4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Spell code (part 2) */
18 * self-knowledge... idea from nethack. Useful for determining powers and
19 * resistences of items. It saves the screen, clears it, then starts listing
20 * attributes, a screenful at a time. (There are a LOT of attributes to
21 * list. It will probably take 2 or 3 screens for a powerful character whose
22 * using several artifacts...) -CFT
24 * It is now a lot more efficient. -BEN-
26 * See also "identify_fully()".
28 * XXX XXX XXX Use the "show_file()" method, perhaps.
30 void self_knowledge(void)
35 char v_string [8] [128];
36 char s_string [6] [128];
38 u32b flgs[TR_FLAG_SIZE];
47 int plev = p_ptr->lev;
51 for (j = 0; j < TR_FLAG_SIZE; j++)
54 p_ptr->knowledge |= (KNOW_STAT | KNOW_HPRATE);
58 percent = (int)(((long)p_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
60 ((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
63 sprintf(Dummy, "¸½ºß¤ÎÂÎÎÏ¥é¥ó¥¯ : %d/100", percent);
65 sprintf(Dummy, "Your current Life Rating is %d/100.", percent);
68 strcpy(buf[0], Dummy);
72 chg_virtue(V_KNOWLEDGE, 1);
73 chg_virtue(V_ENLIGHTEN, 1);
75 /* Acquire item flags from equipment */
76 for (k = INVEN_RARM; k < INVEN_TOTAL; k++)
78 u32b tflgs[TR_FLAG_SIZE];
80 o_ptr = &inventory[k];
82 /* Skip non-objects */
83 if (!o_ptr->k_idx) continue;
85 /* Extract the flags */
86 object_flags(o_ptr, tflgs);
89 for (j = 0; j < TR_FLAG_SIZE; j++)
94 info[i++] = "ǽÎϤκÇÂçÃÍ";
96 info[i++] = "Limits of maximum stats";
99 for (v_nr = 0; v_nr < 6; v_nr++)
103 sprintf(stat_desc, "%s 18/%d", stat_names[v_nr], p_ptr->stat_max_max[v_nr]-18);
105 strcpy(s_string[v_nr], stat_desc);
107 info[i++] = s_string[v_nr];
112 sprintf(Dummy, "¸½ºß¤Î°À : %s(%ld)", your_alignment(), p_ptr->align);
114 sprintf(Dummy, "Your alighnment : %s(%ld)", your_alignment(), p_ptr->align);
116 strcpy(buf[1], Dummy);
118 for (v_nr = 0; v_nr < 8; v_nr++)
122 int tester = p_ptr->virtues[v_nr];
124 strcpy(v_name, virtue[(p_ptr->vir_types[v_nr])-1]);
127 sprintf(vir_desc, "¤ª¤Ã¤È¡£%s¤Î¾ðÊó¤Ê¤·¡£", v_name);
129 sprintf(vir_desc, "Oops. No info about %s.", v_name);
133 sprintf(vir_desc, "[%s]¤ÎÂÐ¶Ë (%d)",
135 sprintf(vir_desc, "You are the polar opposite of %s (%d).",
138 else if (tester < -80)
140 sprintf(vir_desc, "[%s]¤ÎÂçŨ (%d)",
142 sprintf(vir_desc, "You are an arch-enemy of %s (%d).",
145 else if (tester < -60)
147 sprintf(vir_desc, "[%s]¤Î¶¯Å¨ (%d)",
149 sprintf(vir_desc, "You are a bitter enemy of %s (%d).",
152 else if (tester < -40)
154 sprintf(vir_desc, "[%s]¤ÎŨ (%d)",
156 sprintf(vir_desc, "You are an enemy of %s (%d).",
159 else if (tester < -20)
161 sprintf(vir_desc, "[%s]¤Îºá¼Ô (%d)",
163 sprintf(vir_desc, "You have sinned against %s (%d).",
168 sprintf(vir_desc, "[%s]¤ÎÌÂÆ»¼Ô (%d)",
170 sprintf(vir_desc, "You have strayed from the path of %s (%d).",
173 else if (tester == 0)
175 sprintf(vir_desc, "[%s]¤ÎÃæΩ¼Ô (%d)",
177 sprintf(vir_desc,"You are neutral to %s (%d).",
180 else if (tester < 20)
182 sprintf(vir_desc, "[%s]¤Î¾®ÆÁ¼Ô (%d)",
184 sprintf(vir_desc,"You are somewhat virtuous in %s (%d).",
187 else if (tester < 40)
189 sprintf(vir_desc, "[%s]¤ÎÃæÆÁ¼Ô (%d)",
191 sprintf(vir_desc,"You are virtuous in %s (%d).",
194 else if (tester < 60)
196 sprintf(vir_desc, "[%s]¤Î¹âÆÁ¼Ô (%d)",
198 sprintf(vir_desc,"You are very virtuous in %s (%d).",
201 else if (tester < 80)
203 sprintf(vir_desc, "[%s]¤ÎÇÆ¼Ô (%d)",
205 sprintf(vir_desc,"You are a champion of %s (%d).",
208 else if (tester < 100)
210 sprintf(vir_desc, "[%s]¤Î°ÎÂç¤ÊÇÆ¼Ô (%d)",
212 sprintf(vir_desc,"You are a great champion of %s (%d).",
217 sprintf(vir_desc, "[%s]¤Î¶ñ¸½¼Ô (%d)",
219 sprintf(vir_desc,"You are the living embodiment of %s (%d).",
223 strcpy(v_string[v_nr], vir_desc);
225 info[i++] = v_string[v_nr];
229 /* Racial powers... */
230 if (p_ptr->mimic_form)
232 switch (p_ptr->mimic_form)
235 case MIMIC_DEMON_LORD:
237 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤ÎÃϹö¤«²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤¬¤Ç¤¤ë¡£(%d MP)", 3 * plev, 10+plev/3);
239 sprintf(Dummy, "You can nether breathe, dam. %d (cost %d).", 3 * plev, 10+plev/3);
248 sprintf(Dummy, "¤¢¤Ê¤¿¤ÏŨ¤«¤é %d-%d HP ¤ÎÀ¸Ì¿ÎϤòµÛ¼ý¤Ç¤¤ë¡£(%d MP)",
250 sprintf(Dummy, "You can steal life from a foe, dam. %d-%d (cost %d).",
253 plev + MAX(1, plev / 10), plev + plev * MAX(1, plev / 10), 1 + (plev / 3));
261 switch (p_ptr->prace)
267 info[i++] = "¤¢¤Ê¤¿¤Ï櫤ȥɥ¢¤È³¬Ãʤò´¶ÃΤǤ¤ë¡£(5 MP)";
269 info[i++] = "You can find traps, doors and stairs (cost 5).";
277 info[i++] = "¤¢¤Ê¤¿¤Ï¿©ÎÁ¤òÀ¸À®¤Ç¤¤ë¡£(10 MP)";
279 info[i++] = "You can produce food (cost 10).";
288 sprintf(Dummy, "¤¢¤Ê¤¿¤ÏÈÏ°Ï %d °ÊÆâ¤Ë¥Æ¥ì¥Ý¡¼¥È¤Ç¤¤ë¡£(%d MP)",
290 sprintf(Dummy, "You can teleport, range %d (cost %d).",
293 (1 + plev), (5 + (plev / 5)));
300 info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤò½üµî¤Ç¤¤ë¡£(5 MP)";
302 info[i++] = "You can remove fear (cost 5).";
306 case RACE_HALF_TROLL:
309 info[i++] = "¤¢¤Ê¤¿¤Ï¶¸Ë½²½¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(12 MP) ";
311 info[i++] = "You enter berserk fury (cost 12).";
318 info[i++] = "¤¢¤Ê¤¿¤Ï¥·¥ã¥É¥¦¥·¥Õ¥È¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(50 MP)";
320 info[i++] = "You can Shift Shadows (cost 50).";
325 info[i++] = "¤¢¤Ê¤¿¤Ï¡Ö¥Ñ¥¿¡¼¥ó¡×¤ò¿´¤ËÉÁ¤¤¤ÆÊ⤯¤³¤È¤¬¤Ç¤¤ë¡£(75 MP)";
327 info[i++] = "You can mentally Walk the Pattern (cost 75).";
334 info[i++] = "¤¢¤Ê¤¿¤Ï¶¸Ë½²½¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(10 MP) ";
336 info[i++] = "You can enter berserk fury (cost 10).";
343 info[i++] = "¤¢¤Ê¤¿¤ÏÇúȯ¤Î¥ë¡¼¥ó¤ò»Å³Ý¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£(35 MP)";
345 info[i++] = "You can set an Explosive Rune (cost 35).";
349 case RACE_HALF_GIANT:
352 info[i++] = "¤¢¤Ê¤¿¤ÏÀФÎÊɤò²õ¤¹¤³¤È¤¬¤Ç¤¤ë¡£(10 MP)";
354 info[i++] = "You can break stone walls (cost 10).";
358 case RACE_HALF_TITAN:
361 info[i++] = "¤¢¤Ê¤¿¤Ï¥â¥ó¥¹¥¿¡¼¤ò¥¹¥¥ã¥ó¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(20 MP)";
363 info[i++] = "You can probe monsters (cost 20).";
371 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î´äÀФòÅꤲ¤ë¤³¤È¤¬¤Ç¤¤ë¡£(15 MP)",
373 sprintf(Dummy, "You can throw a boulder, dam. %d (cost 15).",
383 info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤò¸Æ¤Óµ¯¤³¤¹¶«¤ÓÀ¼¤òȯ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(15 MP)";
385 info[i++] = "You can make a terrifying scream (cost 15).";
393 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î»À¤ò¿á¤¤«¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£(9 MP)", plev);
395 sprintf(Dummy, "You can spit acid, dam. %d (cost 9).", plev);
406 "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤ÎÆÇÌð¤òÅꤲ¤ë¤³¤È¤¬¤Ç¤¤ë¡£(8 MP)", plev);
408 "You can throw a dart of poison, dam. %d (cost 8).", plev);
418 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤Î¼öʸ¤ò»È¤¨¤ë¡£(2 MP)",
420 sprintf(Dummy, "You can cast a Magic Missile, dam %d (cost 2).",
423 (3 + ((plev-1) / 5)));
429 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤¬¤Ç¤¤ë¡£(%d MP)", 2 * plev, plev);
431 sprintf(Dummy, "You can breathe, dam. %d (cost %d).", 2 * plev, plev);
436 case RACE_MIND_FLAYER:
439 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤ÎÀº¿À¹¶·â¤ò¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(12 MP)", plev);
441 sprintf(Dummy, "You can mind blast your enemies, dam %d (cost 12).", plev);
450 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò»È¤¨¤ë¡£(15 MP)", plev);
452 sprintf(Dummy, "You can cast a Fire Ball, dam. %d (cost 15).", plev);
460 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò»È¤¨¤ë¡£(15 MP)", plev);
462 sprintf(Dummy, "You can cast a Fire Bolt, dam. %d (cost 15).", plev);
471 info[i++] = "¤¢¤Ê¤¿¤Ï d20+30 ¥¿¡¼¥ó¤Î´ÖÈ©¤òÀФËÊѲ½¤µ¤»¤é¤ì¤ë¡£(15 MP)";
473 info[i++] = "You can turn your skin to stone, dur d20+30 (cost 15).";
481 info[i++] = "¤¢¤Ê¤¿¤Ï¼º¤Ã¤¿À¸Ì¿ÎϤò²óÉü¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(30 MP)";
483 info[i++] = "You can restore lost life forces (cost 30).";
491 sprintf(Dummy, "¤¢¤Ê¤¿¤ÏŨ¤«¤é %d-%d HP ¤ÎÀ¸Ì¿ÎϤòµÛ¼ý¤Ç¤¤ë¡£(%d MP)",
493 sprintf(Dummy, "You can steal life from a foe, dam. %d-%d (cost %d).",
496 plev + MAX(1, plev / 10), plev + plev * MAX(1, plev / 10), 1 + (plev / 3));
504 info[i++] = "¤¢¤Ê¤¿¤Ïµã¤¶«¤ó¤ÇŨ¤ò¶²Éݤµ¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£(3 MP)";
506 info[i++] = "You can wail to terrify your enemies (cost 3).";
515 info[i++] = "¤¢¤Ê¤¿¤ÏŨ¤ò̲¤é¤»¤ëËâË¡¤ÎÊ´¤òÅꤲ¤ë¤³¤È¤¬¤Ç¤¤ë¡£(12 MP)";
517 info[i++] = "You can throw magical dust which induces sleep (cost 12).";
524 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤ÎÃϹö¤«²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤¬¤Ç¤¤ë¡£(%d MP)", 3 * plev, 10+plev/3);
526 sprintf(Dummy, "You can breathe nether, dam. %d (cost %d).", 3 * plev, 10+plev/3);
534 info[i++] = "¤¢¤Ê¤¿¤Ï d20+30 ¥¿¡¼¥ó¤Î´Ö²£¤Ë¿¤Ó¤ë¤³¤È¤¬¤Ç¤¤ë¡£(15 MP)";
536 info[i++] = "You can expand horizontally, dur d20+30 (cost 15).";
543 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥ì¥¤¥¬¥ó¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(7 MP)", (plev + 1) / 2);
545 sprintf(Dummy, "You can fire a ray gun with damage %d (cost 7).", (plev+1)/2);
549 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ö¥é¥¹¥¿¡¼¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(13 MP)", plev);
551 sprintf(Dummy, "You can fire a blaster with damage %d (cost 13).", plev);
555 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ð¥º¡¼¥«¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(26 MP)", plev * 2);
557 sprintf(Dummy, "You can fire a bazooka with damage %d (cost 26).", plev * 2);
561 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ó¡¼¥à¥¥ã¥Î¥ó¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(40 MP)", plev * 2);
563 sprintf(Dummy, "You can fire a beam cannon with damage %d (cost 40).", plev * 2);
567 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥í¥±¥Ã¥È¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(60 MP)", plev * 5);
569 sprintf(Dummy, "You can fire a rocket with damage %d (cost 60).", plev * 5);
579 switch(p_ptr->pclass)
585 info[i++] = "¤¢¤Ê¤¿¤Ï¥é¥ó¥À¥à¤ÊÊý¸þ¤ËÂФ·¤Æ¿ô²ó¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(75 MP)";
587 info[i++] = "You can attack some random directions at a time (cost 75).";
592 case CLASS_HIGH_MAGE:
597 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥¤¥Æ¥à¤ÎËâÎϤòµÛ¼ý¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(1 MP)";
599 info[i++] = "You can absorb charges from an item (cost 1).";
604 if (is_good_realm(p_ptr->realm1))
609 info[i++] = "¤¢¤Ê¤¿¤ÏÉð´ï¤ò½ËÊ¡¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(70 MP)";
611 info[i++] = "You can bless a weapon (cost 70).";
620 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ¤ê¤Î¤¹¤Ù¤Æ¤Î¥â¥ó¥¹¥¿¡¼¤ò¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(40 MP)";
622 info[i++] = "You can damages all monsters in sight (cost 40).";
631 info[i++] = "¤¢¤Ê¤¿¤Ï¹¶·â¤·¤Æ¨ºÂ¤Ëƨ¤²¤ë¤³¤È¤¬¤Ç¤¤ë¡£(12 MP)";
633 info[i++] = "You can hit a monster and teleport at a time (cost 12).";
641 info[i++] = "¤¢¤Ê¤¿¤Ï²øʪ¤òÄ´ºº¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(20 MP)";
643 info[i++] = "You can prove monsters (cost 20).";
648 if (is_good_realm(p_ptr->realm1))
653 info[i++] = "¤¢¤Ê¤¿¤ÏÀ»¤Ê¤ëÁä¤òÊü¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(30 MP)";
655 info[i++] = "You can fires a holy spear (cost 30).";
664 info[i++] = "¤¢¤Ê¤¿¤ÏÀ¸Ì¿ÎϤò¸º¾¯¤µ¤»¤ëÁä¤òÊü¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(30 MP)";
666 info[i++] = "You can fires a spear which drains vitality (cost 30).";
671 case CLASS_WARRIOR_MAGE:
675 info[i++] = "¤¢¤Ê¤¿¤Ï£È£Ð¤ò£Í£Ð¤ËÊÑ´¹¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
677 info[i++] = "You can convert HP to SP (cost 0).";
680 info[i++] = "¤¢¤Ê¤¿¤Ï£Í£Ð¤ò£È£Ð¤ËÊÑ´¹¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
682 info[i++] = "You can convert SP to HP (cost 0).";
686 case CLASS_CHAOS_WARRIOR:
690 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ°Ï¤Ë²øʪ¤òÏǤ魯¸÷¤òȯÀ¸¤µ¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£(50 MP)";
692 info[i++] = "You can radiate light which confuses nearby monsters (cost 50).";
700 info[i++] = "¤¢¤Ê¤¿¤Ï¹½¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
702 info[i++] = "You can assume a posture of special form (cost 0).";
708 info[i++] = "¤¢¤Ê¤¿¤ÏÄ̾ï¤Î2Çܤι¶·â¤ò¹Ô¤¦¤³¤È¤¬¤Ç¤¤ë¡£(30 MP)";
710 info[i++] = "You can perform double attacks in a time (cost 30).";
714 case CLASS_MINDCRAFTER:
715 case CLASS_FORCETRAINER:
719 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿À¤ò½¸Ã椷¤Æ£Í£Ð¤ò²óÉü¤µ¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
721 info[i++] = "You can concentrate to regenerate your mana (cost 0).";
727 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ì¿¿¤ò»£±Æ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
729 info[i++] = "You can take a photograph (cost 0).";
734 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥¤¥Æ¥à¤ò´°Á´¤Ë´ÕÄꤹ¤ë¤³¤È¤¬¤Ç¤¤ë¡£(20 MP)";
736 info[i++] = "You can *identify* items (cost 20).";
744 info[i++] = "¤¢¤Ê¤¿¤Ï²øʪ¤ÎÆü칶·â¤ò¥À¥á¡¼¥¸2ÇܤǤޤͤ뤳¤È¤¬¤Ç¤¤ë¡£(100 MP)";
746 info[i++] = "You can imitate monster's special attacks with double damage (cost 100).";
750 case CLASS_BEASTMASTER:
752 info[i++] = "¤¢¤Ê¤¿¤Ï1ɤ¤ÎÀ¸Ì¿¤Î¤¢¤ë¥â¥ó¥¹¥¿¡¼¤ò»ÙÇÛ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥ì¥Ù¥ë/4 MP)";
754 info[i++] = "You can dominate a monster (cost level/4).";
759 info[i++] = "¤¢¤Ê¤¿¤Ï»ë³¦Æâ¤ÎÀ¸Ì¿¤Î¤¢¤ë¥â¥ó¥¹¥¿¡¼¤ò»ÙÇÛ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£((¥ì¥Ù¥ë+20)/2 MP)";
761 info[i++] = "You can dominate living monsters in sight (cost (level+20)/4).";
765 case CLASS_MAGIC_EATER:
767 info[i++] = "¤¢¤Ê¤¿¤Ï¾ó/ËâË¡ËÀ/¥í¥Ã¥É¤ÎËâÎϤò¼«Ê¬¤Î¤â¤Î¤Ë¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
769 info[i++] = "You can absorb a staff, wand or rod itself.";
776 info[i++] = "¤¢¤Ê¤¿¤Ï1¥¿¡¼¥ó¤Ë2²óËâË¡¤ò¾§¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£(77 MP)";
778 info[i++] = "You can cast two spells in one time (cost 77).";
785 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿À¤ò½¸Ã椷¤Æµ¤¹ç¤¤¤òί¤á¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
787 info[i++] = "You can concentrate to regenerate your mana.";
793 info[i++] = "¤¢¤Ê¤¿¤ÏÆüì¤Ê·¿¤Ç¹½¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
795 info[i++] = "You can assume a posture of special form.";
799 case CLASS_BLUE_MAGE:
801 info[i++] = "¤¢¤Ê¤¿¤ÏÁê¼ê¤Ë»È¤ï¤ì¤¿ËâË¡¤ò³Ø¤Ö¤³¤È¤¬¤Ç¤¤ë¡£";
803 info[i++] = "You can study spells which your enemy casts on you.";
810 info[i++] = "¤¢¤Ê¤¿¤Ï¥â¥ó¥¹¥¿¡¼¤Ë¾è¤Ã¤Æ̵ÍýÌðÍý¥Ú¥Ã¥È¤Ë¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
