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 flgs[TR_FLAG_SIZE];
46 int plev = p_ptr->lev;
50 for (j = 0; j < TR_FLAG_SIZE; j++)
53 p_ptr->knowledge |= (KNOW_STAT | KNOW_HPRATE);
57 percent = (int)(((long)p_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
59 ((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
62 sprintf(Dummy, "¸½ºß¤ÎÂÎÎÏ¥é¥ó¥¯ : %d/100", percent);
64 sprintf(Dummy, "Your current Life Rating is %d/100.", percent);
67 strcpy(buf[0], Dummy);
71 chg_virtue(V_KNOWLEDGE, 1);
72 chg_virtue(V_ENLIGHTEN, 1);
74 /* Acquire item flags from equipment */
75 for (k = INVEN_RARM; k < INVEN_TOTAL; k++)
77 u32b tflgs[TR_FLAG_SIZE];
79 o_ptr = &inventory[k];
81 /* Skip non-objects */
82 if (!o_ptr->k_idx) continue;
84 /* Extract the flags */
85 object_flags(o_ptr, tflgs);
88 for (j = 0; j < TR_FLAG_SIZE; j++)
93 info[i++] = "ǽÎϤκÇÂçÃÍ";
95 info[i++] = "Limits of maximum stats";
98 for (v_nr = 0; v_nr < 6; v_nr++)
102 sprintf(stat_desc, "%s 18/%d", stat_names[v_nr], p_ptr->stat_max_max[v_nr]-18);
104 strcpy(s_string[v_nr], stat_desc);
106 info[i++] = s_string[v_nr];
111 sprintf(Dummy, "¸½ºß¤Î°À : %s(%ld)", your_alignment(), p_ptr->align);
113 sprintf(Dummy, "Your alighnment : %s(%ld)", your_alignment(), p_ptr->align);
115 strcpy(buf[1], Dummy);
117 for (v_nr = 0; v_nr < 8; v_nr++)
121 int tester = p_ptr->virtues[v_nr];
123 strcpy(v_name, virtue[(p_ptr->vir_types[v_nr])-1]);
126 sprintf(vir_desc, "¤ª¤Ã¤È¡£%s¤Î¾ðÊó¤Ê¤·¡£", v_name);
128 sprintf(vir_desc, "Oops. No info about %s.", v_name);
132 sprintf(vir_desc, "[%s]¤ÎÂÐ¶Ë (%d)",
134 sprintf(vir_desc, "You are the polar opposite of %s (%d).",
137 else if (tester < -80)
139 sprintf(vir_desc, "[%s]¤ÎÂçŨ (%d)",
141 sprintf(vir_desc, "You are an arch-enemy of %s (%d).",
144 else if (tester < -60)
146 sprintf(vir_desc, "[%s]¤Î¶¯Å¨ (%d)",
148 sprintf(vir_desc, "You are a bitter enemy of %s (%d).",
151 else if (tester < -40)
153 sprintf(vir_desc, "[%s]¤ÎŨ (%d)",
155 sprintf(vir_desc, "You are an enemy of %s (%d).",
158 else if (tester < -20)
160 sprintf(vir_desc, "[%s]¤Îºá¼Ô (%d)",
162 sprintf(vir_desc, "You have sinned against %s (%d).",
167 sprintf(vir_desc, "[%s]¤ÎÌÂÆ»¼Ô (%d)",
169 sprintf(vir_desc, "You have strayed from the path of %s (%d).",
172 else if (tester == 0)
174 sprintf(vir_desc, "[%s]¤ÎÃæΩ¼Ô (%d)",
176 sprintf(vir_desc,"You are neutral to %s (%d).",
179 else if (tester < 20)
181 sprintf(vir_desc, "[%s]¤Î¾®ÆÁ¼Ô (%d)",
183 sprintf(vir_desc,"You are somewhat virtuous in %s (%d).",
186 else if (tester < 40)
188 sprintf(vir_desc, "[%s]¤ÎÃæÆÁ¼Ô (%d)",
190 sprintf(vir_desc,"You are virtuous in %s (%d).",
193 else if (tester < 60)
195 sprintf(vir_desc, "[%s]¤Î¹âÆÁ¼Ô (%d)",
197 sprintf(vir_desc,"You are very virtuous in %s (%d).",
200 else if (tester < 80)
202 sprintf(vir_desc, "[%s]¤ÎÇÆ¼Ô (%d)",
204 sprintf(vir_desc,"You are a champion of %s (%d).",
207 else if (tester < 100)
209 sprintf(vir_desc, "[%s]¤Î°ÎÂç¤ÊÇÆ¼Ô (%d)",
211 sprintf(vir_desc,"You are a great champion of %s (%d).",
216 sprintf(vir_desc, "[%s]¤Î¶ñ¸½¼Ô (%d)",
218 sprintf(vir_desc,"You are the living embodiment of %s (%d).",
222 strcpy(v_string[v_nr], vir_desc);
224 info[i++] = v_string[v_nr];
228 /* Racial powers... */
229 if (p_ptr->mimic_form)
231 switch (p_ptr->mimic_form)
234 case MIMIC_DEMON_LORD:
236 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);
238 sprintf(Dummy, "You can nether breathe, dam. %d (cost %d).", 3 * plev, 10+plev/3);
247 sprintf(Dummy, "¤¢¤Ê¤¿¤ÏŨ¤«¤é %d-%d HP ¤ÎÀ¸Ì¿ÎϤòµÛ¼ý¤Ç¤¤ë¡£(%d MP)",
249 sprintf(Dummy, "You can steal life from a foe, dam. %d-%d (cost %d).",
252 plev + MAX(1, plev / 10), plev + plev * MAX(1, plev / 10), 1 + (plev / 3));
260 switch (p_ptr->prace)
266 info[i++] = "¤¢¤Ê¤¿¤Ï櫤ȥɥ¢¤È³¬Ãʤò´¶ÃΤǤ¤ë¡£(5 MP)";
268 info[i++] = "You can find traps, doors and stairs (cost 5).";
276 info[i++] = "¤¢¤Ê¤¿¤Ï¿©ÎÁ¤òÀ¸À®¤Ç¤¤ë¡£(10 MP)";
278 info[i++] = "You can produce food (cost 10).";
287 sprintf(Dummy, "¤¢¤Ê¤¿¤ÏÈÏ°Ï %d °ÊÆâ¤Ë¥Æ¥ì¥Ý¡¼¥È¤Ç¤¤ë¡£(%d MP)",
289 sprintf(Dummy, "You can teleport, range %d (cost %d).",
292 (1 + plev), (5 + (plev / 5)));
299 info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤò½üµî¤Ç¤¤ë¡£(5 MP)";
301 info[i++] = "You can remove fear (cost 5).";
305 case RACE_HALF_TROLL:
308 info[i++] = "¤¢¤Ê¤¿¤Ï¶¸Ë½²½¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(12 MP) ";
310 info[i++] = "You enter berserk fury (cost 12).";
317 info[i++] = "¤¢¤Ê¤¿¤Ï¥·¥ã¥É¥¦¥·¥Õ¥È¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(50 MP)";
319 info[i++] = "You can Shift Shadows (cost 50).";
324 info[i++] = "¤¢¤Ê¤¿¤Ï¡Ö¥Ñ¥¿¡¼¥ó¡×¤ò¿´¤ËÉÁ¤¤¤ÆÊ⤯¤³¤È¤¬¤Ç¤¤ë¡£(75 MP)";
326 info[i++] = "You can mentally Walk the Pattern (cost 75).";
333 info[i++] = "¤¢¤Ê¤¿¤Ï¶¸Ë½²½¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(10 MP) ";
335 info[i++] = "You can enter berserk fury (cost 10).";
342 info[i++] = "¤¢¤Ê¤¿¤ÏÇúȯ¤Î¥ë¡¼¥ó¤ò»Å³Ý¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£(35 MP)";
344 info[i++] = "You can set an Explosive Rune (cost 35).";
348 case RACE_HALF_GIANT:
351 info[i++] = "¤¢¤Ê¤¿¤ÏÀФÎÊɤò²õ¤¹¤³¤È¤¬¤Ç¤¤ë¡£(10 MP)";
353 info[i++] = "You can break stone walls (cost 10).";
357 case RACE_HALF_TITAN:
360 info[i++] = "¤¢¤Ê¤¿¤Ï¥â¥ó¥¹¥¿¡¼¤ò¥¹¥¥ã¥ó¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(20 MP)";
362 info[i++] = "You can probe monsters (cost 20).";
370 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î´äÀФòÅꤲ¤ë¤³¤È¤¬¤Ç¤¤ë¡£(15 MP)",
372 sprintf(Dummy, "You can throw a boulder, dam. %d (cost 15).",
382 info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤò¸Æ¤Óµ¯¤³¤¹¶«¤ÓÀ¼¤òȯ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(15 MP)";
384 info[i++] = "You can make a terrifying scream (cost 15).";
392 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î»À¤ò¿á¤¤«¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£(9 MP)", plev);
394 sprintf(Dummy, "You can spit acid, dam. %d (cost 9).", plev);
405 "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤ÎÆÇÌð¤òÅꤲ¤ë¤³¤È¤¬¤Ç¤¤ë¡£(8 MP)", plev);
407 "You can throw a dart of poison, dam. %d (cost 8).", plev);
417 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤Î¼öʸ¤ò»È¤¨¤ë¡£(2 MP)",
419 sprintf(Dummy, "You can cast a Magic Missile, dam %d (cost 2).",
422 (3 + ((plev-1) / 5)));
428 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤¬¤Ç¤¤ë¡£(%d MP)", 2 * plev, plev);
430 sprintf(Dummy, "You can breathe, dam. %d (cost %d).", 2 * plev, plev);
435 case RACE_MIND_FLAYER:
438 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤ÎÀº¿À¹¶·â¤ò¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(12 MP)", plev);
440 sprintf(Dummy, "You can mind blast your enemies, dam %d (cost 12).", plev);
449 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò»È¤¨¤ë¡£(15 MP)", plev);
451 sprintf(Dummy, "You can cast a Fire Ball, dam. %d (cost 15).", plev);
459 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò»È¤¨¤ë¡£(15 MP)", plev);
461 sprintf(Dummy, "You can cast a Fire Bolt, dam. %d (cost 15).", plev);
470 info[i++] = "¤¢¤Ê¤¿¤Ï d20+30 ¥¿¡¼¥ó¤Î´ÖÈ©¤òÀФËÊѲ½¤µ¤»¤é¤ì¤ë¡£(15 MP)";
472 info[i++] = "You can turn your skin to stone, dur d20+30 (cost 15).";
480 info[i++] = "¤¢¤Ê¤¿¤Ï¼º¤Ã¤¿À¸Ì¿ÎϤò²óÉü¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(30 MP)";
482 info[i++] = "You can restore lost life forces (cost 30).";
490 sprintf(Dummy, "¤¢¤Ê¤¿¤ÏŨ¤«¤é %d-%d HP ¤ÎÀ¸Ì¿ÎϤòµÛ¼ý¤Ç¤¤ë¡£(%d MP)",
492 sprintf(Dummy, "You can steal life from a foe, dam. %d-%d (cost %d).",
495 plev + MAX(1, plev / 10), plev + plev * MAX(1, plev / 10), 1 + (plev / 3));
503 info[i++] = "¤¢¤Ê¤¿¤Ïµã¤¶«¤ó¤ÇŨ¤ò¶²Éݤµ¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£(3 MP)";
505 info[i++] = "You can wail to terrify your enemies (cost 3).";
514 info[i++] = "¤¢¤Ê¤¿¤ÏŨ¤ò̲¤é¤»¤ëËâË¡¤ÎÊ´¤òÅꤲ¤ë¤³¤È¤¬¤Ç¤¤ë¡£(12 MP)";
516 info[i++] = "You can throw magical dust which induces sleep (cost 12).";
523 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);
525 sprintf(Dummy, "You can breathe nether, dam. %d (cost %d).", 3 * plev, 10+plev/3);
533 info[i++] = "¤¢¤Ê¤¿¤Ï d20+30 ¥¿¡¼¥ó¤Î´Ö²£¤Ë¿¤Ó¤ë¤³¤È¤¬¤Ç¤¤ë¡£(15 MP)";
535 info[i++] = "You can expand horizontally, dur d20+30 (cost 15).";
542 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥ì¥¤¥¬¥ó¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(7 MP)", (plev + 1) / 2);
544 sprintf(Dummy, "You can fire a ray gun with damage %d (cost 7).", (plev+1)/2);
548 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ö¥é¥¹¥¿¡¼¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(13 MP)", plev);
550 sprintf(Dummy, "You can fire a blaster with damage %d (cost 13).", plev);
554 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ð¥º¡¼¥«¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(26 MP)", plev * 2);
556 sprintf(Dummy, "You can fire a bazooka with damage %d (cost 26).", plev * 2);
560 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);
562 sprintf(Dummy, "You can fire a beam cannon with damage %d (cost 40).", plev * 2);
566 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥í¥±¥Ã¥È¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(60 MP)", plev * 5);
568 sprintf(Dummy, "You can fire a rocket with damage %d (cost 60).", plev * 5);
578 switch(p_ptr->pclass)
584 info[i++] = "¤¢¤Ê¤¿¤Ï¥é¥ó¥À¥à¤ÊÊý¸þ¤ËÂФ·¤Æ¿ô²ó¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(75 MP)";
586 info[i++] = "You can attack some random directions at a time (cost 75).";
591 case CLASS_HIGH_MAGE:
596 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥¤¥Æ¥à¤ÎËâÎϤòµÛ¼ý¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(1 MP)";
598 info[i++] = "You can absorb charges from an item (cost 1).";
603 if (is_good_realm(p_ptr->realm1))
608 info[i++] = "¤¢¤Ê¤¿¤ÏÉð´ï¤ò½ËÊ¡¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(70 MP)";
610 info[i++] = "You can bless a weapon (cost 70).";
619 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ¤ê¤Î¤¹¤Ù¤Æ¤Î¥â¥ó¥¹¥¿¡¼¤ò¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(40 MP)";
621 info[i++] = "You can damages all monsters in sight (cost 40).";
630 info[i++] = "¤¢¤Ê¤¿¤Ï¹¶·â¤·¤Æ¨ºÂ¤Ëƨ¤²¤ë¤³¤È¤¬¤Ç¤¤ë¡£(12 MP)";
632 info[i++] = "You can hit a monster and teleport at a time (cost 12).";
640 info[i++] = "¤¢¤Ê¤¿¤Ï²øʪ¤òÄ´ºº¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(20 MP)";
642 info[i++] = "You can prove monsters (cost 20).";
647 if (is_good_realm(p_ptr->realm1))
652 info[i++] = "¤¢¤Ê¤¿¤ÏÀ»¤Ê¤ëÁä¤òÊü¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(30 MP)";
654 info[i++] = "You can fires a holy spear (cost 30).";
663 info[i++] = "¤¢¤Ê¤¿¤ÏÀ¸Ì¿ÎϤò¸º¾¯¤µ¤»¤ëÁä¤òÊü¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(30 MP)";
665 info[i++] = "You can fires a spear which drains vitality (cost 30).";
670 case CLASS_WARRIOR_MAGE:
674 info[i++] = "¤¢¤Ê¤¿¤Ï£È£Ð¤ò£Í£Ð¤ËÊÑ´¹¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
676 info[i++] = "You can convert HP to SP (cost 0).";
679 info[i++] = "¤¢¤Ê¤¿¤Ï£Í£Ð¤ò£È£Ð¤ËÊÑ´¹¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
681 info[i++] = "You can convert SP to HP (cost 0).";
685 case CLASS_CHAOS_WARRIOR:
689 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ°Ï¤Ë²øʪ¤òÏǤ魯¸÷¤òȯÀ¸¤µ¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£(50 MP)";
691 info[i++] = "You can radiate light which confuses nearby monsters (cost 50).";
699 info[i++] = "¤¢¤Ê¤¿¤Ï¹½¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
701 info[i++] = "You can assume a posture of special form (cost 0).";
707 info[i++] = "¤¢¤Ê¤¿¤ÏÄ̾ï¤Î2Çܤι¶·â¤ò¹Ô¤¦¤³¤È¤¬¤Ç¤¤ë¡£(30 MP)";
709 info[i++] = "You can perform double attacks in a time (cost 30).";
713 case CLASS_MINDCRAFTER:
714 case CLASS_FORCETRAINER:
718 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿À¤ò½¸Ã椷¤Æ£Í£Ð¤ò²óÉü¤µ¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
720 info[i++] = "You can concentrate to regenerate your mana (cost 0).";
726 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ì¿¿¤ò»£±Æ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
728 info[i++] = "You can take a photograph (cost 0).";
733 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥¤¥Æ¥à¤ò´°Á´¤Ë´ÕÄꤹ¤ë¤³¤È¤¬¤Ç¤¤ë¡£(20 MP)";
735 info[i++] = "You can *identify* items (cost 20).";
743 info[i++] = "¤¢¤Ê¤¿¤Ï²øʪ¤ÎÆü칶·â¤ò¥À¥á¡¼¥¸2ÇܤǤޤͤ뤳¤È¤¬¤Ç¤¤ë¡£(100 MP)";
745 info[i++] = "You can imitate monster's special attacks with double damage (cost 100).";
749 case CLASS_BEASTMASTER:
751 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)";
753 info[i++] = "You can dominate a monster (cost level/4).";
758 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)";
760 info[i++] = "You can dominate living monsters in sight (cost (level+20)/4).";
764 case CLASS_MAGIC_EATER:
766 info[i++] = "¤¢¤Ê¤¿¤Ï¾ó/ËâË¡ËÀ/¥í¥Ã¥É¤ÎËâÎϤò¼«Ê¬¤Î¤â¤Î¤Ë¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
768 info[i++] = "You can absorb a staff, wand or rod itself.";
775 info[i++] = "¤¢¤Ê¤¿¤Ï1¥¿¡¼¥ó¤Ë2²óËâË¡¤ò¾§¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£(77 MP)";
777 info[i++] = "You can cast two spells in one time (cost 77).";
784 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿À¤ò½¸Ã椷¤Æµ¤¹ç¤¤¤òί¤á¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
786 info[i++] = "You can concentrate to regenerate your mana.";
792 info[i++] = "¤¢¤Ê¤¿¤ÏÆüì¤Ê·¿¤Ç¹½¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
794 info[i++] = "You can assume a posture of special form.";
798 case CLASS_BLUE_MAGE:
800 info[i++] = "¤¢¤Ê¤¿¤ÏÁê¼ê¤Ë»È¤ï¤ì¤¿ËâË¡¤ò³Ø¤Ö¤³¤È¤¬¤Ç¤¤ë¡£";
802 info[i++] = "You can study spells which your enemy casts on you.";
809 info[i++] = "¤¢¤Ê¤¿¤Ï¥â¥ó¥¹¥¿¡¼¤Ë¾è¤Ã¤Æ̵ÍýÌðÍý¥Ú¥Ã¥È¤Ë¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
811 info[i++] = "You can ride on a hostile monster forcibly to turn it into pet.";
815 case CLASS_BERSERKER:
819 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Ç¶õÊ¢¤òËþ¤¿¤¹¤³¤È¤¬¤Ç¤¤ë¡£";
821 info[i++] = "You can satisfy hunger.";
827 info[i++] = "¤¢¤Ê¤¿¤Ï³¹¤È¥À¥ó¥¸¥ç¥ó¤Î´Ö¤ò¹Ô¤Í褹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
829 info[i++] = "You can travel between town and the depths.";
833 case CLASS_MIRROR_MASTER:
835 info[i++] = "¤¢¤Ê¤¿¤Ï¶À¤òºî¤ê½Ð¤¹¤³¤È¤¬¤Ç¤¤ë¡£(2 MP)";
837 info[i++] = "You can create a Mirror (cost 2).";
840 info[i++] = "¤¢¤Ê¤¿¤Ï¶À¤ò³ä¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
842 info[i++] = "You can break distant Mirrors (cost 0).";
