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破邪。まだ作ってる途中。
[hengbandforosx/hengbandosx.git] / src / spells2.c
1 /* File: spells2.c */
2
3 /* Purpose: Spell code (part 2) */
4
5 /*
6  * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
7  *
8  * This software may be copied and distributed for educational, research, and
9  * not for profit purposes provided that this copyright and statement are
10  * included in all such copies.
11  */
12
13 #include "angband.h"
14
15
16 /*
17  * self-knowledge... idea from nethack.  Useful for determining powers and
18  * resistences of items.  It saves the screen, clears it, then starts listing
19  * attributes, a screenful at a time.  (There are a LOT of attributes to
20  * list.  It will probably take 2 or 3 screens for a powerful character whose
21  * using several artifacts...) -CFT
22  *
23  * It is now a lot more efficient. -BEN-
24  *
25  * See also "identify_fully()".
26  *
27  * XXX XXX XXX Use the "show_file()" method, perhaps.
28  */
29 void self_knowledge(void)
30 {
31         int i = 0, j, k;
32
33         int v_nr = 0;
34         char v_string [8] [128];
35         char s_string [6] [128];
36
37         u32b f1 = 0L, f2 = 0L, f3 = 0L;
38
39         object_type *o_ptr;
40
41         char Dummy[80];
42         char buf[2][80];
43
44         cptr info[220];
45
46         int plev = p_ptr->lev;
47
48         int percent;
49
50         p_ptr->knowledge |= (KNOW_STAT | KNOW_HPRATE);
51
52         strcpy(Dummy, "");
53
54         percent = (int)(((long)player_hp[PY_MAX_LEVEL - 1] * 200L) /
55                 (2 * p_ptr->hitdie +
56                 ((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
57
58 #ifdef JP
59 sprintf(Dummy, "¸½ºß¤ÎÂÎÎÏ¥é¥ó¥¯ : %d/100", percent);
60 #else
61         sprintf(Dummy, "Your current Life Rating is %d/100.", percent);
62 #endif
63
64         strcpy(buf[0], Dummy);
65         info[i++] = buf[0];
66         info[i++] = "";
67
68         chg_virtue(V_KNOWLEDGE, 1);
69         chg_virtue(V_ENLIGHTEN, 1);
70
71         /* Acquire item flags from equipment */
72         for (k = INVEN_RARM; k < INVEN_TOTAL; k++)
73         {
74                 u32b t1, t2, t3;
75
76                 o_ptr = &inventory[k];
77
78                 /* Skip non-objects */
79                 if (!o_ptr->k_idx) continue;
80
81                 /* Extract the flags */
82                 object_flags(o_ptr, &t1, &t2, &t3);
83
84                 /* Extract flags */
85                 f1 |= t1;
86                 f2 |= t2;
87                 f3 |= t3;
88         }
89
90 #ifdef JP
91         info[i++] = "ǽÎϤκÇÂçÃÍ";
92 #else
93         info[i++] = "Limits of maximum stats";
94 #endif
95
96         for (v_nr = 0; v_nr < 6; v_nr++)
97         {
98                 char stat_desc[80];
99
100                 sprintf(stat_desc, "%s 18/%d", stat_names[v_nr], p_ptr->stat_max_max[v_nr]-18);
101
102                 strcpy(s_string[v_nr], stat_desc);
103
104                 info[i++] = s_string[v_nr];
105         }
106         info[i++] = "";
107
108 #ifdef JP
109         sprintf(Dummy, "¸½ºß¤Î°À­ : %s(%ld)", your_alignment(), p_ptr->align);
110 #else
111         sprintf(Dummy, "Your alighnment : %s(%ld)", your_alignment(), p_ptr->align);
112 #endif
113         strcpy(buf[1], Dummy);
114         info[i++] = buf[1];
115         for (v_nr = 0; v_nr < 8; v_nr++)
116         {
117                 char v_name [20];
118                 char vir_desc[80];
119                 int tester = p_ptr->virtues[v_nr];
120         
121                 strcpy(v_name, virtue[(p_ptr->vir_types[v_nr])-1]);
122  
123 #ifdef JP
124                 sprintf(vir_desc, "¤ª¤Ã¤È¡£%s¤Î¾ðÊó¤Ê¤·¡£", v_name);
125 #else
126                 sprintf(vir_desc, "Oops. No info about %s.", v_name);
127 #endif
128                 if (tester < -100)
129 #ifdef JP
130                         sprintf(vir_desc, "[%s]¤ÎÂжˠ(%d)",
131 #else
132                         sprintf(vir_desc, "You are the polar opposite of %s (%d).",
133 #endif
134                                 v_name, tester);
135                 else if (tester < -80)
136 #ifdef JP
137                         sprintf(vir_desc, "[%s]¤ÎÂçŨ (%d)",
138 #else
139                         sprintf(vir_desc, "You are an arch-enemy of %s (%d).",
140 #endif
141                                 v_name, tester);
142                 else if (tester < -60)
143 #ifdef JP
144                         sprintf(vir_desc, "[%s]¤Î¶¯Å¨ (%d)",
145 #else
146                         sprintf(vir_desc, "You are a bitter enemy of %s (%d).",
147 #endif
148                                 v_name, tester);
149                 else if (tester < -40)
150 #ifdef JP
151                         sprintf(vir_desc, "[%s]¤ÎŨ (%d)",
152 #else
153                         sprintf(vir_desc, "You are an enemy of %s (%d).",
154 #endif
155                                 v_name, tester);
156                 else if (tester < -20)
157 #ifdef JP
158                         sprintf(vir_desc, "[%s]¤Îºá¼Ô (%d)",
159 #else
160                         sprintf(vir_desc, "You have sinned against %s (%d).",
161 #endif
162                                 v_name, tester);
163                 else if (tester < 0)
164 #ifdef JP
165                         sprintf(vir_desc, "[%s]¤ÎÌÂÆ»¼Ô (%d)",
166 #else
167                         sprintf(vir_desc, "You have strayed from the path of %s (%d).",
168 #endif
169                                 v_name, tester);
170                 else if (tester == 0)                   
171 #ifdef JP
172                         sprintf(vir_desc, "[%s]¤ÎÃæΩ¼Ô (%d)",
173 #else
174                         sprintf(vir_desc,"You are neutral to %s (%d).",
175 #endif
176                                 v_name, tester);
177                 else if (tester < 20)
178 #ifdef JP
179                         sprintf(vir_desc, "[%s]¤Î¾®ÆÁ¼Ô (%d)",
180 #else
181                         sprintf(vir_desc,"You are somewhat virtuous in %s (%d).",
182 #endif
183                                 v_name, tester);
184                 else if (tester < 40)
185 #ifdef JP
186                         sprintf(vir_desc, "[%s]¤ÎÃæÆÁ¼Ô (%d)",
187 #else
188                         sprintf(vir_desc,"You are virtuous in %s (%d).",
189 #endif
190                                 v_name, tester);
191                 else if (tester < 60)
192 #ifdef JP
193                         sprintf(vir_desc, "[%s]¤Î¹âÆÁ¼Ô (%d)",
194 #else
195                         sprintf(vir_desc,"You are very virtuous in %s (%d).",
196 #endif
197                                 v_name, tester);
198                 else if (tester < 80)
199 #ifdef JP
200                         sprintf(vir_desc, "[%s]¤ÎÇƼԠ(%d)",
201 #else
202                         sprintf(vir_desc,"You are a champion of %s (%d).",
203 #endif
204                                 v_name, tester);
205                 else if (tester < 100)
206 #ifdef JP
207                         sprintf(vir_desc, "[%s]¤Î°ÎÂç¤ÊÇƼԠ(%d)",
208 #else
209                         sprintf(vir_desc,"You are a great champion of %s (%d).",
210 #endif
211                                 v_name, tester);
212                 else
213 #ifdef JP
214                         sprintf(vir_desc, "[%s]¤Î¶ñ¸½¼Ô (%d)",
215 #else
216                         sprintf(vir_desc,"You are the living embodiment of %s (%d).",
217 #endif
218                 v_name, tester);
219         
220                 strcpy(v_string[v_nr], vir_desc);
221         
222                 info[i++] = v_string[v_nr];
223         }
224         info[i++] = "";
225         
226         /* Racial powers... */
227         if (p_ptr->mimic_form)
228         {
229                 switch (p_ptr->mimic_form)
230                 {
231                         case MIMIC_DEMON:
232                         case MIMIC_DEMON_LORD:
233 #ifdef JP
234 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤ÎÃϹö¤«²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤¬¤Ç¤­¤ë¡£(%d MP)", 3 * plev, 10+plev/3);
235 #else
236                                 sprintf(Dummy, "You can nether breathe, dam. %d (cost %d).", 3 * plev, 10+plev/3);
237 #endif
238
239                                 info[i++] = Dummy;
240                         break;
241                 case MIMIC_VAMPIRE:
242                         if (plev > 1)
243                         {
244 #ifdef JP
245 sprintf(Dummy, "¤¢¤Ê¤¿¤ÏŨ¤«¤é %d-%d HP ¤ÎÀ¸Ì¿ÎϤòµÛ¼ý¤Ç¤­¤ë¡£(%d MP)",
246 #else
247                                 sprintf(Dummy, "You can steal life from a foe, dam. %d-%d (cost %d).",
248 #endif
249
250                                     plev + MAX(1, plev / 10), plev + plev * MAX(1, plev / 10), 1 + (plev / 3));
251                                 info[i++] = Dummy;
252                         }
253                         break;
254                 }
255         }
256         else
257         {
258         switch (p_ptr->prace)
259         {
260                 case RACE_NIBELUNG:
261                 case RACE_DWARF:
262                         if (plev > 4)
263 #ifdef JP
264 info[i++] = "¤¢¤Ê¤¿¤Ï櫤ȥɥ¢¤È³¬Ãʤò´¶ÃΤǤ­¤ë¡£(5 MP)";
265 #else
266                                 info[i++] = "You can find traps, doors and stairs (cost 5).";
267 #endif
268
269                         break;
270                 case RACE_HOBBIT:
271                         if (plev > 14)
272                         {
273 #ifdef JP
274 info[i++] = "¤¢¤Ê¤¿¤Ï¿©ÎÁ¤òÀ¸À®¤Ç¤­¤ë¡£(10 MP)";
275 #else
276                                 info[i++] = "You can produce food (cost 10).";
277 #endif
278
279                         }
280                         break;
281                 case RACE_GNOME:
282                         if (plev > 4)
283                         {
284 #ifdef JP
285 sprintf(Dummy, "¤¢¤Ê¤¿¤ÏÈÏ°Ï %d °ÊÆâ¤Ë¥Æ¥ì¥Ý¡¼¥È¤Ç¤­¤ë¡£(%d MP)",
286 #else
287                                 sprintf(Dummy, "You can teleport, range %d (cost %d).",
288 #endif
289
290                                     (1 + plev), (5 + (plev / 5)));
291                                 info[i++] = Dummy;
292                         }
293                         break;
294                 case RACE_HALF_ORC:
295                         if (plev > 2)
296 #ifdef JP
297 info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤò½üµî¤Ç¤­¤ë¡£(5 MP)";
298 #else
299                                 info[i++] = "You can remove fear (cost 5).";
300 #endif
301
302                         break;
303                 case RACE_HALF_TROLL:
304                         if (plev > 9)
305 #ifdef JP
306 info[i++] = "¤¢¤Ê¤¿¤Ï¶¸Ë½²½¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(12 MP) ";
307 #else
308                                 info[i++] = "You enter berserk fury (cost 12).";
309 #endif
310
311                         break;
312                 case RACE_AMBERITE:
313                         if (plev > 29)
314 #ifdef JP
315 info[i++] = "¤¢¤Ê¤¿¤Ï¥·¥ã¥É¥¦¥·¥Õ¥È¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(50 MP)";
316 #else
317                                 info[i++] = "You can Shift Shadows (cost 50).";
318 #endif
319
320                         if (plev > 39)
321 #ifdef JP
322 info[i++] = "¤¢¤Ê¤¿¤Ï¡Ö¥Ñ¥¿¡¼¥ó¡×¤ò¿´¤ËÉÁ¤¤¤ÆÊ⤯¤³¤È¤¬¤Ç¤­¤ë¡£(75 MP)";
323 #else
324                                 info[i++] = "You can mentally Walk the Pattern (cost 75).";
325 #endif
326
327                         break;
328                 case RACE_BARBARIAN:
329                         if (plev > 7)
330 #ifdef JP
331 info[i++] = "¤¢¤Ê¤¿¤Ï¶¸Ë½²½¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(10 MP) ";
332 #else
333                                 info[i++] = "You can enter berserk fury (cost 10).";
334 #endif
335
336                         break;
337                 case RACE_HALF_OGRE:
338                         if (plev > 24)
339 #ifdef JP
340 info[i++] = "¤¢¤Ê¤¿¤ÏÇúȯ¤Î¥ë¡¼¥ó¤ò»Å³Ý¤±¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(35 MP)";
341 #else
342                                 info[i++] = "You can set an Explosive Rune (cost 35).";
343 #endif
344
345                         break;
346                 case RACE_HALF_GIANT:
347                         if (plev > 19)
348 #ifdef JP
349 info[i++] = "¤¢¤Ê¤¿¤ÏÀФÎÊɤò²õ¤¹¤³¤È¤¬¤Ç¤­¤ë¡£(10 MP)";
350 #else
351                                 info[i++] = "You can break stone walls (cost 10).";
352 #endif
353
354                         break;
355                 case RACE_HALF_TITAN:
356                         if (plev > 34)
357 #ifdef JP
358 info[i++] = "¤¢¤Ê¤¿¤Ï¥â¥ó¥¹¥¿¡¼¤ò¥¹¥­¥ã¥ó¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(20 MP)";
359 #else
360                                 info[i++] = "You can probe monsters (cost 20).";
361 #endif
362
363                         break;
364                 case RACE_CYCLOPS:
365                         if (plev > 19)
366                         {
367 #ifdef JP
368 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î´äÀФòÅꤲ¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(15 MP)",
369 #else
370                                 sprintf(Dummy, "You can throw a boulder, dam. %d (cost 15).",
371 #endif
372
373                                     3 * plev);
374                                 info[i++] = Dummy;
375                         }
376                         break;
377                 case RACE_YEEK:
378                         if (plev > 14)
379 #ifdef JP
380 info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤò¸Æ¤Óµ¯¤³¤¹¶«¤ÓÀ¼¤òȯ¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(15 MP)";
381 #else
382                                 info[i++] = "You can make a terrifying scream (cost 15).";
383 #endif
384
385                         break;
386                 case RACE_KLACKON:
387                         if (plev > 8)
388                         {
389 #ifdef JP
390 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î»À¤ò¿á¤­¤«¤±¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(9 MP)", plev);
391 #else
392                                 sprintf(Dummy, "You can spit acid, dam. %d (cost 9).", plev);
393 #endif
394
395                                 info[i++] = Dummy;
396                         }
397                         break;
398                 case RACE_KOBOLD:
399                         if (plev > 11)
400                         {
401                                 sprintf(Dummy,
402 #ifdef JP
403     "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤ÎÆÇÌð¤òÅꤲ¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(8 MP)", plev);
404 #else
405                                     "You can throw a dart of poison, dam. %d (cost 8).", plev);
406 #endif
407
408                                 info[i++] = Dummy;
409                         }
410                         break;
411                 case RACE_DARK_ELF:
412                         if (plev > 1)
413                         {
414 #ifdef JP
415 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤Î¼öʸ¤ò»È¤¨¤ë¡£(2 MP)",
416 #else
417                                 sprintf(Dummy, "You can cast a Magic Missile, dam %d (cost 2).",
418 #endif
419
420                                     (3 + ((plev-1) / 5)));
421                                 info[i++] = Dummy;
422                         }
423                         break;
424                 case RACE_DRACONIAN:
425 #ifdef JP
426 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤¬¤Ç¤­¤ë¡£(%d MP)", 2 * plev, plev);
427 #else
428                         sprintf(Dummy, "You can breathe, dam. %d (cost %d).", 2 * plev, plev);
429 #endif
430
431                         info[i++] = Dummy;
432                         break;
433                 case RACE_MIND_FLAYER:
434                         if (plev > 14)
435 #ifdef JP
436 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤ÎÀº¿À¹¶·â¤ò¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(12 MP)", plev);
437 #else
438                                 sprintf(Dummy, "You can mind blast your enemies, dam %d (cost 12).", plev);
439 #endif
440
441                         info[i++] = Dummy;
442                         break;
443                 case RACE_IMP:
444                         if (plev > 29)
445                         {
446 #ifdef JP
447 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò»È¤¨¤ë¡£(15 MP)", plev);
448 #else
449                                 sprintf(Dummy, "You can cast a Fire Ball, dam. %d (cost 15).", plev);
450 #endif
451
452                                 info[i++] = Dummy;
453                         }
454                         else if (plev > 8)
455                         {
456 #ifdef JP
457 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò»È¤¨¤ë¡£(15 MP)", plev);
458 #else
459                                 sprintf(Dummy, "You can cast a Fire Bolt, dam. %d (cost 15).", plev);
460 #endif
461
462                                 info[i++] = Dummy;
463                         }
464                         break;
465                 case RACE_GOLEM:
466                         if (plev > 19)
467 #ifdef JP
468 info[i++] = "¤¢¤Ê¤¿¤Ï d20+30 ¥¿¡¼¥ó¤Î´ÖÈ©¤òÀФËÊѲ½¤µ¤»¤é¤ì¤ë¡£(15 MP)";
469 #else
470                                 info[i++] = "You can turn your skin to stone, dur d20+30 (cost 15).";
471 #endif
472
473                         break;
474                 case RACE_ZOMBIE:
475                 case RACE_SKELETON:
476                         if (plev > 29)
477 #ifdef JP
478 info[i++] = "¤¢¤Ê¤¿¤Ï¼º¤Ã¤¿À¸Ì¿ÎϤò²óÉü¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(30 MP)";
479 #else
480                                 info[i++] = "You can restore lost life forces (cost 30).";
481 #endif
482
483                         break;
484                 case RACE_VAMPIRE:
485                         if (plev > 1)
486                         {
487 #ifdef JP
488 sprintf(Dummy, "¤¢¤Ê¤¿¤ÏŨ¤«¤é %d-%d HP ¤ÎÀ¸Ì¿ÎϤòµÛ¼ý¤Ç¤­¤ë¡£(%d MP)",
489 #else
490                                 sprintf(Dummy, "You can steal life from a foe, dam. %d-%d (cost %d).",
491 #endif
492
493                                     plev + MAX(1, plev / 10), plev + plev * MAX(1, plev / 10), 1 + (plev / 3));
494                                 info[i++] = Dummy;
495                         }
496                         break;
497                 case RACE_SPECTRE:
498                         if (plev > 3)
499                         {
500 #ifdef JP
501 info[i++] = "¤¢¤Ê¤¿¤Ïµã¤­¶«¤ó¤ÇŨ¤ò¶²Éݤµ¤»¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(3 MP)";
502 #else
503                                 info[i++] = "You can wail to terrify your enemies (cost 3).";
504 #endif
505
506                         }
507                         break;
508                 case RACE_SPRITE:
509                         if (plev > 11)
510                         {
511 #ifdef JP
512 info[i++] = "¤¢¤Ê¤¿¤ÏŨ¤ò̲¤é¤»¤ëËâË¡¤ÎÊ´¤òÅꤲ¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(12 MP)";
513 #else
514                                 info[i++] = "You can throw magical dust which induces sleep (cost 12).";
515 #endif
516
517                         }
518                         break;
519                 case RACE_DEMON:
520 #ifdef JP
521 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤ÎÃϹö¤«²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤¬¤Ç¤­¤ë¡£(%d MP)", 3 * plev, 10+plev/3);
522 #else
523                         sprintf(Dummy, "You can breathe nether, dam. %d (cost %d).", 3 * plev, 10+plev/3);
524 #endif
525
526                         info[i++] = Dummy;
527                         break;
528                 case RACE_KUTA:
529                         if (plev > 19)
530 #ifdef JP
531 info[i++] = "¤¢¤Ê¤¿¤Ï d20+30 ¥¿¡¼¥ó¤Î´Ö²£¤Ë¿­¤Ó¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(15 MP)";
532 #else
533                                 info[i++] = "You can expand horizontally, dur d20+30 (cost 15).";
534 #endif
535
536                         break;
537                 case RACE_ANDROID:
538                         if (plev < 10)
539 #ifdef JP
540 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥ì¥¤¥¬¥ó¤ò·â¤Ä¤³¤È¤¬¤Ç¤­¤ë¡£(7 MP)", (plev + 1) / 2);
541 #else
542                                 sprintf(Dummy, "You can fire a ray gun with damage %d (cost 7).", (plev+1)/2);
543 #endif
544                         else if (plev < 25)
545 #ifdef JP
546 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ö¥é¥¹¥¿¡¼¤ò·â¤Ä¤³¤È¤¬¤Ç¤­¤ë¡£(13 MP)", plev);
547 #else
548                                 sprintf(Dummy, "You can fire a blaster with damage %d (cost 13).", plev);
549 #endif
550                         else if (plev < 35)
551 #ifdef JP
552 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ð¥º¡¼¥«¤ò·â¤Ä¤³¤È¤¬¤Ç¤­¤ë¡£(26 MP)", plev * 2);
553 #else
554                                 sprintf(Dummy, "You can fire a bazooka with damage %d (cost 26).", plev * 2);
555 #endif
556                         else if (plev < 45)
557 #ifdef JP
558 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ó¡¼¥à¥­¥ã¥Î¥ó¤ò·â¤Ä¤³¤È¤¬¤Ç¤­¤ë¡£(40 MP)", plev * 2);
559 #else
560                                 sprintf(Dummy, "You can fire a beam cannon with damage %d (cost 40).", plev * 2);
561 #endif
562                         else
563 #ifdef JP
564 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥í¥±¥Ã¥È¤ò·â¤Ä¤³¤È¤¬¤Ç¤­¤ë¡£(60 MP)", plev * 5);
565 #else
566                                 sprintf(Dummy, "You can fire a rocket with damage %d (cost 60).", plev * 5);
567 #endif
568
569                         info[i++] = Dummy;
570                         break;
571                 default:
572                         break;
573         }
574         }
575
576         switch(p_ptr->pclass)
577         {
578                 case CLASS_WARRIOR:
579                         if (plev > 39)
580                         {
581 #ifdef JP
582 info[i++] = "¤¢¤Ê¤¿¤Ï¥é¥ó¥À¥à¤ÊÊý¸þ¤ËÂФ·¤Æ¿ô²ó¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(75 MP)";
583 #else
584                                 info[i++] = "You can attack some random directions at a time (cost 75).";
585 #endif
586                         }
587                         break;
588                 case CLASS_MAGE:
589                 case CLASS_HIGH_MAGE:
590                 case CLASS_SORCERER:
591                         if (plev > 24)
592                         {
593 #ifdef JP
594 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥¤¥Æ¥à¤ÎËâÎϤòµÛ¼ý¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(1 MP)";
595 #else
596                                 info[i++] = "You can absorb charges from an item (cost 1).";
597 #endif
598                         }
599                         break;
600                 case CLASS_PRIEST:
601                         if (p_ptr->realm1 == REALM_LIFE)
602                         {
603                                 if (plev > 34)
604                                 {
605 #ifdef JP
606 info[i++] = "¤¢¤Ê¤¿¤ÏÉð´ï¤ò½ËÊ¡¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(70 MP)";
607 #else
608                                         info[i++] = "You can bless a weapon (cost 70).";
609 #endif
610                                 }
611                         }
612                         else
613                         {
614                                 if (plev > 41)
615                                 {
616 #ifdef JP
617 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ¤ê¤Î¤¹¤Ù¤Æ¤Î¥â¥ó¥¹¥¿¡¼¤ò¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(40 MP)";
618 #else
619                                         info[i++] = "You can damages all monsters in sight (cost 40).";
620 #endif
621                                 }
622                         }
623                         break;
624                 case CLASS_ROGUE:
625                         if (plev > 7)
626                         {
627 #ifdef JP
628 info[i++] = "¤¢¤Ê¤¿¤Ï¹¶·â¤·¤Æ¨ºÂ¤Ëƨ¤²¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(12 MP)";
629 #else
630                                 info[i++] = "You can hit a monster and teleport at a time (cost 12).";
631 #endif
632                         }
633                         break;
634                 case CLASS_RANGER:
635                         if (plev > 14)
636                         {
637 #ifdef JP
638 info[i++] = "¤¢¤Ê¤¿¤Ï²øʪ¤òÄ´ºº¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(20 MP)";
639 #else
640                                 info[i++] = "You can prove monsters (cost 20).";
641 #endif
642                         }
643                         break;
644                 case CLASS_PALADIN:
645                         if (p_ptr->realm1 == REALM_LIFE)
646                         {
647                                 if (plev > 29)
648                                 {
649 #ifdef JP
650 info[i++] = "¤¢¤Ê¤¿¤ÏÀ»¤Ê¤ëÁä¤òÊü¤Ä¤³¤È¤¬¤Ç¤­¤ë¡£(30 MP)";
651 #else
652                                         info[i++] = "You can fires a holy spear (cost 30).";
653 #endif
654                                 }
655                         }
656                         else
657                         {
658                                 if (plev > 29)
659                                 {
660 #ifdef JP
661 info[i++] = "¤¢¤Ê¤¿¤ÏÀ¸Ì¿ÎϤò¸º¾¯¤µ¤»¤ëÁä¤òÊü¤Ä¤³¤È¤¬¤Ç¤­¤ë¡£(30 MP)";
662 #else
663                                         info[i++] = "You can fires a spear which drains vitality (cost 30).";
664 #endif