812 info[i++] = "You can ride on a hostile monster forcibly to turn it into pet.";
816 case CLASS_BERSERKER:
820 info[i++] = "¤¢¤Ê¤¿¤Ï³¹¤È¥À¥ó¥¸¥ç¥ó¤Î´Ö¤ò¹Ô¤Í褹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
822 info[i++] = "You can travel between town and the depths.";
826 case CLASS_MIRROR_MASTER:
828 info[i++] = "¤¢¤Ê¤¿¤Ï¶À¤òºî¤ê½Ð¤¹¤³¤È¤¬¤Ç¤¤ë¡£(2 MP)";
830 info[i++] = "You can create a Mirror (cost 2).";
833 info[i++] = "¤¢¤Ê¤¿¤Ï¶À¤ò³ä¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
835 info[i++] = "You can break distant Mirrors (cost 0).";
842 info[i++] = "¤¢¤Ê¤¿¤ÏÁÇÁ᤯°ÜÆ°¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
844 info[i++] = "You can walk extremery fast.";
852 if (p_ptr->muta1 & MUT1_SPIT_ACID)
855 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤ò¿á¤¤«¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX1)";
857 info[i++] = "You can spit acid (dam lvl).";
861 if (p_ptr->muta1 & MUT1_BR_FIRE)
864 info[i++] = "¤¢¤Ê¤¿¤Ï±ê¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
866 info[i++] = "You can breathe fire (dam lvl * 2).";
870 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
873 info[i++] = "¤¢¤Ê¤¿¤ÎâˤߤϺÅ̲¸ú²Ì¤ò¤â¤Ä¡£";
875 info[i++] = "Your gaze is hypnotic.";
879 if (p_ptr->muta1 & MUT1_TELEKINES)
882 info[i++] = "¤¢¤Ê¤¿¤ÏÇ°Æ°ÎϤò¤â¤Ã¤Æ¤¤¤ë¡£";
884 info[i++] = "You are telekinetic.";
888 if (p_ptr->muta1 & MUT1_VTELEPORT)
891 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»×¤Ç¥Æ¥ì¥Ý¡¼¥È¤Ç¤¤ë¡£";
893 info[i++] = "You can teleport at will.";
897 if (p_ptr->muta1 & MUT1_MIND_BLST)
900 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿À¹¶·â¤ò¹Ô¤¨¤ë¡£(¥À¥á¡¼¥¸ 3¡Á12d3)";
902 info[i++] = "You can Mind Blast your enemies (3 to 12d3 dam).";
906 if (p_ptr->muta1 & MUT1_RADIATION)
909 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»×¤Ç¶¯¤¤Êü¼ÍÀþ¤òȯÀ¸¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
911 info[i++] = "You can emit hard radiation at will (dam lvl * 2).";
915 if (p_ptr->muta1 & MUT1_VAMPIRISM)
918 info[i++] = "¤¢¤Ê¤¿¤ÏµÛ·ìµ´¤Î¤è¤¦¤ËŨ¤«¤éÀ¸Ì¿ÎϤòµÛ¼ý¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
920 info[i++] = "You can drain life from a foe like a vampire (dam lvl * 2).";
924 if (p_ptr->muta1 & MUT1_SMELL_MET)
927 info[i++] = "¤¢¤Ê¤¿¤Ï¶á¤¯¤Ë¤¢¤ëµ®¶â°¤ò¤«¤®Ê¬¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
929 info[i++] = "You can smell nearby precious metal.";
933 if (p_ptr->muta1 & MUT1_SMELL_MON)
936 info[i++] = "¤¢¤Ê¤¿¤Ï¶á¤¯¤Î¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò¤«¤®Ê¬¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
938 info[i++] = "You can smell nearby monsters.";
942 if (p_ptr->muta1 & MUT1_BLINK)
945 info[i++] = "¤¢¤Ê¤¿¤Ïû¤¤µ÷Î¥¤ò¥Æ¥ì¥Ý¡¼¥È¤Ç¤¤ë¡£";
947 info[i++] = "You can teleport yourself short distances.";
951 if (p_ptr->muta1 & MUT1_EAT_ROCK)
954 info[i++] = "¤¢¤Ê¤¿¤Ï¹Å¤¤´ä¤ò¿©¤Ù¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
956 info[i++] = "You can consume solid rock.";
960 if (p_ptr->muta1 & MUT1_SWAP_POS)
963 info[i++] = "¤¢¤Ê¤¿¤Ï¾¤Î¼Ô¤È¾ì½ê¤òÆþ¤ìÂؤï¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
965 info[i++] = "You can switch locations with another being.";
969 if (p_ptr->muta1 & MUT1_SHRIEK)
972 info[i++] = "¤¢¤Ê¤¿¤Ï¿È¤ÎÌÓ¤â¤è¤À¤Ä¶«¤ÓÀ¼¤òȯ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
974 info[i++] = "You can emit a horrible shriek (dam 2 * lvl).";
978 if (p_ptr->muta1 & MUT1_ILLUMINE)
981 info[i++] = "¤¢¤Ê¤¿¤ÏÌÀ¤ë¤¤¸÷¤òÊü¤Ä¤³¤È¤¬¤Ç¤¤ë¡£";
983 info[i++] = "You can emit bright light.";
987 if (p_ptr->muta1 & MUT1_DET_CURSE)
990 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤ÊËâË¡¤Î´í¸±¤ò´¶¤¸¤È¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
992 info[i++] = "You can feel the danger of evil magic.";
996 if (p_ptr->muta1 & MUT1_BERSERK)
999 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»×¤Ç¶¸ÍðÀïÆ®¾õÂ֤ˤʤ뤳¤È¤¬¤Ç¤¤ë¡£";
1001 info[i++] = "You can drive yourself into a berserk frenzy.";
1005 if (p_ptr->muta1 & MUT1_POLYMORPH)
1008 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»Ö¤ÇÊѲ½¤Ç¤¤ë¡£";
1010 info[i++] = "You can polymorph yourself at will.";
1014 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
1017 info[i++] = "¤¢¤Ê¤¿¤ÏÄ̾異¥¤¥Æ¥à¤ò¶â¤ËÊѤ¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1019 info[i++] = "You can turn ordinary items to gold.";
1023 if (p_ptr->muta1 & MUT1_GROW_MOLD)
1026 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ°Ï¤Ë¥¥Î¥³¤òÀ¸¤ä¤¹¤³¤È¤¬¤Ç¤¤ë¡£";
1028 info[i++] = "You can cause mold to grow near you.";
1032 if (p_ptr->muta1 & MUT1_RESIST)
1035 info[i++] = "¤¢¤Ê¤¿¤Ï¸µÁǤι¶·â¤ËÂФ·¤Æ¿È¤ò¹Å¤¯¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1037 info[i++] = "You can harden yourself to the ravages of the elements.";
1041 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
1044 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ°Ï¤Î¥À¥ó¥¸¥ç¥ó¤òÊø²õ¤µ¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1046 info[i++] = "You can bring down the dungeon around your ears.";
1050 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
1053 info[i++] = "¤¢¤Ê¤¿¤ÏËâË¡¤Î¥¨¥Í¥ë¥®¡¼¤ò¼«Ê¬¤Îʪ¤È¤·¤Æ»ÈÍѤǤ¤ë¡£";
1055 info[i++] = "You can consume magic energy for your own use.";
1059 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
1062 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Ë±Æ¶Á¤òÍ¿¤¨¤ëËâË¡¤ÎÎϤò´¶¤¸¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1064 info[i++] = "You can feel the strength of the magics affecting you.";
1068 if (p_ptr->muta1 & MUT1_STERILITY)
1071 info[i++] = "¤¢¤Ê¤¿¤Ï½¸ÃÄŪÀ¸¿£ÉÔǽ¤òµ¯¤³¤¹¤³¤È¤¬¤Ç¤¤ë¡£";
1073 info[i++] = "You can cause mass impotence.";
1077 if (p_ptr->muta1 & MUT1_PANIC_HIT)
1080 info[i++] = "¤¢¤Ê¤¿¤Ï¹¶·â¤·¤¿¸å¿È¤ò¼é¤ë¤¿¤áƨ¤²¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1082 info[i++] = "You can run for your life after hitting something.";
1086 if (p_ptr->muta1 & MUT1_DAZZLE)
1089 info[i++] = "¤¢¤Ê¤¿¤Ïº®Íð¤ÈÌÕÌܤò°ú¤µ¯¤³¤¹Êü¼Íǽ¤òȯÀ¸¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£ ";
1091 info[i++] = "You can emit confusing, blinding radiation.";
1095 if (p_ptr->muta1 & MUT1_LASER_EYE)
1098 info[i++] = "¤¢¤Ê¤¿¤ÏÌܤ«¤é¥ì¡¼¥¶¡¼¸÷Àþ¤òȯ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
1100 info[i++] = "Your eyes can fire laser beams (dam 2 * lvl).";
1104 if (p_ptr->muta1 & MUT1_RECALL)
1107 info[i++] = "¤¢¤Ê¤¿¤Ï³¹¤È¥À¥ó¥¸¥ç¥ó¤Î´Ö¤ò¹Ô¤Í褹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1109 info[i++] = "You can travel between town and the depths.";
1113 if (p_ptr->muta1 & MUT1_BANISH)
1116 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¥â¥ó¥¹¥¿¡¼¤òÃϹö¤ËÍî¤È¤¹¤³¤È¤¬¤Ç¤¤ë¡£";
1118 info[i++] = "You can send evil creatures directly to Hell.";
1122 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
1125 info[i++] = "¤¢¤Ê¤¿¤ÏŨ¤ò¿¨¤Ã¤ÆÅà¤é¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX3)";
1127 info[i++] = "You can freeze things with a touch (dam 3 * lvl).";
1131 if (p_ptr->muta1 & MUT1_LAUNCHER)
1134 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥¤¥Æ¥à¤òÎ϶¯¤¯Åꤲ¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1136 info[i++] = "You can hurl objects with great force.";
1144 if (p_ptr->muta2 & MUT2_BERS_RAGE)
1147 info[i++] = "¤¢¤Ê¤¿¤Ï¶¸Àï»Î²½¤Îȯºî¤òµ¯¤³¤¹¡£";
1149 info[i++] = "You are subject to berserker fits.";
1153 if (p_ptr->muta2 & MUT2_COWARDICE)
1156 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹²²É¤ˤʤ롣";
1158 info[i++] = "You are subject to cowardice.";
1162 if (p_ptr->muta2 & MUT2_RTELEPORT)
1165 info[i++] = "¤¢¤Ê¤¿¤Ï¥é¥ó¥À¥à¤Ë¥Æ¥ì¥Ý¡¼¥È¤¹¤ë¡£";
1167 info[i++] = "You are teleporting randomly.";
1171 if (p_ptr->muta2 & MUT2_ALCOHOL)
1174 info[i++] = "¤¢¤Ê¤¿¤ÎÂΤϥ¢¥ë¥³¡¼¥ë¤òʬÈ礹¤ë¡£";
1176 info[i++] = "Your body produces alcohol.";
1180 if (p_ptr->muta2 & MUT2_HALLU)
1183 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸³Ð¤ò°ú¤µ¯¤³¤¹Àº¿ÀºøÍð¤Ë¿¯¤µ¤ì¤Æ¤¤¤ë¡£";
1185 info[i++] = "You have a hallucinatory insanity.";
1189 if (p_ptr->muta2 & MUT2_FLATULENT)
1192 info[i++] = "¤¢¤Ê¤¿¤ÏÀ©¸æ¤Ç¤¤Ê¤¤¶¯Îõ¤ÊÕû¤ò¤³¤¯¡£";
1194 info[i++] = "You are subject to uncontrollable flatulence.";
1198 if (p_ptr->muta2 & MUT2_PROD_MANA)
1201 info[i++] = "¤¢¤Ê¤¿¤ÏÀ©¸æÉÔǽ¤ÊËâË¡¤Î¥¨¥Í¥ë¥®¡¼¤òȯ¤·¤Æ¤¤¤ë¡£";
1203 info[i++] = "You are producing magical energy uncontrollably.";
1207 if (p_ptr->muta2 & MUT2_ATT_DEMON)
1210 info[i++] = "¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤ò°ú¤¤Ä¤±¤ë¡£";
1212 info[i++] = "You attract demons.";
1216 if (p_ptr->muta2 & MUT2_SCOR_TAIL)
1219 info[i++] = "¤¢¤Ê¤¿¤Ï¥µ¥½¥ê¤Î¿¬Èø¤¬À¸¤¨¤Æ¤¤¤ë¡£(ÆÇ¡¢¥À¥á¡¼¥¸ 3d7)";
1221 info[i++] = "You have a scorpion tail (poison, 3d7).";
1225 if (p_ptr->muta2 & MUT2_HORNS)
1228 info[i++] = "¤¢¤Ê¤¿¤Ï³Ñ¤¬À¸¤¨¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 2d6)";
1230 info[i++] = "You have horns (dam. 2d6).";
1234 if (p_ptr->muta2 & MUT2_BEAK)
1237 info[i++] = "¤¢¤Ê¤¿¤Ï¥¯¥Á¥Ð¥·¤¬À¸¤¨¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 2d4)";
1239 info[i++] = "You have a beak (dam. 2d4).";
1243 if (p_ptr->muta2 & MUT2_SPEED_FLUX)
1246 info[i++] = "¤¢¤Ê¤¿¤Ï¥é¥ó¥À¥à¤ËÁ᤯ư¤¤¤¿¤êÃÙ¤¯Æ°¤¤¤¿¤ê¤¹¤ë¡£";
1248 info[i++] = "You move faster or slower randomly.";
1252 if (p_ptr->muta2 & MUT2_BANISH_ALL)
1255 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹¶á¤¯¤Î¥â¥ó¥¹¥¿¡¼¤ò¾ÃÌǤµ¤»¤ë¡£";
1257 info[i++] = "You sometimes cause nearby creatures to vanish.";
1261 if (p_ptr->muta2 & MUT2_EAT_LIGHT)
1264 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹¼þ°Ï¤Î¸÷¤òµÛ¼ý¤·¤Æ±ÉÍܤˤ¹¤ë¡£";
1266 info[i++] = "You sometimes feed off of the light around you.";
1270 if (p_ptr->muta2 & MUT2_TRUNK)
1273 info[i++] = "¤¢¤Ê¤¿¤Ï¾Ý¤Î¤è¤¦¤ÊÉ¡¤ò»ý¤Ã¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 1d4)";
1275 info[i++] = "You have an elephantine trunk (dam 1d4).";
1279 if (p_ptr->muta2 & MUT2_ATT_ANIMAL)
1282 info[i++] = "¤¢¤Ê¤¿¤Ïưʪ¤ò°ú¤¤Ä¤±¤ë¡£";
1284 info[i++] = "You attract animals.";
1288 if (p_ptr->muta2 & MUT2_TENTACLES)
1291 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¿¨¼ê¤ò»ý¤Ã¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 2d5)";
1293 info[i++] = "You have evil looking tentacles (dam 2d5).";
1297 if (p_ptr->muta2 & MUT2_RAW_CHAOS)
1300 info[i++] = "¤¢¤Ê¤¿¤Ï¤·¤Ð¤·¤Ð½ã¥«¥ª¥¹¤ËÊñ¤Þ¤ì¤ë¡£";
1302 info[i++] = "You occasionally are surrounded with raw chaos.";
1306 if (p_ptr->muta2 & MUT2_NORMALITY)
1309 info[i++] = "¤¢¤Ê¤¿¤ÏÊÑ°Û¤·¤Æ¤¤¤¿¤¬¡¢²óÉü¤·¤Æ¤¤Æ¤¤¤ë¡£";
1311 info[i++] = "You may be mutated, but you're recovering.";
1315 if (p_ptr->muta2 & MUT2_WRAITH)
1318 info[i++] = "¤¢¤Ê¤¿¤ÎÆùÂΤÏÍ©Â⽤·¤¿¤ê¼ÂÂ⽤·¤¿¤ê¤¹¤ë¡£";
1320 info[i++] = "You fade in and out of physical reality.";
1324 if (p_ptr->muta2 & MUT2_POLY_WOUND)
1327 info[i++] = "¤¢¤Ê¤¿¤Î·ò¹¯¤Ï¥«¥ª¥¹¤ÎÎϤ˱ƶÁ¤ò¼õ¤±¤ë¡£";
1329 info[i++] = "Your health is subject to chaotic forces.";
1333 if (p_ptr->muta2 & MUT2_WASTING)
1336 info[i++] = "¤¢¤Ê¤¿¤Ï¿ê¼å¤¹¤ë¶²¤í¤·¤¤Éµ¤¤Ë¤«¤«¤Ã¤Æ¤¤¤ë¡£";
1338 info[i++] = "You have a horrible wasting disease.";
1342 if (p_ptr->muta2 & MUT2_ATT_DRAGON)
1345 info[i++] = "¤¢¤Ê¤¿¤Ï¥É¥é¥´¥ó¤ò°ú¤¤Ä¤±¤ë¡£";
1347 info[i++] = "You attract dragons.";
1351 if (p_ptr->muta2 & MUT2_WEIRD_MIND)
1354 info[i++] = "¤¢¤Ê¤¿¤ÎÀº¿À¤Ï¥é¥ó¥À¥à¤Ë³ÈÂ礷¤¿¤ê½Ì¾®¤·¤¿¤ê¤·¤Æ¤¤¤ë¡£";
1356 info[i++] = "Your mind randomly expands and contracts.";
1360 if (p_ptr->muta2 & MUT2_NAUSEA)
1363 info[i++] = "¤¢¤Ê¤¿¤Î°ß¤ÏÈó¾ï¤ËÍî¤ÁÃ夤¬¤Ê¤¤¡£";
1365 info[i++] = "You have a seriously upset stomach.";
1369 if (p_ptr->muta2 & MUT2_CHAOS_GIFT)
1372 info[i++] = "¤¢¤Ê¤¿¤Ï¥«¥ª¥¹¤Î¼é¸î°Ë⤫¤éË«Èþ¤ò¤¦¤±¤È¤ë¡£";
1374 info[i++] = "Chaos deities give you gifts.";
1378 if (p_ptr->muta2 & MUT2_WALK_SHAD)
1381 info[i++] = "¤¢¤Ê¤¿¤Ï¤·¤Ð¤·¤Ð¾¤Î¡Ö±Æ¡×¤Ë̤¤¹þ¤à¡£";
1383 info[i++] = "You occasionally stumble into other shadows.";
1387 if (p_ptr->muta2 & MUT2_WARNING)
1390 info[i++] = "¤¢¤Ê¤¿¤ÏŨ¤Ë´Ø¤¹¤ë·Ù¹ð¤ò´¶¤¸¤ë¡£";
1392 info[i++] = "You receive warnings about your foes.";
1396 if (p_ptr->muta2 & MUT2_INVULN)
1399 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹É餱ÃΤ餺¤Êµ¤Ê¬¤Ë¤Ê¤ë¡£";
1401 info[i++] = "You occasionally feel invincible.";
1405 if (p_ptr->muta2 & MUT2_SP_TO_HP)
1408 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹·ì¤¬¶ÚÆù¤Ë¤É¤Ã¤Èή¤ì¤ë¡£";
1410 info[i++] = "Your blood sometimes rushes to your muscles.";
1414 if (p_ptr->muta2 & MUT2_HP_TO_SP)
1417 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹Æ¬¤Ë·ì¤¬¤É¤Ã¤Èή¤ì¤ë¡£";
1419 info[i++] = "Your blood sometimes rushes to your head.";
1423 if (p_ptr->muta2 & MUT2_DISARM)
1426 info[i++] = "¤¢¤Ê¤¿¤Ï¤è¤¯¤Ä¤Þ¤Å¤¤¤Æʪ¤òÍî¤È¤¹¡£";
1428 info[i++] = "You occasionally stumble and drop things.";
1436 if (p_ptr->muta3 & MUT3_HYPER_STR)
1439 info[i++] = "¤¢¤Ê¤¿¤ÏĶ¿ÍŪ¤Ë¶¯¤¤¡£(ÏÓÎÏ+4)";
1441 info[i++] = "You are superhumanly strong (+4 STR).";
1445 if (p_ptr->muta3 & MUT3_PUNY)
1448 info[i++] = "¤¢¤Ê¤¿¤Ïµõ¼å¤À¡£(ÏÓÎÏ-4)";
1450 info[i++] = "You are puny (-4 STR).";
1454 if (p_ptr->muta3 & MUT3_HYPER_INT)
1457 info[i++] = "¤¢¤Ê¤¿¤ÎǾ¤ÏÀ¸ÂÎ¥³¥ó¥Ô¥å¡¼¥¿¤À¡£(ÃÎǽ¡õ¸¤µ+4)";
1459 info[i++] = "Your brain is a living computer (+4 INT/WIS).";
1463 if (p_ptr->muta3 & MUT3_MORONIC)
1466 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿ÀÇö¼å¤À¡£(ÃÎǽ¡õ¸¤µ-4)";
1468 info[i++] = "You are moronic (-4 INT/WIS).";
1472 if (p_ptr->muta3 & MUT3_RESILIENT)
1475 info[i++] = "¤¢¤Ê¤¿¤ÏÈó¾ï¤Ë¥¿¥Õ¤À¡£(Âѵ×+4)";
1477 info[i++] = "You are very resilient (+4 CON).";
1481 if (p_ptr->muta3 & MUT3_XTRA_FAT)
1484 info[i++] = "¤¢¤Ê¤¿¤Ï¶Ëü¤ËÂÀ¤Ã¤Æ¤¤¤ë¡£(Âѵ×+2,¥¹¥Ô¡¼¥É-2)";
1486 info[i++] = "You are extremely fat (+2 CON, -2 speed).";
1490 if (p_ptr->muta3 & MUT3_ALBINO)
1493 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥ë¥Ó¥Î¤À¡£(Âѵ×-4)";
1495 info[i++] = "You are albino (-4 CON).";
1499 if (p_ptr->muta3 & MUT3_FLESH_ROT)
1502 info[i++] = "¤¢¤Ê¤¿¤ÎÆùÂΤÏÉåÇÔ¤·¤Æ¤¤¤ë¡£(Âѵ×-2,Ì¥ÎÏ-1)";
1504 info[i++] = "Your flesh is rotting (-2 CON, -1 CHR).";
1508 if (p_ptr->muta3 & MUT3_SILLY_VOI)
1511 info[i++] = "¤¢¤Ê¤¿¤ÎÀ¼¤Ï´ÖÈ´¤±¤Ê¥¡¼¥¡¼À¼¤À¡£(Ì¥ÎÏ-4)";
1513 info[i++] = "Your voice is a silly squeak (-4 CHR).";
1517 if (p_ptr->muta3 & MUT3_BLANK_FAC)
1520 info[i++] = "¤¢¤Ê¤¿¤Ï¤Î¤Ã¤Ú¤é¤Ü¤¦¤À¡£(Ì¥ÎÏ-1)";
1522 info[i++] = "Your face is featureless (-1 CHR).";
1526 if (p_ptr->muta3 & MUT3_ILL_NORM)
1529 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸±Æ¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
1531 info[i++] = "Your appearance is masked with illusion.";
1535 if (p_ptr->muta3 & MUT3_XTRA_EYES)
1538 info[i++] = "¤¢¤Ê¤¿¤Ï;ʬ¤ËÆó¤Ä¤ÎÌܤò»ý¤Ã¤Æ¤¤¤ë¡£(õº÷+15)";
1540 info[i++] = "You have an extra pair of eyes (+15 search).";
1544 if (p_ptr->muta3 & MUT3_MAGIC_RES)
1547 info[i++] = "¤¢¤Ê¤¿¤ÏËâË¡¤Ø¤ÎÂÑÀ¤ò¤â¤Ã¤Æ¤¤¤ë¡£";
1549 info[i++] = "You are resistant to magic.";
1553 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
