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[Refactor] #37287 #37353 型の置換。 / Type replacement.
[hengband/hengband.git] / src / realm-life.c
1 #include "angband.h"\r
2 #include "cmd-spell.h"\r
3 \r
4 /*!\r
5 * @brief \90\96½\97Ì\88æ\96\82\96@\82Ì\8ae\8f\88\97\9d\82ð\8ds\82¤\r
6 * @param spell \96\82\96@ID\r
7 * @param mode \8f\88\97\9d\93à\97e (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST)\r
8 * @return SPELL_NAME / SPELL_DESC / SPELL_INFO \8e\9e\82É\82Í\95\8e\9a\97ñ\83|\83C\83\93\83^\82ð\95Ô\82·\81BSPELL_CAST\8e\9e\82ÍNULL\95\8e\9a\97ñ\82ð\95Ô\82·\81B\r
9 */\r
10 cptr do_life_spell(SPELL_IDX spell, BIT_FLAGS mode)\r
11 {\r
12         bool name = (mode == SPELL_NAME) ? TRUE : FALSE;\r
13         bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;\r
14         bool info = (mode == SPELL_INFO) ? TRUE : FALSE;\r
15         bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;\r
16 \r
17         int dir;\r
18         int plev = p_ptr->lev;\r
19 \r
20         switch (spell)\r
21         {\r
22         case 0:\r
23                 if (name) return _("\8cy\8f\9d\82Ì\8e¡\96ü", "Cure Light Wounds");\r
24                 if (desc) return _("\89ö\89ä\82Æ\91Ì\97Í\82ð\8f­\82µ\89ñ\95\9c\82³\82¹\82é\81B", "Heals cut and HP a little.");\r
25                 {\r
26                         int dice = 2;\r
27                         int sides = 10;\r
28                         if (info) return info_heal(dice, sides, 0);\r
29                         if (cast) (void)cure_light_wounds(dice, sides);                 \r
30                 }\r
31                 break;\r
32 \r
33         case 1:\r
34                 if (name) return _("\8fj\95\9f", "Bless");\r
35                 if (desc) return _("\88ê\92è\8e\9e\8aÔ\81A\96½\92\86\97¦\82ÆAC\82É\83{\81[\83i\83X\82ð\93¾\82é\81B", "Gives bonus to hit and AC for a few turns.");\r
36                 {\r
37                         int base = 12;\r
38 \r
39                         if (info) return info_duration(base, base);\r
40 \r
41                         if (cast)\r
42                         {\r
43                                 set_blessed(randint1(base) + base, FALSE);\r
44                         }\r
45                 }\r
46                 break;\r
47 \r
48         case 2:\r
49                 if (name) return _("\8cy\8f\9d", "Cause Light Wounds");\r
50                 if (desc) return _("1\91Ì\82Ì\83\82\83\93\83X\83^\81[\82É\8f¬\83_\83\81\81[\83W\82ð\97^\82¦\82é\81B\92ï\8dR\82³\82ê\82é\82Æ\96³\8cø\81B", "Wounds a monster a little unless resisted.");\r
51                 {\r
52                         int dice = 3 + (plev - 1) / 5;\r
53                         int sides = 4;\r
54 \r
55                         if (info) return info_damage(dice, sides, 0);\r
56 \r
57                         if (cast)\r
58                         {\r
59                                 if (!get_aim_dir(&dir)) return NULL;\r
60                                 fire_ball_hide(GF_WOUNDS, dir, damroll(dice, sides), 0);\r
61                         }\r
62                 }\r
63                 break;\r
64 \r
65         case 3:\r
66                 if (name) return _("\8cõ\82Ì\8f¢\8a«", "Call Light");\r
67                 if (desc) return _("\8cõ\8c¹\82ª\8fÆ\82ç\82µ\82Ä\82¢\82é\94Í\88Í\82©\95\94\89®\91S\91Ì\82ð\89i\8bv\82É\96¾\82é\82­\82·\82é\81B", "Lights up nearby area and the inside of a room permanently.");\r
68                 {\r
69                         int dice = 2;\r
70                         int sides = plev / 2;\r
71                         int rad = plev / 10 + 1;\r
72 \r
73                         if (info) return info_damage(dice, sides, 0);\r
74 \r
75                         if (cast)\r
76                         {\r
77                                 lite_area(damroll(dice, sides), rad);\r
78                         }\r
79                 }\r
80                 break;\r
81 \r
82         case 4:\r