665                                 }
666                         }
667                         break;
668                 case CLASS_WARRIOR_MAGE:
669                         if (plev > 24)
670                         {
671 #ifdef JP
672 info[i++] = "¤¢¤Ê¤¿¤Ï£È£Ð¤ò£Í£Ð¤ËÊÑ´¹¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(0 MP)";
673 #else
674                                 info[i++] = "You can convert HP to SP (cost 0).";
675 #endif
676 #ifdef JP
677 info[i++] = "¤¢¤Ê¤¿¤Ï£Í£Ð¤ò£È£Ð¤ËÊÑ´¹¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(0 MP)";
678 #else
679                                 info[i++] = "You can convert SP to HP (cost 0).";
680 #endif
681                         }
682                         break;
683                 case CLASS_CHAOS_WARRIOR:
684                         if (plev > 39)
685                         {
686 #ifdef JP
687 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ°Ï¤Ë²øʪ¤òÏǤ魯¸÷¤òȯÀ¸¤µ¤»¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(50 MP)";
688 #else
689                                 info[i++] = "You can radiate light which confuses nearby monsters (cost 50).";
690 #endif
691                         }
692                         break;
693                 case CLASS_MONK:
694                         if (plev > 24)
695                         {
696 #ifdef JP
697 info[i++] = "¤¢¤Ê¤¿¤Ï¹½¤¨¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(0 MP)";
698 #else
699                                 info[i++] = "You can assume a posture of special form (cost 0).";
700 #endif
701                         }
702                         if (plev > 29)
703                         {
704 #ifdef JP
705 info[i++] = "¤¢¤Ê¤¿¤ÏÄ̾ï¤Î2Çܤι¶·â¤ò¹Ô¤¦¤³¤È¤¬¤Ç¤­¤ë¡£(30 MP)";
706 #else
707                                 info[i++] = "You can perform double attacks in a time (cost 30).";
708 #endif
709                         }
710                         break;
711                 case CLASS_MINDCRAFTER:
712                 case CLASS_FORCETRAINER:
713                         if (plev > 14)
714                         {
715 #ifdef JP
716 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿À¤ò½¸Ã椷¤Æ£Í£Ð¤ò²óÉü¤µ¤»¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(0 MP)";
717 #else
718                                 info[i++] = "You can concentrate to regenerate your mana (cost 0).";
719 #endif
720                         }
721                         break;
722                 case CLASS_TOURIST:
723 #ifdef JP
724 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ì¿¿¤ò»£±Æ¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(0 MP)";
725 #else
726                                 info[i++] = "You can take a photograph (cost 0).";
727 #endif
728                         if (plev > 24)
729                         {
730 #ifdef JP
731 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥¤¥Æ¥à¤ò´°Á´¤Ë´ÕÄꤹ¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(20 MP)";
732 #else
733                                 info[i++] = "You can *identify* items (cost 20).";
734 #endif
735                         }
736                         break;
737                 case CLASS_IMITATOR:
738                         if (plev > 29)
739                         {
740 #ifdef JP
741 info[i++] = "¤¢¤Ê¤¿¤Ï²øʪ¤ÎÆü칶·â¤ò¥À¥á¡¼¥¸2ÇܤǤޤͤ뤳¤È¤¬¤Ç¤­¤ë¡£(100 MP)";
742 #else
743                                 info[i++] = "You can imitate monster's special attacks with double damage (cost 100).";
744 #endif
745                         }
746                         break;
747                 case CLASS_BEASTMASTER:
748 #ifdef JP
749 info[i++] = "¤¢¤Ê¤¿¤Ï1ɤ¤ÎÀ¸Ì¿¤Î¤¢¤ë¥â¥ó¥¹¥¿¡¼¤ò»ÙÇÛ¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(¥ì¥Ù¥ë/4 MP)";
750 #else
751                         info[i++] = "You can dominate a monster (cost level/4).";
752 #endif
753                         if (plev > 29)
754                         {
755 #ifdef JP
756 info[i++] = "¤¢¤Ê¤¿¤Ï»ë³¦Æâ¤ÎÀ¸Ì¿¤Î¤¢¤ë¥â¥ó¥¹¥¿¡¼¤ò»ÙÇÛ¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£((¥ì¥Ù¥ë+20)/2 MP)";
757 #else
758                                 info[i++] = "You can dominate living monsters in sight (cost (level+20)/4).";
759 #endif
760                         }
761                         break;
762                 case CLASS_MAGIC_EATER:
763 #ifdef JP
764 info[i++] = "¤¢¤Ê¤¿¤Ï¾ó/ËâË¡ËÀ/¥í¥Ã¥É¤ÎËâÎϤò¼«Ê¬¤Î¤â¤Î¤Ë¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
765 #else
766                         info[i++] = "You can absorb a staff, wand or rod itself.";
767 #endif
768                         break;
769                 case CLASS_RED_MAGE:
770                         if (plev > 47)
771                         {
772 #ifdef JP
773 info[i++] = "¤¢¤Ê¤¿¤Ï1¥¿¡¼¥ó¤Ë2²óËâË¡¤ò¾§¤¨¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(77 MP)";
774 #else
775                                 info[i++] = "You can cast two spells in one time (cost 77).";
776 #endif
777                         }
778                         break;
779                 case CLASS_SAMURAI:
780                         {
781 #ifdef JP
782 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿À¤ò½¸Ã椷¤Æµ¤¹ç¤¤¤òί¤á¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
783 #else
784                                 info[i++] = "You can concentrate to regenerate your mana.";
785 #endif
786                         }
787                         if (plev > 24)
788                         {
789 #ifdef JP
790 info[i++] = "¤¢¤Ê¤¿¤ÏÆüì¤Ê·¿¤Ç¹½¤¨¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
791 #else
792                                 info[i++] = "You can assume a posture of special form.";
793 #endif
794                         }
795                         break;
796                 case CLASS_BLUE_MAGE:
797 #ifdef JP
798 info[i++] = "¤¢¤Ê¤¿¤ÏÁê¼ê¤Ë»È¤ï¤ì¤¿ËâË¡¤ò³Ø¤Ö¤³¤È¤¬¤Ç¤­¤ë¡£";
799 #else
800                         info[i++] = "You can study spells which your enemy casts on you.";
801 #endif
802                         break;
803                 case CLASS_CAVALRY:
804                         if (plev > 9)
805                         {
806 #ifdef JP
807 info[i++] = "¤¢¤Ê¤¿¤Ï¥â¥ó¥¹¥¿¡¼¤Ë¾è¤Ã¤Æ̵ÍýÌðÍý¥Ú¥Ã¥È¤Ë¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
808 #else
809                                 info[i++] = "You can ride on a hostile monster forcibly to turn it into pet.";
810 #endif
811                         }
812                         break;
813                 case CLASS_BERSERKER:
814                         if (plev > 4)
815                         {
816 #ifdef JP
817 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Ç¶õÊ¢¤òËþ¤¿¤¹¤³¤È¤¬¤Ç¤­¤ë¡£";
818 #else
819                                 info[i++] = "You can satisfy hunger.";
820 #endif
821                         }
822                         if (plev > 9)
823                         {
824 #ifdef JP
825 info[i++] = "¤¢¤Ê¤¿¤Ï³¹¤È¥À¥ó¥¸¥ç¥ó¤Î´Ö¤ò¹Ô¤­Í褹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
826 #else
827                         info[i++] = "You can travel between town and the depths.";
828 #endif
829                         }
830                         break;
831                 case CLASS_MIRROR_MASTER:
832 #ifdef JP
833 info[i++] = "¤¢¤Ê¤¿¤Ï¶À¤òºî¤ê½Ð¤¹¤³¤È¤¬¤Ç¤­¤ë¡£(2 MP)";
834 #else
835                                 info[i++] = "You can create a Mirror (cost 2).";
836 #endif
837 #ifdef JP
838 info[i++] = "¤¢¤Ê¤¿¤Ï¶À¤ò³ä¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(0 MP)";
839 #else
840                                 info[i++] = "You can break distant Mirrors (cost 0).";
841 #endif
842                         break;
843                 case CLASS_NINJA:
844                         if (plev > 7)
845                         {
846 #ifdef JP
847 info[i++] = "¤¢¤Ê¤¿¤ÏÁÇÁ᤯°ÜÆ°¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
848 #else
849                                 info[i++] = "You can walk extremery fast.";
850 #endif
851                         }
852                         break;
853         }
854
855         if (p_ptr->muta1)
856         {
857                 if (p_ptr->muta1 & MUT1_SPIT_ACID)
858                 {
859 #ifdef JP
860 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤ò¿á¤­¤«¤±¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX1)";
861 #else
862                         info[i++] = "You can spit acid (dam lvl).";
863 #endif
864
865                 }
866                 if (p_ptr->muta1 & MUT1_BR_FIRE)
867                 {
868 #ifdef JP
869 info[i++] = "¤¢¤Ê¤¿¤Ï±ê¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤¬¤Ç¤­¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
870 #else
871                         info[i++] = "You can breathe fire (dam lvl * 2).";
872 #endif
873
874                 }
875                 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
876                 {
877 #ifdef JP
878 info[i++] = "¤¢¤Ê¤¿¤ÎâˤߤϺÅ̲¸ú²Ì¤ò¤â¤Ä¡£";
879 #else
880                         info[i++] = "Your gaze is hypnotic.";
881 #endif
882
883                 }
884                 if (p_ptr->muta1 & MUT1_TELEKINES)
885                 {
886 #ifdef JP
887 info[i++] = "¤¢¤Ê¤¿¤ÏÇ°Æ°ÎϤò¤â¤Ã¤Æ¤¤¤ë¡£";
888 #else
889                         info[i++] = "You are telekinetic.";
890 #endif
891
892                 }
893                 if (p_ptr->muta1 & MUT1_VTELEPORT)
894                 {
895 #ifdef JP
896 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»×¤Ç¥Æ¥ì¥Ý¡¼¥È¤Ç¤­¤ë¡£";
897 #else
898                         info[i++] = "You can teleport at will.";
899 #endif
900
901                 }
902                 if (p_ptr->muta1 & MUT1_MIND_BLST)
903                 {
904 #ifdef JP
905 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿À¹¶·â¤ò¹Ô¤¨¤ë¡£(¥À¥á¡¼¥¸ 3¡Á12d3)";
906 #else
907                         info[i++] = "You can Mind Blast your enemies (3 to 12d3 dam).";
908 #endif
909
910                 }
911                 if (p_ptr->muta1 & MUT1_RADIATION)
912                 {
913 #ifdef JP
914 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»×¤Ç¶¯¤¤Êü¼ÍÀþ¤òȯÀ¸¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
915 #else
916                         info[i++] = "You can emit hard radiation at will (dam lvl * 2).";
917 #endif
918
919                 }
920                 if (p_ptr->muta1 & MUT1_VAMPIRISM)
921                 {
922 #ifdef JP
923 info[i++] = "¤¢¤Ê¤¿¤ÏµÛ·ìµ´¤Î¤è¤¦¤ËŨ¤«¤éÀ¸Ì¿ÎϤòµÛ¼ý¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
924 #else
925                         info[i++] = "You can drain life from a foe like a vampire (dam lvl * 2).";
926 #endif
927
928                 }
929                 if (p_ptr->muta1 & MUT1_SMELL_MET)
930                 {
931 #ifdef JP
932 info[i++] = "¤¢¤Ê¤¿¤Ï¶á¤¯¤Ë¤¢¤ëµ®¶â°¤ò¤«¤®Ê¬¤±¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
933 #else
934                         info[i++] = "You can smell nearby precious metal.";
935 #endif
936
937                 }
938                 if (p_ptr->muta1 & MUT1_SMELL_MON)
939                 {
940 #ifdef JP
941 info[i++] = "¤¢¤Ê¤¿¤Ï¶á¤¯¤Î¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò¤«¤®Ê¬¤±¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
942 #else
943                         info[i++] = "You can smell nearby monsters.";
944 #endif
945
946                 }
947                 if (p_ptr->muta1 & MUT1_BLINK)
948                 {
949 #ifdef JP
950 info[i++] = "¤¢¤Ê¤¿¤Ïû¤¤µ÷Î¥¤ò¥Æ¥ì¥Ý¡¼¥È¤Ç¤­¤ë¡£";
951 #else
952                         info[i++] = "You can teleport yourself short distances.";
953 #endif
954
955                 }
956                 if (p_ptr->muta1 & MUT1_EAT_ROCK)
957                 {
958 #ifdef JP
959 info[i++] = "¤¢¤Ê¤¿¤Ï¹Å¤¤´ä¤ò¿©¤Ù¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
960 #else
961                         info[i++] = "You can consume solid rock.";
962 #endif
963
964                 }
965                 if (p_ptr->muta1 & MUT1_SWAP_POS)
966                 {
967 #ifdef JP
968 info[i++] = "¤¢¤Ê¤¿¤Ï¾¤Î¼Ô¤È¾ì½ê¤òÆþ¤ìÂؤï¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
969 #else
970                         info[i++] = "You can switch locations with another being.";
971 #endif
972
973                 }
974                 if (p_ptr->muta1 & MUT1_SHRIEK)
975                 {
976 #ifdef JP
977 info[i++] = "¤¢¤Ê¤¿¤Ï¿È¤ÎÌÓ¤â¤è¤À¤Ä¶«¤ÓÀ¼¤òȯ¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
978 #else
979                         info[i++] = "You can emit a horrible shriek (dam 2 * lvl).";
980 #endif
981
982                 }
983                 if (p_ptr->muta1 & MUT1_ILLUMINE)
984                 {
985 #ifdef JP
986 info[i++] = "¤¢¤Ê¤¿¤ÏÌÀ¤ë¤¤¸÷¤òÊü¤Ä¤³¤È¤¬¤Ç¤­¤ë¡£";
987 #else
988                         info[i++] = "You can emit bright light.";
989 #endif
990
991                 }
992                 if (p_ptr->muta1 & MUT1_DET_CURSE)
993                 {
994 #ifdef JP
995 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°­¤ÊËâË¡¤Î´í¸±¤ò´¶¤¸¤È¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
996 #else
997                         info[i++] = "You can feel the danger of evil magic.";
998 #endif
999
1000                 }
1001                 if (p_ptr->muta1 & MUT1_BERSERK)
1002                 {
1003 #ifdef JP
1004 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»×¤Ç¶¸ÍðÀïÆ®¾õÂ֤ˤʤ뤳¤È¤¬¤Ç¤­¤ë¡£";
1005 #else
1006                         info[i++] = "You can drive yourself into a berserk frenzy.";
1007 #endif
1008
1009                 }
1010                 if (p_ptr->muta1 & MUT1_POLYMORPH)
1011                 {
1012 #ifdef JP
1013 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»Ö¤ÇÊѲ½¤Ç¤­¤ë¡£";
1014 #else
1015                         info[i++] = "You can polymorph yourself at will.";
1016 #endif
1017
1018                 }
1019                 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
1020                 {
1021 #ifdef JP
1022 info[i++] = "¤¢¤Ê¤¿¤ÏÄ̾異¥¤¥Æ¥à¤ò¶â¤ËÊѤ¨¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
1023 #else
1024                         info[i++] = "You can turn ordinary items to gold.";
1025 #endif
1026
1027                 }
1028                 if (p_ptr->muta1 & MUT1_GROW_MOLD)
1029                 {
1030 #ifdef JP
1031 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ°Ï¤Ë¥­¥Î¥³¤òÀ¸¤ä¤¹¤³¤È¤¬¤Ç¤­¤ë¡£";
1032 #else
1033                         info[i++] = "You can cause mold to grow near you.";
1034 #endif
1035
1036                 }
1037                 if (p_ptr->muta1 & MUT1_RESIST)
1038                 {
1039 #ifdef JP
1040 info[i++] = "¤¢¤Ê¤¿¤Ï¸µÁǤι¶·â¤ËÂФ·¤Æ¿È¤ò¹Å¤¯¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
1041 #else
1042                         info[i++] = "You can harden yourself to the ravages of the elements.";
1043 #endif
1044
1045                 }
1046                 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
1047                 {
1048 #ifdef JP
1049 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ°Ï¤Î¥À¥ó¥¸¥ç¥ó¤òÊø²õ¤µ¤»¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
1050 #else
1051                         info[i++] = "You can bring down the dungeon around your ears.";
1052 #endif
1053
1054                 }
1055                 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
1056                 {
1057 #ifdef JP
1058 info[i++] = "¤¢¤Ê¤¿¤ÏËâË¡¤Î¥¨¥Í¥ë¥®¡¼¤ò¼«Ê¬¤Îʪ¤È¤·¤Æ»ÈÍѤǤ­¤ë¡£";
1059 #else
1060                         info[i++] = "You can consume magic energy for your own use.";
1061 #endif
1062
1063                 }
1064                 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
1065                 {
1066 #ifdef JP
1067 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Ë±Æ¶Á¤òÍ¿¤¨¤ëËâË¡¤ÎÎϤò´¶¤¸¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
1068 #else
1069                         info[i++] = "You can feel the strength of the magics affecting you.";
1070 #endif
1071
1072                 }
1073                 if (p_ptr->muta1 & MUT1_STERILITY)
1074                 {
1075 #ifdef JP
1076 info[i++] = "¤¢¤Ê¤¿¤Ï½¸ÃÄŪÀ¸¿£ÉÔǽ¤òµ¯¤³¤¹¤³¤È¤¬¤Ç¤­¤ë¡£";
1077 #else
1078                         info[i++] = "You can cause mass impotence.";
1079 #endif
1080
1081                 }
1082                 if (p_ptr->muta1 & MUT1_PANIC_HIT)
1083                 {
1084 #ifdef JP
1085 info[i++] = "¤¢¤Ê¤¿¤Ï¹¶·â¤·¤¿¸å¿È¤ò¼é¤ë¤¿¤áƨ¤²¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
1086 #else
1087                         info[i++] = "You can run for your life after hitting something.";
1088 #endif
1089
1090                 }
1091                 if (p_ptr->muta1 & MUT1_DAZZLE)
1092                 {
1093 #ifdef JP
1094 info[i++] = "¤¢¤Ê¤¿¤Ïº®Íð¤ÈÌÕÌܤò°ú¤­µ¯¤³¤¹Êü¼Íǽ¤òȯÀ¸¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£ ";
1095 #else
1096                         info[i++] = "You can emit confusing, blinding radiation.";
1097 #endif
1098
1099                 }
1100                 if (p_ptr->muta1 & MUT1_LASER_EYE)
1101                 {
1102 #ifdef JP
1103 info[i++] = "¤¢¤Ê¤¿¤ÏÌܤ«¤é¥ì¡¼¥¶¡¼¸÷Àþ¤òȯ¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
1104 #else
1105                         info[i++] = "Your eyes can fire laser beams (dam 2 * lvl).";
1106 #endif
1107
1108                 }
1109                 if (p_ptr->muta1 & MUT1_RECALL)
1110                 {
1111 #ifdef JP
1112 info[i++] = "¤¢¤Ê¤¿¤Ï³¹¤È¥À¥ó¥¸¥ç¥ó¤Î´Ö¤ò¹Ô¤­Í褹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
1113 #else
1114                         info[i++] = "You can travel between town and the depths.";
1115 #endif
1116
1117                 }
1118                 if (p_ptr->muta1 & MUT1_BANISH)
1119                 {
1120 #ifdef JP
1121 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°­¤Ê¥â¥ó¥¹¥¿¡¼¤òÃϹö¤ËÍî¤È¤¹¤³¤È¤¬¤Ç¤­¤ë¡£";
1122 #else
1123                         info[i++] = "You can send evil creatures directly to Hell.";
1124 #endif
1125
1126                 }
1127                 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
1128                 {
1129 #ifdef JP
1130 info[i++] = "¤¢¤Ê¤¿¤ÏŨ¤ò¿¨¤Ã¤ÆÅà¤é¤»¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX3)";
1131 #else
1132                         info[i++] = "You can freeze things with a touch (dam 3 * lvl).";
1133 #endif
1134
1135                 }
1136                 if (p_ptr->muta1 & MUT1_LAUNCHER)
1137                 {
1138 #ifdef JP
1139 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥¤¥Æ¥à¤òÎ϶¯¤¯Åꤲ¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
1140 #else
1141                         info[i++] = "You can hurl objects with great force.";
1142 #endif
1143
1144                 }
1145         }
1146
1147         if (p_ptr->muta2)
1148         {
1149                 if (p_ptr->muta2 & MUT2_BERS_RAGE)
1150                 {
1151 #ifdef JP
1152 info[i++] = "¤¢¤Ê¤¿¤Ï¶¸Àï»Î²½¤Îȯºî¤òµ¯¤³¤¹¡£";
1153 #else
1154                         info[i++] = "You are subject to berserker fits.";
1155 #endif
1156
1157                 }
1158                 if (p_ptr->muta2 & MUT2_COWARDICE)
1159                 {
1160 #ifdef JP
1161 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹²²É¤ˤʤ롣";
1162 #else
1163                         info[i++] = "You are subject to cowardice.";
1164 #endif
1165
1166                 }
1167                 if (p_ptr->muta2 & MUT2_RTELEPORT)
1168                 {
1169 #ifdef JP
1170 info[i++] = "¤¢¤Ê¤¿¤Ï¥é¥ó¥À¥à¤Ë¥Æ¥ì¥Ý¡¼¥È¤¹¤ë¡£";
1171 #else
1172                         info[i++] = "You are teleporting randomly.";
1173 #endif
1174
1175                 }
1176                 if (p_ptr->muta2 & MUT2_ALCOHOL)
1177                 {
1178 #ifdef JP
1179 info[i++] = "¤¢¤Ê¤¿¤ÎÂΤϥ¢¥ë¥³¡¼¥ë¤òʬÈ礹¤ë¡£";
1180 #else
1181                         info[i++] = "Your body produces alcohol.";
1182 #endif
1183
1184                 }
1185                 if (p_ptr->muta2 & MUT2_HALLU)
1186                 {
1187 #ifdef JP
1188 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸³Ð¤ò°ú¤­µ¯¤³¤¹Àº¿ÀºøÍð¤Ë¿¯¤µ¤ì¤Æ¤¤¤ë¡£";
1189 #else
1190                         info[i++] = "You have a hallucinatory insanity.";
1191 #endif
1192
1193                 }
1194                 if (p_ptr->muta2 & MUT2_FLATULENT)
1195                 {
1196 #ifdef JP
1197 info[i++] = "¤¢¤Ê¤¿¤ÏÀ©¸æ¤Ç¤­¤Ê¤¤¶¯Îõ¤ÊÕû¤ò¤³¤¯¡£";
1198 #else
1199                         info[i++] = "You are subject to uncontrollable flatulence.";
1200 #endif
1201
1202                 }
1203                 if (p_ptr->muta2 & MUT2_PROD_MANA)
1204                 {
1205 #ifdef JP
1206 info[i++] = "¤¢¤Ê¤¿¤ÏÀ©¸æÉÔǽ¤ÊËâË¡¤Î¥¨¥Í¥ë¥®¡¼¤òȯ¤·¤Æ¤¤¤ë¡£";
1207 #else
1208                         info[i++] = "You are producing magical energy uncontrollably.";
1209 #endif
1210
1211                 }
1212                 if (p_ptr->muta2 & MUT2_ATT_DEMON)
1213                 {
1214 #ifdef JP
1215 info[i++] = "¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤ò°ú¤­¤Ä¤±¤ë¡£";
1216 #else
1217                         info[i++] = "You attract demons.";
1218 #endif
1219
1220                 }
1221                 if (p_ptr->muta2 & MUT2_SCOR_TAIL)
1222                 {
1223 #ifdef JP
1224 info[i++] = "¤¢¤Ê¤¿¤Ï¥µ¥½¥ê¤Î¿¬Èø¤¬À¸¤¨¤Æ¤¤¤ë¡£(ÆÇ¡¢¥À¥á¡¼¥¸ 3d7)";
1225 #else
1226                         info[i++] = "You have a scorpion tail (poison, 3d7).";
1227 #endif
1228
1229                 }
1230                 if (p_ptr->muta2 & MUT2_HORNS)
1231                 {
1232 #ifdef JP
1233 info[i++] = "¤¢¤Ê¤¿¤Ï³Ñ¤¬À¸¤¨¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 2d6)";
1234 #else
1235                         info[i++] = "You have horns (dam. 2d6).";
1236 #endif
1237
1238                 }
1239                 if (p_ptr->muta2 & MUT2_BEAK)
1240                 {
1241 #ifdef JP
1242 info[i++] = "¤¢¤Ê¤¿¤Ï¥¯¥Á¥Ð¥·¤¬À¸¤¨¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 2d4)";
1243 #else
1244                         info[i++] = "You have a beak (dam. 2d4).";
1245 #endif
1246
1247                 }
1248                 if (p_ptr->muta2 & MUT2_SPEED_FLUX)
1249                 {
1250 #ifdef JP
1251 info[i++] = "¤¢¤Ê¤¿¤Ï¥é¥ó¥À¥à¤ËÁ᤯ư¤¤¤¿¤êÃÙ¤¯Æ°¤¤¤¿¤ê¤¹¤ë¡£";
1252 #else
1253                         info[i++] = "You move faster or slower randomly.";
1254 #endif
1255
1256                 }
1257                 if (p_ptr->muta2 & MUT2_BANISH_ALL)
1258                 {
1259 #ifdef JP
1260 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹¶á¤¯¤Î¥â¥ó¥¹¥¿¡¼¤ò¾ÃÌǤµ¤»¤ë¡£";
1261 #else
1262                         info[i++] = "You sometimes cause nearby creatures to vanish.";
1263 #endif
1264
1265                 }
1266                 if (p_ptr->muta2 & MUT2_EAT_LIGHT)
1267                 {
1268 #ifdef JP
1269 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹¼þ°Ï¤Î¸÷¤òµÛ¼ý¤·¤Æ±ÉÍܤˤ¹¤ë¡£";
1270 #else
1271                         info[i++] = "You sometimes feed off of the light around you.";
1272 #endif
1273
1274                 }
1275                 if (p_ptr->muta2 & MUT2_TRUNK)
1276                 {
1277 #ifdef JP
1278 info[i++] = "¤¢¤Ê¤¿¤Ï¾Ý¤Î¤è¤¦¤ÊÉ¡¤ò»ý¤Ã¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 1d4)";
1279 #else
1280                         info[i++] = "You have an elephantine trunk (dam 1d4).";
1281 #endif
1282
1283                 }
1284                 if (p_ptr->muta2 & MUT2_ATT_ANIMAL)
1285                 {
1286 #ifdef JP
1287 info[i++] = "¤¢¤Ê¤¿¤Ïưʪ¤ò°ú¤­¤Ä¤±¤ë¡£";
1288 #else
1289                         info[i++] = "You attract animals.";
1290 #endif
1291
1292                 }
1293                 if (p_ptr->muta2 & MUT2_TENTACLES)
1294                 {
1295 #ifdef JP
1296 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°­¤Ê¿¨¼ê¤ò»ý¤Ã¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 2d5)";
1297 #else
1298                         info[i++] = "You have evil looking tentacles (dam 2d5).";
1299 #endif
1300
1301                 }
1302                 if (p_ptr->muta2 & MUT2_RAW_CHAOS)
1303                 {
1304 #ifdef JP
1305 info[i++] = "¤¢¤Ê¤¿¤Ï¤·¤Ð¤·¤Ð½ã¥«¥ª¥¹¤ËÊñ¤Þ¤ì¤ë¡£";
1306 #else
1307                         info[i++] = "You occasionally are surrounded with raw chaos.";
1308 #endif
1309
1310                 }
1311                 if (p_ptr->muta2 & MUT2_NORMALITY)
1312                 {
1313 #ifdef JP
1314 info[i++] = "¤¢¤Ê¤¿¤ÏÊÑ°Û¤·¤Æ¤¤¤¿¤¬¡¢²óÉü¤·¤Æ¤­¤Æ¤¤¤ë¡£";
1315 #else
1316                         info[i++] = "You may be mutated, but you're recovering.";
1317 #endif
1318
1319                 }
1320                 if (p_ptr->muta2 & MUT2_WRAITH)
1321                 {
1322 #ifdef JP
1323 info[i++] = "¤¢¤Ê¤¿¤ÎÆùÂΤÏÍ©Â⽤·¤¿¤ê¼ÂÂ⽤·¤¿¤ê¤¹¤ë¡£";
1324 #else
1325                         info[i++] = "You fade in and out of physical reality.";
1326 #endif
1327
1328                 }
1329                 if (p_ptr->muta2 & MUT2_POLY_WOUND)
1330                 {
1331 #ifdef JP
1332 info[i++] = "¤¢¤Ê¤¿¤Î·ò¹¯¤Ï¥«¥ª¥¹¤ÎÎϤ˱ƶÁ¤ò¼õ¤±¤ë¡£";
1333 #else
1334                         info[i++] = "Your health is subject to chaotic forces.";
1335 #endif
1336
1337                 }
1338                 if (p_ptr->muta2 & MUT2_WASTING)
1339                 {
1340 #ifdef JP
1341 info[i++] = "¤¢¤Ê¤¿¤Ï¿ê¼å¤¹¤ë¶²¤í¤·¤¤Éµ¤¤Ë¤«¤«¤Ã¤Æ¤¤¤ë¡£";
1342 #else
1343                         info[i++] = "You have a horrible wasting disease.";
1344 #endif
1345
1346                 }
1347                 if (p_ptr->muta2 & MUT2_ATT_DRAGON)
1348                 {
1349 #ifdef JP