1556 info[i++] = "¤¢¤Ê¤¿¤ÏÊѤʲ»¤òȯ¤·¤Æ¤¤¤ë¡£(±£Ì©-3)";
1558 info[i++] = "You make a lot of strange noise (-3 stealth).";
1562 if (p_ptr->muta3 & MUT3_INFRAVIS)
1565 info[i++] = "¤¢¤Ê¤¿¤ÏÁÇÀ²¤é¤·¤¤ÀÖ³°Àþ»ëÎϤò»ý¤Ã¤Æ¤¤¤ë¡£(+3)";
1567 info[i++] = "You have remarkable infravision (+3).";
1571 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
1574 info[i++] = "¤¢¤Ê¤¿¤Ï;ʬ¤ËÆóËܤΤ¬À¸¤¨¤Æ¤¤¤ë¡£(²Ã®+3)";
1576 info[i++] = "You have an extra pair of legs (+3 speed).";
1580 if (p_ptr->muta3 & MUT3_SHORT_LEG)
1583 info[i++] = "¤¢¤Ê¤¿¤Î¤Ïû¤¤Æ͵¯¤À¡£(²Ã®-3)";
1585 info[i++] = "Your legs are short stubs (-3 speed).";
1589 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
1592 info[i++] = "¤¢¤Ê¤¿¤Î·ì´É¤Ë¤ÏÅÅή¤¬Î®¤ì¤Æ¤¤¤ë¡£";
1594 info[i++] = "Electricity is running through your veins.";
1598 if (p_ptr->muta3 & MUT3_FIRE_BODY)
1601 info[i++] = "¤¢¤Ê¤¿¤ÎÂΤϱê¤Ë¤Ä¤Ä¤Þ¤ì¤Æ¤¤¤ë¡£";
1603 info[i++] = "Your body is enveloped in flames.";
1606 if (p_ptr->muta3 & MUT3_WART_SKIN)
1609 info[i++] = "¤¢¤Ê¤¿¤ÎÈ©¤Ï¥¤¥Ü¤ËÈï¤ï¤ì¤Æ¤¤¤ë¡£(Ì¥ÎÏ-2, AC+5)";
1611 info[i++] = "Your skin is covered with warts (-2 CHR, +5 AC).";
1615 if (p_ptr->muta3 & MUT3_SCALES)
1618 info[i++] = "¤¢¤Ê¤¿¤ÎÈ©¤ÏÎڤˤʤäƤ¤¤ë¡£(Ì¥ÎÏ-1, AC+10)";
1620 info[i++] = "Your skin has turned into scales (-1 CHR, +10 AC).";
1624 if (p_ptr->muta3 & MUT3_IRON_SKIN)
1627 info[i++] = "¤¢¤Ê¤¿¤ÎÈ©¤ÏÅ´¤Ç¤Ç¤¤Æ¤¤¤ë¡£(´ïÍÑ-1, AC+25)";
1629 info[i++] = "Your skin is made of steel (-1 DEX, +25 AC).";
1633 if (p_ptr->muta3 & MUT3_WINGS)
1636 info[i++] = "¤¢¤Ê¤¿¤Ï±©¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
1638 info[i++] = "You have wings.";
1642 if (p_ptr->muta3 & MUT3_FEARLESS)
1646 if (p_ptr->muta3 & MUT3_REGEN)
1650 if (p_ptr->muta3 & MUT3_ESP)
1654 if (p_ptr->muta3 & MUT3_LIMBER)
1657 info[i++] = "¤¢¤Ê¤¿¤ÎÂΤÏÈó¾ï¤Ë¤·¤Ê¤ä¤«¤À¡£(´ïÍÑ+3)";
1659 info[i++] = "Your body is very limber (+3 DEX).";
1663 if (p_ptr->muta3 & MUT3_ARTHRITIS)
1666 info[i++] = "¤¢¤Ê¤¿¤Ï¤¤¤Ä¤â´ØÀá¤ËÄˤߤò´¶¤¸¤Æ¤¤¤ë¡£(´ïÍÑ-3)";
1668 info[i++] = "Your joints ache constantly (-3 DEX).";
1672 if (p_ptr->muta3 & MUT3_VULN_ELEM)
1675 info[i++] = "¤¢¤Ê¤¿¤Ï¸µÁǤι¶·â¤Ë¼å¤¤¡£";
1677 info[i++] = "You are susceptible to damage from the elements.";
1681 if (p_ptr->muta3 & MUT3_MOTION)
1684 info[i++] = "¤¢¤Ê¤¿¤ÎÆ°ºî¤ÏÀµ³Î¤ÇÎ϶¯¤¤¡£(±£Ì©+1)";
1686 info[i++] = "Your movements are precise and forceful (+1 STL).";
1690 if (p_ptr->muta3 & MUT3_GOOD_LUCK)
1693 info[i++] = "¤¢¤Ê¤¿¤ÏÇò¤¤¥ª¡¼¥é¤Ë¤Ä¤Ä¤Þ¤ì¤Æ¤¤¤ë¡£";
1695 info[i++] = "There is a white aura surrounding you.";
1698 if (p_ptr->muta3 & MUT3_BAD_LUCK)
1701 info[i++] = "¤¢¤Ê¤¿¤Ï¹õ¤¤¥ª¡¼¥é¤Ë¤Ä¤Ä¤Þ¤ì¤Æ¤¤¤ë¡£";
1703 info[i++] = "There is a black aura surrounding you.";
1711 info[i++] = "¤¢¤Ê¤¿¤ÏÌܤ¬¸«¤¨¤Ê¤¤¡£";
1713 info[i++] = "You cannot see.";
1717 if (p_ptr->confused)
1720 info[i++] = "¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£";
1722 info[i++] = "You are confused.";
1729 info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
1731 info[i++] = "You are terrified.";
1738 info[i++] = "¤¢¤Ê¤¿¤Ï½Ð·ì¤·¤Æ¤¤¤ë¡£";
1740 info[i++] = "You are bleeding.";
1747 info[i++] = "¤¢¤Ê¤¿¤Ï¤â¤¦¤í¤¦¤È¤·¤Æ¤¤¤ë¡£";
1749 info[i++] = "You are stunned.";
1753 if (p_ptr->poisoned)
1756 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
1758 info[i++] = "You are poisoned.";
1765 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸³Ð¤ò¸«¤Æ¤¤¤ë¡£";
1767 info[i++] = "You are hallucinating.";
1771 if (p_ptr->cursed & TRC_TY_CURSE)
1774 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê±åÇ°¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
1776 info[i++] = "You carry an ancient foul curse.";
1780 if (p_ptr->cursed & TRC_AGGRAVATE)
1783 info[i++] = "¤¢¤Ê¤¿¤Ï¥â¥ó¥¹¥¿¡¼¤òÅܤ餻¤Æ¤¤¤ë¡£";
1785 info[i++] = "You aggravate monsters.";
1789 if (p_ptr->cursed & TRC_DRAIN_EXP)
1792 info[i++] = "¤¢¤Ê¤¿¤Ï·Ð¸³ÃͤòµÛ¤ï¤ì¤Æ¤¤¤ë¡£";
1794 info[i++] = "You are drained.";
1798 if (p_ptr->cursed & TRC_SLOW_REGEN)
1801 info[i++] = "¤¢¤Ê¤¿¤Î²óÉüÎϤÏÈó¾ï¤ËÃÙ¤¤¡£";
1803 info[i++] = "You regenerate slowly.";
1807 if (p_ptr->cursed & TRC_ADD_L_CURSE)
1810 info[i++] = "¤¢¤Ê¤¿¤Î¼å¤¤¼ö¤¤¤ÏÁý¤¨¤ë¡£"; /* »ÃÄêŪ -- henkma */
1812 info[i++] = "Your weak curses multiply.";
1816 if (p_ptr->cursed & TRC_ADD_H_CURSE)
1819 info[i++] = "¤¢¤Ê¤¿¤Î¶¯¤¤¼ö¤¤¤ÏÁý¤¨¤ë¡£"; /* »ÃÄêŪ -- henkma */
1821 info[i++] = "Your heavy curses multiply.";
1825 if (p_ptr->cursed & TRC_CALL_ANIMAL)
1828 info[i++] = "¤¢¤Ê¤¿¤Ïưʪ¤ËÁÀ¤ï¤ì¤Æ¤¤¤ë¡£";
1830 info[i++] = "You attract animals.";
1834 if (p_ptr->cursed & TRC_CALL_DEMON)
1837 info[i++] = "¤¢¤Ê¤¿¤Ï°Ëâ¤ËÁÀ¤ï¤ì¤Æ¤¤¤ë¡£";
1839 info[i++] = "You attract demons.";
1843 if (p_ptr->cursed & TRC_CALL_DRAGON)
1846 info[i++] = "¤¢¤Ê¤¿¤Ï¥É¥é¥´¥ó¤ËÁÀ¤ï¤ì¤Æ¤¤¤ë¡£";
1848 info[i++] = "You attract dragons.";
1852 if (p_ptr->cursed & TRC_COWARDICE)
1855 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹²²É¤ˤʤ롣";
1857 info[i++] = "You are subject to cowardice.";
1861 if (p_ptr->cursed & TRC_TELEPORT)
1864 info[i++] = "¤¢¤Ê¤¿¤Î°ÌÃ֤ϤҤ¸¤ç¤¦¤ËÉÔ°ÂÄê¤À¡£";
1866 info[i++] = "Your position is very uncertain.";
1870 if (p_ptr->cursed & TRC_LOW_MELEE)
1873 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¹¶·â¤ò³°¤·¤ä¤¹¤¤¡£";
1875 info[i++] = "Your weapon causes you to miss blows.";
1879 if (p_ptr->cursed & TRC_LOW_AC)
1882 info[i++] = "¤¢¤Ê¤¿¤Ï¹¶·â¤ò¼õ¤±¤ä¤¹¤¤¡£";
1884 info[i++] = "You are subject to be hit.";
1888 if (p_ptr->cursed & TRC_LOW_MAGIC)
1891 info[i++] = "¤¢¤Ê¤¿¤ÏËâË¡¤ò¼ºÇÔ¤·¤ä¤¹¤¤¡£";
1893 info[i++] = "You are subject to fail spellcasting.";
1897 if (p_ptr->cursed & TRC_FAST_DIGEST)
1900 info[i++] = "¤¢¤Ê¤¿¤Ï¤¹¤°¤ªÊ¢¤¬¤Ø¤ë¡£";
1902 info[i++] = "You have a good appetite.";
1906 if (p_ptr->cursed & TRC_DRAIN_HP)
1909 info[i++] = "¤¢¤Ê¤¿¤ÏÂÎÎϤòµÛ¤ï¤ì¤Æ¤¤¤ë¡£";
1911 info[i++] = "You are drained.";
1915 if (p_ptr->cursed & TRC_DRAIN_MANA)
1918 info[i++] = "¤¢¤Ê¤¿¤ÏËâÎϤòµÛ¤ï¤ì¤Æ¤¤¤ë¡£";
1920 info[i++] = "You brain is drained.";
1927 info[i++] = "¤¢¤Ê¤¿¤Ï¸øÀµ¤µ¤ò´¶¤¸¤Æ¤¤¤ë¡£";
1929 info[i++] = "You feel rightous.";
1936 info[i++] = "¤¢¤Ê¤¿¤Ï¥Ò¡¼¥í¡¼µ¤Ê¬¤À¡£";
1938 info[i++] = "You feel heroic.";
1945 info[i++] = "¤¢¤Ê¤¿¤ÏÀïÆ®¶¸¤À¡£";
1947 info[i++] = "You are in a battle rage.";
1951 if (p_ptr->protevil)
1954 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¤ë¸ºß¤«¤é¼é¤é¤ì¤Æ¤¤¤ë¡£";
1956 info[i++] = "You are protected from evil.";
1963 info[i++] = "¤¢¤Ê¤¿¤Ï¿ÀÈë¤Î¥·¡¼¥ë¥É¤Ç¼é¤é¤ì¤Æ¤¤¤ë¡£";
1965 info[i++] = "You are protected by a mystic shield.";
1972 info[i++] = "¤¢¤Ê¤¿¤Ï¸½ºß½ý¤Ä¤«¤Ê¤¤¡£";
1974 info[i++] = "You are temporarily invulnerable.";
1978 if (p_ptr->wraith_form)
1981 info[i++] = "¤¢¤Ê¤¿¤Ï°ì»þŪ¤ËÍ©Â⽤·¤Æ¤¤¤ë¡£";
1983 info[i++] = "You are temporarily incorporeal.";
1987 if (p_ptr->special_attack & ATTACK_CONFUSE)
1990 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÀÖ¤¯µ±¤¤¤Æ¤¤¤ë¡£";
1992 info[i++] = "Your hands are glowing dull red.";
1996 if (p_ptr->special_attack & ATTACK_FIRE)
1999 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤Ï²Ð±ê¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2001 info[i++] = "You can strike the enemy with flame.";
2005 if (p_ptr->special_attack & ATTACK_COLD)
2008 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÎ䵤¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2010 info[i++] = "You can strike the enemy with cold.";
2014 if (p_ptr->special_attack & ATTACK_ACID)
2017 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤Ï»À¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2019 info[i++] = "You can strike the enemy with acid.";
2023 if (p_ptr->special_attack & ATTACK_ELEC)
2026 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÅÅ·â¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2028 info[i++] = "You can strike the enemy with electoric shock.";
2032 if (p_ptr->special_attack & ATTACK_POIS)
2035 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÆǤËʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2037 info[i++] = "You can strike the enemy with poison.";
2041 switch (p_ptr->action)
2045 info[i++] = "¤¢¤Ê¤¿¤Ï¤Ò¤¸¤ç¤¦¤ËÃí°Õ¿¼¤¯¼þ°Ï¤ò¸«ÅϤ·¤Æ¤¤¤ë¡£";
2047 info[i++] = "You are looking around very carefully.";
2051 if (p_ptr->new_spells)
2054 info[i++] = "¤¢¤Ê¤¿¤Ï¼öʸ¤äµ§¤ê¤ò³Ø¤Ö¤³¤È¤¬¤Ç¤¤ë¡£";
2056 info[i++] = "You can learn some spells/prayers.";
2060 if (p_ptr->word_recall)
2063 info[i++] = "¤¢¤Ê¤¿¤Ï¤¹¤°¤Ëµ¢´Ô¤¹¤ë¤À¤í¤¦¡£";
2065 info[i++] = "You will soon be recalled.";
2069 if (p_ptr->alter_reality)
2072 info[i++] = "¤¢¤Ê¤¿¤Ï¤¹¤°¤Ë¤³¤ÎÀ¤³¦¤òÎ¥¤ì¤ë¤À¤í¤¦¡£";
2074 info[i++] = "You will soon be altered.";
2078 if (p_ptr->see_infra)
2081 info[i++] = "¤¢¤Ê¤¿¤ÎÆ·¤ÏÀÖ³°Àþ¤ËÉÒ´¶¤Ç¤¢¤ë¡£";
2083 info[i++] = "Your eyes are sensitive to infrared light.";
2090 info[i++] = "¤¢¤Ê¤¿¤ÏÆ©ÌÀ¤Ê¥â¥ó¥¹¥¿¡¼¤ò¸«¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
2092 info[i++] = "You can see invisible creatures.";
2096 if (p_ptr->levitation)
2099 info[i++] = "¤¢¤Ê¤¿¤ÏÈô¤Ö¤³¤È¤¬¤Ç¤¤ë¡£";
2101 info[i++] = "You can fly.";
2105 if (p_ptr->free_act)
2108 info[i++] = "¤¢¤Ê¤¿¤ÏËãáãÃΤ餺¤Î¸ú²Ì¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2110 info[i++] = "You have free action.";
2114 if (p_ptr->regenerate)
2117 info[i++] = "¤¢¤Ê¤¿¤ÏÁÇÁ᤯ÂÎÎϤò²óÉü¤¹¤ë¡£";
2119 info[i++] = "You regenerate quickly.";
2123 if (p_ptr->slow_digest)
2126 info[i++] = "¤¢¤Ê¤¿¤Ï¿©Íߤ¬¾¯¤Ê¤¤¡£";
2128 info[i++] = "Your appetite is small.";
2132 if (p_ptr->telepathy)
2135 info[i++] = "¤¢¤Ê¤¿¤Ï¥Æ¥ì¥Ñ¥·¡¼Ç½ÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2137 info[i++] = "You have ESP.";
2141 if (p_ptr->esp_animal)
2144 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Á³³¦¤ÎÀ¸Êª¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2146 info[i++] = "You sense natural creatures.";
2150 if (p_ptr->esp_undead)
2153 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥ó¥Ç¥Ã¥É¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2155 info[i++] = "You sense undead.";
2159 if (p_ptr->esp_demon)
2162 info[i++] = "¤¢¤Ê¤¿¤Ï°Ëâ¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2164 info[i++] = "You sense demons.";
2171 info[i++] = "¤¢¤Ê¤¿¤Ï¥ª¡¼¥¯¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2173 info[i++] = "You sense orcs.";
2177 if (p_ptr->esp_troll)
2180 info[i++] = "¤¢¤Ê¤¿¤Ï¥È¥í¥ë¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2182 info[i++] = "You sense trolls.";
2186 if (p_ptr->esp_giant)
2189 info[i++] = "¤¢¤Ê¤¿¤Ïµð¿Í¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2191 info[i++] = "You sense giants.";
2195 if (p_ptr->esp_dragon)
2198 info[i++] = "¤¢¤Ê¤¿¤Ï¥É¥é¥´¥ó¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2200 info[i++] = "You sense dragons.";
2204 if (p_ptr->esp_human)
2207 info[i++] = "¤¢¤Ê¤¿¤Ï¿Í´Ö¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2209 info[i++] = "You sense humans.";
2213 if (p_ptr->esp_evil)
2216 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤ÊÀ¸¤Êª¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2218 info[i++] = "You sense evil creatures.";
2222 if (p_ptr->esp_good)
2225 info[i++] = "¤¢¤Ê¤¿¤ÏÁ±ÎɤÊÀ¸¤Êª¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2227 info[i++] = "You sense good creatures.";
2231 if (p_ptr->esp_nonliving)
2234 info[i++] = "¤¢¤Ê¤¿¤Ï³èÆ°¤¹¤ë̵À¸ÊªÂΤθºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2236 info[i++] = "You sense non-living creatures.";
2240 if (p_ptr->esp_unique)
2243 info[i++] = "¤¢¤Ê¤¿¤ÏÆÃÊ̤ʶ¯Å¨¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2245 info[i++] = "You sense unique monsters.";
2249 if (p_ptr->hold_life)
2252 info[i++] = "¤¢¤Ê¤¿¤Ï¼«¸Ê¤ÎÀ¸Ì¿ÎϤò¤·¤Ã¤«¤ê¤È°Ý»ý¤¹¤ë¡£";
2254 info[i++] = "You have a firm hold on your life force.";
2261 info[i++] = "¤¢¤Ê¤¿¤ÏÌð¤ä¥Ü¥ë¥È¤òÈ¿¼Í¤¹¤ë¡£";
2263 info[i++] = "You reflect arrows and bolts.";
2270 info[i++] = "¤¢¤Ê¤¿¤Ï±ê¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2272 info[i++] = "You are surrounded with a fiery aura.";
2279 info[i++] = "¤¢¤Ê¤¿¤ÏÅŵ¤¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2281 info[i++] = "You are surrounded with electricity.";
2288 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2290 info[i++] = "You are surrounded with an aura of coldness.";
2294 if (p_ptr->tim_sh_holy)
2297 info[i++] = "¤¢¤Ê¤¿¤ÏÀ»¤Ê¤ë¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2299 info[i++] = "You are surrounded with a holy aura.";
2303 if (p_ptr->tim_sh_touki)
2306 info[i++] = "¤¢¤Ê¤¿¤ÏÆ®µ¤¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2308 info[i++] = "You are surrounded with a energy aura.";
2312 if (p_ptr->anti_magic)
2315 info[i++] = "¤¢¤Ê¤¿¤ÏÈ¿ËâË¡¥·¡¼¥ë¥É¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2317 info[i++] = "You are surrounded by an anti-magic shell.";
2321 if (p_ptr->anti_tele)
2324 info[i++] = "¤¢¤Ê¤¿¤Ï¥Æ¥ì¥Ý¡¼¥È¤Ç¤¤Ê¤¤¡£";
2326 info[i++] = "You cannot teleport.";
2333 info[i++] = "¤¢¤Ê¤¿¤Î¿ÈÂΤϸ÷¤Ã¤Æ¤¤¤ë¡£";
2335 info[i++] = "You are carrying a permanent light.";
2342 info[i++] = "¤¢¤Ê¤¿¤Ï¹ÔÆ°¤ÎÁ°¤Ë´í¸±¤ò»¡ÃΤ¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
2344 info[i++] = "You will be warned before dangerous actions.";
2348 if (p_ptr->dec_mana)
2351 info[i++] = "¤¢¤Ê¤¿¤Ï¾¯¤Ê¤¤¾ÃÈñËâÎϤÇËâË¡¤ò¾§¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
2353 info[i++] = "You can cast spells with fewer mana points.";
2357 if (p_ptr->easy_spell)
2360 info[i++] = "¤¢¤Ê¤¿¤ÏÄ㤤¼ºÇÔΨ¤ÇËâË¡¤ò¾§¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
2362 info[i++] = "Fail rate of your magic is decreased.";
2366 if (p_ptr->heavy_spell)
2369 info[i++] = "¤¢¤Ê¤¿¤Ï¹â¤¤¼ºÇÔΨ¤ÇËâË¡¤ò¾§¤¨¤Ê¤±¤ì¤Ð¤¤¤±¤Ê¤¤¡£";
2371 info[i++] = "Fail rate of your magic is increased.";
2375 if (p_ptr->mighty_throw)
2378 info[i++] = "¤¢¤Ê¤¿¤Ï¶¯¤¯Êª¤òÅꤲ¤ë¡£";
2380 info[i++] = "You can throw objects powerfully.";
2385 if (p_ptr->immune_acid)
2388 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2390 info[i++] = "You are completely immune to acid.";
2394 else if (p_ptr->resist_acid && IS_OPPOSE_ACID())
2397 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤Ø¤Î¶¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2399 info[i++] = "You resist acid exceptionally well.";
2403 else if (p_ptr->resist_acid || IS_OPPOSE_ACID())
2406 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2408 info[i++] = "You are resistant to acid.";
2413 if (p_ptr->immune_elec)
2416 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2418 info[i++] = "You are completely immune to lightning.";
2422 else if (p_ptr->resist_elec && IS_OPPOSE_ELEC())
2425 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ø¤Î¶¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2427 info[i++] = "You resist lightning exceptionally well.";
2431 else if (p_ptr->resist_elec || IS_OPPOSE_ELEC())
