3 /* Purpose: Spell code (part 2) */
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research, and
9 * not for profit purposes provided that this copyright and statement are
10 * included in all such copies.
17 * self-knowledge... idea from nethack. Useful for determining powers and
18 * resistences of items. It saves the screen, clears it, then starts listing
19 * attributes, a screenful at a time. (There are a LOT of attributes to
20 * list. It will probably take 2 or 3 screens for a powerful character whose
21 * using several artifacts...) -CFT
23 * It is now a lot more efficient. -BEN-
25 * See also "identify_fully()".
27 * XXX XXX XXX Use the "show_file()" method, perhaps.
29 void self_knowledge(void)
34 char v_string [8] [128];
35 char s_string [6] [128];
37 u32b f1 = 0L, f2 = 0L, f3 = 0L;
46 int plev = p_ptr->lev;
50 p_ptr->knowledge |= (KNOW_STAT | KNOW_HPRATE);
54 percent = (int)(((long)player_hp[PY_MAX_LEVEL - 1] * 200L) /
56 ((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
59 sprintf(Dummy, "¸½ºß¤ÎÂÎÎÏ¥é¥ó¥¯ : %d/100", percent);
61 sprintf(Dummy, "Your current Life Rating is %d/100.", percent);
64 strcpy(buf[0], Dummy);
68 chg_virtue(V_KNOWLEDGE, 1);
69 chg_virtue(V_ENLIGHTEN, 1);
71 /* Acquire item flags from equipment */
72 for (k = INVEN_RARM; k < INVEN_TOTAL; k++)
76 o_ptr = &inventory[k];
78 /* Skip non-objects */
79 if (!o_ptr->k_idx) continue;
81 /* Extract the flags */
82 object_flags(o_ptr, &t1, &t2, &t3);
91 info[i++] = "ǽÎϤκÇÂçÃÍ";
93 info[i++] = "Limits of maximum stats";
96 for (v_nr = 0; v_nr < 6; v_nr++)
100 sprintf(stat_desc, "%s 18/%d", stat_names[v_nr], p_ptr->stat_max_max[v_nr]-18);
102 strcpy(s_string[v_nr], stat_desc);
104 info[i++] = s_string[v_nr];
109 sprintf(Dummy, "¸½ºß¤Î°À : %s(%ld)", your_alignment(), p_ptr->align);
111 sprintf(Dummy, "Your alighnment : %s(%ld)", your_alignment(), p_ptr->align);
113 strcpy(buf[1], Dummy);
115 for (v_nr = 0; v_nr < 8; v_nr++)
119 int tester = p_ptr->virtues[v_nr];
121 strcpy(v_name, virtue[(p_ptr->vir_types[v_nr])-1]);
124 sprintf(vir_desc, "¤ª¤Ã¤È¡£%s¤Î¾ðÊó¤Ê¤·¡£", v_name);
126 sprintf(vir_desc, "Oops. No info about %s.", v_name);
130 sprintf(vir_desc, "[%s]¤ÎÂÐ¶Ë (%d)",
132 sprintf(vir_desc, "You are the polar opposite of %s (%d).",
135 else if (tester < -80)
137 sprintf(vir_desc, "[%s]¤ÎÂçŨ (%d)",
139 sprintf(vir_desc, "You are an arch-enemy of %s (%d).",
142 else if (tester < -60)
144 sprintf(vir_desc, "[%s]¤Î¶¯Å¨ (%d)",
146 sprintf(vir_desc, "You are a bitter enemy of %s (%d).",
149 else if (tester < -40)
151 sprintf(vir_desc, "[%s]¤ÎŨ (%d)",
153 sprintf(vir_desc, "You are an enemy of %s (%d).",
156 else if (tester < -20)
158 sprintf(vir_desc, "[%s]¤Îºá¼Ô (%d)",
160 sprintf(vir_desc, "You have sinned against %s (%d).",
165 sprintf(vir_desc, "[%s]¤ÎÌÂÆ»¼Ô (%d)",
167 sprintf(vir_desc, "You have strayed from the path of %s (%d).",
170 else if (tester == 0)
172 sprintf(vir_desc, "[%s]¤ÎÃæΩ¼Ô (%d)",
174 sprintf(vir_desc,"You are neutral to %s (%d).",
177 else if (tester < 20)
179 sprintf(vir_desc, "[%s]¤Î¾®ÆÁ¼Ô (%d)",
181 sprintf(vir_desc,"You are somewhat virtuous in %s (%d).",
184 else if (tester < 40)
186 sprintf(vir_desc, "[%s]¤ÎÃæÆÁ¼Ô (%d)",
188 sprintf(vir_desc,"You are virtuous in %s (%d).",
191 else if (tester < 60)
193 sprintf(vir_desc, "[%s]¤Î¹âÆÁ¼Ô (%d)",
195 sprintf(vir_desc,"You are very virtuous in %s (%d).",
198 else if (tester < 80)
200 sprintf(vir_desc, "[%s]¤ÎÇÆ¼Ô (%d)",
202 sprintf(vir_desc,"You are a champion of %s (%d).",
205 else if (tester < 100)
207 sprintf(vir_desc, "[%s]¤Î°ÎÂç¤ÊÇÆ¼Ô (%d)",
209 sprintf(vir_desc,"You are a great champion of %s (%d).",
214 sprintf(vir_desc, "[%s]¤Î¶ñ¸½¼Ô (%d)",
216 sprintf(vir_desc,"You are the living embodiment of %s (%d).",
220 strcpy(v_string[v_nr], vir_desc);
222 info[i++] = v_string[v_nr];
226 /* Racial powers... */
227 if (p_ptr->mimic_form)
229 switch (p_ptr->mimic_form)
232 case MIMIC_DEMON_LORD:
234 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤ÎÃϹö¤«²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤¬¤Ç¤¤ë¡£(%d MP)", 3 * plev, 10+plev/3);
236 sprintf(Dummy, "You can nether breathe, dam. %d (cost %d).", 3 * plev, 10+plev/3);
245 sprintf(Dummy, "¤¢¤Ê¤¿¤ÏŨ¤«¤é %d-%d HP ¤ÎÀ¸Ì¿ÎϤòµÛ¼ý¤Ç¤¤ë¡£(%d MP)",
247 sprintf(Dummy, "You can steal life from a foe, dam. %d-%d (cost %d).",
250 plev + MAX(1, plev / 10), plev + plev * MAX(1, plev / 10), 1 + (plev / 3));
258 switch (p_ptr->prace)
264 info[i++] = "¤¢¤Ê¤¿¤Ï櫤ȥɥ¢¤È³¬Ãʤò´¶ÃΤǤ¤ë¡£(5 MP)";
266 info[i++] = "You can find traps, doors and stairs (cost 5).";
274 info[i++] = "¤¢¤Ê¤¿¤Ï¿©ÎÁ¤òÀ¸À®¤Ç¤¤ë¡£(10 MP)";
276 info[i++] = "You can produce food (cost 10).";
285 sprintf(Dummy, "¤¢¤Ê¤¿¤ÏÈÏ°Ï %d °ÊÆâ¤Ë¥Æ¥ì¥Ý¡¼¥È¤Ç¤¤ë¡£(%d MP)",
287 sprintf(Dummy, "You can teleport, range %d (cost %d).",
290 (1 + plev), (5 + (plev / 5)));
297 info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤò½üµî¤Ç¤¤ë¡£(5 MP)";
299 info[i++] = "You can remove fear (cost 5).";
303 case RACE_HALF_TROLL:
306 info[i++] = "¤¢¤Ê¤¿¤Ï¶¸Ë½²½¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(12 MP) ";
308 info[i++] = "You enter berserk fury (cost 12).";
315 info[i++] = "¤¢¤Ê¤¿¤Ï¥·¥ã¥É¥¦¥·¥Õ¥È¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(50 MP)";
317 info[i++] = "You can Shift Shadows (cost 50).";
322 info[i++] = "¤¢¤Ê¤¿¤Ï¡Ö¥Ñ¥¿¡¼¥ó¡×¤ò¿´¤ËÉÁ¤¤¤ÆÊ⤯¤³¤È¤¬¤Ç¤¤ë¡£(75 MP)";
324 info[i++] = "You can mentally Walk the Pattern (cost 75).";
331 info[i++] = "¤¢¤Ê¤¿¤Ï¶¸Ë½²½¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(10 MP) ";
333 info[i++] = "You can enter berserk fury (cost 10).";
340 info[i++] = "¤¢¤Ê¤¿¤ÏÇúȯ¤Î¥ë¡¼¥ó¤ò»Å³Ý¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£(35 MP)";
342 info[i++] = "You can set an Explosive Rune (cost 35).";
346 case RACE_HALF_GIANT:
349 info[i++] = "¤¢¤Ê¤¿¤ÏÀФÎÊɤò²õ¤¹¤³¤È¤¬¤Ç¤¤ë¡£(10 MP)";
351 info[i++] = "You can break stone walls (cost 10).";
355 case RACE_HALF_TITAN:
358 info[i++] = "¤¢¤Ê¤¿¤Ï¥â¥ó¥¹¥¿¡¼¤ò¥¹¥¥ã¥ó¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(20 MP)";
360 info[i++] = "You can probe monsters (cost 20).";
368 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î´äÀФòÅꤲ¤ë¤³¤È¤¬¤Ç¤¤ë¡£(15 MP)",
370 sprintf(Dummy, "You can throw a boulder, dam. %d (cost 15).",
380 info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤò¸Æ¤Óµ¯¤³¤¹¶«¤ÓÀ¼¤òȯ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(15 MP)";
382 info[i++] = "You can make a terrifying scream (cost 15).";
390 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î»À¤ò¿á¤¤«¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£(9 MP)", plev);
392 sprintf(Dummy, "You can spit acid, dam. %d (cost 9).", plev);
403 "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤ÎÆÇÌð¤òÅꤲ¤ë¤³¤È¤¬¤Ç¤¤ë¡£(8 MP)", plev);
405 "You can throw a dart of poison, dam. %d (cost 8).", plev);
415 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤Î¼öʸ¤ò»È¤¨¤ë¡£(2 MP)",
417 sprintf(Dummy, "You can cast a Magic Missile, dam %d (cost 2).",
420 (3 + ((plev-1) / 5)));
426 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤¬¤Ç¤¤ë¡£(%d MP)", 2 * plev, plev);
428 sprintf(Dummy, "You can breathe, dam. %d (cost %d).", 2 * plev, plev);
433 case RACE_MIND_FLAYER:
436 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤ÎÀº¿À¹¶·â¤ò¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(12 MP)", plev);
438 sprintf(Dummy, "You can mind blast your enemies, dam %d (cost 12).", plev);
447 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò»È¤¨¤ë¡£(15 MP)", plev);
449 sprintf(Dummy, "You can cast a Fire Ball, dam. %d (cost 15).", plev);
457 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò»È¤¨¤ë¡£(15 MP)", plev);
459 sprintf(Dummy, "You can cast a Fire Bolt, dam. %d (cost 15).", plev);
468 info[i++] = "¤¢¤Ê¤¿¤Ï d20+30 ¥¿¡¼¥ó¤Î´ÖÈ©¤òÀФËÊѲ½¤µ¤»¤é¤ì¤ë¡£(15 MP)";
470 info[i++] = "You can turn your skin to stone, dur d20+30 (cost 15).";
478 info[i++] = "¤¢¤Ê¤¿¤Ï¼º¤Ã¤¿À¸Ì¿ÎϤò²óÉü¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(30 MP)";
480 info[i++] = "You can restore lost life forces (cost 30).";
488 sprintf(Dummy, "¤¢¤Ê¤¿¤ÏŨ¤«¤é %d-%d HP ¤ÎÀ¸Ì¿ÎϤòµÛ¼ý¤Ç¤¤ë¡£(%d MP)",
490 sprintf(Dummy, "You can steal life from a foe, dam. %d-%d (cost %d).",
493 plev + MAX(1, plev / 10), plev + plev * MAX(1, plev / 10), 1 + (plev / 3));
501 info[i++] = "¤¢¤Ê¤¿¤Ïµã¤¶«¤ó¤ÇŨ¤ò¶²Éݤµ¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£(3 MP)";
503 info[i++] = "You can wail to terrify your enemies (cost 3).";
512 info[i++] = "¤¢¤Ê¤¿¤ÏŨ¤ò̲¤é¤»¤ëËâË¡¤ÎÊ´¤òÅꤲ¤ë¤³¤È¤¬¤Ç¤¤ë¡£(12 MP)";
514 info[i++] = "You can throw magical dust which induces sleep (cost 12).";
521 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤ÎÃϹö¤«²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤¬¤Ç¤¤ë¡£(%d MP)", 3 * plev, 10+plev/3);
523 sprintf(Dummy, "You can breathe nether, dam. %d (cost %d).", 3 * plev, 10+plev/3);
531 info[i++] = "¤¢¤Ê¤¿¤Ï d20+30 ¥¿¡¼¥ó¤Î´Ö²£¤Ë¿¤Ó¤ë¤³¤È¤¬¤Ç¤¤ë¡£(15 MP)";
533 info[i++] = "You can expand horizontally, dur d20+30 (cost 15).";
540 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥ì¥¤¥¬¥ó¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(7 MP)", (plev + 1) / 2);
542 sprintf(Dummy, "You can fire a ray gun with damage %d (cost 7).", (plev+1)/2);
546 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ö¥é¥¹¥¿¡¼¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(13 MP)", plev);
548 sprintf(Dummy, "You can fire a blaster with damage %d (cost 13).", plev);
552 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ð¥º¡¼¥«¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(26 MP)", plev * 2);
554 sprintf(Dummy, "You can fire a bazooka with damage %d (cost 26).", plev * 2);
558 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ó¡¼¥à¥¥ã¥Î¥ó¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(40 MP)", plev * 2);
560 sprintf(Dummy, "You can fire a beam cannon with damage %d (cost 40).", plev * 2);
564 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥í¥±¥Ã¥È¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(60 MP)", plev * 5);
566 sprintf(Dummy, "You can fire a rocket with damage %d (cost 60).", plev * 5);
576 switch(p_ptr->pclass)
582 info[i++] = "¤¢¤Ê¤¿¤Ï¥é¥ó¥À¥à¤ÊÊý¸þ¤ËÂФ·¤Æ¿ô²ó¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(75 MP)";
584 info[i++] = "You can attack some random directions at a time (cost 75).";
589 case CLASS_HIGH_MAGE:
594 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥¤¥Æ¥à¤ÎËâÎϤòµÛ¼ý¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(1 MP)";
596 info[i++] = "You can absorb charges from an item (cost 1).";
601 if (p_ptr->realm1 == REALM_LIFE)
606 info[i++] = "¤¢¤Ê¤¿¤ÏÉð´ï¤ò½ËÊ¡¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(70 MP)";
608 info[i++] = "You can bless a weapon (cost 70).";
617 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ¤ê¤Î¤¹¤Ù¤Æ¤Î¥â¥ó¥¹¥¿¡¼¤ò¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(40 MP)";
619 info[i++] = "You can damages all monsters in sight (cost 40).";
628 info[i++] = "¤¢¤Ê¤¿¤Ï¹¶·â¤·¤Æ¨ºÂ¤Ëƨ¤²¤ë¤³¤È¤¬¤Ç¤¤ë¡£(12 MP)";
630 info[i++] = "You can hit a monster and teleport at a time (cost 12).";
638 info[i++] = "¤¢¤Ê¤¿¤Ï²øʪ¤òÄ´ºº¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(20 MP)";
640 info[i++] = "You can prove monsters (cost 20).";
645 if (p_ptr->realm1 == REALM_LIFE)
650 info[i++] = "¤¢¤Ê¤¿¤ÏÀ»¤Ê¤ëÁä¤òÊü¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(30 MP)";
652 info[i++] = "You can fires a holy spear (cost 30).";
661 info[i++] = "¤¢¤Ê¤¿¤ÏÀ¸Ì¿ÎϤò¸º¾¯¤µ¤»¤ëÁä¤òÊü¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(30 MP)";
663 info[i++] = "You can fires a spear which drains vitality (cost 30).";
668 case CLASS_WARRIOR_MAGE:
672 info[i++] = "¤¢¤Ê¤¿¤Ï£È£Ð¤ò£Í£Ð¤ËÊÑ´¹¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
674 info[i++] = "You can convert HP to SP (cost 0).";
677 info[i++] = "¤¢¤Ê¤¿¤Ï£Í£Ð¤ò£È£Ð¤ËÊÑ´¹¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
679 info[i++] = "You can convert SP to HP (cost 0).";
683 case CLASS_CHAOS_WARRIOR:
687 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ°Ï¤Ë²øʪ¤òÏǤ魯¸÷¤òȯÀ¸¤µ¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£(50 MP)";
689 info[i++] = "You can radiate light which confuses nearby monsters (cost 50).";
697 info[i++] = "¤¢¤Ê¤¿¤Ï¹½¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
699 info[i++] = "You can assume a posture of special form (cost 0).";
705 info[i++] = "¤¢¤Ê¤¿¤ÏÄ̾ï¤Î2Çܤι¶·â¤ò¹Ô¤¦¤³¤È¤¬¤Ç¤¤ë¡£(30 MP)";
707 info[i++] = "You can perform double attacks in a time (cost 30).";
711 case CLASS_MINDCRAFTER:
712 case CLASS_FORCETRAINER:
716 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿À¤ò½¸Ã椷¤Æ£Í£Ð¤ò²óÉü¤µ¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
718 info[i++] = "You can concentrate to regenerate your mana (cost 0).";
724 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ì¿¿¤ò»£±Æ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
726 info[i++] = "You can take a photograph (cost 0).";
731 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥¤¥Æ¥à¤ò´°Á´¤Ë´ÕÄꤹ¤ë¤³¤È¤¬¤Ç¤¤ë¡£(20 MP)";
733 info[i++] = "You can *identify* items (cost 20).";
741 info[i++] = "¤¢¤Ê¤¿¤Ï²øʪ¤ÎÆü칶·â¤ò¥À¥á¡¼¥¸2ÇܤǤޤͤ뤳¤È¤¬¤Ç¤¤ë¡£(100 MP)";
743 info[i++] = "You can imitate monster's special attacks with double damage (cost 100).";
747 case CLASS_BEASTMASTER:
749 info[i++] = "¤¢¤Ê¤¿¤Ï1ɤ¤ÎÀ¸Ì¿¤Î¤¢¤ë¥â¥ó¥¹¥¿¡¼¤ò»ÙÇÛ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥ì¥Ù¥ë/4 MP)";
751 info[i++] = "You can dominate a monster (cost level/4).";
756 info[i++] = "¤¢¤Ê¤¿¤Ï»ë³¦Æâ¤ÎÀ¸Ì¿¤Î¤¢¤ë¥â¥ó¥¹¥¿¡¼¤ò»ÙÇÛ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£((¥ì¥Ù¥ë+20)/2 MP)";