1350 info[i++] = "¤¢¤Ê¤¿¤Ï¥É¥é¥´¥ó¤ò°ú¤­¤Ä¤±¤ë¡£";
1351 #else
1352                         info[i++] = "You attract dragons.";
1353 #endif
1354
1355                 }
1356                 if (p_ptr->muta2 & MUT2_WEIRD_MIND)
1357                 {
1358 #ifdef JP
1359 info[i++] = "¤¢¤Ê¤¿¤ÎÀº¿À¤Ï¥é¥ó¥À¥à¤Ë³ÈÂ礷¤¿¤ê½Ì¾®¤·¤¿¤ê¤·¤Æ¤¤¤ë¡£";
1360 #else
1361                         info[i++] = "Your mind randomly expands and contracts.";
1362 #endif
1363
1364                 }
1365                 if (p_ptr->muta2 & MUT2_NAUSEA)
1366                 {
1367 #ifdef JP
1368 info[i++] = "¤¢¤Ê¤¿¤Î°ß¤ÏÈó¾ï¤ËÍî¤ÁÃ夭¤¬¤Ê¤¤¡£";
1369 #else
1370                         info[i++] = "You have a seriously upset stomach.";
1371 #endif
1372
1373                 }
1374                 if (p_ptr->muta2 & MUT2_CHAOS_GIFT)
1375                 {
1376 #ifdef JP
1377 info[i++] = "¤¢¤Ê¤¿¤Ï¥«¥ª¥¹¤Î¼é¸î°­Ë⤫¤éË«Èþ¤ò¤¦¤±¤È¤ë¡£";
1378 #else
1379                         info[i++] = "Chaos deities give you gifts.";
1380 #endif
1381
1382                 }
1383                 if (p_ptr->muta2 & MUT2_WALK_SHAD)
1384                 {
1385 #ifdef JP
1386 info[i++] = "¤¢¤Ê¤¿¤Ï¤·¤Ð¤·¤Ð¾¤Î¡Ö±Æ¡×¤Ë̤¤¹þ¤à¡£";
1387 #else
1388                         info[i++] = "You occasionally stumble into other shadows.";
1389 #endif
1390
1391                 }
1392                 if (p_ptr->muta2 & MUT2_WARNING)
1393                 {
1394 #ifdef JP
1395 info[i++] = "¤¢¤Ê¤¿¤ÏŨ¤Ë´Ø¤¹¤ë·Ù¹ð¤ò´¶¤¸¤ë¡£";
1396 #else
1397                         info[i++] = "You receive warnings about your foes.";
1398 #endif
1399
1400                 }
1401                 if (p_ptr->muta2 & MUT2_INVULN)
1402                 {
1403 #ifdef JP
1404 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹É餱ÃΤ餺¤Êµ¤Ê¬¤Ë¤Ê¤ë¡£";
1405 #else
1406                         info[i++] = "You occasionally feel invincible.";
1407 #endif
1408
1409                 }
1410                 if (p_ptr->muta2 & MUT2_SP_TO_HP)
1411                 {
1412 #ifdef JP
1413 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹·ì¤¬¶ÚÆù¤Ë¤É¤Ã¤Èή¤ì¤ë¡£";
1414 #else
1415                         info[i++] = "Your blood sometimes rushes to your muscles.";
1416 #endif
1417
1418                 }
1419                 if (p_ptr->muta2 & MUT2_HP_TO_SP)
1420                 {
1421 #ifdef JP
1422 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹Æ¬¤Ë·ì¤¬¤É¤Ã¤Èή¤ì¤ë¡£";
1423 #else
1424                         info[i++] = "Your blood sometimes rushes to your head.";
1425 #endif
1426
1427                 }
1428                 if (p_ptr->muta2 & MUT2_DISARM)
1429                 {
1430 #ifdef JP
1431 info[i++] = "¤¢¤Ê¤¿¤Ï¤è¤¯¤Ä¤Þ¤Å¤¤¤Æʪ¤òÍî¤È¤¹¡£";
1432 #else
1433                         info[i++] = "You occasionally stumble and drop things.";
1434 #endif
1435
1436                 }
1437         }
1438
1439         if (p_ptr->muta3)
1440         {
1441                 if (p_ptr->muta3 & MUT3_HYPER_STR)
1442                 {
1443 #ifdef JP
1444 info[i++] = "¤¢¤Ê¤¿¤ÏĶ¿ÍŪ¤Ë¶¯¤¤¡£(ÏÓÎÏ+4)";
1445 #else
1446                         info[i++] = "You are superhumanly strong (+4 STR).";
1447 #endif
1448
1449                 }
1450                 if (p_ptr->muta3 & MUT3_PUNY)
1451                 {
1452 #ifdef JP
1453 info[i++] = "¤¢¤Ê¤¿¤Ïµõ¼å¤À¡£(ÏÓÎÏ-4)";
1454 #else
1455                         info[i++] = "You are puny (-4 STR).";
1456 #endif
1457
1458                 }
1459                 if (p_ptr->muta3 & MUT3_HYPER_INT)
1460                 {
1461 #ifdef JP
1462 info[i++] = "¤¢¤Ê¤¿¤ÎǾ¤ÏÀ¸ÂÎ¥³¥ó¥Ô¥å¡¼¥¿¤À¡£(ÃÎǽ¡õ¸­¤µ+4)";
1463 #else
1464                         info[i++] = "Your brain is a living computer (+4 INT/WIS).";
1465 #endif
1466
1467                 }
1468                 if (p_ptr->muta3 & MUT3_MORONIC)
1469                 {
1470 #ifdef JP
1471 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿ÀÇö¼å¤À¡£(ÃÎǽ¡õ¸­¤µ-4)";
1472 #else
1473                         info[i++] = "You are moronic (-4 INT/WIS).";
1474 #endif
1475
1476                 }
1477                 if (p_ptr->muta3 & MUT3_RESILIENT)
1478                 {
1479 #ifdef JP
1480 info[i++] = "¤¢¤Ê¤¿¤ÏÈó¾ï¤Ë¥¿¥Õ¤À¡£(Âѵ×+4)";
1481 #else
1482                         info[i++] = "You are very resilient (+4 CON).";
1483 #endif
1484
1485                 }
1486                 if (p_ptr->muta3 & MUT3_XTRA_FAT)
1487                 {
1488 #ifdef JP
1489 info[i++] = "¤¢¤Ê¤¿¤Ï¶Ëü¤ËÂÀ¤Ã¤Æ¤¤¤ë¡£(Âѵ×+2,¥¹¥Ô¡¼¥É-2)";
1490 #else
1491                         info[i++] = "You are extremely fat (+2 CON, -2 speed).";
1492 #endif
1493
1494                 }
1495                 if (p_ptr->muta3 & MUT3_ALBINO)
1496                 {
1497 #ifdef JP
1498 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥ë¥Ó¥Î¤À¡£(Âѵ×-4)";
1499 #else
1500                         info[i++] = "You are albino (-4 CON).";
1501 #endif
1502
1503                 }
1504                 if (p_ptr->muta3 & MUT3_FLESH_ROT)
1505                 {
1506 #ifdef JP
1507 info[i++] = "¤¢¤Ê¤¿¤ÎÆùÂΤÏÉåÇÔ¤·¤Æ¤¤¤ë¡£(Âѵ×-2,Ì¥ÎÏ-1)";
1508 #else
1509                         info[i++] = "Your flesh is rotting (-2 CON, -1 CHR).";
1510 #endif
1511
1512                 }
1513                 if (p_ptr->muta3 & MUT3_SILLY_VOI)
1514                 {
1515 #ifdef JP
1516 info[i++] = "¤¢¤Ê¤¿¤ÎÀ¼¤Ï´ÖÈ´¤±¤Ê¥­¡¼¥­¡¼À¼¤À¡£(Ì¥ÎÏ-4)";
1517 #else
1518                         info[i++] = "Your voice is a silly squeak (-4 CHR).";
1519 #endif
1520
1521                 }
1522                 if (p_ptr->muta3 & MUT3_BLANK_FAC)
1523                 {
1524 #ifdef JP
1525 info[i++] = "¤¢¤Ê¤¿¤Ï¤Î¤Ã¤Ú¤é¤Ü¤¦¤À¡£(Ì¥ÎÏ-1)";
1526 #else
1527                         info[i++] = "Your face is featureless (-1 CHR).";
1528 #endif
1529
1530                 }
1531                 if (p_ptr->muta3 & MUT3_ILL_NORM)
1532                 {
1533 #ifdef JP
1534 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸±Æ¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
1535 #else
1536                         info[i++] = "Your appearance is masked with illusion.";
1537 #endif
1538
1539                 }
1540                 if (p_ptr->muta3 & MUT3_XTRA_EYES)
1541                 {
1542 #ifdef JP
1543 info[i++] = "¤¢¤Ê¤¿¤Ï;ʬ¤ËÆó¤Ä¤ÎÌܤò»ý¤Ã¤Æ¤¤¤ë¡£(õº÷+15)";
1544 #else
1545                         info[i++] = "You have an extra pair of eyes (+15 search).";
1546 #endif
1547
1548                 }
1549                 if (p_ptr->muta3 & MUT3_MAGIC_RES)
1550                 {
1551 #ifdef JP
1552 info[i++] = "¤¢¤Ê¤¿¤ÏËâË¡¤Ø¤ÎÂÑÀ­¤ò¤â¤Ã¤Æ¤¤¤ë¡£";
1553 #else
1554                         info[i++] = "You are resistant to magic.";
1555 #endif
1556
1557                 }
1558                 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
1559                 {
1560 #ifdef JP
1561 info[i++] = "¤¢¤Ê¤¿¤ÏÊѤʲ»¤òȯ¤·¤Æ¤¤¤ë¡£(±£Ì©-3)";
1562 #else
1563                         info[i++] = "You make a lot of strange noise (-3 stealth).";
1564 #endif
1565
1566                 }
1567                 if (p_ptr->muta3 & MUT3_INFRAVIS)
1568                 {
1569 #ifdef JP
1570 info[i++] = "¤¢¤Ê¤¿¤ÏÁÇÀ²¤é¤·¤¤ÀÖ³°Àþ»ëÎϤò»ý¤Ã¤Æ¤¤¤ë¡£(+3)";
1571 #else
1572                         info[i++] = "You have remarkable infravision (+3).";
1573 #endif
1574
1575                 }
1576                 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
1577                 {
1578 #ifdef JP
1579 info[i++] = "¤¢¤Ê¤¿¤Ï;ʬ¤ËÆóËܤέ¤¬À¸¤¨¤Æ¤¤¤ë¡£(²Ã®+3)";
1580 #else
1581                         info[i++] = "You have an extra pair of legs (+3 speed).";
1582 #endif
1583
1584                 }
1585                 if (p_ptr->muta3 & MUT3_SHORT_LEG)
1586                 {
1587 #ifdef JP
1588 info[i++] = "¤¢¤Ê¤¿¤Î­¤Ïû¤¤Æ͵¯¤À¡£(²Ã®-3)";
1589 #else
1590                         info[i++] = "Your legs are short stubs (-3 speed).";
1591 #endif
1592
1593                 }
1594                 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
1595                 {
1596 #ifdef JP
1597 info[i++] = "¤¢¤Ê¤¿¤Î·ì´É¤Ë¤ÏÅÅή¤¬Î®¤ì¤Æ¤¤¤ë¡£";
1598 #else
1599                         info[i++] = "Electricity is running through your veins.";
1600 #endif
1601
1602                 }
1603                 if (p_ptr->muta3 & MUT3_FIRE_BODY)
1604                 {
1605 #ifdef JP
1606 info[i++] = "¤¢¤Ê¤¿¤ÎÂΤϱê¤Ë¤Ä¤Ä¤Þ¤ì¤Æ¤¤¤ë¡£";
1607 #else
1608                         info[i++] = "Your body is enveloped in flames.";
1609 #endif
1610                 }
1611                 if (p_ptr->muta3 & MUT3_WART_SKIN)
1612                 {
1613 #ifdef JP
1614 info[i++] = "¤¢¤Ê¤¿¤ÎÈ©¤Ï¥¤¥Ü¤ËÈï¤ï¤ì¤Æ¤¤¤ë¡£(Ì¥ÎÏ-2, AC+5)";
1615 #else
1616                         info[i++] = "Your skin is covered with warts (-2 CHR, +5 AC).";
1617 #endif
1618
1619                 }
1620                 if (p_ptr->muta3 & MUT3_SCALES)
1621                 {
1622 #ifdef JP
1623 info[i++] = "¤¢¤Ê¤¿¤ÎÈ©¤ÏÎڤˤʤäƤ¤¤ë¡£(Ì¥ÎÏ-1, AC+10)";
1624 #else
1625                         info[i++] = "Your skin has turned into scales (-1 CHR, +10 AC).";
1626 #endif
1627
1628                 }
1629                 if (p_ptr->muta3 & MUT3_IRON_SKIN)
1630                 {
1631 #ifdef JP
1632 info[i++] = "¤¢¤Ê¤¿¤ÎÈ©¤ÏÅ´¤Ç¤Ç¤­¤Æ¤¤¤ë¡£(´ïÍÑ-1, AC+25)";
1633 #else
1634                         info[i++] = "Your skin is made of steel (-1 DEX, +25 AC).";
1635 #endif
1636
1637                 }
1638                 if (p_ptr->muta3 & MUT3_WINGS)
1639                 {
1640 #ifdef JP
1641 info[i++] = "¤¢¤Ê¤¿¤Ï±©¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
1642 #else
1643                         info[i++] = "You have wings.";
1644 #endif
1645
1646                 }
1647                 if (p_ptr->muta3 & MUT3_FEARLESS)
1648                 {
1649                         /* Unnecessary */
1650                 }
1651                 if (p_ptr->muta3 & MUT3_REGEN)
1652                 {
1653                         /* Unnecessary */
1654                 }
1655                 if (p_ptr->muta3 & MUT3_ESP)
1656                 {
1657                         /* Unnecessary */
1658                 }
1659                 if (p_ptr->muta3 & MUT3_LIMBER)
1660                 {
1661 #ifdef JP
1662 info[i++] = "¤¢¤Ê¤¿¤ÎÂΤÏÈó¾ï¤Ë¤·¤Ê¤ä¤«¤À¡£(´ïÍÑ+3)";
1663 #else
1664                         info[i++] = "Your body is very limber (+3 DEX).";
1665 #endif
1666
1667                 }
1668                 if (p_ptr->muta3 & MUT3_ARTHRITIS)
1669                 {
1670 #ifdef JP
1671 info[i++] = "¤¢¤Ê¤¿¤Ï¤¤¤Ä¤â´ØÀá¤ËÄˤߤò´¶¤¸¤Æ¤¤¤ë¡£(´ïÍÑ-3)";
1672 #else
1673                         info[i++] = "Your joints ache constantly (-3 DEX).";
1674 #endif
1675
1676                 }
1677                 if (p_ptr->muta3 & MUT3_VULN_ELEM)
1678                 {
1679 #ifdef JP
1680 info[i++] = "¤¢¤Ê¤¿¤Ï¸µÁǤι¶·â¤Ë¼å¤¤¡£";
1681 #else
1682                         info[i++] = "You are susceptible to damage from the elements.";
1683 #endif
1684
1685                 }
1686                 if (p_ptr->muta3 & MUT3_MOTION)
1687                 {
1688 #ifdef JP
1689 info[i++] = "¤¢¤Ê¤¿¤ÎÆ°ºî¤ÏÀµ³Î¤ÇÎ϶¯¤¤¡£(±£Ì©+1)";
1690 #else
1691                         info[i++] = "Your movements are precise and forceful (+1 STL).";
1692 #endif
1693
1694                 }
1695                 if (p_ptr->muta3 & MUT3_GOOD_LUCK)
1696                 {
1697 #ifdef JP
1698 info[i++] = "¤¢¤Ê¤¿¤ÏÇò¤¤¥ª¡¼¥é¤Ë¤Ä¤Ä¤Þ¤ì¤Æ¤¤¤ë¡£";
1699 #else
1700                         info[i++] = "There is a white aura surrounding you.";
1701 #endif
1702                 }
1703                 if (p_ptr->muta3 & MUT3_BAD_LUCK)
1704                 {
1705 #ifdef JP
1706 info[i++] = "¤¢¤Ê¤¿¤Ï¹õ¤¤¥ª¡¼¥é¤Ë¤Ä¤Ä¤Þ¤ì¤Æ¤¤¤ë¡£";
1707 #else
1708                         info[i++] = "There is a black aura surrounding you.";
1709 #endif
1710                 }
1711         }
1712
1713         if (p_ptr->blind)
1714         {
1715 #ifdef JP
1716 info[i++] = "¤¢¤Ê¤¿¤ÏÌܤ¬¸«¤¨¤Ê¤¤¡£";
1717 #else
1718                 info[i++] = "You cannot see.";
1719 #endif
1720
1721         }
1722         if (p_ptr->confused)
1723         {
1724 #ifdef JP
1725 info[i++] = "¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£";
1726 #else
1727                 info[i++] = "You are confused.";
1728 #endif
1729
1730         }
1731         if (p_ptr->afraid)
1732         {
1733 #ifdef JP
1734 info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
1735 #else
1736                 info[i++] = "You are terrified.";
1737 #endif
1738
1739         }
1740         if (p_ptr->cut)
1741         {
1742 #ifdef JP
1743 info[i++] = "¤¢¤Ê¤¿¤Ï½Ð·ì¤·¤Æ¤¤¤ë¡£";
1744 #else
1745                 info[i++] = "You are bleeding.";
1746 #endif
1747
1748         }
1749         if (p_ptr->stun)
1750         {
1751 #ifdef JP
1752 info[i++] = "¤¢¤Ê¤¿¤Ï¤â¤¦¤í¤¦¤È¤·¤Æ¤¤¤ë¡£";
1753 #else
1754                 info[i++] = "You are stunned.";
1755 #endif
1756
1757         }
1758         if (p_ptr->poisoned)
1759         {
1760 #ifdef JP
1761 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
1762 #else
1763                 info[i++] = "You are poisoned.";
1764 #endif
1765
1766         }
1767         if (p_ptr->image)
1768         {
1769 #ifdef JP
1770 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸³Ð¤ò¸«¤Æ¤¤¤ë¡£";
1771 #else
1772                 info[i++] = "You are hallucinating.";
1773 #endif
1774
1775         }
1776         if (p_ptr->cursed & TRC_TY_CURSE)
1777         {
1778 #ifdef JP
1779 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°­¤Ê±åÇ°¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
1780 #else
1781                 info[i++] = "You carry an ancient foul curse.";
1782 #endif
1783
1784         }
1785         if (p_ptr->cursed & TRC_AGGRAVATE)
1786         {
1787 #ifdef JP
1788 info[i++] = "¤¢¤Ê¤¿¤Ï¥â¥ó¥¹¥¿¡¼¤òÅܤ餻¤Æ¤¤¤ë¡£";
1789 #else
1790                 info[i++] = "You aggravate monsters.";
1791 #endif
1792
1793         }
1794         if (p_ptr->cursed & TRC_DRAIN_EXP)
1795         {
1796 #ifdef JP
1797 info[i++] = "¤¢¤Ê¤¿¤Ï·Ð¸³ÃͤòµÛ¤ï¤ì¤Æ¤¤¤ë¡£";
1798 #else
1799                 info[i++] = "You are drained.";
1800 #endif
1801
1802         }
1803         if (p_ptr->cursed & TRC_SLOW_REGEN)
1804         {
1805 #ifdef JP
1806 info[i++] = "¤¢¤Ê¤¿¤Î²óÉüÎϤÏÈó¾ï¤ËÃÙ¤¤¡£";
1807 #else
1808                 info[i++] = "You regenerate slowly.";
1809 #endif
1810
1811         }
1812         if (p_ptr->cursed & TRC_ADD_L_CURSE)
1813         {
1814 #ifdef JP
1815 info[i++] = "¤¢¤Ê¤¿¤Î¼å¤¤¼ö¤¤¤ÏÁý¤¨¤ë¡£"; /* »ÃÄêŪ -- henkma */
1816 #else
1817                 info[i++] = "Your weak curses multiply.";
1818 #endif
1819
1820         }
1821         if (p_ptr->cursed & TRC_ADD_H_CURSE)
1822         {
1823 #ifdef JP
1824 info[i++] = "¤¢¤Ê¤¿¤Î¶¯¤¤¼ö¤¤¤ÏÁý¤¨¤ë¡£"; /* »ÃÄêŪ -- henkma */
1825 #else
1826                 info[i++] = "Your heavy curses multiply.";
1827 #endif
1828
1829         }
1830         if (p_ptr->cursed & TRC_CALL_ANIMAL)
1831         {
1832 #ifdef JP
1833 info[i++] = "¤¢¤Ê¤¿¤Ïưʪ¤ËÁÀ¤ï¤ì¤Æ¤¤¤ë¡£";
1834 #else
1835                 info[i++] = "You attract animals.";
1836 #endif
1837
1838         }
1839         if (p_ptr->cursed & TRC_CALL_DEMON)
1840         {
1841 #ifdef JP
1842 info[i++] = "¤¢¤Ê¤¿¤Ï°­Ëâ¤ËÁÀ¤ï¤ì¤Æ¤¤¤ë¡£";
1843 #else
1844                 info[i++] = "You attract demons.";
1845 #endif
1846
1847         }
1848         if (p_ptr->cursed & TRC_CALL_DRAGON)
1849         {
1850 #ifdef JP
1851 info[i++] = "¤¢¤Ê¤¿¤Ï¥É¥é¥´¥ó¤ËÁÀ¤ï¤ì¤Æ¤¤¤ë¡£";
1852 #else
1853                 info[i++] = "You attract dragons.";
1854 #endif
1855
1856         }
1857         if (p_ptr->cursed & TRC_COWARDICE)
1858         {
1859 #ifdef JP
1860 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹²²É¤ˤʤ롣";
1861 #else
1862                 info[i++] = "You are subject to cowardice.";
1863 #endif
1864
1865         }
1866         if (p_ptr->cursed & TRC_TELEPORT)
1867         {
1868 #ifdef JP
1869 info[i++] = "¤¢¤Ê¤¿¤Î°ÌÃ֤ϤҤ¸¤ç¤¦¤ËÉÔ°ÂÄê¤À¡£";
1870 #else
1871                 info[i++] = "Your position is very uncertain.";
1872 #endif
1873
1874         }
1875         if (p_ptr->cursed & TRC_LOW_MELEE)
1876         {
1877 #ifdef JP
1878 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¹¶·â¤ò³°¤·¤ä¤¹¤¤¡£";
1879 #else
1880                 info[i++] = "Your weapon causes you miss blows.";
1881 #endif
1882
1883         }
1884         if (p_ptr->cursed & TRC_LOW_AC)
1885         {
1886 #ifdef JP
1887 info[i++] = "¤¢¤Ê¤¿¤Ï¹¶·â¤ò¼õ¤±¤ä¤¹¤¤¡£";
1888 #else
1889                 info[i++] = "You are subject to be hit.";
1890 #endif
1891
1892         }
1893         if (p_ptr->cursed & TRC_LOW_MAGIC)
1894         {
1895 #ifdef JP
1896 info[i++] = "¤¢¤Ê¤¿¤ÏËâË¡¤ò¼ºÇÔ¤·¤ä¤¹¤¤¡£";
1897 #else
1898                 info[i++] = "You are subject to fail spellcasting.";
1899 #endif
1900
1901         }
1902         if (p_ptr->cursed & TRC_FAST_DIGEST)
1903         {
1904 #ifdef JP
1905 info[i++] = "¤¢¤Ê¤¿¤Ï¤¹¤°¤ªÊ¢¤¬¤Ø¤ë¡£";
1906 #else
1907                 info[i++] = "You have a good appetite.";
1908 #endif
1909
1910         }
1911         if (p_ptr->cursed & TRC_DRAIN_HP)
1912         {
1913 #ifdef JP
1914 info[i++] = "¤¢¤Ê¤¿¤ÏÂÎÎϤòµÛ¤ï¤ì¤Æ¤¤¤ë¡£";
1915 #else
1916                 info[i++] = "You are drained.";
1917 #endif
1918
1919         }
1920         if (p_ptr->cursed & TRC_DRAIN_MANA)
1921         {
1922 #ifdef JP
1923 info[i++] = "¤¢¤Ê¤¿¤ÏËâÎϤòµÛ¤ï¤ì¤Æ¤¤¤ë¡£";
1924 #else
1925                 info[i++] = "You brain is drained.";
1926 #endif
1927
1928         }
1929         if (p_ptr->blessed)
1930         {
1931 #ifdef JP
1932 info[i++] = "¤¢¤Ê¤¿¤Ï¸øÀµ¤µ¤ò´¶¤¸¤Æ¤¤¤ë¡£";
1933 #else
1934                 info[i++] = "You feel rightous.";
1935 #endif
1936
1937         }
1938         if (p_ptr->hero)
1939         {
1940 #ifdef JP
1941 info[i++] = "¤¢¤Ê¤¿¤Ï¥Ò¡¼¥í¡¼µ¤Ê¬¤À¡£";
1942 #else
1943                 info[i++] = "You feel heroic.";
1944 #endif
1945
1946         }
1947         if (p_ptr->shero)
1948         {
1949 #ifdef JP
1950 info[i++] = "¤¢¤Ê¤¿¤ÏÀïÆ®¶¸¤À¡£";
1951 #else
1952                 info[i++] = "You are in a battle rage.";
1953 #endif
1954
1955         }
1956         if (p_ptr->protevil)
1957         {
1958 #ifdef JP
1959 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°­¤Ê¤ë¸ºß¤«¤é¼é¤é¤ì¤Æ¤¤¤ë¡£";
1960 #else
1961                 info[i++] = "You are protected from evil.";
1962 #endif
1963
1964         }
1965         if (p_ptr->shield)
1966         {
1967 #ifdef JP
1968 info[i++] = "¤¢¤Ê¤¿¤Ï¿ÀÈë¤Î¥·¡¼¥ë¥É¤Ç¼é¤é¤ì¤Æ¤¤¤ë¡£";
1969 #else
1970                 info[i++] = "You are protected by a mystic shield.";
1971 #endif
1972
1973         }
1974         if (p_ptr->invuln)
1975         {
1976 #ifdef JP
1977 info[i++] = "¤¢¤Ê¤¿¤Ï¸½ºß½ý¤Ä¤«¤Ê¤¤¡£";
1978 #else
1979                 info[i++] = "You are temporarily invulnerable.";
1980 #endif
1981
1982         }
1983         if (p_ptr->wraith_form)
1984         {
1985 #ifdef JP
1986 info[i++] = "¤¢¤Ê¤¿¤Ï°ì»þŪ¤ËÍ©Â⽤·¤Æ¤¤¤ë¡£";
1987 #else
1988                 info[i++] = "You are temporarily incorporeal.";
1989 #endif
1990
1991         }
1992         if (p_ptr->special_attack & ATTACK_CONFUSE)
1993         {
1994 #ifdef JP
1995 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÀÖ¤¯µ±¤¤¤Æ¤¤¤ë¡£";
1996 #else
1997                 info[i++] = "Your hands are glowing dull red.";
1998 #endif
1999
2000         }
2001         if (p_ptr->special_attack & ATTACK_FIRE)
2002         {
2003 #ifdef JP
2004 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤Ï²Ð±ê¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2005 #else
2006                 info[i++] = "You can strike enemy with flame.";
2007 #endif
2008
2009         }
2010         if (p_ptr->special_attack & ATTACK_COLD)
2011         {
2012 #ifdef JP
2013 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÎ䵤¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2014 #else
2015                 info[i++] = "You can strike enemy with cold.";
2016 #endif
2017
2018         }
2019         if (p_ptr->special_attack & ATTACK_ACID)
2020         {
2021 #ifdef JP
2022 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤Ï»À¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2023 #else
2024                 info[i++] = "You can strike enemy with acid.";
2025 #endif
2026
2027         }
2028         if (p_ptr->special_attack & ATTACK_ELEC)
2029         {
2030 #ifdef JP
2031 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÅÅ·â¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2032 #else
2033                 info[i++] = "You can strike enemy with electoric shock.";
2034 #endif
2035
2036         }
2037         if (p_ptr->special_attack & ATTACK_POIS)
2038         {
2039 #ifdef JP
2040 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÆǤËʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2041 #else
2042                 info[i++] = "You can strike enemy with poison.";
2043 #endif
2044
2045         }
2046         if (p_ptr->special_attack & ATTACK_CONFUSE)
2047         {
2048 #ifdef JP
2049 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÀÖ¤¯µ±¤¤¤Æ¤¤¤ë¡£";
2050 #else
2051                 info[i++] = "Your hands are glowing dull red.";
2052 #endif
2053
2054         }
2055         if (p_ptr->special_attack & ATTACK_CONFUSE)
2056         {
2057 #ifdef JP
2058 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÀÖ¤¯µ±¤¤¤Æ¤¤¤ë¡£";
2059 #else
2060                 info[i++] = "Your hands are glowing dull red.";
2061 #endif
2062
2063         }
2064         switch (p_ptr->action)
2065         {
2066                 case ACTION_SEARCH:
2067 #ifdef JP
2068 info[i++] = "¤¢¤Ê¤¿¤Ï¤Ò¤¸¤ç¤¦¤ËÃí°Õ¿¼¤¯¼þ°Ï¤ò¸«ÅϤ·¤Æ¤¤¤ë¡£";
2069 #else
2070                         info[i++] = "You are looking around very carefully.";
2071 #endif
2072                         break;
2073         }
2074         if (p_ptr->new_spells)
2075         {
2076 #ifdef JP
2077 info[i++] = "¤¢¤Ê¤¿¤Ï¼öʸ¤äµ§¤ê¤ò³Ø¤Ö¤³¤È¤¬¤Ç¤­¤ë¡£";
2078 #else
2079                 info[i++] = "You can learn some spells/prayers.";
2080 #endif
2081
2082         }
2083         if (p_ptr->word_recall)
2084         {
2085 #ifdef JP
2086 info[i++] = "¤¢¤Ê¤¿¤Ï¤¹¤°¤Ëµ¢´Ô¤¹¤ë¤À¤í¤¦¡£";
2087 #else
2088                 info[i++] = "You will soon be recalled.";
2089 #endif
2090
2091         }
2092         if (p_ptr->see_infra)
2093         {
2094 #ifdef JP
2095 info[i++] = "¤¢¤Ê¤¿¤ÎÆ·¤ÏÀÖ³°Àþ¤ËÉÒ´¶¤Ç¤¢¤ë¡£";
2096 #else
2097                 info[i++] = "Your eyes are sensitive to infrared light.";
2098 #endif
2099
2100         }
2101         if (p_ptr->see_inv)
2102         {
2103 #ifdef JP
2104 info[i++] = "¤¢¤Ê¤¿¤ÏÆ©ÌÀ¤Ê¥â¥ó¥¹¥¿¡¼¤ò¸«¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
2105 #else
2106                 info[i++] = "You can see invisible creatures.";
2107 #endif
2108
2109         }
2110         if (p_ptr->ffall)
2111         {
2112 #ifdef JP
2113 info[i++] = "¤¢¤Ê¤¿¤ÏÈô¤Ö¤³¤È¤¬¤Ç¤­¤ë¡£";
2114 #else
2115                 info[i++] = "You can fly.";
2116 #endif
2117
2118         }
2119         if (p_ptr->free_act)
2120         {
2121 #ifdef JP
2122 info[i++] = "¤¢¤Ê¤¿¤ÏËãáãÃΤ餺¤Î¸ú²Ì¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2123 #else
2124                 info[i++] = "You have free action.";
2125 #endif
2126
2127         }
2128         if (p_ptr->regenerate)
2129         {
2130 #ifdef JP
2131 info[i++] = "¤¢¤Ê¤¿¤ÏÁÇÁ᤯ÂÎÎϤò²óÉü¤¹¤ë¡£";
2132 #else
2133                 info[i++] = "You regenerate quickly.";
2134 #endif
2135
2136         }
2137         if (p_ptr->slow_digest)
2138         {
2139 #ifdef JP
2140 info[i++] = "¤¢¤Ê¤¿¤Ï¿©Íߤ¬¾¯¤Ê¤¤¡£";
2141 #else
2142                 info[i++] = "Your appetite is small.";
2143 #endif
2144
2145         }
2146         if (p_ptr->telepathy)
2147         {
2148 #ifdef JP
2149 info[i++] = "¤¢¤Ê¤¿¤Ï¥Æ¥ì¥Ñ¥·¡¼Ç½ÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2150 #else
2151                 info[i++] = "You have ESP.";
2152 #endif
2153
2154         }
2155         if (p_ptr->hold_life)
2156         {
2157 #ifdef JP
2158 info[i++] = "¤¢¤Ê¤¿¤Ï¼«¸Ê¤ÎÀ¸Ì¿ÎϤò¤·¤Ã¤«¤ê¤È°Ý»ý¤¹¤ë¡£";
2159 #else
2160                 info[i++] = "You have a firm hold on your life force.";
2161 #endif
2162
2163         }
2164         if (p_ptr->reflect)
2165         {
2166 #ifdef JP
2167 info[i++] = "¤¢¤Ê¤¿¤ÏÌð¤ä¥Ü¥ë¥È¤òÈ¿¼Í¤¹¤ë¡£";
2168 #else
2169                 info[i++] = "You reflect arrows and bolts.";
2170 #endif
2171
2172         }
2173         if (p_ptr->sh_fire)
2174         {
2175 #ifdef JP
2176 info[i++] = "¤¢¤Ê¤¿¤Ï±ê¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2177 #else
2178                 info[i++] = "You are surrounded with a fiery aura.";
2179 #endif
2180
2181         }
2182         if (p_ptr->sh_elec)
2183         {
2184 #ifdef JP
2185 info[i++] = "¤¢¤Ê¤¿¤ÏÅŵ¤¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2186 #else
2187                 info[i++] = "You are surrounded with electricity.";
2188 #endif
2189
2190         }
2191         if (p_ptr->sh_cold)
2192         {
2193 #ifdef JP
2194 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2195 #else
2196                 info[i++] = "You are surrounded with a coldly aura.";
2197 #endif
2198
2199         }
2200         if (p_ptr->anti_magic)
2201         {
2202 #ifdef JP
2203 info[i++] = "¤¢¤Ê¤¿¤ÏÈ¿ËâË¡¥·¡¼¥ë¥É¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2204 #else
2205                 info[i++] = "You are surrounded by an anti-magic shell.";
2206 #endif
2207
2208         }
2209         if (p_ptr->anti_tele)
2210         {
2211 #ifdef JP
