4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Spell code (part 2) */
18 * self-knowledge... idea from nethack. Useful for determining powers and
19 * resistences of items. It saves the screen, clears it, then starts listing
20 * attributes, a screenful at a time. (There are a LOT of attributes to
21 * list. It will probably take 2 or 3 screens for a powerful character whose
22 * using several artifacts...) -CFT
24 * It is now a lot more efficient. -BEN-
26 * See also "identify_fully()".
28 * XXX XXX XXX Use the "show_file()" method, perhaps.
30 void self_knowledge(void)
35 char v_string [8] [128];
36 char s_string [6] [128];
38 u32b flgs[TR_FLAG_SIZE];
47 int plev = p_ptr->lev;
51 for (j = 0; j < TR_FLAG_SIZE; j++)
54 p_ptr->knowledge |= (KNOW_STAT | KNOW_HPRATE);
58 percent = (int)(((long)p_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
60 ((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
63 sprintf(Dummy, "¸½ºß¤ÎÂÎÎÏ¥é¥ó¥¯ : %d/100", percent);
65 sprintf(Dummy, "Your current Life Rating is %d/100.", percent);
68 strcpy(buf[0], Dummy);
72 chg_virtue(V_KNOWLEDGE, 1);
73 chg_virtue(V_ENLIGHTEN, 1);
75 /* Acquire item flags from equipment */
76 for (k = INVEN_RARM; k < INVEN_TOTAL; k++)
78 u32b tflgs[TR_FLAG_SIZE];
80 o_ptr = &inventory[k];
82 /* Skip non-objects */
83 if (!o_ptr->k_idx) continue;
85 /* Extract the flags */
86 object_flags(o_ptr, tflgs);
89 for (j = 0; j < TR_FLAG_SIZE; j++)
94 info[i++] = "ǽÎϤκÇÂçÃÍ";
96 info[i++] = "Limits of maximum stats";
99 for (v_nr = 0; v_nr < 6; v_nr++)
103 sprintf(stat_desc, "%s 18/%d", stat_names[v_nr], p_ptr->stat_max_max[v_nr]-18);
105 strcpy(s_string[v_nr], stat_desc);
107 info[i++] = s_string[v_nr];
112 sprintf(Dummy, "¸½ºß¤Î°À : %s(%ld)", your_alignment(), (long int)p_ptr->align);
114 sprintf(Dummy, "Your alighnment : %s(%ld)", your_alignment(), (long int)p_ptr->align);
116 strcpy(buf[1], Dummy);
118 for (v_nr = 0; v_nr < 8; v_nr++)
122 int tester = p_ptr->virtues[v_nr];
124 strcpy(v_name, virtue[(p_ptr->vir_types[v_nr])-1]);
127 sprintf(vir_desc, "¤ª¤Ã¤È¡£%s¤Î¾ðÊó¤Ê¤·¡£", v_name);
129 sprintf(vir_desc, "Oops. No info about %s.", v_name);
133 sprintf(vir_desc, "[%s]¤ÎÂÐ¶Ë (%d)",
135 sprintf(vir_desc, "You are the polar opposite of %s (%d).",
138 else if (tester < -80)
140 sprintf(vir_desc, "[%s]¤ÎÂçŨ (%d)",
142 sprintf(vir_desc, "You are an arch-enemy of %s (%d).",
145 else if (tester < -60)
147 sprintf(vir_desc, "[%s]¤Î¶¯Å¨ (%d)",
149 sprintf(vir_desc, "You are a bitter enemy of %s (%d).",
152 else if (tester < -40)
154 sprintf(vir_desc, "[%s]¤ÎŨ (%d)",
156 sprintf(vir_desc, "You are an enemy of %s (%d).",
159 else if (tester < -20)
161 sprintf(vir_desc, "[%s]¤Îºá¼Ô (%d)",
163 sprintf(vir_desc, "You have sinned against %s (%d).",
168 sprintf(vir_desc, "[%s]¤ÎÌÂÆ»¼Ô (%d)",
170 sprintf(vir_desc, "You have strayed from the path of %s (%d).",
173 else if (tester == 0)
175 sprintf(vir_desc, "[%s]¤ÎÃæΩ¼Ô (%d)",
177 sprintf(vir_desc,"You are neutral to %s (%d).",
180 else if (tester < 20)
182 sprintf(vir_desc, "[%s]¤Î¾®ÆÁ¼Ô (%d)",
184 sprintf(vir_desc,"You are somewhat virtuous in %s (%d).",
187 else if (tester < 40)
189 sprintf(vir_desc, "[%s]¤ÎÃæÆÁ¼Ô (%d)",
191 sprintf(vir_desc,"You are virtuous in %s (%d).",
194 else if (tester < 60)
196 sprintf(vir_desc, "[%s]¤Î¹âÆÁ¼Ô (%d)",
198 sprintf(vir_desc,"You are very virtuous in %s (%d).",
201 else if (tester < 80)
203 sprintf(vir_desc, "[%s]¤ÎÇÆ¼Ô (%d)",
205 sprintf(vir_desc,"You are a champion of %s (%d).",
208 else if (tester < 100)
210 sprintf(vir_desc, "[%s]¤Î°ÎÂç¤ÊÇÆ¼Ô (%d)",
212 sprintf(vir_desc,"You are a great champion of %s (%d).",
217 sprintf(vir_desc, "[%s]¤Î¶ñ¸½¼Ô (%d)",
219 sprintf(vir_desc,"You are the living embodiment of %s (%d).",
223 strcpy(v_string[v_nr], vir_desc);
225 info[i++] = v_string[v_nr];
229 /* Racial powers... */
230 if (p_ptr->mimic_form)
232 switch (p_ptr->mimic_form)
235 case MIMIC_DEMON_LORD:
237 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤ÎÃϹö¤«²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤¬¤Ç¤¤ë¡£(%d MP)", 3 * plev, 10+plev/3);
239 sprintf(Dummy, "You can nether breathe, dam. %d (cost %d).", 3 * plev, 10+plev/3);
248 sprintf(Dummy, "¤¢¤Ê¤¿¤ÏŨ¤«¤é %d-%d HP ¤ÎÀ¸Ì¿ÎϤòµÛ¼ý¤Ç¤¤ë¡£(%d MP)",
250 sprintf(Dummy, "You can steal life from a foe, dam. %d-%d (cost %d).",
253 plev + MAX(1, plev / 10), plev + plev * MAX(1, plev / 10), 1 + (plev / 3));
261 switch (p_ptr->prace)
267 info[i++] = "¤¢¤Ê¤¿¤Ï櫤ȥɥ¢¤È³¬Ãʤò´¶ÃΤǤ¤ë¡£(5 MP)";
269 info[i++] = "You can find traps, doors and stairs (cost 5).";
277 info[i++] = "¤¢¤Ê¤¿¤Ï¿©ÎÁ¤òÀ¸À®¤Ç¤¤ë¡£(10 MP)";
279 info[i++] = "You can produce food (cost 10).";
288 sprintf(Dummy, "¤¢¤Ê¤¿¤ÏÈÏ°Ï %d °ÊÆâ¤Ë¥Æ¥ì¥Ý¡¼¥È¤Ç¤¤ë¡£(%d MP)",
290 sprintf(Dummy, "You can teleport, range %d (cost %d).",
293 (1 + plev), (5 + (plev / 5)));
300 info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤò½üµî¤Ç¤¤ë¡£(5 MP)";
302 info[i++] = "You can remove fear (cost 5).";
306 case RACE_HALF_TROLL:
309 info[i++] = "¤¢¤Ê¤¿¤Ï¶¸Ë½²½¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(12 MP) ";
311 info[i++] = "You enter berserk fury (cost 12).";
318 info[i++] = "¤¢¤Ê¤¿¤Ï¥·¥ã¥É¥¦¥·¥Õ¥È¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(50 MP)";
320 info[i++] = "You can Shift Shadows (cost 50).";
325 info[i++] = "¤¢¤Ê¤¿¤Ï¡Ö¥Ñ¥¿¡¼¥ó¡×¤ò¿´¤ËÉÁ¤¤¤ÆÊ⤯¤³¤È¤¬¤Ç¤¤ë¡£(75 MP)";
327 info[i++] = "You can mentally Walk the Pattern (cost 75).";
334 info[i++] = "¤¢¤Ê¤¿¤Ï¶¸Ë½²½¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(10 MP) ";
336 info[i++] = "You can enter berserk fury (cost 10).";
343 info[i++] = "¤¢¤Ê¤¿¤ÏÇúȯ¤Î¥ë¡¼¥ó¤ò»Å³Ý¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£(35 MP)";
345 info[i++] = "You can set an Explosive Rune (cost 35).";
349 case RACE_HALF_GIANT:
352 info[i++] = "¤¢¤Ê¤¿¤ÏÀФÎÊɤò²õ¤¹¤³¤È¤¬¤Ç¤¤ë¡£(10 MP)";
354 info[i++] = "You can break stone walls (cost 10).";
358 case RACE_HALF_TITAN:
361 info[i++] = "¤¢¤Ê¤¿¤Ï¥â¥ó¥¹¥¿¡¼¤ò¥¹¥¥ã¥ó¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(20 MP)";
363 info[i++] = "You can probe monsters (cost 20).";
371 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î´äÀФòÅꤲ¤ë¤³¤È¤¬¤Ç¤¤ë¡£(15 MP)",
373 sprintf(Dummy, "You can throw a boulder, dam. %d (cost 15).",
383 info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤò¸Æ¤Óµ¯¤³¤¹¶«¤ÓÀ¼¤òȯ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(15 MP)";
385 info[i++] = "You can make a terrifying scream (cost 15).";
393 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î»À¤ò¿á¤¤«¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£(9 MP)", plev);
395 sprintf(Dummy, "You can spit acid, dam. %d (cost 9).", plev);
406 "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤ÎÆÇÌð¤òÅꤲ¤ë¤³¤È¤¬¤Ç¤¤ë¡£(8 MP)", plev);
408 "You can throw a dart of poison, dam. %d (cost 8).", plev);
418 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤Î¼öʸ¤ò»È¤¨¤ë¡£(2 MP)",
420 sprintf(Dummy, "You can cast a Magic Missile, dam %d (cost 2).",
423 (3 + ((plev-1) / 5)));
429 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤¬¤Ç¤¤ë¡£(%d MP)", 2 * plev, plev);
431 sprintf(Dummy, "You can breathe, dam. %d (cost %d).", 2 * plev, plev);
436 case RACE_MIND_FLAYER:
439 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤ÎÀº¿À¹¶·â¤ò¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(12 MP)", plev);
441 sprintf(Dummy, "You can mind blast your enemies, dam %d (cost 12).", plev);
450 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò»È¤¨¤ë¡£(15 MP)", plev);
452 sprintf(Dummy, "You can cast a Fire Ball, dam. %d (cost 15).", plev);
460 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò»È¤¨¤ë¡£(15 MP)", plev);
462 sprintf(Dummy, "You can cast a Fire Bolt, dam. %d (cost 15).", plev);
471 info[i++] = "¤¢¤Ê¤¿¤Ï d20+30 ¥¿¡¼¥ó¤Î´ÖÈ©¤òÀФËÊѲ½¤µ¤»¤é¤ì¤ë¡£(15 MP)";
473 info[i++] = "You can turn your skin to stone, dur d20+30 (cost 15).";
481 info[i++] = "¤¢¤Ê¤¿¤Ï¼º¤Ã¤¿À¸Ì¿ÎϤò²óÉü¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(30 MP)";
483 info[i++] = "You can restore lost life forces (cost 30).";
491 sprintf(Dummy, "¤¢¤Ê¤¿¤ÏŨ¤«¤é %d-%d HP ¤ÎÀ¸Ì¿ÎϤòµÛ¼ý¤Ç¤¤ë¡£(%d MP)",
493 sprintf(Dummy, "You can steal life from a foe, dam. %d-%d (cost %d).",
496 plev + MAX(1, plev / 10), plev + plev * MAX(1, plev / 10), 1 + (plev / 3));
504 info[i++] = "¤¢¤Ê¤¿¤Ïµã¤¶«¤ó¤ÇŨ¤ò¶²Éݤµ¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£(3 MP)";
506 info[i++] = "You can wail to terrify your enemies (cost 3).";
515 info[i++] = "¤¢¤Ê¤¿¤ÏŨ¤ò̲¤é¤»¤ëËâË¡¤ÎÊ´¤òÅꤲ¤ë¤³¤È¤¬¤Ç¤¤ë¡£(12 MP)";
517 info[i++] = "You can throw magical dust which induces sleep (cost 12).";
524 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤ÎÃϹö¤«²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤¬¤Ç¤¤ë¡£(%d MP)", 3 * plev, 10+plev/3);
526 sprintf(Dummy, "You can breathe nether, dam. %d (cost %d).", 3 * plev, 10+plev/3);
534 info[i++] = "¤¢¤Ê¤¿¤Ï d20+30 ¥¿¡¼¥ó¤Î´Ö²£¤Ë¿¤Ó¤ë¤³¤È¤¬¤Ç¤¤ë¡£(15 MP)";
536 info[i++] = "You can expand horizontally, dur d20+30 (cost 15).";
543 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥ì¥¤¥¬¥ó¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(7 MP)", (plev + 1) / 2);
545 sprintf(Dummy, "You can fire a ray gun with damage %d (cost 7).", (plev+1)/2);
549 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ö¥é¥¹¥¿¡¼¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(13 MP)", plev);
551 sprintf(Dummy, "You can fire a blaster with damage %d (cost 13).", plev);
555 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ð¥º¡¼¥«¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(26 MP)", plev * 2);
557 sprintf(Dummy, "You can fire a bazooka with damage %d (cost 26).", plev * 2);
561 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ó¡¼¥à¥¥ã¥Î¥ó¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(40 MP)", plev * 2);
563 sprintf(Dummy, "You can fire a beam cannon with damage %d (cost 40).", plev * 2);
567 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥í¥±¥Ã¥È¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(60 MP)", plev * 5);
569 sprintf(Dummy, "You can fire a rocket with damage %d (cost 60).", plev * 5);
579 switch(p_ptr->pclass)
585 info[i++] = "¤¢¤Ê¤¿¤Ï¥é¥ó¥À¥à¤ÊÊý¸þ¤ËÂФ·¤Æ¿ô²ó¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(75 MP)";
587 info[i++] = "You can attack some random directions at a time (cost 75).";
591 case CLASS_HIGH_MAGE:
592 if (p_ptr->realm1 == REALM_HEX) break;
598 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥¤¥Æ¥à¤ÎËâÎϤòµÛ¼ý¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(1 MP)";
600 info[i++] = "You can absorb charges from an item (cost 1).";
605 if (is_good_realm(p_ptr->realm1))
610 info[i++] = "¤¢¤Ê¤¿¤ÏÉð´ï¤ò½ËÊ¡¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(70 MP)";
612 info[i++] = "You can bless a weapon (cost 70).";
621 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ¤ê¤Î¤¹¤Ù¤Æ¤Î¥â¥ó¥¹¥¿¡¼¤ò¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(40 MP)";
623 info[i++] = "You can damages all monsters in sight (cost 40).";
632 info[i++] = "¤¢¤Ê¤¿¤Ï¹¶·â¤·¤Æ¨ºÂ¤Ëƨ¤²¤ë¤³¤È¤¬¤Ç¤¤ë¡£(12 MP)";
634 info[i++] = "You can hit a monster and teleport at a time (cost 12).";
642 info[i++] = "¤¢¤Ê¤¿¤Ï²øʪ¤òÄ´ºº¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(20 MP)";
644 info[i++] = "You can prove monsters (cost 20).";
649 if (is_good_realm(p_ptr->realm1))
654 info[i++] = "¤¢¤Ê¤¿¤ÏÀ»¤Ê¤ëÁä¤òÊü¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(30 MP)";
656 info[i++] = "You can fires a holy spear (cost 30).";
665 info[i++] = "¤¢¤Ê¤¿¤ÏÀ¸Ì¿ÎϤò¸º¾¯¤µ¤»¤ëÁä¤òÊü¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(30 MP)";
667 info[i++] = "You can fires a spear which drains vitality (cost 30).";
672 case CLASS_WARRIOR_MAGE:
676 info[i++] = "¤¢¤Ê¤¿¤Ï£È£Ð¤ò£Í£Ð¤ËÊÑ´¹¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
678 info[i++] = "You can convert HP to SP (cost 0).";
681 info[i++] = "¤¢¤Ê¤¿¤Ï£Í£Ð¤ò£È£Ð¤ËÊÑ´¹¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
683 info[i++] = "You can convert SP to HP (cost 0).";
687 case CLASS_CHAOS_WARRIOR:
691 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ°Ï¤Ë²øʪ¤òÏǤ魯¸÷¤òȯÀ¸¤µ¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£(50 MP)";
693 info[i++] = "You can radiate light which confuses nearby monsters (cost 50).";
701 info[i++] = "¤¢¤Ê¤¿¤Ï¹½¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
703 info[i++] = "You can assume a posture of special form (cost 0).";
709 info[i++] = "¤¢¤Ê¤¿¤ÏÄ̾ï¤Î2Çܤι¶·â¤ò¹Ô¤¦¤³¤È¤¬¤Ç¤¤ë¡£(30 MP)";
711 info[i++] = "You can perform double attacks in a time (cost 30).";
715 case CLASS_MINDCRAFTER:
716 case CLASS_FORCETRAINER:
720 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿À¤ò½¸Ã椷¤Æ£Í£Ð¤ò²óÉü¤µ¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
722 info[i++] = "You can concentrate to regenerate your mana (cost 0).";
728 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ì¿¿¤ò»£±Æ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
730 info[i++] = "You can take a photograph (cost 0).";
735 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥¤¥Æ¥à¤ò´°Á´¤Ë´ÕÄꤹ¤ë¤³¤È¤¬¤Ç¤¤ë¡£(20 MP)";
737 info[i++] = "You can *identify* items (cost 20).";
745 info[i++] = "¤¢¤Ê¤¿¤Ï²øʪ¤ÎÆü칶·â¤ò¥À¥á¡¼¥¸2ÇܤǤޤͤ뤳¤È¤¬¤Ç¤¤ë¡£(100 MP)";
747 info[i++] = "You can imitate monster's special attacks with double damage (cost 100).";
751 case CLASS_BEASTMASTER:
753 info[i++] = "¤¢¤Ê¤¿¤Ï1ÂΤÎÀ¸Ì¿¤Î¤¢¤ë¥â¥ó¥¹¥¿¡¼¤ò»ÙÇÛ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥ì¥Ù¥ë/4 MP)";
755 info[i++] = "You can dominate a monster (cost level/4).";
760 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)";
762 info[i++] = "You can dominate living monsters in sight (cost (level+20)/4).";
766 case CLASS_MAGIC_EATER:
768 info[i++] = "¤¢¤Ê¤¿¤Ï¾ó/ËâË¡ËÀ/¥í¥Ã¥É¤ÎËâÎϤò¼«Ê¬¤Î¤â¤Î¤Ë¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
770 info[i++] = "You can absorb a staff, wand or rod itself.";
777 info[i++] = "¤¢¤Ê¤¿¤Ï1¥¿¡¼¥ó¤Ë2²óËâË¡¤ò¾§¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£(20 MP)";
779 info[i++] = "You can cast two spells in one time (cost 20).";
786 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿À¤ò½¸Ã椷¤Æµ¤¹ç¤¤¤òί¤á¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
788 info[i++] = "You can concentrate to regenerate your mana.";
794 info[i++] = "¤¢¤Ê¤¿¤ÏÆüì¤Ê·¿¤Ç¹½¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
796 info[i++] = "You can assume a posture of special form.";
800 case CLASS_BLUE_MAGE:
802 info[i++] = "¤¢¤Ê¤¿¤ÏÁê¼ê¤Ë»È¤ï¤ì¤¿ËâË¡¤ò³Ø¤Ö¤³¤È¤¬¤Ç¤¤ë¡£";
804 info[i++] = "You can study spells which your enemy casts on you.";
811 info[i++] = "¤¢¤Ê¤¿¤Ï¥â¥ó¥¹¥¿¡¼¤Ë¾è¤Ã¤Æ̵ÍýÌðÍý¥Ú¥Ã¥È¤Ë¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