849 info[i++] = "¤¢¤Ê¤¿¤ÏÁÇÁ᤯°ÜÆ°¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
851 info[i++] = "You can walk extremery fast.";
859 if (p_ptr->muta1 & MUT1_SPIT_ACID)
862 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤ò¿á¤¤«¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX1)";
864 info[i++] = "You can spit acid (dam lvl).";
868 if (p_ptr->muta1 & MUT1_BR_FIRE)
871 info[i++] = "¤¢¤Ê¤¿¤Ï±ê¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
873 info[i++] = "You can breathe fire (dam lvl * 2).";
877 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
880 info[i++] = "¤¢¤Ê¤¿¤ÎâˤߤϺÅ̲¸ú²Ì¤ò¤â¤Ä¡£";
882 info[i++] = "Your gaze is hypnotic.";
886 if (p_ptr->muta1 & MUT1_TELEKINES)
889 info[i++] = "¤¢¤Ê¤¿¤ÏÇ°Æ°ÎϤò¤â¤Ã¤Æ¤¤¤ë¡£";
891 info[i++] = "You are telekinetic.";
895 if (p_ptr->muta1 & MUT1_VTELEPORT)
898 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»×¤Ç¥Æ¥ì¥Ý¡¼¥È¤Ç¤¤ë¡£";
900 info[i++] = "You can teleport at will.";
904 if (p_ptr->muta1 & MUT1_MIND_BLST)
907 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿À¹¶·â¤ò¹Ô¤¨¤ë¡£(¥À¥á¡¼¥¸ 3¡Á12d3)";
909 info[i++] = "You can Mind Blast your enemies (3 to 12d3 dam).";
913 if (p_ptr->muta1 & MUT1_RADIATION)
916 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»×¤Ç¶¯¤¤Êü¼ÍÀþ¤òȯÀ¸¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
918 info[i++] = "You can emit hard radiation at will (dam lvl * 2).";
922 if (p_ptr->muta1 & MUT1_VAMPIRISM)
925 info[i++] = "¤¢¤Ê¤¿¤ÏµÛ·ìµ´¤Î¤è¤¦¤ËŨ¤«¤éÀ¸Ì¿ÎϤòµÛ¼ý¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
927 info[i++] = "You can drain life from a foe like a vampire (dam lvl * 2).";
931 if (p_ptr->muta1 & MUT1_SMELL_MET)
934 info[i++] = "¤¢¤Ê¤¿¤Ï¶á¤¯¤Ë¤¢¤ëµ®¶â°¤ò¤«¤®Ê¬¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
936 info[i++] = "You can smell nearby precious metal.";
940 if (p_ptr->muta1 & MUT1_SMELL_MON)
943 info[i++] = "¤¢¤Ê¤¿¤Ï¶á¤¯¤Î¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò¤«¤®Ê¬¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
945 info[i++] = "You can smell nearby monsters.";
949 if (p_ptr->muta1 & MUT1_BLINK)
952 info[i++] = "¤¢¤Ê¤¿¤Ïû¤¤µ÷Î¥¤ò¥Æ¥ì¥Ý¡¼¥È¤Ç¤¤ë¡£";
954 info[i++] = "You can teleport yourself short distances.";
958 if (p_ptr->muta1 & MUT1_EAT_ROCK)
961 info[i++] = "¤¢¤Ê¤¿¤Ï¹Å¤¤´ä¤ò¿©¤Ù¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
963 info[i++] = "You can consume solid rock.";
967 if (p_ptr->muta1 & MUT1_SWAP_POS)
970 info[i++] = "¤¢¤Ê¤¿¤Ï¾¤Î¼Ô¤È¾ì½ê¤òÆþ¤ìÂؤï¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
972 info[i++] = "You can switch locations with another being.";
976 if (p_ptr->muta1 & MUT1_SHRIEK)
979 info[i++] = "¤¢¤Ê¤¿¤Ï¿È¤ÎÌÓ¤â¤è¤À¤Ä¶«¤ÓÀ¼¤òȯ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
981 info[i++] = "You can emit a horrible shriek (dam 2 * lvl).";
985 if (p_ptr->muta1 & MUT1_ILLUMINE)
988 info[i++] = "¤¢¤Ê¤¿¤ÏÌÀ¤ë¤¤¸÷¤òÊü¤Ä¤³¤È¤¬¤Ç¤¤ë¡£";
990 info[i++] = "You can emit bright light.";
994 if (p_ptr->muta1 & MUT1_DET_CURSE)
997 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤ÊËâË¡¤Î´í¸±¤ò´¶¤¸¤È¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
999 info[i++] = "You can feel the danger of evil magic.";
1003 if (p_ptr->muta1 & MUT1_BERSERK)
1006 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»×¤Ç¶¸ÍðÀïÆ®¾õÂ֤ˤʤ뤳¤È¤¬¤Ç¤¤ë¡£";
1008 info[i++] = "You can drive yourself into a berserk frenzy.";
1012 if (p_ptr->muta1 & MUT1_POLYMORPH)
1015 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»Ö¤ÇÊѲ½¤Ç¤¤ë¡£";
1017 info[i++] = "You can polymorph yourself at will.";
1021 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
1024 info[i++] = "¤¢¤Ê¤¿¤ÏÄ̾異¥¤¥Æ¥à¤ò¶â¤ËÊѤ¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1026 info[i++] = "You can turn ordinary items to gold.";
1030 if (p_ptr->muta1 & MUT1_GROW_MOLD)
1033 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ°Ï¤Ë¥¥Î¥³¤òÀ¸¤ä¤¹¤³¤È¤¬¤Ç¤¤ë¡£";
1035 info[i++] = "You can cause mold to grow near you.";
1039 if (p_ptr->muta1 & MUT1_RESIST)
1042 info[i++] = "¤¢¤Ê¤¿¤Ï¸µÁǤι¶·â¤ËÂФ·¤Æ¿È¤ò¹Å¤¯¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1044 info[i++] = "You can harden yourself to the ravages of the elements.";
1048 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
1051 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ°Ï¤Î¥À¥ó¥¸¥ç¥ó¤òÊø²õ¤µ¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1053 info[i++] = "You can bring down the dungeon around your ears.";
1057 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
1060 info[i++] = "¤¢¤Ê¤¿¤ÏËâË¡¤Î¥¨¥Í¥ë¥®¡¼¤ò¼«Ê¬¤Îʪ¤È¤·¤Æ»ÈÍѤǤ¤ë¡£";
1062 info[i++] = "You can consume magic energy for your own use.";
1066 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
1069 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Ë±Æ¶Á¤òÍ¿¤¨¤ëËâË¡¤ÎÎϤò´¶¤¸¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1071 info[i++] = "You can feel the strength of the magics affecting you.";
1075 if (p_ptr->muta1 & MUT1_STERILITY)
1078 info[i++] = "¤¢¤Ê¤¿¤Ï½¸ÃÄŪÀ¸¿£ÉÔǽ¤òµ¯¤³¤¹¤³¤È¤¬¤Ç¤¤ë¡£";
1080 info[i++] = "You can cause mass impotence.";
1084 if (p_ptr->muta1 & MUT1_PANIC_HIT)
1087 info[i++] = "¤¢¤Ê¤¿¤Ï¹¶·â¤·¤¿¸å¿È¤ò¼é¤ë¤¿¤áƨ¤²¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1089 info[i++] = "You can run for your life after hitting something.";
1093 if (p_ptr->muta1 & MUT1_DAZZLE)
1096 info[i++] = "¤¢¤Ê¤¿¤Ïº®Íð¤ÈÌÕÌܤò°ú¤µ¯¤³¤¹Êü¼Íǽ¤òȯÀ¸¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£ ";
1098 info[i++] = "You can emit confusing, blinding radiation.";
1102 if (p_ptr->muta1 & MUT1_LASER_EYE)
1105 info[i++] = "¤¢¤Ê¤¿¤ÏÌܤ«¤é¥ì¡¼¥¶¡¼¸÷Àþ¤òȯ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
1107 info[i++] = "Your eyes can fire laser beams (dam 2 * lvl).";
1111 if (p_ptr->muta1 & MUT1_RECALL)
1114 info[i++] = "¤¢¤Ê¤¿¤Ï³¹¤È¥À¥ó¥¸¥ç¥ó¤Î´Ö¤ò¹Ô¤Í褹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1116 info[i++] = "You can travel between town and the depths.";
1120 if (p_ptr->muta1 & MUT1_BANISH)
1123 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¥â¥ó¥¹¥¿¡¼¤òÃϹö¤ËÍî¤È¤¹¤³¤È¤¬¤Ç¤¤ë¡£";
1125 info[i++] = "You can send evil creatures directly to Hell.";
1129 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
1132 info[i++] = "¤¢¤Ê¤¿¤ÏŨ¤ò¿¨¤Ã¤ÆÅà¤é¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX3)";
1134 info[i++] = "You can freeze things with a touch (dam 3 * lvl).";
1138 if (p_ptr->muta1 & MUT1_LAUNCHER)
1141 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥¤¥Æ¥à¤òÎ϶¯¤¯Åꤲ¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1143 info[i++] = "You can hurl objects with great force.";
1151 if (p_ptr->muta2 & MUT2_BERS_RAGE)
1154 info[i++] = "¤¢¤Ê¤¿¤Ï¶¸Àï»Î²½¤Îȯºî¤òµ¯¤³¤¹¡£";
1156 info[i++] = "You are subject to berserker fits.";
1160 if (p_ptr->muta2 & MUT2_COWARDICE)
1163 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹²²É¤ˤʤ롣";
1165 info[i++] = "You are subject to cowardice.";
1169 if (p_ptr->muta2 & MUT2_RTELEPORT)
1172 info[i++] = "¤¢¤Ê¤¿¤Ï¥é¥ó¥À¥à¤Ë¥Æ¥ì¥Ý¡¼¥È¤¹¤ë¡£";
1174 info[i++] = "You are teleporting randomly.";
1178 if (p_ptr->muta2 & MUT2_ALCOHOL)
1181 info[i++] = "¤¢¤Ê¤¿¤ÎÂΤϥ¢¥ë¥³¡¼¥ë¤òʬÈ礹¤ë¡£";
1183 info[i++] = "Your body produces alcohol.";
1187 if (p_ptr->muta2 & MUT2_HALLU)
1190 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸³Ð¤ò°ú¤µ¯¤³¤¹Àº¿ÀºøÍð¤Ë¿¯¤µ¤ì¤Æ¤¤¤ë¡£";
1192 info[i++] = "You have a hallucinatory insanity.";
1196 if (p_ptr->muta2 & MUT2_FLATULENT)
1199 info[i++] = "¤¢¤Ê¤¿¤ÏÀ©¸æ¤Ç¤¤Ê¤¤¶¯Îõ¤ÊÕû¤ò¤³¤¯¡£";
1201 info[i++] = "You are subject to uncontrollable flatulence.";
1205 if (p_ptr->muta2 & MUT2_PROD_MANA)
1208 info[i++] = "¤¢¤Ê¤¿¤ÏÀ©¸æÉÔǽ¤ÊËâË¡¤Î¥¨¥Í¥ë¥®¡¼¤òȯ¤·¤Æ¤¤¤ë¡£";
1210 info[i++] = "You are producing magical energy uncontrollably.";
1214 if (p_ptr->muta2 & MUT2_ATT_DEMON)
1217 info[i++] = "¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤ò°ú¤¤Ä¤±¤ë¡£";
1219 info[i++] = "You attract demons.";
1223 if (p_ptr->muta2 & MUT2_SCOR_TAIL)
1226 info[i++] = "¤¢¤Ê¤¿¤Ï¥µ¥½¥ê¤Î¿¬Èø¤¬À¸¤¨¤Æ¤¤¤ë¡£(ÆÇ¡¢¥À¥á¡¼¥¸ 3d7)";
1228 info[i++] = "You have a scorpion tail (poison, 3d7).";
1232 if (p_ptr->muta2 & MUT2_HORNS)
1235 info[i++] = "¤¢¤Ê¤¿¤Ï³Ñ¤¬À¸¤¨¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 2d6)";
1237 info[i++] = "You have horns (dam. 2d6).";
1241 if (p_ptr->muta2 & MUT2_BEAK)
1244 info[i++] = "¤¢¤Ê¤¿¤Ï¥¯¥Á¥Ð¥·¤¬À¸¤¨¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 2d4)";
1246 info[i++] = "You have a beak (dam. 2d4).";
1250 if (p_ptr->muta2 & MUT2_SPEED_FLUX)
1253 info[i++] = "¤¢¤Ê¤¿¤Ï¥é¥ó¥À¥à¤ËÁ᤯ư¤¤¤¿¤êÃÙ¤¯Æ°¤¤¤¿¤ê¤¹¤ë¡£";
1255 info[i++] = "You move faster or slower randomly.";
1259 if (p_ptr->muta2 & MUT2_BANISH_ALL)
1262 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹¶á¤¯¤Î¥â¥ó¥¹¥¿¡¼¤ò¾ÃÌǤµ¤»¤ë¡£";
1264 info[i++] = "You sometimes cause nearby creatures to vanish.";
1268 if (p_ptr->muta2 & MUT2_EAT_LIGHT)
1271 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹¼þ°Ï¤Î¸÷¤òµÛ¼ý¤·¤Æ±ÉÍܤˤ¹¤ë¡£";
1273 info[i++] = "You sometimes feed off of the light around you.";
1277 if (p_ptr->muta2 & MUT2_TRUNK)
1280 info[i++] = "¤¢¤Ê¤¿¤Ï¾Ý¤Î¤è¤¦¤ÊÉ¡¤ò»ý¤Ã¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 1d4)";
1282 info[i++] = "You have an elephantine trunk (dam 1d4).";
1286 if (p_ptr->muta2 & MUT2_ATT_ANIMAL)
1289 info[i++] = "¤¢¤Ê¤¿¤Ïưʪ¤ò°ú¤¤Ä¤±¤ë¡£";
1291 info[i++] = "You attract animals.";
1295 if (p_ptr->muta2 & MUT2_TENTACLES)
1298 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¿¨¼ê¤ò»ý¤Ã¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 2d5)";
1300 info[i++] = "You have evil looking tentacles (dam 2d5).";
1304 if (p_ptr->muta2 & MUT2_RAW_CHAOS)
1307 info[i++] = "¤¢¤Ê¤¿¤Ï¤·¤Ð¤·¤Ð½ã¥«¥ª¥¹¤ËÊñ¤Þ¤ì¤ë¡£";
1309 info[i++] = "You occasionally are surrounded with raw chaos.";
1313 if (p_ptr->muta2 & MUT2_NORMALITY)
1316 info[i++] = "¤¢¤Ê¤¿¤ÏÊÑ°Û¤·¤Æ¤¤¤¿¤¬¡¢²óÉü¤·¤Æ¤¤Æ¤¤¤ë¡£";
1318 info[i++] = "You may be mutated, but you're recovering.";
1322 if (p_ptr->muta2 & MUT2_WRAITH)
1325 info[i++] = "¤¢¤Ê¤¿¤ÎÆùÂΤÏÍ©Â⽤·¤¿¤ê¼ÂÂ⽤·¤¿¤ê¤¹¤ë¡£";
1327 info[i++] = "You fade in and out of physical reality.";
1331 if (p_ptr->muta2 & MUT2_POLY_WOUND)
1334 info[i++] = "¤¢¤Ê¤¿¤Î·ò¹¯¤Ï¥«¥ª¥¹¤ÎÎϤ˱ƶÁ¤ò¼õ¤±¤ë¡£";
1336 info[i++] = "Your health is subject to chaotic forces.";
1340 if (p_ptr->muta2 & MUT2_WASTING)
1343 info[i++] = "¤¢¤Ê¤¿¤Ï¿ê¼å¤¹¤ë¶²¤í¤·¤¤Éµ¤¤Ë¤«¤«¤Ã¤Æ¤¤¤ë¡£";
1345 info[i++] = "You have a horrible wasting disease.";
1349 if (p_ptr->muta2 & MUT2_ATT_DRAGON)
1352 info[i++] = "¤¢¤Ê¤¿¤Ï¥É¥é¥´¥ó¤ò°ú¤¤Ä¤±¤ë¡£";
1354 info[i++] = "You attract dragons.";
1358 if (p_ptr->muta2 & MUT2_WEIRD_MIND)
1361 info[i++] = "¤¢¤Ê¤¿¤ÎÀº¿À¤Ï¥é¥ó¥À¥à¤Ë³ÈÂ礷¤¿¤ê½Ì¾®¤·¤¿¤ê¤·¤Æ¤¤¤ë¡£";
1363 info[i++] = "Your mind randomly expands and contracts.";
1367 if (p_ptr->muta2 & MUT2_NAUSEA)
1370 info[i++] = "¤¢¤Ê¤¿¤Î°ß¤ÏÈó¾ï¤ËÍî¤ÁÃ夤¬¤Ê¤¤¡£";
1372 info[i++] = "You have a seriously upset stomach.";
1376 if (p_ptr->muta2 & MUT2_CHAOS_GIFT)
1379 info[i++] = "¤¢¤Ê¤¿¤Ï¥«¥ª¥¹¤Î¼é¸î°Ë⤫¤éË«Èþ¤ò¤¦¤±¤È¤ë¡£";
1381 info[i++] = "Chaos deities give you gifts.";
1385 if (p_ptr->muta2 & MUT2_WALK_SHAD)
1388 info[i++] = "¤¢¤Ê¤¿¤Ï¤·¤Ð¤·¤Ð¾¤Î¡Ö±Æ¡×¤Ë̤¤¹þ¤à¡£";
1390 info[i++] = "You occasionally stumble into other shadows.";
1394 if (p_ptr->muta2 & MUT2_WARNING)
1397 info[i++] = "¤¢¤Ê¤¿¤ÏŨ¤Ë´Ø¤¹¤ë·Ù¹ð¤ò´¶¤¸¤ë¡£";
1399 info[i++] = "You receive warnings about your foes.";
1403 if (p_ptr->muta2 & MUT2_INVULN)
1406 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹É餱ÃΤ餺¤Êµ¤Ê¬¤Ë¤Ê¤ë¡£";
1408 info[i++] = "You occasionally feel invincible.";
1412 if (p_ptr->muta2 & MUT2_SP_TO_HP)
1415 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹·ì¤¬¶ÚÆù¤Ë¤É¤Ã¤Èή¤ì¤ë¡£";
1417 info[i++] = "Your blood sometimes rushes to your muscles.";
1421 if (p_ptr->muta2 & MUT2_HP_TO_SP)
1424 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹Æ¬¤Ë·ì¤¬¤É¤Ã¤Èή¤ì¤ë¡£";
1426 info[i++] = "Your blood sometimes rushes to your head.";
1430 if (p_ptr->muta2 & MUT2_DISARM)
1433 info[i++] = "¤¢¤Ê¤¿¤Ï¤è¤¯¤Ä¤Þ¤Å¤¤¤Æʪ¤òÍî¤È¤¹¡£";
1435 info[i++] = "You occasionally stumble and drop things.";
1443 if (p_ptr->muta3 & MUT3_HYPER_STR)
1446 info[i++] = "¤¢¤Ê¤¿¤ÏĶ¿ÍŪ¤Ë¶¯¤¤¡£(ÏÓÎÏ+4)";
1448 info[i++] = "You are superhumanly strong (+4 STR).";
1452 if (p_ptr->muta3 & MUT3_PUNY)
1455 info[i++] = "¤¢¤Ê¤¿¤Ïµõ¼å¤À¡£(ÏÓÎÏ-4)";
1457 info[i++] = "You are puny (-4 STR).";
1461 if (p_ptr->muta3 & MUT3_HYPER_INT)
1464 info[i++] = "¤¢¤Ê¤¿¤ÎǾ¤ÏÀ¸ÂÎ¥³¥ó¥Ô¥å¡¼¥¿¤À¡£(ÃÎǽ¡õ¸¤µ+4)";
1466 info[i++] = "Your brain is a living computer (+4 INT/WIS).";
1470 if (p_ptr->muta3 & MUT3_MORONIC)
1473 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿ÀÇö¼å¤À¡£(ÃÎǽ¡õ¸¤µ-4)";
1475 info[i++] = "You are moronic (-4 INT/WIS).";
1479 if (p_ptr->muta3 & MUT3_RESILIENT)
1482 info[i++] = "¤¢¤Ê¤¿¤ÏÈó¾ï¤Ë¥¿¥Õ¤À¡£(Âѵ×+4)";
1484 info[i++] = "You are very resilient (+4 CON).";
1488 if (p_ptr->muta3 & MUT3_XTRA_FAT)
1491 info[i++] = "¤¢¤Ê¤¿¤Ï¶Ëü¤ËÂÀ¤Ã¤Æ¤¤¤ë¡£(Âѵ×+2,¥¹¥Ô¡¼¥É-2)";
1493 info[i++] = "You are extremely fat (+2 CON, -2 speed).";
1497 if (p_ptr->muta3 & MUT3_ALBINO)
1500 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥ë¥Ó¥Î¤À¡£(Âѵ×-4)";
1502 info[i++] = "You are albino (-4 CON).";
1506 if (p_ptr->muta3 & MUT3_FLESH_ROT)
1509 info[i++] = "¤¢¤Ê¤¿¤ÎÆùÂΤÏÉåÇÔ¤·¤Æ¤¤¤ë¡£(Âѵ×-2,Ì¥ÎÏ-1)";
1511 info[i++] = "Your flesh is rotting (-2 CON, -1 CHR).";
1515 if (p_ptr->muta3 & MUT3_SILLY_VOI)
1518 info[i++] = "¤¢¤Ê¤¿¤ÎÀ¼¤Ï´ÖÈ´¤±¤Ê¥¡¼¥¡¼À¼¤À¡£(Ì¥ÎÏ-4)";
1520 info[i++] = "Your voice is a silly squeak (-4 CHR).";
1524 if (p_ptr->muta3 & MUT3_BLANK_FAC)
1527 info[i++] = "¤¢¤Ê¤¿¤Ï¤Î¤Ã¤Ú¤é¤Ü¤¦¤À¡£(Ì¥ÎÏ-1)";
1529 info[i++] = "Your face is featureless (-1 CHR).";
1533 if (p_ptr->muta3 & MUT3_ILL_NORM)
1536 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸±Æ¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
1538 info[i++] = "Your appearance is masked with illusion.";
1542 if (p_ptr->muta3 & MUT3_XTRA_EYES)
1545 info[i++] = "¤¢¤Ê¤¿¤Ï;ʬ¤ËÆó¤Ä¤ÎÌܤò»ý¤Ã¤Æ¤¤¤ë¡£(õº÷+15)";
1547 info[i++] = "You have an extra pair of eyes (+15 search).";
1551 if (p_ptr->muta3 & MUT3_MAGIC_RES)
1554 info[i++] = "¤¢¤Ê¤¿¤ÏËâË¡¤Ø¤ÎÂÑÀ¤ò¤â¤Ã¤Æ¤¤¤ë¡£";
1556 info[i++] = "You are resistant to magic.";
1560 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
1563 info[i++] = "¤¢¤Ê¤¿¤ÏÊѤʲ»¤òȯ¤·¤Æ¤¤¤ë¡£(±£Ì©-3)";
1565 info[i++] = "You make a lot of strange noise (-3 stealth).";
1569 if (p_ptr->muta3 & MUT3_INFRAVIS)
1572 info[i++] = "¤¢¤Ê¤¿¤ÏÁÇÀ²¤é¤·¤¤ÀÖ³°Àþ»ëÎϤò»ý¤Ã¤Æ¤¤¤ë¡£(+3)";
1574 info[i++] = "You have remarkable infravision (+3).";
1578 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