2434 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2436 info[i++] = "You are resistant to lightning.";
2441 if (prace_is_(RACE_ANDROID) && !p_ptr->immune_elec)
2444 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ë¼å¤¤¡£";
2446 info[i++] = "You are susceptible to damage from lightning.";
2451 if (p_ptr->immune_fire)
2454 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2456 info[i++] = "You are completely immune to fire.";
2460 else if (p_ptr->resist_fire && IS_OPPOSE_FIRE())
2463 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ø¤Î¶¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2465 info[i++] = "You resist fire exceptionally well.";
2469 else if (p_ptr->resist_fire || IS_OPPOSE_FIRE())
2472 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2474 info[i++] = "You are resistant to fire.";
2479 if (prace_is_(RACE_ENT) && !p_ptr->immune_fire)
2482 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ë¼å¤¤¡£";
2484 info[i++] = "You are susceptible to damage from fire.";
2489 if (p_ptr->immune_cold)
2492 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2494 info[i++] = "You are completely immune to cold.";
2498 else if (p_ptr->resist_cold && IS_OPPOSE_COLD())
2501 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Ø¤Î¶¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2503 info[i++] = "You resist cold exceptionally well.";
2507 else if (p_ptr->resist_cold || IS_OPPOSE_COLD())
2510 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2512 info[i++] = "You are resistant to cold.";
2517 if (p_ptr->resist_pois && IS_OPPOSE_POIS())
2520 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤؤζ¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2522 info[i++] = "You resist poison exceptionally well.";
2526 else if (p_ptr->resist_pois || IS_OPPOSE_POIS())
2529 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2531 info[i++] = "You are resistant to poison.";
2536 if (p_ptr->resist_lite)
2539 info[i++] = "¤¢¤Ê¤¿¤ÏÁ®¸÷¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2541 info[i++] = "You are resistant to bright light.";
2546 if (prace_is_(RACE_VAMPIRE) || prace_is_(RACE_S_FAIRY) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
2549 info[i++] = "¤¢¤Ê¤¿¤ÏÁ®¸÷¤Ë¼å¤¤¡£";
2551 info[i++] = "You are susceptible to damage from bright light.";
2556 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form)
2559 info[i++] = "¤¢¤Ê¤¿¤Ï°Å¹õ¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2561 info[i++] = "You are completely immune to darkness.";
2565 else if (p_ptr->resist_dark)
2568 info[i++] = "¤¢¤Ê¤¿¤Ï°Å¹õ¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2570 info[i++] = "You are resistant to darkness.";
2574 if (p_ptr->resist_conf)
2577 info[i++] = "¤¢¤Ê¤¿¤Ïº®Íð¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2579 info[i++] = "You are resistant to confusion.";
2583 if (p_ptr->resist_sound)
2586 info[i++] = "¤¢¤Ê¤¿¤Ï²»ÇȤξ׷â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2588 info[i++] = "You are resistant to sonic attacks.";
2592 if (p_ptr->resist_disen)
2595 info[i++] = "¤¢¤Ê¤¿¤ÏÎô²½¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2597 info[i++] = "You are resistant to disenchantment.";
2601 if (p_ptr->resist_chaos)
2604 info[i++] = "¤¢¤Ê¤¿¤Ï¥«¥ª¥¹¤ÎÎϤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2606 info[i++] = "You are resistant to chaos.";
2610 if (p_ptr->resist_shard)
2613 info[i++] = "¤¢¤Ê¤¿¤ÏÇËÊҤι¶·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2615 info[i++] = "You are resistant to blasts of shards.";
2619 if (p_ptr->resist_nexus)
2622 info[i++] = "¤¢¤Ê¤¿¤Ï°ø²Ìº®Íð¤Î¹¶·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2624 info[i++] = "You are resistant to nexus attacks.";
2629 if (prace_is_(RACE_SPECTRE))
2632 info[i++] = "¤¢¤Ê¤¿¤ÏÃϹö¤ÎÎϤòµÛ¼ý¤Ç¤¤ë¡£";
2634 info[i++] = "You can drain nether forces.";
2638 else if (p_ptr->resist_neth)
2641 info[i++] = "¤¢¤Ê¤¿¤ÏÃϹö¤ÎÎϤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2643 info[i++] = "You are resistant to nether forces.";
2647 if (p_ptr->resist_fear)
2650 info[i++] = "¤¢¤Ê¤¿¤ÏÁ´¤¯¶²Éݤò´¶¤¸¤Ê¤¤¡£";
2652 info[i++] = "You are completely fearless.";
2656 if (p_ptr->resist_blind)
2659 info[i++] = "¤¢¤Ê¤¿¤ÎÌܤÏÌÕÌܤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2661 info[i++] = "Your eyes are resistant to blindness.";
2665 if (p_ptr->resist_time)
2668 info[i++] = "¤¢¤Ê¤¿¤Ï»þ´ÖµÕž¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2670 info[i++] = "You are resistant to time.";
2675 if (p_ptr->sustain_str)
2678 info[i++] = "¤¢¤Ê¤¿¤ÎÏÓÎϤϰݻý¤µ¤ì¤Æ¤¤¤ë¡£";
2680 info[i++] = "Your strength is sustained.";
2684 if (p_ptr->sustain_int)
2687 info[i++] = "¤¢¤Ê¤¿¤ÎÃÎǽ¤Ï°Ý»ý¤µ¤ì¤Æ¤¤¤ë¡£";
2689 info[i++] = "Your intelligence is sustained.";
2693 if (p_ptr->sustain_wis)
2696 info[i++] = "¤¢¤Ê¤¿¤Î¸¤µ¤Ï°Ý»ý¤µ¤ì¤Æ¤¤¤ë¡£";
2698 info[i++] = "Your wisdom is sustained.";
2702 if (p_ptr->sustain_con)
2705 info[i++] = "¤¢¤Ê¤¿¤ÎÂѵ×ÎϤϰݻý¤µ¤ì¤Æ¤¤¤ë¡£";
2707 info[i++] = "Your constitution is sustained.";
2711 if (p_ptr->sustain_dex)
2714 info[i++] = "¤¢¤Ê¤¿¤Î´ïÍѤµ¤Ï°Ý»ý¤µ¤ì¤Æ¤¤¤ë¡£";
2716 info[i++] = "Your dexterity is sustained.";
2720 if (p_ptr->sustain_chr)
2723 info[i++] = "¤¢¤Ê¤¿¤ÎÌ¥ÎϤϰݻý¤µ¤ì¤Æ¤¤¤ë¡£";
2725 info[i++] = "Your charisma is sustained.";
2730 if (have_flag(flgs, TR_STR))
2733 info[i++] = "¤¢¤Ê¤¿¤ÎÏÓÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2735 info[i++] = "Your strength is affected by your equipment.";
2739 if (have_flag(flgs, TR_INT))
2742 info[i++] = "¤¢¤Ê¤¿¤ÎÃÎǽ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2744 info[i++] = "Your intelligence is affected by your equipment.";
2748 if (have_flag(flgs, TR_WIS))
2751 info[i++] = "¤¢¤Ê¤¿¤Î¸¤µ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2753 info[i++] = "Your wisdom is affected by your equipment.";
2757 if (have_flag(flgs, TR_DEX))
2760 info[i++] = "¤¢¤Ê¤¿¤Î´ïÍѤµ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2762 info[i++] = "Your dexterity is affected by your equipment.";
2766 if (have_flag(flgs, TR_CON))
2769 info[i++] = "¤¢¤Ê¤¿¤ÎÂѵ×ÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2771 info[i++] = "Your constitution is affected by your equipment.";
2775 if (have_flag(flgs, TR_CHR))
2778 info[i++] = "¤¢¤Ê¤¿¤ÎÌ¥ÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2780 info[i++] = "Your charisma is affected by your equipment.";
2785 if (have_flag(flgs, TR_STEALTH))
2788 info[i++] = "¤¢¤Ê¤¿¤Î±£Ì©¹ÔưǽÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2790 info[i++] = "Your stealth is affected by your equipment.";
2794 if (have_flag(flgs, TR_SEARCH))
2797 info[i++] = "¤¢¤Ê¤¿¤Îõº÷ǽÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2799 info[i++] = "Your searching ability is affected by your equipment.";
2803 if (have_flag(flgs, TR_INFRA))
2806 info[i++] = "¤¢¤Ê¤¿¤ÎÀÖ³°Àþ»ëÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2808 info[i++] = "Your infravision is affected by your equipment.";
2812 if (have_flag(flgs, TR_TUNNEL))
2815 info[i++] = "¤¢¤Ê¤¿¤ÎºÎ·¡Ç½ÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2817 info[i++] = "Your digging ability is affected by your equipment.";
2821 if (have_flag(flgs, TR_SPEED))
2824 info[i++] = "¤¢¤Ê¤¿¤Î¥¹¥Ô¡¼¥É¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2826 info[i++] = "Your speed is affected by your equipment.";
2830 if (have_flag(flgs, TR_BLOWS))
2833 info[i++] = "¤¢¤Ê¤¿¤Î¹¶·â®ÅÙ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2835 info[i++] = "Your attack speed is affected by your equipment.";
2841 /* Access the current weapon */
2842 o_ptr = &inventory[INVEN_RARM];
2844 /* Analyze the weapon */
2847 /* Indicate Blessing */
2848 if (have_flag(flgs, TR_BLESSED))
2851 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¿À¤Î½ËÊ¡¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2853 info[i++] = "Your weapon has been blessed by the gods.";
2858 if (have_flag(flgs, TR_CHAOTIC))
2861 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥í¥°¥ë¥¹¤Îħ¤Î°À¤ò¤â¤Ä¡£";
2863 info[i++] = "Your weapon is branded with the Sign of Logrus.";
2869 if (have_flag(flgs, TR_IMPACT))
2872 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏÂÇ·â¤ÇÃϿ̤òȯÀ¸¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
2874 info[i++] = "The impact of your weapon can cause earthquakes.";
2879 if (have_flag(flgs, TR_VORPAL))
2882 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏÈó¾ï¤Ë±Ô¤¤¡£";
2884 info[i++] = "Your weapon is very sharp.";
2889 if (have_flag(flgs, TR_VAMPIRIC))
2892 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤«¤éÀ¸Ì¿ÎϤòµÛ¼ý¤¹¤ë¡£";
2894 info[i++] = "Your weapon drains life from your foes.";
2899 /* Special "Attack Bonuses" */
2900 if (have_flag(flgs, TR_BRAND_ACID))
2903 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òÍϤ«¤¹¡£";
2905 info[i++] = "Your weapon melts your foes.";
2909 if (have_flag(flgs, TR_BRAND_ELEC))
2912 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤ò´¶ÅŤµ¤»¤ë¡£";
2914 info[i++] = "Your weapon shocks your foes.";
2918 if (have_flag(flgs, TR_BRAND_FIRE))
2921 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òdz¤ä¤¹¡£";
2923 info[i++] = "Your weapon burns your foes.";
2927 if (have_flag(flgs, TR_BRAND_COLD))
2930 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òÅà¤é¤»¤ë¡£";
2932 info[i++] = "Your weapon freezes your foes.";
2936 if (have_flag(flgs, TR_BRAND_POIS))
2939 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òÆǤǿ¯¤¹¡£";
2941 info[i++] = "Your weapon poisons your foes.";
2946 /* Special "slay" flags */
2947 if (have_flag(flgs, TR_KILL_ANIMAL))
2950 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ïưʪ¤ÎŷŨ¤Ç¤¢¤ë¡£";
2952 info[i++] = "Your weapon is a great bane of animals.";
2956 else if (have_flag(flgs, TR_SLAY_ANIMAL))
2959 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ïưʪ¤ËÂФ·¤Æ¶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2961 info[i++] = "Your weapon strikes at animals with extra force.";
2965 if (have_flag(flgs, TR_KILL_EVIL))
2968 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¼Ù°¤Ê¤ë¸ºß¤ÎŷŨ¤Ç¤¢¤ë¡£";
2970 info[i++] = "Your weapon is a great bane of evil.";
2974 else if (have_flag(flgs, TR_SLAY_EVIL))
2977 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¼Ù°¤Ê¤ë¸ºß¤ËÂФ·¤Æ¶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2979 info[i++] = "Your weapon strikes at evil with extra force.";
2983 if (have_flag(flgs, TR_KILL_HUMAN))
2986 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¿Í´Ö¤ÎŷŨ¤Ç¤¢¤ë¡£";
2988 info[i++] = "Your weapon is a great bane of humans.";
2992 else if (have_flag(flgs, TR_SLAY_HUMAN))
2995 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¿Í´Ö¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2997 info[i++] = "Your weapon is especially deadly against humans.";
3001 if (have_flag(flgs, TR_KILL_UNDEAD))
3004 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥¢¥ó¥Ç¥Ã¥É¤ÎŷŨ¤Ç¤¢¤ë¡£";
3006 info[i++] = "Your weapon is a great bane of undead.";
3010 else if (have_flag(flgs, TR_SLAY_UNDEAD))
3013 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥¢¥ó¥Ç¥Ã¥É¤ËÂФ·¤Æ¿ÀÀ»¤Ê¤ëÎϤòȯ´ø¤¹¤ë¡£";
3015 info[i++] = "Your weapon strikes at undead with holy wrath.";
3019 if (have_flag(flgs, TR_KILL_DEMON))
3022 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥Ç¡¼¥â¥ó¤ÎŷŨ¤Ç¤¢¤ë¡£";
3024 info[i++] = "Your weapon is a great bane of demons.";
3028 else if (have_flag(flgs, TR_SLAY_DEMON))
3031 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥Ç¡¼¥â¥ó¤ËÂФ·¤Æ¿ÀÀ»¤Ê¤ëÎϤòȯ´ø¤¹¤ë¡£";
3033 info[i++] = "Your weapon strikes at demons with holy wrath.";
3037 if (have_flag(flgs, TR_KILL_ORC))
3040 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥ª¡¼¥¯¤ÎŷŨ¤Ç¤¢¤ë¡£";
3042 info[i++] = "Your weapon is a great bane of orcs.";
3046 else if (have_flag(flgs, TR_SLAY_ORC))
3049 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥ª¡¼¥¯¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
3051 info[i++] = "Your weapon is especially deadly against orcs.";
3055 if (have_flag(flgs, TR_KILL_TROLL))
3058 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥È¥í¥ë¤ÎŷŨ¤Ç¤¢¤ë¡£";
3060 info[i++] = "Your weapon is a great bane of trolls.";
3064 else if (have_flag(flgs, TR_SLAY_TROLL))
3067 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥È¥í¥ë¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
3069 info[i++] = "Your weapon is especially deadly against trolls.";
3073 if (have_flag(flgs, TR_KILL_GIANT))
3076 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥¸¥ã¥¤¥¢¥ó¥È¤ÎŷŨ¤Ç¤¢¤ë¡£";
3078 info[i++] = "Your weapon is a great bane of giants.";
3082 else if (have_flag(flgs, TR_SLAY_GIANT))
3085 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥¸¥ã¥¤¥¢¥ó¥È¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
3087 info[i++] = "Your weapon is especially deadly against giants.";
3091 /* Special "kill" flags */
3092 if (have_flag(flgs, TR_KILL_DRAGON))
3095 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥É¥é¥´¥ó¤ÎŷŨ¤Ç¤¢¤ë¡£";
3097 info[i++] = "Your weapon is a great bane of dragons.";
3101 else if (have_flag(flgs, TR_SLAY_DRAGON))
3104 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥É¥é¥´¥ó¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
3106 info[i++] = "Your weapon is especially deadly against dragons.";
3111 if (have_flag(flgs, TR_FORCE_WEAPON))
3114 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏMP¤ò»È¤Ã¤Æ¹¶·â¤¹¤ë¡£";
3116 info[i++] = "Your weapon causes greate damages using your MP.";
3120 if (have_flag(flgs, TR_THROW))
3123 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏÅꤲ¤ä¤¹¤¤¡£";
3125 info[i++] = "Your weapon can be thrown well.";
3131 /* Save the screen */
3134 /* Erase the screen */
3135 for (k = 1; k < 24; k++) prt("", k, 13);
3137 /* Label the information */
3139 prt(" ¤¢¤Ê¤¿¤Î¾õÂÖ:", 1, 15);
3141 prt(" Your Attributes:", 1, 15);
3145 /* We will print on top of the map (column 13) */
3146 for (k = 2, j = 0; j < i; j++)
3149 prt(info[j], k++, 15);
3151 /* Every 20 entries (lines 2 to 21), start over */
3152 if ((k == 22) && (j+1 < i))
3155 prt("-- ³¤¯ --", k, 15);
3157 prt("-- more --", k, 15);
3161 for (; k > 2; k--) prt("", k, 15);
3167 prt("[²¿¤«¥¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹]", k, 13);
3169 prt("[Press any key to continue]", k, 13);
3174 /* Restore the screen */
3179 static int report_magics_aux(int dur)
3197 else if (dur <= 100)
3201 else if (dur <= 200)
3211 static cptr report_magic_durations[] =
3220 "¿®¤¸Æñ¤¤¤Û¤ÉŤ¤´Ö",
3221 "¥â¥ó¥¹¥¿¡¼¤ò¹¶·â¤¹¤ë¤Þ¤Ç"
3224 "for a little while",
3228 "for a very long time",
3229 "for an incredibly long time",
3230 "until you hit a monster"
3237 * Report all currently active magical effects.
