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調査アイテムを使った時のモンスター属性表示の英語表記を短くした.
[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_MUSIC_BOOK) ||
3763                         (tv == TV_HISSATSU_BOOK) ||
3764                     ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
3765                 {
3766                         /* Memorize the item */
3767                         o_ptr->marked = TRUE;
3768
3769                         /* Redraw */
3770                         lite_spot(y, x);
3771
3772                         /* Detect */
3773                         detect = TRUE;
3774                 }
3775         }
3776
3777         /* Describe */
3778         if (detect)
3779         {
3780 #ifdef JP
3781 msg_print("ËâË¡¤Î¥¢¥¤¥Æ¥à¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3782 #else
3783                 msg_print("You sense the presence of magic objects!");
3784 #endif
3785
3786         }
3787
3788         /* Return result */
3789         return (detect);
3790 }
3791
3792
3793 /*
3794  * Detect all "normal" monsters on the current panel
3795  */
3796 bool detect_monsters_normal(int range)
3797 {
3798         int i, y, x;
3799
3800         bool flag = FALSE;
3801
3802         if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3803
3804         /* Scan monsters */
3805         for (i = 1; i < m_max; i++)
3806         {
3807                 monster_type *m_ptr = &m_list[i];
3808                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3809
3810                 /* Skip dead monsters */
3811                 if (!m_ptr->r_idx) continue;
3812
3813                 /* Location */
3814                 y = m_ptr->fy;
3815                 x = m_ptr->fx;
3816
3817                 /* Only detect nearby monsters */
3818                 if (distance(py, px, y, x) > range) continue;
3819
3820                 /* Detect all non-invisible monsters */
3821                 if ((!(r_ptr->flags2 & RF2_INVISIBLE)) ||
3822                     p_ptr->see_inv || p_ptr->tim_invis)
3823                 {
3824                         /* Repair visibility later */
3825                         repair_monsters = TRUE;
3826
3827                         /* Hack -- Detect monster */
3828                         m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
3829
3830                         /* Update the monster */
3831                         update_mon(i, FALSE);
3832
3833                         /* Detect */
3834                         flag = TRUE;
3835                 }
3836         }
3837
3838         if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+3)) flag = FALSE;
3839
3840         /* Describe */
3841         if (flag)
3842         {
3843                 /* Describe result */
3844 #ifdef JP
3845 msg_print("¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3846 #else
3847                 msg_print("You sense the presence of monsters!");
3848 #endif
3849
3850         }
3851
3852         /* Result */
3853         return (flag);
3854 }
3855
3856
3857 /*
3858  * Detect all "invisible" monsters around the player
3859  */
3860 bool detect_monsters_invis(int range)
3861 {
3862         int i, y, x;
3863         bool flag = FALSE;
3864
3865         if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3866
3867         /* Scan monsters */
3868         for (i = 1; i < m_max; i++)
3869         {
3870                 monster_type *m_ptr = &m_list[i];
3871                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3872
3873                 /* Skip dead monsters */
3874                 if (!m_ptr->r_idx) continue;
3875
3876                 /* Location */
3877                 y = m_ptr->fy;
3878                 x = m_ptr->fx;
3879
3880                 /* Only detect nearby monsters */
3881                 if (distance(py, px, y, x) > range) continue;
3882
3883                 /* Detect invisible monsters */
3884                 if (r_ptr->flags2 & RF2_INVISIBLE)
3885                 {
3886                         /* Update monster recall window */
3887                         if (p_ptr->monster_race_idx == m_ptr->r_idx)
3888                         {
3889                                 /* Window stuff */
3890                                 p_ptr->window |= (PW_MONSTER);
3891                         }
3892
3893                         /* Repair visibility later */
3894                         repair_monsters = TRUE;
3895
3896                         /* Hack -- Detect monster */
3897                         m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
3898
3899                         /* Update the monster */
3900                         update_mon(i, FALSE);
3901
3902                         /* Detect */
3903                         flag = TRUE;
3904                 }
3905         }
3906
3907         if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+3)) flag = FALSE;
3908
3909         /* Describe */
3910         if (flag)
3911         {
3912                 /* Describe result */
3913 #ifdef JP
3914 msg_print("Æ©ÌÀ¤ÊÀ¸Êª¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3915 #else
3916                 msg_print("You sense the presence of invisible creatures!");
3917 #endif
3918
3919         }
3920
3921         /* Result */
3922         return (flag);
3923 }
3924
3925
3926
3927 /*
3928  * Detect all "evil" monsters on current panel
3929  */
3930 bool detect_monsters_evil(int range)
3931 {
3932         int i, y, x;
3933         bool flag = FALSE;
3934
3935         if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3936
3937         /* Scan monsters */
3938         for (i = 1; i < m_max; i++)
3939         {
3940                 monster_type *m_ptr = &m_list[i];
3941                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3942
3943                 /* Skip dead monsters */
3944                 if (!m_ptr->r_idx) continue;
3945
3946                 /* Location */
3947                 y = m_ptr->fy;
3948                 x = m_ptr->fx;
3949
3950                 /* Only detect nearby monsters */
3951                 if (distance(py, px, y, x) > range) continue;
3952
3953                 /* Detect evil monsters */
3954                 if (r_ptr->flags3 & RF3_EVIL)
3955                 {
3956                         /* Take note that they are evil */
3957                         r_ptr->r_flags3 |= (RF3_EVIL);
3958
3959                         /* Update monster recall window */
3960                         if (p_ptr->monster_race_idx == m_ptr->r_idx)
3961                         {
3962                                 /* Window stuff */
3963                                 p_ptr->window |= (PW_MONSTER);
3964                         }
3965
3966                         /* Repair visibility later */
3967                         repair_monsters = TRUE;
3968
3969                         /* Hack -- Detect monster */
3970                         m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
3971
3972                         /* Update the monster */
3973                         update_mon(i, FALSE);
3974
3975                         /* Detect */
3976                         flag = TRUE;
3977                 }
3978         }
3979
3980         /* Describe */
3981         if (flag)
3982         {
3983                 /* Describe result */
3984 #ifdef JP
3985 msg_print("¼Ù°­¤Ê¤ëÀ¸Êª¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3986 #else
3987                 msg_print("You sense the presence of evil creatures!");
3988 #endif
3989
3990         }
3991
3992         /* Result */
3993         return (flag);
3994 }
3995
3996
3997
3998
3999 /*
4000  * Detect all "nonliving", "undead" or "demonic" monsters on current panel
4001  */
4002 bool detect_monsters_nonliving(int range)
4003 {
4004         int     i, y, x;
4005         bool    flag = FALSE;
4006
4007         if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4008
4009         /* Scan monsters */
4010         for (i = 1; i < m_max; i++)
4011         {
4012                 monster_type *m_ptr = &m_list[i];
4013                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4014
4015                 /* Skip dead monsters */
4016                 if (!m_ptr->r_idx) continue;
4017
4018                 /* Location */
4019                 y = m_ptr->fy;
4020                 x = m_ptr->fx;
4021
4022                 /* Only detect nearby monsters */
4023                 if (distance(py, px, y, x) > range) continue;
4024
4025                 /* Detect non-living monsters */
4026                 if (!monster_living(r_ptr))
4027                 {
4028                         /* Update monster recall window */
4029                         if (p_ptr->monster_race_idx == m_ptr->r_idx)
4030                         {
4031                                 /* Window stuff */
4032                                 p_ptr->window |= (PW_MONSTER);
4033                         }
4034
4035                         /* Repair visibility later */
4036                         repair_monsters = TRUE;
4037
4038                         /* Hack -- Detect monster */
4039                         m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
4040
4041                         /* Update the monster */
4042                         update_mon(i, FALSE);
4043
4044                         /* Detect */
4045                         flag = TRUE;
4046                 }
4047         }
4048
4049         /* Describe */
4050         if (flag)
4051         {
4052                 /* Describe result */
4053 #ifdef JP
4054 msg_print("¼«Á³¤Ç¤Ê¤¤¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò´¶¤¸¤¿¡ª");
4055 #else
4056                 msg_print("You sense the presence of unnatural beings!");
4057 #endif
4058
4059         }
4060
4061         /* Result */
4062         return (flag);
4063 }
4064
4065
4066 /*
4067  * Detect all monsters it has mind on current panel
4068  */
4069 bool detect_monsters_mind(int range)
4070 {
4071         int     i, y, x;
4072         bool    flag = FALSE;
4073
4074         if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4075
4076         /* Scan monsters */
4077         for (i = 1; i < m_max; i++)
4078         {
4079                 monster_type *m_ptr = &m_list[i];
4080                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4081
4082                 /* Skip dead monsters */
4083                 if (!m_ptr->r_idx) continue;
4084
4085                 /* Location */
4086                 y = m_ptr->fy;
4087                 x = m_ptr->fx;
4088
4089                 /* Only detect nearby monsters */
4090                 if (distance(py, px, y, x) > range) continue;
4091
4092                 /* Detect non-living monsters */
4093                 if (!(r_ptr->flags2 & RF2_EMPTY_MIND))
4094                 {
4095                         /* Update monster recall window */
4096                         if (p_ptr->monster_race_idx == m_ptr->r_idx)
4097                         {
4098                                 /* Window stuff */
4099                                 p_ptr->window |= (PW_MONSTER);
4100                         }
4101
4102                         /* Repair visibility later */
4103                         repair_monsters = TRUE;
4104
4105                         /* Hack -- Detect monster */
4106                         m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
4107
4108                         /* Update the monster */
4109                         update_mon(i, FALSE);
4110
4111                         /* Detect */
4112                         flag = TRUE;
4113                 }
4114         }
4115
4116         /* Describe */
4117         if (flag)
4118         {
4119                 /* Describe result */
4120 #ifdef JP
4121 msg_print("»¦µ¤¤ò´¶¤¸¤È¤Ã¤¿¡ª");
4122 #else
4123                 msg_print("You sense the presence of someone's mind!");
4124 #endif
4125
4126         }
4127
4128         /* Result */
4129         return (flag);
4130 }
4131
4132
4133 /*
4134  * Detect all (string) monsters on current panel
4135  */
4136 bool detect_monsters_string(int range, cptr Match)
4137 {
4138         int i, y, x;
4139         bool flag = FALSE;
4140
4141         if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4142
4143         /* Scan monsters */
4144         for (i = 1; i < m_max; i++)
4145         {
4146                 monster_type *m_ptr = &m_list[i];
4147                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4148
4149                 /* Skip dead monsters */
4150                 if (!m_ptr->r_idx) continue;
4151
4152                 /* Location */
4153                 y = m_ptr->fy;
4154                 x = m_ptr->fx;
4155
4156                 /* Only detect nearby monsters */
4157                 if (distance(py, px, y, x) > range) continue;
4158
4159                 /* Detect monsters with the same symbol */
4160                 if (strchr(Match, r_ptr->d_char))
4161                 {
4162                         /* Update monster recall window */
4163                         if (p_ptr->monster_race_idx == m_ptr->r_idx)
4164                         {
4165                                 /* Window stuff */
4166                                 p_ptr->window |= (PW_MONSTER);
4167                         }
4168
4169                         /* Repair visibility later */
4170                         repair_monsters = TRUE;
4171
4172                         /* Hack -- Detect monster */
4173                         m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
4174
4175                         /* Update the monster */
4176                         update_mon(i, FALSE);
4177
4178                         /* Detect */
4179                         flag = TRUE;
4180                 }
4181         }
4182
4183         if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+3)) flag = FALSE;
4184
4185         /* Describe */
4186         if (flag)
4187         {
4188                 /* Describe result */
4189 #ifdef JP
4190 msg_print("¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
4191 #else
4192                 msg_print("You sense the presence of monsters!");
4193 #endif
4194
4195         }
4196
4197         /* Result */
4198         return (flag);
4199 }
4200
4201
4202 /*
4203  * A "generic" detect monsters routine, tagged to flags3
4204  */
4205 bool detect_monsters_xxx(int range, u32b match_flag)
4206 {
4207         int  i, y, x;
4208         bool flag = FALSE;
4209 #ifdef JP
4210 cptr desc_monsters = "ÊѤʥâ¥ó¥¹¥¿¡¼";
4211 #else
4212         cptr desc_monsters = "weird monsters";
4213 #endif
4214
4215         if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4216
4217         /* Scan monsters */
4218         for (i = 1; i < m_max; i++)
4219         {
4220                 monster_type *m_ptr = &m_list[i];
4221                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4222
4223                 /* Skip dead monsters */
4224                 if (!m_ptr->r_idx) continue;
4225
4226                 /* Location */
4227                 y = m_ptr->fy;
4228                 x = m_ptr->fx;
4229
4230                 /* Only detect nearby monsters */
4231                 if (distance(py, px, y, x) > range) continue;
4232
4233                 /* Detect evil monsters */
4234                 if (r_ptr->flags3 & (match_flag))
4235                 {
4236                         /* Take note that they are something */
4237                         r_ptr->r_flags3 |= (match_flag);
4238
4239                         /* Update monster recall window */
4240                         if (p_ptr->monster_race_idx == m_ptr->r_idx)
4241                         {
4242                                 /* Window stuff */
4243                                 p_ptr->window |= (PW_MONSTER);
4244                         }
4245
4246                         /* Repair visibility later */
4247                         repair_monsters = TRUE;
4248
4249                         /* Hack -- Detect monster */
4250                         m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
4251
4252                         /* Update the monster */
4253                         update_mon(i, FALSE);
4254
4255                         /* Detect */
4256                         flag = TRUE;
4257                 }
4258         }
4259
4260         /* Describe */
4261         if (flag)
4262         {
4263                 switch (match_flag)
4264                 {
4265                         case RF3_DEMON:
4266 #ifdef JP
4267 desc_monsters = "¥Ç¡¼¥â¥ó";
4268 #else
4269                                 desc_monsters = "demons";
4270 #endif
4271
4272                                 break;
4273                         case RF3_UNDEAD:
4274 #ifdef JP
4275 desc_monsters = "¥¢¥ó¥Ç¥Ã¥É";
4276 #else
4277                                 desc_monsters = "the undead";
4278 #endif
4279
4280                                 break;
4281                 }
4282
4283                 /* Describe result */
4284 #ifdef JP
4285 msg_format("%s¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª", desc_monsters);
4286 #else
4287                 msg_format("You sense the presence of %s!", desc_monsters);
4288 #endif
4289
4290                 msg_print(NULL);
4291         }
4292
4293         /* Result */
4294         return (flag);
4295 }
4296
4297
4298 /*
4299  * Detect everything
4300  */
4301 bool detect_all(int range)
4302 {
4303         bool detect = FALSE;
4304
4305         /* Detect everything */
4306         if (detect_traps(range)) detect = TRUE;
4307         if (detect_doors(range)) detect = TRUE;
4308         if (detect_stairs(range)) detect = TRUE;
4309         if (detect_treasure(range)) detect = TRUE;
4310         if (detect_objects_gold(range)) detect = TRUE;
4311         if (detect_objects_normal(range)) detect = TRUE;
4312         if (detect_monsters_invis(range)) detect = TRUE;
4313         if (detect_monsters_normal(range)) detect = TRUE;
4314
4315         /* Result */
4316         return (detect);
4317 }
4318
4319
4320 /*
4321  * Apply a "project()" directly to all viewable monsters
4322  *
4323  * Note that affected monsters are NOT auto-tracked by this usage.