83                 if (name) return _("ã© & \89B\82µ\94à\8a´\92m", "Detect Doors & Traps");\r
84                 if (desc) return _("\8bß\82­\82Ì\91S\82Ä\82Ìã©\82Æ\94à\82Æ\8aK\92i\82ð\8a´\92m\82·\82é\81B", "Detects traps, doors, and stairs in your vicinity.");\r
85                 {\r
86                         int rad = DETECT_RAD_DEFAULT;\r
87 \r
88                         if (info) return info_radius(rad);\r
89 \r
90                         if (cast)\r
91                         {\r
92                                 detect_traps(rad, TRUE);\r
93                                 detect_doors(rad);\r
94                                 detect_stairs(rad);\r
95                         }\r
96                 }\r
97                 break;\r
98 \r
99         case 5:\r
100                 if (name) return _("\8fd\8f\9d\82Ì\8e¡\96ü", "Cure Medium Wounds");\r
101                 if (desc) return _("\89ö\89ä\82Æ\91Ì\97Í\82ð\92\86\92ö\93x\89ñ\95\9c\82³\82¹\82é\81B", "Heals cut and HP more.");\r
102                 {\r
103                         int dice = 4;\r
104                         int sides = 10;\r
105 \r
106                         if (info) return info_heal(dice, sides, 0);\r
107                         if (cast) (void)cure_serious_wounds(dice, sides);\r
108                 }\r
109                 break;\r
110 \r
111         case 6:\r
112                 if (name) return _("\89ð\93Å", "Cure Poison");\r
113                 if (desc) return _("\91Ì\93à\82Ì\93Å\82ð\8eæ\82è\8f\9c\82­\81B", "Cure poison status.");\r
114                 {\r
115                         if (cast)\r
116                         {\r
117                                 set_poisoned(0);\r
118                         }\r
119                 }\r
120                 break;\r
121 \r
122         case 7:\r
123                 if (name) return _("\8bó\95 \8f[\91«", "Satisfy Hunger");\r
124                 if (desc) return _("\96\9e\95 \82É\82·\82é\81B", "Satisfies hunger.");\r
125                 {\r
126                         if (cast)\r
127                         {\r
128                                 set_food(PY_FOOD_MAX - 1);\r
129                         }\r
130                 }\r
131                 break;\r
132 \r
133         case 8:\r
134                 if (name) return _("\89ð\8eô", "Remove Curse");\r
135                 if (desc) return _("\83A\83C\83e\83\80\82É\82©\82©\82Á\82½\8eã\82¢\8eô\82¢\82ð\89ð\8f\9c\82·\82é\81B", "Removes normal curses from equipped items.");\r
136                 {\r
137                         if (cast)\r
138                         {\r
139                                 if (remove_curse())\r
140                                 {\r
141                                         msg_print(_("\92N\82©\82É\8c©\8eç\82ç\82ê\82Ä\82¢\82é\82æ\82¤\82È\8bC\82ª\82·\82é\81B", "You feel as if someone is watching over you."));\r
142                                 }\r
143                         }\r
144                 }\r
145                 break;\r
146 \r
147         case 9:\r
148                 if (name) return _("\8fd\8f\9d", "Cause Medium Wounds");\r
149                 if (desc) return _("1\91Ì\82Ì\83\82\83\93\83X\83^\81[\82É\92\86\83_\83\81\81[\83W\82ð\97^\82¦\82é\81B\92ï\8dR\82³\82ê\82é\82Æ\96³\8cø\81B", "Wounds a monster unless resisted.");\r
150                 {\r
151                         int sides = 8 + (plev - 5) / 4;\r
152                         int dice = 8;\r
153 \r
154                         if (info) return info_damage(dice, sides, 0);\r
155 \r
156                         if (cast)\r
157                         {\r
158                                 if (!get_aim_dir(&dir)) return NULL;\r
159                                 fire_ball_hide(GF_WOUNDS, dir, damroll(dice, sides), 0);\r
160                         }\r
161                 }\r
162                 break;\r
163 \r
164         case 10:\r
165                 if (name) return _("\92v\96½\8f\9d\82Ì\8e¡\96ü", "Cure Critical Wounds");\r