3239 void report_magics(void)
3249 info2[i] = report_magics_aux(p_ptr->blind);
3251 info[i++] = "¤¢¤Ê¤¿¤ÏÌܤ¬¸«¤¨¤Ê¤¤¡£";
3253 info[i++] = "You cannot see";
3257 if (p_ptr->confused)
3259 info2[i] = report_magics_aux(p_ptr->confused);
3261 info[i++] = "¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£";
3263 info[i++] = "You are confused";
3269 info2[i] = report_magics_aux(p_ptr->afraid);
3271 info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
3273 info[i++] = "You are terrified";
3277 if (p_ptr->poisoned)
3279 info2[i] = report_magics_aux(p_ptr->poisoned);
3281 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
3283 info[i++] = "You are poisoned";
3289 info2[i] = report_magics_aux(p_ptr->image);
3291 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸³Ð¤ò¸«¤Æ¤¤¤ë¡£";
3293 info[i++] = "You are hallucinating";
3299 info2[i] = report_magics_aux(p_ptr->blessed);
3301 info[i++] = "¤¢¤Ê¤¿¤Ï¸øÀµ¤µ¤ò´¶¤¸¤Æ¤¤¤ë¡£";
3303 info[i++] = "You feel rightous";
3309 info2[i] = report_magics_aux(p_ptr->hero);
3311 info[i++] = "¤¢¤Ê¤¿¤Ï¥Ò¡¼¥í¡¼µ¤Ê¬¤À¡£";
3313 info[i++] = "You feel heroic";
3319 info2[i] = report_magics_aux(p_ptr->shero);
3321 info[i++] = "¤¢¤Ê¤¿¤ÏÀïÆ®¶¸¤À¡£";
3323 info[i++] = "You are in a battle rage";
3327 if (p_ptr->protevil)
3329 info2[i] = report_magics_aux(p_ptr->protevil);
3331 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¤ë¸ºß¤«¤é¼é¤é¤ì¤Æ¤¤¤ë¡£";
3333 info[i++] = "You are protected from evil";
3339 info2[i] = report_magics_aux(p_ptr->shield);
3341 info[i++] = "¤¢¤Ê¤¿¤Ï¿ÀÈë¤Î¥·¡¼¥ë¥É¤Ç¼é¤é¤ì¤Æ¤¤¤ë¡£";
3343 info[i++] = "You are protected by a mystic shield";
3349 info2[i] = report_magics_aux(p_ptr->invuln);
3351 info[i++] = "̵Ũ¤Ç¤¤¤é¤ì¤ë¡£";
3353 info[i++] = "You are invulnerable";
3357 if (p_ptr->wraith_form)
3359 info2[i] = report_magics_aux(p_ptr->wraith_form);
3361 info[i++] = "Í©Âβ½¤Ç¤¤ë¡£";
3363 info[i++] = "You are incorporeal";
3367 if (p_ptr->special_attack & ATTACK_CONFUSE)
3371 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÀÖ¤¯µ±¤¤¤Æ¤¤¤ë¡£";
3373 info[i++] = "Your hands are glowing dull red.";
3377 if (p_ptr->word_recall)
3379 info2[i] = report_magics_aux(p_ptr->word_recall);
3381 info[i++] = "¤³¤Î¸åµ¢´Ô¤Î¾Û¤òȯư¤¹¤ë¡£";
3383 info[i++] = "You are waiting to be recalled";
3387 if (p_ptr->alter_reality)
3389 info2[i] = report_magics_aux(p_ptr->alter_reality);
3391 info[i++] = "¤³¤Î¸å¸½¼ÂÊÑÍƤ¬È¯Æ°¤¹¤ë¡£";
3393 info[i++] = "You waiting to be altered";
3397 if (p_ptr->oppose_acid)
3399 info2[i] = report_magics_aux(p_ptr->oppose_acid);
3401 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3403 info[i++] = "You are resistant to acid";
3407 if (p_ptr->oppose_elec)
3409 info2[i] = report_magics_aux(p_ptr->oppose_elec);
3411 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3413 info[i++] = "You are resistant to lightning";
3417 if (p_ptr->oppose_fire)
3419 info2[i] = report_magics_aux(p_ptr->oppose_fire);
3421 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3423 info[i++] = "You are resistant to fire";
3427 if (p_ptr->oppose_cold)
3429 info2[i] = report_magics_aux(p_ptr->oppose_cold);
3431 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3433 info[i++] = "You are resistant to cold";
3437 if (p_ptr->oppose_pois)
3439 info2[i] = report_magics_aux(p_ptr->oppose_pois);
3441 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3443 info[i++] = "You are resistant to poison";
3448 /* Save the screen */
3451 /* Erase the screen */
3452 for (k = 1; k < 24; k++) prt("", k, 13);
3454 /* Label the information */
3456 prt(" ËâË¡ :", 1, 15);
3458 prt(" Your Current Magic:", 1, 15);
3462 /* We will print on top of the map (column 13) */
3463 for (k = 2, j = 0; j < i; j++)
3467 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï%s%s", info[j],
3469 sprintf(Dummy, "%s %s.", info[j],
3472 report_magic_durations[info2[j]]);
3473 prt(Dummy, k++, 15);
3475 /* Every 20 entries (lines 2 to 21), start over */
3476 if ((k == 22) && (j + 1 < i))
3479 prt("-- ³¤¯ --", k, 15);
3481 prt("-- more --", k, 15);
3485 for (; k > 2; k--) prt("", k, 15);
3491 prt("[²¿¤«¥¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹]", k, 13);
3493 prt("[Press any key to continue]", k, 13);
3498 /* Restore the screen */
3503 static bool detect_feat_flag(int range, int flag, bool known)
3506 bool detect = FALSE;
3509 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3511 /* Scan the current panel */
3512 for (y = 1; y < cur_hgt - 1; y++)
3514 for (x = 1; x <= cur_wid - 1; x++)
3516 int dist = distance(py, px, y, x);
3517 if (dist > range) continue;
3519 /* Access the grid */
3520 c_ptr = &cave[y][x];
3523 if (flag == FF_TRAP)
3525 /* Mark as detected */
3526 if (dist <= range && known)
3528 if (dist <= range - 1) c_ptr->info |= (CAVE_IN_DETECT);
3530 c_ptr->info &= ~(CAVE_UNSAFE);
3538 if (cave_have_flag_grid(c_ptr, flag))
3540 /* Detect secrets */
3541 disclose_grid(y, x);
3543 /* Hack -- Memorize */
3544 c_ptr->info |= (CAVE_MARK);
3561 * Detect all traps on current panel
3563 bool detect_traps(int range, bool known)
3565 bool detect = detect_feat_flag(range, FF_TRAP, known);
3567 if (known) p_ptr->dtrap = TRUE;
3569 if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 0) detect = FALSE;
3575 msg_print("¥È¥é¥Ã¥×¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3577 msg_print("You sense the presence of traps!");
3587 * Detect all doors on current panel
3589 bool detect_doors(int range)
3591 bool detect = detect_feat_flag(range, FF_DOOR, TRUE);
3593 if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 0) detect = FALSE;
3599 msg_print("¥É¥¢¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3601 msg_print("You sense the presence of doors!");
3611 * Detect all stairs on current panel
3613 bool detect_stairs(int range)
3615 bool detect = detect_feat_flag(range, FF_STAIRS, TRUE);
3617 if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 0) detect = FALSE;
3623 msg_print("³¬Ãʤθºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3625 msg_print("You sense the presence of stairs!");
3635 * Detect any treasure on the current panel
3637 bool detect_treasure(int range)
3639 bool detect = detect_feat_flag(range, FF_HAS_GOLD, TRUE);
3641 if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 6) detect = FALSE;
3647 msg_print("Ë䢤µ¤ì¤¿ºâÊõ¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3649 msg_print("You sense the presence of buried treasure!");
3659 * Detect all "gold" objects on the current panel
3661 bool detect_objects_gold(int range)
3666 bool detect = FALSE;
3668 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
3671 for (i = 1; i < o_max; i++)
3673 object_type *o_ptr = &o_list[i];
3675 /* Skip dead objects */
3676 if (!o_ptr->k_idx) continue;
3678 /* Skip held objects */
3679 if (o_ptr->held_m_idx) continue;
3685 /* Only detect nearby objects */
3686 if (distance(py, px, y, x) > range2) continue;
3688 /* Detect "gold" objects */
3689 if (o_ptr->tval == TV_GOLD)
3691 /* Hack -- memorize it */
3692 o_ptr->marked |= OM_FOUND;
3702 if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 6) detect = FALSE;
3708 msg_print("ºâÊõ¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3710 msg_print("You sense the presence of treasure!");
3715 if (detect_monsters_string(range, "$"))
3726 * Detect all "normal" objects on the current panel
3728 bool detect_objects_normal(int range)
3733 bool detect = FALSE;
3735 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
3738 for (i = 1; i < o_max; i++)
3740 object_type *o_ptr = &o_list[i];
3742 /* Skip dead objects */
3743 if (!o_ptr->k_idx) continue;
3745 /* Skip held objects */
3746 if (o_ptr->held_m_idx) continue;
3752 /* Only detect nearby objects */
3753 if (distance(py, px, y, x) > range2) continue;
3755 /* Detect "real" objects */
3756 if (o_ptr->tval != TV_GOLD)
3758 /* Hack -- memorize it */
3759 o_ptr->marked |= OM_FOUND;
3769 if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 6) detect = FALSE;
3775 msg_print("¥¢¥¤¥Æ¥à¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3777 msg_print("You sense the presence of objects!");
3782 if (detect_monsters_string(range, "!=?|/`"))
3793 * Detect all "magic" objects on the current panel.
3795 * This will light up all spaces with "magic" items, including artifacts,
3796 * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings,
3797 * and "enchanted" items of the "good" variety.
3799 * It can probably be argued that this function is now too powerful.
3801 bool detect_objects_magic(int range)
3805 bool detect = FALSE;
3807 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3809 /* Scan all objects */
3810 for (i = 1; i < o_max; i++)
3812 object_type *o_ptr = &o_list[i];
3814 /* Skip dead objects */
3815 if (!o_ptr->k_idx) continue;
3817 /* Skip held objects */
3818 if (o_ptr->held_m_idx) continue;
3824 /* Only detect nearby objects */
3825 if (distance(py, px, y, x) > range) continue;
3827 /* Examine the tval */
3830 /* Artifacts, misc magic items, or enchanted wearables */
3831 if (object_is_artifact(o_ptr) ||
3832 object_is_ego(o_ptr) ||
3833 (tv == TV_WHISTLE) ||
3834 (tv == TV_AMULET) ||
3839 (tv == TV_SCROLL) ||
3840 (tv == TV_POTION) ||
3841 (tv == TV_LIFE_BOOK) ||
3842 (tv == TV_SORCERY_BOOK) ||
3843 (tv == TV_NATURE_BOOK) ||
3844 (tv == TV_CHAOS_BOOK) ||
3845 (tv == TV_DEATH_BOOK) ||
3846 (tv == TV_TRUMP_BOOK) ||
3847 (tv == TV_ARCANE_BOOK) ||
3848 (tv == TV_CRAFT_BOOK) ||
3849 (tv == TV_DAEMON_BOOK) ||
3850 (tv == TV_CRUSADE_BOOK) ||
3851 (tv == TV_MUSIC_BOOK) ||
3852 (tv == TV_HISSATSU_BOOK) ||
3853 ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
3855 /* Memorize the item */
3856 o_ptr->marked |= OM_FOUND;
3870 msg_print("ËâË¡¤Î¥¢¥¤¥Æ¥à¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3872 msg_print("You sense the presence of magic objects!");
3883 * Detect all "normal" monsters on the current panel
3885 bool detect_monsters_normal(int range)
3891 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3894 for (i = 1; i < m_max; i++)
3896 monster_type *m_ptr = &m_list[i];
3897 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3899 /* Skip dead monsters */
3900 if (!m_ptr->r_idx) continue;
3906 /* Only detect nearby monsters */
3907 if (distance(py, px, y, x) > range) continue;
3909 /* Detect all non-invisible monsters */
3910 if (!(r_ptr->flags2 & RF2_INVISIBLE) || p_ptr->see_inv)
3912 /* Repair visibility later */
3913 repair_monsters = TRUE;
3915 /* Hack -- Detect monster */
3916 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
3918 /* Update the monster */
3919 update_mon(i, FALSE);
3926 if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 3) flag = FALSE;
3931 /* Describe result */
3933 msg_print("¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3935 msg_print("You sense the presence of monsters!");
3946 * Detect all "invisible" monsters around the player
3948 bool detect_monsters_invis(int range)
3953 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3956 for (i = 1; i < m_max; i++)
3958 monster_type *m_ptr = &m_list[i];
3959 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3961 /* Skip dead monsters */
3962 if (!m_ptr->r_idx) continue;
3968 /* Only detect nearby monsters */
3969 if (distance(py, px, y, x) > range) continue;
3971 /* Detect invisible monsters */
3972 if (r_ptr->flags2 & RF2_INVISIBLE)
3974 /* Update monster recall window */
3975 if (p_ptr->monster_race_idx == m_ptr->r_idx)
3978 p_ptr->window |= (PW_MONSTER);
3981 /* Repair visibility later */
3982 repair_monsters = TRUE;
3984 /* Hack -- Detect monster */
3985 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
3987 /* Update the monster */
3988 update_mon(i, FALSE);
3995 if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 3) flag = FALSE;
4000 /* Describe result */
4002 msg_print("Æ©ÌÀ¤ÊÀ¸Êª¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
4004 msg_print("You sense the presence of invisible creatures!");
4016 * Detect all "evil" monsters on current panel
4018 bool detect_monsters_evil(int range)
4023 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4026 for (i = 1; i < m_max; i++)
4028 monster_type *m_ptr = &m_list[i];
4029 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4031 /* Skip dead monsters */
4032 if (!m_ptr->r_idx) continue;
4038 /* Only detect nearby monsters */
4039 if (distance(py, px, y, x) > range) continue;
4041 /* Detect evil monsters */
4042 if (r_ptr->flags3 & RF3_EVIL)
4044 if (is_original_ap(m_ptr))
4046 /* Take note that they are evil */
4047 r_ptr->r_flags3 |= (RF3_EVIL);
4049 /* Update monster recall window */
4050 if (p_ptr->monster_race_idx == m_ptr->r_idx)
4053 p_ptr->window |= (PW_MONSTER);
4057 /* Repair visibility later */
4058 repair_monsters = TRUE;
4060 /* Hack -- Detect monster */
4061 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
4063 /* Update the monster */
4064 update_mon(i, FALSE);
4074 /* Describe result */
4076 msg_print("¼Ù°¤Ê¤ëÀ¸Êª¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
4078 msg_print("You sense the presence of evil creatures!");
4091 * Detect all "nonliving", "undead" or "demonic" monsters on current panel
4093 bool detect_monsters_nonliving(int range)
4098 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4101 for (i = 1; i < m_max; i++)
4103 monster_type *m_ptr = &m_list[i];
4104 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4106 /* Skip dead monsters */
4107 if (!m_ptr->r_idx) continue;
4113 /* Only detect nearby monsters */
4114 if (distance(py, px, y, x) > range) continue;
4116 /* Detect non-living monsters */
4117 if (!monster_living(r_ptr))
4119 /* Update monster recall window */
4120 if (p_ptr->monster_race_idx == m_ptr->r_idx)
4123 p_ptr->window |= (PW_MONSTER);
4126 /* Repair visibility later */
4127 repair_monsters = TRUE;
4129 /* Hack -- Detect monster */
4130 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
4132 /* Update the monster */
4133 update_mon(i, FALSE);
4143 /* Describe result */
4145 msg_print("¼«Á³¤Ç¤Ê¤¤¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò´¶¤¸¤¿¡ª");
4147 msg_print("You sense the presence of unnatural beings!");
4158 * Detect all monsters it has mind on current panel
4160 bool detect_monsters_mind(int range)
4165 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4168 for (i = 1; i < m_max; i++)
4170 monster_type *m_ptr = &m_list[i];
4171 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4173 /* Skip dead monsters */
4174 if (!m_ptr->r_idx) continue;
4180 /* Only detect nearby monsters */
4181 if (distance(py, px, y, x) > range) continue;
4183 /* Detect non-living monsters */
4184 if (!(r_ptr->flags2 & RF2_EMPTY_MIND))
4186 /* Update monster recall window */
4187 if (p_ptr->monster_race_idx == m_ptr->r_idx)
4190 p_ptr->window |= (PW_MONSTER);
4193 /* Repair visibility later */
4194 repair_monsters = TRUE;
4196 /* Hack -- Detect monster */
4197 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
4199 /* Update the monster */
4200 update_mon(i, FALSE);
4210 /* Describe result */
4212 msg_print("»¦µ¤¤ò´¶¤¸¤È¤Ã¤¿¡ª");
4214 msg_print("You sense the presence of someone's mind!");
4225 * Detect all (string) monsters on current panel
4227 bool detect_monsters_string(int range, cptr Match)
4232 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4235 for (i = 1; i < m_max; i++)
4237 monster_type *m_ptr = &m_list[i];
4238 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4240 /* Skip dead monsters */
4241 if (!m_ptr->r_idx) continue;
4247 /* Only detect nearby monsters */
4248 if (distance(py, px, y, x) > range) continue;
4250 /* Detect monsters with the same symbol */
4251 if (my_strchr(Match, r_ptr->d_char))
4253 /* Update monster recall window */
4254 if (p_ptr->monster_race_idx == m_ptr->r_idx)
4257 p_ptr->window |= (PW_MONSTER);
4260 /* Repair visibility later */
4261 repair_monsters = TRUE;
4263 /* Hack -- Detect monster */
4264 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
4266 /* Update the monster */
4267 update_mon(i, FALSE);
4274 if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 3) flag = FALSE;
4279 /* Describe result */
4281 msg_print("¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
4283 msg_print("You sense the presence of monsters!");
4294 * A "generic" detect monsters routine, tagged to flags3
4296 bool detect_monsters_xxx(int range, u32b match_flag)
4301 cptr desc_monsters = "ÊѤʥâ¥ó¥¹¥¿¡¼";
4303 cptr desc_monsters = "weird monsters";
4306 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4309 for (i = 1; i < m_max; i++)
4311 monster_type *m_ptr = &m_list[i];
4312 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4314 /* Skip dead monsters */
4315 if (!m_ptr->r_idx) continue;
4321 /* Only detect nearby monsters */
4322 if (distance(py, px, y, x) > range) continue;
4324 /* Detect evil monsters */
4325 if (r_ptr->flags3 & (match_flag))
4327 if (is_original_ap(m_ptr))
4329 /* Take note that they are something */
4330 r_ptr->r_flags3 |= (match_flag);
4332 /* Update monster recall window */
4333 if (p_ptr->monster_race_idx == m_ptr->r_idx)
4336 p_ptr->window |= (PW_MONSTER);
4340 /* Repair visibility later */
4341 repair_monsters = TRUE;
4343 /* Hack -- Detect monster */
4344 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
4346 /* Update the monster */
4347 update_mon(i, FALSE);
4361 desc_monsters = "¥Ç¡¼¥â¥ó";
4363 desc_monsters = "demons";
4369 desc_monsters = "¥¢¥ó¥Ç¥Ã¥É";
4371 desc_monsters = "the undead";
4377 /* Describe result */
4379 msg_format("%s¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª", desc_monsters);
4381 msg_format("You sense the presence of %s!", desc_monsters);
4395 bool detect_all(int range)
4397 bool detect = FALSE;
4399 /* Detect everything */
4400 if (detect_traps(range, TRUE)) detect = TRUE;
4401 if (detect_doors(range)) detect = TRUE;
4402 if (detect_stairs(range)) detect = TRUE;
4404 /* There are too many hidden treasure. So... */
4405 /* if (detect_treasure(range)) detect = TRUE; */
4407 if (detect_objects_gold(range)) detect = TRUE;
4408 if (detect_objects_normal(range)) detect = TRUE;
4409 if (detect_monsters_invis(range)) detect = TRUE;
4410 if (detect_monsters_normal(range)) detect = TRUE;
4418 * Apply a "project()" directly to all viewable monsters
4420 * Note that affected monsters are NOT auto-tracked by this usage.
4422 * To avoid misbehavior when monster deaths have side-effects,
4423 * this is done in two passes. -- JDL
4425 bool project_hack(int typ, int dam)
4428 int flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;
4429 bool obvious = FALSE;
4432 /* Mark all (nearby) monsters */
4433 for (i = 1; i < m_max; i++)
4435 monster_type *m_ptr = &m_list[i];
4437 /* Paranoia -- Skip dead monsters */
4438 if (!m_ptr->r_idx) continue;
4444 /* Require line of sight */
4445 if (!player_has_los_bold(y, x) || !projectable(py, px, y, x)) continue;
4447 /* Mark the monster */
4448 m_ptr->mflag |= (MFLAG_TEMP);
4451 /* Affect all marked monsters */
4452 for (i = 1; i < m_max; i++)
4454 monster_type *m_ptr = &m_list[i];
4456 /* Skip unmarked monsters */
4457 if (!(m_ptr->mflag & (MFLAG_TEMP))) continue;
4460 m_ptr->mflag &= ~(MFLAG_TEMP);
4466 /* Jump directly to the target monster */
4467 if (project(0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
4478 bool speed_monsters(void)
4480 return (project_hack(GF_OLD_SPEED, p_ptr->lev));
4486 bool slow_monsters(void)
4488 return (project_hack(GF_OLD_SLOW, p_ptr->lev));
4494 bool sleep_monsters(void)
4496 return (project_hack(GF_OLD_SLEEP, p_ptr->lev));
4501 * Banish evil monsters
4503 bool banish_evil(int dist)
4505 return (project_hack(GF_AWAY_EVIL, dist));
4512 bool turn_undead(void)
4514 bool tester = (project_hack(GF_TURN_UNDEAD, p_ptr->lev));
4516 chg_virtue(V_UNLIFE, -1);
4522 * Dispel undead monsters
4524 bool dispel_undead(int dam)
4526 bool tester = (project_hack(GF_DISP_UNDEAD, dam));
4528 chg_virtue(V_UNLIFE, -2);
4533 * Dispel evil monsters
4535 bool dispel_evil(int dam)
4537 return (project_hack(GF_DISP_EVIL, dam));
4541 * Dispel good monsters
4543 bool dispel_good(int dam)
4545 return (project_hack(GF_DISP_GOOD, dam));
4549 * Dispel all monsters
4551 bool dispel_monsters(int dam)
4553 return (project_hack(GF_DISP_ALL, dam));
4557 * Dispel 'living' monsters
4559 bool dispel_living(int dam)
4561 return (project_hack(GF_DISP_LIVING, dam));
4567 bool dispel_demons(int dam)
4569 return (project_hack(GF_DISP_DEMON, dam));
4578 return (project_hack(GF_CRUSADE, p_ptr->lev*4));
4583 * Wake up all monsters, and speed up "los" monsters.