1581 info[i++] = "¤¢¤Ê¤¿¤Ï;ʬ¤ËÆóËܤΤ¬À¸¤¨¤Æ¤¤¤ë¡£(²Ã®+3)";
1583 info[i++] = "You have an extra pair of legs (+3 speed).";
1587 if (p_ptr->muta3 & MUT3_SHORT_LEG)
1590 info[i++] = "¤¢¤Ê¤¿¤Î¤Ïû¤¤Æ͵¯¤À¡£(²Ã®-3)";
1592 info[i++] = "Your legs are short stubs (-3 speed).";
1596 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
1599 info[i++] = "¤¢¤Ê¤¿¤Î·ì´É¤Ë¤ÏÅÅή¤¬Î®¤ì¤Æ¤¤¤ë¡£";
1601 info[i++] = "Electricity is running through your veins.";
1605 if (p_ptr->muta3 & MUT3_FIRE_BODY)
1608 info[i++] = "¤¢¤Ê¤¿¤ÎÂΤϱê¤Ë¤Ä¤Ä¤Þ¤ì¤Æ¤¤¤ë¡£";
1610 info[i++] = "Your body is enveloped in flames.";
1613 if (p_ptr->muta3 & MUT3_WART_SKIN)
1616 info[i++] = "¤¢¤Ê¤¿¤ÎÈ©¤Ï¥¤¥Ü¤ËÈï¤ï¤ì¤Æ¤¤¤ë¡£(Ì¥ÎÏ-2, AC+5)";
1618 info[i++] = "Your skin is covered with warts (-2 CHR, +5 AC).";
1622 if (p_ptr->muta3 & MUT3_SCALES)
1625 info[i++] = "¤¢¤Ê¤¿¤ÎÈ©¤ÏÎڤˤʤäƤ¤¤ë¡£(Ì¥ÎÏ-1, AC+10)";
1627 info[i++] = "Your skin has turned into scales (-1 CHR, +10 AC).";
1631 if (p_ptr->muta3 & MUT3_IRON_SKIN)
1634 info[i++] = "¤¢¤Ê¤¿¤ÎÈ©¤ÏÅ´¤Ç¤Ç¤¤Æ¤¤¤ë¡£(´ïÍÑ-1, AC+25)";
1636 info[i++] = "Your skin is made of steel (-1 DEX, +25 AC).";
1640 if (p_ptr->muta3 & MUT3_WINGS)
1643 info[i++] = "¤¢¤Ê¤¿¤Ï±©¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
1645 info[i++] = "You have wings.";
1649 if (p_ptr->muta3 & MUT3_FEARLESS)
1653 if (p_ptr->muta3 & MUT3_REGEN)
1657 if (p_ptr->muta3 & MUT3_ESP)
1661 if (p_ptr->muta3 & MUT3_LIMBER)
1664 info[i++] = "¤¢¤Ê¤¿¤ÎÂΤÏÈó¾ï¤Ë¤·¤Ê¤ä¤«¤À¡£(´ïÍÑ+3)";
1666 info[i++] = "Your body is very limber (+3 DEX).";
1670 if (p_ptr->muta3 & MUT3_ARTHRITIS)
1673 info[i++] = "¤¢¤Ê¤¿¤Ï¤¤¤Ä¤â´ØÀá¤ËÄˤߤò´¶¤¸¤Æ¤¤¤ë¡£(´ïÍÑ-3)";
1675 info[i++] = "Your joints ache constantly (-3 DEX).";
1679 if (p_ptr->muta3 & MUT3_VULN_ELEM)
1682 info[i++] = "¤¢¤Ê¤¿¤Ï¸µÁǤι¶·â¤Ë¼å¤¤¡£";
1684 info[i++] = "You are susceptible to damage from the elements.";
1688 if (p_ptr->muta3 & MUT3_MOTION)
1691 info[i++] = "¤¢¤Ê¤¿¤ÎÆ°ºî¤ÏÀµ³Î¤ÇÎ϶¯¤¤¡£(±£Ì©+1)";
1693 info[i++] = "Your movements are precise and forceful (+1 STL).";
1697 if (p_ptr->muta3 & MUT3_GOOD_LUCK)
1700 info[i++] = "¤¢¤Ê¤¿¤ÏÇò¤¤¥ª¡¼¥é¤Ë¤Ä¤Ä¤Þ¤ì¤Æ¤¤¤ë¡£";
1702 info[i++] = "There is a white aura surrounding you.";
1705 if (p_ptr->muta3 & MUT3_BAD_LUCK)
1708 info[i++] = "¤¢¤Ê¤¿¤Ï¹õ¤¤¥ª¡¼¥é¤Ë¤Ä¤Ä¤Þ¤ì¤Æ¤¤¤ë¡£";
1710 info[i++] = "There is a black aura surrounding you.";
1718 info[i++] = "¤¢¤Ê¤¿¤ÏÌܤ¬¸«¤¨¤Ê¤¤¡£";
1720 info[i++] = "You cannot see.";
1724 if (p_ptr->confused)
1727 info[i++] = "¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£";
1729 info[i++] = "You are confused.";
1736 info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
1738 info[i++] = "You are terrified.";
1745 info[i++] = "¤¢¤Ê¤¿¤Ï½Ð·ì¤·¤Æ¤¤¤ë¡£";
1747 info[i++] = "You are bleeding.";
1754 info[i++] = "¤¢¤Ê¤¿¤Ï¤â¤¦¤í¤¦¤È¤·¤Æ¤¤¤ë¡£";
1756 info[i++] = "You are stunned.";
1760 if (p_ptr->poisoned)
1763 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
1765 info[i++] = "You are poisoned.";
1772 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸³Ð¤ò¸«¤Æ¤¤¤ë¡£";
1774 info[i++] = "You are hallucinating.";
1778 if (p_ptr->cursed & TRC_TY_CURSE)
1781 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê±åÇ°¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
1783 info[i++] = "You carry an ancient foul curse.";
1787 if (p_ptr->cursed & TRC_AGGRAVATE)
1790 info[i++] = "¤¢¤Ê¤¿¤Ï¥â¥ó¥¹¥¿¡¼¤òÅܤ餻¤Æ¤¤¤ë¡£";
1792 info[i++] = "You aggravate monsters.";
1796 if (p_ptr->cursed & TRC_DRAIN_EXP)
1799 info[i++] = "¤¢¤Ê¤¿¤Ï·Ð¸³ÃͤòµÛ¤ï¤ì¤Æ¤¤¤ë¡£";
1801 info[i++] = "You are drained.";
1805 if (p_ptr->cursed & TRC_SLOW_REGEN)
1808 info[i++] = "¤¢¤Ê¤¿¤Î²óÉüÎϤÏÈó¾ï¤ËÃÙ¤¤¡£";
1810 info[i++] = "You regenerate slowly.";
1814 if (p_ptr->cursed & TRC_ADD_L_CURSE)
1817 info[i++] = "¤¢¤Ê¤¿¤Î¼å¤¤¼ö¤¤¤ÏÁý¤¨¤ë¡£"; /* »ÃÄêŪ -- henkma */
1819 info[i++] = "Your weak curses multiply.";
1823 if (p_ptr->cursed & TRC_ADD_H_CURSE)
1826 info[i++] = "¤¢¤Ê¤¿¤Î¶¯¤¤¼ö¤¤¤ÏÁý¤¨¤ë¡£"; /* »ÃÄêŪ -- henkma */
1828 info[i++] = "Your heavy curses multiply.";
1832 if (p_ptr->cursed & TRC_CALL_ANIMAL)
1835 info[i++] = "¤¢¤Ê¤¿¤Ïưʪ¤ËÁÀ¤ï¤ì¤Æ¤¤¤ë¡£";
1837 info[i++] = "You attract animals.";
1841 if (p_ptr->cursed & TRC_CALL_DEMON)
1844 info[i++] = "¤¢¤Ê¤¿¤Ï°Ëâ¤ËÁÀ¤ï¤ì¤Æ¤¤¤ë¡£";
1846 info[i++] = "You attract demons.";
1850 if (p_ptr->cursed & TRC_CALL_DRAGON)
1853 info[i++] = "¤¢¤Ê¤¿¤Ï¥É¥é¥´¥ó¤ËÁÀ¤ï¤ì¤Æ¤¤¤ë¡£";
1855 info[i++] = "You attract dragons.";
1859 if (p_ptr->cursed & TRC_COWARDICE)
1862 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹²²É¤ˤʤ롣";
1864 info[i++] = "You are subject to cowardice.";
1868 if (p_ptr->cursed & TRC_TELEPORT)
1871 info[i++] = "¤¢¤Ê¤¿¤Î°ÌÃ֤ϤҤ¸¤ç¤¦¤ËÉÔ°ÂÄê¤À¡£";
1873 info[i++] = "Your position is very uncertain.";
1877 if (p_ptr->cursed & TRC_LOW_MELEE)
1880 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¹¶·â¤ò³°¤·¤ä¤¹¤¤¡£";
1882 info[i++] = "Your weapon causes you miss blows.";
1886 if (p_ptr->cursed & TRC_LOW_AC)
1889 info[i++] = "¤¢¤Ê¤¿¤Ï¹¶·â¤ò¼õ¤±¤ä¤¹¤¤¡£";
1891 info[i++] = "You are subject to be hit.";
1895 if (p_ptr->cursed & TRC_LOW_MAGIC)
1898 info[i++] = "¤¢¤Ê¤¿¤ÏËâË¡¤ò¼ºÇÔ¤·¤ä¤¹¤¤¡£";
1900 info[i++] = "You are subject to fail spellcasting.";
1904 if (p_ptr->cursed & TRC_FAST_DIGEST)
1907 info[i++] = "¤¢¤Ê¤¿¤Ï¤¹¤°¤ªÊ¢¤¬¤Ø¤ë¡£";
1909 info[i++] = "You have a good appetite.";
1913 if (p_ptr->cursed & TRC_DRAIN_HP)
1916 info[i++] = "¤¢¤Ê¤¿¤ÏÂÎÎϤòµÛ¤ï¤ì¤Æ¤¤¤ë¡£";
1918 info[i++] = "You are drained.";
1922 if (p_ptr->cursed & TRC_DRAIN_MANA)
1925 info[i++] = "¤¢¤Ê¤¿¤ÏËâÎϤòµÛ¤ï¤ì¤Æ¤¤¤ë¡£";
1927 info[i++] = "You brain is drained.";
1934 info[i++] = "¤¢¤Ê¤¿¤Ï¸øÀµ¤µ¤ò´¶¤¸¤Æ¤¤¤ë¡£";
1936 info[i++] = "You feel rightous.";
1943 info[i++] = "¤¢¤Ê¤¿¤Ï¥Ò¡¼¥í¡¼µ¤Ê¬¤À¡£";
1945 info[i++] = "You feel heroic.";
1952 info[i++] = "¤¢¤Ê¤¿¤ÏÀïÆ®¶¸¤À¡£";
1954 info[i++] = "You are in a battle rage.";
1958 if (p_ptr->protevil)
1961 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¤ë¸ºß¤«¤é¼é¤é¤ì¤Æ¤¤¤ë¡£";
1963 info[i++] = "You are protected from evil.";
1970 info[i++] = "¤¢¤Ê¤¿¤Ï¿ÀÈë¤Î¥·¡¼¥ë¥É¤Ç¼é¤é¤ì¤Æ¤¤¤ë¡£";
1972 info[i++] = "You are protected by a mystic shield.";
1979 info[i++] = "¤¢¤Ê¤¿¤Ï¸½ºß½ý¤Ä¤«¤Ê¤¤¡£";
1981 info[i++] = "You are temporarily invulnerable.";
1985 if (p_ptr->wraith_form)
1988 info[i++] = "¤¢¤Ê¤¿¤Ï°ì»þŪ¤ËÍ©Â⽤·¤Æ¤¤¤ë¡£";
1990 info[i++] = "You are temporarily incorporeal.";
1994 if (p_ptr->special_attack & ATTACK_CONFUSE)
1997 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÀÖ¤¯µ±¤¤¤Æ¤¤¤ë¡£";
1999 info[i++] = "Your hands are glowing dull red.";
2003 if (p_ptr->special_attack & ATTACK_FIRE)
2006 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤Ï²Ð±ê¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2008 info[i++] = "You can strike enemy with flame.";
2012 if (p_ptr->special_attack & ATTACK_COLD)
2015 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÎ䵤¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2017 info[i++] = "You can strike enemy with cold.";
2021 if (p_ptr->special_attack & ATTACK_ACID)
2024 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤Ï»À¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2026 info[i++] = "You can strike enemy with acid.";
2030 if (p_ptr->special_attack & ATTACK_ELEC)
2033 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÅÅ·â¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2035 info[i++] = "You can strike enemy with electoric shock.";
2039 if (p_ptr->special_attack & ATTACK_POIS)
2042 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÆǤËʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2044 info[i++] = "You can strike enemy with poison.";
2048 switch (p_ptr->action)
2052 info[i++] = "¤¢¤Ê¤¿¤Ï¤Ò¤¸¤ç¤¦¤ËÃí°Õ¿¼¤¯¼þ°Ï¤ò¸«ÅϤ·¤Æ¤¤¤ë¡£";
2054 info[i++] = "You are looking around very carefully.";
2058 if (p_ptr->new_spells)
2061 info[i++] = "¤¢¤Ê¤¿¤Ï¼öʸ¤äµ§¤ê¤ò³Ø¤Ö¤³¤È¤¬¤Ç¤¤ë¡£";
2063 info[i++] = "You can learn some spells/prayers.";
2067 if (p_ptr->word_recall)
2070 info[i++] = "¤¢¤Ê¤¿¤Ï¤¹¤°¤Ëµ¢´Ô¤¹¤ë¤À¤í¤¦¡£";
2072 info[i++] = "You will soon be recalled.";
2076 if (p_ptr->see_infra)
2079 info[i++] = "¤¢¤Ê¤¿¤ÎÆ·¤ÏÀÖ³°Àþ¤ËÉÒ´¶¤Ç¤¢¤ë¡£";
2081 info[i++] = "Your eyes are sensitive to infrared light.";
2088 info[i++] = "¤¢¤Ê¤¿¤ÏÆ©ÌÀ¤Ê¥â¥ó¥¹¥¿¡¼¤ò¸«¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
2090 info[i++] = "You can see invisible creatures.";
2097 info[i++] = "¤¢¤Ê¤¿¤ÏÈô¤Ö¤³¤È¤¬¤Ç¤¤ë¡£";
2099 info[i++] = "You can fly.";
2103 if (p_ptr->free_act)
2106 info[i++] = "¤¢¤Ê¤¿¤ÏËãáãÃΤ餺¤Î¸ú²Ì¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2108 info[i++] = "You have free action.";
2112 if (p_ptr->regenerate)
2115 info[i++] = "¤¢¤Ê¤¿¤ÏÁÇÁ᤯ÂÎÎϤò²óÉü¤¹¤ë¡£";
2117 info[i++] = "You regenerate quickly.";
2121 if (p_ptr->slow_digest)
2124 info[i++] = "¤¢¤Ê¤¿¤Ï¿©Íߤ¬¾¯¤Ê¤¤¡£";
2126 info[i++] = "Your appetite is small.";
2130 if (p_ptr->telepathy)
2133 info[i++] = "¤¢¤Ê¤¿¤Ï¥Æ¥ì¥Ñ¥·¡¼Ç½ÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2135 info[i++] = "You have ESP.";
2139 if (p_ptr->esp_animal)
2142 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Á³³¦¤ÎÀ¸Êª¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2144 info[i++] = "You sense natural creatures.";
2148 if (p_ptr->esp_undead)
2151 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥ó¥Ç¥Ã¥É¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2153 info[i++] = "You sense undead.";
2157 if (p_ptr->esp_demon)
2160 info[i++] = "¤¢¤Ê¤¿¤Ï°Ëâ¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2162 info[i++] = "You sense demons.";
2169 info[i++] = "¤¢¤Ê¤¿¤Ï¥ª¡¼¥¯¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2171 info[i++] = "You sense orcs.";
2175 if (p_ptr->esp_troll)
2178 info[i++] = "¤¢¤Ê¤¿¤Ï¥È¥í¥ë¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2180 info[i++] = "You sense trolls.";
2184 if (p_ptr->esp_giant)
2187 info[i++] = "¤¢¤Ê¤¿¤Ïµð¿Í¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2189 info[i++] = "You sense giants.";
2193 if (p_ptr->esp_dragon)
2196 info[i++] = "¤¢¤Ê¤¿¤Ï¥É¥é¥´¥ó¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2198 info[i++] = "You sense dragons.";
2202 if (p_ptr->esp_human)
2205 info[i++] = "¤¢¤Ê¤¿¤Ï¿Í´Ö¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2207 info[i++] = "You sense humans.";
2211 if (p_ptr->esp_evil)
2214 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤ÊÀ¸¤Êª¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2216 info[i++] = "You sense evil creatures.";
2220 if (p_ptr->esp_good)
2223 info[i++] = "¤¢¤Ê¤¿¤ÏÁ±ÎɤÊÀ¸¤Êª¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2225 info[i++] = "You sense good creatures.";
2229 if (p_ptr->esp_nonliving)
2232 info[i++] = "¤¢¤Ê¤¿¤Ï³èÆ°¤¹¤ë̵À¸ÊªÂΤθºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2234 info[i++] = "You sense non-living creatures.";
2238 if (p_ptr->esp_unique)
2241 info[i++] = "¤¢¤Ê¤¿¤ÏÆÃÊ̤ʶ¯Å¨¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2243 info[i++] = "You sense unique monsters.";
2247 if (p_ptr->hold_life)
2250 info[i++] = "¤¢¤Ê¤¿¤Ï¼«¸Ê¤ÎÀ¸Ì¿ÎϤò¤·¤Ã¤«¤ê¤È°Ý»ý¤¹¤ë¡£";
2252 info[i++] = "You have a firm hold on your life force.";
2259 info[i++] = "¤¢¤Ê¤¿¤ÏÌð¤ä¥Ü¥ë¥È¤òÈ¿¼Í¤¹¤ë¡£";
2261 info[i++] = "You reflect arrows and bolts.";
2268 info[i++] = "¤¢¤Ê¤¿¤Ï±ê¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2270 info[i++] = "You are surrounded with a fiery aura.";
2277 info[i++] = "¤¢¤Ê¤¿¤ÏÅŵ¤¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2279 info[i++] = "You are surrounded with electricity.";
2286 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2288 info[i++] = "You are surrounded with an aura of coldness.";
2292 if (p_ptr->tim_sh_holy)
2295 info[i++] = "¤¢¤Ê¤¿¤ÏÀ»¤Ê¤ë¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2297 info[i++] = "You are surrounded with a holy aura.";
2301 if (p_ptr->tim_sh_touki)
2304 info[i++] = "¤¢¤Ê¤¿¤ÏÆ®µ¤¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2306 info[i++] = "You are surrounded with a energy aura.";
2310 if (p_ptr->anti_magic)
2313 info[i++] = "¤¢¤Ê¤¿¤ÏÈ¿ËâË¡¥·¡¼¥ë¥É¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2315 info[i++] = "You are surrounded by an anti-magic shell.";
2319 if (p_ptr->anti_tele)
2322 info[i++] = "¤¢¤Ê¤¿¤Ï¥Æ¥ì¥Ý¡¼¥È¤Ç¤¤Ê¤¤¡£";
2324 info[i++] = "You cannot teleport.";
2331 info[i++] = "¤¢¤Ê¤¿¤Î¿ÈÂΤϸ÷¤Ã¤Æ¤¤¤ë¡£";
2333 info[i++] = "You are carrying a permanent light.";
2340 info[i++] = "¤¢¤Ê¤¿¤Ï¹ÔÆ°¤ÎÁ°¤Ë´í¸±¤ò»¡ÃΤ¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
2342 info[i++] = "You will be warn before dangerous action.";
2346 if (p_ptr->dec_mana)
2349 info[i++] = "¤¢¤Ê¤¿¤Ï¾¯¤Ê¤¤¾ÃÈñËâÎϤÇËâË¡¤ò¾§¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
2351 info[i++] = "You can cast spell with fewer mana.";
2355 if (p_ptr->easy_spell)
2358 info[i++] = "¤¢¤Ê¤¿¤ÏÄ㤤¼ºÇÔΨ¤ÇËâË¡¤ò¾§¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
2360 info[i++] = "Fail rate of your magic is decreased.";
2364 if (p_ptr->heavy_spell)
2367 info[i++] = "¤¢¤Ê¤¿¤Ï¹â¤¤¼ºÇÔΨ¤ÇËâË¡¤ò¾§¤¨¤Ê¤±¤ì¤Ð¤¤¤±¤Ê¤¤¡£";
2369 info[i++] = "Fail rate of your magic is incresed.";
2373 if (p_ptr->mighty_throw)
2376 info[i++] = "¤¢¤Ê¤¿¤Ï¶¯¤¯Êª¤òÅꤲ¤ë¡£";
2378 info[i++] = "You can throw objects powerfully.";
2383 if (p_ptr->immune_acid)
2386 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2388 info[i++] = "You are completely immune to acid.";
2392 else if ((p_ptr->resist_acid) && (p_ptr->oppose_acid))
2395 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤Ø¤Î¶¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2397 info[i++] = "You resist acid exceptionally well.";
2401 else if ((p_ptr->resist_acid) || (p_ptr->oppose_acid))
2404 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2406 info[i++] = "You are resistant to acid.";
2411 if (p_ptr->immune_elec)
2414 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2416 info[i++] = "You are completely immune to lightning.";
2420 else if ((p_ptr->resist_elec) && (p_ptr->oppose_elec))
2423 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ø¤Î¶¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2425 info[i++] = "You resist lightning exceptionally well.";
2429 else if ((p_ptr->resist_elec) || (p_ptr->oppose_elec))
2432 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2434 info[i++] = "You are resistant to lightning.";
2439 if (prace_is_(RACE_ANDROID) && !p_ptr->immune_elec)
2442 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ë¼å¤¤¡£";
2444 info[i++] = "You are susceptible to damage from lightning.";
2449 if (p_ptr->immune_fire)