813 info[i++] = "You can ride on a hostile monster forcibly to turn it into pet.";
817 case CLASS_BERSERKER:
821 info[i++] = "¤¢¤Ê¤¿¤Ï³¹¤È¥À¥ó¥¸¥ç¥ó¤Î´Ö¤ò¹Ô¤Í褹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
823 info[i++] = "You can travel between town and the depths.";
827 case CLASS_MIRROR_MASTER:
829 info[i++] = "¤¢¤Ê¤¿¤Ï¶À¤òºî¤ê½Ð¤¹¤³¤È¤¬¤Ç¤¤ë¡£(2 MP)";
831 info[i++] = "You can create a Mirror (cost 2).";
834 info[i++] = "¤¢¤Ê¤¿¤Ï¶À¤ò³ä¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
836 info[i++] = "You can break distant Mirrors (cost 0).";
843 info[i++] = "¤¢¤Ê¤¿¤ÏÁÇÁ᤯°ÜÆ°¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
845 info[i++] = "You can walk extremery fast.";
853 if (p_ptr->muta1 & MUT1_SPIT_ACID)
856 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤ò¿á¤¤«¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX1)";
858 info[i++] = "You can spit acid (dam lvl).";
862 if (p_ptr->muta1 & MUT1_BR_FIRE)
865 info[i++] = "¤¢¤Ê¤¿¤Ï±ê¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
867 info[i++] = "You can breathe fire (dam lvl * 2).";
871 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
874 info[i++] = "¤¢¤Ê¤¿¤ÎâˤߤϺÅ̲¸ú²Ì¤ò¤â¤Ä¡£";
876 info[i++] = "Your gaze is hypnotic.";
880 if (p_ptr->muta1 & MUT1_TELEKINES)
883 info[i++] = "¤¢¤Ê¤¿¤ÏÇ°Æ°ÎϤò¤â¤Ã¤Æ¤¤¤ë¡£";
885 info[i++] = "You are telekinetic.";
889 if (p_ptr->muta1 & MUT1_VTELEPORT)
892 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»×¤Ç¥Æ¥ì¥Ý¡¼¥È¤Ç¤¤ë¡£";
894 info[i++] = "You can teleport at will.";
898 if (p_ptr->muta1 & MUT1_MIND_BLST)
901 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿À¹¶·â¤ò¹Ô¤¨¤ë¡£(¥À¥á¡¼¥¸ 3¡Á12d3)";
903 info[i++] = "You can Mind Blast your enemies (3 to 12d3 dam).";
907 if (p_ptr->muta1 & MUT1_RADIATION)
910 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»×¤Ç¶¯¤¤Êü¼ÍÀþ¤òȯÀ¸¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
912 info[i++] = "You can emit hard radiation at will (dam lvl * 2).";
916 if (p_ptr->muta1 & MUT1_VAMPIRISM)
919 info[i++] = "¤¢¤Ê¤¿¤ÏµÛ·ìµ´¤Î¤è¤¦¤ËŨ¤«¤éÀ¸Ì¿ÎϤòµÛ¼ý¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
921 info[i++] = "You can drain life from a foe like a vampire (dam lvl * 2).";
925 if (p_ptr->muta1 & MUT1_SMELL_MET)
928 info[i++] = "¤¢¤Ê¤¿¤Ï¶á¤¯¤Ë¤¢¤ëµ®¶â°¤ò¤«¤®Ê¬¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
930 info[i++] = "You can smell nearby precious metal.";
934 if (p_ptr->muta1 & MUT1_SMELL_MON)
937 info[i++] = "¤¢¤Ê¤¿¤Ï¶á¤¯¤Î¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò¤«¤®Ê¬¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
939 info[i++] = "You can smell nearby monsters.";
943 if (p_ptr->muta1 & MUT1_BLINK)
946 info[i++] = "¤¢¤Ê¤¿¤Ïû¤¤µ÷Î¥¤ò¥Æ¥ì¥Ý¡¼¥È¤Ç¤¤ë¡£";
948 info[i++] = "You can teleport yourself short distances.";
952 if (p_ptr->muta1 & MUT1_EAT_ROCK)
955 info[i++] = "¤¢¤Ê¤¿¤Ï¹Å¤¤´ä¤ò¿©¤Ù¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
957 info[i++] = "You can consume solid rock.";
961 if (p_ptr->muta1 & MUT1_SWAP_POS)
964 info[i++] = "¤¢¤Ê¤¿¤Ï¾¤Î¼Ô¤È¾ì½ê¤òÆþ¤ìÂؤï¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
966 info[i++] = "You can switch locations with another being.";
970 if (p_ptr->muta1 & MUT1_SHRIEK)
973 info[i++] = "¤¢¤Ê¤¿¤Ï¿È¤ÎÌÓ¤â¤è¤À¤Ä¶«¤ÓÀ¼¤òȯ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
975 info[i++] = "You can emit a horrible shriek (dam 2 * lvl).";
979 if (p_ptr->muta1 & MUT1_ILLUMINE)
982 info[i++] = "¤¢¤Ê¤¿¤ÏÌÀ¤ë¤¤¸÷¤òÊü¤Ä¤³¤È¤¬¤Ç¤¤ë¡£";
984 info[i++] = "You can emit bright light.";
988 if (p_ptr->muta1 & MUT1_DET_CURSE)
991 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤ÊËâË¡¤Î´í¸±¤ò´¶¤¸¤È¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
993 info[i++] = "You can feel the danger of evil magic.";
997 if (p_ptr->muta1 & MUT1_BERSERK)
1000 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»×¤Ç¶¸ÍðÀïÆ®¾õÂ֤ˤʤ뤳¤È¤¬¤Ç¤¤ë¡£";
1002 info[i++] = "You can drive yourself into a berserk frenzy.";
1006 if (p_ptr->muta1 & MUT1_POLYMORPH)
1009 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»Ö¤ÇÊѲ½¤Ç¤¤ë¡£";
1011 info[i++] = "You can polymorph yourself at will.";
1015 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
1018 info[i++] = "¤¢¤Ê¤¿¤ÏÄ̾異¥¤¥Æ¥à¤ò¶â¤ËÊѤ¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1020 info[i++] = "You can turn ordinary items to gold.";
1024 if (p_ptr->muta1 & MUT1_GROW_MOLD)
1027 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ°Ï¤Ë¥¥Î¥³¤òÀ¸¤ä¤¹¤³¤È¤¬¤Ç¤¤ë¡£";
1029 info[i++] = "You can cause mold to grow near you.";
1033 if (p_ptr->muta1 & MUT1_RESIST)
1036 info[i++] = "¤¢¤Ê¤¿¤Ï¸µÁǤι¶·â¤ËÂФ·¤Æ¿È¤ò¹Å¤¯¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1038 info[i++] = "You can harden yourself to the ravages of the elements.";
1042 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
1045 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ°Ï¤Î¥À¥ó¥¸¥ç¥ó¤òÊø²õ¤µ¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1047 info[i++] = "You can bring down the dungeon around your ears.";
1051 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
1054 info[i++] = "¤¢¤Ê¤¿¤ÏËâË¡¤Î¥¨¥Í¥ë¥®¡¼¤ò¼«Ê¬¤Îʪ¤È¤·¤Æ»ÈÍѤǤ¤ë¡£";
1056 info[i++] = "You can consume magic energy for your own use.";
1060 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
1063 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Ë±Æ¶Á¤òÍ¿¤¨¤ëËâË¡¤ÎÎϤò´¶¤¸¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1065 info[i++] = "You can feel the strength of the magics affecting you.";
1069 if (p_ptr->muta1 & MUT1_STERILITY)
1072 info[i++] = "¤¢¤Ê¤¿¤Ï½¸ÃÄŪÀ¸¿£ÉÔǽ¤òµ¯¤³¤¹¤³¤È¤¬¤Ç¤¤ë¡£";
1074 info[i++] = "You can cause mass impotence.";
1078 if (p_ptr->muta1 & MUT1_PANIC_HIT)
1081 info[i++] = "¤¢¤Ê¤¿¤Ï¹¶·â¤·¤¿¸å¿È¤ò¼é¤ë¤¿¤áƨ¤²¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1083 info[i++] = "You can run for your life after hitting something.";
1087 if (p_ptr->muta1 & MUT1_DAZZLE)
1090 info[i++] = "¤¢¤Ê¤¿¤Ïº®Íð¤ÈÌÕÌܤò°ú¤µ¯¤³¤¹Êü¼Íǽ¤òȯÀ¸¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£ ";
1092 info[i++] = "You can emit confusing, blinding radiation.";
1096 if (p_ptr->muta1 & MUT1_LASER_EYE)
1099 info[i++] = "¤¢¤Ê¤¿¤ÏÌܤ«¤é¥ì¡¼¥¶¡¼¸÷Àþ¤òȯ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
1101 info[i++] = "Your eyes can fire laser beams (dam 2 * lvl).";
1105 if (p_ptr->muta1 & MUT1_RECALL)
1108 info[i++] = "¤¢¤Ê¤¿¤Ï³¹¤È¥À¥ó¥¸¥ç¥ó¤Î´Ö¤ò¹Ô¤Í褹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1110 info[i++] = "You can travel between town and the depths.";
1114 if (p_ptr->muta1 & MUT1_BANISH)
1117 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¥â¥ó¥¹¥¿¡¼¤òÃϹö¤ËÍî¤È¤¹¤³¤È¤¬¤Ç¤¤ë¡£";
1119 info[i++] = "You can send evil creatures directly to Hell.";
1123 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
1126 info[i++] = "¤¢¤Ê¤¿¤ÏŨ¤ò¿¨¤Ã¤ÆÅà¤é¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX3)";
1128 info[i++] = "You can freeze things with a touch (dam 3 * lvl).";
1132 if (p_ptr->muta1 & MUT1_LAUNCHER)
1135 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥¤¥Æ¥à¤òÎ϶¯¤¯Åꤲ¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1137 info[i++] = "You can hurl objects with great force.";
1145 if (p_ptr->muta2 & MUT2_BERS_RAGE)
1148 info[i++] = "¤¢¤Ê¤¿¤Ï¶¸Àï»Î²½¤Îȯºî¤òµ¯¤³¤¹¡£";
1150 info[i++] = "You are subject to berserker fits.";
1154 if (p_ptr->muta2 & MUT2_COWARDICE)
1157 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹²²É¤ˤʤ롣";
1159 info[i++] = "You are subject to cowardice.";
1163 if (p_ptr->muta2 & MUT2_RTELEPORT)
1166 info[i++] = "¤¢¤Ê¤¿¤Ï¥é¥ó¥À¥à¤Ë¥Æ¥ì¥Ý¡¼¥È¤¹¤ë¡£";
1168 info[i++] = "You are teleporting randomly.";
1172 if (p_ptr->muta2 & MUT2_ALCOHOL)
1175 info[i++] = "¤¢¤Ê¤¿¤ÎÂΤϥ¢¥ë¥³¡¼¥ë¤òʬÈ礹¤ë¡£";
1177 info[i++] = "Your body produces alcohol.";
1181 if (p_ptr->muta2 & MUT2_HALLU)
1184 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸³Ð¤ò°ú¤µ¯¤³¤¹Àº¿ÀºøÍð¤Ë¿¯¤µ¤ì¤Æ¤¤¤ë¡£";
1186 info[i++] = "You have a hallucinatory insanity.";
1190 if (p_ptr->muta2 & MUT2_FLATULENT)
1193 info[i++] = "¤¢¤Ê¤¿¤ÏÀ©¸æ¤Ç¤¤Ê¤¤¶¯Îõ¤ÊÕû¤ò¤³¤¯¡£";
1195 info[i++] = "You are subject to uncontrollable flatulence.";
1199 if (p_ptr->muta2 & MUT2_PROD_MANA)
1202 info[i++] = "¤¢¤Ê¤¿¤ÏÀ©¸æÉÔǽ¤ÊËâË¡¤Î¥¨¥Í¥ë¥®¡¼¤òȯ¤·¤Æ¤¤¤ë¡£";
1204 info[i++] = "You are producing magical energy uncontrollably.";
1208 if (p_ptr->muta2 & MUT2_ATT_DEMON)
1211 info[i++] = "¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤ò°ú¤¤Ä¤±¤ë¡£";
1213 info[i++] = "You attract demons.";
1217 if (p_ptr->muta2 & MUT2_SCOR_TAIL)
1220 info[i++] = "¤¢¤Ê¤¿¤Ï¥µ¥½¥ê¤Î¿¬Èø¤¬À¸¤¨¤Æ¤¤¤ë¡£(ÆÇ¡¢¥À¥á¡¼¥¸ 3d7)";
1222 info[i++] = "You have a scorpion tail (poison, 3d7).";
1226 if (p_ptr->muta2 & MUT2_HORNS)
1229 info[i++] = "¤¢¤Ê¤¿¤Ï³Ñ¤¬À¸¤¨¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 2d6)";
1231 info[i++] = "You have horns (dam. 2d6).";
1235 if (p_ptr->muta2 & MUT2_BEAK)
1238 info[i++] = "¤¢¤Ê¤¿¤Ï¥¯¥Á¥Ð¥·¤¬À¸¤¨¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 2d4)";
1240 info[i++] = "You have a beak (dam. 2d4).";
1244 if (p_ptr->muta2 & MUT2_SPEED_FLUX)
1247 info[i++] = "¤¢¤Ê¤¿¤Ï¥é¥ó¥À¥à¤ËÁ᤯ư¤¤¤¿¤êÃÙ¤¯Æ°¤¤¤¿¤ê¤¹¤ë¡£";
1249 info[i++] = "You move faster or slower randomly.";
1253 if (p_ptr->muta2 & MUT2_BANISH_ALL)
1256 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹¶á¤¯¤Î¥â¥ó¥¹¥¿¡¼¤ò¾ÃÌǤµ¤»¤ë¡£";
1258 info[i++] = "You sometimes cause nearby creatures to vanish.";
1262 if (p_ptr->muta2 & MUT2_EAT_LIGHT)
1265 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹¼þ°Ï¤Î¸÷¤òµÛ¼ý¤·¤Æ±ÉÍܤˤ¹¤ë¡£";
1267 info[i++] = "You sometimes feed off of the light around you.";
1271 if (p_ptr->muta2 & MUT2_TRUNK)
1274 info[i++] = "¤¢¤Ê¤¿¤Ï¾Ý¤Î¤è¤¦¤ÊÉ¡¤ò»ý¤Ã¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 1d4)";
1276 info[i++] = "You have an elephantine trunk (dam 1d4).";
1280 if (p_ptr->muta2 & MUT2_ATT_ANIMAL)
1283 info[i++] = "¤¢¤Ê¤¿¤Ïưʪ¤ò°ú¤¤Ä¤±¤ë¡£";
1285 info[i++] = "You attract animals.";
1289 if (p_ptr->muta2 & MUT2_TENTACLES)
1292 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¿¨¼ê¤ò»ý¤Ã¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 2d5)";
1294 info[i++] = "You have evil looking tentacles (dam 2d5).";
1298 if (p_ptr->muta2 & MUT2_RAW_CHAOS)
1301 info[i++] = "¤¢¤Ê¤¿¤Ï¤·¤Ð¤·¤Ð½ã¥«¥ª¥¹¤ËÊñ¤Þ¤ì¤ë¡£";
1303 info[i++] = "You occasionally are surrounded with raw chaos.";
1307 if (p_ptr->muta2 & MUT2_NORMALITY)
1310 info[i++] = "¤¢¤Ê¤¿¤ÏÊÑ°Û¤·¤Æ¤¤¤¿¤¬¡¢²óÉü¤·¤Æ¤¤Æ¤¤¤ë¡£";
1312 info[i++] = "You may be mutated, but you're recovering.";
1316 if (p_ptr->muta2 & MUT2_WRAITH)
1319 info[i++] = "¤¢¤Ê¤¿¤ÎÆùÂΤÏÍ©Â⽤·¤¿¤ê¼ÂÂ⽤·¤¿¤ê¤¹¤ë¡£";
1321 info[i++] = "You fade in and out of physical reality.";
1325 if (p_ptr->muta2 & MUT2_POLY_WOUND)
1328 info[i++] = "¤¢¤Ê¤¿¤Î·ò¹¯¤Ï¥«¥ª¥¹¤ÎÎϤ˱ƶÁ¤ò¼õ¤±¤ë¡£";
1330 info[i++] = "Your health is subject to chaotic forces.";
1334 if (p_ptr->muta2 & MUT2_WASTING)
1337 info[i++] = "¤¢¤Ê¤¿¤Ï¿ê¼å¤¹¤ë¶²¤í¤·¤¤Éµ¤¤Ë¤«¤«¤Ã¤Æ¤¤¤ë¡£";
1339 info[i++] = "You have a horrible wasting disease.";
1343 if (p_ptr->muta2 & MUT2_ATT_DRAGON)
1346 info[i++] = "¤¢¤Ê¤¿¤Ï¥É¥é¥´¥ó¤ò°ú¤¤Ä¤±¤ë¡£";
1348 info[i++] = "You attract dragons.";
1352 if (p_ptr->muta2 & MUT2_WEIRD_MIND)
1355 info[i++] = "¤¢¤Ê¤¿¤ÎÀº¿À¤Ï¥é¥ó¥À¥à¤Ë³ÈÂ礷¤¿¤ê½Ì¾®¤·¤¿¤ê¤·¤Æ¤¤¤ë¡£";
1357 info[i++] = "Your mind randomly expands and contracts.";
1361 if (p_ptr->muta2 & MUT2_NAUSEA)
1364 info[i++] = "¤¢¤Ê¤¿¤Î°ß¤ÏÈó¾ï¤ËÍî¤ÁÃ夤¬¤Ê¤¤¡£";
1366 info[i++] = "You have a seriously upset stomach.";
1370 if (p_ptr->muta2 & MUT2_CHAOS_GIFT)
1373 info[i++] = "¤¢¤Ê¤¿¤Ï¥«¥ª¥¹¤Î¼é¸î°Ë⤫¤éË«Èþ¤ò¤¦¤±¤È¤ë¡£";
1375 info[i++] = "Chaos deities give you gifts.";
1379 if (p_ptr->muta2 & MUT2_WALK_SHAD)
1382 info[i++] = "¤¢¤Ê¤¿¤Ï¤·¤Ð¤·¤Ð¾¤Î¡Ö±Æ¡×¤Ë̤¤¹þ¤à¡£";
1384 info[i++] = "You occasionally stumble into other shadows.";
1388 if (p_ptr->muta2 & MUT2_WARNING)
1391 info[i++] = "¤¢¤Ê¤¿¤ÏŨ¤Ë´Ø¤¹¤ë·Ù¹ð¤ò´¶¤¸¤ë¡£";
1393 info[i++] = "You receive warnings about your foes.";
1397 if (p_ptr->muta2 & MUT2_INVULN)
1400 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹É餱ÃΤ餺¤Êµ¤Ê¬¤Ë¤Ê¤ë¡£";
1402 info[i++] = "You occasionally feel invincible.";
1406 if (p_ptr->muta2 & MUT2_SP_TO_HP)
1409 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹·ì¤¬¶ÚÆù¤Ë¤É¤Ã¤Èή¤ì¤ë¡£";
1411 info[i++] = "Your blood sometimes rushes to your muscles.";
1415 if (p_ptr->muta2 & MUT2_HP_TO_SP)
1418 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹Æ¬¤Ë·ì¤¬¤É¤Ã¤Èή¤ì¤ë¡£";
1420 info[i++] = "Your blood sometimes rushes to your head.";
1424 if (p_ptr->muta2 & MUT2_DISARM)
1427 info[i++] = "¤¢¤Ê¤¿¤Ï¤è¤¯¤Ä¤Þ¤Å¤¤¤Æʪ¤òÍî¤È¤¹¡£";
1429 info[i++] = "You occasionally stumble and drop things.";
1437 if (p_ptr->muta3 & MUT3_HYPER_STR)
1440 info[i++] = "¤¢¤Ê¤¿¤ÏĶ¿ÍŪ¤Ë¶¯¤¤¡£(ÏÓÎÏ+4)";
1442 info[i++] = "You are superhumanly strong (+4 STR).";
1446 if (p_ptr->muta3 & MUT3_PUNY)
1449 info[i++] = "¤¢¤Ê¤¿¤Ïµõ¼å¤À¡£(ÏÓÎÏ-4)";
1451 info[i++] = "You are puny (-4 STR).";
1455 if (p_ptr->muta3 & MUT3_HYPER_INT)
1458 info[i++] = "¤¢¤Ê¤¿¤ÎǾ¤ÏÀ¸ÂÎ¥³¥ó¥Ô¥å¡¼¥¿¤À¡£(ÃÎǽ¡õ¸¤µ+4)";
1460 info[i++] = "Your brain is a living computer (+4 INT/WIS).";
1464 if (p_ptr->muta3 & MUT3_MORONIC)
1467 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿ÀÇö¼å¤À¡£(ÃÎǽ¡õ¸¤µ-4)";
1469 info[i++] = "You are moronic (-4 INT/WIS).";
1473 if (p_ptr->muta3 & MUT3_RESILIENT)
1476 info[i++] = "¤¢¤Ê¤¿¤ÏÈó¾ï¤Ë¥¿¥Õ¤À¡£(Âѵ×+4)";
1478 info[i++] = "You are very resilient (+4 CON).";
1482 if (p_ptr->muta3 & MUT3_XTRA_FAT)
1485 info[i++] = "¤¢¤Ê¤¿¤Ï¶Ëü¤ËÂÀ¤Ã¤Æ¤¤¤ë¡£(Âѵ×+2,¥¹¥Ô¡¼¥É-2)";
1487 info[i++] = "You are extremely fat (+2 CON, -2 speed).";
1491 if (p_ptr->muta3 & MUT3_ALBINO)
1494 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥ë¥Ó¥Î¤À¡£(Âѵ×-4)";
1496 info[i++] = "You are albino (-4 CON).";
1500 if (p_ptr->muta3 & MUT3_FLESH_ROT)
1503 info[i++] = "¤¢¤Ê¤¿¤ÎÆùÂΤÏÉåÇÔ¤·¤Æ¤¤¤ë¡£(Âѵ×-2,Ì¥ÎÏ-1)";
1505 info[i++] = "Your flesh is rotting (-2 CON, -1 CHR).";
1509 if (p_ptr->muta3 & MUT3_SILLY_VOI)
1512 info[i++] = "¤¢¤Ê¤¿¤ÎÀ¼¤Ï´ÖÈ´¤±¤Ê¥¡¼¥¡¼À¼¤À¡£(Ì¥ÎÏ-4)";
1514 info[i++] = "Your voice is a silly squeak (-4 CHR).";
1518 if (p_ptr->muta3 & MUT3_BLANK_FAC)
1521 info[i++] = "¤¢¤Ê¤¿¤Ï¤Î¤Ã¤Ú¤é¤Ü¤¦¤À¡£(Ì¥ÎÏ-1)";
1523 info[i++] = "Your face is featureless (-1 CHR).";
1527 if (p_ptr->muta3 & MUT3_ILL_NORM)
1530 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸±Æ¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
1532 info[i++] = "Your appearance is masked with illusion.";
1536 if (p_ptr->muta3 & MUT3_XTRA_EYES)
1539 info[i++] = "¤¢¤Ê¤¿¤Ï;ʬ¤ËÆó¤Ä¤ÎÌܤò»ý¤Ã¤Æ¤¤¤ë¡£(õº÷+15)";
1541 info[i++] = "You have an extra pair of eyes (+15 search).";
1545 if (p_ptr->muta3 & MUT3_MAGIC_RES)
1548 info[i++] = "¤¢¤Ê¤¿¤ÏËâË¡¤Ø¤ÎÂÑÀ¤ò¤â¤Ã¤Æ¤¤¤ë¡£";
1550 info[i++] = "You are resistant to magic.";
1554 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