4324  *
4325  * To avoid misbehavior when monster deaths have side-effects,
4326  * this is done in two passes. -- JDL
4327  */
4328 bool project_hack(int typ, int dam)
4329 {
4330         int     i, x, y;
4331         int     flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE | PROJECT_NO_REF;
4332         bool    obvious = FALSE;
4333
4334
4335         /* Mark all (nearby) monsters */
4336         for (i = 1; i < m_max; i++)
4337         {
4338                 monster_type *m_ptr = &m_list[i];
4339
4340                 /* Paranoia -- Skip dead monsters */
4341                 if (!m_ptr->r_idx) continue;
4342
4343                 /* Location */
4344                 y = m_ptr->fy;
4345                 x = m_ptr->fx;
4346
4347                 /* Require line of sight */
4348                 if (!player_has_los_bold(y, x)) continue;
4349
4350                 /* Mark the monster */
4351                 m_ptr->mflag |= (MFLAG_TEMP);
4352         }
4353
4354         /* Affect all marked monsters */
4355         for (i = 1; i < m_max; i++)
4356         {
4357                 monster_type *m_ptr = &m_list[i];
4358
4359                 /* Skip unmarked monsters */
4360                 if (!(m_ptr->mflag & (MFLAG_TEMP))) continue;
4361
4362                 /* Remove mark */
4363                 m_ptr->mflag &= ~(MFLAG_TEMP);
4364
4365                 /* Location */
4366                 y = m_ptr->fy;
4367                 x = m_ptr->fx;
4368
4369                 /* Jump directly to the target monster */
4370                 if (project(0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
4371         }
4372
4373         /* Result */
4374         return (obvious);
4375 }
4376
4377
4378 /*
4379  * Speed monsters
4380  */
4381 bool speed_monsters(void)
4382 {
4383         return (project_hack(GF_OLD_SPEED, p_ptr->lev));
4384 }
4385
4386 /*
4387  * Slow monsters
4388  */
4389 bool slow_monsters(void)
4390 {
4391         return (project_hack(GF_OLD_SLOW, p_ptr->lev));
4392 }
4393
4394 /*
4395  * Sleep monsters
4396  */
4397 bool sleep_monsters(void)
4398 {
4399         return (project_hack(GF_OLD_SLEEP, p_ptr->lev));
4400 }
4401
4402
4403 /*
4404  * Banish evil monsters
4405  */
4406 bool banish_evil(int dist)
4407 {
4408         return (project_hack(GF_AWAY_EVIL, dist));
4409 }
4410
4411
4412 /*
4413  * Turn undead
4414  */
4415 bool turn_undead(void)
4416 {
4417         bool tester = (project_hack(GF_TURN_UNDEAD, p_ptr->lev));
4418         if (tester)
4419                 chg_virtue(V_UNLIFE, -1);
4420         return tester;
4421 }
4422
4423
4424 /*
4425  * Dispel undead monsters
4426  */
4427 bool dispel_undead(int dam)
4428 {
4429         bool tester = (project_hack(GF_DISP_UNDEAD, dam));
4430         if (tester)
4431                 chg_virtue(V_UNLIFE, -2);
4432         return tester;
4433 }
4434
4435 /*
4436  * Dispel evil monsters
4437  */
4438 bool dispel_evil(int dam)
4439 {
4440         return (project_hack(GF_DISP_EVIL, dam));
4441 }
4442
4443 /*
4444  * Dispel good monsters
4445  */
4446 bool dispel_good(int dam)
4447 {
4448         return (project_hack(GF_DISP_GOOD, dam));
4449 }
4450
4451 /*
4452  * Dispel all monsters
4453  */
4454 bool dispel_monsters(int dam)
4455 {
4456         return (project_hack(GF_DISP_ALL, dam));
4457 }
4458
4459 /*
4460  * Dispel 'living' monsters
4461  */
4462 bool dispel_living(int dam)
4463 {
4464         return (project_hack(GF_DISP_LIVING, dam));
4465 }
4466
4467 /*
4468  * Dispel demons
4469  */
4470 bool dispel_demons(int dam)
4471 {
4472         return (project_hack(GF_DISP_DEMON, dam));
4473 }
4474
4475
4476 /*
4477  * Wake up all monsters, and speed up "los" monsters.
4478  */
4479 void aggravate_monsters(int who)
4480 {
4481         int     i;
4482         bool    sleep = FALSE;
4483         bool    speed = FALSE;
4484
4485
4486         /* Aggravate everyone nearby */
4487         for (i = 1; i < m_max; i++)
4488         {
4489                 monster_type    *m_ptr = &m_list[i];
4490 /*              monster_race    *r_ptr = &r_info[m_ptr->r_idx]; */
4491
4492                 /* Paranoia -- Skip dead monsters */
4493                 if (!m_ptr->r_idx) continue;
4494
4495                 /* Skip aggravating monster (or player) */
4496                 if (i == who) continue;
4497
4498                 /* Wake up nearby sleeping monsters */
4499                 if (m_ptr->cdis < MAX_SIGHT * 2)
4500                 {
4501                         /* Wake up */
4502                         if (m_ptr->csleep)
4503                         {
4504                                 /* Wake up */
4505                                 m_ptr->csleep = 0;
4506                                 sleep = TRUE;
4507                         }
4508                         if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG_NOPET;
4509                 }
4510
4511                 /* Speed up monsters in line of sight */
4512                 if (player_has_los_bold(m_ptr->fy, m_ptr->fx))
4513                 {
4514                         if (!is_pet(m_ptr))
4515                         {
4516                                 m_ptr->fast = MIN(200, m_ptr->fast + 100);
4517                                 speed = TRUE;
4518                         }
4519                 }
4520         }
4521
4522         /* Messages */
4523 #ifdef JP
4524 if (speed) msg_print("ÉÕ¶á¤Ç²¿¤«¤¬ÆÍÇ¡¶½Ê³¤·¤¿¤è¤¦¤Ê´¶¤¸¤ò¼õ¤±¤¿¡ª");
4525 else if (sleep) msg_print("²¿¤«¤¬ÆÍÇ¡¶½Ê³¤·¤¿¤è¤¦¤ÊÁû¡¹¤·¤¤²»¤¬±ó¤¯¤Ëʹ¤³¤¨¤¿¡ª");
4526 #else
4527         if (speed) msg_print("You feel a sudden stirring nearby!");
4528         else if (sleep) msg_print("You hear a sudden stirring in the distance!");
4529 #endif
4530         if (p_ptr->riding) p_ptr->update |= PU_BONUS;
4531 }
4532
4533
4534
4535 /*
4536  * Delete all non-unique/non-quest monsters of a given "type" from the level
4537  */
4538 bool symbol_genocide(int power, int player_cast)
4539 {
4540         int     i;
4541         char    typ;
4542         bool    result = FALSE;
4543         int     msec = delay_factor * delay_factor * delay_factor;
4544
4545         /* Prevent genocide in quest levels */
4546         if (p_ptr->inside_quest && !random_quest_number(dun_level))
4547         {
4548                 return (FALSE);
4549         }
4550
4551         /* Mega-Hack -- Get a monster symbol */
4552 #ifdef JP
4553 while(!get_com("¤É¤Î¼ïÎà(ʸ»ú)¤Î¥â¥ó¥¹¥¿¡¼¤òËõ»¦¤·¤Þ¤¹¤«: ", &typ, FALSE));
4554 #else
4555         while(!get_com("Choose a monster race (by symbol) to genocide: ", &typ, FALSE));
4556 #endif
4557
4558
4559         /* Delete the monsters of that "type" */
4560         for (i = 1; i < m_max; i++)
4561         {
4562                 monster_type    *m_ptr = &m_list[i];
4563                 monster_race    *r_ptr = &r_info[m_ptr->r_idx];
4564                 bool angry = FALSE;
4565                 char m_name[80];
4566
4567                 /* Paranoia -- Skip dead monsters */
4568                 if (!m_ptr->r_idx) continue;
4569
4570                 /* Skip "wrong" monsters */
4571                 if (r_ptr->d_char != typ) continue;
4572
4573                 if (is_pet(m_ptr) && !player_cast) continue;
4574
4575                 /* Hack -- Skip Unique Monsters */
4576                 if (r_ptr->flags1 & (RF1_UNIQUE)) angry = TRUE;
4577
4578                 /* Hack -- Skip Quest Monsters */
4579                 else if (r_ptr->flags1 & RF1_QUESTOR) angry = TRUE;
4580
4581                 else if (r_ptr->flags7 & RF7_UNIQUE2) angry = TRUE;
4582
4583                 else if (i == p_ptr->riding) angry = TRUE;
4584
4585                 else if (player_cast && (r_ptr->level > randint0(power))) angry = TRUE;
4586
4587                 else if (player_cast && (m_ptr->mflag2 & MFLAG_NOGENO)) angry = TRUE;
4588
4589                 /* Delete the monster */
4590                 else delete_monster_idx(i);
4591
4592                 if (angry && player_cast)
4593                 {
4594                         monster_desc(m_name, m_ptr, 0);
4595                         if (m_ptr->ml && !p_ptr->blind)
4596                         {
4597 #ifdef JP
4598 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
4599 #else
4600                                 msg_format("%^s is unaffected.", m_name);
4601 #endif
4602                         }
4603                         if (m_ptr->csleep)
4604                         {
4605                                 m_ptr->csleep = 0;
4606                                 if (m_ptr->ml && !p_ptr->blind)
4607                                 {
4608 #ifdef JP
4609 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
4610 #else
4611                                         msg_format("%^s wakes up.", m_name);
4612 #endif
4613                                 }
4614                         }
4615                         if (is_friendly(m_ptr) && !is_pet(m_ptr))
4616                         {
4617                                 if (m_ptr->ml && !p_ptr->blind)
4618                                 {
4619 #ifdef JP
4620                                         msg_format("%s¤ÏÅܤä¿¡ª", m_name);
4621 #else
4622                                         msg_format("%^s gets angry!", m_name);
4623 #endif
4624                                 }
4625                                 set_hostile(m_ptr);
4626                         }
4627                         if (one_in_(13)) m_ptr->mflag2 |= MFLAG_NOGENO;
4628                 }
4629
4630                 if (player_cast)
4631                 {
4632                         /* Take damage */
4633 #ifdef JP
4634 take_hit(DAMAGE_GENO, randint1(4), "Ëõ»¦¤Î¼öʸ¤ò¾§¤¨¤¿ÈèÏ«", -1);
4635 #else
4636                         take_hit(DAMAGE_GENO, randint1(4), "the strain of casting Genocide", -1);
4637 #endif
4638
4639                 }
4640
4641                 /* Visual feedback */
4642                 move_cursor_relative(py, px);
4643
4644                 /* Redraw */
4645                 p_ptr->redraw |= (PR_HP);
4646
4647                 /* Window stuff */
4648                 p_ptr->window |= (PW_PLAYER);
4649
4650                 /* Handle */
4651                 handle_stuff();
4652
4653                 /* Fresh */
4654                 Term_fresh();
4655
4656                 /* Delay */
4657                 Term_xtra(TERM_XTRA_DELAY, msec);
4658
4659                 /* Take note */
4660                 result = TRUE;
4661         }
4662         if (result)
4663         {
4664                 chg_virtue(V_VITALITY, -2);
4665                 chg_virtue(V_CHANCE, -1);
4666         }
4667
4668         return (result);
4669 }
4670
4671
4672 /*
4673  * Delete all nearby (non-unique) monsters
4674  */
4675 bool mass_genocide(int power, int player_cast)
4676 {
4677         int     i;
4678         bool    result = FALSE;
4679         int     msec = delay_factor * delay_factor * delay_factor;
4680
4681
4682         /* Prevent mass genocide in quest levels */
4683         if (p_ptr->inside_quest && !random_quest_number(dun_level))
4684         {
4685                 return (FALSE);
4686         }
4687
4688         /* Delete the (nearby) monsters */
4689         for (i = 1; i < m_max; i++)
4690         {
4691                 monster_type    *m_ptr = &m_list[i];
4692                 monster_race    *r_ptr = &r_info[m_ptr->r_idx];
4693                 bool angry = FALSE;
4694                 char m_name[80];
4695
4696                 /* Paranoia -- Skip dead monsters */
4697                 if (!m_ptr->r_idx) continue;
4698
4699                 /* Skip distant monsters */
4700                 if (m_ptr->cdis > MAX_SIGHT) continue;
4701
4702                 if (is_pet(m_ptr) && !player_cast) continue;
4703
4704                 /* Hack -- Skip unique monsters */
4705                 if (r_ptr->flags1 & (RF1_UNIQUE)) angry = TRUE;
4706
4707                 /* Hack -- Skip Quest Monsters */
4708                 else if (r_ptr->flags1 & RF1_QUESTOR) angry = TRUE;
4709
4710                 else if (r_ptr->flags7 & RF7_UNIQUE2) angry = TRUE;
4711
4712                 else if (i == p_ptr->riding) angry = TRUE;
4713
4714                 else if (player_cast && (r_ptr->level > randint0(power))) angry = TRUE;
4715
4716                 else if (player_cast && (m_ptr->mflag2 & MFLAG_NOGENO)) angry = TRUE;
4717
4718                 /* Delete the monster */
4719                 else delete_monster_idx(i);
4720
4721                 if (angry && player_cast)
4722                 {
4723                         monster_desc(m_name, m_ptr, 0);
4724                         if (m_ptr->ml && !p_ptr->blind)
4725                         {
4726 #ifdef JP
4727 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
4728 #else
4729                                 msg_format("%^s is unaffected.", m_name);
4730 #endif
4731                         }
4732                         if (m_ptr->csleep)
4733                         {