2452 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2454 info[i++] = "You are completely immune to fire.";
2458 else if ((p_ptr->resist_fire) && (p_ptr->oppose_fire))
2461 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ø¤Î¶¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2463 info[i++] = "You resist fire exceptionally well.";
2467 else if ((p_ptr->resist_fire) || (p_ptr->oppose_fire))
2470 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2472 info[i++] = "You are resistant to fire.";
2477 if (prace_is_(RACE_ENT) && !p_ptr->immune_fire)
2480 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ë¼å¤¤¡£";
2482 info[i++] = "You are susceptible to damage from fire.";
2487 if (p_ptr->immune_cold)
2490 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2492 info[i++] = "You are completely immune to cold.";
2496 else if ((p_ptr->resist_cold) && (p_ptr->oppose_cold))
2499 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Ø¤Î¶¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2501 info[i++] = "You resist cold exceptionally well.";
2505 else if ((p_ptr->resist_cold) || (p_ptr->oppose_cold))
2508 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2510 info[i++] = "You are resistant to cold.";
2515 if ((p_ptr->resist_pois) && (p_ptr->oppose_pois))
2518 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤؤζ¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2520 info[i++] = "You resist poison exceptionally well.";
2524 else if ((p_ptr->resist_pois) || (p_ptr->oppose_pois))
2527 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2529 info[i++] = "You are resistant to poison.";
2534 if (p_ptr->resist_lite)
2537 info[i++] = "¤¢¤Ê¤¿¤ÏÁ®¸÷¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2539 info[i++] = "You are resistant to bright light.";
2544 if (prace_is_(RACE_VAMPIRE) || prace_is_(RACE_S_FAIRY) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
2547 info[i++] = "¤¢¤Ê¤¿¤ÏÁ®¸÷¤Ë¼å¤¤¡£";
2549 info[i++] = "You are susceptible to damage from bright light.";
2554 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form)
2557 info[i++] = "¤¢¤Ê¤¿¤Ï°Å¹õ¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2559 info[i++] = "You are completely immune to darkness.";
2563 else if (p_ptr->resist_dark)
2566 info[i++] = "¤¢¤Ê¤¿¤Ï°Å¹õ¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2568 info[i++] = "You are resistant to darkness.";
2572 if (p_ptr->resist_conf)
2575 info[i++] = "¤¢¤Ê¤¿¤Ïº®Íð¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2577 info[i++] = "You are resistant to confusion.";
2581 if (p_ptr->resist_sound)
2584 info[i++] = "¤¢¤Ê¤¿¤Ï²»ÇȤξ׷â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2586 info[i++] = "You are resistant to sonic attacks.";
2590 if (p_ptr->resist_disen)
2593 info[i++] = "¤¢¤Ê¤¿¤ÏÎô²½¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2595 info[i++] = "You are resistant to disenchantment.";
2599 if (p_ptr->resist_chaos)
2602 info[i++] = "¤¢¤Ê¤¿¤Ï¥«¥ª¥¹¤ÎÎϤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2604 info[i++] = "You are resistant to chaos.";
2608 if (p_ptr->resist_shard)
2611 info[i++] = "¤¢¤Ê¤¿¤ÏÇËÊҤι¶·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2613 info[i++] = "You are resistant to blasts of shards.";
2617 if (p_ptr->resist_nexus)
2620 info[i++] = "¤¢¤Ê¤¿¤Ï°ø²Ìº®Íð¤Î¹¶·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2622 info[i++] = "You are resistant to nexus attacks.";
2627 if (prace_is_(RACE_SPECTRE))
2630 info[i++] = "¤¢¤Ê¤¿¤ÏÃϹö¤ÎÎϤòµÛ¼ý¤Ç¤¤ë¡£";
2632 info[i++] = "You can drain nether forces.";
2636 else if (p_ptr->resist_neth)
2639 info[i++] = "¤¢¤Ê¤¿¤ÏÃϹö¤ÎÎϤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2641 info[i++] = "You are resistant to nether forces.";
2645 if (p_ptr->resist_fear)
2648 info[i++] = "¤¢¤Ê¤¿¤ÏÁ´¤¯¶²Éݤò´¶¤¸¤Ê¤¤¡£";
2650 info[i++] = "You are completely fearless.";
2654 if (p_ptr->resist_blind)
2657 info[i++] = "¤¢¤Ê¤¿¤ÎÌܤÏÌÕÌܤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2659 info[i++] = "Your eyes are resistant to blindness.";
2663 if (p_ptr->resist_time)
2666 info[i++] = "¤¢¤Ê¤¿¤Ï»þ´ÖµÕž¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2668 info[i++] = "You are resistant to time.";
2673 if (p_ptr->sustain_str)
2676 info[i++] = "¤¢¤Ê¤¿¤ÎÏÓÎϤϰݻý¤µ¤ì¤Æ¤¤¤ë¡£";
2678 info[i++] = "Your strength is sustained.";
2682 if (p_ptr->sustain_int)
2685 info[i++] = "¤¢¤Ê¤¿¤ÎÃÎǽ¤Ï°Ý»ý¤µ¤ì¤Æ¤¤¤ë¡£";
2687 info[i++] = "Your intelligence is sustained.";
2691 if (p_ptr->sustain_wis)
2694 info[i++] = "¤¢¤Ê¤¿¤Î¸¤µ¤Ï°Ý»ý¤µ¤ì¤Æ¤¤¤ë¡£";
2696 info[i++] = "Your wisdom is sustained.";
2700 if (p_ptr->sustain_con)
2703 info[i++] = "¤¢¤Ê¤¿¤ÎÂѵ×ÎϤϰݻý¤µ¤ì¤Æ¤¤¤ë¡£";
2705 info[i++] = "Your constitution is sustained.";
2709 if (p_ptr->sustain_dex)
2712 info[i++] = "¤¢¤Ê¤¿¤Î´ïÍѤµ¤Ï°Ý»ý¤µ¤ì¤Æ¤¤¤ë¡£";
2714 info[i++] = "Your dexterity is sustained.";
2718 if (p_ptr->sustain_chr)
2721 info[i++] = "¤¢¤Ê¤¿¤ÎÌ¥ÎϤϰݻý¤µ¤ì¤Æ¤¤¤ë¡£";
2723 info[i++] = "Your charisma is sustained.";
2728 if (have_flag(flgs, TR_STR))
2731 info[i++] = "¤¢¤Ê¤¿¤ÎÏÓÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2733 info[i++] = "Your strength is affected by your equipment.";
2737 if (have_flag(flgs, TR_INT))
2740 info[i++] = "¤¢¤Ê¤¿¤ÎÃÎǽ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2742 info[i++] = "Your intelligence is affected by your equipment.";
2746 if (have_flag(flgs, TR_WIS))
2749 info[i++] = "¤¢¤Ê¤¿¤Î¸¤µ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2751 info[i++] = "Your wisdom is affected by your equipment.";
2755 if (have_flag(flgs, TR_DEX))
2758 info[i++] = "¤¢¤Ê¤¿¤Î´ïÍѤµ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2760 info[i++] = "Your dexterity is affected by your equipment.";
2764 if (have_flag(flgs, TR_CON))
2767 info[i++] = "¤¢¤Ê¤¿¤ÎÂѵ×ÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2769 info[i++] = "Your constitution is affected by your equipment.";
2773 if (have_flag(flgs, TR_CHR))
2776 info[i++] = "¤¢¤Ê¤¿¤ÎÌ¥ÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2778 info[i++] = "Your charisma is affected by your equipment.";
2783 if (have_flag(flgs, TR_STEALTH))
2786 info[i++] = "¤¢¤Ê¤¿¤Î±£Ì©¹ÔưǽÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2788 info[i++] = "Your stealth is affected by your equipment.";
2792 if (have_flag(flgs, TR_SEARCH))
2795 info[i++] = "¤¢¤Ê¤¿¤Îõº÷ǽÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2797 info[i++] = "Your searching ability is affected by your equipment.";
2801 if (have_flag(flgs, TR_INFRA))
2804 info[i++] = "¤¢¤Ê¤¿¤ÎÀÖ³°Àþ»ëÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2806 info[i++] = "Your infravision is affected by your equipment.";
2810 if (have_flag(flgs, TR_TUNNEL))
2813 info[i++] = "¤¢¤Ê¤¿¤ÎºÎ·¡Ç½ÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2815 info[i++] = "Your digging ability is affected by your equipment.";
2819 if (have_flag(flgs, TR_SPEED))
2822 info[i++] = "¤¢¤Ê¤¿¤Î¥¹¥Ô¡¼¥É¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2824 info[i++] = "Your speed is affected by your equipment.";
2828 if (have_flag(flgs, TR_BLOWS))
2831 info[i++] = "¤¢¤Ê¤¿¤Î¹¶·â®ÅÙ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2833 info[i++] = "Your attack speed is affected by your equipment.";
2839 /* Access the current weapon */
2840 o_ptr = &inventory[INVEN_RARM];
2842 /* Analyze the weapon */
2845 /* Indicate Blessing */
2846 if (have_flag(flgs, TR_BLESSED))
2849 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¿À¤Î½ËÊ¡¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2851 info[i++] = "Your weapon has been blessed by the gods.";
2856 if (have_flag(flgs, TR_CHAOTIC))
2859 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥í¥°¥ë¥¹¤Îħ¤Î°À¤ò¤â¤Ä¡£";
2861 info[i++] = "Your weapon is branded with the Sign of Logrus.";
2867 if (have_flag(flgs, TR_IMPACT))
2870 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏÂÇ·â¤ÇÃϿ̤òȯÀ¸¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
2872 info[i++] = "The impact of your weapon can cause earthquakes.";
2877 if (have_flag(flgs, TR_VORPAL))
2880 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏÈó¾ï¤Ë±Ô¤¤¡£";
2882 info[i++] = "Your weapon is very sharp.";
2887 if (have_flag(flgs, TR_VAMPIRIC))
2890 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤«¤éÀ¸Ì¿ÎϤòµÛ¼ý¤¹¤ë¡£";
2892 info[i++] = "Your weapon drains life from your foes.";
2897 /* Special "Attack Bonuses" */
2898 if (have_flag(flgs, TR_BRAND_ACID))
2901 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òÍϤ«¤¹¡£";
2903 info[i++] = "Your weapon melts your foes.";
2907 if (have_flag(flgs, TR_BRAND_ELEC))
2910 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤ò´¶ÅŤµ¤»¤ë¡£";
2912 info[i++] = "Your weapon shocks your foes.";
2916 if (have_flag(flgs, TR_BRAND_FIRE))
2919 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òdz¤ä¤¹¡£";
2921 info[i++] = "Your weapon burns your foes.";
2925 if (have_flag(flgs, TR_BRAND_COLD))
2928 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òÅà¤é¤»¤ë¡£";
2930 info[i++] = "Your weapon freezes your foes.";
2934 if (have_flag(flgs, TR_BRAND_POIS))
2937 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òÆǤǿ¯¤¹¡£";
2939 info[i++] = "Your weapon poisons your foes.";
2944 /* Special "slay" flags */
2945 if (have_flag(flgs, TR_KILL_ANIMAL))
2948 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ïưʪ¤ÎŷŨ¤Ç¤¢¤ë¡£";
2950 info[i++] = "Your weapon is a great bane of animals.";
2954 else if (have_flag(flgs, TR_SLAY_ANIMAL))
2957 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ïưʪ¤ËÂФ·¤Æ¶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2959 info[i++] = "Your weapon strikes at animals with extra force.";
2963 if (have_flag(flgs, TR_KILL_EVIL))
2966 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¼Ù°¤Ê¤ë¸ºß¤ÎŷŨ¤Ç¤¢¤ë¡£";
2968 info[i++] = "Your weapon is a great bane of evil.";
2972 else if (have_flag(flgs, TR_SLAY_EVIL))
2975 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¼Ù°¤Ê¤ë¸ºß¤ËÂФ·¤Æ¶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2977 info[i++] = "Your weapon strikes at evil with extra force.";
2981 if (have_flag(flgs, TR_KILL_HUMAN))
2984 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¿Í´Ö¤ÎŷŨ¤Ç¤¢¤ë¡£";
2986 info[i++] = "Your weapon is a great bane of humans.";
2990 else if (have_flag(flgs, TR_SLAY_HUMAN))
2993 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¿Í´Ö¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2995 info[i++] = "Your weapon is especially deadly against humans.";
2999 if (have_flag(flgs, TR_KILL_UNDEAD))
3002 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥¢¥ó¥Ç¥Ã¥É¤ÎŷŨ¤Ç¤¢¤ë¡£";
3004 info[i++] = "Your weapon is a great bane of undead.";
3008 else if (have_flag(flgs, TR_SLAY_UNDEAD))
3011 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥¢¥ó¥Ç¥Ã¥É¤ËÂФ·¤Æ¿ÀÀ»¤Ê¤ëÎϤòȯ´ø¤¹¤ë¡£";
3013 info[i++] = "Your weapon strikes at undead with holy wrath.";
3017 if (have_flag(flgs, TR_KILL_DEMON))
3020 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥Ç¡¼¥â¥ó¤ÎŷŨ¤Ç¤¢¤ë¡£";
3022 info[i++] = "Your weapon is a great bane of demons.";
3026 else if (have_flag(flgs, TR_SLAY_DEMON))
3029 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥Ç¡¼¥â¥ó¤ËÂФ·¤Æ¿ÀÀ»¤Ê¤ëÎϤòȯ´ø¤¹¤ë¡£";
3031 info[i++] = "Your weapon strikes at demons with holy wrath.";
3035 if (have_flag(flgs, TR_KILL_ORC))
3038 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥ª¡¼¥¯¤ÎŷŨ¤Ç¤¢¤ë¡£";
3040 info[i++] = "Your weapon is a great bane of orcs.";
3044 else if (have_flag(flgs, TR_SLAY_ORC))
3047 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥ª¡¼¥¯¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
3049 info[i++] = "Your weapon is especially deadly against orcs.";
3053 if (have_flag(flgs, TR_KILL_TROLL))
3056 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥È¥í¥ë¤ÎŷŨ¤Ç¤¢¤ë¡£";
3058 info[i++] = "Your weapon is a great bane of trolls.";
3062 else if (have_flag(flgs, TR_SLAY_TROLL))
3065 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥È¥í¥ë¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
3067 info[i++] = "Your weapon is especially deadly against trolls.";
3071 if (have_flag(flgs, TR_KILL_GIANT))
3074 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥¸¥ã¥¤¥¢¥ó¥È¤ÎŷŨ¤Ç¤¢¤ë¡£";
3076 info[i++] = "Your weapon is a great bane of giants.";
3080 else if (have_flag(flgs, TR_SLAY_GIANT))
3083 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥¸¥ã¥¤¥¢¥ó¥È¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
3085 info[i++] = "Your weapon is especially deadly against giants.";
3089 /* Special "kill" flags */
3090 if (have_flag(flgs, TR_KILL_DRAGON))
3093 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥É¥é¥´¥ó¤ÎŷŨ¤Ç¤¢¤ë¡£";
3095 info[i++] = "Your weapon is a great bane of dragons.";
3099 else if (have_flag(flgs, TR_SLAY_DRAGON))
3102 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥É¥é¥´¥ó¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
3104 info[i++] = "Your weapon is especially deadly against dragons.";
3109 if (have_flag(flgs, TR_FORCE_WEAPON))
3112 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏMP¤ò»È¤Ã¤Æ¹¶·â¤¹¤ë¡£";
3114 info[i++] = "Your weapon causes greate damages using your MP.";
3118 if (have_flag(flgs, TR_THROW))
3121 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏÅꤲ¤ä¤¹¤¤¡£";
3123 info[i++] = "Your weapon can be thrown well.";
3129 /* Save the screen */
3132 /* Erase the screen */
3133 for (k = 1; k < 24; k++) prt("", k, 13);
3135 /* Label the information */
3137 prt(" ¤¢¤Ê¤¿¤Î¾õÂÖ:", 1, 15);
3139 prt(" Your Attributes:", 1, 15);
3143 /* We will print on top of the map (column 13) */
3144 for (k = 2, j = 0; j < i; j++)
3147 prt(info[j], k++, 15);
3149 /* Every 20 entries (lines 2 to 21), start over */
3150 if ((k == 22) && (j+1 < i))
3153 prt("-- ³¤¯ --", k, 15);
3155 prt("-- more --", k, 15);
3159 for (; k > 2; k--) prt("", k, 15);
3165 prt("[²¿¤«¥¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹]", k, 13);
3167 prt("[Press any key to continue]", k, 13);
3172 /* Restore the screen */
3177 static int report_magics_aux(int dur)
3195 else if (dur <= 100)
3199 else if (dur <= 200)
3209 static cptr report_magic_durations[] =
3218 "¿®¤¸Æñ¤¤¤Û¤ÉŤ¤´Ö",
3219 "¥â¥ó¥¹¥¿¡¼¤ò¹¶·â¤¹¤ë¤Þ¤Ç"
3222 "for a little while",
3226 "for a very long time",
3227 "for an incredibly long time",
3228 "until you hit a monster"
3235 * Report all currently active magical effects.
