f1 & (TR1_SLAY_EVIL))
2712 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¼Ù°¤Ê¤ë¸ºß¤ËÂФ·¤Æ¶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2714 info[i++] = "Your weapon strikes at evil with extra force.";
2718 if (f1 & (TR1_SLAY_UNDEAD))
2721 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥¢¥ó¥Ç¥Ã¥É¤ËÂФ·¤Æ¿ÀÀ»¤Ê¤ëÎϤòȯ´ø¤¹¤ë¡£";
2723 info[i++] = "Your weapon strikes at undead with holy wrath.";
2727 if (f1 & (TR1_SLAY_DEMON))
2730 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥Ç¡¼¥â¥ó¤ËÂФ·¤Æ¿ÀÀ»¤Ê¤ëÎϤòȯ´ø¤¹¤ë¡£";
2732 info[i++] = "Your weapon strikes at demons with holy wrath.";
2736 if (f1 & (TR1_SLAY_ORC))
2739 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥ª¡¼¥¯¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2741 info[i++] = "Your weapon is especially deadly against orcs.";
2745 if (f1 & (TR1_SLAY_TROLL))
2748 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥È¥í¥ë¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2750 info[i++] = "Your weapon is especially deadly against trolls.";
2754 if (f1 & (TR1_SLAY_GIANT))
2757 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥¸¥ã¥¤¥¢¥ó¥È¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2759 info[i++] = "Your weapon is especially deadly against giants.";
2763 /* Special "kill" flags */
2764 if (f1 & (TR1_KILL_DRAGON))
2767 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥É¥é¥´¥ó¤ÎŷŨ¤Ç¤¢¤ë¡£";
2769 info[i++] = "Your weapon is a great bane of dragons.";
2773 else if (f1 & (TR1_SLAY_DRAGON))
2776 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥É¥é¥´¥ó¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2778 info[i++] = "Your weapon is especially deadly against dragons.";
2783 if (f1 & (TR1_FORCE_WEAPON))
2786 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏMP¤ò»È¤Ã¤Æ¹¶·â¤¹¤ë¡£";
2788 info[i++] = "Your weapon causes greate damages using your MP.";
2792 if (f2 & (TR2_THROW))
2795 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏÅꤲ¤ä¤¹¤¤¡£";
2797 info[i++] = "Your weapon can be thrown well.";
2803 /* Save the screen */
2806 /* Erase the screen */
2807 for (k = 1; k < 24; k++) prt("", k, 13);
2809 /* Label the information */
2811 prt(" ¤¢¤Ê¤¿¤Î¾õÂÖ:", 1, 15);
2813 prt(" Your Attributes:", 1, 15);
2817 /* We will print on top of the map (column 13) */
2818 for (k = 2, j = 0; j < i; j++)
2821 prt(info[j], k++, 15);
2823 /* Every 20 entries (lines 2 to 21), start over */
2824 if ((k == 22) && (j+1 < i))
2827 prt("-- ³¤¯ --", k, 15);
2829 prt("-- more --", k, 15);
2833 for (; k > 2; k--) prt("", k, 15);
2839 prt("[²¿¤«¥¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹]", k, 13);
2841 prt("[Press any key to continue]", k, 13);
2846 /* Restore the screen */
2851 static int report_magics_aux(int dur)
2869 else if (dur <= 100)
2873 else if (dur <= 200)
2883 static cptr report_magic_durations[] =
2892 "¿®¤¸Æñ¤¤¤Û¤ÉŤ¤´Ö",
2893 "¥â¥ó¥¹¥¿¡¼¤ò¹¶·â¤¹¤ë¤Þ¤Ç"
2896 "for a little while",
2900 "for a very long time",
2901 "for an incredibly long time",
2902 "until you hit a monster"
2909 * Report all currently active magical effects.
2911 void report_magics(void)
2921 info2[i] = report_magics_aux(p_ptr->blind);
2923 info[i++] = "¤¢¤Ê¤¿¤ÏÌܤ¬¸«¤¨¤Ê¤¤¡£";
2925 info[i++] = "You cannot see";
2929 if (p_ptr->confused)
2931 info2[i] = report_magics_aux(p_ptr->confused);
2933 info[i++] = "¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£";
2935 info[i++] = "You are confused";
2941 info2[i] = report_magics_aux(p_ptr->afraid);
2943 info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
2945 info[i++] = "You are terrified";
2949 if (p_ptr->poisoned)
2951 info2[i] = report_magics_aux(p_ptr->poisoned);
2953 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
2955 info[i++] = "You are poisoned";
2961 info2[i] = report_magics_aux(p_ptr->image);
2963 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸³Ð¤ò¸«¤Æ¤¤¤ë¡£";
2965 info[i++] = "You are hallucinating";
2971 info2[i] = report_magics_aux(p_ptr->blessed);
2973 info[i++] = "¤¢¤Ê¤¿¤Ï¸øÀµ¤µ¤ò´¶¤¸¤Æ¤¤¤ë¡£";
2975 info[i++] = "You feel rightous";
2981 info2[i] = report_magics_aux(p_ptr->hero);
2983 info[i++] = "¤¢¤Ê¤¿¤Ï¥Ò¡¼¥í¡¼µ¤Ê¬¤À¡£";
2985 info[i++] = "You feel heroic";
2991 info2[i] = report_magics_aux(p_ptr->shero);
2993 info[i++] = "¤¢¤Ê¤¿¤ÏÀïÆ®¶¸¤À¡£";
2995 info[i++] = "You are in a battle rage";
2999 if (p_ptr->protevil)
3001 info2[i] = report_magics_aux(p_ptr->protevil);
3003 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¤ë¸ºß¤«¤é¼é¤é¤ì¤Æ¤¤¤ë¡£";
3005 info[i++] = "You are protected from evil";
3011 info2[i] = report_magics_aux(p_ptr->shield);
3013 info[i++] = "¤¢¤Ê¤¿¤Ï¿ÀÈë¤Î¥·¡¼¥ë¥É¤Ç¼é¤é¤ì¤Æ¤¤¤ë¡£";
3015 info[i++] = "You are protected by a mystic shield";
3021 info2[i] = report_magics_aux(p_ptr->invuln);
3023 info[i++] = "̵Ũ¤Ç¤¤¤é¤ì¤ë¡£";
3025 info[i++] = "You are invulnerable";
3029 if (p_ptr->wraith_form)
3031 info2[i] = report_magics_aux(p_ptr->wraith_form);
3033 info[i++] = "Í©Âβ½¤Ç¤¤ë¡£";
3035 info[i++] = "You are incorporeal";
3039 if (p_ptr->special_attack & ATTACK_CONFUSE)
3043 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÀÖ¤¯µ±¤¤¤Æ¤¤¤ë¡£";
3045 info[i++] = "Your hands are glowing dull red.";
3049 if (p_ptr->word_recall)
3051 info2[i] = report_magics_aux(p_ptr->word_recall);
3053 info[i++] = "¤Î¸åµ¢´Ô¤Î¾Û¤òȯư¤¹¤ë¡£";
3055 info[i++] = "You waiting to be recalled";
3059 if (p_ptr->oppose_acid)
3061 info2[i] = report_magics_aux(p_ptr->oppose_acid);
3063 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3065 info[i++] = "You are resistant to acid";
3069 if (p_ptr->oppose_elec)
3071 info2[i] = report_magics_aux(p_ptr->oppose_elec);
3073 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3075 info[i++] = "You are resistant to lightning";
3079 if (p_ptr->oppose_fire)
3081 info2[i] = report_magics_aux(p_ptr->oppose_fire);
3083 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3085 info[i++] = "You are resistant to fire";
3089 if (p_ptr->oppose_cold)
3091 info2[i] = report_magics_aux(p_ptr->oppose_cold);
3093 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3095 info[i++] = "You are resistant to cold";
3099 if (p_ptr->oppose_pois)
3101 info2[i] = report_magics_aux(p_ptr->oppose_pois);
3103 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3105 info[i++] = "You are resistant to poison";
3110 /* Save the screen */
3113 /* Erase the screen */
3114 for (k = 1; k < 24; k++) prt("", k, 13);
3116 /* Label the information */
3118 prt(" ËâË¡ :", 1, 15);
3120 prt(" Your Current Magic:", 1, 15);
3124 /* We will print on top of the map (column 13) */
3125 for (k = 2, j = 0; j < i; j++)
3129 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï%s%s", info[j],
3131 sprintf(Dummy, "%s %s.", info[j],
3134 report_magic_durations[info2[j]]);
3135 prt(Dummy, k++, 15);
3137 /* Every 20 entries (lines 2 to 21), start over */
3138 if ((k == 22) && (j + 1 < i))
3141 prt("-- ³¤¯ --", k, 15);
3143 prt("-- more --", k, 15);
3147 for (; k > 2; k--) prt("", k, 15);
3153 prt("[²¿¤«¥¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹]", k, 13);
3155 prt("[Press any key to continue]", k, 13);
3160 /* Restore the screen */
3166 * Detect all traps on current panel
3168 bool detect_traps(int range)
3171 bool detect = FALSE;
3175 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3177 /* Scan the current panel */
3178 for (y = 1; y < cur_hgt - 1; y++)
3180 for (x = 1; x <= cur_wid - 1; x++)
3182 if (distance(py, px, y, x) > range) continue;
3184 /* Access the grid */
3185 c_ptr = &cave[y][x];
3187 /* Detect invisible traps */
3188 if (c_ptr->info & CAVE_TRAP)
3195 if (is_trap(c_ptr->feat))
3197 /* Hack -- Memorize */
3198 c_ptr->info |= (CAVE_MARK);
3209 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT)) detect = FALSE;
3215 msg_print("¥È¥é¥Ã¥×¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3217 msg_print("You sense the presence of traps!");
3229 * Detect all doors on current panel
3231 bool detect_doors(int range)
3235 bool detect = FALSE;
3239 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3241 /* Scan the panel */
3242 for (y = 1; y < cur_hgt - 1; y++)
3244 for (x = 1; x < cur_wid - 1; x++)
3246 if (distance(py, px, y, x) > range) continue;
3248 c_ptr = &cave[y][x];
3250 /* Detect secret doors */
3251 if (c_ptr->feat == FEAT_SECRET)
3254 place_closed_door(y, x);
3258 if (((c_ptr->feat >= FEAT_DOOR_HEAD) &&
3259 (c_ptr->feat <= FEAT_DOOR_TAIL)) ||
3260 ((c_ptr->feat == FEAT_OPEN) ||
3261 (c_ptr->feat == FEAT_BROKEN)))
3263 /* Hack -- Memorize */
3264 c_ptr->info |= (CAVE_MARK);
3275 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT)) detect = FALSE;
3281 msg_print("¥É¥¢¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3283 msg_print("You sense the presence of doors!");
3294 * Detect all stairs on current panel
3296 bool detect_stairs(int range)
3300 bool detect = FALSE;
3304 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3306 /* Scan the panel */
3307 for (y = 1; y < cur_hgt - 1; y++)
3309 for (x = 1; x < cur_wid - 1; x++)
3311 if (distance(py, px, y, x) > range) continue;
3313 c_ptr = &cave[y][x];
3316 if ((c_ptr->feat == FEAT_LESS) ||
3317 (c_ptr->feat == FEAT_LESS_LESS) ||
3318 (c_ptr->feat == FEAT_MORE) ||
3319 (c_ptr->feat == FEAT_MORE_MORE) ||
3320 (c_ptr->feat == FEAT_ENTRANCE))
3322 /* Hack -- Memorize */
3323 c_ptr->info |= (CAVE_MARK);
3334 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT)) detect = FALSE;
3340 msg_print("³¬Ãʤθºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3342 msg_print("You sense the presence of stairs!");
3353 * Detect any treasure on the current panel
3355 bool detect_treasure(int range)
3359 bool detect = FALSE;
3363 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3365 /* Scan the current panel */
3366 for (y = 1; y < cur_hgt; y++)
3368 for (x = 1; x < cur_wid; x++)
3370 if (distance(py, px, y, x) > range) continue;
3372 c_ptr = &cave[y][x];
3374 /* Notice embedded gold */
3375 if ((c_ptr->feat == FEAT_MAGMA_H) ||
3376 (c_ptr->feat == FEAT_QUARTZ_H))
3378 /* Expose the gold */
3379 c_ptr->feat += 0x02;
3382 /* Magma/Quartz + Known Gold */
3383 if ((c_ptr->feat == FEAT_MAGMA_K) ||
3384 (c_ptr->feat == FEAT_QUARTZ_K))
3386 /* Hack -- Memorize */
3387 c_ptr->info |= (CAVE_MARK);
3398 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+6)) detect = FALSE;
3404 msg_print("Ë䢤µ¤ì¤¿ºâÊõ¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3406 msg_print("You sense the presence of buried treasure!");
3419 * Detect all "gold" objects on the current panel
3421 bool detect_objects_gold(int range)
3426 bool detect = FALSE;
3428 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
3431 for (i = 1; i < o_max; i++)
3433 object_type *o_ptr = &o_list[i];
3435 /* Skip dead objects */
3436 if (!o_ptr->k_idx) continue;
3438 /* Skip held objects */
3439 if (o_ptr->held_m_idx) continue;
3445 /* Only detect nearby objects */
3446 if (distance(py, px, y, x) > range2) continue;
3448 /* Detect "gold" objects */
3449 if (o_ptr->tval == TV_GOLD)
3451 /* Hack -- memorize it */
3452 o_ptr->marked = TRUE;
3462 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+6)) detect = FALSE;