4585 void aggravate_monsters(int who)
4592 /* Aggravate everyone nearby */
4593 for (i = 1; i < m_max; i++)
4595 monster_type *m_ptr = &m_list[i];
4596 /* monster_race *r_ptr = &r_info[m_ptr->r_idx]; */
4598 /* Paranoia -- Skip dead monsters */
4599 if (!m_ptr->r_idx) continue;
4601 /* Skip aggravating monster (or player) */
4602 if (i == who) continue;
4604 /* Wake up nearby sleeping monsters */
4605 if (m_ptr->cdis < MAX_SIGHT * 2)
4612 if (r_info[m_ptr->r_idx].flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
4615 /* Redraw (later) if needed */
4616 if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
4617 if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
4621 if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG2_NOPET;
4624 /* Speed up monsters in line of sight */
4625 if (player_has_los_bold(m_ptr->fy, m_ptr->fx))
4629 m_ptr->fast = MIN(200, m_ptr->fast + 100);
4637 if (speed) msg_print("ÉÕ¶á¤Ç²¿¤«¤¬ÆÍÇ¡¶½Ê³¤·¤¿¤è¤¦¤Ê´¶¤¸¤ò¼õ¤±¤¿¡ª");
4638 else if (sleep) msg_print("²¿¤«¤¬ÆÍÇ¡¶½Ê³¤·¤¿¤è¤¦¤ÊÁû¡¹¤·¤¤²»¤¬±ó¤¯¤Ëʹ¤³¤¨¤¿¡ª");
4640 if (speed) msg_print("You feel a sudden stirring nearby!");
4641 else if (sleep) msg_print("You hear a sudden stirring in the distance!");
4643 if (p_ptr->riding) p_ptr->update |= PU_BONUS;
4648 * Delete a non-unique/non-quest monster
4650 bool genocide_aux(int m_idx, int power, bool player_cast, int dam_side, cptr spell_name)
4652 int msec = delay_factor * delay_factor * delay_factor;
4653 monster_type *m_ptr = &m_list[m_idx];
4654 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4655 bool resist = FALSE;
4657 if (is_pet(m_ptr) && !player_cast) return FALSE;
4659 /* Hack -- Skip Unique Monsters or Quest Monsters */
4660 if (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) resist = TRUE;
4662 else if (r_ptr->flags7 & RF7_UNIQUE2) resist = TRUE;
4664 else if (m_idx == p_ptr->riding) resist = TRUE;
4666 else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE;
4668 else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) resist = TRUE;
4670 /* Delete the monster */
4671 else delete_monster_idx(m_idx);
4673 if (resist && player_cast)
4675 bool see_m = is_seen(m_ptr);
4678 monster_desc(m_name, m_ptr, 0);
4682 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
4684 msg_format("%^s is unaffected.", m_name);
4690 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
4693 /* Redraw (later) if needed */
4694 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
4695 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
4700 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
4702 msg_format("%^s wakes up.", m_name);
4706 if (is_friendly(m_ptr) && !is_pet(m_ptr))
4711 msg_format("%s¤ÏÅܤä¿¡ª", m_name);
4713 msg_format("%^s gets angry!", m_name);
4718 if (one_in_(13)) m_ptr->mflag2 |= MFLAG2_NOGENO;
4725 take_hit(DAMAGE_GENO, randint1(dam_side), format("%^s¤Î¼öʸ¤ò¾§¤¨¤¿ÈèÏ«", spell_name), -1);
4727 take_hit(DAMAGE_GENO, randint1(dam_side), format("the strain of casting %^s", spell_name), -1);
4731 /* Visual feedback */
4732 move_cursor_relative(py, px);
4735 p_ptr->redraw |= (PR_HP);
4738 p_ptr->window |= (PW_PLAYER);
4747 Term_xtra(TERM_XTRA_DELAY, msec);
4754 * Delete all non-unique/non-quest monsters of a given "type" from the level
4756 bool symbol_genocide(int power, bool player_cast)
4760 bool result = FALSE;
4762 /* Prevent genocide in quest levels */
4763 if (p_ptr->inside_quest && !random_quest_number(dun_level))
4768 /* Mega-Hack -- Get a monster symbol */
4770 while (!get_com("¤É¤Î¼ïÎà(ʸ»ú)¤Î¥â¥ó¥¹¥¿¡¼¤òËõ»¦¤·¤Þ¤¹¤«: ", &typ, FALSE)) ;
4772 while (!get_com("Choose a monster race (by symbol) to genocide: ", &typ, FALSE)) ;
4775 /* Delete the monsters of that "type" */
4776 for (i = 1; i < m_max; i++)
4778 monster_type *m_ptr = &m_list[i];
4779 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4781 /* Paranoia -- Skip dead monsters */
4782 if (!m_ptr->r_idx) continue;
4784 /* Skip "wrong" monsters */
4785 if (r_ptr->d_char != typ) continue;
4789 result |= genocide_aux(i, power, player_cast, 4, "Ëõ»¦");
4791 result |= genocide_aux(i, power, player_cast, 4, "Genocide");
4797 chg_virtue(V_VITALITY, -2);
4798 chg_virtue(V_CHANCE, -1);
4806 * Delete all nearby (non-unique) monsters
4808 bool mass_genocide(int power, bool player_cast)
4811 bool result = FALSE;
4813 /* Prevent mass genocide in quest levels */
4814 if (p_ptr->inside_quest && !random_quest_number(dun_level))
4819 /* Delete the (nearby) monsters */
4820 for (i = 1; i < m_max; i++)
4822 monster_type *m_ptr = &m_list[i];
4824 /* Paranoia -- Skip dead monsters */
4825 if (!m_ptr->r_idx) continue;
4827 /* Skip distant monsters */
4828 if (m_ptr->cdis > MAX_SIGHT) continue;
4832 result |= genocide_aux(i, power, player_cast, 3, "¼þÊÕËõ»¦");
4834 result |= genocide_aux(i, power, player_cast, 3, "Mass Genocide");
4840 chg_virtue(V_VITALITY, -2);
4841 chg_virtue(V_CHANCE, -1);
4850 * Delete all nearby (non-unique) undead
4852 bool mass_genocide_undead(int power, bool player_cast)
4855 bool result = FALSE;
4857 /* Prevent mass genocide in quest levels */
4858 if (p_ptr->inside_quest && !random_quest_number(dun_level))
4863 /* Delete the (nearby) monsters */
4864 for (i = 1; i < m_max; i++)
4866 monster_type *m_ptr = &m_list[i];
4867 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4869 /* Paranoia -- Skip dead monsters */
4870 if (!m_ptr->r_idx) continue;
4872 if (!(r_ptr->flags3 & RF3_UNDEAD)) continue;
4874 /* Skip distant monsters */
4875 if (m_ptr->cdis > MAX_SIGHT) continue;
4879 result |= genocide_aux(i, power, player_cast, 3, "¥¢¥ó¥Ç¥Ã¥É¾ÃÌÇ");
4881 result |= genocide_aux(i, power, player_cast, 3, "Annihilate Undead");
4887 chg_virtue(V_UNLIFE, -2);
4888 chg_virtue(V_CHANCE, -1);
4897 * Probe nearby monsters
4912 /* Probe all (nearby) monsters */
4913 for (i = 1; i < m_max; i++)
4915 monster_type *m_ptr = &m_list[i];
4916 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4918 /* Paranoia -- Skip dead monsters */
4919 if (!m_ptr->r_idx) continue;
4921 /* Require line of sight */
4922 if (!player_has_los_bold(m_ptr->fy, m_ptr->fx)) continue;
4924 /* Probe visible monsters */
4929 /* Start the message */
4933 msg_print("Ä´ººÃæ...");
4935 msg_print("Probing...");
4941 if (m_ptr->ap_r_idx != m_ptr->r_idx)
4943 if (m_ptr->mflag2 & MFLAG2_KAGE)
4944 m_ptr->mflag2 &= ~(MFLAG2_KAGE);
4946 m_ptr->ap_r_idx = m_ptr->r_idx;
4947 lite_spot(m_ptr->fy, m_ptr->fx);
4949 /* Get "the monster" or "something" */
4950 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_INDEF_HIDDEN);
4952 speed = m_ptr->mspeed - 110;
4953 if(m_ptr->fast) speed += 10;
4954 if(m_ptr->slow) speed -= 10;
4956 /* Get the monster's alignment */
4958 if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = "籡";
4959 else if (r_ptr->flags3 & RF3_EVIL) align = "¼Ù°";
4960 else if (r_ptr->flags3 & RF3_GOOD) align = "Á±ÎÉ";
4961 else if ((m_ptr->sub_align & (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) == (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) align = "ÃæΩ(Á±°)";
4962 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = "ÃæΩ(¼Ù°)";
4963 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = "ÃæΩ(Á±ÎÉ)";
4964 else align = "ÃæΩ";
4966 if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = "good&evil";
4967 else if (r_ptr->flags3 & RF3_EVIL) align = "evil";
4968 else if (r_ptr->flags3 & RF3_GOOD) align = "good";
4969 else if ((m_ptr->sub_align & (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) == (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) align = "neutral(good&evil)";
4970 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = "neutral(evil)";
4971 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = "neutral(good)";
4972 else align = "neutral";
4975 /* Describe the monster */
4977 sprintf(buf,"%s ... °À:%s HP:%d/%d AC:%d ®ÅÙ:%s%d ·Ð¸³:", m_name, align, m_ptr->hp, m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
4979 sprintf(buf, "%s ... align:%s HP:%d/%d AC:%d speed:%s%d exp:", m_name, align, m_ptr->hp, m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
4981 if (r_ptr->next_r_idx)
4983 strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
4987 strcat(buf, "xxx ");
4991 if (m_ptr->csleep) strcat(buf,"¿ç̲ ");
4992 if (m_ptr->stunned) strcat(buf,"ۯ۰ ");
4993 if (m_ptr->monfear) strcat(buf,"¶²ÉÝ ");
4994 if (m_ptr->confused) strcat(buf,"º®Íð ");
4995 if (m_ptr->invulner) strcat(buf,"̵Ũ ");
4997 if (m_ptr->csleep) strcat(buf,"sleeping ");
4998 if (m_ptr->stunned) strcat(buf,"stunned ");
4999 if (m_ptr->monfear) strcat(buf,"scared ");
5000 if (m_ptr->confused) strcat(buf,"confused ");
5001 if (m_ptr->invulner) strcat(buf,"invulnerable ");
5003 buf[strlen(buf)-1] = '\0';
5006 /* HACK : Add the line to message buffer */
5008 p_ptr->window |= (PW_MESSAGE);
5011 if (m_ptr->ml) move_cursor_relative(m_ptr->fy, m_ptr->fx);
5014 Term_erase(0, 0, 255);
5016 /* Learn everything about this monster */
5017 if (lore_do_probe(m_ptr->r_idx))
5021 /* Get base name of monster */
5022 strcpy(buf, (r_name + r_ptr->name));
5025 /* Note that we learnt some new flags -Mogami- */
5026 msg_format("%s¤Ë¤Ä¤¤¤Æ¤µ¤é¤Ë¾Ü¤·¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£", buf);
5031 /* Note that we learnt some new flags -Mogami- */
5032 msg_format("You now know more about %s.", buf);
5034 /* Clear -more- prompt */
5050 chg_virtue(V_KNOWLEDGE, 1);
5053 msg_print("¤³¤ì¤ÇÁ´Éô¤Ç¤¹¡£");
5055 msg_print("That's all.");
5067 * The spell of destruction
5069 * This spell "deletes" monsters (instead of "killing" them).
5071 * Later we may use one function for both "destruction" and
5072 * "earthquake" by using the "full" to select "destruction".
5074 bool destroy_area(int y1, int x1, int r, bool in_generate)
5080 /* Prevent destruction of quest levels and town */
5081 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
5086 /* Lose monster light */
5087 if (!in_generate) clear_mon_lite();
5089 /* Big area of affect */
5090 for (y = (y1 - r); y <= (y1 + r); y++)
5092 for (x = (x1 - r); x <= (x1 + r); x++)
5094 /* Skip illegal grids */
5095 if (!in_bounds(y, x)) continue;
5097 /* Extract the distance */
5098 k = distance(y1, x1, y, x);
5100 /* Stay in the circle of death */
5101 if (k > r) continue;
5103 /* Access the grid */
5104 c_ptr = &cave[y][x];
5106 /* Lose room and vault */
5107 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
5109 /* Lose light and knowledge */
5110 c_ptr->info &= ~(CAVE_MARK | CAVE_GLOW);
5112 if (!in_generate) /* Normal */
5115 c_ptr->info &= ~(CAVE_UNSAFE);
5117 /* Hack -- Notice player affect */
5118 if (player_bold(y, x))
5120 /* Hurt the player later */
5123 /* Do not hurt this grid */
5128 /* Hack -- Skip the epicenter */
5129 if ((y == y1) && (x == x1)) continue;
5133 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5134 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5136 if (in_generate) /* In generation */
5138 /* Delete the monster (if any) */
5139 delete_monster(y, x);
5141 else if (r_ptr->flags1 & RF1_QUESTOR)
5143 /* Heal the monster */
5144 m_ptr->hp = m_ptr->maxhp;
5146 /* Try to teleport away quest monsters */
5147 if (!teleport_away(c_ptr->m_idx, (r * 2) + 1, TRUE, FALSE)) continue;
5151 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
5155 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
5156 do_cmd_write_nikki(NIKKI_NAMED_PET, 6, m_name);
5159 /* Delete the monster (if any) */
5160 delete_monster(y, x);
5164 /* During generation, destroyed artifacts are "preserved" */
5165 if (preserve_mode || in_generate)
5167 s16b this_o_idx, next_o_idx = 0;
5169 /* Scan all objects in the grid */
5170 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5174 /* Acquire object */
5175 o_ptr = &o_list[this_o_idx];
5177 /* Acquire next object */
5178 next_o_idx = o_ptr->next_o_idx;
5180 /* Hack -- Preserve unknown artifacts */
5181 if (object_is_fixed_artifact(o_ptr) && (!object_is_known(o_ptr) || in_generate))
5183 /* Mega-Hack -- Preserve the artifact */
5184 a_info[o_ptr->name1].cur_num = 0;
5186 if (in_generate && cheat_peek)
5188 char o_name[MAX_NLEN];
5189 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
5191 msg_format("ÅÁÀâ¤Î¥¢¥¤¥Æ¥à (%s) ¤ÏÀ¸À®Ãæ¤Ë*Ç˲õ*¤µ¤ì¤¿¡£", o_name);
5193 msg_format("Artifact (%s) was *destroyed* during generation.", o_name);
5197 else if (in_generate && cheat_peek && o_ptr->art_name)
5200 msg_print("¥é¥ó¥À¥à¡¦¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Î1¤Ä¤ÏÀ¸À®Ãæ¤Ë*Ç˲õ*¤µ¤ì¤¿¡£");
5202 msg_print("One of the random artifacts was *destroyed* during generation.");
5208 /* Delete objects */
5209 delete_object(y, x);
5211 /* Destroy "non-permanent" grids */
5212 if (!cave_perma_grid(c_ptr))
5214 /* Wall (or floor) type */
5217 if (!in_generate) /* Normal */
5221 /* Create granite wall */
5222 cave_set_feat(y, x, FEAT_WALL);
5226 /* Create quartz vein */
5227 cave_set_feat(y, x, FEAT_QUARTZ);
5231 /* Create magma vein */
5232 cave_set_feat(y, x, FEAT_MAGMA);
5237 cave_set_feat(y, x, floor_type[randint0(100)]);
5240 else /* In generation */
5244 /* Create granite wall */
5245 place_extra_grid(c_ptr);
5249 /* Create quartz vein */
5250 c_ptr->feat = FEAT_QUARTZ;
5254 /* Create magma vein */
5255 c_ptr->feat = FEAT_MAGMA;
5260 place_floor_grid(c_ptr);
5263 /* Clear garbage of hidden trap or door */
5272 /* Process "re-glowing" */
5273 for (y = (y1 - r); y <= (y1 + r); y++)
5275 for (x = (x1 - r); x <= (x1 + r); x++)
5277 /* Skip illegal grids */
5278 if (!in_bounds(y, x)) continue;
5280 /* Extract the distance */
5281 k = distance(y1, x1, y, x);
5283 /* Stay in the circle of death */
5284 if (k > r) continue;
5286 /* Access the grid */
5287 c_ptr = &cave[y][x];
5289 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
5290 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
5295 for (i = 0; i < 9; i++)
5297 yy = y + ddy_ddd[i];
5298 xx = x + ddx_ddd[i];
5299 if (!in_bounds2(yy, xx)) continue;
5300 cc_ptr = &cave[yy][xx];
5301 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
5303 c_ptr->info |= CAVE_GLOW;
5311 /* Hack -- Affect player */
5316 msg_print("dz¤¨¤ë¤è¤¦¤ÊÁ®¸÷¤¬È¯À¸¤·¤¿¡ª");
5318 msg_print("There is a searing blast of light!");
5321 /* Blind the player */
5322 if (!p_ptr->resist_blind && !p_ptr->resist_lite)
5325 (void)set_blind(p_ptr->blind + 10 + randint1(10));
5331 /* Mega-Hack -- Forget the view and lite */
5332 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
5335 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
5338 p_ptr->redraw |= (PR_MAP);
5341 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5343 if (p_ptr->special_defense & NINJA_S_STEALTH)
5345 if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE);
5355 * Induce an "earthquake" of the given radius at the given location.
5357 * This will turn some walls into floors and some floors into walls.
5359 * The player will take damage and "jump" into a safe grid if possible,
5360 * otherwise, he will "tunnel" through the rubble instantaneously.
5362 * Monsters will take damage, and "jump" into a safe grid if possible,
5363 * otherwise they will be "buried" in the rubble, disappearing from
5364 * the level in the same way that they do when genocided.
5366 * Note that thus the player and monsters (except eaters of walls and
5367 * passers through walls) will never occupy the same grid as a wall.
5368 * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
5369 * for a single turn, unless that monster can pass_walls or kill_walls.
5370 * This has allowed massive simplification of the "monster" code.