4734                                 m_ptr->csleep = 0;
4735                                 if (m_ptr->ml && !p_ptr->blind)
4736                                 {
4737 #ifdef JP
4738 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
4739 #else
4740                                         msg_format("%^s wakes up.", m_name);
4741 #endif
4742                                 }
4743                         }
4744                         if (is_friendly(m_ptr) && !is_pet(m_ptr))
4745                         {
4746                                 if (m_ptr->ml && !p_ptr->blind)
4747                                 {
4748 #ifdef JP
4749                                         msg_format("%s¤ÏÅܤä¿¡ª", m_name);
4750 #else
4751                                         msg_format("%^s gets angry!", m_name);
4752 #endif
4753                                 }
4754                                 set_hostile(m_ptr);
4755                         }
4756                         if (one_in_(13)) m_ptr->mflag2 |= MFLAG_NOGENO;
4757                 }
4758
4759                 if (player_cast)
4760                 {
4761                         /* Hack -- visual feedback */
4762 #ifdef JP
4763 take_hit(DAMAGE_GENO, randint1(3), "¼þÊÕËõ»¦¤Î¼öʸ¤ò¾§¤¨¤¿ÈèÏ«", -1);
4764 #else
4765                         take_hit(DAMAGE_GENO, randint1(3), "the strain of casting Mass Genocide", -1);
4766 #endif
4767
4768                 }
4769
4770                 move_cursor_relative(py, px);
4771
4772                 /* Redraw */
4773                 p_ptr->redraw |= (PR_HP);
4774
4775                 /* Window stuff */
4776                 p_ptr->window |= (PW_PLAYER);
4777
4778                 /* Handle */
4779                 handle_stuff();
4780
4781                 /* Fresh */
4782                 Term_fresh();
4783
4784                 /* Delay */
4785                 Term_xtra(TERM_XTRA_DELAY, msec);
4786
4787                 /* Note effect */
4788                 result = TRUE;
4789         }
4790
4791         if (result)
4792         {
4793                 chg_virtue(V_VITALITY, -2);
4794                 chg_virtue(V_CHANCE, -1);
4795         }
4796
4797         return (result);
4798 }
4799
4800
4801
4802 /*
4803  * Delete all nearby (non-unique) undead
4804  */
4805 bool mass_genocide_undead(int power, int player_cast)
4806 {
4807         int     i;
4808         bool    result = FALSE;
4809         int     msec = delay_factor * delay_factor * delay_factor;
4810
4811
4812         /* Prevent mass genocide in quest levels */
4813         if (p_ptr->inside_quest && !random_quest_number(dun_level))
4814         {
4815                 return (FALSE);
4816         }
4817
4818         /* Delete the (nearby) monsters */
4819         for (i = 1; i < m_max; i++)
4820         {
4821                 monster_type    *m_ptr = &m_list[i];
4822                 monster_race    *r_ptr = &r_info[m_ptr->r_idx];
4823                 bool angry = FALSE;
4824                 char m_name[80];
4825
4826                 /* Paranoia -- Skip dead monsters */
4827                 if (!m_ptr->r_idx) continue;
4828
4829                 if (!(r_ptr->flags3 & RF3_UNDEAD)) continue;
4830
4831                 /* Skip distant monsters */
4832                 if (m_ptr->cdis > MAX_SIGHT) continue;
4833
4834                 if (is_pet(m_ptr) && !player_cast) continue;
4835
4836                 /* Hack -- Skip unique monsters */
4837                 if (r_ptr->flags1 & (RF1_UNIQUE)) angry = TRUE;
4838
4839                 /* Hack -- Skip Quest Monsters */
4840                 else if (r_ptr->flags1 & RF1_QUESTOR) angry = TRUE;
4841
4842                 else if (r_ptr->flags7 & RF7_UNIQUE2) angry = TRUE;
4843
4844                 else if (i == p_ptr->riding) angry = TRUE;
4845
4846                 else if (player_cast && (r_ptr->level > randint0(power))) angry = TRUE;
4847
4848                 else if (player_cast && (m_ptr->mflag2 & MFLAG_NOGENO)) angry = TRUE;
4849
4850                 /* Delete the monster */
4851                 else delete_monster_idx(i);
4852
4853                 if (angry && player_cast)
4854                 {
4855                         monster_desc(m_name, m_ptr, 0);
4856                         if (m_ptr->ml && !p_ptr->blind)
4857                         {
4858 #ifdef JP
4859 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
4860 #else
4861                                 msg_format("%^s is unaffected.", m_name);
4862 #endif
4863                         }
4864                         if (m_ptr->csleep)
4865                         {
4866                                 m_ptr->csleep = 0;
4867                                 if (m_ptr->ml && !p_ptr->blind)
4868                                 {
4869 #ifdef JP
4870 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
4871 #else
4872                                         msg_format("%^s wakes up.", m_name);
4873 #endif
4874                                 }
4875                         }
4876                         if (is_friendly(m_ptr) && !is_pet(m_ptr))
4877                         {
4878                                 if (m_ptr->ml && !p_ptr->blind)
4879                                 {
4880 #ifdef JP
4881                                         msg_format("%s¤ÏÅܤä¿¡ª", m_name);
4882 #else
4883                                         msg_format("%^s gets angry!", m_name);
4884 #endif
4885                                 }
4886                                 set_hostile(m_ptr);
4887                         }
4888                         if (one_in_(13)) m_ptr->mflag2 |= MFLAG_NOGENO;
4889                 }
4890
4891                 if (player_cast)
4892                 {
4893                         /* Hack -- visual feedback */
4894 #ifdef JP
4895 take_hit(DAMAGE_GENO, randint1(3), "¥¢¥ó¥Ç¥Ã¥É¾ÃÌǤμöʸ¤ò¾§¤¨¤¿ÈèÏ«", -1);
4896 #else
4897                         take_hit(DAMAGE_GENO, randint1(3), "the strain of casting Mass Genocide", -1);
4898 #endif
4899
4900                 }
4901
4902                 move_cursor_relative(py, px);
4903
4904                 /* Redraw */
4905                 p_ptr->redraw |= (PR_HP);
4906
4907                 /* Window stuff */
4908                 p_ptr->window |= (PW_PLAYER);
4909
4910                 /* Handle */
4911                 handle_stuff();
4912
4913                 /* Fresh */
4914                 Term_fresh();
4915
4916                 /* Delay */
4917                 Term_xtra(TERM_XTRA_DELAY, msec);
4918
4919                 /* Note effect */
4920                 result = TRUE;
4921         }
4922
4923         if (result)
4924         {
4925                 chg_virtue(V_UNLIFE, -2);
4926                 chg_virtue(V_CHANCE, -1);
4927         }
4928
4929         return (result);
4930 }
4931
4932
4933
4934 /*
4935  * Probe nearby monsters
4936  */
4937 bool probing(void)
4938 {
4939         int     i, speed;
4940         int cu, cv;
4941         bool    probe = FALSE;
4942         char buf[256];
4943         char *align;
4944
4945         cu = Term->scr->cu;
4946         cv = Term->scr->cv;
4947         Term->scr->cu = 0;
4948         Term->scr->cv = 1;
4949
4950         /* Probe all (nearby) monsters */
4951         for (i = 1; i < m_max; i++)
4952         {
4953                 monster_type *m_ptr = &m_list[i];
4954                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4955
4956                 /* Paranoia -- Skip dead monsters */
4957                 if (!m_ptr->r_idx) continue;
4958
4959                 /* Require line of sight */
4960                 if (!player_has_los_bold(m_ptr->fy, m_ptr->fx)) continue;
4961
4962                 /* Probe visible monsters */
4963                 if (m_ptr->ml)
4964                 {
4965                         char m_name[80];
4966
4967                         /* Start the message */
4968 #ifdef JP
4969                         if (!probe) {msg_print("Ä´ººÃæ...");msg_print(NULL);}
4970 #else
4971                         if (!probe) {msg_print("Probing...");msg_print(NULL);}
4972 #endif
4973
4974                         if (m_ptr->ap_r_idx != m_ptr->r_idx)
4975                         {
4976                                 if (m_ptr->mflag2 & MFLAG_KAGE)
4977                                         m_ptr->mflag2 &= ~(MFLAG_KAGE);
4978
4979                                 m_ptr->ap_r_idx = m_ptr->r_idx;
4980                                 lite_spot(m_ptr->fy, m_ptr->fx);
4981                         }
4982                         /* Get "the monster" or "something" */
4983                         monster_desc(m_name, m_ptr, 0x204);
4984
4985                         speed = m_ptr->mspeed - 110;
4986                         if(m_ptr->fast) speed += 10;
4987                         if(m_ptr->slow) speed -= 10;
4988
4989                         /* Get the monster's alignment */
4990 #ifdef JP
4991                         if ((r_ptr->flags3 & RF3_EVIL) && (r_ptr->flags3 & RF3_GOOD)) align = "Á±°­";
4992                         else if (r_ptr->flags3 & RF3_EVIL) align = "¼Ù°­";
4993                         else if (r_ptr->flags3 & RF3_GOOD) align = "Á±ÎÉ";
4994                         else if ((m_ptr->sub_align & SUB_ALIGN_EVIL) && (m_ptr->sub_align & SUB_ALIGN_GOOD)) align = "ÃæΩ(Á±°­)";
4995                         else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = "ÃæΩ(¼Ù°­)";
4996                         else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = "ÃæΩ(Á±ÎÉ)";
4997                         else align = "ÃæΩ";
4998 #else
4999                         if ((r_ptr->flags3 & RF3_EVIL) && (r_ptr->flags3 & RF3_GOOD)) align = "good&evil";
5000                         else if (r_ptr->flags3 & RF3_EVIL) align = "evil";
5001                         else if (r_ptr->flags3 & RF3_GOOD) align = "good";
5002                         else if ((m_ptr->sub_align & SUB_ALIGN_EVIL) && (m_ptr->sub_align & SUB_ALIGN_GOOD)) align = "neutral(good and evil)";
5003                         else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = "neutral(evil)";
5004                         else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = "neutral(good)";
5005                         else align = "neutral";
5006 #endif
5007
5008                         /* Describe the monster */
5009 #ifdef JP
5010 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);
5011 #else
5012 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);
5013 #endif
5014                         if (r_ptr->next_r_idx)
5015                         {
5016                                 strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
5017                         }
5018                         else
5019                         {
5020                                 strcat(buf, "xxx ");
5021                         }
5022
5023 #ifdef JP
5024                         if (m_ptr->csleep) strcat(buf,"¿ç̲ ");
5025                         if (m_ptr->stunned) strcat(buf,"ۯ۰ ");
5026                         if (m_ptr->monfear) strcat(buf,"¶²ÉÝ ");
5027                         if (m_ptr->confused) strcat(buf,"º®Íð ");
5028                         if (m_ptr->invulner) strcat(buf,"̵Ũ ");
5029 #else
5030                         if (m_ptr->csleep) strcat(buf,"sleeping ");
5031                         if (m_ptr->stunned) strcat(buf,"stunned ");
5032                         if (m_ptr->monfear) strcat(buf,"scared ");
5033                         if (m_ptr->confused) strcat(buf,"confused ");
5034                         if (m_ptr->invulner) strcat(buf,"invulnerable ");
5035 #endif
5036                         buf[strlen(buf)-1] = '\0';
5037                         prt(buf,0,0);
5038
5039                         /* HACK : Add the line to message buffer */
5040                         message_add(buf);
5041                         p_ptr->window |= (PW_MESSAGE);
5042                         window_stuff();
5043
5044                         /* Learn all of the non-spell, non-treasure flags */
5045                         lore_do_probe(i);
5046
5047                         if (m_ptr->ml) move_cursor_relative(m_ptr->fy, m_ptr->fx);
5048                         inkey();
5049
5050                         Term_erase(0, 0, 255);
5051
5052                         /* Probe worked */
5053                         probe = TRUE;
5054                 }
5055         }
5056
5057         Term->scr->cu = cu;
5058         Term->scr->cv = cv;
5059         Term_fresh();
5060
5061         /* Done */
5062         if (probe)
5063         {
5064                 chg_virtue(V_KNOWLEDGE, 1);
5065
5066 #ifdef JP
5067 msg_print("¤³¤ì¤ÇÁ´Éô¤Ç¤¹¡£");
5068 #else
5069                 msg_print("That's all.");
5070 #endif
5071
5072         }
5073
5074         /* Result */
5075         return (probe);
5076 }
5077
5078
5079
5080 /*
5081  * The spell of destruction
5082  *
5083  * This spell "deletes" monsters (instead of "killing" them).