1557 info[i++] = "¤¢¤Ê¤¿¤ÏÊѤʲ»¤òȯ¤·¤Æ¤¤¤ë¡£(±£Ì©-3)";
1559 info[i++] = "You make a lot of strange noise (-3 stealth).";
1563 if (p_ptr->muta3 & MUT3_INFRAVIS)
1566 info[i++] = "¤¢¤Ê¤¿¤ÏÁÇÀ²¤é¤·¤¤ÀÖ³°Àþ»ëÎϤò»ý¤Ã¤Æ¤¤¤ë¡£(+3)";
1568 info[i++] = "You have remarkable infravision (+3).";
1572 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
1575 info[i++] = "¤¢¤Ê¤¿¤Ï;ʬ¤ËÆóËܤΤ¬À¸¤¨¤Æ¤¤¤ë¡£(²Ã®+3)";
1577 info[i++] = "You have an extra pair of legs (+3 speed).";
1581 if (p_ptr->muta3 & MUT3_SHORT_LEG)
1584 info[i++] = "¤¢¤Ê¤¿¤Î¤Ïû¤¤Æ͵¯¤À¡£(²Ã®-3)";
1586 info[i++] = "Your legs are short stubs (-3 speed).";
1590 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
1593 info[i++] = "¤¢¤Ê¤¿¤Î·ì´É¤Ë¤ÏÅÅή¤¬Î®¤ì¤Æ¤¤¤ë¡£";
1595 info[i++] = "Electricity is running through your veins.";
1599 if (p_ptr->muta3 & MUT3_FIRE_BODY)
1602 info[i++] = "¤¢¤Ê¤¿¤ÎÂΤϱê¤Ë¤Ä¤Ä¤Þ¤ì¤Æ¤¤¤ë¡£";
1604 info[i++] = "Your body is enveloped in flames.";
1607 if (p_ptr->muta3 & MUT3_WART_SKIN)
1610 info[i++] = "¤¢¤Ê¤¿¤ÎÈ©¤Ï¥¤¥Ü¤ËÈï¤ï¤ì¤Æ¤¤¤ë¡£(Ì¥ÎÏ-2, AC+5)";
1612 info[i++] = "Your skin is covered with warts (-2 CHR, +5 AC).";
1616 if (p_ptr->muta3 & MUT3_SCALES)
1619 info[i++] = "¤¢¤Ê¤¿¤ÎÈ©¤ÏÎڤˤʤäƤ¤¤ë¡£(Ì¥ÎÏ-1, AC+10)";
1621 info[i++] = "Your skin has turned into scales (-1 CHR, +10 AC).";
1625 if (p_ptr->muta3 & MUT3_IRON_SKIN)
1628 info[i++] = "¤¢¤Ê¤¿¤ÎÈ©¤ÏÅ´¤Ç¤Ç¤¤Æ¤¤¤ë¡£(´ïÍÑ-1, AC+25)";
1630 info[i++] = "Your skin is made of steel (-1 DEX, +25 AC).";
1634 if (p_ptr->muta3 & MUT3_WINGS)
1637 info[i++] = "¤¢¤Ê¤¿¤Ï±©¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
1639 info[i++] = "You have wings.";
1643 if (p_ptr->muta3 & MUT3_FEARLESS)
1647 if (p_ptr->muta3 & MUT3_REGEN)
1651 if (p_ptr->muta3 & MUT3_ESP)
1655 if (p_ptr->muta3 & MUT3_LIMBER)
1658 info[i++] = "¤¢¤Ê¤¿¤ÎÂΤÏÈó¾ï¤Ë¤·¤Ê¤ä¤«¤À¡£(´ïÍÑ+3)";
1660 info[i++] = "Your body is very limber (+3 DEX).";
1664 if (p_ptr->muta3 & MUT3_ARTHRITIS)
1667 info[i++] = "¤¢¤Ê¤¿¤Ï¤¤¤Ä¤â´ØÀá¤ËÄˤߤò´¶¤¸¤Æ¤¤¤ë¡£(´ïÍÑ-3)";
1669 info[i++] = "Your joints ache constantly (-3 DEX).";
1673 if (p_ptr->muta3 & MUT3_VULN_ELEM)
1676 info[i++] = "¤¢¤Ê¤¿¤Ï¸µÁǤι¶·â¤Ë¼å¤¤¡£";
1678 info[i++] = "You are susceptible to damage from the elements.";
1682 if (p_ptr->muta3 & MUT3_MOTION)
1685 info[i++] = "¤¢¤Ê¤¿¤ÎÆ°ºî¤ÏÀµ³Î¤ÇÎ϶¯¤¤¡£(±£Ì©+1)";
1687 info[i++] = "Your movements are precise and forceful (+1 STL).";
1691 if (p_ptr->muta3 & MUT3_GOOD_LUCK)
1694 info[i++] = "¤¢¤Ê¤¿¤ÏÇò¤¤¥ª¡¼¥é¤Ë¤Ä¤Ä¤Þ¤ì¤Æ¤¤¤ë¡£";
1696 info[i++] = "There is a white aura surrounding you.";
1699 if (p_ptr->muta3 & MUT3_BAD_LUCK)
1702 info[i++] = "¤¢¤Ê¤¿¤Ï¹õ¤¤¥ª¡¼¥é¤Ë¤Ä¤Ä¤Þ¤ì¤Æ¤¤¤ë¡£";
1704 info[i++] = "There is a black aura surrounding you.";
1712 info[i++] = "¤¢¤Ê¤¿¤ÏÌܤ¬¸«¤¨¤Ê¤¤¡£";
1714 info[i++] = "You cannot see.";
1718 if (p_ptr->confused)
1721 info[i++] = "¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£";
1723 info[i++] = "You are confused.";
1730 info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
1732 info[i++] = "You are terrified.";
1739 info[i++] = "¤¢¤Ê¤¿¤Ï½Ð·ì¤·¤Æ¤¤¤ë¡£";
1741 info[i++] = "You are bleeding.";
1748 info[i++] = "¤¢¤Ê¤¿¤Ï¤â¤¦¤í¤¦¤È¤·¤Æ¤¤¤ë¡£";
1750 info[i++] = "You are stunned.";
1754 if (p_ptr->poisoned)
1757 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
1759 info[i++] = "You are poisoned.";
1766 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸³Ð¤ò¸«¤Æ¤¤¤ë¡£";
1768 info[i++] = "You are hallucinating.";
1772 if (p_ptr->cursed & TRC_TY_CURSE)
1775 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê±åÇ°¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
1777 info[i++] = "You carry an ancient foul curse.";
1781 if (p_ptr->cursed & TRC_AGGRAVATE)
1784 info[i++] = "¤¢¤Ê¤¿¤Ï¥â¥ó¥¹¥¿¡¼¤òÅܤ餻¤Æ¤¤¤ë¡£";
1786 info[i++] = "You aggravate monsters.";
1790 if (p_ptr->cursed & TRC_DRAIN_EXP)
1793 info[i++] = "¤¢¤Ê¤¿¤Ï·Ð¸³ÃͤòµÛ¤ï¤ì¤Æ¤¤¤ë¡£";
1795 info[i++] = "You are drained.";
1799 if (p_ptr->cursed & TRC_SLOW_REGEN)
1802 info[i++] = "¤¢¤Ê¤¿¤Î²óÉüÎϤÏÈó¾ï¤ËÃÙ¤¤¡£";
1804 info[i++] = "You regenerate slowly.";
1808 if (p_ptr->cursed & TRC_ADD_L_CURSE)
1811 info[i++] = "¤¢¤Ê¤¿¤Î¼å¤¤¼ö¤¤¤ÏÁý¤¨¤ë¡£"; /* »ÃÄêŪ -- henkma */
1813 info[i++] = "Your weak curses multiply.";
1817 if (p_ptr->cursed & TRC_ADD_H_CURSE)
1820 info[i++] = "¤¢¤Ê¤¿¤Î¶¯¤¤¼ö¤¤¤ÏÁý¤¨¤ë¡£"; /* »ÃÄêŪ -- henkma */
1822 info[i++] = "Your heavy curses multiply.";
1826 if (p_ptr->cursed & TRC_CALL_ANIMAL)
1829 info[i++] = "¤¢¤Ê¤¿¤Ïưʪ¤ËÁÀ¤ï¤ì¤Æ¤¤¤ë¡£";
1831 info[i++] = "You attract animals.";
1835 if (p_ptr->cursed & TRC_CALL_DEMON)
1838 info[i++] = "¤¢¤Ê¤¿¤Ï°Ëâ¤ËÁÀ¤ï¤ì¤Æ¤¤¤ë¡£";
1840 info[i++] = "You attract demons.";
1844 if (p_ptr->cursed & TRC_CALL_DRAGON)
1847 info[i++] = "¤¢¤Ê¤¿¤Ï¥É¥é¥´¥ó¤ËÁÀ¤ï¤ì¤Æ¤¤¤ë¡£";
1849 info[i++] = "You attract dragons.";
1853 if (p_ptr->cursed & TRC_COWARDICE)
1856 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹²²É¤ˤʤ롣";
1858 info[i++] = "You are subject to cowardice.";
1862 if (p_ptr->cursed & TRC_TELEPORT)
1865 info[i++] = "¤¢¤Ê¤¿¤Î°ÌÃ֤ϤҤ¸¤ç¤¦¤ËÉÔ°ÂÄê¤À¡£";
1867 info[i++] = "Your position is very uncertain.";
1871 if (p_ptr->cursed & TRC_LOW_MELEE)
1874 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¹¶·â¤ò³°¤·¤ä¤¹¤¤¡£";
1876 info[i++] = "Your weapon causes you to miss blows.";
1880 if (p_ptr->cursed & TRC_LOW_AC)
1883 info[i++] = "¤¢¤Ê¤¿¤Ï¹¶·â¤ò¼õ¤±¤ä¤¹¤¤¡£";
1885 info[i++] = "You are subject to be hit.";
1889 if (p_ptr->cursed & TRC_LOW_MAGIC)
1892 info[i++] = "¤¢¤Ê¤¿¤ÏËâË¡¤ò¼ºÇÔ¤·¤ä¤¹¤¤¡£";
1894 info[i++] = "You are subject to fail spellcasting.";
1898 if (p_ptr->cursed & TRC_FAST_DIGEST)
1901 info[i++] = "¤¢¤Ê¤¿¤Ï¤¹¤°¤ªÊ¢¤¬¤Ø¤ë¡£";
1903 info[i++] = "You have a good appetite.";
1907 if (p_ptr->cursed & TRC_DRAIN_HP)
1910 info[i++] = "¤¢¤Ê¤¿¤ÏÂÎÎϤòµÛ¤ï¤ì¤Æ¤¤¤ë¡£";
1912 info[i++] = "You are drained.";
1916 if (p_ptr->cursed & TRC_DRAIN_MANA)
1919 info[i++] = "¤¢¤Ê¤¿¤ÏËâÎϤòµÛ¤ï¤ì¤Æ¤¤¤ë¡£";
1921 info[i++] = "You brain is drained.";
1928 info[i++] = "¤¢¤Ê¤¿¤Ï¹â·é¤µ¤ò´¶¤¸¤Æ¤¤¤ë¡£";
1930 info[i++] = "You feel rightous.";
1937 info[i++] = "¤¢¤Ê¤¿¤Ï¥Ò¡¼¥í¡¼µ¤Ê¬¤À¡£";
1939 info[i++] = "You feel heroic.";
1946 info[i++] = "¤¢¤Ê¤¿¤ÏÀïÆ®¶¸¤À¡£";
1948 info[i++] = "You are in a battle rage.";
1952 if (p_ptr->protevil)
1955 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¤ë¸ºß¤«¤é¼é¤é¤ì¤Æ¤¤¤ë¡£";
1957 info[i++] = "You are protected from evil.";
1964 info[i++] = "¤¢¤Ê¤¿¤Ï¿ÀÈë¤Î¥·¡¼¥ë¥É¤Ç¼é¤é¤ì¤Æ¤¤¤ë¡£";
1966 info[i++] = "You are protected by a mystic shield.";
1973 info[i++] = "¤¢¤Ê¤¿¤Ï¸½ºß½ý¤Ä¤«¤Ê¤¤¡£";
1975 info[i++] = "You are temporarily invulnerable.";
1979 if (p_ptr->wraith_form)
1982 info[i++] = "¤¢¤Ê¤¿¤Ï°ì»þŪ¤ËÍ©Â⽤·¤Æ¤¤¤ë¡£";
1984 info[i++] = "You are temporarily incorporeal.";
1988 if (p_ptr->special_attack & ATTACK_CONFUSE)
1991 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÀÖ¤¯µ±¤¤¤Æ¤¤¤ë¡£";
1993 info[i++] = "Your hands are glowing dull red.";
1997 if (p_ptr->special_attack & ATTACK_FIRE)
2000 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤Ï²Ð±ê¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2002 info[i++] = "You can strike the enemy with flame.";
2006 if (p_ptr->special_attack & ATTACK_COLD)
2009 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÎ䵤¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2011 info[i++] = "You can strike the enemy with cold.";
2015 if (p_ptr->special_attack & ATTACK_ACID)
2018 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤Ï»À¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2020 info[i++] = "You can strike the enemy with acid.";
2024 if (p_ptr->special_attack & ATTACK_ELEC)
2027 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÅÅ·â¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2029 info[i++] = "You can strike the enemy with electoric shock.";
2033 if (p_ptr->special_attack & ATTACK_POIS)
2036 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÆǤËʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2038 info[i++] = "You can strike the enemy with poison.";
2042 switch (p_ptr->action)
2046 info[i++] = "¤¢¤Ê¤¿¤Ï¤Ò¤¸¤ç¤¦¤ËÃí°Õ¿¼¤¯¼þ°Ï¤ò¸«ÅϤ·¤Æ¤¤¤ë¡£";
2048 info[i++] = "You are looking around very carefully.";
2052 if (p_ptr->new_spells)
2055 info[i++] = "¤¢¤Ê¤¿¤Ï¼öʸ¤äµ§¤ê¤ò³Ø¤Ö¤³¤È¤¬¤Ç¤¤ë¡£";
2057 info[i++] = "You can learn some spells/prayers.";
2061 if (p_ptr->word_recall)
2064 info[i++] = "¤¢¤Ê¤¿¤Ï¤¹¤°¤Ëµ¢´Ô¤¹¤ë¤À¤í¤¦¡£";
2066 info[i++] = "You will soon be recalled.";
2070 if (p_ptr->alter_reality)
2073 info[i++] = "¤¢¤Ê¤¿¤Ï¤¹¤°¤Ë¤³¤ÎÀ¤³¦¤òÎ¥¤ì¤ë¤À¤í¤¦¡£";
2075 info[i++] = "You will soon be altered.";
2079 if (p_ptr->see_infra)
2082 info[i++] = "¤¢¤Ê¤¿¤ÎÆ·¤ÏÀÖ³°Àþ¤ËÉÒ´¶¤Ç¤¢¤ë¡£";
2084 info[i++] = "Your eyes are sensitive to infrared light.";
2091 info[i++] = "¤¢¤Ê¤¿¤ÏÆ©ÌÀ¤Ê¥â¥ó¥¹¥¿¡¼¤ò¸«¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
2093 info[i++] = "You can see invisible creatures.";
2097 if (p_ptr->levitation)
2100 info[i++] = "¤¢¤Ê¤¿¤ÏÈô¤Ö¤³¤È¤¬¤Ç¤¤ë¡£";
2102 info[i++] = "You can fly.";
2106 if (p_ptr->free_act)
2109 info[i++] = "¤¢¤Ê¤¿¤ÏËãáãÃΤ餺¤Î¸ú²Ì¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2111 info[i++] = "You have free action.";
2115 if (p_ptr->regenerate)
2118 info[i++] = "¤¢¤Ê¤¿¤ÏÁÇÁ᤯ÂÎÎϤò²óÉü¤¹¤ë¡£";
2120 info[i++] = "You regenerate quickly.";
2124 if (p_ptr->slow_digest)
2127 info[i++] = "¤¢¤Ê¤¿¤Ï¿©Íߤ¬¾¯¤Ê¤¤¡£";
2129 info[i++] = "Your appetite is small.";
2133 if (p_ptr->telepathy)
2136 info[i++] = "¤¢¤Ê¤¿¤Ï¥Æ¥ì¥Ñ¥·¡¼Ç½ÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2138 info[i++] = "You have ESP.";
2142 if (p_ptr->esp_animal)
2145 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Á³³¦¤ÎÀ¸Êª¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2147 info[i++] = "You sense natural creatures.";
2151 if (p_ptr->esp_undead)
2154 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥ó¥Ç¥Ã¥É¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2156 info[i++] = "You sense undead.";
2160 if (p_ptr->esp_demon)
2163 info[i++] = "¤¢¤Ê¤¿¤Ï°Ëâ¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2165 info[i++] = "You sense demons.";
2172 info[i++] = "¤¢¤Ê¤¿¤Ï¥ª¡¼¥¯¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2174 info[i++] = "You sense orcs.";
2178 if (p_ptr->esp_troll)
2181 info[i++] = "¤¢¤Ê¤¿¤Ï¥È¥í¥ë¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2183 info[i++] = "You sense trolls.";
2187 if (p_ptr->esp_giant)
2190 info[i++] = "¤¢¤Ê¤¿¤Ïµð¿Í¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2192 info[i++] = "You sense giants.";
2196 if (p_ptr->esp_dragon)
2199 info[i++] = "¤¢¤Ê¤¿¤Ï¥É¥é¥´¥ó¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2201 info[i++] = "You sense dragons.";
2205 if (p_ptr->esp_human)
2208 info[i++] = "¤¢¤Ê¤¿¤Ï¿Í´Ö¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2210 info[i++] = "You sense humans.";
2214 if (p_ptr->esp_evil)
2217 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤ÊÀ¸¤Êª¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2219 info[i++] = "You sense evil creatures.";
2223 if (p_ptr->esp_good)
2226 info[i++] = "¤¢¤Ê¤¿¤ÏÁ±ÎɤÊÀ¸¤Êª¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2228 info[i++] = "You sense good creatures.";
2232 if (p_ptr->esp_nonliving)
2235 info[i++] = "¤¢¤Ê¤¿¤Ï³èÆ°¤¹¤ë̵À¸ÊªÂΤθºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2237 info[i++] = "You sense non-living creatures.";
2241 if (p_ptr->esp_unique)
2244 info[i++] = "¤¢¤Ê¤¿¤ÏÆÃÊ̤ʶ¯Å¨¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2246 info[i++] = "You sense unique monsters.";
2250 if (p_ptr->hold_life)
2253 info[i++] = "¤¢¤Ê¤¿¤Ï¼«¸Ê¤ÎÀ¸Ì¿ÎϤò¤·¤Ã¤«¤ê¤È°Ý»ý¤¹¤ë¡£";
2255 info[i++] = "You have a firm hold on your life force.";
2262 info[i++] = "¤¢¤Ê¤¿¤ÏÌð¤ä¥Ü¥ë¥È¤òÈ¿¼Í¤¹¤ë¡£";
2264 info[i++] = "You reflect arrows and bolts.";
2271 info[i++] = "¤¢¤Ê¤¿¤Ï±ê¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2273 info[i++] = "You are surrounded with a fiery aura.";
2280 info[i++] = "¤¢¤Ê¤¿¤ÏÅŵ¤¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2282 info[i++] = "You are surrounded with electricity.";
2289 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2291 info[i++] = "You are surrounded with an aura of coldness.";
2295 if (p_ptr->tim_sh_holy)
2298 info[i++] = "¤¢¤Ê¤¿¤ÏÀ»¤Ê¤ë¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2300 info[i++] = "You are surrounded with a holy aura.";
2304 if (p_ptr->tim_sh_touki)
2307 info[i++] = "¤¢¤Ê¤¿¤ÏÆ®µ¤¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2309 info[i++] = "You are surrounded with a energy aura.";
2313 if (p_ptr->anti_magic)
2316 info[i++] = "¤¢¤Ê¤¿¤ÏÈ¿ËâË¡¥·¡¼¥ë¥É¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2318 info[i++] = "You are surrounded by an anti-magic shell.";
2322 if (p_ptr->anti_tele)
2325 info[i++] = "¤¢¤Ê¤¿¤Ï¥Æ¥ì¥Ý¡¼¥È¤Ç¤¤Ê¤¤¡£";
2327 info[i++] = "You cannot teleport.";
2334 info[i++] = "¤¢¤Ê¤¿¤Î¿ÈÂΤϸ÷¤Ã¤Æ¤¤¤ë¡£";
2336 info[i++] = "You are carrying a permanent light.";
2343 info[i++] = "¤¢¤Ê¤¿¤Ï¹ÔÆ°¤ÎÁ°¤Ë´í¸±¤ò»¡ÃΤ¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
2345 info[i++] = "You will be warned before dangerous actions.";
2349 if (p_ptr->dec_mana)
2352 info[i++] = "¤¢¤Ê¤¿¤Ï¾¯¤Ê¤¤¾ÃÈñËâÎϤÇËâË¡¤ò¾§¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
2354 info[i++] = "You can cast spells with fewer mana points.";
2358 if (p_ptr->easy_spell)
2361 info[i++] = "¤¢¤Ê¤¿¤ÏÄ㤤¼ºÇÔΨ¤ÇËâË¡¤ò¾§¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
2363 info[i++] = "Fail rate of your magic is decreased.";
2367 if (p_ptr->heavy_spell)
2370 info[i++] = "¤¢¤Ê¤¿¤Ï¹â¤¤¼ºÇÔΨ¤ÇËâË¡¤ò¾§¤¨¤Ê¤±¤ì¤Ð¤¤¤±¤Ê¤¤¡£";
2372 info[i++] = "Fail rate of your magic is increased.";
2376 if (p_ptr->mighty_throw)
2379 info[i++] = "¤¢¤Ê¤¿¤Ï¶¯¤¯Êª¤òÅꤲ¤ë¡£";
2381 info[i++] = "You can throw objects powerfully.";
2386 if (p_ptr->immune_acid)
2389 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2391 info[i++] = "You are completely immune to acid.";
2395 else if (p_ptr->resist_acid && IS_OPPOSE_ACID())
2398 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤Ø¤Î¶¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2400 info[i++] = "You resist acid exceptionally well.";
2404 else if (p_ptr->resist_acid || IS_OPPOSE_ACID())
2407 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2409 info[i++] = "You are resistant to acid.";
2414 if (p_ptr->immune_elec)
2417 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2419 info[i++] = "You are completely immune to lightning.";
2423 else if (p_ptr->resist_elec && IS_OPPOSE_ELEC())
2426 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ø¤Î¶¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2428 info[i++] = "You resist lightning exceptionally well.";
2432 else if (p_ptr->resist_elec || IS_OPPOSE_ELEC())