758 info[i++] = "You can dominate living monsters in sight (cost (level+20)/4).";
762 case CLASS_MAGIC_EATER:
764 info[i++] = "¤¢¤Ê¤¿¤Ï¾ó/ËâË¡ËÀ/¥í¥Ã¥É¤ÎËâÎϤò¼«Ê¬¤Î¤â¤Î¤Ë¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
766 info[i++] = "You can absorb a staff, wand or rod itself.";
773 info[i++] = "¤¢¤Ê¤¿¤Ï1¥¿¡¼¥ó¤Ë2²óËâË¡¤ò¾§¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£(77 MP)";
775 info[i++] = "You can cast two spells in one time (cost 77).";
782 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿À¤ò½¸Ã椷¤Æµ¤¹ç¤¤¤òί¤á¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
784 info[i++] = "You can concentrate to regenerate your mana.";
790 info[i++] = "¤¢¤Ê¤¿¤ÏÆüì¤Ê·¿¤Ç¹½¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
792 info[i++] = "You can assume a posture of special form.";
796 case CLASS_BLUE_MAGE:
798 info[i++] = "¤¢¤Ê¤¿¤ÏÁê¼ê¤Ë»È¤ï¤ì¤¿ËâË¡¤ò³Ø¤Ö¤³¤È¤¬¤Ç¤¤ë¡£";
800 info[i++] = "You can study spells which your enemy casts on you.";
807 info[i++] = "¤¢¤Ê¤¿¤Ï¥â¥ó¥¹¥¿¡¼¤Ë¾è¤Ã¤Æ̵ÍýÌðÍý¥Ú¥Ã¥È¤Ë¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
809 info[i++] = "You can ride on a hostile monster forcibly to turn it into pet.";
813 case CLASS_BERSERKER:
817 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Ç¶õÊ¢¤òËþ¤¿¤¹¤³¤È¤¬¤Ç¤¤ë¡£";
819 info[i++] = "You can satisfy hunger.";
825 info[i++] = "¤¢¤Ê¤¿¤Ï³¹¤È¥À¥ó¥¸¥ç¥ó¤Î´Ö¤ò¹Ô¤Í褹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
827 info[i++] = "You can travel between town and the depths.";
831 case CLASS_MIRROR_MASTER:
833 info[i++] = "¤¢¤Ê¤¿¤Ï¶À¤òºî¤ê½Ð¤¹¤³¤È¤¬¤Ç¤¤ë¡£(2 MP)";
835 info[i++] = "You can create a Mirror (cost 2).";
838 info[i++] = "¤¢¤Ê¤¿¤Ï¶À¤ò³ä¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
840 info[i++] = "You can break distant Mirrors (cost 0).";
847 info[i++] = "¤¢¤Ê¤¿¤ÏÁÇÁ᤯°ÜÆ°¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
849 info[i++] = "You can walk extremery fast.";
857 if (p_ptr->muta1 & MUT1_SPIT_ACID)
860 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤ò¿á¤¤«¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX1)";
862 info[i++] = "You can spit acid (dam lvl).";
866 if (p_ptr->muta1 & MUT1_BR_FIRE)
869 info[i++] = "¤¢¤Ê¤¿¤Ï±ê¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
871 info[i++] = "You can breathe fire (dam lvl * 2).";
875 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
878 info[i++] = "¤¢¤Ê¤¿¤ÎâˤߤϺÅ̲¸ú²Ì¤ò¤â¤Ä¡£";
880 info[i++] = "Your gaze is hypnotic.";
884 if (p_ptr->muta1 & MUT1_TELEKINES)
887 info[i++] = "¤¢¤Ê¤¿¤ÏÇ°Æ°ÎϤò¤â¤Ã¤Æ¤¤¤ë¡£";
889 info[i++] = "You are telekinetic.";
893 if (p_ptr->muta1 & MUT1_VTELEPORT)
896 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»×¤Ç¥Æ¥ì¥Ý¡¼¥È¤Ç¤¤ë¡£";
898 info[i++] = "You can teleport at will.";
902 if (p_ptr->muta1 & MUT1_MIND_BLST)
905 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿À¹¶·â¤ò¹Ô¤¨¤ë¡£(¥À¥á¡¼¥¸ 3¡Á12d3)";
907 info[i++] = "You can Mind Blast your enemies (3 to 12d3 dam).";
911 if (p_ptr->muta1 & MUT1_RADIATION)
914 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»×¤Ç¶¯¤¤Êü¼ÍÀþ¤òȯÀ¸¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
916 info[i++] = "You can emit hard radiation at will (dam lvl * 2).";
920 if (p_ptr->muta1 & MUT1_VAMPIRISM)
923 info[i++] = "¤¢¤Ê¤¿¤ÏµÛ·ìµ´¤Î¤è¤¦¤ËŨ¤«¤éÀ¸Ì¿ÎϤòµÛ¼ý¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
925 info[i++] = "You can drain life from a foe like a vampire (dam lvl * 2).";
929 if (p_ptr->muta1 & MUT1_SMELL_MET)
932 info[i++] = "¤¢¤Ê¤¿¤Ï¶á¤¯¤Ë¤¢¤ëµ®¶â°¤ò¤«¤®Ê¬¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
934 info[i++] = "You can smell nearby precious metal.";
938 if (p_ptr->muta1 & MUT1_SMELL_MON)
941 info[i++] = "¤¢¤Ê¤¿¤Ï¶á¤¯¤Î¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò¤«¤®Ê¬¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
943 info[i++] = "You can smell nearby monsters.";
947 if (p_ptr->muta1 & MUT1_BLINK)
950 info[i++] = "¤¢¤Ê¤¿¤Ïû¤¤µ÷Î¥¤ò¥Æ¥ì¥Ý¡¼¥È¤Ç¤¤ë¡£";
952 info[i++] = "You can teleport yourself short distances.";
956 if (p_ptr->muta1 & MUT1_EAT_ROCK)
959 info[i++] = "¤¢¤Ê¤¿¤Ï¹Å¤¤´ä¤ò¿©¤Ù¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
961 info[i++] = "You can consume solid rock.";
965 if (p_ptr->muta1 & MUT1_SWAP_POS)
968 info[i++] = "¤¢¤Ê¤¿¤Ï¾¤Î¼Ô¤È¾ì½ê¤òÆþ¤ìÂؤï¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
970 info[i++] = "You can switch locations with another being.";
974 if (p_ptr->muta1 & MUT1_SHRIEK)
977 info[i++] = "¤¢¤Ê¤¿¤Ï¿È¤ÎÌÓ¤â¤è¤À¤Ä¶«¤ÓÀ¼¤òȯ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
979 info[i++] = "You can emit a horrible shriek (dam 2 * lvl).";
983 if (p_ptr->muta1 & MUT1_ILLUMINE)
986 info[i++] = "¤¢¤Ê¤¿¤ÏÌÀ¤ë¤¤¸÷¤òÊü¤Ä¤³¤È¤¬¤Ç¤¤ë¡£";
988 info[i++] = "You can emit bright light.";
992 if (p_ptr->muta1 & MUT1_DET_CURSE)
995 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤ÊËâË¡¤Î´í¸±¤ò´¶¤¸¤È¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
997 info[i++] = "You can feel the danger of evil magic.";
1001 if (p_ptr->muta1 & MUT1_BERSERK)
1004 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»×¤Ç¶¸ÍðÀïÆ®¾õÂ֤ˤʤ뤳¤È¤¬¤Ç¤¤ë¡£";
1006 info[i++] = "You can drive yourself into a berserk frenzy.";
1010 if (p_ptr->muta1 & MUT1_POLYMORPH)
1013 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»Ö¤ÇÊѲ½¤Ç¤¤ë¡£";
1015 info[i++] = "You can polymorph yourself at will.";
1019 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
1022 info[i++] = "¤¢¤Ê¤¿¤ÏÄ̾異¥¤¥Æ¥à¤ò¶â¤ËÊѤ¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1024 info[i++] = "You can turn ordinary items to gold.";
1028 if (p_ptr->muta1 & MUT1_GROW_MOLD)
1031 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ°Ï¤Ë¥¥Î¥³¤òÀ¸¤ä¤¹¤³¤È¤¬¤Ç¤¤ë¡£";
1033 info[i++] = "You can cause mold to grow near you.";
1037 if (p_ptr->muta1 & MUT1_RESIST)
1040 info[i++] = "¤¢¤Ê¤¿¤Ï¸µÁǤι¶·â¤ËÂФ·¤Æ¿È¤ò¹Å¤¯¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1042 info[i++] = "You can harden yourself to the ravages of the elements.";
1046 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
1049 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ°Ï¤Î¥À¥ó¥¸¥ç¥ó¤òÊø²õ¤µ¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1051 info[i++] = "You can bring down the dungeon around your ears.";
1055 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
1058 info[i++] = "¤¢¤Ê¤¿¤ÏËâË¡¤Î¥¨¥Í¥ë¥®¡¼¤ò¼«Ê¬¤Îʪ¤È¤·¤Æ»ÈÍѤǤ¤ë¡£";
1060 info[i++] = "You can consume magic energy for your own use.";
1064 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
1067 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Ë±Æ¶Á¤òÍ¿¤¨¤ëËâË¡¤ÎÎϤò´¶¤¸¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1069 info[i++] = "You can feel the strength of the magics affecting you.";
1073 if (p_ptr->muta1 & MUT1_STERILITY)
1076 info[i++] = "¤¢¤Ê¤¿¤Ï½¸ÃÄŪÀ¸¿£ÉÔǽ¤òµ¯¤³¤¹¤³¤È¤¬¤Ç¤¤ë¡£";
1078 info[i++] = "You can cause mass impotence.";
1082 if (p_ptr->muta1 & MUT1_PANIC_HIT)
1085 info[i++] = "¤¢¤Ê¤¿¤Ï¹¶·â¤·¤¿¸å¿È¤ò¼é¤ë¤¿¤áƨ¤²¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1087 info[i++] = "You can run for your life after hitting something.";
1091 if (p_ptr->muta1 & MUT1_DAZZLE)
1094 info[i++] = "¤¢¤Ê¤¿¤Ïº®Íð¤ÈÌÕÌܤò°ú¤µ¯¤³¤¹Êü¼Íǽ¤òȯÀ¸¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£ ";
1096 info[i++] = "You can emit confusing, blinding radiation.";
1100 if (p_ptr->muta1 & MUT1_LASER_EYE)
1103 info[i++] = "¤¢¤Ê¤¿¤ÏÌܤ«¤é¥ì¡¼¥¶¡¼¸÷Àþ¤òȯ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
1105 info[i++] = "Your eyes can fire laser beams (dam 2 * lvl).";
1109 if (p_ptr->muta1 & MUT1_RECALL)
1112 info[i++] = "¤¢¤Ê¤¿¤Ï³¹¤È¥À¥ó¥¸¥ç¥ó¤Î´Ö¤ò¹Ô¤Í褹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1114 info[i++] = "You can travel between town and the depths.";
1118 if (p_ptr->muta1 & MUT1_BANISH)
1121 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¥â¥ó¥¹¥¿¡¼¤òÃϹö¤ËÍî¤È¤¹¤³¤È¤¬¤Ç¤¤ë¡£";
1123 info[i++] = "You can send evil creatures directly to Hell.";
1127 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
1130 info[i++] = "¤¢¤Ê¤¿¤ÏŨ¤ò¿¨¤Ã¤ÆÅà¤é¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX3)";
1132 info[i++] = "You can freeze things with a touch (dam 3 * lvl).";
1136 if (p_ptr->muta1 & MUT1_LAUNCHER)
1139 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥¤¥Æ¥à¤òÎ϶¯¤¯Åꤲ¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1141 info[i++] = "You can hurl objects with great force.";
1149 if (p_ptr->muta2 & MUT2_BERS_RAGE)
1152 info[i++] = "¤¢¤Ê¤¿¤Ï¶¸Àï»Î²½¤Îȯºî¤òµ¯¤³¤¹¡£";
1154 info[i++] = "You are subject to berserker fits.";
1158 if (p_ptr->muta2 & MUT2_COWARDICE)
1161 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹²²É¤ˤʤ롣";
1163 info[i++] = "You are subject to cowardice.";
1167 if (p_ptr->muta2 & MUT2_RTELEPORT)
1170 info[i++] = "¤¢¤Ê¤¿¤Ï¥é¥ó¥À¥à¤Ë¥Æ¥ì¥Ý¡¼¥È¤¹¤ë¡£";
1172 info[i++] = "You are teleporting randomly.";
1176 if (p_ptr->muta2 & MUT2_ALCOHOL)
1179 info[i++] = "¤¢¤Ê¤¿¤ÎÂΤϥ¢¥ë¥³¡¼¥ë¤òʬÈ礹¤ë¡£";
1181 info[i++] = "Your body produces alcohol.";
1185 if (p_ptr->muta2 & MUT2_HALLU)
1188 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸³Ð¤ò°ú¤µ¯¤³¤¹Àº¿ÀºøÍð¤Ë¿¯¤µ¤ì¤Æ¤¤¤ë¡£";
1190 info[i++] = "You have a hallucinatory insanity.";
1194 if (p_ptr->muta2 & MUT2_FLATULENT)
1197 info[i++] = "¤¢¤Ê¤¿¤ÏÀ©¸æ¤Ç¤¤Ê¤¤¶¯Îõ¤ÊÕû¤ò¤³¤¯¡£";
1199 info[i++] = "You are subject to uncontrollable flatulence.";
1203 if (p_ptr->muta2 & MUT2_PROD_MANA)
1206 info[i++] = "¤¢¤Ê¤¿¤ÏÀ©¸æÉÔǽ¤ÊËâË¡¤Î¥¨¥Í¥ë¥®¡¼¤òȯ¤·¤Æ¤¤¤ë¡£";
1208 info[i++] = "You are producing magical energy uncontrollably.";
1212 if (p_ptr->muta2 & MUT2_ATT_DEMON)
1215 info[i++] = "¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤ò°ú¤¤Ä¤±¤ë¡£";
1217 info[i++] = "You attract demons.";
1221 if (p_ptr->muta2 & MUT2_SCOR_TAIL)
1224 info[i++] = "¤¢¤Ê¤¿¤Ï¥µ¥½¥ê¤Î¿¬Èø¤¬À¸¤¨¤Æ¤¤¤ë¡£(ÆÇ¡¢¥À¥á¡¼¥¸ 3d7)";
1226 info[i++] = "You have a scorpion tail (poison, 3d7).";
1230 if (p_ptr->muta2 & MUT2_HORNS)
1233 info[i++] = "¤¢¤Ê¤¿¤Ï³Ñ¤¬À¸¤¨¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 2d6)";
1235 info[i++] = "You have horns (dam. 2d6).";
1239 if (p_ptr->muta2 & MUT2_BEAK)
1242 info[i++] = "¤¢¤Ê¤¿¤Ï¥¯¥Á¥Ð¥·¤¬À¸¤¨¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 2d4)";
1244 info[i++] = "You have a beak (dam. 2d4).";
1248 if (p_ptr->muta2 & MUT2_SPEED_FLUX)
1251 info[i++] = "¤¢¤Ê¤¿¤Ï¥é¥ó¥À¥à¤ËÁ᤯ư¤¤¤¿¤êÃÙ¤¯Æ°¤¤¤¿¤ê¤¹¤ë¡£";
1253 info[i++] = "You move faster or slower randomly.";
1257 if (p_ptr->muta2 & MUT2_BANISH_ALL)
1260 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹¶á¤¯¤Î¥â¥ó¥¹¥¿¡¼¤ò¾ÃÌǤµ¤»¤ë¡£";
1262 info[i++] = "You sometimes cause nearby creatures to vanish.";
1266 if (p_ptr->muta2 & MUT2_EAT_LIGHT)
1269 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹¼þ°Ï¤Î¸÷¤òµÛ¼ý¤·¤Æ±ÉÍܤˤ¹¤ë¡£";
1271 info[i++] = "You sometimes feed off of the light around you.";
1275 if (p_ptr->muta2 & MUT2_TRUNK)
1278 info[i++] = "¤¢¤Ê¤¿¤Ï¾Ý¤Î¤è¤¦¤ÊÉ¡¤ò»ý¤Ã¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 1d4)";
1280 info[i++] = "You have an elephantine trunk (dam 1d4).";
1284 if (p_ptr->muta2 & MUT2_ATT_ANIMAL)
1287 info[i++] = "¤¢¤Ê¤¿¤Ïưʪ¤ò°ú¤¤Ä¤±¤ë¡£";
1289 info[i++] = "You attract animals.";
1293 if (p_ptr->muta2 & MUT2_TENTACLES)
1296 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¿¨¼ê¤ò»ý¤Ã¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 2d5)";
1298 info[i++] = "You have evil looking tentacles (dam 2d5).";
1302 if (p_ptr->muta2 & MUT2_RAW_CHAOS)
1305 info[i++] = "¤¢¤Ê¤¿¤Ï¤·¤Ð¤·¤Ð½ã¥«¥ª¥¹¤ËÊñ¤Þ¤ì¤ë¡£";
1307 info[i++] = "You occasionally are surrounded with raw chaos.";
1311 if (p_ptr->muta2 & MUT2_NORMALITY)
1314 info[i++] = "¤¢¤Ê¤¿¤ÏÊÑ°Û¤·¤Æ¤¤¤¿¤¬¡¢²óÉü¤·¤Æ¤¤Æ¤¤¤ë¡£";
1316 info[i++] = "You may be mutated, but you're recovering.";
1320 if (p_ptr->muta2 & MUT2_WRAITH)
1323 info[i++] = "¤¢¤Ê¤¿¤ÎÆùÂΤÏÍ©Â⽤·¤¿¤ê¼ÂÂ⽤·¤¿¤ê¤¹¤ë¡£";
1325 info[i++] = "You fade in and out of physical reality.";
1329 if (p_ptr->muta2 & MUT2_POLY_WOUND)
1332 info[i++] = "¤¢¤Ê¤¿¤Î·ò¹¯¤Ï¥«¥ª¥¹¤ÎÎϤ˱ƶÁ¤ò¼õ¤±¤ë¡£";
1334 info[i++] = "Your health is subject to chaotic forces.";
1338 if (p_ptr->muta2 & MUT2_WASTING)
1341 info[i++] = "¤¢¤Ê¤¿¤Ï¿ê¼å¤¹¤ë¶²¤í¤·¤¤Éµ¤¤Ë¤«¤«¤Ã¤Æ¤¤¤ë¡£";
1343 info[i++] = "You have a horrible wasting disease.";
1347 if (p_ptr->muta2 & MUT2_ATT_DRAGON)
1350 info[i++] = "¤¢¤Ê¤¿¤Ï¥É¥é¥´¥ó¤ò°ú¤¤Ä¤±¤ë¡£";
1352 info[i++] = "You attract dragons.";
1356 if (p_ptr->muta2 & MUT2_WEIRD_MIND)
1359 info[i++] = "¤¢¤Ê¤¿¤ÎÀº¿À¤Ï¥é¥ó¥À¥à¤Ë³ÈÂ礷¤¿¤ê½Ì¾®¤·¤¿¤ê¤·¤Æ¤¤¤ë¡£";
1361 info[i++] = "Your mind randomly expands and contracts.";
1365 if (p_ptr->muta2 & MUT2_NAUSEA)
1368 info[i++] = "¤¢¤Ê¤¿¤Î°ß¤ÏÈó¾ï¤ËÍî¤ÁÃ夤¬¤Ê¤¤¡£";
1370 info[i++] = "You have a seriously upset stomach.";
1374 if (p_ptr->muta2 & MUT2_CHAOS_GIFT)
1377 info[i++] = "¤¢¤Ê¤¿¤Ï¥«¥ª¥¹¤Î¼é¸î°Ë⤫¤éË«Èþ¤ò¤¦¤±¤È¤ë¡£";
1379 info[i++] = "Chaos deities give you gifts.";
1383 if (p_ptr->muta2 & MUT2_WALK_SHAD)
1386 info[i++] = "¤¢¤Ê¤¿¤Ï¤·¤Ð¤·¤Ð¾¤Î¡Ö±Æ¡×¤Ë̤¤¹þ¤à¡£";
1388 info[i++] = "You occasionally stumble into other shadows.";
1392 if (p_ptr->muta2 & MUT2_WARNING)
1395 info[i++] = "¤¢¤Ê¤¿¤ÏŨ¤Ë´Ø¤¹¤ë·Ù¹ð¤ò´¶¤¸¤ë¡£";
1397 info[i++] = "You receive warnings about your foes.";
1401 if (p_ptr->muta2 & MUT2_INVULN)
1404 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹É餱ÃΤ餺¤Êµ¤Ê¬¤Ë¤Ê¤ë¡£";
1406 info[i++] = "You occasionally feel invincible.";
1410 if (p_ptr->muta2 & MUT2_SP_TO_HP)
1413 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹·ì¤¬¶ÚÆù¤Ë¤É¤Ã¤Èή¤ì¤ë¡£";
1415 info[i++] = "Your blood sometimes rushes to your muscles.";
1419 if (p_ptr->muta2 & MUT2_HP_TO_SP)
1422 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹Æ¬¤Ë·ì¤¬¤É¤Ã¤Èή¤ì¤ë¡£";
1424 info[i++] = "Your blood sometimes rushes to your head.";
1428 if (p_ptr->muta2 & MUT2_DISARM)