3468 msg_print("ºâÊõ¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3470 msg_print("You sense the presence of treasure!");
3475 if (detect_monsters_string(range, "$"))
3486 * Detect all "normal" objects on the current panel
3488 bool detect_objects_normal(int range)
3493 bool detect = FALSE;
3495 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
3498 for (i = 1; i < o_max; i++)
3500 object_type *o_ptr = &o_list[i];
3502 /* Skip dead objects */
3503 if (!o_ptr->k_idx) continue;
3505 /* Skip held objects */
3506 if (o_ptr->held_m_idx) continue;
3512 /* Only detect nearby objects */
3513 if (distance(py, px, y, x) > range2) continue;
3515 /* Detect "real" objects */
3516 if (o_ptr->tval != TV_GOLD)
3518 /* Hack -- memorize it */
3519 o_ptr->marked = TRUE;
3529 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+6)) detect = FALSE;
3535 msg_print("¥¢¥¤¥Æ¥à¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3537 msg_print("You sense the presence of objects!");
3542 if (detect_monsters_string(range, "!=?|/`"))
3553 * Detect all "magic" objects on the current panel.
3555 * This will light up all spaces with "magic" items, including artifacts,
3556 * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings,
3557 * and "enchanted" items of the "good" variety.
3559 * It can probably be argued that this function is now too powerful.
3561 bool detect_objects_magic(int range)
3565 bool detect = FALSE;
3567 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3569 /* Scan all objects */
3570 for (i = 1; i < o_max; i++)
3572 object_type *o_ptr = &o_list[i];
3574 /* Skip dead objects */
3575 if (!o_ptr->k_idx) continue;
3577 /* Skip held objects */
3578 if (o_ptr->held_m_idx) continue;
3584 /* Only detect nearby objects */
3585 if (distance(py, px, y, x) > range) continue;
3587 /* Examine the tval */
3590 /* Artifacts, misc magic items, or enchanted wearables */
3591 if (artifact_p(o_ptr) ||
3592 ego_item_p(o_ptr) ||
3594 (tv == TV_WHISTLE) ||
3595 (tv == TV_AMULET) ||
3600 (tv == TV_SCROLL) ||
3601 (tv == TV_POTION) ||
3602 (tv == TV_LIFE_BOOK) ||
3603 (tv == TV_SORCERY_BOOK) ||
3604 (tv == TV_NATURE_BOOK) ||
3605 (tv == TV_CHAOS_BOOK) ||
3606 (tv == TV_DEATH_BOOK) ||
3607 (tv == TV_TRUMP_BOOK) ||
3608 (tv == TV_ARCANE_BOOK) ||
3609 (tv == TV_ENCHANT_BOOK) ||
3610 (tv == TV_DAEMON_BOOK) ||
3611 (tv == TV_MUSIC_BOOK) ||
3612 (tv == TV_HISSATSU_BOOK) ||
3613 ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
3615 /* Memorize the item */
3616 o_ptr->marked = TRUE;
3630 msg_print("ËâË¡¤Î¥¢¥¤¥Æ¥à¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3632 msg_print("You sense the presence of magic objects!");
3643 * Detect all "normal" monsters on the current panel
3645 bool detect_monsters_normal(int range)
3651 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3654 for (i = 1; i < m_max; i++)
3656 monster_type *m_ptr = &m_list[i];
3657 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3659 /* Skip dead monsters */
3660 if (!m_ptr->r_idx) continue;
3666 /* Only detect nearby monsters */
3667 if (distance(py, px, y, x) > range) continue;
3669 /* Detect all non-invisible monsters */
3670 if ((!(r_ptr->flags2 & RF2_INVISIBLE)) ||
3671 p_ptr->see_inv || p_ptr->tim_invis)
3673 /* Repair visibility later */
3674 repair_monsters = TRUE;
3676 /* Hack -- Detect monster */
3677 m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
3679 /* Update the monster */
3680 update_mon(i, FALSE);
3687 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+3)) flag = FALSE;
3692 /* Describe result */
3694 msg_print("¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3696 msg_print("You sense the presence of monsters!");
3707 * Detect all "invisible" monsters around the player
3709 bool detect_monsters_invis(int range)
3714 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3717 for (i = 1; i < m_max; i++)
3719 monster_type *m_ptr = &m_list[i];
3720 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3722 /* Skip dead monsters */
3723 if (!m_ptr->r_idx) continue;
3729 /* Only detect nearby monsters */
3730 if (distance(py, px, y, x) > range) continue;
3732 /* Detect invisible monsters */
3733 if (r_ptr->flags2 & RF2_INVISIBLE)
3735 /* Update monster recall window */
3736 if (p_ptr->monster_race_idx == m_ptr->r_idx)
3739 p_ptr->window |= (PW_MONSTER);
3742 /* Repair visibility later */
3743 repair_monsters = TRUE;
3745 /* Hack -- Detect monster */
3746 m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
3748 /* Update the monster */
3749 update_mon(i, FALSE);
3756 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+3)) flag = FALSE;
3761 /* Describe result */
3763 msg_print("Æ©ÌÀ¤ÊÀ¸Êª¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3765 msg_print("You sense the presence of invisible creatures!");
3777 * Detect all "evil" monsters on current panel
3779 bool detect_monsters_evil(int range)
3784 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3787 for (i = 1; i < m_max; i++)
3789 monster_type *m_ptr = &m_list[i];
3790 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3792 /* Skip dead monsters */
3793 if (!m_ptr->r_idx) continue;
3799 /* Only detect nearby monsters */
3800 if (distance(py, px, y, x) > range) continue;
3802 /* Detect evil monsters */
3803 if (r_ptr->flags3 & RF3_EVIL)
3805 /* Take note that they are evil */
3806 r_ptr->r_flags3 |= (RF3_EVIL);
3808 /* Update monster recall window */
3809 if (p_ptr->monster_race_idx == m_ptr->r_idx)
3812 p_ptr->window |= (PW_MONSTER);
3815 /* Repair visibility later */
3816 repair_monsters = TRUE;
3818 /* Hack -- Detect monster */
3819 m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
3821 /* Update the monster */
3822 update_mon(i, FALSE);
3832 /* Describe result */
3834 msg_print("¼Ù°¤Ê¤ëÀ¸Êª¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3836 msg_print("You sense the presence of evil creatures!");
3849 * Detect all "nonliving", "undead" or "demonic" monsters on current panel
3851 bool detect_monsters_nonliving(int range)
3856 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3859 for (i = 1; i < m_max; i++)
3861 monster_type *m_ptr = &m_list[i];
3862 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3864 /* Skip dead monsters */
3865 if (!m_ptr->r_idx) continue;
3871 /* Only detect nearby monsters */
3872 if (distance(py, px, y, x) > range) continue;
3874 /* Detect non-living monsters */
3875 if (!monster_living(r_ptr))
3877 /* Update monster recall window */
3878 if (p_ptr->monster_race_idx == m_ptr->r_idx)
3881 p_ptr->window |= (PW_MONSTER);
3884 /* Repair visibility later */
3885 repair_monsters = TRUE;
3887 /* Hack -- Detect monster */
3888 m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
3890 /* Update the monster */
3891 update_mon(i, FALSE);
3901 /* Describe result */
3903 msg_print("¼«Á³¤Ç¤Ê¤¤¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò´¶¤¸¤¿¡ª");
3905 msg_print("You sense the presence of unnatural beings!");
3916 * Detect all monsters it has mind on current panel
3918 bool detect_monsters_mind(int range)
3923 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3926 for (i = 1; i < m_max; i++)
3928 monster_type *m_ptr = &m_list[i];
3929 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3931 /* Skip dead monsters */
3932 if (!m_ptr->r_idx) continue;
3938 /* Only detect nearby monsters */
3939 if (distance(py, px, y, x) > range) continue;
3941 /* Detect non-living monsters */
3942 if (!(r_ptr->flags2 & RF2_EMPTY_MIND))
3944 /* Update monster recall window */
3945 if (p_ptr->monster_race_idx == m_ptr->r_idx)
3948 p_ptr->window |= (PW_MONSTER);
3951 /* Repair visibility later */
3952 repair_monsters = TRUE;
3954 /* Hack -- Detect monster */
3955 m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
3957 /* Update the monster */
3958 update_mon(i, FALSE);
3968 /* Describe result */
3970 msg_print("»¦µ¤¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3972 msg_print("You sense the presence of someone's mind!");
3983 * Detect all (string) monsters on current panel
3985 bool detect_monsters_string(int range, cptr Match)
3990 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3993 for (i = 1; i < m_max; i++)
3995 monster_type *m_ptr = &m_list[i];
3996 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3998 /* Skip dead monsters */
3999 if (!m_ptr->r_idx) continue;
4005 /* Only detect nearby monsters */
4006 if (distance(py, px, y, x) > range) continue;
4008 /* Detect monsters with the same symbol */
4009 if (strchr(Match, r_ptr->d_char))
4011 /* Update monster recall window */
4012 if (p_ptr->monster_race_idx == m_ptr->r_idx)
4015 p_ptr->window |= (PW_MONSTER);
4018 /* Repair visibility later */
4019 repair_monsters = TRUE;
4021 /* Hack -- Detect monster */
4022 m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
4024 /* Update the monster */
4025 update_mon(i, FALSE);
4032 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+3)) flag = FALSE;
4037 /* Describe result */
4039 msg_print("¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
4041 msg_print("You sense the presence of monsters!");
4052 * A "generic" detect monsters routine, tagged to flags3
4054 bool detect_monsters_xxx(int range, u32b match_flag)
4059 cptr desc_monsters = "ÊѤʥâ¥ó¥¹¥¿¡¼";
4061 cptr desc_monsters = "weird monsters";
4064 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4067 for (i = 1; i < m_max; i++)
4069 monster_type *m_ptr = &m_list[i];
4070 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4072 /* Skip dead monsters */
4073 if (!m_ptr->r_idx) continue;
4079 /* Only detect nearby monsters */
4080 if (distance(py, px, y, x) > range) continue;
4082 /* Detect evil monsters */
4083 if (r_ptr->flags3 & (match_flag))
4085 /* Take note that they are something */
4086 r_ptr->r_flags3 |= (match_flag);
4088 /* Update monster recall window */
4089 if (p_ptr->monster_race_idx == m_ptr->r_idx)
4092 p_ptr->window |= (PW_MONSTER);
4095 /* Repair visibility later */
4096 repair_monsters = TRUE;
4098 /* Hack -- Detect monster */
4099 m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
4101 /* Update the monster */
4102 update_mon(i, FALSE);
4116 desc_monsters = "¥Ç¡¼¥â¥ó";
4118 desc_monsters = "demons";
4124 desc_monsters = "¥¢¥ó¥Ç¥Ã¥É";
4126 desc_monsters = "the undead";
4132 /* Describe result */
4134 msg_format("%s¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª", desc_monsters);
4136 msg_format("You sense the presence of %s!", desc_monsters);
4150 bool detect_all(int range)
4152 bool detect = FALSE;
4154 /* Detect everything */
4155 if (detect_traps(range)) detect = TRUE;
4156 if (detect_doors(range)) detect = TRUE;
4157 if (detect_stairs(range)) detect = TRUE;
4158 if (detect_treasure(range)) detect = TRUE;
4159 if (detect_objects_gold(range)) detect = TRUE;
4160 if (detect_objects_normal(range)) detect = TRUE;
4161 if (detect_monsters_invis(range)) detect = TRUE;
4162 if (detect_monsters_normal(range)) detect = TRUE;
4170 * Apply a "project()" directly to all viewable monsters
4172 * Note that affected monsters are NOT auto-tracked by this usage.