2435 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2437 info[i++] = "You are resistant to lightning.";
2442 if (prace_is_(RACE_ANDROID) && !p_ptr->immune_elec)
2445 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ë¼å¤¤¡£";
2447 info[i++] = "You are susceptible to damage from lightning.";
2452 if (p_ptr->immune_fire)
2455 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2457 info[i++] = "You are completely immune to fire.";
2461 else if (p_ptr->resist_fire && IS_OPPOSE_FIRE())
2464 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ø¤Î¶¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2466 info[i++] = "You resist fire exceptionally well.";
2470 else if (p_ptr->resist_fire || IS_OPPOSE_FIRE())
2473 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2475 info[i++] = "You are resistant to fire.";
2480 if (prace_is_(RACE_ENT) && !p_ptr->immune_fire)
2483 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ë¼å¤¤¡£";
2485 info[i++] = "You are susceptible to damage from fire.";
2490 if (p_ptr->immune_cold)
2493 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2495 info[i++] = "You are completely immune to cold.";
2499 else if (p_ptr->resist_cold && IS_OPPOSE_COLD())
2502 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Ø¤Î¶¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2504 info[i++] = "You resist cold exceptionally well.";
2508 else if (p_ptr->resist_cold || IS_OPPOSE_COLD())
2511 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2513 info[i++] = "You are resistant to cold.";
2518 if (p_ptr->resist_pois && IS_OPPOSE_POIS())
2521 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤؤζ¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2523 info[i++] = "You resist poison exceptionally well.";
2527 else if (p_ptr->resist_pois || IS_OPPOSE_POIS())
2530 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2532 info[i++] = "You are resistant to poison.";
2537 if (p_ptr->resist_lite)
2540 info[i++] = "¤¢¤Ê¤¿¤ÏÁ®¸÷¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2542 info[i++] = "You are resistant to bright light.";
2547 if (prace_is_(RACE_VAMPIRE) || prace_is_(RACE_S_FAIRY) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
2550 info[i++] = "¤¢¤Ê¤¿¤ÏÁ®¸÷¤Ë¼å¤¤¡£";
2552 info[i++] = "You are susceptible to damage from bright light.";
2557 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form)
2560 info[i++] = "¤¢¤Ê¤¿¤Ï°Å¹õ¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2562 info[i++] = "You are completely immune to darkness.";
2566 else if (p_ptr->resist_dark)
2569 info[i++] = "¤¢¤Ê¤¿¤Ï°Å¹õ¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2571 info[i++] = "You are resistant to darkness.";
2575 if (p_ptr->resist_conf)
2578 info[i++] = "¤¢¤Ê¤¿¤Ïº®Íð¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2580 info[i++] = "You are resistant to confusion.";
2584 if (p_ptr->resist_sound)
2587 info[i++] = "¤¢¤Ê¤¿¤Ï²»ÇȤξ׷â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2589 info[i++] = "You are resistant to sonic attacks.";
2593 if (p_ptr->resist_disen)
2596 info[i++] = "¤¢¤Ê¤¿¤ÏÎô²½¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2598 info[i++] = "You are resistant to disenchantment.";
2602 if (p_ptr->resist_chaos)
2605 info[i++] = "¤¢¤Ê¤¿¤Ï¥«¥ª¥¹¤ÎÎϤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2607 info[i++] = "You are resistant to chaos.";
2611 if (p_ptr->resist_shard)
2614 info[i++] = "¤¢¤Ê¤¿¤ÏÇËÊҤι¶·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2616 info[i++] = "You are resistant to blasts of shards.";
2620 if (p_ptr->resist_nexus)
2623 info[i++] = "¤¢¤Ê¤¿¤Ï°ø²Ìº®Íð¤Î¹¶·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2625 info[i++] = "You are resistant to nexus attacks.";
2630 if (prace_is_(RACE_SPECTRE))
2633 info[i++] = "¤¢¤Ê¤¿¤ÏÃϹö¤ÎÎϤòµÛ¼ý¤Ç¤¤ë¡£";
2635 info[i++] = "You can drain nether forces.";
2639 else if (p_ptr->resist_neth)
2642 info[i++] = "¤¢¤Ê¤¿¤ÏÃϹö¤ÎÎϤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2644 info[i++] = "You are resistant to nether forces.";
2648 if (p_ptr->resist_fear)
2651 info[i++] = "¤¢¤Ê¤¿¤ÏÁ´¤¯¶²Éݤò´¶¤¸¤Ê¤¤¡£";
2653 info[i++] = "You are completely fearless.";
2657 if (p_ptr->resist_blind)
2660 info[i++] = "¤¢¤Ê¤¿¤ÎÌܤÏÌÕÌܤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2662 info[i++] = "Your eyes are resistant to blindness.";
2666 if (p_ptr->resist_time)
2669 info[i++] = "¤¢¤Ê¤¿¤Ï»þ´ÖµÕž¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2671 info[i++] = "You are resistant to time.";
2676 if (p_ptr->sustain_str)
2679 info[i++] = "¤¢¤Ê¤¿¤ÎÏÓÎϤϰݻý¤µ¤ì¤Æ¤¤¤ë¡£";
2681 info[i++] = "Your strength is sustained.";
2685 if (p_ptr->sustain_int)
2688 info[i++] = "¤¢¤Ê¤¿¤ÎÃÎǽ¤Ï°Ý»ý¤µ¤ì¤Æ¤¤¤ë¡£";
2690 info[i++] = "Your intelligence is sustained.";
2694 if (p_ptr->sustain_wis)
2697 info[i++] = "¤¢¤Ê¤¿¤Î¸¤µ¤Ï°Ý»ý¤µ¤ì¤Æ¤¤¤ë¡£";
2699 info[i++] = "Your wisdom is sustained.";
2703 if (p_ptr->sustain_con)
2706 info[i++] = "¤¢¤Ê¤¿¤ÎÂѵ×ÎϤϰݻý¤µ¤ì¤Æ¤¤¤ë¡£";
2708 info[i++] = "Your constitution is sustained.";
2712 if (p_ptr->sustain_dex)
2715 info[i++] = "¤¢¤Ê¤¿¤Î´ïÍѤµ¤Ï°Ý»ý¤µ¤ì¤Æ¤¤¤ë¡£";
2717 info[i++] = "Your dexterity is sustained.";
2721 if (p_ptr->sustain_chr)
2724 info[i++] = "¤¢¤Ê¤¿¤ÎÌ¥ÎϤϰݻý¤µ¤ì¤Æ¤¤¤ë¡£";
2726 info[i++] = "Your charisma is sustained.";
2731 if (have_flag(flgs, TR_STR))
2734 info[i++] = "¤¢¤Ê¤¿¤ÎÏÓÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2736 info[i++] = "Your strength is affected by your equipment.";
2740 if (have_flag(flgs, TR_INT))
2743 info[i++] = "¤¢¤Ê¤¿¤ÎÃÎǽ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2745 info[i++] = "Your intelligence is affected by your equipment.";
2749 if (have_flag(flgs, TR_WIS))
2752 info[i++] = "¤¢¤Ê¤¿¤Î¸¤µ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2754 info[i++] = "Your wisdom is affected by your equipment.";
2758 if (have_flag(flgs, TR_DEX))
2761 info[i++] = "¤¢¤Ê¤¿¤Î´ïÍѤµ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2763 info[i++] = "Your dexterity is affected by your equipment.";
2767 if (have_flag(flgs, TR_CON))
2770 info[i++] = "¤¢¤Ê¤¿¤ÎÂѵ×ÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2772 info[i++] = "Your constitution is affected by your equipment.";
2776 if (have_flag(flgs, TR_CHR))
2779 info[i++] = "¤¢¤Ê¤¿¤ÎÌ¥ÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2781 info[i++] = "Your charisma is affected by your equipment.";
2786 if (have_flag(flgs, TR_STEALTH))
2789 info[i++] = "¤¢¤Ê¤¿¤Î±£Ì©¹ÔưǽÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2791 info[i++] = "Your stealth is affected by your equipment.";
2795 if (have_flag(flgs, TR_SEARCH))
2798 info[i++] = "¤¢¤Ê¤¿¤Îõº÷ǽÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2800 info[i++] = "Your searching ability is affected by your equipment.";
2804 if (have_flag(flgs, TR_INFRA))
2807 info[i++] = "¤¢¤Ê¤¿¤ÎÀÖ³°Àþ»ëÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2809 info[i++] = "Your infravision is affected by your equipment.";
2813 if (have_flag(flgs, TR_TUNNEL))
2816 info[i++] = "¤¢¤Ê¤¿¤ÎºÎ·¡Ç½ÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2818 info[i++] = "Your digging ability is affected by your equipment.";
2822 if (have_flag(flgs, TR_SPEED))
2825 info[i++] = "¤¢¤Ê¤¿¤Î¥¹¥Ô¡¼¥É¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2827 info[i++] = "Your speed is affected by your equipment.";
2831 if (have_flag(flgs, TR_BLOWS))
2834 info[i++] = "¤¢¤Ê¤¿¤Î¹¶·â®ÅÙ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2836 info[i++] = "Your attack speed is affected by your equipment.";
2842 /* Access the current weapon */
2843 o_ptr = &inventory[INVEN_RARM];
2845 /* Analyze the weapon */
2848 /* Indicate Blessing */
2849 if (have_flag(flgs, TR_BLESSED))
2852 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¿À¤Î½ËÊ¡¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2854 info[i++] = "Your weapon has been blessed by the gods.";
2859 if (have_flag(flgs, TR_CHAOTIC))
2862 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥í¥°¥ë¥¹¤Îħ¤Î°À¤ò¤â¤Ä¡£";
2864 info[i++] = "Your weapon is branded with the Sign of Logrus.";
2870 if (have_flag(flgs, TR_IMPACT))
2873 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏÂÇ·â¤ÇÃϿ̤òȯÀ¸¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
2875 info[i++] = "The impact of your weapon can cause earthquakes.";
2880 if (have_flag(flgs, TR_VORPAL))
2883 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏÈó¾ï¤Ë±Ô¤¤¡£";
2885 info[i++] = "Your weapon is very sharp.";
2890 if (have_flag(flgs, TR_VAMPIRIC))
2893 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤«¤éÀ¸Ì¿ÎϤòµÛ¼ý¤¹¤ë¡£";
2895 info[i++] = "Your weapon drains life from your foes.";
2900 /* Special "Attack Bonuses" */
2901 if (have_flag(flgs, TR_BRAND_ACID))
2904 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òÍϤ«¤¹¡£";
2906 info[i++] = "Your weapon melts your foes.";
2910 if (have_flag(flgs, TR_BRAND_ELEC))
2913 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤ò´¶ÅŤµ¤»¤ë¡£";
2915 info[i++] = "Your weapon shocks your foes.";
2919 if (have_flag(flgs, TR_BRAND_FIRE))
2922 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òdz¤ä¤¹¡£";
2924 info[i++] = "Your weapon burns your foes.";
2928 if (have_flag(flgs, TR_BRAND_COLD))
2931 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òÅà¤é¤»¤ë¡£";
2933 info[i++] = "Your weapon freezes your foes.";
2937 if (have_flag(flgs, TR_BRAND_POIS))
2940 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òÆǤǿ¯¤¹¡£";
2942 info[i++] = "Your weapon poisons your foes.";
2947 /* Special "slay" flags */
2948 if (have_flag(flgs, TR_KILL_ANIMAL))
2951 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ïưʪ¤ÎŷŨ¤Ç¤¢¤ë¡£";
2953 info[i++] = "Your weapon is a great bane of animals.";
2957 else if (have_flag(flgs, TR_SLAY_ANIMAL))
2960 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ïưʪ¤ËÂФ·¤Æ¶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2962 info[i++] = "Your weapon strikes at animals with extra force.";
2966 if (have_flag(flgs, TR_KILL_EVIL))
2969 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¼Ù°¤Ê¤ë¸ºß¤ÎŷŨ¤Ç¤¢¤ë¡£";
2971 info[i++] = "Your weapon is a great bane of evil.";
2975 else if (have_flag(flgs, TR_SLAY_EVIL))
2978 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¼Ù°¤Ê¤ë¸ºß¤ËÂФ·¤Æ¶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2980 info[i++] = "Your weapon strikes at evil with extra force.";
2984 if (have_flag(flgs, TR_KILL_HUMAN))
2987 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¿Í´Ö¤ÎŷŨ¤Ç¤¢¤ë¡£";
2989 info[i++] = "Your weapon is a great bane of humans.";
2993 else if (have_flag(flgs, TR_SLAY_HUMAN))
2996 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¿Í´Ö¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2998 info[i++] = "Your weapon is especially deadly against humans.";
3002 if (have_flag(flgs, TR_KILL_UNDEAD))
3005 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥¢¥ó¥Ç¥Ã¥É¤ÎŷŨ¤Ç¤¢¤ë¡£";
3007 info[i++] = "Your weapon is a great bane of undead.";
3011 else if (have_flag(flgs, TR_SLAY_UNDEAD))
3014 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥¢¥ó¥Ç¥Ã¥É¤ËÂФ·¤Æ¿ÀÀ»¤Ê¤ëÎϤòȯ´ø¤¹¤ë¡£";
3016 info[i++] = "Your weapon strikes at undead with holy wrath.";
3020 if (have_flag(flgs, TR_KILL_DEMON))
3023 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥Ç¡¼¥â¥ó¤ÎŷŨ¤Ç¤¢¤ë¡£";
3025 info[i++] = "Your weapon is a great bane of demons.";
3029 else if (have_flag(flgs, TR_SLAY_DEMON))
3032 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥Ç¡¼¥â¥ó¤ËÂФ·¤Æ¿ÀÀ»¤Ê¤ëÎϤòȯ´ø¤¹¤ë¡£";
3034 info[i++] = "Your weapon strikes at demons with holy wrath.";
3038 if (have_flag(flgs, TR_KILL_ORC))
3041 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥ª¡¼¥¯¤ÎŷŨ¤Ç¤¢¤ë¡£";
3043 info[i++] = "Your weapon is a great bane of orcs.";
3047 else if (have_flag(flgs, TR_SLAY_ORC))
3050 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥ª¡¼¥¯¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
3052 info[i++] = "Your weapon is especially deadly against orcs.";
3056 if (have_flag(flgs, TR_KILL_TROLL))
3059 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥È¥í¥ë¤ÎŷŨ¤Ç¤¢¤ë¡£";
3061 info[i++] = "Your weapon is a great bane of trolls.";
3065 else if (have_flag(flgs, TR_SLAY_TROLL))
3068 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥È¥í¥ë¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
3070 info[i++] = "Your weapon is especially deadly against trolls.";
3074 if (have_flag(flgs, TR_KILL_GIANT))
3077 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥¸¥ã¥¤¥¢¥ó¥È¤ÎŷŨ¤Ç¤¢¤ë¡£";
3079 info[i++] = "Your weapon is a great bane of giants.";
3083 else if (have_flag(flgs, TR_SLAY_GIANT))
3086 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥¸¥ã¥¤¥¢¥ó¥È¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
3088 info[i++] = "Your weapon is especially deadly against giants.";
3092 /* Special "kill" flags */
3093 if (have_flag(flgs, TR_KILL_DRAGON))
3096 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥É¥é¥´¥ó¤ÎŷŨ¤Ç¤¢¤ë¡£";
3098 info[i++] = "Your weapon is a great bane of dragons.";
3102 else if (have_flag(flgs, TR_SLAY_DRAGON))
3105 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥É¥é¥´¥ó¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
3107 info[i++] = "Your weapon is especially deadly against dragons.";
3112 if (have_flag(flgs, TR_FORCE_WEAPON))
3115 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏMP¤ò»È¤Ã¤Æ¹¶·â¤¹¤ë¡£";
3117 info[i++] = "Your weapon causes greate damages using your MP.";
3121 if (have_flag(flgs, TR_THROW))
3124 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏÅꤲ¤ä¤¹¤¤¡£";
3126 info[i++] = "Your weapon can be thrown well.";
3132 /* Save the screen */
3135 /* Erase the screen */
3136 for (k = 1; k < 24; k++) prt("", k, 13);
3138 /* Label the information */
3140 prt(" ¤¢¤Ê¤¿¤Î¾õÂÖ:", 1, 15);
3142 prt(" Your Attributes:", 1, 15);
3146 /* We will print on top of the map (column 13) */
3147 for (k = 2, j = 0; j < i; j++)
3150 prt(info[j], k++, 15);
3152 /* Every 20 entries (lines 2 to 21), start over */
3153 if ((k == 22) && (j+1 < i))
3156 prt("-- ³¤¯ --", k, 15);
3158 prt("-- more --", k, 15);
3162 for (; k > 2; k--) prt("", k, 15);
3168 prt("[²¿¤«¥¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹]", k, 13);
3170 prt("[Press any key to continue]", k, 13);
3175 /* Restore the screen */
3180 static int report_magics_aux(int dur)
3198 else if (dur <= 100)
3202 else if (dur <= 200)
3212 static cptr report_magic_durations[] =
3221 "¿®¤¸Æñ¤¤¤Û¤ÉŤ¤´Ö",
3222 "¥â¥ó¥¹¥¿¡¼¤ò¹¶·â¤¹¤ë¤Þ¤Ç"
3225 "for a little while",
3229 "for a very long time",
3230 "for an incredibly long time",
3231 "until you hit a monster"
3238 * Report all currently active magical effects.