1431 info[i++] = "¤¢¤Ê¤¿¤Ï¤è¤¯¤Ä¤Þ¤Å¤¤¤Æʪ¤òÍî¤È¤¹¡£";
1433 info[i++] = "You occasionally stumble and drop things.";
1441 if (p_ptr->muta3 & MUT3_HYPER_STR)
1444 info[i++] = "¤¢¤Ê¤¿¤ÏĶ¿ÍŪ¤Ë¶¯¤¤¡£(ÏÓÎÏ+4)";
1446 info[i++] = "You are superhumanly strong (+4 STR).";
1450 if (p_ptr->muta3 & MUT3_PUNY)
1453 info[i++] = "¤¢¤Ê¤¿¤Ïµõ¼å¤À¡£(ÏÓÎÏ-4)";
1455 info[i++] = "You are puny (-4 STR).";
1459 if (p_ptr->muta3 & MUT3_HYPER_INT)
1462 info[i++] = "¤¢¤Ê¤¿¤ÎǾ¤ÏÀ¸ÂÎ¥³¥ó¥Ô¥å¡¼¥¿¤À¡£(ÃÎǽ¡õ¸¤µ+4)";
1464 info[i++] = "Your brain is a living computer (+4 INT/WIS).";
1468 if (p_ptr->muta3 & MUT3_MORONIC)
1471 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿ÀÇö¼å¤À¡£(ÃÎǽ¡õ¸¤µ-4)";
1473 info[i++] = "You are moronic (-4 INT/WIS).";
1477 if (p_ptr->muta3 & MUT3_RESILIENT)
1480 info[i++] = "¤¢¤Ê¤¿¤ÏÈó¾ï¤Ë¥¿¥Õ¤À¡£(Âѵ×+4)";
1482 info[i++] = "You are very resilient (+4 CON).";
1486 if (p_ptr->muta3 & MUT3_XTRA_FAT)
1489 info[i++] = "¤¢¤Ê¤¿¤Ï¶Ëü¤ËÂÀ¤Ã¤Æ¤¤¤ë¡£(Âѵ×+2,¥¹¥Ô¡¼¥É-2)";
1491 info[i++] = "You are extremely fat (+2 CON, -2 speed).";
1495 if (p_ptr->muta3 & MUT3_ALBINO)
1498 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥ë¥Ó¥Î¤À¡£(Âѵ×-4)";
1500 info[i++] = "You are albino (-4 CON).";
1504 if (p_ptr->muta3 & MUT3_FLESH_ROT)
1507 info[i++] = "¤¢¤Ê¤¿¤ÎÆùÂΤÏÉåÇÔ¤·¤Æ¤¤¤ë¡£(Âѵ×-2,Ì¥ÎÏ-1)";
1509 info[i++] = "Your flesh is rotting (-2 CON, -1 CHR).";
1513 if (p_ptr->muta3 & MUT3_SILLY_VOI)
1516 info[i++] = "¤¢¤Ê¤¿¤ÎÀ¼¤Ï´ÖÈ´¤±¤Ê¥¡¼¥¡¼À¼¤À¡£(Ì¥ÎÏ-4)";
1518 info[i++] = "Your voice is a silly squeak (-4 CHR).";
1522 if (p_ptr->muta3 & MUT3_BLANK_FAC)
1525 info[i++] = "¤¢¤Ê¤¿¤Ï¤Î¤Ã¤Ú¤é¤Ü¤¦¤À¡£(Ì¥ÎÏ-1)";
1527 info[i++] = "Your face is featureless (-1 CHR).";
1531 if (p_ptr->muta3 & MUT3_ILL_NORM)
1534 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸±Æ¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
1536 info[i++] = "Your appearance is masked with illusion.";
1540 if (p_ptr->muta3 & MUT3_XTRA_EYES)
1543 info[i++] = "¤¢¤Ê¤¿¤Ï;ʬ¤ËÆó¤Ä¤ÎÌܤò»ý¤Ã¤Æ¤¤¤ë¡£(õº÷+15)";
1545 info[i++] = "You have an extra pair of eyes (+15 search).";
1549 if (p_ptr->muta3 & MUT3_MAGIC_RES)
1552 info[i++] = "¤¢¤Ê¤¿¤ÏËâË¡¤Ø¤ÎÂÑÀ¤ò¤â¤Ã¤Æ¤¤¤ë¡£";
1554 info[i++] = "You are resistant to magic.";
1558 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
1561 info[i++] = "¤¢¤Ê¤¿¤ÏÊѤʲ»¤òȯ¤·¤Æ¤¤¤ë¡£(±£Ì©-3)";
1563 info[i++] = "You make a lot of strange noise (-3 stealth).";
1567 if (p_ptr->muta3 & MUT3_INFRAVIS)
1570 info[i++] = "¤¢¤Ê¤¿¤ÏÁÇÀ²¤é¤·¤¤ÀÖ³°Àþ»ëÎϤò»ý¤Ã¤Æ¤¤¤ë¡£(+3)";
1572 info[i++] = "You have remarkable infravision (+3).";
1576 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
1579 info[i++] = "¤¢¤Ê¤¿¤Ï;ʬ¤ËÆóËܤΤ¬À¸¤¨¤Æ¤¤¤ë¡£(²Ã®+3)";
1581 info[i++] = "You have an extra pair of legs (+3 speed).";
1585 if (p_ptr->muta3 & MUT3_SHORT_LEG)
1588 info[i++] = "¤¢¤Ê¤¿¤Î¤Ïû¤¤Æ͵¯¤À¡£(²Ã®-3)";
1590 info[i++] = "Your legs are short stubs (-3 speed).";
1594 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
1597 info[i++] = "¤¢¤Ê¤¿¤Î·ì´É¤Ë¤ÏÅÅή¤¬Î®¤ì¤Æ¤¤¤ë¡£";
1599 info[i++] = "Electricity is running through your veins.";
1603 if (p_ptr->muta3 & MUT3_FIRE_BODY)
1606 info[i++] = "¤¢¤Ê¤¿¤ÎÂΤϱê¤Ë¤Ä¤Ä¤Þ¤ì¤Æ¤¤¤ë¡£";
1608 info[i++] = "Your body is enveloped in flames.";
1611 if (p_ptr->muta3 & MUT3_WART_SKIN)
1614 info[i++] = "¤¢¤Ê¤¿¤ÎÈ©¤Ï¥¤¥Ü¤ËÈï¤ï¤ì¤Æ¤¤¤ë¡£(Ì¥ÎÏ-2, AC+5)";
1616 info[i++] = "Your skin is covered with warts (-2 CHR, +5 AC).";
1620 if (p_ptr->muta3 & MUT3_SCALES)
1623 info[i++] = "¤¢¤Ê¤¿¤ÎÈ©¤ÏÎڤˤʤäƤ¤¤ë¡£(Ì¥ÎÏ-1, AC+10)";
1625 info[i++] = "Your skin has turned into scales (-1 CHR, +10 AC).";
1629 if (p_ptr->muta3 & MUT3_IRON_SKIN)
1632 info[i++] = "¤¢¤Ê¤¿¤ÎÈ©¤ÏÅ´¤Ç¤Ç¤¤Æ¤¤¤ë¡£(´ïÍÑ-1, AC+25)";
1634 info[i++] = "Your skin is made of steel (-1 DEX, +25 AC).";
1638 if (p_ptr->muta3 & MUT3_WINGS)
1641 info[i++] = "¤¢¤Ê¤¿¤Ï±©¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
1643 info[i++] = "You have wings.";
1647 if (p_ptr->muta3 & MUT3_FEARLESS)
1651 if (p_ptr->muta3 & MUT3_REGEN)
1655 if (p_ptr->muta3 & MUT3_ESP)
1659 if (p_ptr->muta3 & MUT3_LIMBER)
1662 info[i++] = "¤¢¤Ê¤¿¤ÎÂΤÏÈó¾ï¤Ë¤·¤Ê¤ä¤«¤À¡£(´ïÍÑ+3)";
1664 info[i++] = "Your body is very limber (+3 DEX).";
1668 if (p_ptr->muta3 & MUT3_ARTHRITIS)
1671 info[i++] = "¤¢¤Ê¤¿¤Ï¤¤¤Ä¤â´ØÀá¤ËÄˤߤò´¶¤¸¤Æ¤¤¤ë¡£(´ïÍÑ-3)";
1673 info[i++] = "Your joints ache constantly (-3 DEX).";
1677 if (p_ptr->muta3 & MUT3_VULN_ELEM)
1680 info[i++] = "¤¢¤Ê¤¿¤Ï¸µÁǤι¶·â¤Ë¼å¤¤¡£";
1682 info[i++] = "You are susceptible to damage from the elements.";
1686 if (p_ptr->muta3 & MUT3_MOTION)
1689 info[i++] = "¤¢¤Ê¤¿¤ÎÆ°ºî¤ÏÀµ³Î¤ÇÎ϶¯¤¤¡£(±£Ì©+1)";
1691 info[i++] = "Your movements are precise and forceful (+1 STL).";
1695 if (p_ptr->muta3 & MUT3_GOOD_LUCK)
1698 info[i++] = "¤¢¤Ê¤¿¤ÏÇò¤¤¥ª¡¼¥é¤Ë¤Ä¤Ä¤Þ¤ì¤Æ¤¤¤ë¡£";
1700 info[i++] = "There is a white aura surrounding you.";
1703 if (p_ptr->muta3 & MUT3_BAD_LUCK)
1706 info[i++] = "¤¢¤Ê¤¿¤Ï¹õ¤¤¥ª¡¼¥é¤Ë¤Ä¤Ä¤Þ¤ì¤Æ¤¤¤ë¡£";
1708 info[i++] = "There is a black aura surrounding you.";
1716 info[i++] = "¤¢¤Ê¤¿¤ÏÌܤ¬¸«¤¨¤Ê¤¤¡£";
1718 info[i++] = "You cannot see.";
1722 if (p_ptr->confused)
1725 info[i++] = "¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£";
1727 info[i++] = "You are confused.";
1734 info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
1736 info[i++] = "You are terrified.";
1743 info[i++] = "¤¢¤Ê¤¿¤Ï½Ð·ì¤·¤Æ¤¤¤ë¡£";
1745 info[i++] = "You are bleeding.";
1752 info[i++] = "¤¢¤Ê¤¿¤Ï¤â¤¦¤í¤¦¤È¤·¤Æ¤¤¤ë¡£";
1754 info[i++] = "You are stunned.";
1758 if (p_ptr->poisoned)
1761 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
1763 info[i++] = "You are poisoned.";
1770 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸³Ð¤ò¸«¤Æ¤¤¤ë¡£";
1772 info[i++] = "You are hallucinating.";
1776 if (p_ptr->cursed & TRC_TY_CURSE)
1779 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê±åÇ°¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
1781 info[i++] = "You carry an ancient foul curse.";
1785 if (p_ptr->cursed & TRC_AGGRAVATE)
1788 info[i++] = "¤¢¤Ê¤¿¤Ï¥â¥ó¥¹¥¿¡¼¤òÅܤ餻¤Æ¤¤¤ë¡£";
1790 info[i++] = "You aggravate monsters.";
1794 if (p_ptr->cursed & TRC_DRAIN_EXP)
1797 info[i++] = "¤¢¤Ê¤¿¤Ï·Ð¸³ÃͤòµÛ¤ï¤ì¤Æ¤¤¤ë¡£";
1799 info[i++] = "You are drained.";
1803 if (p_ptr->cursed & TRC_SLOW_REGEN)
1806 info[i++] = "¤¢¤Ê¤¿¤Î²óÉüÎϤÏÈó¾ï¤ËÃÙ¤¤¡£";
1808 info[i++] = "You regenerate slowly.";
1812 if (p_ptr->cursed & TRC_ADD_L_CURSE)
1815 info[i++] = "¤¢¤Ê¤¿¤Î¼å¤¤¼ö¤¤¤ÏÁý¤¨¤ë¡£"; /* »ÃÄêŪ -- henkma */
1817 info[i++] = "Your weak curses multiply.";
1821 if (p_ptr->cursed & TRC_ADD_H_CURSE)
1824 info[i++] = "¤¢¤Ê¤¿¤Î¶¯¤¤¼ö¤¤¤ÏÁý¤¨¤ë¡£"; /* »ÃÄêŪ -- henkma */
1826 info[i++] = "Your heavy curses multiply.";
1830 if (p_ptr->cursed & TRC_CALL_ANIMAL)
1833 info[i++] = "¤¢¤Ê¤¿¤Ïưʪ¤ËÁÀ¤ï¤ì¤Æ¤¤¤ë¡£";
1835 info[i++] = "You attract animals.";
1839 if (p_ptr->cursed & TRC_CALL_DEMON)
1842 info[i++] = "¤¢¤Ê¤¿¤Ï°Ëâ¤ËÁÀ¤ï¤ì¤Æ¤¤¤ë¡£";
1844 info[i++] = "You attract demons.";
1848 if (p_ptr->cursed & TRC_CALL_DRAGON)
1851 info[i++] = "¤¢¤Ê¤¿¤Ï¥É¥é¥´¥ó¤ËÁÀ¤ï¤ì¤Æ¤¤¤ë¡£";
1853 info[i++] = "You attract dragons.";
1857 if (p_ptr->cursed & TRC_COWARDICE)
1860 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹²²É¤ˤʤ롣";
1862 info[i++] = "You are subject to cowardice.";
1866 if (p_ptr->cursed & TRC_TELEPORT)
1869 info[i++] = "¤¢¤Ê¤¿¤Î°ÌÃ֤ϤҤ¸¤ç¤¦¤ËÉÔ°ÂÄê¤À¡£";
1871 info[i++] = "Your position is very uncertain.";
1875 if (p_ptr->cursed & TRC_LOW_MELEE)
1878 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¹¶·â¤ò³°¤·¤ä¤¹¤¤¡£";
1880 info[i++] = "Your weapon causes you miss blows.";
1884 if (p_ptr->cursed & TRC_LOW_AC)
1887 info[i++] = "¤¢¤Ê¤¿¤Ï¹¶·â¤ò¼õ¤±¤ä¤¹¤¤¡£";
1889 info[i++] = "You are subject to be hit.";
1893 if (p_ptr->cursed & TRC_LOW_MAGIC)
1896 info[i++] = "¤¢¤Ê¤¿¤ÏËâË¡¤ò¼ºÇÔ¤·¤ä¤¹¤¤¡£";
1898 info[i++] = "You are subject to fail spellcasting.";
1902 if (p_ptr->cursed & TRC_FAST_DIGEST)
1905 info[i++] = "¤¢¤Ê¤¿¤Ï¤¹¤°¤ªÊ¢¤¬¤Ø¤ë¡£";
1907 info[i++] = "You have a good appetite.";
1911 if (p_ptr->cursed & TRC_DRAIN_HP)
1914 info[i++] = "¤¢¤Ê¤¿¤ÏÂÎÎϤòµÛ¤ï¤ì¤Æ¤¤¤ë¡£";
1916 info[i++] = "You are drained.";
1920 if (p_ptr->cursed & TRC_DRAIN_MANA)
1923 info[i++] = "¤¢¤Ê¤¿¤ÏËâÎϤòµÛ¤ï¤ì¤Æ¤¤¤ë¡£";
1925 info[i++] = "You brain is drained.";
1932 info[i++] = "¤¢¤Ê¤¿¤Ï¸øÀµ¤µ¤ò´¶¤¸¤Æ¤¤¤ë¡£";
1934 info[i++] = "You feel rightous.";
1941 info[i++] = "¤¢¤Ê¤¿¤Ï¥Ò¡¼¥í¡¼µ¤Ê¬¤À¡£";
1943 info[i++] = "You feel heroic.";
1950 info[i++] = "¤¢¤Ê¤¿¤ÏÀïÆ®¶¸¤À¡£";
1952 info[i++] = "You are in a battle rage.";
1956 if (p_ptr->protevil)
1959 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¤ë¸ºß¤«¤é¼é¤é¤ì¤Æ¤¤¤ë¡£";
1961 info[i++] = "You are protected from evil.";
1968 info[i++] = "¤¢¤Ê¤¿¤Ï¿ÀÈë¤Î¥·¡¼¥ë¥É¤Ç¼é¤é¤ì¤Æ¤¤¤ë¡£";
1970 info[i++] = "You are protected by a mystic shield.";
1977 info[i++] = "¤¢¤Ê¤¿¤Ï¸½ºß½ý¤Ä¤«¤Ê¤¤¡£";
1979 info[i++] = "You are temporarily invulnerable.";
1983 if (p_ptr->wraith_form)
1986 info[i++] = "¤¢¤Ê¤¿¤Ï°ì»þŪ¤ËÍ©Â⽤·¤Æ¤¤¤ë¡£";
1988 info[i++] = "You are temporarily incorporeal.";
1992 if (p_ptr->special_attack & ATTACK_CONFUSE)
1995 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÀÖ¤¯µ±¤¤¤Æ¤¤¤ë¡£";
1997 info[i++] = "Your hands are glowing dull red.";
2001 if (p_ptr->special_attack & ATTACK_FIRE)
2004 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤Ï²Ð±ê¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2006 info[i++] = "You can strike enemy with flame.";
2010 if (p_ptr->special_attack & ATTACK_COLD)
2013 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÎ䵤¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2015 info[i++] = "You can strike enemy with cold.";
2019 if (p_ptr->special_attack & ATTACK_ACID)
2022 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤Ï»À¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2024 info[i++] = "You can strike enemy with acid.";
2028 if (p_ptr->special_attack & ATTACK_ELEC)
2031 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÅÅ·â¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2033 info[i++] = "You can strike enemy with electoric shock.";
2037 if (p_ptr->special_attack & ATTACK_POIS)
2040 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÆǤËʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2042 info[i++] = "You can strike enemy with poison.";
2046 if (p_ptr->special_attack & ATTACK_CONFUSE)
2049 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÀÖ¤¯µ±¤¤¤Æ¤¤¤ë¡£";
2051 info[i++] = "Your hands are glowing dull red.";
2055 if (p_ptr->special_attack & ATTACK_CONFUSE)
2058 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÀÖ¤¯µ±¤¤¤Æ¤¤¤ë¡£";
2060 info[i++] = "Your hands are glowing dull red.";
2064 switch (p_ptr->action)
2068 info[i++] = "¤¢¤Ê¤¿¤Ï¤Ò¤¸¤ç¤¦¤ËÃí°Õ¿¼¤¯¼þ°Ï¤ò¸«ÅϤ·¤Æ¤¤¤ë¡£";
2070 info[i++] = "You are looking around very carefully.";
2074 if (p_ptr->new_spells)
2077 info[i++] = "¤¢¤Ê¤¿¤Ï¼öʸ¤äµ§¤ê¤ò³Ø¤Ö¤³¤È¤¬¤Ç¤¤ë¡£";
2079 info[i++] = "You can learn some spells/prayers.";
2083 if (p_ptr->word_recall)
2086 info[i++] = "¤¢¤Ê¤¿¤Ï¤¹¤°¤Ëµ¢´Ô¤¹¤ë¤À¤í¤¦¡£";
2088 info[i++] = "You will soon be recalled.";
2092 if (p_ptr->see_infra)
2095 info[i++] = "¤¢¤Ê¤¿¤ÎÆ·¤ÏÀÖ³°Àþ¤ËÉÒ´¶¤Ç¤¢¤ë¡£";
2097 info[i++] = "Your eyes are sensitive to infrared light.";
2104 info[i++] = "¤¢¤Ê¤¿¤ÏÆ©ÌÀ¤Ê¥â¥ó¥¹¥¿¡¼¤ò¸«¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
2106 info[i++] = "You can see invisible creatures.";
2113 info[i++] = "¤¢¤Ê¤¿¤ÏÈô¤Ö¤³¤È¤¬¤Ç¤¤ë¡£";
2115 info[i++] = "You can fly.";
2119 if (p_ptr->free_act)
2122 info[i++] = "¤¢¤Ê¤¿¤ÏËãáãÃΤ餺¤Î¸ú²Ì¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2124 info[i++] = "You have free action.";
2128 if (p_ptr->regenerate)
2131 info[i++] = "¤¢¤Ê¤¿¤ÏÁÇÁ᤯ÂÎÎϤò²óÉü¤¹¤ë¡£";
2133 info[i++] = "You regenerate quickly.";
2137 if (p_ptr->slow_digest)
2140 info[i++] = "¤¢¤Ê¤¿¤Ï¿©Íߤ¬¾¯¤Ê¤¤¡£";
2142 info[i++] = "Your appetite is small.";
2146 if (p_ptr->telepathy)
2149 info[i++] = "¤¢¤Ê¤¿¤ÏĶǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2151 info[i++] = "You have ESP.";
2155 if (p_ptr->hold_life)
2158 info[i++] = "¤¢¤Ê¤¿¤Ï¼«¸Ê¤ÎÀ¸Ì¿ÎϤò¤·¤Ã¤«¤ê¤È°Ý»ý¤¹¤ë¡£";
2160 info[i++] = "You have a firm hold on your life force.";
2167 info[i++] = "¤¢¤Ê¤¿¤ÏÌð¤ä¥Ü¥ë¥È¤òÈ¿¼Í¤¹¤ë¡£";
2169 info[i++] = "You reflect arrows and bolts.";
2176 info[i++] = "¤¢¤Ê¤¿¤Ï±ê¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2178 info[i++] = "You are surrounded with a fiery aura.";
2185 info[i++] = "¤¢¤Ê¤¿¤ÏÅŵ¤¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2187 info[i++] = "You are surrounded with electricity.";
2194 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2196 info[i++] = "You are surrounded with a coldly aura.";
2200 if (p_ptr->anti_magic)
2203 info[i++] = "¤¢¤Ê¤¿¤ÏÈ¿ËâË¡¥·¡¼¥ë¥É¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2205 info[i++] = "You are surrounded by an anti-magic shell.";
2209 if (p_ptr->anti_tele)
2212 info[i++] = "¤¢¤Ê¤¿¤Ï¥Æ¥ì¥Ý¡¼¥È¤Ç¤¤Ê¤¤¡£";
2214 info[i++] = "You cannot teleport.";
2221 info[i++] = "¤¢¤Ê¤¿¤Î¿ÈÂΤϸ÷¤Ã¤Æ¤¤¤ë¡£";
2223 info[i++] = "You are carrying a permanent light.";
2230 info[i++] = "¤¢¤Ê¤¿¤Ï¹ÔÆ°¤ÎÁ°¤Ë´í¸±¤ò»¡ÃΤ¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
2232 info[i++] = "You will be warn before dangerous action.";
2236 if (p_ptr->dec_mana)
2239 info[i++] = "¤¢¤Ê¤¿¤Ï¾¯¤Ê¤¤¾ÃÈñËâÎϤÇËâË¡¤ò¾§¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
2241 info[i++] = "You can cast spell with fewer mana.";
2245 if (p_ptr->easy_spell)
2248 info[i++] = "¤¢¤Ê¤¿¤ÏÄ㤤¼ºÇÔΨ¤ÇËâË¡¤ò¾§¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
2250 info[i++] = "Fail rate of your magic is decreased.";
2254 if (p_ptr->heavy_spell)
2257 info[i++] = "¤¢¤Ê¤¿¤Ï¹â¤¤¼ºÇÔΨ¤ÇËâË¡¤ò¾§¤¨¤Ê¤±¤ì¤Ð¤¤¤±¤Ê¤¤¡£";
2259 info[i++] = "Fail rate of your magic is incresed.";
2263 if (p_ptr->mighty_throw)