2212 info[i++] = "¤¢¤Ê¤¿¤Ï¥Æ¥ì¥Ý¡¼¥È¤Ç¤­¤Ê¤¤¡£";
2213 #else
2214                 info[i++] = "You cannot teleport.";
2215 #endif
2216
2217         }
2218         if (p_ptr->lite)
2219         {
2220 #ifdef JP
2221 info[i++] = "¤¢¤Ê¤¿¤Î¿ÈÂΤϸ÷¤Ã¤Æ¤¤¤ë¡£";
2222 #else
2223                 info[i++] = "You are carrying a permanent light.";
2224 #endif
2225
2226         }
2227         if (p_ptr->warning)
2228         {
2229 #ifdef JP
2230 info[i++] = "¤¢¤Ê¤¿¤Ï¹ÔÆ°¤ÎÁ°¤Ë´í¸±¤ò»¡ÃΤ¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
2231 #else
2232                 info[i++] = "You will be warn before dangerous action.";
2233 #endif
2234
2235         }
2236         if (p_ptr->dec_mana)
2237         {
2238 #ifdef JP
2239 info[i++] = "¤¢¤Ê¤¿¤Ï¾¯¤Ê¤¤¾ÃÈñËâÎϤÇËâË¡¤ò¾§¤¨¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
2240 #else
2241                 info[i++] = "You can cast spell with fewer mana.";
2242 #endif
2243
2244         }
2245         if (p_ptr->easy_spell)
2246         {
2247 #ifdef JP
2248 info[i++] = "¤¢¤Ê¤¿¤ÏÄ㤤¼ºÇÔΨ¤ÇËâË¡¤ò¾§¤¨¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
2249 #else
2250                 info[i++] = "Fail rate of your magic is decreased.";
2251 #endif
2252
2253         }
2254         if (p_ptr->heavy_spell)
2255         {
2256 #ifdef JP
2257 info[i++] = "¤¢¤Ê¤¿¤Ï¹â¤¤¼ºÇÔΨ¤ÇËâË¡¤ò¾§¤¨¤Ê¤±¤ì¤Ð¤¤¤±¤Ê¤¤¡£";
2258 #else
2259                 info[i++] = "Fail rate of your magic is incresed.";
2260 #endif
2261
2262         }
2263         if (p_ptr->mighty_throw)
2264         {
2265 #ifdef JP
2266 info[i++] = "¤¢¤Ê¤¿¤Ï¶¯¤¯Êª¤òÅꤲ¤ë¡£";
2267 #else
2268                 info[i++] = "You can throw objects powerfully.";
2269 #endif
2270
2271         }
2272
2273         if (p_ptr->immune_acid)
2274         {
2275 #ifdef JP
2276 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2277 #else
2278                 info[i++] = "You are completely immune to acid.";
2279 #endif
2280
2281         }
2282         else if ((p_ptr->resist_acid) && (p_ptr->oppose_acid))
2283         {
2284 #ifdef JP
2285 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤Ø¤Î¶¯ÎϤÊÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2286 #else
2287                 info[i++] = "You resist acid exceptionally well.";
2288 #endif
2289
2290         }
2291         else if ((p_ptr->resist_acid) || (p_ptr->oppose_acid))
2292         {
2293 #ifdef JP
2294 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤Ø¤ÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2295 #else
2296                 info[i++] = "You are resistant to acid.";
2297 #endif
2298
2299         }
2300
2301         if (p_ptr->immune_elec)
2302         {
2303 #ifdef JP
2304 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2305 #else
2306                 info[i++] = "You are completely immune to lightning.";
2307 #endif
2308
2309         }
2310         else if ((p_ptr->resist_elec) && (p_ptr->oppose_elec))
2311         {
2312 #ifdef JP
2313 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ø¤Î¶¯ÎϤÊÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2314 #else
2315                 info[i++] = "You resist lightning exceptionally well.";
2316 #endif
2317
2318         }
2319         else if ((p_ptr->resist_elec) || (p_ptr->oppose_elec))
2320         {
2321 #ifdef JP
2322 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ø¤ÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2323 #else
2324                 info[i++] = "You are resistant to lightning.";
2325 #endif
2326
2327         }
2328
2329         if (prace_is_(RACE_ANDROID) && !p_ptr->immune_elec)
2330         {
2331 #ifdef JP
2332 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ë¼å¤¤¡£";
2333 #else
2334                 info[i++] = "You are susceptible to damage from lightning.";
2335 #endif
2336
2337         }
2338
2339         if (p_ptr->immune_fire)
2340         {
2341 #ifdef JP
2342 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2343 #else
2344                 info[i++] = "You are completely immune to fire.";
2345 #endif
2346
2347         }
2348         else if ((p_ptr->resist_fire) && (p_ptr->oppose_fire))
2349         {
2350 #ifdef JP
2351 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ø¤Î¶¯ÎϤÊÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2352 #else
2353                 info[i++] = "You resist fire exceptionally well.";
2354 #endif
2355
2356         }
2357         else if ((p_ptr->resist_fire) || (p_ptr->oppose_fire))
2358         {
2359 #ifdef JP
2360 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ø¤ÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2361 #else
2362                 info[i++] = "You are resistant to fire.";
2363 #endif
2364
2365         }
2366
2367         if (prace_is_(RACE_ENT) && !p_ptr->immune_fire)
2368         {
2369 #ifdef JP
2370 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ë¼å¤¤¡£";
2371 #else
2372                 info[i++] = "You are susceptible to damage from fire.";
2373 #endif
2374
2375         }
2376
2377         if (p_ptr->immune_cold)
2378         {
2379 #ifdef JP
2380 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2381 #else
2382                 info[i++] = "You are completely immune to cold.";
2383 #endif
2384
2385         }
2386         else if ((p_ptr->resist_cold) && (p_ptr->oppose_cold))
2387         {
2388 #ifdef JP
2389 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Ø¤Î¶¯ÎϤÊÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2390 #else
2391                 info[i++] = "You resist cold exceptionally well.";
2392 #endif
2393
2394         }
2395         else if ((p_ptr->resist_cold) || (p_ptr->oppose_cold))
2396         {
2397 #ifdef JP
2398 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Ø¤ÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2399 #else
2400                 info[i++] = "You are resistant to cold.";
2401 #endif
2402
2403         }
2404
2405         if ((p_ptr->resist_pois) && (p_ptr->oppose_pois))
2406         {
2407 #ifdef JP
2408 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤؤζ¯ÎϤÊÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2409 #else
2410                 info[i++] = "You resist poison exceptionally well.";
2411 #endif
2412
2413         }
2414         else if ((p_ptr->resist_pois) || (p_ptr->oppose_pois))
2415         {
2416 #ifdef JP
2417 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤؤÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2418 #else
2419                 info[i++] = "You are resistant to poison.";
2420 #endif
2421
2422         }
2423
2424         if (p_ptr->resist_lite)
2425         {
2426 #ifdef JP
2427 info[i++] = "¤¢¤Ê¤¿¤ÏÁ®¸÷¤Ø¤ÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2428 #else
2429                 info[i++] = "You are resistant to bright light.";
2430 #endif
2431
2432         }
2433
2434         if (prace_is_(RACE_VAMPIRE) || prace_is_(RACE_S_FAIRY) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
2435         {
2436 #ifdef JP
2437 info[i++] = "¤¢¤Ê¤¿¤ÏÁ®¸÷¤Ë¼å¤¤¡£";
2438 #else
2439                 info[i++] = "You are susceptible to damage from bright light.";
2440 #endif
2441
2442         }
2443
2444         if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form)
2445         {
2446 #ifdef JP
2447 info[i++] = "¤¢¤Ê¤¿¤Ï°Å¹õ¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2448 #else
2449                 info[i++] = "You are completely immune to darkness.";
2450 #endif
2451         }
2452
2453         else if (p_ptr->resist_dark)
2454         {
2455 #ifdef JP
2456 info[i++] = "¤¢¤Ê¤¿¤Ï°Å¹õ¤Ø¤ÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2457 #else
2458                 info[i++] = "You are resistant to darkness.";
2459 #endif
2460
2461         }
2462         if (p_ptr->resist_conf)
2463         {
2464 #ifdef JP
2465 info[i++] = "¤¢¤Ê¤¿¤Ïº®Íð¤Ø¤ÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2466 #else
2467                 info[i++] = "You are resistant to confusion.";
2468 #endif
2469
2470         }
2471         if (p_ptr->resist_sound)
2472         {
2473 #ifdef JP
2474 info[i++] = "¤¢¤Ê¤¿¤Ï²»ÇȤξ׷â¤Ø¤ÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2475 #else
2476                 info[i++] = "You are resistant to sonic attacks.";
2477 #endif
2478
2479         }
2480         if (p_ptr->resist_disen)
2481         {
2482 #ifdef JP
2483 info[i++] = "¤¢¤Ê¤¿¤ÏÎô²½¤Ø¤ÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2484 #else
2485                 info[i++] = "You are resistant to disenchantment.";
2486 #endif
2487
2488         }
2489         if (p_ptr->resist_chaos)
2490         {
2491 #ifdef JP
2492 info[i++] = "¤¢¤Ê¤¿¤Ï¥«¥ª¥¹¤ÎÎϤؤÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2493 #else
2494                 info[i++] = "You are resistant to chaos.";
2495 #endif
2496
2497         }
2498         if (p_ptr->resist_shard)
2499         {
2500 #ifdef JP
2501 info[i++] = "¤¢¤Ê¤¿¤ÏÇËÊҤι¶·â¤Ø¤ÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2502 #else
2503                 info[i++] = "You are resistant to blasts of shards.";
2504 #endif
2505
2506         }
2507         if (p_ptr->resist_nexus)
2508         {
2509 #ifdef JP
2510 info[i++] = "¤¢¤Ê¤¿¤Ï°ø²Ìº®Íð¤Î¹¶·â¤Ø¤ÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2511 #else
2512                 info[i++] = "You are resistant to nexus attacks.";
2513 #endif
2514
2515         }
2516
2517         if (prace_is_(RACE_SPECTRE))
2518         {
2519 #ifdef JP
2520 info[i++] = "¤¢¤Ê¤¿¤ÏÃϹö¤ÎÎϤòµÛ¼ý¤Ç¤­¤ë¡£";
2521 #else
2522                 info[i++] = "You can drain nether forces.";
2523 #endif
2524
2525         }
2526         else if (p_ptr->resist_neth)
2527         {
2528 #ifdef JP
2529 info[i++] = "¤¢¤Ê¤¿¤ÏÃϹö¤ÎÎϤؤÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2530 #else
2531                 info[i++] = "You are resistant to nether forces.";
2532 #endif
2533
2534         }
2535         if (p_ptr->resist_fear)
2536         {
2537 #ifdef JP
2538 info[i++] = "¤¢¤Ê¤¿¤ÏÁ´¤¯¶²Éݤò´¶¤¸¤Ê¤¤¡£";
2539 #else
2540                 info[i++] = "You are completely fearless.";
2541 #endif
2542
2543         }
2544         if (p_ptr->resist_blind)
2545         {
2546 #ifdef JP
2547 info[i++] = "¤¢¤Ê¤¿¤ÎÌܤÏÌÕÌܤؤÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2548 #else
2549                 info[i++] = "Your eyes are resistant to blindness.";
2550 #endif
2551
2552         }
2553         if (p_ptr->resist_time)
2554         {
2555 #ifdef JP
2556 info[i++] = "¤¢¤Ê¤¿¤Ï»þ´ÖµÕž¤Ø¤ÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2557 #else
2558                 info[i++] = "You are resistant to time.";
2559 #endif
2560
2561         }
2562
2563         if (p_ptr->sustain_str)
2564         {
2565 #ifdef JP
2566 info[i++] = "¤¢¤Ê¤¿¤ÎÏÓÎϤϰݻý¤µ¤ì¤Æ¤¤¤ë¡£";
2567 #else
2568                 info[i++] = "Your strength is sustained.";
2569 #endif
2570
2571         }
2572         if (p_ptr->sustain_int)
2573         {
2574 #ifdef JP
2575 info[i++] = "¤¢¤Ê¤¿¤ÎÃÎǽ¤Ï°Ý»ý¤µ¤ì¤Æ¤¤¤ë¡£";
2576 #else
2577                 info[i++] = "Your intelligence is sustained.";
2578 #endif
2579
2580         }
2581         if (p_ptr->sustain_wis)
2582         {
2583 #ifdef JP
2584 info[i++] = "¤¢¤Ê¤¿¤Î¸­¤µ¤Ï°Ý»ý¤µ¤ì¤Æ¤¤¤ë¡£";
2585 #else
2586                 info[i++] = "Your wisdom is sustained.";
2587 #endif
2588
2589         }
2590         if (p_ptr->sustain_con)
2591         {
2592 #ifdef JP
2593 info[i++] = "¤¢¤Ê¤¿¤ÎÂѵ×ÎϤϰݻý¤µ¤ì¤Æ¤¤¤ë¡£";
2594 #else
2595                 info[i++] = "Your constitution is sustained.";
2596 #endif
2597
2598         }
2599         if (p_ptr->sustain_dex)
2600         {
2601 #ifdef JP
2602 info[i++] = "¤¢¤Ê¤¿¤Î´ïÍѤµ¤Ï°Ý»ý¤µ¤ì¤Æ¤¤¤ë¡£";
2603 #else
2604                 info[i++] = "Your dexterity is sustained.";
2605 #endif
2606
2607         }
2608         if (p_ptr->sustain_chr)
2609         {
2610 #ifdef JP
2611 info[i++] = "¤¢¤Ê¤¿¤ÎÌ¥ÎϤϰݻý¤µ¤ì¤Æ¤¤¤ë¡£";
2612 #else
2613                 info[i++] = "Your charisma is sustained.";
2614 #endif
2615
2616         }
2617
2618         if (f1 & (TR1_STR))
2619         {
2620 #ifdef JP
2621 info[i++] = "¤¢¤Ê¤¿¤ÎÏÓÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2622 #else
2623                 info[i++] = "Your strength is affected by your equipment.";
2624 #endif
2625
2626         }
2627         if (f1 & (TR1_INT))
2628         {
2629 #ifdef JP
2630 info[i++] = "¤¢¤Ê¤¿¤ÎÃÎǽ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2631 #else
2632                 info[i++] = "Your intelligence is affected by your equipment.";
2633 #endif
2634
2635         }
2636         if (f1 & (TR1_WIS))
2637         {
2638 #ifdef JP
2639 info[i++] = "¤¢¤Ê¤¿¤Î¸­¤µ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2640 #else
2641                 info[i++] = "Your wisdom is affected by your equipment.";
2642 #endif
2643
2644         }
2645         if (f1 & (TR1_DEX))
2646         {
2647 #ifdef JP
2648 info[i++] = "¤¢¤Ê¤¿¤Î´ïÍѤµ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2649 #else
2650                 info[i++] = "Your dexterity is affected by your equipment.";
2651 #endif
2652
2653         }
2654         if (f1 & (TR1_CON))
2655         {
2656 #ifdef JP
2657 info[i++] = "¤¢¤Ê¤¿¤ÎÂѵ×ÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2658 #else
2659                 info[i++] = "Your constitution is affected by your equipment.";
2660 #endif
2661
2662         }
2663         if (f1 & (TR1_CHR))
2664         {
2665 #ifdef JP
2666 info[i++] = "¤¢¤Ê¤¿¤ÎÌ¥ÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2667 #else
2668                 info[i++] = "Your charisma is affected by your equipment.";
2669 #endif
2670
2671         }
2672
2673         if (f1 & (TR1_STEALTH))
2674         {
2675 #ifdef JP
2676 info[i++] = "¤¢¤Ê¤¿¤Î±£Ì©¹ÔưǽÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2677 #else
2678                 info[i++] = "Your stealth is affected by your equipment.";
2679 #endif
2680
2681         }
2682         if (f1 & (TR1_SEARCH))
2683         {
2684 #ifdef JP
2685 info[i++] = "¤¢¤Ê¤¿¤Îõº÷ǽÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2686 #else
2687                 info[i++] = "Your searching ability is affected by your equipment.";
2688 #endif
2689
2690         }
2691         if (f1 & (TR1_INFRA))
2692         {
2693 #ifdef JP
2694 info[i++] = "¤¢¤Ê¤¿¤ÎÀÖ³°Àþ»ëÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2695 #else
2696                 info[i++] = "Your infravision is affected by your equipment.";
2697 #endif
2698
2699         }
2700         if (f1 & (TR1_TUNNEL))
2701         {
2702 #ifdef JP
2703 info[i++] = "¤¢¤Ê¤¿¤ÎºÎ·¡Ç½ÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2704 #else
2705                 info[i++] = "Your digging ability is affected by your equipment.";
2706 #endif
2707
2708         }
2709         if (f1 & (TR1_SPEED))
2710         {
2711 #ifdef JP
2712 info[i++] = "¤¢¤Ê¤¿¤Î¥¹¥Ô¡¼¥É¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2713 #else
2714                 info[i++] = "Your speed is affected by your equipment.";
2715 #endif
2716
2717         }
2718         if (f1 & (TR1_BLOWS))
2719         {
2720 #ifdef JP
2721 info[i++] = "¤¢¤Ê¤¿¤Î¹¶·â®ÅÙ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2722 #else
2723                 info[i++] = "Your attack speed is affected by your equipment.";
2724 #endif
2725
2726         }
2727
2728
2729         /* Access the current weapon */
2730         o_ptr = &inventory[INVEN_RARM];
2731
2732         /* Analyze the weapon */
2733         if (o_ptr->k_idx)
2734         {
2735                 /* Indicate Blessing */
2736                 if (f3 & (TR3_BLESSED))
2737                 {
2738 #ifdef JP
2739 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¿À¤Î½ËÊ¡¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2740 #else
2741                         info[i++] = "Your weapon has been blessed by the gods.";
2742 #endif
2743
2744                 }
2745
2746                 if (f1 & (TR1_CHAOTIC))
2747                 {
2748 #ifdef JP
2749 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥í¥°¥ë¥¹¤Îħ¤Î°À­¤ò¤â¤Ä¡£";
2750 #else
2751                         info[i++] = "Your weapon is branded with the Sign of Logrus.";
2752 #endif
2753
2754                 }
2755
2756                 /* Hack */
2757                 if (f1 & (TR1_IMPACT))
2758                 {
2759 #ifdef JP
2760 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏÂÇ·â¤ÇÃϿ̤òȯÀ¸¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
2761 #else
2762                         info[i++] = "The impact of your weapon can cause earthquakes.";
2763 #endif
2764
2765                 }
2766
2767                 if (f1 & (TR1_VORPAL))
2768                 {
2769 #ifdef JP
2770 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏÈó¾ï¤Ë±Ô¤¤¡£";
2771 #else
2772                         info[i++] = "Your weapon is very sharp.";
2773 #endif
2774
2775                 }
2776
2777                 if (f1 & (TR1_VAMPIRIC))
2778                 {
2779 #ifdef JP
2780 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤«¤éÀ¸Ì¿ÎϤòµÛ¼ý¤¹¤ë¡£";
2781 #else
2782                         info[i++] = "Your weapon drains life from your foes.";
2783 #endif
2784
2785                 }
2786
2787                 /* Special "Attack Bonuses" */
2788                 if (f1 & (TR1_BRAND_ACID))
2789                 {
2790 #ifdef JP
2791 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òÍϤ«¤¹¡£";
2792 #else
2793                         info[i++] = "Your weapon melts your foes.";
2794 #endif
2795
2796                 }
2797                 if (f1 & (TR1_BRAND_ELEC))
2798                 {
2799 #ifdef JP
2800 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤ò´¶ÅŤµ¤»¤ë¡£";
2801 #else
2802                         info[i++] = "Your weapon shocks your foes.";
2803 #endif
2804
2805                 }
2806                 if (f1 & (TR1_BRAND_FIRE))
2807                 {
2808 #ifdef JP
2809 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òdz¤ä¤¹¡£";
2810 #else
2811                         info[i++] = "Your weapon burns your foes.";
2812 #endif
2813
2814                 }
2815                 if (f1 & (TR1_BRAND_COLD))
2816                 {
2817 #ifdef JP
2818 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òÅà¤é¤»¤ë¡£";
2819 #else
2820                         info[i++] = "Your weapon freezes your foes.";
2821 #endif
2822
2823                 }
2824                 if (f1 & (TR1_BRAND_POIS))
2825                 {
2826 #ifdef JP
2827 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òÆǤǿ¯¤¹¡£";
2828 #else
2829                         info[i++] = "Your weapon poisons your foes.";
2830 #endif
2831
2832                 }
2833
2834                 /* Special "slay" flags */
2835                 if (f1 & (TR1_SLAY_ANIMAL))
2836                 {
2837 #ifdef JP
2838 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ïưʪ¤ËÂФ·¤Æ¶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2839 #else
2840                         info[i++] = "Your weapon strikes at animals with extra force.";
2841 #endif
2842
2843                 }
2844                 if (f1 & (TR1_SLAY_EVIL))
2845                 {
2846 #ifdef JP
2847 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¼Ù°­¤Ê¤ë¸ºß¤ËÂФ·¤Æ¶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2848 #else
2849                         info[i++] = "Your weapon strikes at evil with extra force.";
2850 #endif
2851
2852                 }
2853                 if (f3 & (TR3_SLAY_HUMAN))
2854                 {
2855 #ifdef JP
2856 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¿Í´Ö¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2857 #else
2858                         info[i++] = "Your weapon is especially deadly against humans.";
2859 #endif
2860
2861                 }
2862                 if (f1 & (TR1_SLAY_UNDEAD))
2863                 {
2864 #ifdef JP
2865 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥¢¥ó¥Ç¥Ã¥É¤ËÂФ·¤Æ¿ÀÀ»¤Ê¤ëÎϤòȯ´ø¤¹¤ë¡£";
2866 #else
2867                         info[i++] = "Your weapon strikes at undead with holy wrath.";
2868 #endif
2869
2870                 }
2871                 if (f1 & (TR1_SLAY_DEMON))
2872                 {
2873 #ifdef JP
2874 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥Ç¡¼¥â¥ó¤ËÂФ·¤Æ¿ÀÀ»¤Ê¤ëÎϤòȯ´ø¤¹¤ë¡£";
2875 #else
2876                         info[i++] = "Your weapon strikes at demons with holy wrath.";
2877 #endif
2878
2879                 }
2880                 if (f1 & (TR1_SLAY_ORC))
2881                 {
2882 #ifdef JP
2883 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥ª¡¼¥¯¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2884 #else
2885                         info[i++] = "Your weapon is especially deadly against orcs.";
2886 #endif
2887
2888                 }
2889                 if (f1 & (TR1_SLAY_TROLL))
2890                 {
2891 #ifdef JP
2892 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥È¥í¥ë¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2893 #else
2894                         info[i++] = "Your weapon is especially deadly against trolls.";
2895 #endif
2896
2897                 }
2898                 if (f1 & (TR1_SLAY_GIANT))
2899                 {
2900 #ifdef JP
2901 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥¸¥ã¥¤¥¢¥ó¥È¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2902 #else
2903                         info[i++] = "Your weapon is especially deadly against giants.";
2904 #endif
2905
2906                 }
2907                 /* Special "kill" flags */
2908                 if (f1 & (TR1_KILL_DRAGON))
2909                 {
2910 #ifdef JP
2911 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥É¥é¥´¥ó¤ÎŷŨ¤Ç¤¢¤ë¡£";
2912 #else
2913                         info[i++] = "Your weapon is a great bane of dragons.";
2914 #endif
2915
2916                 }
2917                 else if (f1 & (TR1_SLAY_DRAGON))
2918                 {
2919 #ifdef JP
2920 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥É¥é¥´¥ó¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2921 #else
2922                         info[i++] = "Your weapon is especially deadly against dragons.";
2923 #endif
2924
2925                 }
2926
2927                 if (f1 & (TR1_FORCE_WEAPON))
2928                 {
2929 #ifdef JP
2930 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏMP¤ò»È¤Ã¤Æ¹¶·â¤¹¤ë¡£";
2931 #else
2932                         info[i++] = "Your weapon causes greate damages using your MP.";
2933 #endif
2934
2935                 }
2936                 if (f2 & (TR2_THROW))
2937                 {
2938 #ifdef JP
2939 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏÅꤲ¤ä¤¹¤¤¡£";
2940 #else
2941                         info[i++] = "Your weapon can be thrown well.";
2942 #endif
2943                 }
2944         }
2945
2946
2947         /* Save the screen */
2948         screen_save();
2949
2950         /* Erase the screen */
2951         for (k = 1; k < 24; k++) prt("", k, 13);
2952
2953         /* Label the information */
2954 #ifdef JP
2955 prt("        ¤¢¤Ê¤¿¤Î¾õÂÖ:", 1, 15);
2956 #else
2957         prt("     Your Attributes:", 1, 15);
2958 #endif
2959
2960
2961         /* We will print on top of the map (column 13) */
2962         for (k = 2, j = 0; j < i; j++)
2963         {
2964                 /* Show the info */
2965                 prt(info[j], k++, 15);
2966
2967                 /* Every 20 entries (lines 2 to 21), start over */
2968                 if ((k == 22) && (j+1 < i))
2969                 {
2970 #ifdef JP
2971 prt("-- Â³¤¯ --", k, 15);
2972 #else
2973                         prt("-- more --", k, 15);
2974 #endif
2975
2976                         inkey();
2977                         for (; k > 2; k--) prt("", k, 15);
2978                 }
2979         }
2980
2981         /* Pause */
2982 #ifdef JP
2983 prt("[²¿¤«¥­¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹]", k, 13);
2984 #else
2985         prt("[Press any key to continue]", k, 13);
2986 #endif
2987
2988         inkey();
2989
2990         /* Restore the screen */
2991         screen_load();
2992 }
2993
2994
2995 static int report_magics_aux(int dur)
2996 {
2997         if (dur <= 5)
2998         {
2999                 return 0;
3000         }
3001         else if (dur <= 10)
3002         {
3003                 return 1;
3004         }
3005         else if (dur <= 20)
3006         {
3007                 return 2;
3008         }
3009         else if (dur <= 50)
3010         {
3011                 return 3;
3012         }
3013         else if (dur <= 100)
3014         {
3015                 return 4;
3016         }
3017         else if (dur <= 200)
3018         {
3019                 return 5;
3020         }
3021         else
3022         {
3023                 return 6;
3024         }
3025 }
3026
3027 static cptr report_magic_durations[] =
3028 {
3029 #ifdef JP
3030 "¤´¤¯Ã»¤¤´Ö",
3031 "¾¯¤·¤Î´Ö",
3032 "¤·¤Ð¤é¤¯¤Î´Ö",
3033 "¿¾¯Ä¹¤¤´Ö",
3034 "Ť¤´Ö",
3035 "Èó¾ï¤ËŤ¤´Ö",
3036 "¿®¤¸Æñ¤¤¤Û¤ÉŤ¤´Ö",
3037 "¥â¥ó¥¹¥¿¡¼¤ò¹¶·â¤¹¤ë¤Þ¤Ç"
3038 #else
3039         "for a short time",
3040         "for a little while",
3041         "for a while",
3042         "for a long while",
3043         "for a long time",
3044         "for a very long time",
3045         "for an incredibly long time",
3046         "until you hit a monster"
3047 #endif
3048
3049 };
3050
3051
3052 /*
3053  * Report all currently active magical effects.