5084  *
5085  * Later we may use one function for both "destruction" and
5086  * "earthquake" by using the "full" to select "destruction".
5087  */
5088 bool destroy_area(int y1, int x1, int r, int full)
5089 {
5090         int       y, x, k, t;
5091         cave_type *c_ptr;
5092         bool      flag = FALSE;
5093
5094
5095         /* Prevent destruction of quest levels and town */
5096         if ((p_ptr->inside_quest && (p_ptr->inside_quest < MIN_RANDOM_QUEST)) || !dun_level)
5097         {
5098                 return (FALSE);
5099         }
5100
5101         /* Big area of affect */
5102         for (y = (y1 - r); y <= (y1 + r); y++)
5103         {
5104                 for (x = (x1 - r); x <= (x1 + r); x++)
5105                 {
5106                         monster_type *m_ptr;
5107                         monster_race *r_ptr;
5108
5109                         /* Skip illegal grids */
5110                         if (!in_bounds(y, x)) continue;
5111
5112                         /* Extract the distance */
5113                         k = distance(y1, x1, y, x);
5114
5115                         /* Stay in the circle of death */
5116                         if (k > r) continue;
5117
5118                         /* Access the grid */
5119                         c_ptr = &cave[y][x];
5120                         m_ptr = &m_list[c_ptr->m_idx];
5121                         r_ptr = &r_info[m_ptr->r_idx];
5122
5123                         /* Lose room and vault */
5124                         c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_TRAP);
5125
5126                         /* Lose light and knowledge */
5127                         c_ptr->info &= ~(CAVE_MARK | CAVE_GLOW);
5128
5129                         /* Hack -- Notice player affect */
5130                         if ((x == px) && (y == py))
5131                         {
5132                                 /* Hurt the player later */
5133                                 flag = TRUE;
5134
5135                                 /* Do not hurt this grid */
5136                                 continue;
5137                         }
5138
5139                         /* Hack -- Skip the epicenter */
5140                         if ((y == y1) && (x == x1)) continue;
5141
5142 #if 0
5143                         if ((r_ptr->flags1 & RF1_QUESTOR) || (r_ptr->flags7 & RF7_GUARDIAN) || ((m_ptr->mflag2 & MFLAG_CHAMELEON) && (r_ptr->flags1 & RF1_UNIQUE)))
5144 #else
5145                         if ((r_ptr->flags1 & RF1_QUESTOR))
5146 #endif
5147                         {
5148                                 /* Heal the monster */
5149                                 m_list[c_ptr->m_idx].hp = m_list[c_ptr->m_idx].maxhp;
5150
5151                                 /* Try to teleport away quest monsters */
5152                                 if (!teleport_away(c_ptr->m_idx, (r * 2) + 1, TRUE)) continue;
5153                         }
5154                         else
5155                         {
5156                                 if (c_ptr->m_idx)
5157                                 {
5158                                         if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
5159                                         {
5160                                                 char m_name[80];
5161
5162                                                 monster_desc(m_name, &m_list[c_ptr->m_idx], 0x08);
5163                                                 do_cmd_write_nikki(NIKKI_NAMED_PET, 6, m_name);
5164                                         }
5165                                 }
5166                                 /* Delete the monster (if any) */
5167                                 delete_monster(y, x);
5168                         }
5169
5170                         if (preserve_mode)
5171                         {
5172                                 s16b this_o_idx, next_o_idx = 0;
5173
5174                                 /* Scan all objects in the grid */
5175                                 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5176                                 {
5177                                         object_type *o_ptr;
5178
5179                                         /* Acquire object */
5180                                         o_ptr = &o_list[this_o_idx];
5181
5182                                         /* Acquire next object */
5183                                         next_o_idx = o_ptr->next_o_idx;
5184
5185                                         /* Hack -- Preserve unknown artifacts */
5186                                         if (artifact_p(o_ptr) && !object_known_p(o_ptr))
5187                                         {
5188                                                 /* Mega-Hack -- Preserve the artifact */
5189                                                 a_info[o_ptr->name1].cur_num = 0;
5190                                         }
5191                                 }
5192                         }
5193                         delete_object(y, x);
5194
5195                         /* Destroy "valid" grids */
5196                         if (!cave_perma_bold(y, x))
5197                         {
5198                                 /* Wall (or floor) type */
5199                                 t = randint0(200);
5200
5201                                 /* Granite */
5202                                 if (t < 20)
5203                                 {
5204                                         /* Create granite wall */
5205                                         c_ptr->feat = FEAT_WALL_EXTRA;
5206                                 }
5207
5208                                 /* Quartz */
5209                                 else if (t < 70)
5210                                 {
5211                                         /* Create quartz vein */
5212                                         c_ptr->feat = FEAT_QUARTZ;
5213                                 }
5214
5215                                 /* Magma */
5216                                 else if (t < 100)
5217                                 {
5218                                         /* Create magma vein */
5219                                         c_ptr->feat = FEAT_MAGMA;
5220                                 }
5221
5222                                 /* Floor */
5223                                 else
5224                                 {
5225                                         /* Create floor */
5226                                         c_ptr->feat = floor_type[randint0(100)];
5227                                 }
5228                         }
5229                 }
5230         }
5231
5232
5233         /* Hack -- Affect player */
5234         if (flag)
5235         {
5236                 /* Message */
5237 #ifdef JP
5238 msg_print("dz¤¨¤ë¤è¤¦¤ÊÁ®¸÷¤¬È¯À¸¤·¤¿¡ª");
5239 #else
5240                 msg_print("There is a searing blast of light!");
5241 #endif
5242
5243
5244                 /* Blind the player */
5245                 if (!p_ptr->resist_blind && !p_ptr->resist_lite)
5246                 {
5247                         /* Become blind */
5248                         (void)set_blind(p_ptr->blind + 10 + randint1(10));
5249                 }
5250         }
5251
5252         forget_flow();
5253
5254         /* Mega-Hack -- Forget the view and lite */
5255         p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
5256
5257         /* Update stuff */
5258         p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
5259
5260         /* Update the monsters */
5261         p_ptr->update |= (PU_MONSTERS);
5262
5263         /* Redraw map */
5264         p_ptr->redraw |= (PR_MAP);
5265
5266         /* Window stuff */
5267         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5268
5269         /* Success */
5270         return (TRUE);
5271 }
5272
5273
5274 /*
5275  * Induce an "earthquake" of the given radius at the given location.
5276  *
5277  * This will turn some walls into floors and some floors into walls.
5278  *
5279  * The player will take damage and "jump" into a safe grid if possible,
5280  * otherwise, he will "tunnel" through the rubble instantaneously.
5281  *
5282  * Monsters will take damage, and "jump" into a safe grid if possible,
5283  * otherwise they will be "buried" in the rubble, disappearing from
5284  * the level in the same way that they do when genocided.
5285  *
5286  * Note that thus the player and monsters (except eaters of walls and
5287  * passers through walls) will never occupy the same grid as a wall.
5288  * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
5289  * for a single turn, unless that monster can pass_walls or kill_walls.
5290  * This has allowed massive simplification of the "monster" code.
5291  */
5292 bool earthquake(int cy, int cx, int r)
5293 {
5294         int             i, t, y, x, yy, xx, dy, dx, oy, ox;
5295         int             damage = 0;
5296         int             sn = 0, sy = 0, sx = 0;
5297         bool            hurt = FALSE;
5298         cave_type       *c_ptr;
5299         bool            map[32][32];
5300
5301
5302         /* Prevent destruction of quest levels and town */
5303         if ((p_ptr->inside_quest && (p_ptr->inside_quest < MIN_RANDOM_QUEST)) || !dun_level)
5304         {
5305                 return (FALSE);
5306         }
5307
5308         /* Paranoia -- Enforce maximum range */
5309         if (r > 12) r = 12;
5310
5311         /* Clear the "maximal blast" area */
5312         for (y = 0; y < 32; y++)
5313         {
5314                 for (x = 0; x < 32; x++)
5315                 {
5316                         map[y][x] = FALSE;
5317                 }
5318         }
5319
5320         /* Check around the epicenter */
5321         for (dy = -r; dy <= r; dy++)
5322         {
5323                 for (dx = -r; dx <= r; dx++)
5324                 {
5325                         /* Extract the location */
5326                         yy = cy + dy;
5327                         xx = cx + dx;
5328
5329                         /* Skip illegal grids */
5330                         if (!in_bounds(yy, xx)) continue;
5331
5332                         /* Skip distant grids */
5333                         if (distance(cy, cx, yy, xx) > r) continue;
5334
5335                         /* Access the grid */
5336                         c_ptr = &cave[yy][xx];
5337
5338                         /* Lose room and vault */
5339                         c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_TRAP);
5340
5341                         /* Lose light and knowledge */
5342                         c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK);
5343
5344                         /* Skip the epicenter */
5345                         if (!dx && !dy) continue;
5346
5347                         /* Skip most grids */
5348                         if (randint0(100) < 85) continue;
5349
5350                         /* Damage this grid */
5351                         map[16+yy-cy][16+xx-cx] = TRUE;
5352
5353                         /* Hack -- Take note of player damage */
5354                         if ((yy == py) && (xx == px)) hurt = TRUE;
5355                 }
5356         }
5357
5358         /* First, affect the player (if necessary) */
5359         if (hurt && !(p_ptr->prace == RACE_SPECTRE) && !(p_ptr->wraith_form) && !(p_ptr->kabenuke))
5360         {
5361                 /* Check around the player */
5362                 for (i = 0; i < 8; i++)
5363                 {
5364                         /* Access the location */
5365                         y = py + ddy_ddd[i];
5366                         x = px + ddx_ddd[i];
5367
5368                         /* Skip non-empty grids */
5369                         if (!cave_empty_bold(y, x)) continue;
5370
5371                         /* Important -- Skip "quake" grids */
5372                         if (map[16+y-cy][16+x-cx]) continue;
5373
5374                         if (cave[y][x].m_idx) continue;
5375
5376                         /* Count "safe" grids */
5377                         sn++;
5378
5379                         /* Randomize choice */
5380                         if (randint0(sn) > 0) continue;
5381
5382                         /* Save the safe location */
5383                         sy = y; sx = x;
5384                 }
5385
5386                 /* Random message */
5387                 switch (randint1(3))
5388                 {
5389                         case 1:
5390                         {
5391 #ifdef JP
5392 msg_print("¥À¥ó¥¸¥ç¥ó¤ÎÊɤ¬Êø¤ì¤¿¡ª");
5393 #else
5394                                 msg_print("The cave ceiling collapses!");
5395 #endif
5396
5397                                 break;
5398                         }
5399                         case 2:
5400                         {
5401 #ifdef JP
5402 msg_print("¥À¥ó¥¸¥ç¥ó¤Î¾²¤¬ÉÔ¼«Á³¤Ë¤Í¤¸¶Ê¤¬¤Ã¤¿¡ª");
5403 #else
5404                                 msg_print("The cave floor twists in an unnatural way!");
5405 #endif
5406
5407                                 break;
5408                         }
5409                         default:
5410                         {
5411 #ifdef JP
5412 msg_print("¥À¥ó¥¸¥ç¥ó¤¬Íɤ줿¡ªÊø¤ì¤¿´ä¤¬Æ¬¤Ë¹ß¤Ã¤Æ¤­¤¿¡ª");
5413 #else
5414                                 msg_print("The cave quakes!  You are pummeled with debris!");
5415 #endif
5416
5417                                 break;
5418                         }
5419                 }
5420
5421                 /* Hurt the player a lot */
5422                 if (!sn)
5423                 {
5424                         /* Message and damage */
5425 #ifdef JP
5426 msg_print("¤¢¤Ê¤¿¤Ï¤Ò¤É¤¤²ø²æ¤òÉé¤Ã¤¿¡ª");
5427 #else
5428                         msg_print("You are severely crushed!");
5429 #endif
5430
5431                         damage = 200;
5432                 }
5433
5434                 /* Destroy the grid, and push the player to safety */
5435                 else
5436                 {
5437                         /* Calculate results */
5438                         switch (randint1(3))
5439                         {
5440                                 case 1:
5441                                 {
5442 #ifdef JP
5443 msg_print("¹ß¤êÃí¤°´ä¤ò¤¦¤Þ¤¯Èò¤±¤¿¡ª");
5444 #else
5445                                         msg_print("You nimbly dodge the blast!");
5446 #endif
5447
5448                                         damage = 0;
5449                                         break;
5450                                 }
5451                                 case 2:
5452                                 {
5453 #ifdef JP
5454 msg_print("´äÀФ¬¤¢¤Ê¤¿¤Ëľ·â¤·¤¿!");
5455 #else
5456                                         msg_print("You are bashed by rubble!");
5457 #endif
5458
5459                                         damage = damroll(10, 4);
5460                                         (void)set_stun(p_ptr->stun + randint1(50));
5461                                         break;
5462                                 }
5463                                 case 3:
5464                                 {
5465 #ifdef JP
5466 msg_print("¤¢¤Ê¤¿¤Ï¾²¤ÈÊɤȤδ֤˶´¤Þ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
5467 #else
5468                                         msg_print("You are crushed between the floor and ceiling!");
5469 #endif
5470
5471                                         damage = damroll(10, 4);
5472                                         (void)set_stun(p_ptr->stun + randint1(50));
5473                                         break;
5474                                 }
5475                         }
5476
5477                         /* Save the old location */
5478                         oy = py;
5479                         ox = px;
5480
5481                         /* Move the player to the safe location */
5482                         py = sy;
5483                         px = sx;
5484
5485                         if (p_ptr->riding)
5486                         {
5487                                 int tmp;
5488                                 tmp = cave[py][px].m_idx;
5489                                 cave[py][px].m_idx = cave[oy][ox].m_idx;
5490                                 cave[oy][ox].m_idx = tmp;
5491                                 m_list[p_ptr->riding].fy = py;
5492                                 m_list[p_ptr->riding].fx = px;
5493                                 update_mon(cave[py][px].m_idx, TRUE);
5494                         }
5495
5496                         /* Redraw the old spot */
5497                         lite_spot(oy, ox);
5498
5499                         /* Redraw the new spot */
5500                         lite_spot(py, px);
5501
5502                         /* Check for new panel */
5503                         verify_panel();
5504                 }
5505
5506                 /* Important -- no wall on player */
5507                 map[16+py-cy][16+px-cx] = FALSE;
5508
5509                 /* Take some damage */
5510 #ifdef JP
5511 if (damage) take_hit(DAMAGE_ATTACK, damage, "ÃÏ¿Ì", -1);
5512 #else
5513                 if (damage) take_hit(DAMAGE_ATTACK, damage, "an earthquake", -1);