2266 info[i++] = "¤¢¤Ê¤¿¤Ï¶¯¤¯Êª¤òÅꤲ¤ë¡£";
2268 info[i++] = "You can throw objects powerfully.";
2273 if (p_ptr->immune_acid)
2276 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2278 info[i++] = "You are completely immune to acid.";
2282 else if ((p_ptr->resist_acid) && (p_ptr->oppose_acid))
2285 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤Ø¤Î¶¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2287 info[i++] = "You resist acid exceptionally well.";
2291 else if ((p_ptr->resist_acid) || (p_ptr->oppose_acid))
2294 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2296 info[i++] = "You are resistant to acid.";
2301 if (p_ptr->immune_elec)
2304 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2306 info[i++] = "You are completely immune to lightning.";
2310 else if ((p_ptr->resist_elec) && (p_ptr->oppose_elec))
2313 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ø¤Î¶¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2315 info[i++] = "You resist lightning exceptionally well.";
2319 else if ((p_ptr->resist_elec) || (p_ptr->oppose_elec))
2322 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2324 info[i++] = "You are resistant to lightning.";
2329 if (prace_is_(RACE_ANDROID) && !p_ptr->immune_elec)
2332 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ë¼å¤¤¡£";
2334 info[i++] = "You are susceptible to damage from lightning.";
2339 if (p_ptr->immune_fire)
2342 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2344 info[i++] = "You are completely immune to fire.";
2348 else if ((p_ptr->resist_fire) && (p_ptr->oppose_fire))
2351 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ø¤Î¶¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2353 info[i++] = "You resist fire exceptionally well.";
2357 else if ((p_ptr->resist_fire) || (p_ptr->oppose_fire))
2360 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2362 info[i++] = "You are resistant to fire.";
2367 if (prace_is_(RACE_ENT) && !p_ptr->immune_fire)
2370 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ë¼å¤¤¡£";
2372 info[i++] = "You are susceptible to damage from fire.";
2377 if (p_ptr->immune_cold)
2380 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2382 info[i++] = "You are completely immune to cold.";
2386 else if ((p_ptr->resist_cold) && (p_ptr->oppose_cold))
2389 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Ø¤Î¶¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2391 info[i++] = "You resist cold exceptionally well.";
2395 else if ((p_ptr->resist_cold) || (p_ptr->oppose_cold))
2398 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2400 info[i++] = "You are resistant to cold.";
2405 if ((p_ptr->resist_pois) && (p_ptr->oppose_pois))
2408 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤؤζ¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2410 info[i++] = "You resist poison exceptionally well.";
2414 else if ((p_ptr->resist_pois) || (p_ptr->oppose_pois))
2417 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2419 info[i++] = "You are resistant to poison.";
2424 if (p_ptr->resist_lite)
2427 info[i++] = "¤¢¤Ê¤¿¤ÏÁ®¸÷¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2429 info[i++] = "You are resistant to bright light.";
2434 if (prace_is_(RACE_VAMPIRE) || prace_is_(RACE_S_FAIRY) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
2437 info[i++] = "¤¢¤Ê¤¿¤ÏÁ®¸÷¤Ë¼å¤¤¡£";
2439 info[i++] = "You are susceptible to damage from bright light.";
2444 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form)
2447 info[i++] = "¤¢¤Ê¤¿¤Ï°Å¹õ¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2449 info[i++] = "You are completely immune to darkness.";
2453 else if (p_ptr->resist_dark)
2456 info[i++] = "¤¢¤Ê¤¿¤Ï°Å¹õ¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2458 info[i++] = "You are resistant to darkness.";
2462 if (p_ptr->resist_conf)
2465 info[i++] = "¤¢¤Ê¤¿¤Ïº®Íð¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2467 info[i++] = "You are resistant to confusion.";
2471 if (p_ptr->resist_sound)
2474 info[i++] = "¤¢¤Ê¤¿¤Ï²»ÇȤξ׷â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2476 info[i++] = "You are resistant to sonic attacks.";
2480 if (p_ptr->resist_disen)
2483 info[i++] = "¤¢¤Ê¤¿¤ÏÎô²½¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2485 info[i++] = "You are resistant to disenchantment.";
2489 if (p_ptr->resist_chaos)
2492 info[i++] = "¤¢¤Ê¤¿¤Ï¥«¥ª¥¹¤ÎÎϤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2494 info[i++] = "You are resistant to chaos.";
2498 if (p_ptr->resist_shard)
2501 info[i++] = "¤¢¤Ê¤¿¤ÏÇËÊҤι¶·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2503 info[i++] = "You are resistant to blasts of shards.";
2507 if (p_ptr->resist_nexus)
2510 info[i++] = "¤¢¤Ê¤¿¤Ï°ø²Ìº®Íð¤Î¹¶·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2512 info[i++] = "You are resistant to nexus attacks.";
2517 if (prace_is_(RACE_SPECTRE))
2520 info[i++] = "¤¢¤Ê¤¿¤ÏÃϹö¤ÎÎϤòµÛ¼ý¤Ç¤¤ë¡£";
2522 info[i++] = "You can drain nether forces.";
2526 else if (p_ptr->resist_neth)
2529 info[i++] = "¤¢¤Ê¤¿¤ÏÃϹö¤ÎÎϤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2531 info[i++] = "You are resistant to nether forces.";
2535 if (p_ptr->resist_fear)
2538 info[i++] = "¤¢¤Ê¤¿¤ÏÁ´¤¯¶²Éݤò´¶¤¸¤Ê¤¤¡£";
2540 info[i++] = "You are completely fearless.";
2544 if (p_ptr->resist_blind)
2547 info[i++] = "¤¢¤Ê¤¿¤ÎÌܤÏÌÕÌܤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2549 info[i++] = "Your eyes are resistant to blindness.";
2553 if (p_ptr->resist_time)
2556 info[i++] = "¤¢¤Ê¤¿¤Ï»þ´ÖµÕž¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2558 info[i++] = "You are resistant to time.";
2563 if (p_ptr->sustain_str)
2566 info[i++] = "¤¢¤Ê¤¿¤ÎÏÓÎϤϰݻý¤µ¤ì¤Æ¤¤¤ë¡£";
2568 info[i++] = "Your strength is sustained.";
2572 if (p_ptr->sustain_int)
2575 info[i++] = "¤¢¤Ê¤¿¤ÎÃÎǽ¤Ï°Ý»ý¤µ¤ì¤Æ¤¤¤ë¡£";
2577 info[i++] = "Your intelligence is sustained.";
2581 if (p_ptr->sustain_wis)
2584 info[i++] = "¤¢¤Ê¤¿¤Î¸¤µ¤Ï°Ý»ý¤µ¤ì¤Æ¤¤¤ë¡£";
2586 info[i++] = "Your wisdom is sustained.";
2590 if (p_ptr->sustain_con)
2593 info[i++] = "¤¢¤Ê¤¿¤ÎÂѵ×ÎϤϰݻý¤µ¤ì¤Æ¤¤¤ë¡£";
2595 info[i++] = "Your constitution is sustained.";
2599 if (p_ptr->sustain_dex)
2602 info[i++] = "¤¢¤Ê¤¿¤Î´ïÍѤµ¤Ï°Ý»ý¤µ¤ì¤Æ¤¤¤ë¡£";
2604 info[i++] = "Your dexterity is sustained.";
2608 if (p_ptr->sustain_chr)
2611 info[i++] = "¤¢¤Ê¤¿¤ÎÌ¥ÎϤϰݻý¤µ¤ì¤Æ¤¤¤ë¡£";
2613 info[i++] = "Your charisma is sustained.";
2621 info[i++] = "¤¢¤Ê¤¿¤ÎÏÓÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2623 info[i++] = "Your strength is affected by your equipment.";
2630 info[i++] = "¤¢¤Ê¤¿¤ÎÃÎǽ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2632 info[i++] = "Your intelligence is affected by your equipment.";
2639 info[i++] = "¤¢¤Ê¤¿¤Î¸¤µ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2641 info[i++] = "Your wisdom is affected by your equipment.";
2648 info[i++] = "¤¢¤Ê¤¿¤Î´ïÍѤµ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2650 info[i++] = "Your dexterity is affected by your equipment.";
2657 info[i++] = "¤¢¤Ê¤¿¤ÎÂѵ×ÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2659 info[i++] = "Your constitution is affected by your equipment.";
2666 info[i++] = "¤¢¤Ê¤¿¤ÎÌ¥ÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2668 info[i++] = "Your charisma is affected by your equipment.";
2673 if (f1 & (TR1_STEALTH))
2676 info[i++] = "¤¢¤Ê¤¿¤Î±£Ì©¹ÔưǽÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2678 info[i++] = "Your stealth is affected by your equipment.";
2682 if (f1 & (TR1_SEARCH))
2685 info[i++] = "¤¢¤Ê¤¿¤Îõº÷ǽÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2687 info[i++] = "Your searching ability is affected by your equipment.";
2691 if (f1 & (TR1_INFRA))
2694 info[i++] = "¤¢¤Ê¤¿¤ÎÀÖ³°Àþ»ëÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2696 info[i++] = "Your infravision is affected by your equipment.";
2700 if (f1 & (TR1_TUNNEL))
2703 info[i++] = "¤¢¤Ê¤¿¤ÎºÎ·¡Ç½ÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2705 info[i++] = "Your digging ability is affected by your equipment.";
2709 if (f1 & (TR1_SPEED))
2712 info[i++] = "¤¢¤Ê¤¿¤Î¥¹¥Ô¡¼¥É¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2714 info[i++] = "Your speed is affected by your equipment.";
2718 if (f1 & (TR1_BLOWS))
2721 info[i++] = "¤¢¤Ê¤¿¤Î¹¶·â®ÅÙ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2723 info[i++] = "Your attack speed is affected by your equipment.";
2729 /* Access the current weapon */
2730 o_ptr = &inventory[INVEN_RARM];
2732 /* Analyze the weapon */
2735 /* Indicate Blessing */
2736 if (f3 & (TR3_BLESSED))
2739 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¿À¤Î½ËÊ¡¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2741 info[i++] = "Your weapon has been blessed by the gods.";
2746 if (f1 & (TR1_CHAOTIC))
2749 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥í¥°¥ë¥¹¤Îħ¤Î°À¤ò¤â¤Ä¡£";
2751 info[i++] = "Your weapon is branded with the Sign of Logrus.";
2757 if (f1 & (TR1_IMPACT))
2760 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏÂÇ·â¤ÇÃϿ̤òȯÀ¸¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
2762 info[i++] = "The impact of your weapon can cause earthquakes.";
2767 if (f1 & (TR1_VORPAL))
2770 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏÈó¾ï¤Ë±Ô¤¤¡£";
2772 info[i++] = "Your weapon is very sharp.";
2777 if (f1 & (TR1_VAMPIRIC))
2780 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤«¤éÀ¸Ì¿ÎϤòµÛ¼ý¤¹¤ë¡£";
2782 info[i++] = "Your weapon drains life from your foes.";
2787 /* Special "Attack Bonuses" */
2788 if (f1 & (TR1_BRAND_ACID))
2791 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òÍϤ«¤¹¡£";
2793 info[i++] = "Your weapon melts your foes.";
2797 if (f1 & (TR1_BRAND_ELEC))
2800 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤ò´¶ÅŤµ¤»¤ë¡£";
2802 info[i++] = "Your weapon shocks your foes.";
2806 if (f1 & (TR1_BRAND_FIRE))
2809 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òdz¤ä¤¹¡£";
2811 info[i++] = "Your weapon burns your foes.";
2815 if (f1 & (TR1_BRAND_COLD))
2818 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òÅà¤é¤»¤ë¡£";
2820 info[i++] = "Your weapon freezes your foes.";
2824 if (f1 & (TR1_BRAND_POIS))
2827 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òÆǤǿ¯¤¹¡£";
2829 info[i++] = "Your weapon poisons your foes.";
2834 /* Special "slay" flags */
2835 if (f1 & (TR1_SLAY_ANIMAL))
2838 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ïưʪ¤ËÂФ·¤Æ¶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2840 info[i++] = "Your weapon strikes at animals with extra force.";
2844 if (f1 & (TR1_SLAY_EVIL))
2847 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¼Ù°¤Ê¤ë¸ºß¤ËÂФ·¤Æ¶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2849 info[i++] = "Your weapon strikes at evil with extra force.";
2853 if (f1 & (TR1_SLAY_UNDEAD))
2856 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥¢¥ó¥Ç¥Ã¥É¤ËÂФ·¤Æ¿ÀÀ»¤Ê¤ëÎϤòȯ´ø¤¹¤ë¡£";
2858 info[i++] = "Your weapon strikes at undead with holy wrath.";
2862 if (f1 & (TR1_SLAY_DEMON))
2865 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥Ç¡¼¥â¥ó¤ËÂФ·¤Æ¿ÀÀ»¤Ê¤ëÎϤòȯ´ø¤¹¤ë¡£";
2867 info[i++] = "Your weapon strikes at demons with holy wrath.";
2871 if (f1 & (TR1_SLAY_ORC))
2874 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥ª¡¼¥¯¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2876 info[i++] = "Your weapon is especially deadly against orcs.";
2880 if (f1 & (TR1_SLAY_TROLL))
2883 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥È¥í¥ë¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2885 info[i++] = "Your weapon is especially deadly against trolls.";
2889 if (f1 & (TR1_SLAY_GIANT))
2892 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥¸¥ã¥¤¥¢¥ó¥È¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2894 info[i++] = "Your weapon is especially deadly against giants.";
2898 /* Special "kill" flags */
2899 if (f1 & (TR1_KILL_DRAGON))
2902 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥É¥é¥´¥ó¤ÎŷŨ¤Ç¤¢¤ë¡£";
2904 info[i++] = "Your weapon is a great bane of dragons.";
2908 else if (f1 & (TR1_SLAY_DRAGON))
2911 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥É¥é¥´¥ó¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2913 info[i++] = "Your weapon is especially deadly against dragons.";
2918 if (f1 & (TR1_FORCE_WEAPON))
2921 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏMP¤ò»È¤Ã¤Æ¹¶·â¤¹¤ë¡£";
2923 info[i++] = "Your weapon causes greate damages using your MP.";
2927 if (f2 & (TR2_THROW))
2930 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏÅꤲ¤ä¤¹¤¤¡£";
2932 info[i++] = "Your weapon can be thrown well.";
2938 /* Save the screen */
2941 /* Erase the screen */
2942 for (k = 1; k < 24; k++) prt("", k, 13);
2944 /* Label the information */
2946 prt(" ¤¢¤Ê¤¿¤Î¾õÂÖ:", 1, 15);
2948 prt(" Your Attributes:", 1, 15);
2952 /* We will print on top of the map (column 13) */
2953 for (k = 2, j = 0; j < i; j++)
2956 prt(info[j], k++, 15);
2958 /* Every 20 entries (lines 2 to 21), start over */
2959 if ((k == 22) && (j+1 < i))
2962 prt("-- ³¤¯ --", k, 15);
2964 prt("-- more --", k, 15);
2968 for (; k > 2; k--) prt("", k, 15);
2974 prt("[²¿¤«¥¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹]", k, 13);
2976 prt("[Press any key to continue]", k, 13);
2981 /* Restore the screen */
2986 static int report_magics_aux(int dur)
3004 else if (dur <= 100)
3008 else if (dur <= 200)
3018 static cptr report_magic_durations[] =
3027 "¿®¤¸Æñ¤¤¤Û¤ÉŤ¤´Ö",
3028 "¥â¥ó¥¹¥¿¡¼¤ò¹¶·â¤¹¤ë¤Þ¤Ç"
3031 "for a little while",
3035 "for a very long time",
3036 "for an incredibly long time",
3037 "until you hit a monster"
3044 * Report all currently active magical effects.