5372 bool earthquake(int cy, int cx, int r)
5374 int i, t, y, x, yy, xx, dy, dx;
5376 int sn = 0, sy = 0, sx = 0;
5382 /* Prevent destruction of quest levels and town */
5383 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
5388 /* Paranoia -- Enforce maximum range */
5391 /* Clear the "maximal blast" area */
5392 for (y = 0; y < 32; y++)
5394 for (x = 0; x < 32; x++)
5400 /* Check around the epicenter */
5401 for (dy = -r; dy <= r; dy++)
5403 for (dx = -r; dx <= r; dx++)
5405 /* Extract the location */
5409 /* Skip illegal grids */
5410 if (!in_bounds(yy, xx)) continue;
5412 /* Skip distant grids */
5413 if (distance(cy, cx, yy, xx) > r) continue;
5415 /* Access the grid */
5416 c_ptr = &cave[yy][xx];
5418 /* Lose room and vault */
5419 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_UNSAFE);
5421 /* Lose light and knowledge */
5422 c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK);
5424 /* Skip the epicenter */
5425 if (!dx && !dy) continue;
5427 /* Skip most grids */
5428 if (randint0(100) < 85) continue;
5430 /* Damage this grid */
5431 map[16+yy-cy][16+xx-cx] = TRUE;
5433 /* Hack -- Take note of player damage */
5434 if (player_bold(yy, xx)) hurt = TRUE;
5438 /* First, affect the player (if necessary) */
5439 if (hurt && !p_ptr->pass_wall && !p_ptr->kill_wall)
5441 /* Check around the player */
5442 for (i = 0; i < 8; i++)
5444 /* Access the location */
5445 y = py + ddy_ddd[i];
5446 x = px + ddx_ddd[i];
5448 /* Skip non-empty grids */
5449 if (!cave_empty_bold(y, x)) continue;
5451 /* Important -- Skip "quake" grids */
5452 if (map[16+y-cy][16+x-cx]) continue;
5454 if (cave[y][x].m_idx) continue;
5456 /* Count "safe" grids */
5459 /* Randomize choice */
5460 if (randint0(sn) > 0) continue;
5462 /* Save the safe location */
5466 /* Random message */
5467 switch (randint1(3))
5472 msg_print("¥À¥ó¥¸¥ç¥ó¤ÎÊɤ¬Êø¤ì¤¿¡ª");
5474 msg_print("The cave ceiling collapses!");
5482 msg_print("¥À¥ó¥¸¥ç¥ó¤Î¾²¤¬ÉÔ¼«Á³¤Ë¤Í¤¸¶Ê¤¬¤Ã¤¿¡ª");
5484 msg_print("The cave floor twists in an unnatural way!");
5492 msg_print("¥À¥ó¥¸¥ç¥ó¤¬Íɤ줿¡ªÊø¤ì¤¿´ä¤¬Æ¬¤Ë¹ß¤Ã¤Æ¤¤¿¡ª");
5494 msg_print("The cave quakes! You are pummeled with debris!");
5501 /* Hurt the player a lot */
5504 /* Message and damage */
5506 msg_print("¤¢¤Ê¤¿¤Ï¤Ò¤É¤¤²ø²æ¤òÉé¤Ã¤¿¡ª");
5508 msg_print("You are severely crushed!");
5514 /* Destroy the grid, and push the player to safety */
5517 /* Calculate results */
5518 switch (randint1(3))
5523 msg_print("¹ß¤êÃí¤°´ä¤ò¤¦¤Þ¤¯Èò¤±¤¿¡ª");
5525 msg_print("You nimbly dodge the blast!");
5534 msg_print("´äÀФ¬¤¢¤Ê¤¿¤Ëľ·â¤·¤¿!");
5536 msg_print("You are bashed by rubble!");
5539 damage = damroll(10, 4);
5540 (void)set_stun(p_ptr->stun + randint1(50));
5546 msg_print("¤¢¤Ê¤¿¤Ï¾²¤ÈÊɤȤδ֤˶´¤Þ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
5548 msg_print("You are crushed between the floor and ceiling!");
5551 damage = damroll(10, 4);
5552 (void)set_stun(p_ptr->stun + randint1(50));
5557 /* Move the player to the safe location */
5558 (void)move_player_effect(sy, sx, MPE_DONT_PICKUP);
5561 /* Important -- no wall on player */
5562 map[16+py-cy][16+px-cx] = FALSE;
5564 /* Take some damage */
5566 if (damage) take_hit(DAMAGE_ATTACK, damage, "ÃÏ¿Ì", -1);
5568 if (damage) take_hit(DAMAGE_ATTACK, damage, "an earthquake", -1);
5573 /* Examine the quaked region */
5574 for (dy = -r; dy <= r; dy++)
5576 for (dx = -r; dx <= r; dx++)
5578 /* Extract the location */
5582 /* Skip unaffected grids */
5583 if (!map[16+yy-cy][16+xx-cx]) continue;
5585 /* Access the grid */
5586 c_ptr = &cave[yy][xx];
5588 if (c_ptr->m_idx == p_ptr->riding) continue;
5590 /* Process monsters */
5593 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5594 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5596 /* Quest monsters */
5597 if (r_ptr->flags1 & RF1_QUESTOR)
5599 /* No wall on quest monsters */
5600 map[16+yy-cy][16+xx-cx] = FALSE;
5605 /* Most monsters cannot co-exist with rock */
5606 if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
5607 !(r_ptr->flags2 & (RF2_PASS_WALL)))
5611 /* Assume not safe */
5614 /* Monster can move to escape the wall */
5615 if (!(r_ptr->flags1 & (RF1_NEVER_MOVE)))
5617 /* Look for safety */
5618 for (i = 0; i < 8; i++)
5620 /* Access the grid */
5621 y = yy + ddy_ddd[i];
5622 x = xx + ddx_ddd[i];
5624 /* Skip non-empty grids */
5625 if (!cave_empty_bold(y, x)) continue;
5627 /* Hack -- no safety on glyph of warding */
5628 if (is_glyph_grid(&cave[y][x])) continue;
5629 if (is_explosive_rune_grid(&cave[y][x])) continue;
5631 /* ... nor on the Pattern */
5632 if (pattern_tile(y, x)) continue;
5634 /* Important -- Skip "quake" grids */
5635 if (map[16+y-cy][16+x-cx]) continue;
5637 if (cave[y][x].m_idx) continue;
5638 if (player_bold(y, x)) continue;
5640 /* Count "safe" grids */
5643 /* Randomize choice */
5644 if (randint0(sn) > 0) continue;
5646 /* Save the safe grid */
5651 /* Describe the monster */
5652 monster_desc(m_name, m_ptr, 0);
5654 /* Scream in pain */
5656 msg_format("%^s¤Ï¶ìÄˤǵ㤤ï¤á¤¤¤¿¡ª", m_name);
5658 msg_format("%^s wails out in pain!", m_name);
5662 /* Take damage from the quake */
5663 damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
5665 /* Monster is certainly awake */
5668 /* Apply damage directly */
5669 m_ptr->hp -= damage;
5671 /* Delete (not kill) "dead" monsters */
5676 msg_format("%^s¤Ï´äÀФËËä¤â¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª", m_name);
5678 msg_format("%^s is embedded in the rock!", m_name);
5683 if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
5687 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
5688 do_cmd_write_nikki(NIKKI_NAMED_PET, 7, m2_name);
5692 /* Delete the monster */
5693 delete_monster(yy, xx);
5695 /* No longer safe */
5699 /* Hack -- Escape from the rock */
5702 int m_idx = cave[yy][xx].m_idx;
5704 /* Update the new location */
5705 cave[sy][sx].m_idx = m_idx;
5707 /* Update the old location */
5708 cave[yy][xx].m_idx = 0;
5710 /* Move the monster */
5714 /* Update the monster (new location) */
5715 update_mon(m_idx, TRUE);
5717 /* Redraw the old grid */
5720 /* Redraw the new grid */
5728 /* Lose monster light */
5731 /* Examine the quaked region */
5732 for (dy = -r; dy <= r; dy++)
5734 for (dx = -r; dx <= r; dx++)
5736 /* Extract the location */
5740 /* Skip unaffected grids */
5741 if (!map[16+yy-cy][16+xx-cx]) continue;
5743 /* Access the cave grid */
5744 c_ptr = &cave[yy][xx];
5746 /* Paranoia -- never affect player */
5747 /* if (player_bold(yy, xx)) continue; */
5749 /* Destroy location (if valid) */
5750 if (cave_valid_bold(yy, xx))
5752 /* Delete objects */
5753 delete_object(yy, xx);
5755 /* Wall (or floor) type */
5756 t = cave_have_flag_bold(yy, xx, FF_PROJECT) ? randint0(100) : 200;
5761 /* Create granite wall */
5762 cave_set_feat(yy, xx, FEAT_WALL);
5768 /* Create quartz vein */
5769 cave_set_feat(yy, xx, FEAT_QUARTZ);
5775 /* Create magma vein */
5776 cave_set_feat(yy, xx, FEAT_MAGMA);
5783 cave_set_feat(yy, xx, floor_type[randint0(100)]);
5790 /* Process "re-glowing" */
5791 for (dy = -r; dy <= r; dy++)
5793 for (dx = -r; dx <= r; dx++)
5795 /* Extract the location */
5799 /* Skip illegal grids */
5800 if (!in_bounds(yy, xx)) continue;
5802 /* Skip distant grids */
5803 if (distance(cy, cx, yy, xx) > r) continue;
5805 /* Access the grid */
5806 c_ptr = &cave[yy][xx];
5808 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
5809 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
5814 for (ii = 0; ii < 9; ii++)
5816 yyy = yy + ddy_ddd[ii];
5817 xxx = xx + ddx_ddd[ii];
5818 if (!in_bounds2(yyy, xxx)) continue;
5819 cc_ptr = &cave[yyy][xxx];
5820 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
5822 c_ptr->info |= CAVE_GLOW;
5831 /* Mega-Hack -- Forget the view and lite */
5832 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
5835 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
5837 /* Update the health bar */
5838 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
5841 p_ptr->redraw |= (PR_MAP);
5844 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5846 if (p_ptr->special_defense & NINJA_S_STEALTH)
5848 if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE);
5856 void discharge_minion(void)
5861 for (i = 1; i < m_max; i++)
5863 monster_type *m_ptr = &m_list[i];
5864 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
5865 if (m_ptr->nickname) okay = FALSE;
5867 if (!okay || p_ptr->riding)
5870 if (!get_check("ËÜÅö¤ËÁ´¥Ú¥Ã¥È¤òÇúÇˤ·¤Þ¤¹¤«¡©"))
5872 if (!get_check("You will blast all pets. Are you sure? "))
5876 for (i = 1; i < m_max; i++)
5879 monster_type *m_ptr = &m_list[i];
5880 monster_race *r_ptr;
5882 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
5883 r_ptr = &r_info[m_ptr->r_idx];
5885 /* Uniques resist discharging */
5886 if (r_ptr->flags1 & RF1_UNIQUE)
5889 monster_desc(m_name, m_ptr, 0x00);
5891 msg_format("%s¤ÏÇúÇˤµ¤ì¤ë¤Î¤ò·ù¤¬¤ê¡¢¾¡¼ê¤Ë¼«Ê¬¤ÎÀ¤³¦¤Ø¤Èµ¢¤Ã¤¿¡£", m_name);
5893 msg_format("%^s resists to be blasted, and run away.", m_name);
5895 delete_monster_idx(i);
5898 dam = m_ptr->maxhp / 2;
5899 if (dam > 100) dam = (dam-100)/2 + 100;
5900 if (dam > 400) dam = (dam-400)/2 + 400;
5901 if (dam > 800) dam = 800;
5902 project(i, 2+(r_ptr->level/20), m_ptr->fy,
5903 m_ptr->fx, dam, GF_PLASMA,
5904 PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
5905 delete_monster_idx(i);
5911 * This routine clears the entire "temp" set.
5913 * This routine will Perma-Lite all "temp" grids.
5915 * This routine is used (only) by "lite_room()"
5917 * Dark grids are illuminated.
5919 * Also, process all affected monsters.
5921 * SMART monsters always wake up when illuminated
5922 * NORMAL monsters wake up 1/4 the time when illuminated
5923 * STUPID monsters wake up 1/10 the time when illuminated
5925 static void cave_temp_room_lite(void)
5929 /* Clear them all */
5930 for (i = 0; i < temp_n; i++)
5935 cave_type *c_ptr = &cave[y][x];
5937 /* No longer in the array */
5938 c_ptr->info &= ~(CAVE_TEMP);
5940 /* Update only non-CAVE_GLOW grids */
5941 /* if (c_ptr->info & (CAVE_GLOW)) continue; */
5944 c_ptr->info |= (CAVE_GLOW);
5946 /* Process affected monsters */
5951 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5953 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5955 /* Update the monster */
5956 update_mon(c_ptr->m_idx, FALSE);
5958 /* Stupid monsters rarely wake up */
5959 if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
5961 /* Smart monsters always wake up */
5962 if (r_ptr->flags2 & (RF2_SMART)) chance = 100;
5964 /* Sometimes monsters wake up */
5965 if (m_ptr->csleep && (randint0(100) < chance))
5970 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
5972 /* Notice the "waking up" */
5977 /* Acquire the monster name */
5978 monster_desc(m_name, m_ptr, 0);
5980 /* Dump a message */
5982 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
5984 msg_format("%^s wakes up.", m_name);
5990 /* Redraw the health bar */
5991 if (p_ptr->health_who == c_ptr->m_idx) p_ptr->redraw |= (PR_HEALTH);
5992 if (p_ptr->riding == c_ptr->m_idx) p_ptr->redraw |= (PR_UHEALTH);
6003 update_local_illumination(y, x);
6013 * This routine clears the entire "temp" set.
6015 * This routine will "darken" all "temp" grids.
6017 * In addition, some of these grids will be "unmarked".
6019 * This routine is used (only) by "unlite_room()"
6021 * Also, process all affected monsters
6023 static void cave_temp_room_unlite(void)
6027 /* Clear them all */
6028 for (i = 0; i < temp_n; i++)
6034 cave_type *c_ptr = &cave[y][x];
6035 bool do_dark = !is_mirror_grid(c_ptr);
6037 /* No longer in the array */
6038 c_ptr->info &= ~(CAVE_TEMP);
6040 /* Darken the grid */
6043 for (j = 0; j < 9; j++)
6045 int by = y + ddy_ddd[j];
6046 int bx = x + ddx_ddd[j];
6048 if (in_bounds2(by, bx))
6050 cave_type *cc_ptr = &cave[by][bx];
6052 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
6060 if (!do_dark) continue;
6062 c_ptr->info &= ~(CAVE_GLOW);
6064 /* Hack -- Forget "boring" grids */
6065 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_REMEMBER))
6067 /* Forget the grid */
6068 if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
6074 /* Process affected monsters */
6077 /* Update the monster */
6078 update_mon(c_ptr->m_idx, FALSE);
6084 update_local_illumination(y, x);
6094 * Determine how much contiguous open space this grid is next to
6096 static int next_to_open(int cy, int cx, bool (*pass_bold)(int, int))
6105 for (i = 0; i < 16; i++)
6107 y = cy + ddy_cdd[i % 8];
6108 x = cx + ddx_cdd[i % 8];
6110 /* Found a wall, break the length */
6111 if (!pass_bold(y, x))
6113 /* Track best length */
6127 return (MAX(len, blen));
6131 static int next_to_walls_adj(int cy, int cx, bool (*pass_bold)(int, int))
6139 for (i = 0; i < 8; i++)
6141 y = cy + ddy_ddd[i];
6142 x = cx + ddx_ddd[i];
6144 if (!pass_bold(y, x)) c++;
6152 * Aux function -- see below
6154 static void cave_temp_room_aux(int y, int x, bool only_room, bool (*pass_bold)(int, int))
6159 c_ptr = &cave[y][x];
6161 /* Avoid infinite recursion */
6162 if (c_ptr->info & (CAVE_TEMP)) return;
6164 /* Do not "leave" the current room */
6165 if (!(c_ptr->info & (CAVE_ROOM)))
6167 if (only_room) return;
6170 if (!in_bounds2(y, x)) return;
6172 /* Do not exceed the maximum spell range */
6173 if (distance(py, px, y, x) > MAX_RANGE) return;
6175 /* Verify this grid */
6177 * The reason why it is ==6 instead of >5 is that 8 is impossible
6178 * due to the check for cave_bold above.
6179 * 7 lights dead-end corridors (you need to do this for the
6180 * checkboard interesting rooms, so that the boundary is lit
6182 * This leaves only a check for 6 bounding walls!
6184 if (in_bounds(y, x) && pass_bold(y, x) &&
6185 (next_to_walls_adj(y, x, pass_bold) == 6) && (next_to_open(y, x, pass_bold) <= 1)) return;
6188 /* Paranoia -- verify space */
6189 if (temp_n == TEMP_MAX) return;
6191 /* Mark the grid as "seen" */
6192 c_ptr->info |= (CAVE_TEMP);
6194 /* Add it to the "seen" set */
6201 * Aux function -- see below
6203 static bool cave_pass_lite_bold(int y, int x)
6205 return cave_los_bold(y, x);
6209 * Aux function -- see below
6211 static void cave_temp_lite_room_aux(int y, int x)
6213 cave_temp_room_aux(y, x, FALSE, cave_pass_lite_bold);
6217 * Aux function -- see below
6219 static bool cave_pass_dark_bold(int y, int x)
6221 return cave_have_flag_bold(y, x, FF_PROJECT);
6225 * Aux function -- see below
6227 static void cave_temp_unlite_room_aux(int y, int x)
6229 cave_temp_room_aux(y, x, TRUE, cave_pass_dark_bold);
6236 * Illuminate any room containing the given location.
6238 void lite_room(int y1, int x1)
6242 /* Add the initial grid */
6243 cave_temp_lite_room_aux(y1, x1);
6245 /* While grids are in the queue, add their neighbors */
6246 for (i = 0; i < temp_n; i++)
6248 x = temp_x[i], y = temp_y[i];
6250 /* Walls get lit, but stop light */
6251 if (!cave_pass_lite_bold(y, x)) continue;
6253 /* Spread adjacent */
6254 cave_temp_lite_room_aux(y + 1, x);
6255 cave_temp_lite_room_aux(y - 1, x);
6256 cave_temp_lite_room_aux(y, x + 1);
6257 cave_temp_lite_room_aux(y, x - 1);
6259 /* Spread diagonal */
6260 cave_temp_lite_room_aux(y + 1, x + 1);
6261 cave_temp_lite_room_aux(y - 1, x - 1);
6262 cave_temp_lite_room_aux(y - 1, x + 1);
6263 cave_temp_lite_room_aux(y + 1, x - 1);
6266 /* Now, lite them all up at once */
6267 cave_temp_room_lite();
6269 if (p_ptr->special_defense & NINJA_S_STEALTH)
6271 if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE);
6277 * Darken all rooms containing the given location
6279 void unlite_room(int y1, int x1)
6283 /* Add the initial grid */
6284 cave_temp_unlite_room_aux(y1, x1);
6286 /* Spread, breadth first */
6287 for (i = 0; i < temp_n; i++)
6289 x = temp_x[i], y = temp_y[i];
6291 /* Walls get dark, but stop darkness */
6292 if (!cave_pass_dark_bold(y, x)) continue;
6294 /* Spread adjacent */
6295 cave_temp_unlite_room_aux(y + 1, x);
6296 cave_temp_unlite_room_aux(y - 1, x);
6297 cave_temp_unlite_room_aux(y, x + 1);
6298 cave_temp_unlite_room_aux(y, x - 1);
6300 /* Spread diagonal */
6301 cave_temp_unlite_room_aux(y + 1, x + 1);
6302 cave_temp_unlite_room_aux(y - 1, x - 1);
6303 cave_temp_unlite_room_aux(y - 1, x + 1);
6304 cave_temp_unlite_room_aux(y + 1, x - 1);
6307 /* Now, darken them all at once */
6308 cave_temp_room_unlite();
6314 * Hack -- call light around the player
6315 * Affect all monsters in the projection radius
6317 bool lite_area(int dam, int rad)
6319 int flg = PROJECT_GRID | PROJECT_KILL;
6321 if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
6324 msg_print("¥À¥ó¥¸¥ç¥ó¤¬¸÷¤òµÛ¼ý¤·¤¿¡£");
6326 msg_print("The darkness of this dungeon absorb your light.");
6331 /* Hack -- Message */
6335 msg_print("Çò¤¤¸÷¤¬ÊÕ¤ê¤òʤ¤Ã¤¿¡£");
6337 msg_print("You are surrounded by a white light.");
6342 /* Hook into the "project()" function */
6343 (void)project(0, rad, py, px, dam, GF_LITE_WEAK, flg, -1);
6345 /* Lite up the room */
6354 * Hack -- call darkness around the player
6355 * Affect all monsters in the projection radius
6357 bool unlite_area(int dam, int rad)
6359 int flg = PROJECT_GRID | PROJECT_KILL;
6361 /* Hack -- Message */
6365 msg_print("°Å°Ç¤¬ÊÕ¤ê¤òʤ¤Ã¤¿¡£");
6367 msg_print("Darkness surrounds you.");
6372 /* Hook into the "project()" function */
6373 (void)project(0, rad, py, px, dam, GF_DARK_WEAK, flg, -1);
6375 /* Lite up the room */
6376 unlite_room(py, px);
6386 * Stop if we hit a monster, act as a "ball"
6387 * Allow "target" mode to pass over monsters
6388 * Affect grids, objects, and monsters
6390 bool fire_ball(int typ, int dir, int dam, int rad)
6394 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
6396 if (typ == GF_CONTROL_LIVING) flg|= PROJECT_HIDE;
6397 /* Use the given direction */
6398 tx = px + 99 * ddx[dir];
6399 ty = py + 99 * ddy[dir];
6401 /* Hack -- Use an actual "target" */
6402 if ((dir == 5) && target_okay())
6404 flg &= ~(PROJECT_STOP);
6409 /* Analyze the "dir" and the "target". Hurt items on floor. */
6410 return (project(0, rad, ty, tx, dam, typ, flg, -1));
6416 * Stop if we hit a monster, act as a "ball"
6417 * Allow "target" mode to pass over monsters
6418 * Affect grids, objects, and monsters
6420 bool fire_rocket(int typ, int dir, int dam, int rad)
6424 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
6426 /* Use the given direction */
6427 tx = px + 99 * ddx[dir];
6428 ty = py + 99 * ddy[dir];
6430 /* Hack -- Use an actual "target" */
6431 if ((dir == 5) && target_okay())
6437 /* Analyze the "dir" and the "target". Hurt items on floor. */
6438 return (project(0, rad, ty, tx, dam, typ, flg, -1));
6444 * Stop if we hit a monster, act as a "ball"
6445 * Allow "target" mode to pass over monsters
6446 * Affect grids, objects, and monsters
6448 bool fire_ball_hide(int typ, int dir, int dam, int rad)
6452 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE;
6454 /* Use the given direction */
6455 tx = px + 99 * ddx[dir];
6456 ty = py + 99 * ddy[dir];
6458 /* Hack -- Use an actual "target" */
6459 if ((dir == 5) && target_okay())
6461 flg &= ~(PROJECT_STOP);
6466 /* Analyze the "dir" and the "target". Hurt items on floor. */
6467 return (project(0, rad, ty, tx, dam, typ, flg, -1));
6472 * Cast a meteor spell, defined as a ball spell cast by an arbitary monster,
6473 * player, or outside source, that starts out at an arbitrary location, and
6474 * leaving no trail from the "caster" to the target. This function is
6475 * especially useful for bombardments and similar. -LM-
6477 * Option to hurt the player.
6479 bool fire_meteor(int who, int typ, int y, int x, int dam, int rad)
6481 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
6483 /* Analyze the "target" and the caster. */
6484 return (project(who, rad, y, x, dam, typ, flg, -1));
6488 bool fire_blast(int typ, int dir, int dd, int ds, int num, int dev)
6494 int flg = PROJECT_FAST | PROJECT_THRU | PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
6499 /* Use the given direction */
6502 ly = ty = py + 20 * ddy[dir];
6503 lx = tx = px + 20 * ddx[dir];
6506 /* Use an actual "target" */
6512 lx = 20 * (tx - px) + px;
6513 ly = 20 * (ty - py) + py;
6516 ld = distance(py, px, ly, lx);
6519 for (i = 0; i < num; i++)
6523 /* Get targets for some bolts */
6524 y = rand_spread(ly, ld * dev / 20);
6525 x = rand_spread(lx, ld * dev / 20);
6527 if (distance(ly, lx, y, x) <= ld * dev / 20) break;
6530 /* Analyze the "dir" and the "target". */
6531 if (!project(0, 0, y, x, damroll(dd, ds), typ, flg, -1))
6542 * Switch position with a monster.