3240 void report_magics(void)
3250 info2[i] = report_magics_aux(p_ptr->blind);
3252 info[i++] = "¤¢¤Ê¤¿¤ÏÌܤ¬¸«¤¨¤Ê¤¤";
3254 info[i++] = "You cannot see";
3258 if (p_ptr->confused)
3260 info2[i] = report_magics_aux(p_ptr->confused);
3262 info[i++] = "¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë";
3264 info[i++] = "You are confused";
3270 info2[i] = report_magics_aux(p_ptr->afraid);
3272 info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤ˿¯¤µ¤ì¤Æ¤¤¤ë";
3274 info[i++] = "You are terrified";
3278 if (p_ptr->poisoned)
3280 info2[i] = report_magics_aux(p_ptr->poisoned);
3282 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤ˿¯¤µ¤ì¤Æ¤¤¤ë";
3284 info[i++] = "You are poisoned";
3290 info2[i] = report_magics_aux(p_ptr->image);
3292 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸³Ð¤ò¸«¤Æ¤¤¤ë";
3294 info[i++] = "You are hallucinating";
3300 info2[i] = report_magics_aux(p_ptr->blessed);
3302 info[i++] = "¤¢¤Ê¤¿¤Ï¹â·é¤µ¤ò´¶¤¸¤Æ¤¤¤ë";
3304 info[i++] = "You feel rightous";
3310 info2[i] = report_magics_aux(p_ptr->hero);
3312 info[i++] = "¤¢¤Ê¤¿¤Ï¥Ò¡¼¥í¡¼µ¤Ê¬¤À";
3314 info[i++] = "You feel heroic";
3320 info2[i] = report_magics_aux(p_ptr->shero);
3322 info[i++] = "¤¢¤Ê¤¿¤ÏÀïÆ®¶¸¤À";
3324 info[i++] = "You are in a battle rage";
3328 if (p_ptr->protevil)
3330 info2[i] = report_magics_aux(p_ptr->protevil);
3332 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¤ë¸ºß¤«¤é¼é¤é¤ì¤Æ¤¤¤ë";
3334 info[i++] = "You are protected from evil";
3340 info2[i] = report_magics_aux(p_ptr->shield);
3342 info[i++] = "¤¢¤Ê¤¿¤Ï¿ÀÈë¤Î¥·¡¼¥ë¥É¤Ç¼é¤é¤ì¤Æ¤¤¤ë";
3344 info[i++] = "You are protected by a mystic shield";
3350 info2[i] = report_magics_aux(p_ptr->invuln);
3352 info[i++] = "¤¢¤Ê¤¿¤Ï̵Ũ¤À";
3354 info[i++] = "You are invulnerable";
3358 if (p_ptr->wraith_form)
3360 info2[i] = report_magics_aux(p_ptr->wraith_form);
3362 info[i++] = "¤¢¤Ê¤¿¤ÏÍ©Â⽤·¤Æ¤¤¤ë";
3364 info[i++] = "You are incorporeal";
3368 if (p_ptr->special_attack & ATTACK_CONFUSE)
3372 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÀÖ¤¯µ±¤¤¤Æ¤¤¤ë";
3374 info[i++] = "Your hands are glowing dull red.";
3378 if (p_ptr->word_recall)
3380 info2[i] = report_magics_aux(p_ptr->word_recall);
3382 info[i++] = "¤³¤Î¸åµ¢´Ô¤Î¾Û¤¬È¯Æ°¤¹¤ë";
3384 info[i++] = "You are waiting to be recalled";
3388 if (p_ptr->alter_reality)
3390 info2[i] = report_magics_aux(p_ptr->alter_reality);
3392 info[i++] = "¤³¤Î¸å¸½¼ÂÊÑÍƤ¬È¯Æ°¤¹¤ë";
3394 info[i++] = "You waiting to be altered";
3398 if (p_ptr->oppose_acid)
3400 info2[i] = report_magics_aux(p_ptr->oppose_acid);
3402 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë";
3404 info[i++] = "You are resistant to acid";
3408 if (p_ptr->oppose_elec)
3410 info2[i] = report_magics_aux(p_ptr->oppose_elec);
3412 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë";
3414 info[i++] = "You are resistant to lightning";
3418 if (p_ptr->oppose_fire)
3420 info2[i] = report_magics_aux(p_ptr->oppose_fire);
3422 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë";
3424 info[i++] = "You are resistant to fire";
3428 if (p_ptr->oppose_cold)
3430 info2[i] = report_magics_aux(p_ptr->oppose_cold);
3432 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë";
3434 info[i++] = "You are resistant to cold";
3438 if (p_ptr->oppose_pois)
3440 info2[i] = report_magics_aux(p_ptr->oppose_pois);
3442 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë";
3444 info[i++] = "You are resistant to poison";
3449 /* Save the screen */
3452 /* Erase the screen */
3453 for (k = 1; k < 24; k++) prt("", k, 13);
3455 /* Label the information */
3457 prt(" ¸½ºß¤«¤«¤Ã¤Æ¤¤¤ëËâË¡ :", 1, 15);
3459 prt(" Your Current Magic:", 1, 15);
3463 /* We will print on top of the map (column 13) */
3464 for (k = 2, j = 0; j < i; j++)
3468 sprintf(Dummy, "%-28s : ´ü´Ö - %s ", info[j],
3470 sprintf(Dummy, "%s %s.", info[j],
3473 report_magic_durations[info2[j]]);
3474 prt(Dummy, k++, 15);
3476 /* Every 20 entries (lines 2 to 21), start over */
3477 if ((k == 22) && (j + 1 < i))
3480 prt("-- ³¤¯ --", k, 15);
3482 prt("-- more --", k, 15);
3486 for (; k > 2; k--) prt("", k, 15);
3492 prt("[²¿¤«¥¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹]", k, 13);
3494 prt("[Press any key to continue]", k, 13);
3499 /* Restore the screen */
3504 static bool detect_feat_flag(int range, int flag, bool known)
3507 bool detect = FALSE;
3510 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3512 /* Scan the current panel */
3513 for (y = 1; y < cur_hgt - 1; y++)
3515 for (x = 1; x <= cur_wid - 1; x++)
3517 int dist = distance(py, px, y, x);
3518 if (dist > range) continue;
3520 /* Access the grid */
3521 c_ptr = &cave[y][x];
3524 if (flag == FF_TRAP)
3526 /* Mark as detected */
3527 if (dist <= range && known)
3529 if (dist <= range - 1) c_ptr->info |= (CAVE_IN_DETECT);
3531 c_ptr->info &= ~(CAVE_UNSAFE);
3539 if (cave_have_flag_grid(c_ptr, flag))
3541 /* Detect secrets */
3542 disclose_grid(y, x);
3544 /* Hack -- Memorize */
3545 c_ptr->info |= (CAVE_MARK);
3562 * Detect all traps on current panel
3564 bool detect_traps(int range, bool known)
3566 bool detect = detect_feat_flag(range, FF_TRAP, known);
3568 if (known) p_ptr->dtrap = TRUE;
3570 if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 0) detect = FALSE;
3576 msg_print("¥È¥é¥Ã¥×¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3578 msg_print("You sense the presence of traps!");
3588 * Detect all doors on current panel
3590 bool detect_doors(int range)
3592 bool detect = detect_feat_flag(range, FF_DOOR, TRUE);
3594 if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 0) detect = FALSE;
3600 msg_print("¥É¥¢¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3602 msg_print("You sense the presence of doors!");
3612 * Detect all stairs on current panel
3614 bool detect_stairs(int range)
3616 bool detect = detect_feat_flag(range, FF_STAIRS, TRUE);
3618 if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 0) detect = FALSE;
3624 msg_print("³¬Ãʤθºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3626 msg_print("You sense the presence of stairs!");
3636 * Detect any treasure on the current panel
3638 bool detect_treasure(int range)
3640 bool detect = detect_feat_flag(range, FF_HAS_GOLD, TRUE);
3642 if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 6) detect = FALSE;
3648 msg_print("Ë䢤µ¤ì¤¿ºâÊõ¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3650 msg_print("You sense the presence of buried treasure!");
3660 * Detect all "gold" objects on the current panel
3662 bool detect_objects_gold(int range)
3667 bool detect = FALSE;
3669 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
3672 for (i = 1; i < o_max; i++)
3674 object_type *o_ptr = &o_list[i];
3676 /* Skip dead objects */
3677 if (!o_ptr->k_idx) continue;
3679 /* Skip held objects */
3680 if (o_ptr->held_m_idx) continue;
3686 /* Only detect nearby objects */
3687 if (distance(py, px, y, x) > range2) continue;
3689 /* Detect "gold" objects */
3690 if (o_ptr->tval == TV_GOLD)
3692 /* Hack -- memorize it */
3693 o_ptr->marked |= OM_FOUND;
3703 if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 6) detect = FALSE;
3709 msg_print("ºâÊõ¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3711 msg_print("You sense the presence of treasure!");
3716 if (detect_monsters_string(range, "$"))
3727 * Detect all "normal" objects on the current panel
3729 bool detect_objects_normal(int range)
3734 bool detect = FALSE;
3736 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
3739 for (i = 1; i < o_max; i++)
3741 object_type *o_ptr = &o_list[i];
3743 /* Skip dead objects */
3744 if (!o_ptr->k_idx) continue;
3746 /* Skip held objects */
3747 if (o_ptr->held_m_idx) continue;
3753 /* Only detect nearby objects */
3754 if (distance(py, px, y, x) > range2) continue;
3756 /* Detect "real" objects */
3757 if (o_ptr->tval != TV_GOLD)
3759 /* Hack -- memorize it */
3760 o_ptr->marked |= OM_FOUND;
3770 if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 6) detect = FALSE;
3776 msg_print("¥¢¥¤¥Æ¥à¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3778 msg_print("You sense the presence of objects!");
3783 if (detect_monsters_string(range, "!=?|/`"))
3794 * Detect all "magic" objects on the current panel.
3796 * This will light up all spaces with "magic" items, including artifacts,
3797 * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings,
3798 * and "enchanted" items of the "good" variety.
3800 * It can probably be argued that this function is now too powerful.
3802 bool detect_objects_magic(int range)
3806 bool detect = FALSE;
3808 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3810 /* Scan all objects */
3811 for (i = 1; i < o_max; i++)
3813 object_type *o_ptr = &o_list[i];
3815 /* Skip dead objects */
3816 if (!o_ptr->k_idx) continue;
3818 /* Skip held objects */
3819 if (o_ptr->held_m_idx) continue;
3825 /* Only detect nearby objects */
3826 if (distance(py, px, y, x) > range) continue;
3828 /* Examine the tval */
3831 /* Artifacts, misc magic items, or enchanted wearables */
3832 if (object_is_artifact(o_ptr) ||
3833 object_is_ego(o_ptr) ||
3834 (tv == TV_WHISTLE) ||
3835 (tv == TV_AMULET) ||
3840 (tv == TV_SCROLL) ||
3841 (tv == TV_POTION) ||
3842 (tv == TV_LIFE_BOOK) ||
3843 (tv == TV_SORCERY_BOOK) ||
3844 (tv == TV_NATURE_BOOK) ||
3845 (tv == TV_CHAOS_BOOK) ||
3846 (tv == TV_DEATH_BOOK) ||
3847 (tv == TV_TRUMP_BOOK) ||
3848 (tv == TV_ARCANE_BOOK) ||
3849 (tv == TV_CRAFT_BOOK) ||
3850 (tv == TV_DAEMON_BOOK) ||
3851 (tv == TV_CRUSADE_BOOK) ||
3852 (tv == TV_MUSIC_BOOK) ||
3853 (tv == TV_HISSATSU_BOOK) ||
3854 (tv == TV_HEX_BOOK) ||
3855 ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
3857 /* Memorize the item */
3858 o_ptr->marked |= OM_FOUND;
3872 msg_print("ËâË¡¤Î¥¢¥¤¥Æ¥à¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3874 msg_print("You sense the presence of magic objects!");
3885 * Detect all "normal" monsters on the current panel
3887 bool detect_monsters_normal(int range)
3893 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3896 for (i = 1; i < m_max; i++)
3898 monster_type *m_ptr = &m_list[i];
3899 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3901 /* Skip dead monsters */
3902 if (!m_ptr->r_idx) continue;
3908 /* Only detect nearby monsters */
3909 if (distance(py, px, y, x) > range) continue;
3911 /* Detect all non-invisible monsters */
3912 if (!(r_ptr->flags2 & RF2_INVISIBLE) || p_ptr->see_inv)
3914 /* Repair visibility later */
3915 repair_monsters = TRUE;
3917 /* Hack -- Detect monster */
3918 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
3920 /* Update the monster */
3921 update_mon(i, FALSE);
3928 if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 3) flag = FALSE;
3933 /* Describe result */
3935 msg_print("¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3937 msg_print("You sense the presence of monsters!");
3948 * Detect all "invisible" monsters around the player
3950 bool detect_monsters_invis(int range)
3955 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3958 for (i = 1; i < m_max; i++)
3960 monster_type *m_ptr = &m_list[i];
3961 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3963 /* Skip dead monsters */
3964 if (!m_ptr->r_idx) continue;
3970 /* Only detect nearby monsters */
3971 if (distance(py, px, y, x) > range) continue;
3973 /* Detect invisible monsters */
3974 if (r_ptr->flags2 & RF2_INVISIBLE)
3976 /* Update monster recall window */
3977 if (p_ptr->monster_race_idx == m_ptr->r_idx)
3980 p_ptr->window |= (PW_MONSTER);
3983 /* Repair visibility later */
3984 repair_monsters = TRUE;
3986 /* Hack -- Detect monster */
3987 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
3989 /* Update the monster */
3990 update_mon(i, FALSE);
3997 if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 3) flag = FALSE;
4002 /* Describe result */
4004 msg_print("Æ©ÌÀ¤ÊÀ¸Êª¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
4006 msg_print("You sense the presence of invisible creatures!");
4018 * Detect all "evil" monsters on current panel
4020 bool detect_monsters_evil(int range)
4025 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4028 for (i = 1; i < m_max; i++)
4030 monster_type *m_ptr = &m_list[i];
4031 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4033 /* Skip dead monsters */
4034 if (!m_ptr->r_idx) continue;
4040 /* Only detect nearby monsters */
4041 if (distance(py, px, y, x) > range) continue;
4043 /* Detect evil monsters */
4044 if (r_ptr->flags3 & RF3_EVIL)
4046 if (is_original_ap(m_ptr))
4048 /* Take note that they are evil */
4049 r_ptr->r_flags3 |= (RF3_EVIL);
4051 /* Update monster recall window */
4052 if (p_ptr->monster_race_idx == m_ptr->r_idx)
4055 p_ptr->window |= (PW_MONSTER);
4059 /* Repair visibility later */
4060 repair_monsters = TRUE;
4062 /* Hack -- Detect monster */
4063 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
4065 /* Update the monster */
4066 update_mon(i, FALSE);
4076 /* Describe result */
4078 msg_print("¼Ù°¤Ê¤ëÀ¸Êª¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
4080 msg_print("You sense the presence of evil creatures!");
4093 * Detect all "nonliving", "undead" or "demonic" monsters on current panel
4095 bool detect_monsters_nonliving(int range)
4100 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4103 for (i = 1; i < m_max; i++)
4105 monster_type *m_ptr = &m_list[i];
4106 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4108 /* Skip dead monsters */
4109 if (!m_ptr->r_idx) continue;
4115 /* Only detect nearby monsters */
4116 if (distance(py, px, y, x) > range) continue;
4118 /* Detect non-living monsters */
4119 if (!monster_living(r_ptr))
4121 /* Update monster recall window */
4122 if (p_ptr->monster_race_idx == m_ptr->r_idx)
4125 p_ptr->window |= (PW_MONSTER);
4128 /* Repair visibility later */
4129 repair_monsters = TRUE;
4131 /* Hack -- Detect monster */
4132 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
4134 /* Update the monster */
4135 update_mon(i, FALSE);
4145 /* Describe result */
4147 msg_print("¼«Á³¤Ç¤Ê¤¤¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò´¶¤¸¤¿¡ª");
4149 msg_print("You sense the presence of unnatural beings!");
4160 * Detect all monsters it has mind on current panel
4162 bool detect_monsters_mind(int range)
4167 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4170 for (i = 1; i < m_max; i++)
4172 monster_type *m_ptr = &m_list[i];
4173 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4175 /* Skip dead monsters */
4176 if (!m_ptr->r_idx) continue;
4182 /* Only detect nearby monsters */
4183 if (distance(py, px, y, x) > range) continue;
4185 /* Detect non-living monsters */
4186 if (!(r_ptr->flags2 & RF2_EMPTY_MIND))
4188 /* Update monster recall window */
4189 if (p_ptr->monster_race_idx == m_ptr->r_idx)
4192 p_ptr->window |= (PW_MONSTER);
4195 /* Repair visibility later */
4196 repair_monsters = TRUE;
4198 /* Hack -- Detect monster */
4199 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
4201 /* Update the monster */
4202 update_mon(i, FALSE);
4212 /* Describe result */
4214 msg_print("»¦µ¤¤ò´¶¤¸¤È¤Ã¤¿¡ª");
4216 msg_print("You sense the presence of someone's mind!");
4227 * Detect all (string) monsters on current panel
4229 bool detect_monsters_string(int range, cptr Match)
4234 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4237 for (i = 1; i < m_max; i++)
4239 monster_type *m_ptr = &m_list[i];
4240 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4242 /* Skip dead monsters */
4243 if (!m_ptr->r_idx) continue;
4249 /* Only detect nearby monsters */
4250 if (distance(py, px, y, x) > range) continue;
4252 /* Detect monsters with the same symbol */
4253 if (my_strchr(Match, r_ptr->d_char))
4255 /* Update monster recall window */
4256 if (p_ptr->monster_race_idx == m_ptr->r_idx)
4259 p_ptr->window |= (PW_MONSTER);
4262 /* Repair visibility later */
4263 repair_monsters = TRUE;
4265 /* Hack -- Detect monster */
4266 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
4268 /* Update the monster */
4269 update_mon(i, FALSE);
4276 if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 3) flag = FALSE;
4281 /* Describe result */
4283 msg_print("¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
4285 msg_print("You sense the presence of monsters!");
4296 * A "generic" detect monsters routine, tagged to flags3
4298 bool detect_monsters_xxx(int range, u32b match_flag)
4303 cptr desc_monsters = "ÊѤʥâ¥ó¥¹¥¿¡¼";
4305 cptr desc_monsters = "weird monsters";
4308 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4311 for (i = 1; i < m_max; i++)
4313 monster_type *m_ptr = &m_list[i];
4314 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4316 /* Skip dead monsters */
4317 if (!m_ptr->r_idx) continue;
4323 /* Only detect nearby monsters */
4324 if (distance(py, px, y, x) > range) continue;
4326 /* Detect evil monsters */
4327 if (r_ptr->flags3 & (match_flag))
4329 if (is_original_ap(m_ptr))
4331 /* Take note that they are something */
4332 r_ptr->r_flags3 |= (match_flag);
4334 /* Update monster recall window */
4335 if (p_ptr->monster_race_idx == m_ptr->r_idx)
4338 p_ptr->window |= (PW_MONSTER);
4342 /* Repair visibility later */
4343 repair_monsters = TRUE;
4345 /* Hack -- Detect monster */
4346 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
4348 /* Update the monster */
4349 update_mon(i, FALSE);
4363 desc_monsters = "¥Ç¡¼¥â¥ó";
4365 desc_monsters = "demons";
4371 desc_monsters = "¥¢¥ó¥Ç¥Ã¥É";
4373 desc_monsters = "the undead";
4379 /* Describe result */
4381 msg_format("%s¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª", desc_monsters);
4383 msg_format("You sense the presence of %s!", desc_monsters);
4397 bool detect_all(int range)
4399 bool detect = FALSE;
4401 /* Detect everything */
4402 if (detect_traps(range, TRUE)) detect = TRUE;
4403 if (detect_doors(range)) detect = TRUE;
4404 if (detect_stairs(range)) detect = TRUE;
4406 /* There are too many hidden treasure. So... */
4407 /* if (detect_treasure(range)) detect = TRUE; */
4409 if (detect_objects_gold(range)) detect = TRUE;
4410 if (detect_objects_normal(range)) detect = TRUE;
4411 if (detect_monsters_invis(range)) detect = TRUE;
4412 if (detect_monsters_normal(range)) detect = TRUE;
4420 * Apply a "project()" directly to all viewable monsters
4422 * Note that affected monsters are NOT auto-tracked by this usage.
4424 * To avoid misbehavior when monster deaths have side-effects,
4425 * this is done in two passes. -- JDL
4427 bool project_hack(int typ, int dam)
4430 int flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;
4431 bool obvious = FALSE;
4434 /* Mark all (nearby) monsters */
4435 for (i = 1; i < m_max; i++)
4437 monster_type *m_ptr = &m_list[i];
4439 /* Paranoia -- Skip dead monsters */
4440 if (!m_ptr->r_idx) continue;
4446 /* Require line of sight */
4447 if (!player_has_los_bold(y, x) || !projectable(py, px, y, x)) continue;
4449 /* Mark the monster */
4450 m_ptr->mflag |= (MFLAG_TEMP);
4453 /* Affect all marked monsters */
4454 for (i = 1; i < m_max; i++)
4456 monster_type *m_ptr = &m_list[i];
4458 /* Skip unmarked monsters */
4459 if (!(m_ptr->mflag & (MFLAG_TEMP))) continue;
4462 m_ptr->mflag &= ~(MFLAG_TEMP);
4468 /* Jump directly to the target monster */
4469 if (project(0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
4480 bool speed_monsters(void)
4482 return (project_hack(GF_OLD_SPEED, p_ptr->lev));
4488 bool slow_monsters(int power)
4490 return (project_hack(GF_OLD_SLOW, power));
4496 bool sleep_monsters(int power)
4498 return (project_hack(GF_OLD_SLEEP, power));
4503 * Banish evil monsters
4505 bool banish_evil(int dist)
4507 return (project_hack(GF_AWAY_EVIL, dist));
4514 bool turn_undead(void)
4516 bool tester = (project_hack(GF_TURN_UNDEAD, p_ptr->lev));
4518 chg_virtue(V_UNLIFE, -1);
4524 * Dispel undead monsters
4526 bool dispel_undead(int dam)
4528 bool tester = (project_hack(GF_DISP_UNDEAD, dam));
4530 chg_virtue(V_UNLIFE, -2);
4535 * Dispel evil monsters
4537 bool dispel_evil(int dam)
4539 return (project_hack(GF_DISP_EVIL, dam));
4543 * Dispel good monsters
4545 bool dispel_good(int dam)
4547 return (project_hack(GF_DISP_GOOD, dam));
4551 * Dispel all monsters
4553 bool dispel_monsters(int dam)
4555 return (project_hack(GF_DISP_ALL, dam));
4559 * Dispel 'living' monsters
4561 bool dispel_living(int dam)
4563 return (project_hack(GF_DISP_LIVING, dam));
4569 bool dispel_demons(int dam)
4571 return (project_hack(GF_DISP_DEMON, dam));
4580 return (project_hack(GF_CRUSADE, p_ptr->lev*4));
4585 * Wake up all monsters, and speed up "los" monsters.