3046 void report_magics(void)
3056 info2[i] = report_magics_aux(p_ptr->blind);
3058 info[i++] = "¤¢¤Ê¤¿¤ÏÌܤ¬¸«¤¨¤Ê¤¤¡£";
3060 info[i++] = "You cannot see";
3064 if (p_ptr->confused)
3066 info2[i] = report_magics_aux(p_ptr->confused);
3068 info[i++] = "¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£";
3070 info[i++] = "You are confused";
3076 info2[i] = report_magics_aux(p_ptr->afraid);
3078 info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
3080 info[i++] = "You are terrified";
3084 if (p_ptr->poisoned)
3086 info2[i] = report_magics_aux(p_ptr->poisoned);
3088 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
3090 info[i++] = "You are poisoned";
3096 info2[i] = report_magics_aux(p_ptr->image);
3098 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸³Ð¤ò¸«¤Æ¤¤¤ë¡£";
3100 info[i++] = "You are hallucinating";
3106 info2[i] = report_magics_aux(p_ptr->blessed);
3108 info[i++] = "¤¢¤Ê¤¿¤Ï¸øÀµ¤µ¤ò´¶¤¸¤Æ¤¤¤ë¡£";
3110 info[i++] = "You feel rightous";
3116 info2[i] = report_magics_aux(p_ptr->hero);
3118 info[i++] = "¤¢¤Ê¤¿¤Ï¥Ò¡¼¥í¡¼µ¤Ê¬¤À¡£";
3120 info[i++] = "You feel heroic";
3126 info2[i] = report_magics_aux(p_ptr->shero);
3128 info[i++] = "¤¢¤Ê¤¿¤ÏÀïÆ®¶¸¤À¡£";
3130 info[i++] = "You are in a battle rage";
3134 if (p_ptr->protevil)
3136 info2[i] = report_magics_aux(p_ptr->protevil);
3138 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¤ë¸ºß¤«¤é¼é¤é¤ì¤Æ¤¤¤ë¡£";
3140 info[i++] = "You are protected from evil";
3146 info2[i] = report_magics_aux(p_ptr->shield);
3148 info[i++] = "¤¢¤Ê¤¿¤Ï¿ÀÈë¤Î¥·¡¼¥ë¥É¤Ç¼é¤é¤ì¤Æ¤¤¤ë¡£";
3150 info[i++] = "You are protected by a mystic shield";
3156 info2[i] = report_magics_aux(p_ptr->invuln);
3158 info[i++] = "̵Ũ¤Ç¤¤¤é¤ì¤ë¡£";
3160 info[i++] = "You are invulnerable";
3164 if (p_ptr->wraith_form)
3166 info2[i] = report_magics_aux(p_ptr->wraith_form);
3168 info[i++] = "Í©Âβ½¤Ç¤¤ë¡£";
3170 info[i++] = "You are incorporeal";
3174 if (p_ptr->special_attack & ATTACK_CONFUSE)
3178 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÀÖ¤¯µ±¤¤¤Æ¤¤¤ë¡£";
3180 info[i++] = "Your hands are glowing dull red.";
3184 if (p_ptr->word_recall)
3186 info2[i] = report_magics_aux(p_ptr->word_recall);
3188 info[i++] = "¤³¤Î¸åµ¢´Ô¤Î¾Û¤òȯư¤¹¤ë¡£";
3190 info[i++] = "You waiting to be recalled";
3194 if (p_ptr->oppose_acid)
3196 info2[i] = report_magics_aux(p_ptr->oppose_acid);
3198 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3200 info[i++] = "You are resistant to acid";
3204 if (p_ptr->oppose_elec)
3206 info2[i] = report_magics_aux(p_ptr->oppose_elec);
3208 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3210 info[i++] = "You are resistant to lightning";
3214 if (p_ptr->oppose_fire)
3216 info2[i] = report_magics_aux(p_ptr->oppose_fire);
3218 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3220 info[i++] = "You are resistant to fire";
3224 if (p_ptr->oppose_cold)
3226 info2[i] = report_magics_aux(p_ptr->oppose_cold);
3228 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3230 info[i++] = "You are resistant to cold";
3234 if (p_ptr->oppose_pois)
3236 info2[i] = report_magics_aux(p_ptr->oppose_pois);
3238 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3240 info[i++] = "You are resistant to poison";
3245 /* Save the screen */
3248 /* Erase the screen */
3249 for (k = 1; k < 24; k++) prt("", k, 13);
3251 /* Label the information */
3253 prt(" ËâË¡ :", 1, 15);
3255 prt(" Your Current Magic:", 1, 15);
3259 /* We will print on top of the map (column 13) */
3260 for (k = 2, j = 0; j < i; j++)
3264 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï%s%s", info[j],
3266 sprintf(Dummy, "%s %s.", info[j],
3269 report_magic_durations[info2[j]]);
3270 prt(Dummy, k++, 15);
3272 /* Every 20 entries (lines 2 to 21), start over */
3273 if ((k == 22) && (j + 1 < i))
3276 prt("-- ³¤¯ --", k, 15);
3278 prt("-- more --", k, 15);
3282 for (; k > 2; k--) prt("", k, 15);
3288 prt("[²¿¤«¥¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹]", k, 13);
3290 prt("[Press any key to continue]", k, 13);
3295 /* Restore the screen */
3301 * Detect all traps on current panel
3303 bool detect_traps(int range)
3306 bool detect = FALSE;
3310 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3312 /* Scan the current panel */
3313 for (y = 1; y < cur_hgt - 1; y++)
3315 for (x = 1; x <= cur_wid - 1; x++)
3317 if (distance(py, px, y, x) > range) continue;
3319 /* Access the grid */
3320 c_ptr = &cave[y][x];
3322 /* Detect invisible traps */
3323 if (c_ptr->info & CAVE_TRAP)
3330 if (is_trap(c_ptr->feat))
3332 /* Hack -- Memorize */
3333 c_ptr->info |= (CAVE_MARK);
3344 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT)) detect = FALSE;
3350 msg_print("¥È¥é¥Ã¥×¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3352 msg_print("You sense the presence of traps!");
3364 * Detect all doors on current panel
3366 bool detect_doors(int range)
3370 bool detect = FALSE;
3374 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3376 /* Scan the panel */
3377 for (y = 1; y < cur_hgt - 1; y++)
3379 for (x = 1; x < cur_wid - 1; x++)
3381 if (distance(py, px, y, x) > range) continue;
3383 c_ptr = &cave[y][x];
3385 /* Detect secret doors */
3386 if (c_ptr->feat == FEAT_SECRET)
3389 place_closed_door(y, x);
3393 if (((c_ptr->feat >= FEAT_DOOR_HEAD) &&
3394 (c_ptr->feat <= FEAT_DOOR_TAIL)) ||
3395 ((c_ptr->feat == FEAT_OPEN) ||
3396 (c_ptr->feat == FEAT_BROKEN)))
3398 /* Hack -- Memorize */
3399 c_ptr->info |= (CAVE_MARK);
3410 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT)) detect = FALSE;
3416 msg_print("¥É¥¢¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3418 msg_print("You sense the presence of doors!");
3429 * Detect all stairs on current panel
3431 bool detect_stairs(int range)
3435 bool detect = FALSE;
3439 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3441 /* Scan the panel */
3442 for (y = 1; y < cur_hgt - 1; y++)
3444 for (x = 1; x < cur_wid - 1; x++)
3446 if (distance(py, px, y, x) > range) continue;
3448 c_ptr = &cave[y][x];
3451 if ((c_ptr->feat == FEAT_LESS) ||
3452 (c_ptr->feat == FEAT_LESS_LESS) ||
3453 (c_ptr->feat == FEAT_MORE) ||
3454 (c_ptr->feat == FEAT_MORE_MORE) ||
3455 (c_ptr->feat == FEAT_ENTRANCE))
3457 /* Hack -- Memorize */
3458 c_ptr->info |= (CAVE_MARK);
3469 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT)) detect = FALSE;
3475 msg_print("³¬Ãʤθºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3477 msg_print("You sense the presence of stairs!");
3488 * Detect any treasure on the current panel
3490 bool detect_treasure(int range)
3494 bool detect = FALSE;
3498 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3500 /* Scan the current panel */
3501 for (y = 1; y < cur_hgt; y++)
3503 for (x = 1; x < cur_wid; x++)
3505 if (distance(py, px, y, x) > range) continue;
3507 c_ptr = &cave[y][x];
3509 /* Notice embedded gold */
3510 if ((c_ptr->feat == FEAT_MAGMA_H) ||
3511 (c_ptr->feat == FEAT_QUARTZ_H))
3513 /* Expose the gold */
3514 c_ptr->feat += 0x02;
3517 /* Magma/Quartz + Known Gold */
3518 if ((c_ptr->feat == FEAT_MAGMA_K) ||
3519 (c_ptr->feat == FEAT_QUARTZ_K))
3521 /* Hack -- Memorize */
3522 c_ptr->info |= (CAVE_MARK);
3533 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+6)) detect = FALSE;
3539 msg_print("Ë䢤µ¤ì¤¿ºâÊõ¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3541 msg_print("You sense the presence of buried treasure!");
3554 * Detect all "gold" objects on the current panel
3556 bool detect_objects_gold(int range)
3561 bool detect = FALSE;
3563 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
3566 for (i = 1; i < o_max; i++)
3568 object_type *o_ptr = &o_list[i];
3570 /* Skip dead objects */
3571 if (!o_ptr->k_idx) continue;
3573 /* Skip held objects */
3574 if (o_ptr->held_m_idx) continue;
3580 /* Only detect nearby objects */
3581 if (distance(py, px, y, x) > range2) continue;
3583 /* Detect "gold" objects */
3584 if (o_ptr->tval == TV_GOLD)
3586 /* Hack -- memorize it */
3587 o_ptr->marked = TRUE;
3597 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+6)) detect = FALSE;
3603 msg_print("ºâÊõ¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3605 msg_print("You sense the presence of treasure!");
3610 if (detect_monsters_string(range, "$"))
3621 * Detect all "normal" objects on the current panel
3623 bool detect_objects_normal(int range)
3628 bool detect = FALSE;
3630 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
3633 for (i = 1; i < o_max; i++)
3635 object_type *o_ptr = &o_list[i];
3637 /* Skip dead objects */
3638 if (!o_ptr->k_idx) continue;
3640 /* Skip held objects */
3641 if (o_ptr->held_m_idx) continue;
3647 /* Only detect nearby objects */
3648 if (distance(py, px, y, x) > range2) continue;
3650 /* Detect "real" objects */
3651 if (o_ptr->tval != TV_GOLD)
3653 /* Hack -- memorize it */
3654 o_ptr->marked = TRUE;
3664 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+6)) detect = FALSE;
3670 msg_print("¥¢¥¤¥Æ¥à¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3672 msg_print("You sense the presence of objects!");
3677 if (detect_monsters_string(range, "!=?|/`"))
3688 * Detect all "magic" objects on the current panel.
3690 * This will light up all spaces with "magic" items, including artifacts,
3691 * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings,
3692 * and "enchanted" items of the "good" variety.
3694 * It can probably be argued that this function is now too powerful.
3696 bool detect_objects_magic(int range)
3700 bool detect = FALSE;
3702 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3704 /* Scan all objects */
3705 for (i = 1; i < o_max; i++)
3707 object_type *o_ptr = &o_list[i];
3709 /* Skip dead objects */
3710 if (!o_ptr->k_idx) continue;
3712 /* Skip held objects */
3713 if (o_ptr->held_m_idx) continue;
3719 /* Only detect nearby objects */
3720 if (distance(py, px, y, x) > range) continue;
3722 /* Examine the tval */
3725 /* Artifacts, misc magic items, or enchanted wearables */
3726 if (artifact_p(o_ptr) ||
3727 ego_item_p(o_ptr) ||
3729 (tv == TV_WHISTLE) ||
3730 (tv == TV_AMULET) ||
3735 (tv == TV_SCROLL) ||
3736 (tv == TV_POTION) ||
3737 (tv == TV_LIFE_BOOK) ||
3738 (tv == TV_SORCERY_BOOK) ||
3739 (tv == TV_NATURE_BOOK) ||
3740 (tv == TV_CHAOS_BOOK) ||
3741 (tv == TV_DEATH_BOOK) ||
3742 (tv == TV_TRUMP_BOOK) ||
3743 (tv == TV_ARCANE_BOOK) ||
3744 (tv == TV_ENCHANT_BOOK) ||
3745 (tv == TV_DAEMON_BOOK) ||
3746 (tv == TV_MUSIC_BOOK) ||
3747 (tv == TV_HISSATSU_BOOK) ||
3748 ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
3750 /* Memorize the item */
3751 o_ptr->marked = TRUE;
3765 msg_print("ËâË¡¤Î¥¢¥¤¥Æ¥à¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3767 msg_print("You sense the presence of magic objects!");
3778 * Detect all "normal" monsters on the current panel
3780 bool detect_monsters_normal(int range)
3786 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3789 for (i = 1; i < m_max; i++)
3791 monster_type *m_ptr = &m_list[i];
3792 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3794 /* Skip dead monsters */
3795 if (!m_ptr->r_idx) continue;
3801 /* Only detect nearby monsters */
3802 if (distance(py, px, y, x) > range) continue;
3804 /* Detect all non-invisible monsters */
3805 if ((!(r_ptr->flags2 & RF2_INVISIBLE)) ||
3806 p_ptr->see_inv || p_ptr->tim_invis)
3808 /* Repair visibility later */
3809 repair_monsters = TRUE;
3811 /* Hack -- Detect monster */
3812 m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
3814 /* Update the monster */
3815 update_mon(i, FALSE);
3822 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+3)) flag = FALSE;
3827 /* Describe result */
3829 msg_print("¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3831 msg_print("You sense the presence of monsters!");
3842 * Detect all "invisible" monsters around the player
3844 bool detect_monsters_invis(int range)
3849 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3852 for (i = 1; i < m_max; i++)
3854 monster_type *m_ptr = &m_list[i];
3855 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3857 /* Skip dead monsters */
3858 if (!m_ptr->r_idx) continue;
3864 /* Only detect nearby monsters */
3865 if (distance(py, px, y, x) > range) continue;
3867 /* Detect invisible monsters */
3868 if (r_ptr->flags2 & RF2_INVISIBLE)
3870 /* Update monster recall window */
3871 if (p_ptr->monster_race_idx == m_ptr->r_idx)
3874 p_ptr->window |= (PW_MONSTER);
3877 /* Repair visibility later */
3878 repair_monsters = TRUE;
3880 /* Hack -- Detect monster */
3881 m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
3883 /* Update the monster */
3884 update_mon(i, FALSE);
3891 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+3)) flag = FALSE;
3896 /* Describe result */
3898 msg_print("Æ©ÌÀ¤ÊÀ¸Êª¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3900 msg_print("You sense the presence of invisible creatures!");
3912 * Detect all "evil" monsters on current panel
3914 bool detect_monsters_evil(int range)
3919 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3922 for (i = 1; i < m_max; i++)
3924 monster_type *m_ptr = &m_list[i];
3925 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3927 /* Skip dead monsters */
3928 if (!m_ptr->r_idx) continue;
3934 /* Only detect nearby monsters */
3935 if (distance(py, px, y, x) > range) continue;
3937 /* Detect evil monsters */
3938 if (r_ptr->flags3 & RF3_EVIL)
3940 /* Take note that they are evil */
3941 r_ptr->r_flags3 |= (RF3_EVIL);
3943 /* Update monster recall window */
3944 if (p_ptr->monster_race_idx == m_ptr->r_idx)
3947 p_ptr->window |= (PW_MONSTER);
3950 /* Repair visibility later */
3951 repair_monsters = TRUE;
3953 /* Hack -- Detect monster */
3954 m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
3956 /* Update the monster */
3957 update_mon(i, FALSE);
3967 /* Describe result */
3969 msg_print("¼Ù°¤Ê¤ëÀ¸Êª¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3971 msg_print("You sense the presence of evil creatures!");
3984 * Detect all "nonliving", "undead" or "demonic" monsters on current panel
3986 bool detect_monsters_nonliving(int range)
3991 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3994 for (i = 1; i < m_max; i++)
3996 monster_type *m_ptr = &m_list[i];
3997 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3999 /* Skip dead monsters */
4000 if (!m_ptr->r_idx) continue;
4006 /* Only detect nearby monsters */
4007 if (distance(py, px, y, x) > range) continue;
4009 /* Detect non-living monsters */
4010 if (!monster_living(r_ptr))
4012 /* Update monster recall window */
4013 if (p_ptr->monster_race_idx == m_ptr->r_idx)
4016 p_ptr->window |= (PW_MONSTER);
4019 /* Repair visibility later */
4020 repair_monsters = TRUE;
4022 /* Hack -- Detect monster */
4023 m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
4025 /* Update the monster */
4026 update_mon(i, FALSE);
4036 /* Describe result */
4038 msg_print("¼«Á³¤Ç¤Ê¤¤¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò´¶¤¸¤¿¡ª");
4040 msg_print("You sense the presence of unnatural beings!");
4051 * Detect all monsters it has mind on current panel
4053 bool detect_monsters_mind(int range)
4058 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4061 for (i = 1; i < m_max; i++)
4063 monster_type *m_ptr = &m_list[i];
4064 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4066 /* Skip dead monsters */
4067 if (!m_ptr->r_idx) continue;
4073 /* Only detect nearby monsters */
4074 if (distance(py, px, y, x) > range) continue;
4076 /* Detect non-living monsters */
4077 if (!(r_ptr->flags2 & RF2_EMPTY_MIND))
4079 /* Update monster recall window */
4080 if (p_ptr->monster_race_idx == m_ptr->r_idx)
4083 p_ptr->window |= (PW_MONSTER);
4086 /* Repair visibility later */
4087 repair_monsters = TRUE;
4089 /* Hack -- Detect monster */
4090 m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
4092 /* Update the monster */
4093 update_mon(i, FALSE);
4103 /* Describe result */
4105 msg_print("»¦µ¤¤ò´¶¤¸¤È¤Ã¤¿¡ª");
4107 msg_print("You sense the presence of someone's mind!");
4118 * Detect all (string) monsters on current panel
4120 bool detect_monsters_string(int range, cptr Match)
4125 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4128 for (i = 1; i < m_max; i++)
4130 monster_type *m_ptr = &m_list[i];
4131 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4133 /* Skip dead monsters */
4134 if (!m_ptr->r_idx) continue;
4140 /* Only detect nearby monsters */
4141 if (distance(py, px, y, x) > range) continue;
4143 /* Detect monsters with the same symbol */
4144 if (strchr(Match, r_ptr->d_char))
4146 /* Update monster recall window */
4147 if (p_ptr->monster_race_idx == m_ptr->r_idx)
4150 p_ptr->window |= (PW_MONSTER);
4153 /* Repair visibility later */
4154 repair_monsters = TRUE;
4156 /* Hack -- Detect monster */
4157 m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
4159 /* Update the monster */
4160 update_mon(i, FALSE);
4167 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+3)) flag = FALSE;
4172 /* Describe result */
4174 msg_print("¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
4176 msg_print("You sense the presence of monsters!");
4187 * A "generic" detect monsters routine, tagged to flags3
4189 bool detect_monsters_xxx(int range, u32b match_flag)
4194 cptr desc_monsters = "ÊѤʥâ¥ó¥¹¥¿¡¼";
4196 cptr desc_monsters = "weird monsters";
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 evil monsters */
4218 if (r_ptr->flags3 & (match_flag))
4220 /* Take note that they are something */
4221 r_ptr->r_flags3 |= (match_flag);
4223 /* Update monster recall window */
4224 if (p_ptr->monster_race_idx == m_ptr->r_idx)
4227 p_ptr->window |= (PW_MONSTER);
4230 /* Repair visibility later */
4231 repair_monsters = TRUE;
4233 /* Hack -- Detect monster */
4234 m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
4236 /* Update the monster */
4237 update_mon(i, FALSE);
4251 desc_monsters = "¥Ç¡¼¥â¥ó";
4253 desc_monsters = "demons";
4259 desc_monsters = "¥¢¥ó¥Ç¥Ã¥É";
4261 desc_monsters = "the undead";
4267 /* Describe result */
4269 msg_format("%s¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª", desc_monsters);
4271 msg_format("You sense the presence of %s!", desc_monsters);
4285 bool detect_all(int range)
4287 bool detect = FALSE;
4289 /* Detect everything */
4290 if (detect_traps(range)) detect = TRUE;
4291 if (detect_doors(range)) detect = TRUE;
4292 if (detect_stairs(range)) detect = TRUE;
4293 if (detect_treasure(range)) detect = TRUE;
4294 if (detect_objects_gold(range)) detect = TRUE;
4295 if (detect_objects_normal(range)) detect = TRUE;
4296 if (detect_monsters_invis(range)) detect = TRUE;
4297 if (detect_monsters_normal(range)) detect = TRUE;
4305 * Apply a "project()" directly to all viewable monsters
4307 * Note that affected monsters are NOT auto-tracked by this usage.
4309 * To avoid misbehavior when monster deaths have side-effects,
4310 * this is done in two passes. -- JDL
4312 bool project_hack(int typ, int dam)
4315 int flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE | PROJECT_NO_REF;
4316 bool obvious = FALSE;
4319 /* Mark all (nearby) monsters */
4320 for (i = 1; i < m_max; i++)
4322 monster_type *m_ptr = &m_list[i];
4324 /* Paranoia -- Skip dead monsters */
4325 if (!m_ptr->r_idx) continue;
4331 /* Require line of sight */
4332 if (!player_has_los_bold(y, x)) continue;
4334 /* Mark the monster */
4335 m_ptr->mflag |= (MFLAG_TEMP);
4338 /* Affect all marked monsters */
4339 for (i = 1; i < m_max; i++)
4341 monster_type *m_ptr = &m_list[i];
4343 /* Skip unmarked monsters */
4344 if (!(m_ptr->mflag & (MFLAG_TEMP))) continue;
4347 m_ptr->mflag &= ~(MFLAG_TEMP);
4353 /* Jump directly to the target monster */
4354 if (project(0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
4365 bool speed_monsters(void)
4367 return (project_hack(GF_OLD_SPEED, p_ptr->lev));
4373 bool slow_monsters(void)
4375 return (project_hack(GF_OLD_SLOW, p_ptr->lev));
4381 bool sleep_monsters(void)
4383 return (project_hack(GF_OLD_SLEEP, p_ptr->lev));
4388 * Banish evil monsters
4390 bool banish_evil(int dist)
4392 return (project_hack(GF_AWAY_EVIL, dist));
4399 bool turn_undead(void)
4401 bool tester = (project_hack(GF_TURN_UNDEAD, p_ptr->lev));
4403 chg_virtue(V_UNLIFE, -1);
4409 * Dispel undead monsters
4411 bool dispel_undead(int dam)
4413 bool tester = (project_hack(GF_DISP_UNDEAD, dam));
4415 chg_virtue(V_UNLIFE, -2);
4420 * Dispel evil monsters
4422 bool dispel_evil(int dam)
4424 return (project_hack(GF_DISP_EVIL, dam));
4428 * Dispel good monsters
4430 bool dispel_good(int dam)
4432 return (project_hack(GF_DISP_GOOD, dam));
4436 * Dispel all monsters
4438 bool dispel_monsters(int dam)
4440 return (project_hack(GF_DISP_ALL, dam));
4444 * Dispel 'living' monsters
4446 bool dispel_living(int dam)
4448 return (project_hack(GF_DISP_LIVING, dam));
4454 bool dispel_demons(int dam)
4456 return (project_hack(GF_DISP_DEMON, dam));
4461 * Wake up all monsters, and speed up "los" monsters.