4174 * To avoid misbehavior when monster deaths have side-effects,
4175 * this is done in two passes. -- JDL
4177 bool project_hack(int typ, int dam)
4180 int flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE | PROJECT_NO_REF;
4181 bool obvious = FALSE;
4184 /* Mark all (nearby) monsters */
4185 for (i = 1; i < m_max; i++)
4187 monster_type *m_ptr = &m_list[i];
4189 /* Paranoia -- Skip dead monsters */
4190 if (!m_ptr->r_idx) continue;
4196 /* Require line of sight */
4197 if (!player_has_los_bold(y, x)) continue;
4199 /* Mark the monster */
4200 m_ptr->mflag |= (MFLAG_TEMP);
4203 /* Affect all marked monsters */
4204 for (i = 1; i < m_max; i++)
4206 monster_type *m_ptr = &m_list[i];
4208 /* Skip unmarked monsters */
4209 if (!(m_ptr->mflag & (MFLAG_TEMP))) continue;
4212 m_ptr->mflag &= ~(MFLAG_TEMP);
4218 /* Jump directly to the target monster */
4219 if (project(0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
4230 bool speed_monsters(void)
4232 return (project_hack(GF_OLD_SPEED, p_ptr->lev));
4238 bool slow_monsters(void)
4240 return (project_hack(GF_OLD_SLOW, p_ptr->lev));
4246 bool sleep_monsters(void)
4248 return (project_hack(GF_OLD_SLEEP, p_ptr->lev));
4253 * Banish evil monsters
4255 bool banish_evil(int dist)
4257 return (project_hack(GF_AWAY_EVIL, dist));
4264 bool turn_undead(void)
4266 bool tester = (project_hack(GF_TURN_UNDEAD, p_ptr->lev));
4268 chg_virtue(V_UNLIFE, -1);
4274 * Dispel undead monsters
4276 bool dispel_undead(int dam)
4278 bool tester = (project_hack(GF_DISP_UNDEAD, dam));
4280 chg_virtue(V_UNLIFE, -2);
4285 * Dispel evil monsters
4287 bool dispel_evil(int dam)
4289 return (project_hack(GF_DISP_EVIL, dam));
4293 * Dispel good monsters
4295 bool dispel_good(int dam)
4297 return (project_hack(GF_DISP_GOOD, dam));
4301 * Dispel all monsters
4303 bool dispel_monsters(int dam)
4305 return (project_hack(GF_DISP_ALL, dam));
4309 * Dispel 'living' monsters
4311 bool dispel_living(int dam)
4313 return (project_hack(GF_DISP_LIVING, dam));
4319 bool dispel_demons(int dam)
4321 return (project_hack(GF_DISP_DEMON, dam));
4326 * Wake up all monsters, and speed up "los" monsters.
4328 void aggravate_monsters(int who)
4335 /* Aggravate everyone nearby */
4336 for (i = 1; i < m_max; i++)
4338 monster_type *m_ptr = &m_list[i];
4339 /* monster_race *r_ptr = &r_info[m_ptr->r_idx]; */
4341 /* Paranoia -- Skip dead monsters */
4342 if (!m_ptr->r_idx) continue;
4344 /* Skip aggravating monster (or player) */
4345 if (i == who) continue;
4347 /* Wake up nearby sleeping monsters */
4348 if (m_ptr->cdis < MAX_SIGHT * 2)
4357 if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG_NOPET;
4360 /* Speed up monsters in line of sight */
4361 if (player_has_los_bold(m_ptr->fy, m_ptr->fx))
4365 m_ptr->fast = MIN(200, m_ptr->fast + 100);
4373 if (speed) msg_print("ÉÕ¶á¤Ç²¿¤«¤¬ÆÍÇ¡¶½Ê³¤·¤¿¤è¤¦¤Ê´¶¤¸¤ò¼õ¤±¤¿¡ª");
4374 else if (sleep) msg_print("²¿¤«¤¬ÆÍÇ¡¶½Ê³¤·¤¿¤è¤¦¤ÊÁû¡¹¤·¤¤²»¤¬±ó¤¯¤Ëʹ¤³¤¨¤¿¡ª");
4376 if (speed) msg_print("You feel a sudden stirring nearby!");
4377 else if (sleep) msg_print("You hear a sudden stirring in the distance!");
4379 if (p_ptr->riding) p_ptr->update |= PU_BONUS;
4385 * Delete all non-unique/non-quest monsters of a given "type" from the level
4387 bool symbol_genocide(int power, int player_cast)
4391 bool result = FALSE;
4392 int msec = delay_factor * delay_factor * delay_factor;
4394 /* Prevent genocide in quest levels */
4395 if (p_ptr->inside_quest && !random_quest_number(dun_level))
4400 /* Mega-Hack -- Get a monster symbol */
4402 while(!get_com("¤É¤Î¼ïÎà(ʸ»ú)¤Î¥â¥ó¥¹¥¿¡¼¤òËõ»¦¤·¤Þ¤¹¤«: ", &typ, FALSE));
4404 while(!get_com("Choose a monster race (by symbol) to genocide: ", &typ, FALSE));
4408 /* Delete the monsters of that "type" */
4409 for (i = 1; i < m_max; i++)
4411 monster_type *m_ptr = &m_list[i];
4412 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4416 /* Paranoia -- Skip dead monsters */
4417 if (!m_ptr->r_idx) continue;
4419 /* Skip "wrong" monsters */
4420 if (r_ptr->d_char != typ) continue;
4422 if (is_pet(m_ptr) && !player_cast) continue;
4424 /* Hack -- Skip Unique Monsters */
4425 if (r_ptr->flags1 & (RF1_UNIQUE)) angry = TRUE;
4427 /* Hack -- Skip Quest Monsters */
4428 else if (r_ptr->flags1 & RF1_QUESTOR) angry = TRUE;
4430 else if (r_ptr->flags7 & RF7_UNIQUE2) angry = TRUE;
4432 else if (i == p_ptr->riding) angry = TRUE;
4434 else if (player_cast && (r_ptr->level > randint0(power))) angry = TRUE;
4436 else if (player_cast && (m_ptr->mflag2 & MFLAG_NOGENO)) angry = TRUE;
4438 /* Delete the monster */
4439 else delete_monster_idx(i);
4441 if (angry && player_cast)
4443 monster_desc(m_name, m_ptr, 0);
4444 if (m_ptr->ml && !p_ptr->blind)
4447 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
4449 msg_format("%^s is unaffected.", m_name);
4455 if (m_ptr->ml && !p_ptr->blind)
4458 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
4460 msg_format("%^s wakes up.", m_name);
4464 if (is_friendly(m_ptr) && !is_pet(m_ptr))
4466 if (m_ptr->ml && !p_ptr->blind)
4469 msg_format("%s¤ÏÅܤä¿¡ª", m_name);
4471 msg_format("%^s gets angry!", m_name);
4476 if (one_in_(13)) m_ptr->mflag2 |= MFLAG_NOGENO;
4483 take_hit(DAMAGE_GENO, randint1(4), "Ëõ»¦¤Î¼öʸ¤ò¾§¤¨¤¿ÈèÏ«", -1);
4485 take_hit(DAMAGE_GENO, randint1(4), "the strain of casting Genocide", -1);
4490 /* Visual feedback */
4491 move_cursor_relative(py, px);
4494 p_ptr->redraw |= (PR_HP);
4497 p_ptr->window |= (PW_PLAYER);
4506 Term_xtra(TERM_XTRA_DELAY, msec);
4513 chg_virtue(V_VITALITY, -2);
4514 chg_virtue(V_CHANCE, -1);
4522 * Delete all nearby (non-unique) monsters
4524 bool mass_genocide(int power, int player_cast)
4527 bool result = FALSE;
4528 int msec = delay_factor * delay_factor * delay_factor;
4531 /* Prevent mass genocide in quest levels */
4532 if (p_ptr->inside_quest && !random_quest_number(dun_level))
4537 /* Delete the (nearby) monsters */
4538 for (i = 1; i < m_max; i++)
4540 monster_type *m_ptr = &m_list[i];
4541 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4545 /* Paranoia -- Skip dead monsters */
4546 if (!m_ptr->r_idx) continue;
4548 /* Skip distant monsters */
4549 if (m_ptr->cdis > MAX_SIGHT) continue;
4551 if (is_pet(m_ptr) && !player_cast) continue;
4553 /* Hack -- Skip unique monsters */
4554 if (r_ptr->flags1 & (RF1_UNIQUE)) angry = TRUE;
4556 /* Hack -- Skip Quest Monsters */
4557 else if (r_ptr->flags1 & RF1_QUESTOR) angry = TRUE;
4559 else if (r_ptr->flags7 & RF7_UNIQUE2) angry = TRUE;
4561 else if (i == p_ptr->riding) angry = TRUE;
4563 else if (player_cast && (r_ptr->level > randint0(power))) angry = TRUE;
4565 else if (player_cast && (m_ptr->mflag2 & MFLAG_NOGENO)) angry = TRUE;
4567 /* Delete the monster */
4568 else delete_monster_idx(i);
4570 if (angry && player_cast)
4572 monster_desc(m_name, m_ptr, 0);
4573 if (m_ptr->ml && !p_ptr->blind)
4576 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
4578 msg_format("%^s is unaffected.", m_name);
4584 if (m_ptr->ml && !p_ptr->blind)
4587 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
4589 msg_format("%^s wakes up.", m_name);
4593 if (is_friendly(m_ptr) && !is_pet(m_ptr))
4595 if (m_ptr->ml && !p_ptr->blind)
4598 msg_format("%s¤ÏÅܤä¿¡ª", m_name);
4600 msg_format("%^s gets angry!", m_name);
4605 if (one_in_(13)) m_ptr->mflag2 |= MFLAG_NOGENO;
4610 /* Hack -- visual feedback */
4612 take_hit(DAMAGE_GENO, randint1(3), "¼þÊÕËõ»¦¤Î¼öʸ¤ò¾§¤¨¤¿ÈèÏ«", -1);
4614 take_hit(DAMAGE_GENO, randint1(3), "the strain of casting Mass Genocide", -1);
4619 move_cursor_relative(py, px);
4622 p_ptr->redraw |= (PR_HP);
4625 p_ptr->window |= (PW_PLAYER);
4634 Term_xtra(TERM_XTRA_DELAY, msec);
4642 chg_virtue(V_VITALITY, -2);
4643 chg_virtue(V_CHANCE, -1);
4652 * Delete all nearby (non-unique) undead