3054  */
3055 void report_magics(void)
3056 {
3057         int     i = 0, j, k;
3058         char    Dummy[80];
3059         cptr    info[128];
3060         int     info2[128];
3061
3062
3063         if (p_ptr->blind)
3064         {
3065                 info2[i]  = report_magics_aux(p_ptr->blind);
3066 #ifdef JP
3067 info[i++] = "¤¢¤Ê¤¿¤ÏÌܤ¬¸«¤¨¤Ê¤¤¡£";
3068 #else
3069                 info[i++] = "You cannot see";
3070 #endif
3071
3072         }
3073         if (p_ptr->confused)
3074         {
3075                 info2[i]  = report_magics_aux(p_ptr->confused);
3076 #ifdef JP
3077 info[i++] = "¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£";
3078 #else
3079                 info[i++] = "You are confused";
3080 #endif
3081
3082         }
3083         if (p_ptr->afraid)
3084         {
3085                 info2[i]  = report_magics_aux(p_ptr->afraid);
3086 #ifdef JP
3087 info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
3088 #else
3089                 info[i++] = "You are terrified";
3090 #endif
3091
3092         }
3093         if (p_ptr->poisoned)
3094         {
3095                 info2[i]  = report_magics_aux(p_ptr->poisoned);
3096 #ifdef JP
3097 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
3098 #else
3099                 info[i++] = "You are poisoned";
3100 #endif
3101
3102         }
3103         if (p_ptr->image)
3104         {
3105                 info2[i]  = report_magics_aux(p_ptr->image);
3106 #ifdef JP
3107 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸³Ð¤ò¸«¤Æ¤¤¤ë¡£";
3108 #else
3109                 info[i++] = "You are hallucinating";
3110 #endif
3111
3112         }
3113         if (p_ptr->blessed)
3114         {
3115                 info2[i]  = report_magics_aux(p_ptr->blessed);
3116 #ifdef JP
3117 info[i++] = "¤¢¤Ê¤¿¤Ï¸øÀµ¤µ¤ò´¶¤¸¤Æ¤¤¤ë¡£";
3118 #else
3119                 info[i++] = "You feel rightous";
3120 #endif
3121
3122         }
3123         if (p_ptr->hero)
3124         {
3125                 info2[i]  = report_magics_aux(p_ptr->hero);
3126 #ifdef JP
3127 info[i++] = "¤¢¤Ê¤¿¤Ï¥Ò¡¼¥í¡¼µ¤Ê¬¤À¡£";
3128 #else
3129                 info[i++] = "You feel heroic";
3130 #endif
3131
3132         }
3133         if (p_ptr->shero)
3134         {
3135                 info2[i]  = report_magics_aux(p_ptr->shero);
3136 #ifdef JP
3137 info[i++] = "¤¢¤Ê¤¿¤ÏÀïÆ®¶¸¤À¡£";
3138 #else
3139                 info[i++] = "You are in a battle rage";
3140 #endif
3141
3142         }
3143         if (p_ptr->protevil)
3144         {
3145                 info2[i]  = report_magics_aux(p_ptr->protevil);
3146 #ifdef JP
3147 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°­¤Ê¤ë¸ºß¤«¤é¼é¤é¤ì¤Æ¤¤¤ë¡£";
3148 #else
3149                 info[i++] = "You are protected from evil";
3150 #endif
3151
3152         }
3153         if (p_ptr->shield)
3154         {
3155                 info2[i]  = report_magics_aux(p_ptr->shield);
3156 #ifdef JP
3157 info[i++] = "¤¢¤Ê¤¿¤Ï¿ÀÈë¤Î¥·¡¼¥ë¥É¤Ç¼é¤é¤ì¤Æ¤¤¤ë¡£";
3158 #else
3159                 info[i++] = "You are protected by a mystic shield";
3160 #endif
3161
3162         }
3163         if (p_ptr->invuln)
3164         {
3165                 info2[i]  = report_magics_aux(p_ptr->invuln);
3166 #ifdef JP
3167 info[i++] = "̵Ũ¤Ç¤¤¤é¤ì¤ë¡£";
3168 #else
3169                 info[i++] = "You are invulnerable";
3170 #endif
3171
3172         }
3173         if (p_ptr->wraith_form)
3174         {
3175                 info2[i]  = report_magics_aux(p_ptr->wraith_form);
3176 #ifdef JP
3177 info[i++] = "Í©Âβ½¤Ç¤­¤ë¡£";
3178 #else
3179                 info[i++] = "You are incorporeal";
3180 #endif
3181
3182         }
3183         if (p_ptr->special_attack & ATTACK_CONFUSE)
3184         {
3185                 info2[i]  = 7;
3186 #ifdef JP
3187 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÀÖ¤¯µ±¤¤¤Æ¤¤¤ë¡£";
3188 #else
3189                 info[i++] = "Your hands are glowing dull red.";
3190 #endif
3191
3192         }
3193         if (p_ptr->word_recall)
3194         {
3195                 info2[i]  = report_magics_aux(p_ptr->word_recall);
3196 #ifdef JP
3197 info[i++] = "¤³¤Î¸åµ¢´Ô¤Î¾Û¤òȯư¤¹¤ë¡£";
3198 #else
3199                 info[i++] = "You waiting to be recalled";
3200 #endif
3201
3202         }
3203         if (p_ptr->oppose_acid)
3204         {
3205                 info2[i]  = report_magics_aux(p_ptr->oppose_acid);
3206 #ifdef JP
3207 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤Ø¤ÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3208 #else
3209                 info[i++] = "You are resistant to acid";
3210 #endif
3211
3212         }
3213         if (p_ptr->oppose_elec)
3214         {
3215                 info2[i]  = report_magics_aux(p_ptr->oppose_elec);
3216 #ifdef JP
3217 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ø¤ÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3218 #else
3219                 info[i++] = "You are resistant to lightning";
3220 #endif
3221
3222         }
3223         if (p_ptr->oppose_fire)
3224         {
3225                 info2[i]  = report_magics_aux(p_ptr->oppose_fire);
3226 #ifdef JP
3227 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ø¤ÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3228 #else
3229                 info[i++] = "You are resistant to fire";
3230 #endif
3231
3232         }
3233         if (p_ptr->oppose_cold)
3234         {
3235                 info2[i]  = report_magics_aux(p_ptr->oppose_cold);
3236 #ifdef JP
3237 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Ø¤ÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3238 #else
3239                 info[i++] = "You are resistant to cold";
3240 #endif
3241
3242         }
3243         if (p_ptr->oppose_pois)
3244         {
3245                 info2[i]  = report_magics_aux(p_ptr->oppose_pois);
3246 #ifdef JP
3247 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤؤÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3248 #else
3249                 info[i++] = "You are resistant to poison";
3250 #endif
3251
3252         }
3253
3254         /* Save the screen */
3255         screen_save();
3256
3257         /* Erase the screen */
3258         for (k = 1; k < 24; k++) prt("", k, 13);
3259
3260         /* Label the information */
3261 #ifdef JP
3262 prt("           ËâË¡        :", 1, 15);
3263 #else
3264         prt("     Your Current Magic:", 1, 15);
3265 #endif
3266
3267
3268         /* We will print on top of the map (column 13) */
3269         for (k = 2, j = 0; j < i; j++)
3270         {
3271                 /* Show the info */
3272 #ifdef JP
3273 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï%s%s", info[j],
3274 #else
3275                 sprintf(Dummy, "%s %s.", info[j],
3276 #endif
3277
3278                         report_magic_durations[info2[j]]);
3279                 prt(Dummy, k++, 15);
3280
3281                 /* Every 20 entries (lines 2 to 21), start over */
3282                 if ((k == 22) && (j + 1 < i))
3283                 {
3284 #ifdef JP
3285 prt("-- Â³¤¯ --", k, 15);
3286 #else
3287                         prt("-- more --", k, 15);
3288 #endif
3289
3290                         inkey();
3291                         for (; k > 2; k--) prt("", k, 15);
3292                 }
3293         }
3294
3295         /* Pause */
3296 #ifdef JP
3297 prt("[²¿¤«¥­¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹]", k, 13);
3298 #else
3299         prt("[Press any key to continue]", k, 13);
3300 #endif
3301
3302         inkey();
3303
3304         /* Restore the screen */
3305         screen_load();
3306 }
3307
3308
3309 /*
3310  * Detect all traps on current panel
3311  */
3312 bool detect_traps(int range)
3313 {
3314         int             x, y;
3315         bool            detect = FALSE;
3316         cave_type       *c_ptr;
3317
3318
3319         if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3320
3321         /* Scan the current panel */
3322         for (y = 1; y < cur_hgt - 1; y++)
3323         {
3324                 for (x = 1; x <= cur_wid - 1; x++)
3325                 {
3326                         int dist = distance(py, px, y, x);
3327                         if (dist > range) continue;
3328
3329                         /* Access the grid */
3330                         c_ptr = &cave[y][x];
3331
3332                         /* Mark as detected */
3333                         if (dist <= range - 1)
3334                                 c_ptr->info |= (CAVE_DETECT);
3335
3336                         /* Detect invisible traps */
3337                         if (c_ptr->info & CAVE_TRAP)
3338                         {
3339                                 /* Pick a trap */
3340                                 pick_trap(y, x);
3341                         }
3342
3343                         /* Detect traps */
3344                         if (is_trap(c_ptr->feat))
3345                         {
3346                                 /* Hack -- Memorize */
3347                                 c_ptr->info |= (CAVE_MARK);
3348
3349                                 /* Redraw */
3350                                 lite_spot(y, x);
3351
3352                                 /* Obvious */
3353                                 detect = TRUE;
3354                         }
3355                 }
3356         }
3357
3358         p_ptr->dtrap = TRUE;
3359
3360         if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT)) detect = FALSE;
3361
3362         /* Describe */
3363         if (detect)
3364         {
3365 #ifdef JP
3366 msg_print("¥È¥é¥Ã¥×¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3367 #else
3368                 msg_print("You sense the presence of traps!");
3369 #endif
3370
3371         }
3372
3373         /* Result */
3374         return (detect);
3375 }
3376
3377
3378
3379 /*
3380  * Detect all doors on current panel
3381  */
3382 bool detect_doors(int range)
3383 {
3384         int y, x;
3385
3386         bool detect = FALSE;
3387
3388         cave_type *c_ptr;
3389
3390         if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3391
3392         /* Scan the panel */
3393         for (y = 1; y < cur_hgt - 1; y++)
3394         {
3395                 for (x = 1; x < cur_wid - 1; x++)
3396                 {
3397                         if (distance(py, px, y, x) > range) continue;
3398
3399                         c_ptr = &cave[y][x];
3400
3401                         /* Detect secret doors */
3402                         if (c_ptr->feat == FEAT_SECRET)
3403                         {
3404                                 /* Pick a door */
3405                                 place_closed_door(y, x);
3406                         }
3407
3408                         /* Detect doors */
3409                         if (((c_ptr->feat >= FEAT_DOOR_HEAD) &&
3410                              (c_ptr->feat <= FEAT_DOOR_TAIL)) ||
3411                             ((c_ptr->feat == FEAT_OPEN) ||
3412                              (c_ptr->feat == FEAT_BROKEN)))
3413                         {
3414                                 /* Hack -- Memorize */
3415                                 c_ptr->info |= (CAVE_MARK);
3416
3417                                 /* Redraw */
3418                                 lite_spot(y, x);
3419
3420                                 /* Obvious */
3421                                 detect = TRUE;
3422                         }
3423                 }
3424         }
3425
3426         if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT)) detect = FALSE;
3427
3428         /* Describe */
3429         if (detect)
3430         {
3431 #ifdef JP
3432 msg_print("¥É¥¢¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3433 #else
3434                 msg_print("You sense the presence of doors!");
3435 #endif
3436
3437         }
3438
3439         /* Result */
3440         return (detect);
3441 }
3442
3443
3444 /*
3445  * Detect all stairs on current panel
3446  */
3447 bool detect_stairs(int range)
3448 {
3449         int y, x;
3450
3451         bool detect = FALSE;
3452
3453         cave_type *c_ptr;
3454
3455         if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3456
3457         /* Scan the panel */
3458         for (y = 1; y < cur_hgt - 1; y++)
3459         {
3460                 for (x = 1; x < cur_wid - 1; x++)
3461                 {
3462                         if (distance(py, px, y, x) > range) continue;
3463
3464                         c_ptr = &cave[y][x];
3465
3466                         /* Detect stairs */
3467                         if ((c_ptr->feat == FEAT_LESS) ||
3468                             (c_ptr->feat == FEAT_LESS_LESS) ||
3469                             (c_ptr->feat == FEAT_MORE) ||
3470                             (c_ptr->feat == FEAT_MORE_MORE) ||
3471                             (c_ptr->feat == FEAT_ENTRANCE))
3472                         {
3473                                 /* Hack -- Memorize */
3474                                 c_ptr->info |= (CAVE_MARK);
3475
3476                                 /* Redraw */
3477                                 lite_spot(y, x);
3478
3479                                 /* Obvious */
3480                                 detect = TRUE;
3481                         }
3482                 }
3483         }
3484
3485         if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT)) detect = FALSE;
3486
3487         /* Describe */
3488         if (detect)
3489         {
3490 #ifdef JP
3491 msg_print("³¬Ãʤθºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3492 #else
3493                 msg_print("You sense the presence of stairs!");
3494 #endif
3495
3496         }
3497
3498         /* Result */
3499         return (detect);
3500 }
3501
3502
3503 /*
3504  * Detect any treasure on the current panel
3505  */
3506 bool detect_treasure(int range)
3507 {
3508         int y, x;
3509
3510         bool detect = FALSE;
3511
3512         cave_type *c_ptr;
3513
3514         if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3515
3516         /* Scan the current panel */
3517         for (y = 1; y < cur_hgt; y++)
3518         {
3519                 for (x = 1; x < cur_wid; x++)
3520                 {
3521                         if (distance(py, px, y, x) > range) continue;
3522
3523                         c_ptr = &cave[y][x];
3524
3525                         /* Notice embedded gold */
3526                         if ((c_ptr->feat == FEAT_MAGMA_H) ||
3527                             (c_ptr->feat == FEAT_QUARTZ_H))
3528                         {
3529                                 /* Expose the gold */
3530                                 c_ptr->feat += 0x02;
3531                         }
3532
3533                         /* Magma/Quartz + Known Gold */
3534                         if ((c_ptr->feat == FEAT_MAGMA_K) ||
3535                             (c_ptr->feat == FEAT_QUARTZ_K))
3536                         {
3537                                 /* Hack -- Memorize */
3538                                 c_ptr->info |= (CAVE_MARK);
3539
3540                                 /* Redraw */
3541                                 lite_spot(y, x);
3542
3543                                 /* Detect */
3544                                 detect = TRUE;
3545                         }
3546                 }
3547         }
3548
3549         if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+6)) detect = FALSE;
3550
3551         /* Describe */
3552         if (detect)
3553         {
3554 #ifdef JP
3555 msg_print("Ë䢤µ¤ì¤¿ºâÊõ¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3556 #else
3557                 msg_print("You sense the presence of buried treasure!");
3558 #endif
3559
3560         }
3561
3562
3563         /* Result */
3564         return (detect);
3565 }
3566
3567
3568
3569 /*
3570  * Detect all "gold" objects on the current panel
3571  */
3572 bool detect_objects_gold(int range)
3573 {
3574         int i, y, x;
3575         int range2 = range;
3576
3577         bool detect = FALSE;
3578
3579         if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
3580
3581         /* Scan objects */
3582         for (i = 1; i < o_max; i++)
3583         {
3584                 object_type *o_ptr = &o_list[i];
3585
3586                 /* Skip dead objects */
3587                 if (!o_ptr->k_idx) continue;
3588
3589                 /* Skip held objects */
3590                 if (o_ptr->held_m_idx) continue;
3591
3592                 /* Location */
3593                 y = o_ptr->iy;
3594                 x = o_ptr->ix;
3595
3596                 /* Only detect nearby objects */
3597                 if (distance(py, px, y, x) > range2) continue;
3598
3599                 /* Detect "gold" objects */
3600                 if (o_ptr->tval == TV_GOLD)
3601                 {
3602                         /* Hack -- memorize it */
3603                         o_ptr->marked = TRUE;
3604
3605                         /* Redraw */
3606                         lite_spot(y, x);
3607
3608                         /* Detect */
3609                         detect = TRUE;
3610                 }
3611         }
3612
3613         if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+6)) detect = FALSE;
3614
3615         /* Describe */
3616         if (detect)
3617         {
3618 #ifdef JP
3619 msg_print("ºâÊõ¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3620 #else
3621                 msg_print("You sense the presence of treasure!");
3622 #endif
3623
3624         }
3625
3626         if (detect_monsters_string(range, "$"))
3627         {
3628                 detect = TRUE;
3629         }
3630
3631         /* Result */
3632         return (detect);
3633 }
3634
3635
3636 /*
3637  * Detect all "normal" objects on the current panel
3638  */
3639 bool detect_objects_normal(int range)
3640 {
3641         int i, y, x;
3642         int range2 = range;
3643
3644         bool detect = FALSE;
3645
3646         if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
3647
3648         /* Scan objects */
3649         for (i = 1; i < o_max; i++)
3650         {
3651                 object_type *o_ptr = &o_list[i];
3652
3653                 /* Skip dead objects */
3654                 if (!o_ptr->k_idx) continue;
3655
3656                 /* Skip held objects */
3657                 if (o_ptr->held_m_idx) continue;
3658
3659                 /* Location */
3660                 y = o_ptr->iy;
3661                 x = o_ptr->ix;
3662
3663                 /* Only detect nearby objects */
3664                 if (distance(py, px, y, x) > range2) continue;
3665
3666                 /* Detect "real" objects */
3667                 if (o_ptr->tval != TV_GOLD)
3668                 {
3669                         /* Hack -- memorize it */
3670                         o_ptr->marked = TRUE;
3671
3672                         /* Redraw */
3673                         lite_spot(y, x);
3674
3675                         /* Detect */
3676                         detect = TRUE;
3677                 }
3678         }
3679
3680         if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+6)) detect = FALSE;
3681
3682         /* Describe */
3683         if (detect)
3684         {
3685 #ifdef JP
3686 msg_print("¥¢¥¤¥Æ¥à¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3687 #else
3688                 msg_print("You sense the presence of objects!");
3689 #endif
3690
3691         }
3692
3693         if (detect_monsters_string(range, "!=?|/`"))
3694         {
3695                 detect = TRUE;
3696         }
3697
3698         /* Result */
3699         return (detect);
3700 }
3701
3702
3703 /*
3704  * Detect all "magic" objects on the current panel.
3705  *
3706  * This will light up all spaces with "magic" items, including artifacts,
3707  * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings,
3708  * and "enchanted" items of the "good" variety.
3709  *
3710  * It can probably be argued that this function is now too powerful.
3711  */
3712 bool detect_objects_magic(int range)
3713 {
3714         int i, y, x, tv;
3715
3716         bool detect = FALSE;
3717
3718         if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3719
3720         /* Scan all objects */
3721         for (i = 1; i < o_max; i++)
3722         {
3723                 object_type *o_ptr = &o_list[i];
3724
3725                 /* Skip dead objects */
3726                 if (!o_ptr->k_idx) continue;
3727
3728                 /* Skip held objects */
3729                 if (o_ptr->held_m_idx) continue;
3730
3731                 /* Location */
3732                 y = o_ptr->iy;
3733                 x = o_ptr->ix;
3734
3735                 /* Only detect nearby objects */
3736                 if (distance(py, px, y, x) > range) continue;
3737
3738                 /* Examine the tval */
3739                 tv = o_ptr->tval;
3740
3741                 /* Artifacts, misc magic items, or enchanted wearables */
3742                 if (artifact_p(o_ptr) ||
3743                         ego_item_p(o_ptr) ||
3744                         o_ptr->art_name ||
3745                     (tv == TV_WHISTLE) ||
3746                     (tv == TV_AMULET) ||
3747                         (tv == TV_RING) ||
3748                     (tv == TV_STAFF) ||
3749                         (tv == TV_WAND) ||
3750                         (tv == TV_ROD) ||
3751                     (tv == TV_SCROLL) ||
3752                         (tv == TV_POTION) ||
3753                     (tv == TV_LIFE_BOOK) ||
3754                         (tv == TV_SORCERY_BOOK) ||
3755                     (tv == TV_NATURE_BOOK) ||
3756                         (tv == TV_CHAOS_BOOK) ||
3757                     (tv == TV_DEATH_BOOK) ||
3758                     (tv == TV_TRUMP_BOOK) ||
3759                         (tv == TV_ARCANE_BOOK) ||
3760                         (tv == TV_ENCHANT_BOOK) ||
3761                         (tv == TV_DAEMON_BOOK) ||
3762                         (tv == TV_HAJA_BOOK) ||
3763                         (tv == TV_MUSIC_BOOK) ||
3764                         (tv == TV_HISSATSU_BOOK) ||
3765                     ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
3766                 {
3767                         /* Memorize the item */
3768                         o_ptr->marked = TRUE;
3769
3770                         /* Redraw */
3771                         lite_spot(y, x);
3772
3773                         /* Detect */
3774                         detect = TRUE;
3775                 }
3776         }
3777
3778         /* Describe */
3779         if (detect)
3780         {
3781 #ifdef JP
3782 msg_print("ËâË¡¤Î¥¢¥¤¥Æ¥à¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3783 #else
3784                 msg_print("You sense the presence of magic objects!");
3785 #endif
3786
3787         }
3788
3789         /* Return result */
3790         return (detect);
3791 }
3792
3793
3794 /*
3795  * Detect all "normal" monsters on the current panel
3796  */
3797 bool detect_monsters_normal(int range)
3798 {
3799         int i, y, x;
3800
3801         bool flag = FALSE;
3802
3803         if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3804
3805         /* Scan monsters */
3806         for (i = 1; i < m_max; i++)
3807         {
3808                 monster_type *m_ptr = &m_list[i];
3809                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3810
3811                 /* Skip dead monsters */
3812                 if (!m_ptr->r_idx) continue;
3813
3814                 /* Location */
3815                 y = m_ptr->fy;
3816                 x = m_ptr->fx;
3817
3818                 /* Only detect nearby monsters */
3819                 if (distance(py, px, y, x) > range) continue;
3820
3821                 /* Detect all non-invisible monsters */
3822                 if ((!(r_ptr->flags2 & RF2_INVISIBLE)) ||
3823                     p_ptr->see_inv || p_ptr->tim_invis)
3824                 {
3825                         /* Repair visibility later */
3826                         repair_monsters = TRUE;
3827
3828                         /* Hack -- Detect monster */
3829                         m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
3830
3831                         /* Update the monster */
3832                         update_mon(i, FALSE);
3833
3834                         /* Detect */
3835                         flag = TRUE;
3836                 }
3837         }
3838
3839         if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+3)) flag = FALSE;
3840
3841         /* Describe */
3842         if (flag)
3843         {
3844                 /* Describe result */
3845 #ifdef JP
3846 msg_print("¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3847 #else
3848                 msg_print("You sense the presence of monsters!");
3849 #endif
3850
3851         }
3852
3853         /* Result */
3854         return (flag);
3855 }
3856
3857
3858 /*
3859  * Detect all "invisible" monsters around the player
3860  */
3861 bool detect_monsters_invis(int range)
3862 {
3863         int i, y, x;
3864         bool flag = FALSE;
3865
3866         if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3867
3868         /* Scan monsters */
3869         for (i = 1; i < m_max; i++)
3870         {
3871                 monster_type *m_ptr = &m_list[i];
3872                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3873
3874                 /* Skip dead monsters */
3875                 if (!m_ptr->r_idx) continue;
3876
3877                 /* Location */
3878                 y = m_ptr->fy;
3879                 x = m_ptr->fx;
3880
3881                 /* Only detect nearby monsters */
3882                 if (distance(py, px, y, x) > range) continue;
3883
3884                 /* Detect invisible monsters */
3885                 if (r_ptr->flags2 & RF2_INVISIBLE)
3886                 {
3887                         /* Update monster recall window */
3888                         if (p_ptr->monster_race_idx == m_ptr->r_idx)
3889                         {
3890                                 /* Window stuff */
3891                                 p_ptr->window |= (PW_MONSTER);
3892                         }
3893
3894                         /* Repair visibility later */
3895                         repair_monsters = TRUE;
3896
3897                         /* Hack -- Detect monster */
3898                         m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
3899
3900                         /* Update the monster */
3901                         update_mon(i, FALSE);
3902
3903                         /* Detect */
3904                         flag = TRUE;
3905                 }
3906         }
3907
3908         if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+3)) flag = FALSE;
3909
3910         /* Describe */
3911         if (flag)
3912         {
3913                 /* Describe result */
3914 #ifdef JP
3915 msg_print("Æ©ÌÀ¤ÊÀ¸Êª¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3916 #else
3917                 msg_print("You sense the presence of invisible creatures!");
3918 #endif
3919
3920         }
3921
3922         /* Result */
3923         return (flag);
3924 }
3925
3926
3927
3928 /*
3929  * Detect all "evil" monsters on current panel
3930  */
3931 bool detect_monsters_evil(int range)
3932 {
3933         int i, y, x;
3934         bool flag = FALSE;
3935
3936         if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3937
3938         /* Scan monsters */
3939         for (i = 1; i < m_max; i++)
3940         {
3941                 monster_type *m_ptr = &m_list[i];
3942                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3943
3944                 /* Skip dead monsters */
3945                 if (!m_ptr->r_idx) continue;
3946
3947                 /* Location */
3948                 y = m_ptr->fy;
3949                 x = m_ptr->fx;
3950
3951                 /* Only detect nearby monsters */
3952                 if (distance(py, px, y, x) > range) continue;
3953
3954                 /* Detect evil monsters */
3955                 if (r_ptr->flags3 & RF3_EVIL)
3956                 {
3957                         /* Take note that they are evil */
3958                         r_ptr->r_flags3 |= (RF3_EVIL);
3959
3960                         /* Update monster recall window */
3961                         if (p_ptr->monster_race_idx == m_ptr->r_idx)
3962                         {
3963                                 /* Window stuff */
3964                                 p_ptr->window |= (PW_MONSTER);
3965                         }
3966
3967                         /* Repair visibility later */
3968                         repair_monsters = TRUE;
3969
3970                         /* Hack -- Detect monster */
3971                         m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
3972
3973                         /* Update the monster */
3974                         update_mon(i, FALSE);
3975
3976                         /* Detect */
3977                         flag = TRUE;
3978                 }
3979         }
3980
3981         /* Describe */
3982         if (flag)
3983         {
3984                 /* Describe result */
3985 #ifdef JP
3986 msg_print("¼Ù°­¤Ê¤ëÀ¸Êª¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3987 #else
3988                 msg_print("You sense the presence of evil creatures!");
3989 #endif
3990
3991         }
3992
3993         /* Result */
3994         return (flag);
3995 }
3996
3997
3998
3999
4000 /*
4001  * Detect all "nonliving", "undead" or "demonic" monsters on current panel
4002  */
4003 bool detect_monsters_nonliving(int range)
4004 {
4005         int     i, y, x;
4006         bool    flag = FALSE;
4007
4008         if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4009
4010         /* Scan monsters */
4011         for (i = 1; i < m_max; i++)
4012         {
4013                 monster_type *m_ptr = &m_list[i];
4014                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4015
4016                 /* Skip dead monsters */
4017                 if (!m_ptr->r_idx) continue;
4018
4019                 /* Location */
4020                 y = m_ptr->fy;
4021                 x = m_ptr->fx;
4022
4023                 /* Only detect nearby monsters */
4024                 if (distance(py, px, y, x) > range) continue;
4025
4026                 /* Detect non-living monsters */
4027                 if (!monster_living(r_ptr))
4028                 {
4029                         /* Update monster recall window */
4030                         if (p_ptr->monster_race_idx == m_ptr->r_idx)
4031                         {
4032                                 /* Window stuff */
4033                                 p_ptr->window |= (PW_MONSTER);
4034                         }
4035
4036                         /* Repair visibility later */
4037                         repair_monsters = TRUE;
4038
4039                         /* Hack -- Detect monster */
4040                         m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
4041
4042                         /* Update the monster */
4043                         update_mon(i, FALSE);
4044
4045                         /* Detect */
4046                         flag = TRUE;
4047                 }
4048         }
4049
4050         /* Describe */
4051         if (flag)
4052         {
4053                 /* Describe result */
4054 #ifdef JP
4055 msg_print("¼«Á³¤Ç¤Ê¤¤¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò´¶¤¸¤¿¡ª");
4056 #else
4057                 msg_print("You sense the presence of unnatural beings!");
4058 #endif
4059
4060         }
4061
4062         /* Result */
4063         return (flag);
4064 }
4065
4066
4067 /*
4068  * Detect all monsters it has mind on current panel
4069  */
4070 bool detect_monsters_mind(int range)
4071 {
4072         int     i, y, x;
4073         bool    flag = FALSE;
4074
4075         if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4076
4077         /* Scan monsters */
4078         for (i = 1; i < m_max; i++)
4079         {
4080                 monster_type *m_ptr = &m_list[i];
4081                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4082
4083                 /* Skip dead monsters */
4084                 if (!m_ptr->r_idx) continue;
4085
4086                 /* Location */
4087                 y = m_ptr->fy;
4088                 x = m_ptr->fx;
4089
4090                 /* Only detect nearby monsters */
4091                 if (distance(py, px, y, x) > range) continue;
4092
4093                 /* Detect non-living monsters */
4094                 if (!(r_ptr->flags2 & RF2_EMPTY_MIND))
4095                 {
4096                         /* Update monster recall window */
4097                         if (p_ptr->monster_race_idx == m_ptr->r_idx)
4098                         {
4099                                 /* Window stuff */
4100                                 p_ptr->window |= (PW_MONSTER);
4101                         }
4102
4103                         /* Repair visibility later */
4104                         repair_monsters = TRUE;
4105
4106                         /* Hack -- Detect monster */
4107                         m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
4108
4109                         /* Update the monster */
4110                         update_mon(i, FALSE);
4111
4112                         /* Detect */
4113                         flag = TRUE;
4114                 }
4115         }
4116
4117         /* Describe */
4118         if (flag)
4119         {
4120                 /* Describe result */
4121 #ifdef JP
4122 msg_print("»¦µ¤¤ò´¶¤¸¤È¤Ã¤¿¡ª");
4123 #else
4124                 msg_print("You sense the presence of someone's mind!");
4125 #endif
4126
4127         }
4128
4129         /* Result */
4130         return (flag);
4131 }
4132
4133
4134 /*
4135  * Detect all (string) monsters on current panel
4136  */
4137 bool detect_monsters_string(int range, cptr Match)
4138 {
4139         int i, y, x;
4140         bool flag = FALSE;
4141
4142         if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4143
4144         /* Scan monsters */
4145         for (i = 1; i < m_max; i++)
4146         {
4147                 monster_type *m_ptr = &m_list[i];
4148                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4149
4150                 /* Skip dead monsters */
4151                 if (!m_ptr->r_idx) continue;
4152
4153                 /* Location */
4154                 y = m_ptr->fy;
4155                 x = m_ptr->fx;
4156
4157                 /* Only detect nearby monsters */
4158                 if (distance(py, px, y, x) > range) continue;
4159
4160                 /* Detect monsters with the same symbol */
4161                 if (strchr(Match, r_ptr->d_char))
4162                 {
4163                         /* Update monster recall window */
4164                         if (p_ptr->monster_race_idx == m_ptr->r_idx)
4165                         {
4166                                 /* Window stuff */
4167                                 p_ptr->window |= (PW_MONSTER);
4168                         }
4169
4170                         /* Repair visibility later */
4171                         repair_monsters = TRUE;
4172
4173                         /* Hack -- Detect monster */
4174                         m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
4175
4176                         /* Update the monster */
4177                         update_mon(i, FALSE);
4178
4179                         /* Detect */
4180                         flag = TRUE;
4181                 }
4182         }
4183
4184         if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+3)) flag = FALSE;
4185
4186         /* Describe */
4187         if (flag)
4188         {
4189                 /* Describe result */
4190 #ifdef JP
4191 msg_print("¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
4192 #else
4193                 msg_print("You sense the presence of monsters!");
4194 #endif
4195
4196         }
4197
4198         /* Result */
4199         return (flag);
4200 }
4201
4202
4203 /*
4204  * A "generic" detect monsters routine, tagged to flags3
4205  */
4206 bool detect_monsters_xxx(int range, u32b match_flag)
4207 {
4208         int  i, y, x;
4209         bool flag = FALSE;
4210 #ifdef JP
4211 cptr desc_monsters = "ÊѤʥâ¥ó¥¹¥¿¡¼";
4212 #else
4213         cptr desc_monsters = "weird monsters";
4214 #endif
4215
4216         if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4217
4218         /* Scan monsters */
4219         for (i = 1; i < m_max; i++)
4220         {
4221                 monster_type *m_ptr = &m_list[i];
4222                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4223
4224                 /* Skip dead monsters */
4225                 if (!m_ptr->r_idx) continue;
4226
4227                 /* Location */
4228                 y = m_ptr->fy;
4229                 x = m_ptr->fx;
4230
4231                 /* Only detect nearby monsters */
4232                 if (distance(py, px, y, x) > range) continue;
4233
4234                 /* Detect evil monsters */
4235                 if (r_ptr->flags3 & (match_flag))
4236                 {
4237                         /* Take note that they are something */
4238                         r_ptr->r_flags3 |= (match_flag);
4239
4240                         /* Update monster recall window */
4241                         if (p_ptr->monster_race_idx == m_ptr->r_idx)
4242                         {
4243                                 /* Window stuff */
4244                                 p_ptr->window |= (PW_MONSTER);
4245                         }
4246
4247                         /* Repair visibility later */
4248                         repair_monsters = TRUE;
4249
4250                         /* Hack -- Detect monster */
4251                         m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
4252
4253                         /* Update the monster */
4254                         update_mon(i, FALSE);
4255
4256                         /* Detect */
4257                         flag = TRUE;
4258                 }
4259         }
4260
4261         /* Describe */
4262         if (flag)
4263         {
4264                 switch (match_flag)
4265                 {
4266                         case RF3_DEMON:
4267 #ifdef JP
4268 desc_monsters = "¥Ç¡¼¥â¥ó";
4269 #else
4270                                 desc_monsters = "demons";
4271 #endif
4272
4273                                 break;
4274                         case RF3_UNDEAD:
4275 #ifdef JP
4276 desc_monsters = "¥¢¥ó¥Ç¥Ã¥É";
4277 #else
4278                                 desc_monsters = "the undead";
4279 #endif
4280
4281                                 break;
4282                 }
4283
4284                 /* Describe result */
4285 #ifdef JP
4286 msg_format("%s¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª", desc_monsters);
4287 #else
4288                 msg_format("You sense the presence of %s!", desc_monsters);
4289 #endif
4290
4291                 msg_print(NULL);
4292         }
4293
4294         /* Result */
4295         return (flag);
4296 }
4297
4298
4299 /*
4300  * Detect everything
4301  */
4302 bool detect_all(int range)
4303 {
4304         bool detect = FALSE;
4305
4306         /* Detect everything */
4307         if (detect_traps(range)) detect = TRUE;
4308         if (detect_doors(range)) detect = TRUE;
4309         if (detect_stairs(range)) detect = TRUE;
4310         if (detect_treasure(range)) detect = TRUE;
4311         if (detect_objects_gold(range)) detect = TRUE;
4312         if (detect_objects_normal(range)) detect = TRUE;
4313         if (detect_monsters_invis(range)) detect = TRUE;
4314         if (detect_monsters_normal(range)) detect = TRUE;
4315
4316         /* Result */
4317         return (detect);
4318 }
4319
4320
4321 /*
4322  * Apply a "project()" directly to all viewable monsters
4323  *
4324  * Note that affected monsters are NOT auto-tracked by this usage.
4325  *
4326  * To avoid misbehavior when monster deaths have side-effects,
4327  * this is done in two passes. -- JDL
4328  */
4329 bool project_hack(int typ, int dam)
4330 {
4331         int     i, x, y;
4332         int     flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE | PROJECT_NO_REF;
4333         bool    obvious = FALSE;
4334
4335
4336         /* Mark all (nearby) monsters */
4337         for (i = 1; i < m_max; i++)
4338         {
4339                 monster_type *m_ptr = &m_list[i];
4340
4341                 /* Paranoia -- Skip dead monsters */
4342                 if (!m_ptr->r_idx) continue;
4343
4344                 /* Location */
4345                 y = m_ptr->fy;
4346                 x = m_ptr->fx;
4347
4348                 /* Require line of sight */
4349                 if (!player_has_los_bold(y, x)) continue;
4350
4351                 /* Mark the monster */
4352                 m_ptr->mflag |= (MFLAG_TEMP);
4353         }
4354
4355         /* Affect all marked monsters */
4356         for (i = 1; i < m_max; i++)
4357         {
4358                 monster_type *m_ptr = &m_list[i];
4359
4360                 /* Skip unmarked monsters */
4361                 if (!(m_ptr->mflag & (MFLAG_TEMP))) continue;
4362
4363                 /* Remove mark */
4364                 m_ptr->mflag &= ~(MFLAG_TEMP);
4365
4366                 /* Location */
4367                 y = m_ptr->fy;
4368                 x = m_ptr->fx;
4369
4370                 /* Jump directly to the target monster */
4371                 if (project(0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
4372         }
4373
4374         /* Result */
4375         return (obvious);
4376 }
4377
4378
4379 /*
4380  * Speed monsters
4381  */
4382 bool speed_monsters(void)
4383 {
4384         return (project_hack(GF_OLD_SPEED, p_ptr->lev));
4385 }
4386
4387 /*
4388  * Slow monsters
4389  */
4390 bool slow_monsters(void)
4391 {
4392         return (project_hack(GF_OLD_SLOW, p_ptr->lev));
4393 }
4394
4395 /*
4396  * Sleep monsters
4397  */
4398 bool sleep_monsters(void)
4399 {
4400         return (project_hack(GF_OLD_SLEEP, p_ptr->lev));
4401 }
4402
4403
4404 /*
4405  * Banish evil monsters
4406  */
4407 bool banish_evil(int dist)
4408 {
4409         return (project_hack(GF_AWAY_EVIL, dist));
4410 }
4411
4412
4413 /*
4414  * Turn undead
4415  */
4416 bool turn_undead(void)
4417 {
4418         bool tester = (project_hack(GF_TURN_UNDEAD, p_ptr->lev));
4419         if (tester)
4420                 chg_virtue(V_UNLIFE, -1);
4421         return tester;
4422 }
4423
4424
4425 /*
4426  * Dispel undead monsters
4427  */
4428 bool dispel_undead(int dam)
4429 {
4430         bool tester = (project_hack(GF_DISP_UNDEAD, dam));
4431         if (tester)
4432                 chg_virtue(V_UNLIFE, -2);
4433         return tester;
4434 }
4435
4436 /*
4437  * Dispel evil monsters
4438  */
4439 bool dispel_evil(int dam)
4440 {
4441         return (project_hack(GF_DISP_EVIL, dam));
4442 }
4443
4444 /*
4445  * Dispel good monsters
4446  */
4447 bool dispel_good(int dam)
4448 {
4449         return (project_hack(GF_DISP_GOOD, dam));
4450 }
4451
4452 /*
4453  * Dispel all monsters
4454  */
4455 bool dispel_monsters(int dam)
4456 {
4457         return (project_hack(GF_DISP_ALL, dam));
4458 }
4459
4460 /*
4461  * Dispel 'living' monsters
4462  */
4463 bool dispel_living(int dam)
4464 {
4465         return (project_hack(GF_DISP_LIVING, dam));
4466 }
4467
4468 /*
4469  * Dispel demons
4470  */
4471 bool dispel_demons(int dam)
4472 {
4473         return (project_hack(GF_DISP_DEMON, dam));
4474 }
4475
4476
4477 /*
4478  * Crusade
4479  */
4480 bool crusade(void)
4481 {
4482         return (project_hack(GF_CRUSADE, p_ptr->lev*4));
4483 }
4484
4485
4486 /*
4487  * Wake up all monsters, and speed up "los" monsters.