166                 if (desc) return _("\91Ì\97Í\82ð\91å\95\9d\82É\89ñ\95\9c\82³\82¹\81A\95\89\8f\9d\82Æ\9eN\9eO\8fó\91Ô\82à\91S\89õ\82·\82é\81B", "Heals cut, stun and HP greatly.");\r
167                 {\r
168                         int dice = 8;\r
169                         int sides = 10;\r
170 \r
171                         if (info) return info_heal(dice, sides, 0);\r
172                         if (cast) (void)cure_critical_wounds(damroll(dice, sides));\r
173                 }\r
174                 break;\r
175 \r
176         case 11:\r
177                 if (name) return _("\91Ï\94M\91Ï\8a¦", "Resist Heat and Cold");\r
178                 if (desc) return _("\88ê\92è\8e\9e\8aÔ\81A\89Î\89\8a\82Æ\97â\8bC\82É\91Î\82·\82é\91Ï\90«\82ð\93¾\82é\81B\91\95\94õ\82É\82æ\82é\91Ï\90«\82É\97Ý\90Ï\82·\82é\81B",\r
179                         "Gives resistance to fire and cold. These resistances can be added to which from equipment for more powerful resistances.");\r
180 \r
181                 {\r
182                         int base = 20;\r
183 \r
184                         if (info) return info_duration(base, base);\r
185 \r
186                         if (cast)\r
187                         {\r
188                                 set_oppose_cold(randint1(base) + base, FALSE);\r
189                                 set_oppose_fire(randint1(base) + base, FALSE);\r
190                         }\r
191                 }\r
192                 break;\r
193 \r
194         case 12:\r
195                 if (name) return _("\8eü\95Ó\8a´\92m", "Sense Surroundings");\r
196                 if (desc) return _("\8eü\95Ó\82Ì\92n\8c`\82ð\8a´\92m\82·\82é\81B", "Maps nearby area.");\r
197 \r
198                 {\r
199                         int rad = DETECT_RAD_MAP;\r
200 \r
201                         if (info) return info_radius(rad);\r
202 \r
203                         if (cast)\r
204                         {\r
205                                 map_area(rad);\r
206                         }\r
207                 }\r
208                 break;\r
209 \r
210         case 13:\r
211                 if (name) return _("\83p\83j\83b\83N\81E\83A\83\93\83f\83b\83h", "Turn Undead");\r
212                 if (desc) return _("\8e\8b\8aE\93à\82Ì\83A\83\93\83f\83b\83h\82ð\8b°\95|\82³\82¹\82é\81B\92ï\8dR\82³\82ê\82é\82Æ\96³\8cø\81B", "Attempts to scare undead monsters in sight.");\r
213 \r
214                 {\r
215                         if (cast)\r
216                         {\r
217                                 turn_undead();\r
218                         }\r
219                 }\r
220                 break;\r
221 \r
222         case 14:\r
223                 if (name) return _("\91Ì\97Í\89ñ\95\9c", "Healing");\r
224                 if (desc) return _("\8bÉ\82ß\82Ä\8b­\97Í\82È\89ñ\95\9c\8eô\95\82Å\81A\95\89\8f\9d\82Æ\9eN\9eO\8fó\91Ô\82à\91S\89õ\82·\82é\81B", "Much powerful healing magic, and heals cut and stun completely.");\r
225 \r
226                 {\r
227                         int heal = 300;\r
228                         if (info) return info_heal(0, 0, heal);\r
229                         if (cast) (void)cure_critical_wounds(heal);\r
230                 }\r
231                 break;\r
232 \r
233         case 15:\r
234                 if (name) return _("\8c\8b\8aE\82Ì\96ä\8fÍ", "Glyph of Warding");\r
235                 if (desc) return _("\8e©\95ª\82Ì\82¢\82é\8f°\82Ì\8fã\82É\81A\83\82\83\93\83X\83^\81[\82ª\92Ê\82è\94²\82¯\82½\82è\8f¢\8a«\82³\82ê\82½\82è\82·\82é\82±\82Æ\82ª\82Å\82«\82È\82­\82È\82é\83\8b\81[\83\93\82ð\95`\82­\81B",\r
236                         "Sets a glyph on the floor beneath you. Monsters cannot attack you if you are on a glyph, but can try to break glyph.");\r
237 \r
238                 {\r
239                         if (cast)\r
240                         {\r
241                                 warding_glyph();\r