4654 bool mass_genocide_undead(int power, int player_cast)
4657 bool result = FALSE;
4658 int msec = delay_factor * delay_factor * delay_factor;
4661 /* Prevent mass genocide in quest levels */
4662 if (p_ptr->inside_quest && !random_quest_number(dun_level))
4667 /* Delete the (nearby) monsters */
4668 for (i = 1; i < m_max; i++)
4670 monster_type *m_ptr = &m_list[i];
4671 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4675 /* Paranoia -- Skip dead monsters */
4676 if (!m_ptr->r_idx) continue;
4678 if (!(r_ptr->flags3 & RF3_UNDEAD)) continue;
4680 /* Skip distant monsters */
4681 if (m_ptr->cdis > MAX_SIGHT) continue;
4683 if (is_pet(m_ptr) && !player_cast) continue;
4685 /* Hack -- Skip unique monsters */
4686 if (r_ptr->flags1 & (RF1_UNIQUE)) angry = TRUE;
4688 /* Hack -- Skip Quest Monsters */
4689 else if (r_ptr->flags1 & RF1_QUESTOR) angry = TRUE;
4691 else if (r_ptr->flags7 & RF7_UNIQUE2) angry = TRUE;
4693 else if (i == p_ptr->riding) angry = TRUE;
4695 else if (player_cast && (r_ptr->level > randint0(power))) angry = TRUE;
4697 else if (player_cast && (m_ptr->mflag2 & MFLAG_NOGENO)) angry = TRUE;
4699 /* Delete the monster */
4700 else delete_monster_idx(i);
4702 if (angry && player_cast)
4704 monster_desc(m_name, m_ptr, 0);
4705 if (m_ptr->ml && !p_ptr->blind)
4708 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
4710 msg_format("%^s is unaffected.", m_name);
4716 if (m_ptr->ml && !p_ptr->blind)
4719 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
4721 msg_format("%^s wakes up.", m_name);
4725 if (is_friendly(m_ptr) && !is_pet(m_ptr))
4727 if (m_ptr->ml && !p_ptr->blind)
4730 msg_format("%s¤ÏÅܤä¿¡ª", m_name);
4732 msg_format("%^s gets angry!", m_name);
4737 if (one_in_(13)) m_ptr->mflag2 |= MFLAG_NOGENO;
4742 /* Hack -- visual feedback */
4744 take_hit(DAMAGE_GENO, randint1(3), "¥¢¥ó¥Ç¥Ã¥É¾ÃÌǤμöʸ¤ò¾§¤¨¤¿ÈèÏ«", -1);
4746 take_hit(DAMAGE_GENO, randint1(3), "the strain of casting Mass Genocide", -1);
4751 move_cursor_relative(py, px);
4754 p_ptr->redraw |= (PR_HP);
4757 p_ptr->window |= (PW_PLAYER);
4766 Term_xtra(TERM_XTRA_DELAY, msec);
4774 chg_virtue(V_UNLIFE, -2);
4775 chg_virtue(V_CHANCE, -1);
4784 * Probe nearby monsters
4798 /* Probe all (nearby) monsters */
4799 for (i = 1; i < m_max; i++)
4801 monster_type *m_ptr = &m_list[i];
4802 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4804 /* Paranoia -- Skip dead monsters */
4805 if (!m_ptr->r_idx) continue;
4807 /* Require line of sight */
4808 if (!player_has_los_bold(m_ptr->fy, m_ptr->fx)) continue;
4810 /* Probe visible monsters */
4815 /* Start the message */
4817 if (!probe) {msg_print("Ä´ººÃæ...");msg_print(NULL);}
4819 if (!probe) {msg_print("Probing...");msg_print(NULL);}
4822 if (m_ptr->mflag2 & MFLAG_KAGE)
4824 m_ptr->mflag2 &= ~(MFLAG_KAGE);
4825 lite_spot(m_ptr->fy, m_ptr->fx);
4827 /* Get "the monster" or "something" */
4828 monster_desc(m_name, m_ptr, 0x204);
4830 speed = m_ptr->mspeed - 110;
4831 if(m_ptr->fast) speed += 10;
4832 if(m_ptr->slow) speed -= 10;
4833 /* Describe the monster */
4835 sprintf(buf,"%s ... HP:%d/%d AC:%d ®ÅÙ:%s%d ·Ð¸³:", m_name, m_ptr->hp, m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
4837 sprintf(buf, "%s ... HP:%d/%d AC:%d speed:%s%d exp:", m_name, m_ptr->hp, m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
4839 if (r_ptr->next_r_idx)
4841 strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
4845 strcat(buf, "xxx ");
4849 if (m_ptr->csleep) strcat(buf,"¿ç̲ ");
4850 if (m_ptr->stunned) strcat(buf,"ۯ۰ ");
4851 if (m_ptr->monfear) strcat(buf,"¶²ÉÝ ");
4852 if (m_ptr->confused) strcat(buf,"º®Íð ");
4853 if (m_ptr->invulner) strcat(buf,"̵Ũ ");
4855 if (m_ptr->csleep) strcat(buf,"sleeping ");
4856 if (m_ptr->stunned) strcat(buf,"stunned ");
4857 if (m_ptr->monfear) strcat(buf,"scared ");
4858 if (m_ptr->confused) strcat(buf,"confused ");
4859 if (m_ptr->invulner) strcat(buf,"invulnerable ");
4861 buf[strlen(buf)-1] = '\0';
4864 /* HACK : Add the line to message buffer */
4866 p_ptr->window |= (PW_MESSAGE);
4869 /* Learn all of the non-spell, non-treasure flags */
4872 if (m_ptr->ml) move_cursor_relative(m_ptr->fy, m_ptr->fx);
4875 Term_erase(0, 0, 255);
4889 chg_virtue(V_KNOWLEDGE, 1);
4892 msg_print("¤³¤ì¤ÇÁ´Éô¤Ç¤¹¡£");
4894 msg_print("That's all.");
4906 * The spell of destruction
4908 * This spell "deletes" monsters (instead of "killing" them).
4910 * Later we may use one function for both "destruction" and
4911 * "earthquake" by using the "full" to select "destruction".
4913 bool destroy_area(int y1, int x1, int r, int full)
4920 /* Prevent destruction of quest levels and town */
4921 if ((p_ptr->inside_quest && (p_ptr->inside_quest < MIN_RANDOM_QUEST)) || !dun_level)
4926 /* Big area of affect */
4927 for (y = (y1 - r); y <= (y1 + r); y++)
4929 for (x = (x1 - r); x <= (x1 + r); x++)
4931 monster_type *m_ptr;
4932 monster_race *r_ptr;
4934 /* Skip illegal grids */
4935 if (!in_bounds(y, x)) continue;
4937 /* Extract the distance */
4938 k = distance(y1, x1, y, x);
4940 /* Stay in the circle of death */
4941 if (k > r) continue;
4943 /* Access the grid */
4944 c_ptr = &cave[y][x];
4945 m_ptr = &m_list[c_ptr->m_idx];
4946 r_ptr = &r_info[m_ptr->r_idx];
4948 /* Lose room and vault */
4949 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_TRAP);
4951 /* Lose light and knowledge */
4952 c_ptr->info &= ~(CAVE_MARK | CAVE_GLOW);
4954 /* Hack -- Notice player affect */
4955 if ((x == px) && (y == py))
4957 /* Hurt the player later */
4960 /* Do not hurt this grid */
4964 /* Hack -- Skip the epicenter */
4965 if ((y == y1) && (x == x1)) continue;
4968 if ((r_ptr->flags1 & RF1_QUESTOR) || (r_ptr->flags7 & RF7_GUARDIAN) || ((m_ptr->mflag2 & MFLAG_CHAMELEON) && (r_ptr->flags1 & RF1_UNIQUE)))
4970 if ((r_ptr->flags1 & RF1_QUESTOR))
4973 /* Heal the monster */
4974 m_list[c_ptr->m_idx].hp = m_list[c_ptr->m_idx].maxhp;
4976 /* Try to teleport away quest monsters */
4977 if (!teleport_away(c_ptr->m_idx, (r * 2) + 1, TRUE)) continue;
4983 if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
4987 monster_desc(m_name, &m_list[c_ptr->m_idx], 0x08);
4988 do_cmd_write_nikki(NIKKI_NAMED_PET, 6, m_name);
4991 /* Delete the monster (if any) */
4992 delete_monster(y, x);
4997 s16b this_o_idx, next_o_idx = 0;
4999 /* Scan all objects in the grid */
5000 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5004 /* Acquire object */
5005 o_ptr = &o_list[this_o_idx];
5007 /* Acquire next object */
5008 next_o_idx = o_ptr->next_o_idx;
5010 /* Hack -- Preserve unknown artifacts */
5011 if (artifact_p(o_ptr) && !object_known_p(o_ptr))
5013 /* Mega-Hack -- Preserve the artifact */
5014 a_info[o_ptr->name1].cur_num = 0;
5018 delete_object(y, x);
5020 /* Destroy "valid" grids */
5021 if (!cave_perma_bold(y, x))
5023 /* Wall (or floor) type */
5029 /* Create granite wall */
5030 c_ptr->feat = FEAT_WALL_EXTRA;
5036 /* Create quartz vein */
5037 c_ptr->feat = FEAT_QUARTZ;
5043 /* Create magma vein */
5044 c_ptr->feat = FEAT_MAGMA;
5051 c_ptr->feat = floor_type[randint0(100)];
5052 c_ptr->info &= ~(CAVE_MASK);
5053 c_ptr->info |= CAVE_FLOOR;
5060 /* Hack -- Affect player */
5065 msg_print("dz¤¨¤ë¤è¤¦¤ÊÁ®¸÷¤¬È¯À¸¤·¤¿¡ª");
5067 msg_print("There is a searing blast of light!");
5071 /* Blind the player */
5072 if (!p_ptr->resist_blind && !p_ptr->resist_lite)
5075 (void)set_blind(p_ptr->blind + 10 + randint1(10));
5081 /* Mega-Hack -- Forget the view and lite */
5082 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
5085 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
5087 /* Update the monsters */
5088 p_ptr->update |= (PU_MONSTERS);
5091 p_ptr->redraw |= (PR_MAP);
5094 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5102 * Induce an "earthquake" of the given radius at the given location.