4587 void aggravate_monsters(int who)
4594 /* Aggravate everyone nearby */
4595 for (i = 1; i < m_max; i++)
4597 monster_type *m_ptr = &m_list[i];
4598 /* monster_race *r_ptr = &r_info[m_ptr->r_idx]; */
4600 /* Paranoia -- Skip dead monsters */
4601 if (!m_ptr->r_idx) continue;
4603 /* Skip aggravating monster (or player) */
4604 if (i == who) continue;
4606 /* Wake up nearby sleeping monsters */
4607 if (m_ptr->cdis < MAX_SIGHT * 2)
4610 if (MON_CSLEEP(m_ptr))
4612 (void)set_monster_csleep(i, 0);
4615 if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG2_NOPET;
4618 /* Speed up monsters in line of sight */
4619 if (player_has_los_bold(m_ptr->fy, m_ptr->fx))
4623 (void)set_monster_fast(i, MON_FAST(m_ptr) + 100);
4631 if (speed) msg_print("ÉÕ¶á¤Ç²¿¤«¤¬ÆÍÇ¡¶½Ê³¤·¤¿¤è¤¦¤Ê´¶¤¸¤ò¼õ¤±¤¿¡ª");
4632 else if (sleep) msg_print("²¿¤«¤¬ÆÍÇ¡¶½Ê³¤·¤¿¤è¤¦¤ÊÁû¡¹¤·¤¤²»¤¬±ó¤¯¤Ëʹ¤³¤¨¤¿¡ª");
4634 if (speed) msg_print("You feel a sudden stirring nearby!");
4635 else if (sleep) msg_print("You hear a sudden stirring in the distance!");
4637 if (p_ptr->riding) p_ptr->update |= PU_BONUS;
4642 * Delete a non-unique/non-quest monster
4644 bool genocide_aux(int m_idx, int power, bool player_cast, int dam_side, cptr spell_name)
4646 int msec = delay_factor * delay_factor * delay_factor;
4647 monster_type *m_ptr = &m_list[m_idx];
4648 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4649 bool resist = FALSE;
4651 if (is_pet(m_ptr) && !player_cast) return FALSE;
4653 /* Hack -- Skip Unique Monsters or Quest Monsters */
4654 if (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) resist = TRUE;
4656 else if (r_ptr->flags7 & RF7_UNIQUE2) resist = TRUE;
4658 else if (m_idx == p_ptr->riding) resist = TRUE;
4660 else if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle) resist = TRUE;
4662 else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE;
4664 else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) resist = TRUE;
4666 /* Delete the monster */
4669 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
4673 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
4674 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_GENOCIDE, m_name);
4677 delete_monster_idx(m_idx);
4680 if (resist && player_cast)
4682 bool see_m = is_seen(m_ptr);
4685 monster_desc(m_name, m_ptr, 0);
4689 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
4691 msg_format("%^s is unaffected.", m_name);
4694 if (MON_CSLEEP(m_ptr))
4696 (void)set_monster_csleep(m_idx, 0);
4700 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
4702 msg_format("%^s wakes up.", m_name);
4706 if (is_friendly(m_ptr) && !is_pet(m_ptr))
4711 msg_format("%s¤ÏÅܤä¿¡ª", m_name);
4713 msg_format("%^s gets angry!", m_name);
4718 if (one_in_(13)) m_ptr->mflag2 |= MFLAG2_NOGENO;
4725 take_hit(DAMAGE_GENO, randint1(dam_side), format("%^s¤Î¼öʸ¤ò¾§¤¨¤¿ÈèÏ«", spell_name), -1);
4727 take_hit(DAMAGE_GENO, randint1(dam_side), format("the strain of casting %^s", spell_name), -1);
4731 /* Visual feedback */
4732 move_cursor_relative(py, px);
4735 p_ptr->redraw |= (PR_HP);
4738 p_ptr->window |= (PW_PLAYER);
4747 Term_xtra(TERM_XTRA_DELAY, msec);
4754 * Delete all non-unique/non-quest monsters of a given "type" from the level
4756 bool symbol_genocide(int power, bool player_cast)
4760 bool result = FALSE;
4762 /* Prevent genocide in quest levels */
4763 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
4768 /* Mega-Hack -- Get a monster symbol */
4770 while (!get_com("¤É¤Î¼ïÎà(ʸ»ú)¤Î¥â¥ó¥¹¥¿¡¼¤òËõ»¦¤·¤Þ¤¹¤«: ", &typ, FALSE)) ;
4772 while (!get_com("Choose a monster race (by symbol) to genocide: ", &typ, FALSE)) ;
4775 /* Delete the monsters of that "type" */
4776 for (i = 1; i < m_max; i++)
4778 monster_type *m_ptr = &m_list[i];
4779 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4781 /* Paranoia -- Skip dead monsters */
4782 if (!m_ptr->r_idx) continue;
4784 /* Skip "wrong" monsters */
4785 if (r_ptr->d_char != typ) continue;
4789 result |= genocide_aux(i, power, player_cast, 4, "Ëõ»¦");
4791 result |= genocide_aux(i, power, player_cast, 4, "Genocide");
4797 chg_virtue(V_VITALITY, -2);
4798 chg_virtue(V_CHANCE, -1);
4806 * Delete all nearby (non-unique) monsters
4808 bool mass_genocide(int power, bool player_cast)
4811 bool result = FALSE;
4813 /* Prevent mass genocide in quest levels */
4814 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
4819 /* Delete the (nearby) monsters */
4820 for (i = 1; i < m_max; i++)
4822 monster_type *m_ptr = &m_list[i];
4824 /* Paranoia -- Skip dead monsters */
4825 if (!m_ptr->r_idx) continue;
4827 /* Skip distant monsters */
4828 if (m_ptr->cdis > MAX_SIGHT) continue;
4832 result |= genocide_aux(i, power, player_cast, 3, "¼þÊÕËõ»¦");
4834 result |= genocide_aux(i, power, player_cast, 3, "Mass Genocide");
4840 chg_virtue(V_VITALITY, -2);
4841 chg_virtue(V_CHANCE, -1);
4850 * Delete all nearby (non-unique) undead
4852 bool mass_genocide_undead(int power, bool player_cast)
4855 bool result = FALSE;
4857 /* Prevent mass genocide in quest levels */
4858 if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
4863 /* Delete the (nearby) monsters */
4864 for (i = 1; i < m_max; i++)
4866 monster_type *m_ptr = &m_list[i];
4867 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4869 /* Paranoia -- Skip dead monsters */
4870 if (!m_ptr->r_idx) continue;
4872 if (!(r_ptr->flags3 & RF3_UNDEAD)) continue;
4874 /* Skip distant monsters */
4875 if (m_ptr->cdis > MAX_SIGHT) continue;
4879 result |= genocide_aux(i, power, player_cast, 3, "¥¢¥ó¥Ç¥Ã¥É¾ÃÌÇ");
4881 result |= genocide_aux(i, power, player_cast, 3, "Annihilate Undead");
4887 chg_virtue(V_UNLIFE, -2);
4888 chg_virtue(V_CHANCE, -1);
4897 * Probe nearby monsters
4912 /* Probe all (nearby) monsters */
4913 for (i = 1; i < m_max; i++)
4915 monster_type *m_ptr = &m_list[i];
4916 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4918 /* Paranoia -- Skip dead monsters */
4919 if (!m_ptr->r_idx) continue;
4921 /* Require line of sight */
4922 if (!player_has_los_bold(m_ptr->fy, m_ptr->fx)) continue;
4924 /* Probe visible monsters */
4929 /* Start the message */
4933 msg_print("Ä´ººÃæ...");
4935 msg_print("Probing...");
4941 if (!is_original_ap(m_ptr))
4943 if (m_ptr->mflag2 & MFLAG2_KAGE)
4944 m_ptr->mflag2 &= ~(MFLAG2_KAGE);
4946 m_ptr->ap_r_idx = m_ptr->r_idx;
4947 lite_spot(m_ptr->fy, m_ptr->fx);
4949 /* Get "the monster" or "something" */
4950 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_INDEF_HIDDEN);
4952 speed = m_ptr->mspeed - 110;
4953 if (MON_FAST(m_ptr)) speed += 10;
4954 if (MON_SLOW(m_ptr)) speed -= 10;
4956 /* Get the monster's alignment */
4958 if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = "籡";
4959 else if (r_ptr->flags3 & RF3_EVIL) align = "¼Ù°";
4960 else if (r_ptr->flags3 & RF3_GOOD) align = "Á±ÎÉ";
4961 else if ((m_ptr->sub_align & (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) == (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) align = "ÃæΩ(Á±°)";
4962 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = "ÃæΩ(¼Ù°)";
4963 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = "ÃæΩ(Á±ÎÉ)";
4964 else align = "ÃæΩ";
4966 if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = "good&evil";
4967 else if (r_ptr->flags3 & RF3_EVIL) align = "evil";
4968 else if (r_ptr->flags3 & RF3_GOOD) align = "good";
4969 else if ((m_ptr->sub_align & (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) == (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) align = "neutral(good&evil)";
4970 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = "neutral(evil)";
4971 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = "neutral(good)";
4972 else align = "neutral";
4975 /* Describe the monster */
4977 sprintf(buf,"%s ... °À:%s HP:%d/%d AC:%d ®ÅÙ:%s%d ·Ð¸³:", m_name, align, m_ptr->hp, m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
4979 sprintf(buf, "%s ... align:%s HP:%d/%d AC:%d speed:%s%d exp:", m_name, align, m_ptr->hp, m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
4981 if (r_ptr->next_r_idx)
4983 strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
4987 strcat(buf, "xxx ");
4991 if (MON_CSLEEP(m_ptr)) strcat(buf,"¿ç̲ ");
4992 if (MON_STUNNED(m_ptr)) strcat(buf,"ۯ۰ ");
4993 if (MON_MONFEAR(m_ptr)) strcat(buf,"¶²ÉÝ ");
4994 if (MON_CONFUSED(m_ptr)) strcat(buf,"º®Íð ");
4995 if (MON_INVULNER(m_ptr)) strcat(buf,"̵Ũ ");
4997 if (MON_CSLEEP(m_ptr)) strcat(buf,"sleeping ");
4998 if (MON_STUNNED(m_ptr)) strcat(buf,"stunned ");
4999 if (MON_MONFEAR(m_ptr)) strcat(buf,"scared ");
5000 if (MON_CONFUSED(m_ptr)) strcat(buf,"confused ");
5001 if (MON_INVULNER(m_ptr)) strcat(buf,"invulnerable ");
5003 buf[strlen(buf)-1] = '\0';
5006 /* HACK : Add the line to message buffer */
5008 p_ptr->window |= (PW_MESSAGE);
5011 if (m_ptr->ml) move_cursor_relative(m_ptr->fy, m_ptr->fx);
5014 Term_erase(0, 0, 255);
5016 /* Learn everything about this monster */
5017 if (lore_do_probe(m_ptr->r_idx))
5021 /* Get base name of monster */
5022 strcpy(buf, (r_name + r_ptr->name));
5025 /* Note that we learnt some new flags -Mogami- */
5026 msg_format("%s¤Ë¤Ä¤¤¤Æ¤µ¤é¤Ë¾Ü¤·¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£", buf);
5031 /* Note that we learnt some new flags -Mogami- */
5032 msg_format("You now know more about %s.", buf);
5034 /* Clear -more- prompt */
5050 chg_virtue(V_KNOWLEDGE, 1);
5053 msg_print("¤³¤ì¤ÇÁ´Éô¤Ç¤¹¡£");
5055 msg_print("That's all.");
5067 * The spell of destruction
5069 * This spell "deletes" monsters (instead of "killing" them).
5071 * Later we may use one function for both "destruction" and
5072 * "earthquake" by using the "full" to select "destruction".
5074 bool destroy_area(int y1, int x1, int r, bool in_generate)
5080 /* Prevent destruction of quest levels and town */
5081 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
5086 /* Lose monster light */
5087 if (!in_generate) clear_mon_lite();
5089 /* Big area of affect */
5090 for (y = (y1 - r); y <= (y1 + r); y++)
5092 for (x = (x1 - r); x <= (x1 + r); x++)
5094 /* Skip illegal grids */
5095 if (!in_bounds(y, x)) continue;
5097 /* Extract the distance */
5098 k = distance(y1, x1, y, x);
5100 /* Stay in the circle of death */
5101 if (k > r) continue;
5103 /* Access the grid */
5104 c_ptr = &cave[y][x];
5106 /* Lose room and vault */
5107 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
5109 /* Lose light and knowledge */
5110 c_ptr->info &= ~(CAVE_MARK | CAVE_GLOW | CAVE_KNOWN);
5112 if (!in_generate) /* Normal */
5115 c_ptr->info &= ~(CAVE_UNSAFE);
5117 /* Hack -- Notice player affect */
5118 if (player_bold(y, x))
5120 /* Hurt the player later */
5123 /* Do not hurt this grid */
5128 /* Hack -- Skip the epicenter */
5129 if ((y == y1) && (x == x1)) continue;
5133 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5134 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5136 if (in_generate) /* In generation */
5138 /* Delete the monster (if any) */
5139 delete_monster(y, x);
5141 else if (r_ptr->flags1 & RF1_QUESTOR)
5143 /* Heal the monster */
5144 m_ptr->hp = m_ptr->maxhp;
5146 /* Try to teleport away quest monsters */
5147 if (!teleport_away(c_ptr->m_idx, (r * 2) + 1, TELEPORT_DEC_VALOUR)) continue;
5151 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
5155 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
5156 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_DESTROY, m_name);
5159 /* Delete the monster (if any) */
5160 delete_monster(y, x);
5164 /* During generation, destroyed artifacts are "preserved" */
5165 if (preserve_mode || in_generate)
5167 s16b this_o_idx, next_o_idx = 0;
5169 /* Scan all objects in the grid */
5170 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5174 /* Acquire object */
5175 o_ptr = &o_list[this_o_idx];
5177 /* Acquire next object */
5178 next_o_idx = o_ptr->next_o_idx;
5180 /* Hack -- Preserve unknown artifacts */
5181 if (object_is_fixed_artifact(o_ptr) && (!object_is_known(o_ptr) || in_generate))
5183 /* Mega-Hack -- Preserve the artifact */
5184 a_info[o_ptr->name1].cur_num = 0;
5186 if (in_generate && cheat_peek)
5188 char o_name[MAX_NLEN];
5189 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
5191 msg_format("ÅÁÀâ¤Î¥¢¥¤¥Æ¥à (%s) ¤ÏÀ¸À®Ãæ¤Ë*Ç˲õ*¤µ¤ì¤¿¡£", o_name);
5193 msg_format("Artifact (%s) was *destroyed* during generation.", o_name);
5197 else if (in_generate && cheat_peek && o_ptr->art_name)
5200 msg_print("¥é¥ó¥À¥à¡¦¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Î1¤Ä¤ÏÀ¸À®Ãæ¤Ë*Ç˲õ*¤µ¤ì¤¿¡£");
5202 msg_print("One of the random artifacts was *destroyed* during generation.");
5208 /* Delete objects */
5209 delete_object(y, x);
5211 /* Destroy "non-permanent" grids */
5212 if (!cave_perma_grid(c_ptr))
5214 /* Wall (or floor) type */
5217 if (!in_generate) /* Normal */
5221 /* Create granite wall */
5222 cave_set_feat(y, x, feat_granite);
5226 /* Create quartz vein */
5227 cave_set_feat(y, x, feat_quartz_vein);
5231 /* Create magma vein */
5232 cave_set_feat(y, x, feat_magma_vein);
5237 cave_set_feat(y, x, floor_type[randint0(100)]);
5240 else /* In generation */
5244 /* Create granite wall */
5245 place_extra_grid(c_ptr);
5249 /* Create quartz vein */
5250 c_ptr->feat = feat_quartz_vein;
5254 /* Create magma vein */
5255 c_ptr->feat = feat_magma_vein;
5260 place_floor_grid(c_ptr);
5263 /* Clear garbage of hidden trap or door */
5272 /* Process "re-glowing" */
5273 for (y = (y1 - r); y <= (y1 + r); y++)
5275 for (x = (x1 - r); x <= (x1 + r); x++)
5277 /* Skip illegal grids */
5278 if (!in_bounds(y, x)) continue;
5280 /* Extract the distance */
5281 k = distance(y1, x1, y, x);
5283 /* Stay in the circle of death */
5284 if (k > r) continue;
5286 /* Access the grid */
5287 c_ptr = &cave[y][x];
5289 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
5290 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
5295 for (i = 0; i < 9; i++)
5297 yy = y + ddy_ddd[i];
5298 xx = x + ddx_ddd[i];
5299 if (!in_bounds2(yy, xx)) continue;
5300 cc_ptr = &cave[yy][xx];
5301 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
5303 c_ptr->info |= CAVE_GLOW;
5311 /* Hack -- Affect player */
5316 msg_print("dz¤¨¤ë¤è¤¦¤ÊÁ®¸÷¤¬È¯À¸¤·¤¿¡ª");
5318 msg_print("There is a searing blast of light!");
5321 /* Blind the player */
5322 if (!p_ptr->resist_blind && !p_ptr->resist_lite)
5325 (void)set_blind(p_ptr->blind + 10 + randint1(10));
5331 /* Mega-Hack -- Forget the view and lite */
5332 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
5335 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
5338 p_ptr->redraw |= (PR_MAP);
5341 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5343 if (p_ptr->special_defense & NINJA_S_STEALTH)
5345 if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE);
5355 * Induce an "earthquake" of the given radius at the given location.
5357 * This will turn some walls into floors and some floors into walls.
5359 * The player will take damage and "jump" into a safe grid if possible,
5360 * otherwise, he will "tunnel" through the rubble instantaneously.
5362 * Monsters will take damage, and "jump" into a safe grid if possible,
5363 * otherwise they will be "buried" in the rubble, disappearing from
5364 * the level in the same way that they do when genocided.
5366 * Note that thus the player and monsters (except eaters of walls and
5367 * passers through walls) will never occupy the same grid as a wall.
5368 * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
5369 * for a single turn, unless that monster can pass_walls or kill_walls.
5370 * This has allowed massive simplification of the "monster" code.