242                         }\r
243                 }\r
244                 break;\r
245 \r
246         case 16:\r
247                 if (name) return _("*\89ð\8eô*", "Dispel Curse");\r
248                 if (desc) return _("\83A\83C\83e\83\80\82É\82©\82©\82Á\82½\8b­\97Í\82È\8eô\82¢\82ð\89ð\8f\9c\82·\82é\81B", "Removes normal and heavy curse from equipped items.");\r
249 \r
250                 {\r
251                         if (cast)\r
252                         {\r
253                                 if (remove_all_curse())\r
254                                 {\r
255                                         msg_print(_("\92N\82©\82É\8c©\8eç\82ç\82ê\82Ä\82¢\82é\82æ\82¤\82È\8bC\82ª\82·\82é\81B", "You feel as if someone is watching over you."));\r
256                                 }\r
257                         }\r
258                 }\r
259                 break;\r
260 \r
261         case 17:\r
262                 if (name) return _("\8aÓ\8e¯", "Perception");\r
263                 if (desc) return _("\83A\83C\83e\83\80\82ð\8e¯\95Ê\82·\82é\81B", "Identifies an item.");\r
264 \r
265                 {\r
266                         if (cast)\r
267                         {\r
268                                 if (!ident_spell(FALSE)) return NULL;\r
269                         }\r
270                 }\r
271                 break;\r
272 \r
273         case 18:\r
274                 if (name) return _("\83A\83\93\83f\83b\83h\91Þ\8eU", "Dispel Undead");\r
275                 if (desc) return _("\8e\8b\8aE\93à\82Ì\91S\82Ä\82Ì\83A\83\93\83f\83b\83h\82É\83_\83\81\81[\83W\82ð\97^\82¦\82é\81B", "Damages all undead monsters in sight.");\r
276 \r
277                 {\r
278                         int dice = 1;\r
279                         int sides = plev * 5;\r
280 \r
281                         if (info) return info_damage(dice, sides, 0);\r
282 \r
283                         if (cast)\r
284                         {\r
285                                 dispel_undead(damroll(dice, sides));\r
286                         }\r
287                 }\r
288                 break;\r
289 \r
290         case 19:\r
291                 if (name) return _("\93â\82Ì\8d\8f", "Day of the Dove");\r
292                 if (desc) return _("\8e\8b\8aE\93à\82Ì\91S\82Ä\82Ì\83\82\83\93\83X\83^\81[\82ð\96£\97¹\82·\82é\81B\92ï\8dR\82³\82ê\82é\82Æ\96³\8cø\81B", "Attempts to charm all monsters in sight.");\r
293 \r
294                 {\r
295                         int power = plev * 2;\r
296 \r
297                         if (info) return info_power(power);\r
298 \r
299                         if (cast)\r
300                         {\r
301                                 charm_monsters(power);\r
302                         }\r
303                 }\r
304                 break;\r
305 \r
306         case 20:\r
307                 if (name) return _("\92v\96½\8f\9d", "Cause Critical Wounds");\r
308                 if (desc) return _("1\91Ì\82Ì\83\82\83\93\83X\83^\81[\82É\91å\83_\83\81\81[\83W\82ð\97^\82¦\82é\81B\92ï\8dR\82³\82ê\82é\82Æ\96³\8cø\81B", "Wounds a monster critically unless resisted.");\r
309 \r
310                 {\r
311                         int dice = 5 + (plev - 5) / 3;\r
312                         int sides = 15;\r
313 \r
314                         if (info) return info_damage(dice, sides, 0);\r
315 \r
316                         if (cast)\r
317                         {\r
318                                 if (!get_aim_dir(&dir)) return NULL;\r
319                                 fire_ball_hide(GF_WOUNDS, dir, damroll(dice, sides), 0);\r
320                         }\r
321                 }\r
322                 break;\r
323 \r
324         case 21:\r
325                 if (name) return _("\8bA\8aÒ\82Ì\8fÙ", "Word of Recall");\r