5104 * This will turn some walls into floors and some floors into walls.
5106 * The player will take damage and "jump" into a safe grid if possible,
5107 * otherwise, he will "tunnel" through the rubble instantaneously.
5109 * Monsters will take damage, and "jump" into a safe grid if possible,
5110 * otherwise they will be "buried" in the rubble, disappearing from
5111 * the level in the same way that they do when genocided.
5113 * Note that thus the player and monsters (except eaters of walls and
5114 * passers through walls) will never occupy the same grid as a wall.
5115 * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
5116 * for a single turn, unless that monster can pass_walls or kill_walls.
5117 * This has allowed massive simplification of the "monster" code.
5119 bool earthquake(int cy, int cx, int r)
5121 int i, t, y, x, yy, xx, dy, dx, oy, ox;
5123 int sn = 0, sy = 0, sx = 0;
5129 /* Prevent destruction of quest levels and town */
5130 if ((p_ptr->inside_quest && (p_ptr->inside_quest < MIN_RANDOM_QUEST)) || !dun_level)
5135 /* Paranoia -- Enforce maximum range */
5138 /* Clear the "maximal blast" area */
5139 for (y = 0; y < 32; y++)
5141 for (x = 0; x < 32; x++)
5147 /* Check around the epicenter */
5148 for (dy = -r; dy <= r; dy++)
5150 for (dx = -r; dx <= r; dx++)
5152 /* Extract the location */
5156 /* Skip illegal grids */
5157 if (!in_bounds(yy, xx)) continue;
5159 /* Skip distant grids */
5160 if (distance(cy, cx, yy, xx) > r) continue;
5162 /* Access the grid */
5163 c_ptr = &cave[yy][xx];
5165 /* Lose room and vault */
5166 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_TRAP);
5168 /* Lose light and knowledge */
5169 c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK);
5171 /* Skip the epicenter */
5172 if (!dx && !dy) continue;
5174 /* Skip most grids */
5175 if (randint0(100) < 85) continue;
5177 /* Damage this grid */
5178 map[16+yy-cy][16+xx-cx] = TRUE;
5180 /* Hack -- Take note of player damage */
5181 if ((yy == py) && (xx == px)) hurt = TRUE;
5185 /* First, affect the player (if necessary) */
5186 if (hurt && !(p_ptr->prace == RACE_SPECTRE) && !(p_ptr->wraith_form) && !(p_ptr->kabenuke))
5188 /* Check around the player */
5189 for (i = 0; i < 8; i++)
5191 /* Access the location */
5192 y = py + ddy_ddd[i];
5193 x = px + ddx_ddd[i];
5195 /* Skip non-empty grids */
5196 if (!cave_empty_bold(y, x)) continue;
5198 /* Important -- Skip "quake" grids */
5199 if (map[16+y-cy][16+x-cx]) continue;
5201 if (cave[y][x].m_idx) continue;
5203 /* Count "safe" grids */
5206 /* Randomize choice */
5207 if (randint0(sn) > 0) continue;
5209 /* Save the safe location */
5213 /* Random message */
5214 switch (randint1(3))
5219 msg_print("¥À¥ó¥¸¥ç¥ó¤ÎÊɤ¬Êø¤ì¤¿¡ª");
5221 msg_print("The cave ceiling collapses!");
5229 msg_print("¥À¥ó¥¸¥ç¥ó¤Î¾²¤¬ÉÔ¼«Á³¤Ë¤Í¤¸¶Ê¤¬¤Ã¤¿¡ª");
5231 msg_print("The cave floor twists in an unnatural way!");
5239 msg_print("¥À¥ó¥¸¥ç¥ó¤¬Íɤ줿¡ªÊø¤ì¤¿´ä¤¬Æ¬¤Ë¹ß¤Ã¤Æ¤¤¿¡ª");
5241 msg_print("The cave quakes! You are pummeled with debris!");
5248 /* Hurt the player a lot */
5251 /* Message and damage */
5253 msg_print("¤¢¤Ê¤¿¤Ï¤Ò¤É¤¤²ø²æ¤òÉé¤Ã¤¿¡ª");
5255 msg_print("You are severely crushed!");
5261 /* Destroy the grid, and push the player to safety */
5264 /* Calculate results */
5265 switch (randint1(3))
5270 msg_print("¹ß¤êÃí¤°´ä¤ò¤¦¤Þ¤¯Èò¤±¤¿¡ª");
5272 msg_print("You nimbly dodge the blast!");
5281 msg_print("´äÀФ¬¤¢¤Ê¤¿¤Ëľ·â¤·¤¿!");
5283 msg_print("You are bashed by rubble!");
5286 damage = damroll(10, 4);
5287 (void)set_stun(p_ptr->stun + randint1(50));
5293 msg_print("¤¢¤Ê¤¿¤Ï¾²¤ÈÊɤȤδ֤˶´¤Þ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
5295 msg_print("You are crushed between the floor and ceiling!");
5298 damage = damroll(10, 4);
5299 (void)set_stun(p_ptr->stun + randint1(50));
5304 /* Save the old location */
5308 /* Move the player to the safe location */
5315 tmp = cave[py][px].m_idx;
5316 cave[py][px].m_idx = cave[oy][ox].m_idx;
5317 cave[oy][ox].m_idx = tmp;
5318 m_list[p_ptr->riding].fy = py;
5319 m_list[p_ptr->riding].fx = px;
5320 update_mon(cave[py][px].m_idx, TRUE);
5323 /* Redraw the old spot */
5326 /* Redraw the new spot */
5329 /* Check for new panel */
5333 /* Important -- no wall on player */
5334 map[16+py-cy][16+px-cx] = FALSE;
5336 /* Take some damage */
5338 if (damage) take_hit(DAMAGE_ATTACK, damage, "ÃÏ¿Ì", -1);
5340 if (damage) take_hit(DAMAGE_ATTACK, damage, "an earthquake", -1);
5346 /* Examine the quaked region */
5347 for (dy = -r; dy <= r; dy++)
5349 for (dx = -r; dx <= r; dx++)
5351 /* Extract the location */
5355 /* Skip unaffected grids */
5356 if (!map[16+yy-cy][16+xx-cx]) continue;
5358 /* Access the grid */
5359 c_ptr = &cave[yy][xx];
5361 if (c_ptr->m_idx == p_ptr->riding) continue;
5363 /* Process monsters */
5366 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5367 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5369 /* Quest monsters */
5370 if (r_ptr->flags1 & RF1_QUESTOR)
5372 /* No wall on quest monsters */
5373 map[16+yy-cy][16+xx-cx] = FALSE;
5378 /* Most monsters cannot co-exist with rock */
5379 if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
5380 !(r_ptr->flags2 & (RF2_PASS_WALL)))
5384 /* Assume not safe */
5387 /* Monster can move to escape the wall */
5388 if (!(r_ptr->flags1 & (RF1_NEVER_MOVE)))
5390 /* Look for safety */
5391 for (i = 0; i < 8; i++)
5393 /* Access the grid */
5394 y = yy + ddy_ddd[i];
5395 x = xx + ddx_ddd[i];
5397 /* Skip non-empty grids */
5398 if (!cave_empty_bold(y, x)) continue;
5400 /* Hack -- no safety on glyph of warding */
5401 if (cave[y][x].feat == FEAT_GLYPH) continue;
5402 if (cave[y][x].feat == FEAT_MINOR_GLYPH) continue;
5404 /* ... nor on the Pattern */
5405 if ((cave[y][x].feat <= FEAT_PATTERN_XTRA2) &&
5406 (cave[y][x].feat >= FEAT_PATTERN_START))
5409 /* Important -- Skip "quake" grids */
5410 if (map[16+y-cy][16+x-cx]) continue;
5412 if (cave[y][x].m_idx) continue;
5413 if ((y == py) && (x == px)) continue;
5415 /* Count "safe" grids */
5418 /* Randomize choice */
5419 if (randint0(sn) > 0) continue;
5421 /* Save the safe grid */
5426 /* Describe the monster */
5427 monster_desc(m_name, m_ptr, 0);
5429 /* Scream in pain */
5431 msg_format("%^s¤Ï¶ìÄˤǵ㤤ï¤á¤¤¤¿¡ª", m_name);
5433 msg_format("%^s wails out in pain!", m_name);
5437 /* Take damage from the quake */
5438 damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
5440 /* Monster is certainly awake */
5443 /* Apply damage directly */
5444 m_ptr->hp -= damage;
5446 /* Delete (not kill) "dead" monsters */
5451 msg_format("%^s¤Ï´äÀФËËä¤â¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª", m_name);
5453 msg_format("%^s is embedded in the rock!", m_name);
5458 if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
5462 monster_desc(m2_name, m_ptr, 0x08);
5463 do_cmd_write_nikki(NIKKI_NAMED_PET, 7, m2_name);
5467 /* Delete the monster */
5468 delete_monster(yy, xx);
5470 /* No longer safe */
5474 /* Hack -- Escape from the rock */
5477 int m_idx = cave[yy][xx].m_idx;
5479 /* Update the new location */
5480 cave[sy][sx].m_idx = m_idx;
5482 /* Update the old location */
5483 cave[yy][xx].m_idx = 0;
5485 /* Move the monster */
5489 /* Update the monster (new location) */
5490 update_mon(m_idx, TRUE);
5492 /* Redraw the old grid */
5495 /* Redraw the new grid */
5504 /* Examine the quaked region */
5505 for (dy = -r; dy <= r; dy++)
5507 for (dx = -r; dx <= r; dx++)
5509 /* Extract the location */
5513 /* Skip unaffected grids */
5514 if (!map[16+yy-cy][16+xx-cx]) continue;
5516 /* Access the cave grid */
5517 c_ptr = &cave[yy][xx];
5519 /* Paranoia -- never affect player */
5520 /* if ((yy == py) && (xx == px)) continue; */
5522 /* Destroy location (if valid) */
5523 if (cave_valid_bold(yy, xx))
5525 bool floor = cave_floor_bold(yy, xx);
5527 /* Delete objects */
5528 delete_object(yy, xx);
5530 /* Wall (or floor) type */
5531 t = (floor ? randint0(100) : 200);
5536 /* Create granite wall */
5537 c_ptr->feat = FEAT_WALL_EXTRA;
5543 /* Create quartz vein */
5544 c_ptr->feat = FEAT_QUARTZ;
5550 /* Create magma vein */
5551 c_ptr->feat = FEAT_MAGMA;
5558 c_ptr->feat = floor_type[randint0(100)];
5559 c_ptr->info &= ~(CAVE_MASK);
5560 c_ptr->info |= CAVE_FLOOR;
5567 /* Mega-Hack -- Forget the view and lite */
5568 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
5571 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
5573 /* Update the monsters */
5574 p_ptr->update |= (PU_DISTANCE);
5576 /* Update the health bar */
5577 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
5580 p_ptr->redraw |= (PR_MAP);
5583 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5590 void discharge_minion(void)
5595 for (i = 1; i < m_max; i++)
5597 monster_type *m_ptr = &m_list[i];
5598 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
5599 if (m_ptr->nickname) okay = FALSE;
5601 if (!okay || p_ptr->riding)
5604 if (!get_check("ËÜÅö¤ËÁ´¥Ú¥Ã¥È¤òÇúÇˤ·¤Þ¤¹¤«¡©"))
5606 if (!get_check("You will blast all pets. Are you sure? "))
5610 for (i = 1; i < m_max; i++)
5613 monster_type *m_ptr = &m_list[i];
5614 monster_race *r_ptr;
5616 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
5617 r_ptr = &r_info[m_ptr->r_idx];
5619 /* Uniques resist discharging */
5620 if (r_ptr->flags1 & RF1_UNIQUE)
5623 monster_desc(m_name, m_ptr, 0x00);
5625 msg_format("%s¤ÏÇúÇˤµ¤ì¤ë¤Î¤ò·ù¤¬¤ê¡¢¾¡¼ê¤Ë¼«Ê¬¤ÎÀ¤³¦¤Ø¤Èµ¢¤Ã¤¿¡£", m_name);
5627 msg_format("%^s resists to be blasted, and run away.", m_name);
5629 delete_monster_idx(i);
5632 dam = m_ptr->hp / 2;
5633 if (dam > 100) dam = (dam-100)/2 + 100;
5634 if (dam > 400) dam = (dam-400)/2 + 400;
5635 if (dam > 800) dam = 800;
5636 project(i, 2+(r_ptr->level/20), m_ptr->fy,
5637 m_ptr->fx, dam, GF_PLASMA,
5638 PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_MONSTER, -1);
5639 delete_monster_idx(i);
5645 * This routine clears the entire "temp" set.