4488  */
4489 void aggravate_monsters(int who)
4490 {
4491         int     i;
4492         bool    sleep = FALSE;
4493         bool    speed = FALSE;
4494
4495
4496         /* Aggravate everyone nearby */
4497         for (i = 1; i < m_max; i++)
4498         {
4499                 monster_type    *m_ptr = &m_list[i];
4500 /*              monster_race    *r_ptr = &r_info[m_ptr->r_idx]; */
4501
4502                 /* Paranoia -- Skip dead monsters */
4503                 if (!m_ptr->r_idx) continue;
4504
4505                 /* Skip aggravating monster (or player) */
4506                 if (i == who) continue;
4507
4508                 /* Wake up nearby sleeping monsters */
4509                 if (m_ptr->cdis < MAX_SIGHT * 2)
4510                 {
4511                         /* Wake up */
4512                         if (m_ptr->csleep)
4513                         {
4514                                 /* Wake up */
4515                                 m_ptr->csleep = 0;
4516                                 sleep = TRUE;
4517                         }
4518                         if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG_NOPET;
4519                 }
4520
4521                 /* Speed up monsters in line of sight */
4522                 if (player_has_los_bold(m_ptr->fy, m_ptr->fx))
4523                 {
4524                         if (!is_pet(m_ptr))
4525                         {
4526                                 m_ptr->fast = MIN(200, m_ptr->fast + 100);
4527                                 speed = TRUE;
4528                         }
4529                 }
4530         }
4531
4532         /* Messages */
4533 #ifdef JP
4534 if (speed) msg_print("ÉÕ¶á¤Ç²¿¤«¤¬ÆÍÇ¡¶½Ê³¤·¤¿¤è¤¦¤Ê´¶¤¸¤ò¼õ¤±¤¿¡ª");
4535 else if (sleep) msg_print("²¿¤«¤¬ÆÍÇ¡¶½Ê³¤·¤¿¤è¤¦¤ÊÁû¡¹¤·¤¤²»¤¬±ó¤¯¤Ëʹ¤³¤¨¤¿¡ª");
4536 #else
4537         if (speed) msg_print("You feel a sudden stirring nearby!");
4538         else if (sleep) msg_print("You hear a sudden stirring in the distance!");
4539 #endif
4540         if (p_ptr->riding) p_ptr->update |= PU_BONUS;
4541 }
4542
4543
4544
4545 /*
4546  * Delete all non-unique/non-quest monsters of a given "type" from the level
4547  */
4548 bool symbol_genocide(int power, int player_cast)
4549 {
4550         int     i;
4551         char    typ;
4552         bool    result = FALSE;
4553         int     msec = delay_factor * delay_factor * delay_factor;
4554
4555         /* Prevent genocide in quest levels */
4556         if (p_ptr->inside_quest && !random_quest_number(dun_level))
4557         {
4558                 return (FALSE);
4559         }
4560
4561         /* Mega-Hack -- Get a monster symbol */
4562 #ifdef JP
4563 while(!get_com("¤É¤Î¼ïÎà(ʸ»ú)¤Î¥â¥ó¥¹¥¿¡¼¤òËõ»¦¤·¤Þ¤¹¤«: ", &typ, FALSE));
4564 #else
4565         while(!get_com("Choose a monster race (by symbol) to genocide: ", &typ, FALSE));
4566 #endif
4567
4568
4569         /* Delete the monsters of that "type" */
4570         for (i = 1; i < m_max; i++)
4571         {
4572                 monster_type    *m_ptr = &m_list[i];
4573                 monster_race    *r_ptr = &r_info[m_ptr->r_idx];
4574                 bool angry = FALSE;
4575                 char m_name[80];
4576
4577                 /* Paranoia -- Skip dead monsters */
4578                 if (!m_ptr->r_idx) continue;
4579
4580                 /* Skip "wrong" monsters */
4581                 if (r_ptr->d_char != typ) continue;
4582
4583                 if (is_pet(m_ptr) && !player_cast) continue;
4584
4585                 /* Hack -- Skip Unique Monsters */
4586                 if (r_ptr->flags1 & (RF1_UNIQUE)) angry = TRUE;
4587
4588                 /* Hack -- Skip Quest Monsters */
4589                 else if (r_ptr->flags1 & RF1_QUESTOR) angry = TRUE;
4590
4591                 else if (r_ptr->flags7 & RF7_UNIQUE2) angry = TRUE;
4592
4593                 else if (i == p_ptr->riding) angry = TRUE;
4594
4595                 else if (player_cast && (r_ptr->level > randint0(power))) angry = TRUE;
4596
4597                 else if (player_cast && (m_ptr->mflag2 & MFLAG_NOGENO)) angry = TRUE;
4598
4599                 /* Delete the monster */
4600                 else delete_monster_idx(i);
4601
4602                 if (angry && player_cast)
4603                 {
4604                         monster_desc(m_name, m_ptr, 0);
4605                         if (m_ptr->ml && !p_ptr->blind)
4606                         {
4607 #ifdef JP
4608 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
4609 #else
4610                                 msg_format("%^s is unaffected.", m_name);
4611 #endif
4612                         }
4613                         if (m_ptr->csleep)
4614                         {
4615                                 m_ptr->csleep = 0;
4616                                 if (m_ptr->ml && !p_ptr->blind)
4617                                 {
4618 #ifdef JP
4619 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
4620 #else
4621                                         msg_format("%^s wakes up.", m_name);
4622 #endif
4623                                 }
4624                         }
4625                         if (is_friendly(m_ptr) && !is_pet(m_ptr))
4626                         {
4627                                 if (m_ptr->ml && !p_ptr->blind)
4628                                 {
4629 #ifdef JP
4630                                         msg_format("%s¤ÏÅܤä¿¡ª", m_name);
4631 #else
4632                                         msg_format("%^s gets angry!", m_name);
4633 #endif
4634                                 }
4635                                 set_hostile(m_ptr);
4636                         }
4637                         if (one_in_(13)) m_ptr->mflag2 |= MFLAG_NOGENO;
4638                 }
4639
4640                 if (player_cast)
4641                 {
4642                         /* Take damage */
4643 #ifdef JP
4644 take_hit(DAMAGE_GENO, randint1(4), "Ëõ»¦¤Î¼öʸ¤ò¾§¤¨¤¿ÈèÏ«", -1);
4645 #else
4646                         take_hit(DAMAGE_GENO, randint1(4), "the strain of casting Genocide", -1);
4647 #endif
4648
4649                 }
4650
4651                 /* Visual feedback */
4652                 move_cursor_relative(py, px);
4653
4654                 /* Redraw */
4655                 p_ptr->redraw |= (PR_HP);
4656
4657                 /* Window stuff */
4658                 p_ptr->window |= (PW_PLAYER);
4659
4660                 /* Handle */
4661                 handle_stuff();
4662
4663                 /* Fresh */
4664                 Term_fresh();
4665
4666                 /* Delay */
4667                 Term_xtra(TERM_XTRA_DELAY, msec);
4668
4669                 /* Take note */
4670                 result = TRUE;
4671         }
4672         if (result)
4673         {
4674                 chg_virtue(V_VITALITY, -2);
4675                 chg_virtue(V_CHANCE, -1);
4676         }
4677
4678         return (result);
4679 }
4680
4681
4682 /*
4683  * Delete all nearby (non-unique) monsters
4684  */
4685 bool mass_genocide(int power, int player_cast)
4686 {
4687         int     i;
4688         bool    result = FALSE;
4689         int     msec = delay_factor * delay_factor * delay_factor;
4690
4691
4692         /* Prevent mass genocide in quest levels */
4693         if (p_ptr->inside_quest && !random_quest_number(dun_level))
4694         {
4695                 return (FALSE);
4696         }
4697
4698         /* Delete the (nearby) monsters */
4699         for (i = 1; i < m_max; i++)
4700         {
4701                 monster_type    *m_ptr = &m_list[i];
4702                 monster_race    *r_ptr = &r_info[m_ptr->r_idx];
4703                 bool angry = FALSE;
4704                 char m_name[80];
4705
4706                 /* Paranoia -- Skip dead monsters */
4707                 if (!m_ptr->r_idx) continue;
4708
4709                 /* Skip distant monsters */
4710                 if (m_ptr->cdis > MAX_SIGHT) continue;
4711
4712                 if (is_pet(m_ptr) && !player_cast) continue;
4713
4714                 /* Hack -- Skip unique monsters */
4715                 if (r_ptr->flags1 & (RF1_UNIQUE)) angry = TRUE;
4716
4717                 /* Hack -- Skip Quest Monsters */
4718                 else if (r_ptr->flags1 & RF1_QUESTOR) angry = TRUE;
4719
4720                 else if (r_ptr->flags7 & RF7_UNIQUE2) angry = TRUE;
4721
4722                 else if (i == p_ptr->riding) angry = TRUE;
4723
4724                 else if (player_cast && (r_ptr->level > randint0(power))) angry = TRUE;
4725
4726                 else if (player_cast && (m_ptr->mflag2 & MFLAG_NOGENO)) angry = TRUE;
4727
4728                 /* Delete the monster */
4729                 else delete_monster_idx(i);
4730
4731                 if (angry && player_cast)
4732                 {
4733                         monster_desc(m_name, m_ptr, 0);
4734                         if (m_ptr->ml && !p_ptr->blind)
4735                         {
4736 #ifdef JP
4737 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
4738 #else
4739                                 msg_format("%^s is unaffected.", m_name);
4740 #endif
4741                         }
4742                         if (m_ptr->csleep)
4743                         {
4744                                 m_ptr->csleep = 0;
4745                                 if (m_ptr->ml && !p_ptr->blind)
4746                                 {
4747 #ifdef JP
4748 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
4749 #else
4750                                         msg_format("%^s wakes up.", m_name);
4751 #endif
4752                                 }
4753                         }
4754                         if (is_friendly(m_ptr) && !is_pet(m_ptr))
4755                         {
4756                                 if (m_ptr->ml && !p_ptr->blind)
4757                                 {
4758 #ifdef JP
4759                                         msg_format("%s¤ÏÅܤä¿¡ª", m_name);
4760 #else
4761                                         msg_format("%^s gets angry!", m_name);
4762 #endif
4763                                 }
4764                                 set_hostile(m_ptr);
4765                         }
4766                         if (one_in_(13)) m_ptr->mflag2 |= MFLAG_NOGENO;
4767                 }
4768
4769                 if (player_cast)
4770                 {
4771                         /* Hack -- visual feedback */
4772 #ifdef JP
4773 take_hit(DAMAGE_GENO, randint1(3), "¼þÊÕËõ»¦¤Î¼öʸ¤ò¾§¤¨¤¿ÈèÏ«", -1);
4774 #else
4775                         take_hit(DAMAGE_GENO, randint1(3), "the strain of casting Mass Genocide", -1);
4776 #endif
4777
4778                 }
4779
4780                 move_cursor_relative(py, px);
4781
4782                 /* Redraw */
4783                 p_ptr->redraw |= (PR_HP);
4784
4785                 /* Window stuff */
4786                 p_ptr->window |= (PW_PLAYER);
4787
4788                 /* Handle */
4789                 handle_stuff();
4790
4791                 /* Fresh */
4792                 Term_fresh();
4793
4794                 /* Delay */
4795                 Term_xtra(TERM_XTRA_DELAY, msec);
4796
4797                 /* Note effect */
4798                 result = TRUE;
4799         }
4800
4801         if (result)
4802         {
4803                 chg_virtue(V_VITALITY, -2);
4804                 chg_virtue(V_CHANCE, -1);
4805         }
4806
4807         return (result);
4808 }
4809
4810
4811
4812 /*
4813  * Delete all nearby (non-unique) undead
4814  */
4815 bool mass_genocide_undead(int power, int player_cast)
4816 {
4817         int     i;
4818         bool    result = FALSE;
4819         int     msec = delay_factor * delay_factor * delay_factor;
4820
4821
4822         /* Prevent mass genocide in quest levels */
4823         if (p_ptr->inside_quest && !random_quest_number(dun_level))
4824         {
4825                 return (FALSE);
4826         }
4827
4828         /* Delete the (nearby) monsters */
4829         for (i = 1; i < m_max; i++)
4830         {
4831                 monster_type    *m_ptr = &m_list[i];
4832                 monster_race    *r_ptr = &r_info[m_ptr->r_idx];
4833                 bool angry = FALSE;
4834                 char m_name[80];
4835
4836                 /* Paranoia -- Skip dead monsters */
4837                 if (!m_ptr->r_idx) continue;
4838
4839                 if (!(r_ptr->flags3 & RF3_UNDEAD)) continue;
4840
4841                 /* Skip distant monsters */
4842                 if (m_ptr->cdis > MAX_SIGHT) continue;
4843
4844                 if (is_pet(m_ptr) && !player_cast) continue;
4845
4846                 /* Hack -- Skip unique monsters */
4847                 if (r_ptr->flags1 & (RF1_UNIQUE)) angry = TRUE;
4848
4849                 /* Hack -- Skip Quest Monsters */
4850                 else if (r_ptr->flags1 & RF1_QUESTOR) angry = TRUE;
4851
4852                 else if (r_ptr->flags7 & RF7_UNIQUE2) angry = TRUE;
4853
4854                 else if (i == p_ptr->riding) angry = TRUE;
4855
4856                 else if (player_cast && (r_ptr->level > randint0(power))) angry = TRUE;
4857
4858                 else if (player_cast && (m_ptr->mflag2 & MFLAG_NOGENO)) angry = TRUE;
4859
4860                 /* Delete the monster */
4861                 else delete_monster_idx(i);
4862
4863                 if (angry && player_cast)
4864                 {
4865                         monster_desc(m_name, m_ptr, 0);
4866                         if (m_ptr->ml && !p_ptr->blind)
4867                         {
4868 #ifdef JP
4869 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
4870 #else
4871                                 msg_format("%^s is unaffected.", m_name);
4872 #endif
4873                         }
4874                         if (m_ptr->csleep)
4875                         {
4876                                 m_ptr->csleep = 0;
4877                                 if (m_ptr->ml && !p_ptr->blind)
4878                                 {
4879 #ifdef JP
4880 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
4881 #else
4882                                         msg_format("%^s wakes up.", m_name);
4883 #endif
4884                                 }
4885                         }
4886                         if (is_friendly(m_ptr) && !is_pet(m_ptr))
4887                         {
4888                                 if (m_ptr->ml && !p_ptr->blind)
4889                                 {
4890 #ifdef JP
4891                                         msg_format("%s¤ÏÅܤä¿¡ª", m_name);
4892 #else
4893                                         msg_format("%^s gets angry!", m_name);
4894 #endif
4895                                 }
4896                                 set_hostile(m_ptr);
4897                         }
4898                         if (one_in_(13)) m_ptr->mflag2 |= MFLAG_NOGENO;
4899                 }
4900
4901                 if (player_cast)
4902                 {
4903                         /* Hack -- visual feedback */
4904 #ifdef JP
4905 take_hit(DAMAGE_GENO, randint1(3), "¥¢¥ó¥Ç¥Ã¥É¾ÃÌǤμöʸ¤ò¾§¤¨¤¿ÈèÏ«", -1);
4906 #else
4907                         take_hit(DAMAGE_GENO, randint1(3), "the strain of casting Mass Genocide", -1);
4908 #endif
4909
4910                 }
4911
4912                 move_cursor_relative(py, px);
4913
4914                 /* Redraw */
4915                 p_ptr->redraw |= (PR_HP);
4916
4917                 /* Window stuff */
4918                 p_ptr->window |= (PW_PLAYER);
4919
4920                 /* Handle */
4921                 handle_stuff();
4922
4923                 /* Fresh */
4924                 Term_fresh();
4925
4926                 /* Delay */
4927                 Term_xtra(TERM_XTRA_DELAY, msec);
4928
4929                 /* Note effect */
4930                 result = TRUE;
4931         }
4932
4933         if (result)
4934         {
4935                 chg_virtue(V_UNLIFE, -2);
4936                 chg_virtue(V_CHANCE, -1);
4937         }
4938
4939         return (result);
4940 }
4941
4942
4943
4944 /*
4945  * Probe nearby monsters
4946  */
4947 bool probing(void)
4948 {
4949         int     i, speed;
4950         int cu, cv;
4951         bool    probe = FALSE;
4952         char buf[256];
4953         char *align;
4954
4955         cu = Term->scr->cu;
4956         cv = Term->scr->cv;
4957         Term->scr->cu = 0;
4958         Term->scr->cv = 1;
4959
4960         /* Probe all (nearby) monsters */
4961         for (i = 1; i < m_max; i++)
4962         {
4963                 monster_type *m_ptr = &m_list[i];
4964                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4965
4966                 /* Paranoia -- Skip dead monsters */
4967                 if (!m_ptr->r_idx) continue;
4968
4969                 /* Require line of sight */
4970                 if (!player_has_los_bold(m_ptr->fy, m_ptr->fx)) continue;
4971
4972                 /* Probe visible monsters */
4973                 if (m_ptr->ml)
4974                 {
4975                         char m_name[80];
4976
4977                         /* Start the message */
4978 #ifdef JP
4979                         if (!probe) {msg_print("Ä´ººÃæ...");msg_print(NULL);}
4980 #else
4981                         if (!probe) {msg_print("Probing...");msg_print(NULL);}
4982 #endif
4983
4984                         if (m_ptr->ap_r_idx != m_ptr->r_idx)
4985                         {
4986                                 if (m_ptr->mflag2 & MFLAG_KAGE)
4987                                         m_ptr->mflag2 &= ~(MFLAG_KAGE);
4988
4989                                 m_ptr->ap_r_idx = m_ptr->r_idx;
4990                                 lite_spot(m_ptr->fy, m_ptr->fx);
4991                         }
4992                         /* Get "the monster" or "something" */
4993                         monster_desc(m_name, m_ptr, 0x204);
4994
4995                         speed = m_ptr->mspeed - 110;
4996                         if(m_ptr->fast) speed += 10;
4997                         if(m_ptr->slow) speed -= 10;
4998
4999                         /* Get the monster's alignment */
5000 #ifdef JP
5001                         if ((r_ptr->flags3 & RF3_EVIL) && (r_ptr->flags3 & RF3_GOOD)) align = "Á±°­";
5002                         else if (r_ptr->flags3 & RF3_EVIL) align = "¼Ù°­";
5003                         else if (r_ptr->flags3 & RF3_GOOD) align = "Á±ÎÉ";
5004                         else if ((m_ptr->sub_align & SUB_ALIGN_EVIL) && (m_ptr->sub_align & SUB_ALIGN_GOOD)) align = "ÃæΩ(Á±°­)";
5005                         else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = "ÃæΩ(¼Ù°­)";
5006                         else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = "ÃæΩ(Á±ÎÉ)";
5007                         else align = "ÃæΩ";
5008 #else
5009                         if ((r_ptr->flags3 & RF3_EVIL) && (r_ptr->flags3 & RF3_GOOD)) align = "good&evil";
5010                         else if (r_ptr->flags3 & RF3_EVIL) align = "evil";
5011                         else if (r_ptr->flags3 & RF3_GOOD) align = "good";
5012                         else if ((m_ptr->sub_align & SUB_ALIGN_EVIL) && (m_ptr->sub_align & SUB_ALIGN_GOOD)) align = "neutral(good and evil)";
5013                         else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = "neutral(evil)";
5014                         else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = "neutral(good)";
5015                         else align = "neutral";
5016 #endif
5017
5018                         /* Describe the monster */
5019 #ifdef JP
5020 sprintf(buf,"%s ... Â°À­:%s HP:%d/%d AC:%d Â®ÅÙ:%s%d ·Ð¸³:", m_name, align, m_ptr->hp, m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
5021 #else
5022 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);
5023 #endif
5024                         if (r_ptr->next_r_idx)
5025                         {
5026                                 strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
5027                         }
5028                         else
5029                         {
5030                                 strcat(buf, "xxx ");
5031                         }
5032
5033 #ifdef JP
5034                         if (m_ptr->csleep) strcat(buf,"¿ç̲ ");
5035                         if (m_ptr->stunned) strcat(buf,"ۯ۰ ");
5036                         if (m_ptr->monfear) strcat(buf,"¶²ÉÝ ");
5037                         if (m_ptr->confused) strcat(buf,"º®Íð ");
5038                         if (m_ptr->invulner) strcat(buf,"̵Ũ ");
5039 #else
5040                         if (m_ptr->csleep) strcat(buf,"sleeping ");
5041                         if (m_ptr->stunned) strcat(buf,"stunned ");
5042                         if (m_ptr->monfear) strcat(buf,"scared ");
5043                         if (m_ptr->confused) strcat(buf,"confused ");
5044                         if (m_ptr->invulner) strcat(buf,"invulnerable ");
5045 #endif
5046                         buf[strlen(buf)-1] = '\0';
5047                         prt(buf,0,0);
5048
5049                         /* HACK : Add the line to message buffer */
5050                         message_add(buf);
5051                         p_ptr->window |= (PW_MESSAGE);
5052                         window_stuff();
5053
5054                         /* Learn all of the non-spell, non-treasure flags */
5055                         lore_do_probe(i);
5056
5057                         if (m_ptr->ml) move_cursor_relative(m_ptr->fy, m_ptr->fx);
5058                         inkey();
5059
5060                         Term_erase(0, 0, 255);
5061
5062                         /* Probe worked */
5063                         probe = TRUE;
5064                 }
5065         }
5066
5067         Term->scr->cu = cu;
5068         Term->scr->cv = cv;
5069         Term_fresh();
5070
5071         /* Done */
5072         if (probe)
5073         {
5074                 chg_virtue(V_KNOWLEDGE, 1);
5075
5076 #ifdef JP
5077 msg_print("¤³¤ì¤ÇÁ´Éô¤Ç¤¹¡£");
5078 #else
5079                 msg_print("That's all.");
5080 #endif
5081
5082         }
5083
5084         /* Result */
5085         return (probe);
5086 }
5087
5088
5089
5090 /*
5091  * The spell of destruction
5092  *
5093  * This spell "deletes" monsters (instead of "killing" them).
5094  *
5095  * Later we may use one function for both "destruction" and
5096  * "earthquake" by using the "full" to select "destruction".
5097  */
5098 bool destroy_area(int y1, int x1, int r, int full)
5099 {
5100         int       y, x, k, t;
5101         cave_type *c_ptr;
5102         bool      flag = FALSE;
5103
5104
5105         /* Prevent destruction of quest levels and town */
5106         if ((p_ptr->inside_quest && (p_ptr->inside_quest < MIN_RANDOM_QUEST)) || !dun_level)
5107         {
5108                 return (FALSE);
5109         }
5110
5111         /* Big area of affect */
5112         for (y = (y1 - r); y <= (y1 + r); y++)
5113         {
5114                 for (x = (x1 - r); x <= (x1 + r); x++)
5115                 {
5116                         monster_type *m_ptr;
5117                         monster_race *r_ptr;
5118
5119                         /* Skip illegal grids */
5120                         if (!in_bounds(y, x)) continue;
5121
5122                         /* Extract the distance */
5123                         k = distance(y1, x1, y, x);
5124
5125                         /* Stay in the circle of death */
5126                         if (k > r) continue;
5127
5128                         /* Access the grid */
5129                         c_ptr = &cave[y][x];
5130                         m_ptr = &m_list[c_ptr->m_idx];
5131                         r_ptr = &r_info[m_ptr->r_idx];
5132
5133                         /* Lose room and vault */
5134                         c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_TRAP);
5135
5136                         /* Lose light and knowledge */
5137                         c_ptr->info &= ~(CAVE_MARK | CAVE_GLOW);
5138
5139                         /* Hack -- Notice player affect */
5140                         if ((x == px) && (y == py))
5141                         {
5142                                 /* Hurt the player later */
5143                                 flag = TRUE;
5144
5145                                 /* Do not hurt this grid */
5146                                 continue;
5147                         }
5148
5149                         /* Hack -- Skip the epicenter */
5150                         if ((y == y1) && (x == x1)) continue;
5151
5152 #if 0
5153                         if ((r_ptr->flags1 & RF1_QUESTOR) || (r_ptr->flags7 & RF7_GUARDIAN) || ((m_ptr->mflag2 & MFLAG_CHAMELEON) && (r_ptr->flags1 & RF1_UNIQUE)))
5154 #else
5155                         if ((r_ptr->flags1 & RF1_QUESTOR))
5156 #endif
5157                         {
5158                                 /* Heal the monster */
5159                                 m_list[c_ptr->m_idx].hp = m_list[c_ptr->m_idx].maxhp;
5160
5161                                 /* Try to teleport away quest monsters */
5162                                 if (!teleport_away(c_ptr->m_idx, (r * 2) + 1, TRUE)) continue;
5163                         }
5164                         else
5165                         {
5166                                 if (c_ptr->m_idx)
5167                                 {
5168                                         if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
5169                                         {
5170                                                 char m_name[80];
5171
5172                                                 monster_desc(m_name, &m_list[c_ptr->m_idx], 0x08);
5173                                                 do_cmd_write_nikki(NIKKI_NAMED_PET, 6, m_name);
5174                                         }
5175                                 }
5176                                 /* Delete the monster (if any) */
5177                                 delete_monster(y, x);
5178                         }
5179
5180                         if (preserve_mode)
5181                         {
5182                                 s16b this_o_idx, next_o_idx = 0;
5183
5184                                 /* Scan all objects in the grid */
5185                                 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5186                                 {
5187                                         object_type *o_ptr;
5188
5189                                         /* Acquire object */
5190                                         o_ptr = &o_list[this_o_idx];
5191
5192                                         /* Acquire next object */
5193                                         next_o_idx = o_ptr->next_o_idx;
5194
5195                                         /* Hack -- Preserve unknown artifacts */
5196                                         if (artifact_p(o_ptr) && !object_known_p(o_ptr))
5197                                         {
5198                                                 /* Mega-Hack -- Preserve the artifact */
5199                                                 a_info[o_ptr->name1].cur_num = 0;
5200                                         }
5201                                 }
5202                         }
5203                         delete_object(y, x);
5204
5205                         /* Destroy "valid" grids */
5206                         if (!cave_perma_bold(y, x))
5207                         {
5208                                 /* Wall (or floor) type */
5209                                 t = randint0(200);
5210
5211                                 /* Granite */
5212                                 if (t < 20)
5213                                 {
5214                                         /* Create granite wall */
5215                                         c_ptr->feat = FEAT_WALL_EXTRA;
5216                                 }
5217
5218                                 /* Quartz */
5219                                 else if (t < 70)
5220                                 {
5221                                         /* Create quartz vein */
5222                                         c_ptr->feat = FEAT_QUARTZ;
5223                                 }
5224
5225                                 /* Magma */
5226                                 else if (t < 100)
5227                                 {
5228                                         /* Create magma vein */
5229                                         c_ptr->feat = FEAT_MAGMA;
5230                                 }
5231
5232                                 /* Floor */
5233                                 else
5234                                 {
5235                                         /* Create floor */
5236                                         c_ptr->feat = floor_type[randint0(100)];
5237                                 }
5238                         }
5239                 }
5240         }
5241
5242
5243         /* Hack -- Affect player */
5244         if (flag)
5245         {
5246                 /* Message */
5247 #ifdef JP
5248 msg_print("dz¤¨¤ë¤è¤¦¤ÊÁ®¸÷¤¬È¯À¸¤·¤¿¡ª");
5249 #else
5250                 msg_print("There is a searing blast of light!");
5251 #endif
5252
5253
5254                 /* Blind the player */
5255                 if (!p_ptr->resist_blind && !p_ptr->resist_lite)
5256                 {
5257                         /* Become blind */
5258                         (void)set_blind(p_ptr->blind + 10 + randint1(10));
5259                 }
5260         }
5261
5262         forget_flow();
5263
5264         /* Mega-Hack -- Forget the view and lite */
5265         p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
5266
5267         /* Update stuff */
5268         p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
5269
5270         /* Update the monsters */
5271         p_ptr->update |= (PU_MONSTERS);
5272
5273         /* Redraw map */
5274         p_ptr->redraw |= (PR_MAP);
5275
5276         /* Window stuff */
5277         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5278
5279         /* Success */
5280         return (TRUE);
5281 }
5282
5283
5284 /*
5285  * Induce an "earthquake" of the given radius at the given location.
5286  *
5287  * This will turn some walls into floors and some floors into walls.
5288  *
5289  * The player will take damage and "jump" into a safe grid if possible,
5290  * otherwise, he will "tunnel" through the rubble instantaneously.
5291  *
5292  * Monsters will take damage, and "jump" into a safe grid if possible,
5293  * otherwise they will be "buried" in the rubble, disappearing from
5294  * the level in the same way that they do when genocided.
5295  *
5296  * Note that thus the player and monsters (except eaters of walls and
5297  * passers through walls) will never occupy the same grid as a wall.
5298  * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
5299  * for a single turn, unless that monster can pass_walls or kill_walls.
5300  * This has allowed massive simplification of the "monster" code.