5372 bool earthquake_aux(int cy, int cx, int r, int m_idx)
5374 int i, t, y, x, yy, xx, dy, dx;
5376 int sn = 0, sy = 0, sx = 0;
5382 /* Prevent destruction of quest levels and town */
5383 if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
5388 /* Paranoia -- Enforce maximum range */
5391 /* Clear the "maximal blast" area */
5392 for (y = 0; y < 32; y++)
5394 for (x = 0; x < 32; x++)
5400 /* Check around the epicenter */
5401 for (dy = -r; dy <= r; dy++)
5403 for (dx = -r; dx <= r; dx++)
5405 /* Extract the location */
5409 /* Skip illegal grids */
5410 if (!in_bounds(yy, xx)) continue;
5412 /* Skip distant grids */
5413 if (distance(cy, cx, yy, xx) > r) continue;
5415 /* Access the grid */
5416 c_ptr = &cave[yy][xx];
5418 /* Lose room and vault */
5419 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_UNSAFE);
5421 /* Lose light and knowledge */
5422 c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK | CAVE_KNOWN);
5424 /* Skip the epicenter */
5425 if (!dx && !dy) continue;
5427 /* Skip most grids */
5428 if (randint0(100) < 85) continue;
5430 /* Damage this grid */
5431 map[16+yy-cy][16+xx-cx] = TRUE;
5433 /* Hack -- Take note of player damage */
5434 if (player_bold(yy, xx)) hurt = TRUE;
5438 /* First, affect the player (if necessary) */
5439 if (hurt && !p_ptr->pass_wall && !p_ptr->kill_wall)
5441 /* Check around the player */
5442 for (i = 0; i < 8; i++)
5444 /* Access the location */
5445 y = py + ddy_ddd[i];
5446 x = px + ddx_ddd[i];
5448 /* Skip non-empty grids */
5449 if (!cave_empty_bold(y, x)) continue;
5451 /* Important -- Skip "quake" grids */
5452 if (map[16+y-cy][16+x-cx]) continue;
5454 if (cave[y][x].m_idx) continue;
5456 /* Count "safe" grids */
5459 /* Randomize choice */
5460 if (randint0(sn) > 0) continue;
5462 /* Save the safe location */
5466 /* Random message */
5467 switch (randint1(3))
5472 msg_print("¥À¥ó¥¸¥ç¥ó¤ÎÊɤ¬Êø¤ì¤¿¡ª");
5474 msg_print("The cave ceiling collapses!");
5481 msg_print("¥À¥ó¥¸¥ç¥ó¤Î¾²¤¬ÉÔ¼«Á³¤Ë¤Í¤¸¶Ê¤¬¤Ã¤¿¡ª");
5483 msg_print("The cave floor twists in an unnatural way!");
5490 msg_print("¥À¥ó¥¸¥ç¥ó¤¬Íɤ줿¡ªÊø¤ì¤¿´ä¤¬Æ¬¤Ë¹ß¤Ã¤Æ¤¤¿¡ª");
5492 msg_print("The cave quakes! You are pummeled with debris!");
5498 /* Hurt the player a lot */
5501 /* Message and damage */
5503 msg_print("¤¢¤Ê¤¿¤Ï¤Ò¤É¤¤²ø²æ¤òÉé¤Ã¤¿¡ª");
5505 msg_print("You are severely crushed!");
5510 /* Destroy the grid, and push the player to safety */
5513 /* Calculate results */
5514 switch (randint1(3))
5519 msg_print("¹ß¤êÃí¤°´ä¤ò¤¦¤Þ¤¯Èò¤±¤¿¡ª");
5521 msg_print("You nimbly dodge the blast!");
5529 msg_print("´äÀФ¬¤¢¤Ê¤¿¤Ëľ·â¤·¤¿!");
5531 msg_print("You are bashed by rubble!");
5533 damage = damroll(10, 4);
5534 (void)set_stun(p_ptr->stun + randint1(50));
5540 msg_print("¤¢¤Ê¤¿¤Ï¾²¤ÈÊɤȤδ֤˶´¤Þ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
5542 msg_print("You are crushed between the floor and ceiling!");
5544 damage = damroll(10, 4);
5545 (void)set_stun(p_ptr->stun + randint1(50));
5550 /* Move the player to the safe location */
5551 (void)move_player_effect(sy, sx, MPE_DONT_PICKUP);
5554 /* Important -- no wall on player */
5555 map[16+py-cy][16+px-cx] = FALSE;
5557 /* Take some damage */
5565 monster_type *m_ptr = &m_list[m_idx];
5567 /* Get the monster's real name */
5568 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
5571 killer = format("%s¤Îµ¯¤³¤·¤¿ÃÏ¿Ì", m_name);
5573 killer = format("an earthquake caused by %s", m_name);
5581 killer = "an earthquake";
5585 take_hit(DAMAGE_ATTACK, damage, killer, -1);
5589 /* Examine the quaked region */
5590 for (dy = -r; dy <= r; dy++)
5592 for (dx = -r; dx <= r; dx++)
5594 /* Extract the location */
5598 /* Skip unaffected grids */
5599 if (!map[16+yy-cy][16+xx-cx]) continue;
5601 /* Access the grid */
5602 c_ptr = &cave[yy][xx];
5604 if (c_ptr->m_idx == p_ptr->riding) continue;
5606 /* Process monsters */
5609 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5610 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5612 /* Quest monsters */
5613 if (r_ptr->flags1 & RF1_QUESTOR)
5615 /* No wall on quest monsters */
5616 map[16+yy-cy][16+xx-cx] = FALSE;
5621 /* Most monsters cannot co-exist with rock */
5622 if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
5623 !(r_ptr->flags2 & (RF2_PASS_WALL)))
5627 /* Assume not safe */
5630 /* Monster can move to escape the wall */
5631 if (!(r_ptr->flags1 & (RF1_NEVER_MOVE)))
5633 /* Look for safety */
5634 for (i = 0; i < 8; i++)
5636 /* Access the grid */
5637 y = yy + ddy_ddd[i];
5638 x = xx + ddx_ddd[i];
5640 /* Skip non-empty grids */
5641 if (!cave_empty_bold(y, x)) continue;
5643 /* Hack -- no safety on glyph of warding */
5644 if (is_glyph_grid(&cave[y][x])) continue;
5645 if (is_explosive_rune_grid(&cave[y][x])) continue;
5647 /* ... nor on the Pattern */
5648 if (pattern_tile(y, x)) continue;
5650 /* Important -- Skip "quake" grids */
5651 if (map[16+y-cy][16+x-cx]) continue;
5653 if (cave[y][x].m_idx) continue;
5654 if (player_bold(y, x)) continue;
5656 /* Count "safe" grids */
5659 /* Randomize choice */
5660 if (randint0(sn) > 0) continue;
5662 /* Save the safe grid */
5667 /* Describe the monster */
5668 monster_desc(m_name, m_ptr, 0);
5670 /* Scream in pain */
5672 if (!ignore_unview || is_seen(m_ptr)) msg_format("%^s¤Ï¶ìÄˤǵ㤤ï¤á¤¤¤¿¡ª", m_name);
5674 if (!ignore_unview || is_seen(m_ptr)) msg_format("%^s wails out in pain!", m_name);
5677 /* Take damage from the quake */
5678 damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
5680 /* Monster is certainly awake */
5681 (void)set_monster_csleep(c_ptr->m_idx, 0);
5683 /* Apply damage directly */
5684 m_ptr->hp -= damage;
5686 /* Delete (not kill) "dead" monsters */
5691 if (!ignore_unview || is_seen(m_ptr)) msg_format("%^s¤Ï´äÀФËËä¤â¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª", m_name);
5693 if (!ignore_unview || is_seen(m_ptr)) msg_format("%^s is embedded in the rock!", m_name);
5698 if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
5702 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
5703 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_EARTHQUAKE, m2_name);
5707 /* Delete the monster */
5708 delete_monster(yy, xx);
5710 /* No longer safe */
5714 /* Hack -- Escape from the rock */
5717 int m_idx = cave[yy][xx].m_idx;
5719 /* Update the old location */
5720 cave[yy][xx].m_idx = 0;
5722 /* Update the new location */
5723 cave[sy][sx].m_idx = m_idx;
5725 /* Move the monster */
5729 /* Update the monster (new location) */
5730 update_mon(m_idx, TRUE);
5732 /* Redraw the old grid */
5735 /* Redraw the new grid */
5743 /* Lose monster light */
5746 /* Examine the quaked region */
5747 for (dy = -r; dy <= r; dy++)
5749 for (dx = -r; dx <= r; dx++)
5751 /* Extract the location */
5755 /* Skip unaffected grids */
5756 if (!map[16+yy-cy][16+xx-cx]) continue;
5758 /* Access the cave grid */
5759 c_ptr = &cave[yy][xx];
5761 /* Paranoia -- never affect player */
5762 /* if (player_bold(yy, xx)) continue; */
5764 /* Destroy location (if valid) */
5765 if (cave_valid_bold(yy, xx))
5767 /* Delete objects */
5768 delete_object(yy, xx);
5770 /* Wall (or floor) type */
5771 t = cave_have_flag_bold(yy, xx, FF_PROJECT) ? randint0(100) : 200;
5776 /* Create granite wall */
5777 cave_set_feat(yy, xx, feat_granite);
5783 /* Create quartz vein */
5784 cave_set_feat(yy, xx, feat_quartz_vein);
5790 /* Create magma vein */
5791 cave_set_feat(yy, xx, feat_magma_vein);
5798 cave_set_feat(yy, xx, floor_type[randint0(100)]);
5805 /* Process "re-glowing" */
5806 for (dy = -r; dy <= r; dy++)
5808 for (dx = -r; dx <= r; dx++)
5810 /* Extract the location */
5814 /* Skip illegal grids */
5815 if (!in_bounds(yy, xx)) continue;
5817 /* Skip distant grids */
5818 if (distance(cy, cx, yy, xx) > r) continue;
5820 /* Access the grid */
5821 c_ptr = &cave[yy][xx];
5823 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
5824 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
5829 for (ii = 0; ii < 9; ii++)
5831 yyy = yy + ddy_ddd[ii];
5832 xxx = xx + ddx_ddd[ii];
5833 if (!in_bounds2(yyy, xxx)) continue;
5834 cc_ptr = &cave[yyy][xxx];
5835 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
5837 c_ptr->info |= CAVE_GLOW;
5846 /* Mega-Hack -- Forget the view and lite */
5847 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
5850 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
5852 /* Update the health bar */
5853 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
5856 p_ptr->redraw |= (PR_MAP);
5859 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5861 if (p_ptr->special_defense & NINJA_S_STEALTH)
5863 if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE);
5870 bool earthquake(int cy, int cx, int r)
5872 return earthquake_aux(cy, cx, r, 0);
5876 void discharge_minion(void)
5881 for (i = 1; i < m_max; i++)
5883 monster_type *m_ptr = &m_list[i];
5884 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
5885 if (m_ptr->nickname) okay = FALSE;
5887 if (!okay || p_ptr->riding)
5890 if (!get_check("ËÜÅö¤ËÁ´¥Ú¥Ã¥È¤òÇúÇˤ·¤Þ¤¹¤«¡©"))
5892 if (!get_check("You will blast all pets. Are you sure? "))
5896 for (i = 1; i < m_max; i++)
5899 monster_type *m_ptr = &m_list[i];
5900 monster_race *r_ptr;
5902 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
5903 r_ptr = &r_info[m_ptr->r_idx];
5905 /* Uniques resist discharging */
5906 if (r_ptr->flags1 & RF1_UNIQUE)
5909 monster_desc(m_name, m_ptr, 0x00);
5911 msg_format("%s¤ÏÇúÇˤµ¤ì¤ë¤Î¤ò·ù¤¬¤ê¡¢¾¡¼ê¤Ë¼«Ê¬¤ÎÀ¤³¦¤Ø¤Èµ¢¤Ã¤¿¡£", m_name);
5913 msg_format("%^s resists to be blasted, and run away.", m_name);
5915 delete_monster_idx(i);
5918 dam = m_ptr->maxhp / 2;
5919 if (dam > 100) dam = (dam-100)/2 + 100;
5920 if (dam > 400) dam = (dam-400)/2 + 400;
5921 if (dam > 800) dam = 800;
5922 project(i, 2+(r_ptr->level/20), m_ptr->fy,
5923 m_ptr->fx, dam, GF_PLASMA,
5924 PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
5926 if (record_named_pet && m_ptr->nickname)
5930 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
5931 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_BLAST, m_name);
5934 delete_monster_idx(i);
5940 * This routine clears the entire "temp" set.
5942 * This routine will Perma-Lite all "temp" grids.
5944 * This routine is used (only) by "lite_room()"
5946 * Dark grids are illuminated.
5948 * Also, process all affected monsters.
5950 * SMART monsters always wake up when illuminated
5951 * NORMAL monsters wake up 1/4 the time when illuminated
5952 * STUPID monsters wake up 1/10 the time when illuminated
5954 static void cave_temp_room_lite(void)
5958 /* Clear them all */
5959 for (i = 0; i < temp_n; i++)
5964 cave_type *c_ptr = &cave[y][x];
5966 /* No longer in the array */
5967 c_ptr->info &= ~(CAVE_TEMP);
5969 /* Update only non-CAVE_GLOW grids */
5970 /* if (c_ptr->info & (CAVE_GLOW)) continue; */
5973 c_ptr->info |= (CAVE_GLOW);
5975 /* Process affected monsters */
5980 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5982 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5984 /* Update the monster */
5985 update_mon(c_ptr->m_idx, FALSE);
5987 /* Stupid monsters rarely wake up */
5988 if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
5990 /* Smart monsters always wake up */
5991 if (r_ptr->flags2 & (RF2_SMART)) chance = 100;
5993 /* Sometimes monsters wake up */
5994 if (MON_CSLEEP(m_ptr) && (randint0(100) < chance))
5997 (void)set_monster_csleep(c_ptr->m_idx, 0);
5999 /* Notice the "waking up" */
6004 /* Acquire the monster name */
6005 monster_desc(m_name, m_ptr, 0);
6007 /* Dump a message */
6009 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
6011 msg_format("%^s wakes up.", m_name);
6023 update_local_illumination(y, x);
6033 * This routine clears the entire "temp" set.
6035 * This routine will "darken" all "temp" grids.
6037 * In addition, some of these grids will be "unmarked".
6039 * This routine is used (only) by "unlite_room()"
6041 * Also, process all affected monsters
6043 static void cave_temp_room_unlite(void)
6047 /* Clear them all */
6048 for (i = 0; i < temp_n; i++)
6054 cave_type *c_ptr = &cave[y][x];
6055 bool do_dark = !is_mirror_grid(c_ptr);
6057 /* No longer in the array */
6058 c_ptr->info &= ~(CAVE_TEMP);
6060 /* Darken the grid */
6063 if (dun_level || !is_daytime())
6065 for (j = 0; j < 9; j++)
6067 int by = y + ddy_ddd[j];
6068 int bx = x + ddx_ddd[j];
6070 if (in_bounds2(by, bx))
6072 cave_type *cc_ptr = &cave[by][bx];
6074 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
6082 if (!do_dark) continue;
6085 c_ptr->info &= ~(CAVE_GLOW);
6087 /* Hack -- Forget "boring" grids */
6088 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_REMEMBER))
6090 /* Forget the grid */
6091 if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
6097 /* Process affected monsters */
6100 /* Update the monster */
6101 update_mon(c_ptr->m_idx, FALSE);
6107 update_local_illumination(y, x);
6117 * Determine how much contiguous open space this grid is next to
6119 static int next_to_open(int cy, int cx, bool (*pass_bold)(int, int))
6128 for (i = 0; i < 16; i++)
6130 y = cy + ddy_cdd[i % 8];
6131 x = cx + ddx_cdd[i % 8];
6133 /* Found a wall, break the length */
6134 if (!pass_bold(y, x))
6136 /* Track best length */
6150 return (MAX(len, blen));
6154 static int next_to_walls_adj(int cy, int cx, bool (*pass_bold)(int, int))
6162 for (i = 0; i < 8; i++)
6164 y = cy + ddy_ddd[i];
6165 x = cx + ddx_ddd[i];
6167 if (!pass_bold(y, x)) c++;
6175 * Aux function -- see below
6177 static void cave_temp_room_aux(int y, int x, bool only_room, bool (*pass_bold)(int, int))
6182 c_ptr = &cave[y][x];
6184 /* Avoid infinite recursion */
6185 if (c_ptr->info & (CAVE_TEMP)) return;
6187 /* Do not "leave" the current room */
6188 if (!(c_ptr->info & (CAVE_ROOM)))
6190 if (only_room) return;
6193 if (!in_bounds2(y, x)) return;
6195 /* Do not exceed the maximum spell range */
6196 if (distance(py, px, y, x) > MAX_RANGE) return;
6198 /* Verify this grid */
6200 * The reason why it is ==6 instead of >5 is that 8 is impossible
6201 * due to the check for cave_bold above.
6202 * 7 lights dead-end corridors (you need to do this for the
6203 * checkboard interesting rooms, so that the boundary is lit
6205 * This leaves only a check for 6 bounding walls!
6207 if (in_bounds(y, x) && pass_bold(y, x) &&
6208 (next_to_walls_adj(y, x, pass_bold) == 6) && (next_to_open(y, x, pass_bold) <= 1)) return;
6211 /* Paranoia -- verify space */
6212 if (temp_n == TEMP_MAX) return;
6214 /* Mark the grid as "seen" */
6215 c_ptr->info |= (CAVE_TEMP);
6217 /* Add it to the "seen" set */
6224 * Aux function -- see below
6226 static bool cave_pass_lite_bold(int y, int x)
6228 return cave_los_bold(y, x);
6232 * Aux function -- see below
6234 static void cave_temp_lite_room_aux(int y, int x)
6236 cave_temp_room_aux(y, x, FALSE, cave_pass_lite_bold);
6240 * Aux function -- see below
6242 static bool cave_pass_dark_bold(int y, int x)
6244 return cave_have_flag_bold(y, x, FF_PROJECT);
6248 * Aux function -- see below
6250 static void cave_temp_unlite_room_aux(int y, int x)
6252 cave_temp_room_aux(y, x, TRUE, cave_pass_dark_bold);
6259 * Illuminate any room containing the given location.
6261 void lite_room(int y1, int x1)
6265 /* Add the initial grid */
6266 cave_temp_lite_room_aux(y1, x1);
6268 /* While grids are in the queue, add their neighbors */
6269 for (i = 0; i < temp_n; i++)
6271 x = temp_x[i], y = temp_y[i];
6273 /* Walls get lit, but stop light */
6274 if (!cave_pass_lite_bold(y, x)) continue;
6276 /* Spread adjacent */
6277 cave_temp_lite_room_aux(y + 1, x);
6278 cave_temp_lite_room_aux(y - 1, x);
6279 cave_temp_lite_room_aux(y, x + 1);
6280 cave_temp_lite_room_aux(y, x - 1);
6282 /* Spread diagonal */
6283 cave_temp_lite_room_aux(y + 1, x + 1);
6284 cave_temp_lite_room_aux(y - 1, x - 1);
6285 cave_temp_lite_room_aux(y - 1, x + 1);
6286 cave_temp_lite_room_aux(y + 1, x - 1);
6289 /* Now, lite them all up at once */
6290 cave_temp_room_lite();
6292 if (p_ptr->special_defense & NINJA_S_STEALTH)
6294 if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE);
6300 * Darken all rooms containing the given location
6302 void unlite_room(int y1, int x1)
6306 /* Add the initial grid */
6307 cave_temp_unlite_room_aux(y1, x1);
6309 /* Spread, breadth first */
6310 for (i = 0; i < temp_n; i++)
6312 x = temp_x[i], y = temp_y[i];
6314 /* Walls get dark, but stop darkness */
6315 if (!cave_pass_dark_bold(y, x)) continue;
6317 /* Spread adjacent */
6318 cave_temp_unlite_room_aux(y + 1, x);
6319 cave_temp_unlite_room_aux(y - 1, x);
6320 cave_temp_unlite_room_aux(y, x + 1);
6321 cave_temp_unlite_room_aux(y, x - 1);
6323 /* Spread diagonal */
6324 cave_temp_unlite_room_aux(y + 1, x + 1);
6325 cave_temp_unlite_room_aux(y - 1, x - 1);
6326 cave_temp_unlite_room_aux(y - 1, x + 1);
6327 cave_temp_unlite_room_aux(y + 1, x - 1);
6330 /* Now, darken them all at once */
6331 cave_temp_room_unlite();
6337 * Hack -- call light around the player
6338 * Affect all monsters in the projection radius
6340 bool lite_area(int dam, int rad)
6342 int flg = PROJECT_GRID | PROJECT_KILL;
6344 if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
6347 msg_print("¥À¥ó¥¸¥ç¥ó¤¬¸÷¤òµÛ¼ý¤·¤¿¡£");
6349 msg_print("The darkness of this dungeon absorb your light.");
6354 /* Hack -- Message */
6358 msg_print("Çò¤¤¸÷¤¬ÊÕ¤ê¤òʤ¤Ã¤¿¡£");
6360 msg_print("You are surrounded by a white light.");
6365 /* Hook into the "project()" function */
6366 (void)project(0, rad, py, px, dam, GF_LITE_WEAK, flg, -1);
6368 /* Lite up the room */
6377 * Hack -- call darkness around the player
6378 * Affect all monsters in the projection radius
6380 bool unlite_area(int dam, int rad)
6382 int flg = PROJECT_GRID | PROJECT_KILL;
6384 /* Hack -- Message */
6388 msg_print("°Å°Ç¤¬ÊÕ¤ê¤òʤ¤Ã¤¿¡£");
6390 msg_print("Darkness surrounds you.");
6395 /* Hook into the "project()" function */
6396 (void)project(0, rad, py, px, dam, GF_DARK_WEAK, flg, -1);
6398 /* Lite up the room */
6399 unlite_room(py, px);
6409 * Stop if we hit a monster, act as a "ball"
6410 * Allow "target" mode to pass over monsters
6411 * Affect grids, objects, and monsters
6413 bool fire_ball(int typ, int dir, int dam, int rad)
6417 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
6419 if (typ == GF_CONTROL_LIVING) flg|= PROJECT_HIDE;
6420 /* Use the given direction */
6421 tx = px + 99 * ddx[dir];
6422 ty = py + 99 * ddy[dir];
6424 /* Hack -- Use an actual "target" */
6425 if ((dir == 5) && target_okay())
6427 flg &= ~(PROJECT_STOP);
6432 /* Analyze the "dir" and the "target". Hurt items on floor. */
6433 return (project(0, rad, ty, tx, dam, typ, flg, -1));
6439 * Stop if we hit a monster, act as a "ball"
6440 * Allow "target" mode to pass over monsters
6441 * Affect grids, objects, and monsters
6443 bool fire_rocket(int typ, int dir, int dam, int rad)
6447 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
6449 /* Use the given direction */
6450 tx = px + 99 * ddx[dir];
6451 ty = py + 99 * ddy[dir];
6453 /* Hack -- Use an actual "target" */
6454 if ((dir == 5) && target_okay())
6460 /* Analyze the "dir" and the "target". Hurt items on floor. */
6461 return (project(0, rad, ty, tx, dam, typ, flg, -1));
6467 * Stop if we hit a monster, act as a "ball"
6468 * Allow "target" mode to pass over monsters
6469 * Affect grids, objects, and monsters
6471 bool fire_ball_hide(int typ, int dir, int dam, int rad)
6475 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE;
6477 /* Use the given direction */
6478 tx = px + 99 * ddx[dir];
6479 ty = py + 99 * ddy[dir];
6481 /* Hack -- Use an actual "target" */
6482 if ((dir == 5) && target_okay())
6484 flg &= ~(PROJECT_STOP);
6489 /* Analyze the "dir" and the "target". Hurt items on floor. */
6490 return (project(0, rad, ty, tx, dam, typ, flg, -1));
6495 * Cast a meteor spell, defined as a ball spell cast by an arbitary monster,
6496 * player, or outside source, that starts out at an arbitrary location, and
6497 * leaving no trail from the "caster" to the target. This function is
6498 * especially useful for bombardments and similar. -LM-
6500 * Option to hurt the player.
6502 bool fire_meteor(int who, int typ, int y, int x, int dam, int rad)
6504 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
6506 /* Analyze the "target" and the caster. */
6507 return (project(who, rad, y, x, dam, typ, flg, -1));
6511 bool fire_blast(int typ, int dir, int dd, int ds, int num, int dev)
6517 int flg = PROJECT_FAST | PROJECT_THRU | PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
6522 /* Use the given direction */
6525 ly = ty = py + 20 * ddy[dir];
6526 lx = tx = px + 20 * ddx[dir];
6529 /* Use an actual "target" */
6530 else /* if (dir == 5) */
6535 lx = 20 * (tx - px) + px;
6536 ly = 20 * (ty - py) + py;
6539 ld = distance(py, px, ly, lx);
6542 for (i = 0; i < num; i++)
6546 /* Get targets for some bolts */
6547 y = rand_spread(ly, ld * dev / 20);
6548 x = rand_spread(lx, ld * dev / 20);
6550 if (distance(ly, lx, y, x) <= ld * dev / 20) break;
6553 /* Analyze the "dir" and the "target". */
6554 if (!project(0, 0, y, x, damroll(dd, ds), typ, flg, -1))
6565 * Switch position with a monster.