5647 * This routine will Perma-Lite all "temp" grids.
5649 * This routine is used (only) by "lite_room()"
5651 * Dark grids are illuminated.
5653 * Also, process all affected monsters.
5655 * SMART monsters always wake up when illuminated
5656 * NORMAL monsters wake up 1/4 the time when illuminated
5657 * STUPID monsters wake up 1/10 the time when illuminated
5659 static void cave_temp_room_lite(void)
5663 /* Clear them all */
5664 for (i = 0; i < temp_n; i++)
5669 cave_type *c_ptr = &cave[y][x];
5671 /* No longer in the array */
5672 c_ptr->info &= ~(CAVE_TEMP);
5674 /* Update only non-CAVE_GLOW grids */
5675 /* if (c_ptr->info & (CAVE_GLOW)) continue; */
5678 c_ptr->info |= (CAVE_GLOW);
5680 /* Process affected monsters */
5685 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5687 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5689 /* Update the monster */
5690 update_mon(c_ptr->m_idx, FALSE);
5692 /* Stupid monsters rarely wake up */
5693 if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
5695 /* Smart monsters always wake up */
5696 if (r_ptr->flags2 & (RF2_SMART)) chance = 100;
5698 /* Sometimes monsters wake up */
5699 if (m_ptr->csleep && (randint0(100) < chance))
5704 /* Notice the "waking up" */
5709 /* Acquire the monster name */
5710 monster_desc(m_name, m_ptr, 0);
5712 /* Dump a message */
5714 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
5716 msg_format("%^s wakes up.", m_name);
5718 /* Redraw the health bar */
5719 if (p_ptr->health_who == c_ptr->m_idx)
5720 p_ptr->redraw |= (PR_HEALTH);
5740 * This routine clears the entire "temp" set.
5742 * This routine will "darken" all "temp" grids.
5744 * In addition, some of these grids will be "unmarked".
5746 * This routine is used (only) by "unlite_room()"
5748 * Also, process all affected monsters
5750 static void cave_temp_room_unlite(void)
5754 /* Clear them all */
5755 for (i = 0; i < temp_n; i++)
5760 cave_type *c_ptr = &cave[y][x];
5762 /* No longer in the array */
5763 c_ptr->info &= ~(CAVE_TEMP);
5765 /* Darken the grid */
5766 c_ptr->info &= ~(CAVE_GLOW);
5768 /* Hack -- Forget "boring" grids */
5769 if ((c_ptr->feat <= FEAT_INVIS) || (c_ptr->feat == FEAT_DIRT) || (c_ptr->feat == FEAT_GRASS))
5771 /* Forget the grid */
5772 c_ptr->info &= ~(CAVE_MARK);
5778 /* Process affected monsters */
5781 /* Update the monster */
5782 update_mon(c_ptr->m_idx, FALSE);
5796 * Aux function -- see below
5798 static void cave_temp_room_aux(int y, int x)
5803 /* if (!in_bounds(y, x)) return; */
5806 c_ptr = &cave[y][x];
5808 /* Avoid infinite recursion */
5809 if (c_ptr->info & (CAVE_TEMP)) return;
5811 /* Do not "leave" the current room */
5812 if (!(c_ptr->info & (CAVE_ROOM))) return;
5814 /* Paranoia -- verify space */
5815 if (temp_n == TEMP_MAX) return;
5817 /* Mark the grid as "seen" */
5818 c_ptr->info |= (CAVE_TEMP);
5820 /* Add it to the "seen" set */
5830 * Illuminate any room containing the given location.
5832 void lite_room(int y1, int x1)
5836 /* Add the initial grid */
5837 cave_temp_room_aux(y1, x1);
5839 /* While grids are in the queue, add their neighbors */
5840 for (i = 0; i < temp_n; i++)
5842 x = temp_x[i], y = temp_y[i];
5844 /* Walls get lit, but stop light */
5845 if (!cave_floor_bold(y, x)) continue;
5847 /* Spread adjacent */
5848 cave_temp_room_aux(y + 1, x);
5849 cave_temp_room_aux(y - 1, x);
5850 cave_temp_room_aux(y, x + 1);
5851 cave_temp_room_aux(y, x - 1);
5853 /* Spread diagonal */
5854 cave_temp_room_aux(y + 1, x + 1);
5855 cave_temp_room_aux(y - 1, x - 1);
5856 cave_temp_room_aux(y - 1, x + 1);
5857 cave_temp_room_aux(y + 1, x - 1);
5860 /* Now, lite them all up at once */
5861 cave_temp_room_lite();
5866 * Darken all rooms containing the given location
5868 void unlite_room(int y1, int x1)
5872 /* Add the initial grid */
5873 cave_temp_room_aux(y1, x1);
5875 /* Spread, breadth first */
5876 for (i = 0; i < temp_n; i++)
5878 x = temp_x[i], y = temp_y[i];
5880 /* Walls get dark, but stop darkness */
5881 if (!cave_floor_bold(y, x)) continue;
5883 /* Spread adjacent */
5884 cave_temp_room_aux(y + 1, x);
5885 cave_temp_room_aux(y - 1, x);
5886 cave_temp_room_aux(y, x + 1);
5887 cave_temp_room_aux(y, x - 1);
5889 /* Spread diagonal */
5890 cave_temp_room_aux(y + 1, x + 1);
5891 cave_temp_room_aux(y - 1, x - 1);
5892 cave_temp_room_aux(y - 1, x + 1);
5893 cave_temp_room_aux(y + 1, x - 1);
5896 /* Now, darken them all at once */
5897 cave_temp_room_unlite();
5903 * Hack -- call light around the player
5904 * Affect all monsters in the projection radius
5906 bool lite_area(int dam, int rad)
5908 int flg = PROJECT_GRID | PROJECT_KILL;
5910 if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
5913 msg_print("¥À¥ó¥¸¥ç¥ó¤¬¸÷¤òµÛ¼ý¤·¤¿¡£");
5915 msg_print("The darkness of this dungeon absorb your light.");
5920 /* Hack -- Message */
5924 msg_print("Çò¤¤¸÷¤¬ÊÕ¤ê¤òʤ¤Ã¤¿¡£");
5926 msg_print("You are surrounded by a white light.");
5931 /* Hook into the "project()" function */
5932 (void)project(0, rad, py, px, dam, GF_LITE_WEAK, flg, -1);
5934 /* Lite up the room */
5937 if (p_ptr->special_defense & NINJA_S_STEALTH)
5939 set_superstealth(FALSE);
5948 * Hack -- call darkness around the player
5949 * Affect all monsters in the projection radius
5951 bool unlite_area(int dam, int rad)
5953 int flg = PROJECT_GRID | PROJECT_KILL;
5955 /* Hack -- Message */
5959 msg_print("°Å°Ç¤¬ÊÕ¤ê¤òʤ¤Ã¤¿¡£");
5961 msg_print("Darkness surrounds you.");
5966 /* Hook into the "project()" function */
5967 (void)project(0, rad, py, px, dam, GF_DARK_WEAK, flg, -1);
5969 /* Lite up the room */
5970 unlite_room(py, px);
5980 * Stop if we hit a monster, act as a "ball"
5981 * Allow "target" mode to pass over monsters
5982 * Affect grids, objects, and monsters
5984 bool fire_ball(int typ, int dir, int dam, int rad)
5988 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_NO_REF;
5990 if (typ == GF_CONTROL_LIVING) flg|= PROJECT_HIDE;
5991 /* Use the given direction */
5992 tx = px + 99 * ddx[dir];
5993 ty = py + 99 * ddy[dir];
5995 /* Hack -- Use an actual "target" */
5996 if ((dir == 5) && target_okay())
5998 flg &= ~(PROJECT_STOP);
6003 /* Analyze the "dir" and the "target". Hurt items on floor. */
6004 return (project(0, rad, ty, tx, dam, typ, flg, -1));
6010 * Stop if we hit a monster, act as a "ball"
6011 * Allow "target" mode to pass over monsters
6012 * Affect grids, objects, and monsters
6014 bool fire_rocket(int typ, int dir, int dam, int rad)
6018 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_NO_REF;
6020 /* Use the given direction */
6021 tx = px + 99 * ddx[dir];
6022 ty = py + 99 * ddy[dir];
6024 /* Hack -- Use an actual "target" */
6025 if ((dir == 5) && target_okay())
6031 /* Analyze the "dir" and the "target". Hurt items on floor. */
6032 return (project(0, rad, ty, tx, dam, typ, flg, -1));
6038 * Stop if we hit a monster, act as a "ball"
6039 * Allow "target" mode to pass over monsters
6040 * Affect grids, objects, and monsters
6042 bool fire_ball_hide(int typ, int dir, int dam, int rad)
6046 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_NO_REF | PROJECT_HIDE;
6048 /* Use the given direction */
6049 tx = px + 99 * ddx[dir];
6050 ty = py + 99 * ddy[dir];
6052 /* Hack -- Use an actual "target" */
6053 if ((dir == 5) && target_okay())
6055 flg &= ~(PROJECT_STOP);
6060 /* Analyze the "dir" and the "target". Hurt items on floor. */
6061 return (project(0, rad, ty, tx, dam, typ, flg, -1));
6066 * Cast a meteor spell, defined as a ball spell cast by an arbitary monster,
6067 * player, or outside source, that starts out at an arbitrary location, and
6068 * leaving no trail from the "caster" to the target. This function is
6069 * especially useful for bombardments and similar. -LM-
6071 * Option to hurt the player.