5301  */
5302 bool earthquake(int cy, int cx, int r)
5303 {
5304         int             i, t, y, x, yy, xx, dy, dx, oy, ox;
5305         int             damage = 0;
5306         int             sn = 0, sy = 0, sx = 0;
5307         bool            hurt = FALSE;
5308         cave_type       *c_ptr;
5309         bool            map[32][32];
5310
5311
5312         /* Prevent destruction of quest levels and town */
5313         if ((p_ptr->inside_quest && (p_ptr->inside_quest < MIN_RANDOM_QUEST)) || !dun_level)
5314         {
5315                 return (FALSE);
5316         }
5317
5318         /* Paranoia -- Enforce maximum range */
5319         if (r > 12) r = 12;
5320
5321         /* Clear the "maximal blast" area */
5322         for (y = 0; y < 32; y++)
5323         {
5324                 for (x = 0; x < 32; x++)
5325                 {
5326                         map[y][x] = FALSE;
5327                 }
5328         }
5329
5330         /* Check around the epicenter */
5331         for (dy = -r; dy <= r; dy++)
5332         {
5333                 for (dx = -r; dx <= r; dx++)
5334                 {
5335                         /* Extract the location */
5336                         yy = cy + dy;
5337                         xx = cx + dx;
5338
5339                         /* Skip illegal grids */
5340                         if (!in_bounds(yy, xx)) continue;
5341
5342                         /* Skip distant grids */
5343                         if (distance(cy, cx, yy, xx) > r) continue;
5344
5345                         /* Access the grid */
5346                         c_ptr = &cave[yy][xx];
5347
5348                         /* Lose room and vault */
5349                         c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_TRAP);
5350
5351                         /* Lose light and knowledge */
5352                         c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK);
5353
5354                         /* Skip the epicenter */
5355                         if (!dx && !dy) continue;
5356
5357                         /* Skip most grids */
5358                         if (randint0(100) < 85) continue;
5359
5360                         /* Damage this grid */
5361                         map[16+yy-cy][16+xx-cx] = TRUE;
5362
5363                         /* Hack -- Take note of player damage */
5364                         if ((yy == py) && (xx == px)) hurt = TRUE;
5365                 }
5366         }
5367
5368         /* First, affect the player (if necessary) */
5369         if (hurt && !(p_ptr->prace == RACE_SPECTRE) && !(p_ptr->wraith_form) && !(p_ptr->kabenuke))
5370         {
5371                 /* Check around the player */
5372                 for (i = 0; i < 8; i++)
5373                 {
5374                         /* Access the location */
5375                         y = py + ddy_ddd[i];
5376                         x = px + ddx_ddd[i];
5377
5378                         /* Skip non-empty grids */
5379                         if (!cave_empty_bold(y, x)) continue;
5380
5381                         /* Important -- Skip "quake" grids */
5382                         if (map[16+y-cy][16+x-cx]) continue;
5383
5384                         if (cave[y][x].m_idx) continue;
5385
5386                         /* Count "safe" grids */
5387                         sn++;
5388
5389                         /* Randomize choice */
5390                         if (randint0(sn) > 0) continue;
5391
5392                         /* Save the safe location */
5393                         sy = y; sx = x;
5394                 }
5395
5396                 /* Random message */
5397                 switch (randint1(3))
5398                 {
5399                         case 1:
5400                         {
5401 #ifdef JP
5402 msg_print("¥À¥ó¥¸¥ç¥ó¤ÎÊɤ¬Êø¤ì¤¿¡ª");
5403 #else
5404                                 msg_print("The cave ceiling collapses!");
5405 #endif
5406
5407                                 break;
5408                         }
5409                         case 2:
5410                         {
5411 #ifdef JP
5412 msg_print("¥À¥ó¥¸¥ç¥ó¤Î¾²¤¬ÉÔ¼«Á³¤Ë¤Í¤¸¶Ê¤¬¤Ã¤¿¡ª");
5413 #else
5414                                 msg_print("The cave floor twists in an unnatural way!");
5415 #endif
5416
5417                                 break;
5418                         }
5419                         default:
5420                         {
5421 #ifdef JP
5422 msg_print("¥À¥ó¥¸¥ç¥ó¤¬Íɤ줿¡ªÊø¤ì¤¿´ä¤¬Æ¬¤Ë¹ß¤Ã¤Æ¤­¤¿¡ª");
5423 #else
5424                                 msg_print("The cave quakes!  You are pummeled with debris!");
5425 #endif
5426
5427                                 break;
5428                         }
5429                 }
5430
5431                 /* Hurt the player a lot */
5432                 if (!sn)
5433                 {
5434                         /* Message and damage */
5435 #ifdef JP
5436 msg_print("¤¢¤Ê¤¿¤Ï¤Ò¤É¤¤²ø²æ¤òÉé¤Ã¤¿¡ª");
5437 #else
5438                         msg_print("You are severely crushed!");
5439 #endif
5440
5441                         damage = 200;
5442                 }
5443
5444                 /* Destroy the grid, and push the player to safety */
5445                 else
5446                 {
5447                         /* Calculate results */
5448                         switch (randint1(3))
5449                         {
5450                                 case 1:
5451                                 {
5452 #ifdef JP
5453 msg_print("¹ß¤êÃí¤°´ä¤ò¤¦¤Þ¤¯Èò¤±¤¿¡ª");
5454 #else
5455                                         msg_print("You nimbly dodge the blast!");
5456 #endif
5457
5458                                         damage = 0;
5459                                         break;
5460                                 }
5461                                 case 2:
5462                                 {
5463 #ifdef JP
5464 msg_print("´äÀФ¬¤¢¤Ê¤¿¤Ëľ·â¤·¤¿!");
5465 #else
5466                                         msg_print("You are bashed by rubble!");
5467 #endif
5468
5469                                         damage = damroll(10, 4);
5470                                         (void)set_stun(p_ptr->stun + randint1(50));
5471                                         break;
5472                                 }
5473                                 case 3:
5474                                 {
5475 #ifdef JP
5476 msg_print("¤¢¤Ê¤¿¤Ï¾²¤ÈÊɤȤδ֤˶´¤Þ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
5477 #else
5478                                         msg_print("You are crushed between the floor and ceiling!");
5479 #endif
5480
5481                                         damage = damroll(10, 4);
5482                                         (void)set_stun(p_ptr->stun + randint1(50));
5483                                         break;
5484                                 }
5485                         }
5486
5487                         /* Save the old location */
5488                         oy = py;
5489                         ox = px;
5490
5491                         /* Move the player to the safe location */
5492                         py = sy;
5493                         px = sx;
5494
5495                         if (p_ptr->riding)
5496                         {
5497                                 int tmp;
5498                                 tmp = cave[py][px].m_idx;
5499                                 cave[py][px].m_idx = cave[oy][ox].m_idx;
5500                                 cave[oy][ox].m_idx = tmp;
5501                                 m_list[p_ptr->riding].fy = py;
5502                                 m_list[p_ptr->riding].fx = px;
5503                                 update_mon(cave[py][px].m_idx, TRUE);
5504                         }
5505
5506                         /* Redraw the old spot */
5507                         lite_spot(oy, ox);
5508
5509                         /* Redraw the new spot */
5510                         lite_spot(py, px);
5511
5512                         /* Check for new panel */
5513                         verify_panel();
5514                 }
5515
5516                 /* Important -- no wall on player */
5517                 map[16+py-cy][16+px-cx] = FALSE;
5518
5519                 /* Take some damage */
5520 #ifdef JP
5521 if (damage) take_hit(DAMAGE_ATTACK, damage, "ÃÏ¿Ì", -1);
5522 #else
5523                 if (damage) take_hit(DAMAGE_ATTACK, damage, "an earthquake", -1);
5524 #endif
5525
5526         }
5527
5528
5529         /* Examine the quaked region */
5530         for (dy = -r; dy <= r; dy++)
5531         {
5532                 for (dx = -r; dx <= r; dx++)
5533                 {
5534                         /* Extract the location */
5535                         yy = cy + dy;
5536                         xx = cx + dx;
5537
5538                         /* Skip unaffected grids */
5539                         if (!map[16+yy-cy][16+xx-cx]) continue;
5540
5541                         /* Access the grid */
5542                         c_ptr = &cave[yy][xx];
5543
5544                         if (c_ptr->m_idx == p_ptr->riding) continue;
5545
5546                         /* Process monsters */
5547                         if (c_ptr->m_idx)
5548                         {
5549                                 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5550                                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5551
5552                                 /* Quest monsters */
5553                                 if (r_ptr->flags1 & RF1_QUESTOR)
5554                                 {
5555                                         /* No wall on quest monsters */
5556                                         map[16+yy-cy][16+xx-cx] = FALSE;
5557
5558                                         continue;
5559                                 }
5560
5561                                 /* Most monsters cannot co-exist with rock */
5562                                 if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
5563                                     !(r_ptr->flags2 & (RF2_PASS_WALL)))
5564                                 {
5565                                         char m_name[80];
5566
5567                                         /* Assume not safe */
5568                                         sn = 0;
5569
5570                                         /* Monster can move to escape the wall */
5571                                         if (!(r_ptr->flags1 & (RF1_NEVER_MOVE)))
5572                                         {
5573                                                 /* Look for safety */
5574                                                 for (i = 0; i < 8; i++)
5575                                                 {
5576                                                         /* Access the grid */
5577                                                         y = yy + ddy_ddd[i];
5578                                                         x = xx + ddx_ddd[i];
5579
5580                                                         /* Skip non-empty grids */
5581                                                         if (!cave_empty_bold(y, x)) continue;
5582
5583                                                         /* Hack -- no safety on glyph of warding */
5584                                                         if (cave[y][x].feat == FEAT_GLYPH) continue;
5585                                                         if (cave[y][x].feat == FEAT_MINOR_GLYPH) continue;
5586
5587                                                         /* ... nor on the Pattern */
5588                                                         if ((cave[y][x].feat <= FEAT_PATTERN_XTRA2) &&
5589                                                             (cave[y][x].feat >= FEAT_PATTERN_START))
5590                                                                 continue;
5591
5592                                                         /* Important -- Skip "quake" grids */
5593                                                         if (map[16+y-cy][16+x-cx]) continue;
5594
5595                                                         if (cave[y][x].m_idx) continue;
5596                                                         if ((y == py) && (x == px)) continue;
5597
5598                                                         /* Count "safe" grids */
5599                                                         sn++;
5600
5601                                                         /* Randomize choice */
5602                                                         if (randint0(sn) > 0) continue;
5603
5604                                                         /* Save the safe grid */
5605                                                         sy = y; sx = x;
5606                                                 }
5607                                         }
5608
5609                                         /* Describe the monster */
5610                                         monster_desc(m_name, m_ptr, 0);
5611
5612                                         /* Scream in pain */
5613 #ifdef JP
5614 msg_format("%^s¤Ï¶ìÄˤǵ㤭¤ï¤á¤¤¤¿¡ª", m_name);
5615 #else
5616                                         msg_format("%^s wails out in pain!", m_name);
5617 #endif
5618
5619
5620                                         /* Take damage from the quake */
5621                                         damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
5622
5623                                         /* Monster is certainly awake */
5624                                         m_ptr->csleep = 0;
5625
5626                                         /* Apply damage directly */
5627                                         m_ptr->hp -= damage;
5628
5629                                         /* Delete (not kill) "dead" monsters */
5630                                         if (m_ptr->hp < 0)
5631                                         {
5632                                                 /* Message */
5633 #ifdef JP
5634 msg_format("%^s¤Ï´äÀФËËä¤â¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª", m_name);
5635 #else
5636                                                 msg_format("%^s is embedded in the rock!", m_name);
5637 #endif
5638
5639                                                 if (c_ptr->m_idx)
5640                                                 {
5641                                                         if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
5642                                                         {
5643                                                                 char m2_name[80];
5644
5645                                                                 monster_desc(m2_name, m_ptr, 0x08);
5646                                                                 do_cmd_write_nikki(NIKKI_NAMED_PET, 7, m2_name);
5647                                                         }
5648                                                 }
5649
5650                                                 /* Delete the monster */
5651                                                 delete_monster(yy, xx);
5652
5653                                                 /* No longer safe */
5654                                                 sn = 0;
5655                                         }
5656
5657                                         /* Hack -- Escape from the rock */
5658                                         if (sn)
5659                                         {
5660                                                 int m_idx = cave[yy][xx].m_idx;
5661
5662                                                 /* Update the new location */
5663                                                 cave[sy][sx].m_idx = m_idx;
5664
5665                                                 /* Update the old location */
5666                                                 cave[yy][xx].m_idx = 0;
5667
5668                                                 /* Move the monster */
5669                                                 m_ptr->fy = sy;
5670                                                 m_ptr->fx = sx;
5671
5672                                                 /* Update the monster (new location) */
5673                                                 update_mon(m_idx, TRUE);
5674
5675                                                 /* Redraw the old grid */
5676                                                 lite_spot(yy, xx);
5677
5678                                                 /* Redraw the new grid */
5679                                                 lite_spot(sy, sx);
5680                                         }
5681                                 }
5682                         }
5683                 }
5684         }
5685
5686
5687         /* Examine the quaked region */
5688         for (dy = -r; dy <= r; dy++)
5689         {
5690                 for (dx = -r; dx <= r; dx++)
5691                 {
5692                         /* Extract the location */
5693                         yy = cy + dy;
5694                         xx = cx + dx;
5695
5696                         /* Skip unaffected grids */
5697                         if (!map[16+yy-cy][16+xx-cx]) continue;
5698
5699                         /* Access the cave grid */
5700                         c_ptr = &cave[yy][xx];
5701
5702                         /* Paranoia -- never affect player */
5703 /*                      if ((yy == py) && (xx == px)) continue; */
5704
5705                         /* Destroy location (if valid) */
5706                         if (cave_valid_bold(yy, xx))
5707                         {
5708                                 bool floor = cave_floor_bold(yy, xx);
5709
5710                                 /* Delete objects */
5711                                 delete_object(yy, xx);
5712
5713                                 /* Wall (or floor) type */
5714                                 t = (floor ? randint0(100) : 200);
5715
5716                                 /* Granite */
5717                                 if (t < 20)
5718                                 {
5719                                         /* Create granite wall */
5720                                         c_ptr->feat = FEAT_WALL_EXTRA;
5721                                 }
5722
5723                                 /* Quartz */
5724                                 else if (t < 70)
5725                                 {
5726                                         /* Create quartz vein */
5727                                         c_ptr->feat = FEAT_QUARTZ;
5728                                 }
5729
5730                                 /* Magma */
5731                                 else if (t < 100)
5732                                 {
5733                                         /* Create magma vein */
5734                                         c_ptr->feat = FEAT_MAGMA;
5735                                 }
5736
5737                                 /* Floor */
5738                                 else
5739                                 {
5740                                         /* Create floor */
5741                                         c_ptr->feat = floor_type[randint0(100)];
5742                                 }
5743                         }
5744                 }
5745         }
5746
5747
5748         /* Mega-Hack -- Forget the view and lite */
5749         p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
5750
5751         /* Update stuff */
5752         p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
5753
5754         /* Update the monsters */
5755         p_ptr->update |= (PU_DISTANCE);
5756
5757         /* Update the health bar */
5758         p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
5759
5760         /* Redraw map */
5761         p_ptr->redraw |= (PR_MAP);
5762
5763         /* Window stuff */
5764         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5765
5766         /* Success */
5767         return (TRUE);
5768 }
5769
5770
5771 void discharge_minion(void)
5772 {
5773         int i;
5774         bool okay = TRUE;
5775
5776         for (i = 1; i < m_max; i++)
5777         {
5778                 monster_type *m_ptr = &m_list[i];
5779                 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
5780                 if (m_ptr->nickname) okay = FALSE;
5781         }
5782         if (!okay || p_ptr->riding)
5783         {
5784 #ifdef JP
5785                 if (!get_check("ËÜÅö¤ËÁ´¥Ú¥Ã¥È¤òÇúÇˤ·¤Þ¤¹¤«¡©"))
5786 #else
5787                 if (!get_check("You will blast all pets. Are you sure? "))
5788 #endif
5789                         return;
5790         }
5791         for (i = 1; i < m_max; i++)
5792         {
5793                 int dam;
5794                 monster_type *m_ptr = &m_list[i];
5795                 monster_race *r_ptr;
5796
5797                 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
5798                 r_ptr = &r_info[m_ptr->r_idx];
5799
5800                 /* Uniques resist discharging */
5801                 if (r_ptr->flags1 & RF1_UNIQUE)
5802                 {
5803                         char m_name[80];
5804                         monster_desc(m_name, m_ptr, 0x00);
5805 #ifdef JP
5806                         msg_format("%s¤ÏÇúÇˤµ¤ì¤ë¤Î¤ò·ù¤¬¤ê¡¢¾¡¼ê¤Ë¼«Ê¬¤ÎÀ¤³¦¤Ø¤Èµ¢¤Ã¤¿¡£", m_name);
5807 #else
5808                         msg_format("%^s resists to be blasted, and run away.", m_name);
5809 #endif
5810                         delete_monster_idx(i);
5811                         continue;
5812                 }
5813                 dam = m_ptr->hp / 2;
5814                 if (dam > 100) dam = (dam-100)/2 + 100;
5815                 if (dam > 400) dam = (dam-400)/2 + 400;
5816                 if (dam > 800) dam = 800;
5817                 project(i, 2+(r_ptr->level/20), m_ptr->fy,
5818                         m_ptr->fx, dam, GF_PLASMA, 
5819                         PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_MONSTER, -1);
5820                 delete_monster_idx(i);
5821         }
5822 }
5823
5824
5825 /*
5826  * This routine clears the entire "temp" set.
5827  *
5828  * This routine will Perma-Lite all "temp" grids.
5829  *
5830  * This routine is used (only) by "lite_room()"
5831  *
5832  * Dark grids are illuminated.
5833  *
5834  * Also, process all affected monsters.
5835  *
5836  * SMART monsters always wake up when illuminated
5837  * NORMAL monsters wake up 1/4 the time when illuminated
5838  * STUPID monsters wake up 1/10 the time when illuminated
5839  */
5840 static void cave_temp_room_lite(void)
5841 {
5842         int i;
5843
5844         /* Clear them all */
5845         for (i = 0; i < temp_n; i++)
5846         {
5847                 int y = temp_y[i];
5848                 int x = temp_x[i];
5849
5850                 cave_type *c_ptr = &cave[y][x];
5851
5852                 /* No longer in the array */
5853                 c_ptr->info &= ~(CAVE_TEMP);
5854
5855                 /* Update only non-CAVE_GLOW grids */
5856                 /* if (c_ptr->info & (CAVE_GLOW)) continue; */
5857
5858                 /* Perma-Lite */
5859                 c_ptr->info |= (CAVE_GLOW);
5860
5861                 /* Process affected monsters */
5862                 if (c_ptr->m_idx)
5863                 {
5864                         int chance = 25;
5865
5866                         monster_type    *m_ptr = &m_list[c_ptr->m_idx];
5867
5868                         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
5869
5870                         /* Update the monster */
5871                         update_mon(c_ptr->m_idx, FALSE);
5872
5873                         /* Stupid monsters rarely wake up */
5874                         if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
5875
5876                         /* Smart monsters always wake up */
5877                         if (r_ptr->flags2 & (RF2_SMART)) chance = 100;
5878
5879                         /* Sometimes monsters wake up */
5880                         if (m_ptr->csleep && (randint0(100) < chance))
5881                         {
5882                                 /* Wake up! */
5883                                 m_ptr->csleep = 0;
5884
5885                                 /* Notice the "waking up" */
5886                                 if (m_ptr->ml)
5887                                 {
5888                                         char m_name[80];
5889
5890                                         /* Acquire the monster name */
5891                                         monster_desc(m_name, m_ptr, 0);
5892
5893                                         /* Dump a message */
5894 #ifdef JP
5895 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
5896 #else
5897                                         msg_format("%^s wakes up.", m_name);
5898 #endif
5899                                         /* Redraw the health bar */
5900                                         if (p_ptr->health_who == c_ptr->m_idx)
5901                                                 p_ptr->redraw |= (PR_HEALTH);
5902
5903                                 }
5904                         }
5905                 }
5906
5907                 /* Note */
5908                 note_spot(y, x);
5909
5910                 /* Redraw */
5911                 lite_spot(y, x);
5912         }
5913
5914         /* None left */
5915         temp_n = 0;
5916 }
5917
5918
5919
5920 /*
5921  * This routine clears the entire "temp" set.
5922  *
5923  * This routine will "darken" all "temp" grids.
5924  *
5925  * In addition, some of these grids will be "unmarked".
5926  *
5927  * This routine is used (only) by "unlite_room()"
5928  *
5929  * Also, process all affected monsters
5930  */
5931 static void cave_temp_room_unlite(void)
5932 {
5933         int i;
5934
5935         /* Clear them all */
5936         for (i = 0; i < temp_n; i++)
5937         {
5938                 int y = temp_y[i];
5939                 int x = temp_x[i];
5940
5941                 cave_type *c_ptr = &cave[y][x];
5942
5943                 /* No longer in the array */
5944                 c_ptr->info &= ~(CAVE_TEMP);
5945
5946                 /* Darken the grid */
5947                 c_ptr->info &= ~(CAVE_GLOW);
5948
5949                 /* Hack -- Forget "boring" grids */
5950                 if ((c_ptr->feat <= FEAT_INVIS) || (c_ptr->feat == FEAT_DIRT) || (c_ptr->feat == FEAT_GRASS))
5951                 {
5952                         /* Forget the grid */
5953                         c_ptr->info &= ~(CAVE_MARK);
5954
5955                         /* Notice */
5956                         note_spot(y, x);
5957                 }
5958
5959                 /* Process affected monsters */
5960                 if (c_ptr->m_idx)
5961                 {
5962                         /* Update the monster */
5963                         update_mon(c_ptr->m_idx, FALSE);
5964                 }
5965
5966                 /* Redraw */
5967                 lite_spot(y, x);
5968         }
5969
5970         /* None left */
5971         temp_n = 0;
5972 }
5973
5974
5975
5976 /*
5977  * Aux function -- see below
5978  */
5979 static void cave_temp_room_aux(int y, int x)
5980 {
5981         cave_type *c_ptr;
5982
5983         /* Verify */
5984 /*      if (!in_bounds(y, x)) return; */
5985
5986         /* Get the grid */
5987         c_ptr = &cave[y][x];
5988
5989         /* Avoid infinite recursion */
5990         if (c_ptr->info & (CAVE_TEMP)) return;
5991
5992         /* Do not "leave" the current room */
5993         if (!(c_ptr->info & (CAVE_ROOM))) return;
5994
5995         /* Paranoia -- verify space */
5996         if (temp_n == TEMP_MAX) return;
5997
5998         /* Mark the grid as "seen" */
5999         c_ptr->info |= (CAVE_TEMP);
6000
6001         /* Add it to the "seen" set */
6002         temp_y[temp_n] = y;
6003         temp_x[temp_n] = x;
6004         temp_n++;
6005 }
6006
6007
6008
6009
6010 /*
6011  * Illuminate any room containing the given location.
6012  */
6013 void lite_room(int y1, int x1)
6014 {
6015         int i, x, y;
6016
6017         /* Add the initial grid */
6018         cave_temp_room_aux(y1, x1);
6019
6020         /* While grids are in the queue, add their neighbors */
6021         for (i = 0; i < temp_n; i++)
6022         {
6023                 x = temp_x[i], y = temp_y[i];
6024
6025                 /* Walls get lit, but stop light */
6026                 if (!cave_floor_bold(y, x)) continue;
6027
6028                 /* Spread adjacent */
6029                 cave_temp_room_aux(y + 1, x);
6030                 cave_temp_room_aux(y - 1, x);
6031                 cave_temp_room_aux(y, x + 1);
6032                 cave_temp_room_aux(y, x - 1);
6033
6034                 /* Spread diagonal */
6035                 cave_temp_room_aux(y + 1, x + 1);
6036                 cave_temp_room_aux(y - 1, x - 1);
6037                 cave_temp_room_aux(y - 1, x + 1);
6038                 cave_temp_room_aux(y + 1, x - 1);
6039         }
6040
6041         /* Now, lite them all up at once */
6042         cave_temp_room_lite();
6043 }
6044
6045
6046 /*
6047  * Darken all rooms containing the given location
6048  */
6049 void unlite_room(int y1, int x1)
6050 {
6051         int i, x, y;
6052
6053         /* Add the initial grid */
6054         cave_temp_room_aux(y1, x1);
6055
6056         /* Spread, breadth first */
6057         for (i = 0; i < temp_n; i++)
6058         {
6059                 x = temp_x[i], y = temp_y[i];
6060
6061                 /* Walls get dark, but stop darkness */
6062                 if (!cave_floor_bold(y, x)) continue;
6063
6064                 /* Spread adjacent */
6065                 cave_temp_room_aux(y + 1, x);
6066                 cave_temp_room_aux(y - 1, x);
6067                 cave_temp_room_aux(y, x + 1);
6068                 cave_temp_room_aux(y, x - 1);
6069
6070                 /* Spread diagonal */
6071                 cave_temp_room_aux(y + 1, x + 1);
6072                 cave_temp_room_aux(y - 1, x - 1);
6073                 cave_temp_room_aux(y - 1, x + 1);
6074                 cave_temp_room_aux(y + 1, x - 1);
6075         }
6076
6077         /* Now, darken them all at once */
6078         cave_temp_room_unlite();
6079 }
6080
6081
6082
6083 /*
6084  * Hack -- call light around the player
6085  * Affect all monsters in the projection radius
6086  */
6087 bool lite_area(int dam, int rad)
6088 {
6089         int flg = PROJECT_GRID | PROJECT_KILL;
6090
6091         if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
6092         {
6093 #ifdef JP
6094                 msg_print("¥À¥ó¥¸¥ç¥ó¤¬¸÷¤òµÛ¼ý¤·¤¿¡£");
6095 #else
6096                 msg_print("The darkness of this dungeon absorb your light.");
6097 #endif
6098                 return FALSE;
6099         }
6100
6101         /* Hack -- Message */
6102         if (!p_ptr->blind)
6103         {
6104 #ifdef JP
6105 msg_print("Çò¤¤¸÷¤¬ÊÕ¤ê¤òʤ¤Ã¤¿¡£");
6106 #else
6107                 msg_print("You are surrounded by a white light.");
6108 #endif
6109
6110         }
6111
6112         /* Hook into the "project()" function */
6113         (void)project(0, rad, py, px, dam, GF_LITE_WEAK, flg, -1);
6114
6115         /* Lite up the room */
6116         lite_room(py, px);
6117
6118         if (p_ptr->special_defense & NINJA_S_STEALTH)
6119         {
6120                 set_superstealth(FALSE);
6121         }
6122
6123         /* Assume seen */
6124         return (TRUE);
6125 }
6126
6127
6128 /*
6129  * Hack -- call darkness around the player
6130  * Affect all monsters in the projection radius
6131  */
6132 bool unlite_area(int dam, int rad)
6133 {
6134         int flg = PROJECT_GRID | PROJECT_KILL;
6135
6136         /* Hack -- Message */
6137         if (!p_ptr->blind)
6138         {
6139 #ifdef JP
6140 msg_print("°Å°Ç¤¬ÊÕ¤ê¤òʤ¤Ã¤¿¡£");
6141 #else
6142                 msg_print("Darkness surrounds you.");
6143 #endif
6144
6145         }
6146
6147         /* Hook into the "project()" function */
6148         (void)project(0, rad, py, px, dam, GF_DARK_WEAK, flg, -1);
6149
6150         /* Lite up the room */
6151         unlite_room(py, px);
6152
6153         /* Assume seen */
6154         return (TRUE);
6155 }
6156
6157
6158
6159 /*
6160  * Cast a ball spell
6161  * Stop if we hit a monster, act as a "ball"
6162  * Allow "target" mode to pass over monsters
6163  * Affect grids, objects, and monsters
6164  */
6165 bool fire_ball(int typ, int dir, int dam, int rad)
6166 {
6167         int tx, ty;
6168
6169         int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_NO_REF;
6170
6171         if (typ == GF_CONTROL_LIVING) flg|= PROJECT_HIDE;
6172         /* Use the given direction */
6173         tx = px + 99 * ddx[dir];
6174         ty = py + 99 * ddy[dir];
6175
6176         /* Hack -- Use an actual "target" */
6177         if ((dir == 5) && target_okay())
6178         {
6179                 flg &= ~(PROJECT_STOP);
6180                 tx = target_col;
6181                 ty = target_row;
6182         }
6183
6184         /* Analyze the "dir" and the "target".  Hurt items on floor. */
6185         return (project(0, rad, ty, tx, dam, typ, flg, -1));
6186 }
6187
6188
6189 /*
6190  * Cast a ball spell
6191  * Stop if we hit a monster, act as a "ball"
6192  * Allow "target" mode to pass over monsters
6193  * Affect grids, objects, and monsters
6194  */
6195 bool fire_rocket(int typ, int dir, int dam, int rad)
6196 {
6197         int tx, ty;
6198
6199         int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_NO_REF;
6200
6201         /* Use the given direction */
6202         tx = px + 99 * ddx[dir];
6203         ty = py + 99 * ddy[dir];
6204
6205         /* Hack -- Use an actual "target" */
6206         if ((dir == 5) && target_okay())
6207         {
6208                 tx = target_col;
6209                 ty = target_row;
6210         }
6211
6212         /* Analyze the "dir" and the "target".  Hurt items on floor. */
6213         return (project(0, rad, ty, tx, dam, typ, flg, -1));
6214 }
6215
6216
6217 /*
6218  * Cast a ball spell
6219  * Stop if we hit a monster, act as a "ball"
6220  * Allow "target" mode to pass over monsters
6221  * Affect grids, objects, and monsters
6222  */
6223 bool fire_ball_hide(int typ, int dir, int dam, int rad)
6224 {
6225         int tx, ty;
6226
6227         int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_NO_REF | PROJECT_HIDE;
6228
6229         /* Use the given direction */
6230         tx = px + 99 * ddx[dir];
6231         ty = py + 99 * ddy[dir];
6232
6233         /* Hack -- Use an actual "target" */
6234         if ((dir == 5) && target_okay())
6235         {
6236                 flg &= ~(PROJECT_STOP);
6237                 tx = target_col;
6238                 ty = target_row;
6239         }
6240
6241         /* Analyze the "dir" and the "target".  Hurt items on floor. */
6242         return (project(0, rad, ty, tx, dam, typ, flg, -1));
6243 }
6244
6245
6246 /*
6247  * Cast a meteor spell, defined as a ball spell cast by an arbitary monster, 
6248  * player, or outside source, that starts out at an arbitrary location, and 
6249  * leaving no trail from the "caster" to the target.  This function is 
6250  * especially useful for bombardments and similar. -LM-
6251  *
6252  * Option to hurt the player.