6544 bool teleport_swap(int dir)
6548 monster_type * m_ptr;
6549 monster_race * r_ptr;
6551 if ((dir == 5) && target_okay())
6561 c_ptr = &cave[ty][tx];
6563 if (p_ptr->anti_tele)
6566 msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
6568 msg_print("A mysterious force prevents you from teleporting!");
6574 if (!c_ptr->m_idx || (c_ptr->m_idx == p_ptr->riding))
6577 msg_print("¤½¤ì¤È¤Ï¾ì½ê¤ò¸ò´¹¤Ç¤¤Þ¤»¤ó¡£");
6579 msg_print("You can't trade places with that!");
6587 if ((c_ptr->info & CAVE_ICKY) || (distance(ty, tx, py, px) > p_ptr->lev * 3 / 2 + 10))
6590 msg_print("¼ºÇÔ¤·¤¿¡£");
6592 msg_print("Failed to swap.");
6600 m_ptr = &m_list[c_ptr->m_idx];
6601 r_ptr = &r_info[m_ptr->r_idx];
6603 /* Redraw the health bar */
6604 if (p_ptr->health_who == c_ptr->m_idx) p_ptr->redraw |= (PR_HEALTH);
6606 if (r_ptr->flagsr & RFR_RES_TELE)
6609 msg_print("¥Æ¥ì¥Ý¡¼¥È¤ò¼ÙË⤵¤ì¤¿¡ª");
6611 msg_print("Your teleportation is blocked!");
6614 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
6617 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
6623 sound(SOUND_TELEPORT);
6625 /* Swap the player and monster */
6626 (void)move_player_effect(ty, tx, MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
6634 * Hack -- apply a "projection()" in a direction (or at the target)
6636 bool project_hook(int typ, int dir, int dam, int flg)
6640 /* Pass through the target if needed */
6641 flg |= (PROJECT_THRU);
6643 /* Use the given direction */
6647 /* Hack -- Use an actual "target" */
6648 if ((dir == 5) && target_okay())
6654 /* Analyze the "dir" and the "target", do NOT explode */
6655 return (project(0, 0, ty, tx, dam, typ, flg, -1));
6660 * Cast a bolt spell.
6661 * Stop if we hit a monster, as a "bolt".
6662 * Affect monsters and grids (not objects).
6664 bool fire_bolt(int typ, int dir, int dam)
6666 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
6667 return (project_hook(typ, dir, dam, flg));
6672 * Cast a beam spell.
6673 * Pass through monsters, as a "beam".
6674 * Affect monsters, grids and objects.
6676 bool fire_beam(int typ, int dir, int dam)
6678 int flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM;
6679 return (project_hook(typ, dir, dam, flg));
6684 * Cast a bolt spell, or rarely, a beam spell
6686 bool fire_bolt_or_beam(int prob, int typ, int dir, int dam)
6688 if (randint0(100) < prob)
6690 return (fire_beam(typ, dir, dam));
6694 return (fire_bolt(typ, dir, dam));
6700 * Some of the old functions
6702 bool lite_line(int dir)
6704 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
6705 return (project_hook(GF_LITE_WEAK, dir, damroll(6, 8), flg));
6709 bool drain_life(int dir, int dam)
6711 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6712 return (project_hook(GF_OLD_DRAIN, dir, dam, flg));
6716 bool wall_to_mud(int dir)
6718 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
6719 return (project_hook(GF_KILL_WALL, dir, 20 + randint1(30), flg));
6723 bool wizard_lock(int dir)
6725 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
6726 return (project_hook(GF_JAM_DOOR, dir, 20 + randint1(30), flg));
6730 bool destroy_door(int dir)
6732 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
6733 return (project_hook(GF_KILL_DOOR, dir, 0, flg));
6737 bool disarm_trap(int dir)
6739 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
6740 return (project_hook(GF_KILL_TRAP, dir, 0, flg));
6744 bool heal_monster(int dir, int dam)
6746 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6747 return (project_hook(GF_OLD_HEAL, dir, dam, flg));
6751 bool speed_monster(int dir)
6753 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6754 return (project_hook(GF_OLD_SPEED, dir, p_ptr->lev, flg));
6758 bool slow_monster(int dir)
6760 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6761 return (project_hook(GF_OLD_SLOW, dir, p_ptr->lev, flg));
6765 bool sleep_monster(int dir)
6767 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6768 return (project_hook(GF_OLD_SLEEP, dir, p_ptr->lev, flg));
6772 bool stasis_monster(int dir)
6774 return (fire_ball_hide(GF_STASIS, dir, p_ptr->lev*2, 0));
6778 bool stasis_evil(int dir)
6780 return (fire_ball_hide(GF_STASIS_EVIL, dir, p_ptr->lev*2, 0));
6784 bool confuse_monster(int dir, int plev)
6786 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6787 return (project_hook(GF_OLD_CONF, dir, plev, flg));
6791 bool stun_monster(int dir, int plev)
6793 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6794 return (project_hook(GF_STUN, dir, plev, flg));
6798 bool poly_monster(int dir)
6800 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6801 bool tester = (project_hook(GF_OLD_POLY, dir, p_ptr->lev, flg));
6803 chg_virtue(V_CHANCE, 1);
6808 bool clone_monster(int dir)
6810 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6811 return (project_hook(GF_OLD_CLONE, dir, 0, flg));
6815 bool fear_monster(int dir, int plev)
6817 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6818 return (project_hook(GF_TURN_ALL, dir, plev, flg));
6822 bool death_ray(int dir, int plev)
6824 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6825 return (project_hook(GF_DEATH_RAY, dir, plev * 200, flg));
6829 bool teleport_monster(int dir)
6831 int flg = PROJECT_BEAM | PROJECT_KILL;
6832 return (project_hook(GF_AWAY_ALL, dir, MAX_SIGHT * 5, flg));
6836 * Hooks -- affect adjacent grids (radius 1 ball attack)
6838 bool door_creation(void)
6840 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6841 return (project(0, 1, py, px, 0, GF_MAKE_DOOR, flg, -1));
6845 bool trap_creation(int y, int x)
6847 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6848 return (project(0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1));
6852 bool tree_creation(void)
6854 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6855 return (project(0, 1, py, px, 0, GF_MAKE_TREE, flg, -1));
6859 bool glyph_creation(void)
6861 int flg = PROJECT_GRID | PROJECT_ITEM;
6862 return (project(0, 1, py, px, 0, GF_MAKE_GLYPH, flg, -1));
6866 bool wall_stone(void)
6868 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6870 bool dummy = (project(0, 1, py, px, 0, GF_STONE_WALL, flg, -1));
6873 p_ptr->update |= (PU_FLOW);
6876 p_ptr->redraw |= (PR_MAP);
6882 bool destroy_doors_touch(void)
6884 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6885 return (project(0, 1, py, px, 0, GF_KILL_DOOR, flg, -1));
6889 bool sleep_monsters_touch(void)
6891 int flg = PROJECT_KILL | PROJECT_HIDE;
6892 return (project(0, 1, py, px, p_ptr->lev, GF_OLD_SLEEP, flg, -1));
6896 bool animate_dead(int who, int y, int x)
6898 int flg = PROJECT_ITEM | PROJECT_HIDE;
6899 return (project(who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
6903 void call_chaos(void)
6905 int Chaos_type, dummy, dir;
6906 int plev = p_ptr->lev;
6907 bool line_chaos = FALSE;
6909 int hurt_types[31] =
6911 GF_ELEC, GF_POIS, GF_ACID, GF_COLD,
6912 GF_FIRE, GF_MISSILE, GF_ARROW, GF_PLASMA,
6913 GF_HOLY_FIRE, GF_WATER, GF_LITE, GF_DARK,
6914 GF_FORCE, GF_INERTIA, GF_MANA, GF_METEOR,
6915 GF_ICE, GF_CHAOS, GF_NETHER, GF_DISENCHANT,
6916 GF_SHARDS, GF_SOUND, GF_NEXUS, GF_CONFUSION,
6917 GF_TIME, GF_GRAVITY, GF_ROCKET, GF_NUKE,
6918 GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
6921 Chaos_type = hurt_types[randint0(31)];
6922 if (one_in_(4)) line_chaos = TRUE;
6926 for (dummy = 1; dummy < 10; dummy++)
6931 fire_beam(Chaos_type, dummy, 150);
6933 fire_ball(Chaos_type, dummy, 150, 2);
6937 else if (one_in_(3))
6939 fire_ball(Chaos_type, 0, 500, 8);
6943 if (!get_aim_dir(&dir)) return;
6945 fire_beam(Chaos_type, dir, 250);
6947 fire_ball(Chaos_type, dir, 250, 3 + (plev / 35));
6953 * Activate the evil Topi Ylinen curse
6954 * rr9: Stop the nasty things when a Cyberdemon is summoned
6955 * or the player gets paralyzed.
6957 bool activate_ty_curse(bool stop_ty, int *count)
6961 int flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
6965 switch (randint1(34))
6971 msg_print("ÃÏÌ̤¬Íɤ줿...");
6973 msg_print("The ground trembles...");
6976 earthquake(py, px, 5 + randint0(10));
6977 if (!one_in_(6)) break;
6982 int dam = damroll(10, 10);
6984 msg_print("½ã¿è¤ÊËâÎϤμ¡¸µ¤Ø¤ÎÈ⤬³«¤¤¤¿¡ª");
6986 msg_print("A portal opens to a plane of raw mana!");
6989 project(0, 8, py, px, dam, GF_MANA, flg, -1);
6991 take_hit(DAMAGE_NOESCAPE, dam, "½ã¿è¤ÊËâÎϤβòÊü", -1);
6993 take_hit(DAMAGE_NOESCAPE, dam, "released pure mana", -1);
6995 if (!one_in_(6)) break;
7001 msg_print("¼þ°Ï¤Î¶õ´Ö¤¬ÏĤó¤À¡ª");
7003 msg_print("Space warps about you!");
7006 teleport_player(damroll(10, 10), TRUE);
7007 if (randint0(13)) (*count) += activate_hi_summon(py, px, FALSE);
7008 if (!one_in_(6)) break;
7012 msg_print("¥¨¥Í¥ë¥®¡¼¤Î¤¦¤Í¤ê¤ò´¶¤¸¤¿¡ª");
7014 msg_print("You feel a surge of energy!");
7020 project(0, 7, py, px, 50, GF_KILL_WALL, flg, -1);
7022 take_hit(DAMAGE_NOESCAPE, 50, "¥¨¥Í¥ë¥®¡¼¤Î¤¦¤Í¤ê", -1);
7024 take_hit(DAMAGE_NOESCAPE, 50, "surge of energy", -1);
7027 if (!one_in_(6)) break;
7028 case 1: case 2: case 3: case 16: case 17:
7029 aggravate_monsters(0);
7030 if (!one_in_(6)) break;
7031 case 4: case 5: case 6:
7032 (*count) += activate_hi_summon(py, px, FALSE);
7033 if (!one_in_(6)) break;
7034 case 7: case 8: case 9: case 18:
7035 (*count) += summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
7036 if (!one_in_(6)) break;
7037 case 10: case 11: case 12:
7039 msg_print("À¸Ì¿ÎϤ¬ÂΤ«¤éµÛ¤¤¼è¤é¤ì¤¿µ¤¤¬¤¹¤ë¡ª");
7041 msg_print("You feel your life draining away...");
7044 lose_exp(p_ptr->exp / 16);
7045 if (!one_in_(6)) break;
7046 case 13: case 14: case 15: case 19: case 20:
7047 if (stop_ty || (p_ptr->free_act && (randint1(125) < p_ptr->skill_sav)) || (p_ptr->pclass == CLASS_BERSERKER))
7054 msg_print("ĦÁü¤Ë¤Ê¤Ã¤¿µ¤Ê¬¤À¡ª");
7056 msg_print("You feel like a statue!");
7059 if (p_ptr->free_act)
7060 set_paralyzed(p_ptr->paralyzed + randint1(3));
7062 set_paralyzed(p_ptr->paralyzed + randint1(13));
7065 if (!one_in_(6)) break;
7066 case 21: case 22: case 23:
7067 (void)do_dec_stat(randint0(6));
7068 if (!one_in_(6)) break;
7071 msg_print("¤Û¤¨¡©»ä¤Ïï¡©¤³¤³¤Ç²¿¤·¤Æ¤ë¡©");
7073 msg_print("Huh? Who am I? What am I doing here?");
7077 if (!one_in_(6)) break;
7080 * Only summon Cyberdemons deep in the dungeon.
7082 if ((dun_level > 65) && !stop_ty)
7084 (*count) += summon_cyber(-1, py, px);
7088 if (!one_in_(6)) break;
7094 (void)do_dec_stat(i);
7102 while (one_in_(3) && !stop_ty);
7108 int activate_hi_summon(int y, int x, bool can_pet)
7113 u32b mode = PM_ALLOW_GROUP;
7120 mode |= PM_FORCE_FRIENDLY;
7124 mode |= PM_FORCE_PET;
7129 if (!pet) mode |= PM_NO_PET;
7131 summon_lev = (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : dun_level);
7133 for (i = 0; i < (randint1(7) + (dun_level / 40)); i++)
7135 switch (randint1(25) + (dun_level / 20))
7138 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode);
7141 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode);
7144 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode);
7147 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode);
7150 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode);
7153 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode);
7156 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode);
7159 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode);
7163 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE));
7167 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE));
7170 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
7171 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode);
7174 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
7175 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode);
7178 count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode);
7181 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
7182 count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode);
7191 int summon_cyber(int who, int y, int x)
7194 int max_cyber = (easy_band ? 1 : (dun_level / 50) + randint1(2));
7196 u32b mode = PM_ALLOW_GROUP;
7198 /* Summoned by a monster */
7201 monster_type *m_ptr = &m_list[who];
7202 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
7205 if (max_cyber > 4) max_cyber = 4;
7207 for (i = 0; i < max_cyber; i++)
7209 count += summon_specific(who, y, x, 100, SUMMON_CYBER, mode);
7216 void wall_breaker(void)
7220 int attempts = 1000;
7222 if (randint1(80 + p_ptr->lev) < 70)
7226 scatter(&y, &x, py, px, 4, 0);
7228 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
7230 if (!player_bold(y, x)) break;
7233 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
7234 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
7236 else if (randint1(100) > 30)
7238 earthquake(py, px, 1);
7242 int num = damroll(5, 3);
7244 for (i = 0; i < num; i++)
7248 scatter(&y, &x, py, px, 10, 0);
7250 if (!player_bold(y, x)) break;
7253 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
7254 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
7263 bool confuse_monsters(int dam)
7265 return (project_hack(GF_OLD_CONF, dam));
7272 bool charm_monsters(int dam)
7274 return (project_hack(GF_CHARM, dam));
7281 bool charm_animals(int dam)
7283 return (project_hack(GF_CONTROL_ANIMAL, dam));
7290 bool stun_monsters(int dam)
7292 return (project_hack(GF_STUN, dam));
7299 bool stasis_monsters(int dam)
7301 return (project_hack(GF_STASIS, dam));
7306 * Mindblast monsters
7308 bool mindblast_monsters(int dam)
7310 return (project_hack(GF_PSI, dam));
7315 * Banish all monsters
7317 bool banish_monsters(int dist)
7319 return (project_hack(GF_AWAY_ALL, dist));
7326 bool turn_evil(int dam)
7328 return (project_hack(GF_TURN_EVIL, dam));
7335 bool turn_monsters(int dam)
7337 return (project_hack(GF_TURN_ALL, dam));
7342 * Death-ray all monsters (note: OBSCENELY powerful)
7344 bool deathray_monsters(void)
7346 return (project_hack(GF_DEATH_RAY, p_ptr->lev * 200));
7350 bool charm_monster(int dir, int plev)
7352 int flg = PROJECT_STOP | PROJECT_KILL;
7353 return (project_hook(GF_CHARM, dir, plev, flg));
7357 bool control_one_undead(int dir, int plev)
7359 int flg = PROJECT_STOP | PROJECT_KILL;
7360 return (project_hook(GF_CONTROL_UNDEAD, dir, plev, flg));
7364 bool control_one_demon(int dir, int plev)
7366 int flg = PROJECT_STOP | PROJECT_KILL;
7367 return (project_hook(GF_CONTROL_DEMON, dir, plev, flg));
7371 bool charm_animal(int dir, int plev)
7373 int flg = PROJECT_STOP | PROJECT_KILL;
7374 return (project_hook(GF_CONTROL_ANIMAL, dir, plev, flg));
7378 bool charm_living(int dir, int plev)
7380 int flg = PROJECT_STOP | PROJECT_KILL;
7381 return (project_hook(GF_CONTROL_LIVING, dir, plev, flg));
7385 void kawarimi(bool success)
7388 object_type *q_ptr = &forge;
7391 if (p_ptr->confused || p_ptr->blind || p_ptr->paralyzed || p_ptr->image) return;
7392 if (randint0(200) < p_ptr->stun) return;
7394 if (!success && one_in_(3))
7397 msg_print("¼ºÇÔ¡ªÆ¨¤²¤é¤ì¤Ê¤«¤Ã¤¿¡£");
7399 msg_print("Failed! You couldn't run away.");
7401 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
7402 p_ptr->redraw |= (PR_STATUS);
7409 teleport_player(10 + randint1(90), FALSE);
7413 object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
7415 q_ptr->pval = MON_NINJA;
7417 /* Drop it in the dungeon */
7418 (void)drop_near(q_ptr, -1, y, x);
7421 if (success) msg_print("¹¶·â¤ò¼õ¤±¤ëÁ°¤ËÁÇÁ᤯¿È¤ò¤Ò¤ë¤¬¤¨¤·¤¿¡£");
7422 else msg_print("¼ºÇÔ¡ª¹¶·â¤ò¼õ¤±¤Æ¤·¤Þ¤Ã¤¿¡£");
7424 if (success) msg_print("You have turned around just before the attack hit you.");
7425 else msg_print("Failed! You are hit by the attack.");
7428 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
7429 p_ptr->redraw |= (PR_STATUS);
7434 * "Rush Attack" routine for Samurai or Ninja
7435 * Return value is for checking "done"
7437 bool rush_attack(bool *mdeath)
7444 bool tmp_mdeath = FALSE;
7446 if (mdeath) *mdeath = FALSE;
7449 if (!get_aim_dir(&dir)) return FALSE;
7451 /* Use the given direction */
7452 tx = px + project_length * ddx[dir];
7453 ty = py + project_length * ddy[dir];
7455 /* Hack -- Use an actual "target" */
7456 if ((dir == 5) && target_okay())
7462 if (in_bounds(ty, tx)) tm_idx = cave[ty][tx].m_idx;
7464 path_n = project_path(path_g, project_length, py, px, ty, tx, PROJECT_STOP | PROJECT_KILL);
7467 /* No need to move */
7468 if (!path_n) return TRUE;
7470 /* Use ty and tx as to-move point */
7474 /* Project along the path */
7475 for (i = 0; i < path_n; i++)
7477 monster_type *m_ptr;
7479 int ny = GRID_Y(path_g[i]);
7480 int nx = GRID_X(path_g[i]);
7482 if (cave_empty_bold(ny, nx) && player_can_enter(cave[ny][nx].feat, 0))
7487 /* Go to next grid */
7491 if (!cave[ny][nx].m_idx)
7496 msg_print("¼ºÇÔ¡ª");
7498 msg_print("Failed!");
7504 msg_print("¤³¤³¤Ë¤ÏÆþ¿È¤Ç¤ÏÆþ¤ì¤Ê¤¤¡£");
7506 msg_print("You can't move to that place.");
7514 /* Move player before updating the monster */
7515 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, FALSE, FALSE);
7517 /* Update the monster */
7518 update_mon(cave[ny][nx].m_idx, TRUE);
7520 /* Found a monster */
7521 m_ptr = &m_list[cave[ny][nx].m_idx];
7523 if (tm_idx != cave[ny][nx].m_idx)
7526 msg_format("%s%s¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª", tm_idx ? "Ê̤Î" : "",
7527 m_ptr->ml ? "¥â¥ó¥¹¥¿¡¼" : "²¿¤«");
7529 msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone");
7532 else if (!player_bold(ty, tx))
7534 /* Hold the monster name */
7537 /* Get the monster name (BEFORE polymorphing) */
7538 monster_desc(m_name, m_ptr, 0);
7540 msg_format("ÁÇÁ᤯%s¤Î²û¤ËÆþ¤ê¹þ¤ó¤À¡ª", m_name);
7542 msg_format("You quickly jump in and attack %s!", m_name);
7546 tmp_mdeath = py_attack(ny, nx, HISSATSU_NYUSIN);
7551 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, FALSE, FALSE);
7553 if (mdeath) *mdeath = tmp_mdeath;
7559 * Remove all mirrors in this floor
7561 void remove_all_mirrors(bool explode)
7565 for (x = 0; x < cur_wid; x++)
7567 for (y = 0; y < cur_hgt; y++)
7569 if (is_mirror_grid(&cave[y][x]))
7571 remove_mirror(y, x);
7573 project(0, 2, y, x, p_ptr->lev / 2 + 5, GF_SHARDS,
7574 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);