5514 #endif
5515
5516         }
5517
5518
5519         /* Examine the quaked region */
5520         for (dy = -r; dy <= r; dy++)
5521         {
5522                 for (dx = -r; dx <= r; dx++)
5523                 {
5524                         /* Extract the location */
5525                         yy = cy + dy;
5526                         xx = cx + dx;
5527
5528                         /* Skip unaffected grids */
5529                         if (!map[16+yy-cy][16+xx-cx]) continue;
5530
5531                         /* Access the grid */
5532                         c_ptr = &cave[yy][xx];
5533
5534                         if (c_ptr->m_idx == p_ptr->riding) continue;
5535
5536                         /* Process monsters */
5537                         if (c_ptr->m_idx)
5538                         {
5539                                 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5540                                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5541
5542                                 /* Quest monsters */
5543                                 if (r_ptr->flags1 & RF1_QUESTOR)
5544                                 {
5545                                         /* No wall on quest monsters */
5546                                         map[16+yy-cy][16+xx-cx] = FALSE;
5547
5548                                         continue;
5549                                 }
5550
5551                                 /* Most monsters cannot co-exist with rock */
5552                                 if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
5553                                     !(r_ptr->flags2 & (RF2_PASS_WALL)))
5554                                 {
5555                                         char m_name[80];
5556
5557                                         /* Assume not safe */
5558                                         sn = 0;
5559
5560                                         /* Monster can move to escape the wall */
5561                                         if (!(r_ptr->flags1 & (RF1_NEVER_MOVE)))
5562                                         {
5563                                                 /* Look for safety */
5564                                                 for (i = 0; i < 8; i++)
5565                                                 {
5566                                                         /* Access the grid */
5567                                                         y = yy + ddy_ddd[i];
5568                                                         x = xx + ddx_ddd[i];
5569
5570                                                         /* Skip non-empty grids */
5571                                                         if (!cave_empty_bold(y, x)) continue;
5572
5573                                                         /* Hack -- no safety on glyph of warding */
5574                                                         if (cave[y][x].feat == FEAT_GLYPH) continue;
5575                                                         if (cave[y][x].feat == FEAT_MINOR_GLYPH) continue;
5576
5577                                                         /* ... nor on the Pattern */
5578                                                         if ((cave[y][x].feat <= FEAT_PATTERN_XTRA2) &&
5579                                                             (cave[y][x].feat >= FEAT_PATTERN_START))
5580                                                                 continue;
5581
5582                                                         /* Important -- Skip "quake" grids */
5583                                                         if (map[16+y-cy][16+x-cx]) continue;
5584
5585                                                         if (cave[y][x].m_idx) continue;
5586                                                         if ((y == py) && (x == px)) continue;
5587
5588                                                         /* Count "safe" grids */
5589                                                         sn++;
5590
5591                                                         /* Randomize choice */
5592                                                         if (randint0(sn) > 0) continue;
5593
5594                                                         /* Save the safe grid */
5595                                                         sy = y; sx = x;
5596                                                 }
5597                                         }
5598
5599                                         /* Describe the monster */
5600                                         monster_desc(m_name, m_ptr, 0);
5601
5602                                         /* Scream in pain */
5603 #ifdef JP
5604 msg_format("%^s¤Ï¶ìÄˤǵ㤭¤ï¤á¤¤¤¿¡ª", m_name);
5605 #else
5606                                         msg_format("%^s wails out in pain!", m_name);
5607 #endif
5608
5609
5610                                         /* Take damage from the quake */
5611                                         damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
5612
5613                                         /* Monster is certainly awake */
5614                                         m_ptr->csleep = 0;
5615
5616                                         /* Apply damage directly */
5617                                         m_ptr->hp -= damage;
5618
5619                                         /* Delete (not kill) "dead" monsters */
5620                                         if (m_ptr->hp < 0)
5621                                         {
5622                                                 /* Message */
5623 #ifdef JP
5624 msg_format("%^s¤Ï´äÀФËËä¤â¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª", m_name);
5625 #else
5626                                                 msg_format("%^s is embedded in the rock!", m_name);
5627 #endif
5628
5629                                                 if (c_ptr->m_idx)
5630                                                 {
5631                                                         if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
5632                                                         {
5633                                                                 char m2_name[80];
5634
5635                                                                 monster_desc(m2_name, m_ptr, 0x08);
5636                                                                 do_cmd_write_nikki(NIKKI_NAMED_PET, 7, m2_name);
5637                                                         }
5638                                                 }
5639
5640                                                 /* Delete the monster */
5641                                                 delete_monster(yy, xx);
5642
5643                                                 /* No longer safe */
5644                                                 sn = 0;
5645                                         }
5646
5647                                         /* Hack -- Escape from the rock */
5648                                         if (sn)
5649                                         {
5650                                                 int m_idx = cave[yy][xx].m_idx;
5651
5652                                                 /* Update the new location */
5653                                                 cave[sy][sx].m_idx = m_idx;
5654
5655                                                 /* Update the old location */
5656                                                 cave[yy][xx].m_idx = 0;
5657
5658                                                 /* Move the monster */
5659                                                 m_ptr->fy = sy;
5660                                                 m_ptr->fx = sx;
5661
5662                                                 /* Update the monster (new location) */
5663                                                 update_mon(m_idx, TRUE);
5664
5665                                                 /* Redraw the old grid */
5666                                                 lite_spot(yy, xx);
5667
5668                                                 /* Redraw the new grid */
5669                                                 lite_spot(sy, sx);
5670                                         }
5671                                 }
5672                         }
5673                 }
5674         }
5675
5676
5677         /* Examine the quaked region */
5678         for (dy = -r; dy <= r; dy++)
5679         {
5680                 for (dx = -r; dx <= r; dx++)
5681                 {
5682                         /* Extract the location */
5683                         yy = cy + dy;
5684                         xx = cx + dx;
5685
5686                         /* Skip unaffected grids */
5687                         if (!map[16+yy-cy][16+xx-cx]) continue;
5688
5689                         /* Access the cave grid */
5690                         c_ptr = &cave[yy][xx];
5691
5692                         /* Paranoia -- never affect player */
5693 /*                      if ((yy == py) && (xx == px)) continue; */
5694
5695                         /* Destroy location (if valid) */
5696                         if (cave_valid_bold(yy, xx))
5697                         {
5698                                 bool floor = cave_floor_bold(yy, xx);
5699
5700                                 /* Delete objects */
5701                                 delete_object(yy, xx);
5702
5703                                 /* Wall (or floor) type */
5704                                 t = (floor ? randint0(100) : 200);
5705
5706                                 /* Granite */
5707                                 if (t < 20)
5708                                 {
5709                                         /* Create granite wall */
5710                                         c_ptr->feat = FEAT_WALL_EXTRA;
5711                                 }
5712
5713                                 /* Quartz */
5714                                 else if (t < 70)
5715                                 {
5716                                         /* Create quartz vein */
5717                                         c_ptr->feat = FEAT_QUARTZ;
5718                                 }
5719
5720                                 /* Magma */
5721                                 else if (t < 100)
5722                                 {
5723                                         /* Create magma vein */
5724                                         c_ptr->feat = FEAT_MAGMA;
5725                                 }
5726
5727                                 /* Floor */
5728                                 else
5729                                 {
5730                                         /* Create floor */
5731                                         c_ptr->feat = floor_type[randint0(100)];
5732                                 }
5733                         }
5734                 }
5735         }
5736
5737
5738         /* Mega-Hack -- Forget the view and lite */
5739         p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
5740
5741         /* Update stuff */
5742         p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
5743
5744         /* Update the monsters */
5745         p_ptr->update |= (PU_DISTANCE);
5746
5747         /* Update the health bar */
5748         p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
5749
5750         /* Redraw map */
5751         p_ptr->redraw |= (PR_MAP);
5752
5753         /* Window stuff */
5754         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5755
5756         /* Success */
5757         return (TRUE);
5758 }
5759
5760
5761 void discharge_minion(void)
5762 {
5763         int i;
5764         bool okay = TRUE;
5765
5766         for (i = 1; i < m_max; i++)
5767         {
5768                 monster_type *m_ptr = &m_list[i];
5769                 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
5770                 if (m_ptr->nickname) okay = FALSE;
5771         }
5772         if (!okay || p_ptr->riding)
5773         {
5774 #ifdef JP
5775                 if (!get_check("ËÜÅö¤ËÁ´¥Ú¥Ã¥È¤òÇúÇˤ·¤Þ¤¹¤«¡©"))
5776 #else
5777                 if (!get_check("You will blast all pets. Are you sure? "))
5778 #endif
5779                         return;
5780         }
5781         for (i = 1; i < m_max; i++)
5782         {
5783                 int dam;
5784                 monster_type *m_ptr = &m_list[i];
5785                 monster_race *r_ptr;
5786
5787                 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
5788                 r_ptr = &r_info[m_ptr->r_idx];
5789
5790                 /* Uniques resist discharging */
5791                 if (r_ptr->flags1 & RF1_UNIQUE)
5792                 {
5793                         char m_name[80];
5794                         monster_desc(m_name, m_ptr, 0x00);
5795 #ifdef JP
5796                         msg_format("%s¤ÏÇúÇˤµ¤ì¤ë¤Î¤ò·ù¤¬¤ê¡¢¾¡¼ê¤Ë¼«Ê¬¤ÎÀ¤³¦¤Ø¤Èµ¢¤Ã¤¿¡£", m_name);
5797 #else
5798                         msg_format("%^s resists to be blasted, and run away.", m_name);
5799 #endif
5800                         delete_monster_idx(i);
5801                         continue;
5802                 }
5803                 dam = m_ptr->hp / 2;
5804                 if (dam > 100) dam = (dam-100)/2 + 100;
5805                 if (dam > 400) dam = (dam-400)/2 + 400;
5806                 if (dam > 800) dam = 800;
5807                 project(i, 2+(r_ptr->level/20), m_ptr->fy,
5808                         m_ptr->fx, dam, GF_PLASMA, 
5809                         PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_MONSTER, -1);
5810                 delete_monster_idx(i);
5811         }
5812 }
5813
5814
5815 /*
5816  * This routine clears the entire "temp" set.
5817  *
5818  * This routine will Perma-Lite all "temp" grids.
5819  *
5820  * This routine is used (only) by "lite_room()"
5821  *
5822  * Dark grids are illuminated.
5823  *
5824  * Also, process all affected monsters.
5825  *
5826  * SMART monsters always wake up when illuminated
5827  * NORMAL monsters wake up 1/4 the time when illuminated
5828  * STUPID monsters wake up 1/10 the time when illuminated
5829  */
5830 static void cave_temp_room_lite(void)
5831 {
5832         int i;
5833
5834         /* Clear them all */
5835         for (i = 0; i < temp_n; i++)
5836         {
5837                 int y = temp_y[i];
5838                 int x = temp_x[i];
5839
5840                 cave_type *c_ptr = &cave[y][x];
5841
5842                 /* No longer in the array */
5843                 c_ptr->info &= ~(CAVE_TEMP);
5844
5845                 /* Update only non-CAVE_GLOW grids */
5846                 /* if (c_ptr->info & (CAVE_GLOW)) continue; */
5847
5848                 /* Perma-Lite */
5849                 c_ptr->info |= (CAVE_GLOW);
5850
5851                 /* Process affected monsters */
5852                 if (c_ptr->m_idx)
5853                 {
5854                         int chance = 25;
5855
5856                         monster_type    *m_ptr = &m_list[c_ptr->m_idx];
5857
5858                         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
5859
5860                         /* Update the monster */
5861                         update_mon(c_ptr->m_idx, FALSE);
5862
5863                         /* Stupid monsters rarely wake up */
5864                         if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
5865
5866                         /* Smart monsters always wake up */
5867                         if (r_ptr->flags2 & (RF2_SMART)) chance = 100;
5868
5869                         /* Sometimes monsters wake up */
5870                         if (m_ptr->csleep && (randint0(100) < chance))
5871                         {
5872                                 /* Wake up! */
5873                                 m_ptr->csleep = 0;
5874
5875                                 /* Notice the "waking up" */
5876                                 if (m_ptr->ml)
5877                                 {
5878                                         char m_name[80];
5879
5880                                         /* Acquire the monster name */
5881                                         monster_desc(m_name, m_ptr, 0);
5882
5883                                         /* Dump a message */
5884 #ifdef JP
5885 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
5886 #else
5887                                         msg_format("%^s wakes up.", m_name);
5888 #endif
5889                                         /* Redraw the health bar */
5890                                         if (p_ptr->health_who == c_ptr->m_idx)
5891                                                 p_ptr->redraw |= (PR_HEALTH);
5892
5893                                 }
5894                         }
5895                 }
5896
5897                 /* Note */
5898                 note_spot(y, x);
5899
5900                 /* Redraw */
5901                 lite_spot(y, x);
5902         }
5903
5904         /* None left */
5905         temp_n = 0;
5906 }
5907
5908
5909
5910 /*
5911  * This routine clears the entire "temp" set.