6073 bool fire_meteor(int who, int typ, int y, int x, int dam, int rad)
6075 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_NO_REF;
6077 /* Analyze the "target" and the caster. */
6078 return (project(who, rad, y, x, dam, typ, flg, -1));
6083 * Switch position with a monster.
6085 bool teleport_swap(int dir)
6089 monster_type * m_ptr;
6090 monster_race * r_ptr;
6092 if ((dir == 5) && target_okay())
6102 c_ptr = &cave[ty][tx];
6104 if (p_ptr->anti_tele)
6107 msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
6109 msg_print("A mysterious force prevents you from teleporting!");
6115 if (!c_ptr->m_idx || (c_ptr->m_idx == p_ptr->riding))
6118 msg_print("¤½¤ì¤È¤Ï¾ì½ê¤ò¸ò´¹¤Ç¤¤Þ¤»¤ó¡£");
6120 msg_print("You can't trade places with that!");
6128 if ((c_ptr->info & CAVE_ICKY) || (distance(ty, tx, py, px) > p_ptr->lev * 3 / 2 + 10))
6131 msg_print("¼ºÇÔ¤·¤¿¡£");
6133 msg_print("Failed to swap.");
6141 m_ptr = &m_list[c_ptr->m_idx];
6142 r_ptr = &r_info[m_ptr->r_idx];
6144 if (r_ptr->flags3 & RF3_RES_TELE)
6147 msg_print("¥Æ¥ì¥Ý¡¼¥È¤ò¼ÙË⤵¤ì¤¿¡ª");
6149 msg_print("Your teleportation is blocked!");
6157 sound(SOUND_TELEPORT);
6159 cave[py][px].m_idx = c_ptr->m_idx;
6161 /* Update the old location */
6162 c_ptr->m_idx = p_ptr->riding;
6164 /* Move the monster */
6168 /* Move the player */
6174 m_list[p_ptr->riding].fy = ty;
6175 m_list[p_ptr->riding].fx = tx;
6177 /* Update the monster (new location) */
6178 update_mon(cave[ty][tx].m_idx, TRUE);
6186 /* Update the monster (new location) */
6187 update_mon(cave[ty][tx].m_idx, TRUE);
6189 /* Redraw the old grid */
6192 /* Redraw the new grid */
6195 /* Check for new panel (redraw map) */
6199 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW);
6201 /* Notice changes in view */
6202 if (r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2 | RF7_SELF_LITE_1 | RF7_SELF_LITE_2))
6204 /* Update some things */
6205 p_ptr->update |= (PU_MON_LITE);
6208 /* Update the monsters */
6209 p_ptr->update |= (PU_DISTANCE);
6212 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
6214 /* Redraw the health bar */
6215 if (p_ptr->health_who == cave[ty][tx].m_idx)
6216 p_ptr->redraw |= (PR_HEALTH);
6218 /* Handle stuff XXX XXX XXX */
6227 * Hack -- apply a "projection()" in a direction (or at the target)
6229 bool project_hook(int typ, int dir, int dam, int flg)
6233 /* Pass through the target if needed */
6234 flg |= (PROJECT_THRU);
6236 /* Use the given direction */
6240 /* Hack -- Use an actual "target" */
6241 if ((dir == 5) && target_okay())
6247 /* Analyze the "dir" and the "target", do NOT explode */
6248 return (project(0, 0, ty, tx, dam, typ, flg, -1));
6254 * Stop if we hit a monster, as a "bolt"
6255 * Affect monsters (not grids or objects)
6257 bool fire_bolt(int typ, int dir, int dam)
6259 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_GRID;
6260 return (project_hook(typ, dir, dam, flg));
6266 * Pass through monsters, as a "beam"
6267 * Affect monsters (not grids or objects)
6269 bool fire_beam(int typ, int dir, int dam)
6271 int flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM;
6272 return (project_hook(typ, dir, dam, flg));
6277 * Cast a bolt spell, or rarely, a beam spell
6279 bool fire_bolt_or_beam(int prob, int typ, int dir, int dam)
6281 if (randint0(100) < prob)
6283 return (fire_beam(typ, dir, dam));
6287 return (fire_bolt(typ, dir, dam));
6293 * Some of the old functions
6295 bool lite_line(int dir)
6297 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
6298 return (project_hook(GF_LITE_WEAK, dir, damroll(6, 8), flg));
6302 bool drain_life(int dir, int dam)
6304 int flg = PROJECT_STOP | PROJECT_KILL;
6305 return (project_hook(GF_OLD_DRAIN, dir, dam, flg));
6309 bool wall_to_mud(int dir)
6311 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
6312 return (project_hook(GF_KILL_WALL, dir, 20 + randint1(30), flg));
6316 bool wizard_lock(int dir)
6318 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
6319 return (project_hook(GF_JAM_DOOR, dir, 20 + randint1(30), flg));
6323 bool destroy_door(int dir)
6325 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
6326 return (project_hook(GF_KILL_DOOR, dir, 0, flg));
6330 bool disarm_trap(int dir)
6332 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
6333 return (project_hook(GF_KILL_TRAP, dir, 0, flg));
6337 bool heal_monster(int dir, int dam)
6339 int flg = PROJECT_STOP | PROJECT_KILL;
6340 return (project_hook(GF_OLD_HEAL, dir, dam, flg));
6344 bool speed_monster(int dir)
6346 int flg = PROJECT_STOP | PROJECT_KILL;
6347 return (project_hook(GF_OLD_SPEED, dir, p_ptr->lev, flg));
6351 bool slow_monster(int dir)
6353 int flg = PROJECT_STOP | PROJECT_KILL;
6354 return (project_hook(GF_OLD_SLOW, dir, p_ptr->lev, flg));
6358 bool sleep_monster(int dir)
6360 int flg = PROJECT_STOP | PROJECT_KILL;
6361 return (project_hook(GF_OLD_SLEEP, dir, p_ptr->lev, flg));
6365 bool stasis_monster(int dir)
6367 return (fire_ball_hide(GF_STASIS, dir, p_ptr->lev*2, 0));
6371 bool confuse_monster(int dir, int plev)
6373 int flg = PROJECT_STOP | PROJECT_KILL;
6374 return (project_hook(GF_OLD_CONF, dir, plev, flg));
6378 bool stun_monster(int dir, int plev)
6380 int flg = PROJECT_STOP | PROJECT_KILL;
6381 return (project_hook(GF_STUN, dir, plev, flg));
6385 bool poly_monster(int dir)
6387 int flg = PROJECT_STOP | PROJECT_KILL;
6388 bool tester = (project_hook(GF_OLD_POLY, dir, p_ptr->lev, flg));
6390 chg_virtue(V_CHANCE, 1);
6395 bool clone_monster(int dir)
6397 int flg = PROJECT_STOP | PROJECT_KILL;
6398 return (project_hook(GF_OLD_CLONE, dir, 0, flg));
6402 bool fear_monster(int dir, int plev)
6404 int flg = PROJECT_STOP | PROJECT_KILL;
6405 return (project_hook(GF_TURN_ALL, dir, plev, flg));
6409 bool death_ray(int dir, int plev)
6411 int flg = PROJECT_STOP | PROJECT_KILL;
6412 return (project_hook(GF_DEATH_RAY, dir, plev * 200, flg));
6416 bool teleport_monster(int dir)
6418 int flg = PROJECT_BEAM | PROJECT_KILL;
6419 return (project_hook(GF_AWAY_ALL, dir, MAX_SIGHT * 5, flg));
6423 * Hooks -- affect adjacent grids (radius 1 ball attack)
6425 bool door_creation(void)
6427 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6428 return (project(0, 1, py, px, 0, GF_MAKE_DOOR, flg, -1));
6432 bool trap_creation(int y, int x)
6434 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6435 return (project(0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1));
6439 bool tree_creation(void)
6441 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6442 return (project(0, 1, py, px, 0, GF_MAKE_TREE, flg, -1));
6446 bool glyph_creation(void)
6448 int flg = PROJECT_GRID | PROJECT_ITEM;
6449 return (project(0, 1, py, px, 0, GF_MAKE_GLYPH, flg, -1));
6453 bool wall_stone(void)
6455 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6457 bool dummy = (project(0, 1, py, px, 0, GF_STONE_WALL, flg, -1));
6460 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW);
6462 /* Update the monsters */
6463 p_ptr->update |= (PU_MONSTERS);
6466 p_ptr->redraw |= (PR_MAP);
6469 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
6475 bool destroy_doors_touch(void)
6477 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6478 return (project(0, 1, py, px, 0, GF_KILL_DOOR, flg, -1));
6482 bool sleep_monsters_touch(void)
6484 int flg = PROJECT_KILL | PROJECT_HIDE;
6485 return (project(0, 1, py, px, p_ptr->lev, GF_OLD_SLEEP, flg, -1));
6489 bool animate_dead(int who, int y, int x)
6491 int flg = PROJECT_ITEM | PROJECT_HIDE;
6492 return (project(who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
6496 void call_chaos(void)
6498 int Chaos_type, dummy, dir;
6499 int plev = p_ptr->lev;
6500 bool line_chaos = FALSE;
6502 int hurt_types[31] =
6504 GF_ELEC, GF_POIS, GF_ACID, GF_COLD,
6505 GF_FIRE, GF_MISSILE, GF_ARROW, GF_PLASMA,
6506 GF_HOLY_FIRE, GF_WATER, GF_LITE, GF_DARK,
6507 GF_FORCE, GF_INERTIA, GF_MANA, GF_METEOR,
6508 GF_ICE, GF_CHAOS, GF_NETHER, GF_DISENCHANT,
6509 GF_SHARDS, GF_SOUND, GF_NEXUS, GF_CONFUSION,
6510 GF_TIME, GF_GRAVITY, GF_ROCKET, GF_NUKE,
6511 GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
6514 Chaos_type = hurt_types[randint0(31)];
6515 if (one_in_(4)) line_chaos = TRUE;
6519 for (dummy = 1; dummy < 10; dummy++)
6524 fire_beam(Chaos_type, dummy, 150);
6526 fire_ball(Chaos_type, dummy, 150, 2);
6530 else if (one_in_(3))
6532 fire_ball(Chaos_type, 0, 500, 8);
6536 if (!get_aim_dir(&dir)) return;
6538 fire_beam(Chaos_type, dir, 250);
6540 fire_ball(Chaos_type, dir, 250, 3 + (plev / 35));
6546 * Activate the evil Topi Ylinen curse
6547 * rr9: Stop the nasty things when a Cyberdemon is summoned
6548 * or the player gets paralyzed.