3237 void report_magics(void)
3247 info2[i] = report_magics_aux(p_ptr->blind);
3249 info[i++] = "¤¢¤Ê¤¿¤ÏÌܤ¬¸«¤¨¤Ê¤¤¡£";
3251 info[i++] = "You cannot see";
3255 if (p_ptr->confused)
3257 info2[i] = report_magics_aux(p_ptr->confused);
3259 info[i++] = "¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£";
3261 info[i++] = "You are confused";
3267 info2[i] = report_magics_aux(p_ptr->afraid);
3269 info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
3271 info[i++] = "You are terrified";
3275 if (p_ptr->poisoned)
3277 info2[i] = report_magics_aux(p_ptr->poisoned);
3279 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
3281 info[i++] = "You are poisoned";
3287 info2[i] = report_magics_aux(p_ptr->image);
3289 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸³Ð¤ò¸«¤Æ¤¤¤ë¡£";
3291 info[i++] = "You are hallucinating";
3297 info2[i] = report_magics_aux(p_ptr->blessed);
3299 info[i++] = "¤¢¤Ê¤¿¤Ï¸øÀµ¤µ¤ò´¶¤¸¤Æ¤¤¤ë¡£";
3301 info[i++] = "You feel rightous";
3307 info2[i] = report_magics_aux(p_ptr->hero);
3309 info[i++] = "¤¢¤Ê¤¿¤Ï¥Ò¡¼¥í¡¼µ¤Ê¬¤À¡£";
3311 info[i++] = "You feel heroic";
3317 info2[i] = report_magics_aux(p_ptr->shero);
3319 info[i++] = "¤¢¤Ê¤¿¤ÏÀïÆ®¶¸¤À¡£";
3321 info[i++] = "You are in a battle rage";
3325 if (p_ptr->protevil)
3327 info2[i] = report_magics_aux(p_ptr->protevil);
3329 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¤ë¸ºß¤«¤é¼é¤é¤ì¤Æ¤¤¤ë¡£";
3331 info[i++] = "You are protected from evil";
3337 info2[i] = report_magics_aux(p_ptr->shield);
3339 info[i++] = "¤¢¤Ê¤¿¤Ï¿ÀÈë¤Î¥·¡¼¥ë¥É¤Ç¼é¤é¤ì¤Æ¤¤¤ë¡£";
3341 info[i++] = "You are protected by a mystic shield";
3347 info2[i] = report_magics_aux(p_ptr->invuln);
3349 info[i++] = "̵Ũ¤Ç¤¤¤é¤ì¤ë¡£";
3351 info[i++] = "You are invulnerable";
3355 if (p_ptr->wraith_form)
3357 info2[i] = report_magics_aux(p_ptr->wraith_form);
3359 info[i++] = "Í©Âβ½¤Ç¤¤ë¡£";
3361 info[i++] = "You are incorporeal";
3365 if (p_ptr->special_attack & ATTACK_CONFUSE)
3369 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÀÖ¤¯µ±¤¤¤Æ¤¤¤ë¡£";
3371 info[i++] = "Your hands are glowing dull red.";
3375 if (p_ptr->word_recall)
3377 info2[i] = report_magics_aux(p_ptr->word_recall);
3379 info[i++] = "¤³¤Î¸åµ¢´Ô¤Î¾Û¤òȯư¤¹¤ë¡£";
3381 info[i++] = "You waiting to be recalled";
3385 if (p_ptr->oppose_acid)
3387 info2[i] = report_magics_aux(p_ptr->oppose_acid);
3389 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3391 info[i++] = "You are resistant to acid";
3395 if (p_ptr->oppose_elec)
3397 info2[i] = report_magics_aux(p_ptr->oppose_elec);
3399 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3401 info[i++] = "You are resistant to lightning";
3405 if (p_ptr->oppose_fire)
3407 info2[i] = report_magics_aux(p_ptr->oppose_fire);
3409 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3411 info[i++] = "You are resistant to fire";
3415 if (p_ptr->oppose_cold)
3417 info2[i] = report_magics_aux(p_ptr->oppose_cold);
3419 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3421 info[i++] = "You are resistant to cold";
3425 if (p_ptr->oppose_pois)
3427 info2[i] = report_magics_aux(p_ptr->oppose_pois);
3429 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3431 info[i++] = "You are resistant to poison";
3436 /* Save the screen */
3439 /* Erase the screen */
3440 for (k = 1; k < 24; k++) prt("", k, 13);
3442 /* Label the information */
3444 prt(" ËâË¡ :", 1, 15);
3446 prt(" Your Current Magic:", 1, 15);
3450 /* We will print on top of the map (column 13) */
3451 for (k = 2, j = 0; j < i; j++)
3455 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï%s%s", info[j],
3457 sprintf(Dummy, "%s %s.", info[j],
3460 report_magic_durations[info2[j]]);
3461 prt(Dummy, k++, 15);
3463 /* Every 20 entries (lines 2 to 21), start over */
3464 if ((k == 22) && (j + 1 < i))
3467 prt("-- ³¤¯ --", k, 15);
3469 prt("-- more --", k, 15);
3473 for (; k > 2; k--) prt("", k, 15);
3479 prt("[²¿¤«¥¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹]", k, 13);
3481 prt("[Press any key to continue]", k, 13);
3486 /* Restore the screen */
3492 * Detect all traps on current panel
3494 bool detect_traps(int range, bool known)
3497 bool detect = FALSE;
3501 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3503 /* Scan the current panel */
3504 for (y = 1; y < cur_hgt - 1; y++)
3506 for (x = 1; x <= cur_wid - 1; x++)
3508 int dist = distance(py, px, y, x);
3509 if (dist > range) continue;
3511 /* Access the grid */
3512 c_ptr = &cave[y][x];
3514 /* Mark as detected */
3515 if (dist <= range && known)
3517 if (dist <= range - 1)
3518 c_ptr->info |= (CAVE_IN_DETECT);
3520 c_ptr->info &= ~(CAVE_UNSAFE);
3527 if (is_trap(c_ptr->feat))
3529 /* Hack -- Memorize */
3530 c_ptr->info |= (CAVE_MARK);
3534 /* Disclose a hidden trap */
3535 disclose_grid(y, x);
3549 if (known) p_ptr->dtrap = TRUE;
3551 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT)) detect = FALSE;
3557 msg_print("¥È¥é¥Ã¥×¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3559 msg_print("You sense the presence of traps!");
3571 * Detect all doors on current panel
3573 bool detect_doors(int range)
3577 bool detect = FALSE;
3581 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3583 /* Scan the panel */
3584 for (y = 1; y < cur_hgt - 1; y++)
3586 for (x = 1; x < cur_wid - 1; x++)
3588 if (distance(py, px, y, x) > range) continue;
3590 c_ptr = &cave[y][x];
3592 /* Detect secret doors */
3593 if (is_hidden_door(c_ptr))
3596 disclose_grid(y, x);
3600 if (((c_ptr->feat >= FEAT_DOOR_HEAD) &&
3601 (c_ptr->feat <= FEAT_DOOR_TAIL)) ||
3602 ((c_ptr->feat == FEAT_OPEN) ||
3603 (c_ptr->feat == FEAT_BROKEN)))
3605 /* Hack -- Memorize */
3606 c_ptr->info |= (CAVE_MARK);
3617 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT)) detect = FALSE;
3623 msg_print("¥É¥¢¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3625 msg_print("You sense the presence of doors!");
3636 * Detect all stairs on current panel
3638 bool detect_stairs(int range)
3642 bool detect = FALSE;
3646 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3648 /* Scan the panel */
3649 for (y = 1; y < cur_hgt - 1; y++)
3651 for (x = 1; x < cur_wid - 1; x++)
3653 if (distance(py, px, y, x) > range) continue;
3655 c_ptr = &cave[y][x];
3658 if ((c_ptr->feat == FEAT_LESS) ||
3659 (c_ptr->feat == FEAT_LESS_LESS) ||
3660 (c_ptr->feat == FEAT_MORE) ||
3661 (c_ptr->feat == FEAT_MORE_MORE) ||
3662 (c_ptr->feat == FEAT_ENTRANCE))
3664 /* Hack -- Memorize */
3665 c_ptr->info |= (CAVE_MARK);
3676 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT)) detect = FALSE;
3682 msg_print("³¬Ãʤθºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3684 msg_print("You sense the presence of stairs!");
3695 * Detect any treasure on the current panel
3697 bool detect_treasure(int range)
3701 bool detect = FALSE;
3705 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3707 /* Scan the current panel */
3708 for (y = 1; y < cur_hgt; y++)
3710 for (x = 1; x < cur_wid; x++)
3712 if (distance(py, px, y, x) > range) continue;
3714 c_ptr = &cave[y][x];
3716 /* Notice embedded gold */
3717 if ((c_ptr->feat == FEAT_MAGMA_H) ||
3718 (c_ptr->feat == FEAT_QUARTZ_H))
3720 /* Expose the gold */
3721 c_ptr->feat += 0x02;
3724 /* Magma/Quartz + Known Gold */
3725 if ((c_ptr->feat == FEAT_MAGMA_K) ||
3726 (c_ptr->feat == FEAT_QUARTZ_K))
3728 /* Hack -- Memorize */
3729 c_ptr->info |= (CAVE_MARK);
3740 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+6)) detect = FALSE;
3746 msg_print("Ë䢤µ¤ì¤¿ºâÊõ¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3748 msg_print("You sense the presence of buried treasure!");
3761 * Detect all "gold" objects on the current panel
3763 bool detect_objects_gold(int range)
3768 bool detect = FALSE;
3770 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
3773 for (i = 1; i < o_max; i++)
3775 object_type *o_ptr = &o_list[i];
3777 /* Skip dead objects */
3778 if (!o_ptr->k_idx) continue;
3780 /* Skip held objects */
3781 if (o_ptr->held_m_idx) continue;
3787 /* Only detect nearby objects */
3788 if (distance(py, px, y, x) > range2) continue;
3790 /* Detect "gold" objects */
3791 if (o_ptr->tval == TV_GOLD)
3793 /* Hack -- memorize it */
3794 o_ptr->marked |= OM_FOUND;
3804 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+6)) detect = FALSE;
3810 msg_print("ºâÊõ¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3812 msg_print("You sense the presence of treasure!");
3817 if (detect_monsters_string(range, "$"))
3828 * Detect all "normal" objects on the current panel
3830 bool detect_objects_normal(int range)
3835 bool detect = FALSE;
3837 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
3840 for (i = 1; i < o_max; i++)
3842 object_type *o_ptr = &o_list[i];
3844 /* Skip dead objects */
3845 if (!o_ptr->k_idx) continue;
3847 /* Skip held objects */
3848 if (o_ptr->held_m_idx) continue;
3854 /* Only detect nearby objects */
3855 if (distance(py, px, y, x) > range2) continue;
3857 /* Detect "real" objects */
3858 if (o_ptr->tval != TV_GOLD)
3860 /* Hack -- memorize it */
3861 o_ptr->marked |= OM_FOUND;
3871 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+6)) detect = FALSE;
3877 msg_print("¥¢¥¤¥Æ¥à¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3879 msg_print("You sense the presence of objects!");
3884 if (detect_monsters_string(range, "!=?|/`"))
3895 * Detect all "magic" objects on the current panel.
3897 * This will light up all spaces with "magic" items, including artifacts,
3898 * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings,
3899 * and "enchanted" items of the "good" variety.
3901 * It can probably be argued that this function is now too powerful.
3903 bool detect_objects_magic(int range)
3907 bool detect = FALSE;
3909 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3911 /* Scan all objects */
3912 for (i = 1; i < o_max; i++)
3914 object_type *o_ptr = &o_list[i];
3916 /* Skip dead objects */
3917 if (!o_ptr->k_idx) continue;
3919 /* Skip held objects */
3920 if (o_ptr->held_m_idx) continue;
3926 /* Only detect nearby objects */
3927 if (distance(py, px, y, x) > range) continue;
3929 /* Examine the tval */
3932 /* Artifacts, misc magic items, or enchanted wearables */
3933 if (artifact_p(o_ptr) ||
3934 ego_item_p(o_ptr) ||
3936 (tv == TV_WHISTLE) ||
3937 (tv == TV_AMULET) ||
3942 (tv == TV_SCROLL) ||
3943 (tv == TV_POTION) ||
3944 (tv == TV_LIFE_BOOK) ||
3945 (tv == TV_SORCERY_BOOK) ||
3946 (tv == TV_NATURE_BOOK) ||
3947 (tv == TV_CHAOS_BOOK) ||
3948 (tv == TV_DEATH_BOOK) ||
3949 (tv == TV_TRUMP_BOOK) ||
3950 (tv == TV_ARCANE_BOOK) ||
3951 (tv == TV_ENCHANT_BOOK) ||
3952 (tv == TV_DAEMON_BOOK) ||
3953 (tv == TV_CRUSADE_BOOK) ||
3954 (tv == TV_MUSIC_BOOK) ||
3955 (tv == TV_HISSATSU_BOOK) ||
3956 ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
3958 /* Memorize the item */
3959 o_ptr->marked |= OM_FOUND;
3973 msg_print("ËâË¡¤Î¥¢¥¤¥Æ¥à¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3975 msg_print("You sense the presence of magic objects!");
3986 * Detect all "normal" monsters on the current panel
3988 bool detect_monsters_normal(int range)
3994 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3997 for (i = 1; i < m_max; i++)
3999 monster_type *m_ptr = &m_list[i];
4000 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4002 /* Skip dead monsters */
4003 if (!m_ptr->r_idx) continue;
4009 /* Only detect nearby monsters */
4010 if (distance(py, px, y, x) > range) continue;
4012 /* Detect all non-invisible monsters */
4013 if ((!(r_ptr->flags2 & RF2_INVISIBLE)) ||
4014 p_ptr->see_inv || p_ptr->tim_invis)
4016 /* Repair visibility later */
4017 repair_monsters = TRUE;
4019 /* Hack -- Detect monster */
4020 m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
4022 /* Update the monster */
4023 update_mon(i, FALSE);
4030 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+3)) flag = FALSE;
4035 /* Describe result */
4037 msg_print("¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
4039 msg_print("You sense the presence of monsters!");
4050 * Detect all "invisible" monsters around the player
4052 bool detect_monsters_invis(int range)
4057 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4060 for (i = 1; i < m_max; i++)
4062 monster_type *m_ptr = &m_list[i];
4063 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4065 /* Skip dead monsters */
4066 if (!m_ptr->r_idx) continue;
4072 /* Only detect nearby monsters */
4073 if (distance(py, px, y, x) > range) continue;
4075 /* Detect invisible monsters */
4076 if (r_ptr->flags2 & RF2_INVISIBLE)
4078 /* Update monster recall window */
4079 if (p_ptr->monster_race_idx == m_ptr->r_idx)
4082 p_ptr->window |= (PW_MONSTER);
4085 /* Repair visibility later */
4086 repair_monsters = TRUE;
4088 /* Hack -- Detect monster */
4089 m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
4091 /* Update the monster */
4092 update_mon(i, FALSE);
4099 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+3)) flag = FALSE;
4104 /* Describe result */
4106 msg_print("Æ©ÌÀ¤ÊÀ¸Êª¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
4108 msg_print("You sense the presence of invisible creatures!");
4120 * Detect all "evil" monsters on current panel
4122 bool detect_monsters_evil(int range)
4127 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4130 for (i = 1; i < m_max; i++)
4132 monster_type *m_ptr = &m_list[i];
4133 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4135 /* Skip dead monsters */
4136 if (!m_ptr->r_idx) continue;
4142 /* Only detect nearby monsters */
4143 if (distance(py, px, y, x) > range) continue;
4145 /* Detect evil monsters */
4146 if (r_ptr->flags3 & RF3_EVIL)
4148 /* Take note that they are evil */
4149 r_ptr->r_flags3 |= (RF3_EVIL);
4151 /* Update monster recall window */
4152 if (p_ptr->monster_race_idx == m_ptr->r_idx)
4155 p_ptr->window |= (PW_MONSTER);
4158 /* Repair visibility later */
4159 repair_monsters = TRUE;
4161 /* Hack -- Detect monster */
4162 m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
4164 /* Update the monster */
4165 update_mon(i, FALSE);
4175 /* Describe result */
4177 msg_print("¼Ù°¤Ê¤ëÀ¸Êª¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
4179 msg_print("You sense the presence of evil creatures!");
4192 * Detect all "nonliving", "undead" or "demonic" monsters on current panel
4194 bool detect_monsters_nonliving(int range)
4199 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4202 for (i = 1; i < m_max; i++)
4204 monster_type *m_ptr = &m_list[i];
4205 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4207 /* Skip dead monsters */
4208 if (!m_ptr->r_idx) continue;
4214 /* Only detect nearby monsters */
4215 if (distance(py, px, y, x) > range) continue;
4217 /* Detect non-living monsters */
4218 if (!monster_living(r_ptr))
4220 /* Update monster recall window */
4221 if (p_ptr->monster_race_idx == m_ptr->r_idx)
4224 p_ptr->window |= (PW_MONSTER);
4227 /* Repair visibility later */
4228 repair_monsters = TRUE;
4230 /* Hack -- Detect monster */
4231 m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
4233 /* Update the monster */
4234 update_mon(i, FALSE);
4244 /* Describe result */
4246 msg_print("¼«Á³¤Ç¤Ê¤¤¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò´¶¤¸¤¿¡ª");
4248 msg_print("You sense the presence of unnatural beings!");
4259 * Detect all monsters it has mind on current panel
4261 bool detect_monsters_mind(int range)
4266 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4269 for (i = 1; i < m_max; i++)
4271 monster_type *m_ptr = &m_list[i];
4272 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4274 /* Skip dead monsters */
4275 if (!m_ptr->r_idx) continue;
4281 /* Only detect nearby monsters */
4282 if (distance(py, px, y, x) > range) continue;
4284 /* Detect non-living monsters */
4285 if (!(r_ptr->flags2 & RF2_EMPTY_MIND))
4287 /* Update monster recall window */
4288 if (p_ptr->monster_race_idx == m_ptr->r_idx)
4291 p_ptr->window |= (PW_MONSTER);
4294 /* Repair visibility later */
4295 repair_monsters = TRUE;
4297 /* Hack -- Detect monster */
4298 m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
4300 /* Update the monster */
4301 update_mon(i, FALSE);
4311 /* Describe result */
4313 msg_print("»¦µ¤¤ò´¶¤¸¤È¤Ã¤¿¡ª");
4315 msg_print("You sense the presence of someone's mind!");
4326 * Detect all (string) monsters on current panel
4328 bool detect_monsters_string(int range, cptr Match)
4333 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
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 /* Skip dead monsters */
4342 if (!m_ptr->r_idx) continue;
4348 /* Only detect nearby monsters */
4349 if (distance(py, px, y, x) > range) continue;
4351 /* Detect monsters with the same symbol */
4352 if (strchr(Match, r_ptr->d_char))
4354 /* Update monster recall window */
4355 if (p_ptr->monster_race_idx == m_ptr->r_idx)
4358 p_ptr->window |= (PW_MONSTER);
4361 /* Repair visibility later */
4362 repair_monsters = TRUE;
4364 /* Hack -- Detect monster */
4365 m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
4367 /* Update the monster */
4368 update_mon(i, FALSE);
4375 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+3)) flag = FALSE;
4380 /* Describe result */
4382 msg_print("¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
4384 msg_print("You sense the presence of monsters!");
4395 * A "generic" detect monsters routine, tagged to flags3
4397 bool detect_monsters_xxx(int range, u32b match_flag)
4402 cptr desc_monsters = "ÊѤʥâ¥ó¥¹¥¿¡¼";
4404 cptr desc_monsters = "weird monsters";
4407 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4410 for (i = 1; i < m_max; i++)
4412 monster_type *m_ptr = &m_list[i];
4413 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4415 /* Skip dead monsters */
4416 if (!m_ptr->r_idx) continue;
4422 /* Only detect nearby monsters */
4423 if (distance(py, px, y, x) > range) continue;
4425 /* Detect evil monsters */
4426 if (r_ptr->flags3 & (match_flag))
4428 /* Take note that they are something */
4429 r_ptr->r_flags3 |= (match_flag);
4431 /* Update monster recall window */
4432 if (p_ptr->monster_race_idx == m_ptr->r_idx)
4435 p_ptr->window |= (PW_MONSTER);
4438 /* Repair visibility later */
4439 repair_monsters = TRUE;
4441 /* Hack -- Detect monster */
4442 m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
4444 /* Update the monster */
4445 update_mon(i, FALSE);
4459 desc_monsters = "¥Ç¡¼¥â¥ó";
4461 desc_monsters = "demons";
4467 desc_monsters = "¥¢¥ó¥Ç¥Ã¥É";
4469 desc_monsters = "the undead";
4475 /* Describe result */
4477 msg_format("%s¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª", desc_monsters);
4479 msg_format("You sense the presence of %s!", desc_monsters);
4493 bool detect_all(int range)
4495 bool detect = FALSE;
4497 /* Detect everything */
4498 if (detect_traps(range, TRUE)) detect = TRUE;
4499 if (detect_doors(range)) detect = TRUE;
4500 if (detect_stairs(range)) detect = TRUE;
4501 if (detect_treasure(range)) detect = TRUE;
4502 if (detect_objects_gold(range)) detect = TRUE;
4503 if (detect_objects_normal(range)) detect = TRUE;
4504 if (detect_monsters_invis(range)) detect = TRUE;
4505 if (detect_monsters_normal(range)) detect = TRUE;
4513 * Apply a "project()" directly to all viewable monsters
4515 * Note that affected monsters are NOT auto-tracked by this usage.
4517 * To avoid misbehavior when monster deaths have side-effects,
4518 * this is done in two passes. -- JDL
4520 bool project_hack(int typ, int dam)
4523 int flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;
4524 bool obvious = FALSE;
4527 /* Mark all (nearby) monsters */
4528 for (i = 1; i < m_max; i++)
4530 monster_type *m_ptr = &m_list[i];
4532 /* Paranoia -- Skip dead monsters */
4533 if (!m_ptr->r_idx) continue;
4539 /* Require line of sight */
4540 if (!player_has_los_bold(y, x)) continue;
4542 /* Mark the monster */
4543 m_ptr->mflag |= (MFLAG_TEMP);
4546 /* Affect all marked monsters */
4547 for (i = 1; i < m_max; i++)
4549 monster_type *m_ptr = &m_list[i];
4551 /* Skip unmarked monsters */
4552 if (!(m_ptr->mflag & (MFLAG_TEMP))) continue;
4555 m_ptr->mflag &= ~(MFLAG_TEMP);
4561 /* Jump directly to the target monster */
4562 if (project(0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
4573 bool speed_monsters(void)
4575 return (project_hack(GF_OLD_SPEED, p_ptr->lev));
4581 bool slow_monsters(void)
4583 return (project_hack(GF_OLD_SLOW, p_ptr->lev));
4589 bool sleep_monsters(void)
4591 return (project_hack(GF_OLD_SLEEP, p_ptr->lev));
4596 * Banish evil monsters
4598 bool banish_evil(int dist)
4600 return (project_hack(GF_AWAY_EVIL, dist));
4607 bool turn_undead(void)
4609 bool tester = (project_hack(GF_TURN_UNDEAD, p_ptr->lev));
4611 chg_virtue(V_UNLIFE, -1);
4617 * Dispel undead monsters
4619 bool dispel_undead(int dam)
4621 bool tester = (project_hack(GF_DISP_UNDEAD, dam));
4623 chg_virtue(V_UNLIFE, -2);
4628 * Dispel evil monsters
4630 bool dispel_evil(int dam)
4632 return (project_hack(GF_DISP_EVIL, dam));
4636 * Dispel good monsters
4638 bool dispel_good(int dam)
4640 return (project_hack(GF_DISP_GOOD, dam));
4644 * Dispel all monsters
4646 bool dispel_monsters(int dam)
4648 return (project_hack(GF_DISP_ALL, dam));
4652 * Dispel 'living' monsters
4654 bool dispel_living(int dam)
4656 return (project_hack(GF_DISP_LIVING, dam));
4662 bool dispel_demons(int dam)
4664 return (project_hack(GF_DISP_DEMON, dam));
4673 return (project_hack(GF_CRUSADE, p_ptr->lev*4));
4678 * Wake up all monsters, and speed up "los" monsters.