5912  *
5913  * This routine will "darken" all "temp" grids.
5914  *
5915  * In addition, some of these grids will be "unmarked".
5916  *
5917  * This routine is used (only) by "unlite_room()"
5918  *
5919  * Also, process all affected monsters
5920  */
5921 static void cave_temp_room_unlite(void)
5922 {
5923         int i;
5924
5925         /* Clear them all */
5926         for (i = 0; i < temp_n; i++)
5927         {
5928                 int y = temp_y[i];
5929                 int x = temp_x[i];
5930
5931                 cave_type *c_ptr = &cave[y][x];
5932
5933                 /* No longer in the array */
5934                 c_ptr->info &= ~(CAVE_TEMP);
5935
5936                 /* Darken the grid */
5937                 c_ptr->info &= ~(CAVE_GLOW);
5938
5939                 /* Hack -- Forget "boring" grids */
5940                 if ((c_ptr->feat <= FEAT_INVIS) || (c_ptr->feat == FEAT_DIRT) || (c_ptr->feat == FEAT_GRASS))
5941                 {
5942                         /* Forget the grid */
5943                         c_ptr->info &= ~(CAVE_MARK);
5944
5945                         /* Notice */
5946                         note_spot(y, x);
5947                 }
5948
5949                 /* Process affected monsters */
5950                 if (c_ptr->m_idx)
5951                 {
5952                         /* Update the monster */
5953                         update_mon(c_ptr->m_idx, FALSE);
5954                 }
5955
5956                 /* Redraw */
5957                 lite_spot(y, x);
5958         }
5959
5960         /* None left */
5961         temp_n = 0;
5962 }
5963
5964
5965
5966 /*
5967  * Aux function -- see below
5968  */
5969 static void cave_temp_room_aux(int y, int x)
5970 {
5971         cave_type *c_ptr;
5972
5973         /* Verify */
5974 /*      if (!in_bounds(y, x)) return; */
5975
5976         /* Get the grid */
5977         c_ptr = &cave[y][x];
5978
5979         /* Avoid infinite recursion */
5980         if (c_ptr->info & (CAVE_TEMP)) return;
5981
5982         /* Do not "leave" the current room */
5983         if (!(c_ptr->info & (CAVE_ROOM))) return;
5984
5985         /* Paranoia -- verify space */
5986         if (temp_n == TEMP_MAX) return;
5987
5988         /* Mark the grid as "seen" */
5989         c_ptr->info |= (CAVE_TEMP);
5990
5991         /* Add it to the "seen" set */
5992         temp_y[temp_n] = y;
5993         temp_x[temp_n] = x;
5994         temp_n++;
5995 }
5996
5997
5998
5999
6000 /*
6001  * Illuminate any room containing the given location.
6002  */
6003 void lite_room(int y1, int x1)
6004 {
6005         int i, x, y;
6006
6007         /* Add the initial grid */
6008         cave_temp_room_aux(y1, x1);
6009
6010         /* While grids are in the queue, add their neighbors */
6011         for (i = 0; i < temp_n; i++)
6012         {
6013                 x = temp_x[i], y = temp_y[i];
6014
6015                 /* Walls get lit, but stop light */
6016                 if (!cave_floor_bold(y, x)) continue;
6017
6018                 /* Spread adjacent */
6019                 cave_temp_room_aux(y + 1, x);
6020                 cave_temp_room_aux(y - 1, x);
6021                 cave_temp_room_aux(y, x + 1);
6022                 cave_temp_room_aux(y, x - 1);
6023
6024                 /* Spread diagonal */
6025                 cave_temp_room_aux(y + 1, x + 1);
6026                 cave_temp_room_aux(y - 1, x - 1);
6027                 cave_temp_room_aux(y - 1, x + 1);
6028                 cave_temp_room_aux(y + 1, x - 1);
6029         }
6030
6031         /* Now, lite them all up at once */
6032         cave_temp_room_lite();
6033 }
6034
6035
6036 /*
6037  * Darken all rooms containing the given location
6038  */
6039 void unlite_room(int y1, int x1)
6040 {
6041         int i, x, y;
6042
6043         /* Add the initial grid */
6044         cave_temp_room_aux(y1, x1);
6045
6046         /* Spread, breadth first */
6047         for (i = 0; i < temp_n; i++)
6048         {
6049                 x = temp_x[i], y = temp_y[i];
6050
6051                 /* Walls get dark, but stop darkness */
6052                 if (!cave_floor_bold(y, x)) continue;
6053
6054                 /* Spread adjacent */
6055                 cave_temp_room_aux(y + 1, x);
6056                 cave_temp_room_aux(y - 1, x);
6057                 cave_temp_room_aux(y, x + 1);
6058                 cave_temp_room_aux(y, x - 1);
6059
6060                 /* Spread diagonal */
6061                 cave_temp_room_aux(y + 1, x + 1);
6062                 cave_temp_room_aux(y - 1, x - 1);
6063                 cave_temp_room_aux(y - 1, x + 1);
6064                 cave_temp_room_aux(y + 1, x - 1);
6065         }
6066
6067         /* Now, darken them all at once */
6068         cave_temp_room_unlite();
6069 }
6070
6071
6072
6073 /*
6074  * Hack -- call light around the player
6075  * Affect all monsters in the projection radius
6076  */
6077 bool lite_area(int dam, int rad)
6078 {
6079         int flg = PROJECT_GRID | PROJECT_KILL;
6080
6081         if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
6082         {
6083 #ifdef JP
6084                 msg_print("¥À¥ó¥¸¥ç¥ó¤¬¸÷¤òµÛ¼ý¤·¤¿¡£");
6085 #else
6086                 msg_print("The darkness of this dungeon absorb your light.");
6087 #endif
6088                 return FALSE;
6089         }
6090
6091         /* Hack -- Message */
6092         if (!p_ptr->blind)
6093         {
6094 #ifdef JP
6095 msg_print("Çò¤¤¸÷¤¬ÊÕ¤ê¤òʤ¤Ã¤¿¡£");
6096 #else
6097                 msg_print("You are surrounded by a white light.");
6098 #endif
6099
6100         }
6101
6102         /* Hook into the "project()" function */
6103         (void)project(0, rad, py, px, dam, GF_LITE_WEAK, flg, -1);
6104
6105         /* Lite up the room */
6106         lite_room(py, px);
6107
6108         if (p_ptr->special_defense & NINJA_S_STEALTH)
6109         {
6110                 set_superstealth(FALSE);
6111         }
6112
6113         /* Assume seen */
6114         return (TRUE);
6115 }
6116
6117
6118 /*
6119  * Hack -- call darkness around the player
6120  * Affect all monsters in the projection radius
6121  */
6122 bool unlite_area(int dam, int rad)
6123 {
6124         int flg = PROJECT_GRID | PROJECT_KILL;
6125
6126         /* Hack -- Message */
6127         if (!p_ptr->blind)
6128         {
6129 #ifdef JP
6130 msg_print("°Å°Ç¤¬ÊÕ¤ê¤òʤ¤Ã¤¿¡£");
6131 #else
6132                 msg_print("Darkness surrounds you.");
6133 #endif
6134
6135         }
6136
6137         /* Hook into the "project()" function */
6138         (void)project(0, rad, py, px, dam, GF_DARK_WEAK, flg, -1);
6139
6140         /* Lite up the room */
6141         unlite_room(py, px);
6142
6143         /* Assume seen */
6144         return (TRUE);
6145 }
6146
6147
6148
6149 /*
6150  * Cast a ball spell
6151  * Stop if we hit a monster, act as a "ball"
6152  * Allow "target" mode to pass over monsters
6153  * Affect grids, objects, and monsters
6154  */
6155 bool fire_ball(int typ, int dir, int dam, int rad)
6156 {
6157         int tx, ty;
6158
6159         int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_NO_REF;
6160
6161         if (typ == GF_CONTROL_LIVING) flg|= PROJECT_HIDE;
6162         /* Use the given direction */
6163         tx = px + 99 * ddx[dir];
6164         ty = py + 99 * ddy[dir];
6165
6166         /* Hack -- Use an actual "target" */
6167         if ((dir == 5) && target_okay())
6168         {
6169                 flg &= ~(PROJECT_STOP);
6170                 tx = target_col;
6171                 ty = target_row;
6172         }
6173
6174         /* Analyze the "dir" and the "target".  Hurt items on floor. */
6175         return (project(0, rad, ty, tx, dam, typ, flg, -1));
6176 }
6177
6178
6179 /*
6180  * Cast a ball spell
6181  * Stop if we hit a monster, act as a "ball"
6182  * Allow "target" mode to pass over monsters
6183  * Affect grids, objects, and monsters
6184  */
6185 bool fire_rocket(int typ, int dir, int dam, int rad)
6186 {
6187         int tx, ty;
6188
6189         int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_NO_REF;
6190
6191         /* Use the given direction */
6192         tx = px + 99 * ddx[dir];
6193         ty = py + 99 * ddy[dir];
6194
6195         /* Hack -- Use an actual "target" */
6196         if ((dir == 5) && target_okay())
6197         {
6198                 tx = target_col;
6199                 ty = target_row;
6200         }
6201
6202         /* Analyze the "dir" and the "target".  Hurt items on floor. */
6203         return (project(0, rad, ty, tx, dam, typ, flg, -1));
6204 }
6205
6206
6207 /*
6208  * Cast a ball spell
6209  * Stop if we hit a monster, act as a "ball"
6210  * Allow "target" mode to pass over monsters
6211  * Affect grids, objects, and monsters
6212  */
6213 bool fire_ball_hide(int typ, int dir, int dam, int rad)
6214 {
6215         int tx, ty;
6216
6217         int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_NO_REF | PROJECT_HIDE;
6218
6219         /* Use the given direction */
6220         tx = px + 99 * ddx[dir];
6221         ty = py + 99 * ddy[dir];
6222
6223         /* Hack -- Use an actual "target" */
6224         if ((dir == 5) && target_okay())
6225         {
6226                 flg &= ~(PROJECT_STOP);
6227                 tx = target_col;
6228                 ty = target_row;
6229         }
6230
6231         /* Analyze the "dir" and the "target".  Hurt items on floor. */
6232         return (project(0, rad, ty, tx, dam, typ, flg, -1));
6233 }
6234
6235
6236 /*
6237  * Cast a meteor spell, defined as a ball spell cast by an arbitary monster, 
6238  * player, or outside source, that starts out at an arbitrary location, and 
6239  * leaving no trail from the "caster" to the target.  This function is 
6240  * especially useful for bombardments and similar. -LM-
6241  *
6242  * Option to hurt the player.
6243  */
6244 bool fire_meteor(int who, int typ, int y, int x, int dam, int rad)
6245 {
6246         int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_NO_REF;
6247
6248         /* Analyze the "target" and the caster. */
6249         return (project(who, rad, y, x, dam, typ, flg, -1));
6250 }
6251
6252
6253 /*
6254  * Switch position with a monster.