6567 bool teleport_swap(int dir)
6571 monster_type * m_ptr;
6572 monster_race * r_ptr;
6574 if ((dir == 5) && target_okay())
6584 c_ptr = &cave[ty][tx];
6586 if (p_ptr->anti_tele)
6589 msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
6591 msg_print("A mysterious force prevents you from teleporting!");
6597 if (!c_ptr->m_idx || (c_ptr->m_idx == p_ptr->riding))
6600 msg_print("¤½¤ì¤È¤Ï¾ì½ê¤ò¸ò´¹¤Ç¤¤Þ¤»¤ó¡£");
6602 msg_print("You can't trade places with that!");
6610 if ((c_ptr->info & CAVE_ICKY) || (distance(ty, tx, py, px) > p_ptr->lev * 3 / 2 + 10))
6613 msg_print("¼ºÇÔ¤·¤¿¡£");
6615 msg_print("Failed to swap.");
6623 m_ptr = &m_list[c_ptr->m_idx];
6624 r_ptr = &r_info[m_ptr->r_idx];
6626 (void)set_monster_csleep(c_ptr->m_idx, 0);
6628 if (r_ptr->flagsr & RFR_RES_TELE)
6631 msg_print("¥Æ¥ì¥Ý¡¼¥È¤ò¼ÙË⤵¤ì¤¿¡ª");
6633 msg_print("Your teleportation is blocked!");
6636 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
6642 sound(SOUND_TELEPORT);
6644 /* Swap the player and monster */
6645 (void)move_player_effect(ty, tx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
6653 * Hack -- apply a "projection()" in a direction (or at the target)
6655 bool project_hook(int typ, int dir, int dam, int flg)
6659 /* Pass through the target if needed */
6660 flg |= (PROJECT_THRU);
6662 /* Use the given direction */
6666 /* Hack -- Use an actual "target" */
6667 if ((dir == 5) && target_okay())
6673 /* Analyze the "dir" and the "target", do NOT explode */
6674 return (project(0, 0, ty, tx, dam, typ, flg, -1));
6679 * Cast a bolt spell.
6680 * Stop if we hit a monster, as a "bolt".
6681 * Affect monsters and grids (not objects).
6683 bool fire_bolt(int typ, int dir, int dam)
6685 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_GRID;
6686 if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
6687 return (project_hook(typ, dir, dam, flg));
6692 * Cast a beam spell.
6693 * Pass through monsters, as a "beam".
6694 * Affect monsters, grids and objects.
6696 bool fire_beam(int typ, int dir, int dam)
6698 int flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM;
6699 return (project_hook(typ, dir, dam, flg));
6704 * Cast a bolt spell, or rarely, a beam spell
6706 bool fire_bolt_or_beam(int prob, int typ, int dir, int dam)
6708 if (randint0(100) < prob)
6710 return (fire_beam(typ, dir, dam));
6714 return (fire_bolt(typ, dir, dam));
6720 * Some of the old functions
6722 bool lite_line(int dir, int dam)
6724 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
6725 return (project_hook(GF_LITE_WEAK, dir, dam, flg));
6729 bool drain_life(int dir, int dam)
6731 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6732 return (project_hook(GF_OLD_DRAIN, dir, dam, flg));
6736 bool wall_to_mud(int dir, int dam)
6738 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
6739 return (project_hook(GF_KILL_WALL, dir, dam, flg));
6743 bool wizard_lock(int dir)
6745 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
6746 return (project_hook(GF_JAM_DOOR, dir, 20 + randint1(30), flg));
6750 bool destroy_door(int dir)
6752 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
6753 return (project_hook(GF_KILL_DOOR, dir, 0, flg));
6757 bool disarm_trap(int dir)
6759 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
6760 return (project_hook(GF_KILL_TRAP, dir, 0, flg));
6764 bool heal_monster(int dir, int dam)
6766 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6767 return (project_hook(GF_OLD_HEAL, dir, dam, flg));
6771 bool speed_monster(int dir, int power)
6773 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6774 return (project_hook(GF_OLD_SPEED, dir, power, flg));
6778 bool slow_monster(int dir, int power)
6780 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6781 return (project_hook(GF_OLD_SLOW, dir, power, flg));
6785 bool sleep_monster(int dir, int power)
6787 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6788 return (project_hook(GF_OLD_SLEEP, dir, power, flg));
6792 bool stasis_monster(int dir)
6794 return (fire_ball_hide(GF_STASIS, dir, p_ptr->lev*2, 0));
6798 bool stasis_evil(int dir)
6800 return (fire_ball_hide(GF_STASIS_EVIL, dir, p_ptr->lev*2, 0));
6804 bool confuse_monster(int dir, int plev)
6806 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6807 return (project_hook(GF_OLD_CONF, dir, plev, flg));
6811 bool stun_monster(int dir, int plev)
6813 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6814 return (project_hook(GF_STUN, dir, plev, flg));
6818 bool poly_monster(int dir, int power)
6820 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6821 bool tester = (project_hook(GF_OLD_POLY, dir, power, flg));
6823 chg_virtue(V_CHANCE, 1);
6828 bool clone_monster(int dir)
6830 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6831 return (project_hook(GF_OLD_CLONE, dir, 0, flg));
6835 bool fear_monster(int dir, int plev)
6837 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6838 return (project_hook(GF_TURN_ALL, dir, plev, flg));
6842 bool death_ray(int dir, int plev)
6844 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6845 return (project_hook(GF_DEATH_RAY, dir, plev * 200, flg));
6849 bool teleport_monster(int dir, int distance)
6851 int flg = PROJECT_BEAM | PROJECT_KILL;
6852 return (project_hook(GF_AWAY_ALL, dir, distance, flg));
6856 * Hooks -- affect adjacent grids (radius 1 ball attack)
6858 bool door_creation(void)
6860 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6861 return (project(0, 1, py, px, 0, GF_MAKE_DOOR, flg, -1));
6865 bool trap_creation(int y, int x)
6867 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6868 return (project(0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1));
6872 bool tree_creation(void)
6874 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6875 return (project(0, 1, py, px, 0, GF_MAKE_TREE, flg, -1));
6879 bool glyph_creation(void)
6881 int flg = PROJECT_GRID | PROJECT_ITEM;
6882 return (project(0, 1, py, px, 0, GF_MAKE_GLYPH, flg, -1));
6886 bool wall_stone(void)
6888 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6890 bool dummy = (project(0, 1, py, px, 0, GF_STONE_WALL, flg, -1));
6893 p_ptr->update |= (PU_FLOW);
6896 p_ptr->redraw |= (PR_MAP);
6902 bool destroy_doors_touch(void)
6904 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6905 return (project(0, 1, py, px, 0, GF_KILL_DOOR, flg, -1));
6908 bool disarm_traps_touch(void)
6910 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6911 return (project(0, 1, py, px, 0, GF_KILL_TRAP, flg, -1));
6914 bool sleep_monsters_touch(void)
6916 int flg = PROJECT_KILL | PROJECT_HIDE;
6917 return (project(0, 1, py, px, p_ptr->lev, GF_OLD_SLEEP, flg, -1));
6921 bool animate_dead(int who, int y, int x)
6923 int flg = PROJECT_ITEM | PROJECT_HIDE;
6924 return (project(who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
6928 void call_chaos(void)
6930 int Chaos_type, dummy, dir;
6931 int plev = p_ptr->lev;
6932 bool line_chaos = FALSE;
6934 int hurt_types[31] =
6936 GF_ELEC, GF_POIS, GF_ACID, GF_COLD,
6937 GF_FIRE, GF_MISSILE, GF_ARROW, GF_PLASMA,
6938 GF_HOLY_FIRE, GF_WATER, GF_LITE, GF_DARK,
6939 GF_FORCE, GF_INERTIA, GF_MANA, GF_METEOR,
6940 GF_ICE, GF_CHAOS, GF_NETHER, GF_DISENCHANT,
6941 GF_SHARDS, GF_SOUND, GF_NEXUS, GF_CONFUSION,
6942 GF_TIME, GF_GRAVITY, GF_ROCKET, GF_NUKE,
6943 GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
6946 Chaos_type = hurt_types[randint0(31)];
6947 if (one_in_(4)) line_chaos = TRUE;
6951 for (dummy = 1; dummy < 10; dummy++)
6956 fire_beam(Chaos_type, dummy, 150);
6958 fire_ball(Chaos_type, dummy, 150, 2);
6962 else if (one_in_(3))
6964 fire_ball(Chaos_type, 0, 500, 8);
6968 if (!get_aim_dir(&dir)) return;
6970 fire_beam(Chaos_type, dir, 250);
6972 fire_ball(Chaos_type, dir, 250, 3 + (plev / 35));
6978 * Activate the evil Topi Ylinen curse
6979 * rr9: Stop the nasty things when a Cyberdemon is summoned
6980 * or the player gets paralyzed.
6982 bool activate_ty_curse(bool stop_ty, int *count)
6986 int flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
6990 switch (randint1(34))
6996 msg_print("ÃÏÌ̤¬Íɤ줿...");
6998 msg_print("The ground trembles...");
7001 earthquake(py, px, 5 + randint0(10));
7002 if (!one_in_(6)) break;
7007 int dam = damroll(10, 10);
7009 msg_print("½ã¿è¤ÊËâÎϤμ¡¸µ¤Ø¤ÎÈ⤬³«¤¤¤¿¡ª");
7011 msg_print("A portal opens to a plane of raw mana!");
7014 project(0, 8, py, px, dam, GF_MANA, flg, -1);
7016 take_hit(DAMAGE_NOESCAPE, dam, "½ã¿è¤ÊËâÎϤβòÊü", -1);
7018 take_hit(DAMAGE_NOESCAPE, dam, "released pure mana", -1);
7020 if (!one_in_(6)) break;
7026 msg_print("¼þ°Ï¤Î¶õ´Ö¤¬ÏĤó¤À¡ª");
7028 msg_print("Space warps about you!");
7031 teleport_player(damroll(10, 10), TELEPORT_PASSIVE);
7032 if (randint0(13)) (*count) += activate_hi_summon(py, px, FALSE);
7033 if (!one_in_(6)) break;
7037 msg_print("¥¨¥Í¥ë¥®¡¼¤Î¤¦¤Í¤ê¤ò´¶¤¸¤¿¡ª");
7039 msg_print("You feel a surge of energy!");
7045 project(0, 7, py, px, 50, GF_KILL_WALL, flg, -1);
7047 take_hit(DAMAGE_NOESCAPE, 50, "¥¨¥Í¥ë¥®¡¼¤Î¤¦¤Í¤ê", -1);
7049 take_hit(DAMAGE_NOESCAPE, 50, "surge of energy", -1);
7052 if (!one_in_(6)) break;
7053 case 1: case 2: case 3: case 16: case 17:
7054 aggravate_monsters(0);
7055 if (!one_in_(6)) break;
7056 case 4: case 5: case 6:
7057 (*count) += activate_hi_summon(py, px, FALSE);
7058 if (!one_in_(6)) break;
7059 case 7: case 8: case 9: case 18:
7060 (*count) += summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
7061 if (!one_in_(6)) break;
7062 case 10: case 11: case 12:
7064 msg_print("À¸Ì¿ÎϤ¬ÂΤ«¤éµÛ¤¤¼è¤é¤ì¤¿µ¤¤¬¤¹¤ë¡ª");
7066 msg_print("You feel your life draining away...");
7069 lose_exp(p_ptr->exp / 16);
7070 if (!one_in_(6)) break;
7071 case 13: case 14: case 15: case 19: case 20:
7072 if (stop_ty || (p_ptr->free_act && (randint1(125) < p_ptr->skill_sav)) || (p_ptr->pclass == CLASS_BERSERKER))
7079 msg_print("ĦÁü¤Ë¤Ê¤Ã¤¿µ¤Ê¬¤À¡ª");
7081 msg_print("You feel like a statue!");
7084 if (p_ptr->free_act)
7085 set_paralyzed(p_ptr->paralyzed + randint1(3));
7087 set_paralyzed(p_ptr->paralyzed + randint1(13));
7090 if (!one_in_(6)) break;
7091 case 21: case 22: case 23:
7092 (void)do_dec_stat(randint0(6));
7093 if (!one_in_(6)) break;
7096 msg_print("¤Û¤¨¡©»ä¤Ïï¡©¤³¤³¤Ç²¿¤·¤Æ¤ë¡©");
7098 msg_print("Huh? Who am I? What am I doing here?");
7102 if (!one_in_(6)) break;
7105 * Only summon Cyberdemons deep in the dungeon.
7107 if ((dun_level > 65) && !stop_ty)
7109 (*count) += summon_cyber(-1, py, px);
7113 if (!one_in_(6)) break;
7119 (void)do_dec_stat(i);
7127 while (one_in_(3) && !stop_ty);
7133 int activate_hi_summon(int y, int x, bool can_pet)
7138 u32b mode = PM_ALLOW_GROUP;
7145 mode |= PM_FORCE_FRIENDLY;
7149 mode |= PM_FORCE_PET;
7154 if (!pet) mode |= PM_NO_PET;
7156 summon_lev = (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : dun_level);
7158 for (i = 0; i < (randint1(7) + (dun_level / 40)); i++)
7160 switch (randint1(25) + (dun_level / 20))
7163 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode);
7166 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode);
7169 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode);
7172 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode);
7175 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode);
7178 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode);
7181 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode);
7184 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode);
7188 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE));
7192 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE));
7195 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
7196 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode);
7199 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
7200 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode);
7203 count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode);
7206 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
7207 count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode);
7216 int summon_cyber(int who, int y, int x)
7219 int max_cyber = (easy_band ? 1 : (dun_level / 50) + randint1(2));
7221 u32b mode = PM_ALLOW_GROUP;
7223 /* Summoned by a monster */
7226 monster_type *m_ptr = &m_list[who];
7227 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
7230 if (max_cyber > 4) max_cyber = 4;
7232 for (i = 0; i < max_cyber; i++)
7234 count += summon_specific(who, y, x, 100, SUMMON_CYBER, mode);
7241 void wall_breaker(void)
7245 int attempts = 1000;
7247 if (randint1(80 + p_ptr->lev) < 70)
7251 scatter(&y, &x, py, px, 4, 0);
7253 if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
7255 if (!player_bold(y, x)) break;
7258 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
7259 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
7261 else if (randint1(100) > 30)
7263 earthquake(py, px, 1);
7267 int num = damroll(5, 3);
7269 for (i = 0; i < num; i++)
7273 scatter(&y, &x, py, px, 10, 0);
7275 if (!player_bold(y, x)) break;
7278 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
7279 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
7288 bool confuse_monsters(int dam)
7290 return (project_hack(GF_OLD_CONF, dam));
7297 bool charm_monsters(int dam)
7299 return (project_hack(GF_CHARM, dam));
7306 bool charm_animals(int dam)
7308 return (project_hack(GF_CONTROL_ANIMAL, dam));
7315 bool stun_monsters(int dam)
7317 return (project_hack(GF_STUN, dam));
7324 bool stasis_monsters(int dam)
7326 return (project_hack(GF_STASIS, dam));
7331 * Mindblast monsters
7333 bool mindblast_monsters(int dam)
7335 return (project_hack(GF_PSI, dam));
7340 * Banish all monsters
7342 bool banish_monsters(int dist)
7344 return (project_hack(GF_AWAY_ALL, dist));
7351 bool turn_evil(int dam)
7353 return (project_hack(GF_TURN_EVIL, dam));
7360 bool turn_monsters(int dam)
7362 return (project_hack(GF_TURN_ALL, dam));
7367 * Death-ray all monsters (note: OBSCENELY powerful)
7369 bool deathray_monsters(void)
7371 return (project_hack(GF_DEATH_RAY, p_ptr->lev * 200));
7375 bool charm_monster(int dir, int plev)
7377 int flg = PROJECT_STOP | PROJECT_KILL;
7378 return (project_hook(GF_CHARM, dir, plev, flg));
7382 bool control_one_undead(int dir, int plev)
7384 int flg = PROJECT_STOP | PROJECT_KILL;
7385 return (project_hook(GF_CONTROL_UNDEAD, dir, plev, flg));
7389 bool control_one_demon(int dir, int plev)
7391 int flg = PROJECT_STOP | PROJECT_KILL;
7392 return (project_hook(GF_CONTROL_DEMON, dir, plev, flg));
7396 bool charm_animal(int dir, int plev)
7398 int flg = PROJECT_STOP | PROJECT_KILL;
7399 return (project_hook(GF_CONTROL_ANIMAL, dir, plev, flg));
7403 bool charm_living(int dir, int plev)
7405 int flg = PROJECT_STOP | PROJECT_KILL;
7406 return (project_hook(GF_CONTROL_LIVING, dir, plev, flg));
7410 bool kawarimi(bool success)
7413 object_type *q_ptr = &forge;
7416 if (p_ptr->is_dead) return FALSE;
7417 if (p_ptr->confused || p_ptr->blind || p_ptr->paralyzed || p_ptr->image) return FALSE;
7418 if (randint0(200) < p_ptr->stun) return FALSE;
7420 if (!success && one_in_(3))
7423 msg_print("¼ºÇÔ¡ªÆ¨¤²¤é¤ì¤Ê¤«¤Ã¤¿¡£");
7425 msg_print("Failed! You couldn't run away.");
7427 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
7428 p_ptr->redraw |= (PR_STATUS);
7435 teleport_player(10 + randint1(90), 0L);
7439 object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
7441 q_ptr->pval = MON_NINJA;
7443 /* Drop it in the dungeon */
7444 (void)drop_near(q_ptr, -1, y, x);
7447 if (success) msg_print("¹¶·â¤ò¼õ¤±¤ëÁ°¤ËÁÇÁ᤯¿È¤ò¤Ò¤ë¤¬¤¨¤·¤¿¡£");
7448 else msg_print("¼ºÇÔ¡ª¹¶·â¤ò¼õ¤±¤Æ¤·¤Þ¤Ã¤¿¡£");
7450 if (success) msg_print("You have turned around just before the attack hit you.");
7451 else msg_print("Failed! You are hit by the attack.");
7454 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
7455 p_ptr->redraw |= (PR_STATUS);
7463 * "Rush Attack" routine for Samurai or Ninja
7464 * Return value is for checking "done"
7466 bool rush_attack(bool *mdeath)
7473 bool tmp_mdeath = FALSE;
7476 if (mdeath) *mdeath = FALSE;
7479 if (!get_aim_dir(&dir)) return FALSE;
7481 /* Use the given direction */
7482 tx = px + project_length * ddx[dir];
7483 ty = py + project_length * ddy[dir];
7485 /* Hack -- Use an actual "target" */
7486 if ((dir == 5) && target_okay())
7492 if (in_bounds(ty, tx)) tm_idx = cave[ty][tx].m_idx;
7494 path_n = project_path(path_g, project_length, py, px, ty, tx, PROJECT_STOP | PROJECT_KILL);
7497 /* No need to move */
7498 if (!path_n) return TRUE;
7500 /* Use ty and tx as to-move point */
7504 /* Project along the path */
7505 for (i = 0; i < path_n; i++)
7507 monster_type *m_ptr;
7509 int ny = GRID_Y(path_g[i]);
7510 int nx = GRID_X(path_g[i]);
7512 if (cave_empty_bold(ny, nx) && player_can_enter(cave[ny][nx].feat, 0))
7517 /* Go to next grid */
7521 if (!cave[ny][nx].m_idx)
7526 msg_print("¼ºÇÔ¡ª");
7528 msg_print("Failed!");
7534 msg_print("¤³¤³¤Ë¤ÏÆþ¿È¤Ç¤ÏÆþ¤ì¤Ê¤¤¡£");
7536 msg_print("You can't move to that place.");
7544 /* Move player before updating the monster */
7545 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
7547 /* Update the monster */
7548 update_mon(cave[ny][nx].m_idx, TRUE);
7550 /* Found a monster */
7551 m_ptr = &m_list[cave[ny][nx].m_idx];
7553 if (tm_idx != cave[ny][nx].m_idx)
7556 msg_format("%s%s¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª", tm_idx ? "Ê̤Î" : "",
7557 m_ptr->ml ? "¥â¥ó¥¹¥¿¡¼" : "²¿¤«");
7559 msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone");
7562 else if (!player_bold(ty, tx))
7564 /* Hold the monster name */
7567 /* Get the monster name (BEFORE polymorphing) */
7568 monster_desc(m_name, m_ptr, 0);
7570 msg_format("ÁÇÁ᤯%s¤Î²û¤ËÆþ¤ê¹þ¤ó¤À¡ª", m_name);
7572 msg_format("You quickly jump in and attack %s!", m_name);
7576 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
7578 tmp_mdeath = py_attack(ny, nx, HISSATSU_NYUSIN);
7583 if (!moved && !player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
7585 if (mdeath) *mdeath = tmp_mdeath;
7591 * Remove all mirrors in this floor
7593 void remove_all_mirrors(bool explode)
7597 for (x = 0; x < cur_wid; x++)
7599 for (y = 0; y < cur_hgt; y++)
7601 if (is_mirror_grid(&cave[y][x]))
7603 remove_mirror(y, x);
7605 project(0, 2, y, x, p_ptr->lev / 2 + 5, GF_SHARDS,
7606 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);