4463 void aggravate_monsters(int who)
4470 /* Aggravate everyone nearby */
4471 for (i = 1; i < m_max; i++)
4473 monster_type *m_ptr = &m_list[i];
4474 /* monster_race *r_ptr = &r_info[m_ptr->r_idx]; */
4476 /* Paranoia -- Skip dead monsters */
4477 if (!m_ptr->r_idx) continue;
4479 /* Skip aggravating monster (or player) */
4480 if (i == who) continue;
4482 /* Wake up nearby sleeping monsters */
4483 if (m_ptr->cdis < MAX_SIGHT * 2)
4492 if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG_NOPET;
4495 /* Speed up monsters in line of sight */
4496 if (player_has_los_bold(m_ptr->fy, m_ptr->fx))
4500 m_ptr->fast = MIN(200, m_ptr->fast + 100);
4508 if (speed) msg_print("ÉÕ¶á¤Ç²¿¤«¤¬ÆÍÇ¡¶½Ê³¤·¤¿¤è¤¦¤Ê´¶¤¸¤ò¼õ¤±¤¿¡ª");
4509 else if (sleep) msg_print("²¿¤«¤¬ÆÍÇ¡¶½Ê³¤·¤¿¤è¤¦¤ÊÁû¡¹¤·¤¤²»¤¬±ó¤¯¤Ëʹ¤³¤¨¤¿¡ª");
4511 if (speed) msg_print("You feel a sudden stirring nearby!");
4512 else if (sleep) msg_print("You hear a sudden stirring in the distance!");
4514 if (p_ptr->riding) p_ptr->update |= PU_BONUS;
4520 * Delete all non-unique/non-quest monsters of a given "type" from the level
4522 bool symbol_genocide(int power, int player_cast)
4526 bool result = FALSE;
4527 int msec = delay_factor * delay_factor * delay_factor;
4529 /* Prevent genocide in quest levels */
4530 if (p_ptr->inside_quest && !random_quest_number(dun_level))
4535 /* Mega-Hack -- Get a monster symbol */
4537 while(!get_com("¤É¤Î¼ïÎà(ʸ»ú)¤Î¥â¥ó¥¹¥¿¡¼¤òËõ»¦¤·¤Þ¤¹¤«: ", &typ, FALSE));
4539 while(!get_com("Choose a monster race (by symbol) to genocide: ", &typ, FALSE));
4543 /* Delete the monsters of that "type" */
4544 for (i = 1; i < m_max; i++)
4546 monster_type *m_ptr = &m_list[i];
4547 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4551 /* Paranoia -- Skip dead monsters */
4552 if (!m_ptr->r_idx) continue;
4554 /* Skip "wrong" monsters */
4555 if (r_ptr->d_char != typ) continue;
4557 if (is_pet(m_ptr) && !player_cast) continue;
4559 /* Hack -- Skip Unique Monsters */
4560 if (r_ptr->flags1 & (RF1_UNIQUE)) angry = TRUE;
4562 /* Hack -- Skip Quest Monsters */
4563 else if (r_ptr->flags1 & RF1_QUESTOR) angry = TRUE;
4565 else if (r_ptr->flags7 & RF7_UNIQUE2) angry = TRUE;
4567 else if (i == p_ptr->riding) angry = TRUE;
4569 else if (player_cast && (r_ptr->level > randint0(power))) angry = TRUE;
4571 else if (player_cast && (m_ptr->mflag2 & MFLAG_NOGENO)) angry = TRUE;
4573 /* Delete the monster */
4574 else delete_monster_idx(i);
4576 if (angry && player_cast)
4578 monster_desc(m_name, m_ptr, 0);
4579 if (m_ptr->ml && !p_ptr->blind)
4582 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
4584 msg_format("%^s is unaffected.", m_name);
4590 if (m_ptr->ml && !p_ptr->blind)
4593 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
4595 msg_format("%^s wakes up.", m_name);
4599 if (is_friendly(m_ptr) && !is_pet(m_ptr))
4601 if (m_ptr->ml && !p_ptr->blind)
4604 msg_format("%s¤ÏÅܤä¿¡ª", m_name);
4606 msg_format("%^s gets angry!", m_name);
4611 if (one_in_(13)) m_ptr->mflag2 |= MFLAG_NOGENO;
4618 take_hit(DAMAGE_GENO, randint1(4), "Ëõ»¦¤Î¼öʸ¤ò¾§¤¨¤¿ÈèÏ«", -1);
4620 take_hit(DAMAGE_GENO, randint1(4), "the strain of casting Genocide", -1);
4625 /* Visual feedback */
4626 move_cursor_relative(py, px);
4629 p_ptr->redraw |= (PR_HP);
4632 p_ptr->window |= (PW_PLAYER);
4641 Term_xtra(TERM_XTRA_DELAY, msec);
4648 chg_virtue(V_VITALITY, -2);
4649 chg_virtue(V_CHANCE, -1);
4657 * Delete all nearby (non-unique) monsters
4659 bool mass_genocide(int power, int player_cast)
4662 bool result = FALSE;
4663 int msec = delay_factor * delay_factor * delay_factor;
4666 /* Prevent mass genocide in quest levels */
4667 if (p_ptr->inside_quest && !random_quest_number(dun_level))
4672 /* Delete the (nearby) monsters */
4673 for (i = 1; i < m_max; i++)
4675 monster_type *m_ptr = &m_list[i];
4676 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4680 /* Paranoia -- Skip dead monsters */
4681 if (!m_ptr->r_idx) continue;
4683 /* Skip distant monsters */
4684 if (m_ptr->cdis > MAX_SIGHT) continue;
4686 if (is_pet(m_ptr) && !player_cast) continue;
4688 /* Hack -- Skip unique monsters */
4689 if (r_ptr->flags1 & (RF1_UNIQUE)) angry = TRUE;
4691 /* Hack -- Skip Quest Monsters */
4692 else if (r_ptr->flags1 & RF1_QUESTOR) angry = TRUE;
4694 else if (r_ptr->flags7 & RF7_UNIQUE2) angry = TRUE;
4696 else if (i == p_ptr->riding) angry = TRUE;
4698 else if (player_cast && (r_ptr->level > randint0(power))) angry = TRUE;
4700 else if (player_cast && (m_ptr->mflag2 & MFLAG_NOGENO)) angry = TRUE;
4702 /* Delete the monster */
4703 else delete_monster_idx(i);
4705 if (angry && player_cast)
4707 monster_desc(m_name, m_ptr, 0);
4708 if (m_ptr->ml && !p_ptr->blind)
4711 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
4713 msg_format("%^s is unaffected.", m_name);
4719 if (m_ptr->ml && !p_ptr->blind)
4722 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
4724 msg_format("%^s wakes up.", m_name);
4728 if (is_friendly(m_ptr) && !is_pet(m_ptr))
4730 if (m_ptr->ml && !p_ptr->blind)
4733 msg_format("%s¤ÏÅܤä¿¡ª", m_name);
4735 msg_format("%^s gets angry!", m_name);
4740 if (one_in_(13)) m_ptr->mflag2 |= MFLAG_NOGENO;
4745 /* Hack -- visual feedback */
4747 take_hit(DAMAGE_GENO, randint1(3), "¼þÊÕËõ»¦¤Î¼öʸ¤ò¾§¤¨¤¿ÈèÏ«", -1);
4749 take_hit(DAMAGE_GENO, randint1(3), "the strain of casting Mass Genocide", -1);
4754 move_cursor_relative(py, px);
4757 p_ptr->redraw |= (PR_HP);
4760 p_ptr->window |= (PW_PLAYER);
4769 Term_xtra(TERM_XTRA_DELAY, msec);
4777 chg_virtue(V_VITALITY, -2);
4778 chg_virtue(V_CHANCE, -1);
4787 * Delete all nearby (non-unique) undead
4789 bool mass_genocide_undead(int power, int player_cast)
4792 bool result = FALSE;
4793 int msec = delay_factor * delay_factor * delay_factor;
4796 /* Prevent mass genocide in quest levels */
4797 if (p_ptr->inside_quest && !random_quest_number(dun_level))
4802 /* Delete the (nearby) monsters */
4803 for (i = 1; i < m_max; i++)
4805 monster_type *m_ptr = &m_list[i];
4806 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4810 /* Paranoia -- Skip dead monsters */
4811 if (!m_ptr->r_idx) continue;
4813 if (!(r_ptr->flags3 & RF3_UNDEAD)) continue;
4815 /* Skip distant monsters */
4816 if (m_ptr->cdis > MAX_SIGHT) continue;
4818 if (is_pet(m_ptr) && !player_cast) continue;
4820 /* Hack -- Skip unique monsters */
4821 if (r_ptr->flags1 & (RF1_UNIQUE)) angry = TRUE;
4823 /* Hack -- Skip Quest Monsters */
4824 else if (r_ptr->flags1 & RF1_QUESTOR) angry = TRUE;
4826 else if (r_ptr->flags7 & RF7_UNIQUE2) angry = TRUE;
4828 else if (i == p_ptr->riding) angry = TRUE;
4830 else if (player_cast && (r_ptr->level > randint0(power))) angry = TRUE;
4832 else if (player_cast && (m_ptr->mflag2 & MFLAG_NOGENO)) angry = TRUE;
4834 /* Delete the monster */
4835 else delete_monster_idx(i);
4837 if (angry && player_cast)
4839 monster_desc(m_name, m_ptr, 0);
4840 if (m_ptr->ml && !p_ptr->blind)
4843 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
4845 msg_format("%^s is unaffected.", m_name);
4851 if (m_ptr->ml && !p_ptr->blind)
4854 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
4856 msg_format("%^s wakes up.", m_name);
4860 if (is_friendly(m_ptr) && !is_pet(m_ptr))
4862 if (m_ptr->ml && !p_ptr->blind)
4865 msg_format("%s¤ÏÅܤä¿¡ª", m_name);
4867 msg_format("%^s gets angry!", m_name);
4872 if (one_in_(13)) m_ptr->mflag2 |= MFLAG_NOGENO;
4877 /* Hack -- visual feedback */
4879 take_hit(DAMAGE_GENO, randint1(3), "¥¢¥ó¥Ç¥Ã¥É¾ÃÌǤμöʸ¤ò¾§¤¨¤¿ÈèÏ«", -1);
4881 take_hit(DAMAGE_GENO, randint1(3), "the strain of casting Mass Genocide", -1);
4886 move_cursor_relative(py, px);
4889 p_ptr->redraw |= (PR_HP);
4892 p_ptr->window |= (PW_PLAYER);
4901 Term_xtra(TERM_XTRA_DELAY, msec);
4909 chg_virtue(V_UNLIFE, -2);
4910 chg_virtue(V_CHANCE, -1);
4919 * Probe nearby monsters
4933 /* Probe all (nearby) monsters */
4934 for (i = 1; i < m_max; i++)
4936 monster_type *m_ptr = &m_list[i];
4937 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4939 /* Paranoia -- Skip dead monsters */
4940 if (!m_ptr->r_idx) continue;
4942 /* Require line of sight */
4943 if (!player_has_los_bold(m_ptr->fy, m_ptr->fx)) continue;
4945 /* Probe visible monsters */
4950 /* Start the message */
4952 if (!probe) {msg_print("Ä´ººÃæ...");msg_print(NULL);}
4954 if (!probe) {msg_print("Probing...");msg_print(NULL);}
4957 if (m_ptr->mflag2 & MFLAG_KAGE)
4959 m_ptr->mflag2 &= ~(MFLAG_KAGE);
4960 lite_spot(m_ptr->fy, m_ptr->fx);
4962 /* Get "the monster" or "something" */
4963 monster_desc(m_name, m_ptr, 0x204);
4965 speed = m_ptr->mspeed - 110;
4966 if(m_ptr->fast) speed += 10;
4967 if(m_ptr->slow) speed -= 10;
4968 /* Describe the monster */
4970 sprintf(buf,"%s ... HP:%d/%d AC:%d ®ÅÙ:%s%d ·Ð¸³:", m_name, m_ptr->hp, m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
4972 sprintf(buf, "%s ... HP:%d/%d AC:%d speed:%s%d exp:", m_name, m_ptr->hp, m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
4974 if (r_ptr->next_r_idx)
4976 strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
4980 strcat(buf, "xxx ");
4984 if (m_ptr->csleep) strcat(buf,"¿ç̲ ");
4985 if (m_ptr->stunned) strcat(buf,"ۯ۰ ");
4986 if (m_ptr->monfear) strcat(buf,"¶²ÉÝ ");
4987 if (m_ptr->confused) strcat(buf,"º®Íð ");
4988 if (m_ptr->invulner) strcat(buf,"̵Ũ ");
4990 if (m_ptr->csleep) strcat(buf,"sleeping ");
4991 if (m_ptr->stunned) strcat(buf,"stunned ");
4992 if (m_ptr->monfear) strcat(buf,"scared ");
4993 if (m_ptr->confused) strcat(buf,"confused ");
4994 if (m_ptr->invulner) strcat(buf,"invulnerable ");
4996 buf[strlen(buf)-1] = '\0';
4999 /* HACK : Add the line to message buffer */
5001 p_ptr->window |= (PW_MESSAGE);
5004 /* Learn all of the non-spell, non-treasure flags */
5007 if (m_ptr->ml) move_cursor_relative(m_ptr->fy, m_ptr->fx);
5010 Term_erase(0, 0, 255);
5024 chg_virtue(V_KNOWLEDGE, 1);
5027 msg_print("¤³¤ì¤ÇÁ´Éô¤Ç¤¹¡£");
5029 msg_print("That's all.");
5041 * The spell of destruction
5043 * This spell "deletes" monsters (instead of "killing" them).
5045 * Later we may use one function for both "destruction" and
5046 * "earthquake" by using the "full" to select "destruction".
5048 bool destroy_area(int y1, int x1, int r, int full)
5055 /* Prevent destruction of quest levels and town */
5056 if ((p_ptr->inside_quest && (p_ptr->inside_quest < MIN_RANDOM_QUEST)) || !dun_level)
5061 /* Big area of affect */
5062 for (y = (y1 - r); y <= (y1 + r); y++)
5064 for (x = (x1 - r); x <= (x1 + r); x++)
5066 monster_type *m_ptr;
5067 monster_race *r_ptr;
5069 /* Skip illegal grids */
5070 if (!in_bounds(y, x)) continue;
5072 /* Extract the distance */
5073 k = distance(y1, x1, y, x);
5075 /* Stay in the circle of death */
5076 if (k > r) continue;
5078 /* Access the grid */
5079 c_ptr = &cave[y][x];
5080 m_ptr = &m_list[c_ptr->m_idx];
5081 r_ptr = &r_info[m_ptr->r_idx];
5083 /* Lose room and vault */
5084 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_TRAP);
5086 /* Lose light and knowledge */
5087 c_ptr->info &= ~(CAVE_MARK | CAVE_GLOW);
5089 /* Hack -- Notice player affect */
5090 if ((x == px) && (y == py))
5092 /* Hurt the player later */
5095 /* Do not hurt this grid */
5099 /* Hack -- Skip the epicenter */
5100 if ((y == y1) && (x == x1)) continue;
5103 if ((r_ptr->flags1 & RF1_QUESTOR) || (r_ptr->flags7 & RF7_GUARDIAN) || ((m_ptr->mflag2 & MFLAG_CHAMELEON) && (r_ptr->flags1 & RF1_UNIQUE)))
5105 if ((r_ptr->flags1 & RF1_QUESTOR))
5108 /* Heal the monster */
5109 m_list[c_ptr->m_idx].hp = m_list[c_ptr->m_idx].maxhp;
5111 /* Try to teleport away quest monsters */
5112 if (!teleport_away(c_ptr->m_idx, (r * 2) + 1, TRUE)) continue;
5118 if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
5122 monster_desc(m_name, &m_list[c_ptr->m_idx], 0x08);
5123 do_cmd_write_nikki(NIKKI_NAMED_PET, 6, m_name);
5126 /* Delete the monster (if any) */
5127 delete_monster(y, x);
5132 s16b this_o_idx, next_o_idx = 0;
5134 /* Scan all objects in the grid */
5135 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5139 /* Acquire object */
5140 o_ptr = &o_list[this_o_idx];
5142 /* Acquire next object */
5143 next_o_idx = o_ptr->next_o_idx;
5145 /* Hack -- Preserve unknown artifacts */
5146 if (artifact_p(o_ptr) && !object_known_p(o_ptr))
5148 /* Mega-Hack -- Preserve the artifact */
5149 a_info[o_ptr->name1].cur_num = 0;
5153 delete_object(y, x);
5155 /* Destroy "valid" grids */
5156 if (!cave_perma_bold(y, x))
5158 /* Wall (or floor) type */
5164 /* Create granite wall */
5165 c_ptr->feat = FEAT_WALL_EXTRA;
5171 /* Create quartz vein */
5172 c_ptr->feat = FEAT_QUARTZ;
5178 /* Create magma vein */
5179 c_ptr->feat = FEAT_MAGMA;
5186 c_ptr->feat = floor_type[randint0(100)];
5187 c_ptr->info &= ~(CAVE_MASK);
5188 c_ptr->info |= CAVE_FLOOR;
5195 /* Hack -- Affect player */
5200 msg_print("dz¤¨¤ë¤è¤¦¤ÊÁ®¸÷¤¬È¯À¸¤·¤¿¡ª");
5202 msg_print("There is a searing blast of light!");
5206 /* Blind the player */
5207 if (!p_ptr->resist_blind && !p_ptr->resist_lite)
5210 (void)set_blind(p_ptr->blind + 10 + randint1(10));
5216 /* Mega-Hack -- Forget the view and lite */
5217 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
5220 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
5222 /* Update the monsters */
5223 p_ptr->update |= (PU_MONSTERS);
5226 p_ptr->redraw |= (PR_MAP);
5229 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5237 * Induce an "earthquake" of the given radius at the given location.
5239 * This will turn some walls into floors and some floors into walls.
5241 * The player will take damage and "jump" into a safe grid if possible,
5242 * otherwise, he will "tunnel" through the rubble instantaneously.
5244 * Monsters will take damage, and "jump" into a safe grid if possible,
5245 * otherwise they will be "buried" in the rubble, disappearing from
5246 * the level in the same way that they do when genocided.
5248 * Note that thus the player and monsters (except eaters of walls and
5249 * passers through walls) will never occupy the same grid as a wall.
5250 * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
5251 * for a single turn, unless that monster can pass_walls or kill_walls.
5252 * This has allowed massive simplification of the "monster" code.