6550 bool activate_ty_curse(bool stop_ty, int *count)
6554 int flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
6558 switch (randint1(34))
6564 msg_print("ÃÏÌ̤¬Íɤ줿...");
6566 msg_print("The ground trembles...");
6569 earthquake(py, px, 5 + randint0(10));
6570 if (!one_in_(6)) break;
6575 int dam = damroll(10, 10);
6577 msg_print("½ã¿è¤ÊËâÎϤμ¡¸µ¤Ø¤ÎÈ⤬³«¤¤¤¿¡ª");
6579 msg_print("A portal opens to a plane of raw mana!");
6582 project(0, 8, py, px, dam, GF_MANA, flg, -1);
6584 take_hit(DAMAGE_NOESCAPE, dam, "½ã¿è¤ÊËâÎϤβòÊü", -1);
6586 take_hit(DAMAGE_NOESCAPE, dam, "released pure mana", -1);
6588 if (!one_in_(6)) break;
6594 msg_print("¼þ°Ï¤Î¶õ´Ö¤¬ÏĤó¤À¡ª");
6596 msg_print("Space warps about you!");
6599 teleport_player(damroll(10, 10));
6600 if (randint0(13)) (*count) += activate_hi_summon(py, px, FALSE);
6601 if (!one_in_(6)) break;
6605 msg_print("¥¨¥Í¥ë¥®¡¼¤Î¤¦¤Í¤ê¤ò´¶¤¸¤¿¡ª");
6607 msg_print("You feel a surge of energy!");
6613 project(0, 7, py, px, 50, GF_KILL_WALL, flg, -1);
6615 take_hit(DAMAGE_NOESCAPE, 50, "¥¨¥Í¥ë¥®¡¼¤Î¤¦¤Í¤ê", -1);
6617 take_hit(DAMAGE_NOESCAPE, 50, "surge of energy", -1);
6620 if (!one_in_(6)) break;
6621 case 1: case 2: case 3: case 16: case 17:
6622 aggravate_monsters(0);
6623 if (!one_in_(6)) break;
6624 case 4: case 5: case 6:
6625 (*count) += activate_hi_summon(py, px, FALSE);
6626 if (!one_in_(6)) break;
6627 case 7: case 8: case 9: case 18:
6628 (*count) += summon_specific(0, py, px, dun_level, 0, TRUE, FALSE, FALSE, TRUE, TRUE);
6629 if (!one_in_(6)) break;
6630 case 10: case 11: case 12:
6632 msg_print("À¸Ì¿ÎϤ¬ÂΤ«¤éµÛ¤¤¼è¤é¤ì¤¿µ¤¤¬¤¹¤ë¡ª");
6634 msg_print("You feel your life draining away...");
6637 lose_exp(p_ptr->exp / 16);
6638 if (!one_in_(6)) break;
6639 case 13: case 14: case 15: case 19: case 20:
6640 if (stop_ty || (p_ptr->free_act && (randint1(125) < p_ptr->skill_sav)) || (p_ptr->pclass == CLASS_BERSERKER))
6647 msg_print("ĦÁü¤Ë¤Ê¤Ã¤¿µ¤Ê¬¤À¡ª");
6649 msg_print("You feel like a statue!");
6652 if (p_ptr->free_act)
6653 set_paralyzed(p_ptr->paralyzed + randint1(3));
6655 set_paralyzed(p_ptr->paralyzed + randint1(13));
6658 if (!one_in_(6)) break;
6659 case 21: case 22: case 23:
6660 (void)do_dec_stat(randint0(6));
6661 if (!one_in_(6)) break;
6664 msg_print("¤Û¤¨¡©»ä¤Ïï¡©¤³¤³¤Ç²¿¤·¤Æ¤ë¡©");
6666 msg_print("Huh? Who am I? What am I doing here?");
6670 if (!one_in_(6)) break;
6673 * Only summon Cyberdemons deep in the dungeon.
6675 if ((dun_level > 65) && !stop_ty)
6677 (*count) += summon_cyber(-1, py, px);
6681 if (!one_in_(6)) break;
6687 (void)do_dec_stat(i);
6695 while (one_in_(3) && !stop_ty);
6701 int activate_hi_summon(int y, int x, bool can_pet)
6705 bool pet = FALSE, friendly = FALSE, not_pet;
6719 not_pet = (bool)(!pet);
6721 summon_lev = (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : dun_level);
6723 for (i = 0; i < (randint1(7) + (dun_level / 40)); i++)
6725 switch (randint1(25) + (dun_level / 20))
6728 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, TRUE, friendly, pet, FALSE, not_pet);
6731 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, TRUE, friendly, pet, FALSE, not_pet);
6734 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, TRUE, friendly, pet, FALSE, not_pet);
6737 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, TRUE, friendly, pet, FALSE, not_pet);
6740 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, TRUE, friendly, pet, FALSE, not_pet);
6743 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, TRUE, friendly, pet, FALSE, not_pet);
6746 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, TRUE, friendly, pet, FALSE, not_pet);
6749 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, TRUE, friendly, pet, FALSE, not_pet);
6752 if (pet || friendly) break;
6753 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, TRUE, friendly, pet, TRUE, not_pet);
6756 if (pet || friendly) break;
6757 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, TRUE, friendly, pet, TRUE, not_pet);
6760 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, TRUE, friendly, pet, (bool)(!friendly && !pet), not_pet);
6763 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, TRUE, friendly, pet, (bool)(!friendly && !pet), not_pet);
6766 count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, TRUE, friendly, pet, FALSE, not_pet);
6769 count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, TRUE, friendly, pet, (bool)(!friendly && !pet), not_pet);
6778 int summon_cyber(int who, int y, int x)
6781 int max_cyber = (easy_band ? 1 : (dun_level / 50) + randint1(2));
6784 bool friendly = FALSE;
6787 /* Summoned by a monster */
6790 monster_type *m_ptr = &m_list[who];
6791 friendly = is_friendly(m_ptr);
6792 pet = is_pet(m_ptr);
6795 if (max_cyber > 4) max_cyber = 4;
6797 for (i = 0; i < max_cyber; i++)
6799 count += summon_specific(who, y, x, 100, SUMMON_CYBER, TRUE, friendly, pet, FALSE, FALSE);
6806 void wall_breaker(void)
6810 int attempts = 1000;
6812 if (randint1(80 + p_ptr->lev) < 70)
6816 scatter(&y, &x, py, px, 4, 0);
6818 if (!cave_floor_bold(y, x)) continue;
6820 if ((y != py) || (x != px)) break;
6823 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
6824 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
6826 else if (randint1(100) > 30)
6828 earthquake(py, px, 1);
6832 int num = damroll(5, 3);
6834 for (i = 0; i < num; i++)
6838 scatter(&y, &x, py, px, 10, 0);
6840 if ((y != py) && (x != px)) break;
6843 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
6844 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
6853 bool confuse_monsters(int dam)
6855 return (project_hack(GF_OLD_CONF, dam));
6862 bool charm_monsters(int dam)
6864 return (project_hack(GF_CHARM, dam));
6871 bool charm_animals(int dam)
6873 return (project_hack(GF_CONTROL_ANIMAL, dam));
6880 bool stun_monsters(int dam)
6882 return (project_hack(GF_STUN, dam));
6889 bool stasis_monsters(int dam)
6891 return (project_hack(GF_STASIS, dam));
6896 * Mindblast monsters
6898 bool mindblast_monsters(int dam)
6900 return (project_hack(GF_PSI, dam));
6905 * Banish all monsters
6907 bool banish_monsters(int dist)
6909 return (project_hack(GF_AWAY_ALL, dist));
6916 bool turn_evil(int dam)
6918 return (project_hack(GF_TURN_EVIL, dam));
6925 bool turn_monsters(int dam)
6927 return (project_hack(GF_TURN_ALL, dam));
6932 * Death-ray all monsters (note: OBSCENELY powerful)
6934 bool deathray_monsters(void)
6936 return (project_hack(GF_DEATH_RAY, p_ptr->lev * 200));
6940 bool charm_monster(int dir, int plev)
6942 int flg = PROJECT_STOP | PROJECT_KILL;
6943 return (project_hook(GF_CHARM, dir, plev, flg));
6947 bool control_one_undead(int dir, int plev)
6949 int flg = PROJECT_STOP | PROJECT_KILL;
6950 return (project_hook(GF_CONTROL_UNDEAD, dir, plev, flg));
6954 bool control_one_demon(int dir, int plev)
6956 int flg = PROJECT_STOP | PROJECT_KILL;
6957 return (project_hook(GF_CONTROL_DEMON, dir, plev, flg));
6961 bool charm_animal(int dir, int plev)
6963 int flg = PROJECT_STOP | PROJECT_KILL;
6964 return (project_hook(GF_CONTROL_ANIMAL, dir, plev, flg));
6968 bool charm_living(int dir, int plev)
6970 int flg = PROJECT_STOP | PROJECT_KILL;
6971 return (project_hook(GF_CONTROL_LIVING, dir, plev, flg));
6975 void kawarimi(bool success)
6978 object_type *q_ptr = &forge;
6981 if (p_ptr->confused || p_ptr->blind || p_ptr->paralyzed || p_ptr->image) return;
6982 if (randint0(200) < p_ptr->stun) return;
6984 if (!success && one_in_(3))
6987 msg_print("¼ºÇÔ¡ªÆ¨¤²¤é¤ì¤Ê¤«¤Ã¤¿¡£");
6989 msg_print("Failed! You couldn't run away.");
6991 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
6992 p_ptr->redraw |= (PR_STATUS);
6999 teleport_player(10+randint1(90));
7003 object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
7005 q_ptr->pval = MON_NINJA;
7007 /* Drop it in the dungeon */
7008 (void)drop_near(q_ptr, -1, y, x);
7011 if (success) msg_print("¹¶·â¤ò¼õ¤±¤ëÁ°¤ËÁÇÁ᤯¿È¤ò¤Ò¤ë¤¬¤¨¤·¤¿¡£");
7012 else msg_print("¼ºÇÔ¡ª¹¶·â¤ò¼õ¤±¤Æ¤·¤Þ¤Ã¤¿¡£");
7014 if (success) msg_print("You have turned around just before the attack hit you.");
7015 else msg_print("Failed! You are hit by the attack.");
7018 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
7019 p_ptr->redraw |= (PR_STATUS);