6253  */
6254 bool fire_meteor(int who, int typ, int y, int x, int dam, int rad)
6255 {
6256         int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_NO_REF;
6257
6258         /* Analyze the "target" and the caster. */
6259         return (project(who, rad, y, x, dam, typ, flg, -1));
6260 }
6261
6262
6263 bool fire_blast(int typ, int dir, int dd, int ds, int num, int dev)
6264 {
6265         int ly, lx, ld;
6266         int ty, tx, y, x, dist;
6267         int i;
6268
6269         int flg = PROJECT_THRU | PROJECT_STOP | PROJECT_KILL | PROJECT_GRID;
6270
6271         /* Assume okay */
6272         bool result = TRUE;
6273
6274         /* Use the given direction */
6275         ly = ty = py + 20 * ddy[dir];
6276         lx = tx = px + 20 * ddx[dir];
6277         ld = 20;
6278
6279         y = py;
6280         x = px;
6281
6282         /* Hack -- Use an actual "target" */
6283         if (dir == 5)
6284         {
6285                 tx = target_col;
6286                 ty = target_row;
6287
6288                 lx = 20 * (tx - px) + px;
6289                 ly = 20 * (ty - py) + py;
6290                 ld = distance(py, px, ly, lx);
6291         }
6292
6293         if ((dir != 5) || !target_okay())
6294         {
6295                 /* Find the REAL target :) */
6296                 for (dist = 0; dist <= MAX_RANGE; dist++)
6297                 {
6298                         /* Never pass through walls */
6299                         if (dist && !cave_floor_bold(y, x)) break;
6300
6301                         /* Never pass through monsters */
6302                         if (dist && cave[y][x].m_idx) break;
6303
6304                         /* Check for arrival at "final target" */
6305                         if ((x == tx) && (y == ty)) break;
6306
6307                         /* Calculate the new location */
6308                         mmove2(&y, &x, py, px, ty, tx);
6309                 }
6310         }
6311
6312         /* Blast */
6313         for (i = 0; i < num; i++)
6314         {
6315                 while (1)
6316                 {
6317                         /* Get targets for some bolts */
6318                         y = rand_spread(ly, ld * dev / 20);
6319                         x = rand_spread(lx, ld * dev / 20);
6320
6321                         if (distance(ly, lx, y, x) <= ld * dev / 20) break;
6322                 }
6323
6324                 /* Analyze the "dir" and the "target". */
6325                 if (!project(-1, 0, y, x, damroll(dd, ds), typ, flg, -1))
6326                 {
6327                         result = FALSE;
6328                 }
6329         }
6330
6331         return (result);
6332 }
6333
6334
6335 /*
6336  * Switch position with a monster.
6337  */
6338 bool teleport_swap(int dir)
6339 {
6340         int tx, ty;
6341         cave_type * c_ptr;
6342         monster_type * m_ptr;
6343         monster_race * r_ptr;
6344
6345         if ((dir == 5) && target_okay())
6346         {
6347                 tx = target_col;
6348                 ty = target_row;
6349         }
6350         else
6351         {
6352                 tx = px + ddx[dir];
6353                 ty = py + ddy[dir];
6354         }
6355         c_ptr = &cave[ty][tx];
6356
6357         if (p_ptr->anti_tele)
6358         {
6359 #ifdef JP
6360 msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
6361 #else
6362                 msg_print("A mysterious force prevents you from teleporting!");
6363 #endif
6364
6365                 return FALSE;
6366         }
6367
6368         if (!c_ptr->m_idx || (c_ptr->m_idx == p_ptr->riding))
6369         {
6370 #ifdef JP
6371 msg_print("¤½¤ì¤È¤Ï¾ì½ê¤ò¸ò´¹¤Ç¤­¤Þ¤»¤ó¡£");
6372 #else
6373                 msg_print("You can't trade places with that!");
6374 #endif
6375
6376
6377                 /* Failure */
6378                 return FALSE;
6379         }
6380
6381         if ((c_ptr->info & CAVE_ICKY) || (distance(ty, tx, py, px) > p_ptr->lev * 3 / 2 + 10))
6382         {
6383 #ifdef JP
6384 msg_print("¼ºÇÔ¤·¤¿¡£");
6385 #else
6386                 msg_print("Failed to swap.");
6387 #endif
6388
6389
6390                 /* Failure */
6391                 return FALSE;
6392         }
6393
6394         m_ptr = &m_list[c_ptr->m_idx];
6395         r_ptr = &r_info[m_ptr->r_idx];
6396
6397         if (r_ptr->flags3 & RF3_RES_TELE)
6398         {
6399 #ifdef JP
6400 msg_print("¥Æ¥ì¥Ý¡¼¥È¤ò¼ÙË⤵¤ì¤¿¡ª");
6401 #else
6402                 msg_print("Your teleportation is blocked!");
6403 #endif
6404
6405                 m_ptr->csleep = 0;
6406                 /* Failure */
6407                 return FALSE;
6408         }
6409
6410         sound(SOUND_TELEPORT);
6411
6412         cave[py][px].m_idx = c_ptr->m_idx;
6413
6414         /* Update the old location */
6415         c_ptr->m_idx = p_ptr->riding;
6416
6417         /* Move the monster */
6418         m_ptr->fy = py;
6419         m_ptr->fx = px;
6420
6421         /* Move the player */
6422         px = tx;
6423         py = ty;
6424
6425         if (p_ptr->riding)
6426         {
6427                 m_list[p_ptr->riding].fy = ty;
6428                 m_list[p_ptr->riding].fx = tx;
6429
6430                 /* Update the monster (new location) */
6431                 update_mon(cave[ty][tx].m_idx, TRUE);
6432         }
6433
6434         tx = m_ptr->fx;
6435         ty = m_ptr->fy;
6436
6437         m_ptr->csleep = 0;
6438
6439         /* Update the monster (new location) */
6440         update_mon(cave[ty][tx].m_idx, TRUE);
6441
6442         /* Redraw the old grid */
6443         lite_spot(ty, tx);
6444
6445         /* Redraw the new grid */
6446         lite_spot(py, px);
6447
6448         /* Check for new panel (redraw map) */
6449         verify_panel();
6450
6451         /* Update stuff */
6452         p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW);
6453
6454         /* Notice changes in view */
6455         if (r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2 | RF7_SELF_LITE_1 | RF7_SELF_LITE_2))
6456         {
6457                 /* Update some things */
6458                 p_ptr->update |= (PU_MON_LITE);
6459         }
6460
6461         /* Update the monsters */
6462         p_ptr->update |= (PU_DISTANCE);
6463
6464         /* Window stuff */
6465         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
6466
6467         /* Redraw the health bar */
6468         if (p_ptr->health_who == cave[ty][tx].m_idx)
6469                 p_ptr->redraw |= (PR_HEALTH);
6470
6471         /* Handle stuff XXX XXX XXX */
6472         handle_stuff();
6473
6474         /* Success */
6475         return TRUE;
6476 }
6477
6478
6479 /*
6480  * Hack -- apply a "projection()" in a direction (or at the target)
6481  */
6482 bool project_hook(int typ, int dir, int dam, int flg)
6483 {
6484         int tx, ty;
6485
6486         /* Pass through the target if needed */
6487         flg |= (PROJECT_THRU);
6488
6489         /* Use the given direction */
6490         tx = px + ddx[dir];
6491         ty = py + ddy[dir];
6492
6493         /* Hack -- Use an actual "target" */
6494         if ((dir == 5) && target_okay())
6495         {
6496                 tx = target_col;
6497                 ty = target_row;
6498         }
6499
6500         /* Analyze the "dir" and the "target", do NOT explode */
6501         return (project(0, 0, ty, tx, dam, typ, flg, -1));
6502 }
6503
6504
6505 /*
6506  * Cast a bolt spell
6507  * Stop if we hit a monster, as a "bolt"
6508  * Affect monsters (not grids or objects)
6509  */
6510 bool fire_bolt(int typ, int dir, int dam)
6511 {
6512         int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_GRID;
6513         return (project_hook(typ, dir, dam, flg));
6514 }
6515
6516
6517 /*
6518  * Cast a beam spell
6519  * Pass through monsters, as a "beam"
6520  * Affect monsters (not grids or objects)
6521  */
6522 bool fire_beam(int typ, int dir, int dam)
6523 {
6524         int flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM;
6525         return (project_hook(typ, dir, dam, flg));
6526 }
6527
6528
6529 /*
6530  * Cast a bolt spell, or rarely, a beam spell
6531  */
6532 bool fire_bolt_or_beam(int prob, int typ, int dir, int dam)
6533 {
6534         if (randint0(100) < prob)
6535         {
6536                 return (fire_beam(typ, dir, dam));
6537         }
6538         else
6539         {
6540                 return (fire_bolt(typ, dir, dam));
6541         }
6542 }
6543
6544
6545 /*
6546  * Some of the old functions
6547  */
6548 bool lite_line(int dir)
6549 {
6550         int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
6551         return (project_hook(GF_LITE_WEAK, dir, damroll(6, 8), flg));
6552 }
6553
6554
6555 bool drain_life(int dir, int dam)
6556 {
6557         int flg = PROJECT_STOP | PROJECT_KILL;
6558         return (project_hook(GF_OLD_DRAIN, dir, dam, flg));
6559 }
6560
6561
6562 bool wall_to_mud(int dir)
6563 {
6564         int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
6565         return (project_hook(GF_KILL_WALL, dir, 20 + randint1(30), flg));
6566 }
6567
6568
6569 bool wizard_lock(int dir)
6570 {
6571         int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
6572         return (project_hook(GF_JAM_DOOR, dir, 20 + randint1(30), flg));
6573 }
6574
6575
6576 bool destroy_door(int dir)
6577 {
6578         int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
6579         return (project_hook(GF_KILL_DOOR, dir, 0, flg));
6580 }
6581
6582
6583 bool disarm_trap(int dir)
6584 {
6585         int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
6586         return (project_hook(GF_KILL_TRAP, dir, 0, flg));
6587 }
6588
6589
6590 bool heal_monster(int dir, int dam)
6591 {
6592         int flg = PROJECT_STOP | PROJECT_KILL;
6593         return (project_hook(GF_OLD_HEAL, dir, dam, flg));
6594 }
6595
6596
6597 bool speed_monster(int dir)
6598 {
6599         int flg = PROJECT_STOP | PROJECT_KILL;
6600         return (project_hook(GF_OLD_SPEED, dir, p_ptr->lev, flg));
6601 }
6602
6603
6604 bool slow_monster(int dir)
6605 {
6606         int flg = PROJECT_STOP | PROJECT_KILL;
6607         return (project_hook(GF_OLD_SLOW, dir, p_ptr->lev, flg));
6608 }
6609
6610
6611 bool sleep_monster(int dir)
6612 {
6613         int flg = PROJECT_STOP | PROJECT_KILL;
6614         return (project_hook(GF_OLD_SLEEP, dir, p_ptr->lev, flg));
6615 }
6616
6617
6618 bool stasis_monster(int dir)
6619 {
6620         return (fire_ball_hide(GF_STASIS, dir, p_ptr->lev*2, 0));
6621 }
6622
6623
6624 bool confuse_monster(int dir, int plev)
6625 {
6626         int flg = PROJECT_STOP | PROJECT_KILL;
6627         return (project_hook(GF_OLD_CONF, dir, plev, flg));
6628 }
6629
6630
6631 bool stun_monster(int dir, int plev)
6632 {
6633         int flg = PROJECT_STOP | PROJECT_KILL;
6634         return (project_hook(GF_STUN, dir, plev, flg));
6635 }
6636
6637
6638 bool poly_monster(int dir)
6639 {
6640         int flg = PROJECT_STOP | PROJECT_KILL;
6641         bool tester = (project_hook(GF_OLD_POLY, dir, p_ptr->lev, flg));
6642         if (tester)
6643                 chg_virtue(V_CHANCE, 1);
6644         return(tester);
6645 }
6646
6647
6648 bool clone_monster(int dir)
6649 {
6650         int flg = PROJECT_STOP | PROJECT_KILL;
6651         return (project_hook(GF_OLD_CLONE, dir, 0, flg));
6652 }
6653
6654
6655 bool fear_monster(int dir, int plev)
6656 {
6657         int flg = PROJECT_STOP | PROJECT_KILL;
6658         return (project_hook(GF_TURN_ALL, dir, plev, flg));
6659 }
6660
6661
6662 bool death_ray(int dir, int plev)
6663 {
6664         int flg = PROJECT_STOP | PROJECT_KILL;
6665         return (project_hook(GF_DEATH_RAY, dir, plev * 200, flg));
6666 }
6667
6668
6669 bool teleport_monster(int dir)
6670 {
6671         int flg = PROJECT_BEAM | PROJECT_KILL;
6672         return (project_hook(GF_AWAY_ALL, dir, MAX_SIGHT * 5, flg));
6673 }
6674
6675 /*
6676  * Hooks -- affect adjacent grids (radius 1 ball attack)
6677  */
6678 bool door_creation(void)
6679 {
6680         int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6681         return (project(0, 1, py, px, 0, GF_MAKE_DOOR, flg, -1));
6682 }
6683
6684
6685 bool trap_creation(int y, int x)
6686 {
6687         int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6688         return (project(0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1));
6689 }
6690
6691
6692 bool tree_creation(void)
6693 {
6694         int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6695         return (project(0, 1, py, px, 0, GF_MAKE_TREE, flg, -1));
6696 }
6697
6698
6699 bool glyph_creation(void)
6700 {
6701         int flg = PROJECT_GRID | PROJECT_ITEM;
6702         return (project(0, 1, py, px, 0, GF_MAKE_GLYPH, flg, -1));
6703 }
6704
6705
6706 bool wall_stone(void)
6707 {
6708         int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6709
6710         bool dummy = (project(0, 1, py, px, 0, GF_STONE_WALL, flg, -1));
6711
6712         /* Update stuff */
6713         p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW);
6714
6715         /* Update the monsters */
6716         p_ptr->update |= (PU_MONSTERS);
6717
6718         /* Redraw map */
6719         p_ptr->redraw |= (PR_MAP);
6720
6721         /* Window stuff */
6722         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
6723
6724         return dummy;
6725 }
6726
6727
6728 bool destroy_doors_touch(void)
6729 {
6730         int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6731         return (project(0, 1, py, px, 0, GF_KILL_DOOR, flg, -1));
6732 }
6733
6734
6735 bool sleep_monsters_touch(void)
6736 {
6737         int flg = PROJECT_KILL | PROJECT_HIDE;
6738         return (project(0, 1, py, px, p_ptr->lev, GF_OLD_SLEEP, flg, -1));
6739 }
6740
6741
6742 bool animate_dead(int who, int y, int x)
6743 {
6744         int flg = PROJECT_ITEM | PROJECT_HIDE;
6745         return (project(who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
6746 }
6747
6748
6749 void call_chaos(void)
6750 {
6751         int Chaos_type, dummy, dir;
6752         int plev = p_ptr->lev;
6753         bool line_chaos = FALSE;
6754
6755         int hurt_types[31] =
6756         {
6757                 GF_ELEC,      GF_POIS,    GF_ACID,    GF_COLD,
6758                 GF_FIRE,      GF_MISSILE, GF_ARROW,   GF_PLASMA,
6759                 GF_HOLY_FIRE, GF_WATER,   GF_LITE,    GF_DARK,
6760                 GF_FORCE,     GF_INERTIA, GF_MANA,    GF_METEOR,
6761                 GF_ICE,       GF_CHAOS,   GF_NETHER,  GF_DISENCHANT,
6762                 GF_SHARDS,    GF_SOUND,   GF_NEXUS,   GF_CONFUSION,
6763                 GF_TIME,      GF_GRAVITY, GF_ROCKET,  GF_NUKE,
6764                 GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
6765         };
6766
6767         Chaos_type = hurt_types[randint0(31)];
6768         if (one_in_(4)) line_chaos = TRUE;
6769
6770         if (one_in_(6))
6771         {
6772                 for (dummy = 1; dummy < 10; dummy++)
6773                 {
6774                         if (dummy - 5)
6775                         {
6776                                 if (line_chaos)
6777                                         fire_beam(Chaos_type, dummy, 150);
6778                                 else
6779                                         fire_ball(Chaos_type, dummy, 150, 2);
6780                         }
6781                 }
6782         }
6783         else if (one_in_(3))
6784         {
6785                 fire_ball(Chaos_type, 0, 500, 8);
6786         }
6787         else
6788         {
6789                 if (!get_aim_dir(&dir)) return;
6790                 if (line_chaos)
6791                         fire_beam(Chaos_type, dir, 250);
6792                 else
6793                         fire_ball(Chaos_type, dir, 250, 3 + (plev / 35));
6794         }
6795 }
6796
6797
6798 /*
6799  * Activate the evil Topi Ylinen curse
6800  * rr9: Stop the nasty things when a Cyberdemon is summoned
6801  * or the player gets paralyzed.
6802  */
6803 bool activate_ty_curse(bool stop_ty, int *count)
6804 {
6805         int     i = 0;
6806
6807         int flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
6808
6809         do
6810         {
6811                 switch (randint1(34))
6812                 {
6813                 case 28: case 29:
6814                         if (!(*count))
6815                         {
6816 #ifdef JP
6817 msg_print("ÃÏÌ̤¬Íɤ줿...");
6818 #else
6819                                 msg_print("The ground trembles...");
6820 #endif
6821
6822                                 earthquake(py, px, 5 + randint0(10));
6823                                 if (!one_in_(6)) break;
6824                         }
6825                 case 30: case 31:
6826                         if (!(*count))
6827                         {
6828                                 int dam = damroll(10, 10);
6829 #ifdef JP
6830 msg_print("½ã¿è¤ÊËâÎϤμ¡¸µ¤Ø¤ÎÈ⤬³«¤¤¤¿¡ª");
6831 #else
6832                                 msg_print("A portal opens to a plane of raw mana!");
6833 #endif
6834
6835                                 project(0, 8, py, px, dam, GF_MANA, flg, -1);
6836 #ifdef JP
6837                                 take_hit(DAMAGE_NOESCAPE, dam, "½ã¿è¤ÊËâÎϤβòÊü", -1);
6838 #else
6839                                 take_hit(DAMAGE_NOESCAPE, dam, "released pure mana", -1);
6840 #endif
6841                                 if (!one_in_(6)) break;
6842                         }
6843                 case 32: case 33:
6844                         if (!(*count))
6845                 {
6846 #ifdef JP
6847 msg_print("¼þ°Ï¤Î¶õ´Ö¤¬ÏĤó¤À¡ª");
6848 #else
6849                                 msg_print("Space warps about you!");
6850 #endif
6851
6852                                 teleport_player(damroll(10, 10));
6853                                 if (randint0(13)) (*count) += activate_hi_summon(py, px, FALSE);
6854                                 if (!one_in_(6)) break;
6855                         }
6856                 case 34:
6857 #ifdef JP
6858 msg_print("¥¨¥Í¥ë¥®¡¼¤Î¤¦¤Í¤ê¤ò´¶¤¸¤¿¡ª");
6859 #else
6860                         msg_print("You feel a surge of energy!");
6861 #endif
6862
6863                         wall_breaker();
6864                         if (!randint0(7))
6865                         {
6866                                 project(0, 7, py, px, 50, GF_KILL_WALL, flg, -1);
6867 #ifdef JP
6868                                 take_hit(DAMAGE_NOESCAPE, 50, "¥¨¥Í¥ë¥®¡¼¤Î¤¦¤Í¤ê", -1);
6869 #else
6870                                 take_hit(DAMAGE_NOESCAPE, 50, "surge of energy", -1);
6871 #endif
6872                         }
6873                         if (!one_in_(6)) break;
6874                 case 1: case 2: case 3: case 16: case 17:
6875                         aggravate_monsters(0);
6876                         if (!one_in_(6)) break;
6877                 case 4: case 5: case 6:
6878                         (*count) += activate_hi_summon(py, px, FALSE);
6879                         if (!one_in_(6)) break;
6880                 case 7: case 8: case 9: case 18:
6881                         (*count) += summon_specific(0, py, px, dun_level, 0, TRUE, FALSE, FALSE, TRUE, TRUE);
6882                         if (!one_in_(6)) break;
6883                 case 10: case 11: case 12:
6884 #ifdef JP
6885 msg_print("À¸Ì¿ÎϤ¬ÂΤ«¤éµÛ¤¤¼è¤é¤ì¤¿µ¤¤¬¤¹¤ë¡ª");
6886 #else
6887                         msg_print("You feel your life draining away...");
6888 #endif
6889
6890                         lose_exp(p_ptr->exp / 16);
6891                         if (!one_in_(6)) break;
6892                 case 13: case 14: case 15: case 19: case 20:
6893                         if (stop_ty || (p_ptr->free_act && (randint1(125) < p_ptr->skill_sav)) || (p_ptr->pclass == CLASS_BERSERKER))
6894                         {
6895                                 /* Do nothing */ ;
6896                         }
6897                         else
6898                         {
6899 #ifdef JP
6900 msg_print("ĦÁü¤Ë¤Ê¤Ã¤¿µ¤Ê¬¤À¡ª");
6901 #else
6902                                 msg_print("You feel like a statue!");
6903 #endif
6904
6905                                 if (p_ptr->free_act)
6906                                         set_paralyzed(p_ptr->paralyzed + randint1(3));
6907                                 else
6908                                         set_paralyzed(p_ptr->paralyzed + randint1(13));
6909                                 stop_ty = TRUE;
6910                         }
6911                         if (!one_in_(6)) break;
6912                 case 21: case 22: case 23:
6913                         (void)do_dec_stat(randint0(6));
6914                         if (!one_in_(6)) break;
6915                 case 24:
6916 #ifdef JP
6917 msg_print("¤Û¤¨¡©»ä¤Ïï¡©¤³¤³¤Ç²¿¤·¤Æ¤ë¡©");
6918 #else
6919                         msg_print("Huh? Who am I? What am I doing here?");
6920 #endif
6921
6922                         lose_all_info();
6923                         if (!one_in_(6)) break;
6924                 case 25:
6925                         /*
6926                          * Only summon Cyberdemons deep in the dungeon.
6927                          */
6928                         if ((dun_level > 65) && !stop_ty)
6929                         {
6930                                 (*count) += summon_cyber(-1, py, px);
6931                                 stop_ty = TRUE;
6932                                 break;
6933                         }
6934                         if (!one_in_(6)) break;
6935                 default:
6936                         while (i < 6)
6937                         {
6938                                 do
6939                                 {
6940                                         (void)do_dec_stat(i);
6941                                 }
6942                                 while (one_in_(2));
6943
6944                                 i++;
6945                         }
6946                 }
6947         }
6948         while (one_in_(3) && !stop_ty);
6949
6950         return stop_ty;
6951 }
6952
6953
6954 int activate_hi_summon(int y, int x, bool can_pet)
6955 {
6956         int i;
6957         int count = 0;
6958         bool pet = FALSE, friendly = FALSE, not_pet;
6959         int summon_lev;
6960
6961         if (can_pet)
6962         {
6963                 if (one_in_(4))
6964                 {
6965                         friendly = TRUE;
6966                 }
6967                 else
6968                 {
6969                         pet = TRUE;
6970                 }
6971         }
6972         not_pet = (bool)(!pet);
6973
6974         summon_lev = (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : dun_level);
6975
6976         for (i = 0; i < (randint1(7) + (dun_level / 40)); i++)
6977         {
6978                 switch (randint1(25) + (dun_level / 20))
6979                 {
6980                         case 1: case 2:
6981                                 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, TRUE, friendly, pet, FALSE, not_pet);
6982                                 break;
6983                         case 3: case 4:
6984                                 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, TRUE, friendly, pet, FALSE, not_pet);
6985                                 break;
6986                         case 5: case 6:
6987                                 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, TRUE, friendly, pet, FALSE, not_pet);
6988                                 break;
6989                         case 7: case 8:
6990                                 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, TRUE, friendly, pet, FALSE, not_pet);
6991                                 break;
6992                         case 9: case 10:
6993                                 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, TRUE, friendly, pet, FALSE, not_pet);
6994                                 break;
6995                         case 11: case 12:
6996                                 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, TRUE, friendly, pet, FALSE, not_pet);
6997                                 break;
6998                         case 13: case 14:
6999                                 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, TRUE, friendly, pet, FALSE, not_pet);
7000                                 break;
7001                         case 15: case 16:
7002                                 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, TRUE, friendly, pet, FALSE, not_pet);
7003                                 break;
7004                         case 17:
7005                                 if (pet || friendly) break;
7006                                 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, TRUE, friendly, pet, TRUE, not_pet);
7007                                 break;
7008                         case 18: case 19:
7009                                 if (pet || friendly) break;
7010                                 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, TRUE, friendly, pet, TRUE, not_pet);
7011                                 break;
7012                         case 20: case 21:
7013                                 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, TRUE, friendly, pet, (bool)(!friendly && !pet), not_pet);
7014                                 break;
7015                         case 22: case 23:
7016                                 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, TRUE, friendly, pet, (bool)(!friendly && !pet), not_pet);
7017                                 break;
7018                         case 24:
7019                                 count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, TRUE, friendly, pet, FALSE, not_pet);
7020                                 break;
7021                         default:
7022                                 count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, TRUE, friendly, pet, (bool)(!friendly && !pet), not_pet);
7023                 }
7024         }
7025
7026         return count;
7027 }
7028
7029
7030 /* ToDo: check */
7031 int summon_cyber(int who, int y, int x)
7032 {
7033         int i;
7034         int max_cyber = (easy_band ? 1 : (dun_level / 50) + randint1(2));
7035         int count = 0;
7036
7037         bool friendly = FALSE;
7038         bool pet = FALSE;
7039
7040         /* Summoned by a monster */
7041         if (who > 0)
7042         {
7043                 monster_type *m_ptr = &m_list[who];
7044                 friendly = is_friendly(m_ptr);
7045                 pet = is_pet(m_ptr);
7046         }
7047
7048         if (max_cyber > 4) max_cyber = 4;
7049
7050         for (i = 0; i < max_cyber; i++)
7051         {
7052                 count += summon_specific(who, y, x, 100, SUMMON_CYBER, TRUE, friendly, pet, FALSE, FALSE);
7053         }
7054
7055         return count;
7056 }
7057
7058
7059 void wall_breaker(void)
7060 {
7061         int i;
7062         int y, x;
7063         int attempts = 1000;
7064
7065         if (randint1(80 + p_ptr->lev) < 70)
7066         {
7067                 while(attempts--)
7068                 {
7069                         scatter(&y, &x, py, px, 4, 0);
7070
7071                         if (!cave_floor_bold(y, x)) continue;
7072
7073                         if ((y != py) || (x != px)) break;
7074                 }
7075
7076                 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
7077                                   (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
7078         }
7079         else if (randint1(100) > 30)
7080         {
7081                 earthquake(py, px, 1);
7082         }
7083         else
7084         {
7085                 int num = damroll(5, 3);
7086
7087                 for (i = 0; i < num; i++)
7088                 {
7089                         while(1)
7090                         {
7091                                 scatter(&y, &x, py, px, 10, 0);
7092
7093                                 if ((y != py) && (x != px)) break;
7094                         }
7095
7096                         project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
7097                                           (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
7098                 }
7099         }
7100 }
7101
7102
7103 /*
7104  * Confuse monsters
7105  */
7106 bool confuse_monsters(int dam)
7107 {
7108         return (project_hack(GF_OLD_CONF, dam));
7109 }
7110
7111
7112 /*
7113  * Charm monsters
7114  */
7115 bool charm_monsters(int dam)
7116 {
7117         return (project_hack(GF_CHARM, dam));
7118 }
7119
7120
7121 /*
7122  * Charm animals
7123  */
7124 bool charm_animals(int dam)
7125 {
7126         return (project_hack(GF_CONTROL_ANIMAL, dam));
7127 }
7128
7129
7130 /*
7131  * Stun monsters
7132  */
7133 bool stun_monsters(int dam)
7134 {
7135         return (project_hack(GF_STUN, dam));
7136 }
7137
7138
7139 /*
7140  * Stasis monsters
7141  */
7142 bool stasis_monsters(int dam)
7143 {
7144         return (project_hack(GF_STASIS, dam));
7145 }
7146
7147
7148 /*
7149  * Mindblast monsters
7150  */
7151 bool mindblast_monsters(int dam)
7152 {
7153         return (project_hack(GF_PSI, dam));
7154 }
7155
7156
7157 /*
7158  * Banish all monsters
7159  */
7160 bool banish_monsters(int dist)
7161 {
7162         return (project_hack(GF_AWAY_ALL, dist));
7163 }
7164
7165
7166 /*
7167  * Turn evil
7168  */
7169 bool turn_evil(int dam)
7170 {
7171         return (project_hack(GF_TURN_EVIL, dam));
7172 }
7173
7174
7175 /*
7176  * Turn everyone
7177  */
7178 bool turn_monsters(int dam)
7179 {
7180         return (project_hack(GF_TURN_ALL, dam));
7181 }
7182
7183
7184 /*
7185  * Death-ray all monsters (note: OBSCENELY powerful)
7186  */
7187 bool deathray_monsters(void)
7188 {
7189         return (project_hack(GF_DEATH_RAY, p_ptr->lev * 200));
7190 }
7191
7192
7193 bool charm_monster(int dir, int plev)
7194 {
7195         int flg = PROJECT_STOP | PROJECT_KILL;
7196         return (project_hook(GF_CHARM, dir, plev, flg));
7197 }
7198
7199
7200 bool control_one_undead(int dir, int plev)
7201 {
7202         int flg = PROJECT_STOP | PROJECT_KILL;
7203         return (project_hook(GF_CONTROL_UNDEAD, dir, plev, flg));
7204 }
7205
7206
7207 bool control_one_demon(int dir, int plev)
7208 {
7209         int flg = PROJECT_STOP | PROJECT_KILL;
7210         return (project_hook(GF_CONTROL_DEMON, dir, plev, flg));
7211 }
7212
7213
7214 bool charm_animal(int dir, int plev)
7215 {
7216         int flg = PROJECT_STOP | PROJECT_KILL;
7217         return (project_hook(GF_CONTROL_ANIMAL, dir, plev, flg));
7218 }
7219
7220
7221 bool charm_living(int dir, int plev)
7222 {
7223         int flg = PROJECT_STOP | PROJECT_KILL;
7224         return (project_hook(GF_CONTROL_LIVING, dir, plev, flg));
7225 }
7226
7227
7228 void kawarimi(bool success)
7229 {
7230         object_type forge;
7231         object_type *q_ptr = &forge;
7232         int y, x;
7233
7234         if (p_ptr->confused || p_ptr->blind || p_ptr->paralyzed || p_ptr->image) return;
7235         if (randint0(200) < p_ptr->stun) return;
7236
7237         if (!success && one_in_(3))
7238         {
7239 #ifdef JP
7240                 msg_print("¼ºÇÔ¡ªÆ¨¤²¤é¤ì¤Ê¤«¤Ã¤¿¡£");
7241 #else
7242                 msg_print("Failed! You couldn't run away.");
7243 #endif
7244                 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
7245                 p_ptr->redraw |= (PR_STATUS);
7246                 return;
7247         }
7248
7249         y = py;
7250         x = px;
7251
7252         teleport_player(10+randint1(90));
7253
7254         object_wipe(q_ptr);
7255
7256         object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
7257
7258         q_ptr->pval = MON_NINJA;
7259
7260         /* Drop it in the dungeon */
7261         (void)drop_near(q_ptr, -1, y, x);
7262
7263 #ifdef JP
7264         if (success) msg_print("¹¶·â¤ò¼õ¤±¤ëÁ°¤ËÁÇÁ᤯¿È¤ò¤Ò¤ë¤¬¤¨¤·¤¿¡£");
7265         else msg_print("¼ºÇÔ¡ª¹¶·â¤ò¼õ¤±¤Æ¤·¤Þ¤Ã¤¿¡£");
7266 #else
7267         if (success) msg_print("You have turned around just before the attack hit you.");
7268         else msg_print("Failed! You are hit by the attack.");
7269 #endif
7270
7271         p_ptr->special_defense &= ~(NINJA_KAWARIMI);
7272         p_ptr->redraw |= (PR_STATUS);
7273 }