5254 bool earthquake(int cy, int cx, int r)
5256 int i, t, y, x, yy, xx, dy, dx, oy, ox;
5258 int sn = 0, sy = 0, sx = 0;
5264 /* Prevent destruction of quest levels and town */
5265 if ((p_ptr->inside_quest && (p_ptr->inside_quest < MIN_RANDOM_QUEST)) || !dun_level)
5270 /* Paranoia -- Enforce maximum range */
5273 /* Clear the "maximal blast" area */
5274 for (y = 0; y < 32; y++)
5276 for (x = 0; x < 32; x++)
5282 /* Check around the epicenter */
5283 for (dy = -r; dy <= r; dy++)
5285 for (dx = -r; dx <= r; dx++)
5287 /* Extract the location */
5291 /* Skip illegal grids */
5292 if (!in_bounds(yy, xx)) continue;
5294 /* Skip distant grids */
5295 if (distance(cy, cx, yy, xx) > r) continue;
5297 /* Access the grid */
5298 c_ptr = &cave[yy][xx];
5300 /* Lose room and vault */
5301 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_TRAP);
5303 /* Lose light and knowledge */
5304 c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK);
5306 /* Skip the epicenter */
5307 if (!dx && !dy) continue;
5309 /* Skip most grids */
5310 if (randint0(100) < 85) continue;
5312 /* Damage this grid */
5313 map[16+yy-cy][16+xx-cx] = TRUE;
5315 /* Hack -- Take note of player damage */
5316 if ((yy == py) && (xx == px)) hurt = TRUE;
5320 /* First, affect the player (if necessary) */
5321 if (hurt && !(p_ptr->prace == RACE_SPECTRE) && !(p_ptr->wraith_form) && !(p_ptr->kabenuke))
5323 /* Check around the player */
5324 for (i = 0; i < 8; i++)
5326 /* Access the location */
5327 y = py + ddy_ddd[i];
5328 x = px + ddx_ddd[i];
5330 /* Skip non-empty grids */
5331 if (!cave_empty_bold(y, x)) continue;
5333 /* Important -- Skip "quake" grids */
5334 if (map[16+y-cy][16+x-cx]) continue;
5336 if (cave[y][x].m_idx) continue;
5338 /* Count "safe" grids */
5341 /* Randomize choice */
5342 if (randint0(sn) > 0) continue;
5344 /* Save the safe location */
5348 /* Random message */
5349 switch (randint1(3))
5354 msg_print("¥À¥ó¥¸¥ç¥ó¤ÎÊɤ¬Êø¤ì¤¿¡ª");
5356 msg_print("The cave ceiling collapses!");
5364 msg_print("¥À¥ó¥¸¥ç¥ó¤Î¾²¤¬ÉÔ¼«Á³¤Ë¤Í¤¸¶Ê¤¬¤Ã¤¿¡ª");
5366 msg_print("The cave floor twists in an unnatural way!");
5374 msg_print("¥À¥ó¥¸¥ç¥ó¤¬Íɤ줿¡ªÊø¤ì¤¿´ä¤¬Æ¬¤Ë¹ß¤Ã¤Æ¤¤¿¡ª");
5376 msg_print("The cave quakes! You are pummeled with debris!");
5383 /* Hurt the player a lot */
5386 /* Message and damage */
5388 msg_print("¤¢¤Ê¤¿¤Ï¤Ò¤É¤¤²ø²æ¤òÉé¤Ã¤¿¡ª");
5390 msg_print("You are severely crushed!");
5396 /* Destroy the grid, and push the player to safety */
5399 /* Calculate results */
5400 switch (randint1(3))
5405 msg_print("¹ß¤êÃí¤°´ä¤ò¤¦¤Þ¤¯Èò¤±¤¿¡ª");
5407 msg_print("You nimbly dodge the blast!");
5416 msg_print("´äÀФ¬¤¢¤Ê¤¿¤Ëľ·â¤·¤¿!");
5418 msg_print("You are bashed by rubble!");
5421 damage = damroll(10, 4);
5422 (void)set_stun(p_ptr->stun + randint1(50));
5428 msg_print("¤¢¤Ê¤¿¤Ï¾²¤ÈÊɤȤδ֤˶´¤Þ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
5430 msg_print("You are crushed between the floor and ceiling!");
5433 damage = damroll(10, 4);
5434 (void)set_stun(p_ptr->stun + randint1(50));
5439 /* Save the old location */
5443 /* Move the player to the safe location */
5450 tmp = cave[py][px].m_idx;
5451 cave[py][px].m_idx = cave[oy][ox].m_idx;
5452 cave[oy][ox].m_idx = tmp;
5453 m_list[p_ptr->riding].fy = py;
5454 m_list[p_ptr->riding].fx = px;
5455 update_mon(cave[py][px].m_idx, TRUE);
5458 /* Redraw the old spot */
5461 /* Redraw the new spot */
5464 /* Check for new panel */
5468 /* Important -- no wall on player */
5469 map[16+py-cy][16+px-cx] = FALSE;
5471 /* Take some damage */
5473 if (damage) take_hit(DAMAGE_ATTACK, damage, "ÃÏ¿Ì", -1);
5475 if (damage) take_hit(DAMAGE_ATTACK, damage, "an earthquake", -1);
5481 /* Examine the quaked region */
5482 for (dy = -r; dy <= r; dy++)
5484 for (dx = -r; dx <= r; dx++)
5486 /* Extract the location */
5490 /* Skip unaffected grids */
5491 if (!map[16+yy-cy][16+xx-cx]) continue;
5493 /* Access the grid */
5494 c_ptr = &cave[yy][xx];
5496 if (c_ptr->m_idx == p_ptr->riding) continue;
5498 /* Process monsters */
5501 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5502 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5504 /* Quest monsters */
5505 if (r_ptr->flags1 & RF1_QUESTOR)
5507 /* No wall on quest monsters */
5508 map[16+yy-cy][16+xx-cx] = FALSE;
5513 /* Most monsters cannot co-exist with rock */
5514 if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
5515 !(r_ptr->flags2 & (RF2_PASS_WALL)))
5519 /* Assume not safe */
5522 /* Monster can move to escape the wall */
5523 if (!(r_ptr->flags1 & (RF1_NEVER_MOVE)))
5525 /* Look for safety */
5526 for (i = 0; i < 8; i++)
5528 /* Access the grid */
5529 y = yy + ddy_ddd[i];
5530 x = xx + ddx_ddd[i];
5532 /* Skip non-empty grids */
5533 if (!cave_empty_bold(y, x)) continue;
5535 /* Hack -- no safety on glyph of warding */
5536 if (cave[y][x].feat == FEAT_GLYPH) continue;
5537 if (cave[y][x].feat == FEAT_MINOR_GLYPH) continue;
5539 /* ... nor on the Pattern */
5540 if ((cave[y][x].feat <= FEAT_PATTERN_XTRA2) &&
5541 (cave[y][x].feat >= FEAT_PATTERN_START))
5544 /* Important -- Skip "quake" grids */
5545 if (map[16+y-cy][16+x-cx]) continue;
5547 if (cave[y][x].m_idx) continue;
5548 if ((y == py) && (x == px)) continue;
5550 /* Count "safe" grids */
5553 /* Randomize choice */
5554 if (randint0(sn) > 0) continue;
5556 /* Save the safe grid */
5561 /* Describe the monster */
5562 monster_desc(m_name, m_ptr, 0);
5564 /* Scream in pain */
5566 msg_format("%^s¤Ï¶ìÄˤǵ㤤ï¤á¤¤¤¿¡ª", m_name);
5568 msg_format("%^s wails out in pain!", m_name);
5572 /* Take damage from the quake */
5573 damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
5575 /* Monster is certainly awake */
5578 /* Apply damage directly */
5579 m_ptr->hp -= damage;
5581 /* Delete (not kill) "dead" monsters */
5586 msg_format("%^s¤Ï´äÀФËËä¤â¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª", m_name);
5588 msg_format("%^s is embedded in the rock!", m_name);
5593 if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
5597 monster_desc(m2_name, m_ptr, 0x08);
5598 do_cmd_write_nikki(NIKKI_NAMED_PET, 7, m2_name);
5602 /* Delete the monster */
5603 delete_monster(yy, xx);
5605 /* No longer safe */
5609 /* Hack -- Escape from the rock */
5612 int m_idx = cave[yy][xx].m_idx;
5614 /* Update the new location */
5615 cave[sy][sx].m_idx = m_idx;
5617 /* Update the old location */
5618 cave[yy][xx].m_idx = 0;
5620 /* Move the monster */
5624 /* Update the monster (new location) */
5625 update_mon(m_idx, TRUE);
5627 /* Redraw the old grid */
5630 /* Redraw the new grid */
5639 /* Examine the quaked region */
5640 for (dy = -r; dy <= r; dy++)
5642 for (dx = -r; dx <= r; dx++)
5644 /* Extract the location */
5648 /* Skip unaffected grids */
5649 if (!map[16+yy-cy][16+xx-cx]) continue;
5651 /* Access the cave grid */
5652 c_ptr = &cave[yy][xx];
5654 /* Paranoia -- never affect player */
5655 /* if ((yy == py) && (xx == px)) continue; */
5657 /* Destroy location (if valid) */
5658 if (cave_valid_bold(yy, xx))
5660 bool floor = cave_floor_bold(yy, xx);
5662 /* Delete objects */
5663 delete_object(yy, xx);
5665 /* Wall (or floor) type */
5666 t = (floor ? randint0(100) : 200);
5671 /* Create granite wall */
5672 c_ptr->feat = FEAT_WALL_EXTRA;
5678 /* Create quartz vein */
5679 c_ptr->feat = FEAT_QUARTZ;
5685 /* Create magma vein */
5686 c_ptr->feat = FEAT_MAGMA;
5693 c_ptr->feat = floor_type[randint0(100)];
5694 c_ptr->info &= ~(CAVE_MASK);
5695 c_ptr->info |= CAVE_FLOOR;
5702 /* Mega-Hack -- Forget the view and lite */
5703 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
5706 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
5708 /* Update the monsters */
5709 p_ptr->update |= (PU_DISTANCE);
5711 /* Update the health bar */
5712 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
5715 p_ptr->redraw |= (PR_MAP);
5718 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5725 void discharge_minion(void)
5730 for (i = 1; i < m_max; i++)
5732 monster_type *m_ptr = &m_list[i];
5733 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
5734 if (m_ptr->nickname) okay = FALSE;
5736 if (!okay || p_ptr->riding)
5739 if (!get_check("ËÜÅö¤ËÁ´¥Ú¥Ã¥È¤òÇúÇˤ·¤Þ¤¹¤«¡©"))
5741 if (!get_check("You will blast all pets. Are you sure? "))
5745 for (i = 1; i < m_max; i++)
5748 monster_type *m_ptr = &m_list[i];
5749 monster_race *r_ptr;
5751 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
5752 r_ptr = &r_info[m_ptr->r_idx];
5754 /* Uniques resist discharging */
5755 if (r_ptr->flags1 & RF1_UNIQUE)
5758 monster_desc(m_name, m_ptr, 0x00);
5760 msg_format("%s¤ÏÇúÇˤµ¤ì¤ë¤Î¤ò·ù¤¬¤ê¡¢¾¡¼ê¤Ë¼«Ê¬¤ÎÀ¤³¦¤Ø¤Èµ¢¤Ã¤¿¡£", m_name);
5762 msg_format("%^s resists to be blasted, and run away.", m_name);
5764 delete_monster_idx(i);
5767 dam = m_ptr->hp / 2;
5768 if (dam > 100) dam = (dam-100)/2 + 100;
5769 if (dam > 400) dam = (dam-400)/2 + 400;
5770 if (dam > 800) dam = 800;
5771 project(i, 2+(r_ptr->level/20), m_ptr->fy,
5772 m_ptr->fx, dam, GF_PLASMA,
5773 PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_MONSTER, -1);
5774 delete_monster_idx(i);
5780 * This routine clears the entire "temp" set.
5782 * This routine will Perma-Lite all "temp" grids.
5784 * This routine is used (only) by "lite_room()"
5786 * Dark grids are illuminated.
5788 * Also, process all affected monsters.
5790 * SMART monsters always wake up when illuminated
5791 * NORMAL monsters wake up 1/4 the time when illuminated
5792 * STUPID monsters wake up 1/10 the time when illuminated
5794 static void cave_temp_room_lite(void)
5798 /* Clear them all */
5799 for (i = 0; i < temp_n; i++)
5804 cave_type *c_ptr = &cave[y][x];
5806 /* No longer in the array */
5807 c_ptr->info &= ~(CAVE_TEMP);
5809 /* Update only non-CAVE_GLOW grids */
5810 /* if (c_ptr->info & (CAVE_GLOW)) continue; */
5813 c_ptr->info |= (CAVE_GLOW);
5815 /* Process affected monsters */
5820 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5822 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5824 /* Update the monster */
5825 update_mon(c_ptr->m_idx, FALSE);
5827 /* Stupid monsters rarely wake up */
5828 if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
5830 /* Smart monsters always wake up */
5831 if (r_ptr->flags2 & (RF2_SMART)) chance = 100;
5833 /* Sometimes monsters wake up */
5834 if (m_ptr->csleep && (randint0(100) < chance))
5839 /* Notice the "waking up" */
5844 /* Acquire the monster name */
5845 monster_desc(m_name, m_ptr, 0);
5847 /* Dump a message */
5849 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
5851 msg_format("%^s wakes up.", m_name);
5853 /* Redraw the health bar */
5854 if (p_ptr->health_who == c_ptr->m_idx)
5855 p_ptr->redraw |= (PR_HEALTH);
5875 * This routine clears the entire "temp" set.
5877 * This routine will "darken" all "temp" grids.
5879 * In addition, some of these grids will be "unmarked".
5881 * This routine is used (only) by "unlite_room()"
5883 * Also, process all affected monsters
5885 static void cave_temp_room_unlite(void)
5889 /* Clear them all */
5890 for (i = 0; i < temp_n; i++)
5895 cave_type *c_ptr = &cave[y][x];
5897 /* No longer in the array */
5898 c_ptr->info &= ~(CAVE_TEMP);
5900 /* Darken the grid */
5901 c_ptr->info &= ~(CAVE_GLOW);
5903 /* Hack -- Forget "boring" grids */
5904 if ((c_ptr->feat <= FEAT_INVIS) || (c_ptr->feat == FEAT_DIRT) || (c_ptr->feat == FEAT_GRASS))
5906 /* Forget the grid */
5907 c_ptr->info &= ~(CAVE_MARK);
5913 /* Process affected monsters */
5916 /* Update the monster */
5917 update_mon(c_ptr->m_idx, FALSE);
5931 * Aux function -- see below
5933 static void cave_temp_room_aux(int y, int x)
5938 /* if (!in_bounds(y, x)) return; */
5941 c_ptr = &cave[y][x];
5943 /* Avoid infinite recursion */
5944 if (c_ptr->info & (CAVE_TEMP)) return;
5946 /* Do not "leave" the current room */
5947 if (!(c_ptr->info & (CAVE_ROOM))) return;
5949 /* Paranoia -- verify space */
5950 if (temp_n == TEMP_MAX) return;
5952 /* Mark the grid as "seen" */
5953 c_ptr->info |= (CAVE_TEMP);
5955 /* Add it to the "seen" set */
5965 * Illuminate any room containing the given location.
5967 void lite_room(int y1, int x1)
5971 /* Add the initial grid */
5972 cave_temp_room_aux(y1, x1);
5974 /* While grids are in the queue, add their neighbors */
5975 for (i = 0; i < temp_n; i++)
5977 x = temp_x[i], y = temp_y[i];
5979 /* Walls get lit, but stop light */
5980 if (!cave_floor_bold(y, x)) continue;
5982 /* Spread adjacent */
5983 cave_temp_room_aux(y + 1, x);
5984 cave_temp_room_aux(y - 1, x);
5985 cave_temp_room_aux(y, x + 1);
5986 cave_temp_room_aux(y, x - 1);
5988 /* Spread diagonal */
5989 cave_temp_room_aux(y + 1, x + 1);
5990 cave_temp_room_aux(y - 1, x - 1);
5991 cave_temp_room_aux(y - 1, x + 1);
5992 cave_temp_room_aux(y + 1, x - 1);
5995 /* Now, lite them all up at once */
5996 cave_temp_room_lite();
6001 * Darken all rooms containing the given location
6003 void unlite_room(int y1, int x1)
6007 /* Add the initial grid */
6008 cave_temp_room_aux(y1, x1);
6010 /* Spread, breadth first */
6011 for (i = 0; i < temp_n; i++)
6013 x = temp_x[i], y = temp_y[i];
6015 /* Walls get dark, but stop darkness */
6016 if (!cave_floor_bold(y, x)) continue;
6018 /* Spread adjacent */
6019 cave_temp_room_aux(y + 1, x);
6020 cave_temp_room_aux(y - 1, x);
6021 cave_temp_room_aux(y, x + 1);
6022 cave_temp_room_aux(y, x - 1);
6024 /* Spread diagonal */
6025 cave_temp_room_aux(y + 1, x + 1);
6026 cave_temp_room_aux(y - 1, x - 1);
6027 cave_temp_room_aux(y - 1, x + 1);
6028 cave_temp_room_aux(y + 1, x - 1);
6031 /* Now, darken them all at once */
6032 cave_temp_room_unlite();
6038 * Hack -- call light around the player
6039 * Affect all monsters in the projection radius
6041 bool lite_area(int dam, int rad)
6043 int flg = PROJECT_GRID | PROJECT_KILL;
6045 if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
6048 msg_print("¥À¥ó¥¸¥ç¥ó¤¬¸÷¤òµÛ¼ý¤·¤¿¡£");
6050 msg_print("The darkness of this dungeon absorb your light.");
6055 /* Hack -- Message */
6059 msg_print("Çò¤¤¸÷¤¬ÊÕ¤ê¤òʤ¤Ã¤¿¡£");
6061 msg_print("You are surrounded by a white light.");
6066 /* Hook into the "project()" function */
6067 (void)project(0, rad, py, px, dam, GF_LITE_WEAK, flg, -1);
6069 /* Lite up the room */
6072 if (p_ptr->special_defense & NINJA_S_STEALTH)
6074 set_superstealth(FALSE);
6083 * Hack -- call darkness around the player
6084 * Affect all monsters in the projection radius
6086 bool unlite_area(int dam, int rad)
6088 int flg = PROJECT_GRID | PROJECT_KILL;
6090 /* Hack -- Message */
6094 msg_print("°Å°Ç¤¬ÊÕ¤ê¤òʤ¤Ã¤¿¡£");
6096 msg_print("Darkness surrounds you.");
6101 /* Hook into the "project()" function */
6102 (void)project(0, rad, py, px, dam, GF_DARK_WEAK, flg, -1);
6104 /* Lite up the room */
6105 unlite_room(py, px);
6115 * Stop if we hit a monster, act as a "ball"
6116 * Allow "target" mode to pass over monsters
6117 * Affect grids, objects, and monsters
6119 bool fire_ball(int typ, int dir, int dam, int rad)
6123 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_NO_REF;
6125 if (typ == GF_CONTROL_LIVING) flg|= PROJECT_HIDE;
6126 /* Use the given direction */
6127 tx = px + 99 * ddx[dir];
6128 ty = py + 99 * ddy[dir];
6130 /* Hack -- Use an actual "target" */
6131 if ((dir == 5) && target_okay())
6133 flg &= ~(PROJECT_STOP);
6138 /* Analyze the "dir" and the "target". Hurt items on floor. */
6139 return (project(0, rad, ty, tx, dam, typ, flg, -1));
6145 * Stop if we hit a monster, act as a "ball"
6146 * Allow "target" mode to pass over monsters
6147 * Affect grids, objects, and monsters
6149 bool fire_rocket(int typ, int dir, int dam, int rad)
6153 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_NO_REF;
6155 /* Use the given direction */
6156 tx = px + 99 * ddx[dir];
6157 ty = py + 99 * ddy[dir];
6159 /* Hack -- Use an actual "target" */
6160 if ((dir == 5) && target_okay())
6166 /* Analyze the "dir" and the "target". Hurt items on floor. */
6167 return (project(0, rad, ty, tx, dam, typ, flg, -1));
6173 * Stop if we hit a monster, act as a "ball"
6174 * Allow "target" mode to pass over monsters
6175 * Affect grids, objects, and monsters
6177 bool fire_ball_hide(int typ, int dir, int dam, int rad)
6181 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_NO_REF | PROJECT_HIDE;
6183 /* Use the given direction */
6184 tx = px + 99 * ddx[dir];
6185 ty = py + 99 * ddy[dir];
6187 /* Hack -- Use an actual "target" */
6188 if ((dir == 5) && target_okay())
6190 flg &= ~(PROJECT_STOP);
6195 /* Analyze the "dir" and the "target". Hurt items on floor. */
6196 return (project(0, rad, ty, tx, dam, typ, flg, -1));
6201 * Cast a meteor spell, defined as a ball spell cast by an arbitary monster,
6202 * player, or outside source, that starts out at an arbitrary location, and
6203 * leaving no trail from the "caster" to the target. This function is
6204 * especially useful for bombardments and similar. -LM-
6206 * Option to hurt the player.
6208 bool fire_meteor(int who, int typ, int y, int x, int dam, int rad)
6210 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_NO_REF;
6212 /* Analyze the "target" and the caster. */
6213 return (project(who, rad, y, x, dam, typ, flg, -1));
6218 * Switch position with a monster.