4680 void aggravate_monsters(int who)
4687 /* Aggravate everyone nearby */
4688 for (i = 1; i < m_max; i++)
4690 monster_type *m_ptr = &m_list[i];
4691 /* monster_race *r_ptr = &r_info[m_ptr->r_idx]; */
4693 /* Paranoia -- Skip dead monsters */
4694 if (!m_ptr->r_idx) continue;
4696 /* Skip aggravating monster (or player) */
4697 if (i == who) continue;
4699 /* Wake up nearby sleeping monsters */
4700 if (m_ptr->cdis < MAX_SIGHT * 2)
4709 if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG_NOPET;
4712 /* Speed up monsters in line of sight */
4713 if (player_has_los_bold(m_ptr->fy, m_ptr->fx))
4717 m_ptr->fast = MIN(200, m_ptr->fast + 100);
4725 if (speed) msg_print("ÉÕ¶á¤Ç²¿¤«¤¬ÆÍÇ¡¶½Ê³¤·¤¿¤è¤¦¤Ê´¶¤¸¤ò¼õ¤±¤¿¡ª");
4726 else if (sleep) msg_print("²¿¤«¤¬ÆÍÇ¡¶½Ê³¤·¤¿¤è¤¦¤ÊÁû¡¹¤·¤¤²»¤¬±ó¤¯¤Ëʹ¤³¤¨¤¿¡ª");
4728 if (speed) msg_print("You feel a sudden stirring nearby!");
4729 else if (sleep) msg_print("You hear a sudden stirring in the distance!");
4731 if (p_ptr->riding) p_ptr->update |= PU_BONUS;
4737 * Delete all non-unique/non-quest monsters of a given "type" from the level
4739 bool symbol_genocide(int power, int player_cast)
4743 bool result = FALSE;
4744 int msec = delay_factor * delay_factor * delay_factor;
4746 /* Prevent genocide in quest levels */
4747 if (p_ptr->inside_quest && !random_quest_number(dun_level))
4752 /* Mega-Hack -- Get a monster symbol */
4754 while(!get_com("¤É¤Î¼ïÎà(ʸ»ú)¤Î¥â¥ó¥¹¥¿¡¼¤òËõ»¦¤·¤Þ¤¹¤«: ", &typ, FALSE));
4756 while(!get_com("Choose a monster race (by symbol) to genocide: ", &typ, FALSE));
4760 /* Delete the monsters of that "type" */
4761 for (i = 1; i < m_max; i++)
4763 monster_type *m_ptr = &m_list[i];
4764 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4768 /* Paranoia -- Skip dead monsters */
4769 if (!m_ptr->r_idx) continue;
4771 /* Skip "wrong" monsters */
4772 if (r_ptr->d_char != typ) continue;
4774 if (is_pet(m_ptr) && !player_cast) continue;
4776 /* Hack -- Skip Unique Monsters */
4777 if (r_ptr->flags1 & (RF1_UNIQUE)) angry = TRUE;
4779 /* Hack -- Skip Quest Monsters */
4780 else if (r_ptr->flags1 & RF1_QUESTOR) angry = TRUE;
4782 else if (r_ptr->flags7 & RF7_UNIQUE2) angry = TRUE;
4784 else if (i == p_ptr->riding) angry = TRUE;
4786 else if (player_cast && (r_ptr->level > randint0(power))) angry = TRUE;
4788 else if (player_cast && (m_ptr->mflag2 & MFLAG_NOGENO)) angry = TRUE;
4790 /* Delete the monster */
4791 else delete_monster_idx(i);
4793 if (angry && player_cast)
4795 monster_desc(m_name, m_ptr, 0);
4796 if (m_ptr->ml && !p_ptr->blind)
4799 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
4801 msg_format("%^s is unaffected.", m_name);
4807 if (m_ptr->ml && !p_ptr->blind)
4810 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
4812 msg_format("%^s wakes up.", m_name);
4816 if (is_friendly(m_ptr) && !is_pet(m_ptr))
4818 if (m_ptr->ml && !p_ptr->blind)
4821 msg_format("%s¤ÏÅܤä¿¡ª", m_name);
4823 msg_format("%^s gets angry!", m_name);
4828 if (one_in_(13)) m_ptr->mflag2 |= MFLAG_NOGENO;
4835 take_hit(DAMAGE_GENO, randint1(4), "Ëõ»¦¤Î¼öʸ¤ò¾§¤¨¤¿ÈèÏ«", -1);
4837 take_hit(DAMAGE_GENO, randint1(4), "the strain of casting Genocide", -1);
4842 /* Visual feedback */
4843 move_cursor_relative(py, px);
4846 p_ptr->redraw |= (PR_HP);
4849 p_ptr->window |= (PW_PLAYER);
4858 Term_xtra(TERM_XTRA_DELAY, msec);
4865 chg_virtue(V_VITALITY, -2);
4866 chg_virtue(V_CHANCE, -1);
4874 * Delete all nearby (non-unique) monsters
4876 bool mass_genocide(int power, int player_cast)
4879 bool result = FALSE;
4880 int msec = delay_factor * delay_factor * delay_factor;
4883 /* Prevent mass genocide in quest levels */
4884 if (p_ptr->inside_quest && !random_quest_number(dun_level))
4889 /* Delete the (nearby) monsters */
4890 for (i = 1; i < m_max; i++)
4892 monster_type *m_ptr = &m_list[i];
4893 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4897 /* Paranoia -- Skip dead monsters */
4898 if (!m_ptr->r_idx) continue;
4900 /* Skip distant monsters */
4901 if (m_ptr->cdis > MAX_SIGHT) continue;
4903 if (is_pet(m_ptr) && !player_cast) continue;
4905 /* Hack -- Skip unique monsters */
4906 if (r_ptr->flags1 & (RF1_UNIQUE)) angry = TRUE;
4908 /* Hack -- Skip Quest Monsters */
4909 else if (r_ptr->flags1 & RF1_QUESTOR) angry = TRUE;
4911 else if (r_ptr->flags7 & RF7_UNIQUE2) angry = TRUE;
4913 else if (i == p_ptr->riding) angry = TRUE;
4915 else if (player_cast && (r_ptr->level > randint0(power))) angry = TRUE;
4917 else if (player_cast && (m_ptr->mflag2 & MFLAG_NOGENO)) angry = TRUE;
4919 /* Delete the monster */
4920 else delete_monster_idx(i);
4922 if (angry && player_cast)
4924 monster_desc(m_name, m_ptr, 0);
4925 if (m_ptr->ml && !p_ptr->blind)
4928 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
4930 msg_format("%^s is unaffected.", m_name);
4936 if (m_ptr->ml && !p_ptr->blind)
4939 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
4941 msg_format("%^s wakes up.", m_name);
4945 if (is_friendly(m_ptr) && !is_pet(m_ptr))
4947 if (m_ptr->ml && !p_ptr->blind)
4950 msg_format("%s¤ÏÅܤä¿¡ª", m_name);
4952 msg_format("%^s gets angry!", m_name);
4957 if (one_in_(13)) m_ptr->mflag2 |= MFLAG_NOGENO;
4962 /* Hack -- visual feedback */
4964 take_hit(DAMAGE_GENO, randint1(3), "¼þÊÕËõ»¦¤Î¼öʸ¤ò¾§¤¨¤¿ÈèÏ«", -1);
4966 take_hit(DAMAGE_GENO, randint1(3), "the strain of casting Mass Genocide", -1);
4971 move_cursor_relative(py, px);
4974 p_ptr->redraw |= (PR_HP);
4977 p_ptr->window |= (PW_PLAYER);
4986 Term_xtra(TERM_XTRA_DELAY, msec);
4994 chg_virtue(V_VITALITY, -2);
4995 chg_virtue(V_CHANCE, -1);
5004 * Delete all nearby (non-unique) undead
5006 bool mass_genocide_undead(int power, int player_cast)
5009 bool result = FALSE;
5010 int msec = delay_factor * delay_factor * delay_factor;
5013 /* Prevent mass genocide in quest levels */
5014 if (p_ptr->inside_quest && !random_quest_number(dun_level))
5019 /* Delete the (nearby) monsters */
5020 for (i = 1; i < m_max; i++)
5022 monster_type *m_ptr = &m_list[i];
5023 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5027 /* Paranoia -- Skip dead monsters */
5028 if (!m_ptr->r_idx) continue;
5030 if (!(r_ptr->flags3 & RF3_UNDEAD)) continue;
5032 /* Skip distant monsters */
5033 if (m_ptr->cdis > MAX_SIGHT) continue;
5035 if (is_pet(m_ptr) && !player_cast) continue;
5037 /* Hack -- Skip unique monsters */
5038 if (r_ptr->flags1 & (RF1_UNIQUE)) angry = TRUE;
5040 /* Hack -- Skip Quest Monsters */
5041 else if (r_ptr->flags1 & RF1_QUESTOR) angry = TRUE;
5043 else if (r_ptr->flags7 & RF7_UNIQUE2) angry = TRUE;
5045 else if (i == p_ptr->riding) angry = TRUE;
5047 else if (player_cast && (r_ptr->level > randint0(power))) angry = TRUE;
5049 else if (player_cast && (m_ptr->mflag2 & MFLAG_NOGENO)) angry = TRUE;
5051 /* Delete the monster */
5052 else delete_monster_idx(i);
5054 if (angry && player_cast)
5056 monster_desc(m_name, m_ptr, 0);
5057 if (m_ptr->ml && !p_ptr->blind)
5060 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
5062 msg_format("%^s is unaffected.", m_name);
5068 if (m_ptr->ml && !p_ptr->blind)
5071 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
5073 msg_format("%^s wakes up.", m_name);
5077 if (is_friendly(m_ptr) && !is_pet(m_ptr))
5079 if (m_ptr->ml && !p_ptr->blind)
5082 msg_format("%s¤ÏÅܤä¿¡ª", m_name);
5084 msg_format("%^s gets angry!", m_name);
5089 if (one_in_(13)) m_ptr->mflag2 |= MFLAG_NOGENO;
5094 /* Hack -- visual feedback */
5096 take_hit(DAMAGE_GENO, randint1(3), "¥¢¥ó¥Ç¥Ã¥É¾ÃÌǤμöʸ¤ò¾§¤¨¤¿ÈèÏ«", -1);
5098 take_hit(DAMAGE_GENO, randint1(3), "the strain of casting Mass Genocide", -1);
5103 move_cursor_relative(py, px);
5106 p_ptr->redraw |= (PR_HP);
5109 p_ptr->window |= (PW_PLAYER);
5118 Term_xtra(TERM_XTRA_DELAY, msec);
5126 chg_virtue(V_UNLIFE, -2);
5127 chg_virtue(V_CHANCE, -1);
5136 * Probe nearby monsters
5151 /* Probe all (nearby) monsters */
5152 for (i = 1; i < m_max; i++)
5154 monster_type *m_ptr = &m_list[i];
5155 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5157 /* Paranoia -- Skip dead monsters */
5158 if (!m_ptr->r_idx) continue;
5160 /* Require line of sight */
5161 if (!player_has_los_bold(m_ptr->fy, m_ptr->fx)) continue;
5163 /* Probe visible monsters */
5168 /* Start the message */
5170 if (!probe) {msg_print("Ä´ººÃæ...");msg_print(NULL);}
5172 if (!probe) {msg_print("Probing...");msg_print(NULL);}
5175 if (m_ptr->ap_r_idx != m_ptr->r_idx)
5177 if (m_ptr->mflag2 & MFLAG_KAGE)
5178 m_ptr->mflag2 &= ~(MFLAG_KAGE);
5180 m_ptr->ap_r_idx = m_ptr->r_idx;
5181 lite_spot(m_ptr->fy, m_ptr->fx);
5183 /* Get "the monster" or "something" */
5184 monster_desc(m_name, m_ptr, 0x204);
5186 speed = m_ptr->mspeed - 110;
5187 if(m_ptr->fast) speed += 10;
5188 if(m_ptr->slow) speed -= 10;
5190 /* Get the monster's alignment */
5192 if ((r_ptr->flags3 & RF3_EVIL) && (r_ptr->flags3 & RF3_GOOD)) align = "籡";
5193 else if (r_ptr->flags3 & RF3_EVIL) align = "¼Ù°";
5194 else if (r_ptr->flags3 & RF3_GOOD) align = "Á±ÎÉ";
5195 else if ((m_ptr->sub_align & SUB_ALIGN_EVIL) && (m_ptr->sub_align & SUB_ALIGN_GOOD)) align = "ÃæΩ(Á±°)";
5196 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = "ÃæΩ(¼Ù°)";
5197 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = "ÃæΩ(Á±ÎÉ)";
5198 else align = "ÃæΩ";
5200 if ((r_ptr->flags3 & RF3_EVIL) && (r_ptr->flags3 & RF3_GOOD)) align = "good&evil";
5201 else if (r_ptr->flags3 & RF3_EVIL) align = "evil";
5202 else if (r_ptr->flags3 & RF3_GOOD) align = "good";
5203 else if ((m_ptr->sub_align & SUB_ALIGN_EVIL) && (m_ptr->sub_align & SUB_ALIGN_GOOD)) align = "neutral(good&evil)";
5204 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = "neutral(evil)";
5205 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = "neutral(good)";
5206 else align = "neutral";
5209 /* Describe the monster */
5211 sprintf(buf,"%s ... °À:%s HP:%d/%d AC:%d ®ÅÙ:%s%d ·Ð¸³:", m_name, align, m_ptr->hp, m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
5213 sprintf(buf, "%s ... align:%s HP:%d/%d AC:%d speed:%s%d exp:", m_name, align, m_ptr->hp, m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
5215 if (r_ptr->next_r_idx)
5217 strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
5221 strcat(buf, "xxx ");
5225 if (m_ptr->csleep) strcat(buf,"¿ç̲ ");
5226 if (m_ptr->stunned) strcat(buf,"ۯ۰ ");
5227 if (m_ptr->monfear) strcat(buf,"¶²ÉÝ ");
5228 if (m_ptr->confused) strcat(buf,"º®Íð ");
5229 if (m_ptr->invulner) strcat(buf,"̵Ũ ");
5231 if (m_ptr->csleep) strcat(buf,"sleeping ");
5232 if (m_ptr->stunned) strcat(buf,"stunned ");
5233 if (m_ptr->monfear) strcat(buf,"scared ");
5234 if (m_ptr->confused) strcat(buf,"confused ");
5235 if (m_ptr->invulner) strcat(buf,"invulnerable ");
5237 buf[strlen(buf)-1] = '\0';
5240 /* HACK : Add the line to message buffer */
5242 p_ptr->window |= (PW_MESSAGE);
5245 /* Learn all of the non-spell, non-treasure flags */
5248 if (m_ptr->ml) move_cursor_relative(m_ptr->fy, m_ptr->fx);
5251 Term_erase(0, 0, 255);
5265 chg_virtue(V_KNOWLEDGE, 1);
5268 msg_print("¤³¤ì¤ÇÁ´Éô¤Ç¤¹¡£");
5270 msg_print("That's all.");
5282 * The spell of destruction
5284 * This spell "deletes" monsters (instead of "killing" them).
5286 * Later we may use one function for both "destruction" and
5287 * "earthquake" by using the "full" to select "destruction".
5289 bool destroy_area(int y1, int x1, int r, int full)
5296 /* Prevent destruction of quest levels and town */
5297 if ((p_ptr->inside_quest && (p_ptr->inside_quest < MIN_RANDOM_QUEST)) || !dun_level)
5302 /* Big area of affect */
5303 for (y = (y1 - r); y <= (y1 + r); y++)
5305 for (x = (x1 - r); x <= (x1 + r); x++)
5307 monster_type *m_ptr;
5308 monster_race *r_ptr;
5310 /* Skip illegal grids */
5311 if (!in_bounds(y, x)) continue;
5313 /* Extract the distance */
5314 k = distance(y1, x1, y, x);
5316 /* Stay in the circle of death */
5317 if (k > r) continue;
5319 /* Access the grid */
5320 c_ptr = &cave[y][x];
5321 m_ptr = &m_list[c_ptr->m_idx];
5322 r_ptr = &r_info[m_ptr->r_idx];
5324 /* Lose room and vault */
5325 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_UNSAFE | CAVE_OBJECT);
5327 /* Lose light and knowledge */
5328 c_ptr->info &= ~(CAVE_MARK | CAVE_GLOW);
5330 /* Hack -- Notice player affect */
5331 if ((x == px) && (y == py))
5333 /* Hurt the player later */
5336 /* Do not hurt this grid */
5340 /* Hack -- Skip the epicenter */
5341 if ((y == y1) && (x == x1)) continue;
5343 if ((r_ptr->flags1 & RF1_QUESTOR))
5345 /* Heal the monster */
5346 m_list[c_ptr->m_idx].hp = m_list[c_ptr->m_idx].maxhp;
5348 /* Try to teleport away quest monsters */
5349 if (!teleport_away(c_ptr->m_idx, (r * 2) + 1, TRUE)) continue;
5355 if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
5359 monster_desc(m_name, &m_list[c_ptr->m_idx], 0x08);
5360 do_cmd_write_nikki(NIKKI_NAMED_PET, 6, m_name);
5363 /* Delete the monster (if any) */
5364 delete_monster(y, x);
5369 s16b this_o_idx, next_o_idx = 0;
5371 /* Scan all objects in the grid */
5372 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5376 /* Acquire object */
5377 o_ptr = &o_list[this_o_idx];
5379 /* Acquire next object */
5380 next_o_idx = o_ptr->next_o_idx;
5382 /* Hack -- Preserve unknown artifacts */
5383 if (artifact_p(o_ptr) && !object_known_p(o_ptr))
5385 /* Mega-Hack -- Preserve the artifact */
5386 a_info[o_ptr->name1].cur_num = 0;
5390 delete_object(y, x);
5392 /* Destroy "valid" grids */
5393 if (!cave_perma_bold(y, x))
5395 /* Wall (or floor) type */
5401 /* Create granite wall */
5402 cave_set_feat(y, x, FEAT_WALL_EXTRA);
5408 /* Create quartz vein */
5409 cave_set_feat(y, x, FEAT_QUARTZ);
5415 /* Create magma vein */
5416 cave_set_feat(y, x, FEAT_MAGMA);
5423 cave_set_feat(y, x, floor_type[randint0(100)]);
5430 /* Hack -- Affect player */
5435 msg_print("dz¤¨¤ë¤è¤¦¤ÊÁ®¸÷¤¬È¯À¸¤·¤¿¡ª");
5437 msg_print("There is a searing blast of light!");
5441 /* Blind the player */
5442 if (!p_ptr->resist_blind && !p_ptr->resist_lite)
5445 (void)set_blind(p_ptr->blind + 10 + randint1(10));
5451 /* Mega-Hack -- Forget the view and lite */
5452 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
5455 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
5457 /* Update the monsters */
5458 p_ptr->update |= (PU_MONSTERS);
5461 p_ptr->redraw |= (PR_MAP);
5464 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5472 * Induce an "earthquake" of the given radius at the given location.
5474 * This will turn some walls into floors and some floors into walls.
5476 * The player will take damage and "jump" into a safe grid if possible,
5477 * otherwise, he will "tunnel" through the rubble instantaneously.
5479 * Monsters will take damage, and "jump" into a safe grid if possible,
5480 * otherwise they will be "buried" in the rubble, disappearing from
5481 * the level in the same way that they do when genocided.
5483 * Note that thus the player and monsters (except eaters of walls and
5484 * passers through walls) will never occupy the same grid as a wall.
5485 * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
5486 * for a single turn, unless that monster can pass_walls or kill_walls.
5487 * This has allowed massive simplification of the "monster" code.