6255  */
6256 bool teleport_swap(int dir)
6257 {
6258         int tx, ty;
6259         cave_type * c_ptr;
6260         monster_type * m_ptr;
6261         monster_race * r_ptr;
6262
6263         if ((dir == 5) && target_okay())
6264         {
6265                 tx = target_col;
6266                 ty = target_row;
6267         }
6268         else
6269         {
6270                 tx = px + ddx[dir];
6271                 ty = py + ddy[dir];
6272         }
6273         c_ptr = &cave[ty][tx];
6274
6275         if (p_ptr->anti_tele)
6276         {
6277 #ifdef JP
6278 msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
6279 #else
6280                 msg_print("A mysterious force prevents you from teleporting!");
6281 #endif
6282
6283                 return FALSE;
6284         }
6285
6286         if (!c_ptr->m_idx || (c_ptr->m_idx == p_ptr->riding))
6287         {
6288 #ifdef JP
6289 msg_print("¤½¤ì¤È¤Ï¾ì½ê¤ò¸ò´¹¤Ç¤­¤Þ¤»¤ó¡£");
6290 #else
6291                 msg_print("You can't trade places with that!");
6292 #endif
6293
6294
6295                 /* Failure */
6296                 return FALSE;
6297         }
6298
6299         if ((c_ptr->info & CAVE_ICKY) || (distance(ty, tx, py, px) > p_ptr->lev * 3 / 2 + 10))
6300         {
6301 #ifdef JP
6302 msg_print("¼ºÇÔ¤·¤¿¡£");
6303 #else
6304                 msg_print("Failed to swap.");
6305 #endif
6306
6307
6308                 /* Failure */
6309                 return FALSE;
6310         }
6311
6312         m_ptr = &m_list[c_ptr->m_idx];
6313         r_ptr = &r_info[m_ptr->r_idx];
6314
6315         if (r_ptr->flags3 & RF3_RES_TELE)
6316         {
6317 #ifdef JP
6318 msg_print("¥Æ¥ì¥Ý¡¼¥È¤ò¼ÙË⤵¤ì¤¿¡ª");
6319 #else
6320                 msg_print("Your teleportation is blocked!");
6321 #endif
6322
6323                 m_ptr->csleep = 0;
6324                 /* Failure */
6325                 return FALSE;
6326         }
6327
6328         sound(SOUND_TELEPORT);
6329
6330         cave[py][px].m_idx = c_ptr->m_idx;
6331
6332         /* Update the old location */
6333         c_ptr->m_idx = p_ptr->riding;
6334
6335         /* Move the monster */
6336         m_ptr->fy = py;
6337         m_ptr->fx = px;
6338
6339         /* Move the player */
6340         px = tx;
6341         py = ty;
6342
6343         if (p_ptr->riding)
6344         {
6345                 m_list[p_ptr->riding].fy = ty;
6346                 m_list[p_ptr->riding].fx = tx;
6347
6348                 /* Update the monster (new location) */
6349                 update_mon(cave[ty][tx].m_idx, TRUE);
6350         }
6351
6352         tx = m_ptr->fx;
6353         ty = m_ptr->fy;
6354
6355         m_ptr->csleep = 0;
6356
6357         /* Update the monster (new location) */
6358         update_mon(cave[ty][tx].m_idx, TRUE);
6359
6360         /* Redraw the old grid */
6361         lite_spot(ty, tx);
6362
6363         /* Redraw the new grid */
6364         lite_spot(py, px);
6365
6366         /* Check for new panel (redraw map) */
6367         verify_panel();
6368
6369         /* Update stuff */
6370         p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW);
6371
6372         /* Notice changes in view */
6373         if (r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2 | RF7_SELF_LITE_1 | RF7_SELF_LITE_2))
6374         {
6375                 /* Update some things */
6376                 p_ptr->update |= (PU_MON_LITE);
6377         }
6378
6379         /* Update the monsters */
6380         p_ptr->update |= (PU_DISTANCE);
6381
6382         /* Window stuff */
6383         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
6384
6385         /* Redraw the health bar */
6386         if (p_ptr->health_who == cave[ty][tx].m_idx)
6387                 p_ptr->redraw |= (PR_HEALTH);
6388
6389         /* Handle stuff XXX XXX XXX */
6390         handle_stuff();
6391
6392         /* Success */
6393         return TRUE;
6394 }
6395
6396
6397 /*
6398  * Hack -- apply a "projection()" in a direction (or at the target)
6399  */
6400 bool project_hook(int typ, int dir, int dam, int flg)
6401 {
6402         int tx, ty;
6403
6404         /* Pass through the target if needed */
6405         flg |= (PROJECT_THRU);
6406
6407         /* Use the given direction */
6408         tx = px + ddx[dir];
6409         ty = py + ddy[dir];
6410
6411         /* Hack -- Use an actual "target" */
6412         if ((dir == 5) && target_okay())
6413         {
6414                 tx = target_col;
6415                 ty = target_row;
6416         }
6417
6418         /* Analyze the "dir" and the "target", do NOT explode */
6419         return (project(0, 0, ty, tx, dam, typ, flg, -1));
6420 }
6421
6422
6423 /*
6424  * Cast a bolt spell
6425  * Stop if we hit a monster, as a "bolt"
6426  * Affect monsters (not grids or objects)
6427  */
6428 bool fire_bolt(int typ, int dir, int dam)
6429 {
6430         int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_GRID;
6431         return (project_hook(typ, dir, dam, flg));
6432 }
6433
6434
6435 /*
6436  * Cast a beam spell
6437  * Pass through monsters, as a "beam"
6438  * Affect monsters (not grids or objects)
6439  */
6440 bool fire_beam(int typ, int dir, int dam)
6441 {
6442         int flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM;
6443         return (project_hook(typ, dir, dam, flg));
6444 }
6445
6446
6447 /*
6448  * Cast a bolt spell, or rarely, a beam spell
6449  */
6450 bool fire_bolt_or_beam(int prob, int typ, int dir, int dam)
6451 {
6452         if (randint0(100) < prob)
6453         {
6454                 return (fire_beam(typ, dir, dam));
6455         }
6456         else
6457         {
6458                 return (fire_bolt(typ, dir, dam));
6459         }
6460 }
6461
6462
6463 /*
6464  * Some of the old functions
6465  */
6466 bool lite_line(int dir)
6467 {
6468         int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
6469         return (project_hook(GF_LITE_WEAK, dir, damroll(6, 8), flg));
6470 }
6471
6472
6473 bool drain_life(int dir, int dam)
6474 {
6475         int flg = PROJECT_STOP | PROJECT_KILL;
6476         return (project_hook(GF_OLD_DRAIN, dir, dam, flg));
6477 }
6478
6479
6480 bool wall_to_mud(int dir)
6481 {
6482         int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
6483         return (project_hook(GF_KILL_WALL, dir, 20 + randint1(30), flg));
6484 }
6485
6486
6487 bool wizard_lock(int dir)
6488 {
6489         int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
6490         return (project_hook(GF_JAM_DOOR, dir, 20 + randint1(30), flg));
6491 }
6492
6493
6494 bool destroy_door(int dir)
6495 {
6496         int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
6497         return (project_hook(GF_KILL_DOOR, dir, 0, flg));
6498 }
6499
6500
6501 bool disarm_trap(int dir)
6502 {
6503         int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
6504         return (project_hook(GF_KILL_TRAP, dir, 0, flg));
6505 }
6506
6507
6508 bool heal_monster(int dir, int dam)
6509 {
6510         int flg = PROJECT_STOP | PROJECT_KILL;
6511         return (project_hook(GF_OLD_HEAL, dir, dam, flg));
6512 }
6513
6514
6515 bool speed_monster(int dir)
6516 {
6517         int flg = PROJECT_STOP | PROJECT_KILL;
6518         return (project_hook(GF_OLD_SPEED, dir, p_ptr->lev, flg));
6519 }
6520
6521
6522 bool slow_monster(int dir)
6523 {
6524         int flg = PROJECT_STOP | PROJECT_KILL;
6525         return (project_hook(GF_OLD_SLOW, dir, p_ptr->lev, flg));
6526 }
6527
6528
6529 bool sleep_monster(int dir)
6530 {
6531         int flg = PROJECT_STOP | PROJECT_KILL;
6532         return (project_hook(GF_OLD_SLEEP, dir, p_ptr->lev, flg));
6533 }
6534
6535
6536 bool stasis_monster(int dir)
6537 {
6538         return (fire_ball_hide(GF_STASIS, dir, p_ptr->lev*2, 0));
6539 }
6540
6541
6542 bool confuse_monster(int dir, int plev)
6543 {
6544         int flg = PROJECT_STOP | PROJECT_KILL;
6545         return (project_hook(GF_OLD_CONF, dir, plev, flg));
6546 }
6547
6548
6549 bool stun_monster(int dir, int plev)
6550 {
6551         int flg = PROJECT_STOP | PROJECT_KILL;
6552         return (project_hook(GF_STUN, dir, plev, flg));
6553 }
6554
6555
6556 bool poly_monster(int dir)
6557 {
6558         int flg = PROJECT_STOP | PROJECT_KILL;
6559         bool tester = (project_hook(GF_OLD_POLY, dir, p_ptr->lev, flg));
6560         if (tester)
6561                 chg_virtue(V_CHANCE, 1);
6562         return(tester);
6563 }
6564
6565
6566 bool clone_monster(int dir)
6567 {
6568         int flg = PROJECT_STOP | PROJECT_KILL;
6569         return (project_hook(GF_OLD_CLONE, dir, 0, flg));
6570 }
6571
6572
6573 bool fear_monster(int dir, int plev)
6574 {
6575         int flg = PROJECT_STOP | PROJECT_KILL;
6576         return (project_hook(GF_TURN_ALL, dir, plev, flg));
6577 }
6578
6579
6580 bool death_ray(int dir, int plev)
6581 {
6582         int flg = PROJECT_STOP | PROJECT_KILL;
6583         return (project_hook(GF_DEATH_RAY, dir, plev * 200, flg));
6584 }
6585
6586
6587 bool teleport_monster(int dir)
6588 {
6589         int flg = PROJECT_BEAM | PROJECT_KILL;
6590         return (project_hook(GF_AWAY_ALL, dir, MAX_SIGHT * 5, flg));
6591 }
6592
6593 /*
6594  * Hooks -- affect adjacent grids (radius 1 ball attack)
6595  */
6596 bool door_creation(void)
6597 {
6598         int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6599         return (project(0, 1, py, px, 0, GF_MAKE_DOOR, flg, -1));
6600 }
6601
6602
6603 bool trap_creation(int y, int x)
6604 {
6605         int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6606         return (project(0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1));
6607 }
6608
6609
6610 bool tree_creation(void)
6611 {
6612         int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6613         return (project(0, 1, py, px, 0, GF_MAKE_TREE, flg, -1));
6614 }
6615
6616
6617 bool glyph_creation(void)
6618 {
6619         int flg = PROJECT_GRID | PROJECT_ITEM;
6620         return (project(0, 1, py, px, 0, GF_MAKE_GLYPH, flg, -1));
6621 }
6622
6623
6624 bool wall_stone(void)
6625 {
6626         int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6627
6628         bool dummy = (project(0, 1, py, px, 0, GF_STONE_WALL, flg, -1));
6629
6630         /* Update stuff */
6631         p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW);
6632
6633         /* Update the monsters */
6634         p_ptr->update |= (PU_MONSTERS);
6635
6636         /* Redraw map */
6637         p_ptr->redraw |= (PR_MAP);
6638
6639         /* Window stuff */
6640         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
6641
6642         return dummy;
6643 }
6644
6645
6646 bool destroy_doors_touch(void)
6647 {
6648         int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6649         return (project(0, 1, py, px, 0, GF_KILL_DOOR, flg, -1));
6650 }
6651
6652
6653 bool sleep_monsters_touch(void)
6654 {
6655         int flg = PROJECT_KILL | PROJECT_HIDE;
6656         return (project(0, 1, py, px, p_ptr->lev, GF_OLD_SLEEP, flg, -1));
6657 }
6658
6659
6660 bool animate_dead(int who, int y, int x)
6661 {
6662         int flg = PROJECT_ITEM | PROJECT_HIDE;
6663         return (project(who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
6664 }
6665
6666
6667 void call_chaos(void)
6668 {
6669         int Chaos_type, dummy, dir;
6670         int plev = p_ptr->lev;
6671         bool line_chaos = FALSE;
6672
6673         int hurt_types[31] =
6674         {
6675                 GF_ELEC,      GF_POIS,    GF_ACID,    GF_COLD,
6676                 GF_FIRE,      GF_MISSILE, GF_ARROW,   GF_PLASMA,
6677                 GF_HOLY_FIRE, GF_WATER,   GF_LITE,    GF_DARK,
6678                 GF_FORCE,     GF_INERTIA, GF_MANA,    GF_METEOR,
6679                 GF_ICE,       GF_CHAOS,   GF_NETHER,  GF_DISENCHANT,
6680                 GF_SHARDS,    GF_SOUND,   GF_NEXUS,   GF_CONFUSION,
6681                 GF_TIME,      GF_GRAVITY, GF_ROCKET,  GF_NUKE,
6682                 GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
6683         };
6684
6685         Chaos_type = hurt_types[randint0(31)];
6686         if (one_in_(4)) line_chaos = TRUE;
6687
6688         if (one_in_(6))
6689         {
6690                 for (dummy = 1; dummy < 10; dummy++)
6691                 {
6692                         if (dummy - 5)
6693                         {
6694                                 if (line_chaos)
6695                                         fire_beam(Chaos_type, dummy, 150);
6696                                 else
6697                                         fire_ball(Chaos_type, dummy, 150, 2);
6698                         }
6699                 }
6700         }
6701         else if (one_in_(3))
6702         {
6703                 fire_ball(Chaos_type, 0, 500, 8);
6704         }
6705         else
6706         {
6707                 if (!get_aim_dir(&dir)) return;
6708                 if (line_chaos)
6709                         fire_beam(Chaos_type, dir, 250);
6710                 else
6711                         fire_ball(Chaos_type, dir, 250, 3 + (plev / 35));
6712         }
6713 }
6714
6715
6716 /*
6717  * Activate the evil Topi Ylinen curse
6718  * rr9: Stop the nasty things when a Cyberdemon is summoned
6719  * or the player gets paralyzed.