6220 bool teleport_swap(int dir)
6224 monster_type * m_ptr;
6225 monster_race * r_ptr;
6227 if ((dir == 5) && target_okay())
6237 c_ptr = &cave[ty][tx];
6239 if (p_ptr->anti_tele)
6242 msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
6244 msg_print("A mysterious force prevents you from teleporting!");
6250 if (!c_ptr->m_idx || (c_ptr->m_idx == p_ptr->riding))
6253 msg_print("¤½¤ì¤È¤Ï¾ì½ê¤ò¸ò´¹¤Ç¤¤Þ¤»¤ó¡£");
6255 msg_print("You can't trade places with that!");
6263 if ((c_ptr->info & CAVE_ICKY) || (distance(ty, tx, py, px) > p_ptr->lev * 3 / 2 + 10))
6266 msg_print("¼ºÇÔ¤·¤¿¡£");
6268 msg_print("Failed to swap.");
6276 m_ptr = &m_list[c_ptr->m_idx];
6277 r_ptr = &r_info[m_ptr->r_idx];
6279 if (r_ptr->flags3 & RF3_RES_TELE)
6282 msg_print("¥Æ¥ì¥Ý¡¼¥È¤ò¼ÙË⤵¤ì¤¿¡ª");
6284 msg_print("Your teleportation is blocked!");
6292 sound(SOUND_TELEPORT);
6294 cave[py][px].m_idx = c_ptr->m_idx;
6296 /* Update the old location */
6297 c_ptr->m_idx = p_ptr->riding;
6299 /* Move the monster */
6303 /* Move the player */
6309 m_list[p_ptr->riding].fy = ty;
6310 m_list[p_ptr->riding].fx = tx;
6312 /* Update the monster (new location) */
6313 update_mon(cave[ty][tx].m_idx, TRUE);
6321 /* Update the monster (new location) */
6322 update_mon(cave[ty][tx].m_idx, TRUE);
6324 /* Redraw the old grid */
6327 /* Redraw the new grid */
6330 /* Check for new panel (redraw map) */
6334 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW);
6336 /* Notice changes in view */
6337 if (r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2 | RF7_SELF_LITE_1 | RF7_SELF_LITE_2))
6339 /* Update some things */
6340 p_ptr->update |= (PU_MON_LITE);
6343 /* Update the monsters */
6344 p_ptr->update |= (PU_DISTANCE);
6347 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
6349 /* Redraw the health bar */
6350 if (p_ptr->health_who == cave[ty][tx].m_idx)
6351 p_ptr->redraw |= (PR_HEALTH);
6353 /* Handle stuff XXX XXX XXX */
6362 * Hack -- apply a "projection()" in a direction (or at the target)
6364 bool project_hook(int typ, int dir, int dam, int flg)
6368 /* Pass through the target if needed */
6369 flg |= (PROJECT_THRU);
6371 /* Use the given direction */
6375 /* Hack -- Use an actual "target" */
6376 if ((dir == 5) && target_okay())
6382 /* Analyze the "dir" and the "target", do NOT explode */
6383 return (project(0, 0, ty, tx, dam, typ, flg, -1));
6389 * Stop if we hit a monster, as a "bolt"
6390 * Affect monsters (not grids or objects)
6392 bool fire_bolt(int typ, int dir, int dam)
6394 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_GRID;
6395 return (project_hook(typ, dir, dam, flg));
6401 * Pass through monsters, as a "beam"
6402 * Affect monsters (not grids or objects)
6404 bool fire_beam(int typ, int dir, int dam)
6406 int flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM;
6407 return (project_hook(typ, dir, dam, flg));
6412 * Cast a bolt spell, or rarely, a beam spell
6414 bool fire_bolt_or_beam(int prob, int typ, int dir, int dam)
6416 if (randint0(100) < prob)
6418 return (fire_beam(typ, dir, dam));
6422 return (fire_bolt(typ, dir, dam));
6428 * Some of the old functions
6430 bool lite_line(int dir)
6432 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
6433 return (project_hook(GF_LITE_WEAK, dir, damroll(6, 8), flg));
6437 bool drain_life(int dir, int dam)
6439 int flg = PROJECT_STOP | PROJECT_KILL;
6440 return (project_hook(GF_OLD_DRAIN, dir, dam, flg));
6444 bool wall_to_mud(int dir)
6446 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
6447 return (project_hook(GF_KILL_WALL, dir, 20 + randint1(30), flg));
6451 bool wizard_lock(int dir)
6453 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
6454 return (project_hook(GF_JAM_DOOR, dir, 20 + randint1(30), flg));
6458 bool destroy_door(int dir)
6460 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
6461 return (project_hook(GF_KILL_DOOR, dir, 0, flg));
6465 bool disarm_trap(int dir)
6467 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
6468 return (project_hook(GF_KILL_TRAP, dir, 0, flg));
6472 bool heal_monster(int dir, int dam)
6474 int flg = PROJECT_STOP | PROJECT_KILL;
6475 return (project_hook(GF_OLD_HEAL, dir, dam, flg));
6479 bool speed_monster(int dir)
6481 int flg = PROJECT_STOP | PROJECT_KILL;
6482 return (project_hook(GF_OLD_SPEED, dir, p_ptr->lev, flg));
6486 bool slow_monster(int dir)
6488 int flg = PROJECT_STOP | PROJECT_KILL;
6489 return (project_hook(GF_OLD_SLOW, dir, p_ptr->lev, flg));
6493 bool sleep_monster(int dir)
6495 int flg = PROJECT_STOP | PROJECT_KILL;
6496 return (project_hook(GF_OLD_SLEEP, dir, p_ptr->lev, flg));
6500 bool stasis_monster(int dir)
6502 return (fire_ball_hide(GF_STASIS, dir, p_ptr->lev*2, 0));
6506 bool confuse_monster(int dir, int plev)
6508 int flg = PROJECT_STOP | PROJECT_KILL;
6509 return (project_hook(GF_OLD_CONF, dir, plev, flg));
6513 bool stun_monster(int dir, int plev)
6515 int flg = PROJECT_STOP | PROJECT_KILL;
6516 return (project_hook(GF_STUN, dir, plev, flg));
6520 bool poly_monster(int dir)
6522 int flg = PROJECT_STOP | PROJECT_KILL;
6523 bool tester = (project_hook(GF_OLD_POLY, dir, p_ptr->lev, flg));
6525 chg_virtue(V_CHANCE, 1);
6530 bool clone_monster(int dir)
6532 int flg = PROJECT_STOP | PROJECT_KILL;
6533 return (project_hook(GF_OLD_CLONE, dir, 0, flg));
6537 bool fear_monster(int dir, int plev)
6539 int flg = PROJECT_STOP | PROJECT_KILL;
6540 return (project_hook(GF_TURN_ALL, dir, plev, flg));
6544 bool death_ray(int dir, int plev)
6546 int flg = PROJECT_STOP | PROJECT_KILL;
6547 return (project_hook(GF_DEATH_RAY, dir, plev * 200, flg));
6551 bool teleport_monster(int dir)
6553 int flg = PROJECT_BEAM | PROJECT_KILL;
6554 return (project_hook(GF_AWAY_ALL, dir, MAX_SIGHT * 5, flg));
6558 * Hooks -- affect adjacent grids (radius 1 ball attack)
6560 bool door_creation(void)
6562 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6563 return (project(0, 1, py, px, 0, GF_MAKE_DOOR, flg, -1));
6567 bool trap_creation(int y, int x)
6569 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6570 return (project(0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1));
6574 bool tree_creation(void)
6576 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6577 return (project(0, 1, py, px, 0, GF_MAKE_TREE, flg, -1));
6581 bool glyph_creation(void)
6583 int flg = PROJECT_GRID | PROJECT_ITEM;
6584 return (project(0, 1, py, px, 0, GF_MAKE_GLYPH, flg, -1));
6588 bool wall_stone(void)
6590 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6592 bool dummy = (project(0, 1, py, px, 0, GF_STONE_WALL, flg, -1));
6595 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW);
6597 /* Update the monsters */
6598 p_ptr->update |= (PU_MONSTERS);
6601 p_ptr->redraw |= (PR_MAP);
6604 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
6610 bool destroy_doors_touch(void)
6612 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6613 return (project(0, 1, py, px, 0, GF_KILL_DOOR, flg, -1));
6617 bool sleep_monsters_touch(void)
6619 int flg = PROJECT_KILL | PROJECT_HIDE;
6620 return (project(0, 1, py, px, p_ptr->lev, GF_OLD_SLEEP, flg, -1));
6624 bool animate_dead(int who, int y, int x)
6626 int flg = PROJECT_ITEM | PROJECT_HIDE;
6627 return (project(who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
6631 void call_chaos(void)
6633 int Chaos_type, dummy, dir;
6634 int plev = p_ptr->lev;
6635 bool line_chaos = FALSE;
6637 int hurt_types[31] =
6639 GF_ELEC, GF_POIS, GF_ACID, GF_COLD,
6640 GF_FIRE, GF_MISSILE, GF_ARROW, GF_PLASMA,
6641 GF_HOLY_FIRE, GF_WATER, GF_LITE, GF_DARK,
6642 GF_FORCE, GF_INERTIA, GF_MANA, GF_METEOR,
6643 GF_ICE, GF_CHAOS, GF_NETHER, GF_DISENCHANT,
6644 GF_SHARDS, GF_SOUND, GF_NEXUS, GF_CONFUSION,
6645 GF_TIME, GF_GRAVITY, GF_ROCKET, GF_NUKE,
6646 GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
6649 Chaos_type = hurt_types[randint0(31)];
6650 if (one_in_(4)) line_chaos = TRUE;
6654 for (dummy = 1; dummy < 10; dummy++)
6659 fire_beam(Chaos_type, dummy, 150);
6661 fire_ball(Chaos_type, dummy, 150, 2);
6665 else if (one_in_(3))
6667 fire_ball(Chaos_type, 0, 500, 8);
6671 if (!get_aim_dir(&dir)) return;
6673 fire_beam(Chaos_type, dir, 250);
6675 fire_ball(Chaos_type, dir, 250, 3 + (plev / 35));
6681 * Activate the evil Topi Ylinen curse
6682 * rr9: Stop the nasty things when a Cyberdemon is summoned
6683 * or the player gets paralyzed.
6685 bool activate_ty_curse(bool stop_ty, int *count)
6689 int flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
6693 switch (randint1(34))
6699 msg_print("ÃÏÌ̤¬Íɤ줿...");
6701 msg_print("The ground trembles...");
6704 earthquake(py, px, 5 + randint0(10));
6705 if (!one_in_(6)) break;
6710 int dam = damroll(10, 10);
6712 msg_print("½ã¿è¤ÊËâÎϤμ¡¸µ¤Ø¤ÎÈ⤬³«¤¤¤¿¡ª");
6714 msg_print("A portal opens to a plane of raw mana!");
6717 project(0, 8, py, px, dam, GF_MANA, flg, -1);
6719 take_hit(DAMAGE_NOESCAPE, dam, "½ã¿è¤ÊËâÎϤβòÊü", -1);
6721 take_hit(DAMAGE_NOESCAPE, dam, "released pure mana", -1);
6723 if (!one_in_(6)) break;
6729 msg_print("¼þ°Ï¤Î¶õ´Ö¤¬ÏĤó¤À¡ª");
6731 msg_print("Space warps about you!");
6734 teleport_player(damroll(10, 10));
6735 if (randint0(13)) (*count) += activate_hi_summon(py, px, FALSE);
6736 if (!one_in_(6)) break;
6740 msg_print("¥¨¥Í¥ë¥®¡¼¤Î¤¦¤Í¤ê¤ò´¶¤¸¤¿¡ª");
6742 msg_print("You feel a surge of energy!");
6748 project(0, 7, py, px, 50, GF_KILL_WALL, flg, -1);
6750 take_hit(DAMAGE_NOESCAPE, 50, "¥¨¥Í¥ë¥®¡¼¤Î¤¦¤Í¤ê", -1);
6752 take_hit(DAMAGE_NOESCAPE, 50, "surge of energy", -1);
6755 if (!one_in_(6)) break;
6756 case 1: case 2: case 3: case 16: case 17:
6757 aggravate_monsters(0);
6758 if (!one_in_(6)) break;
6759 case 4: case 5: case 6:
6760 (*count) += activate_hi_summon(py, px, FALSE);
6761 if (!one_in_(6)) break;
6762 case 7: case 8: case 9: case 18:
6763 (*count) += summon_specific(0, py, px, dun_level, 0, TRUE, FALSE, FALSE, TRUE, TRUE);
6764 if (!one_in_(6)) break;
6765 case 10: case 11: case 12:
6767 msg_print("À¸Ì¿ÎϤ¬ÂΤ«¤éµÛ¤¤¼è¤é¤ì¤¿µ¤¤¬¤¹¤ë¡ª");
6769 msg_print("You feel your life draining away...");
6772 lose_exp(p_ptr->exp / 16);
6773 if (!one_in_(6)) break;
6774 case 13: case 14: case 15: case 19: case 20:
6775 if (stop_ty || (p_ptr->free_act && (randint1(125) < p_ptr->skill_sav)) || (p_ptr->pclass == CLASS_BERSERKER))
6782 msg_print("ĦÁü¤Ë¤Ê¤Ã¤¿µ¤Ê¬¤À¡ª");
6784 msg_print("You feel like a statue!");
6787 if (p_ptr->free_act)
6788 set_paralyzed(p_ptr->paralyzed + randint1(3));
6790 set_paralyzed(p_ptr->paralyzed + randint1(13));
6793 if (!one_in_(6)) break;
6794 case 21: case 22: case 23:
6795 (void)do_dec_stat(randint0(6));
6796 if (!one_in_(6)) break;
6799 msg_print("¤Û¤¨¡©»ä¤Ïï¡©¤³¤³¤Ç²¿¤·¤Æ¤ë¡©");
6801 msg_print("Huh? Who am I? What am I doing here?");
6805 if (!one_in_(6)) break;
6808 * Only summon Cyberdemons deep in the dungeon.
6810 if ((dun_level > 65) && !stop_ty)
6812 (*count) += summon_cyber(-1, py, px);
6816 if (!one_in_(6)) break;
6822 (void)do_dec_stat(i);
6830 while (one_in_(3) && !stop_ty);
6836 int activate_hi_summon(int y, int x, bool can_pet)
6840 bool pet = FALSE, friendly = FALSE, not_pet;
6854 not_pet = (bool)(!pet);
6856 summon_lev = (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : dun_level);
6858 for (i = 0; i < (randint1(7) + (dun_level / 40)); i++)
6860 switch (randint1(25) + (dun_level / 20))
6863 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, TRUE, friendly, pet, FALSE, not_pet);
6866 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, TRUE, friendly, pet, FALSE, not_pet);
6869 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, TRUE, friendly, pet, FALSE, not_pet);
6872 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, TRUE, friendly, pet, FALSE, not_pet);
6875 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, TRUE, friendly, pet, FALSE, not_pet);
6878 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, TRUE, friendly, pet, FALSE, not_pet);
6881 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, TRUE, friendly, pet, FALSE, not_pet);
6884 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, TRUE, friendly, pet, FALSE, not_pet);
6887 if (pet || friendly) break;
6888 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, TRUE, friendly, pet, TRUE, not_pet);
6891 if (pet || friendly) break;
6892 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, TRUE, friendly, pet, TRUE, not_pet);
6895 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, TRUE, friendly, pet, (bool)(!friendly && !pet), not_pet);
6898 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, TRUE, friendly, pet, (bool)(!friendly && !pet), not_pet);
6901 count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, TRUE, friendly, pet, FALSE, not_pet);
6904 count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, TRUE, friendly, pet, (bool)(!friendly && !pet), not_pet);
6913 int summon_cyber(int who, int y, int x)
6916 int max_cyber = (easy_band ? 1 : (dun_level / 50) + randint1(2));
6919 bool friendly = FALSE;
6922 /* Summoned by a monster */
6925 monster_type *m_ptr = &m_list[who];
6926 friendly = is_friendly(m_ptr);
6927 pet = is_pet(m_ptr);
6930 if (max_cyber > 4) max_cyber = 4;
6932 for (i = 0; i < max_cyber; i++)
6934 count += summon_specific(who, y, x, 100, SUMMON_CYBER, TRUE, friendly, pet, FALSE, FALSE);
6941 void wall_breaker(void)
6945 int attempts = 1000;
6947 if (randint1(80 + p_ptr->lev) < 70)
6951 scatter(&y, &x, py, px, 4, 0);
6953 if (!cave_floor_bold(y, x)) continue;
6955 if ((y != py) || (x != px)) break;
6958 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
6959 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
6961 else if (randint1(100) > 30)
6963 earthquake(py, px, 1);
6967 int num = damroll(5, 3);
6969 for (i = 0; i < num; i++)
6973 scatter(&y, &x, py, px, 10, 0);
6975 if ((y != py) && (x != px)) break;
6978 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
6979 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
6988 bool confuse_monsters(int dam)
6990 return (project_hack(GF_OLD_CONF, dam));
6997 bool charm_monsters(int dam)
6999 return (project_hack(GF_CHARM, dam));
7006 bool charm_animals(int dam)
7008 return (project_hack(GF_CONTROL_ANIMAL, dam));
7015 bool stun_monsters(int dam)
7017 return (project_hack(GF_STUN, dam));
7024 bool stasis_monsters(int dam)
7026 return (project_hack(GF_STASIS, dam));
7031 * Mindblast monsters
7033 bool mindblast_monsters(int dam)
7035 return (project_hack(GF_PSI, dam));
7040 * Banish all monsters
7042 bool banish_monsters(int dist)
7044 return (project_hack(GF_AWAY_ALL, dist));
7051 bool turn_evil(int dam)
7053 return (project_hack(GF_TURN_EVIL, dam));
7060 bool turn_monsters(int dam)
7062 return (project_hack(GF_TURN_ALL, dam));
7067 * Death-ray all monsters (note: OBSCENELY powerful)
7069 bool deathray_monsters(void)
7071 return (project_hack(GF_DEATH_RAY, p_ptr->lev * 200));
7075 bool charm_monster(int dir, int plev)
7077 int flg = PROJECT_STOP | PROJECT_KILL;
7078 return (project_hook(GF_CHARM, dir, plev, flg));
7082 bool control_one_undead(int dir, int plev)
7084 int flg = PROJECT_STOP | PROJECT_KILL;
7085 return (project_hook(GF_CONTROL_UNDEAD, dir, plev, flg));
7089 bool control_one_demon(int dir, int plev)
7091 int flg = PROJECT_STOP | PROJECT_KILL;
7092 return (project_hook(GF_CONTROL_DEMON, dir, plev, flg));
7096 bool charm_animal(int dir, int plev)
7098 int flg = PROJECT_STOP | PROJECT_KILL;
7099 return (project_hook(GF_CONTROL_ANIMAL, dir, plev, flg));
7103 bool charm_living(int dir, int plev)
7105 int flg = PROJECT_STOP | PROJECT_KILL;
7106 return (project_hook(GF_CONTROL_LIVING, dir, plev, flg));
7110 void kawarimi(bool success)
7113 object_type *q_ptr = &forge;
7116 if (p_ptr->confused || p_ptr->blind || p_ptr->paralyzed || p_ptr->image) return;
7117 if (randint0(200) < p_ptr->stun) return;
7119 if (!success && one_in_(3))
7122 msg_print("¼ºÇÔ¡ªÆ¨¤²¤é¤ì¤Ê¤«¤Ã¤¿¡£");
7124 msg_print("Failed! You couldn't run away.");
7126 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
7127 p_ptr->redraw |= (PR_STATUS);
7134 teleport_player(10+randint1(90));
7138 object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
7140 q_ptr->pval = MON_NINJA;
7142 /* Drop it in the dungeon */
7143 (void)drop_near(q_ptr, -1, y, x);
7146 if (success) msg_print("¹¶·â¤ò¼õ¤±¤ëÁ°¤ËÁÇÁ᤯¿È¤ò¤Ò¤ë¤¬¤¨¤·¤¿¡£");
7147 else msg_print("¼ºÇÔ¡ª¹¶·â¤ò¼õ¤±¤Æ¤·¤Þ¤Ã¤¿¡£");
7149 if (success) msg_print("You have turned around just before the attack hit you.");
7150 else msg_print("Failed! You are hit by the attack.");
7153 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
7154 p_ptr->redraw |= (PR_STATUS);