5489 bool earthquake(int cy, int cx, int r)
5491 int i, t, y, x, yy, xx, dy, dx, oy, ox;
5493 int sn = 0, sy = 0, sx = 0;
5499 /* Prevent destruction of quest levels and town */
5500 if ((p_ptr->inside_quest && (p_ptr->inside_quest < MIN_RANDOM_QUEST)) || !dun_level)
5505 /* Paranoia -- Enforce maximum range */
5508 /* Clear the "maximal blast" area */
5509 for (y = 0; y < 32; y++)
5511 for (x = 0; x < 32; x++)
5517 /* Check around the epicenter */
5518 for (dy = -r; dy <= r; dy++)
5520 for (dx = -r; dx <= r; dx++)
5522 /* Extract the location */
5526 /* Skip illegal grids */
5527 if (!in_bounds(yy, xx)) continue;
5529 /* Skip distant grids */
5530 if (distance(cy, cx, yy, xx) > r) continue;
5532 /* Access the grid */
5533 c_ptr = &cave[yy][xx];
5535 /* Lose room and vault */
5536 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_UNSAFE);
5538 /* Lose light and knowledge */
5539 c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK);
5541 /* Skip the epicenter */
5542 if (!dx && !dy) continue;
5544 /* Skip most grids */
5545 if (randint0(100) < 85) continue;
5547 /* Damage this grid */
5548 map[16+yy-cy][16+xx-cx] = TRUE;
5550 /* Hack -- Take note of player damage */
5551 if ((yy == py) && (xx == px)) hurt = TRUE;
5555 /* First, affect the player (if necessary) */
5556 if (hurt && !(p_ptr->prace == RACE_SPECTRE) && !(p_ptr->wraith_form) && !(p_ptr->kabenuke))
5558 /* Check around the player */
5559 for (i = 0; i < 8; i++)
5561 /* Access the location */
5562 y = py + ddy_ddd[i];
5563 x = px + ddx_ddd[i];
5565 /* Skip non-empty grids */
5566 if (!cave_empty_bold(y, x)) continue;
5568 /* Important -- Skip "quake" grids */
5569 if (map[16+y-cy][16+x-cx]) continue;
5571 if (cave[y][x].m_idx) continue;
5573 /* Count "safe" grids */
5576 /* Randomize choice */
5577 if (randint0(sn) > 0) continue;
5579 /* Save the safe location */
5583 /* Random message */
5584 switch (randint1(3))
5589 msg_print("¥À¥ó¥¸¥ç¥ó¤ÎÊɤ¬Êø¤ì¤¿¡ª");
5591 msg_print("The cave ceiling collapses!");
5599 msg_print("¥À¥ó¥¸¥ç¥ó¤Î¾²¤¬ÉÔ¼«Á³¤Ë¤Í¤¸¶Ê¤¬¤Ã¤¿¡ª");
5601 msg_print("The cave floor twists in an unnatural way!");
5609 msg_print("¥À¥ó¥¸¥ç¥ó¤¬Íɤ줿¡ªÊø¤ì¤¿´ä¤¬Æ¬¤Ë¹ß¤Ã¤Æ¤¤¿¡ª");
5611 msg_print("The cave quakes! You are pummeled with debris!");
5618 /* Hurt the player a lot */
5621 /* Message and damage */
5623 msg_print("¤¢¤Ê¤¿¤Ï¤Ò¤É¤¤²ø²æ¤òÉé¤Ã¤¿¡ª");
5625 msg_print("You are severely crushed!");
5631 /* Destroy the grid, and push the player to safety */
5634 /* Calculate results */
5635 switch (randint1(3))
5640 msg_print("¹ß¤êÃí¤°´ä¤ò¤¦¤Þ¤¯Èò¤±¤¿¡ª");
5642 msg_print("You nimbly dodge the blast!");
5651 msg_print("´äÀФ¬¤¢¤Ê¤¿¤Ëľ·â¤·¤¿!");
5653 msg_print("You are bashed by rubble!");
5656 damage = damroll(10, 4);
5657 (void)set_stun(p_ptr->stun + randint1(50));
5663 msg_print("¤¢¤Ê¤¿¤Ï¾²¤ÈÊɤȤδ֤˶´¤Þ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
5665 msg_print("You are crushed between the floor and ceiling!");
5668 damage = damroll(10, 4);
5669 (void)set_stun(p_ptr->stun + randint1(50));
5674 /* Save the old location */
5678 /* Move the player to the safe location */
5685 tmp = cave[py][px].m_idx;
5686 cave[py][px].m_idx = cave[oy][ox].m_idx;
5687 cave[oy][ox].m_idx = tmp;
5688 m_list[p_ptr->riding].fy = py;
5689 m_list[p_ptr->riding].fx = px;
5690 update_mon(cave[py][px].m_idx, TRUE);
5693 /* Redraw the old spot */
5696 /* Redraw the new spot */
5699 /* Check for new panel */
5703 /* Important -- no wall on player */
5704 map[16+py-cy][16+px-cx] = FALSE;
5706 /* Take some damage */
5708 if (damage) take_hit(DAMAGE_ATTACK, damage, "ÃÏ¿Ì", -1);
5710 if (damage) take_hit(DAMAGE_ATTACK, damage, "an earthquake", -1);
5716 /* Examine the quaked region */
5717 for (dy = -r; dy <= r; dy++)
5719 for (dx = -r; dx <= r; dx++)
5721 /* Extract the location */
5725 /* Skip unaffected grids */
5726 if (!map[16+yy-cy][16+xx-cx]) continue;
5728 /* Access the grid */
5729 c_ptr = &cave[yy][xx];
5731 if (c_ptr->m_idx == p_ptr->riding) continue;
5733 /* Process monsters */
5736 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5737 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5739 /* Quest monsters */
5740 if (r_ptr->flags1 & RF1_QUESTOR)
5742 /* No wall on quest monsters */
5743 map[16+yy-cy][16+xx-cx] = FALSE;
5748 /* Most monsters cannot co-exist with rock */
5749 if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
5750 !(r_ptr->flags2 & (RF2_PASS_WALL)))
5754 /* Assume not safe */
5757 /* Monster can move to escape the wall */
5758 if (!(r_ptr->flags1 & (RF1_NEVER_MOVE)))
5760 /* Look for safety */
5761 for (i = 0; i < 8; i++)
5763 /* Access the grid */
5764 y = yy + ddy_ddd[i];
5765 x = xx + ddx_ddd[i];
5767 /* Skip non-empty grids */
5768 if (!cave_empty_bold(y, x)) continue;
5770 /* Hack -- no safety on glyph of warding */
5771 if (is_glyph_grid(&cave[y][x])) continue;
5772 if (is_explosive_rune_grid(&cave[y][x])) continue;
5774 /* ... nor on the Pattern */
5775 if ((cave[y][x].feat <= FEAT_PATTERN_XTRA2) &&
5776 (cave[y][x].feat >= FEAT_PATTERN_START))
5779 /* Important -- Skip "quake" grids */
5780 if (map[16+y-cy][16+x-cx]) continue;
5782 if (cave[y][x].m_idx) continue;
5783 if ((y == py) && (x == px)) continue;
5785 /* Count "safe" grids */
5788 /* Randomize choice */
5789 if (randint0(sn) > 0) continue;
5791 /* Save the safe grid */
5796 /* Describe the monster */
5797 monster_desc(m_name, m_ptr, 0);
5799 /* Scream in pain */
5801 msg_format("%^s¤Ï¶ìÄˤǵ㤤ï¤á¤¤¤¿¡ª", m_name);
5803 msg_format("%^s wails out in pain!", m_name);
5807 /* Take damage from the quake */
5808 damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
5810 /* Monster is certainly awake */
5813 /* Apply damage directly */
5814 m_ptr->hp -= damage;
5816 /* Delete (not kill) "dead" monsters */
5821 msg_format("%^s¤Ï´äÀФËËä¤â¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª", m_name);
5823 msg_format("%^s is embedded in the rock!", m_name);
5828 if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
5832 monster_desc(m2_name, m_ptr, 0x08);
5833 do_cmd_write_nikki(NIKKI_NAMED_PET, 7, m2_name);
5837 /* Delete the monster */
5838 delete_monster(yy, xx);
5840 /* No longer safe */
5844 /* Hack -- Escape from the rock */
5847 int m_idx = cave[yy][xx].m_idx;
5849 /* Update the new location */
5850 cave[sy][sx].m_idx = m_idx;
5852 /* Update the old location */
5853 cave[yy][xx].m_idx = 0;
5855 /* Move the monster */
5859 /* Update the monster (new location) */
5860 update_mon(m_idx, TRUE);
5862 /* Redraw the old grid */
5865 /* Redraw the new grid */
5874 /* Examine the quaked region */
5875 for (dy = -r; dy <= r; dy++)
5877 for (dx = -r; dx <= r; dx++)
5879 /* Extract the location */
5883 /* Skip unaffected grids */
5884 if (!map[16+yy-cy][16+xx-cx]) continue;
5886 /* Access the cave grid */
5887 c_ptr = &cave[yy][xx];
5889 /* Paranoia -- never affect player */
5890 /* if ((yy == py) && (xx == px)) continue; */
5892 /* Destroy location (if valid) */
5893 if (cave_valid_bold(yy, xx))
5895 bool floor = cave_floor_bold(yy, xx);
5897 /* Delete objects */
5898 delete_object(yy, xx);
5900 /* Clear mirror, runes flag */
5901 c_ptr->info &= ~CAVE_OBJECT;
5903 /* Wall (or floor) type */
5904 t = (floor ? randint0(100) : 200);
5909 /* Create granite wall */
5910 cave_set_feat(yy, xx, FEAT_WALL_EXTRA);
5916 /* Create quartz vein */
5917 cave_set_feat(yy, xx, FEAT_QUARTZ);
5923 /* Create magma vein */
5924 cave_set_feat(yy, xx, FEAT_MAGMA);
5931 cave_set_feat(yy, xx, floor_type[randint0(100)]);
5938 /* Mega-Hack -- Forget the view and lite */
5939 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
5942 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
5944 /* Update the monsters */
5945 p_ptr->update |= (PU_DISTANCE);
5947 /* Update the health bar */
5948 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
5951 p_ptr->redraw |= (PR_MAP);
5954 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5961 void discharge_minion(void)
5966 for (i = 1; i < m_max; i++)
5968 monster_type *m_ptr = &m_list[i];
5969 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
5970 if (m_ptr->nickname) okay = FALSE;
5972 if (!okay || p_ptr->riding)
5975 if (!get_check("ËÜÅö¤ËÁ´¥Ú¥Ã¥È¤òÇúÇˤ·¤Þ¤¹¤«¡©"))
5977 if (!get_check("You will blast all pets. Are you sure? "))
5981 for (i = 1; i < m_max; i++)
5984 monster_type *m_ptr = &m_list[i];
5985 monster_race *r_ptr;
5987 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
5988 r_ptr = &r_info[m_ptr->r_idx];
5990 /* Uniques resist discharging */
5991 if (r_ptr->flags1 & RF1_UNIQUE)
5994 monster_desc(m_name, m_ptr, 0x00);
5996 msg_format("%s¤ÏÇúÇˤµ¤ì¤ë¤Î¤ò·ù¤¬¤ê¡¢¾¡¼ê¤Ë¼«Ê¬¤ÎÀ¤³¦¤Ø¤Èµ¢¤Ã¤¿¡£", m_name);
5998 msg_format("%^s resists to be blasted, and run away.", m_name);
6000 delete_monster_idx(i);
6003 dam = m_ptr->hp / 2;
6004 if (dam > 100) dam = (dam-100)/2 + 100;
6005 if (dam > 400) dam = (dam-400)/2 + 400;
6006 if (dam > 800) dam = 800;
6007 project(i, 2+(r_ptr->level/20), m_ptr->fy,
6008 m_ptr->fx, dam, GF_PLASMA,
6009 PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_MONSTER, -1);
6010 delete_monster_idx(i);
6016 * This routine clears the entire "temp" set.
6018 * This routine will Perma-Lite all "temp" grids.
6020 * This routine is used (only) by "lite_room()"
6022 * Dark grids are illuminated.
6024 * Also, process all affected monsters.
6026 * SMART monsters always wake up when illuminated
6027 * NORMAL monsters wake up 1/4 the time when illuminated
6028 * STUPID monsters wake up 1/10 the time when illuminated
6030 static void cave_temp_room_lite(void)
6034 /* Clear them all */
6035 for (i = 0; i < temp_n; i++)
6040 cave_type *c_ptr = &cave[y][x];
6042 /* No longer in the array */
6043 c_ptr->info &= ~(CAVE_TEMP);
6045 /* Update only non-CAVE_GLOW grids */
6046 /* if (c_ptr->info & (CAVE_GLOW)) continue; */
6049 c_ptr->info |= (CAVE_GLOW);
6051 /* Process affected monsters */
6056 monster_type *m_ptr = &m_list[c_ptr->m_idx];
6058 monster_race *r_ptr = &r_info[m_ptr->r_idx];
6060 /* Update the monster */
6061 update_mon(c_ptr->m_idx, FALSE);
6063 /* Stupid monsters rarely wake up */
6064 if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
6066 /* Smart monsters always wake up */
6067 if (r_ptr->flags2 & (RF2_SMART)) chance = 100;
6069 /* Sometimes monsters wake up */
6070 if (m_ptr->csleep && (randint0(100) < chance))
6075 /* Notice the "waking up" */
6080 /* Acquire the monster name */
6081 monster_desc(m_name, m_ptr, 0);
6083 /* Dump a message */
6085 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
6087 msg_format("%^s wakes up.", m_name);
6089 /* Redraw the health bar */
6090 if (p_ptr->health_who == c_ptr->m_idx)
6091 p_ptr->redraw |= (PR_HEALTH);
6111 * This routine clears the entire "temp" set.
6113 * This routine will "darken" all "temp" grids.
6115 * In addition, some of these grids will be "unmarked".
6117 * This routine is used (only) by "unlite_room()"
6119 * Also, process all affected monsters
6121 static void cave_temp_room_unlite(void)
6125 /* Clear them all */
6126 for (i = 0; i < temp_n; i++)
6131 cave_type *c_ptr = &cave[y][x];
6133 /* No longer in the array */
6134 c_ptr->info &= ~(CAVE_TEMP);
6136 /* Darken the grid */
6137 if (!is_mirror_grid(c_ptr)) c_ptr->info &= ~(CAVE_GLOW);
6139 /* Hack -- Forget "boring" grids */
6140 if ((c_ptr->feat <= FEAT_INVIS) || (c_ptr->feat == FEAT_DIRT) || (c_ptr->feat == FEAT_GRASS))
6142 /* Forget the grid */
6143 if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
6149 /* Process affected monsters */
6152 /* Update the monster */
6153 update_mon(c_ptr->m_idx, FALSE);
6167 * Determine how much contiguous open space this grid is next to
6169 static int next_to_open(int cy, int cx)
6178 for (i = 0; i < 16; i++)
6180 y = cy + ddy_cdd[i % 8];
6181 x = cx + ddx_cdd[i % 8];
6183 /* Found a wall, break the length */
6184 if (!cave_floor_bold(y, x))
6186 /* Track best length */
6200 return (MAX(len, blen));
6204 static int next_to_walls_adj(int cy, int cx)
6212 for (i = 0; i < 8; i++)
6214 y = cy + ddy_ddd[i];
6215 x = cx + ddx_ddd[i];
6217 if (!cave_floor_bold(y, x)) c++;
6225 * Aux function -- see below
6227 static void cave_temp_room_aux(int y, int x, bool only_room)
6232 c_ptr = &cave[y][x];
6234 /* Avoid infinite recursion */
6235 if (c_ptr->info & (CAVE_TEMP)) return;
6237 /* Do not "leave" the current room */
6238 if (!(c_ptr->info & (CAVE_ROOM)))
6240 if (only_room) return;
6243 if (!in_bounds2(y, x)) return;
6245 /* Do not exceed the maximum spell range */
6246 if (distance(py, px, y, x) > MAX_RANGE) return;
6248 /* Verify this grid */
6250 * The reason why it is ==6 instead of >5 is that 8 is impossible
6251 * due to the check for cave_bold above.
6252 * 7 lights dead-end corridors (you need to do this for the
6253 * checkboard interesting rooms, so that the boundary is lit
6255 * This leaves only a check for 6 bounding walls!
6257 if (in_bounds(y, x) && cave_floor_bold(y, x) &&
6258 (next_to_walls_adj(y, x) == 6) && (next_to_open(y, x) <= 1)) return;
6261 /* Paranoia -- verify space */
6262 if (temp_n == TEMP_MAX) return;
6264 /* Mark the grid as "seen" */
6265 c_ptr->info |= (CAVE_TEMP);
6267 /* Add it to the "seen" set */
6274 * Aux function -- see below
6276 static void cave_temp_lite_room_aux(int y, int x)
6278 cave_temp_room_aux(y, x, FALSE);
6282 * Aux function -- see below
6284 static void cave_temp_unlite_room_aux(int y, int x)
6286 cave_temp_room_aux(y, x, TRUE);
6293 * Illuminate any room containing the given location.
6295 void lite_room(int y1, int x1)
6299 /* Add the initial grid */
6300 cave_temp_lite_room_aux(y1, x1);
6302 /* While grids are in the queue, add their neighbors */
6303 for (i = 0; i < temp_n; i++)
6305 x = temp_x[i], y = temp_y[i];
6307 /* Walls get lit, but stop light */
6308 if (!cave_floor_bold(y, x)) continue;
6310 /* Spread adjacent */
6311 cave_temp_lite_room_aux(y + 1, x);
6312 cave_temp_lite_room_aux(y - 1, x);
6313 cave_temp_lite_room_aux(y, x + 1);
6314 cave_temp_lite_room_aux(y, x - 1);
6316 /* Spread diagonal */
6317 cave_temp_lite_room_aux(y + 1, x + 1);
6318 cave_temp_lite_room_aux(y - 1, x - 1);
6319 cave_temp_lite_room_aux(y - 1, x + 1);
6320 cave_temp_lite_room_aux(y + 1, x - 1);
6323 /* Now, lite them all up at once */
6324 cave_temp_room_lite();
6329 * Darken all rooms containing the given location
6331 void unlite_room(int y1, int x1)
6335 /* Add the initial grid */
6336 cave_temp_unlite_room_aux(y1, x1);
6338 /* Spread, breadth first */
6339 for (i = 0; i < temp_n; i++)
6341 x = temp_x[i], y = temp_y[i];
6343 /* Walls get dark, but stop darkness */
6344 if (!cave_floor_bold(y, x)) continue;
6346 /* Spread adjacent */
6347 cave_temp_unlite_room_aux(y + 1, x);
6348 cave_temp_unlite_room_aux(y - 1, x);
6349 cave_temp_unlite_room_aux(y, x + 1);
6350 cave_temp_unlite_room_aux(y, x - 1);
6352 /* Spread diagonal */
6353 cave_temp_unlite_room_aux(y + 1, x + 1);
6354 cave_temp_unlite_room_aux(y - 1, x - 1);
6355 cave_temp_unlite_room_aux(y - 1, x + 1);
6356 cave_temp_unlite_room_aux(y + 1, x - 1);
6359 /* Now, darken them all at once */
6360 cave_temp_room_unlite();
6366 * Hack -- call light around the player
6367 * Affect all monsters in the projection radius
6369 bool lite_area(int dam, int rad)
6371 int flg = PROJECT_GRID | PROJECT_KILL;
6373 if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
6376 msg_print("¥À¥ó¥¸¥ç¥ó¤¬¸÷¤òµÛ¼ý¤·¤¿¡£");
6378 msg_print("The darkness of this dungeon absorb your light.");
6383 /* Hack -- Message */
6387 msg_print("Çò¤¤¸÷¤¬ÊÕ¤ê¤òʤ¤Ã¤¿¡£");
6389 msg_print("You are surrounded by a white light.");
6394 /* Hook into the "project()" function */
6395 (void)project(0, rad, py, px, dam, GF_LITE_WEAK, flg, -1);
6397 /* Lite up the room */
6400 if (p_ptr->special_defense & NINJA_S_STEALTH)
6402 set_superstealth(FALSE);
6411 * Hack -- call darkness around the player
6412 * Affect all monsters in the projection radius
6414 bool unlite_area(int dam, int rad)
6416 int flg = PROJECT_GRID | PROJECT_KILL;
6418 /* Hack -- Message */
6422 msg_print("°Å°Ç¤¬ÊÕ¤ê¤òʤ¤Ã¤¿¡£");
6424 msg_print("Darkness surrounds you.");
6429 /* Hook into the "project()" function */
6430 (void)project(0, rad, py, px, dam, GF_DARK_WEAK, flg, -1);
6432 /* Lite up the room */
6433 unlite_room(py, px);
6443 * Stop if we hit a monster, act as a "ball"
6444 * Allow "target" mode to pass over monsters
6445 * Affect grids, objects, and monsters
6447 bool fire_ball(int typ, int dir, int dam, int rad)
6451 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
6453 if (typ == GF_CONTROL_LIVING) flg|= PROJECT_HIDE;
6454 /* Use the given direction */
6455 tx = px + 99 * ddx[dir];
6456 ty = py + 99 * ddy[dir];
6458 /* Hack -- Use an actual "target" */
6459 if ((dir == 5) && target_okay())
6461 flg &= ~(PROJECT_STOP);
6466 /* Analyze the "dir" and the "target". Hurt items on floor. */
6467 return (project(0, rad, ty, tx, dam, typ, flg, -1));
6473 * Stop if we hit a monster, act as a "ball"
6474 * Allow "target" mode to pass over monsters
6475 * Affect grids, objects, and monsters
6477 bool fire_rocket(int typ, int dir, int dam, int rad)
6481 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
6483 /* Use the given direction */
6484 tx = px + 99 * ddx[dir];
6485 ty = py + 99 * ddy[dir];
6487 /* Hack -- Use an actual "target" */
6488 if ((dir == 5) && target_okay())
6494 /* Analyze the "dir" and the "target". Hurt items on floor. */
6495 return (project(0, rad, ty, tx, dam, typ, flg, -1));
6501 * Stop if we hit a monster, act as a "ball"
6502 * Allow "target" mode to pass over monsters
6503 * Affect grids, objects, and monsters
6505 bool fire_ball_hide(int typ, int dir, int dam, int rad)
6509 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE;
6511 /* Use the given direction */
6512 tx = px + 99 * ddx[dir];
6513 ty = py + 99 * ddy[dir];
6515 /* Hack -- Use an actual "target" */
6516 if ((dir == 5) && target_okay())
6518 flg &= ~(PROJECT_STOP);
6523 /* Analyze the "dir" and the "target". Hurt items on floor. */
6524 return (project(0, rad, ty, tx, dam, typ, flg, -1));
6529 * Cast a meteor spell, defined as a ball spell cast by an arbitary monster,
6530 * player, or outside source, that starts out at an arbitrary location, and
6531 * leaving no trail from the "caster" to the target. This function is
6532 * especially useful for bombardments and similar. -LM-
6534 * Option to hurt the player.