6720  */
6721 bool activate_ty_curse(bool stop_ty, int *count)
6722 {
6723         int     i = 0;
6724
6725         int flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
6726
6727         do
6728         {
6729                 switch (randint1(34))
6730                 {
6731                 case 28: case 29:
6732                         if (!(*count))
6733                         {
6734 #ifdef JP
6735 msg_print("ÃÏÌ̤¬Íɤ줿...");
6736 #else
6737                                 msg_print("The ground trembles...");
6738 #endif
6739
6740                                 earthquake(py, px, 5 + randint0(10));
6741                                 if (!one_in_(6)) break;
6742                         }
6743                 case 30: case 31:
6744                         if (!(*count))
6745                         {
6746                                 int dam = damroll(10, 10);
6747 #ifdef JP
6748 msg_print("½ã¿è¤ÊËâÎϤμ¡¸µ¤Ø¤ÎÈ⤬³«¤¤¤¿¡ª");
6749 #else
6750                                 msg_print("A portal opens to a plane of raw mana!");
6751 #endif
6752
6753                                 project(0, 8, py, px, dam, GF_MANA, flg, -1);
6754 #ifdef JP
6755                                 take_hit(DAMAGE_NOESCAPE, dam, "½ã¿è¤ÊËâÎϤβòÊü", -1);
6756 #else
6757                                 take_hit(DAMAGE_NOESCAPE, dam, "released pure mana", -1);
6758 #endif
6759                                 if (!one_in_(6)) break;
6760                         }
6761                 case 32: case 33:
6762                         if (!(*count))
6763                 {
6764 #ifdef JP
6765 msg_print("¼þ°Ï¤Î¶õ´Ö¤¬ÏĤó¤À¡ª");
6766 #else
6767                                 msg_print("Space warps about you!");
6768 #endif
6769
6770                                 teleport_player(damroll(10, 10));
6771                                 if (randint0(13)) (*count) += activate_hi_summon(py, px, FALSE);
6772                                 if (!one_in_(6)) break;
6773                         }
6774                 case 34:
6775 #ifdef JP
6776 msg_print("¥¨¥Í¥ë¥®¡¼¤Î¤¦¤Í¤ê¤ò´¶¤¸¤¿¡ª");
6777 #else
6778                         msg_print("You feel a surge of energy!");
6779 #endif
6780
6781                         wall_breaker();
6782                         if (!randint0(7))
6783                         {
6784                                 project(0, 7, py, px, 50, GF_KILL_WALL, flg, -1);
6785 #ifdef JP
6786                                 take_hit(DAMAGE_NOESCAPE, 50, "¥¨¥Í¥ë¥®¡¼¤Î¤¦¤Í¤ê", -1);
6787 #else
6788                                 take_hit(DAMAGE_NOESCAPE, 50, "surge of energy", -1);
6789 #endif
6790                         }
6791                         if (!one_in_(6)) break;
6792                 case 1: case 2: case 3: case 16: case 17:
6793                         aggravate_monsters(0);
6794                         if (!one_in_(6)) break;
6795                 case 4: case 5: case 6:
6796                         (*count) += activate_hi_summon(py, px, FALSE);
6797                         if (!one_in_(6)) break;
6798                 case 7: case 8: case 9: case 18:
6799                         (*count) += summon_specific(0, py, px, dun_level, 0, TRUE, FALSE, FALSE, TRUE, TRUE);
6800                         if (!one_in_(6)) break;
6801                 case 10: case 11: case 12:
6802 #ifdef JP
6803 msg_print("À¸Ì¿ÎϤ¬ÂΤ«¤éµÛ¤¤¼è¤é¤ì¤¿µ¤¤¬¤¹¤ë¡ª");
6804 #else
6805                         msg_print("You feel your life draining away...");
6806 #endif
6807
6808                         lose_exp(p_ptr->exp / 16);
6809                         if (!one_in_(6)) break;
6810                 case 13: case 14: case 15: case 19: case 20:
6811                         if (stop_ty || (p_ptr->free_act && (randint1(125) < p_ptr->skill_sav)) || (p_ptr->pclass == CLASS_BERSERKER))
6812                         {
6813                                 /* Do nothing */ ;
6814                         }
6815                         else
6816                         {
6817 #ifdef JP
6818 msg_print("ĦÁü¤Ë¤Ê¤Ã¤¿µ¤Ê¬¤À¡ª");
6819 #else
6820                                 msg_print("You feel like a statue!");
6821 #endif
6822
6823                                 if (p_ptr->free_act)
6824                                         set_paralyzed(p_ptr->paralyzed + randint1(3));
6825                                 else
6826                                         set_paralyzed(p_ptr->paralyzed + randint1(13));
6827                                 stop_ty = TRUE;
6828                         }
6829                         if (!one_in_(6)) break;
6830                 case 21: case 22: case 23:
6831                         (void)do_dec_stat(randint0(6));
6832                         if (!one_in_(6)) break;
6833                 case 24:
6834 #ifdef JP
6835 msg_print("¤Û¤¨¡©»ä¤Ïï¡©¤³¤³¤Ç²¿¤·¤Æ¤ë¡©");
6836 #else
6837                         msg_print("Huh? Who am I? What am I doing here?");
6838 #endif
6839
6840                         lose_all_info();
6841                         if (!one_in_(6)) break;
6842                 case 25:
6843                         /*
6844                          * Only summon Cyberdemons deep in the dungeon.
6845                          */
6846                         if ((dun_level > 65) && !stop_ty)
6847                         {
6848                                 (*count) += summon_cyber(-1, py, px);
6849                                 stop_ty = TRUE;
6850                                 break;
6851                         }
6852                         if (!one_in_(6)) break;
6853                 default:
6854                         while (i < 6)
6855                         {
6856                                 do
6857                                 {
6858                                         (void)do_dec_stat(i);
6859                                 }
6860                                 while (one_in_(2));
6861
6862                                 i++;
6863                         }
6864                 }
6865         }
6866         while (one_in_(3) && !stop_ty);
6867
6868         return stop_ty;
6869 }
6870
6871
6872 int activate_hi_summon(int y, int x, bool can_pet)
6873 {
6874         int i;
6875         int count = 0;
6876         bool pet = FALSE, friendly = FALSE, not_pet;
6877         int summon_lev;
6878
6879         if (can_pet)
6880         {
6881                 if (one_in_(4))
6882                 {
6883                         friendly = TRUE;
6884                 }
6885                 else
6886                 {
6887                         pet = TRUE;
6888                 }
6889         }
6890         not_pet = (bool)(!pet);
6891
6892         summon_lev = (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : dun_level);
6893
6894         for (i = 0; i < (randint1(7) + (dun_level / 40)); i++)
6895         {
6896                 switch (randint1(25) + (dun_level / 20))
6897                 {
6898                         case 1: case 2:
6899                                 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, TRUE, friendly, pet, FALSE, not_pet);
6900                                 break;
6901                         case 3: case 4:
6902                                 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, TRUE, friendly, pet, FALSE, not_pet);
6903                                 break;
6904                         case 5: case 6:
6905                                 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, TRUE, friendly, pet, FALSE, not_pet);
6906                                 break;
6907                         case 7: case 8:
6908                                 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, TRUE, friendly, pet, FALSE, not_pet);
6909                                 break;
6910                         case 9: case 10:
6911                                 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, TRUE, friendly, pet, FALSE, not_pet);
6912                                 break;
6913                         case 11: case 12:
6914                                 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, TRUE, friendly, pet, FALSE, not_pet);
6915                                 break;
6916                         case 13: case 14:
6917                                 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, TRUE, friendly, pet, FALSE, not_pet);
6918                                 break;
6919                         case 15: case 16:
6920                                 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, TRUE, friendly, pet, FALSE, not_pet);
6921                                 break;
6922                         case 17:
6923                                 if (pet || friendly) break;
6924                                 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, TRUE, friendly, pet, TRUE, not_pet);
6925                                 break;
6926                         case 18: case 19:
6927                                 if (pet || friendly) break;
6928                                 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, TRUE, friendly, pet, TRUE, not_pet);
6929                                 break;
6930                         case 20: case 21:
6931                                 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, TRUE, friendly, pet, (bool)(!friendly && !pet), not_pet);
6932                                 break;
6933                         case 22: case 23:
6934                                 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, TRUE, friendly, pet, (bool)(!friendly && !pet), not_pet);
6935                                 break;
6936                         case 24:
6937                                 count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, TRUE, friendly, pet, FALSE, not_pet);
6938                                 break;
6939                         default:
6940                                 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);
6941                 }
6942         }
6943
6944         return count;
6945 }
6946
6947
6948 /* ToDo: check */
6949 int summon_cyber(int who, int y, int x)
6950 {
6951         int i;
6952         int max_cyber = (easy_band ? 1 : (dun_level / 50) + randint1(2));
6953         int count = 0;
6954
6955         bool friendly = FALSE;
6956         bool pet = FALSE;
6957
6958         /* Summoned by a monster */
6959         if (who > 0)
6960         {
6961                 monster_type *m_ptr = &m_list[who];
6962                 friendly = is_friendly(m_ptr);
6963                 pet = is_pet(m_ptr);
6964         }
6965
6966         if (max_cyber > 4) max_cyber = 4;
6967
6968         for (i = 0; i < max_cyber; i++)
6969         {
6970                 count += summon_specific(who, y, x, 100, SUMMON_CYBER, TRUE, friendly, pet, FALSE, FALSE);
6971         }
6972
6973         return count;
6974 }
6975
6976
6977 void wall_breaker(void)
6978 {
6979         int i;
6980         int y, x;
6981         int attempts = 1000;
6982
6983         if (randint1(80 + p_ptr->lev) < 70)
6984         {
6985                 while(attempts--)
6986                 {
6987                         scatter(&y, &x, py, px, 4, 0);
6988
6989                         if (!cave_floor_bold(y, x)) continue;
6990
6991                         if ((y != py) || (x != px)) break;
6992                 }
6993
6994                 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
6995                                   (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
6996         }
6997         else if (randint1(100) > 30)
6998         {
6999                 earthquake(py, px, 1);
7000         }
7001         else
7002         {
7003                 int num = damroll(5, 3);
7004
7005                 for (i = 0; i < num; i++)
7006                 {
7007                         while(1)
7008                         {
7009                                 scatter(&y, &x, py, px, 10, 0);
7010
7011                                 if ((y != py) && (x != px)) break;
7012                         }
7013
7014                         project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
7015                                           (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
7016                 }
7017         }
7018 }
7019
7020
7021 /*
7022  * Confuse monsters
7023  */
7024 bool confuse_monsters(int dam)
7025 {
7026         return (project_hack(GF_OLD_CONF, dam));
7027 }
7028
7029
7030 /*
7031  * Charm monsters
7032  */
7033 bool charm_monsters(int dam)
7034 {
7035         return (project_hack(GF_CHARM, dam));
7036 }
7037
7038
7039 /*
7040  * Charm animals
7041  */
7042 bool charm_animals(int dam)
7043 {
7044         return (project_hack(GF_CONTROL_ANIMAL, dam));
7045 }
7046
7047
7048 /*
7049  * Stun monsters
7050  */
7051 bool stun_monsters(int dam)
7052 {
7053         return (project_hack(GF_STUN, dam));
7054 }
7055
7056
7057 /*
7058  * Stasis monsters
7059  */
7060 bool stasis_monsters(int dam)
7061 {
7062         return (project_hack(GF_STASIS, dam));
7063 }
7064
7065
7066 /*
7067  * Mindblast monsters
7068  */
7069 bool mindblast_monsters(int dam)
7070 {
7071         return (project_hack(GF_PSI, dam));
7072 }
7073
7074
7075 /*
7076  * Banish all monsters
7077  */
7078 bool banish_monsters(int dist)
7079 {
7080         return (project_hack(GF_AWAY_ALL, dist));
7081 }
7082
7083
7084 /*
7085  * Turn evil
7086  */
7087 bool turn_evil(int dam)
7088 {
7089         return (project_hack(GF_TURN_EVIL, dam));
7090 }
7091
7092
7093 /*
7094  * Turn everyone
7095  */
7096 bool turn_monsters(int dam)
7097 {
7098         return (project_hack(GF_TURN_ALL, dam));
7099 }
7100
7101
7102 /*
7103  * Death-ray all monsters (note: OBSCENELY powerful)
7104  */
7105 bool deathray_monsters(void)
7106 {
7107         return (project_hack(GF_DEATH_RAY, p_ptr->lev * 200));
7108 }
7109
7110
7111 bool charm_monster(int dir, int plev)
7112 {
7113         int flg = PROJECT_STOP | PROJECT_KILL;
7114         return (project_hook(GF_CHARM, dir, plev, flg));
7115 }
7116
7117
7118 bool control_one_undead(int dir, int plev)
7119 {
7120         int flg = PROJECT_STOP | PROJECT_KILL;
7121         return (project_hook(GF_CONTROL_UNDEAD, dir, plev, flg));
7122 }
7123
7124
7125 bool control_one_demon(int dir, int plev)
7126 {
7127         int flg = PROJECT_STOP | PROJECT_KILL;
7128         return (project_hook(GF_CONTROL_DEMON, dir, plev, flg));
7129 }
7130
7131
7132 bool charm_animal(int dir, int plev)
7133 {
7134         int flg = PROJECT_STOP | PROJECT_KILL;
7135         return (project_hook(GF_CONTROL_ANIMAL, dir, plev, flg));
7136 }
7137
7138
7139 bool charm_living(int dir, int plev)
7140 {
7141         int flg = PROJECT_STOP | PROJECT_KILL;
7142         return (project_hook(GF_CONTROL_LIVING, dir, plev, flg));
7143 }
7144
7145
7146 void kawarimi(bool success)
7147 {
7148         object_type forge;
7149         object_type *q_ptr = &forge;
7150         int y, x;
7151
7152         if (p_ptr->confused || p_ptr->blind || p_ptr->paralyzed || p_ptr->image) return;
7153         if (randint0(200) < p_ptr->stun) return;
7154
7155         if (!success && one_in_(3))
7156         {
7157 #ifdef JP
7158                 msg_print("¼ºÇÔ¡ªÆ¨¤²¤é¤ì¤Ê¤«¤Ã¤¿¡£");
7159 #else
7160                 msg_print("Failed! You couldn't run away.");
7161 #endif
7162                 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
7163                 p_ptr->redraw |= (PR_STATUS);
7164                 return;
7165         }
7166
7167         y = py;
7168         x = px;
7169
7170         teleport_player(10+randint1(90));
7171
7172         object_wipe(q_ptr);
7173
7174         object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
7175
7176         q_ptr->pval = MON_NINJA;
7177
7178         /* Drop it in the dungeon */
7179         (void)drop_near(q_ptr, -1, y, x);
7180
7181 #ifdef JP
7182         if (success) msg_print("¹¶·â¤ò¼õ¤±¤ëÁ°¤ËÁÇÁ᤯¿È¤ò¤Ò¤ë¤¬¤¨¤·¤¿¡£");
7183         else msg_print("¼ºÇÔ¡ª¹¶·â¤ò¼õ¤±¤Æ¤·¤Þ¤Ã¤¿¡£");
7184 #else
7185         if (success) msg_print("You have turned around just before the attack hit you.");
7186         else msg_print("Failed! You are hit by the attack.");
7187 #endif
7188
7189         p_ptr->special_defense &= ~(NINJA_KAWARIMI);
7190         p_ptr->redraw |= (PR_STATUS);
7191 }