326                 if (desc) return _("\92n\8fã\82É\82¢\82é\82Æ\82«\82Í\83_\83\93\83W\83\87\83\93\82Ì\8dÅ\90[\8aK\82Ö\81A\83_\83\93\83W\83\87\83\93\82É\82¢\82é\82Æ\82«\82Í\92n\8fã\82Ö\82Æ\88Ú\93®\82·\82é\81B", "Recalls player from dungeon to town, or from town to the deepest level of dungeon.");\r
327 \r
328                 {\r
329                         int base = 15;\r
330                         int sides = 20;\r
331 \r
332                         if (info) return info_delay(base, sides);\r
333 \r
334                         if (cast)\r
335                         {\r
336                                 if (!word_of_recall()) return NULL;\r
337                         }\r
338                 }\r
339                 break;\r
340 \r
341         case 22:\r
342                 if (name) return _("\90^\8eÀ\82Ì\8dÕ\92d", "Alter Reality");\r
343                 if (desc) return _("\8c»\8dÝ\82Ì\8aK\82ð\8dÄ\8d\\90¬\82·\82é\81B", "Recreates current dungeon level.");\r
344 \r
345                 {\r
346                         int base = 15;\r
347                         int sides = 20;\r
348 \r
349                         if (info) return info_delay(base, sides);\r
350 \r
351                         if (cast)\r
352                         {\r
353                                 alter_reality();\r
354                         }\r
355                 }\r
356                 break;\r
357 \r
358         case 23:\r
359                 if (name) return _("\90^\81E\8c\8b\8aE", "Warding True");\r
360                 if (desc) return _("\8e©\95ª\82Ì\82¢\82é\8f°\82Æ\8eü\88Í8\83}\83X\82Ì\8f°\82Ì\8fã\82É\81A\83\82\83\93\83X\83^\81[\82ª\92Ê\82è\94²\82¯\82½\82è\8f¢\8a«\82³\82ê\82½\82è\82·\82é\82±\82Æ\82ª\82Å\82«\82È\82­\82È\82é\83\8b\81[\83\93\82ð\95`\82­\81B", "Creates glyphs in all adjacent squares and under you.");\r
361 \r
362                 {\r
363                         int rad = 1;\r
364 \r
365                         if (info) return info_radius(rad);\r
366 \r
367                         if (cast)\r
368                         {\r
369                                 warding_glyph();\r
370                                 glyph_creation();\r
371                         }\r
372                 }\r
373                 break;\r
374 \r
375         case 24:\r
376                 if (name) return _("\95s\96Ñ\89»", "Sterilization");\r
377                 if (desc) return _("\82±\82Ì\8aK\82Ì\91\9d\90B\82·\82é\83\82\83\93\83X\83^\81[\82ª\91\9d\90B\82Å\82«\82È\82­\82È\82é\81B", "Prevents any breeders on current level from breeding.");\r
378 \r
379                 {\r
380                         if (cast)\r
381                         {\r
382                                 num_repro += MAX_REPRO;\r
383                         }\r
384                 }\r
385                 break;\r
386 \r
387         case 25:\r
388                 if (name) return _("\91S\8a´\92m", "Detection");\r
389                 if (desc) return _("\8bß\82­\82Ì\91S\82Ä\82Ì\83\82\83\93\83X\83^\81[\81Aã©\81A\94à\81A\8aK\92i\81A\8dà\95ó\81A\82»\82µ\82Ä\83A\83C\83e\83\80\82ð\8a´\92m\82·\82é\81B", "Detects all monsters, traps, doors, stairs, treasures and items in your vicinity.");\r
390 \r
391                 {\r
392                         int rad = DETECT_RAD_DEFAULT;\r
393 \r
394                         if (info) return info_radius(rad);\r
395 \r
396                         if (cast)\r
397                         {\r
398                                 detect_all(rad);\r
399                         }\r
400                 }\r
401                 break;\r
402 \r
403         case 26:\r
404                 if (name) return _("\83A\83\93\83f\83b\83h\8fÁ\96Å", "Annihilate Undead");\r
405                 if (desc) return _("\8e©\95ª\82Ì\8eü\88Í\82É\82¢\82é\83A\83\93\83f\83b\83h\82ð\8c»\8dÝ\82Ì\8aK\82©\82ç\8fÁ\82µ\8b\8e\82é\81B\92ï\8dR\82³\82ê\82é\82Æ\96³\8cø\81B",\r
406                         "Eliminates all nearby undead monsters, exhausting you.  Powerful or unique monsters may be able to resist.");\r
407 \r
408                 {\r
409                         int power = plev + 50;\r