6536 bool fire_meteor(int who, int typ, int y, int x, int dam, int rad)
6538 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
6540 /* Analyze the "target" and the caster. */
6541 return (project(who, rad, y, x, dam, typ, flg, -1));
6545 bool fire_blast(int typ, int dir, int dd, int ds, int num, int dev)
6551 int flg = PROJECT_FAST | PROJECT_THRU | PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
6556 /* Use the given direction */
6559 ly = ty = py + 20 * ddy[dir];
6560 lx = tx = px + 20 * ddx[dir];
6563 /* Use an actual "target" */
6569 lx = 20 * (tx - px) + px;
6570 ly = 20 * (ty - py) + py;
6573 ld = distance(py, px, ly, lx);
6576 for (i = 0; i < num; i++)
6580 /* Get targets for some bolts */
6581 y = rand_spread(ly, ld * dev / 20);
6582 x = rand_spread(lx, ld * dev / 20);
6584 if (distance(ly, lx, y, x) <= ld * dev / 20) break;
6587 /* Analyze the "dir" and the "target". */
6588 if (!project(0, 0, y, x, damroll(dd, ds), typ, flg, -1))
6599 * Switch position with a monster.
6601 bool teleport_swap(int dir)
6605 monster_type * m_ptr;
6606 monster_race * r_ptr;
6608 if ((dir == 5) && target_okay())
6618 c_ptr = &cave[ty][tx];
6620 if (p_ptr->anti_tele)
6623 msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
6625 msg_print("A mysterious force prevents you from teleporting!");
6631 if (!c_ptr->m_idx || (c_ptr->m_idx == p_ptr->riding))
6634 msg_print("¤½¤ì¤È¤Ï¾ì½ê¤ò¸ò´¹¤Ç¤¤Þ¤»¤ó¡£");
6636 msg_print("You can't trade places with that!");
6644 if ((c_ptr->info & CAVE_ICKY) || (distance(ty, tx, py, px) > p_ptr->lev * 3 / 2 + 10))
6647 msg_print("¼ºÇÔ¤·¤¿¡£");
6649 msg_print("Failed to swap.");
6657 m_ptr = &m_list[c_ptr->m_idx];
6658 r_ptr = &r_info[m_ptr->r_idx];
6660 if (r_ptr->flags3 & RF3_RES_TELE)
6663 msg_print("¥Æ¥ì¥Ý¡¼¥È¤ò¼ÙË⤵¤ì¤¿¡ª");
6665 msg_print("Your teleportation is blocked!");
6673 sound(SOUND_TELEPORT);
6675 cave[py][px].m_idx = c_ptr->m_idx;
6677 /* Update the old location */
6678 c_ptr->m_idx = p_ptr->riding;
6680 /* Move the monster */
6684 /* Move the player */
6690 m_list[p_ptr->riding].fy = ty;
6691 m_list[p_ptr->riding].fx = tx;
6693 /* Update the monster (new location) */
6694 update_mon(cave[ty][tx].m_idx, TRUE);
6702 /* Update the monster (new location) */
6703 update_mon(cave[ty][tx].m_idx, TRUE);
6705 /* Redraw the old grid */
6708 /* Redraw the new grid */
6711 /* Check for new panel (redraw map) */
6715 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW);
6717 /* Notice changes in view */
6718 if (r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2 | RF7_SELF_LITE_1 | RF7_SELF_LITE_2))
6720 /* Update some things */
6721 p_ptr->update |= (PU_MON_LITE);
6724 /* Update the monsters */
6725 p_ptr->update |= (PU_DISTANCE);
6728 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
6730 /* Redraw the health bar */
6731 if (p_ptr->health_who == cave[ty][tx].m_idx)
6732 p_ptr->redraw |= (PR_HEALTH);
6734 /* Handle stuff XXX XXX XXX */
6743 * Hack -- apply a "projection()" in a direction (or at the target)
6745 bool project_hook(int typ, int dir, int dam, int flg)
6749 /* Pass through the target if needed */
6750 flg |= (PROJECT_THRU);
6752 /* Use the given direction */
6756 /* Hack -- Use an actual "target" */
6757 if ((dir == 5) && target_okay())
6763 /* Analyze the "dir" and the "target", do NOT explode */
6764 return (project(0, 0, ty, tx, dam, typ, flg, -1));
6770 * Stop if we hit a monster, as a "bolt"
6771 * Affect monsters (not grids or objects)
6773 bool fire_bolt(int typ, int dir, int dam)
6775 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
6776 return (project_hook(typ, dir, dam, flg));
6782 * Pass through monsters, as a "beam"
6783 * Affect monsters (not grids or objects)
6785 bool fire_beam(int typ, int dir, int dam)
6787 int flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM;
6788 return (project_hook(typ, dir, dam, flg));
6793 * Cast a bolt spell, or rarely, a beam spell
6795 bool fire_bolt_or_beam(int prob, int typ, int dir, int dam)
6797 if (randint0(100) < prob)
6799 return (fire_beam(typ, dir, dam));
6803 return (fire_bolt(typ, dir, dam));
6809 * Some of the old functions
6811 bool lite_line(int dir)
6813 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
6814 return (project_hook(GF_LITE_WEAK, dir, damroll(6, 8), flg));
6818 bool drain_life(int dir, int dam)
6820 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6821 return (project_hook(GF_OLD_DRAIN, dir, dam, flg));
6825 bool wall_to_mud(int dir)
6827 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
6828 return (project_hook(GF_KILL_WALL, dir, 20 + randint1(30), flg));
6832 bool wizard_lock(int dir)
6834 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
6835 return (project_hook(GF_JAM_DOOR, dir, 20 + randint1(30), flg));
6839 bool destroy_door(int dir)
6841 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
6842 return (project_hook(GF_KILL_DOOR, dir, 0, flg));
6846 bool disarm_trap(int dir)
6848 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
6849 return (project_hook(GF_KILL_TRAP, dir, 0, flg));
6853 bool heal_monster(int dir, int dam)
6855 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6856 return (project_hook(GF_OLD_HEAL, dir, dam, flg));
6860 bool speed_monster(int dir)
6862 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6863 return (project_hook(GF_OLD_SPEED, dir, p_ptr->lev, flg));
6867 bool slow_monster(int dir)
6869 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6870 return (project_hook(GF_OLD_SLOW, dir, p_ptr->lev, flg));
6874 bool sleep_monster(int dir)
6876 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6877 return (project_hook(GF_OLD_SLEEP, dir, p_ptr->lev, flg));
6881 bool stasis_monster(int dir)
6883 return (fire_ball_hide(GF_STASIS, dir, p_ptr->lev*2, 0));
6887 bool stasis_evil(int dir)
6889 return (fire_ball_hide(GF_STASIS_EVIL, dir, p_ptr->lev*2, 0));
6893 bool confuse_monster(int dir, int plev)
6895 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6896 return (project_hook(GF_OLD_CONF, dir, plev, flg));
6900 bool stun_monster(int dir, int plev)
6902 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6903 return (project_hook(GF_STUN, dir, plev, flg));
6907 bool poly_monster(int dir)
6909 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6910 bool tester = (project_hook(GF_OLD_POLY, dir, p_ptr->lev, flg));
6912 chg_virtue(V_CHANCE, 1);
6917 bool clone_monster(int dir)
6919 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6920 return (project_hook(GF_OLD_CLONE, dir, 0, flg));
6924 bool fear_monster(int dir, int plev)
6926 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6927 return (project_hook(GF_TURN_ALL, dir, plev, flg));
6931 bool death_ray(int dir, int plev)
6933 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6934 return (project_hook(GF_DEATH_RAY, dir, plev * 200, flg));
6938 bool teleport_monster(int dir)
6940 int flg = PROJECT_BEAM | PROJECT_KILL;
6941 return (project_hook(GF_AWAY_ALL, dir, MAX_SIGHT * 5, flg));
6945 * Hooks -- affect adjacent grids (radius 1 ball attack)
6947 bool door_creation(void)
6949 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6950 return (project(0, 1, py, px, 0, GF_MAKE_DOOR, flg, -1));
6954 bool trap_creation(int y, int x)
6956 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6957 return (project(0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1));
6961 bool tree_creation(void)
6963 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6964 return (project(0, 1, py, px, 0, GF_MAKE_TREE, flg, -1));
6968 bool glyph_creation(void)
6970 int flg = PROJECT_GRID | PROJECT_ITEM;
6971 return (project(0, 1, py, px, 0, GF_MAKE_GLYPH, flg, -1));
6975 bool wall_stone(void)
6977 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6979 bool dummy = (project(0, 1, py, px, 0, GF_STONE_WALL, flg, -1));
6982 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW);
6984 /* Update the monsters */
6985 p_ptr->update |= (PU_MONSTERS);
6988 p_ptr->redraw |= (PR_MAP);
6991 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
6997 bool destroy_doors_touch(void)
6999 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
7000 return (project(0, 1, py, px, 0, GF_KILL_DOOR, flg, -1));
7004 bool sleep_monsters_touch(void)
7006 int flg = PROJECT_KILL | PROJECT_HIDE;
7007 return (project(0, 1, py, px, p_ptr->lev, GF_OLD_SLEEP, flg, -1));
7011 bool animate_dead(int who, int y, int x)
7013 int flg = PROJECT_ITEM | PROJECT_HIDE;
7014 return (project(who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
7018 void call_chaos(void)
7020 int Chaos_type, dummy, dir;
7021 int plev = p_ptr->lev;
7022 bool line_chaos = FALSE;
7024 int hurt_types[31] =
7026 GF_ELEC, GF_POIS, GF_ACID, GF_COLD,
7027 GF_FIRE, GF_MISSILE, GF_ARROW, GF_PLASMA,
7028 GF_HOLY_FIRE, GF_WATER, GF_LITE, GF_DARK,
7029 GF_FORCE, GF_INERTIA, GF_MANA, GF_METEOR,
7030 GF_ICE, GF_CHAOS, GF_NETHER, GF_DISENCHANT,
7031 GF_SHARDS, GF_SOUND, GF_NEXUS, GF_CONFUSION,
7032 GF_TIME, GF_GRAVITY, GF_ROCKET, GF_NUKE,
7033 GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
7036 Chaos_type = hurt_types[randint0(31)];
7037 if (one_in_(4)) line_chaos = TRUE;
7041 for (dummy = 1; dummy < 10; dummy++)
7046 fire_beam(Chaos_type, dummy, 150);
7048 fire_ball(Chaos_type, dummy, 150, 2);
7052 else if (one_in_(3))
7054 fire_ball(Chaos_type, 0, 500, 8);
7058 if (!get_aim_dir(&dir)) return;
7060 fire_beam(Chaos_type, dir, 250);
7062 fire_ball(Chaos_type, dir, 250, 3 + (plev / 35));
7068 * Activate the evil Topi Ylinen curse
7069 * rr9: Stop the nasty things when a Cyberdemon is summoned
7070 * or the player gets paralyzed.
7072 bool activate_ty_curse(bool stop_ty, int *count)
7076 int flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
7080 switch (randint1(34))
7086 msg_print("ÃÏÌ̤¬Íɤ줿...");
7088 msg_print("The ground trembles...");
7091 earthquake(py, px, 5 + randint0(10));
7092 if (!one_in_(6)) break;
7097 int dam = damroll(10, 10);
7099 msg_print("½ã¿è¤ÊËâÎϤμ¡¸µ¤Ø¤ÎÈ⤬³«¤¤¤¿¡ª");
7101 msg_print("A portal opens to a plane of raw mana!");
7104 project(0, 8, py, px, dam, GF_MANA, flg, -1);
7106 take_hit(DAMAGE_NOESCAPE, dam, "½ã¿è¤ÊËâÎϤβòÊü", -1);
7108 take_hit(DAMAGE_NOESCAPE, dam, "released pure mana", -1);
7110 if (!one_in_(6)) break;
7116 msg_print("¼þ°Ï¤Î¶õ´Ö¤¬ÏĤó¤À¡ª");
7118 msg_print("Space warps about you!");
7121 teleport_player(damroll(10, 10));
7122 if (randint0(13)) (*count) += activate_hi_summon(py, px, FALSE);
7123 if (!one_in_(6)) break;
7127 msg_print("¥¨¥Í¥ë¥®¡¼¤Î¤¦¤Í¤ê¤ò´¶¤¸¤¿¡ª");
7129 msg_print("You feel a surge of energy!");
7135 project(0, 7, py, px, 50, GF_KILL_WALL, flg, -1);
7137 take_hit(DAMAGE_NOESCAPE, 50, "¥¨¥Í¥ë¥®¡¼¤Î¤¦¤Í¤ê", -1);
7139 take_hit(DAMAGE_NOESCAPE, 50, "surge of energy", -1);
7142 if (!one_in_(6)) break;
7143 case 1: case 2: case 3: case 16: case 17:
7144 aggravate_monsters(0);
7145 if (!one_in_(6)) break;
7146 case 4: case 5: case 6:
7147 (*count) += activate_hi_summon(py, px, FALSE);
7148 if (!one_in_(6)) break;
7149 case 7: case 8: case 9: case 18:
7150 (*count) += summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
7151 if (!one_in_(6)) break;
7152 case 10: case 11: case 12:
7154 msg_print("À¸Ì¿ÎϤ¬ÂΤ«¤éµÛ¤¤¼è¤é¤ì¤¿µ¤¤¬¤¹¤ë¡ª");
7156 msg_print("You feel your life draining away...");
7159 lose_exp(p_ptr->exp / 16);
7160 if (!one_in_(6)) break;
7161 case 13: case 14: case 15: case 19: case 20:
7162 if (stop_ty || (p_ptr->free_act && (randint1(125) < p_ptr->skill_sav)) || (p_ptr->pclass == CLASS_BERSERKER))
7169 msg_print("ĦÁü¤Ë¤Ê¤Ã¤¿µ¤Ê¬¤À¡ª");
7171 msg_print("You feel like a statue!");
7174 if (p_ptr->free_act)
7175 set_paralyzed(p_ptr->paralyzed + randint1(3));
7177 set_paralyzed(p_ptr->paralyzed + randint1(13));
7180 if (!one_in_(6)) break;
7181 case 21: case 22: case 23:
7182 (void)do_dec_stat(randint0(6));
7183 if (!one_in_(6)) break;
7186 msg_print("¤Û¤¨¡©»ä¤Ïï¡©¤³¤³¤Ç²¿¤·¤Æ¤ë¡©");
7188 msg_print("Huh? Who am I? What am I doing here?");
7192 if (!one_in_(6)) break;
7195 * Only summon Cyberdemons deep in the dungeon.
7197 if ((dun_level > 65) && !stop_ty)
7199 (*count) += summon_cyber(-1, py, px);
7203 if (!one_in_(6)) break;
7209 (void)do_dec_stat(i);
7217 while (one_in_(3) && !stop_ty);
7223 int activate_hi_summon(int y, int x, bool can_pet)
7228 u32b mode = PM_ALLOW_GROUP;
7235 mode |= PM_FORCE_FRIENDLY;
7239 mode |= PM_FORCE_PET;
7244 if (!pet) mode |= PM_NO_PET;
7246 summon_lev = (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : dun_level);
7248 for (i = 0; i < (randint1(7) + (dun_level / 40)); i++)
7250 switch (randint1(25) + (dun_level / 20))
7253 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode);
7256 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode);
7259 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode);
7262 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode);
7265 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode);
7268 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode);
7271 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode);
7274 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode);
7278 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE));
7282 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE));
7285 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
7286 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode);
7289 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
7290 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode);
7293 count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode);
7296 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
7297 count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode);
7306 int summon_cyber(int who, int y, int x)
7309 int max_cyber = (easy_band ? 1 : (dun_level / 50) + randint1(2));
7311 u32b mode = PM_ALLOW_GROUP;
7313 /* Summoned by a monster */
7316 monster_type *m_ptr = &m_list[who];
7317 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
7320 if (max_cyber > 4) max_cyber = 4;
7322 for (i = 0; i < max_cyber; i++)
7324 count += summon_specific(who, y, x, 100, SUMMON_CYBER, mode);
7331 void wall_breaker(void)
7335 int attempts = 1000;
7337 if (randint1(80 + p_ptr->lev) < 70)
7341 scatter(&y, &x, py, px, 4, 0);
7343 if (!cave_floor_bold(y, x)) continue;
7345 if ((y != py) || (x != px)) break;
7348 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
7349 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
7351 else if (randint1(100) > 30)
7353 earthquake(py, px, 1);
7357 int num = damroll(5, 3);
7359 for (i = 0; i < num; i++)
7363 scatter(&y, &x, py, px, 10, 0);
7365 if ((y != py) && (x != px)) break;
7368 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
7369 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
7378 bool confuse_monsters(int dam)
7380 return (project_hack(GF_OLD_CONF, dam));
7387 bool charm_monsters(int dam)
7389 return (project_hack(GF_CHARM, dam));
7396 bool charm_animals(int dam)
7398 return (project_hack(GF_CONTROL_ANIMAL, dam));
7405 bool stun_monsters(int dam)
7407 return (project_hack(GF_STUN, dam));
7414 bool stasis_monsters(int dam)
7416 return (project_hack(GF_STASIS, dam));
7421 * Mindblast monsters
7423 bool mindblast_monsters(int dam)
7425 return (project_hack(GF_PSI, dam));
7430 * Banish all monsters
7432 bool banish_monsters(int dist)
7434 return (project_hack(GF_AWAY_ALL, dist));
7441 bool turn_evil(int dam)
7443 return (project_hack(GF_TURN_EVIL, dam));
7450 bool turn_monsters(int dam)
7452 return (project_hack(GF_TURN_ALL, dam));
7457 * Death-ray all monsters (note: OBSCENELY powerful)
7459 bool deathray_monsters(void)
7461 return (project_hack(GF_DEATH_RAY, p_ptr->lev * 200));
7465 bool charm_monster(int dir, int plev)
7467 int flg = PROJECT_STOP | PROJECT_KILL;
7468 return (project_hook(GF_CHARM, dir, plev, flg));
7472 bool control_one_undead(int dir, int plev)
7474 int flg = PROJECT_STOP | PROJECT_KILL;
7475 return (project_hook(GF_CONTROL_UNDEAD, dir, plev, flg));
7479 bool control_one_demon(int dir, int plev)
7481 int flg = PROJECT_STOP | PROJECT_KILL;
7482 return (project_hook(GF_CONTROL_DEMON, dir, plev, flg));
7486 bool charm_animal(int dir, int plev)
7488 int flg = PROJECT_STOP | PROJECT_KILL;
7489 return (project_hook(GF_CONTROL_ANIMAL, dir, plev, flg));
7493 bool charm_living(int dir, int plev)
7495 int flg = PROJECT_STOP | PROJECT_KILL;
7496 return (project_hook(GF_CONTROL_LIVING, dir, plev, flg));
7500 void kawarimi(bool success)
7503 object_type *q_ptr = &forge;
7506 if (p_ptr->confused || p_ptr->blind || p_ptr->paralyzed || p_ptr->image) return;
7507 if (randint0(200) < p_ptr->stun) return;
7509 if (!success && one_in_(3))
7512 msg_print("¼ºÇÔ¡ªÆ¨¤²¤é¤ì¤Ê¤«¤Ã¤¿¡£");
7514 msg_print("Failed! You couldn't run away.");
7516 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
7517 p_ptr->redraw |= (PR_STATUS);
7524 teleport_player(10+randint1(90));
7528 object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
7530 q_ptr->pval = MON_NINJA;
7532 /* Drop it in the dungeon */
7533 (void)drop_near(q_ptr, -1, y, x);
7536 if (success) msg_print("¹¶·â¤ò¼õ¤±¤ëÁ°¤ËÁÇÁ᤯¿È¤ò¤Ò¤ë¤¬¤¨¤·¤¿¡£");
7537 else msg_print("¼ºÇÔ¡ª¹¶·â¤ò¼õ¤±¤Æ¤·¤Þ¤Ã¤¿¡£");
7539 if (success) msg_print("You have turned around just before the attack hit you.");
7540 else msg_print("Failed! You are hit by the attack.");
7543 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
7544 p_ptr->redraw |= (PR_STATUS);