410 \r
411                         if (info) return info_power(power);\r
412 \r
413                         if (cast)\r
414                         {\r
415                                 mass_genocide_undead(power, TRUE);\r
416                         }\r
417                 }\r
418                 break;\r
419 \r
420         case 27:\r
421                 if (name) return _("\90ç\97¢\8aá", "Clairvoyance");\r
422                 if (desc) return _("\82»\82Ì\8aK\91S\91Ì\82ð\89i\8bv\82É\8fÆ\82ç\82µ\81A\83_\83\93\83W\83\87\83\93\93à\82·\82×\82Ä\82Ì\83A\83C\83e\83\80\82ð\8a´\92m\82·\82é\81B", "Maps and lights whole dungeon level. Knows all objects location. And gives telepathy for a while.");\r
423 \r
424                 {\r
425                         if (cast)\r
426                         {\r
427                                 wiz_lite(FALSE);\r
428                         }\r
429                 }\r
430                 break;\r
431 \r
432         case 28:\r
433                 if (name) return _("\91S\95\9c\8a\88", "Restoration");\r
434                 if (desc) return _("\82·\82×\82Ä\82Ì\83X\83e\81[\83^\83X\82Æ\8co\8c±\92l\82ð\89ñ\95\9c\82·\82é\81B", "Restores all stats and experience.");\r
435 \r
436                 {\r
437                         if (cast)\r
438                         {\r
439                                 (void)restore_all_status();\r
440                                 restore_level();\r
441                         }\r
442                 }\r
443                 break;\r
444 \r
445         case 29:\r
446                 if (name) return _("*\91Ì\97Í\89ñ\95\9c*", "Healing True");\r
447                 if (desc) return _("\8dÅ\8b­\82Ì\8e¡\96ü\82Ì\96\82\96@\82Å\81A\95\89\8f\9d\82Æ\9eN\9eO\8fó\91Ô\82à\91S\89õ\82·\82é\81B", "The greatest healing magic. Heals all HP, cut and stun.");\r
448 \r
449                 {\r
450                         int heal = 2000;\r
451                         if (info) return info_heal(0, 0, heal);\r
452                         if (cast) (void)cure_critical_wounds(heal);\r
453                 }\r
454                 break;\r
455 \r
456         case 30:\r
457                 if (name) return _("\90¹\82È\82é\83r\83W\83\87\83\93", "Holy Vision");\r
458                 if (desc) return _("\83A\83C\83e\83\80\82Ì\8e\9d\82Â\94\\97Í\82ð\8a®\91S\82É\92m\82é\81B", "*Identifies* an item.");\r
459 \r
460                 {\r
461                         if (cast)\r
462                         {\r
463                                 if (!identify_fully(FALSE)) return NULL;\r
464                         }\r
465                 }\r
466                 break;\r
467 \r
468         case 31:\r
469                 if (name) return _("\8b\86\8bÉ\82Ì\91Ï\90«", "Ultimate Resistance");\r
470                 if (desc) return _("\88ê\92è\8e\9e\8aÔ\81A\82 \82ç\82ä\82é\91Ï\90«\82ð\95t\82¯\81AAC\82Æ\96\82\96@\96h\8cä\94\\97Í\82ð\8fã\8f¸\82³\82¹\82é\81B", "Gives ultimate resistance, bonus to AC and speed.");\r
471 \r
472                 {\r
473                         TIME_EFFECT base = (TIME_EFFECT)plev / 2;\r
474 \r
475                         if (info) return info_duration(base, base);\r
476 \r
477                         if (cast)\r
478                         {\r
479                                 TIME_EFFECT v = randint1(base) + base;\r
480                                 set_fast(v, FALSE);\r
481                                 set_oppose_acid(v, FALSE);\r
482                                 set_oppose_elec(v, FALSE);\r
483                                 set_oppose_fire(v, FALSE);\r
484                                 set_oppose_cold(v, FALSE);\r
485                                 set_oppose_pois(v, FALSE);\r
486                                 set_ultimate_res(v, FALSE);\r
487                         }\r
488                 }\r
489                 break;\r
490         }\r
491 \r
492         return "";\r
493 }\r